Stormcrow Space Combat Exoskeleton:

Produced by the Consortium and in service in large numbers with their military, the Silverhawk Exoskeleton is one of the most advanced power armor designs ever produced. The acceleration of the design rivals that of a space fighter and mounts incredible firepower for its size. It is often used much the same ways a light fighter might. The exoskeleton also features an advanced stealth system and a device designed to penetrate the shields of a starship. In addition to operating these armors in large numbers, the Consortium sells these armors to independent defense forces within their territories as well as some of their allies. Due to the huge numbers having been produced, quite a number of these have found their way into more shadowy markets.

While numbers of these armors are available outside of the Consortium, these numbers have never equaled demands. As a result, a number of companies outside of the Consortium have developed copies of the Silverhawk Exoskeleton. Copyright laws prevents production of these copies inside of the Consortium. Usually called “Knock Offs”, these armors are not quite the equal of the armor design which they copy and generally lack the advanced stealth systems and shield penetration system. They also are generally less armored than the original Consortium design. These “Knock Offs” do tend to be far cheaper than the original design.

The “Stormcrow” is one of the more common copies of the Silverhawk armor. The design is manufactured on Center as well as several other systems within the Three Galaxies. These companies usually do not honor each others design and shamelessly copy them just like the Stormcrow is a copy of the Silverhawk. While not the most advanced version, it is a reasonably high quality copy of the Consortium power armor design. Like the Silverhawk, it relies on a contra-grav propulsion system. The flight pack is slightly larger than the flight pack on the Silverhawk. The armor is slightly less maneuverable than the Consortium power armor but is still extremely maneuverable. A more major difference is that it carries a very different weapon array although still highly effective. Because it lacks the advanced stealth system of the Silverhawk, the Stormcrow is a dull black to minimize its visibility in space.

Instead of a long range laser and shorter ranged but more powerful particle beam in the multi-weapon, the Stormcrow has a powerful shorter ranged laser and longer ranged but less powerful particle beam. The particle beam is slightly shorter in range than the laser on the Silverhawk. The powerful short range laser actually draws too much power for the fusion reactor to power and has a capacitor as a result. Both can be combined together and actually inflict greater damage than the weapons mounted on the Silverhawk. The grenade launcher is retained but has a much smaller magazine. The grenades are not as effective as the particle beam and lasers when used in space combat.

The wings of the Stormcrow are slightly larger than those of the Silverhawk. This enables two additional mini-missile to be carried on each wing for a total of twenty missiles. All twenty mini-missiles can fired in a single devastating volley. Usually the mini-missiles carried on the power armor are smart missiles. The exoskeleton does not mount the gravity guns in the wrists of the armor but instead carries a hand held heavy gravity rail gun pistol with an extended range compared to the standard gravity pistol. The rail gun pistol has the ability to fire three round bursts. It has a extended magazine and several additional magazines are carried. Some operators will carry a pair of gravity rail gun pistols.

While a force field generator is not standard on the power armor, many owners add a Naruni force field to the armor to increase the amount of damage that the armor is able to withstand. Super heavy versions of the force field are the most popular. Otherwise, the Stormcrow is able to withstand about thirty percent less damage than the Silverhawk power armor.

This power armor design uses modified starship speed and weapon range rules. See Revised Starship Rules for Phase World / Three Galaxies for more details.

Note: The power system is fusion not anti-matter because the author's opinion is that anti-matter is to dangerous to be used in vehicles that may be used in an atmosphere. If a starship powered by anti-matter was to detonate in an atmosphere it would cause huge planetary damage. At GM option, this can also be applied to all such power armors or this power armor can be changed to anti-matter.

Model Type: SC-MM-1000.

Class: Space Combat Exoskeleton.

Crew: One.

M.D.C. by Location:


Shoulder Plates (2):

80 each.


Wing / Missile Launchers (2):

120 each.


Combination Rifle:



GR-45-LR “Super Jackhammer” Heavy Gravity Pistol (1 or 2)

50 each.


Arms (2):

90 each.


Legs (2):

120 each.


[1] Head:



[2] Main Body:



[3] Contra-Grav Propulsion System (l, in back):



[1] Destroying the head of the power armor will eliminate all forms of optical enhancement and sensory systems. The pilot is forced to rely on his own human vision and sensors. Furthermore, all power armor combat bonuses to strike, parry and dodge are lost. More importantly, in the vacuum of space the character will be subject to explosive decompression, dehydration, freezing and asphyxiation. Most alien species will suffer 1D4x10 S.D.C. damage immediately and will die in 1D4 minutes. Note: The head can only be hit when an attacker makes a called shot and even then the attacker is at -4 to strike.

[2] Depleting the M.D.C. of the main body will shut the armor down completely, making it useless.

[3] Destroying the contra-grav propulsion system reduces all the special bonuses given below and prevents the armor from flying. A normal jet propulsion system or jet backpack can replace the contra-grav propulsion system, but it will not have any of the special flight bonuses and its speed will be a fraction of normal (that of the replacement system).


Running: 70 mph (112.6 km) maximum. Note that the act of running does tire out the operator, but at 5% normal fatigue rate. If the contra-grav flight system is damage, increase fatigue rate to 10% of normal.

Sublight: Has a special sublight engine that allows the power armor to travel up to 20 percent of the speed of light. Power Armor can accelerate/decelerate at the rate of 1.2 percent of light per melee.

Atmospheric Propulsion: Maximum of Mach 2 (approximately 1,522.6 mph/ 2,450.2 km) in an atmosphere. Can enter an atmosphere because flight system is contra grav.

Range: Effectively Unlimited. The contra-grav propulsion system on the space exoskeleton does not overheat. The only limit is the pilot’s endurance.

Statistical Data:

Height:  8.86 feet (2.7 meters).

Width:   12.47 feet (3.8 meters) including wings and 4.92 feet (1.5 meters) for the chassis of the power armor.

Length:  4.59 feet (1.4 meters) including Contra-Grav flight pack.

Mass/Weight: 1,102.3 lbs (500 kg).

Physical Strength: Equal to a P.S. 45.

Cargo: Effectively None.

Power System: Advanced Fusion, Duration without refueling of 20 years.

Market Cost: Costs an average of around 1.8 million credits. Available on Phase World as well as a large number of ports around the Three Galaxies.

Weapon Systems:

  1. One (1) Combination Rifle: Rifle which combines a long range particle beam with a shorter range but extremely powerful laser into a rifle. Particle beam is shorter ranged than the HI Laser in the Silverhawk but still quite long ranged. The weapon system also has a gravity assisted grenade launcher. The short range laser pulls a huge amount of power and requires a capacitor. Particle beam has effectively unlimited payload and a total of fifty grenades are carried.

    Maximum Effective Range: Long Range Particle Beam: 8,000 feet (2,440 meters) in an atmosphere and 151.6 miles (244 km) in space. Short Range High Powered Laser: 3,000 feet (914.4 meters) in an atmosphere and 56.8 miles (91.4 km) in space. Grenade Launcher: 2,000 feet (610 meters) in an atmosphere and 16,000 feet (4,880 meters) in space.

    Mega-Damage: Long Range Particle Beam: 2D4x10. Short Range High Powered Laser: 3D6x10+20. Both Combined: 4D6x10+40 (Ranges between weapons are very different.) Grenade Launcher: Varies by Grenade Type (K-Hex Fragmentation: 4D6 to a 30 feet [9.1 m], K-Hex High Explosive: 6D6 to a 12 ft [3.6 m] Area, and K-Hex Armor Piercing: 1D6x10 to a 3 ft [0.9 m] area.)

    Rare of Fire: Equal to the combined number of hand to hand attacks of the pilot (usually 4-6).

    Payload: Long Range Particle Beam: Effectively Unlimited. Short Range High Powered Laser: 20 shots in a capacitor, recharges at the rate of one shot per two melees (30 seconds). Grenade Launcher: 50 Grenades.

  2. One (1) or Two (2) GR-45-LR “Super Jackhammer” Long Range Gravity Rail Gun Pistols: Similar to the GR-45HP “Jackhammer” but modified for extended range as well as having double the payload. Projectiles are fired at incredible velocities from the gravity rail gun. Weapon is useful against targets which are impervious to energy weapons. Carried on sides of armor when not in use. Several additional magazines are also carried. In some cases, a second rail gun pistol may be carried and both may be fired simultaneously with the paired weapon - energy pistols skill.

    Maximum Effective Range: 1,600 feet (487.7 meters)in an atmosphere. Range is eight times normal when used in space.

    Mega Damage: Single round inflicts 2D6 and a three round burst inflicts 5D6. If the person has paired weapons energy pistols, can do up to 1D6x10 per attack (six rounds total).

    Rare of Fire: Equal to the combined number of hand to hand attacks of the pilot (usually 4-6) - Paired weapons energy pistols allows both to be used as a single attack.

    Payload: 54 rounds (18 bursts) per magazine. Carries four additional magazines for gravity rail gun pistol as standard.

  3. Wing Mini-Missiles (20 Mini-Missiles Total): The power armor has two wings which each mounts ten mini-missiles for a total of twenty mini-missiles maximum. Missiles have a top speed of Mach 10 in an atmosphere and have an acceleration of 2% of light per turn in space. This is slightly faster than any starship except if it is exceeding it maximum safe acceleration. Launchers can launch on multiple targets each at the same time. Mini-Missiles in the Phase World / Three Galaxies setting are normally smart missiles.

    Maximum Effective Range: Mini Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.

    Mega-Damage: Varies with mini-missile type (See revised Phase World / Three Galaxies missile tables for details.)

    Rate of Fire: One at a time or in volleys of two (2), four (4), ten (10), or twenty (20) mini-missiles.

    Payload: Twenty (20) mini-missiles total, ten (10) mini-missiles per wing.

    4 Energy Rifles or Light Rail Gun and other hand-held weapons can be substituted in an emergency or used as a back-up weapon. Space limitations and the bulk of the armor limit additional rifle weapons to one rifle and one pistol.

  4. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in mega-damage hand to hand combat. Training between the Silverhawk and the various “knock off” designs is generally considered interchangeable.

    Bonuses and Damage from “Stormcrow” Power Armor Combat Training:

      Restrained Punch - 1D6 M.D.

      Full Strength Punch - 3D6 M.D.

      Power Punch - 6D6 M.D. (counts as two attacks).

      Kick - 4D6 M.D.

      Leap Kick - 6D6 +3 (counts as two attacks).

      Body Block/Ram (on the ground) - 2D6 M.D.

      Body Block/Ram (flying) - 4D6 M.D.

      +2 to strike.

      +3 to parry.

      +3 to dodge on the ground and +5 to dodge flying.

      +2 to roll with impact.

      +2 to pull punch.

      +2 melee actions/attacks at level one.

      +1 additional attack at levels four, eight, and twelve.

    Note: If gravity flying system is destroyed or disable, reduce the bonuses to parry, dodge and roll with impact by half.

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Writeup by Kitsune (E-Mail Kitsune).

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