Thoth Industries “Crystal Hawk” Space Combat Exoskeleton (T.W.):

Many consider the Consortium “Silverhawk” space power armor to be one of the most effective power armor designs in the Three Galaxies with an acceleration rivaling many space fighters. In fact, its acceleration is the equal of the old Osprey class fighter which is still in service with a large number of self defense forces.

With the power armor’s effectiveness and popularity, it can only be expected that “knock off” designs will be produced and there are multiple copies of the design. Few are as advanced as the original design but many are quite effective in their own right.

The owner of Thoth Industries, a techno-wizard named Asyribis, decided that she wanted to develop her own version of the Silverhawk armor. While it started that way, the Thoth Industries armor is highly modified from the original design. The rumor is that she is the demi-god daughter of Thoth, the Egyptian god of knowledge himself. While this has never been confirmed, the company is know for building extremely effective designs which combine magic with advanced technology.

Thoth Industries has developed a crystalline material similar to that used on the mystic power armor but able to be used on other applications including star ships. Like the hull of the United Worlds Warlock “Shadow Bolt” starfighter, the material is immune to all non-magical energy weapons. It can also be easily healed through the use of magic. Of course, the material is extremely expensive.

From early development, it was decided that the company’s copy of the Silverhawk would be protected by this material. The crystal is just as strong as the advanced alloys used on the Consortium space power armor. For additional protection, the Crystal Hawk can be fitted with either a standard Naruni force field or an enchanted “Invincible Armor” force field enchantment.

The flight system is slightly less advanced than that mounted on the Silverhawk and seems to be a modified version of the one on the knock off “Stormcrow” space power armor although does have a number of minor improvements. Still, the flight system is slightly larger than the one mounted on the Consortium design. It does however give similar performance. Power is provided by an advanced fusion reactor.

Unable to copy the originally weaponry of the Silverhawk, engineers decided to go with a different weapon suite for the Crystal Hawk. A gravity rail gun replaces the long range laser and a high intensity pulse laser replaces the short range particle beam. Unfortunately, the output of the weapon systems is inferior to those of the Silverhawk. As with the rifle on the Consortium design, both weapons can be combined against a single target. The engineers decided that the grenade launcher would be of limited utility in space combat and was not retained.

Part of the reason why a gravity rail gun replaces the long range laser is that the Crystal Hawk might be expected to engage targets protected by “Impervious to Energy” enchantments. A modified version of 8 mm gravity rail guns carried on power armors, it has slightly greater range than most. In order to improve payload, the ammunition is carried in a dimensional pocket. A total of eight thousand rounds are carried.

While the wings are retained, they are shortened and can only carry four mini-missiles each. On each should however, the Crystal Hawk mounts an almost flush box missile launcher. While the launchers appear to be only fire a pair of mini-missiles each, the mini-missiles are instead stored in a permanent dimensional pocket in a similar manner to the rail gun. Each magazine can carry twelve mini-missiles.

The Crystal Hawk does not carry the “Six Shooters” mounted on the forearms. Some operators carry a pair of extended range “Jackhammer” gravity rail gun pistols. Generally the pistols are not considered effective in space but are useful inside starships. Other sidearms can be carried in the place of the “Jackhammers” but are less popular than the heavy gravity rail gun pistols.

As one might expect, the Crystal Hawk has a number of techno-wizard enchantments beyond those previously listed. These include the conventional techno-wizard enchantments of invisibility, shadow meld, and sustain. In addition to advanced sensor systems, the Thoth Industries space armor also has a magical optic system with the ability to see invisible targets, detect concealed targets, and see auras. In order to power the various enchantments, the power armor is fitted with a mystic energy battery in the form of enchanted emeralds.

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:       TI CHSPA-01.

Class:                  Space-Capable Combat Exoskeleton.

Crew:                  One.

M.D.C. by Location:


Shoulder Mini-Missile Launchers (2):

100 each.


Wings/Missile Launchers (2):

80 each.





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

50 each.


Arms (2):

120 each.


Legs (2):

150 each.


[1] Head:



[2] Main Body:



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



[4] Optional: N-50A Super Heavy Naruni Force Field:



[5] Optional: “Invincible Armor” Forcefield:



[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. Note: The power armor is impervious to all non magical energy weapons. The armor can also be completely regenerated with the spell “Armor of Ithan” and 200 P.P.E.

[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).

[4] Optional: The force field will stop energy attacks and fast moving objects. Slow moving objects can pass through. The force field regenerates one (1) M.D.C. per melee round unless overloaded and then cannot be activated for twelve (12) hours if overloaded. The force field pulls its power off of the power plant.

[5] Optional: “Invincible Armor” Force Field costs 30 P.P.E. (Or 60 I.S.P.) per activation and has a duration of 18 minutes (72 melee rounds) per activation. The armor regenerates damage at the rate of 1D6 M.D.C. per melee round. The armor also offers complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc. and, provides the wearer with an independent oxygen supply. Furthermore, all energy attacks, magic or mundane, inflict only half their usual damage to the armor! Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer.


Running: 70 mph (112.6 km) maximum. Note that the act of running does tire out its operator, but at 5% of the usual fatigue rate, thanks to the robot exoskeleton and contragravity system (if the contragravity system is destroyed, fatigue rate becomes 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: Up to Mach 2 (approximately 1,522.6 mph/ 2,450.2 kph) in an atmosphere.

Maximum Altitude: Unlimited. The contragravity system allows the suit to escape a planet's atmosphere and fly out of orbit.

Underwater: Maximum speed of 50 mph (80 km) to a maximum depth of 1000 feet (310 m).

Range: The power armor’s range is effective unlimited. The Contra-Grav system does not overheat. The only limit is the pilots endurance. Using the “Sustain” enchantment, all life support needs are provided as long as there is enough mystical energy to activate. Lasts six days per activation.

Statistical Data:

Height:  8.86 feet (2.7 meters).

Width:   10.49 feet (3.2 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: 1,146.4 lbs (520 kg).

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

Cargo: Effectively None.

Power System: Advanced Fusion, Duration without refueling of 20 years. Also has a P.P.E. Battery with 240 P.P.E. (Regenerates 2 P.P.E. per hour normally and 10 P.P.E. per hour on a ley line.)

Market Cost: Costs an average of around 12 million credits. The Naruni force field costs an average of around 300,000 credits and “Invincible Armor” force field costs an average of around 1 million credits.

Weapon Systems:

  1. One (1) Multi-Rifle: The rifle combines an extended range 8 mm gravity rail gun with a high intensity pulse laser. Unlike the rifle carried on the Silverhawk, the Crystal Hawk does not mount a grenade launcher with the other two weapons. Both weapons can fire together for additional damage. The rail gun fires projectiles at incredible velocities compared to rail guns on Rifts Earth. When used in space, projectiles are fired from rail gun at a significant fraction of the speed of light. When used in an atmosphere, projectile velocities are slower to prevent them from burning up but still are at hypersonic speeds. For virtually unlimited payload, the energy HI Pulse Laser pulls power directly from the armor’s fusion reactor. Gravity rail gun ammunition is carried in a permanent dimensional pocket.

    Maximum Effective Range: 8 mm Gravity Rail Gun: 10,000 feet (3,048 meters) in an atmosphere and 189.4 miles (244 km) in space. HI Pulse Laser: 4,000 feet (1,220 meters) in an atmosphere and 37.9 miles (61 km) in space.

    Mega Damage: 8 mm Gravity Rail Gun: Ten Round Burst: 1D4x10+10. Twenty Round Burst: 2D4x10+10. Single Round: 2D6+2. HI Pulse Laser: 6D6+6 per single shot, 2D6x10+20 for a rapid fire three shot burst, or use machine gun burst rules for higher burst setting. Both Combined: 3D6x10+40 (Ranges between weapons are very different.)

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

    Payload: 8 mm Gravity Rail Gun: 8,000 rounds in back-mounted magazine with a permanent dimensional pocket (800 short bursts / 400 long bursts.) Energy Pulse Beam: Effectively Unlimited.

  2. One (1) or Two (2) GR-45-LR “Super Jackhammer” Long Range Gravity Rail Gun Pistols (Optional): 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. Other weapons can also be carried.

    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. Two (2) Shoulder Mini-Missile Launchers: Mounted in the shoulders of the power armor are a pair of flush mini-missile launchers. While they appear only able to carry a pair of mini-missiles each, they have a permanent dimensional pocket which can carry twelve mini-missiles each for two dozen total. 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. Mini-Missiles in the Phase World / Three Galaxies setting are normally smart missiles with the most common warheads being armor piercing types.

    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: Can fire mini-missiles one at a time or in volleys of two (2) or four (4) mini-missiles.

    Payload: Twenty-four (24) mini-missiles total, twelve (12) mini-missiles per launcher.

  4. Eight (8) Wing Mini-Missiles: Shortened compared to the Silverhawk, each wing of the exoskeleton mounts four mini-missiles. 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. Batteries 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: Can fire mini-missiles one at a time or in volleys of two (2), four (4), or eight (8) mini-missiles.

    Payload: Eight (8) mini-missiles total, four (4) mini-missiles on each wing.

  5. Energy Rifles, Light Rail Guns, 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.

  6. 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 “Crystal Hawk” 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.

  7. Techno-Wizard Modifications: The space power armor has the following Techno-Wizard Modifications built into the armor.

    Mystic Energy Battery: The P.P.E. battery built into the enchanted armor is in the form of emerald crystals. This magical energy can be both used by the wearer to cast spells and can be used to power enchantments in the armor. The armor stores 20 P.P.E. for every crystal built into the armor with twelve total (240 P.P.E. total.) Magical energy regenerates at the rate 2 P.P.E. per hour normally or 10 per hour on a Ley Line. Spell casters can also feed P.P.E. into the crystals.

    Magic Optics System: Abilities: Gives character the ability of See Aura, See The Invisible, and Detect Concealment same as the spell except as noted below. Duration: 15 minutes, recharges with Energy bolt spell (5 P.P.E.) or spend 10 I.S.P.

    Special Features: 

    Invisibility Superior (6th Level)

    20 P.P.E. or 20 I.S.P.


    Shadow Meld (6th Level)

    10 P.P.E. or 10 I.S.P.


    Sustain (6th Level)

    12 P.P.E. or 24 I.S.P.

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Writeup by Kitsune (E-Mail Kitsune).

Copyright © 2017, Kitsune. All rights reserved.