U.W.W. Warlock Marine Raider Augmentation:


The Warlock Marines are an elite organization but the Raiders and Recon are special units within the marines. They are taught additional skills and only take the best of the best of the armed forces. Raiders are usually veterans in their second tour. Only a bare few are taken before that point. The only iron-clad rule is that all selectees/applicants must be combat veterans.


As with many such special units, they have special equipment issued to them including the Raider Augmentation Pack. The Raiders are issued a standard Warlock Marine Armor but the augmentation system fits over the top to greatly increase the combat capability of the standard armor.


The Augmentation pack includes additional armor which fits directly over the standard armor with an additional chest armor plates, shoulder plates, leg armor, and additional arm armor as well. There is also a contra-grav jet pack, an additional set of musculature, and additional weapon systems. A special harness is used to allow the quick fitting of the augmentation pack to the point where it only takes fifteen seconds to fit the package on the Marine armor and the same to dismount it. In emergency, the augmentation package can be jettisoned in just seconds. It is fitted to the standard model of the armor not the flight capable version. The contra-grav flight pack allows the Raider Augmentation to fly however and is far more powerful than the flight pack fitted to the flight capable version of the Warlock Marine Armor.


Like the Marine Combat Armor, the Raider Augmentation has to be specially bonded to the wearer of the armor and the armor under it. Because it is bonded to the wearer, Magic Specialists Marines can cast spells while wearing the armor. Because of the special operation nature of the Warlock Marine, they are not outfitted with the fail safes which prevent the armor augmentation from being used against the people and property of the United Worlds Warlock. It is also removed from the main armor. If they retire from service, it is restored.


All of the weapon systems fitted to the marine armor can be used through the augmentation package. This includes the enchanted bastard sword, the ion wrist blasters, and the shoulder mounted mini-missiles. The froce field system also provides additional protection. As well, hand held energy weapons can be carried although most Raiders carry a different assortment of weapon systems.


The armor is fitted with a volcano cannon on each shoulder to augment other internal weapons carried. Because of this, the operators of these augmented armors rarely carries a hand held volcano cannon. As well, the armor augmentation has a mini-missile launcher on each side of the calf which greatly boosts the number of available mini-missiles. Each one has a dimensional pocket which increases missile payload. Because of theses additional missile back, the Rangers operating the augmented armor .


The other weapon often carried on the armor is a powerful particle beam rifle. It is so powerful that it cannot be kept powered though the armor's fusion reactor but instead has a special capacities. The capacitor has the ability to store up to forty blasts and recharges at the rate of one shot per minute. Its range is impressive although some operators prefer shorter ranged weapons with a greater payload.


Model Type: WA-2R
Class: Power Armor Augmentation System
Crew: One


M.D.C. by Location:

[1] Rear Contra-Grav Flight Pack (1):200
PB-90 Particle Gun:100
Bastard Sword (1 or 2):400 each
Shoulder Plates (2):200 each (Adds 80 each)
Shoulder Volcano Cannons (2):150 each
[2] Shoulder Mini-Missile Launchers (2, Shoulders):90 each
Arms (2):200 each (Adds 50 each)
Legs (2):275 each (Adds 75 each)
Calf Mini-Missile Launchers (4, legs)75 each
[3] Head:120/50
[4] Main Body:650 (Adds 250)
[5] “Invincible Armor” Forcefield200


Notes:
[1] Destroying the Contra-Grav Flight Pack prevents the Raider from any form of flight.
[2] The mini-missile launchers are small and difficult targets to strike, requiring the attacker to make a “called shot,”, but even then the attacker is -4 to strike. When not preparing to fire, shoulder plates cover the Mini-Missile launchers.
[3] Second value is for the face plate of the armor. Destroying the helmet or face plate of the armor will eliminate all forms of optical enhancement and sensor systems. The pilot is forced to rely on his or her own vision and senses. However, the mystic link between the armor and the pilot are not lost and the wearer can continue to fight with reduced bonuses. The wearer loses one attack per melee and half of their power armor bonuses.
[4] Depleting the M.D.C. of the main body will shut the armor down completely, making it useless.
[5] Can be activated up to three times per day (24 hours) and has a duration of 24 minutes (96 melee) 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.


Speed:
Running: Can run up to 100 mph (160.9 kph) in full Raider. Note that the act of running does tire out its operator, but at 10% of the usual fatigue rate, thanks to the robot exoskeleton.
Leaping: The Raider can leap up to 30 feet (9.1 meters) high or lengthwise without the use of the contra-grav flight pack. Using the contra-grav flight pack, the augmented armor can leap 200 feet (60.96 meters) high or 400 feet (121.9 metersO lengthwise without actually attaining flight. Note that leaping height and distance on the moon and micro gravity is doubled (or more)
Contra-Grav Flight System: The contra-grav propulsion system enables the armor hover in a stationary at any altitude and fly at a maximum speed of Mach One (741.5 mph / 1193.3 kph). The contra-grav system makes the armor trans-atmospheric and armor can accelerate at up to 1.5 Gs of acceleration.
Underwater: 8 mph (12.8 km) swimming or 60 mph (96.6 kph) with "flight" system, to a maximum depth of 1 mile (1.6 km).
Maximum Effective Range: Limited only by the endurance of the pilot


Statistical Data:
Height: Height of the base power armor plus two feet (0.6 meters), Average is around nine feet (2.74 meters) for a six foot tall individual.
Width: Width of the base power armor plus two feet (0.6 meters), average about six feet (1.83 meters)
Length: Length of the base power armor plus three feet (0.9 meters) including flight pack, average about 6 feet (1.8 meters)
Weight: 222.2 lbs per foot (331.0 kg per meter) of height, average about a ton (907 kg) including Warlock Marine Armor.
Physical Strength: Equal to a supernatural PS 55!
Cargo: Small cargo bins are hidden in each thigh (where the combat armor arms can reach them) and two in the back. Each has a dimensional pocket which can store up to 30 lbs (13.6 kg) each. Common payload includes a light rifle / Submachine-gun, a pistol, six grenades, and three fusion blocks. Commonly carried in the rear bins are the pilot’s personal items, a suit of body armor, and 3 weeks of food and water.
Power System: Nuclear and magic; 30 year life. Warlock Marine Armor has a P.P.E. Battery with 250 P.P.E. (Regenerates 2 P.P.E. per hour normally and 10 P.P.E. per hour on a ley line.)
Market Price: Cost to manufacture is 12 Million Credits. Unavailable outside of the Marine Raiders.


Weapon Systems:

  1. Forearm Ion Beams (2): Part of standard Warlock Marine Armor. Each arm has a two short range but powerful ion beam cannon. For virtually unlimited payload, the weapons pull power directly from the armor's fusion reactor. The suit's operator need only point and shoot. The forearm lasers can be used in combined attacks if the person has the skill Paired Weapons: Energy Pistol
    Maximum Effective Range: 1,000 feet (305 m) in an atmosphere. Range is eight times normal when used in space.
    Mega-Damage: 4D6 each and 8D6 for both blasters. If the person has paired weapons, Energy Pistol, can do up to 16D6 per attack.
    Rate of Fire: Equal to the number of combined hand to hand attacks of the person in the suit (usually 4-6) .
    Payload: Effectively unlimited.
  2. Shoulder Mounted "Volcano" Plasma Cannons (2): Part of the Add-On Weapon systems. A Volcano style plasma cannon is mounted on each shoulder of the Raider positioned not to interfere with the mini-missile launchers. Each weapon can be operated independently or in synchronization with each other. Both can rotate side to side 180 degrees and can move up and down to provide a 90 degree arc of fire. Note: If each gun is turned on two different targets, each blast from each weapon counts as one of the pilot’s melee attacks and NO initiative or strike bonuses apply to the attack on either one. Also, when used to intercept missiles, re-roll damage for each missile in the area and weapon is +2 to strike.
    Maximum Effective Range: 4000 feet (1200 m) for concentrated blast, 2000 feet (610 m) for a wide blast. Range is eight times normal when used in space.
    Mega-Damage: Concentrated Blast: 1D6x10 MD for one cannon or 2D6x10 MD for both fired at the same target. Wide Blast: A single cannon inflicts 4D6 MD to any targets in a 30 foot (9.1 meter) area or 2D6x10 to a 30 foot (9.1 meter) length of wall. A double blast inflicts 4D6 MD to a 60 foot (9.1 meter) wide by 30 foot (9.1 meter) tall area, 1D4x10+6 MD to a 30 foot (9.1 meter) area, or 4D6x10 to a 30 foot (9.1 meter) length of wall.
    Rate of Fire: Equal to number of combined hand to hand attacks. Cannot fire bursts.
    Payload: Effectively unlimited.
  3. Shoulder Mini-Missile Launchers (2): Part of standard Warlock Marine Armor. In each shoulder of the armor are three mini-missile launchers with the ability to fire up to six mini-missiles as a single volley. A shield comes down to protect the launchers when no being fired. Each has the capacity for twelve mini-missiles for a total of twenty-four mini-missiles total. There is a dimensional pocket which stores most of the missiles. Missile has a top speed of Mach 10 in an atmosphere and in space has an acceleration of 2% of light per turn (slightly faster than any starship except if it is exceeding it maximum safe acceleration). Three Galaxy Mini-Missiles are normally guided.
    Maximum Effective Range: Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.
    Mega Damage: As per Mini-Missile Type (See revised Phase World / Three Galaxies missile tables for details.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two, three, four, or six.
    Payload: 12 each launcher for 24 total.
  4. Leg / Calf Mini-Missile Launchers (4): Part of the Add-On Weapon systems. On each side of the calves of the armor are three mini-missile launchers with the ability to fire up to six mini-missiles as a single volley. A shield comes down to protect the launchers when no being fired. Each has the capacity for twelve mini-missiles for a total of forty-eight mini-missiles total. There is a dimensional pocket which stores most of the missiles. Missile has a top speed of Mach 10 in an atmosphere and in space has an acceleration of 2% of light per turn (slightly faster than any starship except if it is exceeding it maximum safe acceleration). Three Galaxy Mini-Missiles are normally guided.
    Maximum Effective Range: Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.
    Mega Damage: As per Mini-Missile Type (See revised Phase World / Three Galaxies missile tables for details.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two, three, four, or six.
    Payload: 12 each launcher for 48 total.
  5. Enchanted Bastard Sword (1 or 2): Part of standard Warlock Marine Armor. The suit is normally equipped with a Bastard Sword which is carried over the left or right shoulder of the power armor. Some operators carry a pair of swords instead of a single blade while others carry a two handed sword or battle axe (Increase damage to 6D6+8.) Supernatural strength adds punch damage to weapon damage. Enchanted through the spell "Enchant Weapon: Lesser" and has 400 M.D.C.
    Maximum Effective Range: Close Combat Only.
    Mega Damage: 4D6+10 per strike
    Rate of Fire: Equal to the number of hand to hand attacks of the pilot and his power armor (usually 4-6, see Power Armor Training). Paired weapons may be used with two swords.
    Bonuses: +1 to strike, +2 to parry, +4 to damage, and +2 to initiative.
  6. Optional Weapon Systems: The PB-90 Particle Beam rifle is the most common rifle carried by United Worlds Warlock Raider troops but is huge and has a limited payload. Unlike a standard Warlock Marine, the Volcano rifle and mini-missile launchers are almost never carried. Most common carried otherwise is the HI-800 Laser Rifle and GC-55 Gravity Rail Gun. The later is often carried to deal with targets which are impervious to energy. A variety of other weapons can be carried as well. The PB-90 is to heavy and large to use in this manner, but some pilots are skilled in the ability to control a HI-800 Laser Rifle, or CG-55 Rifle in one hand while using the armor's wrist blasters.
    1. PB-90 Heavy Particle Cannon: This massive "rifle" is standard issue to all Raiders, though any weapon usable by a machine of its size can be equipped. It does an amazing amount of damage and has unparalleled range for such a weapon. The only disadvantage is the restricted payload and weight of the weapon.
      Weight: 640 pounds (291 kg).
      Maximum Effective Range: 10,000 feet (3048 meters). Range is eight times normal when used in space.
      Mega Damage: 4D6x10 MD per blast.
      Rate of Fire: Equal to number of combined hand to hand attacks. Cannot fire bursts.
      Payload: 40 shots in a capacitor, recharges at the rate of one shot per minute
    2. H-800 Assault Laser: A heavy HI Laser can be carried instead of the Volcano Rifle. In most Warlock Units, around 10% of troops will be equipped with the laser instead of the Volcano Rifle. It is similar to the HI-300 Infantry support rifle but is designed to be able to plug into the power supply of the armor for an effectively unlimited payload and also has a longer range. It is much more massive as well. The weapon can also use E-Clips in emergency. Can fire single shots, three wound bursts, and can be used like a machine-gun.
      Weight: 48 lbs (21.87 kg).
      Maximum Effective Range: 6,000 feet (1,828.8 meters). Range is eight times normal when used in space.
      Mega Damage: 6D6+6 per single shot, 2D6x10+20 for a rapid fire three shot burst, or use machine gun burst rules for higher burst setting.
      Rate of Fire: Equal to number of combined hand to hand attacks - Single Shot, Three Round Burst, and Extended Bursts (Use Machine Gun burst rules).
      Payload: Effectively unlimited if plugged into the armor. 15 shots per short E-Clip, 21 shots per long E-Clip, or 210 with a CAF power backpack.
    3. GC-55 G-Cannon: Powerful Gravity Rail Gun similar to the GR-15AR but longer ranged and heavier. In most Warlock Units, around 0% of line Marines will be equipped with the Gravity Rail Gun instead of the Volcano Rifle. The armor carries a 1000 round magazine which uses a dimensional to store additional rounds. The weapon can fire single shot, three round burst, or even ten round bursts. It does not have a setting for fully automatic.
      Weight: 38 lbs (17.2 kg)
      Maximum Effective Range: 4,000 feet (1220 meters). Range is eight times normal when used in space.
      Mega Damage: Inflicts 3D4 M.D. for one round, a three round burst inflicts 1D4x10 M.D., and a 10 round burst inflicts 2D4x10 M.D.
      Rate of Fire: Equal to number of combined hand to hand attacks - Single Shot, Three Round Burst, and Ten Round Bursts.
      Payload: 1,000 round drum magazine. Up to four reloads can be carried by the Combat Armor. Reloading takes two melee attacks/actions. Note that the pilot must remove the drums from the Combat Armor and reattach them to his armor when he dismounts and vice versa when remounting.
  7. Hand to Hand Combat: Includes bonuses from Warlock Marine Armor. Rather than use a weapon, the pilot can engage in mega-damage hand to hand combat. Also has +3 to save against magic, +1 to save against psionics, and +2 to save against horror factor. These bonuses are in addition to normal pilot and power armor bonuses.
    Bonuses from the armor:
      +2 to initiative
      +1 to strike, parry, and dodge
      +2 to dodge when in flight
      +1 additional hand to hand attack at levels one, five and ten
      +2 to roll with impact or fall
      +1 to pull punch
    Damage (supernatural PS 55):
      Punch: 1D6x10 MD - Added to hand to hand weapon damage
      Power Punch: 2D6x10 MD (two attacks)
      Kick: 1D6x10 MD
      Body Flip/Throw: 2D6 MD
      Body Block/Tackle: 3D4 MD


Enchantments:


The main armor has a P.P.E. battery built into the armor in the form of emerald crystals. This magical energy cannot be used by the wearer to cast spells but can be used to power enchantments in the armor. The armor stores 10 P.P.E. for every crystal built into the armor with twenty-five total (250 P.P.E.) Magical energy regenerates at the rate 2 P.P.E. per hour normally or 10 per hour on a Ley Line. Spell casters can tap this energy as well as being able to channel energy into the suit.



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By James Laursen (prowlstheknight@yahoo.com) and Kitsune (E-Mail Kitsune).


Copyright © 2008, James Laursen & Kitsune. All rights reserved.



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