NORINCO KRS-10 “Goblin” class Power Armor:


"Individually, each of our Glitter Boys outgun and outrange the Goblins by a significant margin. The problem is that we never face just one. Not even two to one. Four, Five, It may be ten to one. Numbers like that, we simply cannot fight. In that last engagement, we lost a total of four Glitter Boys. Granted, we took down sixteen of the rebel armors but that loss ratio just does not work."


- Captain Ryan Graham, Fourth Glitter Boy Company




Unlike the reformed Soviet Union, the Chinese Military never operated cyborg soldiers in large numbers. Instead, like the Western powers, they preferred power armor designs. They also exported their designs to much of the Third World. Most United States designs were only exported to the American's closest allies. The Chinese “Troll” armor was the most well know although the “Goblin” was produced in far larger numbers.


As might be expected, it was far cheaper to manufacture than the Troll. Like the “Troll”, the name “Goblin” was never an official title but one given by American troops who had to face them most commonly in Central and South America. They were used mostly for military purposes although law enforcement used them for riot control as well. Several major battles against these "Goblins" were fought by Glitter Boy or SAMAS units often with the American forces badly outnumbered even though they had superior technology. In many ways, the “Goblin” is quite similar to the earlier United States GPA-01 armor and the designs share quite a bit of technology.


Produced in incredible numbers by the NORINCO factories, many of these armors survived the coming of the Rifts. The number appears to have been potentially in the hundreds of thousands although most were retained by the Chinese military. How many actually survived in China itself is unknown but large numbers survived in South America and Central America. Many of the survivors have found their way into the hands of mercenary companies. In their hands, the armors are still considered quite effective.


Mostly it is operators hand making spare parts for these armors after the coming of the Rifts. Some parts from other designs are also adapted for the "Goblin." As well, there are several mechanics who specialize in restoring damaged and wrecked “Goblin” power armors. As of yet, no company produces new versions of this armor although it would be a fairly simple design to reproduce. It would be an interesting alternative to the Chipwell designs for the low end market.


The power armor is a ground only design with a top speed of a bit over one hundred and twenty kilometers per hour. It can leap but does not have any boosters to extend leaps. Power is produced by a fusion reactor which appears to be a modified but slightly smaller version of the reactor which powered the US-GPA-01 power armor. Normal core life is around eight years. The styling of the KRS-10 is quite basic although there are some superficial similarities to the Triax Terrain Hopper although the NORINCO design is quite a bit more bulky. Compared to many designs, the KRS-10 is only comparatively lightly armored and is not in the same class as the USA-GPA-01. It does offer far better protection than virtually any body armor and is protected at a similar level to a Terrain Hopper.


The design is armed for both anti-personnel roles and to deal with heavier armor. To deal with heavy stuff, the armor mounts a quad box launcher on the left shoulder. These four mini-missiles can be fired one at a time or can be ripple fired at a single target. The second weapon is an eight millimeter multi-barrel liquid propellant weapon mounted on the right shoulder. While it is powerful enough to damage heavy armor when firing bursts, it is most effective against more lightly armored troops. It is quite similar to the weapon carried on the USA-GPA-01 power armor and is most likely a copy of the American design. Payload is five hundred and ten rounds although the rarity of ammunition sometimes causes operators to leave the weapon empty. If a modern copy of the power armor was developed, this is most likely to be replaced by a pulse laser or other weapon system while the mini-missile launcher would be likely retained. Hand held weapons such as energy rifles and rail guns can also be used.


Model Type: KRS-10
Class: Armored Infantry Assault Suit
Crew: One


M.D.C. by Location:

Quad Mini-Missile Box Launcher (Left Shoulder):50
NORINCO LPG-8 Liquid Propellant Gatling Gun (Right Shoulder):40
Arms (2):40 each
Legs (2):60 each
[1] Head:65
[2] Main Body:180


Notes:
[1] Destroying the head of the power armor will eliminate all forms of optical enhancements and sensory systems. The pilot is forced to rely on his own human vision and senses. Furthermore, all power armor Combat bonuses to strike, parry, and dodge are lost! Note: The head is a small and difficult target to hit. Consequently, it can only be hit when a character makes a called shot and even then the attacker is - 4 to strike.
[2] Depleting the M.D.C. of the main body will shut the armor down completely, making it useless.


Speed:
Running: 74.56 mph (120 kph) maximum. Note that the act of running does tire out its operator, but at 10% of the usual fatigue rate thanks to the robot exo-skeleton.
Leaping: The powerful robot legs can leap up to 21.3 feet (6.5 m) high or across.
Underwater Capabilities: The KRS-10 can also walk along the bottom of the sea at about 25% of its normal running speed.
Maximum Ocean Depth: 1,000 feet (305 meters).


Statistical Data:
Height: 9.19 feet (2.80 meters)
Width: 4.10 feet (1.25 meters)
Length: 3.94 feet (1.20 meters)
Weight: 617.29 lbs (285 kg) fully armed
Physical Strength: Equal to a P.S. 28
Cargo: None
Power System: Nuclear, average energy life is 8 years.
Black Market Cost: 650,000 credits for a new or fully operational KRS-10 Power Armor.


Weapon Systems:

  1. NORINCO LPG-8 Liquid Propellant Gatling Gun: This weapon is a Gatling style weapon and is mounted on the right shoulder of the power armor. The weapon is considered multi-purpose and can inflict heavy damage on well armored targets and well as being able to spray targets. The weapon can fire all types of burst available to machine guns except extended bursts. The weapon uses a special liquid propellant which delivers about four times the force of nitro-cellulose propellant and the weapon fires an 8 mm round.
    Maximum Effective Range: 3,000 feet (914 meters)
    Mega-Damage:
    Single Shot (Costs 1 attack): 1D6
      Ten Round Burst on One Target (Costs 1 attack): 5D6
      Ten Round Burst on 1D4 Target (Costs 1 attack): 1D6
      Thirty Round Burst on One Target (Costs 1 attack): 1D6x10
      Thirty Round Burst on 1D8 Target (Costs 1 attack): 2D6
    Rate of Fire: Equal to combined hand to hand attacks of pilot
    Payload: 510 rounds.
  2. Shoulder Box Mini-Missile Launchers: A box launcher mounted on the right shoulder of the power armor. The launcher has a total of four mini-missiles. While the missiles actually ripple fire and not fire completely simultaneously, it is still effectively a single attack. The missiles are launched by voice command or by hidden firing studs in the forearm.
    Missile Type: Any mini-missile can be used, but standard issue is armor piercing (1D4x10 M.D.) or plasma (1D6x10). Fragmentation will be used for anti-personnel operations.
    Maximum Effective Range: Usually about a mile (See revised bomb and missile tables for details.)
    Mega-Damage: Varies with mini-missile type (See revised bomb and missile tables for details.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2) or four (4) missiles.
    Payload: Four total.
  3. 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 weapons to one physically carried externally. The power armor also has a compartment the size of a small footlocker for additional weapons.
  4. Hand-to-Hand Combat: Rather than use a weapon, Pilot can engage in mega-damage hand to hand combat. See Power Armor Combat Training in Robot Combat section of Rifts. All abilities are the same as those on page 45 of Rifts.



[ Altarain TM, Bandito Arms TM, Brodkil TM, Chipwell Armaments TM, Coalition States TM, Cyber-Knight TM, Federation of Magic TM, Free Quebec TM, Golden Age Weaponsmiths TM, Horune TM, Iron Heart Armaments TM, Kankoran TM, Kittani TM, Kydian TM, Larsen’s Brigade TM, M.D.C. TM, Mechanoids TM, Mega-Damage TM, Megaversal Legion TM, Millennium Tree TM, Mutants in Orbit TM, Naruni Enterprises TM, Naut’Yll, New Navy TM, New Sovietskiy TM, NGR TM, Nog Heng TM, Northern Gun TM, Phase World TM, Psyscape TM, Rifter TM, SAMAS TM, S.D.C. TM, Shemarrian TM, Splugorth TM, Stormspire TM, Sunaj TM, Tolkeen TM, Triax TM, Wellington Industries TM, Wilk’s Laser Technologies TM, Xiticix TM, and Zaayr TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2002, Kitsune. All rights reserved.



Return