-------------------------------------------------------------------------------------------------------------------------- This is part of my first creation for the RIFTS megaverse. I have also designed a company called Havoc Enterprises that should hopefully be out on the internet. If anyone wants to use this, feel free, but please keep my name and email address on it. Also if there are any questions that you have, please do not hesitate to drop me a line. -------------------------------------------------------------------------------------------------------------------------- Chaos Inducer Power Armor The Chaos Inducer Power Armor was designed by a new company located in the pre-RIFTS area of Lake Tahoe called Havoc Enterprises. IT IS THE ONLY UNIT OF ITS KIND! A prototype that was made for the Governor himself, Addison Markham. He wanted his personal set of power armor to characterize what Havoc Enterprises is about. This set of power armor can be used in two ways: 1) Like the Infiltrator Power Armor, primarily a stealth unit and/or 2) as an assault unit similar to the Mayhem Power Armor. Being the only set of this type the Governor is the only one who can pilot this power armor!(See the section on Military in Havoc Enterprises for more information on this) Model Type: HE - 00P Class: Prototype Crew: One M.D.C. by Location: Hands(2) -- 75 Arms(2) -- 100 Legs(2) -- 150 VEB(2) -- 75 *Head -- 90 **Main Body -- 300 * Destroying the head of the power armor will eliminate all forms of optical enhance- ment and sensory systems. The pilot must now rely on his own vision and senses. Note: The head is a small and diffucult target to hit. Thus, it can only be hit when a character makes a called shot and even then the attacker is -3 to strike. ** Depleting the M.D.C. of the main body shuts down the armor completely, making it uselss. Equivalent Attributes: P.S.: 40, P.P.: 35 , P.E.: 50 (All attributes are considered supernatural. The bonuses received from these attributes are PS: +25 dmg; PP: +10 strike, parry, dodge; PE: +70% vs. comma/death, +18 vs. poison/magic.) Speed: Running: 100mph (160 kph) maximum. Note: The act of running DOES NOT tire its operator! That means not even a tire rate of 1/1000th of a percent! Leaping: The robot legs allow its operator to jump 30ft (9 m) up or lengthwise unassisted. If at a running start, the robot legs allow for a 60ft (18 m) up or lengthwise jump. Statistical Data: Height: 10ft. (3 m) Width: 4.5ft. (1.35 m) Length: 3.5ft. (0.9 m) Weight: 200 lbs. plus the operators weight. (Believe it or not you can prowl in this power armor with no penalty! >>See Special Systems below<<) Cargo: None. Power System: Alien(Unknown to anyone who would possibly get their hands on it [except for Havoc Enterprises],but is effectively unlimited) Black Market Cost: UNAVAILABLE! The Black Market doesn't even know this power armor exists yet. (But if they had this suit, it would be worth approx- imately 2.5 billion credits. Only because it is the only one of its kind.) Sensors and Optics: The HE - 00P has full optical systems, including laser targeting, thermo-imaging, infrared, ultraviolet, polarization, telescopic, and passive nightvision(light amplification). Also included is all other features common to power armor(See Special Systems below). Sensor Bonuses: Those bonuses from the Power Armor Elite Combat Training in the Robot Combat section of the RIFTS book in addition to the following: For long range combat: +3 strike, +2 dodge.(The laser targeting used for long range combat is already added in.) For hand to hand combat: +4 strike, + 3 dodge. Weapon Systems 1. PFB - 00P (Palm Fusion Blasts) This weapon is located in the palm of each hand. (obviously) When fired it shoots out a ball of energy towards its target. Primary Purpose: Assualt and Anti-Armor (tanks, robots, dragons, etc.) Secondary Purpose: Defense Mega-Damage: 1d10 x 10 M.D. per single blast. Rate of Fire: Equal to the number of hand to hand attacks of pilot. Effective Range: 2000ft. Max. (610 m) Payload: Effectively Unlimited 2. EMP - 00P (ElectroMagnetic Projector) The job of the EMP - 00P is to cause a complete electromagnetic distortion in all external electrical equipment, including the pilots external equipment.(i.e: weapons, helmets, goggles, binoculars, medical, sensory, communications, surveillance, and miscellaneous equipment) All external weapons or devices not built into the robot, power armor, or person are affected. Primary Purpose: Defense Secondary Purpose: Anti-Communication Mega-Damage: None; Complete shutdown for 1 1/2 hours! Rate of Fire: Once every 15 minutes. Effective Range: 1000ft. radius centered on self. (305 m) Payload: Effectively Unlimited 3. ESVS - 00P (Energy Sponge / Vomit System) This weapon does exactly what the name implies. The Energy Sponge absorbs anything considered an energy attack. Any energy based attack against this power armor will cause half damage to the armor and the rest will be absorbed and stored in the holding cells for later use. (lasers, ion cannons, pulse rifles, magical, psionic, etc.) Of course the Glitter Boys boom gun is one that can not be absorbed. The Vomit System is used only when the storage cells have reached their maximum limit of 400 M.D. Once this is reached the system discharges the energy out in all directions.(except down; unless in the air) Because of the alien metal on this power armor the pilot will not be affected by this discharge. Primary Purpose: Power Supply Secondary Purpose: Defense Mega-Damage: Varies; for every 50ft (15 m) away from pilot the damage decreases by 10 M.D.(1st 50ft = 400 M.D.; Last 50ft = 10 M.D.) Rate of Fire: Once every time the system reaches its limit. Effective Range: 2000ft. radius Max. (610 m) Payload: Varies 4. VEB - 00P (Variable Energy Blasters) This weapon is located on each shoulder. The energy absorbed by the ESVS - 00P can be used when firing this weapon. It is up to the pilot how much stored energy he/she wants to use when attacking. The pilot can fire as much as is stored in the holding cells equal to their number of hand to hand attacks.(i.e: The cells are holding 100 M.D. worth of damage dealt to the armor. If the pilot has four attacks per round, he/she can fire four blasts equalling 25 M.D. worth of damage for each attack that round.) Or the pilot can release all of the energy stored in the cells in one double blast, but has to fire at the very beginning of his/her round and at the same target. (i.e: The pilot has four attacks per round. They want to fire all of the stored energy in one single blast. The storage cells are holding 100 M.D. in them. THE PILOT MUST FIRE ON THE VERY FIRST OF THEIR FOUR ATTACKS! or else they will loose the rest of their attacks for that round due to system failure. DM's: The onboard computer will know if the pilot has already made his/her first attack for that round due to the partial alien make of this power armor.) Primary Purpose: Assault Secondary Purpose: Defense Mega-Damage: Varies Rate of Fire: Equal to the number of hand to hand attacks of pilot. Effective Range: 4000ft. Max. (1200 m) Payload: Limited to the amount of energy absorbed. Note: All of the weapons listed above are powered by the ESVS - 00P. Enough stored energy that would equal 5 M.D. worth of damage is used to power all of the weapons above for 30 minutes.(Not including the ESVS - 00P because it does not need to be "powered up") The armor has a specific system that helps the pilot to keep track of the amount stored in the cells. Special Systems 1. One of the main advantages this power armor has over others is that it is very light for its size while not giving anything away in the M.D.C. department. This is due to the fact that it is made of a very strong and lightweight alloy of alien origins. 2. AGU - 00P (Anti-Grav Unit) Located on the bottom of the power armors feet are devices that provide a kind of cushioned effect. They look similar to small jet thrusters built into the bottoms of the feet. When the foot is lowered the device activates causing the step to land softer then a normal step would. This in turn allows the pilot to prowl with no penalty to his/her prowl skill. 3. The following are modifications to some of the standard features all power armor has: A. The armor itself has no radio built in, but instead has some kind of alien communication device that allows the pilot to communicate telepathically with whom he/she is trying to contact. What is amazing is that the receiver of this can actually talk back without using their radio! It is a two-way telepathic communication! With this the pilot does not have to worry about the "enemy" intercepting their communication. B. As far as the oxygen supply goes, areas of low oxygen or contaminated air environments have no effect on the pilot. The oxygen supply is never depleted. 4. ST - 00P (Cloaking Device) This device adds to the power armors ability to be undetected. Its purpose is to render the armor invisible during appropriate situations. The pilot of this stealth equipped armor may use an action to activate the cloak. The armor will then begin to fade. During this time the armor will be blinking in and out until the pilots next action comes. While this is taking place, all attacks are made at -4 to strike. All missiles loose their locking capabilities and have a 50% chance of loosing a lock on the armor if they already had one. Once fully cloaked the HE - 00P can only be attacked for the next three seconds at a -10 to strike until the GM feels that he/she is far enough away from their last known position. After this only blind shots have a chance(a natural 20 is considered a normal attack). HA! While cloaked the pilot can move around, etc, but cannot fire or take any hostile action! When the pilot fires, he/she will become uncloaked and have initiative, but after the pilot makes their attack, his/her enemy has a chance to fire back before the pilot may cloak again. Note: The only weapon that can be used in conjunction with the Chaos Inducers ST - 00P Cloaking Device is the EMP - 00P ElectroMagnetic Projector. It is not con- sidered an attack against a particular "person". Though the pilot will be heard when the weapon is used giving someone a slightly better chance to attack the pilot. Note: If the pilot is hit while cloaked, he/she will become visible for only a split second due to the impact of the weapon fired at it. Thus possibly allowing another attack in that limited amount of time. 5. This ability is the most awesome one of all. Damage taken from energy attacks can be "regenerated"! Yes, you heard me right. The alien metal can also "regenerate" damage taken by any form of energy attack! So don't think you can take out a Glitter Boy that easily. The way this works is by the ESVS - 00P system. The energy absorbed can be used for this "regeneration" instead of its weapon systems. Of course partial energy can be used for "regeneration" AND its internal weapons. The amount of damage regenerated cannot exceed the maximum amount for each part of the armor. The rate at which the power armor "regenerates" is 10 M.D. per hour. (i.e: The leg takes 50 M.D. damage. That means the energy sponge absorbed 50 of the 100 M.D. This energy absorbed can be used to "regenerate" the damaged leg to its maximum M.D.C. if the pilot feels it is necessary. Of course it would take about 5 hours to accomplish this.) Hand to Hand Combat Restrained Punch - 6d6 S.D.C. Full Strength Punch - 5d6 M.D. Power Punch - 1d6 x 10 M.D.(counts as two attacks) Body Block - 2d6 M.D. Kick - 4d6 M.D. Leap Kick - 6d6 M.D. Power Leap Kick - 1d4 x 10 M.D. (running start, counts as two attacks) Additional bonuses: + 3 on initiative Energy Rifles and other normal weapons can be used as back-up or in an emergency. [ Part 6: "Attached Text" ] Created by Jason Friend Email: fngrbrkr@cencom.net