-------------------------------------------------------------------------------------------------------------------------- This is my first creation for the RIFTS megaverse. I also have 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. -------------------------------------------------------------------------------------------------------------------------- Mayhem Power Armor The Mayhem Power Armor was designed by a new company located in the pre-RIFTS area of Lake Tahoe called Havoc Enterprises. There will only be 150 of them ever made before a new prototype is developed. This armors primary purpose is to assault the enemy head on. It is designed to be a reliable and powerful infantry defense weapon. Model Type: HE - 01A Class: Military Assault Suit Crew: One M.D.C. by Location: Hands(2) -- 100 Arms(2) -- 150 Legs(2) -- 200 VEB(2) -- 75 *Head -- 100 **Main Body -- 500 * 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: PS: 50, PP: 25 (All attributes are considered supernatural. The bonuses received from these attributes are PS: +35 dmg; PP: +5 strike, parry, dodge) Speed: Running: 50mph (90 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 20ft (6 m) up or lengthwise unassisted. If at a running start, the robot legs allow for a 40ft (12 m) up or lengthwise jump. Statistical Data: Height: 13ft. (3.9 m) Width: 5.5ft. (1.65 m) Length: 4.5ft. (1.35 m) Weight: 260 lbs. (117 kg) plus the operators weight. 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 750 million credits.) Sensors and Optics: The HE - 01A 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. SBFL - 01A (Single Barrel Forearm Laser) The laser is located on the left forearm. It is a high-powered laser that the pilot points and shoots. Primary Purpose: Anti-Personnel Secondary Purpose: Defense Mega-Damage: 4d6 M.D. Rate of Fire: Equal to the number of hand to hand attacks of pilot. Effective Range: 1000ft. Max. (305 m) Payload: Effectively Unlimited 2. PFB - 01A (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: 2d6 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 3. EMP - 01A (ElectroMagnetic Projector) The job of the EMP - 01A 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. Power armor, robots, and other vehicles are not 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 4. ESVS - 01A (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 can not be absorbed. The Vomit System is used only when the storage cells have reached their maximum limit of 500 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 100ft (30 m) away from pilot the damage decreases by 25 M.D.(1st 100ft = 500 M.D.; Last 100ft = 25 M.D.) Rate of Fire: Once every time the system reaches its limit. Effective Range: 2000ft. radius Max. (610 m) Payload: Varies 5. VEB - 01A (Variable Energy Blasters) This weapon is located on each shoulder. The energy absorbed by the ESVS - 01A 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 - 01A. 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 - 01A 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. 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. 3. 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 - 01S 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 - 1d4 x 10 S.D.C. Full Strength Punch - 5d6 M.D. Power Punch - 1d8 x 10 M.D.(counts as two attacks) Body Block - 3d6 M.D. Kick - 5d6 M.D. Leap Kick - 1d4 x 10 M.D. Power Leap Kick - 1d8 x 10 M.D. (running start, counts as two attacks) Additional bonuses: +2 on initiative Energy Rifles and other normal weapons can be used as back-up or in an emergency. [ Part 7: "Attached Text" ] Created by Jason Friend Email: fngrbrkr@cencom.net