Crew: One duelist.
M.D.C.tm by Location:
* Head -120
Arms (2) - 120
Legs (2) - 200
**Main Body - 320
Psionic force field - special***
* Destroying the head will eliminate all forms of optical enhancements, sensory systems (psionic included) and the empathic ray. The telepathic connection remains but all power armor combat bonuses are lost. Hitting the head requires a called shot at -3.
**Depleting the M.D.C. of the main body will shut the armor down completely, making it useless.
***The armor will transfer the psionic force field of the Duelist to the armor surface. The field strength, duration and I.S.P. cost are as normal for a duelist. For other wearers, this system can be replaced by a TK field generated by the armor with 100 M.D.C. (lasts 100 minutes and costs 20 I.S.P.).
Running: 60mph (100mph when partially levitated). Note that the act of running does tire the operator, but at 10% the usual fatigue rate (5% when partially levitated).
Flying: 400mph (640kmph) maximum.
Range: Can fly for up to 24 hours without overheating. Maximum altitude is 20,000 feet (6096m).
Height: 7 feet or wearer's height+1 feet, whichever is larger.
Width: 4 feet (1.2m)
Length: 3 feet (0.9m)
Weight: 400 lbs. (226.5 kg), half that when partially levitated.
Physical Strength: Equal to a P.S. 35
Cargo: None
Power System: Nuclear (average energy life is 15 years) and pilot's I.S.P.
Cost: 10 million credits. This armor is normally available only to the House of the Sword.
Primary Purpose: Anti-armorBlast Rifle: hidden in the right forearm and sticking out at the wrist. This weapon fires a ``packet'' of charged particles, exploding on impact. It is similar in design to the standard issue military rifle of the New Babylonian army but slightly more powerful.
Secondary Purpose: Defense.
Damage: 1d4x10+10 M.D. per blast
Rate of fire: Equal to the combined number of hand to hand attacks of the pilot.
Effective Range: 2000ft (610m)
Payload: Effectively unliomited.
Primary Purpose: AssaultTW Psi-Blade: the psi-blade enables the wearer to create his psi-sword in the power armor right hand and also enhances it. It is certainly the most fearsome weapon of the armor. To use this feature, the power armor's pilot must be able to create a psi-sword himself. This is why this armor is reserved to Duelists, Mind Melters and Gizmoteers.
Secondary Purpose: Defense.
Damage: 1d4x10 M.D. per blast
Rate of fire: Equal to the combined number of hand to hand attacks of the pilot. Single shot only.
Effective Range: 2500ft (610m)
Payload: Effectively unlimited.
Primary Purpose: Close combat assaultBlast Sword: a large blast sword is slipped in a scabbard integrated to the power armor left leg. When the handle is secured on a port in the palm of the left hand (takes one action to draw the blast sword and connect it to the port), plasma from the plasma projector can be diverted to power the blast sword giving the Duelist a second sword to pair with the psi-blade. This weapon is similar to an Amaki Blast sword only larger and the plasma stream is stronger. When using the blast sword, the plasma projector can not be used. The plasma projector and the blast sword can not be used one after the other either: an action must pass (can be used to do something else) while the plasma stream is diverted from one to the other. The plasma blade can not be used while the psi-shield is raised, but the plasma discharge can, with a -2 to strike.
Secondary Purpose: None
Damage: Varies; the psi-blade adds 2D6 M.D. to the damage caused by a psi-sword.
Effective Range: Melee
Payload: normal I.S.P. cost and duration for the wearer's psi-sword.
Primary Purpose: Close combat assaultTW Psi-Shield: this feature hidden on the back of the left hand enables the wearer to create a slightly enhanced form of the psi-shield super-psionic power. This shield is larger, stronger and can be used to parry energy blasts and projectiles. This feature is just an enhancement of the psi-shield psionic power, the power itself must be known by the pilot (not a problem for a duelist) to be used. The psi-shield will prevent the use of the plasma projector or of the plasma blade. The plasma discharge from the blast sword can be used but then the shield can not parry for that action and there is a -2 to strike.
Secondary Purpose: Short range defense
Damage: Plasma blade: 1D4x10. Plasma discharge: 1d4x10+10.
Rate of fire: Equal to the combined number of hand to hand attacks of the pilot. Single shot only.
Effective Range: Melee for the plasma blade or 500 feet (152m) for a plasma discharge.
Payload: Effectively unlimited.
Primary Purpose: DefenseFear/Despair beam: the head can generate a special form of the empathic transmission super-psionic power. The visor will start to glow a greenish light when this power is activated. The empathic attack itself looks like a small flash of green light in the visor. It is also very useful to demoralize ennemy troops by striking the leaders.
Secondary Purpose: None
Effect: can parry all kind of melee and rangeds attacks, including magic. The shield has 100 M.D.C.
Duration: 5 minutes per level of the pilot. The pilot must know the psi-shield psionic power. The psi-shield can be collapsed by the wearer prematurely as needed.
I.S.P. cost: 30
Primary Purpose: Anti-personnelEnergy Rifles, rail guns, grenades and other normal weapons can also be used by the pilot. However, this will prevent the use of all the weaponry attached to the hand(s) used to hold it. Also belts, sacks, and containers (for rail guns or grenades for instance) are subject to flying off when flying at speeds beyond 100mph. In general the duelist will not carry any additional weaponry except if he knows in advance his opponent is resistant to energy or fire.
Secondary Purpose: Psychological warfare.
Effect: Either Fear (-3 to strike, parry and dodge, plus a 66% chance of the victim fleeing) or Despair (-2 to parry and dodge plus a 50% chance of the victim surrendering or leaving without a battle).
Rate of fire: Equal to the combined number of hand to hand attacks of the pilot.
Duration: 2D6 minutes
Effective Range: 60 feet (18.2m)
I.S.P. cost: 6
Special Features: This suit has all the standard sensors found
in most powered armor (see Rifts, page 211), plus: See the
Invisible and See Aura equal to the sensitive psionic
powers at 10th level. These powers must be activated with the wearer's
own I.S.P. Presence Sense can also be used normally by the Duelist
through the armor.
The wearer can also link himself to the power armor (and the power
armor only) via a Telemechanics gizmo. This gives the wearer
all the standard bonuses of Telemechanics but with the armor only. The
armor computer can be used as an interface to other computers via a
connector (not included) effectively giving the pilot normal
Telemechanics bonuses with the other computer. Duration is 30 minutes
and it costs the wearer 5 I.S.P. A special anti-intrusion system will
also prevent anybody or anything to link with the armor in any other
way. Any such attempt will cost the offender a nasty jolt (save versus
psionic or receive 2D6 S.D.C. or M.D. if a M.D. creature).
A special Levitation feature costing 20 I.S.P. and lasting 20
minutes can also be activated on the armor. The effect is to halve the
power armor weight, almost double its running speed and give it extra
maneuverability (an extra +1 to parry, dodge and roll with punch, fall
or impact).
Hand to Hand Combat: Rather than use a weapon, the pilot can engage in M.D. hand to hand combat. Use the bonuses listed under the Robot and Power Armor Combat skills, with the following modifiers to damage:
Punch - 1d6 M.D.Bonuses: Hand to hand combat bonuses are gained from Power Armor Combat: Elite or Basic (whichever the pilot has), the Telemechanic feature (upgrade PA Combat one step or see Telemechanics bonuses for optional rules), and the Levitation feature (+1 to parry, dodge and roll with punch, fall or impact). Do not forget the Duelist's special bonuses when he is using a sword.
Power Punch - 3d4 M.D. (counts as two attacks)
Kick - 2d6 M.D.
Body Block/Tackle - same as a kick
Crew: One psionic with the psi-sword super psionic power.
M.D.C.tm by Location:
M.D.C.tm by Location:
* Head -150
Arms (2) - 150
Legs (2) - 200
**Main Body - 350
Psionic force field - 100 M.D.C.
* Destroying the head will eliminate all forms of optical enhancements, sensory systems (psionic included) and the empathic ray. The telepathic connection remains but all power armor combat bonuses are lost. Hitting the head requires a called shot at -3.
**Depleting the M.D.C. of the main body will shut the armor down completely, making it useless.
*** This is a a TK field generated by the armor. It last 100 minutes and costs 20 I.S.P. to the pilot to create.
Height: 7 feet or wearer's height+1 feet, whichever is larger.
Width: 4 feet (1.2m)
Length: 3 feet (0.9m)
Weight: 500 lbs. (226.5 kg), half that when partially levitated.
Physical Strength: Equal to a P.S. 35
Cargo: None
Power System: Nuclear (average energy life is 15 years) and pilot's I.S.P.
Cost: 12 million credits. This armor is normally available only to the House of Arms (for Mind Melters) and a few adventuring gizmoteers.
Primary Purpose: AssaultBlast Rifle: same as the PSI-D power armor.
Secondary Purpose: Defense
Damage: A burst is 80 rounds and does 1d6x10 M.D. Can only fire bursts. No simultaneous double blasts.
Rate of fire: Equal to the combined number of hand to hand attacks of the pilot.
Effective Range: 4000 feet
Payload: 12, 6 per launcher.
TW Psi-Blade: same as the PSI-D power armor.
Blast Sword: not available on this design.
TW Psi-Shield: this feature hidden on the back of the left forearm where the hand is hidden by the plasma projector enables the wearer to create a slightly enhanced form of the psi-shield super-psionic power. This shield is larger, stronger and can be used to parry energy blasts and projectiles. Contrary to the the PSI-D power armor, this power comes from the armor and does not have to be known by the wearer to be used. The plasma projector can be used but then the shield can not parry for that action and there is a -1 to strike.
Primary Purpose: DefenseFear/Despair beam: same as the PSI-D power armor.
Secondary Purpose: None
Effect: can parry all kind of melee and rangeds attacks, including magic. The shield has 100 M.D.C.
Duration: 50 minutes.
I.S.P. cost: 30
Energy Rifles, rail guns, grenades and other normal weapons can also be used by the pilot. However, the pilot has only one hand to manipulate it and this prevents the use of all the weaponry attached to the right hand (Blast Rifle and Psi-Sword). Also belts, sacks, and containers (for rail guns or grenades for instance) are subject to flying off when flying at speeds beyond 100mph. Generally only some grenades will be carried in a sack attached to a belt at the waist.
Special Features: same as the PSI-D power armor except that the Levitation Feature costs 25 I.S.P. The psionic can also use normally any other sensitive power which does not rely on vision or touch such as Presence sense, Sense Evil, Sense Magic, Sixth Sense...
Hand to Hand Combat: same as the PSI-D power armor.
Bonuses: same as the PSI-D power armor.