Crew: One Falconoid. A condoroid could also use this armor.
M.D.C.tm by Location:
* Head -100
Mini-Missile Launchers (2, in shoulders/upper chest) - 40
Rail Guns (2, in back) - 50
Arms (2) - 100
Legs (2) - 200
**Wings (2) - 25
***Main Body - 250
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.
**destroying one or two wings will not prevent flight but will destroy maneuverability (no bonuses for combat while flying, piloting at -20%/-40%). ***Depleting the M.D.C. of the main body will shut the armor down completely, making it useless.
***the armor transfers the psionic force field naturally generated by the Falconoid (or Condoroid) to the armor surface. The field strength, duration and I.S.P. cost are as normal for the Falconoid (resp. Condoroid).
Running: 30mph. Note that running is impossible while floating.
Flying: While floating, maximum is Mach 2 (but can only fly in a straight line) and cruising speed is about Mach 1 (670mph/1078kmph). If not floating, flight is still possible but at half speed and with little maneuverability (no bonuses).
Range: only limited by the pilot's need for rest.
Height: 7 feet (2.1m).
Width: 4 feet (1.2m)
Length: 3 feet (0.9m)
Weight: 400 lbs. (226.5 kg), effectively 0 while floating!
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: This is an experimental power armor currently being tested by a few elite Falconoids. It is normally not available for purchase yet.
Primary Purpose: Anti Aircraft.Mini-Missile Launchers (2): These launchers are located on the shoulders and upper chest area. They can fire forward and in a 60 degrees arc down while flying. While on the ground, they can only fire at aerial targets.
Secondary Purpose:Assault.
Damage: 1d4x10+10 M.D. per blast. 2d4x10+20 per simultaneous double blast.
Rate of fire: Equal to the combined number of hand to hand attacks of the pilot.
Effective Range: 4000ft (610m)
Payload: Effectively unlimited.
Primary Purpose: Anti-AircraftArm Mounted Rail Guns (2): The rail gun barrels are mounted on each arm of the suit, and are fed rounds from a disintegrating belt that is coiled inside the arm and torso. Reloading the gun is a cumbersome process if not done at a military base where they have the right tools for the job, and requires taking off the suit.
Secondary Purpose: Defense
Damage: Varies with missile type
Rate of fire: One at a time, or in volleys of 2,4,6 or 12 missiles
Effective Range: About 1 mile (1.6km)
Payload: 12, 6 per launcher.
Primary Purpose: AssaultTW Psi-Blaster: The power armor ``eyes'' hide a system destined to channel and enhance the psi-blasts that the Falconoid can naturally fire. This is in fact a design very similar to the TW Psi-Blade. With the stunning effect of the blasts, the Falconoid can effectively knock power armors out of the sky. Condoroid can not use this feature.
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.
Primary Purpose: AssaultFeet Claws, Beak: The claws are actually long slashing blades which can be used in close combat while flying. The blades do 3D6 M.D. in addition to hand to hand damage. Similarly the beak is very sharp giving an extra 1D6 M.D. The pilot must be very careful when landing or he will make large claw marks in the floor.
Secondary Purpose: Anti-personnel
Effetive Range: 2000 feet.
Damage: Varies; the psi-blaster adds 1D6 M.D. to the damage caused by a psi-blast. The stun effect works through body armor and power armor but not through robots or aircrafts.
Rate of fire: Equal to the combined number of hand to hand attacks of the pilot.
Payload:6 I.S.P. per blast.
Special Features: This suit has all the standard sensors found
in most powered armor (see Rifts, page 211), plus: See the
Invisible equal to the sensitive psionic power at 10th level. This
power must be activated with the wearer's own I.S.P. Other sensitive
powers which do not rely on sight or touch (such as Presence Sense,
Sense Evil, Sense Magic or Sixth Sense) can also be used normally by
the psionic.
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. 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 Float feature costing 20 I.S.P. and lasting 2 hours
can also be activated on the armor. The effect is to effectively
negate the power armor weight, enabling normal flying to the pilot but
no ground movement.
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:
Full strength punch - 1D6 M.D.Bonuses: Hand to hand combat bonuses are gained from Power Armor Combat: Elite or Basic (whichever the pilot has) and the Telemechanic feature (upgrade PA Combat one step or see Telemechanics bonuses for optional rules). Do not forget the Falconoid bonuses while in the air.
Beak - 2D6 M.D.
Power Punch - 3D4 M.D. (counts as two attacks)
Kick (actually a rake with the claws) - 5d6 M.D.
Body Block/Tackle - 2D6 M.D.
Flying Rake - 1D4x10 M.D. This is a rake with both clawed feet while flying over the target. A target can only be hit by this attack once per melee. However, several different targets can be attacked like that in a row.
Diving Rake - 1D6x10+10 M.D. (counts as two attacks) This is a diving attack were the pilots rams the PA two clawed feet in his target and lands on it. This is a landing, meaning that at the end of this action the power armor is not flying (but can take off immediately). This attack can only be performed once per melee.