Amaki psi Power Armors

Created by X.M.
Amaki stone men have developped a unique blend of psionics, techno-wizardry and science, an art they call Gizmoteering. With time and effort, Gizmoteers can mix psionics and science in a way similar to the Techno-wizards.
Though psionics are not as efficient as pure science for combat, they can bring an edge so that a few Power Armor designs were created to take advantage of that.
Mutant animals from the Achilles Republic have shown a high interest in such designs since they would both build on their strength, psionics, and weakness, technology. As a result, Amaki gizmoteers have started to work on some new experimental designs for mutant animals. This has also given the House of the mind an opportunity to study the mutant animals and their amazing natural psionic powers.

Falcon Power Armor

Equinoids are the main force in the Achilles Republic military. As such they should come first among the Mutant Animal to be equipped with power armor. However, putting them in a power armor will not increase their speed significantly, and when their psionic force field is activated, their supernatural strength is better than the robotic strength given by power armor. In a way, Equinoid are already equipped with some kind of natural psionic power armor. An harness could be put on their back to increase their firepower but again it would interfere with their psionic force field. So the first power armor has been designed around the Falconoid. As long as this power armor is not approved by the Achilles Republic and the sales have not balanced research costs, no other power armor design will be researched. This power armor is an experimental design destined to create an outstanding flying power armor combining the psionic abilities of the Falconoid Race and advanced armoring and weapon systems. Since all too often the Falconoid are the only Air Force of the Achilles Republic, the goal is to make them the equal of any military aircraft.
One of the problems is to create a power armor light enough not to hamper the Falconoid incredible flying abilities while at the same time keeping a good protection and weaponry. This was achieved by adding to the armor a float psionic ability (physical power described in Palladium 2nd ed.) to the armor making it effectively weightless while in flight. The other problem was to protect the wings and keep the environmental integrity of the armor while at the same time leaving them free for flight control. This was achieved by creating a custom articulated armor by nanotechnology, similar to the Duelist's. Even then the wings remain the most vulnerable spot of this power armor. Other psionic features include a force field, enhanced psi-blasts, and some special sensory systems.
The power armor looks like a giant version of the Falconoid with metal wings, impressive clawed feet, 2 rail guns mounted on each arm and 2 heavy lasers sticking out of the back on each side of the head. It is made for aerial combat and thus all weaponry is oriented straight forward when flying and straight up when standing. This makes the armor extremely awkward to use on the ground.
Creatures other than the Falconoid or Condoroid can use this power armor but can not make it fly, generate the force field and can not use any of the psionic features if they are not psionics.

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).

Speed:

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.

Statistical Data:

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.

Weapon Systems

Heavy Lasers (2): Attached to the back on each side of the head are two large heavy lasers. While flying they can only be fired in the forward direction and in an arc 30 degrees to the left, right or up. While on the ground they are essentially useless.
Primary Purpose: Anti Aircraft.
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.
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.
Primary Purpose: Anti-Aircraft
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.
Arm 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.
Primary Purpose: Assault
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-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.
Primary Purpose: Assault
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.
Feet 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.

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.
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.
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.