REEF-PA01 Wasp:

The Wasp was the first power armor designed by the REEF and the armor uses many feature copied from the power armors from other militaries and armor manufacturing companies. The Wasp is a very good armor overall but is not as effective as some of the newest power armors such as the Super SAMAS and has been superceded in the REEF's main combat units by the Katana SAMAS, a modified copy of the Super SAMAS itself. The armor has been retained by the REEF for militia use and is sold to outside interests as well.

The Armor is relatively fast and maneuverable but is not as fast or as maneuverable as the some of the newest power armors. The Wasp is armed with an Ion Cannon as its main and only integral weapon besides missiles. The Ion Cannon is powerful and has very good range for a power armor mounted weapon but due to a powerful energy draw, has a limited capacity and the weaponry recharges fairly slowly. The power armor can carry either mini-missiles or short range missiles on the wings of the armor.

Model Type: REEF-PA01
Class: Strategic Armor Military Assault Suit
Crew: One

M.D.C. by Location:
[1] Shoulder Wings (2):45 each
Jet Pack:110
Lower Maneuvering Jets (2):30 each
Ion Cannon:80
[2] Head:75
[3] Main Body:300

Notes:
[1] Destroying a wing makes flight impossible, however without wings, it can still do jet assisted leaps.
[2] Destroying the Head/Helmet will eliminate all forms of optical enhancement and sensory systems. No power armor combat bonuses to strike, parry, and dodge. Note: Head is a difficult target to hit and is a called shot and is -3 to strike.
[3] Depleting the M.D.C. of the main body will shut the mecha down completely, rendering it useless.

Speed:
Running: 50 mph. (80 kmph) maximum. Running does tire out the operator but at 10% of normal fatigue rate due to the robot exo-skeleton.
Leaping: Powerful robot legs can leap 15 feet (4.6 meters) up or across unassisted by using thrusters. A jet thruster assisted leap can propel the unit 100 feet (30.5 meters) high and 200 feet (61 meters) across without actually attaining flight.
Flight: The rocket propulsion system enables the Wasp to hover stationary up to 300 feet (91 meters) or fly. Maximum flying speed is 320 mph (515 kmph), but cruising speed is about 160 mph (257 kmph). Maximum altitude is limited to about 10,000 feet (3,050 meters).
Flying Range: The nuclear power system gives the armor decades of life, but the jet thrusters must cool down after twenty hour when flying above cruise and forty fours when traveling at cruise or below. Can fly indefinitely with rest stops.
Underwater Capabilities: Swimming: The Wasp can swim by using the same types of paddling leg and arm movements as a human at a maximum speed of roughly four mph (6.4 km/3.4 knots). It can also walk along the bottom of the sea at about 25% its normal running speed. Using the jet thrusters, the Wasp can travel on the surface of water at 100 mph (160 km/85 knots), underwater at 70 mph (112.6 km/59.5 knots) or fly above the water's surface at normal speeds.
Maximum Ocean Depth: 2,000 feet (610 m).

Statistical Data:
Height: 8.5 feet (2.6 meters)
Width: Wings Down; 4 feet (1.2 meters), Wings Extended; 12 feet (3.7 meters).
Length: 4.5 feet (1.4 meters) from front to back.
Weight: 620 lbs (282 kg) without missiles.
Physical Strength: Equal to a P.S. 30.
Power System: Nuclear, average life is 15 years.
Cargo: None.
Market Cost: The Wasp power armor sells for 2.2 million for a new, undamaged, and fully operation suit complete with missiles and Ion Cannon.

Weapon Systems:

  1. Shoulder Mounted Ion Cannon: It is on the back beside the engine when not being used and rotates into a position on the shoulder pointed in front of the armor when being fired. The cannon is powerful but draws a large amount of power so that cannon has a limited number of shots.
    Range: 6,000 feet (1,829 meters)
    Mega Damage: 1D6x10 MDC
    Rate of fire: Equal to the pilots combined hand to hand (usually 5 or 6)
    Payload: 40 shots in a capacitor, recharges at the rate of one shot per minute
  2. Wing Missiles: On each wing the armor has racks that can carry up to 4 mini-missiles or 2 short range missiles for a total of 8 mini-missiles or 4 short range missiles. These give the armor a good long range weapon system.
    Range: As per mini-missile or short range missile type (Go to Revised bomb and missile table).
    Mega Damage: As per mini-missile or short range missile type (Go to Revised bomb and missile table).
    Rate of fire: On at a time or in volley of two or four
    Payload: total of 8 mini-missiles or 4 short range missiles
  3. Energy Rifles and other normal weapons or light rail guns may be used as a backup weapon or in case of emergency. Armor in service of the REEF Militia normally has a M-160 Assault Rifle issued with it
  4. Hand-to-Hand Combat: Rather than use a weapon, Pilot can engage in mega-damage hand to hand combat. See Power Armor Combat Training in Robot Combat section of Rifts. All abilities are the same as those on page 45 of Rifts except that it receives a -1 penalty to the normal power armor dodge.
  5. Sensor Systems Note: Has all the normal power armor sensors plus has a special targeting system that gives a +2 to Strike beyond normal bonuses to strike for long range weapons combat only, not hand to hand.

[ Naruni TM, Shemarrian TM, and Coalition TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and Palladium Books Inc.]
[ Robotech® is a registered trademark owned and licensed by Harmony Gold USA, Inc. ]

By Kitsune (E-Mail Kitsune ).

Copyright © 1998, Kitsune. All rights reserved.


Return to Vehicles, Robots, and Power Armors on Rifts Earth and Mutants In Orbit