A-2 "Devastator" Power Armor:

The designer of the Avenger power armor designed a power armor to be even more lethal that the Avenger power armor. Unfortunately when M'Kri Hardware went bankrupt, there was only ten of this design in existence. All Devastator power armors were originally painted metallic blue and the physical design of them is virtually identical to the A-1 Avenger.

The big upgrade to the power armor is the weapon systems. In the right arm, the power armor carries a rifle that is a copy of the Multi-Rifle on the CAF Silverhawk power armor. Instead of the rail gun on the left arm is replaced by a combination energy shield and energy blade. The helmet carries a powerful energy weapon that is a extended rage version of the HI-80 Laser Rifle. The power armor also has added missile launchers. The power armor has chest mini missile launchers that are identical to those carried on the Avenger power armor and additional micro-missile launchers in the legs of the power armor. The armor has several additions as well. The power armor has a gravity wave sensor and a special destablizing system that is effective for battling people who possess either technological transporters and using phase abilities.

This power armor design uses modified starship speed and ranges. See Revised Starship Rules for Phase World for more details.

(Note: The power system is fusion not anti-matter because the author's opinion is that anti-matter is to dangerous to be used in vehicles that may be used in an atmosphere. If a starship powered by anti-matter was to detonate in an atmosphere it would cause huge planetary damage. At GM option, this can also be applied to all starfighters or this fighter can be changed to anti-matter.)

Model Type: ME-105A2
Class: Multi-Purpose Combat Exoskeleton.
Crew: One

M.D.C. by Location:
Arms (2):200 each
Multi Weapon System(Right Arm):150
Mini-Missile Launcher (1, chest):100
Head Laser Cannon (2):20 each
Legs (2):350 each
[1] Head:180
[2] Main Body:825
Force Field:320

Notes:
[1] Destroying the head/helmet has a 01-60% chance of knocking the pilot unconscious. If conscious, the pilot has two problems: one, no power armor combat bonuses to strike, parry and dodge, and two, the human head is now vulnerable to attack. Note: The head is a small and difficult 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.
[2] Depleting the M.D.C. of the main body will shut the armor down completely, making it useless.
[3] The force field will stop energy attacks and fast moving objects. Slow moving objects can pas through. It Regenerates 1 MDC per melee unless overloaded and then cannot be activated for 12 hours if overloaded. The force field pulls its power off of the power plant.

Speed:
Running: 100 mph (160 km) maximum. Note that the act of running does tire out the operator, but at 10% normal fatigue rate.
Sublight: Has a special sublight engine that allows the power armor to travel up to 20 percent of the speed of light. Power Armor can accelerate/decelerate at the rate of 1.4 percent of light per melee.
Atmospheric Propulsion: Maximum speed is Mach 6 (4448.7 mph /7159.5 kph), can enter an atmosphere because flight system is by contra grav.
Range: Limited only by the pilot's endurance. Emergency food and air supply will keep the pilot alive for a week.

Statistical Data:
Height: 11 feet (3.3 meters)
Width: 8 feet (2.4 meters)
Length: 6 feet (l.8 meters)
Weight: 1,000 pounds. (453 kilograms).
Physical Strength: Equal to a P.S. 55
Cargo: Minimal (Storage for small equipment)
Power System: Advanced Fusion; average energy life of 50 years.
Market Cost: Varies widely; no new Devastator suits are available on the open market. The suit can go for as much as 300+ million credits in "mint" conditions

Weapon Systems:

  1. Multi-Weapon: Replaces the HI-Laser system on the right forearm and is the main system of the Devastator and is identical to that of the Silverhawk power Armor except it has no grenade system. The weapon has a very long range laser and a short range particle beam.
    Mega-Damage: HI Laser: 2D4x10 M.D., Particle Beam: 3D6x10 M. D., and Both Combined: 4D6x10+20 (Ranges are very different though)
    Rare of Fire: Equal to the combined number of hand to hand attacks of the pilot
    Maximum Effective Range: HI Laser: 10,000 feet (3,050 m) in an atmosphere and 189.4 miles (305 km) in space. Particle Beam: 2000 feet (610 m) in an atmosphere and 37.9 miles (61 km) in space.
    Payload: Effectively Unlimited
  2. Energy Shield & Blade: Instead of the gravity rail gun, the left arm is covered by an very powerful force shield. The shield is virtually indestructible when activated and can be used to deflect M.D.C. Melee weapons, Energy weapons, and projectile weapons. The weapon also has an energy blade that is the equivalent of a Power Halberd with a forcefield around it.
    Mega-Damage: 2D4x10 M..D. when powered up (plus strength)
    Number of Attacks: Equal to the combined number of hand to hand attacks of the pilot.
    Maximum Effective Range: Melee Weapons
    Payload: Effectively Unlimited
  3. Helmet Laser Cannons (2): One Laser Cannon will be destroyed if the helmet takes more than 20 M.D. points; Both will be gone after an additional 20 M.D. (for a total of 40) are inflicted on the helmet.
    Mega-Damage: 4D6+6 for one cannon, 8D6+12 for both cannons, 2D4x10+10 for three round burst from one cannon, 4D4x10+20 for three round burst from both barrels (6 total shots)
    Rate of Fire: Equal to the combined number of hand to hand attacks of the pilot.
    Maximum Effective Range: 2000 feet (610 m) in an atmosphere and 37.9 miles (61 km) in space.
    Payload: Effectively unlimited.
  4. Mini-Missile Launcher: A chest-mounted launcher that stores a total of 16 missiles in the torso of the armor. Missile has a top speed of Mach 10 in an atmosphere and in space has an acceleration of 2% of light per turn (slightly faster than any starship except if it is exceeding it maximum safe acceleration).
    Mega-Damage: Varies with missile type (See Phase World Missiles).
    Rate of Fire: One at a time or in volleys of two or four.
    Maximum Effective Range: Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space
    Payload: 32 total, 16 per launcher.
  5. Micro-Missile Launchers (2): On the upper legs is a micro missile launching system. Each one holds 48 micro-missiles for a total of 96 micro-missiles.
    Range: As per missile type (1 miles unguided missiles / 2 miles guided missiles).
    Mega Damage: 6D6 per micro-missile.
    Rate of fire: On at a time or in volley of 2, 4, 8, 12, 24, 48, or all (96 or total remaining).
    Payload: 48 micro missiles per launcher for a total of 96 micro-missiles.
  6. Camouflage System: The suit's skin is covered by a fiber-optic material that can change colors to match the general environment. Color change takes 1D4 melee rounds (15 to 60 seconds), in which the armor becomes the exact same color as the predominant one in the area. In the woods or in broken terrain, the suit will also create stripes and blotches of lighter and darker color like a camouflage pattern. In all cases, the wearer is difficult to spot: -20% for others to detect ambush and detect concealment, +5% to the wearers prowl skill, and even characters without prowl have a 40% chance of not being seen if they stay under cover and don't move.
    The system also masks infrared and thermal emissions, making the wearer's heat invisible to infrared and thermal optics! There is only a 21% chance of the suit showing up on thermal systems and even then the reading/image will seem unusual. The camouflage system is disabled after the armor's main body takes 200 points of damage.
  7. Quantum Destabilizing Field: A more advanced version of the Jammer that was make for the Avenger armor. The system is designed to prevent technological transporters and phase powers by destabilizing the area. In addition, when the field is on, conventional radar, gravity-wave sensors, missile guidance systems, and all radio communication will not be able to function in the area affected (have only a 20% chance of detecting any targets in the area, including the armor). The field will affect a one mile (1.6 km) area in an atmosphere and 100 miles (160 km) in space. Leaving it on all the time will automatically alert the enemy that a destabilizing equipped vehicle is in the area, so standard operational procedure is not to activate it until combat is under way, or just before attacking.
  8. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in hand to hand attacks.
  9. Sensor/Computer Systems Note: Has all the normal Phase World power armor sensors plus the following special features.(The computer control system was designed and installed by an independent contractor for the pilot. Valor Robotics inc.)


[ Phase World TM, CAF TM, M'Kri Hardware TM, and Naruni TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and Palladium Books Inc.]

By Kitsune (E-Mail Kitsune ).

Copyright © 1998, Kitsune. All rights reserved.


Return to Phase World Vehicles