Combat Environment Power Armor:

This power armor was designed by then Commander Terry Cindy Mayfair to replace the K-Universal armors that were the main armor that New Coventry Marines used. The suit is physically very similar to the Kittani K-Universal and as a result the Triax T-21. The Combat Environment Power Armor performance is excellent like the suits it copies. The suit is also slightly smaller then a Kittani K-Universal making the suit only slightly bulkier than a suit of heavy body armor or light exoskeleton. This is necessary because unlike most other marines forces, New Coventry has all of their marines in power armors and suits must be as light as possible. The designing of this armor was simply a case of reverse engineering a K-Universal and improving the design wherever possible.

The improvements to the suit are a Contra-Grav system replacing thrusters, a Nurani force field to improve protection, slightly improved armor, micro-missile launcher in each chest, and short range particle beams built into each arm to give the armor an internal weapon. Several options are also available for armor. These options include Nurani stealth camouflage and a Gravity wave sensor.

Model Type: CEPA-01
Class: Light Strategic Environmental Exo-Skeleton
Crew: One

M.D.C. by Location:
Rear Contra-Grav Pack (1):75
Chest Headlight (1):5
[1] Head:100
[2] Main Body:250
[3] N-50A Super heavy Naruni force field:160

Notes:
[1] Destroying the head/helmet has a 1-70% 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. Note: Destroying the contra-grav pack will make Flight and power jumps/leaps impossible.
[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 kph) maximum or leap running at 200 mph (320 kph - described under power jumping). Note that the act of running does tire out its operator, but at a fatigue rare of 20% less than normal thanks to the robot exo-skeleton.
Leaping: The contra grav jet pack enables the power armor lo leap a height of approximately 100 feet (30 m) high or 600 feet (183 m) long in a power jump.
Power Jumping and Travel: Getting a running start will enable the individual to leap up to 600 feet (91.5 m) up or lengthwise. The height of the leap is controlled by the pilot. By leaping, landing, continuing to run a few dozen yards/meters, and power leaping again, the operator can attain and maintain, en impressive ground speed of 200 mph (320 kph), even through light forest (speed should be reduced 40% through dense vegetation or hazardous terrain to avoid accidents). Directional control is nearly total, but engaging contra-grav pack to avoid a collision or bad lending may slow one's speed. Also the Flight capabilities enable the pilot to stop in mid-air if necessary.
Contra-Grav flight system: The contra-grav propulsion system enables the armor hover in a stationary at any altitude and fly at a maximum speed of 200 mph (320 kph). The contra-grav system makes the armor trans- atmospheric and armor can accelerate at up to 0.5 Gs of acceleration.

Statistical Data:
Height: 7.5 feet (2.3 meters)
Width: 4.2 feet (1.3 meters)
Length: About 3 feet (0.9 meters)
Weight: 180 lbs (81.7 kilograms) with jet pack
Physical Strength: Equal to P.S. 30.
Cargo: very limited, has a special integral Equipment, Ammo, E-Clip carriers, and a holster on armors waist.
Power System: Nuclear; average life is 10 years.
Cost: 2.2 million credits, Camouflage system costs an additional 200,000 credits, and gravity wave sensor costs 1 million credits. The Standard New Coventry version has both systems.

Weapon Systems:

  1. Forearm Particle Beams: Each arm has a two short range but powerful particle beam cannon. Superficially, it is similar to the FIWS in Juicer Uprising. It is used as a backup if the pilot loses his combat rifle and can use both at the same time as one attack if the pilot has Paired Weapons: Energy Pistol
    Mega-Damage: 1D4x10 each and 2D4x10 for both. If the person has paired weapons, Energy Pistol, can do up to 4D4x10 per attack.
    Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6).
    Maximum Effective Range: 1,200 feet (365 m)
    Payload: Effectively unlimited.
  2. Chest Micro-Missile Launchers (2): In each side of the chest are micro missile launchers. Each side carries a series of 4 cells wide by 6 cells up and down that each carry 24 micro-missiles for a total of 48 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, or 48 (All).
    Payload: 24 micro missiles per launcher for a total of 48 micro-missiles.
  3. Energy Rifles or Light Rail Gun and other hand-held weapons can be substituted in an emergency or used as a back-up weapon. Space limitations and the bulk of the armor limit additional rifle weapons to one rifle and one pistol. New Coventry standard issue is either HI-80 High Intensity Combat Laser Rifle or GR-15AR Gravity Assault Rifle for rifle and NE-4 Plasma Cartridge Pistol or GR-45HP Jackhammer Heavy Gravity Rail Gun Pistol for pistol.
  4. 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.

Sensor System of Note:
Has all the standard sensors of Three Galaxies power armors plus the following special systems.


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By Kitsune (E-Mail Kitsune ).

Copyright © 1998, Kitsune. All rights reserved.


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