QUINLIN RAU BATTLE SUIT Mk II:
The original Quinlin Rau battle suit had no where the combat performance
of an Avenger Power Armor but the Quinlin Rau did have the potential to
be upgraded to that combat level. It was also a relatively large design
which meant that it would have more space for new weapon systems. Heavy
amounts of research went into creating the modified version of this power
armor but it all payed off. The Quinlin Rau is one of the few designs that
has actually similar performance to the Avenger. It instantly became a
favorite for both Human and Zentraedi pilots. All Quinlin Rau are constructed
at the REF secret factory.
The power armor has a new and more powerful inertial dampening system.
This along with the new contra-grav propulsion system allows the armor
to travel at speeds similar to some starfighters. The armor protection
of the suit has been greatly increased and it also carries protective shields
similar to those produced by Naruni Industries. Weapon systems were important
to be upgrade as well and all missile launchers have been upgraded to use
the faster and heavy warhead missiles used within the Three Galaxies. The
modifying of the direct fire weapons caused a lot of argument with many
different ideas examined. Finally, it was decided to fit was effectively
a multi-rifle from the silver hawk into each arm. This has radically changed
the appearance of the arm mounted weapon mounts tut is many times more
effective. Several ideas were also examined for the chest weapon mounts
but finally a twin rail gun mount was decided as a replacement. A new automated
fire control system allows the rail guns to be fired without the pilot
controlling and they are quite useful for point defense. The armor has
stealth systems, gravity wave imaging systems, and a shield disruption
system added. When all systems are considered, the Quinlin Rau is almost
as effective as a starfighter and can d some of the roles of one in a pinch
and it is quite capable of fighting silver hawk power armors even with
the silver hawks having a two to one advantage. The protoculture sensor
systems have been deleted from the design due there being little need for
the system.
This power armor design uses modified starship speed and ranges. See
Revised
Starship Rules for Phase World for more details.
Model Type: FZPA-Z4-B
Class: Heavy Power Armor / Light Mecha
Crew: One
M.D.C. by location:
| Twin Barrel Gravitic Rail Turret (center of chest) | 120 |
| Multi-Weapon Forearm weapon mounts (2): | 150 each |
| Shoulder Missile Launcher (2): | 200 each |
| Hip Launcher (2): | 200 each |
| Engines (2): | 250 each |
| Forearms (2): | 120 each |
| Forearm Shields (2): | 300 each |
| Upper Arms (2): | 120 each |
| Hands (2): | 60 each |
| Legs & Feet (2): | 350 each |
| [1] Main Body: | 650 |
| Reinforced Pilot's Compartment: | 200 |
| [2] Force Field: | 320 |
Notes:
[1] Depleting the M.D.C. of the main body will shut the mecha down
completely, rendering it useless. Note: Lasers do half damage.
[2] 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. Unlike smaller power armors,
running does no tire out the operator.
Sublight: Has a special sublight engine that allows the power
armor to travel up to 20 percent of the speed of light. Fighter can accelerate/decelerate
at the rate of 1.2 percent of light per melee.
Atmospheric Propulsion: Maximum cruise speed is Mach 4 (2965.8
mph / 4773 kph), can enter and leave an atmosphere because flight system
is by contra grav.
Underwater: It can walk along the bottom of the sea floor at
25% of maximum speed. The Quinlin Rau can also use its thrusters to travel
up to a maximum speed of 100 mph (160 km)
Maximum Ocean Depth: 2 mile (3.2 km)
Range: Limited only by the pilot's endurance. Emergency food
and air supply will keep the pilot alive for a week. Because the power
armors are anti-gravity in nature, they do not use reaction mass and can
be sustained indefinitely in space as well.
Statistical Data:
Height: 18.5 feet (5.6 meters).
Width: 11.7 feet (3.6 meters).
Length: 13 feet (4 meters).
Weight: 16 tons (14.5 metric tons)
Physical Strength: Equal to a P.S. 55
Power System: Advanced Fusion (25 Years). Uses one protoculture
cells for special systems (100 Year Duration). The protoculture system
has a special anti-tampering device.
Cargo: 4 ft x 2 ft x 2 ft area behind cockpit for weapons, armor,
and other small equipment.
Market Cost: Not Sold, If found it would probably be worth 150
million or more for a new, undamaged, and fully operational power armor.
WEAPONS SYSTEMS & EQUIPMENT:
- Multi-Weapons (2):
Replaces the weapon systems on both of
the forearm and is the main weapon systems of the Quinlin Rau Mk II 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. The power armor has a special targeting that allows both arm mounts
to be fired as one attack. Even though theses weapons inflict a huge amount
of damage, they are shorter ranged than the weapons on most fighters which
while very useful in close combat are not as useful in a dogfight.
Mega-Damage: One arm: HI Laser: 2D4x10 M.D., Particle
Beam: 3D6x10 M. D., and Both Combined: 4D6x10+20 (Ranges are very different
though). Both arms: HI Lasers: 4D4x10 M.D., Particle Beam: 6D6x10
M. D., and Both Combined: 8D6x10+40 (Costs one attack in all cases)
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
- Chest Mounted Rapid Fire GR-Gun Turret:
Twin multi-barreled
gravity rail gun a mounted in the center of the chest. These mounts are
used as anti-missile defense and for backup for the forearm weapons. Unlike
the original weapon systems, these can be operated on fully automated.
The gun can either be put on automatic or can be fired by the pilot. On
independent has +4 to strike and has 6 attacks per melee and gives +3 for
gunner to use if he is targeting and firing.
Mega-Damage: A burst is 120 rounds (60 from each barrel) and
does 4D4x10 M.D. Can only fire bursts.
Rare of Fire: Equal to the combined number of hand to hand attacks
of the pilot or or by automatic (6 attacks per melee).
Maximum Effective Range: 3000 feet (914 m) in an atmosphere
and 56.8 miles (91.4 km) in space
Payload: 6000 rounds in back-mounted magazine; that's 50 bursts.
- Shoulder Missiles (Mini Missiles):
The launchers replace
the short range missile launchers that were top mounted near the shoulder.
Even with using mini missiles instead of short range missiles, the amount
of missiles that could be carried was reduced due to size. The appearance
of the launchers is virtually identical to the launchers on the original
power armor. Weapon systems are protected by heavy armor, have a warning
system to warn pilot when heavily damaged, and an ammo blow out system
so if ammo explodes, armor only takes 10% of the damage of the explosion.
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 acceding it maximum safe acceleration)
Range: Missile range is 2 miles (3.2 km) in an atmosphere and
100 miles (161 km) in space.
Mega Damage: As per Missile Type (See
Phase World
Missiles).
Rate Of Fire: One at a time or volleys of 2, 4, 6, 8, 12, or
all of one load (24).
Payload: Carries 12 for each launcher and 2 reloads for a total
of 72 missiles.
- Leg Missiles (Short Range Missiles):
Instead of the multi
load missile launching pods at the hips that the original power armor carried,
the power armor carries the missiles in a single shot launcher. Special
sublight missiles are used in place of conventional missiles. Missiles
have a top speed of Mach 10 in an atmosphere and in space has an acceleration
of 4% of light per turn (faster than any starship except if it is acceding
it maximum safe acceleration). Missiles can be launched on multiple targets
simultaneously. Smart Missiles are normally used in launchers.
Range: Missile range is 10 miles (16.1 km) in an atmosphere
and 500 miles (804.7 km) in space.
Mega Damage: Varies with phase world short range missile type (See
Phase World
Missiles).
Damage: Varies with missile types.
Rate of fire: One at a time or 2, 4, 6, 8, 12, or all (24).
Payload: 12 each for a total of 24 missiles.
- Force Field Disruptor:
Special equipment built into armor
to penetrate force fields primararily used on starships. It is similar
to that of the Silverhawk power armor. The Power armor pulses energy in
wavelengths that cancel out the forcefield in an area allowing the power
armor to walk through the force field. The power armor must fly very close
to the ship to do this (Force fields are usually 10 to 20 feet [3 to 6
meters] from the hull)
Range: The disrupter field has a range of 20 feet (6.1 m)
Mega Damage: None. Creates a momentary hole that armor can step
through. Has no effect on solid objects or on living beings.
Rate of fire: One pulse per melee round, effect/Hole lasts 3
seconds
Payload: Effectively Unlimited.
- Optional Hand to Hand:
Treat as the same as the original
hand to hand combat except increase the damages as listed.
Restrained Punch: 2D6 M.D.
Full Strength Punch: 6D6 M.D
Power Punch: 2D6x10 M.D.
Kick: 6D6 M.D.
Stomp: 2D4 M.D.
Body flip: 4D4 M.D.
Sensors & Equipment:
Has all the normal sensors of power armors in the Three Galaxies plus
the following special features.
- Gravity Wave Sensor: Similar to sensor system in PA E-1000 Enforcer.
System uses gravity waves like a form of radar. Range is 2000 ft (610 m)
in an atmosphere and has 1000 times that range when operated in space.
The system can electronically map the insides of structures. Combined with
thermographics, will also detect invisible targets and find people inside
building or ships, and even detect traps and hidden rooms. The sensor system
cannot penetrate force fields or phase fields, however.
HAND TO HAND BONUSES
- Three Hand to Hand attacks per melee (plus those of the pilot).
- +4 to Roll with punch, fall, or impact (explosion), reducing damage
by half.
- Body Flip/Throw: Damage 4D4 M.D., plus victim loses initiative plus
one attack that melee.
- Kick Attack
- +3 to Strike
- +5 to Dodge (Auto Dodge while flying)
- +5 to Parry
- +2 to initiative
- One addition Hand to Hand attack at level six and level Twelve
[ Phase World TM, Nurani TM, Kreegor TM, and CAF 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 © 1999, Kitsune. All rights reserved.