Zembak Jim Power Armor:

Power armor original designed started by a Techno Wizard named Gadget for her Zembak companion to use. The design was then copied and sold on the open market. It looks like the Earthworm Jim suit with the exception of there being a dome over the pilots head. It is a combination of Technology and Advanced Technowizardry. It is psionically controlled and has several similarities to Warlock Marine armor and has to be attuned to wearer. The Suit allows wearer to use psionics with the suit and also cause on point of PPE to become 2 points of PPE, effectively halving all ISP requirements of psionics. It also allows magic to be used through the armor as well but at half range. It has all sensors common to power armors.

Model Type: ZBPA-002
Class: Zembak Power Armor
Crew: One Zembak (No other race can use it)

M.D.C. by Location:
Hands (2):50 each
Arms (2):100 each
Feet (2):75 each
Legs (2):150 each
Rear Contra-Grav Pack (1):100
[1] Head:150
[2] Main Body:300
[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 Zembak 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: 80 mph (129 kmph) maximum, Running does not tire out pilot.
Leaping: Powerful legs can leap 20 feet (6.1 m) up or across, with a running start add 40 ft (12.2 m)
Flying: fitted with a Contra-Grav system allows up to 400 mph (640 kmph) in an Atmosphere. The contra-grav system makes the armor trans- atmospheric and armor can accelerate at up to 1.0 Gs of acceleration. Due to the Contra-Grav there is no altitude limit and armor can fly into space.
Underwater: The armor can travel up to a maximum speed of 40 mph (64 kmph) to a maximum depth of 500 ft (152 m).
Range: The Armors range is unlimited. The Contra-Grav system does not overheat. The only limit is the pilots endurance

Statistical Data:
Height: 6 foot 4 inches (1.93 meters).
Width: 4 foot 3 inches (1.30 meters).
Length: 3 foot 4 inches (1.02 meters).
Weight: 440 lbs (199.8 kg)
Physical Attributes: Equal to a P.S. of Supernatural 35.
Power System: Magical and Nuclear, average life is 10 years
Cargo: None
Market/Black Market Cost: 4.5 million credits. Suit is attuned to one being so the wearer will be the only being that can use it.

Weapon Systems:

  1. F.I.W.S. (Forearm Integral Weapon System): Copy of the Coalition system by the same name built into arm and draws power from main power supply. Has both a Vibro-blade and twin Particle beams built in
    Vibro-Claw: Particle Beam:
  2. NE-28 Micro-Missiles Launcher: On Power armors left wrist is one of these built into the armor. Carries a total of four missiles and can be loaded with either smart or Dumb Missiles.
    Range: 1 mile (1.6 km) to 2 miles (3.2 km)
    Mega Damage: Each missile does 6D6 MDC to a 3 foot (.9 m) area.
    Rate of fire: On at a time or in volley of two
    Payload: Wrist launcher carries 4 micro-missiles.
  3. GR-45HP "Jackhammer" Heavy Pistol: Carried on its right side. Has heavy penetration and damage capability. Often loaded with Tungsten Discarding Sabot rounds. Can use this also use any normal handheld Energy weapon or Rail gun.
    Range: 800 feet (244 meters)
    Mega Damage: 3D4 for single shot, 5D6 for Three round bursts. With special discarding sabot rounds doues 3D6 M.D. for one round, a three round burst does 1D4x10 M.D.
    Rate of Fire: Equal to combined hand to hand attacks, Single shot or Three round bursts.
    Payload: 27 shots per magazine (Carries 2 extra magazines)
  4. Armor bonuses & Hand to Hand: Gives Zembak +1 to strike, parry, and dodge and one extra hand to hand attack and also gives an additional +1 to parry and +2 to dodge while in flight. Supernatural strength gives a restrained punch of 5D6+20 SDC, a full strength punch or Kick of 4D6 MDC, and a power punch or kick of 1D4x10 MDC (Costs 2 attacks)
  5. Techno-Wizard Modifications: The armor has the following Techno-Wizard Modifications built into the armor
    Magic Optics System: Abilities: Gives character the ability of See Aura, See The Invisible, and Detect Concealment same as the spell except as noted below. Duration: 15 minutes, recharges with Energy bolt spell (5 PPE) or spend 10 ISP
    Special Features:

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By Kitsune (E-Mail Kitsune ).

Copyright © 1998, Kitsune. All rights reserved.


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