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Background

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To be written


Model Type: SR-PA5C
Class: Strategic Armor Combat Suit
Crew: One.
Scale - Massive


Structure by Location:

Extendable Wings (2)- 30 each
Main Rear Jetpack (2)- 70 each
Lower Maneuvering Jets - 25 each
Arms - 75
Legs - 120
Forearm Laser - 30
Head-dome - 70
Head/Skullcap - 10
Main Body- 200

Armour Level - 16
Armour - Automatically stops up to and including attacks that do the equivalent of 3d6/18 damage per single attacks/blast regardless of if a successful strike equals/exceeds the Armour Level. Attacks that do the equivalent of 2d6x10/120 damage or more per single attack/blast only require a successful strike roll against the unit to do damage, ignoring the Armour Level altogether. All other attacks (3d6+1/19 to 2d4x10+39/119 damage in a single attack/blast) must successfully strike the unit and equal/exceed the Armour Level to do damage.


Speed:

Running: 96kph maximum. Note that the act of running does tire out its operator but at 10% of the usual fatigue rate thanks to the robot exoskeleton. (320m per round, combat: 21.5m per phase, cruise: 64m per phase, max: 106.5m per phase) Leaping: The powerful robot legs can leap up to 5m high or across unassisted by the thrusters. A jet thruster assisted leap can propel the unit up to 30m feet high and 60m across without actually attaining flight. Flying: The rocket propulsion system enables the suit to hover stationary up to 200m high or fly. Maximum flying speed is 500kph, but cruising speed is considered to be 250kph. Maximum altitude is limited to about 500m. In space the suit can propel itself at 18 MU (1.7km per round, combat: 111m per phase, cruise: 333.5m per phase, max: 555.5m per phase, Space: 6 MU per phase). Flying Range: The nuclear power system gives the unit decades of life but the jet rockets get hot and need to cool after a maximum of ten hours of flight when traveling at speeds above cruising, and twenty hours of cruising speed but can fly essentially indefinitely with rest stops in atmosphere


Specifications:

Height: Approximately 2m depending on the being wearing it.
Width: Wings down: 1.2m, Wings Extended: 2m
Length: 1.4m
Weight: 120kg
Strength: Augmented 30. Lift: 750kg, Carry: 375kg
Cargo: None.
Power System: Nuclear; average energy life is 20 years.
Black Market Cost: 1.6 to 2 million credits. Rare.


Weapons:

Wrist Laser (1)
Purpose - Defense
Range - 70/175/350m
Damage - 3d6 per blast or 6d6md per burst
Rate of Fire - single fire or bursts equal to pilot's actions
Payload - Unlimited


Bonuses

Use Power Armour Combat Training
+1 dodge on the ground
+2 dodge when flying
Punch - 1d4
Restrained Punch - 1d2
Kick - 1d6
Body Block/Tackle - 1d2


Systems of Note:

To infinity and beyond by danluvisiart d65ga2l-pre



Nuclear powered - Life of the power supply is anywhere from 20 years

Radar - Range of 30km. Able to track up to 20 targets, display 12 targets and lock onto 8 target.

Air/Space Defense Radar - Range of 60km. Able to track up to 60 targets, display 30 targets and lock onto 12 targets at once.

Radar Warning Receiver - Warns of potential Radar Lock. Range - equal to Radar or Air Defense Radar respectively.

Targeting Computer - +4 to strike with all on board weapon systems. Range is equal to the radar system.

Laser Targeting System - Assists in selecting and locking on to enemy targets. Additional +2 to strike using ranged weapons. Smart Missiles are excluded from this. Range is equal to the radar system.

Combat Computer - Calculates, stores and transmits data onto a HUD (heads up display) of the pilot's helmet. Typically tied into the units targeting computer. Can hold 1000+ of entries about various enemies.

LIDAR/LADAR - This system uses lasers to detect and image items as small as 10cm at 5km, as small as 150cm out to 10km and as small as 500cm out to 15km. This system also assists the other sensors in detected and identification. This is not typically a passive system and but be directed at specific targets.

FLIR - Advanced forward looking infra-red system for night operations. Range - 30km

Full Advanced optics system - telescopic (x32 magnification), passive night vision, thermo-imaging, infrared, and ultraviolet. Range 1km

Motion detector/Collision Warning System - Range 100m

Standard instrumentation - Speedometer, altimeter, distance traveled, inertial mapping system (zeroed on your deployment location/home base), power system temperature, ammunition counters, damage assessment indicators.

Control by Light Control systems (introduced in the 2050s) - If the craft takes more than 50% damage the systems may fail (60% chance). Loss of the control system gives a penalty to the pilot of -50% to all piloting rolls to maintain control of the unit. While functioning the systems give a bonus of +25% to all piloting rolls.

Radio Communications - long-range direction communication systems out to a range of 300km that can be boosted if proper signal towers or relay systems are in place. Also a directional short-range radio with a range of 25km. Both radios have full encryption capabilities.

Satellite Uplink capability - This allows the craft to communicate over vast distances by connecting to and communicating through the various satellites in orbit. (This capability is all but lost to the "nations" or Rifts Earth though the use of relatively high altitude drones can be used as a sort of replacement for this system)

Complete Environmental Pilot and Crew Compartment - A completely computer controlled life support system that includes: internal cooling and temperature control, air purification and circulation systems (gas filtration, humidifier/dehumidifier) that engages when needed and can recirculate breathable air for up to 48 hours if necessary, computer controlled independent oxygen supply and purge system that has up to 18 hours of breathable air that automatically engages in low oxygen or contaminated air environments, insulated high temperature resistant shielding for up to 350 degrees centigrade (normal fires do no damage though nuclear, plasma and magical fires do full damage), radiation shielded up to 300 rads , and polarized and light sensitive/adjusting tinted viewport.

Limited Electronic Countermeasures Capability (Introduced in the 2030s) - With a Electronic Countermeasures skill roll (or Sensor operations at -20%) the pilot/crew can impose a penalty of -3 to strike and a -30% to all sensor skill rolls of any opponents within radar range depending on terrain. Range is equal to the radar system.

Voice Actuated locking System (Introduced in the 2060s) - Units hatch is locked by a voice actuated system that is programmed to a specific voice (up to 8 can be programmed at once) that must recite a 8 digit access code. There is a manual over-ride keypad in case of systems failure.


References used

Wikipedia
Toy Story
Rifts RPG Books

Star Command - https://worldofjaymz.fandom.com/wiki/Star_Command
Rifts Other - https://worldofjaymz.fandom.com/wiki/Rifts_Other
Rifts Rhodium - https://worldofjaymz.fandom.com/wiki/Category:Rifts_(Rhodium)
Rhodium RPG - https://worldofjaymz.fandom.com/wiki/The_Rhodium_RPG_System
World of Jaymz - https://worldofjaymz.fandom.com/wiki/Worldofjaymz_Wiki

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