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CC-ST-1 Sparrow class Light Power Armor CC-ST-1 Sparrow class Light Power Armor:

In many ways, this power armor is similar to the Flying Titan Power Armor and the design came from an adventurer request to her brother, who is an operator, to see if he could improve the Flying Titan Power Armor without reducing the armors performance or increasing the armors size. Her power armor has several additions beyond the standard Sparrow power armor but it was the general prototype for the whole class.

Like the Flying Titan, these power armors are excellent against the Coalitions new Light SAMAS. They are easy to use and maintain as well. The Sparrow light power armors are most often operated by female pilots but some males like the power armor as well. The power armor acts and handles just like a Flying Titan power armor and uses the same Basic and Elite power armor combat skills although the output of the engines are slightly greater to give the same performance

In physical appearance, the ancestry of the power armor is very evident and shares many similarities with the Flying Titan but at present there has been no dispute from Titan Industries about the similarities. The main differences in the designs are the addition of four mini missile launchers on the side of each lower leg, double barrel grenade launchers on each forearm, the addition of short range but fairly powerful particle beams above the power armors wings, and the knee shields are not as large. There are of course a large number of stylistic changes as well when the two are compared side by side.

While the similarities might seem to indicate that the combat performance of the two power armors are virtually identical, this is not the case. The armor of the Sparrow is made of slightly more advanced alloys that the Flying Titan are. The armor was copied from captured Coalition armor and purchased Triax armors. The designer also had the assistance of a technowizard that was able to read the construction methods from the material itself. Because the armor carries more weaponry, the engines are more powerful to allow for the same performance but the engines have a more powerful cooling system that allows the power armor to operate for longer periods of time flying as well. Like the Flying Titan, the Sparrow can carry up to six mini missile or three short range missiles on each wing. The addition of eight mini missiles on the legs increases the missile payload of the armor by about 75% when compared to the Flying Titan. The twin barrel grenade launcher have one reload each launcher. The grenades do not have the range of mini-missile launchers but have almost the firepower of the missiles. The laser cannon systems under the wing are identical to those carried on the Flying Titan but have been linked. A set of shorter ranged but more powerful particle beams have been added to the top of each wing. When the four cannons are fired together, they do a respectable amount of damage. A final feature that is often overlooked is a link to fire energy rifles drawing power directly off the power supply. The power armor normally carries the JA-12 Juicer Assault Rifle as its handheld weapon.

The designers of the armor have been selling the suit out of Metalworks Incorporated and Metalworks Incorporated has been assisting them in constructing their own manufacturing facility for the power armor. The Facility will also probably manufacture several Metalworks designs. Due to the fact that no Flying Titans are being produced, these armors have taken over most of the market of the Flying Titan and due to the small number being produced presently, they are selling as fast as they are being manufactured

Model Type: CC-ST-1
Class: Strategic Armor Military Exo-Skeleton
Crew: One, Individual must be relatively slender and can be no more than 6 ft tall.

M.D.C. by Location:
[1] Wing Short Range Particle Beams (2, Top of Wing)10 each
[1] Wing Long Range Lasers (2, Underside):15 each
[2] Wings:50 each
[1] Forearm Double Barrel Grenade Launchers (2):30 each
Arms (2):80 each
[1] Lower Leg Mini Missile Launchers (2):50 each
Legs (2):120 each
Rear Jet Pack:60
[1] Lower Maneuvering Jets (2):30 each
JA-12 Juicer Assault Rifle:50
[3] Head:80
[4] Main Body:200

Notes:
[1] Destroying a wing will make flight impossible. However, even with no wing(s) the power armor can make jet powered leaps and hover in a stationary position above the ground.
[2] These are small and difficult targets to strike, requiring the attacker to make a "called shot", but even then the attacker is -4 to strike.
[3] Destroying the head of the power armor will eliminate all forms of optical enhancements and sensory systems. The pilot is forced to rely on his own human vision and senses. Furthermore, all power armor Combat bonuses to strike, parry, and dodge are lost! Note: The head is a small and difficult target to hit, shielded by an exhaust tube, wings, and shoulder plating. Consequently, it can only be hit when a character makes a called shot and even then the attacker is - 4 to strike.

Speed:
Running: 50 mph (96 km) maximum. Not that the act of running does tire out its operator, but at 20% of the usual fatigue rate thanks to the robot exo-skeleton.
Leaping: The powerful robot legs can leap up to 15 feet (6.1 meters) high or across unassisted by the thrusters. A jet thruster assisted leap can propel the unit up to 100 feet (30.5 meters) high and 200 feet (61 meters ) across without actually attaining flight.
Flight: The rocket propulsion system enables the Sparrow to hover stationary up to 200 feet (61 meters) or fly. Maximum flying speed is 400 mph (640 km), but cruising speed is considered to be 200 mph (320 km). Maximum altitude is limited to about 6000 feet (1800 meters).
Flying Range: The nuclear power system gives the armor decades of life, but the rocket jets get hot and need to cool after a maximum of fifteen hours of flight when traveling at speeds above cruising, and thirty hours of cruising speed, indefinite with rest stops.
Underwater Capabilities: It can walk along the bottom of the sea at about 25% of its normal running speed. Using the jet thrusters, the Sparrow can travel on the surface of water at 50 mph (80 km/42.5 knots), underwater at 40 mph (64 km/34 knots) or fly above the water surface an normal speeds.
Maximum Ocean Depth: 600 feet (180 meters).

Statistical Data:
Height: 7 feet (2.4 meters).
Width: 2 feet 6 inches (0.8 meters) with wings down, or 11 feet (3.3 meters) with the wings extended.
Length: 3 feet (1 meter)
Weight: 210 lbs (90.7 kg) without missiles or assault rifle.
Physical Strength: Equal to a P.S. 24
Cargo: None
Power System: Nuclear; average life is 20 years.
Black Market Cost: 1.2 million but due to high demand will often sell for 50% more than normal

Weapon Systems

  1. Wing Laser Cannons (2) and Particle Beams (2): a small turret is mounted on the underside and top of each wing. The laser cannons are below the wings and the particle beams are above the wings. Each turret can rotate 360 degrees and has a 90 degree arc of fire (up and down). The Turrets are linked and both lasers, both particle beams, or all four cannons can be fired as one shot (all have to be within range) at the cost of one attack. The turrets are hooked directly to the armor's nuclear power supply. The laser cannons are identical to the laser cannons on the Flying Titan but the particle beams are copied from a Northern Gun pistol. Cannons are fired either by pressing a firing stud of the forearm or by voice command
    Laser Cannons: Particle Beams:
  2. Wing Mounted Missiles: Six mini-missiles or three of the larger short range missiles can be mounted on each wing (12 or 6 total). The wings can also carry a mixture of missiles if required by the mission or desired by the pilot. Like the lasers and particle beams, the missiles are launched by voice command or by hidden firing studs in the forearm.
    Missile Type: Any mini-missile or short range missile can be used (Go to Revised bomb and missile table).
    Mega-damage: Varies with mini or short range missile type (Go to Revised bomb and missile table).
    Maximum Effective Range: Varies with mini or short range missile type (Go to Revised bomb and missile table).
    Rate of Fire: One at a time or in volleys of two, three, four, or six.
    Payload: Total of 12 mini-missiles or 6 short range missiles. A mixture of missiles may also be carried, one short range missile may be substituted for two mini-missile
    3. Leg Mounted Mini-Missile Launchers (2): On each of the power armors lower legs are four mini-missile cells that hold one mini-missile each. This adds to the power armors firepower. Like previous weapon systems, the missiles are launched by voice command or by hidden firing studs in the forearm.
    Missile Type: Any mini-missile can be used (Go to Revised bomb and missile table).
    Mega-damage: Varies with mini missile type (Go to Revised bomb and missile table).
    Maximum Effective Range: Varies with mini missile type (Go to Revised bomb and missile table).
    Rate of Fire: One at a time or in volleys of two, three, or four
    Payload: Total of 8 mini-missiles with 4 mini-missiles per leg.
  3. Forearm Double Barrel Grenade Launchers (2): Each forearm has a double barrel grenade launcher that has one reload each launcher. These launchers increase the power armors firepower but are much smaller than mini-missile launchers would be. Like previous weapon systems, the grenades launchers are launched by voice command or by hidden firing studs in the forearm.
    Mega-Damage: The weapon can fire conventional M.D. rifle grenades doing 2D6 M.D. to a blast area of 12 feet (3.6 m), but is typically loaded with the new, micro fusion grenades that inflict 6D6 M.D. to a 12 foot (3.6 m) diameter blast area/six foot (1.8 m) radius.
    Maximum Effective Range: 1000 feet (305 meters)
    Rate of Fire: Equal to the number of hand to hand attacks per melee round either one at a time or in volleys of two. One volley, regardless of the number of rounds in that volley, counts as one melee attack.
    Payload: 8 total; 4 per each arm.
  4. JA-12 Laser Assault Rifle or Other Handheld Weapon: This weapon is the most common weapon carried by the Sparrow power armor. It is powerful yet light enough to be carried by the pilot without the power armors assistance. It also has a built in grenade launcher. The power armor has a special port that fits where an E-Clip is normally connected and is used to give the weapon or any other that uses E-Clips unlimited shots. Other weapons such as Energy Rifles, Light Rail Guns, and other Hand Held weapons may be substituted
    Weight: 14 lbs (6.4 kg)
    Mega-Damage: Laser, 4D6 for Single Shot and 1D6x10+10 for 3 simultaneous blasts. Grenade Launcher, 3D6 to 10 ft (3 m) radius.
    Rate of Fire: Standard.
    Maximum Effective Range: Laser, 4000 feet (1220 meters). Grenade Launcher, 2000 feet (610 meters).
    Payload: Laser; Effectively Unlimited (Draws power from Reactor), If disconnected, the gun gets 10 Shots short E-Clip, 30 Shots long E-Clip, has built in energy Canister (Cannot be removed but can be recharged) that holds an additional 30 Energy shots. Grenade Launcher, has a 4 shot pump magazine for grenade launcher.
    Bonus: +1 on Aimed Shots with laser only.
  5. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in mega-damage hand-to-hand combat. See Power Armor Combat Training in the Robot Combat section.
    Special Bonuses: +1 to Initiative, +1 to Parry, +1 to Dodge, and +2 to roll with punch, fall, and impact due to being lightweight and having excellent response times. These are in addition to other bonuses.


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