Thunderbolt Rex Power Armor:


The Thunderbolt Rex is most often compared to the A-1 Avenger. Both are larger than most space power armors and, with the exception of the A-1 Avenger, the Thunderbolt Rex is one of the most powerful space power armors in the Three Galaxies. They are both quite expensive, rivaling or exceeding many space fighters in their actual costs. In addition, they have both only been built in limited numbers although the Thunderbolt Rex is still being produced.


In general, the Thunderbolt Rex is not considered as advanced a power armor design as the A-1 Avenger but it is also larger. Even so, the Thunderbolt Rex cannot withstand as much damage as the A-1 Avenger. Still, the Thunderbolt Rex is an extremely tough power armor.


Unlike the A-1 Avenger, the Thunderbolt Rex does not come standard with a force field. However, the dealers of these armors offer the Naruni super heavy force field generator as a standard option. As one might expect, most operators of these armors elect to have the armors fitted with the force field generator. Rarely other classes of force field generators are mounted and they are aftermarket add-ons.


While most often considered a power armor, the pilot operates the Thunderbolt Rex from a cockpit. This cockpit is relatively comfortable although the pilot cannot wear any form of heavy armor while in the cockpit instead limited to a Consortium jumpsuit or similar armor. They are also limited to a pistol although there is a small space behind the cockpit for personal gear.


As one might expect, the Thunderbolt Rex is quite well armed and is comparable to the A-1 Avenger. It is armed with both powerful direct fire weaponry and missile weaponry. In addition, the power armor has a modular weapon mount which allow different weaponry to be fitted for greater flexibility.


In the right forearm, the power armor is armed with a long range particle beam. Generally considered the main weapon of the power armor, the output of the particle beam is similar to the weapon mounted in the Consortium Silverhawk power armor although the weapon is a bit larger than the Consortium model.


In the left forearm there is a modular weapon mount with two different optional weapon system. One is a a shorter ranged but even more powerful plasma cannon. A second is a conventional electromagnetic model although extremely advanced design. The rail gun is longer ranged than the particle beam and is effective against targets which are impervious to energy.


These energy weapons are backed up by a pair of shoulder mounted mini-missile launchers. Each of the mini-missile launchers has a payload of twelve mini-missiles for a total payload of twenty-four mini-missiles. In most cases, mini-missiles used in the Three Galaxies are self guided smart missiles.


Space performance of the power armor is slightly inferior to the A-1 Avenger but is still extremely good. It is superior to the Trans-Galactic Empire Warlord power armor. Atmospheric performance is also considered excellent with the armor able to reach mach three and is quite maneuverable. Due to being contra-grav propulsion, the power armor is trans-atmospheric. Power is provided by an advanced fusion reactor which can go decades without needing to be refuel.


Usually the Thunderbolt Rex is painted black although some pilots go for more exotic paint schemes. The Thunderbolt Rex lacks the camouflage system which the A-1 Avenger features. In addition while the electronics of the Thunderbolt Rex are quite sophisticated, the armor lacks the advanced jamming systems mounted on the A-1 Avenger.


This power armor design used modified starship rules. See Revised Starship Rules for Phase World for more details.


Note: The power system is fusion not anti-matter because the author's opinion is that anti-matter is to dangerous to be used in vehicles that may be used in an atmosphere. If a starship powered by anti-matter was to detonate in an atmosphere it would cause huge planetary damage. At GM option, this can also be applied to all such power armors or this power armor can be changed to anti-matter.


Model Type: TB-R-2.

Class: Multi-Purpose Combat Exoskeleton.

Crew: One.


M.D.C. by Location:

 

Arms (2):

160 each.

 

Particle Beam Cannon (Right Arm):

100.

 

Heavy Plasma Cannon (Optional, Left Arm):

80.

 

Electromagnetic Rail Gun (Optional, Left Arm):

80.

 

Shoulder Mounted Mini-Missile Launchers (2):

80 each.

 

Legs (2):

280 each.

 

[1] Head:

160.

 

[2] Main Body:

650.

 

[3] Contra-Grav Propulsion System:

220.

 

[4] Force Field (Optional, N-50 Robot):

320.


Notes:

[1] Destroying the head/helmet has a 01-60% 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.

[3] Destroying the contragravity system reduces all the special bonuses given below and prevents the armor from flying. A normal jet propulsion system or jet backpack can replace the contragravity system, but it won't have any of the special flight bonuses and its speed will be a fraction of normal (that of the replacement system)

[4] This feature is optional. The force field will stop energy attacks and fast moving objects. Slow moving objects can pass through. It regenerates one (1) M.D.C. 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: 93.2 mph (150 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 0.90 percent of light per melee.

Atmospheric Propulsion: Maximum speed is Mach 3.0 (2965.8 mph /3,675.2 kph), can enter an atmosphere because flight system is by contra grav.

Range: Limited only by the pilot's endurance. Emergency food and air supply will keep the pilot alive for a week.


Statistical Data:

Height:                        14.44 feet (4.4 meters).

Width:                         9.19 feet (2.8 meters).

Length:                        7.22 feet (2.2 meters).

Mass/Weight:              1,873.93 pounds (850 kg).

Physical Strength:       Equal to a P.S. 48.

Power System:            Advanced Fusion; average energy life of 25 years.

Cargo: 4 foot x 3 foot x 3 foot (1.2 meter x 0.9 meter x 0.9 meter) area behind cockpit for weapons, armor, and other small equipment.

Market Cost: Costs an average of around 65 million credits. The Naruni super heavy force field generator costs an additional 5 million credits installed.


Weapon Systems:

  1. One (1) Particle Beam (Right Forearm): Mounted in the right forearm of the power armor is a powerful particle beam similar in output to the one carried on the Multi-Rifle carried on the Consortium Silverhawk power armor. Weapon pulls power directly from the power armor’s fusion reactor.

    Maximum Effective Range: 4,000 feet (1,220 meters) in an atmosphere and 37.9 miles (61 km) in space.

    Mega-Damage: 3D6x10 M.D. per blast.

    Rare of Fire: Equal to the combined number of hand to hand attacks of the pilot (usually 4-6).

    Payload: Effectively Unlimited.

  2. One (1) Modular Weapon System (Left Forearm): In the left forearm of the power armor is a modular weapon mount which can accept two different weapon systems, one being an extremely powerful but short ranged plasma cannon and the second being a rail gun. The plasma cannon is more commonly mounted and it requires approximately 20 minutes to change out the weapon.

    1. Heavy Plasma Cannon: The plasma cannon is short range but quite powerful. Weapon pulls power directly from the power armor’s fusion reactor.

      Maximum Effective Range: 2,000 feet (610 meters) in an atmosphere and 37.9 miles (61 km) in space.

      Mega-Damage: 4D6x10+20 M.D. per blast.

      Rare of Fire: Equal to the combined number of hand to hand attacks of the pilot (usually 4-6).

      Payload: Effectively Unlimited.

    2. 10 mm Electromagnetic Rail Gun: While most rail guns in the Three Galaxies are gravity based models, the version carried on the power armor is a conventional electromagnetic model. The rail gun still fires projectiles at incredible velocities compared to rail guns on Rifts Earth.

      Maximum Effective Range: 8,000 feet (2,440 meters) in an atmosphere and 150 miles (240 km) in space.

      Mega-Damage: 20 round burst inflicts 2D4x10+10 M.D.C., one round inflicts 2D6+2 M.D.

      Rare of Fire: Equal to the combined number of hand to hand attacks of the pilot (usually 4-6).

      Payload: 1,600 Rounds (80 Bursts).

  3. Two (2) Mini-Missile Launchers: Mounted in the shoulders of the power armor are a pair of mini-missile launchers with each having twelve missiles for a total of twenty-four missiles. Mini-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 exceeding it maximum safe acceleration). Three Galaxy Mini-Missiles are normally guided with most common warheads being armor piercing types.

    Maximum Effective Range: Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.

    Mega-Damage: Varies with mini-missile type (See revised Phase World missile tables for details.)

    Rate of Fire: Can fire mini-missiles one at a time or in volleys of two (2) or four (4) mini-missiles.

    Payload: Twenty-Four (24) mini-missiles total, twelve (12) mini-missiles per launcher.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2015, Kitsune. All rights reserved.



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