For a techno-wizard armor, the Screaming Hawk is extremely advanced technologically. In many ways, it can fill a similar role as the Consortium Silverhawk power armor although its combat abilities are not quite the equal of the Consortium design. It was originally develop as the as the next generation of Warlock Marine Combat Armor. It was rejected due to cost of upgrading forces and the need to retrain Warlock Marines to the use of the new armor.
Still, TID manufactures the armor for some private buyers and their own personnel. Some planetary government have adopted the armor and some mercenary companies inside of the United Worlds Warlock. It is not available for sale though the open market outside of Warlock controlled space. Those receiving the armor must swear an oath similar to the one given by retiring Marines except it protects TID as well. As well, the armor is programmed so that it cannot be used against the United Worlds Warlock in a similar manner to the Warlock Combat Armor.
The external appearance appears hawk-like with fingers which are clawed (and are extremely effective weapons). It also has an extremely fierce raptor style head including a long and sharp beak. The style of the armor includes the head, body, arms, and upper legs covered with a feather pattern. The feet are also clawed (and are effective weapons just like the hand claws) and the lower legs are covered with a scaly pattern instead of appearing feathered.
Power is provided by a powerful fusion reactor, more advanced than those mounted on most United World Warlock Designs. The armor has a powerful contra-grav flight system mounted in a backpack which is conventional in design and the performance is equal to that of the Warlord Mark II Armor produced by the Trans-Galactic Empire. Even so, the armor is as well protected as the standard Warlock Marine Armor and it is better protected that the flying model even though it has far better performance. There is the additional protection of an "Invincible Armor" force field. It has most of the standard features of the Warlock Combat Armor including being highly resistant to magic and special magical sensors. There is also a powerful magical battery mounted in the power armor. One important enchantment on the armor is the invisibly superior enchantment mounted on the power armor.
Because it has both arm and foot claws, the armor does not need to carry swords for effective melee combat. Both are enchanted to be effective weapons. It mounts Ion Beams similar to those carried on the Warlock Marine Armor are carried although with mini-missile launchers. Extra-Dimensional space allows a much larger payload to be carried than would be otherwise possible. Still, the armor was developed with long range space combat, and the mini-missile launchers are not considered adequate weapon systems for long range space combat. As a result, the standard weapon is the TID-190 Multi-Weapon Assault System. The laser mounted in the weapon system appears to be copied from the Consortium Silverhawk but the particle beam is not mounted. Instead a gravity rail gun is mated with the laser although has a much shorter range. It is based on the GR-15AR Gravity Rail Gun. As well, a four barrel micro-missile launcher is mated with the weapon systems. The micro-missile launcher is a modified version of the NE-800R Missile Assault System. Both the gravity rail gun and the micro-missile launchers have extra-dimensional compartments for a greater payload.
Probably the most spectacular feature of the armor is a special jamming system and is likely where the name "Screaming Hawk." comes from. It is newly developed and attracts a lot of interest. The jamming system is not carried by all models and increases the cost greatly. It jams normal radio system, radar systems, laser system, and even gravity based systems. The system has limited range but only visual targeting is usually effective against it. Unlike conventional jamming systems, the jamming cannot be targeted against specifically. There are several weaknesses of the system. It effects all the sensors of the power armor which makes it as blind as any opponent. As well, it cannot be turned on and off at will. One proposed maneuver would be use these jamming systems to make a jamming wall to protect a larger starship. The Warlock Military is extremely concerned with the system and makes sure than none are able to be sold outside of Warlock controlled space and that the secrets of the system are not revealed.
There is a special version of the Raider Augmentation developed for the Screaming Hawk. When the Augmentation is mounted, the flight systems cannot be used but weapon systems can still be used and the claw weapons are still able to used as well.
This power armor design uses modified starship speeds and weapon ranges. See Revised Starship Rules for Phase World for more details.
Vehicle Type: TID-SH-1
Class: Techno-wizard assault armored exoskeleton
Crew: One.
M.D.C. by Location:
| [1] Contragravity System (l, in back): | 180 | |
| Shoulder Plates (2): | 120 each | |
| [2] Mini-Missile Launchers (2, Shoulders): | 90 each | |
| TD-190 Multi-Weapon Assault System: | 150 | |
| Claw Hands (2): | 200 each | |
| Arms (2): | 150 each | |
| Claw Feet (2): | 200 each | |
| Legs (2): | 200 each | |
| [3] Head: | 120/50 | |
| [4] Main Body: | 400 | |
| [5] "Invincible Armor" Forcefield | 200 |
Notes:
[1] Destroying the Contra-Grav Flight Pack prevents the Screaming Hawk
from any form of flight.
[2] The mini-missile launchers are small and difficult targets to strike,
requiring the attacker to make a "called shot", but even then the attacker
is -4 to strike. When not preparing to fire, shoulder plates cover the
Mini-Missile launchers.
[3] Second value is for the face plate of the armor. Destroying the
helmet or face plate of the armor will eliminate all forms of optical enhancement
and sensor systems. The pilot is forced to rely on his or her own vision
and senses. However, the mystic link between the armor and the pilot are
not lost and the wearer can continue to fight with reduced bonuses. The
wearer loses one attack per melee and half of their power armor bonuses.
[4] Depleting the M.D.C. of the main body will shut the armor down
completely, making it useless.
[5] Can be activated up to three times per day (24 hours) and has a
duration of 24 minutes (96 melee) per activation. The armor regenerates
damage at the rate of 1D6 M.D.C. per melee round. The armor also offers
complete environmental protection from heat, cold, disease, pollution,
toxic gases, fumes, etc. and, provides the wearer with an independent oxygen
supply. Furthermore, all energy attacks, magic or mundane, inflict only
half their usual damage to the armor! Should the armor be destroyed, it
absorbs all the extra damage and disappears in a flash of light. No damage
is carried over to the wearer.
Speed:
Running: Can run up to 70 mph (112.6 km) 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.
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 0.7 percent of light per melee.
Atmospheric Propulsion: Up to Mach One (approximately 741.5
mph/1,193.3 km) in an atmosphere. Not streamlined for atmospheric flight.
Maximum Altitude: Unlimited. The contragravity system allows
the suit to escape a planet's atmosphere and fly out of orbit.
Underwater: The armor can travel up to a maximum speed of 40
mph (64 kmph) to a maximum depth of 1000 feet (304.8 meters).
Maximum Effective Range: Limited only by the endurance of the pilot.
Statistical Data:
Height: One foot (0.3 meters) taller than the wearer (each suit
magically molds itself to the pilot, adapting to his size)
Width: 4 to 6 feet (1.2 to 1.8 meters) wide, depending on the
size of the pilot (usually 3 feet/0.9 m less than the suit's height)
Length: usually around 4 feet (1.2 meters) including the CG
pack
Weight: 550 lbs (249.5 kg) to 1,400 lbs (635.0 kg)
Physical Strength: Equal to a supernatural PS 45
Cargo: None.
Power System: Nuclear and magic; 20 year life. Has a P.P.E.
Battery with 250 P.P.E. (Regenerates 2 P.P.E. per hour normally and 10
P.P.E. per hour on a ley line.)
Market Cost: 8 million credits to manufacture without Jamming
System. Jamming system costs an additional 20 million credits. The black
market has gained an extremely limited supply of these suits, which sell
at anywhere between 50 and 100 million credits (Without Jammer).
Weapon Systems:
Enchantments:
The armor has a P.P.E. battery built into the armor in the form of emerald crystals. This magical energy cannot be used by the wearer to cast spells but can be used to power enchantments in the armor. The armor stores 10 P.P.E. for every crystal built into the armor with twenty-five total (250 P.P.E.) Magical energy regenerates at the rate 2 P.P.E. per hour normally or 10 per hour on a Ley Line. Spell casters can tap this energy as well as being able to channel energy into the suit.
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[ Rifts® is a registered trademark owned by Kevin Siembieda and
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By James Laursen (prowlstheknight@yahoo.com) and Kitsune (E-Mail Kitsune).
Copyright © 2008, James Laursen & Kitsune. All rights reserved.