Ameritech Guardsman Power Armor
The gold standard for the Ameritech industries power armor division
Guardsmen power armor--
The Guardsman is one of the standard power armor designs of Ameritech Industries. At first look, the power armor seems to be only an oversized exo-skeleton, with only a jet pack and a few extra weapons attached. But when the Guardsman enters combat, it has the same mobility and deadliness of the famous SAMAS power armor. The only difference is that the Guardsman was based upon the designs of an old twenty-first century exo-skeletal armor worn by a series of vigilante/heroes named Iron Man.
The Guardsman armor is the fighting standard of the US Marine Air Corps. They've been using it steadily since the incepion of the USMarine Corps back in 99 P.A. The armoris a favorite for it's high firepower, and manueverability. Adventurers and some Operators have also taken a liking to this suit of armor as well.
Class: Exoskeletal combat/environmental armor
Model Type: G-13 Power Armor
Crew: One
M.D.C. by location:
Rear flight/jet pack (1) - 35 M.D.C.
Head - 50 M.D.C. *
P. Beam Cannon - 25 M.D.C.
Micro-missle launcher - 20 M.D.C.
Jet Boots - 60 M.D.C.
Main Body - 170 M.D.C.**
*-the head is a small and difficult target to hit, and requires a called shot at -3 to hit. If detroyed, it causes a 01-10% of actually killing the pilot, and runs an 11-65% chance of rendering the pilot unconcious. Also, when the helmet is destroyed, the pilot loses all bonuses to strike, parry, and dodge.
**-Depleting the MDC of the armor causes it to shut down, rendering it completely useless.
Speed:
Running: 50 mph. The act of running does tire out its operator, but at a fatigure rate 20% less than normal, thanks to the robot exo-skeleton.
Leaping: The powerful robot legs can propel it's operator to a maximum of 15 feet without jew powered assistance. The boot jets can help extend that to 75 feet, otherwise, the flight pack is used.
Flying: The flight pack and boot jets allow the operator to hover stationary or fly up to a maximum ceiling of 700 feet. Maximum flying speed is 360 mph, cruising speed is about 170 mph.
Flying Range: The nuclear power supply gives the armor a decade of life, but the flight pack and boot jets get hot and need to cool after a maximum of twelve hours of flight when travelling at speeds above cruising, and twenty-four hours at cruising, indefinate with rest stops.
Statistical Data:
Height: 8 feet
Length: About 3 feet
Weight: 145 lbs. With pack and weapons.
Physical Strength: Equal to a P.S. of 40.
Cargo: None
Power Systems: Nuclear, average life is 12 years.
Black Market Cost: 2.4 million credits for a new, undamaged, fully powered suit complete with weapons and flight system. 1 million without missle launcher and flight pack. The suit is populat among adventurers and headhunters not affiliated with the New United States.
Weapon Systems
1. Pulse Cannon (1, left arm): A high powered laser cannon that fires high-intensity bursts of laser beams. The power comes directly from the armor's power source.
Primary Purpose: Assault / Secondary Purpose: Defense
Weight: N/A, attached to the armor
Mega-Damage: 1d8x10 MD
Rate of Fire: Equal to the number of the pilot's combined hand to hand attacks.
Maximum Effective Range: 2000 feet.
Payload: Effectively unlimited.
2. Micro-missle launcher (1, right shoulder): A specially designed missle launcher that will fire only scaled down versions of the mini-missles. The Coalition later cpatured and used this design in their own weapons.
Primary purpose: Anti-aircraft / Secondary purpose: Defense
Weight: launcher- 11 lbs., each missle weighs 0.5 lbs. ea.
Mega-damage: as per missle type.
Missle types: Explosive (5d8 MD, 2 ft. blast radius) and Fragmentary (4d6 MD, 6 ft. blast radius) types only.
Rate of Fire: 1, 2, 4, or 8 missles.
Range: 4000 feet
Payload: 16 total. But has 2 racks of 8 micro-missles. The second rack reloads 1 round after the first rack of missles has been expended.
3. Palm pulse blasters: (1, In each palm): Specially designed palm weapons that emit powerful energy pulses from the gauntlets of the armor.
Primary purpose: Anti-personnel / Secondary purpose: Defense
Weight: N/A, Built into the armor
SDC settings: 3d6, 5d6, or 1d6 x 10 SDC.
Mega-Damage: 1d8 or 3d8 MDC.
Double damage if both palms are fired together.
Range: 200 feet (5 foot spread out from each palm)
Rate of Fire: 3x a melee, per gauntlet
Payload: Effectively Unlimited
4. Vibro-sabre (1, right arm): A retractable vibro-blade built into the forearm of the armor, extends out overs the top of the right hand. This weapon is primarily used for those who are uneffected or resistant to energy weapons. The metal for the blade is craft out of special M.D. type metals and sharpened to a near mono-molecular edge.
Primary purpose: Anti-personnel / Secondary purpose: Defense
Weight: N/A, built into the armor.
Mega-Damage: 2d8 MD (vibro-system not activated), 3d8+3 MD (system activated)
Bonus: the weight of the weapon and the ease of it's use allows the user a +1 to strike and parry when the blade is extended (on or off).
5. Energy Rifles or Lights Rail Guns can be used, but be careful not to engage the pulse blasters when using hand weapons.
6. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in mega-damage hand to hand combat. Because of the unique configuration of the armor and the systems, the states are different than the normal Elite Power Armor Combat Training on RIFTS page 45. Though if not Elite trained in Guardsman armor, use only the states from Basic training.
+1 attack at levels 1, 3, 6, and 11. (add to those of the pilot)
+2 to strike
+2 to parry
+3 to dodge in normal combat, +6 to dodge when flying
+3 to roll with punch, fall, or impact. Reduce damage by 1/2.
Damage:
Punch: 2d6 MDC
Power Punch: 4d6 MD
Kick: 2d8 MD
Leap Kick: 4d8 MD
Body Flip/Throw: 1d8 MD
Tackle: 1d10 MD
7. Sensors: Has all sensors & systems normally available to power armor . Includes full optical systems and enhanced hearing and quicker manueverability.
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