[1] Head - 200
Shoulders/Upper Arms (2) - 240 each
Forearms (2) - 200
[1] Hands (2) - 75 each
Legs (2) - 350 each
Main Rear Thrusters (3) - 80 each
Maneuvering Fins (3) - 75 each
Auto-Cannons (2) - 100 each
Pulse-Cannons (2) - 100 each
[2] Chameleon System - 100
[2] Force Field Generators (4) - 50 each
Force Field - 200
[3] Main Body - 650
Notes
1. The head and hands are small
and difficult targets to hit. Thus, they can only be hit when a character
makes a called shot and even then the attacker is -4 to hit.
2. The Chameleon System and shield generators
are small and difficult targets to hit. Thus they can only be hit when
a character makes a called shot and even then the attacker is -3 to hit.
If over two-thirds of the armor of the chameleon system is lost, there
is a 60% chance that the system will not function when activated.
3. Depleting the M.D.C. of
the main body will shut the armor down completely, rendering it useless.
Note: Laser weapons do half damage.
Running: 80 mph (128 kph) maximum.
Leaping: The powerful robot legs can leap up to 20 feet (6 m) high
or across. Add 12 feet (3.65 m) with a running start. Jet thruster assisted
leaps can hurl the unit up to 80 feet (24.5 m) high or 120 feet (36.5 m)
across without actually attaining flight.
Flying: The rocket propulsion system enables the unit to hover
stationary or fly. Maximum flying speed is 300 mph (480 kph), but cruising
speed is considered to be 150 mph (240 kph). Maximum altitude is about 20,000
feet (6061 m).
Flying Range: The nuclear power supply gives the unit decades of
life but the jet rockets get hot and need to cool after a maximum of ten
hours of flight whenever traveling at speeds above cruising, and after twenty
hours at cruising speed; can fly indefinitely with periodic rest stops.
Height: 9.5 feet (2.9 m)
Width: 5 feet (1.5 m)
Length: 4 feet (1.2 m)
Weight: 1.4 tons (1270 kg)
Physical Strength: Equal to a P.S. of 48s
Cargo: Minimal storage space; storage for a rifle, handgun, survival
knife, first-aid kit and standard backpack.
Power System: Nuclear; average energy life is 30 years.
Cost: The X-3000 Paladin is an experimental test-bed power armor.
Only three prototype suits have been produced so far. The prohibitive cost
of construction will keep the Paladin from ever being produced in any large
quantity. If one of the three suits were to somehow find their way to the
black market, they would easily go for over 100 million due to the extreme
advanced nature of the armor.
Range: 1500 feet (460 m).
Damage: 1D6x10 per single or 2D6x10 per dual, simultaneous blast.
Rate of Fire: Single or simultaneous.
Payload: Effectively unlimited.
Range: 1000 feet (305 m).
Damage: 3D6 for a single round, 2D6x10 for a 20 round burst, 4D6x10 for a dual, simultaneous (total 40 round) burst.
Rate of Fire: Single shot, burst, or simultaneous.
Payload: 1500 rounds per cannon, or 75 bursts per cannon.
Range: 4000 feet (1220 m).
Damage: 3D6, 6D6 for simultaneous attacks.
Rate of Fire: Aimed, burst, or wild, also simultaneous.
Payload: Effectively unlimited.
Missile Type: Any mini-missile can be used, but plasma is almost always the standard.
Range: Varies with type. (Use new missile/bomb tables)
Damage: Varies with type. (Use new missile/bomb tables)
Rate of Fire: 1, 2, 3, 4, 8.
Payload: 32, 16 per launcher.
Restrained Punch: 1D6x10+10 SDC
Full Strength Punch: 1D6 +3 MD
Power Punch: 3D6+6 MD (2 attacks)
Claw Attack: 1D4x10+5 MD
Crush/Tear/Pry with claws: 5D6 MD
Flip/Body Block: 2D6 MD
Tackle: 2D6+3 MD
Flying Tackle: 6D6+6 MD
Kick: 2D6+3 MD
Leap Kick: 3D6+6 MD
Flying leap kick: 6D6+3 MD (2 attacks)
Stealth Mode:- This allows the pilot to use a stealth skill at +25%, or gives a default skill of 65%.
- +3 initiative
- -30% for others to detect ambush or concealment.
- -6 for others to strike the armor.
Chameleon Mode: The unit is able to imitate other known power armors, robots, creatures, etc. of comparable size (plus or minus 2 feet) with 92% effectiveness.
Penalty: It takes two actions for the system to engage after being initiated. When Stealth Mode is engaged, reduce all combat bonuses of the pilot (except the +3 initiative) by one-half. The force field cannot be engaged while either the Chameleon or Stealth Mode is activated.
M.D.C.: 200
Regeneration: The field regenerates 1 M.D.C. per melee.
+3 to Strike
+4 to Parry
+4 to Dodge
+6 to Flying Dodge
+4 to Roll with Impact and Pull Punch
+2 actions (additional +1 action at levels 3, 6, 10, 14)Note: The pilot must also possess a head-jack cybernetic implant for a direct link to the computer, targeting system, and weapon systems. This adds the bonuses of:
+2 initiative
+1 Roll with Impact and Pull Punch
+5% on all piloting skills
[ TRIAX(TM) is a trademark owned by Kevin Siembieda and Palladium Books Inc. ]
Artwork from Image Comics' StormWatch.
Designed by Chris Curtis (curtis@thepentagon.com).