Triax(TM) X-20 War Knight Power Armor


The War Knight is the first of a new Triax(TM) line of robots and power armor designed for their allies in England. It has been on the market since March, 104 P.A., and has found wide spread use. The armor has been made cheaper that any other Triax(TM) exoskeleton, because it utilizes a dramatically scaled down nuclear engine, which only provides the armor with five years of life, instead of the usual ten to twenty.

In the face of the growing Fomorian Invasion, the major kingdoms have purchased hundreds of these suits, the idea being that more armored troops will increase the odds of winning, and when they do win, the relatively short lived armor won't have to be mothballed or kept in storage, instead, it can be returned to Triax(TM) for a partial rebate and to be recycled.

Test sales have also begun in North America, although only a few suits have been exported so far. The knight motif has caught on with Cyber-Knights(TM) and the suit has also been sold to a number of feudal kingdoms.

A feature that has helped boost sales is the suit's environmental capabilities. The jet pack and mini-missile launcher can be removed and replaced with a water propulsion system and a mini-torpedo launcher, making it easy to convert it to aquatic use.

X-20 War Knight


Part of the New Camelot(TM) Military
Model Type: X-20
Class: Strategic Armor Military Exoskeleton
Crew: One
M.D.C.(TM) by Location:
Arms (2) - 55
Legs (2) - 60
Lance - 40
Energy Shield - 100; force field protects with 75
* Head - 75
** Main Body - 200
* 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.
** Depleting the M.D.C. of the main body will shut the armor down completely, making it useless.
Speed:
Running: 90 mph (144 kmph) maximum. Note that the act of running does tire out its operator, but at 10% the usual fatigue rate, thanks to the robot exo-skeleton.
Flying: 100 mph (160 kmph) with the modular, detachable jet pack.
Underwater: 80 mph (128 kmph) with the modular, detachable water propulsion system.
Statistical Data:
Height: 7 feet (2.1 m)
Width: 4 feet (1.2 m)
Length: 3 feet (0.9 m)
Weight: 200 lbs.
Physical Strength: Equal to a P.S. of 25.
Cargo: None
Power System: Nuclear, average energy life is 5 years.
Market Cost: 600,000 credits for a new, undamaged, fully powered suit, complete with missile or torpedo pod and removable jet pack or undersea propulsion pack. Excellent availability in the NGR(TM), New Camelot(TM) and the Eternal City, scarce everywhere else. Triax(TM) offers 100,000 credits for any suit that has used up its power supply, they are recycled and turned into new suits.

Weapon Systems:

1. Telescopic Plasma Lance: Based on Kittani plasma weapons, the Plasma Lance is one of Triax's first attempts at an integrated energy melee weapon. When activated, the lance is surrounded by a plasma field which can be projected outward in the form of plasma blasts. Most of the War Knights purchased by New Camelot(TM) are modified through techno-wizardry so their weapons inflict more damage. When not in use the lance telescopes back into the housing.
Primary Purpose: Assault
Secondary Purpose: Defense
Weight: 20 lbs ( kg)
Mega-Damage(TM): 2D6 M.D.(TM) when charged, 3D6 M.D.(TM) from plasma blasts. 4D6 S.D.C.(TM) when uncharged.
Rate of Fire: Equal to the pilot's number of attacks per melee.
Maximum Effective Range: 500 feet (120 m) or hand to hand.
Payload: Effectively unlimited.
2. Shoulder Mini-Missile Launchers (2): A large pod is built into the armor's upper back. Two mini-missile launcher pop out from it. When empty they retract, are reloaded, and pop back up. The pod is detachable and can be replaced with a mini-torpedo pod for underwater operations.
Primary Purpose: Anti-Armor
Secondary Purpose: Anti-Missile
Mega-Damage(TM): Varies with missile type.
Rate of Fire: In volleys of up to six missiles at a time
Maximum Effective Range: Varies with missile used.
Payload: Twelve, three in each launcher, six in the shoulder pod.
3. Forearm Laser Blasters (2): A pair of lasers hidden behind moving plates in the forearms.
Primary Purpose: Assault
Mega-Damage(TM): 3D6 M.D.(TM)
Rate of Fire: Equal to the pilot's hand to hand attacks per melee.
Maximum Effective Range: 1000 feet (305 m).
Payload: Effectively unlimited.
4. Vibro-Claws: Retractable vibro-claws are built into the suit's fingers.
Mega-Damage(TM): Adds 2D6 to punch damage.
Maximum Effective Range: Hand to hand combat.
5. Energy Shield: A oval shield is included with the armor. It can project a small force field around itself, allowing the pilot to parry energy blasts with no penalty.
Mega-Damage(TM): The force field has an M.D.C.(TM) of 75, and it regenerates five points per minute.
6. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in mega-damage hand to hand combat. Damage is the same as that listed under the skills in the Rifts(TM) RPG.