Chipwell Arms and Armor by Kitsune
Chipwell Arms and Armor by Kitsune
The weapons line from Chipwell armaments, known for their substandard features and rock-
bottom prices share a reputation for being less powerful, accurate and durable than every other
product on the market. This hasn't served to harm their sales, however. The reason? Chipwell
knows their market- security agencies and local militias who never work far from their base of
operations and statistically rarely engage in firefights over 600 feet on foot can count on support
instead of requiring the firepower to deal with most bandit gangs, raiders, and roaming monsters
in each soldier's hands as well as having a ready source of replacement E-clips and maintenance.
Chipwell took ready advantage of these facts, providing a line of weapons that make
compromises in areas those forces didn't need so they can afford to equip more of their forces for
less cash. Many of the internal components are actually SDC materials, sealed inside a cheaply
mass-produced casing! As a result, the light ballistic plastic weapons are less durable than most
MDC and lack many of the common features most adventurers want from a weapon, but
Chipwell weapons provide reasonable stopping power at a low-affordable cost, which ensures
that thousands are sold yearly. Chipwell weapons are also the only brand not knocked off by
black markets (they'd have to retool their own weapon lines to produce worse components,
which would cost them more than the weapons would earn!) and are instead resold from
shipments stolen or acquired elsewhere to turn a profit.
Chipwell has frequent discounts available for bulk weapon orders, and their weapons are
available in white, black, grey, and tan, with custom coloring of the weapon casings &
installation of sights, scope railings, and brackets for carrying straps can be added on for a small
fee (normally 200-500, more for rush orders or the rare high-traffic periods) on location in their
Merctown and Ishempeg outlet locations. Note: All Chipwell weapons have less MDC due to
their cheap plastic casings (4-12 MDC per weapon, compared to the 10-30 of most brands) and
many don't even have any form of sighting built into the simple ballistic plastic casing by default
(-2 to hit past 1000 feet and halve all aimed shot bonuses unless a sighting system is installed)
Min-Eclips:Designed to exploit the design of their weapons, Chipwell has created a miniature E-
clip. roughly the size of a flip-top lighter, the Min-Eclip is half the capacity and a third the size
of a normal E-clip and fits cleanly into the shallow slots of Chipwell energy weapons. The
underside is fitted with a gripping rubberized cover to make it easy to remove and prevent
sliding around when not in use. Min-Eclips retail for 3000 credits, and most retailers will
recharge them for around 1000 credits. Note: the Min-Eclips are a poor fit in competing
products, and they have a 01-40% chance of getting jammed in most e-clip ports when shoved in
there! The jam can't be cleared in combat, and takes 2D6 minutes to clear with basic tools. Many
stores won't recharge them if they think it will jam in their recharging system (about 1-20%
chance)
Chipwell lasers: Lasers were the obvious choice for Chipwell Armaments to enter the weapons
market, as they're reliable, simple to build, and inexpensive for an MDC weapon. With this in
mind chipwell's design team focused on "trimming the fat" to build a line of laser weapons that
any village could afford to supply their guards with. Chipwell's laser weapons are built with
focusing elements and capacitors generally considered unsuitable for use as weapons- limiting
their range, energy efficiency and rate of fire and their casings are cut out of pre-molded plastic
forms which helps them save money on molded components and has become chipwell's signature
image.
CLW-500 laser rifle
The flagship weapon of Chipwell's laser lineup, the CLW-500 (along with the CLW-100) was
the very first personal weapon released for sale by Chipwell. The weapon is designed to be easy
to handle and load while remaining viable to use in urban areas with its bullpup design and has
seen steady sales from minor kingdoms and various security groups.
(Note: This is the rifle depicted on page 144 of Rifts Mercenaries)
Weight: 10 Lbs.
Range: 1100 ft.
Mega-damage: 2D6 MDC per shot
Rate of fire: Single shot only
Payload: 14 shots from a regular E-Clip, 24 shots from a long E-Clip
Cost: 14,100 credits
Chipwell's Ion weapons are heavy and short ranged compared to other brands, but have
reasonable stopping power and payloads. Their worst feature however is that the guns exposed
barrels aren't insulated, meaning they heat up to dangerous levels (3D6 SDC for 1D4 rounds
after firing) during normal use making them a safety hazard! Chipwell hasn't made this a great
secret, but doesn't draw any attention to the issue either as resolving the issue would hike up the
cost of the weapon.
CBW-45 pistol
A basic semiautomatic, the -45 is based off old pre-rifts police sidearms and is a reliable weapon.
While the accuracy is limited from the lack of sights, few of the law enforcement officers this is
marketed for complain.
Weight: 2 lbs.
Range: 160 ft
Damage: 4D6 SDC per shot
Rate of fire: single shot, or in bursts
Payload: .45 caliber rounds, 8 round magazines
Cost: 800 credits. a box of 100 rounds is 42 credits and separate magazines are 5 credits each.
While the neural mace is the de facto riot control weapon of the coalition, attempts were made to
design a ranged method of non-lethal incapacitation for enforcement purposes. Rejected due to
being useless for the military was the creation of army engineer Boris Chipwell, who had taken
the plans with him when he retired active duty. He soon revisited his designs after founding
Chipwell Armaments, seeing an unmet demand for weapons that would allow for nonlethal
incapacitation both among small law enforcement forces and traveling bounty hunters. the
Electrostun taser bolts inflict a small amount of tissue damage but also deliver a similar nerve-
scrambling charge to humans and most D-Bees who are unprotected (MDC creatures and people
in fully sealed environmental armor are unaffected) which makes them safe to use even in large
crowds. Unlike some designs, Chipwell's tasers fire energy bolts instead of wires or shell
cartridges ensuring that these weapons will be reliable even if supply lines become unsafe, which
is a great boon to prisons built in remote locations.
The CES-330 is also installed in a riot-dispersal variant of the Chipwell Assault suit labeled the
CAS-32 Peacekeeper suit. The taser replaces the Wilk's laser on this model, while the
machinegun is replaced by a belt-fed grenade launcher typically supplied with tear gas. A
loudspeaker and additional thermal sensors complete this design.
Weight: 6 lb
Range: 400 ft. or by contact
Damage: 2D6 SDC, and must save against the taser bolt (an nonlethal poison, 16 or better) or
have their speed reduced by half and -6 to strike, parry, and dodge for 1D6 melee rounds.
Ranged blasts sacrifice some power, and targets have a +2 to save against these. Skills requiring
fine motor skills suffer -80% penalty while stunned.
Rate of fire: One stun blast for each melee attack, ranged or contact.
Payload: 22 blasts from a regular e-clip, 44 from a long E-clip. It takes four contact stuns to
equal a stun-blast charge
Bonus: Even if the they successfully save, the charge causes the target to suffer -2 to strike,
parry, and dodge for 1D6 melees. Each additional charge extends the penalties an additional 1D6
melees (and forces another save to resist full penalties).
Cost: 9000 credits
Rate of fire: One stun-blast for each melee attack, ranged or contact
Payload: 18 blasts per standard e-clip, not designed to hold long e-clips. It takes four contact
stuns to equal a stun-blast charge.
Bonus: Even if the they successfully save, the charge causes the target to suffer -2 to strike,
parry, and dodge for 1D6 melees. Each additional charge extends the penalties an additional 1D6
melees (and forces another save to resist full penalties.)
Electrostun baton
Offered as an alternative to the taser, Chipwell also provides a bulky stun baton as an
inexpensive form of non-lethal self defense. The collapsible baton has an integrated battery that
uses the same charging system as the batteries in their power armor line for logistical
streamlining, but the 18" baton itself is an SDC structure and unsuited for use in actual combat
(22 SDC, but if more than 8 SDC is sustained, the baron will fail to deliver a charge 1-60% of
the time).
Weight: 3 lbs
Damage: 1D4 SDC, and must save against the taser bolt (an nonlethal poison, 16 or better) or
have their speed reduced by half and -6 to strike, parry, and dodge for 1D6 melee rounds. Skills
requiring fine motor skills suffer -80% penalty while stunned. Note that the baton isn't durable
enough for any bonus damage for strength to apply.
Payload: The baton can generate about 30+1D6 stun charges fully charged.
Bonus: Even if they successfully save, the charge causes the target to suffer -2 to strike, parry,
and dodge for 1D6 melees. Each additional charge extends the penalties an additonal 1D6 melees
(and forces another save to resist the effects.)
Cost: 1200 credits. Demand is much lower than hoped, and Chipwell is looking to push this
device into the personal defense market by giving it a visual facelift. The planned redesign will
weigh 2 pounds and only carry 12+1D6 charged on a smaller battery that can be charged from
most conventional power outlets, but Chipwell is looking for a fashion designer willing to
partner with them on the design before announcing development which has unexpectedly halted
progress.
The micro-power plant weighs around 45 pounds and generates roughly as much energy as two
e-clips every melee round- sufficient to power most support weapons, a variety of vital
electronics, or simply provide a emergency power supply and typically have a conventional
electrical outlet and two couplings for energy weapon cables (350 credits, 6MDC per 4-foot
cable). The micro-plant has a reclaimed fuel pill that is good for roughly 1-2 years (longer if the
micro-plant is only lightly used, such as as a backup generator) and can be refurbished an
estimated 10-15 (9 + 1D6) times (at 40% of the cost of a plant) before material fatigue makes the
system unreliable. Note these are not a substitute for the nuclear power plants in power armors,
and generate only a small fraction of the energy power armor needs. If the micro-power plant is
destroyed, the safety lining is ruptured and the fuel starts leaking dangerous levels of radiation
over a 12-foot radius! The micro-plants are not meant to be transported during use, and have
braces built into the frame that are meant to be bolted into place, through a few borg warriors
have been known to attach them to a framework that can be hooked into place like a spare ammo
drum. Each Micro-power plant sells for 350,000 credits, and features vary by manufacturer.
Northern Gun's Support weapon micro-plant weighs 55 pounds, has 60 MDC, and features an
emergency self-destruct code in case the position is overrun that causes the micro-plant's internal
components to fuse and renders it irreparable, although it isn't able to damage the protective
lining and cause damage outside of itself. This model comes with adapters to allow a number of
types of E-Clips to be charged in the support weapon ports including Coalition, Triax and Wilk's
models. Additional adapters can be purchased for 45 credits each. This model is the most
popular, especially with mercenary outfits and buyers looking for a way to power fixed defensive
emplacements.
Wilk's Micro-energy plant has 40 MDC and features a dedicated Wilk's E-Clip recharge port,
several additional electrical sockets, a digital readout showing the exact power supply and draw
for manual regulation, and a "hibernation" option that locks the nuclear system into low-output.
It also has an optional adapter for connecting to a local power grid via the weapon couplings,
2,500 credits. Wilk's model is popular in the west for powering remote homesteads and as an
emergency power plant for medical and engineering facilities, as well as traveling operators.
Chipwell's Mini nuclear generator has two additional electrical outlets, only a single weapon
coupling, 25 MDC, and a large power connector designed to be used either to connect to a power
grid directly, or to a Chipwell E-clip charger array. Chipwell's model serves mostly as the choice
for corporations looking to outfit their security with power for their weapons and batteries, as
Chipwell charger arrays vary from a small 2-clip model to models that can charge 24 E-clips and
14 electrical batteries at once! (Note: charging an E-Clip takes a minimum of 15 minutes, 24-
hour electrical batteries an hour. Each additional E-clip after the first two the Micro plant
services slows the recharging rate by an comparable amount I.E. four clips would only take a
half-hour, ten would take over three hours) Chipwell charger systems cost 10,000 credits for a
two-slot E-Clip charger, plus an additional 2000 for each additional pair of E-clip Ports or 4000
for each pair of electrical battery ports and can be connected to any conventional power
generator.
The Heavy Ion blaster also suffers from the issue of the barrel becoming dangerously
overheated, to the point that touching the chromed barrel of the Heavy Ion blaster for 1D4
rounds after firing will inflict 3D6x10 SDC to anyone touching it, and even mega-damage
creatures will sustain 1MD if touching it with exposed skin! Firing the weapon even causes a
visible shimmering effect from the heat coming off the barrel and both configurations of the
weapon have clear warnings on the weapon. The heavy Ion blaster is mostly bought by detention
centers for mega-damage prisoners, traveling forces in need of a quick damage dealer for a
personal robot and to evil monsters through the black market. Brodkil love the bulky weapons
and even think the overheating barrel is a fun perk!
Weight: 28 lbs.
Range: 900 feet
Mega-damage: 1D4 x 10 MDC
Rate of fire: One blast per melee action
Payload: 4 shots for a short E-clip, 8 for a long E-clip. Loads three E-clips in an internal bay
under the rear panel.
Cost: Both rifle and tripod configurations cost 32,000 credits, plus Chipwell offers on-site
installation of integrated laser targeting for another 5000 credits.
The first true "robot" from Chipwell's design team rather than an oversized powered armor, The
Combat Walker is honestly more of a buggy with legs than what people in RIFTS earth think of
as a robot. It's also lightly armored, has limited range and limited features like most of Chipwell's
lineup. The combat walker served as a testbed of several development teams work, and the final
result is a mishmash of technologies but was pushed through to production rather than let the
money spent on R&D go to waste. Unlike their other designs, Chipwell advertises the "First-
strike" as having some of the highest firepower in its weight class, and to a limited extent this is
actually true.
The main weapon of the Combat walker is a six-round missile rack capable of firing medium-
range missiles with a range of over 40 miles, which outranges many much larger (and vastly
more expensive) machines! The drawback to this is once the missiles are fired, Chipwell's
Combat walker is armed about as well as an infantryman until it's able to return to base to be
reloaded by a separate team. Many forces have derided this highly limited firepower, but several
veteran mercenary units have purchased the design and even Colonel Tiberius Braddok himself
described them as "the most cost effective means of supporting fire in North America" in a
leaked combat report (believed done intentionally by chipwell's marketing department through
spies). Deployed strategically in units, the Combat walker's supporting fire can decide even
medium sized battles without coming under fire themselves, making them an invaluable tool in
the right hands.
Because of this potential firepower, Chipwell's combat walker has been banned in the Coalition
states. This is normally not unusual for weapons manufacturers, but Chipwell has enjoyed their
lineup being at most "restricted" to acceptable sellers until now and is honestly shocked at the
decision. Chipwell Armaments has been forced to sell/ship their "first strike" Combat walker
largely through the black market as a result, which rankles the company to lose a cut of the
profits and limits their ability to offer extended support programs. Regardless of support, the
Combat walker has seen steady sales in Merctown, and several small kingdoms are making
purchases where available (Often through the black market, at high markups that are ironically
still much cheaper than most robots- rumors suggest the black market might be seeing more
profit off the walkers than Chipwell!)
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+ The Missile rack is only exposed when activated to fire, otherwise this area is contained inside
the rear torso bay.
~The rear torso bay contains both the missile rack and the robot's battery system, destroying it
will shut the robot down.
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a
called shot and even then the attacker is at -3 to strike.
**Depleting the main body destroys the robot, rendering it inoperable
Speed
Running: 40 MPH maximum
Leaping: The robotic legs are not designed for leaping, and only propel the robot roughly 8 feet
high/across
Flying: Not possible
Swimming: Not possible and the robot sinks like a stone!
Statistical data:
Height: 24 Feet
Width: 8 feet
Length: 18 feet
Weight: 12 tons
Physical strength: Equal to robotic PS of 24
Cargo space: Minimal, enough for some extra clothes, a few small weapons and some personal
items. A small compartment for holding supplies can store maps, a sidearm, and a few days food
and water rations.
Power system: Electrical batteries supplemented by Micro-nuclear plant, provides 7 days power
for the robot itself and a small separate power store for the laser, radio, and radar systems as well
as the life support that is effectively unlimited. The micro-plant can be rigged to recharge the
batteries when not in use (electrical engineering, -20%), but the whole thing has to be shut down
and power systems switched over with every day offline recharging a day's worth of the
batteries.
Cost: 675,000 credits, this doesn't include the cost of the missiles. Initially a design without the
missile rack was planned to be sold for 500,000 credits but when reports came back about the
positive response of the weapon system, these were quietly recalled for retooling to the "first-
strike" model. It's possible a few of these managed to be sold before that happened. the -00 "city
strider" model lacked the missile system and instead has an 8'x 4'x 5' cargo compartment that lets
it hold supplies with a single-slot locker to charge an E-Clip or chipwell electrical battery (Takes
an hour / four hours, respectively)
Weapon systems:
Retractable Missile rack: A six-tube missile rack built to retract into the rear-left compartment of
the walker when not ready to fire, opposite the batteries. The tubes are designed to accept both
short- and and medium-range missiles of most standard designs but are in a fixed mounting so
while the missiles themselves are self-guiding, the Combat walker has to keep it's facing in the
rough direction of the target while firing. The Combat walker boasts a full-range radar and
targeting computer exclusively for the missile system, which is designed to accept targeting
telemetry through encoded pulses via radio channels allowing it to engage targets outside of the
range of its own systems.
Primary purpose: Anti-Armor, Anti-Fortification
Secondary purpose: Anti-Infantry, Bombardment
Mega-damage: As missile, normal warhead payload is heavy explosive (2d6x10, 30 ft) or armor
piercing (2d4x10 20 ft) medium range missiles
Rate of fire: 1,2 or 4 missiles per melee attack
Range: Per missile, short range missiles are usually 2-3 miles while medium range missiles vary
from 40-50 miles!
Integral laser: Simply a wilk's 457 pulse rifle, assembled into the main body which requires the
whole torso to reposition itself to target. the weapon is connected directly to the micro-nuclear
plant, but uses the backup targeting systems due to limitations. (-1 to hit)
Primary purpose: Anti-infantry, Assault
Secondary purpose: Anti-armor
Mega-damage 3D6+2 per single shot, 1D6 x 10 permultiple pulse burst (three shots)
Rate of fire: Standard
Range: 2000 feet
Payload: Effectively unlimited but restricted, the weapon is limited to 20 shots in a melee round
before it exhausts the capacitor's energy supply and must wait for system to recharge it the next
melee round.
.45 Caliber sub-machinegun turret: A pair of sub-machineguns are installed into a small turret,
flanking the searchlight. The weapons can be tied to the pilot's head movement through the
targeting computer's backup systems. This is an SDC system and cannot inflict mega-damage,
but is sometimes useful for dispersing unprotected troops or can be armed with reduced
leathality munitions as needed. The small turret was developed from old pre-rifts helicopter
designs and the development team is looking for a use for it, but the SDC guns have proven
mostly unpopular.
Primary purpose: Anti- infantry
Secondary purpose: Defense
Damage: 1d6 x10 SDC dual shots, 4d6 x10 SDC from dual 5-round bursts.
Rate of fire: Standard, note the SMGs cannot be fired independently of each other.
Range: 600 feet
Payload: The SMGs are each tied to their own independent 200-round drum of ammunition
inside the main body.
Hand to hand combat:
Instead of weapons, the Combat walker can engage in mega-damage hand to hand combat.
Kick: 1D4 MDC
Leap kick: 2D6 MDC, but takes two attacks
Charge: 1D6
Other attacks (and parries) are not available, and the robot is not recommended for close-range
combat when possible to avoid.
System note: the Chipwell combat walker has limited systems compared to most robots on the
market. The robot only has the following features.
-Radar: can track a maximum of 20 targets up to 30 miles
-Targeting computer: assists in tracking and identification of enemy targets, as well as translating
incoming fire telemetry to missile targeting. 30 mile range, data is viewed on a dashboard screen
along with radar information, minimal HUD functionality provided for the secondary weapons.
-Radio communication: standard
-Spotlight: connected to sub-machinegun turret, unit can be slaved to pilot's head movements.
-Limited life support system: the pilot's internal compartment is sealed and temperature
controlled with air purification and filtration re-circulation, as well as a polarized canopy screen.
No radiation protection or internal air supply is available, without an outside source that can be
purified (warning lights on dashboard in event of this) only 4-6 hours of breathable air can be
recirculated. All life support systems fail if canopy suffers more than half damage.
Following a slowdown in the sales of the "First strike" combat walker, Chipwell opted to retool
part of their production line to meet non-military applications they felt would meet the interests
of their target market. All of these redesigns start by removing the missile launcher and attendant
electronics for a storage compartment, reducing the radar to an inexpensive model with a 5 mile
range to placate sales restrictions.
The -00 "City Strider" is re-released, and a sister model, the -03 "City Watcher" was produced.
The -03 adds a small rear bay that can carry four people (uncomfortably) to serve as prison
transport, with an collapsible stairway. (45 MDC, 8 MDC armored door). Intended for law
enforcement, both of these come with a small siren and lightbar installed over the canopy as
standard and offer a complimentary paint job to emblazon the side panels with the local police
branding. the "City Strider" sells for 500,000 credits, and the "City Watcher" for 510,000 credits.
The -04 "Fire Engine" installs a 250-gallon water tank (10 MDC) in the rear and replaces the
sub-machineguns with a spray nozzle assembly connected to one of the tank's valves through a
hose (3 MDC) for firefighting purposes in areas with limited access or no infrastructure. This
version is also interesting to areas with vampire troubles, and is offered with the siren and
lightbar as well (400 credits) the "fire engine" sells for 525,000 credits.
Also, a greatly stripped down model the -05 "hauler" transport walker is produced that removes
the targeting computer, laser, turret, and the mini-nuclear plant in the interest of appealing to the
civilian market, although the added battery drain limits the charge-life to 5 days. This model
comes with a pair of fixed-forward headlights and 1-ton rear flatbed as standard, with options for
a forward crane arm equipped with a tree-claw and universal hook-lug (20 MDC 60,000 credits)
as well as a rear tow winch replacing the flatbed area (15 MDC, 15,000 credits) The stock
"Hauler" retails for 220,000 Credits.
CBW-SM-45 submachinegun
Acting in response to the unexpected demand for the "Man-stopper" line of conventional
firearms, Chipwell worked on "developing" a suitably inexpensive true SMG for marketing to
groups needing a weapon with a high rate of fire over range suitable for engaging "soft" targets.
As they began development on a convention firearm, an energy weapons team pitched a design
and chipwell has decided to offer tentative runs of both to see what the market is most interested
in.
Tasking Marty Keys with building them a new design that had good firepower, used an already
common ammo caliber, and was as easily produced as possible the Devilman managed to
"Design" (read: refit from an old acquisition) the CBW-SM-45. While the design is objectively
primitive for modern SMGs, the weapon is reasonably effective, easy to maintain, and because
the MDC casing doubles as the frame production is extremely cheap to produce even for
Chipwell.
The weapon lacks options including a stock, fire selection or a conventional safety which buyers
have complained about, but the rear access cover being unlatched releases the firing pin from
alignment as an effective safety. Additionally, The simplified internal components and MDC
casing have made the weapon exceedingly durable. Mercenaries sold early runs of the CBW-
SM-45 have reported subjecting it to everything from rain, mud and ice to even using it as a
makeshift hammer without the weapon requiring more than regular maintenance. The CBW-SM-
45 is currently only seeing limited production runs but is selling mostly to smaller fiefdoms and
crazies, who like a weapon that only fires full auto and the ability to order cases in custom
colors.
Weight: 5 lbs.
Range: 500 ft
Damage: 4D6 SDC per shot
Rate of fire: single shot or in bursts
Payload: .45 caliber rounds, 30 round magazine
Cost: 1200 credits. a box of 100 rounds is 42 credits and separate magazines are 5 credits each.
The light ion pulse SMG uses the same "chrome barrel" exposed ion chamber design as
Chipwell's other Ion weapons and firing in full MDC damage capacity taxes the power system
into a much lower firing rate and causes the Ion chamber to overheat similarly to Chipwell's
other Ion weapons (3D6 SDC for 1D4 rounds after firing), with the complication that the
chamber is likely mere inches from the face of the person pulling the trigger! On top of this, it's
impossible to mount scopes on the weapon due to the Ion chamber taking up most of the SMG's
upper surface and the weapon has a price tag in line with being an MDC weapon despite being
aimed for soft targets.
Because of these drawbacks the The CIW-720 has seen limited success, but mostly in the
personal market to resellers and to smaller mercenary groups looking to streamline their supply
needs.
Weight: 5 lbs.
Range: 350 feet
Mega-damage: 2D6 MDC per shot. SDC setting deals 3D6 SDC per shot, or burst setting 1D6
x10 SDC for a five round burst.
Rate of fire: One MDC blast for each melee attack. SDC is capable of single shots or bursts.
Payload: 13 blasts from a standard E-Clip, 23 from a long E-Clip. the SDC setting uses a single
blast for 10 shots.
The Chipwell CIR is an entry level robot vehicle designed for urban defense. In a new move for
Chipwell, the robot's frame and armor are made from standard MDC materials (albeit a limited
amount next to a comparable size robot). Where Chipwell cut cost was the environmental
systems and the power source. The UDR is actually powered by a gas turbine engine! And while
most adventurers scoff at the thought of a robot vehicle pulling into a gas station, the low cost
easily makes up for it. The robot has all the usual limitations of a Chipwell product (substandard
parts, minimal armor, low power electronics, lack of environmental systems) along with a few
new wrinkles. The first is the air breathing engine, which does not allow the robot to submerge
under water. should this happen, the unit will power down within one round, trapping the pilot
inside (while also possibly drowning him as the pilot's compartment floods). Second, if the
robot's fuel tank is destroyed or if the fuel runs out, the robot will power down until refueled or
the tank is replaced. Destroying the fuel tank will also envelop the pilot in a fireball of vaporized
accellerant (any sensible pilot would wear sealed environmental armor at all times). As a final
insult, the turbine engine's entire electrical output is consumed by the robot's systems, requiring
any weapon systems to be completely external and independent. No weapon systems can be
installed without crippling the robot's already questionable performance.
The Robot's only two virtues, it could be said, are its flex-fuel engine and its rock bottom price.
On a side note, the robot has no head (cuts costs), and instead has a sensor cluster mounted in the
chest, right in front of the pilot's compartment.
*Destroying the Sensors of the robot will destroy the radar and targeting system. The pilot must
now rely on his own human vision and other optical enhancements of the robot. Note: The head
is a small and difficult target to hit. Thus, it can only be hit when a character makes a called shot.
**Depleting the M.D.C. of the main body will shut the robot down completely, rendering it
useless. Destroying the engine pack or the fuel tank will shut the robot down instantly, creating a
10ft (3.2m) fireball and causing a minimum of 5d6 fire damage.
Speed
Running: 65 mph (104 kph) maximum. This does not tire the pilot.
Leaping: The powerful robot legs can leap up to 15 feet (4.6 m) high or across. Add 10 feet with
a running start.
Statistical Data
Height: 16 feet (4.9 m)
Width: 7 feet (2.1 m)
Length: 4 feet (1.4 m)
Weight: 6 tons fully loaded.
Physical Strength: Equal to a P.S. 28
Cargo: Space for 1 personal weapon and 2 e-clips.
Power System: Flex-fuel (jetfuel, gasoline, diesel). 48 Hours of operation on a full (50 gallon)
tank.
Market Cost: 500,000 credits. Fair availability.
Weapon Systems:
1. Ramjet Rifle - a pair of .50 caliber Machine-guns, using heavy ramjet rounds and reconfigured
into a robot sized rifle. A poor man's Railgun.
Primary Purpose: assault
Secondary Purpose: anti-personnel
Damage: single shot does 2d4md, while a full burst of 80 rounds does 1d6x10 md.
Rate of fire: single shot or burst per melee action
Range: 2000ft (625m).
Payload: dual feed ammo drum with 1600 rounds (20 bursts). Changing drums takes 1 melee
round.
2. (optional) Rocket Pistol - a mini-missile launcher with a 5 round clip. Stored in rear.
Purpose: anti-armor
Secondary Purpose: anti-aircraft
Damage: as per missile type, frag is standard issue (1d4x10md)
Rate of fire: single shot only, as per attacks per turn.
Range: 1 mile (1.6 km)
Payload: 5 round clip, with 1 extra clip standard. Reloading takes 1 melee round.
3. (optional) Combat shield - a 45 MDC combat shield to block missile/melee attacks (cannot be
used to parry energy or railgun attacks).
4. Hand to hand combat - from basic robot training (only, no other applies)
One hand to hand attacks per melee (plus those of the pilot).
Body flip is impossible.
Body block/tackle/ram — 2D6 M.D. plus an 68% chance of knocking opponent down (this will
cause the victim to lose initiative and one attack that melee). Counts as TWO attacks.
Kick attack is impossible
+1 to strike
+1 to parry
No roll with fall or impact bonus.
Critical strike same as the pilot's hand to hand.
One additional attack at level six.
One additional attack at level twelve.
“Already known for our quality power armor design, Chipwell Industries enters the market of
artificial intelligent robot designs with the Chipwell Battle Droid. Has all of the features you
want of more expensive unmanned robot at a fraction of the cost.
Do you find troops often unsatisfactory. Do they balk at orders. Replace them with the Chipwell
Battle Droid and no longer worry about such issues.
Armed with four powerful machine guns and two missile launchers, it is great for both crowd
control and battle. Has a flexible and advanced artificial intelligence able to be customized to
your needs, whatever they are.
Concerned about being hacked into, don’t be. With our ‘Chipwell Secure Lockout,’ nobody can
hack into the droid to take it over.
- Ad from Chipwell Armaments Inc. on their recently released “Chipwell Battle Droid”
“I swear, I don’t think I have ever seen an artificial intelligence easier to hack into that those new
Chipwell Chipwell Battle Droids. Took me less than fifteen seconds to hack into their computers
and they were all ‘Loyal as a Puppy.’”
In appearance, the battle droid is a two legged design with two weapon arms. Effectively, the
design does not have a head. Over eleven feet tall, it seems to thump across the battlefield. The
design actually looks impressive and scary. The robot looks like some kind of hulking monster
bristling with weapons. Even so, under the “hood,” the Chipwell Battle Droid is less impressive.
The only thing really going for the design is that it is cheap. Compared to a design filling a
similar role, it is a fraction of the cost. Unfortunately, it has a fraction of the capabilities.
While most Chipwell designs are manned, the companies battle droid is an autonomous design.
Even so, the artificial intelligence is far less advanced than most robot software. The design has
an extremely limited skill set compared to the designs of other companies. Generally the design
is limited to targeting a specific class of targets and if not properly programmed, may target
everything. Luckily, it is provided with a remote although several hackers have already managed
to hack into the control system, of this robot.
Each weapon arm is fitted with a pair of .50 caliber machine guns. Firing together, the weapon
system does inflict fairly considerable damage although the battle droid has a limited payload.
On the back of the Battle Droid is a pair of Wellington mini-missile launchers with six mini-
missiles each launcher. Each of the mini-missile launchers can be fired separately or both can be
combined.
As with most Chipwell designs, the armor materials inferior and are of older and less strong
types. Due to its size, the battle droid can withstand a fair amount of damage but far less than
such a design would if it were constructed by Northern Gun or another company building more
advanced designs. Many of the internal components are made from conventional materials to
further reduce costs although this greatly increases maintenance requirements.
To make the design even less expensive than it might otherwise be, it was decided that it would
use a battery power pack instead of a fusion reactor. The batteries give a maximum operating
period of seventy-two hours, or three days, without needing to be recharged. It can also operate
in a reduced power mode for a maximum of two weeks. It wakes up to engage targets as needed.
M.D.C. by Location:
12 each.
Arms (2):
50 each.
Legs (2):
80 each.
10 each.
210.
Notes:
[1] Depleting the M.D.C. of the main body will shut the unit down completely, rendering it
useless.
Speed:
Running: 40 mph (65 kph) maximum.
Range: Limited to 72 hours (3 days) of fully operation capability before batteries are drained.
Can remain in a dormant in a reduced power mode for 14 days before draining the battery array.
Underwater Capabilities: Due to the fact that the vehicle is not fully environmentally sealed, the
Chipwell armor cannot operate underwater. Water would leak into the robot and destroy the
electronics.
Statistical Data:
Black Market Cost: 200,000 without mini-missiles launchers. 260,000 with two mini-missile
launchers.
Weapon Systems:
Four (4) 12.7 millimeter Browning M2HB Machine-Gun: Mounted with two in each arm of the
robot and all four can fire on a single target. The machine-guns use special Wellington Ram-Jet
ammunition to increase damage but is still underpowered when compared to most rail guns. The
weapon was originally designed in the early part of the Twentieth Century and extremely
effective until the invention of high strength body armors.
Mega Damage: Single Machine-Gun: Single shot inflicts 1D4 and 40 round burst inflicts 5D6.
Two Machine-Guns: Dual shot (one for each) inflicts 4D4 and 80 round burst (40 from each)
inflicts 1D6x10. Four Machine-Guns: Quad shot (one for each) inflicts 8D4 and 160 round burst
(40 from each) inflicts 2D6x10.
Rate of Fire: Has four attacks pe melee round (Can fire all four rail guns simultaneously.)
Two (2) Shoulder Mounted WI-23 Mini-Missile Launchers: Mini-missile launcher is simply a
Wellington Mini-Missile launcher which is mounted on the shoulders and are tied into the
robot’s fire control system. The box launcher can be quickly reloaded by crews outside the
power armor but the power armor does not carry an additional mini-missiles.
Maximum Effective Range: Varies with mini-missile type; Usually armor piercing or
fragmentation are carried (See revised bomb and missile tables for details.)
Mega Damage: Varies with mini-missile type; Usually armor piercing or plasma are carried
(1D4x10 Armor Piercing / 1D6x10 Plasma - See revised bomb and missile tables for details.)
Rate of Fire: Can fire one mini-missile at a time only or in pairs (2) of mini-missile - Has four (4)
attackers per melee round.
Payload: Six (6) mini-missiles each for a total of twelve (12) mini-missiles.
Hand to Hand Combat: Can also engage in limited hand to hand combat. Has four (4) attacks per
melee round with +1 to strike, +1 to parry, and no dodge. Punch inflicts 1D4 and has no kick
attack.
Other Systems:
Limited Artificial Intelligence: The artificial intelligence has a limited ability to repeat words
programmed into it with common commands being “Halt” or “Stop.” Can be programmed to
identify targets and engage although there is a 5% chance of misidentify targets if easy targets,
moderate targets 10%, and hard targets such as individual people at 50%. May also misidentify
actions in a similar manner. Has remote access but is a potential vulnerability with all hacking
rolls at a +20% success rate.
[ Altarain TM, Bandito Arms TM, Brodkil TM, Chipwell Armaments TM, Coalition States TM,
Cyber-Knight TM, Federation of Magic TM, Free Quebec TM, Golden Age Weaponsmiths TM,
Horune TM, Iron Heart Armaments TM, Kankoran TM, Kittani TM, Kydian TM, Larsen’s
Brigade TM, M.D.C. TM, Mechanoids TM, Mega-Damage TM, Megaversal Legion TM,
Millennium Tree TM, Mutants in Orbit TM, Naruni Enterprises TM, Naut’Yll, New Navy TM,
New Sovietskiy TM, NGR TM, Nog Heng TM, Northern Gun TM, Phase World TM, Psyscape
TM, Rifter TM, SAMAS TM, S.D.C. TM, Shemarrian TM, Splugorth TM, Stormspire TM,
Sunaj TM, Tolkeen TM, Triax TM, Wellington Industries TM, Wilk’s Laser Technologies TM,
Xiticix TM, and Zaayr TM are trademarks owned by Kevin Siembieda and Palladium Books Inc.
]
Purchasers known that the Chipwell Assault Suit is one of the most affordable yet capable power
armors in existence in North America. Its high quality construction and low price make it a
favorite for mercenary companies. Chipwell now brings you the Chipwell Battle Suit which in
every way is an improvement over the previous design. It includes a new mini-missile launcher
with fifty percent greater missile payload than the Samson for even more firepower along with
many other improvements. The armor is sure to be in high demand, order your new Chipwell
Battle Suit today!
- Ad from Chipwell Armaments Inc. on their recently released "Chipwell Battle Suit"
Like all Chipwell products, the Chipwell Battle Suit is hyped to be an all new design with a
massive improvements and equal to the power armors built by other manufactures. The Chipwell
Battle Suit is in reality just a slight improvement over the Chipwell Assault Suit. It still uses
mostly low strength materials for internal components instead of more expensive high strength
alloys. This means than many of the internal parts have to replaced far more frequently and are
more prone to wearing out. Electronics are also of low quality and the power armor is more
prone to breakdown. As well, the power armor lacks many of the systems common to standard
power armor designs. Even the power source is substandard with only a normal operating
duration of five years. Still, two Chipwell Battle Suits can be purchased for the cost of one
Northern Gun Samson power armors and many mercenary companies, especially those who are
just starting out, choose Chipwell products due to their low prices.
The only real changes in the Chipwell Assault suit compared to previous designs is that the
armor has been slightly improved and there is the addition of a mini-missile launcher on the right
shoulder. The mini-missile launcher is simply the Wellington WI-23 six shot mini-missile
mounted in a similar fashion to the launcher on the Warmonger Combat Suit. All other weapons
are retained with the integral laser being the most effective. Being a Wilk’s product, the laser is
actually of the finest quality. The original flyer on the Chipwell Assault Suit contained multiple
errors on the machine-gun carried like a rifle. The source stated it as being 14.5 mm when it was
in reality a 12.7 mm (.50 Caliber) weapon. As well, sources state the weapons weight as being 30
lbs which is about one quarter of the rifle's actual weight. Still, a 14.5 mm automatic weapon
would likely be even heavier. The Wellington ammunition makes the weapon the equivalent of a
light rail gun in damage.
M.D.C. by Location:
Notes:
[1] Destroying the head of the power armor will eliminate all forms of optical enhancements and
sensory systems. The pilot is forced to rely on his own human vision and senses. Furthermore, all
power armor Combat bonuses to strike, parry, and dodge are lost! Note: The head is a small and
difficult target to hit, shielded by an exhaust tube, wings, and shoulder plating. Consequently, it
can only be hit when a character makes a called shot and even then the attacker is - 4 to strike.
[2] Depleting the M.D.C. of the main body will shut the armor down completely, making it
useless.
Speed:
Running: 40 mph (65 kph) maximum. Note that the act of running does tire out its operator, but
at 20% less than normal due to the robot exo-skeleton.
Leaping: The powerful robot legs can leap up to 15 feet (4.6 m) high or across.
Underwater Capabilities: Due to the fact that the armor is not fully environmentally sealed, the
Chipwell armor cannot operate underwater. Water would leak into the internals of the suit and
destroy the electronics.
Statistical Data:
Height: 11 feet (3.4 meters)
Width: 5 feet (1.5 meters)
Length: 4.6 feet (1.4 meters)
Weight: 650 lbs (294.8 kg) not including machine-gun or ammunition
Physical Strength: Equal to a P.S. 24
Cargo: None
Power System: Nuclear, average energy life is 5 years.
Black Market Cost: 300,000 for a new, undamaged, and fully powered suit without missiles
launcher and 320,000 with missile launcher.
Weapon Systems:
Integral Pulse Laser Mount (1): Built into the right arm of the power armor is a a Wilk’s 457
Pulse Laser Rifle. The weapon is the most advanced system within the power armor and is
capable of firing single shot and three shot bursts. The weapon draw power directly from the
power armors fusion reactor for an unlimited payload..
Maximum Effective Range: 2,000 feet (609 meters).
Mega-Damage: 3D6+2 for Single Shot and 1D6x10 for three simultaneous blasts
Rate of Fire: Equal to number of combined hand to hand attacks of the pilot.
Payload: Effectively unlimited shots.
12.7 millimeter Browning M2HB Machine-gun: Standard issue weapon for the Chipwell Battle
Suit as it was for the Chipwell Assault Suit. It is modified so that it can be carried like a rifle.
The machine-gun uses special Wellington Ram-Jet ammunition to increase damage but is still
underpowered when compared to most rail guns. The weapon was originally designed in the
early part of the Twentieth Century and extremely effective until the invention of high strength
body armors.
Weight: 128 lbs (58 kg)
Maximum Effective Range: 3,000 feet (914.4 meters)
Mega Damage: Single shot does 1D4 and 40 round burst does 5D6.
Rate of Fire: Equal to pilot’s hand to hand (usually 5 or 6).
Payload: 800 rounds (20 bursts).
Shoulder Mounted WI-23 Mini-Missile Launcher (1): Mini-missile launcher is simply a
Wellington Mini-Missile launcher which is mounted on the right shoulder and are tied into the
power armor's fire control system. The box launcher can be quickly reloaded by crews outside
the power armor but the power armor does not carry an additional mini-missiles.
Maximum Effective Range: Varies by Mini-Missile Type - Usually one mile / 1.6 km (See
revised bomb and missile tables for details.)
Mega-Damage: By Mini-Missile Type - 1D4x10 Armor Piercing / 1D6x10 Plasma (See revised
bomb and missile tables for details.)
Rate of Fire: Can fire mini-missiles one at a time only.
Payload: Six (6) Mini-Missiles.
Energy Rifles or Light Rail Gun and other hand-held weapons can be substituted in an
emergency or used as a back-up weapon. Space limitations and the bulk of the armor limit
additional weapons to one and weapons cannot draw from power armors power supply. Due to
low manual dexterity, power armor has a -1 to strike with hand held weapons (does not apply to
hard mounted weapons)
Hand to Hand Combat: Rather than use a weapon, The pilot can engage in mega-damage hand to
hand combat. See Basic Power Armor Combat Training in the Robot Combat section of Rifts,
page 45.
Special Equipment:
The Chipwell power armor does not have all the standard equipment of most power armors.
Combat / Targeting Computer: System calculates, stores, and transmits data onto the display of
the power armor. Computer assists in the tracking of targets. The system also has a data base of
targets and has the ability to identify most common targets.
Laser Targeting System: The system is designed to assist in the selection and focusing on a
specific target. System gives a bonus of +1 to strike using long range weapons but must have line
of sight. As well, most mini-missiles are designed to follow the laser beam to the target.
Infra-Red / Laser Detector: The system is designed to detect any infrared or laser beams which
paint or target the power armor. Power armor has special sensors built into the exterior every few
inches. Sensors gives strength of the signal and the person can often determine if they have been
detected from signal strength.
Radar Detector: System is designed to passively detect other radars being operated. System give
information such as relative strength and number of signals. Sensors gives strength of the signal
and the person can often determine if they have been detected from signal strength.
Short Range Radio: Directional, Short Range radio is built into the power armor. Radio range is
20 miles (32 km). Also fitted with a radio scrambler to prevent others from easily listening in on
communications.
High Temperature Insulation: Power armors are more from high temperature materials that is
designed to resist temperatures up to 400 degrees centigrade. Normal fires inflict no damage but
extremely high temperature fire such as plasma and magic fire inflicts full damage.
[ Altarain TM, Bandito Arms TM, Brodkil TM, Chipwell Armaments TM, Coalition States TM,
Cyber-Knight TM, Federation of Magic TM, Free Quebec TM, Golden Age Weaponsmiths TM,
Horune TM, Iron Heart Armaments TM, Kankoran TM, Kittani TM, Kydian TM, Larsen’s
Brigade TM, M.D.C. TM, Mechanoids TM, Mega-Damage TM, Megaversal Legion TM,
Millennium Tree TM, Mutants in Orbit TM, Naruni Enterprises TM, Naut’Yll, New Navy TM,
New Sovietskiy TM, NGR TM, Nog Heng TM, Northern Gun TM, Phase World TM, Psyscape
TM, Rifter TM, SAMAS TM, S.D.C. TM, Shemarrian TM, Splugorth TM, Stormspire TM,
Sunaj TM, Tolkeen TM, Triax TM, Wellington Industries TM, Wilk’s Laser Technologies TM,
Xiticix TM, and Zaayr TM are trademarks owned by Kevin Siembieda and Palladium Books Inc.
]
"I'd feel a lot better about this thing if they could explain what that throbbing and rattling noise is
that starts up whenever you try goosing this thing up to max airborne speed...I tried asking about
it when I took it in for regular servicing, and I swear the salesperson started sweating..."
"Got a flash from our intelligence sources inside Oklahoma...word is several supply convoys
came in at Whykin with nothing but crates from Chipwell Armaments...Crates big and heavy
enough to hold two or three War Trolls apiece...Add that to the reports that the local Deadboys
have been supervising construction of expanded barracks outside their regular bases there, and
building a new rail depot on the maglev spur...Given the shellacking the Coalition Army took at
Tolkeen and the official communications traffic out of the 'Burbs around the CS, MilEval thinks
the Coalition's 'Loyalty Brigades' are going to become a reality...and guess who gets to be the
first big concept test?"
---Major Rexan Valerez, Kingsdale Military Consultant, Eagle Intelligence and Forecast Group
(bonded freelance)
Contrary to ads produced by Chipwell Armaments Inc., Chipwell is known to produce some of
the cheapest robot vehicle designs available on Rift's Earth. The War Troll is no exception
although it is among the best products actually produced by the company. It is based on a pre-
rifts Chinese power armor design which was named 'Troll' by the American power armor pilots
who had to fight it. The Chipwell version is definitely inferior to the Chinese design and have a
reduced sensor suite and less powerful weapon in general. The War Troll, contrary to the
suggestions of the manufacture, is barely equal in firepower to the SAMAS and other power
armors. All of the advanced equipment on the War Troll are actually weapon systems purchased
from other companies. This includes the fusion reactor, flight thrusters, sensor systems, and
missile launchers. Chipwell used a damaged “Troll” power armor as the basis for their design.
Many of the systems were missing from the armor and so common systems were substituted.
Chipwell has produced several prototypes but was delayed with many problems with the first
few prototypes. Most of the problems have been worked out and Chipwell is planning to begin
manufacturing the armor within a few months. Even with its weaknesses, the War Troll will
likely still be far cheaper than SAMAS power armors sold on the black market. Chipwell is also
trying to interest the Coalition in purchasing the heavy power armor for 'Disposable' troops.
Chipwell was able to cut costs on the design in several ways. Even though the armor carried on
the Chinese Troll is primitive, the armor carried on the War Troll is actually of lower quality and
does not give as much protection. The fusion reactor is identical to the CAS-30 Assault Suit and
has only a five year lifespan. Like the original Troll power armor, the War Troll does not
produce enough power to power energy weapons and the War Troll is slower in flight than the
original Troll. The cooling system is actually superior on the Chipwell armor and can fly longer
without needed to cool down the system. The War Troll power armor is only partially
environmental and a smart pilot will wear a light suit of environmental body armor. The power
armor does have a gas and toxin filtration system but does not have independent life support
system. Sensor systems are reduced compared to most power armors and system is mainly
limited to a radar tracking system and laser targeting. Communication systems are also short
range only systems.
The main weapon of the “War Troll” is a 90-mm recoilless cannon. The weapon was originally
designed in the second half of the Twentieth Century and is truly ancient. The problem is that the
weapon can only be fired infrequently although the weapon on the War Troll is improved
compared to the original weapon. Several prototype recoilless cannons cracked in testing and
one even exploded when fired. In the improved model, one shot every five seconds can be fired
up to ten shots in rapid fire succession. After then, the recoilless rifle must cool down for ten
minutes. A sustained rate of fire of one round every thirty seconds can be maintained. The
secondary weapon is an old Browning M2HB .50 Machine-gun. As Chipwell suggests, this
weapon is very well field tested and was the standard American heavy machine-gun for around
one hundred years and was not replaced until powerful liquid propellant machine-guns entered
service. The problem is that the machine-gun is underpowered compared to rail guns even
though it uses Wellington Ramjet ammunition. Chipwell does plan to offer the Wellington WI-
GL20 Automatic Grenade Launcher instead of the heavy machine-gun but increases the power
armors cost. The grenade launcher is also magazine fed and has a much smaller payload than the
machine-gun. The War Troll also is designed to mount two mini-missile launchers although they
are actually optional. The launchers are modified WI-23 Missile Launchers and are mounted in
the same fashion as the missile launchers in the Warmonger Combat Suit.
M.D.C. by Location:
Notes:
[1] These locations are small and difficult targets to strike, requiring the attacker to make a
“called shot,” but even then the attacker is -4 to strike.
[2] Destroying one wing will make flight impossible. However, even with no wing(s) the War
Troll Power Armor can make jet powered leaps and hover stationary above the ground.
[3] Depleting the M.D.C. of the main body will shut the unit down completely, rendering it
useless.
Speed:
Running: 40 mph (64.4 kph) maximum. Note that the act of running does NOT tire out its
operator. Cruising speed is a more cautious 30 mph(48.3 kph). Well suited for most terrains,
including underwater.
Leaping: The heavy power armor cannot leap without thruster assistance. With jet assistance, the
War Troll can leap up to 30 feet (9.1 meters) high and can 60 feet (18.3 meters) across without
actually attaining flight.
Flying: The wings and thrusters enable the War Troll heavy power armor to hover stationary in
mid-air or fly. Maximum flying speed is 124.3 mph (200 kph), but cruising speed is considered
to be 74.6 mph (120 kph). Maximum altitude is limited to about 656.2 feet (200 meters).
Maximum Effective Range: Conditionally unlimited. The fusion reactor gives power for years of
service, but the jet thrusters get hot and need to cool for an hour after a maximum of four hours
of flight when traveling at speeds above cruising, and eight hours at or below cruising speed.
Underwater Capabilities: Due to the fact that the cockpit is not fully environmentally sealed, the
Chipwell armor cannot operate underwater. Water would leak into the cockpit and destroy the
electronics.
Statistical Data
Height: 16.1 feet (4.9 meters)
Width: 14.8 feet (4.5 meters) with wings folded, 32.2 feet (9.8 meters) with wings extended.
Length: 12.8 feet (3.9 meters)
Weight: 7.4 tons (6.7 metric tons) fully loaded
Physical Strength: Equal to a P.S. 32
Cargo: A small 2.3 foot (0.7 meter) on a side storage compartment behind pilot seat for extra
clothing, weapons, and personal items
Power System: Nuclear Fusion with average life span of 5 years
Black Market Cost: Chipwell is advertising the Power Armor for 800,000 Credits without the
Mini-Missile launchers and 850,000 Credits with the two mini-missile launchers. The automatic
grenade launcher costs an additional 150,000 credits.
Weapon Systems:
Improved M67 90-mm Recoilless Rifle (1): This weapon is mounted on the right arm of the
heavy power and is the main gun of the power armor. While nominally considered to be a very
powerful weapon, a smaller electro-thermal cannon is considered to be more powerful. The
biggest problem is that the weapon gets very hot and must cool down or risk cracking or
exploding. The War Troll does not have an interrupt system to prevent this and pilots must be
very careful to count their shots. If safety margins are exceeded, there is a 10% chance per shot
that the cannon will crack and a 1% chance that the cannon will explode. The sound the cannon
makes will change when the barrel cracks but there will be no actual warning systems. There is
also no safety system that prevents fire if the cannon is cracked and the cannon will explode in
the next shot. If the cannon explodes, the arm carrying the gun will have 2D6x10 M.D.C.
inflicted on it and the main body will have 1D6x10 M.D.C. inflicted on it.
Maximum Effective Range: 2624.7 feet (800 meters) but can be fired at up to 6889.8 feet (2100
meters) with a -2 penalty to strike
Mega Damage: High Explosive: 5D6 with a 15 foot (4.6 meter) blast radius, Armor Piercing
Anti-Tank: 1D6x10
Rate of Fire:High speed rate of fire of three rounds per melee (one every five seconds) for up to
ten rounds. Recoilless Rifle must then cool down for ten minutes. Can fire a sustained rate of fire
of two rounds per minute (one round every thirty seconds) without needing to cool down.
Payload: 30 Round Internal Magazines.
Left Arm Weapon Mount (1): The primary weapon designed for the War Troll is a .50 Caliber
machine-gun but an automatic grenade launcher is also available for the power armor. A
technician could theoretically mount other weapon systems but due to power requirements, no
energy weapons could draw power from the fusion reactor powering the armor. The mount is not
a quick change style and requires several hours to switch the weapon system carried.
12.7 millimeter Browning M2HB Machine-gun: Standard issue weapon for the War Troll power
armor. The machine-gun uses special Wellington Ram-Jet ammunition to increase damage but is
still underpowered when compared to most rail guns. The weapon was originally designed in the
early part of the Twentieth Century and extremely effective until the invention of high strength
body armors.
Weight: 128 lbs (58 kg)
Maximum Effective Range: 3,000 feet (914.4 meters)
Mega Damage: Single shot does 1D4 and 40 round burst does 5D6.
Rate of Fire: Equal to pilot’s hand to hand (usually 5 or 6).
Payload: 800 rounds (20 bursts).
WI-GL 21 Automatic Grenade Launcher: This weapon is not standard issue but is an optional
weapon system. Still, the extra firepower the weapon gives is well worth the cost increase. The
major weakness of the weapon is that it has a limited payload and is magazine fed. The War
Troll does carry two additional magazine but due to limited dexterity of the power armor, it
requires a full melee to reload.
Weight: 130 lbs (59 kg)
Maximum Effective Range: 3,000 feet (914 meters)
Mega-Damage: 4D6 for Fragmentation with a blast area of 12 feet (3.7 meters) and 1D4x10 for
Armor Piercing with a blast area of 3 feet (0.9 meters), burst of 10 rounds does 2D6x10 for
Fragmentation with a blast area of 40 feet (12.2 meters) and 3D6x10 for Armor Piercing with a
blast area of 8 feet (2.4 meters).
Rate of Fire: Equal to pilot’s hand to hand (usually 5 or 6).
Payload: 40 round magazines (carries 2 additional magazines but require one melee (15 seconds)
to reload.)
Shoulder Mounted WI-23 Mini-Missile Launchers (2): Mini-missile launchers are simply two
Wellington Mini-Missile launchers which are mounted on the shoulders and are tied into the
power armor's fire control system. The box launchers can be quickly reloaded by crews outside
the power armor but the war troll does not carry an additional mini-missiles.
Maximum Effective Range: Varies by Mini-Missile Type - Usually one mile / 1.6 km (See
revised bomb and missile tables for details.)
Mega-Damage: By Mini-Missile Type - 1D4x10 Armor Piercing / 1D6x10 Plasma (See revised
bomb and missile tables for details.)
Rate of Fire: Can fire mini-mssiles one at a time or in volleys of two (2 - One per launcher) mini-
missiles.
Payload: 12 Mini-Missiles (6 per launcher)
Energy Rifles or Light Rail Gun and other hand-held weapons can be substituted in an
emergency or used as a back-up weapon. Space limitations and the bulk of the armor limit
additional weapons to one and weapons cannot draw from power armors power supply. Due to
low manual dexterity, power armor has a -1 to strike with hand held weapons (does not apply to
hard mounted weapons)
Hand to Hand Combat: Rather than use a weapon, The pilot can engage in mega-damage hand to
hand combat. See Basic and Elite Power Armor Combat Training in the Robot Combat section of
Rifts, page 45. All abilities are the same except has a penalty of -2 to dodge penalty and -1 to
initiative.
Special Equipment:
The Chipwell power armor does not have all the standard equipment of most power armors.
Short Range Radar: Power Armor is equipped with a short range radar. Radar system has a range
of 10 miles (16 km) and can identify and track up to 24 targets.
Combat / Targeting Computer: System calculates, stores, and transmits data onto the display of
the power armor. Computer assists in the tracking of targets. The system also has a data base of
targets and has the ability to identify most common targets.
Laser Targeting System: The system is designed to assist in the selection and focusing on a
specific target. System gives a bonus of +1 to strike using long range weapons but must have line
of sight. As well, most mini-missiles are designed to follow the laser beam to the target.
Infra-Red / Laser Detector: The system is designed to detect any infrared or laser beams which
paint or target the power armor. Power armor has special sensors built into the exterior every few
inches. Sensors gives strength of the signal and the person can often determine if they have been
detected from signal strength.
Radar Detector: System is designed to passively detect other radars being operated. System give
information such as relative strength and number of signals. Sensors gives strength of the signal
and the person can often determine if they have been detected from signal strength.
Short Range Radio: Directional, Short Range radio is built into the power armor. Radio range is
20 miles (32 km). Also fitted with a radio scrambler to prevent others from easily listening in on
communications.
High Temperature Insulation: Power armors are more from high temperature materials that is
designed to resist temperatures up to 400 degrees centigrade. Normal fires inflict no damage but
extremely high temperature fire such as plasma and magic fire inflicts full damage.
[ Altarain TM, Bandito Arms TM, Brodkil TM, Chipwell Armaments TM, Coalition States TM,
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