Hunter's Armour Powered Armour

Hunt’s Battle Suits

These Battle Suits (or Powered Armour) are the ultimate upgrade the the Hunter’s Armour series, from the basic suit and the specialty suits, to the exoskeletons it is the next, and final step in the upgrade series.

All Hunt Power Armours have the following features on top of any upgrades that are purchased (some upgrades may be unneeded or superseded by the Power Armour):

  1. Unknown Advanced Power Source: Which means they effectively have an unlimited fuel capacity and power source.
  2. Radar & Sensors: Basic radar and sensor package. Can identify 72 targets and track up to 48 simultaneously at a range of 14 miles.
  3. Combat Computer: Calculates, stores, and transmits data onto the head up display (if they have one) of the pilot’s helmet. It is linked to the targeting computer, weapon systems and radar.
  4. Targeting Computer: Assists in tracking and identification of enemy targets. Ten mile range.
  5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus to strike when using long-range weapons. Does not apply to hand to hand combat.
  6. Radio communication: If the Helmet has the basic radio upgrade then the Power Armour upgrades it to a long-range, directional communication system with an effective range of about 500 miles, as well as a directional, short-range radio with a range 5 miles.
  7. Special Bonuses: From the combat computers, targeting system, and exoskeletal base.
    • +1 attack per melee round
    • +3 initiative
    • +2 strike
    • +2 parry
    • +1 dodge
    • +3 pull punch
    • +4 roll with fall/impact.
  8. Distress Homing Beacon: All power armours are equipped with a scrambled radio homing signal that is used for rescue or extraction from combat zones. The beacon can be manually disabled, or set to encrypted burst transmissions as opposed to continuous broadcasting (used if believed that more than just allies are searching for the source of the beacon).
  9. Fully Armed: When first acquired/upgrades the Power Armour comes fully armed with a full munitions load. Unless there are special rules or conditions in place that allow reloads, or alternate arrangements for reloads exist, then points must be used to purchase additional munitions for later reload (usually one or two points per full reload). In some instances munitions may be made available in exchange for currency, or in place of a budget, but that is always handled on a case-by-case basis. Practice rounds are unlimited, but only available in the Sparring Arena.

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HM Ground BattleSuit aka “Trooper”

This battle suit is an enhanced version of the “Tank” Heavy Exoskeleton.

HM Ground BattleSuit
Model Type: UL-LR-01
Class: Ground Battle Suit
Crew: One
Armour Rating (in S.D.C. realms): Natural A.R. of 16
S.D.C./M.D.C. by Location:
’*Leg Jump Jets (1 per leg; lower) – 15 each
’*Head – 100
’*Hands (2) – 30 each
Arms (2) – 90 each
Legs (2) – 100 each
’**Main Body – 260
’***Force Field – Special

’*A single asterisk indicates extremely small targets to hit and require a called shot at -4 to strike. Hits by missiles will generally damage the main body.
Destroying the head of the power armour will eliminate all forms of optical enhancement and sensory systems. The pilot must then rely on his own human vision and senses. No power armour combat bonuses to strike, parry, and dodge. Note: The head is a small and difficult target to hit, requiring a called shot at -3 to strike.
’**Depleting the S.D.C./M.D.C. of the main body will shut the unit down completely, rendering it useless.
’***This battle suit can be upgrades with the force field like all other suits of armour, however if the force field is exclusively purchased for the Power Armour (making it unavailable to other armours) one can spend up to double the number of points on it (maximum S.D.C./M.D.C. of 200 instead of 100). After this purchase a regular force field may be purchased for the regular armours.

Speed
Running: Can run at 100 mph, 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.
Leaping: The powerful robot legs can leap up to 20 feet high or across unassisted by the thrusters. A jet assisted leap can propel the unit up to 200 feet high and 400 feet across without actually attaining flight.
Underwater Capabilities: Swimming: The Trooper can swim using the same types of paddling leg and arm movements as a human at a maximum speed of roughly ten mph (8.7 knots). It can also walk along the bottom of the sea at about 30% its normal running speed. Using the jump jet thrusters, the Trooper can travel on the surface of water at 30 mph, underwater at 20 mph.
Maximum Ocean Depth: 1000 feet (straight to the bottom if converted for naval use).

Statistical Data
Height: 7 feet.
Width: 2.7 feet
Length: 3.2 feet
Weight: 150 pounds.
Physical Strength: Equal to a Robotic PS of 30 (or the wearer’s natural P.S., whichever is greater).
Cargo: None.
Power System: Unknown (possibly Alien) advanced power source.
Special Features: While compatible with all armour upgrades some upgrades (unless noted otherwise) may not be needed or required for the power armour.
Cosmetic Options: Power Armours (Battle Suits) have the ability to display shoulder and chest patches for Unit, Rank, and Achievement insignias, as well as medals, ribbons, and similar awards and honorifics (however the character must first possess such things, or earn them/have them awarded during the Hunt, they cannot be manufactured). No other cosmetic options are available.
Prerequisites: “Tank” Heavy Exoskeleton, the Helmet upgrade.
Point Cost: 3 points for Man-At-Arms classes, 6 points for all others.
Special Cost: Some Hunters may be granted this upgrade at no cost (usually Power Armour Pilots who, for whatever reason, don’t start off with their usual suit of Powered Armour, usually do to special rules in effect).

Weapon Systems
1. HM-502 Medium Rail Gun: This is the main Hunt Munitions rail gun.
Primary Purpose: Assault
Secondary Purpose: Defense
Weight: Gun: 107 lbs., Ammo drum: 95 lbs.
Mega-Damage: full damage burst fires 15 rounds and inflicts 1D6x10 M.D.; a single round does 1D6 M.D.
S.D.C. Damage: A single round does 1D6x10 S.D.C., a 3-round burst does 2D6x10, and a 5-round burst does 3D6x10.
Rate of Fire: Equal to the number of attacks of the pilot.
Effective Range: 4,000 feet
Payload: 2000 round drum. Reloading a drum will take about two minutes for those not trained, but only 20-30 seconds by a capable field mechanic or Reload Team.

2. Modular Forearm Weapons System (2): This modular weapons system for the forearms, is an upgraded version of the forearm upgrades available for normal armours. When one first gets the Battlesuit there are two free forearm upgrades (one for each arm) that may be selected from the normal list, or the list below. These options are locked into place, and only available with the Power Armour. If additional options are purchased they may be substituted instead. The options below cost two (2) points each towards that end, and are still only available with the Power Armour. Selection an option or substitution must be done before ‘calling’ the power armour, once one dons the armour the options are locked in pace, to change them one has to transform back to the basic suit (an action), selection the change(s) (one or more actions), and the call the power armour back (another action).
> A. Mini-Missile Launcher: A two-missile rocket launcher available for forearm mounting.
Primary Purpose: Anti-aircraft
Secondary Purpose: Defense
Damage: By missile type.
Rate of Fire: Missiles can be fired singularly or in pairs.
Effective Range: Usually one mile.
Payload: Two (4 if each forearm has mounted a missile launcher).
> B. Short-Range Laser: Available for mounting on each forearm is a small laser, primarily used as an anti-personnel weapon.
Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
+Mega-Damage:
3D6 MD per single blast (or 6D6 per simultaneous dual blast if one is mounted on each arm and both are used simultaneously). Damage is S.D.C. in S.D.C. realms.
Rate of Fire: Equal to the combined number of attacks of the pilot. Each single blast or simultaneous double blast at the same target counts as one melee attack.
Maximum Effective Range: 1,400 feet.
Payload: Effectively unlimited.
> C. Short-Range Plasma Ejector: Available for mounting on each forearm is a short-range plasma ejector, primarily used as an anti-personnel weapon.
Primary Purpose: Anti-Personnel
Secondary Purpose: Anti-Missile and Anti-Armour
Mega-Damage: 4D6 MD per single blast (or 8D6 per simultaneous dual blast if one is mounted on each arm and both are used simultaneously). Damage is S.D.C. in S.D.C. realms.
Rate of Fire: Equal to the combined number of attacks of the pilot. Each single blast or simultaneous double blast at the same target counts as one melee attack.
Maximum Effective Range: 1,000 feet.
Payload: Effectively unlimited.
> D. Short-Range Particle Beam: Available for mounting on each forearm is a short-range particle beam, primarily used as an anti-personnel weapon.
Primary Purpose: Anti-Missile and Anti-Armour
Secondary Purpose: Anti-Personnel
Mega-Damage: 5D6 MD per single blast (or 1D6x10 per simultaneous dual blast if one is mounted on each arm and both are used simultaneously). Damage is S.D.C. in S.D.C. realms.
Rate of Fire: Equal to the combined number of attacks of the pilot. Each single blast or simultaneous double blast at the same target counts as one melee attack.
Maximum Effective Range: 600 feet.
Payload: Effectively unlimited.
> E. Grenade Launcher: A compact grenade launcher available for forearm mounting.
Primary Purpose: Anti-Personnel
Secondary Purpose: Assault, Anti-Vehicle
Damage: By grenade type.
Rate of Fire: Grenades can be fired singularly or in volleys of 2 or 3.
Effective Range: 600 feet.
Payload: 6 (12 if each forearm has mounted a grenade launcher).

3. Modular Backpack Weapons System:* In place of the [[Hunter’s Armour Tripack System | Tripack System] the locking mechanism on this Battle Suit can be used to to support any one of a variety of weapons systems. Some systems fire up into the air, others have a barrel that is mounted on an arm-like mechanism for pivoting, and aiming over the shoulder or head of the suit. While some systems are still under development, the following are currently available. If one of these weapon systems is utilized then none of the Tripack options are available. When the Battle Suit is acquired the pilot can select one (1) free backpack weapon system from the list below. This option id locked into place, and is only available with the Power Armour. If additional options or options under the Tripack System are purchased they may be substituted instead. The options below cost three (3) points each towards that end, and are still only available with the Power Armour. Selection an option or substitution must be done before ‘calling’ the power armour, once one dons the armour the options are locked in pace, to change them one has to transform back to the basic suit (an action), selection the change(s) (one or more actions), and the call the power armour back (another action).
> A. Mini-Missile Launcher: A back-pack missile launcher with a large payload.
Primary Purpose: Anti-aircraft
Secondary Purpose: Defense
Damage: Per missile type.
Rate of Fire: Missiles can be fired singularly or in volleys of 2, 4, 6, 8, & 12.
Effective Range: Usually one mile.
Payload: 24 mini missiles.
> B. Short Range Missile Launcher: A back-pack missile launcher with a large payload.
+Primary Purpose: Anti-aircraft
Secondary Purpose:+ Defense
Damage: Per missile type.
Rate of Fire: Missiles can be fired singularly or in volleys of 2, 4, & 6.
Effective Range: Usually three to five miles.
Payload: 12 short range.
> C. Heavy Plasma Ejector: A heavy plasma ejector, primarily used as an anti-personnel weapon.
Primary Purpose: Anti-Personnel
Secondary Purpose: Anti-Missile and Anti-Armour
Mega-Damage: 1D6x10 MD per single shot. Damage is S.D.C. in S.D.C. realms.
Rate of Fire: Single Shot only, Equal to the number of hand to hand attacks per melee.
Effective Range: 2000 feet.
Payload: Effectively unlimited.
> D. Vulcan Laser Cannon: A rotating barrel rapid-fire laser.
Primary Purpose: Anti-Personnel
Secondary Purpose: Assault
Mega-Damage: 3D6 MD per single shot.
6D6 MD per short burst. Counts as one melee attack but uses up 3 blasts.
1D6x10 MD per medium burst. Uses up 5 shots and counts as one of the shooter’s melee attacks/actions, or when used as a spray attack (inflicting 3D6 MD to 1D4 targets [people or items], anyone struck in a spray attack must be in the possible line of fire, and is a random victim, cannot aim at any one or two specific targets with the spray attack [similar to shooting wild] essentially peppering an area or line of targets in general, rather than one specific target).
2D6x10 MD per long burst. Uses 10 shots and counts as two of the shooter’s melee attacks/actions, or when used as a spray attack (inflicting 3D6 MD to 2D4 targets [people or items], anyone struck in a spray attack must be in the possible line of fire, and is a random victim, cannot aim at any one or two specific targets with the spray attack [similar to shooting wild] essentially peppering an area or line of targets in general, rather than one specific target).
3D6x10 MD per heavy burst. Uses 15 shots and counts as two of the shooter’s melee attacks/actions, or when used as a spray attack (inflicting 3D6 MD to 3D4 targets [people or items], anyone struck in a spray attack must be in the possible line of fire, and is a random victim, cannot aim at any one or two specific targets with the spray attack [similar to shooting wild] essentially peppering an area or line of targets in general, rather than one specific target).
4D6x10 MD per suppressive burst. Uses 20 shots and counts as three of the shooter’s melee attacks/actions, no bonuses to strike, or when used as a spray attack (inflicting 3D6 MD to 4D4 targets [people or items], anyone struck in a spray attack must be in the possible line of fire, and is a random victim, cannot aim at any one or two specific targets with the spray attack [similar to shooting wild] essentially peppering an area or line of targets in general, rather than one specific target).
Damage is S.D.C. in S.D.C. realms.
Rate of Fire: Single Shots and light bursts are equal to the character’s hand to hand attacks per melee round (usually 3 to 6).
Effective Range: 3000 feet
Payload: Effectively unlimited.
> E. Grenade Launcher: A flip-up grenade launcher available for direct and indirect fire.
Primary Purpose: Anti-Personnel
Secondary Purpose: Assault, Anti-Vehicle
Damage: By grenade type.
Rate of Fire: Grenades can be fired singularly or in volleys of 2 or 3.
Effective Range: 1200 feet.
Payload: 250 round drum.
> F. 60mm Mortar: An auto-feed flip-up mortar system with MRSI (Multiple Round Simultaneous Impact) capability (several shells are released in succession but hit the target simultaneously).
Primary Purpose: Anti-Personnel
Secondary Purpose: Assault, Anti-Vehicle
Damage: By mortar type.
Rate of Fire: Can be fired singularly or in an MRSI strike (fires 3 rounds that strike simultaneously, each round does full damage, takes up 2 actions).
Effective Range: 6000 feet.
Payload: 100 round drum.

4. Retractable Vibro-Blades: A moderately sized retractable vibroblade can extend from housing in each arm for use in close combat, an alternate configuration has the blades extending from the elbows, and though this is rarely used there are some pilots who prefer it. If the Arm Blades forearm upgrade has been previously purchased it may be substituted for this option.
Primary Purpose: Hand to Hand combat.
Mega-Damage: 2D6 MD each.
Effective Range: Close combat.

5. Other Rail Guns and weapons: The Trooper can make use of any other hand-held weapons, from rail guns and energy rifles to Vibro-Blades and magic items.

6. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in mega-damage hand-to-hand combat, as per its Robotic P.S. See Power Armour Combat Training in the Robot Combat section of the Rifts RPG; page 45, or Rifts Ultimate Edition; page 351. In the alternative see the Pilot Robot and Robot Combat sections on page 203 of the Aliens Unlimited Galaxy Guide.

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HM Aerial BattleSuit aka “Falcon”

This battle suit is an aerial enhanced version of the UL-LR-01 Trooper BattleSuit (with some cosmetic differences). One unique note is that unlike most other flying power armours, the Falcon’s wings fold into an upright position instead of folding down although they can fold down as well) allowing the missiles to be fired even if not extended for flight.

EM Arial BattleSuit
Model Type: UL-LR-02
Class: Aerial Battle Suit
Crew: One
Armour Rating (in S.D.C. realms): Natural A.R. of 16
S.D.C./MDC by Location:
’’***Shoulder Wings (2) – 70 each
’*Main Rear Jets (2) – 75 each
’*Lower Manoeuvring Jets (4; rear) – 30 each
’*Leg Manoeuvring Jets (1 per leg; lower) – 12 each
’*Waist Manoeuvring Jets (4) – 15 each
’*Head – 100
’*Hands (2) – 30 each
Arms (2) – 90 each
Legs (2) – 100 each
’**Main Body – 260
’****Force Field – Special

’*A single asterisk indicates extremely small targets to hit and require a called shot at -4 to strike. Hits by missiles will generally damage the main body.
Destroying the head of the power armour will eliminate all forms of optical enhancement and sensory systems. The pilot must then rely on his own human vision and senses. No power armour combat bonuses to strike, parry, and dodge. Note: The head is a small and difficult target to hit, requiring a called shot at -3 to strike.
’**Depleting the S.D.C./MDC of the main body will shut the unit down completely, rendering it useless.
’***Destroying a wing will make flight impossible; however, even with no wing(s) the power armour can make jet powered leaps and hover in a stationary position above the ground.
’****This battle suit can be upgrades with the force field like all other suits of armour, however if the force field is exclusively purchased for the Power Armour (making it unavailable to other armours) one can spend up to double the number of points on it (maximum S.D.C./M.D.C. of 200 instead of 100). After this purchase a regular force field may be purchased for the regular armours.

Speed
Running: Can run at 80 mph, 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.
Leaping: The powerful robot legs can leap up to 20 feet high or across unassisted by the thrusters. A jet thruster assisted leap can propel the unit up to 200 feet high and 400 feet across without actually attaining flight.
Flying: The rocket propulsion system enables the Falcon to hover in a stationary position up to 2000 feet or fly. Maximum flying speed is 600 mph, but cruising speed is considered to be 350 mph. Maximum altitude is 20000 ft.
Flying Range: The nuclear power system gives the Falcon decades of life, but the jet rockets 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 speed, but can fly indefinitely with rest stops.
Underwater Capabilities: Swimming: The Falcon can swim using the same types of paddling leg and arm movements as a human at a maximum speed of roughly ten mph (8.7 knots). It can also walk along the bottom of the sea at about 30% its normal running speed. Using the jet thrusters, the Falcon can travel on the surface of water at 100 mph, underwater at 20 mph or fly above the water’s surface at normal speeds.
Maximum Ocean Depth: 800 feet.

Statistical Data
Height: 7 feet (10 feet with wing in their upright position)
Width: Wings Up: 2.7 feet, Wings extended: 10 feet
Length: 3.2 feet
Weight: 190 pounds.
Physical Strength: Equal to a Robotic PS of 30 (or the wearer’s natural P.S., whichever is greater).
Cargo: None.
Power System: Unknown (possibly Alien) advanced power source.
Special Features: While compatible with all armour upgrades some upgrades (unless noted otherwise) may not be needed or required for the power armour.
Special Limitation: On account of the wingpack and jets this Battle Suit is incompatible with the Tripack system.
Cosmetic Options: Power Armours (Battle Suits) have the ability to display shoulder and chest patches for Unit, Rank, and Achievement insignias, as well as medals, ribbons, and similar awards and honorifics (however the character must first possess such things, or earn them/have them awarded during the Hunt, they cannot be manufactured). No other cosmetic options are available.
Prerequisites: “Tank” Heavy Exoskeleton, the Helmet upgrade.
+Point Cost:
4 points for Man-At-Arms classes, 8 points for all others.
Special Cost: Some Hunters may be granted this upgrade at no cost (usually Power Armour Pilots who, for whatever reason, don’t start off with their usual suit of Powered Armour, usually do to special rules in effect).

Weapon Systems
1. HM-502 Medium Rail Gun: This is the main Hunt Munitions rail gun.
Primary Purpose: Assault
Secondary Purpose: Defense
Weight: Gun: 107 lbs., Ammo drum: 95 lbs.
Mega-Damage: full damage burst fires 15 rounds and inflicts 1D6x10 MD; a single round does 1D6 MD.
S.D.C. Damage: A single round does 1D6x10 S.D.C., a 3-round burst does 2D6x10, and a 5-round burst does 3D6x10.
Rate of Fire: Equal to the number of attacks of the pilot.
Effective Range: 4,000 feet
Payload: 2000 round drum. Reloading a drum will take about two minutes for those not trained, but only 20-30 seconds by a capable field mechanic or Reload Team.

2. Modular Forearm Weapons System (2): This modular weapons system for the forearms, is an upgraded version of the forearm upgrades available for normal armours. When one first gets the Battlesuit there are two free forearm upgrades (one for each arm) that may be selected from the normal list, or the list below. These options are locked into place, and only available with the Power Armour. If additional options are purchased they may be substituted instead. The options below cost two (2) points each towards that end, and are still only available with the Power Armour. Selection an option or substitution must be done before ‘calling’ the power armour, once one dons the armour the options are locked in pace, to change them one has to transform back to the basic suit (an action), selection the change(s) (one or more actions), and the call the power armour back (another action).
> A. Mini-Missile Launcher: A two-missile rocket launcher available for forearm mounting.
Primary Purpose: Anti-aircraft
Secondary Purpose: Defense
Damage: per missile type.
Rate of Fire: Missiles can be fired singularly or in pairs.
Effective Range: Usually one mile.
Payload: Two (4 if each forearm has mounted a missile launcher).
> B. Short-Range Laser: Available for mounting on each forearm is a small laser, primarily used as an anti-personnel weapon.
Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: 3D6 MD per single blast (or 6D6 per simultaneous dual blast if one is mounted on each arm and both are used simultaneously). Damage is S.D.C. in S.D.C. realms.
Rate of Fire: Equal to the combined number of attacks of the pilot. Each single blast or simultaneous double blast at the same target counts as one melee attack.
Maximum Effective Range: 1,400 feet.
Payload: Effectively unlimited.
> C. Short-Range Plasma Ejector: Available for mounting on each forearm is a short-range plasma ejector, primarily used as an anti-personnel weapon.
Primary Purpose: Anti-Personnel
Secondary Purpose: Anti-Missile and Anti-Armour
Mega-Damage: 4D6 MD per single blast (or 8D6 per simultaneous dual blast if one is mounted on each arm and both are used simultaneously). Damage is S.D.C. in S.D.C. realms.
Rate of Fire: Equal to the combined number of attacks of the pilot. Each single blast or simultaneous double blast at the same target counts as one melee attack.
Maximum Effective Range: 1,000 feet.
Payload: Effectively unlimited.
> D. Short-Range Particle Beam: Available for mounting on each forearm is a short-range particle beam, primarily used as an anti-personnel weapon.
Primary Purpose: Anti-Missile and Anti-Armour
Secondary Purpose: Anti-Personnel
Mega-Damage: 5D6 MD per single blast (or 1D6x10 per simultaneous dual blast if one is mounted on each arm and both are used simultaneously). Damage is S.D.C. in S.D.C. realms.
Rate of Fire: Equal to the combined number of attacks of the pilot. Each single blast or simultaneous double blast at the same target counts as one melee attack.
+Maximum Effective Range:
600 feet.
Payload: Effectively unlimited.
> E. Grenade Launcher: A compact grenade launcher available for forearm mounting.
Primary Purpose: Anti-Personnel
Secondary Purpose: Assault, Anti-Vehicle
Damage: By grenade type.
Rate of Fire: Grenades can be fired singularly or in volleys of 2 or 3.
Effective Range: 600 feet.
Payload: 6 (12 if each forearm has mounted a grenade launcher).

3. Mini Missile Launchers: The underside of each wing can be fitted with 6 mini missiles or 3 short range missiles (for a total of 12 mini or 6 short range missiles). The pilot can choose to mix and match their payload with one short range missile taking the place of two mini missiles on a wing.
Primary Purpose: Anti-aircraft
Secondary Purpose: Assault
Damage: By missile type.
Rate of Fire: Missiles can be fired singularly, or in volleys of 2, 3, or 4.
Effective Range: Usually 0.5 to one mile for mini missiles, or 3-5 miles for short range missiles.
Payload: 6 mini or 3 short range per wing for a total of 12 mini or 6 short range missiles.

4. Wing Mounted Rapid-Fire Ion Blaster (2): This is small under-wing turret mounted near the tips of the wings, it uses a rapid fire Ion pulse for defense and anti-personnel purposes, both weapons can be fired together at the same target. The turrets can rotate from face forward, to facing down, to facing rear (and all in between), as well as almost 360 degrees on the horizontal plane (they cannot be made to target the main body of the suit, but they can hit anything inches in front or behind.
Primary Purpose: Defense
Secondary Purpose: Anti-Personnel
Mega-Damage: 3D4 MD per single shot (6D4 MD for a twin blast) or 1D4x10 MD per short burst (counts as one melee attack but uses up 3 blasts) (2D4x10 MD for a twin burst). Damage is S.D.C. in S.D.C. realms.
Rate of Fire: Single Shot or Short Burst
Effective Range: 2000 feet.
Payload: Effectively unlimited.

5. Retractable Vibro-Blades: A moderately sized retractable vibroblade can extend from housing in each arm for use in close combat, an alternate configuration has the blades extending from the elbows, and though this is rarely used there are some pilots who prefer it. If the Arm Blades forearm upgrade has been previously purchased it may be substituted for this option.
Primary Purpose: Hand to Hand combat.
Mega-Damage: 2D6 MD each.
Effective Range: Close combat.

6. Other Rail Guns and weapons: The Falcon can make use of any other hand-held weapons, from rail guns and energy rifles to Vibro-Blades and magic items.

7. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in mega-damage hand-to-hand combat. See Power Armour Combat Training in the Robot Combat section of the Rifts RPG; page 45, or Rifts Ultimate Edition; page 351. In the alternative see the Pilot Robot and Robot Combat sections on page 203 of the Aliens Unlimited Galaxy Guide.

Hunter's Armour Powered Armour

The Hunt 13eowulf