NG-X40 Storm Hammer
NG-X40 Storm Hammer
The Storm Hammer is another artillery troop support power armor suit designed to pack a punch against other power armor, Combat Cyborgs, armored vehicles, giant robots and giant monsters.To give it the ranged punch and heavy firepower it needs to be a one-man, mobile artillery unit (or at least an Anti-Armor specialist hidden amongst the infantry troops or other power armor), the designers, lead by Douglas Rood, Joshua Hill, Lawrence Scarlet and Chas Werltonal, had to sacrifice speed and versatility. It is a sacrifice many a soldier in a tight spot has welcomed.
Mounted on the back of the Storm Hammer is its weapon cowl, which makes it top-heavy and unable to leap great distances. The weapon cowl contains the heavy particle beam cannon turret and the ammo drum that feeds the rail gun that completely encloses the right forearm and hand. Mini-missile launchers on each shoulder provide more ranged attacks.
The Storm Hammer is very much a heavy combat unit for taking out bunkers, light fortifications and enemy armored units.
Storm Hammer Power Armor
Model Type: NG-X40Class: Heavy Assault and Troop Support Power Armor.
Crew: One.
M.D.C. by Location:
- * Head – 90 (protected from behind by the Weapon Cowl)
- ** Weapon Cowl – 150
- Particle Beam Turret (1, behind right shoulder) – 75
- Shoulder Mini-Missile Launchers (2) – 40 each
- Arms (2) – 80 each
- * Forearm Heavy Rail Gun (1, right arm) – 75
- * Forearm Cutter Platform (1, left arm) – 30
- Legs (2) – 115 each
- *** Main Body – 200
Destroying the head/helmet eliminates all forms of optical and sensory enhancement, leaving the pilot to rely on his own human senses without any of the bonuses granted to him by the Robot Combat skill. If the helmet is destroyed underwater, the wearer suffers from exposure to deep sea pressure at depths greater than 220 feet (67 m), and takes 2D6 S.D.C./Hit Point damage per melee round and all bonuses are reduced by half.
** Destroying the Weapon Cowl knocks out the particle beam turret and the rail gun (ammo drum destroyed).
*** Depleting the M.D.C. of the main body will shut the armor down completely, making it useless.
Speed
Running: 40 mph (64 km) maximum. The act of running tires out its operator, but at 20% of the usual fatigue rate. It has no thrusters for assisted leaps.Leaping: The heavy armor can leap 10 feet (3 m) high or across. Increase by 30% with a running start.
Cat-Like Landings from Heights: The Storm Hammer can can drop or leap down, to land without risk of damage, from heights as great as 60 feet (18.3 m).
Drops from heights greater than 60 feet (18.3 m) up to 120 feet (36.6 m) are dangerous and not advised. The power armor is likely to take serious take damage from such leaps or drops. Roll 1D20 to determine the success of the landing. On a roll of 1-10 the suit hits the ground hard and takes life-threatening damage: 2D4x10 M.D. to the power armor, 6D6 S.D.C./Hit Point damage to the wearer inside the armor, and the operator is stunned for 1D4 melee rounds before he recovers from the fall and is able to take action again. On a roll of 11-20 the pilot takes minimal damage from the drop: 5D6 M.D. to the power armor and 2D6 S.D.C. to the pilot inside, and he loses only two melee actions before he is able to continue to move and take action without further delay.
Drops from greater heights inflict double the damage just described under “On a roll of 1-10” and may not be survivable.
Flying: None.
Water: The armor cannot swim but can walk along the bottom of a body of water at 4 mph (6.4 km or 3.4 knots). Maximum depth is 500 feet (152 m).
Statistical Data
Height: Man-sized, 6-8 feet (1.8 to 2.4 m), depending on the size of the purchaser.Width: 4-5 feet (1.2 to 1.5 m), depending on the size of the purchaser.
Length: 3.5-4 feet (1 to 1.2 m), depending on the size of the purchaser.
Weight: 875 pounds (394 kg).
Physical Strength: Robot P.S. of 30.
Cargo: None.
Power System: Nuclear with a 10 year power supply or Solid Oxide.
Cost: 1.8 million credits for nuclear and 1.4 million for Solid Oxide. Electric model is not available; not enough power to support the weapon systems.
Weapon Systems
1. NG-P40 Onslaught Particle Beam Cannon: This big gun is mounted on the weapon cowl attached to the back of the Storm Hammer suit. Even at this size and scope of power, range is limited, but it packs a big punch. Built into a turret housing, the Onslaught can rotate 360 degrees to fire backward and to the sides, and has a 30 degree up and down arc of fire.Primary Purpose: Anti-Armor and Anti-Robot.
Secondary Purpose: Assault and Anti-Monster.
Range: 1,800 feet (549 m).
Mega-Damage: 1D6x10 M.D. per single blast.
Rate of Fire: Each blast counts as one melee attack.
Payload: Effectively unlimited.
Penalty: After 30 blasts, the weapon overheats and must shut down to cool for 1D4+1 melee rounds.
2. NG-M18 Shoulder Mounted Missile Launchers (2): A complement of mini-missiles for extra punch.
Primary Purpose: Anti-Armor, Anti-Aircraft and Assault.
Secondary Purpose: Anti-Missiles and Defense.
Range: One mile (1.6 km).
Mega-Damage: Varies with missile type used. Usually Plasma (1D6x10 M.D.) or A.P./Heat Rounds (1D4x10 M.D.), but any type can be used.
Rate of Fire: One at a time or in volleys of 2, 3, 4 or 6.
Payload: 18 total, nine per shoulder launcher. Can be reloaded by hand if extra mini-missiles are brought along. It takes another person three melee rounds (45 seconds) to reload nine missiles into one launcher. This must be done from the back and side of the Storm Hammer armored suit, which is why another person must do the loading.
3. NG-MH140 Rail Gun: This large weapon completely engulfs the right hand and forearm, leaving only a big, heavy long-range weapon. The hand of the power armor pilot is inside the housing and controls the firing. Point and shoot. If the rail gun is destroyed, the hand and forearm can be removed from the wreckage with the basic M.D.C. protection of 35 points.
A light laser is also part of this contraption, and though it is primarily used for measuring distance and targeting, it can also fire to inflict light damage (1D6 M.D.).
Primary Purpose: Anti-Personnel.
Secondary Purpose: Defense.
Range: 5,000 feet (1,524 m) for both the rail gun and laser.
Mega-Damage: Rail Gun: 1D6 M.D. for a single shot or 1D6x10 M.D. for a 20 round burst. Laser: 1D6 M.D.
Rate of Fire: Each shot or burst counts as one melee attack.
Payload: Rail Gun: 1,200 round ammo drum on the back equals 60 bursts. The two canisters under the barrel contain an additional 80 rounds each (160 total) for eight “last chance” bursts. Laser: Effectively unlimited.
4. Multi-Tool Forearm (left): Mounted on the left forearm is a multi-tool gauntlet with a handful of different tools and features.
Primary Purpose: Repair tool for power armors and robots, but could be used for just about anything. Range: Arm’s reach/melee weapon, except as noted below. Mega-Damage/Effect:
- Forearm Camera: A digital camera with a macro lens is located on the left forearm next to the Laser Cutter. 20x magnification is possible.
- Forearm Compartment: Located near the elbow of the left forearm is a small compartment that usually contains 1-4 flares and two smoke grenades.
- Forearm Light: Two small lights on the left forearm are a pair of LED lights used like a flashlight (200 foot/61 m range), and can be focused and dimmed for close work as necessary.
- Laser Cutter: Range: 100 feet (30.5 m). Three damage settings: 1D4x10 S.D.C., 1D4 M.D. or 2D6 M.D. Point and shoot.
- Vibro-Chainsaw: A small, M.D. chainsaw for cutting through barbed wire, locks and walls. Arm’s reach. 1D8 M.D. per slash/cut; 2D8 M.D. when held in place against a stationary target, but counts as two melee attacks.
Damage is based on the Robotic P.S. of 30.
- Restrained Punch – 1D4 M.D.
- Full Strength Punch – 1D6 M.D.
- Power Punch – 2D6 M.D., but counts as two melee attacks.
- Kick – 2D4 M.D.
- Leap Kick – 2D8 M.D., but counts as two melee attacks.
- a) Helmet Cameras: Two simple dashboard-style digital cameras are built into the helmet. They see and record whatever the wearer sees. The cameras have no special features beyond the ability to tape 96 hours of video and take 4,000 still photos.
- b) Helmet Language Translator: Built into the helmet is a standard language translator.
- c) Nightvison Optics: Passive light amplification that allows the pilot to see in the dark as long as there is at least some ambient light. 1,600 foot (488 m) range, plus infrared optics (can see in total darkness and through smoke, however, an infrared light beam is emitted which can be seen by others with the ability to see the infrared; range 1,600 feet/488 m), and ultraviolet vision (can see the ultraviolet light used by some security systems).
- d) Binocular Telescopic Sight: 2 miles (3.2 km) range.