Power Armor
Features Common to All Northern Gun Power Armor:
1. Nuclear Powered: Which means they have an effectively unlimited fuel capacity and power source. Average life: 15 to 20 years.
2. Radar: Can identify and track up to 72 targets simultaneously at a range of 40 miles (64 km).
3. Combat Computer: Calculates, stores, and transmits data onto the heads-up display (H.U.D.) of the pilot’s helmet. It is tied to the targeting computer.
4. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of +1 to strike when using long-range weapons. Does not apply to hand to hand combat.
5. Radio Communications: Long-range, directional communication system with an effective range of about 500 miles (800 km), as well as a directional, short-range radio. Range is 10 miles (16 km). Plus a built-in loudspeaker; 80 decibels.
6. Complete Environmental Battle Armor: Suitable for use in all hostile environments, including underwater (500 foot/152 m maximum depth unless stated otherwise). Includes the following features:
1. Nuclear Powered: Which means they have an effectively unlimited fuel capacity and power source. Average life: 15 to 20 years.
2. Radar: Can identify and track up to 72 targets simultaneously at a range of 40 miles (64 km).
3. Combat Computer: Calculates, stores, and transmits data onto the heads-up display (H.U.D.) of the pilot’s helmet. It is tied to the targeting computer.
4. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of +1 to strike when using long-range weapons. Does not apply to hand to hand combat.
5. Radio Communications: Long-range, directional communication system with an effective range of about 500 miles (800 km), as well as a directional, short-range radio. Range is 10 miles (16 km). Plus a built-in loudspeaker; 80 decibels.
6. Complete Environmental Battle Armor: Suitable for use in all hostile environments, including underwater (500 foot/152 m maximum depth unless stated otherwise). Includes the following features:
- Computer controlled life support system. Internal cooling and temperature control.
- Artificial air circulation systems, gas filtration, humidifier.
- Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
- Insulated, high temperature resistant shielding for up to 400 degrees centigrade (752 F). Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
- Radiation shielded.
- Depth gauge. Since most power armor suits can survive underwater but have limited depth tolerance, all come with a built-in depth gauge that issues an audible and visual warning when the power armor comes within 200 feet (61 m) of its maximum limit. There is a similar warning if the air supply is running low or becomes compromised from a leak.
NG-X9 Samson
The Samson power armor is Northern Gun’s most famous and best selling power armor of all time. In fact, it has been around for so many years and is such a favorite among NG customers, that the corporation has adopted the Samson helmet and other characteristics for many of its body armors and other power armors. The Samson remains a sturdy, reliable robotic power armor suit that features military-grade firepower and jet-assisted mobility. The look of the Samson is iconic and the suit is synonymous with the term “power armor” for many wilderness folk. The familiar appearance has been kept in mind when crafting some of the power armor suits that followed, most notably the Samson Missileman, the Protege (a.k.a. Sammy Junior) and the Gladius, among others, endearing customers to them the moment they were released in the marketplace.
Though the Samson is showing its age, it remains a favorite of many power armor pilots, mercenaries, kingdom defenders and criminals. It has great value and offers substantial armor and strength, as well as a rail gun and mini-missile launcher for holding off enemies. And not just a rifleman, the Samson comes equipped with menacing hand blades that have been the end of many demons and monsters. The design may be a bit dated, especially when compared to new NG, Coalition and Triax designs, but with a new coat of paint, even a 40 year old Samson suit is still a frightening war machine. All that said, NG has quietly up-armored the Samson over the years. The Mk II Samson has the same basic M.D.C. as the Samson Missleman. The newest, Mk III, depicted here, is the heaviest armor to date. However, the Mk 1, Mk II and Mk III all look nearly identical, and NG has never advertised the differences.
As Northern Gun’s first and signature power armor, the Samson is a hybrid between power armor and combat robot. The pilot, forexample, does not actually wear the armor so much as he fits inside it more like a robot. The pilot’s head is inside the chest. The arms and hands are manipulated by the movement of the pilot’s own arms and hands, but they do not fit inside the oversized arms and fingers of the Samson. Let’s not forget that the Samson stands 11 feet (3.4 m) tall and is roughly twice the size of a typical human. That means the feet of the pilot stop above the knees of the Samson power armor and hands operate arm controls in the shoulders. Again, the pilot must move his own legs to make the Samson move, but it also responds via hand-controls, sensors and control mechanisms attached to the Samson pilot. This makes working a Samson a bit tricky and most pilots need time to acclimate themselves to its movement and operational mechanics. All visuals, for example, come from concealed cameras in the chest and the head (behind the visor of what appears to be the eye slits of the helmet). In fact, the entire head is the central sensor cluster for the Samson.
The pilot must also get used to seeing the world from 10 feet (3 m) high. The pilot sees what the robotic head sees, and that’s from about 10 feet (3 m) above the ground. Similarly, the Samson operator must get used to walking on the equivalent of stilts and taking strides that are three times longer than his own. As awkward as all of this may sound, power armor pilots insist they get used to it all very quickly, and enjoy the elevated vantage point, and knowing they are inside a light, walking tank.
Truth be told, Northern Gun never intended the Samson to be anything more than an initial and somewhat clumsy venture into the power armor market. When they released it in 81 P.A., the NG execs figured it would be the first of its kind and replaced in a few year. As it turned out, it was one of the “only” power armors on the open market, people loved the design, and it was an instant and massive mega-hit. It would be 20 years before other free market power armors would start to enter the marketplace, and by then, Northern Gun was “the” dominant power. The success of the Samson power armor caught even NG by surprise and they milked it to the maximum. New power armor designs were stalled for a long time simply because, a) NG found it difficult to miniaturize power armor to man-size suits, and b) the sales of the Samson were so strong that they didn’t have a pressing need to make other suits. As a result, the NG X-9 Samson is the second most famous power armor after the Glitter Boy; not counting the infamous power armors of the Coalition States.
NG market research has shown the Samson’s size, firepower, and reputation for power and reliability all matter in the mind of the consumer, and have worked to keep the Samson a top seller for decades. Even in today’s marketplace with rapidly expanding competition, the Samson still ranks in the top ten. That research shows that while many people like the newer, smaller, sleeker “suits of armor” approach of the Coalition States, Triax, Titan Industries and even NG’s own more recent releases, many others prefer the size and heft of a big power armor like the Glitter Boy (10.5 feet/3.2 m tall) and the Samson (at 11 feet/3.4 m). As long as there is demand, Northern Gun will continue to make the Samson. The original design team were creating the stuff of legend when they first developed the Samson.
Though the Samson is showing its age, it remains a favorite of many power armor pilots, mercenaries, kingdom defenders and criminals. It has great value and offers substantial armor and strength, as well as a rail gun and mini-missile launcher for holding off enemies. And not just a rifleman, the Samson comes equipped with menacing hand blades that have been the end of many demons and monsters. The design may be a bit dated, especially when compared to new NG, Coalition and Triax designs, but with a new coat of paint, even a 40 year old Samson suit is still a frightening war machine. All that said, NG has quietly up-armored the Samson over the years. The Mk II Samson has the same basic M.D.C. as the Samson Missleman. The newest, Mk III, depicted here, is the heaviest armor to date. However, the Mk 1, Mk II and Mk III all look nearly identical, and NG has never advertised the differences.
As Northern Gun’s first and signature power armor, the Samson is a hybrid between power armor and combat robot. The pilot, forexample, does not actually wear the armor so much as he fits inside it more like a robot. The pilot’s head is inside the chest. The arms and hands are manipulated by the movement of the pilot’s own arms and hands, but they do not fit inside the oversized arms and fingers of the Samson. Let’s not forget that the Samson stands 11 feet (3.4 m) tall and is roughly twice the size of a typical human. That means the feet of the pilot stop above the knees of the Samson power armor and hands operate arm controls in the shoulders. Again, the pilot must move his own legs to make the Samson move, but it also responds via hand-controls, sensors and control mechanisms attached to the Samson pilot. This makes working a Samson a bit tricky and most pilots need time to acclimate themselves to its movement and operational mechanics. All visuals, for example, come from concealed cameras in the chest and the head (behind the visor of what appears to be the eye slits of the helmet). In fact, the entire head is the central sensor cluster for the Samson.
The pilot must also get used to seeing the world from 10 feet (3 m) high. The pilot sees what the robotic head sees, and that’s from about 10 feet (3 m) above the ground. Similarly, the Samson operator must get used to walking on the equivalent of stilts and taking strides that are three times longer than his own. As awkward as all of this may sound, power armor pilots insist they get used to it all very quickly, and enjoy the elevated vantage point, and knowing they are inside a light, walking tank.
Truth be told, Northern Gun never intended the Samson to be anything more than an initial and somewhat clumsy venture into the power armor market. When they released it in 81 P.A., the NG execs figured it would be the first of its kind and replaced in a few year. As it turned out, it was one of the “only” power armors on the open market, people loved the design, and it was an instant and massive mega-hit. It would be 20 years before other free market power armors would start to enter the marketplace, and by then, Northern Gun was “the” dominant power. The success of the Samson power armor caught even NG by surprise and they milked it to the maximum. New power armor designs were stalled for a long time simply because, a) NG found it difficult to miniaturize power armor to man-size suits, and b) the sales of the Samson were so strong that they didn’t have a pressing need to make other suits. As a result, the NG X-9 Samson is the second most famous power armor after the Glitter Boy; not counting the infamous power armors of the Coalition States.
NG market research has shown the Samson’s size, firepower, and reputation for power and reliability all matter in the mind of the consumer, and have worked to keep the Samson a top seller for decades. Even in today’s marketplace with rapidly expanding competition, the Samson still ranks in the top ten. That research shows that while many people like the newer, smaller, sleeker “suits of armor” approach of the Coalition States, Triax, Titan Industries and even NG’s own more recent releases, many others prefer the size and heft of a big power armor like the Glitter Boy (10.5 feet/3.2 m tall) and the Samson (at 11 feet/3.4 m). As long as there is demand, Northern Gun will continue to make the Samson. The original design team were creating the stuff of legend when they first developed the Samson.
NG-NX14 Sea Demon
The Sea Demon was quietly released a year and a half ago. It is the brainchild of design leaders Ralph Larjara, Toby Heck and B.M. Mumah. The idea was to create an all-purpose power armor for seafarers, whalers and hunters of sea monsters. The Sea Demon functions in all those capacities, but it has also become a favorite of marines, privateers and pirates for its diversity and ship boarding capabilities. It is clear that the design team had some fun with this unit, giving it a demonic visage complete with large, curled ram’s horns, and stingray-like wings for the aquatic hover jet thrusters
The Sea Demon is a bulky power armor designed to handle ocean depths and travel above and below the waves. Its jet system can handle travel underwater and is capable of leaping out of the water and into the air to hover and attack, or onto the decks of ships without missing a beat. Springing up from the water depths can create an element of surprise and panic among ship crews, all by itself. Add to that the Sea Demon’s wicked appearance and combat capabilities, and you have a power armor that can bring terror to the Seven Seas. Pirates, raiders and slavers love it. This water to ship and land to sea capability makes the Sea Demon ideal for boarding and raiding ships, surprise attacks and tackling sea monsters.
The big gun the Sea Demon is often seen brandishing is a combo weapon that fires mini-torpedoes from one barrel and a whaling harpoon and line from the other.
The Sea Demon is a bulky power armor designed to handle ocean depths and travel above and below the waves. Its jet system can handle travel underwater and is capable of leaping out of the water and into the air to hover and attack, or onto the decks of ships without missing a beat. Springing up from the water depths can create an element of surprise and panic among ship crews, all by itself. Add to that the Sea Demon’s wicked appearance and combat capabilities, and you have a power armor that can bring terror to the Seven Seas. Pirates, raiders and slavers love it. This water to ship and land to sea capability makes the Sea Demon ideal for boarding and raiding ships, surprise attacks and tackling sea monsters.
The big gun the Sea Demon is often seen brandishing is a combo weapon that fires mini-torpedoes from one barrel and a whaling harpoon and line from the other.
NG-AX19 Blue Hawk
The creation of the R&D team headed by Scott Kehl and Daniel Bearce, the Blue Hawk is Northern Gun’s air to water amphibious cousin to the popular Red Hawk power armor. The Blue Hawk and Red Hawk work well together, though the Blue Hawk (also known as the “Sea Hawk”) is most effective on the Great Lakes or at sea, escorting and defending ships, engaging in coastal patrols, fighting pirates and sea serpents, and engaging in search and rescue on the water. The Blue Hawk comes standard with an ion rifle with a UEL power system and eight mini-torpedoes. The ion rifle works just as well below the waves as above them, and can be fired from an airborne position at targets that are fully submerged, but visible from the air. Note that firing from the surface into the water below has a penalty of -2 to strike due to the refraction of the water. Moreover, the Great Lakes tend to be deep and murky, making most underwater targets impossible to see when they are more than 120 feet (36.6 m) below the surface. To help make up for the poor visibility of the murky Great Lakes, the Blue Hawk has an advanced sonar system that is usable when the power armor goes under the waves. It also has a sonar sensor it can lower into the water to try to locate enemy targets within a 50 mile (80 km) sonar search diameter. This sonar sensor pod can be lowered into the water from the air on a 25 foot (7.6 m) cable while the Blue Hawk hovers stationary above the waves. Once the pilot identifies enemy or suspicious targets, he can pull the sonar pod back up and fly or swim over to investigate or engage.
For targets like ships, submarines and sea monsters, the Blue Hawk has eight light mini-torpedoes with enough range and damage to let it fight against much larger and more heavily armed opponents. The armor is especially effective and dangerous when operating with 3-6 fellow Blue Hawks or other amphibious power armor or robot vehicles. Its mini-torpedoes are sometimes swapped out for mini-missiles, especially when the Blue Hawk is sent out to engage Xiticix or other flying
enemies. In fact, many Blue Hawk pilots within Northern Gun’s mercenary defense contractors have become quite cocky about engaging Xiticix in Wisconsin and Michigan. When combat with the Bug Men gets too hot, the power armor can usually outrace the aliens or shake them by diving underwater. After 1D6+6 minutes of circling above the water where the Blue Hawk submerged, the Xiticix will fly away.
The Blue Hawk has been an instant hit amongst naval forces, pirates and privateers, and many have been sold or provided to mercenaries hired for NG coastal defense. Its waterborne weapons and its ability to go from air to underwater operations almost seamlessly make the Blue Hawk a dangerous and versatile opponent over water.
For targets like ships, submarines and sea monsters, the Blue Hawk has eight light mini-torpedoes with enough range and damage to let it fight against much larger and more heavily armed opponents. The armor is especially effective and dangerous when operating with 3-6 fellow Blue Hawks or other amphibious power armor or robot vehicles. Its mini-torpedoes are sometimes swapped out for mini-missiles, especially when the Blue Hawk is sent out to engage Xiticix or other flying
enemies. In fact, many Blue Hawk pilots within Northern Gun’s mercenary defense contractors have become quite cocky about engaging Xiticix in Wisconsin and Michigan. When combat with the Bug Men gets too hot, the power armor can usually outrace the aliens or shake them by diving underwater. After 1D6+6 minutes of circling above the water where the Blue Hawk submerged, the Xiticix will fly away.
The Blue Hawk has been an instant hit amongst naval forces, pirates and privateers, and many have been sold or provided to mercenaries hired for NG coastal defense. Its waterborne weapons and its ability to go from air to underwater operations almost seamlessly make the Blue Hawk a dangerous and versatile opponent over water.
NG-X16 Midas
The NG Midas power armor suit comes from the BDJP design group, led by Perry Jones, Nolen Keith, and Andy McElvary. In some ways, it is a successor to the popular Samson. It has similar armor protection, size, and like the Samson and Delilah, is an oversized robotic suit that stands 12 feet (3.7 m) high and puts the pilot in an elevated position inside a robotic shell. The main weapon of the Midas is a long-range laser cannon on a back-mounted turret. It can target and fire via voice command from the turret or be removed from the turret by the pilot to fire as a handheld heavy weapon cabled to the armor for power. Being an energy weapon removes the need for the heavy ammo drum required by rail guns and grenade launchers. Smaller, lighter weapons are built into each forearm.
The Midas comes standard with an oversized melee weapon, typically a large Vibro-Blade, halberd pole arm or battle axe. To provide demon fighting capabilities, the blade is silver-plated. Energy connectors in the hands (something inspired from Triax armor) feed power into the giant weapon, whose tip/edges are actually huge Vibro-Blades. The setup makes the Midas an excellent all-purpose, heavy-duty assault suit capable of infantry and support operations, monster hunting and close combat, targeting and shooting down enemies and monsters with its long-range weapons before moving in for the kill. At one point it was considered for Xiticix hive raids, but its large size and long-range laser make it better suited to ground support for retreating troops leaving the hives and border defense.
Midas units are selling well on the open market, and the large Vibro-Blade weapons manufactured for them have also found a sales base amongst Combat Cyborgs, large D-Bees and customers who already have power armor suits. Sold individually, the giant combat blades cost 215,000 credits and weigh about 100 lbs (45 kg).
The Midas comes standard with an oversized melee weapon, typically a large Vibro-Blade, halberd pole arm or battle axe. To provide demon fighting capabilities, the blade is silver-plated. Energy connectors in the hands (something inspired from Triax armor) feed power into the giant weapon, whose tip/edges are actually huge Vibro-Blades. The setup makes the Midas an excellent all-purpose, heavy-duty assault suit capable of infantry and support operations, monster hunting and close combat, targeting and shooting down enemies and monsters with its long-range weapons before moving in for the kill. At one point it was considered for Xiticix hive raids, but its large size and long-range laser make it better suited to ground support for retreating troops leaving the hives and border defense.
Midas units are selling well on the open market, and the large Vibro-Blade weapons manufactured for them have also found a sales base amongst Combat Cyborgs, large D-Bees and customers who already have power armor suits. Sold individually, the giant combat blades cost 215,000 credits and weigh about 100 lbs (45 kg).
NG-X11 Delilah
The Samson is Northern Gun’s most famous and popular suit of power armor. Some insist it is every bit as iconic as the Glitter Boy. As a result, the design team spearheaded by Michael Miles, Thaddeus Ryker and Nate Wollscrah, decided to create a female power armor to complement the Samson, called the Delilah. Though originally conceived as a female gender specific armor, the final product comes in both male and female styles. The feminine Delilah model has a sleek and curvy female shape and numerous optional female cosmetic features available for customers who might want to customize their ride with feminine attributes. For example, many women pilots often adorn Delilah’s helmet with a ponytail, dreadlocks, tassels, leather strips, or a mane of synthetic hair. Additional features like rhinestones and custom paint designs are also available. Most cosmetic additions are inexpensive, costing anywhere from 50-200 credits, and custom paint jobs run 1,000-6,000 credits depending on how elaborate it may be. The male version, nicknamed “Del,” has a Triax-inspired “cyclopean” helmet design and a less curvy body, but is essentially the exact same power armor.
Though available in models for both genders, 62% of sales are the Delilah model sold to female warriors, but even a quarter of the more masculine “Del” models are purchased by women. The illustration shows the feminine model in the foreground and masculine model in the background. Both have virtually identical stats and vary only in stylization, helmet and cosmetic features.
The Delilah and Del are designed to complement and closely match the famous Samson X-9. This includes excellent running speed, jumpjet capabilities and versatility in combat. All of which also makes them suitable for fighting Xiticix and raiding hives, as well as handling most infantry and combat duty. Like the famous Samson, the Delilah and Del are all-purpose assault suits that, while designed as infantry units, function well in a wide range of combat roles: front-line infantry, infantry support, fast response, commando strikes, reconnaissance patrols, guard duty, escort duty, raids, boarding ships and amphibious operations, among others. Also like the Samson that inspired it, the Delilah is tall at nearly 10 feet (3 m) and heavily armored.
Though available in models for both genders, 62% of sales are the Delilah model sold to female warriors, but even a quarter of the more masculine “Del” models are purchased by women. The illustration shows the feminine model in the foreground and masculine model in the background. Both have virtually identical stats and vary only in stylization, helmet and cosmetic features.
The Delilah and Del are designed to complement and closely match the famous Samson X-9. This includes excellent running speed, jumpjet capabilities and versatility in combat. All of which also makes them suitable for fighting Xiticix and raiding hives, as well as handling most infantry and combat duty. Like the famous Samson, the Delilah and Del are all-purpose assault suits that, while designed as infantry units, function well in a wide range of combat roles: front-line infantry, infantry support, fast response, commando strikes, reconnaissance patrols, guard duty, escort duty, raids, boarding ships and amphibious operations, among others. Also like the Samson that inspired it, the Delilah is tall at nearly 10 feet (3 m) and heavily armored.
NG-X30 Aurora Blazer
Taking a page from Triax’s playbook and their Terrain Hopper, the Northern Gun design team spearheaded by Stewart Easton, Camryn Swalve and Glenn Francis II have created a fast, light, all-terrain power armor capable of jet propelled running and leaps, as well as amphibious operations. Like the Triax Terrain Hopper, the Aurora Blazer is able to run, leap and rocket many yards (meters), land, continue to run and rocket leap again, and repeat, to cover distances very quickly. The Aurora Blazer has even greater control than the Hopper thanks to a pair of back-mounted jet thrusters that can rotate 180 degrees and provide VTOL-style leaps straight up and down as well as across, along with jets built into the lower legs. In some ways, the actual design elements are much more reminiscent of the Coalition States’ SAMAS, without having full flight capabilities. This has led to more speculation that NG is working on creating its own version of the SAMAS in secrecy, or that it may be secretly manufacturing SAMAS for the CS. If the CS has noticed any similarities, they have not voiced any concerns.
The clever diversity of the Aurora Blazer’s thruster design is such that it has ground, limited air and sea capabilities. It can fly low to the ground for short spurts, and can swim or rocket through water at good speeds, though maximum depth is a modest 1,200 feet (366 m).
The Aurora Blazer is wonderful for reconnaissance, exploration, escort, search and rescue, and fast response, as well as hit and run raids on land and on water. It is one of NG’s newest releases but has already gotten resounding approval from mercenaries, adventurers and seafarers, especially naval forces, privateers and pirates. The Aurora Blazer’s long leaps and limited flight ability make it fantastic for boarding ships at a greater distance than in the past. The power armor is also able to dive underwater, swim to a target vessel and rocket up onto the deck from underwater without warning. In the alternative, the Aurora Blazer can cripple or sink a vessel by attacking it from underwater, as well as engage submarines and sea monsters.
The Aurora Blazer is one of fewer than a dozen power armor suits that come standard with Northern Gun’s new and experimental (many say “revolutionary”) Universal Energy Link (UEL). The UEL is an E-Clip cabled to the energy supply within the power armor. Replace a weapon’s standard E-Clip with the UEL, and it provides the weapon with unlimited firepower from within the armor itself. This gives the power armor the versatility to use almost any weapon that takes an E-Clip and give it an unlimited payload. This eliminates the worry of running out of energy ammo and the need of having to carry many E-Clips into combat. The UEL is a simple idea that is hitting the market like a thunderbolt.
In most of the new power armors that have it, the UEL and cable are kept in a compartment on the forearm or hip, but in the case of the Aurora Blazer, one UEL is located in the right shoulder and the other one in the left forearm. The compartment opens up to reveal what looks like an Energy Clip connected to an extendable cable. This universal connector is directly tied to the power armor’s energy supply via the cable. The use of the UEL powered weapon drains the power supply so it is best suited for nuclear or Solid Oxide batteries that have great energy storage. Any weapon to which it is linked has access to what is effectively unlimited power. ANY energy weapon that uses an E-Clip – long or short – can be connected to the power armor via the UEL, provided that its maximum damage capacity is 1D6x10 M.D. or less per blast (see the description below for more details). Simply remove the weapon’s normal E-Clip and insert the Universal Energy Link (UEL) into the E-Clip port, and the weapon is ready to fire. And fire. And fire. Not only does this provide an ordinary energy rifle or pistol with an unlimited payload, saving on extra E-Clips and recharging costs, but it saves on the cost of the power armor itself by eliminating the need for costly built-in weapon systems.
Most man-portable energy weapons such as rifles and pistols, including those usually reserved for Juicers, cyborgs and power armor, are within acceptable tolerances. The flexibility and range of handheld weapons available via the UEL means the Aurora Blazer can use almost ANY energy weapon made in North America as long as it is designed to be powered by an E-Clip. As long as the connecting cable is not severed (attackers are -6 to strike on a Called Shot; -10 when the power armor is moving or dodging), the weapon has an endless energy payload. Better yet, the power armor pilot can switch out his or her weapon system on the fly, trading for a more appropriate energy weapon or grabbing a gun he may have recovered from an enemy or found on the battlefield. In most cases, if the weapon takes an E-Clip, he can connect to it via the UEL and fire away.
The UEL connector junction can be adjusted slightly to fit most energy weapons made by most manufacturers in North America, including Northern Gun, the CS, Free Quebec, Wilk’s, Titan Robotics, Bandito Arms/the Black Market, Wellington, and most of the rest. It also works on most Triax (NGR), Ichto, ArmaTech Industries and H-Brand (Japan) weapons as well as Geofront (China), Warlords of Russia, and Kittani energy rifles and pistols. The UEL also fits about one third of Naruni Enterprises’ rifles and side arms!
Note: The UEL does have a few limitations. It cannot power weapons that inflict more than 1D6x10 M.D., and it can only power energy weapons. If the weapon does more damage than 1D6x10 M.D., it cannot fire when hooked to the UEL. Anything more powerful saps the system and causes it to shutdown. (See #3, Handheld Weapons, below, for more details.) Of course, it has no effect on rail guns and other projectile weapons that require physical ammunition. The greatest danger is if the cable is severed. Cut the power cord (5 M.D.C.), and the weapon is dead until repairs can be made or the UEL connector is swapped out for a traditional E-Clip with a finite payload. Most pilots keep 4-6 E-Clips on them for just such circumstances. That’s also why there is usually one UEL in each arm and
sometimes a third in one of the hips. If he has the time, a smart pilot will remove and stow the UEL back in its travel compartment before entering into melee combat, to prevent the cable from getting cut. Of course, that’s not always possible, and other times one needs the weapon to be powered and available for continued fighting. NG designers have found UELs built into the forearm are the most efficient. The cable usually runs a very sort distance between the arm and the
gun, where it is protected and barely visible. Those with cables trailing from the shoulder or hip are a bit more vulnerable, especially in hand to hand combat.
At first, power armor that came with a Universal Energy Link (UEL) met with considerable skepticism and slow sales, but as word spreads about how well it really does work, the sales of the power armor suits equipped with them have increased dramatically. A trend that is expected to continue. The UEL is especially useful for light and medium power armor that have few or no built-in weapon systems.
The clever diversity of the Aurora Blazer’s thruster design is such that it has ground, limited air and sea capabilities. It can fly low to the ground for short spurts, and can swim or rocket through water at good speeds, though maximum depth is a modest 1,200 feet (366 m).
The Aurora Blazer is wonderful for reconnaissance, exploration, escort, search and rescue, and fast response, as well as hit and run raids on land and on water. It is one of NG’s newest releases but has already gotten resounding approval from mercenaries, adventurers and seafarers, especially naval forces, privateers and pirates. The Aurora Blazer’s long leaps and limited flight ability make it fantastic for boarding ships at a greater distance than in the past. The power armor is also able to dive underwater, swim to a target vessel and rocket up onto the deck from underwater without warning. In the alternative, the Aurora Blazer can cripple or sink a vessel by attacking it from underwater, as well as engage submarines and sea monsters.
The Aurora Blazer is one of fewer than a dozen power armor suits that come standard with Northern Gun’s new and experimental (many say “revolutionary”) Universal Energy Link (UEL). The UEL is an E-Clip cabled to the energy supply within the power armor. Replace a weapon’s standard E-Clip with the UEL, and it provides the weapon with unlimited firepower from within the armor itself. This gives the power armor the versatility to use almost any weapon that takes an E-Clip and give it an unlimited payload. This eliminates the worry of running out of energy ammo and the need of having to carry many E-Clips into combat. The UEL is a simple idea that is hitting the market like a thunderbolt.
In most of the new power armors that have it, the UEL and cable are kept in a compartment on the forearm or hip, but in the case of the Aurora Blazer, one UEL is located in the right shoulder and the other one in the left forearm. The compartment opens up to reveal what looks like an Energy Clip connected to an extendable cable. This universal connector is directly tied to the power armor’s energy supply via the cable. The use of the UEL powered weapon drains the power supply so it is best suited for nuclear or Solid Oxide batteries that have great energy storage. Any weapon to which it is linked has access to what is effectively unlimited power. ANY energy weapon that uses an E-Clip – long or short – can be connected to the power armor via the UEL, provided that its maximum damage capacity is 1D6x10 M.D. or less per blast (see the description below for more details). Simply remove the weapon’s normal E-Clip and insert the Universal Energy Link (UEL) into the E-Clip port, and the weapon is ready to fire. And fire. And fire. Not only does this provide an ordinary energy rifle or pistol with an unlimited payload, saving on extra E-Clips and recharging costs, but it saves on the cost of the power armor itself by eliminating the need for costly built-in weapon systems.
Most man-portable energy weapons such as rifles and pistols, including those usually reserved for Juicers, cyborgs and power armor, are within acceptable tolerances. The flexibility and range of handheld weapons available via the UEL means the Aurora Blazer can use almost ANY energy weapon made in North America as long as it is designed to be powered by an E-Clip. As long as the connecting cable is not severed (attackers are -6 to strike on a Called Shot; -10 when the power armor is moving or dodging), the weapon has an endless energy payload. Better yet, the power armor pilot can switch out his or her weapon system on the fly, trading for a more appropriate energy weapon or grabbing a gun he may have recovered from an enemy or found on the battlefield. In most cases, if the weapon takes an E-Clip, he can connect to it via the UEL and fire away.
The UEL connector junction can be adjusted slightly to fit most energy weapons made by most manufacturers in North America, including Northern Gun, the CS, Free Quebec, Wilk’s, Titan Robotics, Bandito Arms/the Black Market, Wellington, and most of the rest. It also works on most Triax (NGR), Ichto, ArmaTech Industries and H-Brand (Japan) weapons as well as Geofront (China), Warlords of Russia, and Kittani energy rifles and pistols. The UEL also fits about one third of Naruni Enterprises’ rifles and side arms!
Note: The UEL does have a few limitations. It cannot power weapons that inflict more than 1D6x10 M.D., and it can only power energy weapons. If the weapon does more damage than 1D6x10 M.D., it cannot fire when hooked to the UEL. Anything more powerful saps the system and causes it to shutdown. (See #3, Handheld Weapons, below, for more details.) Of course, it has no effect on rail guns and other projectile weapons that require physical ammunition. The greatest danger is if the cable is severed. Cut the power cord (5 M.D.C.), and the weapon is dead until repairs can be made or the UEL connector is swapped out for a traditional E-Clip with a finite payload. Most pilots keep 4-6 E-Clips on them for just such circumstances. That’s also why there is usually one UEL in each arm and
sometimes a third in one of the hips. If he has the time, a smart pilot will remove and stow the UEL back in its travel compartment before entering into melee combat, to prevent the cable from getting cut. Of course, that’s not always possible, and other times one needs the weapon to be powered and available for continued fighting. NG designers have found UELs built into the forearm are the most efficient. The cable usually runs a very sort distance between the arm and the
gun, where it is protected and barely visible. Those with cables trailing from the shoulder or hip are a bit more vulnerable, especially in hand to hand combat.
At first, power armor that came with a Universal Energy Link (UEL) met with considerable skepticism and slow sales, but as word spreads about how well it really does work, the sales of the power armor suits equipped with them have increased dramatically. A trend that is expected to continue. The UEL is especially useful for light and medium power armor that have few or no built-in weapon systems.
NG-MRU886 Grease Monkey
Most experienced robot pilots know that the combat theater can change instantly from one moment to the next. There are times when robots and power armors are disabled, but could be right back into the action if only a minor repair could be conducted. Or worst case scenario, the robot or armor can’t get out of the combat zone due to a damaged leg servo, or shrapnel clogging up an intake valve. An NG design team led by Kevin McGoldrick, Mark Muller, Frank Stoesser and Carl Gleba came up with the answer: The Grease Monkey power armor. A mobile support unit that can conduct quick repairs in the field while under fire. The pilot can be an Operator or work under the supervision of an Operator, but should have at least some basic mechanical and electrical knowledge. These small units are lightly armed and equipped with an array of tools for field repairs. The Grease Monkey itself has the tools and is equipment to repair most everything, from basic soldering and electrical, to unjamming weapon systems, swapping out power supplies, and repairing and replacing robot limbs. Perhaps most importantly, the Grease Monkey power armor gives Operators and other field mechanics better armor protection than a suit of EBA.
The left upper leg has three two gallon (7.5 liter) tanks that wrap around from the front to side. One is industrial grease for lubrication used on robot joints; the second has an industrial solvent that is used to clean parts and remove any kind of organic compounds; the third is a liquid sealer for coolant systems that repairs any leaks in the system. Attached to each tank is a small head that can be used to spray the contents or inject it as needed. A concealed compartment in the right leg contains some common parts for power armors and more can be carried in an oversized hard-shell backpack. These are not large parts, but rather circuit boards, electronic components, microchips, fuses, and connectors to bypass wires in electric systems or for coolant and hydraulic systems. Often Operators will equip their Grease Monkey with the most common parts needed for the repair of the robots, armor and vehicles they are responsible for keeping in working order.
Built into the fingers are an array of tools and connectors. They can access the computers of different robots and download all diagnostic logs. The Grease Monkey’s computer can provide to the pilot, via the HUD (heads-up-display), a complete schematic of the damaged system and blueprints for repairs and jury-rigging. Damaged areas are indicated in flashing red, and areas of potential trouble in yellow, to get the pilot’s attention. The diagnostic computer can also be used to override various computer protocols inside robots, power armor and vehicles. This is not common, but sometimes necessary. For instance, the NG-V7 may have a problem with its gyro-balance system and the computer safety system won’t let the pilot move the robot. A Grease Monkey can talk to the computer on the NG-V7 to override that safety protocol allowing a pilot to move again. Of course there would be a the risk of possible consequences, but it is better than being stranded and a sitting duck on the battlefield.
Contained in the arms are jumper cables and a vast array of tools. Built into the chest are a pair of high-intensity spotlights with shutter- like blinds that open and close to protect the lights from dirt and damage. The helmet is jam-packed with optic systems and sensors, as well as a laser eye for cutting and soldering. Mounted on the right shoulder is a laser torch which can be used from its shoulder mounting which can rotate 360 degrees and has a 90 degree up and down arc of fire, or can be removed and used as a hand tool. Additional tools and parts can be carried in a hard-shell backpack and hand carried satchel.
If the Grease Monkey has a weakness, it is that it has no built-in weapon systems whatsoever, but then, it is not intended as a combat suit. It is a support unit operating with other combat units which need to provide it protection. A handheld energy rifle is often carried into combat by the Grease Monkey, and an energy pistol and Vibro-Knife are usually worn on a belt at the waist. It also comes with two UELs (Universal Energy Links), one in each hip, to replace the standard EClip
of conventional energy weapons or tools with unlimited energy (draws power from within the armor itself and eliminates the need to carry extra E-Clips).
The Grease Monkey was an instant hit with both military and civilian groups. It can be found amongst adventurers, combat troops, aboard ships at sea, at military bases, Black Market shops, and working at garages in cities and towns across the continent. Grease Monkeys are also used by independent shops and one- and two-man operations like towing services, where they will come to you on the outskirts of town and even deep into the wilderness to assess problems and make repairs. This is very handy for bandits and pirates who may not be in a position to drag their damaged robot or vehicle into town where the law might ask questions. Wherever a mobile garage or repair unit is needed, the Grease Monkey is likely to be there.
The left upper leg has three two gallon (7.5 liter) tanks that wrap around from the front to side. One is industrial grease for lubrication used on robot joints; the second has an industrial solvent that is used to clean parts and remove any kind of organic compounds; the third is a liquid sealer for coolant systems that repairs any leaks in the system. Attached to each tank is a small head that can be used to spray the contents or inject it as needed. A concealed compartment in the right leg contains some common parts for power armors and more can be carried in an oversized hard-shell backpack. These are not large parts, but rather circuit boards, electronic components, microchips, fuses, and connectors to bypass wires in electric systems or for coolant and hydraulic systems. Often Operators will equip their Grease Monkey with the most common parts needed for the repair of the robots, armor and vehicles they are responsible for keeping in working order.
Built into the fingers are an array of tools and connectors. They can access the computers of different robots and download all diagnostic logs. The Grease Monkey’s computer can provide to the pilot, via the HUD (heads-up-display), a complete schematic of the damaged system and blueprints for repairs and jury-rigging. Damaged areas are indicated in flashing red, and areas of potential trouble in yellow, to get the pilot’s attention. The diagnostic computer can also be used to override various computer protocols inside robots, power armor and vehicles. This is not common, but sometimes necessary. For instance, the NG-V7 may have a problem with its gyro-balance system and the computer safety system won’t let the pilot move the robot. A Grease Monkey can talk to the computer on the NG-V7 to override that safety protocol allowing a pilot to move again. Of course there would be a the risk of possible consequences, but it is better than being stranded and a sitting duck on the battlefield.
Contained in the arms are jumper cables and a vast array of tools. Built into the chest are a pair of high-intensity spotlights with shutter- like blinds that open and close to protect the lights from dirt and damage. The helmet is jam-packed with optic systems and sensors, as well as a laser eye for cutting and soldering. Mounted on the right shoulder is a laser torch which can be used from its shoulder mounting which can rotate 360 degrees and has a 90 degree up and down arc of fire, or can be removed and used as a hand tool. Additional tools and parts can be carried in a hard-shell backpack and hand carried satchel.
If the Grease Monkey has a weakness, it is that it has no built-in weapon systems whatsoever, but then, it is not intended as a combat suit. It is a support unit operating with other combat units which need to provide it protection. A handheld energy rifle is often carried into combat by the Grease Monkey, and an energy pistol and Vibro-Knife are usually worn on a belt at the waist. It also comes with two UELs (Universal Energy Links), one in each hip, to replace the standard EClip
of conventional energy weapons or tools with unlimited energy (draws power from within the armor itself and eliminates the need to carry extra E-Clips).
The Grease Monkey was an instant hit with both military and civilian groups. It can be found amongst adventurers, combat troops, aboard ships at sea, at military bases, Black Market shops, and working at garages in cities and towns across the continent. Grease Monkeys are also used by independent shops and one- and two-man operations like towing services, where they will come to you on the outskirts of town and even deep into the wilderness to assess problems and make repairs. This is very handy for bandits and pirates who may not be in a position to drag their damaged robot or vehicle into town where the law might ask questions. Wherever a mobile garage or repair unit is needed, the Grease Monkey is likely to be there.
R-050 Mole Prospecting Robot
Not everyone who wishes to hunt for gold, silver and valuable ore wants to throw away their humanity and become a Mining 'Borg or risk life and limb without armor, though many do. For them, the best option is the Mole Prospecting Robot. Bandito Arms has put all its expertise in designing mining equipment for cyborgs into the Mole robot. The actual robot design is a prototype stolen by the Black Market from Northern Gun. The Mole is heavily built with powerful robotics and heavy armor in case of cave-ins. Should the armor get trapped underground for an extended period of time, it is equipped with a rebreather/C02 scrubber, a water recycling system and a small refrigeration unit for holding food; enough to last two weeks. Due to the demands of mining, the pilot of the Mole sits at a small control console in the chest of the 'Bot. With the Mole's weight and purposeful design, the mining robot is short. squat, and ponderous, but then the Mole doesn't need to make a sneak attack on a vein of gold or to dig up coal.
While the Mole is not a combat power armor, most of its mining systems make impressive weapons if an enemy gets close enough to the Mole for them to be effective. One arm, either the right or the left, ends (no hand) in a powerful mining drill, which, in tum, is surrounded by four laser emitters. The Mole's laser cutters are used to cut through stone and steel and can fire individually, in pairs or all four. Mounted on the forearm of the mining drill arm is a hydraulic jackhammer that can extend far past the drill bit to batter stone and rock into powder. The opposite arm, left or right, from the mining drill has a modular forearm and modular hand housings that allow either of them to be swapped out for a variety of mining attachments, the same type of tools used by the Mining Cyborg, only larger (see Rifts® World Book 14: New West, page 187, for the Mining 'Borg Attachments and add 1D6 damage to the robot versions). And mounted on the back of this arm Gust above the modular housing connection) is a ferro-concrete sprayer, which can be used to spray down streams of ferro-concrete foam which starts to instantly harden (in 1D4 melee rounds) into a strong, M.D.C. structural support for reinforcing the walls and ceiling of a mine to prevent cave-ins. The Mole has everything the prospector could want in a piece of mining equipment.
While the Mole is not a combat power armor, most of its mining systems make impressive weapons if an enemy gets close enough to the Mole for them to be effective. One arm, either the right or the left, ends (no hand) in a powerful mining drill, which, in tum, is surrounded by four laser emitters. The Mole's laser cutters are used to cut through stone and steel and can fire individually, in pairs or all four. Mounted on the forearm of the mining drill arm is a hydraulic jackhammer that can extend far past the drill bit to batter stone and rock into powder. The opposite arm, left or right, from the mining drill has a modular forearm and modular hand housings that allow either of them to be swapped out for a variety of mining attachments, the same type of tools used by the Mining Cyborg, only larger (see Rifts® World Book 14: New West, page 187, for the Mining 'Borg Attachments and add 1D6 damage to the robot versions). And mounted on the back of this arm Gust above the modular housing connection) is a ferro-concrete sprayer, which can be used to spray down streams of ferro-concrete foam which starts to instantly harden (in 1D4 melee rounds) into a strong, M.D.C. structural support for reinforcing the walls and ceiling of a mine to prevent cave-ins. The Mole has everything the prospector could want in a piece of mining equipment.
Model Type: R-050- The Mole Prospecting Robot.
Class: Prospecting and Mining Powered Armor.
Crew: One.
M.D.C. by Location:
Mining Drill - 50
Hydraulic Jackhammer- 100
*Cutting Laser Emitters (4)- 15 each
* Ferro-Concrete Sprayer - 25
Ferro-Concrete Holding Tank (1; on back)- 80
Modular Forearm - 100
* Modular Hand- 45
Shoulders & Upper Arms- 150 each
Legs- 180 each
**Head (low profile)- 120
*** Main Body- 420
* 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 -4 to strike.
** Destroying the head will eliminate all forms of optical enhancement and sensory systems. The pilot must rely on his own vision and senses. In addition, all combat bonuses are lost. The head is a comparatively small, moving target and can only be hit when an opponent makes a Called Shot and even then, the attacker
is -2 to strike.
*** Depleting the M.D.C. of the main body shuts the robot down completely, making it useless.
Speed:
Running: Only 30 mph ( 48 km) maximum. Cruising speed is a more cautious 15 mph (24 km). Note that the act of running does not tire out its operator.
Leaping: Not possible.
Flight: Not possible.
Underwater Capabilities: The Mole cannot swim, but can walk along the bottom of the sea or lake bed at about 25% of its normal walking/running speed. Maximum Ocean Depth: One mile (1.6 km).
Statistical Data:
Height: 15 feet, 9 inches (4.8 m) from head to toe.
Width: 10 feet (3 m).
Length: 8 feet, 6 inches (2.6 m).
Weight: 8.4 tons.
Physical Strength: Equal to a Robotic P.S. of 40.
Cargo: Small area for the pilot's personal items, as well as a weapon bin that has room for one rifle, one pistol, light body armor and a canteen. A four gallon (15 liters) water cooler and a compact refrigerator are built into the robot.
Power System: Nuclear; average life is 20 years.
Cost: 7.9 million credits, but interchangeable mining attachments cost extra.
Sensor Systems & Features of Note: The Mole Prospecting Robot has all the standard sensors of robot vehicles.
Weapon Systems:
1. Mining Drill: In place of one of the Mole's hands and forearm (buyer's choice as to which one) is a huge, powerful drill made for making large holes (a man can fit his head into one of these holes) in rock and metal and for drilling away rock.
Primary Purpose: Mining.
Secondary Purpose: Defense.
Range: Melee combat only, with an 8 foot (2.4 m) reach.
Damage: 6D6 M.D. per strike.
Attacks per Melee Round: Each attack counts as one melee attack.
2. Hydraulic Jackhammer: Mounted on the back of the mining drill is a heavy-duty Jackhammer designed to break rock into small pieces, typically used on rock that has already been drilled in order to clear rock during mining.
Primary Purpose: Mining.
Secondary Purpose: Assault.
Range: Melee combat only, with an 9.6 foot (2.9 m) reach.
Damage: 3D6 M.D. per strike. A full melee round of rapidfire jack-hammering to a stationary target does 2D4x10+6 M.D. and may cause faults in rock and materials to crack and weaken. Note: Does half damage to M.D.C. hatches due to their armored design and locking mechanisms.
Attacks per Melee Round: Equal to the number of combined hand to hand attacks of the pilot and his Robot Piloting skill.
3. Cutting Lasers (4): There are four cutting lasers mounted equally spaced around the top and side of the mining drill. They are designed to cut through steel, roots, earth and rock. While not meant as a weapon, the cutting laser can do a lot of damage at short range.
Primary Purpose: Mining.
Secondary Purpose: Anti-Armor/Anti-Robot.
Range: Normal range as a tool is only 50 feet (15.2 m), and usually much closer. In a pinch, the lasers' range can be extended to 200 feet (61 m), but it takes two full melee rounds (30 seconds) to recalibrate them. Normally used at a range of just 10-20 feet (3-6.1 m), or less.
Damage: 2D6 M.D. per single laser, 4D6 M.D. per dual blast, 6D6 M.D. for a simultaneous triple blast and 1D4x10+4 M.D. for a quad blast. When each laser fires simultaneously at the same target it counts as one melee attack.
Rate of Fire: Single shot, but can fire simultaneously. When 2-4 lasers are fired simultaneously at the same target, it counts as one melee attack.
Payload: Effectively unlimited.
Penalty: Not designed as a weapon, -2 to strike any target beyond a range of 50 feet (15.2 m).
4. Ferro-Concrete Sprayer: The sprayer looks a lot like the nozzle of a fire hose, but sprays ferro-concrete foam from a large liquid storage tank on back of the Mole. Used for reinforcing the walls and ceiling of a mine to prevent cave-ins.
Primary Purpose: Mining.
Secondary Purpose: Defense.
Range: Only 30 feet (9.1 m)!
Damage: None, just immobilization of the target. A successful dodge means the target is not struck with the concrete. If the dodge is not successful, the victim is covered in ferro-concrete spray that hardens in four melee rounds. If allowed to harden, a single "spray" of the foam has 15 M.D.C., and can, in effect, freeze the joints of limbs, cover and block sensory arrays (they don't work), cover windows, and cover the barrel of a weapon, preventing the weapon from firing (the barrel explodes and the weapon is knocked out of use if it is tried). Frozen joints can impair (reduce by half) movement and speed of legs, immobilize arms and legs, and knock out hover jets and thrusters. None of which work until the cement can be removed, usually by chipping it away; using M.D. energy weapons or fire works faster, but half the damage inflicted also damages the robot, power armor or vehicle it is being leveled against. Magic spells that tum stone to other materials are ideal, but the material will still have to be removed, which takes 2D6 minutes. Note: The best countermeasure is to wash the concrete off within the first minute (four melee rounds) before it starts to harden. Washing it off or diving into a body of water cleans the residue off in one melee round (15 seconds).
Rate of Fire: Each use counts as one melee attack.
Payload: The sprayer holds enough ferro-concrete foam for 20 "sprays" in total. Replacement liquid foam costs 5,000 credits for another tank of 20 sprays.
Penalty: Not designed as a weapon, -3 to strike any moving or dodging target. It is designed to spray on wooden support beams, arch supports, walls, ceilings and floors as necessary.
5. Handheld Weapons: Giant sized melee weapons and wooden or iron beams, or stone may be picked up and used as weapons, but typically, no ranged weapons.
6. Hand to Hand Combat: Rather than use a weapon the pilot can engage in Mega-Damage hand to hand combat. Due to its design, use Heavy Vehicular Style Robots Training on page 352 of Rifts Ultimate Edition, plus the following and as per Robot P.S. of 40. Slow and ponderous: -3 to dodge all attacks, but no penalties to strike or parry.
Class: Prospecting and Mining Powered Armor.
Crew: One.
M.D.C. by Location:
Mining Drill - 50
Hydraulic Jackhammer- 100
*Cutting Laser Emitters (4)- 15 each
* Ferro-Concrete Sprayer - 25
Ferro-Concrete Holding Tank (1; on back)- 80
Modular Forearm - 100
* Modular Hand- 45
Shoulders & Upper Arms- 150 each
Legs- 180 each
**Head (low profile)- 120
*** Main Body- 420
* 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 -4 to strike.
** Destroying the head will eliminate all forms of optical enhancement and sensory systems. The pilot must rely on his own vision and senses. In addition, all combat bonuses are lost. The head is a comparatively small, moving target and can only be hit when an opponent makes a Called Shot and even then, the attacker
is -2 to strike.
*** Depleting the M.D.C. of the main body shuts the robot down completely, making it useless.
Speed:
Running: Only 30 mph ( 48 km) maximum. Cruising speed is a more cautious 15 mph (24 km). Note that the act of running does not tire out its operator.
Leaping: Not possible.
Flight: Not possible.
Underwater Capabilities: The Mole cannot swim, but can walk along the bottom of the sea or lake bed at about 25% of its normal walking/running speed. Maximum Ocean Depth: One mile (1.6 km).
Statistical Data:
Height: 15 feet, 9 inches (4.8 m) from head to toe.
Width: 10 feet (3 m).
Length: 8 feet, 6 inches (2.6 m).
Weight: 8.4 tons.
Physical Strength: Equal to a Robotic P.S. of 40.
Cargo: Small area for the pilot's personal items, as well as a weapon bin that has room for one rifle, one pistol, light body armor and a canteen. A four gallon (15 liters) water cooler and a compact refrigerator are built into the robot.
Power System: Nuclear; average life is 20 years.
Cost: 7.9 million credits, but interchangeable mining attachments cost extra.
Sensor Systems & Features of Note: The Mole Prospecting Robot has all the standard sensors of robot vehicles.
Weapon Systems:
1. Mining Drill: In place of one of the Mole's hands and forearm (buyer's choice as to which one) is a huge, powerful drill made for making large holes (a man can fit his head into one of these holes) in rock and metal and for drilling away rock.
Primary Purpose: Mining.
Secondary Purpose: Defense.
Range: Melee combat only, with an 8 foot (2.4 m) reach.
Damage: 6D6 M.D. per strike.
Attacks per Melee Round: Each attack counts as one melee attack.
2. Hydraulic Jackhammer: Mounted on the back of the mining drill is a heavy-duty Jackhammer designed to break rock into small pieces, typically used on rock that has already been drilled in order to clear rock during mining.
Primary Purpose: Mining.
Secondary Purpose: Assault.
Range: Melee combat only, with an 9.6 foot (2.9 m) reach.
Damage: 3D6 M.D. per strike. A full melee round of rapidfire jack-hammering to a stationary target does 2D4x10+6 M.D. and may cause faults in rock and materials to crack and weaken. Note: Does half damage to M.D.C. hatches due to their armored design and locking mechanisms.
Attacks per Melee Round: Equal to the number of combined hand to hand attacks of the pilot and his Robot Piloting skill.
3. Cutting Lasers (4): There are four cutting lasers mounted equally spaced around the top and side of the mining drill. They are designed to cut through steel, roots, earth and rock. While not meant as a weapon, the cutting laser can do a lot of damage at short range.
Primary Purpose: Mining.
Secondary Purpose: Anti-Armor/Anti-Robot.
Range: Normal range as a tool is only 50 feet (15.2 m), and usually much closer. In a pinch, the lasers' range can be extended to 200 feet (61 m), but it takes two full melee rounds (30 seconds) to recalibrate them. Normally used at a range of just 10-20 feet (3-6.1 m), or less.
Damage: 2D6 M.D. per single laser, 4D6 M.D. per dual blast, 6D6 M.D. for a simultaneous triple blast and 1D4x10+4 M.D. for a quad blast. When each laser fires simultaneously at the same target it counts as one melee attack.
Rate of Fire: Single shot, but can fire simultaneously. When 2-4 lasers are fired simultaneously at the same target, it counts as one melee attack.
Payload: Effectively unlimited.
Penalty: Not designed as a weapon, -2 to strike any target beyond a range of 50 feet (15.2 m).
4. Ferro-Concrete Sprayer: The sprayer looks a lot like the nozzle of a fire hose, but sprays ferro-concrete foam from a large liquid storage tank on back of the Mole. Used for reinforcing the walls and ceiling of a mine to prevent cave-ins.
Primary Purpose: Mining.
Secondary Purpose: Defense.
Range: Only 30 feet (9.1 m)!
Damage: None, just immobilization of the target. A successful dodge means the target is not struck with the concrete. If the dodge is not successful, the victim is covered in ferro-concrete spray that hardens in four melee rounds. If allowed to harden, a single "spray" of the foam has 15 M.D.C., and can, in effect, freeze the joints of limbs, cover and block sensory arrays (they don't work), cover windows, and cover the barrel of a weapon, preventing the weapon from firing (the barrel explodes and the weapon is knocked out of use if it is tried). Frozen joints can impair (reduce by half) movement and speed of legs, immobilize arms and legs, and knock out hover jets and thrusters. None of which work until the cement can be removed, usually by chipping it away; using M.D. energy weapons or fire works faster, but half the damage inflicted also damages the robot, power armor or vehicle it is being leveled against. Magic spells that tum stone to other materials are ideal, but the material will still have to be removed, which takes 2D6 minutes. Note: The best countermeasure is to wash the concrete off within the first minute (four melee rounds) before it starts to harden. Washing it off or diving into a body of water cleans the residue off in one melee round (15 seconds).
Rate of Fire: Each use counts as one melee attack.
Payload: The sprayer holds enough ferro-concrete foam for 20 "sprays" in total. Replacement liquid foam costs 5,000 credits for another tank of 20 sprays.
Penalty: Not designed as a weapon, -3 to strike any moving or dodging target. It is designed to spray on wooden support beams, arch supports, walls, ceilings and floors as necessary.
5. Handheld Weapons: Giant sized melee weapons and wooden or iron beams, or stone may be picked up and used as weapons, but typically, no ranged weapons.
6. Hand to Hand Combat: Rather than use a weapon the pilot can engage in Mega-Damage hand to hand combat. Due to its design, use Heavy Vehicular Style Robots Training on page 352 of Rifts Ultimate Edition, plus the following and as per Robot P.S. of 40. Slow and ponderous: -3 to dodge all attacks, but no penalties to strike or parry.
- Restrained Punch: 1D4 M.D.
- Full Strength Punch: 2D6 M.D.
- Power Punch: 4D6 M.D., but it counts as two attacks.
- Kicks and Leap Kicks: Not possible.