Capítulo 4. Análisis del caso
4.2 Producción de bioetanol a partir del sorgo
Class: Armored Infantry Assault Suit with Xiticix-fighting capabili-
ties.
Crew: One.
M.D.C. by Location:
* Head – 80
* Head Laser (1, top) – 20 * Head Searchlights (2) – 10 each
* Shoulder Armored Weapon Housings (2) – 50 each
* Shoulder Plasma Ejector (1, right, inside Shoulder Housing) – 25
* Shoulder Ion Blaster (1, left, inside Shoulder Housing) – 20 Arms (2) – 60 each
* Forearm Mantis Blades (2, large) – 100 each Legs (2) – 110 each
* Leg Thrusters (4) – 12 each
* Main Jump Jets/Thrusters (4, back) – 35 each * Booster Jets (2, lower back) – 15 each ** Main Body – 195
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” and even then he is -4 to strike.
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 me- lee round and all bonuses are reduced by half.
The destruction of each thruster reduces maximum thruster as- sisted leaping distance and Power Jumping Travel by 20%. De- stroy all four and speed and distance are reduced by 60% and underwater rocket speed is eliminated; must physically swim.
** Depleting the M.D.C. of the main body will shut the ve- hicle down completely, making it useless.
Speed:
Running: 50 mph (80 mph) running at top speed. The act of running at top speed tires out the operator, but at 25% of the usual fatigue rate. However, running at 35 mph (56 km) or less, the operator tires at only 10% the usual rate. Also see Power Jumping Travel, below.
Leaping: A leap unassisted by any thrusters can reach 15 feet (4.6 m) straight up or across; increase by 50% with a running start.
A leap assisted by the leg thrusters only can reach 30 feet (9.1 m) high or across; increase by 50% with a running start (45 feet/13.7 m). VTOL Leaps Upward: The main back thrusters are designed for an- gled and straight up and down leaps. A full jet thruster assisted leap from a stationary position or a running start can propel the Mantis power armor upward or lengthwise 200 feet (61 m). The Mantis has better control of its leaps than power armor like the Lynx, so once hurling upward or forward, it can adjust its angle of trajectory and slow its descent easily. Unlike the Lynx, however, the Mantis can- not bounce off neighboring buildings and structures to propel itself higher, but it can climb using its hands or Mantis Blades. It can also leap upward, or up and forward, to try to snare or slash at low-flying enemies such as the Xiticix, flying or leaping power armor, rocket bikes and aircraft.
Power Jumping Travel: 90 mph (144 km). The integrated jet thrusters with VTOL capabilities give the Mantis good speed and versatility.
Also known as “jet propelled running,” power jumping travel requires the power armor pilot to run, jump (soaring upward and forward), land, and repeat. The height of the leap is controlled by the
pilot and generally ranges between 20-50 feet (6.1 to 15.2 m) during high-speed travel. By leaping, landing, and continuing to run sev- eral yards/meters and power leaping again – like a Jackrabbit – the Mantis can maintain a good ground speed of 90 mph (144 km), even through light forest and across uneven ground. Reduce speed by 50% when traveling through dense vegetation, deep mud or snow, very rocky or unstable ground, vertical inclines and similar hazardous and extreme terrain. This speed can be maintained for hours, until the power armor pilot needs to stop and rest.
Directional control by the pilot is good, and he can slow the leap, change trajectory and even stop himself in mid-leap (dropping to the ground) without too much effort. The main downside to Power Jump- ing Travel is the noise the power armor makes crashing through the underbrush or across the ground. There is no way around it. Running and leaping through trees and underbrush makes a lot of noise, alert- ing predators and the enemy to the character’s location and direction of travel. It also reduces the pilot’s vision and awareness. (Penalties:
-3 on initiative, -3 on Perception Rolls, and -1 to strike, parry and dodge due to obscured vision, noise and rate of travel. Note: This
penalty does NOT apply to leaping down open streets, across roof- tops or bouncing off of buildings.) Even just running across open ground, the power armor sounds like the thundering hooves of one or more horses. Just like anyone else, to be stealthy, the wearer of Mantis power armor must move slowly and deliberately to be quiet and sneaky.
Cat-Like Landings from Great Heights: The thruster jet system is able to slow the wearer’s descent from considerable heights of up to 800 feet (244 m) and land on its feet like a cat. Anyone carried in the suit’s arms also lands safely and unharmed, and if the arms are empty, the Mantis can hit the ground running or leaping.
Drops from heights greater than 800 feet up to 1,200 feet (244 to 366 m) are trickier. The power armor is likely to survive the landing but may take damage. Roll 1D20 to determine the success of the
landing. On a roll of 1-10 the suit hits the ground hard, takes 1D4x10
M.D. and the operator loses 1D4 melee actions/attacks before he is back up on his feet. On a roll of 11-20 the pilot sticks the landing,
and can continue to move/jump/run without damage or delay. Drops from greater heights are not possible without potentially life threatening damage: 3D4x10 M.D. to the power armor, 1D4x10 S.D.C./Hit Point damage to the wearer inside the armor, and the op- erator is stunned for 1D4 melee rounds before he recovers from the fall and is able to take action again.
Flying: Not possible. The Mantis is a running and leaping machine, it is not built for flight and cannot fly. Even hovering above ground cannot be maintained for more than 1D4 melee actions (3-15 sec- onds) before the suit becomes wobbly and quickly drifts down to the ground.
Water: The Mantis is not designed for use in the water and cannot swim. However, it can travel underwater using its jet thrusters at a maximum speed of 12 mph (19 km/10.4 knots), or it can walk along the bottom at 6 mph (9.6 km/5 knots). Maximum depth is 800 feet (244 m).
Special Bonuses of the Mantis Power Armor: +2 to parry, +2 to au- tomatic dodge, +1 to disarm, and +1 to pull punch.
Statistical Data:
Height: Man-sized at 6 to 7.6 feet (1.8 to 2.3 m). Width: 2.4 to 3 feet (0.73 to 0.9 m).
Length: 3 feet (0.9 m). Weight: 485 lbs (218 kg).
Physical Strength: Robot P.S. of 30.
Cargo: None, other than what it might carry in pouches on a belt. Cannot wear a backpack.
Power System: Nuclear; average energy life is 12 years. Solid Oxide and electric battery versions are also available.
Cost: 2.3 million credits for nuclear, 1.9 million Solid Oxide and 1.4 million credits for electric.
Weapon Systems:
1. Vibro-Mantis Blades (2): The Mantis’ namesake close combat
weapons are its two, large, slashing Vibro-Blades, one per fore- arm. The scythes are used to slash, impale and sever just like a pair of Samurai swords, but can also be used like climbing picks to scale vertical surfaces and ceilings like an insect, impale and even cut like scissors if the target gets caught between the blade and the armor’s forearm. They are reinforced with hydraulic supports, giving the large blades excellent support and power. Though de- signed with swordplay and sabotage in mind, given enough time, the blades can cut or chop through most Mega-Damage struc- tures, including, the walls of Xiticix hives and bunkers, cockpits, hatches, and ship hulls.
The Mantis Blades are sharp on both sides and are 4 feet (1.2 m) long. In the locked, praying position, the blades are extended away from the arms and available to slash, slice and chop oppo- nents to shreds like a scythe. Those pilots with martial arts train- ing often look more like ballet dancers who use spins, leaps and pirouettes with the flashing blades of both arms to parry and slice their enemies to pieces. A back arm thrust can just as easily stab an enemy or sweep his feet out from under him to give the Mantis an opening for a downward killing or impaling stroke.
The Praying Mantis leap strike is almost a thing of macabre beauty in motion. The wearer of the armor leaps up into the air (jump jet assisted if necessary), his hands raised above his head in the “praying” position, the Mantis Blades extended from the forearms and pointed downward in the classic position of the in- famous insect before it is about to seize its prey. The Mantis pilot has several attack options at this point. The classic move against a giant robot opponent is to land on top of it and slash downward, impaling the twin blades in a power leap/power sword strike move to inflict serious damage to the head, shoulder, or a weapon system, sensor array, or other key component on the giant robot’s back or shoulders. Another is to leap in such a way that the Mantis drops down right in front of the giant opponent, slashing down the front of it and then either flipping an arm blade up to strike a head, chest or shoulder target, or turning and slashing down to take off a hand or target a forearm weapon. Another option in a Praying Mantis power leap strike is to come down behind the giant robot to slash or chop at a weapon system, sensor array, backpack, jet thrusters, or other targets mounted on the back. Then bound back up to hit it again or target the head or shoulders.
In battle, squads of Mantis-clad soldiers can be seen outrun- ning, catching up to and leaping up onto the backs of giant robots, tanks and other armored vehicles, and ripping them to shreds in a whirlwind of melee combat.
Primary Purpose: Assault and Anti-Armor. Secondary Purpose: Sabotage and Climbing.
Range: 3-4 feet (0.9 to 1.2 m) beyond arm’s reach depending on the configuration of the blades.
Mega-Damage: The Robot P.S. of 30 has been included in all dam- age numbers.
Restrained Slash/Cutting Action – 1D6 M.D. Full Strength Slash/Cutting Action – 3D6 M.D.
Full Strength Double Slash with Both Blades Simultaneously – 6D6 M.D., but counts as two melee attacks.
Full Strength Double Stab with Both Blades Simultaneously – 1D4x10+2 M.D., but counts as two melee attacks and the Mantis cannot parry for one melee action immediately thereafter.
Power Stab/Impalement (one blade) – 1D4x10+6 M.D., but counts as two melee attacks and the Mantis cannot parry for one me- lee action immediately thereafter. Note: A power stab is not possible
with both blades simultaneously.
Praying Mantis Leap Strike to Cut/Slash (special) – 4D6 M.D. Praying Mantis Spinning Leap Strike to Cut/Slash (special)
– 5D6 M.D.
Praying Mantis Power Stabbing Leap Strike (special) –
1D6x10+3 M.D., but counts as three melee attacks and the Mantis cannot parry for one melee action immediately thereafter.
Praying Mantis Scissor Strike/Pinning Attack (serrated edge; special) – 3D6 M.D. With the “Mantis Blades” extended away from
the forearm in the classic “praying” position (the default stance of most pilots), it can hook hoses, cables gun barrels and similar narrow targets, and close shut (the blade snapping shut against the back of the forearm) in a scissor-like motion to cut or hold tight to the item. Damage is less (3D6 M.D.), but is likely to slice through hoses, rope, wooden branches, etc. Any gun barrel, hand or arm of a man-sized adversary caught in the scissor strike takes the 3D6 M.D. damage and remains pinned/held by the Mantis until the pilot releases him by opening the “scissors,” or the limb or item is cut off, or the opponent manages to pull the locked blade open or gets the pilot to release him. Note: Pulling a limb or weapon down and across the blade is
impossible, as the serrated teeth on the inner side of the blade catch and hold its victim in place. Tugging to pull it out does 1D6 M.D. per each tugging action. Increase tugging damage to 3D6 M.D. if the victim pulls very hard (most or all of his P.S.); and a few hard tugs may cut it right off at the blade edge. Much like the jaws of an alliga- tor, the only way to avoid further damage (other than the Mantis pilot releasing his grip) is to have one or more other very strong people grab hold and pull the blade out from the forearm. This is really only possible when the Mantis operator has been restrained. But they too are going to take 3D6 M.D. if they grip by the blade’s edge (and where else is there to get a handhold?).
Praying Mantis Lock Grip (special) – Very similar to the scis-
sor strike/pinning attack, except that the power armor pilot grabs onto a giant limb, wing, strut, etc. and hangs on for dear life. The serrated end of the blade digs into the armor and secures the hold. Trying to shake or pull the Mantis off inflicts 1D6 M.D. to whatever the armor has latched onto. Shaking hard does 3D6 M.D. but has a 01-35% chance of shaking the Mantis loose with each attempt (roll percentile dice). The pilot can also use the Mantis Blades to latch onto another power armor or man-sized opponent (Xiticix, etc.) in a wrestling style hold around the neck, arms, shoulders, leg, etc., and hold tight. Again, each attempt to pull or roll free inflicts 1D6 M.D.
Also see Hand to Hand Combat.
2. NG-L133 Head Laser: Mounted on the central crown of the ro-
bot’s helmet is a light laser used to cut out and destroy targeted sensors, cameras and weapon systems of the enemy, as well as general combat. This gives the pilot a hands free weapon and also serves as a ranged weapon for defense against the enemy. Primary Purpose: Cutting and Anti-Weapon Systems. Secondary Purpose: Anti-Personnel, Assault and Defense. Range: 1,200 feet (366 m).
Mega-Damage: 2D6 M.D. per single shot.
Rate of Fire: Each blast counts as one melee attack.
Payload: Effectively unlimited for nuclear and Solid Oxide models; 70 blasts per charge for electric battery.
3. NG-I233 Ion-Pulse Blaster: Mounted in an armored shoulder
housing that protects and conceals the weapon when it is not in
use, the I233 ion blaster is one of the Mantis’ two relatively long- range weapons. It is used as needed to fire upon enemies at a distance, as well as to destroy or cut out weapon systems, sensor clusters and so on. It can only shoot forward, but has a 45 degree up and down arc of fire.
Primary Purpose: Cutting and Anti-Weapon Systems. Secondary Purpose: Anti-Personnel, Assault and Defense. Range: 1,000 feet (305 m).
Mega-Damage: 3D6 M.D. per single shot.
Rate of Fire: Each blast counts as one melee attack.
Payload: Effectively unlimited for nuclear and Solid Oxide models; 45 blasts per charge for electric battery. There is an E-Clip port for the battery model of the armor, providing an additional 10 blasts.
4. NG-PL333 Plasma Ejector: Mounted in an armored shoulder
housing that protects and conceals the weapon when it is not in use, the PL333 plasma ejector gives the Mantis a big punch at close range when it is needed. 1-3 blasts should destroy most sen- sor clusters, cameras and small weapon turrets, and provides a heat/fire-based weapon to use against monsters and animals fear- ful or vulnerable to it. It also comes in handy when grappling with a more powerful opponent, giving him quite a surprise when the blaster opens fire at point-blank range. The plasma ejector can ro- tate 360 degrees, but only has a 20 degree up and down arc of fire. Primary Purpose: Cutting and Anti-Weapon Systems.
Secondary Purpose: Anti-Personnel, Assault and Defense. Range: 100 feet (30.5 m).
Mega-Damage: 5D6 M.D. per blast.
Rate of Fire: Each single blast counts as one melee attack.
Payload: Effectively unlimited for nuclear and Solid Oxide models; 15 blasts per charge for electric battery model. Has three E-Clip ports built into the weapon for the electric battery version to provide a larger payload: 5 blasts per standard E-Clip, that’s 15 for three E- Clips.
5. Hand to Hand Combat: Rather than use a weapon, the pilot
can engage in Mega-Damage hand to hand combat. See Basic or
Elite Ground-Based Power Armor Training on page 351 or 352
of Rifts® Ultimate Edition. Damage is based on the Robotic
P.S. of 30. Note: See #1 Mantis Blades for devastating cutting
and stabbing damage from the Blades. What follows below are BLUNT attacks.
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.
6. Sensors and Features of Note: All standard features plus the fol-
lowing.
Helmet Multi-Optics System: The Mantis’ helmet contains a wide range of optical enhancements: Passive nightvision (light amplification; range 1,600 feet/488 m), 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 thermal optics (can see heat signatures; range 1,000 feet/305 m).
Helmet Searchlight (5 M.D.C.): Mounted on the temples on each side of the head is a small searchlight. One is conventional light while the other is an infrared beam of light. Each points wherever the wearer of the suit looks and has a range of 200 feet (61 m), but can turn up and down 30 degrees.
Helmet Voice Modulation: The mouthpiece of the helmet includes a built-in loudspeaker to serve as a bullhorn, language translator and voice modulator (changes/disguises the wearer’s voice; 20 different variations).