Capítulo 3. Estado del arte
3.3 Producción de bioetanol
3.3.2 Segunda generación
Model Type: NG-JK1, Models A or B. The 1B model is 10% larger
with a little more armor protection and limited hover flight capabili- ties.
Class: Assault Exoskeleton. Crew: One.
M.D.C. by Location: Numbers in parentheses are for the NG-JK1B,
the more expensive and heavily armored model.
Chest Plates/Grenade Launchers (4) – 90 each (120 each) Laser Guns (2, one on each side) – 25 each (30 each) Particle Beam Guns (2, one on each side) – 30 each (40 each) * Head – 60 (75)
* Collar – 90 (110)
Arms (2) – 90 each (120 each)
* Forearm Guns (2) – 30 each (50 each) * Robot Weapon Arms (4) – 50 (60 each) Legs (2) – 100 each (130 each)
** Computer & Sensor Cluster (1, behind the head) – 80 (90) *** Main Body – 170 (210)
* Destroying the head of the power armor will eliminate all forms of optical enhancement and pilot sensory systems. The pi- lot must now rely on his own human vision and senses. No power armor combat bonuses to strike, parry and dodge, and reduce the computer’s number of attacks (8) to six, but the computer remains intact and operational. Striking the head requires a “Called Shot” at -4 to strike.
** Destroying the targeting computer and sensors will nullify all the special anti-Juicer advantages, reducing the computer’s number of attacks per melee (8) to zero! The pilot must now con- trol the four guns himself and each such use/attack counts as one of his own. The computer is a small target, requiring a Called Shot at -4 to strike.
*** Depleting the M.D.C. of the main body shuts the armor down completely, making it useless.
Speed:
Running: 90 mph (144 km) maximum. Note that the act of running does tire out its operator, but at 20% of the usual fatigue rate. Run- ning at speeds below 50 mph (80 km) tires the wearer at 10% the usual fatigue rate.
Leaping: Leaps by the JK1A, without thruster assistance, can be made up to 25 feet (7.6 m) high and 30 feet (9.1 m) across. Increase distance by 30% with a running start.
The JK1B can make the same leaps as the JK1A, above. How-
ever, it can also use its built-in thrusters to propel it 100 feet (30.5 m) high or across without actually attaining flight.
Flying: None for the earthbound JKlA.
The JKlB has thrusters built into the upper back, under the col-
lar (70 M.D.C.), that enable the armor to hover and fly in short, five minute bursts. Maximum speed is 100 mph (160 km) and maximum altitude is a mere 300 feet (91.4 m).
Cat-Like Landings from Great Heights (JK1B ONLY): The Juicer Killer “1B” model with flight and jump jets can drop or leap down, using its back thrusters to land without risk of damage from heights as great at 400 feet (122 m). The power armor uses its thrusters to slow its descent, landing softly on its feet and ready for action. Re- duce this height by half if the main, back thruster system is destroyed. Drops from heights greater than 400 feet (122 m) up to 800 feet (244 m) are trickier. The JK1B is likely to survive the landing but may take damage. Roll 1D20 to determine the success of the land-
ing. On a roll of 1-10 the suit hits the ground hard, takes 5D6 M.D.
and the operator loses 1D4 melee actions/attacks before he’s 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 operator is stunned for 1D4 melee rounds before he recovers from the fall and is able to take action again.
Flying: Not possible.
Water: The Juicer Killer is not designed for use in the water and cannot swim. However, it can walk along the bottom at 10 mph (16 km/8.6 knots). Maximum depth is 500 feet (152 m).
JK1A Penalties: The JK1A is top- and back-heavy, which inflicts the
following penalties: -20% to skills such as Acrobatics, Gymnastics, Prowl and Swim, and -1 on Perception Rolls, -1 on initiative, -1 to dodge and -1 to roll with impact.
JK1B Penalties: The limited hover and flight capabilities of the
JK1B mitigate some of the penalties to a degree: -10% to skills such
as Acrobatics, Gymnastics, Prowl and Swim, and -1 on Perception Rolls, -1 on initiative and -1 to dodge.
Statistical Data:
Height: 7 feet (2.1 m). Width: 4.5 feet (1.37 m). Length: 4 feet (1.2 m). Weight: 250 lbs (112.5 kg).
Physical Strength: Equal to a P.S. 30. Cargo: None.
Power System: Nuclear; average energy life is 15 years.
Cost: The following prices are what stolen and refurbished JKs sell for on the Black Market. 3.6 million credits for a new, undamaged suit of JKlA armor. The more advanced JK1B model costs 4.4 mil- lion credits. Reduce the price by 1.5 million credits if the targeting computer is not included in the package.
The Juicer Killer is made exclusively for the Coalition Army and it is never sold to anyone else on the open market by NG. Only
Northern Gun is allowed to make a small number for themselves for their own defense. All such units are locked away as part of the nation’s secret military defense force, and not likely to be revealed unless the nation falls under attack by a persistent enemy in a pro- longed war.
Weapon Systems:
1. Weapon Arms (4): The Juicer Killer has FOUR weapon arms.
The top two, double-barreled guns are laser weapons, and the lower, single-barrel weapons are particle beam. The combination provides a variety of range and firepower.
The Enemy Reflex Targeting and Response Computer System (ER- TRCS): The most advanced system in the Juicer-Killer is a high- speed, computerized recognition and targeting system. When an en- emy is identified – in this case, Juicers, Crazies and other augmented humans, as well as mutants and D-Bees known for their fast reflexes, speed and number of melee attacks – the weapon arms lock in on the target and go ready for immediate action. If the pilot has the weapon arms on “ready assault” they will immediately engage and fire upon the target. In “alert mode” the weapons target and train on the enemy but remain in a standby position, attacking only on the following conditions: 1. Commanded to attack specified targets. 2. The power armor pilot attacks and the weapon arms follow his lead, firing at the same target or engaging the next most threatening targets. 3. The unit is attacked and the weapon arms immediately respond with lethal force. If attacked first, the weapon arms fire upon the attackers and any other obvious threat.
The combination of cameras, sensors, recognition system, ad- vanced combat computer and the actions of the armor’s wearer en- ables the four weapon arms to instantly and continuously respond to aggressors, gunning them down with deadly efficiency until the armor’s operator orders them to stop. This often makes the weapon arms seem to respond as if by reflex. Furthermore, the recognition system will identify common features (uniforms, patches, symbols, even tattoos and other thematic elements) to surmise that those with similar features and markings are part of the same “enemy group” and fire upon them at the slightest hostile gesture. The computer rec- ognition and targeting system will track an enemy target relentlessly, focusing either two or four guns on it. If there are multiple “aggres- sors” the attacks of the weapon arms may be divided between them, up to a maximum of four different targets. Regardless of who the weapon arms may be firing at, the power armor pilot may engage one of them or his own specific target or take other action (leap, dodge, charge forward, retreat, etc.). In the alternative, the power armor pilot can direct each arm to fire at a specified target or all, pilot included, can fire upon the same ONE. This is how the suit is, in part, designed to compensate for the speed and ferocity of Juicers and similar beings, by having more attacks and, therefore, more chances to hit, injure and pacify the target.
Against Juicers, Crazies, and similar beings, the ERTRCS neu- tralizes their automatic dodge. The speedy augmented character gets all of his usual bonuses, including his bonus to dodge, but each
dodge counts as one melee attack/action. This is because 2-4 of the
weapon arms will relentlessly track and fire upon him fast enough to force the Juicer to take evasive action and make much broader and decisive moves, thereby losing a melee attack.
ERTRCS Recognition System: The computer can track via its sen- sors and its array of concealed cameras (two in each weapon arm, two in the helmet, several scattered across the massive “collar,” in- cluding the back and sides), and attack as many as FOUR targets si- multaneously. However, to maximize the effectiveness of the weap- on arms, attacks are usually divided in pairs to have two weapon arms firing upon two different targets or all four firing upon the one,
most immediate and threatening target. It is programmed to identify 4,000 different enemy targets, including all known Juicers, Crazies, fast D-Bees such as the Quick-Flex Aliens, the common armors and power armors they wear, known group insignias/colors, as well as fast monsters and supernatural beings such as vampires and other notable and dangerous beings and outlaws. Maximum sensor and camera range is 5,000 feet (1,524 m).
Weapon Arm Attacks per Melee: 8; two per each weapon arm per melee round. If a pair of weapon arms is aimed at the same target simultaneously (a standard tactic) the player may elect to roll for each one separately (one may hit and one may miss) or roll once for both weapon arms (either both hit or both miss). The player must announce his intentions to roll for each or both with one roll before he rolls to strike. If an attacker should destroy one weapon arm, the power armor loses the two melee attacks from that weapon.
Note: The computer’s independent actions frees the power armor
pilot to engage in his own attacks or melee actions while the weapon arms attack. All of the pilot’s usual number of attacks inside power armor apply as usual. So if he has six attacks per melee round, he can continue to fight even after the weapon arms have expended theirs and stop shooting.
Weapon Arm Combat Bonuses: +2 on initiative and +1 to strike, +1 on an Aimed/Called Shot, and +2 to dodge an incoming attack directed at it. These bonuses do not apply if the pilot puts them un- der his manual control. An option that is seldom used, as each shot counts as one of the pilot’s combined attacks. Each weapon can ro- tate 180 degrees up, down and sideways.
Glitches and Penalties: If the computer and sensor array, located above and behind the head of the pilot, loses half or more of its 80 or 90 M.D.C., one of the following may happen. Roll again for each additional 20 points of damage.
01-40 One weapon arm falls temporarily offline and does not fire as expected. The pilot loses the two attacks for that gun for one entire melee round (15 seconds), until it comes back online.
41-60 Sensor and tracking failure, reduce strike bonuses by half. 61-80 Sensor and tracking hiccup, no initiative bonus.
81-00 Does not respond to the power armor pilot’s commands for one melee round (15 seconds), selects its own target and fires upon it. The recognition system remains working so this should be an “en- emy” target, but it is possible that the attack is leveled at someone the pilot wants to take alive but the blast kills him, or the attack might be leveled against an ally or innocent bystander mistaken as a hostile.
Laser Weapon Arms (2): These two guns are mounted on the
sides of the heavy collar and are a bit higher and set back than the particle beam gun arms.
Primary Purpose: Anti-Augmented Human and Anti-Personnel. Secondary Purpose: Defense.
Range: 4,000 feet (1,219 m).
Mega-Damage: 3D6 M.D. per single blast from one barrel or 6D6 M.D. per simultaneous double blast from both barrels at the same target from ONE weapon arm. Note: Though 2-4 of the weapon arms
can target and fire upon the same target, they can NOT be linked to all fire at the same target simultaneously. Each blast from each arm counts as ONE melee attack. Roll for each attack from each weapon arm (two each per melee).
Rate of Fire: Each weapon arm has TWO attacks per melee round. This is in addition to the attacks of the pilot wearing the power ar- mor.
Payload: Effectively unlimited. Wired into the power supply of the power armor.
Particle Beam Guns (2): The lower two weapon arms are particle
beam guns that have a much shorter range but increased firepower. Primary Purpose: Anti-Armor.
Secondary Purpose: Defense. Range: 1,600 feet (488 m).
Mega-Damage: 5D6+6 M.D. per single blast from one weapon arm.
Note: Though 2-4 of the weapon arms can target and fire upon the
same target, they can NOT be linked to all fire at the same target simultaneously. Each blast from each arm counts as ONE melee at- tack. Roll for each attack from each weapon arm (two each per me- lee).
Rate of Fire: Each weapon arm has TWO attacks per melee round. This is in addition to the attacks of the pilot wearing the power ar- mor.
Payload: Effectively unlimited. Wired into the power supply of the power armor.
2. Grenade Launchers (4): These four grenade launchers are built
into the chest plates of the armor. They are used to clear out en- emy infantry, to cover one’s retreat with smoke, or with riot con- trol/tear gas. This weapon can only be used by the pilot.
Primary Purpose: Anti-Personnel. Secondary Purpose: Defense. Range: 1,200 feet (366 m).
Mega-Damage: Varies with grenade type.
Rate of Fire: One at a time, or volleys of two or four grenades. Payload: 80 grenades total; 20 per launcher.
3. Forearm Mini-Rail Guns (2): Two double-barreled mini-rail
guns are built into each forearm. The pilot can fire one at a time, or aim both arms at a target and fire simultaneously, but such a tactic counts as two melee actions/attacks. These weapons can only be used by the pilot.
Primary Purpose: Anti-Personnel. Secondary Purpose: Anti-Armor. Range: 2,000 feet (610 m).
Mega-Damage: 2D6 M.D. per short burst (one arm) or 4D6 M.D. for both arms combined (counts as two melee attacks).
Rate of Fire: Short bursts only. Payload: 40 short bursts per forearm.
4. Pilot’s Weapon: The P.A. pilot can carry and use one or two
handheld weapons in addition to the weapon systems of the suit.
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. The extra attacks provided by this
training counts toward the attacks of the pilot. Each of the four arms has two attacks per melee round independent of those of the pilot. Damage is based on the Robotic P.S. of 28.
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.
7. Sensor Systems & Features of Note: All those standard for pow-
er armor, plus the ERTRCS described previously.