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Class: Armored Flying Infantry Assault Suit. Crew: One.

M.D.C. by Location:

Shoulder Wings (2) – 45 each Main Rear Jets (2) – 50 each Rocket Booster (1; lower) – 60

* Lower Maneuvering Jets (3) – 20 each * Hands (2) – 15 each

Arms (2) – 50 each Legs (2) – 90 each NG-202 Rail Gun – 50 Ammo Drum (rear) – 30 * Forearm Blades (2) – 25 each

* Forearm Mini-Missile Launcher or Laser (1 or 2) – 15 each * Wing Mounted Mini-Missiles (12) – 10 each

* Head – 65 ** Main Body – 192

* All areas that are marked with a single asterisk are small and difficult targets to hit. They can only be hit when an attacker makes 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.

** Depleting the M.D.C. of the main body will shut the armor down completely, and the pilot will be vulnerable to attack. De- stroying one of the wings makes flight impossible, but the suit can still make jet assisted leaps.

Speed:

Running: 60 mph (96 km) maximum. The act of running does tire out its operator, but at 10% of the usual fatigue rate thanks to the robot exoskeleton.

Leaping: The powerful robot legs can leap up to 15 feet (4.6 m) high or across unassisted by the jet boosters. A jet booster assisted leap

can propel the unit up to 100 feet (30.5 m) high and 200 feet (61 m) across without attaining flight.

Flying: The rocket propulsion system enables the Red Hawk to hover stationary up to 400 feet (122 m) or fly. Maximum flying speed is 290 mph (464 km), but cruising speed is considered to be 150 mph (240 km). Note: When the super-thruster is engaged, the Red Hawk

rockets at a speed of 490 mph (784 km), but only for 90 seconds and all combat bonuses are reduced by half due to the high velocity and shaky movement. Great for surprise dive attacks, quick getaways and hot pursuits. The Super-Thruster can be engaged six times per hour. An internal automatic shut-off switch won’t allow more uses than that to prevent overheating and thruster burnout.

Maximum Altitude: Limited to 2,000 feet (610 m); up to 4,000 feet (1,219 m) when the super-thruster is engaged, but the Red Hawk slowly descends to its normal 2,000 foot (610 m) altitude.

Flying Range: The nuclear power system gives the Red Hawk 15 years of life, but the jet rockets get hot and need to cool after a maxi- mum of eight hours of flight; can fly indefinitely with rest stops. Underwater Capabilities: The Red Hawk is not designed for water combat, but is capable of functioning underwater. It cannot fly un- derwater, but can swim underwater at about four mph (6.4 km) or walk or run on the floor of rivers, oceans and lakes at 15 mph (24 km).

Maximum Ocean Depth: 1,000 feet (305 m).

Statistical Data:

Height: Approximately 8 feet (2.4 m) from head to toe, 9 feet (2.7 m) to the top of the propulsion system.

Width: 4 feet (1.2 m) with wings folded, and 13 feet (4 m) with wings extended.

Length: 4 feet, 8 inches (1.42 m). Weight: 550 lbs (247.5 kg). Physical Strength: Robot P.S. of 28. Cargo: None.

Power System: Nuclear; average energy life is 12 years.

Cost: 2 million credits for a new, undamaged, nuclear powered suit complete with rail gun, ammunition and missiles; 1.5 million for Solid Oxide and 1 million credits for electric battery. Poor to fair availability at most Northern Gun outlets outside of Ishpeming, but good availability at Kingsdale and Arzno, and excellent availability at Ishpeming/Upper Michigan and MercTown.

Weapon Systems:

1. NG-202 Rail Gun: A standard NG-202 rail gun is the primary

weapon system for the Red Hawk. The weapon draws power from the nuclear power plant and ammunition is fed from a drum magazine mounted on the back of the power armor.

Primary Purpose: Assault. Secondary Purpose: Defense. Range: 4,000 feet (1,219 m).

Mega-Damage: 1D4 M.D. for a single round, 3D6 M.D. for a burst of 20 rounds, or 1D4x10 M.D. for a burst of 40 rounds.

Rate of Fire: Each burst counts as one melee action/attack.

Payload: 2,800 round drum for 140 medium (3D6 M.D.) bursts or 70 heavy (1D4x10 M.D.) bursts. Reloading a drum takes about 5 min- utes for those not trained, but only about 90 seconds by somebody trained in the use of power armor.

2. Wing Mounted Mini-Missile Launchers: As many as six mini-

missiles can be attached to each of the Red Hawk’s wings. These are mainly used in air-to-air combat against enemy aircraft or air to surface attack.

Primary Purpose: Anti-Aircraft.

Secondary Purpose: Air-to-Ground Assault. Range: One mile (1.6 km).

Mega-Damage: Varies with missile type. Any mini-missile can be used, but standard issue is armor piercing (1D4x10 M.D.) or plasma (1D6x10 M.D.).

Rate of Fire: One at a time or volleys of 2, 4 or 6. Payload: 12 total, six per wing.

3. Forearm Ranged Weapon: A mini-missile launcher or a short-

range laser can be mounted on one or both of the forearms of the armor suit. The two-shot forearm mini-missile launcher is identi- cal to the one used on the NG Samson power armor.

Primary Purpose: Anti-Armor. Secondary Purpose: Assault.

Range: Laser: 1,000 feet (305 m). Mini-Missile: One mile (1.6 km). Mega-Damage: Laser: 2D6+1 M.D.

Mini-Missile (varies with missile type): Any mini-missile can be used, but standard issue is armor piercing (1D4x10 M.D.) or plasma (1D6x10 M.D.).

Rate of Fire: Laser: One at a time or two simultaneous blasts; each single or double blast counts as one melee attack.

Mini-Missiles: One at a time or a volley of two.

Payload: Laser: Effectively unlimited (taps into the suit’s power supply). Mini-Missile Launcher: Two per launcher (two launchers maximum).

4. Scythe-Forearm Vibro-Blades (2): A scythe-like Vibro-Blade

can be extended and retracted from each of the Red Hawk’s fore- arms. These blades can be used in hand to hand combat and speed slashing runs. The pilot must be careful, however, especially in highspeed dives and runs, for if he misses his intended target it is possible that he might hit an ally or collide into his opponent, or someone or something else (aircraft, wall, tree, the ground, etc.) and takes 1D10 M.D. for every 100 mph (160 km) of speed he is traveling. A failed roll to strike means the pilot must roll under his piloting skill with a -30% penalty. A failed piloting skill means the Red Hawk collides with its target or something nearby. Primary Purpose: Anti-Power Armor.

Secondary Purpose: Defense.

Mega-Damage: 2D4 M.D. per strike in hand to hand combat at cruis- ing speeds or slower. 4D4 M.D. at speeds of 61-150 mph (97.6 to 240 km), and 5D6 M.D. for attacks at speeds greater than that. Dive attacks count as two melee attacks/actions.

5. Hand to Hand Combat: Rather than use a weapon, the pilot can

engage in Mega-Damage hand to hand combat. See Basic or Fly-

ing Power Armor Training, depending on the pilot’s level of skill,

on pages 351 or 352 of Rifts® Ultimate Edition. Damage as per

Robot 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. Power Dive Punch – 3D6 M.D., but counts as two melee at- tacks and all combat bonuses, except to strike, are reduced by half, including roll with impact.

Kick – 2D4 M.D.

Leap Kick – 2D8 M.D., but counts as two melee attacks.

6. Sensor Systems and Features of Note: All the standard features

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