Class: Light Strategic Espionage Power Armor with UEL system. Crew: One.
M.D.C. by Location:
* Head – 50 Arms (2) – 40 each Legs (2) – 70 each
UEL Cables (2; forearm) – 6 each * Vibro-Scythe – 50
** Main Body – 150
* 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. (-6 to hit the power cable, -10 to hit the cable when the power armor is moving or dodging).
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 power armor down completely, making it useless.
Speed:
Running: 50 mph (80 km) maximum; can go from zero to 50 in 24 seconds. Note that the act of running does tire out its operator, but at 10% of the usual fatigue rate thanks to the robot exoskeleton. Leaping: 12 feet (3.7 m) high or across.
Climbing: +5% to the Climbing and Spelunking skills, and +3% to the Acrobatics and Gymnastics skills due to the enhanced P.S. Flying: None, except with a jet pack on the back (costs extra) or a glider like the one used by the Silent Shadow (costs extra).
Water: The Night Reaper is not designed for use in the water, but can swim in water at 10 mph (16 km) or walk along the bottom at 5 mph (8 km or 4.3 knots). Maximum depth is 400 feet (122 m). The act of swim- ming tires the wearer of the suit, but at 20% of the usual fatigue rate.
Statistical Data:
Height: Man-size, generally 5.6-7 feet (1.7 to 2.1 m). Width: 2-3 feet (0.6 to 0.9 m).
Length: 2 feet (0.6 m). Weight: 124 1bs (56 kg).
Physical Strength: Robot P.S. of 22. Cargo: None.
Power System: Nuclear; average energy life is 15 years.
Cost: 950,000 credits nuclear, 650,000 Solid Oxide or 398,000 cred- its for electric battery.
Weapon Systems:
1. Handheld Weapons (and UEL) Only: This light stealth armor
has no built-in weapon systems, but uses any number of handheld weapons. Energy weapons are the usual choice because they can be powered by the UEL system. An additional side arm, Vibro- Blade and other gear may be carried on a belt around the waist, slung over the shoulder or in a backpack.
UEL – Universal Energy Link (2, one in each forearm): The Universal Energy Link is concealed under a layer of forearm plat- ing. When needed, the plate opens and extends enough for the E- Clip connector of the UEL and cable to be removed and plugged into the weapon. The plate armor snaps back into place and a thin cable runs from the back of the forearm, near the wrist, from under the armor and to the weapon in hand.
One concealed UEL is built into each forearm. Each can pro- vide power to a weapon that fires as much as 1D6x10 M.D. per blast, but anything more powerful saps the system and causes it to shut down until replaced with a more appropriate weapon (i.e. something that fires blasts that inflict less than 1D6x10 M.D.). The E-Clip connector has an automatic circuit breaker that kicks in when the pilot is attempting to use a weapon beyond the UEL’s energy capacity, shutting it down before an excessive energy drain damages the armor. Note: An extra or emergency UEL can
be built into the thigh of one leg, but costs an additional 160,000 credits.
2. Vibro-Scythe (Handheld Weapon): The Vibro-Scythe is a new
weapon that Northern Gun is testing by making it currently avail- able only with the purchase of the Night Reaper power armor. If there is a demand, NG will add the weapon to its line of Vibro- Blades. A scythe falls into the pole arm category of weapons. Silver plated for fighting the supernatural.
Primary Purpose: Assault and Close Combat. Secondary Purpose: Defense.
Range: Melee combat. The Vibro-Scythe can strike up to 4 feet (1.2 m) beyond arm’s reach. Overall length is 7 feet (2.1 m). It is most effective as a two-handed weapon.
Mega-Damage: 3D6 M.D.; takes into consideration the power ar- mor’s Robot P.S. The weapon itself ordinarily inflicts 2D6 M.D. Rate of Fire: Equal to the number of combined hand to hand attacks of the pilot and his power armor skill.
Payload: Unlimited when plugged into UEL, otherwise one hour per standard E-Clip.
3. Hand to Hand Combat: Rather than use a weapon, the pilot
can engage in Mega-Damage hand to hand combat. See Basic or
Ground-Based Power Armor Training, depending on the pilot’s
level of skill, on pages 351 or 352 of Rifts® Ultimate Edition.
Damage inflicted as per Robotic P.S. of 22. Restrained Punch: 6D6 M.D.
Normal Punch: 1D4 M.D.
Power Punch: 2D4 M.D., but counts as two melee attacks. Kick: 1D6 M.D.
Leap Kick: 2D6 M.D., but counts as two melee attacks.
4. Power Armor Sensors and Special Features: All standard fea-
tures for power armor plus the following.
a) Strangle Cord: A garrote wire is concealed at the wrist of the left arm. It is an assassin’s tool used for strangling people, but in a pinch it can also be used for climbing.
b) Concealed Compartment: There is one concealed compart- ment in the top plate of the left arm. It is just large enough to carry a small lock picking tool kit, 2-4 Shurikens (Ninja throwing stars) or climbing cord.
c) Climb Grippers: The palm of the hands, each finger and the boots of the Night Reaper armor have small, extendible and re- tractable spikes designed to help the wearer scale walls and climb surfaces (walls, towers, trees, cliff facings, etc.). The spikes are much too tiny and short to be used as a weapon, but they do pro- vide an additional +3% skill bonus to the Climbing and Spelunk- ing skills.
d) Soft Soles and Stealth Features: The soles of this light power armor are rubber treads, providing extra grip against most surfaces (the gripper spikes in #C, above, extend through small holes in the rubber soles). The rubber also cushions footsteps to make the foot- falls much quieter and sneaking around possible without the loud, heavy clunks and clanks of most other power armor. Moreover, fabric and padding is laid over and between armor plates to soften the sounds of all movement. There is NO penalty to Acrobatics, Climbing, Gymnastics, Prowl, Swim and other skills that are usu- ally diminished by heavy body and power armor.
e) Multi-Optics System: The large, goggle-like eyes of the Night Reaper contain a wide range of optical enhancements: Pas- sive 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), ultraviolet vision (can see the ultraviolet light used by some security systems; 400 foot/122 m range), binocular telescopic sight (2 miles/3.2 km range), macro-magnification (x12 for close work), and a built-in digital camera that can store 100 hours of video and take 4,000 still pictures; camera has the same telescopic and macro features for distance and close images). All are perfect for spy work and surveillance.
f) 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).
g) Audio Amplification System: In effect, the same as the Combat Cyborg’s Amplified Hearing cybernetics to hear soft noises, like the click of a safe’s tumblers or an approaching ad- versary.