6. Pilot's weapon:
The P.A. pilot can carry and use one or two
hand-held weapons in addition to the weapon systems of the
suit.
7. Hand to Hand Combat:
Rather than use a weapon, the pilot
can engage in mega-damage hand to hand combat.
Bonuses &
from NG-JK Hand to Hand Combat Train
Same for both Models.
•
Restrained Punch: I D4 M.D.
•
Full Strength Punch: I D6 M.D.
•
Power Punch: 2D6 M.D.
•
Kick: I D6 M.D.
•
Leap Kick: 2D6 M.D.
•
+ 1 on initiative
•
+2 to strike
•
+ 1 to parry at levels one, three, six, ten and fourteen.
•
No dodge due to the bulk and top-heaviness of the armor.
•
+2 to roll with impact, punch or fall.
•
+2 to pull punch.
•
Body flip/throw is not possible because of the large weapon
collar.
•
Pilot gets + 1 additional melee action/attack at levels one,
five, and ten (plus the computer' s additional 8 attacks per me
lee round ! ) .
The Defender (J
.
A
.
P
.
E
.
II)
by Kevin Kirsten
The Juicer Apprehension Powered Exoskeleton system or
J.A.P.E. was developed by Northern Gun to stem the growing
tide of Juicer, M.O.M. and enhanced human crimes in the cities
of the Midwest. The main goal of the project was to create a
powered exoskeleton that could match the speed and strength of
the chemically augmented super-humans, as well as to develop a
method of non-lethal capture usable in both close-quarters and
urban settings.
The prototype suit was built in 90 P.A., without any weapon
systems. A year later, a number of non-lethal weapons were
added to the suit. However, the project was shelved due to lack
of interest, and Northern Gun turned its attention to developing
more deadly types of armor like the JK I A & B Juicer-Killer. A
decade later, the Black Market acquired the plans for the
J.A.P.E. system during a raid on Northern Gun ' s R&D labs. The
heads of the Black Market saw market potential for the suit with
a few modifications. For the last six years, the J.A.P.E. II (com
monly known as the Defender) has been sold by the B lack Mar
ket at urban centers throughout North America.
The armor features a variety of non-lethal to lethal weapon
systems, including a high-powered stun blaster, grenade launch
ers and variable frequency lasers. The stun system makes it de
sirable for the more humane law-enforcement agencies in such
places as Lazlo (which has purchased several dozen), Laramy,
and Kingsdale. By the same token, slavers and other criminals
use the armor to kidnap people (using the stunner' s non-lethal
setting) and can substitute stun and riot control grenades for the
more lethal varieties.
79
Model Type:
BM-JAPEII
Class:
Urban Assault & Capture Exoskeleton
Crew:
One
M.D.C. by Location:
Arms (2) - 65 each
Neural Disrupter Rifle - 50
Forearm Mounted Variable Laser - 35 each
Shoulder Plates/Grenade Launchers (2) - 65 each
Capture Assault System - 20
Legs (2) - 1 20 each
Head - I OO
*
Main Body - 2 1 0
*
Depleting the M.D.C. o f the main body will shut the armor
down, rendering it useless, and making the pilot vulnerable to
attack.
Running:
1 20 mph ( 1 92 kmph) maximum ! Note that the act
of running does tire the operator, but at only 1 0% of the usual
rate thanks to the robot exoskeleton.
Leaping:
The powerful robot exoskeleton allows the operator
to leap up to 30 feet (9. 1 m) high or across unassisted by the jet
boosters. A jet thruster assisted leap can propel the unit up to
1 20 feet (36.5 m) high and 200 feet (6 1 .0 m) across. This is not
flight, although the operator can maintain the thrusters to hover
in place for up to 2D4x l O seconds before they begin to overheat.
Statistical Data:
8 feet (2.7 m)
Width: 2 feet, 8 inches (0.8 m)
4 feet ( 1 .2 m)
800 lbs. (360 kg) without ammo or rifle, 1 400 lbs. (630
kg) fully loaded.
Equal to a P.S. of 30
None
Power
Nuclear with an average life of up to 1 0 years.
Black Market Cost: 1 . 1 million credits for a new, fully powered
Defender complete with Neural Disrupter Rifle and a full com
plement of grenades.
Weapon Systems
1. Neural Disrupter Rifle:
This marvel of modem weaponry
was developed to be the ultimate answer to the chemically
augmented humans running amok in the Midwest. The rifle
fires a concentrated electrical pulse that disrupts the target' s
neural impulses, affecting all functions of the body, from cog
nitive thought to simple motor reflexes. The weapon has two
settings. Setting one is meant to be used on unaugmented hu
manoids, while setting two is specifically geared towards
Juicers and other augmented humans. The major advantage of
the rifle is that the pulse blast will affect those in most light
mega-damage body armor (50 M.D.C. or less). Those in ar
mor with 5 1 -80 M.D.C. are +6 to save. Those in heavier ar
mor, power armor, vehicles, or robots or full conversion
'Borgs are impervious. Dragons, Mega-Juicers and most su
pernatural creatures are also impervious.
Two types
One: The pulse inflicts 2D6 S .D.C. and the victim
must roll to save vs non-lethal poison ( 1 6 or higher to save).
A successful save means that the victim is -3 to strike, parry
and dodge and loses initiative and one melee attack for 1 D4
rounds. A failed save means that the character is -7 to all ac
tions, has no initiative, attacks/actions per melee are reduced
to one, skill performance is -60%, and speed is reduced 90%,
plus he suffers from painful seizures inflicting 1 D6 S.D.C.
per round for 2D4 rounds.
Two: This setting is geared for augmented humans
and will kill normal humans. The pulse inflicts 2D6x l O
S .D.C. (roughly one M.D. point) and the victim must roll to
save vs non-lethal poison ( 1 6 or higher to save). A successful
save means that the augmented victim is -5 to strike, parry,
and dodge, plus loses initiative and one melee attack for 1 D4
rounds. A successful save by ordinary humans means the
character is - 1 0 to all actions, has no initiative, attacks/actions
per melee are reduced to one, skill performance is -80%, and
speed is reduced 95%, plus he suffers from painful seizures
inflicting 1 D6 S .D.C. per round for 2D4 minutes, if he sur
vives at all !
A failed save by an augmented opponent (Juicer, Crazy,
etc.) means that the character is -7 to all actions, has no initia
tive, attacks/actions per melee are reduced to two, skill per
formance is -60%, and speed is reduced 80%, plus he suffers
from painful seizures inflicting 4D6 S.D.C. per round for 2D4
rounds.
Rate of Fire: Up to four blasts per melee.
Maximum Effective
1 200 feet (365 m)
Effectively unlimited; tied into the nuclear power sup
ply of the power armor.
80
2. Shoulder Mounted Grenade Launchers (2) :
Two anti-per
sonnel grenade launchers are set into the shoulders of the ar
mor.
Anti-Personnel
Defense
Any grenade type can be used but standard issue
is tear gas (covers a 25 foot arean .6 m and lasts for 3D4 min
utes. Victims are - 1 0 to strike, parry and dodge as well as -3 to
initiative and one melee attack for 1 D6 rounds), concussion
( 1 D4 M.D. to a 20 foot area/6. 1 m. Has a 0 1 -75% chance to
knock opponents off their feet and 0 1 -60% to be stunned. Vic
tims of a knockdown are -1 on all attacks for the first melee.
Stunned victims are - 1 0 on all actions and is the last to attack in
a melee.), and fragmentation (2D6 M.D. to a 30 foot/9. 1 m
area).
Rate of Fire: One at a time, or in volleys of two, four or six.
Maximum Effective
1 200 feet (365 m)
24 total; 12 per launcher. Typical mix is eight of each
grenade type.
3. Forearm Mounted Variable Frequency Laser:
This me
dium-power laser is built into the right forearm and serves as
a backup weapon in case the other weapons were rendered in
operable. The targeting computer within the suit will adjust to
an opponent' s armor within 1 D4 melees and recalibrate the
laser' s frequency to best penetrate his opponent' s armor.
Assault
Defense
3D6 M.D. or 6D6 M.D.
Rate of Fire: Standard
Maximum Effective
2000 feet (6 1 0 m)
Effectively unlimited; tied into the nuclear power sup
ply.
4. Capture Assault System:
The capture system works along
the same lines as a rail gun or electro-magnetic mass driver.
But instead of firing slugs or metal bearings the weapon fires
mega-damage polymer bolas at rough speeds of up to 200
mph (320 kmph) ! Victims of this attack are bound by a high
tensile, polymer wire that is incredibly resistant to damage
(M.D.C. of 1 0). Characters must have a supernatural strength
of 20 or a robot strength of 30 to break free. Bound characters
cannot run, lose initiative and all combat bonuses are reduced
by half.
Capture
Defense
5D6 S.D.C.
Rate of Fire: Twice per melee.
Maximum Effective
3000 feet (9 1 4 m)
10 shots
5. Hand to Hand:
Rather than use weapons, the pilot can en
gage in mega-damage hand to hand combat. See basic and
Elite Power Armor Combat Training in the Rifts RPG, page
45 . All abilities are the same except as follows:
Kick: 2D6 M.D.
Leap Kick: 4D6 M.D.; counts as two attacks.
An additional + 1 to dodge and roll with punch at levels 2, 6 and
1 2 .
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