NG-11F Red Hawk

NG-11F Red Hawk

Flying Power Armor
For decades, Northern Gun has produced the Samson as their primary power armor suit for export and sale. While an excellent robotic augmentation in its own right, the Samson lacks full flight capability and is showing the signs of age. People want new designs, and Northern Gun has its R&D teams working overtime on dozens of new suits of power armor. The Red Hawk – a SAMAS equivalent flying power armor – is one such design that saw release in the winter of 108 P.A.
Anyone with an eye for design or engineering will recognize the propulsion system and wing elements to be a clear knock-off of the Coalition’s original SAMAS – Northern Gun designers prefer the term “inspired.” Surprisingly, the Coalition States have not protested about NG’s SAMAS “inspired” armor, which has led some to speculate that the Ishpeming government has either licensed the design from the CS or is being allowed to use the design as part of a secret deal – an arrangement some have speculated includes the manufacturing of old (and/or new) style SAMAS for the government of the Coalition States. If this speculation proves to be true, then it would be the first time (known) that the CS has ever allowed an outside manufacturer to make war machines for them, suggesting that the alliance between the Coalition States and Ishpeming/Northern Gun and the Manistique Imperium goes deeper than many people realize. Note: The Ishpeming armed forces also use a variation of the Red Hawk and Blue Hawk. And the relationship between NG and the CS is, indeed, cosier and more extensive than most people realize. (See the description for the Juicer Killer power armor, page 106, for a glimpse at some of the behind scenes cooperation between the CS and NG.)
Red Hawk power armor is an advanced, heavily armed and agile system that some argue is superior to the CS SAMAS suit of old. In most aspects it is roughly on par to the original SAMAS, but has a special, heavy jet thruster that can be engaged in short spurts to give the Red Hawk bursts of rocket speed to attain a higher altitude or to zoom in and out of combat at great speed. The rest of the power armor looks nothing like the Coalition’s SAMAS. The reinforced helmet has a very hawk/bird of prey appearance and is protected from behind by part of the jet thruster housing. Another cosmetic variation is a pair of scythe-like Vibro-Blades that extend from the forearms.
A mini-missile launcher or short-range laser can also be mounted on one or both arms. The Red Hawk is not nearly as capable as many of the newer Coalition SAMAS models that debuted during the Siege on Tolkeen, but it can hold its own with the old style SAMAS and most styles of flying power armor offered in North America. 
The Red Hawk has been well received since its release on the open market and is especially popular with mercenary companies, independent military forces and the armed forces of numerous kingdoms, as well as bandits, raiders and pirates. 

Red Hawk Power Armor

Model Type: NG-11F Red Hawk PA.
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 melee 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. Destroying 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 maximum 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 underwater, 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 minutes 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 minimissiles 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 shortrange laser can be mounted on one or both of the forearms of the armor suit. The two-shot forearm mini-missile launcher is identical 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 forearms. 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 cruising 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 Flying 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 attacks 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 common to power armor.