NG-AX15 Blue Hawk

NG-AX15 Blue Hawk

Airborne Amphibious Power Armor
The creation of the R&D team headed by Scott Kehl and Daniel Bearce, the Blue Hawk is Northern Gun’s air to water amphibious cousin to the popular Red Hawk power armor. The Blue Hawk and Red Hawk work well together, though the Blue Hawk (also known as the “Sea Hawk”) is most effective on the Great Lakes or at sea, escorting and defending ships, engaging in coastal patrols, fighting pirates and sea serpents, and engaging in search and rescue on the water. 
The Blue Hawk comes standard with an ion rifle with a UEL power system and eight mini-torpedoes. The ion rifle works just as well below the waves as above them, and can be fired from an airborne position at targets that are fully submerged, but visible from the air. Note that firing from the surface into the water below has a penalty of -2 to strike due to the refraction of the water. Moreover, the Great Lakes tend to be deep and murky, making most underwater targets impossible to see when they are more than 120 feet (36.6 m) below the surface. To help make up for the poor visibility of the murky Great Lakes, the Blue Hawk has an advanced sonar system that is usable when the power armor goes under the waves. 
It also has a sonar sensor it can lower into the water to try to locate enemy targets within a 50 mile (80 km) sonar search diameter. This sonar sensor pod can be lowered into the water from the air on a 25 foot (7.6 m) cable while the Blue Hawk hovers stationary above the waves.
Once the pilot identifies enemy or suspicious targets, he can pull the sonar pod back up and fly or swim over to investigate or engage.
For targets like ships, submarines and sea monsters, the Blue Hawk has eight light mini-torpedoes with enough range and damage to let it fight against much larger and more heavily armed opponents. The armor is especially effective and dangerous when operating with 3-6 fellow Blue Hawks or other amphibious power armor or robot vehicles. 
Mercenary defense contractors have become quite cocky about engaging Xiticix in Wisconsin and Michigan. When combat with the Bug Men gets too hot, the power armor can usually outrace the aliens or shake them by diving underwater. After 1D6+6 minutes of circling above the water where the Blue Hawk submerged, the Xiticix will fly away. 
The Blue Hawk has been an instant hit amongst naval forces, pirates and privateers, and many have been sold or provided to mercenaries hired for NG coastal defense. Its waterborne weapons and its ability to go from air to underwater operations almost seamlessly make the Blue Hawk a dangerous and versatile opponent over water.

Blue Hawk Power Armor

Model Type: NG-AX19
Class: Armored Flying Infantry Assault Suit.
Crew: One.
M.D.C. by Location:
  • Folding Wings (2) – 80 each
  • Main Rear Jets (2) – 50 each
  • Aquatic Propulsion System – 60
  • * Lower Maneuvering Jets (4; two per leg) – 20 each
  • * Ion Rifle – 50
  • * Wing-Mounted Light Torpedoes (4 per wing) – 15 each
  • * Forearm Blades (2) – 25 each
  • * Searchlights (3, belly) – 8 each
  • Arms (2) – 50 each
  • * Hands (2) – 15 each
  • * UEL Cables – 6 each
  • Legs (2) – 90 each
  • ** Head – 70
  • *** Main Body – 200
* 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 (includes the head).
** Destroying the head/helmet has a 01-70% chance of knocking the pilot unconscious. If conscious, the pilot has two problems:
1) No power armor combat bonuses to strike, parry, and dodge, and
2) the human head is now vulnerable to attack. The head is a small and difficult target to hit. Thus, it can only be hit when a character makes a Called Shot with a penalty of -5 to strike.
*** 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 only at 20% 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, or to make dives into the water 200 feet (61 m) deep in 4 seconds.
Water: The armor has aquatic propulsion capabilities and can move at roughly 40 mph (64 km/34 knots) through the water or it can walk along the bottom of a body of water (max depth 3,000 feet/914 m) at 5 mph (8 km). Maximum Ocean Depth is 3,000 feet (914 m double and triple that of most power armor.
Flying: The rocket propulsion system enables the Blue 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 100-150 mph (160 to 240 km). Note: The Blue Hawk does NOT have the Red Hawk’s super-thruster, mounting an underwater propulsion system in its place. Maximum altitude is limited to 2,000 feet (610 m).
Flying Range: The nuclear power system gives the Blue Hawk 15 years of life, but the jet rockets get hot and need to cool after a maximum of eight hours of continuous flight; can fly indefinitely with brief rest stops along the way every 2-5 hours.
 
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, 14 feet (4.3 m) with wings extended.
Length: 4 feet, 9 inches (1.45 m).
Weight: 594 lbs (267 kg).
Physical Strength: Robot P.S. of 28.
Cargo: None.
Power System: Nuclear; average energy life is 12 years. Solid Oxide and electric battery versions are also available.
Cost: 1.9 million credits nuclear, 1.4 million Solid Oxide and 950,000 credits for electric battery. Good to excellent availability at Ishpeming/Upper Michigan, fair at MercTown, and poor elsewhere.
 
Weapon Systems:
1. Ion Rifle: The Blue Hawk’s handheld weapon is a large ion rifle. The gun has the benefit of similar performance below or above the water and is tied into the suit’s power system for ammunition via the UEL system.
Primary Purpose: Anti-Ship/Anti-Sea Monster.
Secondary Purpose: Anti-Submarine.
Range: 2,000 feet (610 m).
Mega-Damage: 5D6 M.D.
Rate of Fire: Fires a single blast, each counts as one melee attack.
Payload: Effectively unlimited for UEL tied to a nuclear or Solid Oxide power supply. 40 shots per charge for electric battery versions, 8 shots per standard E-Clip, 16 for long E-Clips.
Note: -2 to strike when firing at submerged targets from the air, no penalty if firing at targets on the surface of the water.
  2. Mini-Torpedoes (8): The Blue Hawk’s primary anti-ship and anti-sub weapons are four light torpedoes on each wing, fired into the water while flying or when submerged. The torpedoes take over after that, seeking their target and giving chase with no more need for input from the pilot. For deployments away from the ocean or Great Lakes, the torpedoes can be replaced with minimissiles.
The illustration shows torpedoes.
Primary Purpose: Anti-Ship/Anti-Sea Monster.
Secondary Purpose: Anti-Submarine.
Range: 5 miles (8 km).
Mega-Damage: 2D4x10 M.D. for high explosive or 1D6x10 M.D. for plasma.
Rate of Fire: One at a time.
Payload: 8; four per wing.
  3. Scythe-Forearm Vibro-Blades (2): The Blue Hawk has a retractable Vibro-Blade in each forearm, perfect for mixing it up with sea monsters and Xiticix in close combat, and defenders on the decks of ships.
Primary Purpose: Anti-Sea Monster.
Secondary Purpose: Defense.
Range: Close Combat.
Mega-Damage: 2D4 M.D. per strike in hand to hand combat and speeds of 60 mph (96 km) or less. 4D4 M.D. at speeds of 61-150 mph (97.6-240 km) and 6D4 M.D. for attacks at speeds greater than that. Dive attacks do 4D4+4 M.D. but count as two melee attacks/actions.
  4. Handheld Weapons (optional): Any handheld weapon can be used. Energy weapons are the usual choice because they can be powered by the UEL system. An additional side arm, Vibro-Blade, extra grenade reloads, and other gear may be carried on one or two belts around the waist.
  UEL – Universal Energy Link (2, one in each forearm): The Universal Energy Link is concealed under a layer of forearm plating. 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.
  5. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage hand to hand combat. Basic or Elite Flying Power Armor Training on page 351 or 352 of Rifts® Ultimate Edition. 
Damage is based on the Robotic P.S. of 26.
  • 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 & Features of Note: All those standard for power armor plus the following. a) Infrared Searchlight: In the belly, just below the chest, are three infrared searchlights. The light can be used to scan an area at night using the invisible light to avoid detection (only somebody who can also see infrared light will see the beams) and in murky waters. Range: 1,000 feet (305 m).
  b) Enhanced Radar: While airborne, the Blue Hawk’s radar system can identify and simultaneously track up to 96 different targets. Range: 100 miles (160 km).
  c) Enhanced Sonar: Can identify and simultaneously track up to 96 different targets for underwater operation. Range: 50 mile (80 km) diameter (25 mile/40 km radius) around the Blue Hawk when it is underwater. Note: The Blue Hawk has a second sonar probe that it can lower into the water while it is still airborne to track underwater targets. The Blue Hawk must hover stationary above the waves (the cable for lowering the sonar probe is only 25 feet/7.6 m long) or moving at a slow speed (under 20 mph/32 km). Sonar readings start to come in after 1D4 melee rounds. 
  d) Built-in Language Translator: Programmed with the nine known languages of the Americas and can hold 12 additional languages. It can recognize and monitor up to three different voices and two different languages or dialects. Level of accuracy is 98.7%, with a three second delay when directed at one individual, but drops to 78% with a six second delay when translating three speakers simultaneously.
  e) Nightvison Optics: Passive light amplification that allows the pilot to see in the dark as long as there is at least some ambient light. 2,000 foot (610 m) range, but is completely useless in total darkness. Also has infrared and ultraviolet optics (1,000 foot/305 m range) for see in dark and murky water.
  f) Multi-Camera System: There is are cameras built into the Ion Rifle as well as the chest and eyes of the Blue Hawk power armor. Each has telescopic lenses as well as macro-lenses for close studies, and time lapse capabilities. Telescopic Range: 2 miles (3.2 km) and 12x magnification. Can store 100 hours of video and 4,000 still images.
  g) Superior Depth Tolerance: Compared to most other power armor, the Blue Hawk has superior depth tolerance at 3,000 feet (914 m). Excellent speed underwater too, see Statistical Data, above.