NG-X112 Lynx

NG-X112 Lynx 

Assault Power Armor
The Lynx and the Cougar power armors were both originally designed as combat suits for fighting the Xiticix and spearheaded by team leaders Tim Frates, Christopher Mangels and Chuck Tawlon. In fact, the Lynx’s pre-production name was “Bug Hunter 01.” As a Xiticix fighter intended for hive assaults, the team devised a system of jet thrusters the wearer of the suit can use to rocket up and down vertical shafts inside the Xiticix hives, make long leaps to access different tunnel levels, and to enter and exit from the many openings. 
Once inside a horizontal or vertical tunnel, the Lynx can continue to run and leap assisted by its thrusters, as well as leap up into mid-air to fire upon or grapple with flying Xiticix. While the Lynx is so engaged, its partner, the Cougar, would present combat support and tear up Xiticix knocked out of the air or charging out across the ground from hiding places and other tunnels and shafts. The Lynx and Cougar power armors are both formidable, close combat suits with a variety of weapons for ranged and close combat. Since fierce combat inside contained spaces is anticipated, the Lynx is one of NG’s most heavily armored suits. The heavy armor and its bulk make running speed slower than many NG power armors, but its thruster assisted vertical and horizontal leaping capabilities more than make up for it, especially inside a Xiticix hive and similar environments.
However, the Lynx is much more versatile than just a Xiticix killer and hive raider.
All the features that makes it ideal for combat in the hives also make the Lynx and its counterpart, the Cougar, superb for urban assaults, street combat, riot control, rescue missions, prison breaks, and commando raids. The same leaping abilities enable the Lynx to leap from rooftop to rooftop, rocket up and down elevator shafts and access tunnels, go up or down a flight of stairs in a single bound, leap through windows from outside in (and in many cases, probably starting from street level!), and dive out of windows and hover down to the ground. Which also makes the Lynx perfect for rescuing hostages and accessing people in peril from rooftops and the upper floors of buildings. Whether the building is on fire, or its lower levels are under siege, the Lynx can reach people and carry them to safety back on the ground or to the roof of a neighboring building. Many firefighting operations throughout Upper Michigan have Lynx rescue units.
On the street, the Lynx can run, leap and bounce off the sides of buildings and window ledges, dodge by leaping up or through a window, leap over roadblocks and bound over debris, vehicles, and burned out giant robots. While the Lynx can run upright like a humanoid, many power armor pilots use the leaping capabilities to run and bound on all fours, like a cat, often landing in a crouch and springing forward like a pouncing feline. Only the Mantis is more nimble and uses its leaping and climbing abilities in a similar manner. This also makes the Lynx, Mantis and Cougar uniquely suited for operating in the canyons and buttes of Arizona and Utah, moun- tainous environments and any sort of tunnel and street combat.
The Lynx comes standard with Northern Gun’s new and experimental – many say “revolutionary” – Universal Energy Link (UEL). The UEL is an E-Clip cabled to the energy supply within the power armor. Replace the weapon’s standard E-Clip with the UEL, and it provides the weapon with unlimited firepower from within the armor itself. This gives the power armor the versatility to use almost any weapon that takes an E-Clip, and give it an unlimited payload. This eliminates the worry of running out of energy ammo and the need of having to carry multiple E-Clips into combat. The UEL is a simple idea that has the marketplace abuzz with excitement.

Lynx Power Armor

Model Type: NG-X112
Class: Urban Assault and Xiticix Fighter Power Armor. 
Crew: One.
M.D.C. by Location:
  • * Head – 90
  • * Lynx Assault Rifle (1, handheld) – 50 
  • * Forearm Ion Blaster (1 pair, left) – 20 
  • * Forearm Blades (2, left) – 20 each
  • Shoulder Grenade Launchers (2) – 20 each 
  • * Big Bang Assault Rifle – 70
  • Shoulders – 80 each
  • Arms (2) – 60 each
  • * UEL Cables – 6 each
  • Legs (2) – 125 each
  • * Leg Thrusters (8; four per each leg) – 12 each 
  • Back-Mounted Vertical Thruster (1) – 80
  • ** Main Body – 245
* A single asterisk indicates a small or difficult target to hit. They can only be struck when the attacker to makes a “Called Shot,” and even then the attacker 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.
Destroying one thruster reduces leaping speed and distance by 30%. Destroy both and speed and distance is reduced by 60% and underwater rocket speed is eliminated; must physically swim.
** Depleting the M.D.C. of the main body shuts the power armor down completely, rendering it useless.
 
Speed
Running: 50 mph (80 mph) running at top speed. The act of running at top speed tires out the operator, but at 25% of the usual fatigue rate thanks to the augmentation of the robot exoskeleton. However, running at 35 mph (56 km) or less, the operator tires at only 10% the usual rate. Also see Power Jumping Travel, below.
Leaping: A leap unassisted by any thrusters can reach 15 feet (4.6 m) straight up or across; increase by 50% with a running start.
A leap assisted by the leg thrusters only can reach 25 feet (7.6 m) high or across; increase by 50% with a running start (22.5 feet/6.9 m).
VTOL Leaps Upward: As noted earlier, the main back thrusters are designed for straight up and down or slightly angled leaps. A full jet thruster assisted leap from a stationary position or a running start can propel the Lynx power armor upward 200 feet (61 m straight up or at a slight angle. To arrange a more sharply angled or horizontal leap, the wearer must engage the back-mounted main thrusters after he has leaped at the desired angle or prone position a la Superman. Once hurling upward or forward, the Lynx can- not easily stop or change direction. 
Greater height can be attained by bouncing off neighboring buildings and structures much like a pinball. A leap straight up or at a slight angle or bouncing off other structures is used to leap up onto rooftops, on top of vehicles or to snare low-flying opponents.
Power Jumping Travel: 90 mph (144 km). The integrated jet thrusters with VTOL capabilities give the Lynx good speed and versatility.
Also known as “jet propelled running,” power jumping travel requires the power armor pilot to run, jump (soaring upward and forward), land, and repeat. The height of the leap is controlled by the pilot and generally ranges between 20-50 feet (6.1 to 15.2 m) during high-speed travel. By leaping, landing, and continuing to run several yards/meters and power jumping again – like a Jackrabbit – the Lynx can maintain a good ground speed of 90 mph (144 km), even through light forest and across uneven ground. Reduce speed by 50% when traveling through dense vegetation, deep mud or snow, very rocky or unstable ground, vertical inclines and similar hazardous and extreme terrain. This speed can be maintained for hours, until the power armor pilot needs to stop and rest. 
Directional control by the pilot is only fair, as once the wearer of the Lynx power armor commits to a leap, it is difficult to stop or change trajectory without considerable acrobatic twisting, turning and tumbling. 
The only possible downside to Power Jumping Travel is the noise the power armor makes crashing through the underbrush like a lumbering feline. There is no way around it. Running and leaping through trees and underbrush makes a lot of noise, alerting predators and the enemy to the character’s location and direction of travel. It also reduces the pilot’s vision and awareness. (Penalties: -3 on initiative, -3 on Perception Rolls, and -1 to strike, parry and dodge due to obscured vision, noise and rate of travel. Note: This penalty does NOT apply to leaping down open streets, across rooftops or bouncing off of buildings.) Even just running across open ground, the power armor sounds like the thundering hooves of one or more horses. Just like anyone else, to be stealthy, the wearer of Lynx power armor must move slowly and deliberately to be quiet and sneaky.
Cat-Like Landings from Great Heights: The thruster jet system is able to slow the wearer’s descent from considerable heights of up to 800 feet (244 m) and land on its feet like the cat it is named after. Anyone carried in the suit’s arms also lands safely and unharmed, and if the arms are empty, the Lynx can hit the ground running or leaping.
Drops from heights greater than 800 feet up to 1,200 feet (244 to 366 m) are trickier. The power armor is likely to survive the landing but may take damage. Roll 1D20 to determine the success of the landing. On a roll of 1-10 the suit hits the ground hard, takes 1D4x10 M.D. and the operator loses 1D4 melee actions/attacks be- fore he is back up on his feet. On a roll of 11-20 the pilot sticks the landing, and can continue to move/jump/run without damage or delay.
Drops from greater heights are not possible without potentially life-threatening damage: 3D4x10 M.D. to the power armor, 1D4x10 S.D.C./Hit Point damage to the wearer inside the armor, and the operator is stunned for 1D4 melee rounds before he recovers from the fall and is able to take action again.
Flying: Not possible. The Lynx is a running and leaping machine, it is not built for flight and cannot fly. Even hovering above ground cannot be maintained for more than 1D4 melee actions (3-15 seconds) before the suit becomes wobbly and quickly drifts down to the ground.
Water: The Lynx is not designed for use in the water and cannot swim. However, it can travel underwater using its jet thrusters at 12 mph (19 km/10.4 knots) or walk along the bottom at 5 mph (8 km/4.3 knots). Maximum depth is 800 feet (244 m).
Special Bonuses of the Lynx Power Armor: +1 on initiative, +1 to strike when leaping with the purpose of grabbing, tackling or slashing an opponent, +2 to dodge when running or involved in Power Jumping and +1 to roll with impact.
 
Statistical Data
Height: Man-sized at 6-7.6 feet (1.8 to 2.3 m). 
Width: 2.4 to 3 feet (0.73 to 0.9 m).
Length: 2-3 feet (0.6 to 0.9 m).
Weight: 465 lbs (209 kg).
Physical Strength: Robot P.S. of 28.
Cargo: None, other than the small compartment in each shoulder (can hold one canteen or three extra grenades or other basic gear) and any belts and pouches that may be worn at the waist.
Power System: Nuclear; average energy life is 12 years. Solid Oxide and electric battery versions are also available.
Cost: 2 million credits for nuclear, 1.6 million Solid Oxide and 1.2 million credits for electric.
 
Weapon Systems
1. NG-X112 “Big Bang” Over and Under Assault Rifle (1, Hand- held): The X112 is a large, experimental, dual assault rifle exclusive to the Lynx, Cougar and Enforcer Guardsman (for the latter two armors, it is an optional weapon). The top barrel is a short-range, precision particle beam that can fire a single, powerful blast. The under-weapon is a pump-action grenade launcher. The X112 Big Bang assault rifle is specifically designed with power armor and Combat Cyborgs in mind.
Currently it is only available to the Lynx, Cougar and Enforcer Guardsman armors, but that is likely to change over the next year or two, especially as demand for this powerful weapon increases. It comes with a removable strap so that it can be slung over the shoulder when the hands need to be free.
Primary Purpose: Anti-Monster and Anti-Armor. Secondary Purpose: Assault and Anti-Fortifications/Wall Breaching.  Range: 1,200 feet (366 m) for both the particle beam and grenade launcher. Mega-Damage: Particle Beam (Over): 6D6+6 M.D. per single shot.
Grenade Launcher (under): Any, varies by type.
  • Fragmentation Grenades: 3D6 M.D. per single grenade to a 12 foot (3.7 m) radius.
  • High Explosive/Armor Piercing Grenades: 4D6 M.D. to a 3 foot (0.9 m) radius.
  • Plasma Grenade: 6D6 M.D. to a five foot (1.5 m) radius 
  • Smoke Grenade: Covers a 40 foot (12.2 m) radius in a dense cloud of smoke, obscuring vision and creating cover.
  • Tear Gas Grenade: Covers a 25 foot (7.6 m) radius and makes the eyes and noses of victims not protected by gas masks or envi- ronmental armor burn and tear, as well as gags and chokes them (-10 to strike, parry, dodge, -3 on initiative and lose one melee attack as long as they are in the gas cloud and for 1D6+1 melee rounds after exiting it; protected individuals suffer no penalties). Stun/Flash Grenade: Unleashes a bright flash, sparkles and white smoke that temporarily blind victims (-10 to strike, parry, and dodge, -1 on initiative, and lose one melee attack for 1D4 melee rounds). Radius of effect is 4 feet (1.2 m).
Rate of Fire: Particle Beam: Single shot. Grenade Launcher: One grenade at time. Each shot counts as one melee attack.
Payload: Particle Beam: Effectively Unlimited when the weapon is plugged into of the UELs, or 6 blast per standard E-Clip.
Grenade Launcher: Holds 10 grenades. Once fired, any additional grenades need to be hand loaded into the weapon. More grenades can be carried in pouches, on a bandoleer or in a satchel or M.D.C. carry- ing case (holds 24 grenades). Can be all one type of rifle grenade or a “mixed load” of 2-5 different types. A Riot Control payload contains only non-lethal grenades: Tear Gas, Stun/Flash and Smoke. When fighting Xiticix or an armored or monstrous enemy, high explosive, plasma and perhaps Hex grenades are the likely choices or combination. (See NG-1 for the full description of Hex grenades.)
  2. NG-X12 Shoulder Grenade Launchers (2): Built into a housing between the neck and each shoulder is a grenade launcher. 
Primary Purpose: Assault and Anti-Personnel.
Secondary Purpose: Defense and Riot Control.
Range: 1,000 feet (305 km).
Mega-Damage: Varies with type of grenade. When fighting Xiticix or an armored or monstrous enemy, high explosive and plasma are more likely. For riot control, smoke, tear gas and stun/flash grenades are most common, with two of each being the standard recommendation, along with two fragmentation or plasma for good measure. See descriptions of the different types above.
Rate of Fire: One at a time or in volleys of 2 or 4.
Payload: 8 total; four per each launch unit (one launcher by each shoulder).
  3. Left Forearm Ion Blasters (2): A pair of short-range ion blasters are built into the left forearm. Point and shoot.
Primary Purpose: Assault and Anti-Personnel.
Secondary Purpose: Defense.
Range: 1,000 feet (305 m).
Mega-Damage: 3D6 M.D. per blast, or 6D6 M.D. per double blast with both blasts striking the same target.
Rate of Fire: Each single or dual blast counts as one melee attack. 
Payload: Effectively unlimited.
  4. Left Forearm Vibro-Blades (2): Twin Vibro-Blades are located between the two ion blasters on the left arm. The blades can be positioned to fold forward, fold back, stick straight up, or lay flat and inconspicuous between the forearm blasters.
Primary Purpose: Assault and Anti-Personnel.
Secondary Purpose: Defense.
Range: Arm’s reach/melee combat.
Mega-Damage: 2D6 M.D. per slash with dual blades (1D6 with just one).
  5. 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. Each can provide 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 charge damages the armor.
  6. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage hand to hand combat. See Basic or Elite Ground-Based Power Armor Training on page 351 or 352 of Rifts® Ultimate Edition. 
Damage is based on the Robotic 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. 
  • Kick – 2D4 M.D.
  • Leap Kick – 2D8 M.D., but counts as two melee attacks.
  7. Sensors and Special Features of Note: In addition the standard power armor features, the Lynx comes with the following.
  • a) Standard Helmet Camera (top of head) and Gun Camera (concealed): A simple “dash-cam” style digital camera that sees whatever the pilot sees or points his weapon at. No special fea- tures beyond the ability to tape 96 hours of video and take 4,000 still photos.
  • b) LED Flashlight (2): Built into the forehead of the helmet is an LED light that works like a miner’s head lamp, points wherever the pilot turns his head. 500 foot (152 m) range.
  • c) 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.