NG-X16 Midas
NG-X16 Midas
The NG Midas power armor suit comes from the BDJP design group, led by Perry Jones, Nolen Keith, and Andy McElvary. In some ways, it is a successor to the popular Samson. It has similar armor protection, size, and like the Samson and Delilah, is an oversized robotic suit that stands 12 feet (3.7 m) high and puts the pilot in an elevated position inside a robotic shell. The main weapon of the Midas is a long-range laser cannon on a back-mounted turret. It can target and fire via voice command from the turret or be removed from the turret by the pilot to fire as a handheld heavy weapon cabled to the armor for power. Being an energy weapon removes the need for the heavy ammo drum required by rail guns and grenade launchers.Smaller, lighter weapons are built into each forearm.
The Midas comes standard with an oversized melee weapon, typically a large Vibro-Blade, halberd pole arm or battle axe. To provide demon fighting capabilities, the blade is silver-plated. Energy connectors in the hands (something inspired from Triax armor) feed power into the giant weapon, whose tip/edges are actually huge Vibro-Blades. The setup makes the Midas an excellent all-purpose, heavy-duty assault suit capable of infantry and support operations, monster hunting and close combat, targeting and shooting down enemies and monsters with its long-range weapons before moving in for the kill. At one point it was considered for Xiticix hive raids, but its large size and long-range laser make it better suited to ground support for retreating troops leaving the hives and border defense.
Midas units are selling well on the open market, and the large Vibro-Blade weapons manufactured for them have also found a sales base amongst Combat Cyborgs, large D-Bees and customers who already have power armor suits. Sold individually, the giant combat blades cost 215,000 credits and weigh about 100 lbs (45 kg).
Midas Power Armor
Model Type: NG-X16Class: Armored Infantry Assault Suit.
Crew: One.
M.D.C. by Location:
- * Head – 90
- Shoulder Plates (2) – 35 each
- Arms – 75 each
- * Forearm Ion Blaster (1, right) – 20
- * Forearm Flamethrower (1, left) – 16
- * Halberd Pole Arm (1, handheld) – 80
- * Chest Mini-Missile Launchers (2) – 20 each
- Laser Cannon (1, top) – 70
- Laser Turret (1, back) – 70
- Legs (2) – 110 each
- * Leg Booster Jets (4, two per lower leg) – 15 each
- Hard-Shell Backpack – 25
- ** Main Body – 270
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. Destroying the lower leg jets eliminates booster assisted leaps.
** Depleting the M.D.C. of the main body will shut the vehicle down completely, making it useless.
Speed
Running: 100 mph (160 km) maximum. Note that the act of running does tire out its operator, but at 20% of the usual fatigue rate at high speeds. Fatigue is reduced to 10% when maintaining a speed of 70 mph (112 km) or less.Leaping: The powerful robot legs can leap up to 20 feet (6.1 m) high or across unassisted by the jet boosters, increase by 30% with a running start. A booster assisted leap from the jets built into the lower legs can propel the unit up to 100 feet (30.5 m) high and 150 feet (45.7 m) across; increase by 30% with a running start. This is not flight.
Flying: None. Even momentary hovering is not possible with the top- and back-heavy Midas. A leap straight up or at a slight angle can also be used to jump up onto rooftops, on top of vehicles or to try to snare low-flying opponents.
Cat-Like Landings from Heights: The Midas can drop or leap down, using its leg thrusters to land without risk of damage, from heights as great at 300 feet (91.4 m), using its thrusters to slow its descent, land softly on its feet and ready for action.
Drops from heights greater than 300 feet (91.4 m) up to 600 feet (183 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 4D6 M.D. and the operator loses 1D4 melee actions/attacks before he’s 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 lifethreatening damage: 2D6x10 M.D. to the power armor, 6D6 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.
Water: The Midas is not designed for use in the water and sinks like a rock, but can walk along the bottom of a body of water at 10 mph (16 km or 8.6 knots). Maximum depth is 1,000 feet (305 m).
Statistical Data
Height: 12 feet (3.7 m) from the toe to the top of the laser cannon; 11 feet (3.4 m) to the top of the head.Width: 5 feet (1.5 m).
Length: 4 feet (1.2 m).
Weight: 683 1bs (307 kg).
Physical Strength: Robot P.S. of 30.
Cargo: None.
Power System: Nuclear; average energy life is 10 years.
Cost: 1.3 million credits nuclear, 925,000 Solid Oxide and 640,000 credits for electric battery.
Weapon Systems
1. NG-116 Laser Cannon: A large laser cannon is mounted on a turret built into the back of the Midas power armor. This is something of a new and experimental design. The advantage of being in a turret, is that the laser cannon can rotate 360 degrees to fire upon enemies to the sides and behind the power armor. It has a 45 degree up and down arc of fire so it can also effectively shoot at flyers, missile volleys and aircraft. For additional flexibility, the big gun can be completely removed from its turret for use as a handheld heavy energy rifle. When done with it, the pilot reaches up and pushes the laser back into its turret housing. When locked into the turret, the power armor pilot has both hands free for close combat or the performance of other skills. A simple, dashboardstyle gun camera is built into the front of the cannon and the back of the turret.Primary Purpose: Assault and Anti-Personnel.
Secondary Purpose: Anti-Aircraft and Defense.
Range: 4,000 feet (1,219 m).
Mega-Damage: 3D6+2 M.D. for a single blast or 1D6x10 M.D. for a rapid-fire pulse of three nearly simultaneous blasts.
Rate of Fire: Each single shot or pulse blast counts as one melee attack.
Payload: Effectively unlimited for nuclear and Solid Oxide models. 40 blasts per charge for electric battery version.
2. Forearm Ion Blaster (1, right): A short-range ion blaster is mounted on the right forearm. Point and shoot. In a concealed housing under the blaster is a Vibro-Blade for close combat.
Primary Purpose: Anti-Personnel.
Secondary Purpose: Defense.
Range: Ion Blaster: 800 feet (244 m). Vibro-Blade: Arm’s reach, which is about 5 feet (1.5 m) in this instance.
Mega-Damage: Ion Blaster: 3D6 M.D. per blast. Vibro-Blade: 1D6 M.D.
Rate of Fire: Each blast counts as one melee attack.
Payload: Effectively unlimited for nuclear and Solid Oxide models. 30 blasts per charge for electric battery version.
3. Forearm Flamethrower (1, left): A small flamethrower attachment is built into the left forearm. It too is removable, should the wearer rather do without. Flamethrowers are used to flush out bunkers, and against enemy positions, vulnerable fuel tanks, foot soldiers and monsters vulnerable to flame.
The flamethrower is small, and has a limited payload fuel tank that is mounted under the laser turret on the back, and fed by a hose (3 M.D.C.) that runs behind the arm. (A spare, replacement hose is attached to the fuel tank.) It is designed to be waterproof and comes with valves that automatically seal it off underwater, deactivating it and preventing water from contaminating the napalm reserve.
Primary Purpose: Anti-Structure and Anti-Personnel.
Secondary Purpose: Anti-Monster.
Range: 80 feet (24.4 m).
Mega-Damage: 3D6 M.D. to the target and anyone within 10 feet (3 m double damage to beings vulnerable to fire. Those caught within the reach of the flamethrower’s attack inside small, enclosed areas like bunkers, caves or non-sealed vehicles and without environmental gear or oxygen, must roll to save vs poison (smoke inhalation and lack of air) or be rendered unconscious for 1D4 melee rounds.
Rate of Fire: Each burst counts as one melee attack.
Payload: 9 bursts. The flamethrower can be refueled with militarygrade napalm or use normal diesel/gasoline (reduces damage to 1D6 M.D.). 18 gallon (68 liter) fuel reserve.
4. NG-MML16-4 Mini-Missile Launcher (2, chest): A little something to give the Midas a bit of explosive power.
Primary Purpose: Anti-Aircraft, Anti-Missiles and Assault.
Secondary Purpose: Anti-Armor and Defense.
Range: One mile (1.6 km).
Mega-Damage: Varies with missile type used. Usually Plasma (1D6x10 M.D.) or A.P./Heat Rounds (1D4x10 M.D.), but any type can be used.
Rate of Fire: One at a time or in volleys of 2 or 4.
Payload: 4 total, two per each launcher. Can be reloaded by hand if extra mini-missiles are brought along. It takes one melee round to reload all four mini-missiles into both launchers.
5. Vibro-Blade Pole Arm: The Midas’ handheld, close combat weapon is an oversized Halberd pole arm or battle axe. The weapon stays attached to the power armor’s back when not in use with a series of magnets. Silver plated for fighting the supernatural.
Primary Purpose: Assault and Close Combat.
Secondary Purpose: Defense.
Range: Melee combat. Halberd has a 12 foot (3.6 reach), the battle axe an 8 foot (2.4 m) reach.
Mega-Damage: 4D6 M.D. for the blade end of both the Halberd and Battle Axe, and 2D6 M.D. with blunt-end attacks. All damage takes into consideration the power armor’s Robot P.S.
Rate of Fire: Equal to the number of combined hand to hand attacks of the pilot and his power armor skill.
Payload: Unlimited.
Bonuses (special): +1 to parry and disarm when using this weapon.
6. Handheld Weapons (optional): The hands of the Midas are articulated enough to use other large, handheld weapons designed for large power armor, robots and Combat Cyborgs. Man-sized weapons are too small for this oversized power armor suit. Suitable weapons may be carried in hand or slung over the shoulder on a strap or in a carrying bag. A large side arm, such as an oversized Vibro-Sword, could be carried in a scabbard on a belt at the waist.
7. 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 30.
- 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.