NG-X209 Protege
NG-X209 Protege
Also known as Sammy JuniorThe number one request from NG customers over the years has been to produce a “man-size” power armor suit based on the everpopular Samson. And that’s exactly what the design team led by Jeanette Spahr, Rebecca R. Northhaven, and Rallon Cheswat, and have done. They call the scaled-down, Samson inspired power armor the Protege.
However, the name that has stuck on the street and among mercenaries and adventurers is “Sammy Junior.” This lighter, man-size version of the Samson very much resembles its predecessor and even has similar weapons and performance capabilities. This means the Protege and the larger Samson work well together in combat ops. The big differences are the absence of the large rail gun and mini-missile launcher, but Sammy Jr. still has plenty of punch and a few surprises. Perhaps needless to say, the Protege was an instant hit and has remained on the Top Five Best Sellers List for power armor since its release a few months ago (Summer 109 P.A.), with no sign of dropping off the list anytime soon.
Hugely popular among men-at-arms and adventurers of every variety.
Protege – a.k.a. Sammy Jr. Power Armor
Model Type: NG-X209 Mk I.Class: Armored Infantry Assault Suit.
Crew: One.
M.D.C. by Location:
- * Head – 70
- Neck Fin Shield (right side of head) – 20
- Shoulder Plates (2) – 70 each
- Arms (2) – 70 each
- Hands (2) – 25 each
- Legs (2) – 120 each
- * Leg Booster Jets (2 per lower leg) – 12 each
- Rear Thruster Jets (2, back) – 50 each
- * Headlights (2, upper abdomen) – 4 each
- * Forearm Grenade Launcher (1, right arm) – 25
- * Forearm Particle Beam Blaster (1, left arm) – 20
- * Forearm Vibro-Sword (1, left arm) – 30
- * EUL Cables – 6 each
- ** Main Body – 230 (making it one of the most heavily armored for its size)
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, making it useless.
Speed
Running: 90 mph (144 km) maximum. Note that the act of running does tire out its operator, but at 20% of the usual fatigue rate. Running at speeds below 50 mph (80 km) tires the wearer at 10% the usual fatigue rate.Leaping: The powerful robot legs can leap up to 15 feet (4.6 m) high or across unassisted by the jet boosters, increase by 50% with a running start. A jet booster assisted leap can propel the unit up to 100 feet (30.5 m) high and lengthwise; increase by 50% with a running start. This is not flight.
Flying: None. Momentary hovering and air-cushioned landings are possible. After leaping upward, Sammy Jr. can hover to hold its position there for one melee round (15 seconds) before it becomes unstable and quickly drifts back down to the ground. This is great for getting a quick bird’s-eye view above the tree line, smoke or buildings.
A leap straight up or at an angle can also be used to jump up onto rooftops, vehicles or to try to snare low-flying opponents.
Cat-Like Landings from Great Heights: The Protege can drop or leap down, using its back and leg thrusters to land without risk of damage, from heights as great at 300 feet (91.5 m), to land softly on its feet and ready for action. Reduce this height by half if the main, back thruster system is destroyed.
Drops from heights greater than 300 feet (91.4 m) up to 600 feet (183 m) are trickier. Sammy Jr. 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 life-threatening 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: Sammy Jr. is not designed for use in the water and sinks like a rock, but can walk along the bottom at 10 mph (16 km or 8.6 knots). Maximum depth is 1,000 feet (305 m).
Statistical Data
Height: Man-size; 6-7.6 feet (1.8 to 2.3 m) depending on the size of the purchaser.Width: 4 feet, 6 inches (1.4 m).
Length: 2-3 feet (0.6 m).
Weight: 422 pounds (190 kg).
Physical Strength: Robot P.S. 28.
Cargo: Only what’s carried on belts and backpacks.
Power System: Nuclear; average life is 15 years.
Cost: 1.4 million credits for nuclear, 1 million credits for Solid Oxide, and 650,000 credits for electric.
Weapon Systems
1. NG-GR109 Forearm Grenade Launcher: To confuse the enemy, the designers thought if would be interesting to build a grenade launcher in a forearm housing that resembles the boxy, tri-barrel laser of the Samson. Rather than fire laser beams, the weapon launches grenades.Primary Purpose: Anti-Personnel and Anti-Armor.
Secondary Purpose: Defense and Anti-Fortification.
Range: 600 feet (183 m).
Mega-Damage: Varies with grenade type, but is typically plasma or high explosive grenades.
Rate of Fire: One at a time or in a volley of two or three.
Payload: 18 grenades total.
2. NG-P209 Forearm Particle Beam Blaster: To give Sammy Jr. some punch, the NG designers have given it a particle beam weapon. Northern Gun had avoided particle beam weapons due to their high cost in energy, short range and tendency to overheat.
However, the corporation has begun to work out some of the prior overheating problems and is once again experimenting with the powerful weapon. If superior range is preferred, this weapon can be swapped out with a single-barrel laser (3D6 M.D. and 2,000 foot/610 m range). Point and shoot.
Primary Purpose: Anti-Monster and Anti-Armor.
Secondary Purpose: Assault and Defense.
Range: 1,000 feet (305 m).
Mega-Damage: 6D6 M.D.
Rate of Fire: Each blast counts as one melee attack.
Payload: Effectively unlimited for nuclear and Solid Oxide models as it is tied into the power armor’s energy supply. Note: The particle beam gun is NOT available to electric models. It is replaced by the laser and is capable of firing 80 laser blasts per charge.
3. NG SP209 Vibro-Sword: Built into the left forearm weapon housing is a large, wide Vibro-Sword. Even retracted into its stowed position, the blade extends a foot (0.3 m) beyond the fist.
When extended fully for combat, the blade extends two feet (0.6 m) beyond the wearer’s normal reach. It can be silver-plated for an additional 8,000 credits for battling supernatural enemies.
Primary Purpose: Assault and Anti-Monster.
Secondary Purpose: Defense and Sabotage.
Range: Melee combat, two feet (0.6 m) beyond arm’s reach.
Mega-Damage: Slash: 2D4 M.D. Power Strike/Stab: 3D4 M.D., but counts as two melee attacks.
Rate of Fire: Each attack counts as one melee action.
Payload: Effectively unlimited; tied to the power supply of the unit.
4. Handheld Weapons: The power armor pilot can use any additional weapons and side arms such as an energy pistol, Vibro-Knife, Neural Mace, shotgun, grenades, flares, anti-monster weaponry, and other equipment. Extra gear may be carried in pouches and holsters on one or two belts around the waist, or in a carrying bag or backpack. Rifles with a strap can be slung over the shoulder.
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 the armor and to the weapon in hand. This provides unlimited payload when plugged into any energy weapon that takes an E-Clip. The Protege has one UEL in each forearm.
5. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage hand to hand combat. See Ground-Based Power Armor Training on page 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.
- a) Abdomen Searchlights (4 M.D.C. each): Mounted in the abdomen of the Protege are two searchlights. Each has a 20 degree arc of movement up, down and sideways, and is used to light up the area ahead, or as a focused beam like a flashlight. Range is 200 feet (61 m).
- b) Helmet Cameras: Two simple dashboard-style digital cameras are built into the helmet. They see and record whatever the wearer sees. The cameras have no special features beyond the ability to tape 96 hours of video and take 4,000 still photos.
- c) Helmet Voice Modulation: The mouthpiece of the helmet includes a built-in loudspeaker to serve as a bullhorn, language translator and voice modulator (changes/disguises the wearer’s voice; 20 different variations).
- d) Nightvison Optics: Passive light amplification that allows the pilot to see in the dark as long as there is at least some ambient light. 1,600 foot (488 m) range, and ultraviolet vision (can see the ultraviolet light used by some security systems).