NG-X30 Aurora Blazer
NG-X30 Aurora Blazer All-Terrain and Amphibious Power Armor
Taking a page from Triax’s playbook and their Terrain Hopper, the Northern Gun design team spearheaded by Stewart Easton, Camryn Swalve and Glenn Francis II have created a fast, light, all-terrain power armor capable of jet propelled running and leaps, as well as amphibious operations. Like the Triax Terrain Hopper, the Aurora Blazer is able to run, leap and rocket many yards (meters), land, continue to run and rocket leap again, and repeat, to cover distances very quickly. The Aurora Blazer has even greater control than the Hopper thanks to a pair of back-mounted jet thrusters that can rotate 180 degrees and provide VTOL-style leaps straight up and down as well as across, along with jets built into the lower legs.In some ways, the actual design elements are much more reminiscent of the Coalition States’ SAMAS, without having full flight capabilities. This has led to more speculation that NG is working on creating its own version of the SAMAS in secrecy, or that it may be secretly manufacturing SAMAS for the CS. If the CS has noticed any similarities, they have not voiced any concerns.
The clever diversity of the Aurora Blazer’s thruster design is such that it has ground, limited air and sea capabilities. It can fly low to the ground for short spurts, and can swim or rocket through water at good speeds, though maximum depth is a modest 1,200 feet (366 m).
The Aurora Blazer is wonderful for reconnaissance, exploration, escort, search and rescue, and fast response, as well as hit and run raids on land and on water. It is one of NG’s newest releases but has already gotten resounding approval from mercenaries, adventur- ers and seafarers, especially naval forces, privateers and pirates. The Aurora Blazer’s long leaps and limited flight ability make it fantastic for boarding ships at a greater distance than in the past. The power armor is also able to dive underwater, swim to a target vessel and rocket up onto the deck from underwater without warning. In the alternative, the Aurora Blazer can cripple or sink a vessel by attacking it from underwater, as well as engage submarines and sea monsters.
The Aurora Blazer is one of fewer than a dozen power armor suits that come 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 a weapon’s standard E-Clip with the UEL, and it pro- vides 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 many E-Clips into combat. The UEL is a simple idea that is hitting the market like a thunderbolt.
In most of the new power armors that have it, the UEL and cable are kept in a compartment on the forearm or hip, but in the case of the Aurora Blazer, one UEL is located in the right shoulder and the other one in the left forearm. The compartment opens up to reveal what looks like an Energy Clip connected to an extendable cable. This universal connector is directly tied to the power armor’s energy supply via the cable. The use of the UEL powered weapon drains the power supply so it is best suited for nuclear or Solid Oxide batteries that have great energy storage.
Any weapon to which it is linked has access to what is effectively unlimited power. ANY energy weapon that uses an E-Clip – long or short – can be connected to the power armor via the UEL, provided that its maximum damage capacity is 1D6x10 M.D. or less per blast (see the description below for more details). Simply remove the weapon’s normal E-Clip and insert the Universal Energy Link (UEL) into the E-Clip port, and the weapon is ready to fire. And fire. And fire. Not only does this provide an ordinary energy rifle or pistol with an unlimited payload, saving on extra E-Clips and recharging costs, but it saves on the cost of the power armor itself by eliminating the need for costly built-in weapon systems.
Most man-portable energy weapons such as rifles and pistols, including those usually reserved for Juicers, cyborgs and power armor, are within acceptable tolerances. The flexibility and range of hand-held weapons available via the UEL means the Aurora Blazer can use almost ANY energy weapon made in North America as long as it is designed to be powered by an E-Clip. As long as the connecting cable is not severed (attackers are -6 to strike on a Called Shot; -10 when the power armor is moving or dodging), the weapon has an endless energy payload. Better yet, the power armor pilot can switch out his or her weapon system on the fly, trading for a more appropriate energy weapon or grabbing a gun he may have recovered from an enemy or found on the battlefield. In most cases, if the weapon takes an E-Clip, he can connect to it via the UEL and fire away.
The UEL connector junction can be adjusted slightly to fit most energy weapons made by most manufacturers in North America, including Northern Gun, the CS, Free Quebec, Wilk’s, Titan Robotics, Bandito Arms/the Black Market, Wellington, and most of the rest. It also works on most Triax (NGR), Ichto, ArmaTech Industries and H-Brand (Japan) weapons as well as Geofront (China), Warlords of Russia, and Kittani energy rifles and pistols. The UEL also fits about one third of Naruni Enterprises’ rifles and side arms!
Note: The UEL does have a few limitations. It cannot power weapons that inflict more than 1D6x10 M.D., and it can only power energy weapons. If the weapon does more damage than 1D6x10 M.D., it cannot fire when hooked to the UEL. Anything more powerful saps the system and causes it to shutdown. (See #3, Handheld Weapons, below, for more details.) Of course, it has no effect on rail guns and other projectile weapons that require physical ammunition. The greatest danger is if the cable is severed. Cut the power cord (5 M.D.C.), and the weapon is dead until repairs can be made or the UEL connector is swapped out for a traditional E-Clip with a finite payload. Most pilots keep 4-6 E-Clips on them for just such circumstances. That’s also why there is usually one UEL in each arm and sometimes a third in one of the hips. If he has the time, a smart pilot will remove and stow the UEL back in its travel compartment before entering into melee combat, to prevent the cable from getting cut. Of course, that’s not always possible, and other times one needs the weapon to be powered and available for continued fighting. NG designers have found UELs built into the forearm are the most efficient. The cable usually runs a very sort distance between the arm and the gun, where it is protected and barely visible. Those with cables trailing from the shoulder or hip are a bit more vulnerable, especially in hand to hand combat.
At first, power armor that came with a Universal Energy Link (UEL) met with considerable skepticism and slow sales, but as word spreads about how well it really does work, the sales of the power armor suits equipped with them have increased dramatically. A trend that is expected to continue. The UEL is especially useful for light and medium power armor that have few or no built-in weapon systems.
Aurora Blazer Power Armor
Model Type: NG-X30Class: All-Terrain Recon and High Speed Assault Power Armor.
Crew: One.
M.D.C. by Location:
- * Head – 80
- * Head Wings (2) – 15 each
- * Head Fins (2, top) – 6 each
- Arms (2) – 90 each
- Legs (2) – 125 each
- ** Back Thrusters (2) – 45 each
- * UEL Cables – 6 each
- Booster Pack & Rail Gun Ammo Cannister (1, center of back) – 80
- Blazer Assault Rifle (1, handheld) – 50
- *** Main Body – 175
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 head wings and fins does little to impair the Aurora Blazer.
** Destroying one thruster reduces leaping speed and distance by 30%. Destroy both and speed and distance are 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: 90 mph (144 km) 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 50 mph (80 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 only by the leg thrusters is 25 feet (7.6 m increase by 50% with a running start.
A full jet thruster assisted leap from a stationary position or a running start can propel the power armor up to 200 feet (61 m) high and 300 feet (91.4 m) across without actually attaining flight.
VTOL Leap: The thrusters can rotate to rocket the Aurora Blazer straight up 300 feet (91.4 m) or to leap at steep angles. Once up high, the power armor can hover to hold its position there for 1D4+1 melee rounds before the power armor becomes unstable and starts to wobble and quickly drift 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 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 Great Heights: The Aurora Blazer can drop or leap down from heights as great at 500 feet (152 m), using its VTOL thrusters to slow its descent, land softly on its feet and continue to run or leap. Anyone carried in the suit’s arms also lands gently, safely and unharmed, with minimal jarring.
Drops from heights greater than 500 feet (152 m) up to 900 feet (274 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 life-threatening damage: 2D4x10 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.
Power Jumping Travel: 175 mph (280 km). The integrated jet thrusters with VTOL capabilities give the Aurora Blazer incredible speed and versatility.
Also known as “jet propelled running,” power jumping travel requires the power armor pilot to run, jump (soaring 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/me- ters and power leaping again – like a Jackrabbit – the Aurora Blazer can maintain an impressive ground speed of 175 mph (280 km), even through light forest and uneven ground.
Reduce speed by 40% 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 excellent. The Aurora Blazer’s jet thrusters built both in the back and legs, and back thrusters that can rotate, give the pilot amazing maneuverability. He is able to change direction/trajectory in midair or even stop, hover or land (VTOL) vertically. Of course, having to suddenly stop in mid-air/ leap to avoid a collision or land unexpectedly will ruin momentum and slow down the traveler’s speed. And don’t forget, hovering in the air makes the character an easier target.
If there is a downside to power jumping travel, it’s the noise the power armor makes, crashing through the underbrush like a giant rabbit or 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 presence, 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). 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 the armor must move slowly and deliberately to be quiet and sneaky.
Limited Flight: The rocket propulsion system enables the Aurora Blazer to fly for short distances. Maximum flying speed is 100 mph (160 km), but cruising speed is considered to be around 60 mph (96 km). Maximum altitude is limited to 200 feet (61 m), but flight will be wobbly and the Aurora Blazer is unable to fly in a straight, even line. Instead it will bob up and down and sway side to side by 1D4x10 feet (3 to 12.2 m), and even worse when going against the wind.
Flying Range: The nuclear power supply of the armor gives it a de-cade of life, but the Aurora Blazer is a running and leaping machine, it is not built for flight and starts to lose altitude very quickly. Reduce altitude by 20 feet (6.1 m) every 10 minutes. At around 40 or 60 feet (12.2 to 18.3 m) above the ground, the pilot needs to stop, land and make a running takeoff to fly for another 10 minutes. This can be maintained for one hour, at which point the thrusters in the back need to cool for at least 60 minutes. In many cases, the jets will start to sputter and speed fluctuate after 50 minutes and may stop work- ing; this is especially true if the thrusters have been damaged. Note: Travel by power jumps is actually faster (175 mph/280 km) than flying and can be maintained for hours.
Water: The armor can swim on the surface or underwater without using its rocket pack at 15 mph (24 km/13 knots) but this tires the wearer at 20% the usual fatigue rate. It can also travel underwater using its jet thrusters at 35 mph (56 km/30 knots) or walk along the bottom of a body of water at 15 mph (24 km). Maximum depth is 1,200 feet (366 m).
Special Bonuses of the Aura Blazer Power Armor: +1 to dodge at any speed, +2 to dodge when traveling at speeds greater than 90 mph (144 km) and +1 to roll with impact.
Statistical Data:
- Height: 7 feet, 2 inches (2.2 m).
- Width: 4 feet (1.2 m).
- Length: 3.5 feet (1.1 m).
- Weight: Roughly 540 lbs (243 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.
Weapon Systems
1. NG-X530 Blazer Over-and-Under Assault Rifle (1, Handheld):The X530 is a large, experimental, dual assault rifle exclusive to the Aurora Blazer and the Lynx (for the latter, it is an optional weapon). The top barrel is a long-range, precision laser that can fire a single shot or triple pulse burst. Beneath it is a quad-barrel plasma weapon that can fire two or four simultaneous blasts at the same target. The X530 Blazer assault rifle is specifically designed with power armor and Combat Cyborgs in mind. Currently, it is only available with the Aurora Blazer and Lynx armor, but that is likely to change within a year or two, especially if the weapon performs as well as expected. The X530 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 (plasma).
Secondary Purpose: Anti-Personnel and Precision Shooting (laser).
Range: Laser: 2,000 feet (610 m). Plasma: 800 feet (244 m). Note: The plasma weapon is designed to deliver a big punch in close quar- ters combat and against monsters and beings vulnerable to M.D. fire and heat.
Mega-Damage: Laser: 2D6 M.D. for a single shot or 4D6+5 M.D. for a triple laser pulse.
Plasma: 2D6+3 M.D. for a single shot, 4D6+6 M.D. for two simultaneous blasts at the same target, 6D6+10 for three plasma rounds and 1D4x10+14 M.D. for a four plasma round blast.
Rate of Fire: Each single shot laser or plasma blast, laser pulse, or multiple plasma blast counts as one melee attack. Note: The laser and plasma weapons cannot be fired at the same time. The shooter needs to pick one or the other.
Payload: Effectively unlimited when powered by the UEL. Otherwise, 10 triple pulse laser blasts or 6 quadruple per standard E-Clip; double for Long E-Clips. Each of the two combined weapons has its own, separate E-Clip. Not a factor when the UEL is used.
2. Thruster Mounted Mini-Missile Launchers (2): Built in the top of the thrusters, behind each shoulder, is a mini-missile launcher.
Primary Purpose: Assault and Anti-Armor.
Secondary Purpose: Defense and Anti-Missile.
Range: One mile (1.6 km).
Mega-Damage: Varies with type of mini-missile used. Fragmentation (5D6 M.D.), armor piercing (1D4x10 M.D.), and plasma (1D6x10 M.D.) are most common. Smoke and tear gas may also be available. Mini-Torpedoes may be substituted for marine operations.
Rate of Fire: One missile at a time or in volleys of 2 or 4.
Payload: 8 total; four per each launch unit (one launcher behind each shoulder).
3. Handheld Weapons & UEL Any handheld weapon can be used by the Aurora Blazer. Energy weapons are the usual choice because they can be powered by the UEL system. An additional side arm, Vibro-Blade and other gear may be carried on a belt around the waist.
UEL – Universal Energy Link (3, one in each forearm and one in the right shoulder): The Aurora Blazer has one Universal Energy Link concealed inside an armored compartment in the right shoulder and one in each forearm. When needed, a 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 leaving a thin cable running from the power armor to the weapon in hand.
Each provides power to a weapon that can inflict as much as 1D6x10 M.D. per blast, but anything more powerful saps the system and causes it to shutdown until replaced with a more appropriate weapon (i.e. something that fires blasts that inflict 1D6x10 M.D. or less).
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.
4. Hand to Hand Combat Rather than use a weapon, the pilot can engage in Mega-Damage hand to hand combat. See Basic or Elite Flying Power Armor Training, depending on the pilot’s level of skill, on pages 351 or 352 of Rifts® Ultimate Edition. Damage as per 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.
- 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.
- High Speed Running/Rocketing Leap Kick – 3D8+3 M.D., but counts as two melee attacks.
- 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 features beyond the ability to tape 96 hours of video and take 4,000 still photos.
- LED Flashlight (2): Built into both sides of the cheek is an LED light system that works like a miner’s head lamp, except they are in the cheeks and point wherever the pilot turns his head. 500 foot (152 m) range.
- Language Translator: Built into the helmet is a language translator.
Item type
Armor