NG-X33 Forester
NG-X33 Forester
Wilderness Scout Power ArmorWhether you are a part of a military company, civilian lumber operation, or a Wildnerness Scout, huntsman, trapper, cartographer or explorer, there is a need for a suit of power armor that specializes in forest operations, pathfinding and trail blazing. Any power armor can stomp through a forest or jungle, but not many can make their way through stealthily, locate the best passages of travel, mark trails, and when necessary, cut and clear trails for others to follow.
Those were the key points kept in mind by the NG design team led by James Unick, Rory Evavold, Brenda Hicks, and Alex K. Smith when they designed the Forester power armor. Based on the favorable response and growing buzz from explorers, professional trappers, big game hunters, lumber camps, Wilderness Scouts, and even adventurers and mercenaries, these designers did an excellent job.
The Forester offers good armor protection, has fair speed and a few built-in weapons for hostile environments, but the purchaser must understand that this is not a combat power armor. Almost everything about the Forester has to do with woodland travel, pathfinding and cutting trails.
Trail blazing. On the left arm is a high-powered Vibro-Chainsaw for marking and clearing trails. It can cut away thick underbrush, strip trees of branches, cut away large fallen branches and tree trunks, chop wood, build stockades and camouflaged blinds, and cut down small to medium-sized trees. The Vibro-Chainsaw is also used to mark trails, cut arrows and markings in tree trunks and rock to mark the way for others to follow, or to actually carve out a path through thick underbrush. Of course, the chainsaw doubles nicely as a wicked weapon in close combat.
On the right forearm is a napalm flamethrower for burning out vegetation and making controlled brush fires. Fire is also good for chasing away most wild animals and for burning out the nests and lairs of monsters. In a Xiticix hive, it can be used to set entire hatcheries ablaze. The fuel tank is located on the back.
Built into the left arm, above the wrist and below the chainsaw, is a square nozzle used for spraying invisible messages and markings with ultraviolet paint. The paint is invisible to normal vision, but clearly visible to those with ultraviolet optics and when exposed to “black light,” especially at night. This is ideal for leaving a (mostly) invisible trail that only comrades and teammates who know what to look for can follow. Of course, insects and creatures who can see in the ultraviolet spectrum of light can also see the UV markings and messages. But such markings will only have meaning to intelligent beings.
Located in the two collars on both sides of the neck are containers that hold small, flat, electronic markers, ten in each compartment. These small, green electronic markers are half the size of a credit card and three times as thick. Each has a wire clip on the back that can be hooked onto a branch or the underside of a large leaf, or can be slipped almost anywhere: under a fallen branch or log, behind a rock, etc., or just dropped on the ground. All are set to the same frequency and transmit a soft ping that gets louder as you get closer and changes pitch when you are within two feet (0.6 m) of it, and louder still when you are right by it (useful in locating it). Go too far off the path and the pinging vanishes. Range of transmission is one mile (1.6 km) and lasts for 240 hours (10 days). Transmission is set on radio frequencies that are not likely to be used and heard by the enemy. Again, this is to mark an invisible trail except for those who know what to listen for.
A dozen small smoke flares are a standard part of the Forester’s gear. They are designed to release a thin column of yellow, red or blue smoke (usually a mixture of colors) up into the air to mark locations. Each releases the thin column of smoke for 20 minutes, but a smoke trail usually lingers as a fading stripe in the sky for another 2D4 minutes after the flare stops releasing smoke (half that aftertime in winds greater than 8 mph/13 km). Smoke flares are carried in a strap that runs up and over the shoulder. Additional flares of any type, hand grenades and items may be carried in belt pouches and a backpack.
Cameras built into the helmet and chest record the traveler’s journey, and their footage can be reviewed to identify landmarks and to retrace your path. For climbing, there is a grappling hook and line built in the underside of each forearm. Aim, fire and climb. Each has 50 feet (15.2 m) of cord. At the waist is a retractable climber’s loop belt – the kind that telephone pole lines-men and cable guys used in the 20th Century to shimmy up poles and hang there to work on the lines. In the case of the Forester, the strap is more likely to hold him in place suspended from a tall tree where he’s functioning as a lookout or sniper from an elevated position; a tree where just enough branches have been cut away to give him a clear view, but still keep himself concealed from the ground.
The palm side of the hands and fingers have rubbery grips to make climbing and rappelling easier and fast. The feet are particularly unique. First, the soles have small, extendible cleats to give the armor-clad woodsman better traction in running and climbing. Second, each foot has six climbing spikes that flip down at a slight angle and lock in place for climbing trees and poles, and securing oneself in elevated locations. In both cases, when the spikes or cleats are not needed, they retract back into their housings.
For built-in weapons and defenses, beyond the naplam flamethrower and chainsaw, the Forester has a pair of shoulder mounted mini-missile launchers and can carry an energy rifle and side arm into the field. There are a couple other peculiar items worth mentioning.
One is a “peekaboo camera” in the right shoulder that can slowly unfold and extend outward on a small thin arm to look backward, behind the Forester. Every scout, hunter and explorer has experienced that moment when they are crouched and out of sight, hidden among the foliage, when they hear a twig snap or something move behind them. The motion of even slowly and quietly moving their head or body to look behind them is likely to startle and scare away wildlife. By the same token, if the sound comes from a predator or an enemy, turning to see what it is, and any noise or additional movement associated with that action, will alert the enemy(s) to his position and give them the drop on him. Likewise, an animal predator or monster may attack or charge.
However, the “peekaboo camera” is so small and quiet as it unfolds, the creature or person will never hear or see it. Being small means it can peek under leaves and through a weave of vegetation to see. The tiny camera feeds live images to the HUD in the helmet, giving the pilot inside the Forester a clear view of what’s behind him without the need to move a muscle.
Again, scouts and woodsmen know that if one remains perfectly still, an animal or enemy may walk within inches without ever noticing him and continue to move away without incident. Getting a live feed of their activity, movement and direction should indicate whether they are moving away or if they have spotted him and are moving to attack.
Built on the top, back portion of the helmet is a flip-up laser that can fire behind him. This weapon is usually deployed in concert with the peekaboo camera. Using the same scenario as above, the operator inside the Forester knows that if he turns his whole body to fire a weapon, the predator or enemy is likely to be in a position to attack before he can get into firing position. However, the flipup head laser can slowly and quietly rise up into firing position (or quickly snap into position) and fire. Using the peekaboo camera and a second camera built into the flip-up laser, the power armor pilot can carefully move his head into a position that will hit its mark without giving away his position. This should give him first shot at the target behind him. The unexpected blast should draw first blood and catch the victim off-guard, giving the Forester the opportunity to quickly move a split-second after firing into a better fighting position or to make a hasty retreat before the enemy knows what’s going on. In combat, a split-second advantage can mean the difference between life and death. Moreover, if the threat is something minor or skittish, one blast may kill it or send it running away in the opposite direction not knowing exactly what just attacked it, but wanting to get away from it.
While a weapon like this may not be desirable in straight-up combat, it is excellent for prowling through the wilderness. Of course, the Forester comes in a solid olive green color and a variety of camouflage colors and patterns; most them for forest environments.
Forester Power Armor
Model Type: NG-X33Class: Wilderness Reconnaissance Power Armor.
Crew: One.
M.D.C. by Location:
- * Head – 80
- * Flip-Up Head Laser – 12
- * Shoulder Mini-Missile Launchers (2) – 20 each
- * Shoulder Gas Dispenser (1, left) – 20
- * Shoulder Peekaboo Camera – 5
- * Neck Collar Compartments (2) – 10 each
- Arms (2) – 60 each
- * Forearm Flamethrower (right) – 25
- * Forearm Vibro-Chainsaw (left) – 45
- Legs (2) – 110 each
- ** 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.
** Depleting the M.D.C. of the main body will shut the armor down completely, making it useless.
Speed
Running: 60 mph (96 km) maximum. However, in most woodland and jungle environments, running even at half that speed is not possible. Best speed running through a dense forest, thick with vegetation, is 15-20 mph (24 to 32 km). Such rapid movement from the power armor crashing through it will sound like an elephant charging through the underbrush and can be heard for at least one mile (1.6 km), probably two or three (3.2 to 4.8 km). Moreover, reduce Perception Rolls, initiative and the Land Navigation skill by half.The act of running does tire out its operator, but at 10% of the usual fatigue rate.
Leaping: The powerful robot legs can leap up to 15 feet (4.6 m) high and 20 feet (6.1 m) across; increase by 30% with a running start.
Climbing: +5% bonus to the Climbing skill and can climb at a speed equal to the wearer’s own natural Spd attribute number.
Cat-Like Landings from Heights: The Forester power armor can drop or leap down, to land without risk of damage, from heights as great as 60 feet (18.3 m). Drops from heights greater than 60 feet (18.3 m) up to 120 feet (36.6 m) are dangerous and not advised. The power armor is likely to take serious take damage from such leaps or drops. Roll 1D20 to determine the success of the landing. On a roll of 1-10 the suit hits the ground hard and takes 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. On a roll of 11-20 the pilot takes minimal damage from the drop: 5D6 M.D. to the power armor and 2D6 S.D.C. to the pilot inside, and he loses only two melee actions before he is able to continue to move and take action without further delay. Drops from greater heights are not survivable.
Flying: None.
Water: The Forester is not designed for use in the water, but can swim at 20 mph (32 km or 17.3 knots) or walk along the bottom of a body of water at 10 mph (16 km or 8.6 knots). Maximum depth is 800 feet (244 m). The act of swimming or walking underwater does tire out its operator, but at 20% of the usual fatigue rate.
Statistical Data
Height: Man-sized, 6-8 feet (1.8 to 2.4 m) depending on the individual.Width: 2-3 feet (0.6 to 0.9 m) depending on the individual.
Length: 2-3 feet (0.6 to 0.9 m) depending on the individual.
Weight: 372 lbs (167.4 kg).
Physical Strength: Robot P.S. of 26.
Cargo: None, though additional belts with pouches and holsters may be worn, and a backpack or satchel containing additional weapons, E-Clips, hand grenades and gear may be hand-carried.
Power System: Nuclear with an average energy life of 12 years. Solid Oxide and electric battery versions are also available.
Cost: 1.1 million credits nuclear, 780,000 Solid Oxide, 570,000 electric battery.
Weapon Systems
1. Shoulder Mini-Missiles: The Forester has two box launchers, one on each shoulder. They can be fired forward, at an angle or straight up. The mini-missiles give the Forester a bit of a punch and a weapon with good range. Reloading the missiles takes one melee round for each pair of missiles. Extra missiles can be carried in a backpack, satchel or hard-shell carrying case.Primary Purpose: Anti-Armor and Anti-Monster.
Secondary Purpose: Anti-Aircraft and Defense.
Range: One mile (1.6 km).
Mega-Damage: Varies with missile type. High explosive and plasma are most common.
Rate of Fire: One at a time or in volleys of two.
Payload: 4 missiles total, two per shoulder launcher.
2. NG-F33 Double-Barrel Flamethrower: Mounted on the back of the power armor is the fuel tank for the flamethrower connected via a low profile hose along the back of the arm to the forearm mounting. The napalm fired from the flamethrower is primarily intended for burning out vegetation and for starting controlled “burns” to clear areas of forest and vegetation. The flamethrower 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: Clearing Vegetation.
Secondary Purpose: Assault and Defense.
Range: 75 feet (23 m).
Mega-Damage: 4D6 M.D. to the target and anyone within 4 feet (1.2 m) from a single blast, 1D4x10 M.D. from a dual blast. Those caught within 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 single or simultaneous, dual fiery blast counts as one melee attack.
Payload: 15 dual bursts or 30 single. The flamethrower can be refueled with military-grade napalm or use normal diesel/gasoline (reduces damage to 1D6 M.D. for the latter). 22 gallon (83 liter) fuel reserve.
3. Vibro-Chainsaw: Mounted on the power armor’s left forearm is a Vibro-Chainsaw that can slice easily through trees and undergrowth.
Though designed for marking trails and clearing trails, the chainsaw can be very formidable in hand to hand combat.
When not in use, the tool folds into a shielded housing.
Primary Purpose: Clearing Vegetation and Cutting Trails.
Secondary Purpose: Assault and Defense.
Range: Melee combat. When activated, the entire housing can slide forward to reach two feet (0.6 m) beyond the hand.
Mega-Damage: 4D6 M.D. per slashing attack. Power Strike (pressing it hard against the target): 1D4x10 M.D., but counts as two melee attacks.
Rate of Fire: Each cutting action/attack counts as one melee attack. Roll to strike as usual.
Payload: Effectively unlimited.
4. Shoulder Gas Dispenser Cannister: The container on the left shoulder next to the shoulder launcher is a gas dispenser. When the gas is released, it creates a cloud in a 10 foot (3 m) radius around the Forester. The dispenser can be loaded with insect repellent, smoke, tear gas or Hex gas, especially if going into an environment where monsters and supernatural beings might be encountered. It is best to release the gas cloud when the power armor is going to stay within its zone of cover or safety, or to gas a particular chamber or area and move on.
Primary Purpose: Anti-Monsters and Animals.
Secondary Purpose: Cover or Assault.
Range: Immediate 10 foot (3 m) radius around the power armor.
Mega-Damage: Varies. See Hex grenade for the effects of this toxic gas (below), smoke grenades for the release of smoke (provides cover, keeps away insects), or tear gas grenade for their respective effects and damage. Insect repellent keeps insects away from the cloud and surround 30 foot radius (9.1 m) for 2D4 minutes after the cloud dissipates. The gas cloud lasts for 1D4+3 minutes; half in winds greater than 10 mph (16 km).
Rate of Fire: Each release of gas counts as one melee attack.
Payload: Four clouds total can be released. Usually the same gas or two different ones.
Hex Grenade Description: The so-called “Hex” grenade contains a pre-Rifts chemical weapon rediscovered by the Coalition States and whose secrets have been recently shared with Northern Gun. It unleashes a smoke cloud that consists of hexachloroethane, grained aluminum and zinc oxides, producing a zinc chloride-oxychloride and hydrochloric acid emission that absorbs the moisture in the air in a 20 foot (6.1 m) radius. The chemical toxicity is created by the strong hydrochloric acid and thermal effect reacting from the zinc chloride and water.
Duration of Hex Grenade Effects: The cloud lasts for 1D4+3 melee rounds (half that in a strong wind), but the full penalties for the initial effects last for 1D6+2 minutes after exposure to the toxic cloud.
After that initial period, reduce the penalties by half for an additional 2D4x10 minutes for mortal beings. The latter is not applicable to supernatural beings and creatures of magic; see below. (Note: In the real world, victims suffer from symptoms for 12-48 hours, can develop lasting respiratory problems, delayed pulmonary edema and cyanosis, and in some cases, death. Most people require several hours to a few days to recover. Respirators are required as proper treatment for people coming into contact with hydrochloric acid smoke.)
Damage from Hex Grenades: When inhaled by humans, D-Bees and animals (including monstrous ones), the chemical cloud affects breathing and respiration, and can cause lesions in the upper passageways and lower airways to cause dyspnea and retrosternal pain (labored breathing and pain behind the breast bone associated with heart and lung disease). Victims cannot catch their breath, breathing is labored, they are struck with bouts of severe coughing, and the throat is so immediately and severely irritated that the voice becomes hoarse and raspy, making it difficult to talk.
Hex Effects as Penalties: -2 melee attacks, -6 on Perception Rolls, -4 on initiative, -2 to strike, parry, dodge and disarm, reduce Spd by half, and -20% on skill performance. Against mortal ‘Mega-Damage’ creatures, including Xiticix, dinosaurs, and most animals and mortal monsters, the toxic cloud has the same effects as above, except all of the initial penalties are half. Duration of the initial effects is the same, but the lingering penalties are reduced by half, again, and last only 3D6 minutes. Against dragons, creatures of magic, some demons and many supernatural beings (including demigods, godlings and Daemonix), the toxic cloud has the same effect, except reduce all of the initial penalties and duration by half. After the initial penalties end, there are no lingering effects. The monster is back up to full speed and ability unless exposed to the acidic smoke again.
A note on supernatural beings and creatures of magic who suffer full penalties: Those beings with keen olfactory senses, including Loup Garou, Wendigo, Werebeasts and others, suffer the full penalties for the full duration of the initial effects. The lingering effects see penalties reduced by half and last only 1D6 minutes.
A note on beings completely immune to the effects: The toxin has no effect on animated dead, the undead, Elementals, and beings resistant or impervious to sulfur and other toxic gases, nor those beings who can breathe fire. Of course, the toxic smoke has no effect on people inside environmental armor or inside a sealed, environmental system/vehicle/robot or power armor.
Saving Throw: 16 or higher vsnon-lethal toxin.
Area of Effect: 20 foot (6.1 m) radius for the Hex smoke cloud. EVERYONE caught inside the cloud must roll to save. A successful save means half the penalties for 1D4 melee rounds with no lingering effects.
Cost for One Hex Cloud Spray: 2,000 credits per each cloud.
Cost for Hex Grenades: 2,500 credits each.
5. Flip-Up Head Laser (Behind Head): Mounted in the back of the head is a flip-up laser for shooting at targets behind the power armor. The laser has a 45 degree up and down arc of fire behind the power armor (cannot point forward), but the entire head must turn from side to side to help aim at specific targets. The head can also tilt up or down to provide a wider up and down arc of fire. A camera with crosshairs is located at the base of the laser to help see what is behind the Forester and with aiming and targeting.
Primary Purpose: Anti-Personnel.
Secondary Purpose: Defense.
Range: 1,600 feet (488 m).
Mega-Damage: 3D6 M.D. per single shot.
Rate of Fire: Each blast counts as one melee attack/action.
Payload: Effectively unlimited for nuclear and Solid Oxide models, 65 blasts for electric battery. Has an E-Clip port in the back of the helmet as a backup system for the electric models: 15 shots for a standard E-Clip.
6. Smoke Flares: Twelve smoke flares are carried on a bandoleer strapped across the left side of the armor. They are designed to release a thin column of yellow, red or blue smoke (usually a mixture of colors are carried and each color may have a specific meaning) up into the air to mark locations. The thin column of smoke is released in a slow, steady stream for 20 minutes, but a smoke trail usually lingers as a fading stripe in the sky for another 2D4 minutes after the flare stops releasing smoke (half that after-time in winds greater than 8 mph/13 km). Additional smoke flares of any type may be carried in belt pouches and a backpack.
Primary Purpose: Marking a Trail.
Secondary Purpose: Signal.
Range: A thin column of smoke 1-2 feet (0.3 to 0.6 m) in diameter rises 400 feet (122 m) into the air (the width of the smoke in the column expands the higher it goes). Lasts for 20 minutes +2D4 additional minutes as the smoke trail fades and dissipates.
Mega-Damage: None. The smoke is used for marking a trail or location, or signaling teammates. Different colors may be designated to be a warning or a signal to attack/come to that location, and so on.
Rate of Fire: The use of each flare counts as one melee action.
Payload: 12 come standard with the purchase of the power armor. Additional ones can be purchased at a cost of 80 credits each.
7. Handheld Weapons: A handheld NG side arm (energy pistol) and NG laser or ion rifle are a standard part of the Forester’s gear. Additional or alternative weapons and side arms such as a Vibro-Blade, Neural Mace, shotgun, or backup weapon may be carried by the wearer of the power armor. Likewise, additional smoke flares, hand grenades and other weapons and equipment may be carried 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.
8. 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 26.
- 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. (+1 M.D. with cleats extended, +1D4 M.D. with climbing spikes extended).
- Leap Kick – 2D8 M.D. (+2 M.D. with cleats extended, +1D4+2 M.D. with climbing spikes extended), but counts as two melee attacks.
b) Climbing Spikes and Cleats: The bottoms of the power armor’s feet have extendible and retractable cleats and climbing spikes. Also see climbing notes in the stats block.
c) Electronic Markers: Comes standard with 20 (10 in each compartment) electronic markers. Each is a small, green device that resembles a half-sized credit card and three times as thick.
Each has a wire clip on one side that can be hooked onto a branch or the underside of a large leaf, or placed just about anywhere unseen, even if it is just dropped on the ground. Teammates can follow the ping set to a predetermined frequency to follow the trail. Range of transmission is one mile (1.6 km) and lasts for 240 hours (10 days). Transmission is set on radio frequencies that are not likely to be used and heard by the enemy. They are used to mark an invisible trail except for those who know what to listen for. Replacement e-markers cost 200 credits each.
d) Hand Lights: The two small nodes on the left hand are a pair of LED lights used like a small flashlight (40 foot/12.2 m range, but best at close range).
e) Helmet Cameras: Two simple dashboard-style digital cameras are located on both sides of the head at the temples. Two others are built into the top of the left hand, but they are activated only upon command. All are basic cameras that see and record whatever the power armor pilot sees. The cameras have no special features beyond the ability to tape 96 hours of video and take 8,000 still photos. Also see the peekaboo camera.
f) Helmet Light: Located in the forehead of the armor is a head lamp that functions like a miner’s helmet light or flashlight. It points wherever the wearer of the suit looks and has a range of 100 feet (30.5 m).
g) Helmet Multi-Optics System: The Forester’s helmet contains a wide range of optical enhancements: Passive nightvision (light amplification; range 1,600 feet/488 m), infrared optics (can see in total darkness and through smoke, however, an infrared light beam is emitted which can be seen by others with the ability to see the infrared; range 1,600 feet/488 m), ultraviolet vision (can see the ultraviolet light used by some security systems; 400 foot/122 m range), binocular telescopic sight (2 miles/3.2 km range), macro-magnification (x12 for close work), and built-in digital camera that can store 100 hours of video and take 4,000 still pictures; camera has the same telescopic and macro features for distance and close images). All are perfect for spy work and surveillance.
h) Peekaboo Camera: A “peekaboo camera” can unfold from the right shoulder to look over it to see what is happening behind the wearer of the Forester, without him having to move and physically turn. This can be very helpful when hiding amongst vegetation and hunting. Being so small and quiet, the peekaboo camera can peer under leaves and through a weave of vegetation to see and transmit live images to the HUD in the pilot’s helmet. Note: For a complete description of how this mini-spy camera can cover one’s back, see the description in the opening text, above.
i) Ultraviolet Paint Sprayer: The UV paint is used to mark trails visible only to those with black light or ultraviolet optics/vision. This can be arrows, symbols, numbers/coordinates or actual words. Sprayer range is two feet (0.6 m). The UV paint spray is located in the left forearm and has the same amount of paint as a typical 12 ounce can of store-bought spray paint. Replacement paint costs 20 credits per refill canister.