NG-X44 Blue Boy

NG-X44 Blue Boy 

All-Purpose Infantry Power Armor
The Coalition has its Dead Boys, Northern Gun has its Blue Boy, a sleek, man-sized power armor that is heavily armored and designed to fulfill any and all ground infantry functions. The Blue Boy gets its nickname from the blue tint of the M.D.C. composite materials used to make it. The power armor rolls off the assembly line a metallic blue that is pleasing to many buyers who never bother to get a custom paint job. (As depicted on the cover of Northern GunTM One). The Blue Boy functions equally well in combat and support roles, reconnaissance, exploration, and general adventuring. However, it has weapons and a few features that make it especially well suited for special operations and sabotage.
The creation of the design team lead by Howard Holland, Chris Mackay and Walter Chaslon, the Blue Boy is roughly man-sized, making it a low profile target. Second, it has special magnetic plates built into the armor’s feet and the underside of the hands that, when activated, enable the power armor to attach itself to giant robots and vehicles, as well as scale metal towers, the hulls of ships and other metallic surfaces. Third, it has an electrical attack that can knock out soft-target security systems, communications, computers and electronics or to stun and subdue unarmored enemy personnel for capture and interrogation. Last, Thumper, its dual weapon system, exclusive to the Blue Boy, is an accurate and deadly weapon. The Blue Boy’s own armor plating is a compound alloy consisting of M.D.C. metals, ceramics and plastics that allow it to be lighter than many power armors and shield it from electrical and EMP attacks (half damage with no chance of frying its electrical system or onboard memory). 

Blue Boy Power Armor

Model Type: NG-X44
Class: Light Infantry Assault and Saboteur Power Armor. 
Crew: One.
M.D.C. by Location:
  • * Head – 70
  • Arms (2) – 60 each
  • Legs (2) – 110 each
  • Thumper Shoulder Assault Rifle (attached to armor) – 50 
  • * Forearm Volt Disruptor (1, left forearm) – 10
  • * Leg Maneuvering Jets (2, small) – 12 each
  • * Vibro-Blades (2) – 15 each
  • ** Main Body – 165
* 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 enhance- ment, leaving the pilot to rely on his own human senses without any of the bonuses granted to him by the Robot Combat skill.
** Depleting the M.D.C. of the main body shuts the power armor down completely, rendering it useless.
 
Speed
Running: 40 mph (64 km) maximum. The act of running tires out the operator, but at 20% of the usual fatigue rate thanks to the robot exoskeleton.
Leaping: The powerful robot legs can leap up to 10 feet (3 m) high or 16 feet (4.9 m) across.
Climbing Capabilities: The hands and feet of the Blue Boy are designed to climb, and provide a +5% skill bonus. Moreover, the magnetic climb system in the hands and feet enables the pilot to hitch rides on large robots and vehicles, climb them and climb any metal structure that the magnets will cling to (+10% to Climb skill when magnets are used on the appropriate surface).
Flying: None, except with a jet pack on the back (costs extra) or a glider like the one used by the Silent Shadow power armor (costs extra).
Water: The Blue Boy is not designed for use in the water, but can swim in water or walk along the bottom at 5 mph (8 km/4.3 knots). Maximum depth is 800 feet (244 m). The act of swimming tires the wearer of the suit, but at 20% of the usual fatigue rate.
 
Statistical Data:
Height: Man-size, generally 5.6 to 7.6 feet (1.7 to 2.3 m). 
Width: 2-3 feet (0.6 to 0.9 m).
Length: 2.5 to 3 feet (0.75 to 0.9 m).
Weight: 326 lbs (146.7 kg).
Physical Strength: Robot P.S. of 25.
Cargo: None.
Power System: Nuclear is standard; average energy life is 10 years. 
Cost: 1.2 million credits nuclear or 832,000 Solid Oxide. Nuclear is the hands-down favorite, however, outselling the alternative 5 to 1.
 
Weapon Systems
1. NG-X144 “Thumper” Dual Assault Rifle: A combo grenade launcher and laser rifle built into an experimental shoulder mounting. The mounting takes a page from the Glitter Boy, with the weapon being built into a swivel mounting on the back. When not needed, the weapon is pushed back behind the shoulder, sticking upward. When needed for combat, the wearer of the power armor reaches back to pull it forward and fires. 
The swivel mounting has enough movement that the weapon can sweep side to side 180 degrees and has a 180 degree up and down arc of fire. It also has one additional benefit when the pilot wants a steady Aimed or Called Shot, he can lock the mounting in place and fire, providing greater stability and accuracy to strike. This is especially handy for precision shooting with the laser built into the underbelly of the weapon, but helps significantly with the kick when grenades are fired. The top barrel fires the rifle grenades and can do so in rapid succession, three at a time, which is another thing that makes it unique. 
Each firing of a grenade makes a thumping sound, especially when two or three are fired rapidly one after another. The laser has two settings: laser targeting (no damage) to paint a target before firing, and a precision blast (2D6 M.D.). Most infantry troops who have piloted Blue Boy power armor rave about it.
Primary Purpose: Assault.
Secondary Purpose: Defense.
Range: Laser: 1,600 feet (488 m). Thumper Grenade Launcher: 1,200 feet (366 m).
Mega-Damage: Laser 2D6 M.D. for a single shot.
Mega-Damage for Grenades: Varies by the type of grenade and by the number fired. The stats that follow provide damage for ONE grenade and THREE.
  • 3D6 M.D. per single grenade to a 12 foot (3.7 m) radius for fragmentation grenades (1D4x10+3 M.D. for a 3-grenade volley).
  • 4D6 M.D. to a 3 foot (0.9 m) radius for high explosive/armor piercing grenades (1D6x10+6 M.D. for a volley of three).
  • 6D6 M.D. to a five foot (1.5 m) radius for a single plasma grenade (2D4x10+12 M.D. for a volley of three). Note: As a rapid-fire weapon, the cannon can fire one grenade at a time or a rapid-fire volley of two or three, unleashed a second apart. A volley always contains the same type of grenade.
  • A smoke grenade covers a 40 foot (12.2 m) radius in a dense cloud of smoke, obscuring vision and creating cover. Radius x3 for a volley of three smoke grenades, tear gas or flash grenades.
  • A 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 environmental armor burn and tear, as well as gags and chokes them (-10 to strike, parry and 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).
  • A 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: The laser is single shot and each shot counts as one melee attack. Thumper can fire one grenade or a rapid-fire volley of three at the same target or one each at a different target (shooting wild).
Bonuses: +1 to strike with laser on an Aimed/Called Shot. +1 to strike with a grenade on an Aimed/Called Shot when only one is fired. When three are fired at the same target it counts as burst fire. When three are fired but divided between two or three different targets in rapid succession, it counts as Shooting Wild.
Payload: Laser is effectively unlimited as it is always tied into the power supply of the power armor. Cannot function if removed from the armor. 
Grenade Payload: 9 in the weapon. Three extra are stowed right on top of the gun, plus 42 others – 36 combat grenades (explosive, plasma or Hex) and six smoke or other “special” ordnance. All are stowed in the hard-shell backpack, designed exclusively for the Blue Boy to hold and transport grenades carried on the back.
Reloading is by hand and takes a trained soldier one melee round, 1D4 melee rounds for the inexperienced or frightened.
  2. Forearm Volt Disruptor: Built onto the left arm is a high-powered dart launcher that fires specialized voltage darts very much like a 20th Century taser. The three darts hit and stick into its target and immediately release an electrical blast intended to work like a taser on S.D.C. opponents (stuns) or to short-circuit soft electronics, e.g. S.D.C. computers, keyboards, monitors, radios, security cameras, and similar soft targets. It is not effective against cybernetics and bionics, but does double damage to the rare supernatural creatures vulnerable to electricity.
Primary Purpose: Anti-Communications and Electronics. 
Secondary Purpose: Sabotage and Anti-Personnel (stun).
Range: 15 feet (4.6 m).
Damage: Only 1D4 S.D.C. physical damage to people and machines, but subsequent electric bursts will have an additional effect.
On people, including most S.D.C. D-Bees, but NOT M.D.C. beings, supernatural beings, or creatures of magic (unless they are vulnerable to electricity), the effect is identical to the Neural Mace (see Rifts® Ultimate Edition for details). Has NO effect on environmental body armor, cyborgs, power armor, vehicles or any M.D.C. being or machine.
Effects on S.D.C. electronic devices: Roll percentile dice to determine one of the following results.
  • 01-10% Fried. The device is toast and beyond repair. It must be completely replaced.
  • 11-66% Damaged, but fixable. 1D4 components within the device are burnt out, rendering it inoperable until repairs can be made. That is likely to take 1D4x10 minutes per damaged com- ponent if the parts are readily available, and 2D4 days if the parts have to be located and brought in from a supplier.
  • 67-80% Malfunction and glitchy. The device shuts down for 1D4 melee rounds before coming back online, but only at 60% its normal operating level; it runs slow, range is reduced, data is un- reliable. Requires repairs as above, only these repairs are simpler and take half the time.
  • 81-90% Temporary shutdown. The affected device is knocked out and completely inoperable for 2D4 minutes. When it comes back online it functions poorly and at only half its normal capacity for another 2D4 minutes before snapping back to nor- mal, 100% performance.
  • 91-00% Momentary shutdown, otherwise fine. The device shuts down for 1D4 melee rounds before coming back online and functioning 100% perfect.
Rate of Fire: All three darts fire per each attack. Each launch counts as one melee attack, but another full melee round (15 seconds) is required to retrieve them for reuse.
Payload: The darts and the wires they are attached to can be retrieved, respooled into the launch unit, recharged (takes two melee rounds) and used again and again. If the wires are cut or the darts damaged, the Blue Boy has two spare sets of darts and wires that can be attached for future use.
  3. Handheld Weapons (optional): Any other handheld weapon such as an additional side arm, Vibro-Blade, shotgun or other backup weapon may be used by the pilot of the Blue Boy power armor. Such items maybe carried on one or two belts around the waist, or in a carrying bag.
  4. 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 as per Robotic P.S. of 25.
  • Restrained Punch: 6D6 S.D.C.
  • Normal Punch: 1D4 M.D.
  • Power Punch: 2D4 M.D., but counts as two melee attacks. 
  • Kick: 1D6 M.D.
  • Leap Kick: 2D6 M.D., but counts as two melee attacks.
  5. Sensor Systems and Features of Note: All the usual for power armor plus the following. a) Built-in Language Translator: Programmed with the nine known languages of the Americas and can hold 12 additional lan- guages. It can recognize and monitor up to three different voices and two different languages or dialects. Level of accuracy is 98.7% with a three second delay when directed at one individual, but drops to 78% with a six second delay when translating three speakers simultaneously.
b) Nightvison Optics: Passive light amplification that allows the pilot, gunner and communications officer 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.
c) Multi-Camera System (helmet): The camera has a telescopic lens and can be useful for targeting. Telescopic Range: 2 miles (3.2 km).
d) Blue Boy Alloy Armor Shielding: Specialized shielding protects the power armor from EMP attacks and electrical blasts do half damage.
e) Magnetic Climbing System: Magnetic plates built into the armor’s feet and the underside of the hands can be activated to enable the power armor to scale vertical surfaces made of metal, and climb on top of (and cling onto) moving robots and vehicles. Reduce speed 50% when walking via magnetic climbing plates.
Item type
Armor