NG-X67 Prophet
NG-X67 Prophet
The Prophet comes from the drawing board of design team leaders Joel Rodriguez, Christopher Spencer, and Rawson Hallect. Originally conceived for law enforcement, the armor cannibalizes a number of features from other suits of power armor, plus a few new twists of its own. The end result is an armor suitable for service in law enforcement, the military police, special forces, surveillance, investigation, bounty hunting, monster hunting, vampire slaying, search and rescue and infantry support.It was nicknamed the Prophet because of its array of sensors, cameras and advanced computer systems that help it to recognize and anticipate enemy activity and attacks. The Prophet offers its wearer 360 degrees of sight, thanks to a number of cameras built into the front and back of the armor, all relaying information to the power armor pilot inside and being analyzed by recognition software and computers for investigative purposes, combat and troop support.
Enhanced radar and sonar, multi-optics, long-range communications, and the police recognition system complete the package for this power armor. All of this makes the Prophet perfect for crime scene investigation, detective work, law enforcement, espionage, sabotage and troop support, but it can fulfill most combat roles.
Prophet Power Armor
Model Type: NG-X67Class: Law Enforcement Surveillance, Investigation and Espionage Troop Support Power Armor.
Crew: One.
M.D.C. by Location:
- * Head – 80
- * Sensor/Communication Nodes (4, back of head) – 11 each
- * Peekaboo Cameras (2, back) – 5 each
- * UEL Cables (2) – 6 each
- * Vibro-Blades (2, one each forearm) – 30 each
- Hard-Shell EBA Backpack – 45
- Arms (2) – 70 each
- Legs (2) – 100 each
- Jump Jets (4 per lower leg) – 10 each
- ** Main Body – 175
Normally, destroying the head/helmet eliminates the HUD of the helmet and all forms of optical and sensory enhancement.
However, in the case of the Prophet, each of the four Sensor/Communication Nodes must be destroyed or the power armor pilot retains all of his usual bonuses. Moreover, Prophet pilots always have one or two backup pairs of tinted com-goggles with a wireless HUD that can still receive and see the camera feeds.
Likewise, the Prophet carries portable communications and scanners in the hard-shell backpack, and when they are activated, their data is transmitted to his wireless HUD, restoring radar, communications and other sensory information. If all of these systems are knocked out, only then does the pilot 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 vehicle 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.
VTOL Leaps Upward: The Prophet has a limited jet jump system built into the lower legs to provide additional lift and distance for a running start (see Leaping above). They are designed to enable the armor to leap straight up and down or at an angles to reach floors and rooftops above street level and to pounce upon giant monsters and opponents.
Power Jumping Travel: Not possible.
Flying: None. Even momentary hovering above the ground is not possible.
Cat-Like Landings from Heights: The Prophet can drop or leap down, using its leg thrusters to land without risk of damage, from heights as great as 200 feet (61 m), to land softly on its feet and be ready for action.
Drops from heights greater than 200 feet (61 m) up to 400 feet (122 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: 2D6x10 M.D. to the power armor, 1D4x10 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 power armor is not designed for use in the water, but can swim or walk along the bottom of a body of water at 10 mph (16 km or 8.6 knots). Maximum depth is 500 feet (152 m). The act of swimming or walking underwater does tire out its operator, but at 20% of the usual fatigue rate.
Bonuses for the Prophet (special): Due to the sensors and camera array of the Prophet, it is impossible to sneak up without the wearer knowing it. +1 on Perception Rolls, +2 to automatic dodge (the act of dodging does not use up a melee attack), +1 to roll with impact and cannot be surprised by attacks from behind.
Statistical Data
Height: Man-sized, 5.6 to 8 feet (1.7 to 2.4 m) depending on the size of the wearer.Width: 3-4 feet (0.9 to 1.2 m) depending on the size of the wearer.
Length: 2-4 feet (0.6 to 1.2 m) depending on the size of the wearer.
Weight: 308 lbs (138.6 kg).
Physical Strength: Robot P.S. of 26.
Cargo: None.
Power System: Nuclear; average energy life is 12 years. Solid Oxide and electric battery versions are also available.
Cost: 1.2 million credits for nuclear, 865,000 Solid Oxide and 500,000 electric battery.
Weapon Systems
1. Forearm Laser (1): Built into the right forearm is a low-profile, short-range laser. Point and shoot.Primary Purpose: Anti-Personnel.
Secondary Purpose: Defense.
Range: 1,200 feet (366 m).
Mega-Damage: Three settings: 6D6x10 S.D.C., 1D6 M.D. and 2D6 M.D.
Rate of Fire: Each blast counts as one melee attack.
Payload: Effectively unlimited for the nuclear and Solid Oxide models, 20 full powered blasts per E-Clip for the battery version.
2. Forearm Ion Weapon (1): Built into the left forearm is a lowprofile, short-range ion blaster. Point and shoot.
Primary Purpose: Anti-Personnel.
Secondary Purpose: Defense.
Range: 1,000 feet (305 m).
Mega-Damage: Two settings: 2D6 M.D. and 4D6 M.D.
Rate of Fire: Each blast counts as one melee attack.
Payload: Effectively unlimited for the nuclear and Solid Oxide models, 20 full powered blasts per E-Clip for the battery version.
3. Vibro-Blades: Built into the each forearm is a concealed, extendible Vibro-Blade for prying open doors, cutting locks and debris, and close combat. Can be silver-plated for an additional 2,500 credits each for battling supernatural enemies.
Primary Purpose: Assault and Anti-Monster.
Secondary Purpose: Defense and Sabotage.
Range: Arm’s reach; melee combat.
Mega-Damage: 1D6 M.D.
Rate of Fire: Each attack counts as one melee action.
Payload: Effectively unlimited.
4. Handheld Weapons: A handheld NG side arm (energy pistol) and NG energy rifle or shotgun or over-and-under weapon (i.e. energy weapon on top, grenade launcher for the under-barrel) is a standard part of the Prophet’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 hand grenades, flares, 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.
UEL – Universal Energy Link (2, one in each forearm): The Prophet has a UEL (Universal Energy Link) concealed under a layer of plating 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 or piece of equipment. The plate armor snaps back into place and a thin cable runs from the back of the forearm, near the elbow or 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.
5. 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.
- Leap Kick – 2D8 M.D., but counts as two melee attacks.
- a) Criminal I.D. Recognition System (Optional): The Criminal I.D. Recognition System is new and experimental for NG, but seems to work very well, with an 89% success ratio. The recognition system is part of the computer and linked to the cameras in the armor and gun camera. This facial recognition system can identify as many as 250,000 known criminals, wanted fugitives, Black Marketeers, terrorists, enemies of the state, and people with bounties on their heads, as well as identifying marks such as tattoos, scars and other distinctive physical features, known gang insignias, emblems, patches and “colors.”
If desired, it can include recognition of suspects wanted for questioning (provided his or her face is known and on record) and dangerous D-Bees, monsters, and, well, anybody who has been photographed or who can be photographed and programmed into the system. - b) Camera: Advanced Camera (1): Located in the right temple of the Prophet’s helmet is an advanced camera system with a superior telescopic zoom lens (2 miles/3.2 km) and a macro-lens (x12 magnification) for surveillance, documenting police actions, filming crime scenes and evidence (in close detail if desired). The advanced camera can take still images and video, both of which can be transmitted, live to a mobile command center or police station as well as recorded on the data card. Five mile (8 km) range of transmission without being boosted by other means. Can video and record up to 96 hours of video and save 8,000 still shots.
- c) Camera: Digital Dash-Cams (8): Two simple dashboardstyle digital cameras are built into the helmet in the forehead, two in the chest, another in each forearm, and two in the backpack.
They see and record whatever is in range around the wearer to let him see in all directions. These cameras have no special features beyond the ability to tape 48 hours of video and take 4,000 still photos. Note: These eight, simple cameras are in addition to the advanced, telescopic camera located on the right temple, and the two Peekaboo cameras that are in the back, that can turn and move around to look in different directions rather than just straight ahead - d) Camera: Peekaboo (2): Two “peekaboo cameras” are built into the back of the Prophet behind the right and left shoulders. (You can see the left one looking straight up in the illustration.)
When needed to see what’s going on behind you without turning around yourself, the camera unfolds from its concealed housing to look around. This can be very helpful when hiding amongst vegetation or rubble, and for peeking around corners. Being so small and quiet, the peekaboo camera can peer under leaves and - through a weave of vegetation or debris to see and transmit live images to the HUD in the pilot’s helmet. Each is built into a thin, mechanical arm that can bend to look up, down and sideways 180 degrees behind the power armor. Note: For a complete description of how this mini-spy camera can cover one’s back, see the description in the opening text of the Forester power armor, page 94. Each peekaboo camera has 5 M.D.C.
- e) Detachable Flashlight (4 M.D.C.): Next to the right shoulder is a segmented-looking tube. This is a flashlight that can be activated while attached to the armor, or removed to be used as a handheld flashlight. When done, it snaps back onto the armor. It has a range of 200 feet (61 m).
- f) Hard-Shell Backpack (35 M.D.C.) & Special Gear: The Prophet has a special, oversized hard-shell backpack specifically designed to carry two gallons (7.5 liters) of drinking water, one first aid kit, one Portable Computer Field Unit (see Rifts® Ultimate Edition, page 162, for descriptions of both) and one Portable Scan Dihilator (see Rifts® Ultimate Edition, page 164). Both units provide additional radar, sensors, computer and communications.
- g) Helmet Details of Notes: The helmet of the Prophet has no eye slits or faceplate, giving it a rather alien, Cyclopean appearance. All data comes from cameras and digital data and imagery displayed on the HUD (Heads-Up Display) inside the helmet.
What appears to be an eyeball in the center of the helmet is a camera and sensor cluster that includes a laser distancer, and a black light beam to illuminate ultravoilet markings and messages (and for CSI investigation). The “Cyclops eye” can rotate 180 degrees in all directions. - h) 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 120 feet (36.6 m). An infrared light is located to the right of the helmet. Next to it is one of the advanced helmet cameras.
- i) Helmet Multi-Optics System: The Prophet’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), and macro-magnification (x12 for close work). All are perfect for surveillance, investigation and man-hunting.
- j) 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).
- k) Warning System and Multi-Cameras: Tied into the cameras and sensor array is a motion detection warning system similar to the one in the White Knight power armor. When anything comes within 100 feet (30.5 m), the computer issues an audio warning (“Warning: Suspected hostile approaching at 100 feet. 95 feet, 80 feet, etc.” Or “Warning: Deteriorating hostile environment. Defensive [or evasive] action is recommended.” And similar.)
In each instance, the pilot can request “visual” and the computer will - display a visual live feed, up on the HUD, of what the camera sees approaching or what the deteriorating environment may be. If the approaching person or people are not a threat, the pilot can stop the warning by stating, “non-hostile” or “friendly.” Tied into the Recognition system, the warning is likely to identify exactly what the danger is. (“Known hit man for the Altobelli Gang,” or “Coalition Dead Boy,” “Baal Rog demon,” and possibly even the name of a specific known fugitive: “Benjamin Mason,” “Michael
- Strom,” “Big Bubba,” “King Zarchron,” etc., “approaching from behind at two o’clock.”)