NG-XF103 Firefighter
NG-XF103 Firefighter
The NG-XF103 Firefighter is an all-purpose, sealed, environmental power armor that specializes in firefighting and search-andrescue.The armor has all the standard power armor features, but can withstand higher temperatures and exposure to flame and thick smoke. It is a ground unit without flight capabilities, and is reasonably well armored to protect against falling debris and explosions. It is a popular first response power armor that has proven its value in the field for nearly two decades. It has been only in the last five or six years that it has been adapted to fight the undead as well as fires.
In addition to fighting fires, Vampire Hunters in the American Southwest and Mexico have taken to using the armor to ward off and fight vampires. It is an unusual and unexpected application of the XF103 Firefighter, but it seems to work.
Firefighter Power Armor
Model Type: NG-XF103 Firefighter.Class: Armored Hazard and Fire Suit.
Crew: One.
M.D.C. by Location:
- * Water Tank, Large (1, back) – 50
- * Water Tank, Medium (1, back) – 30
- Water Cannon (1, handheld) – 50
- * Water Cannon Hose (1) – 15
- Forearm Mini-Laser (1, right) – 15 each
- Arms (2) – 90 each
- Hands (2) – 25 each
- Legs (2) – 125 each
- ** Head – 70
- *** Main Body – 240
** Destroying the head of the power armor will eliminate all forms of optical enhancement and sensory systems. The pilot must now rely on his own human vision and senses. No power armor combat bonuses to strike, parry, and dodge! Note: The head is a small and difficult target to hit. Thus, it can only be hit when an attacker makes a Called Shot and even then the attacker is -3 to strike.
*** Depleting the M.D.C. of the main body will shut the armor down completely, making it useless.
Speed
Running: 80 mph (128 km) maximum. 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 25 feet (7.6 m) high or across unassisted by the jet boosters. A jet booster assisted leap can propel the unit up to 100 feet (30.5 m) high and 200 feet (61 m) across. This is not flight.
Cat-Like Landings from Heights: The NG-Firefighter armor can drop or leap down, using its leg thrusters to land without risk of damage, from heights as great at 200 feet (61 m), using its leg thrusters to slow its descent and cushion its landing.
Drops from heights greater than 200 feet (61 m) up to 400 feet (122 m) are dangerous and not advised. 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.
Flying: None, though it can leap with jet boosters engaged, up to 100 feet (30.5 m) and hover stationary for one melee round (15 seconds). However, the Firefighter quickly becomes wobbly and drops back to the ground after that brief time period.
Water: The Firefighter 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 500 feet (152 m). The act of swimming or walking underwater does tire out its operator, but at 20% of the usual fatigue rate.
Statistical Data
Height: 7-7.5 feet (2.1-2.3 m) from head to toe. 8.5 feet (2.6 m) including height of the large water tank.Width: 3.4 feet (1 m).
Length: 4 feet, 6 inches (1.4 m).
Weight: 480 lbs (216 kg) without water tanks. With fully loaded tanks: 75 gallons (284 liters) in the tank, a total of 525 pounds (236.2 kg).
Physical Strength: Robotic P.S. of 30.
Cargo: Small storage area for extra supplies and personal weapons.
Power System: Nuclear; average life is 15 years. Also available in Solid Oxide and Electric models.
Cost: 900,000 credits for Nuclear, 750,000 credits for Solid Oxide and 550,000 for electric. All units come with water cannon and two loads of firefighting chemicals. Good availability at most NG outlets; excellent in and around Michigan and MercTown.
Weapon Systems
1. NG-F302 Power Armor M.D.C. Water Cannon: This weapon resembles a heavy-duty flamethrower connected by hose to a pair of water tanks. The tanks are suitable for most types of Combat Cyborgs and ground power armor without requiring modification of the armor. Strap the tanks on and you are ready to go. The water cannon fires high pressure streams of water. The gun is attached to the water tanks via an M.D.C. hose that feeds the water to the gun.This item was actually designed by Northern Gun for firefighters (based on a pre-Rifts NEMA design) and intended to fire a chemical spray or foam that douses fire better than plain water.
However, in the wilds of Mexico, the firefighting tool can be used to extinguish the undead with high-powered streams of water.
Primary Purpose: Firefighting. Secondary Purpose: Anti-Vampire. Weight: Gun is 15 lbs (6.75 kg), plus water tanks. Range: 300 feet (91.4 m). Damage to Vampires: 6D6 Hit Points; fires a high pressure stream of water; 1D6x10 Hit Point damage if the payload is holy water.
Damage to ordinary people, none.
Rate of Fire: Single shot only. Each blast counts as one melee attack.
Payload: Two water tanks, one large fifty gallon tank (189 liters, 415 pounds/186.7 kg): 250 blasts, and a 25 gallon reserve tank (95 liters, 207.5 lbs/93.3 kg): 125 blasts. If desired, the smaller tank can contain actual fire retardant chemical or foam. Which tank is accessed for firing is changed with a voice command or press of a three digit code on the gun. Sold with an extra pair of tanks, hose and water cannon. An external feed hose (30 feet/9.1 m, weighs 7 kg and has 3 M.D.C.) Is available for when there is a water source nearby, but it is large and bulky, so it is not usually carried into battle.
Penalties: -1 attack per melee by one, reduce Spd by 10% and -2 on all combat bonuses. This is due not just to the weight, but the movement of the water, forcing the user to constantly exert effort to maintain balance.
Note: Water cannon may be substituted with a rail gun in combat situations, or drilling and excavation equipment in rescue or recovery operations.
2. Forearm Mini-Laser (1): Concealed in the right arm is a pop-up mini-laser for cutting through locks and walls for entry and exit. When not needed it is concealed in the forearm.
Primary Purpose: Cutting Tool.
Secondary Purpose: Combat and Defense.
Range: 1 to 200 feet (0.3 to 61 m).
Mega-Damage: Four settings: 6D6 S.D.C., 2D4x10 S.D.C., 1D4 M.D. and 2D6 M.D.
Rate of Fire: Each blast, regardless of damage setting, counts as one melee attack.
Payload: Effectively unlimited; tied to power supply.
3. Optional: Silver-Plated Knuckle Spikes: Three or four silverplated knuckle spikes may be added. Add 1D4 M.D. to punch attacks, but does 3D6 Hit Point damage to vampires.
4. Optional: Side Arm: A handgun can be carried on the belt or in a holster attached to the arm or chest.
5. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage combat. Skills and bonuses depend on whether the character has Robot Combat Basic or Elite as found on pages 351 and 352 of Rifts® Ultimate Edition. Double damage from Leap Kick attacks.
Damage as per Robotic P.S. of 30.
- Restrained Punch – 1D4 M.D.
- Normal Punch – 1D6 M.D.
- Power Punch – 2D6 M.D., but counts as two melee attacks.
- Kick – 2D4 M.D.
- Leap Kick (special) – 4D8 M.D., but counts as two melee attacks.
a) Thermal-Imager and Optics: A special optical heat sensor that allows the infrared radiation of warm objects to be converted into a visible image. Enables the pilot to see in the dark, in shadows, and through smoke. Also handy for seeing fire and heat sources behind walls or prisoners held by vampires or their henchmen waiting in ambush (vampires do not register on thermal imaging devices or optic systems). Range: 1,000 feet (305 m).
b) Passive Nightvision Optics for night operations: Not useful in environments filled with fire as intense light causes the nightsight to go white and obscure the user’s vision.
c) Running Lights: A line of tiny, colored LCD lights run down the sides of the arms, legs and water tanks so firefighters can identify fellow firefighters and see them in dark, smoke-filled environments. Can be deactivated from within the suit.
d) Superior Heat Protection: Up to 900 centigrade (1,652 F).
e) Independent Oygen Supply: Good for 18 hours.
f) First Aid Kit: An advanced first aid kit with two RAU, RMK, and RSU robot medical systems as well as the usual items in a standard kit which is usually hooked to the left hip, and an insulated, fire-resistant box containing two portable oxygen masks (10 minute supply of air) hooked to the right hip. The mini-oxygen masks are for victims of smoke inhalation who need help breathing.
g) Tool Kit: A utility belt containing a mini-tool kit, 8 miniflares and two small, green smoke grenades is standard gear.