NG-XP54 Enforcer Guardsman
NG-XP54 Enforcer Guardsman
Police Power ArmorThe Enforcer Guardsman is Northern Gun’s response to requests from communities and organizations who want a versatile power armor suit more attuned to the special needs of law enforcement agencies. Something that would help their officers investigate crime scenes as well as go toe-to-toe with powerful and/or fast D-Bees, augmented humans, cyborgs and criminals equipped with Mega-Damage weapons and M.D.C. armor themselves.
It was design team leaders Robbi Robinson, Robert Shurig and James Sommer who stepped up to the task. Their answer is the Enforcer Guardsman, an all-purpose power armor suit complete with siren, flashing police lights, built-in loudspeaker, voice modulator, spotlight, cameras, good armor protection, hover capabilities, excellent speed, and a few basic weapon systems. This is not likely to be a power armor used by beat cops or patrol officers, but rather by special forces like S.W.A.T., gang squads, fast-response teams, detectives, and police departments where there is only one sheriff and 1-6 deputies, and communities whose streets are especially dangerous from roving bands of Cyber-Snatchers, Headhunters, Juicers, Crazies, vampires, powerful D-Bees and especially vicious and well-armed criminals. Likewise, the Enforcer Guardsman is ideal for sheriffs and small police forces that also lead the town’s volunteer militia. In short, if you are the peacekeeper trying to tame a lawless town or ‘Burb, this may be the armor you’ve been looking for. (Also see the Prophet power armor, later in this section.)
The robotics of the Enforcer Guardsman suit, as with all power armor, increase the speed, reflexes, and strength of the wearer as well as providing hover and leaping capabilities, good M.D.C. and environmental protection, and a range of weapons, lights and sensors for identifying and taking down fugitives and criminals. Weapons consist of a forearm grenade launcher (typically tear gas, smoke or stun/flash grenades), a forearm laser, and whatever assault rifle, shotgun and/or side arm the individual police officer or special ops team member prefers. The armor, with its leaping and hover jet thrusters, is well suited to urban environments, from small towns to big cities, but functions well in most environments.
Enforcer Guardsman Power Armor
Nickname: SWAT Power Armor and Lawman Armor.Model Type: NG-XP54
Class: Tactical Law Enforcement Power Armor.
Crew: One.
M.D.C. by Location:
- * Head – 80
- * Helmet Spotlight (1) – 5
- * Helmet Camera – 12
- * Light Wings (2) – 18 each
- * Police Lights (2, back, round) – 12 each
- * VTOL Jump Jet and Hover System (1, back) – 50
- * Forearm Laser (1, right) – 12
- * Forearm Grenade Launcher (1, left) – 15
- * Rifle or Shotgun (1, handheld) – 50
- * Robot Floater Camera (1) – 16
- * UEL Cables – 6 each
- Arms (2) – 60 each
- Legs (2) – 100 each
- * Leg Thrusters (2, back of each lower leg) – 10 each
- * Main Thruster Pack (1, back) – 50
- ** Main Body – 190
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 power armor 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 at high speeds. Fatigue is reduced to 10% when maintaining a speed of 50 mph (80 km) or less.Leaping: The powerful robot legs can leap up to 20 feet (6.1 m) high or across unassisted by the jet boosters; increase by 30% with a running start. A jet booster assisted leap can propel the police unit up to 100 feet (30.5 m) high and 200 feet (61 m) across without taking flight; increase by 30% with a running start.
VTOL Leaps Upward: The Enforcer Guardsman has a limited jet jump and hover system. This includes a series of small jets in the soles of the feet, a thruster in the back of each lower leg, and the main thruster in the back of the armor. They are designed to enable the police unit to leap straight up and down or at modest angles to reach floors and rooftops above street level.
A full jet thruster assisted leap from a stationary position or a running start can propel the Enforcer Guardsman upward 200 feet (61 m straight up or at an angle. To arrange a more sharply angled or horizontal leap, the wearer must engage the back-mounted main thruster after he has leaped at the desired angle or prone position a la Superman.
Once hurling upward or forward, the Enforcer Guardsman cannot easily stop or change direction. Unlike the Cougar and Lynx, this limited thruster jump system can NOT be used for bouncing off neighboring buildings and structures like a pinball. Rather it is used to leap on top of vehicles, rooftops, and upper levels of buildings up to 18 stories high. The latter is used to leap to ledges, fire escapes and through windows in commando style raids, surprise attacks and to rescue people on upper floors.
Power Jumping Travel: Not possible.
Flying: None. Leaps, momentary hovering and cushioned landings are all that’s possible. After leaping upward, the power armor can hover to hold its position there for 1D4 melee rounds before it becomes wobbly and quickly drifts back down to the ground. Hovering at an elevated position 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, over walls and debris or to try to snare low-flying opponents.
Cat-Like Landings from Heights: The Enforcer Guardsman can drop or leap down, using its back and leg thrusters to land without risk of damage, from heights as great as 300 feet (91.4 m), using its thrusters to slow its descent, land softly on its feet and be ready for action. Reduce this height by 66% if the main, back thruster system is destroyed.
Drops from heights greater than 300 feet (91.4 m) up to 600 feet (183 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 Enforcer Guardsman 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: Man-sized, 6-8 feet (1.8-2.4 m) depending on the individual.Width: 2-3 feet (0.6 to 0.9 m) depending on the individual; 5 feet (1.5 m) with the light wings fully extended.
Length: 3 feet (0.9 m).
Weight: 320 lbs (144 kg). Physical Strength: Robot P.S. of 24.
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: 1.2 million credits nuclear, 850,000 Solid Oxide, 600,000 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: 1,000 feet (305 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 Grenade Launcher: Built into the left forearm is grenade launcher for firing grenades greater distances than can be thrown (the later is 200 feet/61 m in power armor).
Primary Purpose: Anti-Personnel.
Secondary Purpose: Riot Control.
Range: 500 feet (152 m).
Mega-Damage: Varies with the type of grenade, but most police operations use non-lethal grenades such as tear gas, stun/flash, Hex or smoke grenades. A tear gas grenade covers a 25 foot (7.6 m) diameter of effect 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. Victims are -10 to strike, parry and dodge, as well as -3 on initiative, and lose one melee attack as long at they are in the gas cloud and for 1D6+1 melee rounds after exiting it. Protected individuals suffer no penalties.
Stun or flash grenades unleash a bright flash, sparkles and white smoke that make victims -10 to strike, parry and dodge, -1 on initiative, and lose one melee attack for 1D4 melee rounds.
Rate of Fire: Each shot counts as one melee action/attack.
Payload: 2, though additional grenades may be carries in pouches or satchel. Reloading two grenades into the launcher by hand takes 1D4 melee actions.
3. Handheld Weapons (optional): Additional handheld weapons such as a side arm, Vibro-Blade, Neural Mace, shotgun, or backup weapon may be used by the wearer of the power armor. All Enforcer Guardsmen come with a leg strap and holster for a handgun, usually an energy pistol.
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 24.
- Restrained Punch – 6D6 S.D.C.
- Normal Punch – 1D4 M.D.
- Power Punch – 2D4 M.D., but counts as two melee attacks.
- Kick (special) – 2D6 M.D.
- Leap Kick (special) – 4D6 M.D., but counts as two melee attacks.
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, gun camera and Floater Camera (below). 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.
Helmet Audio Amplification System: In effect, the same as the Combat Cyborg’s Amplified Hearing cybernetics, so that the lawman can pick up on voices and quiet sounds that he might ordinarily miss.
Helmet Cameras: Two simple dashboard-style digital cameras are built into the helmet. They see and record whatever the lawman sees. The cameras have no special features beyond the ability to tape 96 hours of video and take 8,000 still photos. Most rifles also have a similar gun camera. Also see the “optional” Robot Floater Camera and Advanced Head Camera for zoom lens and live transmission of footage.
Helmet Language Translator: Built into the helmet is a standard language translator.
Helmet Multi-Optics System: The Enforcer’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.
Helmet Searchlight (5 M.D.C.): Mounted on the top of the head is a small searchlight with a more narrowly focused beam like that of a flashlight. It points wherever the wearer of the suit looks and has a range of 200 feet (61 m).
Helmet Two-Way Radio Communications Suite: 10 mile (16 km) range in the city, half that underground and in the mountains; 20 miles (32 km) out in wide-open spaces. Has several frequencies for team communication. Can also pick up many broadcast radio and television channels (when they are available).
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).
LED Folding Light Wings (2): At full intensity, the light wings can light a 40 foot (12.2 m) diameter as bright as day and an additional 20 foot (6.1 m) radius around them in diminishing light. The intensity of the light can be regulated. They are used to illuminate a crime scene in the search for evidence, as well as to illuminate an area for thorough investigation and apprehension of suspects and coming to the aid of victims.
The LED lights can be switched to ultraviolet which, in darkness, illuminates bloodstains and bodily fluids, even those that may have been wiped away or poorly washed away, and are in visible under normal light. It will also show areas that have been washed with cleansers though it cannot show what was washed away. The light wings fold up behind the head and shoulders when not needed.
The wings can bend and move like robot arms to be positioned in whatever configuration to best illuminate any given area, large or small. Likewise, one can be dimmed or turned off completely if that is advantageous to the situation.
Police Lights & Siren: The two circular appendages located behind the intakes of the back-mounted hover system and the light wings are the police lights and siren. When not in use, they are tucked back behind the power armor. When activated, the lights fold out and flash blue, red and white in alternating sequences.
The siren may be engaged with the lights or the pilot may use only the flashing lights. The sound of the siren is directed upward and away from the head of the power armor as to not deafen the person inside.
Most civilians living in urban settings universally recognize the flashing lights and sirens as a police or emergency unit. They also know the police are actively responding to trouble and that means they need to get out of the way. Vehicles should pull over to let the police pass.
Robot Medical Kits: Mounted on the left forearm are two Robot Medical Kits. While not a full first aid package, each contains the following nanobot medical kits: Two RAU Robot Antiseptic Units to clean wounds, three RMK Knitters to suture wounds, two RSU Sleepers to sedate people, and a small roll of suture tape. Just enough to take care of non-threatening injuries or to help stabilize an injured person while waiting for a medical team or EVAC.
UEL – Universal Energy Link (2, one in each forearm): The Universal Energy Link is concealed under a layer of forearm plating. When needed, the plate opens and extends enough for the EClip connector of the UEL and cable to be removed and plugged into the weapon. The plate armor snaps back into place and a thin cable runs from the back of the forearm, near the wrist, from under the armor and to the weapon in hand.
One concealed UEL is built into each forearm. Each can provide power to a weapon that inflicts as much as 1D6x10 M.D. per blast, but anything more powerful saps the system and causes it to shut down 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 drain damages the armor.
Optional “Advanced” Enforcer Guardsman Equipment:
Advanced Helmet Camera (Optional): An additional, full video camera that can be mounted on the helmet or shoulder can be purchased and installed for an extra cost. The advanced camera system has 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 10,000 still shots. The camera has 8 M.D.C., but is a small target requiring an attacker to make a Called Shot to hit it. Even if destroyed, there is a 01-50% chance that 1D6x10% of the stored video data can be salvaged by an Operator or computer/communications specialist. The rest is destroyed. Cost: 15,000 credits.
Robot Floater Camera (Optional): Also known as “Spy Cam,” “the Police Eye,” and just “Floater,” the Robot Floater Camera is a small, hovering robot camera the size of lunchbox or toaster. It is often used to fly ahead to surveil what might lie ahead, record police operations and interrogations, record evidence or hang back to film any confrontation that may transpire. “Stealth Mode” in the dark enables the camera to “see” and film using a passive light amplification system. The Spy Cam connects wirelessly to the Heads Up Display in the helmet, enabling one to as many as six Enforcer Guardsmen to see what it sees in real time. It is also connected to the Criminal I.D. Recognition System of one Enforcer Guardsman to identify any known desperados it may encounter.
It also has a small light that can be directed like a flashlight and a laser distancer to identify distance and paint locations. The range for the light is 200 feet (61 m) and 600 feet (183 m) for the laser distancer. The Floater Camera is not designed for speed nor can it fly at great heights. Thus, it is not deployed during high-speed chases, but more measured and slowmoving situations. Statistical Data: Speed: 10 mph (16 km) maximum. The drone can hover stationary, move at slow speeds to keep pace with investigating police, move up and down, side to side, forward and backward.
Altitude: 11 feet (3.4 m) maximum.
Height: 9 inches (23 cm).
Width: 6 inches (15 cm).
Length: 18 inches (46 cm).
Weight: 7 lbs (3 kg).
M.D.C. by Location:
- * Central Lens – 2
- * Hover Jets (2 side, 2 bottom, 2 back) – 4 each
- Main Body – 18
Physical Strength: None.
Bonus: +1 to dodge attacks and falling debris.
Cargo: None.
Power System: Battery with 120 hours of life.
Cost: 35,000 credits.