Utility Exoframe

Created by Brett Hegr
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This is a general purpose robot exoframe that was jointly developed by Northern Guntm, the Manistique Imperiumtm, and the Coalition Statestm as part of a loose "scientific exchange" to see how well scientists from the three different North American powers could work together. The result was a simple and easy to build robot utility exoframe design that all three groups had the option to develop, sell, and improve upon.

The suits of robotic armor are rather lightweight, completely unarmed, and are set up with detachable forearms so that other, special devices and tools can be used instead. Techno- wizardstm have found them idea for magical enchantment, since the most expensive part of the robot is there - the exoframe. Cybermagestm would also find such things useful, as they could certainly bind a living being to the armor and create frightening tech- zombies and such! Operators and black market mechanics shops have taken to upgrading these exoframes with sometimes illegal devices - they're excellent for using to armor a small squad of relatively well- armed gang members or theives. A few kingdoms have taken to getting mass quanities of energy weapons and rail guns, and used them to modify utility exoframes into war machines.

The only thing that has hurt sales in RiftsR earth is that the suit has a hidden bomb in it. This might be a hidden Coalition tracking device or remote control unit, or a demonic spirit, or whatever. No hard evidence exists to prove that the many rumors are true. Just stories of the suits getting suddenly "possessed," shutting down, making weird noises, etc.


Model Type: NG-U22
Class: Power armor
Crew: One
M.D.C.tm by Location:
**Extending Forearms (2) -- 60 each
**Upper Arms (2) -- 80 each
**Legs (2) -- 120 each
*Large Warning Lights (2, top of shoulder) -- 5 each
*Small Warning Lights (4, knees and elbows) -- 1 each
*Spotlight (1, lower chest) -- 8
Reinforced Pilot's Compartment -- 80
***Main Body -- 180

* Hitting this target requires a called shot with a -4 penalty.
** Hitting this target requires a called shot with a -2 penalty.
*** Depleting the M.D.C.tm of the main body renders the vehicle inoperative and in need of extensive repairs.
Equivalent Attributes: Robotic P.S.: 30, P.P.: 18, and Spd.: 80 (can run 55 mph).
Speed:
Running: Approximately 55 mph running speed. The pilot tires, but at 25% of the normal fatigue rate.
Leaping: About 6 ft high and 12 ft long. The suit is not designed for leaping. Jump boosters (actually, it's a knock- off of the T-21 Terrain Hopper's jet rockets) can be built into the suit also. They allow jumps of up to 60ft and 90ft across from a standing position, 120ft high and 200ft acroos from running starts, and ground travel via jumping gives a speed of 120mph. Light hovering is also possible - up to 2ft in the air above ground or water. Traveling over water is possible, but at a third of the normal rate. Add +4 to dodge while leaping at speeds of 40mph or more, +2 to dodge for speeds under that, and add a +1 on initiative at all times in the suit (good handling). In space, the hover system has the capacity to propel the exoframe at speeds of up to 140mph.
Flight: Not possible, even with the jump boosters.
Swim Turbines: The armor can be fitted with a turbine system in the legs and back, with steering in the wrists. Speeds of 80mph can be attained in the water, with a +5 to dodge while moving at speeds of 40mph or more, +3 to dodge for speeds under that, and add a +1 on initiative at all times in the suit (good handling).
Statistical Data:
Height: 6 inches higher than the wearer (human size only).
Width: 6 inches more than the wearer (human size only).
Length: 8 inches more than the wearer (human size only).
Weight: +220 lbs to the wearer's normal weight.
Cargo: None.
Power System: Electrical is the standard setup. One battery will last for a week of steady work (12-16 hours a day every day). Or, a nuclear power system can be used in place that allows 15 years of work (but costs extra). With either power source, there stands a chance of overuse of the suit. After 20 hours of continuous operation, the suit stands a 10% cumulative chance per hour after that of shutting down from overheating. After overheating the suit needs to remain inactive for at least two hours. Using the suit in periods (six hours of work with at least a half hour of non-use) will enable the suit to be used around the clock. Note that the electrical battery system can be converted into a Techno- wizardtm power system with ease (same limitations, just magical in nature).
Avaliability: Good in Coalition, Ishepeming, and the Manistique Imperium areas, poor everywhere else.
Black Market Costs
Basic Costs: 275,000 with the electrical power system, or 350,000 credits for a nuclear powered or Techno- wizardtm version. All sales include a pair of extending arms.

Sensor Features: To include features 2-6 of standard power armor features (abbreviated as SPAF - page 211 of RiftsR) add 70,000 credits to the total cost.

Environmental Seal: None normally. Can be added as a special option (same as SPAF #7) for 30,000 credits if bought separate from the Once the exoframe has that feature, an advanced environmental pressurization can be built into the suit for only 20,000 credits more. The maximum aquatic depth increases to 350ft underwater, the oxygen supply is increased to 12 hours, and breathable air can be generated indefinitely while submersed in water - the suit has the capacity to absorb oxygen atoms from water molecules.

Additional Strength: The suit's overall P.S. is a 30 base, but can be increased by spending 5,000 credits per P.S. point from 31-33, and 10,000 credits per point for a P.S. 34-36 (upgrading from a P.S. of 30 to 36 would cost 45,000 credits).

Additional Agility: The suit's P.P. is an 18 base, but can be increased by spending 5,000 credits per P.P. point from 19-21, and 10,000 credits per point for a P.P. of 22-24 (upgrading from a P.P. of 18 to 23 would cost 35,000 credits).

Additional Speed: The suit's Spd. is an 80 base, but can be increased by 1000 credits per point up to a speed of 117 (80 mph running speed).

Special Movement Capacity: Both jump boosters and swim turbines cost 40,000 credits, but only one can be built into an exoframe.

Arm Unit Costs: Each drill arm and forklift arm costs an extra 30,000 credits, one vibro- weapon arm costs 45,000 credits, and a general forearm unit costs 12,000 credits.

Arm Unit Upgrade Costs: Upgrading the P.S. of a single forearm unit (for damage purposes only) costs 1000 credits per P.S. point from 31-35, then 2000 credits per point for a P.S. 36-38, and 4000 credits for a point between P.S. 39-42 (upgrading from a P.S. of 30 to 39 would cost 20,000 credits).

Sensors and Optics
No sensors or optics are standard on the armor, but can be added by most repair shops, Operators, and Techno- wizardstm. Usually done as part of the upgrade to standard power armor features.

Utility Systems

  1. Extending Forearms: This is the standard system that comes with the machine. The forearms are a bulky contraption that house pneumatic pipes, allowing the arms to be extended 8 feet farther than the hands could normally reach. The suit can then reach crates high overhead or lift an object out of a pit. Using the hands in combat is also a possibility. The operator can trigger a brief buildup of pressure in the pneumatic manifold and release the fist of the robot in a quick burst. Each time this is done, there is an 8% chance of burning out the circuitry (requires 2d4x1000 credits in repairs) and rendering the limb unable to extend or retract.
    Primary Purpose: Lifting
    Secondary Purpose: Combat
    M.D.C.tm: 60
    Mega-Damagetm: Standard for a punch. A pressurized burst punch does +1 M.D.C.tm per P.S. point beyond 15, or +10 M.D.C.tm bonus for the base P.S. of 25.
    Rate of Fire: Equal to the hand to hand attacks of the operator.
    Effective Range: 8 ft
  2. Forklift: The forearm can be replaced with a powerful pincer-like forklift extremity. This allows the suit a better capacity to carry large objects, crush rocks, separate jammed doors, and grasp ropes. They can also be used to crush targets.
    Primary Purpose: Lifting
    Secondary Purpose: Crushing rock
    M.D.C.tm: 50
    Mega-Damagetm: 1d6+6 on a pinch attack, 3d6+10 on a power pinch (takes two attacks), a 1d6 punch, or a 1d4 restrained pinch or punch. No power punch is possessed. The standard pinch does +6 damage to the standard punch, while a power pinch always does +1d6+10 damage to a normal power punch.
    Rate of Fire: Equal to the hand to hand attacks of the operator.
    Effective Range: Melee
  3. Drill: The standard mega-damagetm drill has the ability to shatter rock and burrow into dirt within seconds.
    Primary Purpose: Mining
    Secondary Purpose: Combat
    M.D.C.tm: 55
    Mega-Damagetm: Standard for a punch (1d6 damage with the base P.S. of 30), +3d6 to the punch damage on a drill thrust (for 4d6 damage at the base P.S.), and a full melee of drilling does the standard damage times ten. The P.S. of this kind of forearm extention can be boosted up to a P.S. of 36
    Rate of Fire: Equal to the hand to hand attacks of the operator.
    Effective Range: Melee
  4. Vibro-Weapon: A mega-damagetm blade is surrounded with the standard vibro-field. The blade is usually sword like, but can also be an axe or halberd extention. The effective P.S. is 30 (max. of 42), and is generally not increased (but can be). This type of arm is uncommon, but growing more common to meet the military desires of independent kingdoms and armor pilots.
    Primary Purpose: Striking
    Secondary Purpose: Parrying
    M.D.C.tm: 50
    Mega-Damagetm: 4d6
    Rate of Fire: Equal to the hand to hand attacks of the operator.
    Effective Range: Melee
  5. General Forarm Unit (GFU): This is a modular limb that can be rigged with just about any system that an operator can concieve. It is used to develop new tools for the armor on the fly. With its simplistic design, operators are +5% on rolls to install mechanical and electrical components. The usual uses of this forearm unit are to jury- rig firefighting, logging, and combat devices. Mini- missile launchers, heavy rail guns, and powerful energy weapons can be built into a GFU and integrated into the exoframe's power system! The standard arm P.S. is 25.
    Primary Purpose: Varies
    Secondary Purpose: Varies
    M.D.C.tm: 50
    Mega-Damagetm: All thrusting and bludgeoning attacks with a GFU will do damage equal to a punch or power punch. Special weapons or hardware can do even more damage.
    Rate of Fire: Usually equal to the hand to hand attacks of the operator.
    Effective Range: Varies

Special Systems

    The armor does not have all the systems common to all power armor. It is not fully environmental, is not pressurized, and is not shielded against radiation. There is minimal computer support and no environmental control. Such things are not necessary in most work environments and their exclusion helps to keep the cost low. The following list denotes the standard features:
    1. Radio communication: A low-power directional radio with a range of 50 miles.
    2. Built-in loudspeaker: 80 decibels
    3. Dosimeter: Automatically detects even minimal levels of radiation with a 50ft range and 84% accuracy.
    4. Oxygen supply: An oxygen tank with 4 hours of air is located in the pilot's compartment, and can be used when breathable air is scarce. Engaging the mechanism takes only one melee action.
    5. Tinted and polarized windows: Helps the operator to see in bright light.

Hand to Hand Combat

The pilot can engage in hand to hand combat with the utility bot. Use the bonuses for whatever combat training is known and add a +1 to parry, a +1 to pull punch, and a +3 to maintain balance, in addition to the suit's P.P. bonus (do not combine with the character's P.P. bonus - use the higher of the two). The listed damages are for the base exoframe P.S. of 30.
Restrained Punch - 1d4 M.D.tm
Full Strength Punch - 1d6 M.D.tm
Power Punch - 2d6 M.D.tm +1 M.D. per 20 mph of speed.
Body Block - 2d4 M.D.tm +1 M.D. per 20 mph of speed, but increase to 3d4 with a suit P.S. of more than 34 and 4d4 for a P.S. of 39 or more. +1 M.D. per 20 mph of speed. The victim must also save vs knockdown.
Stomp - 1d4 M.D.tm, but increase to 2d4 with a suit P.S. of more than 34 and 2d6 for a P.S. of 39 or more.
Kick - 1d6 M.D.tm
Leap Kick - 2d6 M.D.tm +1 M.D. per 20 mph of speed.