REEF-PA04 “Defender” Glitter Boy Power Armor:

The REEF worked on a design of power armor for fire support for the lighter power armors the REEF operates and on of the early idea was a modified Glitter Boy. Many of the features were relatively easy to decide but there were several different variations on weapon systems before the one on the Defender were decided. One of the most popular was to have grenade launchers on forearms much like the Coalition Super SAMAS but that was dropped favor of having more mini-missile launchers. Another was to have the vibro claws of the Super SAMAS but that was so dropped in favor of the power armor carrying a powerful vibro sword.

In field tests, this design has been proven very capable. While primarily designed for fire support, the armor can defeat almost all power armor types and against the new Coalition Glitter Boy Killers, this design can probably fight from three to four of them before being overwhelmed. So far, the “Defender” has not been tested against Glitter Boy Killers.

In physical appearance, the power armor looks like a USA-G10, with the helmet redesigned to look like that of a knight, a much redesigned cannon, and missile launchers in various places in the body of the Power Armor. The REEF has all of its Glitter Boys coated with a thin plating of a non reflective material and are normally painted in either grey or camouflage.

The Defender Glitter Boy is much heavier armed than the standard USA-G10 that is the most common Glitter Boy design found on Rifts Earth and has many different weapon systems. The central weapon system weapon system is the PB-20 from the USA-G14 Space Glitter Boy. It is mounted on the shoulder like the USA-G14 as well and leaves the Glitter Boys arms free. The backup laser has been upgraded to a more powerful laser that allows for three round burst and is variable frequency.

The armor also carries a hand held Shemerrian rail gun as a secondary weapon and for use against targets that are impervious to energy. Similar but shorter ranged than the Boom Gun carried on a standard USA-G-10 Glitter Boy. Can fire both flechette and solid slug rounds. Flechette rounds are more effective against fast moving targets and solid slugs have more penetration against heavily armored targets. The armor carries a large number of mini-missiles, a total of fifty-six mini-missiles. The armor carries four in each shoulder, twelve around each lower arm, six on the outside of each upper leg, and six on the outside of the lower leg. The armor has a large two handed vibro sword for situations that call for melee combat.

Other features that have been added to the design to make it more effective. The armor does not have the recoil suppression system required for the boom gun but instead can carry various special backpacks including a jet pack or a medium range missile launching system. The medium range missile packpack allows up to four medium range missiles to be carried and the flight pack allows flight up to sixty miles per hour.

For addition protection beyond the protection of the armor materials, the REEF Glitter Boy has a super heavy Naruni force field for defense. The armor of the Defender is far different than a standard Glitter Boy. It keeps the high protection value and laser resistance of the standard power armor but is designed as a series of sandwiched layers that each layers reflects at a different frequency meaning that a variable frequency laser needs to keep being reset to different frequencies.

The Defender has an 80% part compatibility with the standard USA-G10 Glitter Boy. Logistically, the USA-G10 Glitter Boy is relatively common, especially when compared to the Triax Glitter Boy and Space Glitter Boy designs. As such, repair parts are far more available and manufacturing equipment was far more available. In addition to producing the “Defender” and repair parts for their own armors, Southern Cross Manufacturing produces repair parts for the standard USA-G10 Glitter Boy. The REEF does not sell the “Defender” Glitter Boy.

Model Type: REEF-PA04 “Defender” Glitter Boy

Class: Laser Resistant Armored Infantry Personnel Assault Unit

Crew: One.

M.D.C. by Location:

PB-20 Particle Beam Cannon (Right Shoulder):


[1] Shemerrian Rail Gun (1):


[1] Shoulder Mini-Missile Launchers (2):

100 each

[1] Forearm Mini-Missile Launchers (2):

200 each

[1] Upper Leg Mini-Missile Launchers (2):

150 each

[1] Lower Leg Mini-Missile Launchers (2):

150 each

[2] Head:


[1] Hands (2):

100 each

Arms (2):

270 each

Legs (2):

450 each

[3] Main Body:


Reinforced Pilot’s Compartment:


Backpacks Systems (Two Different Designs):

225 each.

[4] Force Field (N-50 Robot):



[1] These locations are small and difficult targets to strike, requiring the attacker to make a “called shot,” but even then the attacker is -4 to strike.

[2] Note that the Head is -3 in addition to normal called shot penalties to hit. Destroying the head will expose the pilot’s head, leaving only the pilot’s body armor helmet as its only protection. Note: The head is a small and difficult target to hit. Thus, it can only be hit when a character makes a called shot and even then the attacker is -3 to strike.

[3] Depleting the Main Body M.D.C. will shut the Glitter Boy down making it useless.. Note: All Power Armor locations are laser resistant. Each layer of armor is 100 M.D.C. A variable laser weapon must be reset every 100 M.D.C. or it will only do half damage. If a laser does enough damage to damage the next layer, it will only do half damage to the next layer if set to do full damage to the layer above.

[4] The force field will stop energy attacks and fast moving objects. Slow moving objects can pass through. It regenerates one (1) M.D.C. per melee round unless overloaded and then cannot be activated for 12 hours if overloaded. The force field pulls its power off of the power plant.


Running: 60 mph (96 km) Maximum. Does not need to plant to fire main cannon so can be continually in motion.

Leaping: The powerful robot legs can leap up to 12 feet (3.6 m) high or across without the use of jet thrusters. Add 10 feet (3 m) with a running start. With Flight Pack attached, the Defender can jump 120 feet (36.6 m) up or across.

Flight: With the addition of the Flight Backpack, the Defender can fly at up to 60 mph (96 km). Maximum altitude is limited to 300 feet (91.4 meters). Without Flight backpack, armor cannot fly.

Flying Range: The nuclear power supply gives the Defender decades of life but the jet rockets get hot and need to cool after a maximum of 2 hours of continuous flight.

Underwater Capabilities: It can also walk along the bottom of the sea at about 25% of its normal running speed. Using the flight pack, the Defender Glitter Boy can travel on the surface of water at 17.3 mph ( 27.8 km/15 knots), underwater at 11.5 mph (18.5 km/10 knots) or fly above the water surface an normal speeds.

Maximum Ocean Depth: 2000 feet (610 meters).

Statistical Data:

Height: 10 feet, 8 inches (3.25 m) not including particle beam

Width: 4 feet, 4 inches (1.3 m)

Length: 3 feet 6 inches (1.1 m) without backpack for main body. 4 feet 2 inches (1.27 m) with Backpack for main body

Weight: 2,605 lbs (1182 kg/ 1.3 tons) fully loaded.

Physical Strength: Equal to Robotic P.S. 30.

Cargo: Minimal storage space; a foot compartment and storage for a rifle, pistol, survival knife, and first aid kit.

Power System: Nuclear Fusion, average energy life is 25 years

Black Market Cost: Not for sale, if available would probably cost around 40 million credits.

Weapon Systems:

  1. One (1) PB-20 Rapid Acceleration Particle Beam Cannon: Unlike the original Boom Gun, this weapon does not require use of the right arm to fire/stabilize it. The Particle Beam Cannon requires huge amounts of power and has a limited payload. Because of the limited payload, the REEF version carry a more powerful laser as a backup weapon. The backup laser is a copy of the TX-41 mounted in place of the light laser. The weapon has 12 different possible frequencies to counter laser resistant armor. Setting seven counters USA-10 Glitter boy and all other setting are designed to counter other laser resistant materials. Other than the laser being replaced, this is the weapon pictured on the Glitter Boy on the cover of “Mutants in Orbit”. Weapon has an Integral laser targeting system.

    Weight: 660 lbs (117 kg)

    Maximum Effective Range: Particle Beam: 11,000 feet (about 2 miles/ 3.2 km) Variable Frequency Laser: 4,000 feet (1,200 meters).

    Mega-Damage: Particle Beam: 4D6x10 per blast. Variable Frequency Laser: 3D6 for one pulse , 1D6x10 for three pulse burst. (Each costs one (1) attack)

    Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6)

    Payload: Particle Beam: twenty (20) blasts in a capacitor. The capacitor regenerates one (1) shot per minute. Variable Frequency Laser: Effectively unlimited.

  2. One (1) Shemarrian Rail Gun: In many ways, the weapon is similar to the Boom Gun carried on the Glitter Boy armor although slightly smaller and short ranged. It is an additional weapon system that supplements the ion cannons when they run low on shots and for targets that are impervious to energy. In addition to flechette rounds and solid slugs, silver rounds are sometimes used for special targets. Weapon has an integral laser tracking system.

    Weight: 128 lbs (57.6 kg), belt: 30 lbs (13.6 kgs)

    Maximum Effective Range: 6,000 feet (1,828 meters)

    Mega-Damage: Flechette Rounds: 2D6x10 (Has +2 to strike fast moving targets) Solid Slug: 2D6x10+20 (optional rule is that cannon gets a critical on a natural 18, 19, or 20 due to its high penetration.)

    Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6) fired as aimed or Wild

    Payload: 220 rounds per belt. Can also use 12 Round clips

    Bonuses: +2 to Strike

  3. Defender Mini-Missile Launching Packs: Similar in many ways to those carried on the Striker SAMAS. Four launcher are located on either side in the upper chest/shoulder of the armor. Each forearm has twelve more launchers. On the outside of both the upper and lower leg are six mini missile launchers. Normally several of the mini-missiles carried will be concussion mini-missiles.

    Missile Type: Any mini-missile can be used. Most common issue is 24 Armor Piercing, 24 Plasma, and 8 Concussion mini missiles

    Maximum Effective Range: Varies with mini-missile type (Usually about a mile - See revised bomb and missile tables for details.)

    Mega-Damage: Varies with mini-missile type (See revised bomb and missile tables for details.)

    Rate of Fire: One at a time or in volleys of two (2), three (3), four (4), six (6), eight (8), or twelve (12.)

    Payload: 56 total.

  4. One (1) Two Handed Vibro Sword: On the back of the power armor on the left of the backpack is a special 8 foot (2.4 meter) high density vibro sword. This weapon give the power armor a powerful melee weapon.

    Weight: 80 lbs (36.3 kg)

    Maximum Effective Range: Hand to hand only

    Mega-Damage: 1D6x10 per slash.

    Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6) fired as aimed.

    Payload: Draws off of power armors power supply and is effectively unlimited.

  5. One (1) Backpack: The most commonly used backpack is the flight backpack but medium range missile launcher backpack is also available when needed. Backpack is attacked or detached by a set of powered locking mechanisms. This means that the backpack can be dropped instantly if necessary (such as the pack is badly damaged) and with the assistance of another power armor, the backpacks can be attached in two and a half minutes (10 melees). Some Elite pilots can lay down to attack the jet pack without assistance and then can use thrusters to stand power armor up.

    1. Flight Backpack: While the Defender Glitter Boy is slower in flight than most power armors with this Jet pack, it still greatly increases the power armors mobility. This jet pack is commonly used to clear obstacles or to avoid minefields and traps

      Weight: 400 lbs (181.6 kgs)

      Flight: With the addition of the Flight Backpack, the Defender can fly at up to 60 mph (96 km). Maximum altitude is limited to 300 feet (91.4 m).

      Flying Range: The nuclear power supply gives the Defender decades of life but the jet rockets get hot and need to cool after a maximum of 2 hours of continuous flight.

    2. Medium Range Missile Backpack: This backpack give the Defender Glitter boy a very long range weapon system. This system has no flight capabilities but has four medium range missiles. Normally the most powerful warheads are used and are normally smart missiles. The launcher itself is fairly inexpensive and is designed to be able to be discarded

      Missile Type: Any medium range missile can be used.

      Maximum Effective Range: Varies with medium range missile type (See revised bomb and missile tables for details.)

      Mega-Damage: Varies with medium range missile type (See revised bomb and missile tables for details.)

      Rate of Fire: One at a time or in volleys of two (2) or four (4)

      Payload: Four (4) total.

  6. Energy Rifles or Rail Guns: The Defender Glitter Boy does not have a standard issue hand weapon besides the Shemerrian rail gun. Any other rail gun or human sized rifle can be used by the Katana SAMAS and can fire most large rifles (TX-41 Rifle for example) as one handed weapons.

  7. Hand to Hand Combat: Rather than use a weapon, the power armor can engage in mega damage hand to hand combat. See Power Armor Combat for details

    Combat Bonuses: Same as a USA-G10, +1 on initiative, +1 to parry and dodge, and +3 to roll with punch, fall, and impact. All bonuses are in addition to normal power armor training.

Sensors & Special Equipment:

The Defender Glitter Boy has all standard sensors of a power armor plus the following extra systems (Standard Systems on the USA-G10)

[ Altarain TM, Bandito Arms TM, Brodkil TM, Chipwell Armaments TM, Coalition States TM, Cyber-Knight TM, Federation of Magic TM, Free Quebec TM, Golden Age Weaponsmiths TM, Horune TM, Iron Heart Armaments TM, Kankoran TM, Kittani TM, Kydian TM, Larsen’s Brigade TM, M.D.C. TM, Mechanoids TM, Mega-Damage TM, Megaversal Legion TM, Millennium Tree TM, Mutants in Orbit TM, Naruni Enterprises TM, Naut’Yll, New Navy TM, New Sovietskiy TM, NGR TM, Nog Heng TM, Northern Gun TM, Phase World TM, Psyscape TM, Rifter TM, SAMAS TM, S.D.C. TM, Shemarrian TM, Splugorth TM, Stormspire TM, Sunaj TM, Tolkeen TM, Triax TM, Wellington Industries TM, Wilk’s Laser Technologies TM, Xiticix TM, and Zaayr TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Macross®, Robotech®, Robotech: Sentinels®, SDF-1®, Southern Cross®, and Zentraedi® are registered trademarks owned and licensed by Harmony Gold USA, Inc. ]

Writeup by Kitsune (E-Mail Kitsune).

Copyright © 1998 & 2013, Kitsune. All rights reserved.