Thoth Industries “Crystal Star” Glitter Boy Combat Armor (T.W.):

It is unknown when the first Glitter Boy armor reached the Three Galaxies from Earth but a surprising number can be found throughout the Three Galaxies. Numerous companies manufacture versions of the armor, some relatively close to the original design while other produce vastly upgraded versions.

Along with other designs, Thoth Industries decided to try their hand with producing an upgraded version of the Glitter Boy. A techno-wizard named Asyribis originally founded the company. There are rumors that she is actually the demi-god daughter of Thoth, the Egyptian god of knowledge himself. Whatever the case, her company produces some of the most advanced Techno-Wizard designs in the Three Galaxies.

In design, the “Crystal Star” appears more reminiscent of the Triax version of the Glitter Boy with the “Boom Gun” mounted on the shoulder instead of being hand held. It is unknown whether a New German Republic design was used as the actual basis for the design or if the design was developed independently. It is a relatively streamlined design and is far less blocky that the Phoenix Armory design.

Other than the “Boom Gun,” the Glitter Boy is best know for its chrome type finish and being laser resistant. Instead, the Thoth Industries design is covered in the crystalline armor which the company is famous for. In fact, most of their designs use the same material. It is incredible tough and makes the combat armor immune to all non-magical energy weapons. In addition, the armor can be healed through the use of magic.

As described earlier, the “Crystal Star” Glitter Boy mounts a huge rail gun on the right shoulder. Unlike standard Rifts Earth Glitter Boys and a surprising number of copies, the Thoth Industries design is a gravity based rail gun even more powerful than the original. Standard payload for the Glitter Boy is one hundred rounds. Thoth Industries however adds a permanent dimension pocket with a total of four hundred rounds. In addition, there is a dual feed system which enables the pilot to switch between solid slug and flechette ammunition.

The “Crystal Star” mounts a relatively low powered contra-grav system. While it allows for limited flight, the true purpose of the system is to stabilize the armor when firing the main gun so it does not need to anchor itself in the same manner as the Rifts Earth design. In fact, the system is designed to completely absorb the recoil and the Thoth Industries design can even run while firing the main gun. There were concerns that if the contra-grav flight pack was destroyed that the Glitter Boy could no longer fire its main gun. As a result, engineers decided to have an auxiliary anchoring system. It has both a conventional anchoring for anchoring into earth and a high powered gravity anchor for ship’s hulls and other high strength materials.

A common complain with the Glitter Boy has been the lack of a long range weapon which can be used to engage targets not considered worth the use of the main gun. In order to compensate for this, a high intensity pulse laser is mounted above the “Boom Gun” and is targeted at the same target. The weapon is basically a infantry support weapon which is powered directly from the combat armor’s fusion reactor. Because of the vibration of the rail gun firing, both the laser and rail gun cannot be fired simultaneously on a single target.

On the left shoulder, the Thoth Industries design has a small mini-missiles box launcher. Originally a conventional four mini-missile box launcher was planned but was modified to use a dimensional pocket for a greater payload during the development process. Instead, twelve mini-missiles can be carried. In each forearm, the armor mounts a micro-missile launcher. As with the “Boom Gun” and mini-missile launcher, the micro-missiles are stored in dimensional pockets and thirty micro-missiles are carried for each launcher.

While the “Crystal Star” is as well armored as any Rifts Earth Glitter Boy, the engineers wanted the armor to be fitted with additional protection in the form of a force field. One is the Naruni Robot Model N-50 force field. Another is an enchanted “Invincible Armor” force field. While the enchanted force field provides less protection, it is easier to be reactivated once it has been knocked down. Virtually all purchasers of the armor with opt for one of the force fields.

With respect to magic, of course you have the dimension pockets and the optional “Invincible Armor” force field. Other enchantments include a mystical optic system which enables the pilot to see invisible targets, see auras, and sense concealed items. There are a number of standard techno-wizard enchantments including being able to become invisible, a chameleon enchantment to hide when not moving, and a sustain enchantments. While the Glitter Boy does have standard power armor life support, the “Sustain” enchantment effectively allows an almost indefinite duration. Finally, the power armor usually carries either one or two “Light Blade” swords for close combat.

In order to power the various enchantments, the “Crystal Star” is fitted with a mystical energy battery. While not the full battery usually fitted to a techno-wizard starship, it does store considerable mystical energy. While the battery does not recharge normally, the battery can be recharged on Ley Lines and Nexus points. In addition, a techno-wizard or other spell caster can recharge the battery using their own energies.

Model Type:       TI CSGB-01.

Class:                  Armored Infantry Personnel Assault Unit.

Crew:                  One Pilot.

M.D.C. by Location:


Gravitic Rail Gun / Boom Gun (1; over right shoulder):



[1] HI Pulse Infantry Support Laser (1, over Boom Gun):



[1] Mini-Missile Launcher (1, over right shoulder):



[1] Hands / Micro-Missile Launchers (2):

120 each.


Arms (2):

280 each.


Legs (2):

480 each.


[1] Auxiliary Leg Anchor System (2):

50 each.


[2] Head:



[3] Main Body:



Reinforced Pilot’s Compartment:



[4] Contra-Grav Propulsion System (l, in back):



[5] Optional: N-50B “Robot” Super Heavy Naruni Force Field:



[6] Optional: “Invincible Armor” Force Field:



[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: The power armor is impervious to all non magical energy weapons. The armor can also be completely regenerated with the spell “Armor of Ithan” and 00 P.P.E.

[4] Destroying the contra-grav pack will make power jumps and flight impossible. In addition, the boom gun cannot be fired while the power armor is moving and must anchor before firing using the auxiliary anchoring system.

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

[6] Optional: “Invincible Armor” Force Field costs 30 P.P.E. (Or 60 I.S.P.) per activation and has a duration of 30 minutes (120 melee rounds) per activation. The armor regenerates damage at the rate of 1D6 M.D.C. per melee round. The armor also offers complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc. and, provides the wearer with an independent oxygen supply. Furthermore, all energy attacks, magic or mundane, inflict only half their usual damage to the armor! Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer.


Running: 90 mph (144.8 kph) maximum. Note that the act of running does tire out its operator, but at 10% of the usual fatigue rate, thanks to the robot exoskeleton and contra-gravity system (if the contra-gravity system is destroyed, fatigue rate becomes 20% of normal).

Leaping: The powerful robot legs, assisted by the thrusters, can leap up to 60 feet (18.3 meters) high or across, or 20 feet (6 meters) without the contr-grav flight system. Add 12 feet (3.6 meters) with a running start. Note that leaping height and distance on the moon and micro gravity is doubled.

Flight: The enhanced contra grav thrusters provide limited flight in an atmosphere and greater speed and mobility in zero gravity. The “Crystal Star” Glitter Boy can hover at any altitude above the ground and fly at a speed of 200 mph (320 kph) in an atmosphere and Earth-type gravity. The contra-grav system makes the armor trans- atmospheric and armor can accelerate at up to 0.2 Gs of acceleration. Due to the Contra-Grav there is no altitude limit and power armor can fly into space.

Underwater: The armor can travel up to a maximum speed of 40 mph (64 kph) to a maximum depth of 1,000 feet (310 meters).

Range: The power armor’s range is effective unlimited. The Contra-Grav system does not overheat. The only limit is the pilot’s endurance. Using the “Sustain” enchantment, all life support needs are provided as long as there is enough mystical energy to activate. Lasts six days per activation.

Statistical Data:

Height:  9.0 feet (2.74 meters) for the main body and 10.2 feet (3.11 meters) with “Boom Gun” mounted.

Width:   3.8 feet (1.16 meters).

Length:  4.2 feet (1.28 meters) with contra-grav pack and 7.8 feet (2.38 meters) with “Boom Gun” extended.

Mass/Weight: 1.8 tons (1.63 metric tons), fully loaded.

Physical Strength: Equal to a P.S. 45.

Cargo: Minimal storage space, about a 1 foot (0.3 meter) square compartment, and storage for a rifle, handgun, survival knife, and a first-aid kit.

Power System: Advanced Fusion; Average energy life is 25 years.

Market Cost: The “Crystal Star” Glitter Boy sells for approximately 60 million credits. More conventional Glitter Boy power armors in the Three Galaxies cost around 25 million credit for new and around 15 million for rebuilt models or without gun. The Naruni super heavy force field generator costs an additional 5 million credits installed and “Invincible Armor” force field costs an average of around 1.2 million credits.

Weapons Systems:

  1. One (1) TI-GRB-10X “Boom Gun” Rapid Acceleration Gravitic Rail Gun: Mounted on the right shoulder of the armor, this gun is similar in size and abilities to the famous “Boom Gun” on the standard Glitter Boy on Earth but the reality is that the weapon uses gravitics instead of electro-magnetics to fire the ammunition at hypersonic speeds. The most common round is a single solid M.D.C. dart. This inflicts more damage than flechette rounds but flechette rounds are still used against fast moving targets due to covering a wider area. These include fighters, missiles, and flying power armors. Flechette rounds can also be used and inflict less damage but have a +2 additional bonus to strike fast moving flying targets. As long as the contra-grav system is intact, the gun has no effective recoil and does not need the stabilizing systems of the Rifts Earth boom gun but the hypersonic round still create a transonic boom when fired in an atmosphere. The Boom Gun can angle itself forward and upward in a straight line with a 60 degree arc of fire but cannot pivot from side to side.

    Weight of the Rail Gun: 880 lbs (399.2 kg) - with pulse laser.

    Maximum Effective Range: 24,000 feet (7.2 km) in an atmosphere. Range is eight times normal when used in space.

    Mega-Damage: Solid Slug: 4D4x10+60 (optional rule is that cannon gets a critical strike on a natural 18, 19, or 20 due to its high penetration). Flechette: 3D6x10+20 and is capable against fast moving flying targets

    Rate of Fire: Equal to the number of hand to hand attacks of the pilot and his/her power armor (usually 4-6, see Power Armor Training). Bursts and sprays are not possible.

    Payload: 400 rounds stored in two 200 round permanent dimensional pocket. While rarely loaded by hand due to extra magazine spaces, the Glitter Boy’s Boom Gun can still be reloaded by hand, one round at a time. It will take 15 minutes to load 40 rounds.

  2. One (1) HI-300 Infantry Support Laser: Mounted right above the gravity “Boom Gun” and tracks on the same target. It is designed to engage targets which are not considered worth a round from the main rail gun. Even though recoil of the rail gun is dampened through the gravity propulsion system, the vibration of the heavy weapon prevents the pulse laser from firing simultaneously. Power for the laser is pulled from the power armor’s fusion reactor for an effectively unlimited payload.

    Maximum Effective Range: 4,000 feet (1,220 meters) in an atmosphere. Range is eight times normal when used in space.

    Mega-Damage: 6D6+6 per single shot, 2D6x10+20 for a rapid fire three shot burst, or use machine gun burst rules for higher burst setting.

    Rate of Fire: Equal to the number of hand to hand attacks of the pilot and his/her power armor (usually 4-6, see Power Armor Training). Can fire single shot, three round burst, and extended bursts (Use Machine Gun burst rules).

    Payload: Effectively Unlimited.

  3. One (1) Shoulder Mini-Missile Launcher: Mounted on the left shoulder of the power armor is a single almost flush mini-missile launchers. While it appears only able to carry a pair of mini-missiles, it has a permanent dimensional pocket which can carry twelve mini-missiles. Missiles have a top speed of Mach 10 in an atmosphere and have an acceleration of 2% of light per turn in space. This is slightly faster than any starship except if it is exceeding it maximum safe acceleration. Mini-Missiles in the Phase World / Three Galaxies setting are normally smart missiles with the most common warheads being armor piercing types.

    Maximum Effective Range: Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.

    Mega-Damage: Varies with mini-missile type (See revised Phase World / Three Galaxies missile tables for details.)

    Rate of Fire: Can fire mini-missiles one at a time or in volleys of two (2) or four (4) mini-missiles.

    Payload: Twelve (12) mini-missiles total.

  4. Two (2) Forearm NE-28 Micro-Missiles Launchers: On each forearm, the “Crystal Star” Glitter Boy mounts micro-missile launchers. Launchers can launch up to two micro-missiles as a volley. Both smart guided and unguided micro-missiles are available and there are several special micro-missile warheads available. Smart guided missiles have +4 to strike and +4 to dodge. Missiles are stored in a dimensional pocket which allows a much greater payload to be carried than would be otherwise possible.

    Maximum Effective Range: As per micro-missile type (1 mile [1.6 km] for unguided micro-missiles or 2 miles [3.2 km] for guided micro-missiles). Using modified rules, multiply micro-missile ranges by 8 times in space.

    Mega Damage: 6D6 per K-Hex micro-missile.

    Rate of Fire: One at a time or in volleys of two (2) micro-missiles. Only one forearm launcher can be fired at a time.

    Payload: Thirty (30) micro missiles in each forearm launcher for sixty (60) micro-missiles total.

  5. One (1) or Two (2) Techno-Wizard “Lightblade” Sabres: Optionally one or two sabres can be carried. Each resembles a Bastard sword in size (3.75 feet long and 2.5 inches wide / 1.1 meters long and 6.4 cm wide.) Magical energy to charge the blades comes from the magical P.P.E. battery of the power armor. Each activation costs 20 P.P.E. (or 40 I.S.P.) and has a duration of six minutes per activation. The Light Blades have +1 to strike and can be used to parry energy blades with no special bonuses to parry (gets normal hand to hand bonuses.)

    Maximum Effective Range: Close Combat Only.

    Mega-Damage: 1D4x10+8 M.D. per swing. Against Vampires, Shadow Beasts, and other creatures vulnerable to light, the light blade inflicts double damage (double damage to hit points on vampires.)

    Rate of Fire: Equal to the number of hand to hand attacks of the pilot and his power armor (usually 4-6, see Power Armor Training). Paired weapons may be used with two swords.

    Payload: Six minutes (24 melee rounds) per Activation (Cost 20 P.P.E. or 40 I.S.P. per activation.)

  6. Energy Rifles, Light Rail Guns, and other hand-held weapons can be substituted in an emergency or used as a back-up weapon. Space limitations and the bulk of the armor limit additional rifle weapons to one rifle and one pistol.

  7. Hand to Hand Combat: Rather than use a weapon, the pilot may engage in mega-damage hand to hand combat. See the Power Armor Combat Training Section of the Rifts RPG for specifics. All bonuses are in addition to normal power armor training.

    Bonuses / Penalties:

      +2 to initiative.

      +2 to strike.

      +4 to strike with Boom Gun / Infantry Support Laser.

      +2 to parry.

      +2 to dodge (-2 to dodge when anchors are engaged.)

      +4 to roll with punch, fall, and impact (very shock resistant).

    Note: If gravity flight system is destroyed or disable, power armor will have only +1 to initiative, +2 to strike with Boom Gun / Infantry Support Laser, -1 to dodge (-3 to dodge when anchors are engaged), and +2 to roll with punch, fall, and impact.

  8. Techno-Wizard Modifications: The “Crystal Star” Glitter Boy has the following Techno-Wizard Modifications built into the armor.

      Mystic Energy Battery: The P.P.E. battery built into the enchanted armor is in the form of emerald crystals. This magical energy can be both used by the wearer to cast spells and can be used to power enchantments in the armor. The armor stores 20 P.P.E. for every crystal built into the armor with sixteen total (320 P.P.E. total.) Magical energy regenerates at the rate 2 P.P.E. per hour normally or 10 per hour on a Ley Line. Spell casters can also feed P.P.E. into the crystals.

      Magic Optics System: Abilities: Gives character the ability of See Aura, See The Invisible, and Detect Concealment same as the spell except as noted below. Duration: 15 minutes, recharges with Energy bolt spell (5 P.P.E.) or spend 10 I.S.P.

      Special Features: 

      Chameleon (6th Level)

      6 P.P.E. or 12 I.S.P.


      Invisibility Superior (6th Level)

      20 P.P.E. or 20 I.S.P.


      Sustain (6th Level)

      12 P.P.E. or 24 I.S.P.

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Writeup by Kitsune (E-Mail Kitsune).

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