Glitter Boy Boom Gun Rounds:


By a careful examination of the Triax Glitter Boy drawing, the barrel width of the Boom Gun can be measured. The drawing is approximately 250 mm in height and the barrel of the boom gun in the drawing is 5 mm in width. The Triax book states that the Glitter Boy is 3 meters tall. Based on that, a barrel width of 60 mm width for the boom gun can be calculated. As well, 60 mm is a reasonable size for the weapon as well.


Laser Guided projectiles are available for Solid Slug, High Explosive, and Plasma rounds and give the round an addition +3 to strike. In Pre-Rifts times there were also G.P.S. (Global Positioning System) guided projectiles but with the elimination of most satellites, these are no longer effective. Warheads are too small for a full guidance system to be mounted in the projectile.


Boom Gun Rounds:

  1. Flechette Round: Most common round used by Glitter Boys and has the advantage over solid slug of being more effective against fast moving targets such as flying power armors and aircraft. While they inflict less damage and have a shorter range, they have a +2 additional bonus to strike fast moving flying targets.
    Maximum Effective Range: Direct Fire Range of 11,000 feet (3,352.8 meters). Round cannot be fired indirectly
    Mega-Damage: 3D6x10
    Cost: 200 Credits per unguided round
  2. Solid Slug: The round is a solid dart of ultra dense high strength materials that does massive damage to targets that it hits. Most often when used against heavy armor. Some Glitter Boy pilots prefer this round over the Flechette round due to its greater range, damage, and penetration.
    Maximum Effective Range: Direct Fire Range of 12,500 feet (3,810 meters). With the help of the rangefinder, radar, and the computer, can fire rounds indirectly to 22,000 feet (6,705.6 meters).
    Mega-Damage: 3D6x10+30 (optional rule is that cannon gets a critical on a natural 18, 19, or 20 due to its high penetration)
    Cost: 200 Credits per round per unguided round and 400 Credits per guided round.
  3. High Explosive: The boom gun round is fairly small and is limited on the amount of damage an explosive round can inflict but it can still be a very effective round
    Maximum Effective Range: Direct Fire Range of 11,000 feet (3,352.8 meters). With the help of the rangefinder, radar, and the computer, can fire rounds indirectly to 22,000 feet (6,705.6 meters).
    Mega-Damage: 6D6 with a blast radius of 12 feet (3.7 meters).
    Cost: 250 Credits per round per unguided round and 450 Credits per guided round.
  4. Plasma Rounds: Use a plasma warhead instead of a high explosive. Inflicts greater damage to a target but not as effective against heat resistant materials.
    Maximum Effective Range: Direct Fire Range of 11,000 feet (3,352.8 meters). With the help of the rangefinder, radar, and the computer, can fire rounds indirectly to 22,000 feet (6,705.6 meters).
    Mega-Damage: 1D6x10 with a blast radius of 16 feet (4.9 meters)
    Cost: 400 Credits per round per unguided round and 600 Credits per guided round.
  5. Extended Range Solid Projectiles: Similar to standard Solid Slug rounds but have a lighter "round' and a rocket booster for increased range.
    Maximum Effective Range: Direct Fire Range of 15,000 feet (4,572 meters). With the help of the rangefinder, radar, and the computer, can fire rounds indirectly to 28,000 feet (8,534.4 meters).
    Mega-Damage: 3D4x10+20 (optional rule is that cannon gets a critical on a natural 18, 19, or 20 due to its high penetration
    Cost: 500 Credits per round per unguided round and 700 Credits per guided round.
  6. Extended Range High Explosive: Similar to standard High Explosive rounds but have a reduced "warhead' and a rocket booster for increased range.
    Maximum Effective Range: Direct Fire Range of 15,000 feet (4,572 meters). With the help of the rangefinder, radar, and the computer, can fire rounds indirectly to 28,000 feet (8,534.4 meters).
    Mega-Damage: 4D6 with a blast radius of 8 feet (2.4 meters).
    Cost: 550 Credits per round per unguided round and 750 Credits per guided round.
  7. Extended Range Plasma Rounds: Similar to standard Plasma but have a reduced "warhead' and a rocket booster for increased range.
    Maximum Effective Range: Direct Fire Range of 15,000 feet (4,572 meters). With the help of the rangefinder, radar, and the computer, can fire rounds indirectly to 28,000 feet (8,534.4 meters).
    Mega-Damage: 1D4x10 with a blast radius of 12 feet (3.7 meters).
    Cost: 600 Credits per round per unguided round and 800 Credits per guided round.
  8. Smoke Rounds: Tear Smoke rounds come in a variety of different colors including grey, white, blue, and red. Smoke is both used for marking targets and for concealment. Gas rounds (Tear Gas, Nerve Gas, Knock Out Gas, ect.) have the same effective radius as smoke rounds. Smoke rounds are rarely guided.
    Maximum Effective Range: Direct Fire Range of 11,000 feet (3,352.8 meters). With the help of the rangefinder, radar, and the computer, can fire rounds indirectly to 22,000 feet (6,705.6 meters).
    Mega-Damage: None, has an effect radius 20 feet (6.1 meters)
    Cost: 150 Credits per round per unguided round and 750 Credits per guided round.
  9. Anti-Vampire Flechette Rounds: An incredibly devastating round against vampires and is much like shotgun shells of the same style. The rounds are also extremely effective against Werewolves and other Were-beings. Several other creatures suffer damage from silver rounds as well.
    Maximum Effective Range: Direct Fire Range of 11,000 feet (3,352.8 meters). Round cannot be fired indirectly.
    Mega-Damage: 2D4x10 MD per round to normal targets and 6D6x10 Hit Points to vampires and vampire intelligences. A flechette from the round will penetrate the heart of a vampire on a 18 through 20 on a normal shot and on a 15 through 20 for a called shot.
    Cost: 800 Credits per round per unguided round
  10. Anti-Vampire Explosive Rounds: These boom gun warheads are basically modified fragmentation warheads. The steel warhead casing is replaced by a silver sheet covered wood casing. Because the warhead is mostly wood, it is less expensive than might be expected. It has the standard explosive of a fragmentation warhead. When the warhead explodes, it throws shards of wood all over the blast radius and inflicts heavy damage against vampires. Roll a d 20 for every vampire within the blast radius. Any strike of a natural 18 to 20 means that a shard travels into the heart of the vampire.
    Maximum Effective Range: Direct Fire Range of 11,000 feet (3,352.8 meters). With the help of the rangefinder, radar, and the computer, can fire rounds indirectly to 22,000 feet (6,705.6 meters).
    Mega-Damage: 2D6 M.D.C. to Normal Targets and 1D6x10 HP/M.D.C. against vampires and other targets vulnerable to wooden weapons. Blast radius: 12 feet (3.7 meters).
    Cost: 800 Credits per round per unguided round and 1000 Credits per guided round.



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Writeup by Kitsune (E-Mail Kitsune)


Copyright © 2003 & 2004, Kitsune. All rights reserved.



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