Ironmonger Forges Glitter Boy Power Armor:
While the Glitter Boy originated on Earth, a product of the Old American Empire, the design found its way to Phase World and then to the rest of the Three Galaxies. Even though one might think such a design to be primitive, it still packed incredible firepower for its size and was quite well armored.
Even so, there was much room for improvement in the design and a number of companies developed upgraded versions of the Glitter Boy. Some designs are only slightly modified from the original design while others are upgraded to the point that they barely resemble the original design. The Ironmonger Forges design might be considered somewhere between the two extremes.
Ironmonger Forges itself is a company known for reasonable quality designs at reasonable prices but few questions asked from customers. A number of their customers are blacklisted by most major governments. In that, they are like Naruni Industries but they do not operate by credit terms but instead expect payment up front for all purchases. Located on the fringe world of Thyssen, the company specializes in power armor designs.
The Ironmonger Forges version of the Glitter Boy looks similar to the old Earth USA-G10 Glitter Boy in outward appears although the armor does definitely mount additional weaponry. Included in this is that each forearm mounts missile launchers around the wrist. Each has eight mini-missiles. The shoulder blades are both slightly raised allowing for an additional sixteen mini-missiles with eight in each shoulder. Finally, on each hip there are four tubes for mini-missiles as well. In total, forty mini-missiles are carried.
The “Boom Gun” is only slightly modified compared to the original design and is a conventional electro-magnetic design. Velocity of the rounds is slightly increased but performance is still similar. Some advanced designs of the Glitter Boy operated within the Three Galaxies have powerful gravity assistance systems which enable the Glitter Boy to fire its gun without planting. However, the Ironmonger design retains the original grapple system and must anchor itself before firing.
One change for the rail cannon however is an increase of payload of twenty percent, from one hundred to one hundred and twenty rounds. The internal components were slightly rearranged in order to make space for the additional ammunition. In addition, there is a dual feed mechanism allowing the armor to switch between solid slug rounds and flechette rounds with two magazines of sixty rounds.
A common criticism of the Glitter Boy both on Rifts Earth and in the Three Galaxies is the lack of a secondary weapon, especially some form of an energy weapon. Iron Monger Forges addresses this by mounting a pulse laser as part of the rail gun. If a target is not considered worth engaging by the Boom Gun, the pulse laser can be used. As one might expect, power is pulled directly from the fusion reactor for an effectively unlimited payload. The Boom Gun and the pulse laser cannot be fired simultaneously. This is both due to the power draw of the weapon systems and due to the recoil of the Boom Gun preventing accurate targeting of the pulse laser.
In order to make space for the additional ammunition, the original thrusters are replaced by more compact thruster models although having around the same performance. In addition, the original fusion reactor is replaced by a more compact model. Even though far more advanced that the system that it replaces, the fusion reactor has a ten year duration between needing to be refueled or replaced compared to twenty-five years. Like the fusion reactors in most Ironmonger Forge designs, the system is designed to be replaced easily however.
The original Glitter Boy got its named due to being made from advanced armor materials which use chromium in the formula and are highly reflective. The more modern composites used in the Ironmonger Forge design retain the laser reflecting feature but can be made in almost any color. Some purchasers still have their Glitter Boys with the typical appearance but others chose to have their armors in black, grey, or various shades of brown. One could argue that the term Glitter Boy no longer fits but it is retained. As with many power armor in the Three Galaxies, many operators add a Naruni force field in order to withstand even greater damage.
Model Type: IM-GB-10X
Class: Laser Resistant Armored Infantry Personnel Assault Unit.
Crew: One Pilot.
M.D.C. by Location:
|
Rapid Acceleration Electromagnetic Rail Gun (1, right arm): |
200. |
|
[1] Pulse Support Laser (1, beside Boom Gun): |
50. |
|
Rail Gun Rear Ammo Drum: |
180. |
|
[1] Shoulder Mini-Missile Launchers (2): |
120 each. |
|
[1] Hip Mini-Missile Launchers (2): |
80 each. |
|
[1] Forearms with Missile Launchers (2): |
120 each. |
|
[1] Hands (2): |
120 each. |
|
Upper Arms (2): |
280 each. |
|
Legs (2): |
470 |
|
[1] Leg Anchor System (2): |
60 each. |
|
[2] Head: |
320. |
|
[3] Main Body: |
800. |
|
Reinforced Pilot’s Compartment: |
120. |
Notes:
[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 both laser resistant. Reduce all such damage by 50%.
Speed:
Running: 74.6 mph (120 kph) maximum. Note that the act of running does tire out its operator, but at 20% of the usual fatigue rate, thanks to the robot exoskeleton. Must anchor in order to fire the Boom Gun.
Leaping: The powerful robot legs can leap up to 12 feet (3.6 meters) high or across. Add 10 feet (3 meters) with a running start, let thruster assisted leaps can hurl the power armor 80 feet (24 meters) up or across.
If necessary. the thruster can momentarily hold the Glitter Boy aloft as high as 12 feet (3.4 meters) off the ground, but only br 1D6 x 10 seconds. The thrusters are not made for actual flying.
Underwater: The armor can also walk along the bottom of the sea at about 25% of its normal running speed with a maximum depth of 1,000 feet (310 meters).
Range: The power armor’s range is virtually unlimited although limited by pilot’s endurance. Carries two (2) weeks worth of emergency rations for pilot and has a water filtration system.
Statistical Data:
Height: 10.6 feet. 5 inches (3.23 meters).
Width: 4.4 feet (1.34 meters).
Length: 4.0 feet (1.22 meters) with thrust pack / rail gun magazine.
Weight / Mass: 1.6 tons (1.45 metric tons) fully loaded.
Physical Strength: Equal to a P.S. 36.
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 of 10 years.
Market Cost: The Ironmonger Forges Glitter Boy sells for approximately 30 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.
Weapon Systems:
One (1) IR-RG-20X Rapid Acceleration Electromagnetic Rail Gun: Carried on the right side, the “Boom Gun” is a slightly modified version of the original gun carried by the USA-G10 Glitter Boy which fires its rounds at slightly greater velocities. The weapon accelerates a 60 mm round to hyper velocities. The weapon is attached to the back and right shoulder of the armor. When not in use, the gun is flipped back and stored in a upward position. Common rounds include flechette rounds and solid slug rounds and high explosive and other rounds are also available. Extended range rounds are also available.
Weight of the Rail Gun: 771.6 lbs (350 kg) - with pulse laser.
Maximum Effective Range: By Boom Gun Round Type (See Boom Gun Rounds). Flechette Rounds have a direct fire range of 11,000 feet (3,352.8 meters) in an atmosphere. Solid Projectiles have a direct fire range of 12,500 feet (3,810 meters) and indirect fire range of 22,000 feet (6,705.6 meters) in an atmosphere. Range is eight times normal when used in space.
Mega Damage: Flechette Rounds: 3D6x10 (Has +2 to strike fast moving targets) Solid Slug: 3D6x10+30 (optional rule is that cannon gets a critical strike on a natural 18, 19, or 20 due to its high penetration.) Several other types of rounds are also available (See Boom Gun Rounds).
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).
Payload: 120 rounds stored in two 60 round magazines. Unlike some of the power armor suits, the Glitter Boy's Boom Gun can be reloaded by hand, one round at a time. It will take 15 minutes to load 40 rounds. A carrying drum of 40 rounds is sometimes used to carry extra rounds. The drum has 30 M.D.C. and can attach to the hip/waist or left forearm.
One (1) IM-L-300X Pulse Support Laser: Mounted together with the Boom Gun, this is a standard support laser virtually identical to the standard Human Alliance LPSR-260 Laser Pulse Support Rifle. The rifle pulls power directly from the power armor’s fusion reactor and has an effectively unlimited payload as a result. Weapon is generally used for targets which are not considered worth engaging with the heavy rail gun.
Maximum Effective Range: 2,000 feet (609.6 meters) in an atmosphere. Range is eight times normal when used in space.
Mega Damage: 3D6+6 per single shot, 1D6x10+10 for a rapid fire three blast 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.
Two (2) Shoulder Mini-Missile Launchers: Mounted in the shoulders of the power armor are a pair of mini-missile launchers with each having eight missiles for a total of sixteen 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: Sixteen (16) mini-missiles total, eight (8) mini-missiles per launcher.
Two (2) Hip Mini-Missile Launchers: Mounted to either side of the hips the power armor are mini-missile launchers with each having four missiles for a total of eight 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: Eight (8) mini-missiles total, four (4) mini-missiles per launcher.
Two (2) Forearm Mini-Missile Launchers: Wrapped around the forearm of the power armor are eight mini-missile tubes for a total of sixteen 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: Sixteen (16) mini-missiles total, eight (8) mini-missiles per launcher.
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.
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:
+1 to initiative.
+2 to strike with Boom Gun / Pulse Support Laser (Advanced Laser Targeting.)
-1 to dodge (-3 to dodge when anchors are engaged.)
+3 to roll with punch, fall, and impact (very shock resistant).
Special Equipment:
Has all the normal sensors of power armors in the Three Galaxies plus the following special features.
Advanced Laser Targeting as well as the usual robot standard features. The Boom Gun AND the large variable laser cannon are +2 to Strike. See Power Armor Combat Training in the High Tech War Machines section for additional bonuses and data.
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Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2017, Kitsune. All rights reserved.