Thadius Enterprises
Munchkin Killer Glitter Boy
By: Joshua Brink
Model Type: TE-MK-GB21: Built on a GB-7 (SA2)
Frame
Class: Laser Resistant Armored Infantry Assault
Unit
Crew: One Pilot
M.D.C. by location:
- Right Shoulder ATL 21 Laser Cannon -- 150
- Head -- 250*
- Hands (2) -- 75 ea. *
- Arms (2) -- 250 ea.
- Legs (2) -- 500 ea.
- Main Body -- 800**
- Reinforced Pilot's Compartment -- 120
- Ammo Drum -- 220
- Right Arm Phase Sword -- 75*
- Left Arm Phase Beamer -- 60*
- Left Shoulder Rail Gatling Gun -- 60*
- Hip Missile Launchers -- 90 ea.
- Force Field -- Special
* These objects are small targets and require a called shot at
-3 (a modified 16 or better)
** Depleting the M.D.C. of the main body will shut the power
armor down completely, rendering it useless. Note: Laser weapons do half damage!
Speed
Running: 70-mph (112-km) maximum.
Leaping: The powerful robot legs can
leap up to 12' (3.6 m) high or across. Add 10' with a running
start. Jet thruster assisted leaps can hurl the power armor 160'
(48 m) up or across.
Flying: With concealed micro hover jets
the GB21 can fly up to 200 MPH at an altitude of up to 500
feet.
Statistical Data
- Height: 11'
- Width: 4' 6"
- Length: 4' 2"
- Weight: 1 ton fully loaded.
- Physical Strength: Equal to a P.S. 40
- Cargo Space: A 1'x1'x3' storage compartment in each leg, plus
an optional custom utility belt.
- Power system: Advanced fusion; average life is 30 years.
- Cost: 75 million for a new, undamaged, fully powered, fully
armed Glitter Boy. Or 60 million without the weapons systems.
Only available from Thadius Enterprises. The TE-MK-GB21 Glitter
Boy is made by hand at a production rate of 1000 per standard
year.
Weapon Systems
- TE-ATL-21 Laser Cannon (1): The VF laser
Cannon has been replaced with a modified Tri-Beam ATL-7 (SA2)
that can fire one, two or all three beams simultaneously. When
firing a single beam the ATL-21 alternates barrels allowing them
to cool. When firing a double or triple beam the ATL-21 needs
time to both cool and recharge.
Primary Purpose: Anti-Ship and
Anti-Armor
Secondary Purpose: Anti-Personnel
Weight: Rail Gun: 200 lbs.
Mega-Damage: 3D6X10+20 Single Shot (can
be fired every round), 6D6X10+30 Double Shot (can be fired every
other round), 9D6X10+40 Triple Shot Can only be fired once every
three rounds).
Rate of fire: Can be fired every round,
every other round or every third round (see above).
Maximum Effective Range: 3000
feet
Payload: Virtually unlimited
- Rail Gatling Gun (1): This weapon system
consists of 12 rail guns firing in rotation, providing an
incredible rate of fire. Bursts of 200 rounds put enough flying
metal in the air to match the dreaded "Boom Gun". Unlike the real
thing, however, the gatling's range is the same as the standard
rail gun, making it inferior in long range engagements. The
weapon has an advanced laser targeting system, mounted just above
the gun, which allows the wearer to fire aimed shots with bursts!
This ability is partly due to the super-high cyclic rate of the
gun, which basically spits out 200 rounds milliseconds before the
recoil can be felt by the wearer. The laser aiming system can be
used as a weapon in a pinch (range is halved, and damage is 2D4
M.D.)
Primary Purpose: Anti-Armor and
Anti-Aircraft
Secondary Purpose: Defense
Weight: 200 lbs.
Mega-Damage: 3D6X10 or 1D6X100 if
loaded with TE-2E ammunition.
- TE-2E Ammo is a modified version of the WI-2E Ammo from Rifts
Mercenaries using depleted uranium and K-Hex (Dimension Book
Three: Phase World Sourcebook) explosive
Rate of fire: Equal to the number of
hand to hand attacks of the wearer.
Maximum Effective range: 4000 feet
(1220 m)
Payload: 8000 rounds or 40 bursts
- Phase Sword (1): This sword retracts into
the right forearm of the Glitterboy. A larger version of the
Phase Sword from Phase World.
Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
Weight: 10 lbs.
Mega-Damage: 1D6x10
S.D.C.: 1D4x10+25
- Phase Beamer (1): Located on the left
forearm, this weapon follows the movements of the helmet and is
+2 to strike. Same as the PH-21 from Phase World.
Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
Weight: 5 lbs.
Mega-Damage: 4D6
S.D.C.: 3D6
Rate of Fire: Equal to the number of
combined hand to hand of the pilot and the power armor
training.
Payload: Effectively unlimited.
- Micro-Missile Launcher (2): A larger version
of the NE-28 launcher in Dimension book 3: Phase World.
Primary Purpose: Anti-Vehicle
Secondary Purpose: Anti-Personnel
Weight: 10 lbs ea.
Mega-Damage: 6D6 per missile to a 3'
area. (smart missiles +4 to strike, +3 to dodge)
Rate of Fire: One or a volley of two or
four from each launcher (yes up to eight can be fire at
once).
Payload: Four missiles per hand.
- Hip Mini-Missile Launchers (2): Two
mini-missile launchers are mounted on the hips. They can be
slaved to the visor of the pilot. Standard issue mini-missiles
are 12 plasma or high explosive and 12 microwave missiles (Rifts
Manhunters).
Primary Purpose: Anti power armor
Secondary Purpose: Anti vehicle
Mega-Damage: Plasma - 2D4X10, High
Explosive - 1D6X10, Microwave - 1D10 and has a 75% chance of
causing any electrical device in a 50' radius to malfunction
(roll each use).
Rate of Fire: 1 or a volley of 2,3,4,6
or 12
Payload: 12 missiles per hip (24
total)
- Long Range Missile Launcher: Located on the
back of the glitter boy are two 6' LRMs
Primary Purpose: Anti Ship
Secondary Purpose: Anti vehicle
Mega-Damage: By missile type (usually
Smart anti-matter 3D6X100 M.D. +5 to strike, +4 to dodge)
Rate of Fire: 1 or a volley of 2
Payload: two
- Hand to Hand Combat: Rather than use a
weapon, the pilot can engage in Mega-Damage hand to hand combat.
See Power Armor Combat Training in the Robot combat
section of the Rifts © RPG for specifics.
Combat Bonuses: +2 to strike (+3
with ATL-21 or Rail Gatling Gun) +2 to initiative, +2 to parry
and dodge (+3 to parry with Phase Sword), and +4 to roll with
punch, fall or impact (very shock resistant). All bonuses are in
addition to Power Combat Training Bonuses.
-
-
Sensor System: The Glitter Boy has some
special features.
- Thermo-Imager: A special optical
heat sensor that allows the infrared radiation of warm objects to
be converted into a visible image. Enables a pilot to see in the
dark, in shadows, and through smoke. Range 2000'.
- Infrared and Ultraviolet Optics: This optical system projects as a beam of infrared light that is
invisible to the normal eye. The infrared beam enables the pilot
to see in the dark and to see in other infrared beams. The
ultraviolet system enables the pilot to see in the ultraviolet
spectrum of light and is mostly used to detect the light beams of
ultraviolet detection systems. Note: The
infrared beam can be seen by anybody
who also has infrared optics, and the beam can be traced back to
its source. Smoke impairs the infrared beam and makes it
impossible to see.
- Advanced Laser Targeting System: As
well as the usual robot standard features, all weapons are
+2 to strike. See Power Armor Combat Training in the High
Tech War Machine section of the Rifts©RPG for other bonuses and
data.
- Ultra-Ear Amplified Hearing with Sound
Filtration: Same as the Ultra-Ear in the Rifts(c) RPG. +1
to parry, +2 to dodge, +6 to initiative. Bonuses are not
cumulative with the Ultra-Ear.
- Electronic Discharge System: Anytime the
GB21 is struck by a melee weapon (or hand to hand attack) The EDS
lets loose a bolt of electrical energy doing 1d4X10 M.D. for each
attack or 4D4X10 M.D. per melee held.
- Ion Shielding: To effectively use the
Microwave mini-missiles without risking shutting down the
TE-MK-GB21 Glitter boy is equipped with a special ion shielding
that protects it from the E.M. Pulse effects. This shielding also
absorbs any ion energy directed at the Glitter Boy. The glitter
Boy takes no damage from ion weapons.
- Built in P-Field: Same as the P-Field in
Phase World. Field disperses 90% of all high-speed attack damage
(Bullets, Lasers, Explosions, and ect.), but not slower moving
attacks like punches and kicks. Lasers passing through the field
now only do 5% damage (10% after the P-Field and then half damage
to the laser resistant coating).
- NE-C20 Variable Camouflage System (Rifts
Mercenaries): Works as if a chameleon spell were
in effect. Reduces chance of being picked up on infra red to 21%
(negates laser resistant coating when in use).
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