* 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!
Primary Purpose: Anti-Ship
and Anti-Armor
Secondary Purpose: Anti-Personnel
Weight: Rail Gun: 800 lbs.
The gravatonic technology creates a much lighter weapon (720
lbs.) but the extra armor brings the weight back up.
Mega-Damage: 6D6x10 in
atmosphere (+30 at point blank, under 300', range) or 1D6x100 in
space. In either incidence a critical strike occurs on an
unmodified 18, 19 or 20 due to the amazing penetration power of
the "slug"
Effects of the Boom Gun in
atmosphere: The GB suit is specially insulated from the shock
wave of the Boom Gun, however, everybody within 250' will be
temporarily deafened. Characters without any type of head/ear
protection will be temporarily deafened for 2D6 minutes and are
-8 on initiative and -3 to parry and dodge. Characters who are in
protective body or power armor will have some protection but will
still be temporarily deafened for 1D6 minutes; the same penalties
apply. Each sonic boom will add to the duration of the deafness.
The sonic boom will also affect the physical surroundings by
shaking buildings and shattering S.D.C. windows within 450' of
the boom.
Rate of fire: The Boom gun
can be fired every other attack. Other weapons can be used while
the Boom Gun is reloading. Bursts and sprays are NOT
possible!
Maximum Effective Range: 3
mi. (6 km) in atmosphere or Line of sight in space (6 mi. without
penalty).
Payload: 100 "slugs". The
Boom Gun can be reloaded by hand, one round at a time, by the
pilot. It will take about 15 minutes to load 40 rounds or 2
rounds every 3 melees. A carrying drum of 40 rounds is sometimes
used to carry extra rounds. The drum has 50 M.D.C. and can be
carried on the hip/waist if a utility belt is not
worn.
-
TE-86-EMP Modified E.M. Pulse
Cannon (1): This specially designed electro-magnetic pulse
cannon has been modified to bypass the E.M. shielding on some
Bots, Power Armor and various other vehicles (65% chance or 95%
of pre-rifts technology) shutting down all electronics until
depolarized.
-
Primary Purpose: Anti-Ship
and Anti-Power Armor
Secondary Purpose: Anti-Vehicle and Anti-Borg
Weight: 25 lbs.
Mega-Damage: None. Shuts down
all electrical output until the unit is depolarized. The E.M.
Pulse will not penetrate force fields but it will weaken them.
Reduce Force field by 5% of base M.D.C. for each blast. It also
will not effect armor or vehicles that are not powered
up.
Rate of fire: Once per melee
round. It takes 15 Seconds to recharge.
Maximum Effective range: 100'
(-10% chance of shut down for each additional 10')
Payload: Effectively
unlimited.
-
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 shoulder, 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.
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.
-
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
initiative, +2 to parry and dodge (+3 to parry with Phase Sword),
and +3 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.