Ameritech Glitter Boy
Ameritech Indutstries new model of glitter boy
**For those of you wishing to use this in a Rifts campaign, please note the armor was nnot created until 137 P.A., some 30 years after CWC. Be careful, this suit is extremely powerful and will almosy definately disrupt game balance. ((Unless you are playing in my game >:)**
Ameritech Glitterboy
--Arguably the deadliest of all man made suits of power armor on Rifts earth. The Ameritech Industries Glitterboy was built using the designs of the old USA-G10 glitter boy, a USA-G14 Glitterboy, a T-550 Glitter Boy, and the scrounged technology of a downed spacecraft rifted to earth via a strange portal created by a portable rifts cannon onboard. Unfortunately, the drives needed to give the machine spaceflight and faster than light travel were utterly destroyed. But the technology that was taken from the wreckage proved pivotal in the creation of the new Glitter Boy.
Armed with the always deadly, and now improved, Boom Gun, a vibro-blade, mini-missles, the laser resistant armor, and a new energy proctected force field, the Ameritech Glitter Boy is one of the deadliest armors in production today.
The Free nation of Quebec has just recently added 40 of these armoors to their ranks and have placed orders with Ameritech Industries for another 160 armors, the order is to be fulfilled, and the armors sent sometime within the next two years. Because of the usage by their enemies, and other mitigating factors, the Coalition has banned the use and possession of these armors. Once sighted, they are instantly destroyed, not letting them get close enough to do damage to any Coalition territory. Interestingly enough, all attempts to copy the technology have failed, stumping even the engineers at Lone Star and even those of most places in Phase World. This leads many to think that the technology may be from somewhere in the future of all worlds, and accidentally came to earth via the Rift cannon. Or that the armors are the creation of some supernatural power, much as the Angrar robots and armor (See Mercenaries) were.
Model Type: AI-G13
Class: Energy resistant Armored Infantry Personnel Assault Unit
Crew: One pilot
M.D.C. by location:
Head-240*
Hands(2)-60 each*
Arms (2)-175 each
Legs(2)-350 each
Leg Stabilizer Units (2)-65 each
Right Shoulder Boom Gun-225
Rear Ammodrum (1)-175
Vibro-sword(1)-60
Forearm pulse gun(1)-35
Main body-630**
Force Field: Special (see weapons description)
*--These targets are small and extremely difficult to hit, requiring a called shot to hit at -3. If the head is destroyed, the pilot is forced to rely on his own vision and senses. Also, all bonuses to strike, parry, and dodge are lost!!
**--Depleting the MDC of the main body will shut the armor down completely, rendering it useless, including the force field. Note: Laser weapons getting past the force field only do half damage.
Speed:
Running:75 mph(82 km) maximum.
Leaping: The powerful robot legs can leap up to 17 feet high or acress. Add 12 feet with a running start. The jet thruster assisted leaps can hurl the power armor up to a maximum of 120 feet high or across. If necessary, the thursters can actually grant the Glitter Boy the means for limited flight at a max of 65 mph for 1d4 minutes! Though don't try firing the Boom Gun in the air, it creates an interesting effect negating all bonuses and throwing the armor to it's back, among other things.
Statistical Data:
Height: 10 feet, 2 inches
Width: 4 feet, 1 inch
Length: 4 feet
Weight: 1.4 tons fully loaded
Physical Strength: Equal to a P.S. of 40
Cargo: Minimal storage space, a foot compartment and storage for a rifle, handgun, 3 or 4 clips, survival knife, and a first-aid kit.
Power System: Nuclear, average life is 30 years.
Black Market Cost: 75+ milion credits for a new, undamaged fully powered, fully loaded suit. Sometimes the price is double or triple that. This is available in the New United States, but is heavily licensed and costs a minimum of 110 million credits. Rare availability.
Weapon Systems
1.RG-16 Rapid Acceleration Electromagnetic Rail Gun (1): Just like the famous rail gun of the old USA-G10, the new Boom Gun is the most lethal of all the designs, now able to launch an accelerated grouping of flechette style rounds at speeds in excess of Mach 3, creating a sonic boom when fired. Though not as powerful as some, this is the most powerfl post-Rifts designed rail gun. When activated, the gun can work in one of two ways, either the operator can grasp a drop down handle, aiming it using the systems in his visor, or he can engage the laser targeting system and let the computer do the work for him. (2 shots a round only, with a +2 to strike)
Before any shots are fired, stabilization pylons shoot out of the legs and into the ground. Without them, the force of the blast would launch the GB 45 feet backwards, most likely farther than that. When engaged, the GB loses manueverability, losing all bonuses to dodge, able to do so with a -3 penalty. Extending the pylons is automatic, retracting them takes an action, and requires locking the Rail Gun in upright position.
Primary Purpose: Assault and anti-armor.
Secondary Purpoe: A really, really painful slap on the wrist.
Weight: Rail gun: 750 lbs and yes, too damn heavy to use as a handgun.
Mega-Damage: One Boom Gun flechette round holds 200 slugs that inflict 5d6x10 MD (+30 at ranges under 300 feet)
Effects of the Boom: the GB suit is specially insulated from the shockwaves of the Boom Gun, however, everybody without protection within 200 feet will be temporarily deafened. Characters without protection are deaf for 2d6 minutes and are -8 on initiative and -4 to parry and dodge. Character with protection or in body armor are deaf only for 1d4 minutes, the penalties halved from above. Each booms adds to the duration. The boom also affects physical surroundings by shaking buildings & shattering SDC windows within 300 feet of the boom.
Rate of Fire: Equal to the number of hand to hand attacks. Bursts and sprays are not possible!!!!
Maximum Effective Range: 15,000 feet (almost three miles!)
Payload: 150 rounds. The boom Gun can be loaded by hand, one round at a time, by the pilot. It will take 15 minutes to load 40 rounds. A carrying drum of 40 rounds is sometimes used to carry extra rounds.
2.Vibro-sword (1, left arm): A large retractable vibro-sword is built into the left forearm, similar to the one used in the Guardsman power armor.
Primary Purpose: Defense / Secondary purpose: Vegetable slicing
Mega-Damage: 2d8+3 MD (vibro-system off), 5d8+6 MD (vibro-system on)
Bonuses: +1 to strike and parry in hand tot hand combat.
3.Forearm pulse gun (1, left arm): A pulse weapon built above the vibro-sword attachment, made when the boom Gun is loading.
Primary Purpose: Anti-personnel / Secondary Purpose: Defense
Mega-Damage: 1d4x10 MD
Rate of Fire: Equal to the pilot's combined number of hand to hand attacks.
Maximum Range: 900 feet.
Payload: Effectively unlimited
4.MMLS-24 mini-missle launcher system--a back-up launcher built into the shoulders and knees of the armor. Each launcher contain 6 mini-missles and is made for when the Boom Gu becomes ineffective.
Primary purpose: Anti-aircraft / Secondary purpose: Defense
Missle Type: Any mini-missle type can be used in the launchers
Mega-Damage: Varies by missle type, but typically fragmentation or explosive.
Range: Usually about a mile
Rate of fire: One at a time, or in volleys of 2, 3, 4, 6 12, or all.
Payload: 24 in all, 6 per launcher.
5 Body-protecting force field: A literal marvel of modern technology, built upon a special generator found in a downed spacecraft on Rifts earth. The exact origin of the craft is unknown as even those of Phase World don't have the technology built in this force field. Ameritech Industries, through use of it's expansive technicians and a ten year exhaustive extrapolation, have managed to dissect, reassemble, and even improved upon the origianl deisgn found in the down craft 25 years ago and then combining it with Naruni, Triax, and other force field technologies. Instead of simply warding off normal attacks and drawing ALL it's power from the armor, the field absorbs and then redistributes any energy striking the field throughout the armor, acting as a secondary generator of sorts. Any energy strike that hits the field automatically does 1/2 damage. Laser weapons are adapted to immediately after the first shot, other energy weapons (particle beams, plasma launchers, even magical MD energy) are adapted to after two or three. Even variable frequency laser rifles become ineffective after four shots. However, the field is completely ineffective against psionic energy, even the temp field proves ineffective against it. Allowing all psionic attacks to go straight through to the armor. Strangely enugh, the original field was also ineffective against all forms of kinetic attacks, however, using the other technologies from other force fields, AI has managed to set up a rerouting of all energy absorbed to a temporary kinetic shield. Meaning that for every 3 MD point of energy that strike the field, it creates a 1 MD point of protection against all other attacks(again, except psionics). This extra power drains off in not used after 2d6 rounds. Once a laser weapon hits, the field automatically adapts to the energy signature of that make and model of the weapon, allowing the field to harmlessly absorb the energy. This ability only lasts for 2d6 minutes. The success fo the field has given AI hope, and they are thinking of scaling the generator down for other armos and maybe even body armor.
Range: Self
Duration: The extra energy lasts in the system for 2d6 rounds before disappating or being absorbed.
Protection available: 1/2 damage from all energy weapons and attacks for the first few shots (as above), and is invulnerable to those attacks after the field adapts. The energy shield is always engaged.
Note: There is a limit to the amount of energy it is able to absorb, but the amount extends into the 100s of MD, the limit is suspected to be some 350 MDC before the field literally explodes, releasing all the energy absorbed in a dangerous blast doing exactly the amount of damage absored to a thirty foot radius, and does triple that to the armor itself. And the system is burned out, and the armor destroyed.
6.Energy Rifles, Light Rail Guns, or other hand held weapons can be used by this power armor. But why in GOD's name would you bother. Don't you have enough #$%$# weaponry?!?!
7.Hand to Hand Combat: Rather than use a weapon (HA! Right.), the pilot can engage in mega-damage hand to hand combat. Because of the unique configuration of the controls, and the design of the armor in general, the bonuses are different than the normal Power Armor training.
+2 attaacks per melee at level 1.
+1 more attack at levels 6, 9, and 12.
+3 to strike with the boom Gun
+2 to strike using HTH or other weapons systems.
+1 to parry
+1 to dodge, -3 with pylons engaged.
+2 to roll with punch, fall, or impact. 1/2 damage if successful.
Critical strike same as pilot's.
Damage:
2d6 MD on a full strength punch.
2d8 MD on a kick.
4d8 on a leap kick.
1d8 with a body flip
1d12 with a Tackle.
8 Sensors & Features of note:
1.The AI-G13 has full optical and audio systems, includes laser targeting, telescopic, passive nightvision, thermo-imaging, infrared, ultraviolet, polarization, sound filtration and amplification system. Also has all the normal features available to power armors.
2.Boom Gun tracking and targeting system described previously, bonuses already added in.
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