Power Armor

Rifts Ultimate Edition
-——————————————
*****pp 71-74*****
Glitter Boy” Power Armor
Unknown to the heroes of Rifts Earth, the Glitter Boy environmental
suit was the first fully field operational power armor to be deployed
by the US military and was a key unit in the multi-national peacekeeping
organization known as NEMA (short for Northern Eagle Military
Alliance and misidentified by Dark Age legend as the Neemans).
NEMA’s member nations: the USA, Canada and Mexico. The armor’s
original name was the Chromium Guardsman, but that name is long
forgotten, and remembered by the snappier nickname, Glitter Boy.
Note: See the Rifts® Chaos EarthTM RPG series which traces the
days of the Great Cataclysm as it unfolds, for adventures in that time
period and information about NEMA and its heroes.
Glitter Boy power armor is an amazingly small and mobile, oneperson,
armored robot vehicle. The robot suit stands approximately 10
feet tall (3 m) and offers fully articulated hands and the mobility of the
human body. As such, it is considered an all terrain vehicle. The superdense
chrome armor is constructed on a molecular level and can withstand
more Mega-Damage than any other power armor created since.
The robotic frame is nearly indestructible, resilient, and virtually
maintenance free. The armor—shielded joints and padded pilot’s compartment
enable the machine to absorb impacts and cushion its pilot. It
is also one of the few robots or power armors designed to comfortably
accommodate a pilot for days or even weeks at a time. A refrigeration
unit holds 10 gallons of drinking water, while another contains a high
protein, multi-vitamin nutrient paste (about a four week supply), as
well as a few other storage compartments where additional food or personal
items can be contained. However, it is not recommended that the
pilot remain inside the cushioned and air—conditioned unit for more
than 24 hours at a time. The operator must exercise or his muscles will
begin to cramp and stiffen, especially the legs, which are the most restricted.
Prolonged inactivity enclosed in the Glitter Boy, or any armor
(3+ weeks), will also reduce muscle mass and strength. (Note: Temporarily
reduce P.S., P.P., and Spd attributes by lD4+1 points until serious
measures have been taken to restore strength by long hours of
exercise and physical activity; at least four hours a day for lD4 weeks.
Periodic walks, exercise, and activity outside the body armor prevent
loss of muscle tone and strength.)
The former Coalition State of Free Quebec is the only kingdom in
North America that manufactures and deploys Glitter Boys as a part of
its army and national defenses. In fact, Free Quebec deploys and maintains
the largest contingent of Glitter Boys in the world. A scheme that
helped put a quick end to the Coalition’s plans to invade and conquer
Free Quebec when it proclaimed its independence and seceded from the
Coalition States. Other than the secret factories at Free Quebec, there
71
are no known manufacturers of Glitter Boy power armor in North
America. However, there has been a sudden proliferation of new looking
suits over the last few years, spawning a rumor that a pre-Rifts
cache of Glitter Boy armor was recently excavated from an old American
military installation in the western US or Canada and sold by hightech
bandits. However, the Coalition suspects there may be a manufacturing
facility in production in the West, and if so, intends to find it and
destroy it. Bandito Arms is a top suspect, but so is Free Quebec, though
few talk about that possibility.
Glitter Boy Power Armor
Model Type: USA-G10
Class: Laser Resistant Infantry Personnel Assault Unit.
Crew: One pilot.
M.D.C. by Location:
Rail Gun (aka. Boom Gun) — 175
* Head + 290
* Hands (2) — 100 each
Arms (2) w 270 each
Legs (2) A 450 each
Reinforced Pilot’s Compartment — 150
* Main Body — 770
* A single asterisk indicates a small and difficult target to strike, requiring
the attacker to make a “Called Shot,” and even then the assailant
is -4 to strike.
*
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 to the Glitter Boy!
Speed:
Running: 60 mph (96 km) maximum. Note that the act of running does
tire its operator, but only at 10% of the usual fatigue rate.
m:The robot legs can leap up to 12 feet (3.6 m) high or across.
Add 10 feet (3 m) with a running start. Jet thruster assisted leaps can
hurl the power armor 80 feet (24 m) up or across. If necessary, the
thrusters can momentarily hold the G10 aloft as high as 12 feet (3.6 m)
off the ground, but only for 1D6x10 seconds. The thrusters are not
made for flying.
Underwater Capabilities: Swimming: The thruster system provides
good mobility and control underwater but at a sluggish speed of 15
mph (24 km or 13 knots); same speed on the surface of water. The GB
can also walk along the bottom of the sea or lake bed at about 25% of
its normal walking/running speed. To fire its Boom Gun underwater it
must be able to engage its pylon system into the sea floor, rocky outcropping
or other means of lirm support. (Note: Sinking the pylons into
the hull of an M.1.).C. ship or submarine takes several tries, using up
1D4+1 melee actions and signaling those inside that something is hammering
its hull. Each pylon attack inflicts 1D4 MD. and punches a pair
of holes into the hull of the vessel.) Without suitable support, the force
of the shock wave from the gun will propel the Glitter Boy backwards
in a spiral for 1D4x100 yards/meters and cause it to lose initiative and
its next 11)4+3 melee actions/attacks. Half this distance and 1D4 lost
actions if sunken into the typical soft underwater flooring. Maximum
()cean Depth: One mile (1.6 km).
Statistical Data:
Height: 10 feet, 5 inches (3.1 m).
Width: 4 feet. 4 inches (1.3 m).
Length: 4 feet (1.2 m).
Weight: 1.2 tons fully loaded.
Physical Strength: Equal to Robot PS. of30.
Egg: Minimal storage space; a one foot (0.3 m) compartment and
storage for a rifle, handgun, survival knife and first-aid kit.
Power System: Nuclear; average energy life is 25 years.
Black Market Cost: 25 million credits and more for a new, undamaged,
fully powered Glitter Boy complete with Boom Gun and ammunition.
15-20 million for a rebuilt GB or without the gun. Rare; poor availability.
Weapon Systems:
1. RG—14 Rapid Acceleration Electromagnetic Rail Gun (1): The famous
“Boom Gun” is a unique rail gun that can accelerate its
flechette style rounds to a speed of Mach 5 and actually creates a
sonic boom when fired. The gun is the most powerful personal or
vehicular weapon to survive the Great Cataclysm. The weapon is attached
to the back and right shoulder ofthe power armor (it may be
reversed for those who are left-handed). When not in use, the gun is
flipped back and stored in an upward position. When needed for
combat, the Glitter Boy’s operator simply reaches back, grasps the
handle and pulls forward.
The blast is so powerful that without the automatic stabilization
system, the Glitter Boy would be thrown to the ground and knocked
back 30 feet (9.1 m). The automatic stabilization system is a synchronous
system of jet thrusters in the back and retractable reinforcement
pylons in the lower legs that hold the armor steady and in
place. The pylons and the jets fly into action the moment the Boom
Gun is tired.
Primary Purpose: Assault, anti-armor and anti-aircraft.
Weight: Rail Gun: 867 lbs (390 kg).
Mega—Damage: One Boom Gun flechette round holds 200 slugs that inflict
a massive 3D6x10 MD. to its target!
Effects of the Sonic Boom: The power armor suit is specially insulated
from the shock waves of its own Boom Gun, however, everyone within
200 feet (61 m) will be temporarily deafened (triple that range underwater).
Characters without any type of sound/ear protection will be
temporarily deafened for 2D4 minutes and are 8 on initiative and -3 to
parry and dodge. Characters who are inside environmental body armor,
a light MD. vehicle or power armor will have some protection, but are
still temporarily deafened for 1D4 minutes; same penalties apply but
for a shorter duration. Each sonic boom adds to the duration of the
deafness. Heavy robot vehicles, tanks and most CS military vehicles
72
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are sufficiently protected so that the crew and passengers inside hear
(and feel) the boom, but do not suffer any penalties. Likewise, Greater
Demons, Demon Lords, Elementals and gods are impervious to the
deafening blast; their ears ring but they are not deafened. Dragons and
similarly powerful beings are affected the same as those inside a light
MD. vehicle (penalties last for '1 D4 minutes). Remember, one must be
within 200 feet (61 m) to be deafened by the sonic boom.
The sonic boom also affects the physical surroundings by shaking
buildings and shattering SD.C. windows within a 300 foot radius (91
m) ofthe boom.
Rate of Fire: Each booming blast counts as one melee attack/action.
Bursts and sprays are not possible!
Maximum Effective Range: 1 1,000 feet (about 2 miles/3.2 km).
Payload: 1000 round (shots) auto-feed ammo canister. The Boom Gun
can be reloaded by hand, one round at a time by the pilot as necessary,
but it takes 15 minutes to reload 40 rounds. A small, extra ammo-drum
of 400 rounds may be attached to the hip of the Glitter Boy (it has 30
MD.C. and requires a Called Shot to be targeted; the attacker is 4 to
hit it). The full size ammo—drum can be replaced by a team of Operators
with the proper equipment in 1D6+2 minutes. Free Quebec has special
equipment and trained Reload Teams who can reload an ammo—drum in
45 seconds (or six minutes by hand with a 2-3 man team).
2. Alternative Weapons: Not a viable option 30 years ago, the wealth
of new robots and large, robot-sized weapons means the Glitter Boy
may, in a pinch, pick up and use any weapon it can get its hands
around. This may include large, heavy weapons like rail guns modified
to have the trigger guard removed and the trigger enlarged.
Each of the Glitter Boy’s fingers is roughly the equivalent of three
human fingers in thickness, preventing the armored unit from using
“man-sized” weapons. Oversized weapons are another story, but
they are also uncommon and expensive. Furthermore, most traditional
GB pilots would never consider a permanent replacement of
the Boom Gun.
3. Hand to Hand Combat Elite: Glitter Boy. Available only to those
who take Power Armor Combat Elite: Gh’tter Boy (automatic t0 the
Glitter Boy O.C.C.). Those not skilled in “Elite GB Combat” use
the Power Armor Basic stats. Note: All bonuses are in addition to
the pilot’s own hand to hand combat training and attribute bonuses.
They do not apply to the pilot’s physical abilities when the character
is outside his power armor.
+2 extra attacks/actions per melee round, in addition to those of the
pilot at level one; +1 additional attack at levels 3, 7, and 11.
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Critical Strike is the same as the pilot’s.
+2 on initiative.
+2 to strike when shooting the Boom Gun and other rail guns and
cannons, in addition to any W.P. Heavy Energy Weapons skill
bonuses.
+2 to strike in hand to hand combat.
+2 to parry in hand to hand combat.
+2 to dodge.
+1 to disarm.
+4 to pull punch.
+3 to roll with impact.
Punch Damage: ID4 MD. on a restrained punch, 1D6 MD. on a
full strength punch.
Power Punch: 2D6 M.D., but counts as two melee attacks.
Kick Damage: 2D4 M.D., Power Kick is not possible.
Running Leap Kick: 4D6 M.D., but counts as three attacks.
Tear or Pry with Hands (Special): 1D6 M.D.
Body Block/Ram: 2D4 M.D.
Full Speed Running Ram: 3D6 M.D., but this attack uses up three
melee actions.
Stomp: 1D6 M.D.; effective only against objects smaller than three
feet (0.9 m) tall.
Pylon lmpalement: 1D6 M.D., not very useful in most combat situations.
4. Special Sensory Systems of Note:
I. Optical Systems: Full optical systems, including laser targeting, telescopic,
passive nightvision (light amplification), thermal-imaging, infrared,
ultraviolet, and polarization.
2. Advanced Laser Targeting: As well as the usual power armor standard
features for laser targeting, the Boom Gun is +2 to strike.
3. Self-Destruct Mechanism: Self-destruct mechanism to prevent the
armor and its technology from falling into enemy hands.
4. Laser Resistant Armor: All Glitter Boys are made from special alloys
with a chrome-looking surface that is resistant to laser attacks (half
damage).
5. Other Features: All standard environmental power armor features,
plus built-in language translator and depth gauge. See the section on
Power Armor in the equipment section of this book.
73
Designer’s Note to Game Masters: At some point, someone,
somewhere in game-design-land must have decreed, “All characters
must be equal” and a bunch of game companies jumped on the bandwagon
to even out the power level of every character. How tragic.
That’s like expecting every opponent in a videogame to offer the same
level of difficulty. Talk about boring.
Of course there has to be game balance, but complete equality for
all characters, never. Every character in Rifts is deliberately designed to
have unique abilities, strengths and weaknesses. Those unique abilities
may be awesome and powerful under one set of circumstances or environment,
and a liability under another. That emulates real life and, in
game terms, is deliberately designed to encourage creativity, ingenuity
and role-playing.
The Rifts® game has been carefully play tested and there is most
definitely balance between the vast array of characters. HOWEVER,
the GM. (and, depending on the circumstances, the players) must exploit
those strengths and weaknesses for the balance to work. The Glitter
Boy is a great example of this. I can’t tell you how many times I’ve
heard a Rifts® garner say, “Glitter Boys are too powerful, I’ve banned
them from my game” — or — “Glitter Boys rock, they destroy everything.”
Yet, I’ve heard other players say an almost equal number of
times, “Glitter Boys are too slow and vulnerable. They die too easy. I
don’t see why anybody thinks they’re so tough.”
At first glance, you might think, one of these comments must be
wrong, they can’t both be correct, but they are both correct. Depending
on the circumstance, the type of combat, the cleverness of the players
and the sophistication of the G.M., Glitter Boys can be devastatingly
powerful or pathetically vulnerable. Yes, they are a powerhouse char—
acter. They’re supposed to be, but they also have their weaknesses.
The obvious strengths include massive M.D.C., great firepower and
a killer reputation (think intimidation factor).
The weaknesses include slow Speed and limited mobility.
Glitter Boys are walking tanks, and like a tank, they can hammer
through fortifications, mow down lightly armored opponents with a sin—
gle blast (if they are stupid enough to face down a GB in open combat),
and take down a tank or a dragon with a few well placed blasts. Also
like a tank, the Glitter Boy is slow and has trouble with soft ground,
mud and fast moving opponents who can dodge and weave and fly or
drive circles around it. The Glitter Boy is also limited in confined
spaces, can be overrun by superior numbers, and, like a tank, the Glitter
Boy cannot give hot pursuit. The armor is no match for a pair of
SAMAS or other fast moving opponents, has trouble with concealed attackers
using hit and run tactics, and can also be immobilized, slowed
and damaged by magic spells. Furthermore, there is no mistaking the
famous Glitter Boy for what it is and what it probably represents. The
point is, these weaknesses can be used against it and may require a
team effort for the Glitter Boy (and player group) to survive.
On the other hand, a team of Glitter Boys or a group of diverse characters
who pool their talents and abilities, and use their heads and superior
tactics, should be rewarded by kicking their opponents to Kingdom
Come. Using your head, being clever and teamwork is all part of the
role-playing experience. The GM. needs to try to have the villains figure
out a way to counter their cleverness and teamwork to make for an
exciting and challenging adventure. That too, is part of the give-and—
take beauty of role-playing games.
Embrace the challenge and use your heads. For Game Masters, that
includes considering and exploiting the consequences of the player
characters‘ actions. A band of Glitter Boys flush with a series of easy
victories may become overconfident and careless, or lazy and complacent,
so that they are caught off—guard when their usual strategies and
tactics fail them. We see this kind ofthing happen all the time in sports,
where a weaker team (on paper) wins the day with superior teamwork,
sheer force of will (i.e., they wanted the win more than the opposing
team). or a clever plan that neutralizes one or more key players on the
rival team, or dishes out something their opponents aren’t expecting,
catching them flat-footed. By the way. I think the RPG experience
should ultimately build to a climatic battle in which our heroes (the
player characters) are triumphant. However, that doesn’t mean handing
the win over on a silver platter. The players need to earn their victories.
lfthings go wrong, they need to retreat and formulate a new battle plan
for next time. lfthey are too proud to give up and fight to the death (or
at least defeat), so be it. That’s their choice, although I would have
them defeated and captured for interrogation. public execution, etc., to
give them the time and opportunity to devise a cunning escape and a
subsequent rematch (where they‘ll hopefully play smarter and win).
Consequences can also include making enemies, getting too cocky,
earning a reputation that draws attention and/or retribution to themselves,
and on and on. Use it.

Rifts Ultimate Edition
-——————————————
*****p 240*****
Coalition SAMAS Power Armor
The SAMAS is a complete environmental power armor with en—
hanced robotics and flight/air to ground capabilities. The SAMAS, like
all power armor, is basically a robot exoskeleton with M.D.C. plating,
superhuman strength, and weapon systems. The pilot tits inside the
exoskeleton.
The SAMAS is a significant element of the Coalition’s armored
troops. The suit was designed for assault and defense, its small size
making it ideal for urban and wilderness environments. This fast and
maneuverable power armor quickly came to represent Coalition military
supremacy in the air and on the ground. Next to the Glitter Boy it
is the most famous power armor in the Americas. Note: In 105 PA. the
original SAMAS design was replaced by a pair of heavier, faster ver—
sions, the Smiling Jack and Super SAMAS. However, the original
SAMAS is still used by CS police, Special Forces, Commandos and CS
officers.
Model Type: PA-06A
Class: Strategic Armor Military Assault Suit (SAMAS).
Crew: One.
M.D.C. by Location:
Shoulder Wings (2) – 30 each
Main Rear Jets (2) – 60 each
240
Lower Maneuvering Jets – 25 each
Ammo Drum (rear) – 25
Rail Gun – 50
Forearm Mini-Missile Launcher (1, left) – 50
Head – 70
”Main Body – 250
* Destroying the head of the power armor will eliminate all forms of
optical enhancement and sensory systems. The pilot must now rely on
his own human vision and senses. No power armor combat bonuses to
strike, parry, and dodge! Note: The head is a small and difficult target
to hit (shielded by exhaust tubes and weapon drum). Thus, it can only
be hit when a character makes a Caiied Shot and even then the attacker
is — 3 to strike.
*
Depleting the M.D.C. ofthe main body will shut the armor down
completely, making it useless. Note: Destroying a wing will make
flight impossible. However. even with no wing(s) the SAMAS can
make jet powered leaps and hover stationary above the ground.
Speed:
Running: 60 mph (96 km) maximum. Note that the act of running does
tire out its operator. but at 10% of the usual fatigue rate thanks to the
robot exoskeleton.
Leaping: The powerful robotlegs can leap up to 15 feet (4.6 m) high or
across unassisted by the thrusters. A jet thruster assisted leap can propel
the unit up to 100 feet (30.5 m) high and 200 feet (61 m) across without
actually attaining flight.
Flying: The rocket propulsion system enables the SAMAS to hover stationary
up to 200 feet (61 m) or fly. Maximum flying speed is 300 mph
(480 km), but cruising speed is considered to be 150 mph (240 km).
Maximum altitude is limited to about 500 feet (152 m).
Flying Range: The nuclear power system gives the SAMAS decades of
life, but thejet rockets get hot and need to cool after a maximum often
hours of flight when traveling at speeds above cruising, and twenty
hours of cruising speed, can fly indefinitely with rest stops.
Statistical Data:
Height: 8 feet (2.4 m).
Width: Wings down: 3.5 feet (1.06 m) Wings extended: 10 feet (3 in).
Length: 4 feet, 6 inches (1.4 m).
Weight: 340 lbs (153 kg) without rail gun.
Physical Strength: Robotic PS. 0130.
Cargo: None.
Power System: Nuclear; average SAMAS energy life is 20 years.
Black Market Cost: 1.6 to 2 million credits. Rare.
Weapon Systems:
1. C-40R SAMAS Rail Gun (1): This is standard equipment for the
SAMAS and is considered to be the most versatile, accurate, and
lightweight rail gun in the world. Other heavier rail guns can be
substituted in an emergency or for special missions. There is no sep—
arate power pack. The unit is hooked directly to the armor’s nuclear
power supply.
Primary Purpose: Assault & Defense.
Weight: Gun: 92 lbs (41.4 kg), One SAMAS Ammo-Drum: 190 lbs
(85.5 kg).
Mega-Damage: A Burst is 40 rounds and inflicts 104×10 M.D., one
round does 1D4 M.D.
Rate of Fire: Each burst counts as one melee attack.
Range: 4000 feet (1219 m).
Payload: 2000 round drum, that’s 50 bursts. A second drum can be
hooked to the undercarriage of the rocket jets, but must be manually removed
by another SAMAS or a character with a strength of 26 or
higher to replace the used drum. Reloading a drum will take about 5
minutes for those not trained, but a mere one minute by somebody
trained in the use ofSAMAS power armor.

Rifts Ultimate Edition
-——————————————
*****pp 271-272*****

Power Armor
Power armor might be thought of as a sort of super-suit of body armor
with built-in weapons.
All Power Armor have the following features:
1. Nuclear Powered: Which means they have an effectively unlim—
ited fuel capacity and power source. Average life: 15 to 20 years.
2. Radar: Can identify and track up to 72 targets simultaneously at
a range of 40 miles (64 km).
3. Combat Computer: Calculates, stores, and transmits data onto
the heads-up display (H.U.D.) of the pilot’s helmet. It is tied to the tar—
geting computer.
4. Targeting Computer: Assists in tracking and identification of
enemy targets. Ten mile range (16 km).
5. Laser Targeting System: Assists in the selection and focusing of
specific targets and adds a bonus of+l to strike when using long-range
weapons. Does not apply to hand to hand combat or SAMAS.
6. Radio Communications: Long-range, directional communication
system with an effective range of about 500 miles (800 km), as
well as a directional, short-range radio. Range is 10 miles (16 km). Plus
a built-in loudspeaker; 80 decibels.
7. Complete Environmental Battle Armor: Suitable for use in all
hostile environments, including underwater (500 foot/152 m maximum
depth unless stated otherwise). Includes the following features:
0 Computer controlled life support system. Internal cooling and temperature
control.
0 Artificial air circulation systems, gas filtration, humidifier.
' Computer controlled, independent oxygen supply and purge system
that automatically engages in low oxygen or contaminated air environments.
Eight hour oxygen supply.
Insulated, high temperature resistant shielding for up to 400 degrees
centigrade. Normal fires do no damage. Nuclear, plasma, and magic
fires do full damage.
Radiation shielded.
Northern Gun Samson Power Armor
An all-purpose combat and exploration power armor from Northern
Gun. Although it cannot fly, it is capable ofjet thruster assisted leaps
and handles well in hand to hand combat. Fast, smooth and efficient.
Model Type: NG-X9 Samson
Class: Armored Infantry Assault Suit.
Crew: One.
M.D.C. by Location:
Rear Booster Jets (2) – 50 each
271
Ammo-Drum (rear) — 30
Rail Gun – 50
Forearm Mini-Missile Launchers (2) ~ 50 each
Head – 70
*
Main Body – 240
* Destroying the head of the power armor will eliminate all forms of
optical enhancement and sensory systems. The pilot must now rely on
his own human vision and senses. No power armor combat bonuses to
strike, parry, and dodge! Note: The head is a small and difficult target
to hit (shielded by exhaust tubes and weapon drum). Thus, it can only
be hit when an attacker makes a Crifled Shot and even then the attacker
is —3 to strike.
* Depleting the M.D.C. of the main body will shut the armor down
completely, making it useless.
Speed:
Running: 150 mph (240 km) maximum. The act of running does tire
out its operator. but at 10% of the usual fatigue rate.
Leaping: The powerful robot legs can leap up to 25 feet (7.6 m) high or
across unassisted by the jet boosters. A jet booster assisted leap can
propel the unit up to 100 feet (30.5 m) high and 200 feet (61 m) across.
This is not flight.
Statistical Data:
Height: 11 feet (3.3 m).
m: 5 feet (1.5 m).
Length: 4 feet, 6 inches (1.4 m).
Weight: 460 lbs (207 kg) without rail gun and drum, 1000 pounds (450
kg) fully loaded.
Physical Strength: Robotic P.S. of 30.
Egg: Small storage area for extra supplies and personal weapons.
Power System: Nuclear; average life is 15 years.
Black Market Cost: 850,000-950,000 credits for a new, undamaged,
fully powered suit complete with rail gun and one full ammo-drum.
Good availability; excellent in and around Michigan.
Weapon Systems:
1. NG—202 Super Rail Gun (1): This is standard equipment for the
Samson and is a powerful weapon; the unit is hooked directly to the
armor’s nuclear power supply.
Primary Purpose: Assault & Defense.
Weight: Gun: 210 lbs (94.5 kg), One Super Ammo—Drum: 300 lbs (135
kg).
Mega-Damage: A Burst is 60 rounds and inflicts 1D6x10 M.D., one
round does 1D6 MD.
Rate of Fire: Each burst counts as one melee attack.
Effective Range: 4000 feet (1219 m).
Payload: 6000 round drum, that’s 100 bursts. A second drum can be
hooked to the undercarriage of the rocket jets, but must be manually removed
by another Samson or a character with a strength of 26 or higher
can replace the used drum. Reloading a drum will take about 5 minutes
for those not trained, but a mere one minute by somebody trained in the
use of Samson power armor.
2. Forearm Rocket Launcher: Mini-missile rocket launchers are built
into each forearm.
Primary Purpose: Anti-Aircraft & Defense.
Missile Type: Any mini-missile can be used, but standard issue is ar—
mor piercing (1D4x10 MD.) or plasma (1D6x10). Fragmentation (5D6
MD.) will be used for anti—personnel operations.
Mega-Damage: Varies with missile type.
Effective Range: Usually about one mile.
Rate of Fire: One or two at a time; both count as one melee attack.
Payload: Four total, two per arm.
3. Knuckle Blades: Three vicious looking blades extend from the hand
and are used in hand to hand combat. Add 1D6 MD. to punch attacks.
4. Energy Rifles and other normal weapons can be stored in a compartment
about the size of a footlocker.
5. Hand to Hand Combat: Rather than use a weapon, the pilot can engage
in Mega—Damage combat. Skills and bonuses depends on
whether the character has Robot Combat Basic or Hate. Double
damage from Leap Kick attacks.
Note: The Samson is depicted on page 84.
Flying Titan Power Armor
The Flying Titan isua light suit of man-sized power armor manufactured
by the mysterious Titan Industries. It is an extremely light, fast,
and maneuverable flyer with air to land capabilities, which makes it
ideal for reconnaissance, rescue, and infantry support. Note: The Titan
does not usually utilize a rail gun. The pilot is usually armed with energy
rifles and wing mini-missiles.
Model Type: FT-005
Class: Strategic Armor Military Exoskeleton.
Crew: One.
M.D.C. by Location:
Shoulder Wings (2) — 30 each
Rear .let Pack (2) – 50 each
Lower Maneuvering Jets – 25 each
*Head/l—lelmet – 70
“Main Body – 180
* Destroying the head/helmet has a 1-700/0 chance of knocking the
pilot unconscious. If conscious, the pilot has two problems: one, no
power armor combat bonuses to strike, parry, and dodge, and two, the
human head is now vulnerable to attack. Note: The head is a small and
difficult target to hit. Thus, it can only be hit when a character makes a
Cat/ed Shot and even then the attacker is -3 to strike.
*
Dep1eting the M.D.C. ofthe main body will shut the armor down
completely. making it useless. Note: Destroying a wing will make
272
flight impossible. However, even with no wing(s), the armor can make
jet powered leaps and hover stationary above the ground.
Speed:
Running: 50 mph (80 km) maximum. The act of running does tire out
its operator, but at 20% of the usual fatigue rate.
Leaping: The powerful robot legs can leap up to 15 feet (4.6 m) high or
across unassisted by the thrusters. A jet thruster assisted leap can propel
the unit up to 100 feet (30.5 m) high and 200 feet (61 m) across without
actually attaining flight.
Flying: The rocket prOpulsion system and wings enable the Flying Ti—
tan to hover stationary up to 200 feet (6| m) or fly. Maximum flying
speed is 400 mph (640 km), but cruising speed is considered to be 150
mph (240 km). Maximum altitude is limited to about 4000 feet (1219
m).
Flying Range: The nuclear power system gives the armor decades of
life. However, the jet rockets get hot and need to cool after a maximum
of ten hours of continuous high—speed flight (going faster than cruising
speed), and afer twenty hours of cruising speed. Can go indefinitely
with periodic rest stops.
Statistical Data:
Height: 7 feet (2.4 m).
Width: Wings down: 2.5 feet (0.76 m). Wings extended: 11 feet (3.3 m)
Length: About 3 feet (0.9 m).
Weight: 160 lbs (72 kg) without missiles.
Physical Strength: Augmented PS. 24 (same as a Juicer).
Cargo: None.
Power System: Nuclear; average life is 20 years.
Black Market Cost: One million credits for a new, undamaged. fully
powered suit complete with missiles. Good availability.
Weapon Systems:
1. Wing Lasers (2): A tiny laser turret is mounted on the underside of
each wing. Both can rotate 360 degrees and have a firing arc of 90
degrees (up and down). The turrets are hooked directly to the armor’s
nuclear power supply.
Primary Purpose: Assault & Defense.
Mega-Damage: 2D6 MD. per blast.
Rate of Fire: Each shot counts as one melee attack. Fired by voice command
or by pressing a concealed firing stud on the forearm.
Maximum Effective Range: 4000 feet (1219 m).
Payload: Effectively unlimited.
2. Wing Rockets: Six mini-missiles or three of the larger short-range
missiles can be mounted on each wing (12 or 6 total). Like the lasers,
the missiles are launched by voice command or by hidden firing
studs in the forearm.
Primary Purpose: Anti-Aircraft/Armored Vehicle.
Mega-Damage: Varies with missile type. The short-range missiles are
generally more powerful. See missile stats.
Maximum Effective Range: Varies with missile type; 1—5 miles (1.6 to
8 km).
Rate of Fire: May be fired one missile at a time or in volleys of two,
three, or four. A volley counts as one melee attack regardless of the
number ofmissiles in the volley.
Payload: Total of 12 mini—missiles g 6 short—range missiles.
3. Energy Rifles and other normal weapons may also be used by the
pilot of a Flying Titan. The less bulky armor allows for sidearm, rifle
and the usual supply belts, harness, and pouches. The only limitation
is that a belt and especially containers are subject to flying off
when traveling at speeds beyond 100 mph (160 km).
4. Hand to Hand Combat: Rather than use a weapon, the pilot can engage
in Mega—Damage hand to hand combat.

Game Master Guide
-——————————————
*****pp 203-220*****

Power Armor
Below is a synopsis of most major Power Armor suits currently encountered
in Rifts Earth. The stats below are just the barest bones for
each unit, intended to give the G.M. what he needs to put these suits of
armor into play. For each unit, this section provides its name, who
makes it, what kind of armor it is, how many people it fits (in most
cases, just one), main body M.D.C., physical strength, movement, primary
weapon, secondary weapon, other notable weapons, bonuses, and
Black Market cost. For the full description of any of these suits of
power armor, please consult the appropriate Rifts® sourcebook. Note:
In general, power armor utilizing Techno-Wizardry was exempted from
this list.
General Power Armor Notes
Power armor might be thought of as a sort of super-suit of environmental
body armor. High-tech body armor is a protective plating or
padding much like the knights of old wore, only much lighter and flexible.
Power Armor is a suit of armor that protects its wearer completely
from the environment, but also augments the wearer/user, giving the pilot
superhuman strength, extra attacks per melee and a battery of advanced
weaponry at his beck and call. Most power armor responds to
the operator's every movement like an outer skin. Most types of power
armor are robot exoskeletons designed for combat; a robot suit. It is a
form of mechanical augmentation that does not require the user to submit
to any permanent physical alterations. The human pilot steps into it
and activates the armor. The moment the armor is activated, the suit becomes
a self-contained environmental system and offers superhuman
strength, speed and other abilities to its pilot (the capability to fly being
one of the most common).
Power armor is always a one person unit that is usually human-size,
although most power armor adds one to three feet (0.3 to 0.9 m) to
one's height. Some older styles of power armor are larger and may
tower as high as twelve feet (3.6 m). Anything larger is considered to
be &full robot vehicle.
All Power Armor have the following features:
1. Nuclear Powered: Which means they have an effectively unlimited
fuel capacity and power source. Average life: 15 to 20 years.
2. Radar: Can identify and track up to 24 targets simultaneously at
a range of 10 miles (16 km).
3. Combat Computer: Calculates, stores, and transmits data onto
the heads-up display (H.U.D.) of the pilot's helmet. It is tied to the targeting
computer.
4. Targeting Computer: Assists in tracking and identification of
enemy targets. Ten mile range (16 km).
5. Laser Targeting System: Assists in the selection and focusing of
specific targets and adds a bonus of+1 to strike when using long-range
weapons. Does not apply to hand to hand combat or SAMAS.
6. Radio Communication: Long-range, directional communication
system with an effective range of about 500 miles (800 km), as well as
a directional, short-range radio. Range is 5 miles (8 km). Plus a built-in
loudspeaker; 80 decibels.
7. Complete Environmental Battle Armor: Suitable for use in all
hostile environments, including under water (150 foot/46 m max.
depth) and space. The following features are included.
• Computer controlled life support system.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, humidifier.
• Computer controlled, independent oxygen supply and purge system
that automatically engages in low oxygen or contaminated air environments.
Eight hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 400 degrees
centigrade. Normal fires do no damage. Nuclear, plasma, and magic
fires do full damage.
• Radiation shielding.
Power Armor by Manufacturer
Coalition States
Death Wing Air Assault Armor
PA-06-A SAMAS
PA-07A Smiling Jack Light Assault SAMAS
PA-08A Special Forces "Striker" SAMAS
PA-09A Super SAMAS
PA-10A Sea SAMAS
PA-20B Trident
PA-100 Mauler
PA-200 Terror Trooper
PA-300 Glitter Boy Killer
Free Quebec
QGB-100 "Classic" Glitter Boy
QGB-2-20 Glitter Girl
QGB-3-30 Tarantula Glitter Boy
QGB-8-88 Silver Wolf Glitter Boy
QGC-7-70 Taurus Glitter Boy
QPA-98 Glitter Boy Side Kick
QPA-101 Pale Death SAMAS
QPA-102 Violator SAMAS
QPA-201 Power Trooper
Japan
ArmaTech: ATPA-85 Power-Spy
ArmaTech: PA-10A "Samurai Class" SAMAS
ArmaTech: USA-G10A1 "Point" Glitter Boy
ArmaTech: USA-G10A2 "Hawkeye" Glitter Boy
H-Brand Ninjabot
IPA-40 Dai-Katana Bugei
IPA-45Ikusa (Warrior)
IPA-50 Grenadier
IPA-60 Tazu-Tengu
IPA-62 Super-Tengu
IPA-70 Mizu Mi (Water Serpent)
Kittani
K-Universal Light Power Armor
Kittani Allosaurus "Firedrake"
Kittani Centipede
Kittani Equestrian
Kittani Flying Fox
Kittani Manling
Kittani Raptor
Kittani Serpent
Kittani War Fish
Miscellaneous Power Armor worldwide
Note: Includes Black Market, Bandito Arms, Chipwell Armaments,
Northern Gun & others
Africa: Phoenix Power Armor
Angrar Robotics: Angrar Mark II
Australia: "Rusty'VAPAA Modular Power Armor
Australia: X50 Bushbasher
Bandito: Sidewinder SAMAS
Bandito: Wild Weasel SAMAS
Chipwell: CAI-50 Challenger
Chipwell: CAI-100 Warmonger
Chipwell Assault Suit
Native American: Iron Bear Power Armor
Native American: U.S.A. SAMAS
Native American: War Chief Power Armor
Naut'YH: APAL-10 Naut'Yll Torpedo Power Armor
New Navy: APA-15 "Semper FI" Amphibious Assault PA
Northern Gun: The Defender (J.A.P.E. II)
203
Northern Gun: NG-JK1A and NG-JK1B Juicer Killer
Northern Gun: NG-X9 Samson
Naruni Enterprises
Mecha-Knight Medium Powered Armor
PA E-1000 Enforcer
South America
Arkhon: APA-III Ghost Wasp
Arkhon: APA-9 Death Cyclops
Arkhon: APA-100 Counterstrike
Arkhon: LE-457S Stormwind Assault Exoskeleton
Cibola: Dragon Death Power Armor
Columbia: D-20 Light Combat Exoskeleton
Columbia: D-30 "Conquistador"
Empire of the Sun: AC-1 Atahualpa Combat Suit
Empire of the Sun: NPA Mark I Nazca Power Armor
Empire of the Sun: SC-Mark III Solar Combat Armor
Manoa: Hoplite Power Armor
Silver River: AA-GB7 Glitter Boy Number 7
Silver River: PA-10ML Mecha Lizard
Silver River: TPA-7 Toro "Minotaur"
Titan Robotics
FT-005 Flying Titan
Trias
Aqua-Tech LEA-50 Deep Sea Power Armor
Aqua-Tech Orca-50 Deep Sea Power Armor
Aqua-Tech Orca-100 Deep Sea Power Armor
T-21 Terrain Hopper
T-C20 Terrain Hopper
T-31 Super Trooper Robot Destroyer
T-550 Glitter Boy
TXD-100 Ultra Deep Sea Power Armor
Tritonia
Man-O-WarDolphin & Orca Combat Armor
Merbot Power Armor
Sea-Snake Class Fast Scout Power Armor
Sea Tiger Killer Whale Combat Armor
Unicorn Scout Class "Killer Whale" Power Armor
Coalition States
Death Wing Air Assault Armor
Manufacturer: Coalition States (Lone Star, p.62).
Main Body M.D.C.: 290.
Physical Strength: Not augmented.
Speed: Running: Not possible. Flying: 600 mph (960 km); max altitude
of 16,000 feet (4.8 km). Flying Endurance: 18 hours before overheating.
Bonuses (In Flight): 2 on initiative, +1 to strike, +2 to dodge, +1 attack
per melee.
High-Powered Wing Laser Guns: Mega-Damage: 4D6 M.D. (single
blast), !D4xlO
8 M.D. (double blast), 2D4xlO+12 M.D. (quadruple
blast). Rate of Fire: Equal to the number of attacks per melee round.
Range: 4,000 feet (1,220 m). Payload: Unlimited.
Short-Range Robot arm Lasers: Mega-Damage: 2D6 M.D. (single
blast), 4D6 M.D. (double blast). Rate of Fire: Equal to the number
of attacks per melee round, plus one. Range: 2,000 feet (610 m).
Payload: Unlimited.
Other Weapons: Top Mounted Weapon System (Rail Gun or
Mini-Missile Launcher)
Cost: 4.3 million credits; unavailable on the Black Market.
PA-06-A SAMAS
Manufacturer: Coalition States (Rifts RPG, p. 193; Coalition War
Campaign, p. 113).
Main Body M.D.C.: 250
Physical Strength: P.S. 30.
Speed: Running: 60 mph (96 km). Leaping: 15 feet (4.6 m) high; jet
assist to 100 feet (30.5 m) high and 200 feet (61 m) across. Flying:
Hover up to 200 feet (61 m) or fly at up to 300 mph (480 km).
Cruising speed is 150 mph (240 km) and max altitude is 500 feet
(152 m). Flying Range: Ten hours of constant flight time before
cool off period is required.
C-40R SAMAS Rail Gun: Mega-Damage: 1D4 M.D. (single shot) or
!D4xlO M.D. (burst). Rate of Fire: Equal to number of hand to
hand attacks. Range: 4,000 feet (1,220 m). Payload: 2,000 round
drum (50 bursts).
CM-2 Rocket Launcher: Mega-Damage: !D4xlO M.D. (armor piercing)
or !D6xlO M.D. (plasma). Rate of Fire: One or two. Range:
One mile (1.6 km). Payload: Two.
Bonuses: 2 to strike and +1 to dodge in ranged combat only.
Black Market Cost: 1.6 million credits.
PA-07A Smiling Jack Light Assault SAMAS
Manufacturer: Coalition States (Coalition War Campaign, p. 114).
Main Body M.D.C.: 250
Physical Strength: P.S. 30.
Speed: Running: 60 mph (96 km). Leaping: 15 feet (4.6 m); jet assist
to 100 feet (30.5 m) up and 200 feet (61 m) across. Flying: Hover
up to 1,000 feet (305 m) or flight to 300 mph (480 km). Max altitude
is 6,000 feet (1,828 m). Flying Endurance: Ten hours before
overheating.
Bonuses: +1 to strike, +1 to dodge.
C-40R SAMAS Rail Gun: Mega-Damage: 1D4 M.D. (single shot);
!D4xlO M.D. (burst). Rate of Fire: Equal to the number of attacks
per melee round. Range: 4,000 feet (1,220 m). Payload: 3,000
rounds (75 bursts).
SJ-6 Mini-Missile Launchers: Mega-Damage: !D4xlO M.D. (armor
piercing) or !D6xlO M.D. (plasma). Rate of Fire: Single shot or
vo))eys of two, four or six. Range: One mi)e (1.6 km). Payioad: Six
total, three per wing.
Market Cost: 1.8 million credits.
PA-08A Special Forces "Striker" SAMAS
Manufacturer: Coalition States (Coalition War Campaign, p. 119).
Main Body M.D.C.: 325
Physical Strength: P.S. 36.
Speed: Running: 70 mph (112 km). Leaping: 20 feet (6.1 m); jet assist
to 100 feet (30.5 m) high and 200 feet (61 m) across. Flying: 330
mph (528 km); max altitude is 6,000 feet (1,828 m). Flying Endurance:
10 hours of max speed or 24 hours of half speed before overheating.
Bonuses: +1 on initiative, +1 to strike, +1 to dodge.
C-40R SAMAS Rail Gun: Mega-Damage: 1D4 M.D. (single shot);
!D4xlO M.D. (burst). Rate of Fire: Equal to the number of attacks
per melee round. Range: 4,000 feet (1,220 m). Payload: 3,000
rounds (75 bursts).
Striker-6 Mini-Missile Wing Launchers: Mega-Damage: !D4xlO
(armor piercing) or !D6xlO (plasma). Rate of Fire: Single shot or
volleys of two, four or six. Range: One mile (1.6 km). Payload: Six
total.
Other Weapons: Striker-6 Mini-Missile Chest Launcher, Striker-8
Forearm Mini-Missile System.
Market Cost: 2.6 million credits.
PA-09A Super SAMAS
Manufacturer: Coalition States (Coalition War Campaign, p. 117).
Main Body M.D.C.: 425
Physical Strength: P.S. 38.
204
Speed: Running: 40 mph (64 km). Leaping: Jet assist to 200 feet (610
m) high and 300 feet (91 m) across. Flying: 500 mph (800 km); max
altitude is 16,000 feet (4,876.8 m). Flying Endurance: Eight hours
before overheating.
Bonuses: +3 to pull punch, +2 on initiative.
SS-09 Dual Plasma & Laser Weapon System: Mega-Damage
(plasma): !D6xlO M.D. (single blast) or 2D6xlO M.D. (synchronized
blast). Mega-Damage (laser): 3D6 M.D. (single blast) or 6D6
M.D. (dual blast). Rate of Fire: Equal to the number of attacks per
melee round. Range: 1,600 feet (488 m) for plasma, 2,000 feet (610
m) for laser. Payload: Unlimited.
Forearm Grenade Launchers (2): Mega-Damage: 6D6 M.D. to a 12
foot (3.6 m) area. Rate of Fire: Single shot or volleys of two, four,
six or eight. Range: 1,000 feet (305 m). Payload: 80 total; four per
arm.
Other Weapons: Forearm Vibro-Blades.
Market Cost: 5.8 million credits.
PA-10A Sea SAMAS
Manufacturer: Coalition States (Coalition Navy, p. 49).
Main Body M.D.C.: 295
Physical Strength: P.S. 36.
Speed: Running: 60 mph (96 km). Leaping: 15 feet (3.6 m); jet assist
to 100 feet (30.5 m) high and 200 feet (61 m) across. Flying: 150
mph (240 km); max altitude is 200 feet (61 m). Flying Endurance:
Two hours before overheating. Underwater: 55 mph (88 km; 47.3
knots); max depth: one mile (1.6 km).
Bonuses: +1 on initiative, +1 to parry, +2 to dodge underwater.
CSN-60 Variable Beam Laser Cannon: Mega-Damage: 5D6 M.D.
Rate of Fire: Equal to the number of attacks per melee round.
Range: 2,000 feet (610m) underwater, 4,000 feet (1,220 m) on land.
Payload: Unlimited.
Rail/Ion Gun: Mega-Damage: 6D6 M.D. (ion gun); 4D6 M.D. (rail
gun). Rate of Fire: Equal to the number of attacks per melee round.
Range (ion gun): 1,000 feet (305 m). Range (rail gun): 2,000 feet
(610 m) underwater and 3,000 feet (914 m) on land. Payload: Unlimited
for ion blaster, 1,000 rounds (50 bursts) for rail gun.
Other Weapons: CM-4 Shoulder Mini-Missile Launchers,
Leg-Mounted Mini-Torpedo Launchers, Forearm Vibro-Blades.
Black Market Cost: 2.3 million credits.
PA-20B Trident
Manufacturer: Coalition States (Coalition Navy, p. 51).
Main Body M.D.C.: 190
Physical Strength: P.S. 30.
Speed: Running: 30 mph (48 km). Swimming: 20 mph (32 km).
Leaping: 15 feet (4.6 m); jet assist up to 40 feet (12.2 m) or 50 feet
(15.2 m) across. Underwater: 40 mph (64 km; 34.4 knots). Max
depth: 3,500 feet (1,066.8 m).
Bonuses: None.
Modular, Interchangeable Forearm Units: Various weapons, including
Vibro-Blade, Mini-Missile Launcher, Triple-Barrel Spear Gun,
Single- and Double-Barreled Utility Laser, Plasma Torch, and Robot
Hand.
Black Market Cost: 1.6 million credits.
PA-100 Mauler
Manufacturer: Coalition States (Coalition War Campaign, p. 106).
Main Body M.D.C.: 280
Physical Strength: P.S. 36.
Speed: Running: 40 mph (64 km). Leaping: 15 feet (4.6 m) with running
start.
Bonuses: None.
Shoulder Plasma Ejectors: Mega-Damage: 4D6 M.D. (single shot);
8D6 M.D. (double shot). Rate of Fire: Each gun can be fired up to
twice per melee. Range: 1,200 feet (366 m). Payload: Unlimited.
205
Concealed, Back-Mounted Mini-Missile Launcher: Mega-Damage:
!D4xlO M.D. (armor piercing ) or !D6xlO M.D. (plasma). Rate of
Fire: Single shot or volleys of two or three. Range: One mile (1.6
km). Payload: Eight.
Other Weapons: Forearm Lasers, Retractable Forearm Vibro-Sabers.
Market Cost: 3.4 million credits.
PA-200 Terror Trooper
Manufacturer: Coalition States (Coalition War Campaign, p. 108).
Main Body M.D.C.: 400
Physical Strength: P.S. 40.
Speed: Running: 60 mph (96 km). Leaping: 15 feet (4.6 m) with running
start.
Bonuses: None
Forearm Laser Blasters (2): Mega-Damage: 3D6 M.D. (single shot);
6D6 M.D. (double shot). Rate of Fire: Equal to the number of attacks
per melee round. Range: 2,000 feet (610 m). Payload: Unlimited.
Mini-Missile Tubes (2): Mega-Damage: !D4xlO M.D. (armor piercing)
or !D6xlO M.D. (plasma). Rate of Fire: Single shot or volleys
of two or four. Range: One mile (1.6 km). Payload: 20 total; 10 per
launch tube.
Other Weapons: CTT-M20 Missile Rifle or CTT-P40 Particle Beam
Cannon.
Market Cost: 4.1 million credits.
PA-300 Glitter Boy Killer
Manufacturer: Coalition States (Coalition War Campaign, p. 110).
Main Body M.D.C.: 440
Physical Strength: P.S. 40.
Speed: Running: 100 mph (160 km). Leaping: 20 (6.1 m).
Bonuses: None.
Forearm Plasma Gun: Mega-Damage: 6D6 M.D. (single blast);
!D6xlO M.D. (double blast combined with Ion Gun). Rate of Fire:
Equal to the number of attacks per melee round. Range: 1,600 feet
(488 m). Payload: Unlimited.
Forearm Ion Gun: Mega-Damage: 3D6 M.D. (single blast); !D6xlO
M.D. (double blast combined with Plasma Gun). Rate of Fire: Equal
to the number of attacks per melee round. Range: 1,200 feet (366
m). Payload: Unlimited.
Other Weapons: Forearm Grenade Launcher, Forearm Vibro-Blades
(4), Extra Weapon Arms (2), Triple Barrel Laser Turret.
Market Cost: 12.6 million credits.
Free Quebec
QGB-100 "Classic" Glitter Boy
Manufacturer: Free Quebec (Free Quebec, p.82).
Main Body M.D.C.: 770
Physical Strength: P.S. 40.
Speed: Running: 60 mph (96 km). Leaping: 12 feet (3.6 m), add 10 feet
(3 m) if running.
Bonuses: +2 to strike with Boom Gun.
RG-15 Rail Gun: Mega-Damage: 3D6xlO M.D. Rate of Fire: Equal to
the number of attacks per melee round. Range: 11,000 feet (about 2
miles/3.2 km). Payload: 100 rounds.
Rimouski Weapon Package: This add-on contains the RM-100 Laser
Blaster, a concealed Laser Finger, and the RM-100 Vibro-Sword.
Market Cost: 20 million credits; exclusive to the Free Quebec and
NGR Military. 15 million for a unit without the Boom Gun or
Rimouski Weapon Package.
QGB-2-20 Glitter Girl
Manufacturer: Free Quebec (Free Quebec, p. 87).
Main Body M.D.C.: 650
Physical Strength: P.S. 36.
Speed: Running: 90 mph (144 km). Leaping: 15 feet (4.6 m), add 12
feet (3.6 m) if running. Jet assist up to 18 feet (5.5 m), for up to
2D4x 10 seconds.
Bonuses: +2 on initiative, +3 to strike with Double-Up Cannon, +1 to
dodge, +2 to pull punch.
QST-104 "Double-up" Assault Cannon: Mega-Damage: 6D6
12
M.D. (plasma bolt); 2D6 M.D. (explosive round). Rate of Fire:
Equal to the number of attacks per melee round. Range: 6,000 feet
(1,828 m) for explosive rounds, 2,400 feet (731.5 m) for plasma
bolts. Payload: 100 explosive rounds, 120 plasma blasts (two shots
recharge per minute).
Shoulder Mounted Mini-Missile Canister Launchers (2):
Mega-Damage: 5D6 M.D. (frag), !D4xlO M.D. (armor piercing) or
!D6xlO M.D. (plasma). Rate of Fire: Single shot or volleys of two.
Range: One mile (1.6 km). Payload: Two total; one per launcher.
Other Weapons: Optional Missile Backpack Unit, optional RG-14
Rail Gun.
Market Cost: 24 million credits, exclusive to the Free Quebec Military.
18 million for a unit without any weapons.
QGB-3-30 Tarantula Glitter Boy
Manufacturer: Free Quebec (Free Quebec, p.95).
Main Body M.D.C.: 850
Physical Strength: P.S. 40.
Speed: Running: 50 mph (80 km). Leaping: 10 feet (3 m), doubled if
running. Jet assist to 60 feet (18.3 m) across and can hold unit aloft
up to 10 feet (3 m) for !D6xlO seconds.
Bonuses:
QST-333 "Shaker" Cannon: Mega-Damage: Laser: 4D6 M.D.;
Plasma Bolt: !D6xlO+6 M.D.; Rail Gun: 1D6 M.D. (single round)
or !D6xlO (burst). Rate of Fire: Equal to the number of attacks per
melee round. Range: Laser: 2,000 feet (610 m); Plasma Bolts: 2,400
feet (731.5 m); Rail Gun: 6,000 feet (1,828 m). Payload: Laser: Unlimited;
Plasma: Unlimited; Rail Gun: 3,000 rounds (100 bursts).
Forearm Ion Blaster: Mega-Damage: 4D6 M.D. Rate of Fire: Equal
to the number of attacks per melee round. Range: 1,000 feet (305
m). Payload: Unlimited.
206
Other Weapons: Vibro-Sword, Optional Type Two Head with Dual
Lasers, Optional Forearm Mini-Missile Launcher, Optional RG-15
Rail Gun.
Black Market Cost: 23 million credits. Exclusive to Quebec military.
Not yet available on Black Market, but when it is, it will go for 30
to 50 million credits.
QGB-8-88 Silver Wolf Glitter Boy
Manufacturer: Free Quebec (Free Quebec, p.101).
Main Body M.D.C.: 450
Physical Strength: P.S. 32.
Speed: Running: 90 mph (144 km). Leaping: 15 feet (4.6 m), add 12
feet (3.6 m) if running. Jet assist to 120 feet (36.6 m). Jets can hold
unit aloft up to 18 feet (5.5 m) high for as long as 2D4xlO seconds.
Bonuses: 2 on initiative (3 in hand to hand combat), 1 to strike (2
with energy weapons), 2 to parry, +2 to dodge, W.P. Paired
Weapons.
QST-1888 Particle Beam Assault Cannon: Mega-Damage:
!D6xlO
6 M.D. Rate of Fire: Equal to the number of attacks per
melee round. Range: 2,000 feet (610 m). Payload: Unlimited.
Forearm Shield-Mounted Mini-Missile Launchers: Mega-Damage:
5D6 M.D. (frag), !D4xlO M.D. (armor piercing), or !D6xlO M.D.
(plasma). Rate of Fire: Single shot or volleys of two.. Range: One
mile (1.6 km). Payload: Eight total; four per shield.
Other Weapons: Anti-Personnel Laser, Vibro-Swords.
Cost: 20 million credits; exclusive to the Quebec Military; 15.4 million
for a unit without any weapon systems.
QGC-7-70 Taurus Glitter Boy
Manufacturer: Free Quebec (Free Quebec, p.98).
Main Body M.D.C.: 800
Physical Strength: P.S. 40.
Speed: Running: 50 mph (80 km). Leaping: 8 feet (2.4 m). Add 10 feet
(3 m) for a running start. Jet assist up to 60 feet (18.3 m).
Bonuses: None.
High-Powered Mortars (2): Mega-Damage: !D6xlO M.D. (single
strike); 2D6xlO M.D. (double strike). Rate of Fire: Single shot to a
volley of two. Range: 2.2 miles (3.5 km). Payload: 12 total; six per
gun.
High-Powered Laser Cannons: Mega-Damage: !D4xlO (single
blast); 2D4xlO (double blast). Rate of Fire: Equal to the number of
attacks per melee round. Range: 4,000 feet (1,220 m). Payload: Unlimited.
Black Market Cost: 18 million credits without weapons. Exclusive to
Free Quebec and NGR Military. A fully loaded Taurus GB on the
Black Market would fetch 30-45 million credits.
QPA-98 Glitter Boy Side Kick
Manufacturer: Free Quebec (Free Quebec, p. 92).
Main Body M.D.C.'. 280
Physical Strength: P.S. 26.
Speed: Running: 40 mph (64 km). Leaping: 12 feet (3.6 m); jet assist
to 60 feet (18.3 m) high and 300 feet (91 m) across. Flying: 120
mph (192 km); max altitude is 600 feet (183 m). Flying Endurance:
One hour before overheating.
Bonuses: 1 to strike with ranged weapons, +1 on initiative, +1 to
parry, +2 to dodge, +6 to dodge while traveling by means of power
jumps.
QST-98 "Kicker" Grenade Launcher: Mega-Damage: 5D6 M.D. per
round to a six foot (1.8 m) radius. Can also fire bursts of three shots,
doing 2D4xlO M.D. This burst attack counts as only one action, but
the strike roll gets no bonuses whatsoever. Rate of Fire: Equal to the
number of attacks per melee round. Range: 1,800 feet (548.6 m).
Payload: 120.
Other Weapons: Hand weaponry often carried as a sidearm.
Black Market Cost: 8.5 million, largely due to the Glitter Boy, laser
resistant, chrome plating used to make this power armor. Exclusive
to the Quebec Military. Not available on the Black Market… yet.
QPA-101 Pale Death SAMAS
Manufacturer: Free Quebec (Free Quebec, p. 107).
Main Body M.D.C.: 250
Physical Strength: P.S. 30.
Speed: Running: 60 mph (96 km). Leaping: 15 feet (4.6 m); jet assist
to 100 feet (30.5 m) high and 200 feet (61 m) across. Flying: Hover
up to 200 feet (61 m) or flight up to 300 mph (480 km). Max altitude
is 6,000 feet (1,828 m). Flying Endurance: Ten hours before
overheating.
Bonuses: +1 to strike, +1 to dodge.
C-40R SAMAS Rail Gun: Mega-Damage: 1D4 M.D. (single round);
!D4xlO (burst). Rate of Fire: Equal to the number of attacks per
melee round. Range: 4,000 feet (1,220 m). Payload: 2,000 rounds
(50 bursts).
CM-2 Rocket Launcher: Mega-Damage: 5D6 M.D. (frag), !D4xlO
M.D. (armor piercing), !D6xlO M.D. (plasma). Rate of Fire: Single
shot or volleys of two. Range: One mile (1.6 km). Payload: Two.
Market Cost: 1.6 million credits. The Black Market sells captured and
undamaged units for 2.4 to 3 million credits, or for 1.5 to 2 million
credits without weapons. Rarely available.
QPA-102 Violator SAMAS
Manufacturer: Free Quebec (Free Quebec, p.109).
MainBodyM.D.C.:312
Physical Strength: P.S. 32.
Speed: Running: 70 mph (112 km). Leaping: 20 feet (6.1 m); jet assist
to 100 feet (30.5 m) high and 200 feet (61 m) Flying: 360 mph (576
km); max altitude is 10,000 feet (3,048 km). Flying Endurance: 10
hours at max speed (24 hours at half speed) before overheating.
Bonuses: +2 on initiative, +1 to strike, +1 to dodge.
QR-12A SAMAS Laser Rifle: Mega-Damage: 3D6 M.D. (single
shot); !D4xlO (triple burst). Rate of Fire: Equal to the number of attacks
per melee round. Range: 2,800 feet (853.4 m). Payload: Unlimited.
CM-2B Wing Mini-Missile Launchers (2): Mega-Damage: !D4xlO
M.D. (armor piercing) or !D6xlO M.D. (plasma). Rate of Fire: Single
shot or volleys of 2, 4, 8 or 16. Range: One mile (1.6 km). Payload:
16; eight per launcher.
Other Weapons: Wing Blades, Vibro-Blade Short Sword.
Market Cost: 2.1 million credits. Exclusive to the Quebec Military.
Not available on the Black Market or to the CS.
QPA-201 Power Trooper
Manufacturer: Free Quebec (Free Quebec, p. 105).
Main Body M.D.C.: 295
Physical Strength: P.S. 40.
207
Speed: Running: 40 mph (64 km). Leaping: 12 feet (3.6 m); jet assist
to 60 feet (18.3 m) high and 200 feet (61 m) across. Flying: 80 mph
(128 km); max altitude of 200 feet (61 m). Flying Endurance: One
hour before engine problems.
Bonuses: None.
QRL-201 High-Powered Laser Rifle: Mega-Damage: 3D6 M.D. (single
shot); !D4xlO M.D. (burst). Rate of Fire: Equal to the number
of attacks per melee round. Range: 2,000 feet (610 m). Payload: 60
shots (E-Clip) or Unlimited (plugged into armor).
Shoulder Laser Cannon: Mega-Damage: 6D6 (single blast). Rate of
Fire: Equal to the number of attacks per melee round. Range: 4,000
feet (1,220 m). Payload: Unlimited.
Other Weapons: Left Forearm Weapons Package, Shoulder Mini-Missile
System (2), Folding Mini-Missile Launcher.
Market Cost: 6 million credits. Exclusive to Quebec military. Not
available on the Black Market or to the CS.
Japan Power Armor
ArmaTech: ATPA-85 Power-Spy
Manufacturer: Armatech Industries (Japan, p. 143).
Main Body M.D.C.: 110
Physical Strength: P.S. 22.
Speed: Running: +20 to Speed attribute. Leaping: 20 feet (6.1 m).
Flying: Jet Pack only.
Bonuses: +1 to dodge and roll with impact at level five. +2 to pull
punch.
AT-85 Ion Gun: Mega-Damage: 4D6 M.D. Rate of Fire: Equal to the
number of attacks per melee round. Range: 800 feet (244 m). Payload:
Unlimited.
Vibro-Blades (2): Mega-Damage: 2D6 M.D. Bonus: +1 to strike and
+2 to parry.
Black Market Cost: 450,000 credits.
Armatech: PA-10A "Samurai Class" SAMAS
Manufacturer: ArmaTech Industries (Japan, p. 134).
Main Body M.D.C.: 290
Physical Strength: P.S. 30.
Speed: Running: 60 mph (96 km). Leaping: 15 feet (4.6 m); jet assist
to 100 feet (30.5 m) high and 200 feet (61 m) across. Flying: 320
mph (512 km); max altitude is 6,000 feet (1,828 m). Flying Endurance:
Ten hours at max speed before overheating.
Bonuses (Ranged Combat): +2 to strike and +1 to dodge.
AT-P1000 SAMAS Particle Beam Rifle: Mega-Damage: -!D6xlO
M.D (particle beam); 3D6 M.D. (laser). Rate of Fire: Equal to the
number of attacks per melee round. Range: 2,000 feet (610m) for
particle beam, 1,600 feet (488 m) for laser. Payload: Unlimited.
AT-M2 Rocket Launchers (2): Mega-Damage: !D4xlO (armor piercing)
or !D6xlO (plasma). Rate of Fire: Single shot or volleys of
two. Range: One mile (1.6 km). Payload: Four; two per forearm.
Other Weapons: AT-N20 Neural Stick.
Cost: 1.6 million credits. Rarely available on the Black Market, where
they sell for 3-4 million credits.
ArmaTech: USA-G10A1 "Point" Glitter Boy
Manufacturer: Armatech Industries (Japan, p. 137).
Main Body M.D.C.: 480
Physical Strength: P.S. 30.
Speed: Running: 90 mph (144 km). Leaping: 15 feet (4.6 m); jet assist
to 100 feet (30.5m).
Bonuses: None.
Multi-Barrel Laser Rifle (M-BiLAR) AT-5000: Mega-Damage: 4D6
M.D. (double blast), !D4xlO
8 M.D. (quadruple blast), !D6xlO
M.D. (full strength blast). Rate of Fire: Equal to the number of attacks
per melee round. Range: 6,000 feet (1,828 m). Payload: Unlimited.
AT-200 III Rail Gun: Mega-Damage: 3D6 M.D. (short burst); 6D6
M.D. (full burst). Rate of Fire: Equal to the number of attacks per
melee round. Range: 3,000 feet (914 m). Payload: 3,300 rounds
(110 full bursts).
Other Weapons: Smoke Dispensers, Optional AT-1800 Rail Gun, Optional
Underwater M-BiLAR AT-5500, Optional GMS-APM
Launcher.
Black Market Cost: Generally unavailable for purchase. Built expressly
for the military of the Republic of Japan. Very rarely does it
find its way into the hands of criminals, rival kingdoms, etc.
ArmaTech: USA-G10A2 "Hawkeye" Glitter Boy
Manufacturer: Armatech Industries (Japan, p. 140).
Main Body M.D.C.: 770
Physical Strength: P.S. 30.
Speed: Running: 60 mph (96 km).
Bonuses: 3 on initiative, +1 to roll with impact.
M-BiLAR AT-5000: Mega-Damage: 4D6 M.D. (double blast),
!D4xlO
8 (quad blast), !D6xlO M.D. (full strength blast). Rate of
Fire: Equal to the number of attacks per melee round. Range: 6,000
feet (1,828 m). Payload: Unlimited.
GMS-24 Medium-range Missile Launcher: Mega-Damage: 2D6xlO
M.D. (high explosive), 3D6xlO M.D. (plasma), 4D6xlO M.D. (fusion).
Rate of Fire: Single shot or volleys of two or four. Range: 21
miles (33.7 kg). Payload: 24 total.
Other Weapons: GMS-SAM Launcher, GMS-FAM Launcher, Optional
AT-1800 Rail Gun, Optional Underwater M-BiLAR
AT-5500, Optional GMS-APM Launcher.
Black Market Cost: Generally unavailable for purchase, built expressly
for the military of the Republic of Japan. Very rarely does it
find its way into the hands of criminals, rival kingdoms, etc.
H-Brand Ninjabot
Manufacturer: H-Brand (Japan, p. 144).
Main Body M.D.C.: 190
Physical Strength: P.S. 25.
Speed: Running: 50 mph (80 km). Leaping: 10 feet (3 m). Flying: Jet
Pack only.
Bonuses: 1 to parry, +1 to pull punch.
H-85 Ion Gun: Mega-Damage: 4D6 M.D. Rate of Fire: Equal to the
number of attacks per melee round. Range: 800 feet (244 m). Payload:
Unlimited.
Mini-Missile Tube Launchers (6): Mega-Damage: !D4xlO M.D. (armor
piercing) or !D6xlO M.D. (plasma). Rate of Fire: Equal to the
number of attacks per melee round. Range: One mile (1.6 km). Payload:
Six total.
Other Weapons: Vibro-Blade.
Black Market Cost: One million credits.
Ichto Robotics: IPA-40 Dai-Katana Bugei
Manufacturer: Ichto Robotics (Japan, p. 146).
Main Body M.D.C.: 250
Physical Strength: P.S. 30.
Speed: Running: 100 mph (160 km). Leaping: 15 feet (4.6 m); jet assist
to 80 feet (24.4 m) high and 100 feet (30.5 m) across. Flying: hover
up to 200 feet (61 m) or flight to 200 mph (320 km). Flying Endurance:
Five hours at max speed before overheating.
Bonuses: +1 on initiative, +2 to pull punch, +1 to parry and dodge, +1
attack per melee at level three, no prowl penalties.
IR-60 Rail Gun: Mega-Damage: 2D6 M.D. (short burst); !D4xlO
M.D. (full burst). Rate of Fire: Equal to the number of attacks per
melee round. Range: 4,000 feet (1,220 m). Payload: 2,400 rounds
(60 full bursts).
Shoulder Mini-Missile Launchers (2): Mega-Damage: 5D6 M.D.
(frag), !D4xlO (armor piercing), !D6xlO (plasma). Rate of Fire:
Single shot, or volleys of two or three. Range: One mile (1.6 km).
Payload: Six; three per launcher.
208
Other Weapons: VL-40 Head Laser, Retractable Vibro-Katanas (2),
Forearm Blades (2)
Black Market Cost: 2 million credits
Ichto Robotics: IPA-45 Ikusa (Warrior)
Manufacturer: Ichto Industries (Japan, p 148)
Main Body M.D.C.: 290
Physical Strength: P S 34
Speed: Running 50mph(80km) Leaping 15 feet (4 6m)
Bonuses: None
IR-70 Rail Gun: Mega-Damage 3D6 MD (short burst), !D6xlO
M D (long burst) Rate of Fire Equal to the number of attacks per
melee round Range 4,000 feet (1,220 m) Payload 3,200 rounds
(80 bursts)
Mini-Missile Launchers (8): Mega-Damage 5D6 MD (frag),
!D4xlOMD (armor piercing), lD6x 10 (heavy hitter) Rate of Fire
Single shot or volleys of two or three Range One mile (1 6 km)
Payload Eight
Other Weapons: Shoulder Laser, Vibro-Swords (2)
Market Cost: 6 2 million credits
Ichto Robotics: IPA-50 Grenadier
Manufacturer: Ichto Industries (Japan, p 150)
Main Body M.D.C.: 580
Physical Strength: P S 35
Speed: Running 50 mph (80 km) Leaping 10 feet (3 m)
Bonuses: +1D6 M D to punches and kicks, triple damage from power
strikes (counts as two attacks), +1 to roll with impact
IR-50 Super-Launcher: Mega-Damage Varies by type, up to 5D6
M D to a 12 foot (3 6 m) area Rate of Fire Single shot or volleys
of two, four or eight Range 160 feet (488 m) Payload 200 rounds
Shoulder Mini-Missile Launchers (2): Mega-Damage !D4xlO M D
(armor piercing) or !D6xlO MD (plasma) Rate of Fire Single
shot or volleys of two, three, four or six Range One mile (16 km)
Payload 12 total, six per shoulder
Other Weapons: Forearm Mini-Missile Launcher, Leg Mini-Missile
Launchers (4), Hand Lasers (2)
Market Cost: 16 million credits
Ichto Robotics: IPA-60 Tazu-Tengu
Manufacturer: Ichto Industries (Japan, p 153)
Main Body M.D.C.: 200
Physical Strength: P S 24
Speed: Running 40 mph (64 km) Leaping 12 feet (3 6 m), 30 feet
(9 1 m) with wings extended, jet assist to 100 feet (30 5 m) high and
150 feet (45 m) across Flying 350 mph (560 km), max altitude is
10,000 feet (3,048 m) Flying Endurance Ten hours max speed, 24
hours at half speed, before overheating
Bonuses: None
Market Cost: 825,000 credits
Ichto Robotics: IPA-62 Super-Tengu
Manufacturer: Ichto Industries (Japan, p 155)
Main Body M.D.C.: 260
Physical Strength: P S 28
Speed: Running 40 mph (64 km) Leaping 8 feet (2 4 m), jet assist to
100 feet (30 5 m) high and 150 feet (45 m) across Flying 260 mph
(416 km), max altitude is 6,000 feet (1,828 m) Flying Endurance
Ten hours at max speed (24 hours at half speed) before overheating
Bonuses: None
Mini-Missile Launcher: Mega-Damage !D4xlOMD (armor piercing)
or !D6xlO M D (plasma) Rate of Fire Single shot, or volleys
of two, three or four Range One mile (1 6km) Payload 12 total
Market Cost: 1 2 million credits
209
Ichto Robotics: IPA-70 Mizu Mi (Water Serpent)
Manufacturer: Ichto Industries (Japan, p. 156).
Main Body M.D.C.: 330
Physical Strength: P.S. 38.
Speed: Running: 40 mph (64 km). Leaping: 10 feet (3 m) high and 15
feet (4.6 m) across. Swimming: 25 mph (40 km). Underwater: 50
mph (80 km).
Bonuses: None.
AT-70 Blue-Green Laser: Mega-Damage: 2D6 M.D. Rate of Fire:
Equal to the number of attacks per melee round. Range: 500 feet
(152 m) underwater or 1,000 feet (305 m) on the surface. Payload:
Unlimited.
Shoulder Mounted Mini-Torpedo Launcher: Mega-Damage:
!D6xlO M.D. Rate of Fire: Single shot or volleys of two, three or
four. Range: One mile (1.6 km). Payload: 10 total.
Other Weapons: AT-90F Plasma Cutter, RVB-70 Vibro-Cutter.
Market Cost: 3.1 million credits.
Kittani
K-Universal Light Power Armor
Manufacturer: Kittani (Atlantis, p. 138).
Main Body M.D.C.: 220
Physical Strength: P.S. 30.
Speed: Running: 40 mph (64 km) or leap running at 170 mph (272
km). Leaping: 50 feet (15.3 m) high or 300 feet long (91 m).
Bonuses: +1 to long-range combat. +1 to parry and dodge, automatically
+2 to dodge while moving.
Black Market Cost: 1.6 million credits.
Kittani Allosaurus "Firedrake"
Manufacturer: Kittani (South America, p. 82).
Main Body M.D.C.: 475
Physical Strength: P.S. 48.
Speed: Running: 100 mph (160 km). Leaping: 15 feet (4.6 m). Jet
boost to 50 feet (15.2 m) high and 100 feet (30.5 m) long.
Bonuses (Hand to Hand): +1 attack per melee at levels one, five and
ten. +2 on initiative, +2 to strike and parry, +1 to dodge, +1 to roll
with impact.
Medium-Range Missile Launcher: Mega-Damage: 2D6xlO M.D.
Rate of Fire: Single shot or volleys of two or four. Range: 40 miles
(64 km). Payload: Four; two in each chest housing.
Tri-Barrel Super Rail Gun Arms (2): Mega-Damage: !D4xlO M.D.
(single burst), 2D4xlO M.D. (double burst; counts as one attack).
Rate of Fire: Up to six bursts per melee; each burst counts as one attack.
Range: 6,000 feet (1,828 m). Payload: 4,000 round drum (100
bursts).
Other Weapons: Concealed Mini-Missile Launchers, Mouth-Mounted
Plasma Projector.
Black Market Cost: 50 million credits. Sold only to allies like the
New Dragcona government, never on the open market.
Kittani Centipede
Manufacturer: Kittani (Splynn Dimensional Market, p. 164).
Main Body M.D.C.: 260 (head), 150 (each of the suit's ten body segments).
Physical Strength: P.S. 46.
Speed: Running: 30 mph (48 km).
Bonuses: +1 on initiative, +2 to strike and parry.
Energy Lance: Mega-Damage: 3D6 M.D. (normal range); 6D6 M.D.
(half range). Rate of Fire: Equal to the number of attacks per melee
round. Range: 6,000 feet (1,828 m) or 3,000 feet (915 m). Payload:
40 shots and recharges one blast every six minutes; 10 per hour.
Short-Range Missile Tubes (18): Mega-Damage: !D6xlO M.D. Rate
of Fire: Single shot or volleys of two, three, four, eight, or twelve.
Range: Varies with missile type; typically three to five miles (4.8 to
8 km). Payload: 54 total; three per missile tube.
Other Weapons: Shoulder Mini-Missile Launchers, Eye Lasers, Class
Two Rocket Shield.
Black Market Cost: Not available. If the Kittani ever decided to sell
the armor, it would cost between 25 and 50 million credits.
Kittani Equestrian
Manufacturer: Kittani (Atlantis, p. 141).
Main Body M.D.C.: 375 (pilot), 400 (horse).
Physical Strength: P.S. 60.
Speed: Running: 144 mph (230 km). Leaping: 40 feet (12.2 m) up or
across standing; 60 feet (18.3 m) up and 120 feet (36.6 m) across
running.
Bonuses: +2 to strike with all long-range weapons.
Tri-Barrel Super Rail Gun (right arm): Mega-Damage: !D6xlO
M.D. (burst). Rate of Fire: Up to six bursts per melee; each burst is
one attack. Range: 6,000 feet (1,828 m). Payload: 4,000 round drum
(100 bursts). Bonuses: +2 to strike.
KL Twin-Barrel Pulse Cannon (left arm): Mega-Damage: !D6xlO
M.D. per dual blast (two simultaneous energy pulses) or 5D6 M.D.
per single pulse. Rate of Fire: Equal to number of hand to hand attacks
per melee. Range: 4,000 feet (1,220 m). Payload: Unlimited.
Bonuses: +2 to strike.
Other Weapons: Dual Shoulder Mini-Missile Launchers, Class Two
Rocket Shield, Energy Lance.
Black Market Cost: Never sold. The Coalition or Triax would pay 60
to 100 million credits for an unharmed, complete suit. Were the
Kittani to sell this suit, it would go for at least 30 or 50 million.
Kittani Flying Fox
Manufacturer: Kittani (Splynn Dimensional Market, p. 167).
Main Body M.D.C.: 350
Physical Strength: P.S. 40.
Speed: Running: 50 mph (80 km). Leaping: 15 feet (4.6 m); jet assist
to 200 feet (61 m) high or 300 feet (91 m) across. Flying: Hover up
to 300 feet (91 m) or flight up to 600 mph (960 km). Max altitude is
20,000 feet (6,096 m). Flying Endurance: 12 hours at top speed or
36 hours at half speed before overheating.
Bonuses: +3 on initiative, +1 to strike and parry, +2 to dodge in flight.
Double-Bladed Plasma Axe: Mega-Damage: !D4xlO M.D. (energized
strike or short-range energy blast). Rate of Fire: Equal to the number
of attacks per melee round. Range: Close combat or 200 feet (61
m). Payload: Unlimited.
Class One Combat Shield and Mini-Missile Launcher: Mega-Damage:
3D4 M.D. (shield strike) or !D4xlO M.D. (mini-missile). Rate
of Fire: Equal to the number of attacks per melee round for shield
strikes. Mini-missiles fire single shot or in volleys of two, three, or
four. Range: Close combat (shield) or one mile (1.6 km) (mini-missiles).
Payload: Four mini-missiles. Parrying: Can intercept
incoming ranged attacks at only -4.
Other Weapons: Wing Mini-Missile Launchers (4), Wing Lasers (2),
Wing Vibro-Blades (2).
Black Market Cost: Not available. If the Kittani ever decided to sell
the armor, it would cost between 30 and 60 million credits.
Kittani Manling
Manufacturer: Kittani (Atlantis, p. 143).
Main Body M.D.C.: 375
Physical Strength: P.S. 46.
Speed: Running: 40 mph (64 km). Leaping: 20 feet (6.1 m) up or
across. Flying: Only with jet pack.
Bonuses: +1 on initiative, +1 to parry and dodge, and +1 to roll with
impact, all during hand to hand combat.
Black Market Cost: Never been sold. The Coalition or Triax would
pay 40 million credits for a complete, undamaged suit. Were the
Kittani to begin selling these, they would go for 10 to 50 million
credits each.
210
Kittani Raptor
Manufacturer: Kittani/Lagarto (South America, p.79).
Main Body M.D.C.: 350
Physical Strength: P.S. 35.
Speed: Running: 150 mph (240 km). Leaping: 40 feet (12.2 m); 60 feet
(18.3 m) high and 120 feet (36.6 m) with a running start.
Bonuses (Hand to Hand): +1 attack per melee at levels one, four and
nine, +3 on initiative, +3 to strike and parry, +4 to strike with a leap
kick, +3 to automatic dodge, +2 to roll with impact.
Laser Mounts (2): Mega-Damage: 6D6 M.D. for a single pulse,
!D6xlO for a combined laser burst (counts as two attacks). Rate of
Fire: Equal to attacks per melee round. Range: 4,000 feet (1,220 m).
Payload: Unlimited.
Shoulder Missile Launchers (2): Mega-Damage: !D6xlO M.D. Rate
of Fire: Single shot or volleys of two, four, six, eight or twelve.
Range: One mile (1.6 km). Payload: 12; six per launcher.
Other Weapons: Head Laser Beams.
Black Market Cost: 30 million credits; sold only to Splugorth allies
like New Dragcona, never on the open market.
Kittani Serpent
Manufacturer: Kittani (Atlantis, p.139).
Main Body M.D.C.: 375
Physical Strength: P.S. 46.
Speed: Running: 40 mph (64 km). Lunging: 40 feet (12.2 m) long or
30 feet (9.1m) high.
Bonuses: +2 to strike in ranged combat.
Double-Bladed Plasma Axe: Mega-Damage: !D4xlO M.D. per energized
strike, !D4xlO M.D. from energy blast, 1D4 M.D. as blunt
weapon. Rate of Fire: Equal to number of hand to hand attacks.
Range: 200 feet (61 m) for energy blast; hand to hand otherwise.
Payload: Unlimited when tapped into power suit; one hour by
E-Clip.
Class One Shield and Mini-Missile Launcher: Mega-Damage:
!D4xlO (armor piercing) or !D6xlO (plasma). Rate of Fire: Single
shot or volley of two, three or four. Range: One mile (1.6 km). Payload:
Four. Parrying: Can parry physical and energy blasts at only
-4.
Black Market Cost: Never sold. Coalition or Triax would pay 50 to
100 million credits for an unharmed, complete suit. Were the Kittani
to sell this suit, it would go for at least 20 or 30 million.
Kittani War Fish
Manufacturer: Kittani (Underseas, p. 179).
Main Body M.D.C.: 375
Physical Strength: P.S. 30.
Speed: Running: 40 mph (64 km). Swimming: 100 mph (160 mph; 86
knots) underwater or 140 mph (224 km; 120.4 knots) on the surface.
Bonuses: +1 on initiative, +2 to strike (all systems), +4 to normal
dodge, +3 to automatic dodge, +2 to roll with impact.
Main Gun: Mega-Damage: !D6xlO M.D. per blast. Rate of Fire:
Equal to number of attacks per melee round. Range: 1,000 feet (305
m) underwater, 3,000 feet (914m) above the surface. Payload: Unlimited.
Mini-Torpedo Launchers: Mega-Damage: !D6xlO M.D. Rate of
Fire: Single shot or volleys of two, four or six. Range: One mile (1.6
km). Payload: 12 total; six per launcher.
Other Weapons: Forward Lasers, Fin Blades.
Black Market Cost: Has never been sold in any marketplace. The Coalition
or Triax would pay 50 to 100 million credits for a complete,
unharmed suit. Should the Kittani sell the War Fish, it would go for
30 or 40 million credits per suit.
Miscellaneous
Power Armor
Africa: Phoenix Power Armor
Manufacturer: The Phoenix Empire (Africa, p. 136).
Main Body M.D.C.: 200
Physical Strength: P.S. 30.
Speed: Running: 40 mph (64 km) or leap running at 170 mph (272
km). Leaping: Jet pack boost to 50 feet (15.3 m) up or across. Running
start can leap to 300 feet (91 m). Flying: Can hover at up to
300 feet (91 m) or fly at up to 100 mph (160 km). Flying Range: 30
minutes before overheating.
Bonuses: +1 to strike in ranged combat. +1 to parry and dodge, +2 to
dodge when using mode of propulsion.
Black Market Cost: 1.4 million credits.
Angrar Mark II
Manufacturer: Angrar Robotics (Mercenaries, p. 141).
Main Body M.D.C.: 700
Physical Strength: P.S. 40 (supernatural).
Speed: Running: 44 mph (70 km). Leaping: 15 feet (4.6 m), add 10 feet
(3 m) with a running start.
Bonuses: +2 to strike with rail gun.
Angrar Rail Gun: Mega-Damage: !D6xlO M.D. Rate of Fire: Equal
to the number of attacks per melee round. Range: 4,000 feet (1,220
m). Payload: 4,000 rounds (100 bursts).
AR-90 Plasma Gun: Mega-Damage: !D4xlO M.D. Rate of Fire:
Equal to the number of attacks per melee round. Range: 4,000 feet
(1,220 m). Payload: Unlimited.
Black Market Cost: 8 million credits (intentionally priced down by
their maker).
Australia: "Rusty'VAPAA Modular Power Armor
Manufacturer: Australian Outback and Tech-Cities (Australia,
p.210).
Main Body M.D.C.: 200
Physical Strength: P.S. 28.
Speed: Running: 55 mph (88 km). Leaping: 15 feet (4.6 m) high and
20 feet (6.1 m) across. Flying pet pack): 120 mph (192 km) to an altitude
of 2,000 feet (610 m).
Bonuses: +1 to dodge, +1 on initiative.
Weapons Systems: This unit can accommodate a wide variety of
weapon systems, including forearm weapons, concealed
Vibro-Blades, and shoulder-mounted weapons. Each of these are installed
by the user, and at additional cost.
Black Market Cost: 1.7 to 2 million credits; weapons systems cost extra.
211
Australia: X50 Bushbasher
Manufacturer: Australian Tech-Cities (Australia, p.212).
Main Body M.D.C.: 240
Physical Strength: P.S. 30.
Speed: Running: 35 mph (56 km). Leaping: 5 feet (1.5 m) high or 10
feet (3 m) across.
Bonuses: +1 to strike, +1 to dodge, +1 on initiative, +1 to roll with impact.
Sholder-Mounted Mini-Missile Launcher: Mega-Damage: !D4xlO
M.D. Rate of Fire: Single shot or volleys of two. Range: One mile
(1.6km). Payload: Five.
Concealed Forearm Lasers (2): Mega-Damage: 3D6 M.D. (single
blast); 6D6 M.D. (double blast). Rate of Fire: Equal to the number
of attacks per melee round. Range: 2,000 feet (610 m). Payload: Unlimited.
Other Weapons: Shoulder Mounted Gun (variable types), Belly Flame
Thrower, Concealed Vibro-Blades.
Black Market Cost: 2.8 million in the Tech-Cities; up to ten times that
in the Outback.
Bandito Arms: Sidewinder SAM AS
Manufacturer: Bandito Arms (New West, p. 181).
Main Body M.D.C.: 230
Physical Strength: P.S. 30.
Speed: Running: 100 mph (160 km). Leaping: 15 feet (4.6 m); jet assist
to 110 feet (33.5 m) high and 200 feet (61 m) across. Flying: Can
hover up to 300 feet (91 m) or flight up to 250 mph (400 km). Max
altitude is 6,000 feet (1,828 m). Flying Endurance: Ten hours before
overheating.
Bonuses: +1 on initiative, +1 to parry, +2 to dodge.
MML 12 Mini-Missile Launchers (2): Mega-Damage: !D4xlO M.D.
or !D6xlO M.D. Rate of Fire: Single shot or volleys of 2 or four.
Range: One mile (1.6 km). Payload: 24 total; 12 per launcher.
Arm-Mounted Short-Range Lasers (2): Mega-Damage: 2D6 M.D.
(single blast), 4D6 M.D. (double blast). Rate of Fire: Equal to the
number of attacks per melee round. Range: 1,200 feet (366 m). Payload:
Unlimited.
Black Market Cost: 3.6 million credits.
Bandito Arms: Wild Weasel SAMAS
Manufacturer: Bandito Arms (New West, p. 184).
Main Body M.D.C.: 320
Physical Strength: P.S. 30.
Speed: Running: 60 mph (96 km). Leaping: 15 feet (4.6 m); jet assist
to 110 feet (33.5 m) high and 200 feet (61 m) across. Flying: Hover
up to 1,000 feet (305 m) or flight to 220 mph (352 km) with a max
altitude of 6,000 feet (1,828 m). Flying Endurance: Ten hours before
overheating.
Bonuses: +3 on initiative, +1 to strike and parry, +2 to dodge, +1 to
roll with impact, +1 to pull punch.
WWECM 6 Black Boxes: Advanced sensor jamming capabilities.
Arm-Mounted Short-Range Plasma Ejectors (2): Mega-Damage:
4D6 M.D. (single blast); 8D6 M.D. (double blast). Rate of Fire:
Equal to the number of attacks per melee round. Range: 1,000 feet
(305 m). Payload: Unlimited.
Other Weapons: Chaff-Flare Decoy.
Market Cost: 4.8 million credits.
Chipwell: CAI-50 Challenger
Manufacturer: Chipwell Armaments (Mercenaries, p. 144).
Main Body M.D.C.: 120
Physical Strength: P.S. 20.
Speed: Running: 40 mph (64 km). Leaping: 15 feet (4.6 m). Suit Endurance:
24 hours; less than 500 miles (800 km).
Bonuses: None.
Weapon Systems: None.
Black Market Cost: 90,000 credits.
Chipwell: CAI-100 Warmonger
Manufacturer: Chipwell Armaments (Mercenaries, p. 145).
Main Body M.D.C.: 40 (4,000 S.D.C.).
Physical Strength: P.S. 20.
Speed: Running: 40 mph (64 km). Leaping: 15 feet (4.6 m).
Bonuses: None.
WI-23 Missile Launcher: Mega-Damage: !D4xlO M.D. Rate of Fire:
Equal to the number of attacks per melee round. Range: One mile
(1.6km), Payload: Six.
Black Market Cost: 80,000 credits (100,000 with missile launcher).
Chipwell Assault Suit
Manufacturer: Chipwell Armaments (Mercenaries, p. 145).
Main Body M.D.C.: 150
Physical Strength: P.S. 24.
Speed: Running: 40 mph (64 km). Leaping: 15 feet (4.6 m).
Bonuses: None.
Machine-gun: Mega-Damage: 1D4 M.D. (single round); 5D6 M.D.
(burst). Rate of Fire: Equal to the number of attacks per melee
round. Range: 2,000 feet (610 m). Payload: 800 rounds (20 bursts).
Integral Laser: Mega-Damage: 3D6
2 M.D. (single shot); !D6xlO
M.D. (multiple burst). Rate of Fire: Equal to the number of attacks
per melee round. Range: 2,000 feet (610 m). Payload: Unlimited.
Black Market Cost: 250,000 credits.
Native American: Iron Bear Power Armor
Manufacturer: Native American (Spirit West, p.201).
Main Body M.D.C.: 400
Physical Strength: P.S. 50.
Speed: Running: 55 mph (88 km). Leaping: 10 feet (3 m); jet assist to
50 feet (15.2m).
Bonuses: None.
Ion Cannons (2): Mega-Damage: 5D6 M.D. (single blast), !D6xlO
M.D. (double blast). Rate of Fire: Equal to the number of attacks
per melee round. Range: 1,200 feet (365.7 m). Payload: Unlimited.
Mini-Missile Launchers (2): Mega-Damage: !D4xlO M.D. Rate of
Fire: Single shot or in volleys of two, four, six or eight. Range: One
mile (1.6 km). Payload: 36 total; 18 per launcher.
Other Weapons: Gas/Smoke Dispensers, Vibro-Claws.
212
Black Market Cost: Not sold on any market. If one were to make it
out of the Native Americans' control and onto a market, it would
sell for 4+ million credits.
Native American: U.S.A. SAMAS
Manufacturer: Native American (Spirit West, p. 196).
Main Body M.D.C.: 250
Physical Strength: P.S. 30.
Speed: Running: 60 mph (96 km). Leaping: 15 feet (4.6 m); jet assist
to 100 feet (30.5 m) high and 200 feet (61 m) across. Flying: Hover
to 200 feet (61 m) or flight to 320 mph (512 km). Max altitude is
650 feet (198 m). Flying Endurance: 10 hours before overheating.
Bonuses: None.
USA-M31 Rail Gun: Mega-Damage: 1D4+1 M.D. (single round),
!D6xlO M.D. (burst). Rate of Fire: Equal to the number of attacks
per melee round. Range: 4,000 feet (1,220 m). Payload: 2,000
rounds (50 bursts).
USA-M17 Mini-Missile Launcher: Mega-Damage: !D4xlO M.D. or
1D6 M.D. Rate of Fire: Single shot or in volleys of two, four or six.
Range: One mile (1.6 km). Payload: Up to six.
Other Weapons: Rotary Mini-Missile Launcher.
Black Market Cost: 4+ million, not sold outside of Indian reserves.
Native American: War Chief Power Armor
Manufacturer: Native American (Spirit West, p.199).
Main Body M.D.C.: 250
Physical Strength: P.S. 28.
Speed: Running: 75 mph (120 km). Leaping: 18 feet (5.4 m); jet boost
to 120 feet (36.6 m) high and 240 feet (73 m) across. Flying: Hover
to 200 feet (61 m) and flight to 380 mph (608 km). Max altitude is
1,000 feet (305 m). Flying Endurance: Ten hours before overheating.
Bonuses: None.
NAE-1D Ion Gun System: Mega-Damage: 6D6 M.D. Rate of Fire:
Equal to the number of attacks per melee round. Range: 3,500 feet
(1,067 m). Payload: Unlimited. The gun can fire 100 blasts per hour
before the gun needs to cool for 30 minutes. As many as 200 blasts
can be fired per hour, but each blast beyond 100 has a 1% cumulative
chance of destroying the weapon.
Shoulder Mini-Missiles: Mega-Damage: !D4xlO M.D. or !D6xlO
M.D. Rate of Fire: Single shot or volleys of two. Range: One mile
(1.6 km). Payload: Four; two per shoulder.
Black Market Cost: Not sold on any market. If one were to make it
out of the Native Americans' control and onto a market, it would
sell for 3+ million credits.
Naut'Yll: APAL-10 Naut'Yll
Torpedo Power Armor
Manufacturer: Naut'Yll (Underseas, p. 156).
Main Body M.D.C.: 180 (standard) or 300 (Korallyte).
Physical Strength: P.S. 30.
Speed: Running: 44 mph (70 km). Leaping: Jet boost to 100 feet (30.5
m) high and 120 (36.6 m) across. Underwater: 69 mph (111 km; 60
knots).
Bonuses: 1 to strike with ranged weapons, +1 to parry and dodge underwater,
+1 attack per melee underwater.
Weapons: None.
Black Market Cost: Never sold to outsiders but would go for one to
three million credits on the Black Market or at Atlantis.
New Navy: APA-15 "Semper Fi"
Amphibious Assault Power Armor
Manufacturer: New Navy (Underseas p.l 18).
Main Body M.D.C.: 300
Physical Strength: P.S. 30.
Speed: Running: 60 mph (96 km). Leaping: 12 feet (3.6 m).
Swimming: 40 mph (64 km; 34 knots).
Bonuses: None.
Wrist Ion Gun: Mega-Damage: 4D6 M.D. per blast. Rate of Fire:
Equal to number of attacks per melee round. Range: 2,000 feet (610
m). Payload: Unlimited.
Mini-Missile Launchers: Mega-Damage: !D6xlO M.D. Rate of Fire:
Single shot or volleys of two, four or six. Range: One mile (1.6 km).
Payload: Six total; three per launcher.
Other Weapons: M-90 Multi-Weapon Assault System (MWAS).
Black Market Cost: 2.5 million credits. Never sold or traded to outsiders
(Tritonia is not considered an outsider).
> I t 1- 01
Northern Gun: NG-X9 Samson
Manufacturer: Northern Gun (Rifts RPG, p.212).
Main Body M.D.C.: 240
Physical Strength: P.S. 30.
213
Speed: Running: 150 mph (240 km). Leaping: 25 feet (7.6 m) high or
across; jet assist to 100 feet (30.5 m) high or 200 feet (61 m) across.
NG-202 Super Rail Gun: Mega-Damage: 1D6 M.D. (single round) or
!D6xlO M.D. (burst). Rate of Fire: Equal to number of hand to
hand attacks. Range: 4,000 feet (1,220 m). Payload: 6,000 round
drum (100 bursts).
Forearm Rocket Launcher: Mega-Damage: !D4xlO M.D. (armor
piercing) or !D6xlO (plasma). Rate of Fire: One or Two. Range:
One mile (1.6 km). Payload: Four, two per arm.
Black Market Cost: 850,000 credits.
Northern Gun: The Defender (J.A.P.E. II)
Manufacturer: Northern Gun (Juicer Uprising, p.79.
Main Body M.D.C.: 210.
Physical Strength: P.S. 30.
Speed: Running: 120 mph (192 km). Leaping: 30 feet (9.1 m); jet assist
to 120 feet (36.5 m) high and 200 feet (61 m) across. Flying: Can
hover in place for up to 2D4xlO seconds before overheating.
Bonuses: +1 to dodge and roll with punch at levels 2,6 and 12.
Neural Disrupter: Mega-Damage: SPECIAL! Rate of Fire: Up to four
attacks per melee. Range: 1.200 feet (365 m). Payload: Unlimited.
Shoulder Mounted Grenade Launchers (2): Mega-Damage: Varies
with grenade type. Rate of Fire: Single shot or volleys of two, four
or six. Range: 1,200 feet (365). Payload: 24 total; 12 per launcher.
Other Weapons: Forearm Mounted Variable Frequency Laser, Capture
Assault System.
Black Market Cost: 1.1 million credits.
NG-JK1A and NG-JK1B Juicer Killer
Manufacturer: Northern Gun (Juicer Uprising, p.77).
Main Body M.D.C.: 170 (NG-JK1A); 210 (NG-JK1B).
Physical Strength: P.S. 30.
Speed: Running: 90 mph (144 km). Leaping: 25 feet (7.6 m) high and
30 feet (9.1 m) across. Jet assist to 100 feet (30.5 m) in any direction.
Flying: 100 mph (160 km); max altitude is 300 feet (91 m)
Flying Endurance: Five minutes at a time.
Bonuses: +1 on initiative, +2 to strike, +1 to parry at levels 1, 3, 6, 10
and 13. No dodge or body flip/throw possible due to the armor's
bulk. +2 to roll with impact. +2 to pull punch. +1 attack per melee at
levels 1,5 and 10.
Laser Guns (2): Mega-Damage: 3D6 M.D. (single blast); 6D6 M.D.
(double blast). Rate of Fire: Equal to the number of attacks per melee
round. A double blast counts as two attacks. Range: 4,000 feet
(1,220 m). Payload: Unlimited.
Particle Beam Guns (2): Mega-Damage: 5D6 M.D. (single blast);
!D6xlO M.D. (double blast). Rate of Fire: Equal to the number of
attacks per melee round. A double blast counts as two melee attacks.
Range: 1,600 feet (488 m). Payload: Unlimited.
Other Weapons: Grenade Launchers (4), Forearm Mini-Rail Guns (2),
Response Computer System (Suit's guns automatically fire at incoming
targets up to eight times per melee!).
Market Cost: 3.6 million credits.
Naruni Enterprises
Mecha-Knight Medium Powered Armor
Manufacturer: Naruni Enterprises (Mercenaries, p. 134).
Main Body M.D.C.: 400
Physical Strength: P.S. 40.
Speed: Running: 44 mph (70 km). Leaping: 15 feet (4.6 m); jet assist
to 100 feet (30.5 m) high and 200 feet (61 m) across. Flying: Hover
up to 500 feet (152 m) or flight to 300 mph (480 km).
Bonuses: None.
Particle Beam Rifle: Mega-Damage: 2D4xlO M.D. Rate of Fire: Standard.
Range: 4,000 feet (1,220 m). Payload: Unlimited.
Energy Sword: Mega-Damage: !D6xlO M.D. Rate of Fire: Equal to
the number of attacks per melee round. Range: Close combat. Payload:
Unlimited.
Other Weapons: Laser (Right Shoulder).
Black Market Cost: 25 million credits.
PA E-1000 Enforcer
Manufacturer: Naruni Enterprises (Phase World Sourcebook, p. 67).
Main Body M.D.C.: 300
Physical Strength: P.S. 30.
Speed: Running: 50 mph (80 km). Leaping: 15 feet (4.6 m); add 10
feet (3 m) from a running start.
Bonuses: None.
Foam Dispensers (2): Mega-Damage: M.D.C. Immobilization! Targets
struck require a P.S. of 40 or higher to break free. Rate of Fire:
Two blasts per melee round. Range: 200 feet (61 m). Payload: 80
spray blasts, 40 per gun.
Secondary Weapon: Mega-Damage: Weapon Limbs: !D6xlO M.D.
Rate of Fire: Equal to the number of attacks per melee round.
Range: 2000 feet (610 m). Payload: Unlimited.
Other Weapons: Grenade Launchers (2), Mini-Missile Launchers (2),
Sensor System.
Market Cost: 5 million credits (4 million without special optics package).
Price tends to range !D4xlO% higher on the Black Market.
South America
Arkhon: APA-III Ghost Wasp
Manufacturer: Arkhon (South America 2, p. 86).
Main Body M.D.C.: 350
Physical Strength: P.S. 35.
Speed: Running: 50 mph (80 km). Flying: 600 mph (960 km). No altitude
limit. Flying Endurance: 10 hours before overheating.
Bonuses: +1 attack per melee at levels one, six and twelve. +1 to dodge
at levels three, seven and eleven. +1 to roll with punch, fall or impact.
Flechette Gun: Mega-Damage: !D6xlO M.D. (single shot);
2D6xlO
10 (burst). Rate of Fire: Equal to the number of attacks per
melee round. Range: 4,000 feet (1,220 m). Payload: 400 rounds (40
bursts).
Tri-Beam Stinger: Mega-Damage: 6D6 M.D. (single shot); 2D4xlO
M.D. (three-round burst. Double damage to most materials except
force/energy fields and Arkhon composite armor. Rate of Fire:
Equal to the number of attacks per melee round. Range: 3,000 feet
(914 m). Payload: Unlimited.
Other Weapons: Side-Mounted Launchers, Long-Range Missiles,
Stealth System.
Black Market Cost: Not for sale. Available only at the Arkhon Freehold.
Captured suits can be sold secondhand for 7-10 million credits.
Arkhon: APA-9 Death Cyclops
Manufacturer: Arkhon (South America 2, p.88).
Main Body M.D.C.: 450
Physical Strength: P.S. 45.
Speed: Running: 80 mph (128 km).
Bonuses: 1 attack per melee at levels one, six and twelve. +1 to dodge
at levels one, four, eight and twelve. +2 to roll with impact. +1 to
pull punch.
Assault Rifle: Mega-Damage (flechette): !D4xlO M.D. (single shot);
!D6xlO M.D. (burst). Mega-Damage (tri-beam): 5D6 M.D. (single
shot); !D4xlO
10 M.D. (burst). Both flechette and tri-beam inflict
double damage to everything except against energy/force fields and
Arkhon composite armor. Rate of Fire: Equal to the number of attacks
per melee round. Range: 4,000 feet (1,220 m) for flechette,
3,000 feet (914m) for tri-beam. Payload: 100 rounds (10 bursts) for
flechette, Unlimited for tri-beam.
214
Torso Tri-Beams (4): Mega-Damage: 2D4+2 M.D. (single beam);
4D4+4 M.D. (double beam); !D4xlO M.D. (quad beam). Rate of
Fire: Equal to the number of attacks per melee round. Range: 500
feet (152 m). Payload: Unlimited.
Other Weapons: Mini-Missile Module, Optional Anti-Aircraft Module,
Optional Anti-Aircraft Module 2, Optional Mortar Module.
Black Market Cost: Not for sale. Stolen or captured suits will sell for
11 million, if unharmed. Only 5 million if damaged.
Megaversal Legion: APA-100 Counterstrike
Manufacturer: Megaversal Legion (South America 2, p. 116).
Main Body M.D.C.: 550
Physical Strength: P.S. 40.
Speed: Running: 100 mph (160 km). Flying: 600 mph (960 km). Max
altitude is 40,000 feet (12,192 m). Flying Endurance: Unlimited.
Bonuses: 1 attack per melee at levels one, six and twelve. +1 to dodge
at levels one, four and eight. +2 to roll with impact. +2 to pull
punch.
I-Beam Catling Gun: Mega-Damage: 2D6xlO M.D. Rate of Fire:
Equal to the number of attacks per melee round. Range: 3,000 feet
(914 m). Payload: 2,000 rounds (100 bursts).
Plasma Blaster: Mega-Damage: !D6xlO M.D. Rate of Fire: Equal to
the number of attacks per melee round. Range: 2,000 feet (610 m).
Payload: Unlimited.
Other Weapons: Mini-Missile Launchers (2), Torso Lasers (2), Grenade
Launchers (2), Double Wrist Blades.
Black Market Cost: Not for sale. Period.
Arkhon: LE-457S Storm wind Assault Exoskeleton
Manufacturer: Arkhon (South America 2, p. 84).
Main Body M.D.C.: 150
Physical Strength: P.S. 22.
Speed: Running: 50 mph (80 km). Flying: 200 mph (320 km). No altitude
limit. Flying Endurance: Unlimited.
Bonuses: None.
Tri-Beam Wrist Pistol: Mega-Damage: 4D6 M.D.; double damage to
most materials except force/energy fields and Arkhon composite armor.
Rate of Fire: Equal to the number of attacks per melee round.
Range: 1,200 feet (365 m). Payload: Unlimited.
Black Market Cost: Not for sale. Captured suits typically sell for 1-2
million credits, depending on the state of the unit. If they knew of
the suit's antigravity system, the CS, Triax, Splugorth and Naruni
would pay 5 million for a suit.
Cibola: Dragon Death Power Armor
Manufacturer: Cibola, the Gilded City (South America, p. 141).
Main Body M.D.C.: 350
Force Field M.C.C.: 100
Physical Strength: Not applicable.
Speed: Running: 100 mph (160 km). Leaping: 20 feet (6.1 m) high and
30 feet (9 m) long. Flying: Can hover up to 200 feet (61 m) or fly at
up to 300 mph (480 km). Flying Endurance: Ten hours before overheating.
Bonuses: None.
Mini-Missile Launchers (2): Mega-Damage: !D4xlO (armor piercing)
or !D6xlO (plasma). Rate of Fire: Single shot or volleys of two,
four, or six. Range: One mile (1.6 km) Payload: 12 total; six per
launcher.
Plasma Cannon: Mega-Damage: !D6xlO M.D. per blast or 3D4xlO
per long burst (counts as two attacks). Rate of Fire: Equal to melee
attacks per round. Range: 4,000 feet (1,220 m). Payload: Unlimited.
Other Weapons: None.
Black Market Cost: Six to twelve million credits. Sold in trans-dimensional
markets everywhere. A favorite among giant races.
Columbia: D-20 Light Combat Exoskeleton
Manufacturer: Republic of Colombia (South America, p.25).
Main Body M.D.C.: 150
Physical Strength: P.S. 24.
Speed: Running: 50 mph (80 km). Leaping: 10 feet (3 m) high and
long; double with a running start. Suit Endurance: 600 miles (960) if
running straight before the battery wears out (12 hours).
Bonuses: None.
RAR-C15 Rocket Auto-Cannon Rifle. Mega-Damage: 3D6
5 M.D.
(single round); !D4xlO M.D. (eight round burst); 2D4xlO M.D. (20
round burst). Rate of Fire: Standard. Range: 2,000 feet (610 m).
Payload: 200 round belt (ten long bursts or 25 short bursts). A 48
round magazine can be substituted if so desired (that's six short
bursts, or two long bursts and one short).
Black Market Cost: 150,000 credits.
Columbia: D-30 "Conquistador"
Manufacturer: Republic of Colombia (South America, p.27).
Main Body M.D.C.: 230
Physical Strength: P.S. 30.
Speed: Running: 60 mph (96 km). Leaping: 12 feet (3.6 m) high and
long; double from a running start. Suit Endurance: 10 hour charge;
600 miles (960 km) maximum walking distance before the batteries
die.
Bonuses: None.
Auto-Loading Bazooka: Mega-Damage: !D6xlO+20 M.D. (anti-armor)
to a 3 foot (0.9 m) radius; 6D6 M.D. (fragmentary) to a 20 foot
(6.1 m) radius. Rate of Fire: Twice per melee. Range: 1,200 feet
(366 m). Payload: 12 shots.
Arm-Mounted Mini-Missile Launchers (2): Mega-Damage: !D4xlO
M.D. (armor piercing) or !D6xlO M.D. (plasma). Rate of Fire: One
or two. Range: One mile (1.6 km). Payload: four total; two per arm.
Other Weapons: Shoulder-Mounted Rocket Gun.
Black Market Cost: 240,000 credits.
215
Empire of the Sun: AC-1 Atahualpa Combat Suit
Manufacturer: Empire of the Sun (South America 2, p. 63).
Main Body M.D.C.: 200
Physical Strength: P.S. 30.
Speed: Running: 50 mph (80 km).
Bonuses: None.
lllapa Giant Rifle: Mega-Damage: 4D6 M.D. (single shot); !D4xlO
M.D. (3-round burst); 2D4xlO M.D. (10-round burst). Rate of Fire:
Each shot or burst counts as one attack. Range: 2,400 feet (731.4
m). Payload: 600 rounds (60 full bursts; 200 short bursts).
Mini-Missile Launchers (2): Mega-Damage: !D4xlO M.D. (armor
piercing) or !D6xlO M.D. (plasma) Rate of Fire: Single shot or volleys
of three or six. Range: One mile (1.6 km). Payload: 18; 9 per
launcher.
Other Weapons: Chest Guns.
Market Cost: 1.5 million credits.
Empire of the Sun: NPA Mark I
Nazca Power Armor
Manufacturer: Empire of the Sun (South America 2, p.59).
Main Body M.D.C.: 600 (200 when not energized).
Physical Strength: P.S. 35 (supernatural).
Speed: Running: 60 mph (96 km). Leaping: 30 feet (9.1 m).
Bonuses: None.
Rocket Rifle/15mm Machine-gun: Mega-Damage: !D6xlO M.D.
(rocket); 2D4xlO M.D. (MG burst). Rate of Fire: Equal to the number
of attacks per melee round. Range: 2,000 feet (610m) for both
weapons. Payload: Six rockets, 300 MG rounds (30 bursts).
Short-Range Missile Launcher: Mega-Damage: !D6xlO M.D. or
2D4xlO M.D. Rate of Fire: Single shot or volleys of two or four.
Range: One to three miles (1.6 to 4.8 km). Payload: Eight missiles.
Other Weapons: Energy Blasters.
Black Market Cost: Not for sale! Only troops loyal to the Empire of
the Sun will be issued these rare and valuable suits. Stolen or captured
units will sell for 10 million credits; their mystic energy will
last for only 1D4 years.
Empire of the Sun: SC-Mark III
Solar Combat Armor
Manufacturer: Empire of the Sun (South America 2, p. 64).
Main Body M.D.C.: 320
Physical Strength: P.S. 35.
Speed: Running: 60 mph (96 km). Flying: 400 mph (640 km). Max altitude
is 20,000 feet (6,096 m). Flying Endurance: 24 hours before
overheating.
Bonuses: None.
Plasma Projectors (6): Mega-Damage: !D4xlO+10 M.D. (single
blast); 2D4xlO+20 M.D. (double blast). Rate of Fire: Equal to the
number of attacks per melee round. Range: 2,000 feet (610 m). Payload:
Unlimited.
Arm Mounted Rail Gun: Mega-Damage: !D6xlO M.D. per burst.
Rate of Fire: Equal to the number of attacks per melee round.
Range: 4,000 feet (1,220 m). Payload: 2000 rounds (25 bursts/double
blasts). Takes five minutes to reload.
Other Weapons: Eye Lasers, Plasma/Flame Field System.
Market Cost: 20 million credits.
Manoa: Hoplite Power Armor
Manufacturer: Manoa (South America, p.92).
Main Body M.D.C.: 300
Force Field M.D.C.: 100
Physical Strength: P.S. 26 (supernatural).
Speed: Running: 60 mph (96 km). Leaping: 20 feet (6.1 m) across and
12 feet (3.6 m) high.
Bonuses: None.
Energy Spear: Mega-Damage: 5D6 M.D. (long-range energy blast),
6D6 M.D. (energized spear strike), 3D6 M.D. (non-energized spear
strike). Rate of Fire: Equal to number of attacks per melee. Range:
1,000 feet (305 m) for energy blast, 300 feet (91 m) thrown. Payload:
Unlimited when armor is activated.
Shield: Mega-Damage: 2D6+6 M.D. (bash), 2D6 M.D. (Shockwave)
Rate of Fire: Equal to number of melee attacks per round. Range:
300 feet (91 m) for Shockwave. Payload: Unlimited while armor is
charged.
Other Weapons: Various Optional Abilities.
Black Market Cost: 60 million credits.
Silver River: AA-GB7 Glitter Boy Number 7
Manufacturer: Silver River Republics (South America 2, p. 173).
Main Body M.D.C.: 700
Physical Strength: P.S. 30.
Speed: Running: 70 mph (112 km). Leaping: 10 feet (3 m) high or 15
feet (4.6 m) across.
Bonuses: 1 on initiative, +1 to strike, parry and dodge, +1 to roll impact.
Variable Frequency Laser Cannon: Mega-Damage: 2D4xlO M.D.
Rate of Fire: Equal to the number of attacks per melee round.
Range: 8,000 feet (2,438 m). Payload: Unlimited.
Catling Rail Gun: Mega-Damage: 3D6xlO M.D. Rate of Fire: Equal
to the number of attacks per melee round. Range: 4,000 feet (1,220
m). Payload: 8,000 rounds (40 bursts).
Other Weapons: Hip Lasers (2).
Market Cost: 30 million credits for a new, undamaged unit. Price
drops by 10 million if unit is damaged or a weapon is missing.
Silver River: PA-10ML Mecha Lizard
Manufacturer: Silver River Republics (South America 2, p. 170).
Main Body M.D.C.: 320
Physical Strength: P.S. 30.
Speed: Running: 80 mph (128 km). Leaping: 20 feet (6.1 m); double if
running.
Bonuses: +1 attack per melee at levels one, seven and fourteen. +1 to
dodge at levels one, four, eight and twelve. +2 to roll with impact.
+3 to pull punch.
216
Multi-Weapon: Mega-Damage: !D6xlO M.D. (laser); 4D6 M.D. to 20
foot (6.1 m) area (grenade launcher); 6D6 M.D. to a six foot (1.8 m)
area (armor piercing). Rate of Fire: Equal to the number of attacks
per melee round. Range: Laser is 2,000 feet (610 m); grenade
launcher is 3,000 feet (914 m). Payload: 30 GL rounds; unlimited
for laser.
Sonic Pulse Cannon: Mega-Damage: 4D6 M.D. to a 30 foot (9.1 m)
area; !D4xlO M.D. (single target). Rate of Fire: Equal to the number
of attacks per melee round. Range: 500 feet (152 m). Payload:
Unlimited.
Other Weapons: Mini-Missile Launchers (2), Wrist Ion Blasters (2).
Market Cost: 10 million credits.
SUver River: TPA-7 Toro "Minotaur"
Manufacturer: Silver River Republics (South America 2, p. 171).
Main Body M.D.C.: 450
Physical Strength: P.S. 45.
Speed: Running: 70 mph (112 km). Leaping: 15 feet (4.6 m); doubled
if running.
Bonuses: +1 attack per melee at levels one and seven. +1 to parry. +1
to dodge at levels one, six and twelve. +1 to roll with impact. +3 to
pull punch.
Ion Blasters (2): Mega-Damage: !D4xlO M.D. (single blast); 2D4xlO
M.D. (double blast). Rate of Fire: Equal to the number of attacks
per melee round. Range: 1,000 feet (305 m). Payload: Unlimited.
Energy Axe: Mega-Damage: !D4xlO M.D. (energized); 1D4 M.D.
(blunt). Rate of Fire: Equal to the number of attacks per melee
round. Range: Close combat. Payload: Unlimited.
Other Weapons: Mini-Missile Launchers (2), Medium-Range Missiles
(2), Laser Horns.
Market Cost: 8 million credits.
Titan Robotics
FT-005 Flying Titan
Manufacturer: Titan Robotics (Rifts RPG, p.212).
Main Body M.D.C.: 180
Physical Strength: P.S. 24.
Speed: Running: 50 mph (80 km). Leaping: 15 feet (4.6 m) up or
across; jet boost to 100 feet (30.5 m) high or 200 feet (61 m) across.
Flying: Hover up to 200 feet (61 m) or fly at up to 400 mph (640
km). Cruising speed is 200 mph (320 km). Max altitude is 4,000
feet (1,220 m). Flying Range: Ten hours of continuous flight before
requiring cooling off.
Wing Lasers (2): Mega-Damage: 2D6 M.D. per blast. Rate of Fire:
Equal to number of hand to hand attacks. Range: 4,000 feet (1,220
m). Payload: Unlimited.
Wing Rockets: Mega-Damage: Depends on missile type (mini-missile
or short-range missile). Rate of Fire: Single shot or a volley of two,
three or four. Range: One mile (1.6 km). Payload: 12 mini-missiles
or 6 short-range missiles.
Black Market Cost: One million credits.
Triax
Aqua-Tech LEA-50 Deep Sea Power Armor
Manufacturer: Triax. Also produced by Iron Heart Armaments,
Northern Gun, Atlantis and the Black Market. (Underseas, p. 139).
Main Body M.D.C.: 200
Physical Strength: P.S. 28.
Speed: Running: 40 mph (64 km). Leaping: 12 feet (3.6 m). Flying:
With jet pack, 100 mph (160 km). Swimming (without jet pack): 5
mph (8 km; 4.3 knots). Swimming pet pack): 40 mph (64 km; 34
knots) on the surface and 50 mph (80 kn; 43 knots) underwater.
Bonuses: None.
Quad-Wrist Laser: Mega-Damage:1D6 M.D. (single blast), up to 4D6
M.D. (four simultaneous blasts). May be substituted for a
Vibro-Blade (2D6 M.D.). Rate of Fire: Equal to number of attacks
per melee round. Range: 1,200 feet (366 m). Payload: Unlimited.
Mini-Missiles: Mega-Damage: !D6xlO. Rate of Fire: Single shot or
volleys of two, four or six. Range: One mile (1.6 km). Payload: Six.
Black Market Cost: 2.5 million credits.
Aqua-Tech Orca-50 Deep Sea Power Armor
Manufacturer: Triax. Also produced by Atlantis, and the Black Market
(Underseas, p. 140).
Main Body M.D.C.: 280
Physical Strength: P.S. 35.
Speed: Running: 40 mph (64 km). Leaping: 15 feet (4.6 m). Flying:
With jet pack, 80 mph (128.7 km). Swimming (minus jet pack): 8
mph (12.8 km; 6.8 knots). Swimming (with jet pack): 30 mph (48
km; 25.8 knots) on surface and 40 mph (64 km; 34.4 knots) underwater.
Bonuses: None.
Laser Finger: Mega-Damage: 1D6 M.D. per blast. Rate of Fire: Equal
to number of attacks per melee round. Range: 300 feet (91 m). Payload:
Unlimited.
Shoulder Weapon System: Mega-Damage (Ion Blaster): 3D6 M.D.
(single blast) or 6D6 M.D. (double blast). Mega-Damage
(Vibro-Swords): Each does 2D6 M.D.; add 1D6 M.D. for every 20
mph (32 km) of speed if raking/cutting while swimming or flying.
Rate of Fire: Equal to number of attacks per melee round. Range:
1,200 feet (366) for ion blasters. Payload: Unlimited.
Black Market Cost: 4 million credits.
Aqua-Tech Orca-100 Deep Sea Power Armor
Manufacturer: Triax. Also produced by Atlantis, and the Black Market
(Underseas, p. 141).
Main Body M.D.C.: 480
Physical Strength: P.S. 45.
217
Speed: Running: 40 mph (64 km). Leaping: 10 feet (3 m). Swimming
(minus jet pack): 8 mph (12.8 km; 6.8 knots). Swimming (with jet
pack): 30 mph (48 km; 25.8 knots) on surface and 40 mph (64 km;
34.4 knots) underwater.
Bonuses: None.
Right Shoulder Weapon Cluster: Mega-Damage (particle beam).
!D6xlO M.D. (single blast), 2D6xlO (double blast), 3D6xlO M.D.
(triple blast). Mega-Damage (laser): 3D6 M.D. per blast. Rate of
Fire: Equal to number of attacks per melee round. Range: Particle
beams: 600 feet (183 m) underwater, 1,200 (366 m) above surface.
Laser: 3,000 feet (914 m). Payload: Unlimited.
Left Shoulder Weapon Cluster: Mega-Damage (mini-missiles:
!D6xlO M.D. Mega-Damage (twin lasers): 3D6 M.D. (single blast),
6D6 M.D. (double blast). Rate of Fire (mini-missiles): Single shot
or volleys of two or three. Rate of Fire (twin lasers): Equal to number
of attacks per melee. Range (mini-missiles): One mile (1.6 km).
Range (twin lasers): 3,000 feet (914 m). Payload: Six mini-missiles.
Unlimited laser payload.
Other Weapons: Blue-Green Head Laser.
Black Market Cost: 12 million credits.
T-21 Terrain Hopper
Manufacturer: Triax (Triax & NCR, p. 39).
Main Body M.D.C.: 170
Physical Strength: P.S. 20.
Speed: Running: 40 mph (64 km). Leaping: 15 feet (4.6 m) up or
across. Jet assisted leap (stationary) up to 200 feet (61 m) up or
across. Jet assisted leap (moving) up to 300 feet (91.5 m) long and
up to 50 feet (15.3 m) high. Limited Flight: Hover up to 200 feet (61
m), or fly up to 100 mph (160 km). Cruising speed is 60 mph (96
km). Flying Endurance: Two hours.
Bonuses: +1 to strike (long-range), +1 to parry and dodge (HTH), automatically
+2 to dodge if power jumping.
Black Market Cost: 500,000 credits.
T-C20 Terrain Hopper
Manufacturer: Triax (Triax & NCR, p.41).
Main Body M.D.C.: 200
Physical Strength: P.S. 23.
Speed: Running: 40 mph (64 km). Leaping: 15 feet (4.6 m) up or
across. Jet assisted leap (stationary) up to 200 feet (61 m) up or
across. Jet assisted leap (moving) up to 300 feet (91.5 m) long and
up to 50 feet (15.3 m) high. Limited Flight: Hover up to 200 feet (61
m), or fly up to 100 mph (160 km). Cruising speed is 60 mph (96
km). Flying Endurance: Two hours.
Bonuses: +1 to strike (long-range), +1 to parry and dodge (HTH), automatically
+2 to dodge if power jumping.
Forearm Lasers (2): Mega-Damage: 1D6 M.D. or 3D6 M.D. per single
blast. Rate of Fire: Equal to number of melee attacks. Range:
2,000 feet (610 m). Payload: Unlimited.
Back-Mounted Mini-Missile Launcher: Mega-Damage: !D4xlO
M.D. (armor piercing) or !D6xlO M.D. (plasma). Rate of Fire: Single
shot or volleys of two. Range: One mile (1.6 km). Payload: Six.
Black Market Cost: 750,000 credits.
T-31 Super Trooper Robot Destroyer
Manufacturer: Triax (Triax & NCR, p.42).
Main Body M.D.C.: 250
Physical Strength: P.S. 30.
Speed: Running: 40 mph (64 km). Leaping: 12 feet (3.6 m) up or
across; jet assist up to 60 feet (18.3 m) high or 100 feet (30.5 m)
across.
Bonuses: +2 to strike on all weapon systems except MAE-3.
F4-Dual Fusion Shoulder Launchers (2): Mega-Damage: 2D6xlO
M.D.; blast area is 10 feet (3 m). Rate of Fire: One or two. Range:
300 feet (91.5 m). Payload: Four; two per launcher.
MAE-3 Hand Charges (Maysies): Mega-Damage (small disks):
!D6xlO M.D. with a blast area of 5 feet (1.5 m). Mega-Damage
(large disk): 2D4xlO M.D. with a blast area of 10 feet (3 m). Rate
of Fire: One per melee action. Range: Can throw up to lD4x 10
30
yards/meters. Payload: Three; two small and one large.
Other Weapons: Leg Mini-Missile Launchers, RVB-31 Vibro-Blade,
LGL-31 Grapnel & Launcher, PL-31 Palm Laser Torch (2).
Black Market Cost: 1.8 million credits.
T-550 Glitter Boy
Manufacturer: Triax (Triax & NCR, p.45).
Main Body M.D.C.: 650
Physical Strength: P.S. 30.
Speed: Running: 60 mph (96 km). Leaping: 10 feet (3 m) standing; 15
feet (4.6 m) running.
Bonuses: 2 to strike with Boom Gun, +1 on initiative, +2 to roll with
impact, -1 to dodge (-3 when pylons are engaged)
TX-550 Boom Gun: Mega-Damage: 3D6xlO M.D. Rate of Fire: Equal
to number of melee attacks per round. Range: 11,000 feet (3.2 km).
Payload: 100 rounds.
TX-550 Anti-Personnel Laser: Mega-Damage: 3D6 M.D. per blast.
Rate of Fire: Equal to number of attacks per melee. Range: 1,000
feet (305 m). Payload: Unlimited.
Other Weapons: TX-550 Mini-Missile Launchers (4), Vibro-Sword
(right arm).
Black Market Cost: 60
million credits, none have yet surfaced on the
Black Market, however. No availability.
TXD-100 Ultra Deep Sea Power Armor
Manufacturer: Triax (Underseas, p. 195).
Main Body M.D.C.: 400
Physical Strength: P.S. 34.
Speed: Running: 20 mph (32 km). Leaping: With thrusters, 60 feet
(18.3 m). Flying: 40 mph (64 km); max altitude 1,000 feet (305 m).
Underwater: 60 mph (96 km; 51.6 knots).
Bonuses: None.
Mini-Torpedoes: Mega-Damage: !D6xlO M.D. Rate of Fire: Single
218
shot or volleys of two or five. Range: One mile (1.6 km). Payload:
Ten total; five per wing.
TXT-10 Ultra Mini-Torpedo Drum Launcher: Mega-Damage: 3D6
M.D. to a 30 foot radius (9.1 m) underwater and half that radius on
land. Rate of Fire: Single shot or volleys of two, four or eight.
Range: 1,000 feet (305 m). Payload: 56 (!).
Other Weapons: Forearm Lasers, Head Lasers, TXD-01 Sonic Beam
Gun.
Black Market Cost: Unavailable, but would cost 4 million credits
were it otherwise.
Tritonia
Man-O-War Dolphin & Orca Combat Armor
Manufacturer: Tritonia (Underseas, p.82).
Main Body M.D.C.: 225 (Dolphin size); 330 (Orca size).
Physical Strength: Not applicable.
Speed: Water Surface: 40 mph (64 km; 34.4 knots). Underwater: 45
mph (72 km; 38.7 knots).
Bonuses: +1 to dodge, +3 to strike with ranged weapons.
Forward Blue-Green Laser Turret: Mega-Damage: 1D6 M.D. (single
shot); 2D6 M.D. to 7D6 M.D. (simultaneous volley). Rate of
Fire: Each shot or volley counts as one attack. Range: 1,200 feet
(366 m). Payload: Unlimited.
Rail Guns (2): Mega-Damage: 1D4 M.D. (single round); !D4xlO
(burst). Rate of Fire: Each shot/burst counts as one attack. Range:
1,200 feet (366 m) underwater, 3,000 feet (914) above water. Payload:
4,800 rounds, 120 bursts (60 per gun).
Other Weapons: Blade Fins.
Black Market Cost: 1.5 million credits (nuclear), one million credits
(solar), add one million credits for Orca size.
Merbot Power Armor
Manufacturer: Tritonia (Underseas, p.101).
Main Body M.D.C.: 300
Physical Strength: P.S. 40.
Speed: Running: 40 mph (64 km). Swimming: 50 mph (80 km).
Bonuses: None.
Wrist Laser: Mega-Damage: 4D6 M.D. per blast. Rate of Fire: Equal
to number of attacks per melee. Range: 2,000 feet (610 m). Payload:
Unlimited.
Torpedo Launcher: Mega-Damage: !D6xlO M.D. Rate of Fire: Single
shot or volleys of two or four. Range: One mile (1.6 km). Payload:
Four total; two per launcher.
Other Weapons: M-90 "Beach Stormer" Multi-Weapon Assault System.
Black Market Cost: 3 million credits.
Sea-Snake Class Fast Scout Power Armor
Manufacturer: Tritonia (Underseas, p.81).
Main Body M.D.C.: 145
Speed: Water Surface: 60 mph (96 km; 51.6 knots) Underwater: 70
mph (112 km, 60.2 knots).
Bonuses: +2 to dodge.
Forward Blue-Gren Laser Turret: Mega-Damage: 2D6 M.D. per
blast. Rate of Fire: Equal to number of attacks per melee. Range:
2,000 feet (610 m). Payload: Unlimited.
Mini-Torpedoes: Mega-Damage: !D6xlO M.D. Rate of Fire: Single
shot or in volleys of two, three and four. Range: One mile (1.6 km).
Payload: 12.
Black Market Cost: 900,000 credits (nuclear) or 560,000 credits (solar).
Sea Tiger Killer Whale Combat Armor
Manufacturer: Tritonia (Underseas, p. 83).
Main Body M.D.C.: 430
Physical Strength: Not applicable.
Speed: Water Surface: 35 mph (56 km; 30 knots). Underwater: 40 mph
(64 km; 34.4 knots).
Bonuses: +1 to dodge, +3 to strike with ranged weapons.
Forward Blue-Green Pulse Laser: Mega-Damage: 2D6 M.D. (single
shot), 4D6 M.D. (double blast), 6D6 M.D. (triple blast). Rate of
Fire: Each shot or multiple burst counts as one attack. Range: 2,500
feet (762 m). Payload: Unlimited.
Rail Guns (2): Mega-Damage: 1D4 M.D. (single shot), !D4xlO M.D.
(burst). Rate of Fire: Each shot or burst counts as one attack. Range:
1,200 feet (366 m) underwater; 3,000 feet (914 m) above water.
Payload: 9,600 rounds (240 short bursts; 120 per gun).
Other Weapons: Ram Fin, Mini-Torpedo Tubes.
Black Market Cost: 2.6 million credits (nuclear); 1.7 million credits
(solar).
Unicorn Scout Class "Killer Whale"
Power Armor
Manufacturer: Tritonia (Underseas, p. 84).
Main Body M.D.C.: 450
Physical Strength: Not applicable,
Speed: Water Surface: 32 mph (51 km, 27.5 knots). Underwater: 38
mph (60.8 km; 32.6 knots).
Bonuses: +1 to dodge, +2 to strike with ranged weapons.
Forward Blue-Green Pulse Laser: Mega-Damage: 2D6 M.D. (single
shot), 4D6 M.D. (double pulse). The laser can also be fired simultaneously
with the ion gun, inflicting 7D6 M.D. (double pulse is not
possible when both guns are fired). Rate of Fire: Each shot or multiple
burst counts as one attack. Range: 2,500 feet (762 m). Payload:
Unlimited.
Forward Ion Blaster: Mega-Damage: 5D6 M.D. per blast or 7D6
M.D. when fired simultaneously with the Pulse Laser. Rate of Fire:
Each shot or multiple shot counts as a single attack. Range: 1,200
feet (366 m) underwater or 2,000 feet (610 m) above water. Payload:
Unlimited.
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219
Black Market Cost: 2.4 million credits (nuclear), 1.5 million credits
(solar).

Power Armor

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