Boomer Gunn's personal armor: Modified Mark V Space Glitter Boy

Initially crashing to earth from an orbital facility, Boomer believed that this armor was delivered to him by the spirits as his cue to inflict pain and suffering against evil and to spread the gospel of the Glitter Boy.

The armor looks mostly like a standard Earth-built Glitter Boy, with a few alterations in style, a few weapons additions, some special modifications, and a particle beam cannon where the typical Boom Gun would be.

Model Type: Modified Mark V Space Glitter Boy
C1ass: Heavy Armor Robotic Assualt Suit
Crew: One

M.D.C. by Location:
[1,3]Head:200
Arms (2):250 each
[2]Hands (2):90 each
Particle Beam Cannon:175
Tactical Laser (1, left forearm)75
NG 202 Modified Rail Gun:50
Rear Ammo Drum:30
Jet/Thruster Pack (1 unit, back):250
Legs (2):400 each
Leg Thrusters (3 per leg):50
Rear Stereo Speakers (2, back):40
Reinforced Pilot's Compartment:100
[2]Main Body:700

Notes:
[1] Destroying the head of the power armor will eliminate all forms of optical enhancements and sensory systems. The pilot is forced to rely on his own human vision and senses. Furthermore, all power armor Combat bonuses to strike, parry, and dodge are lost! Note: The head is a small and difficult target to hit, shielded by an exhaust tube, wings, and shoulder plating. Consequently, it can only be hit when a character makes a called shot and even then the attacker is - 4 to strike.
[2] Depleting the M.D.C. of the 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 Glitter SAMUS can make jet powered leaps and hover in a stationary position above the ground.
[3]The head and hands are small and difficult to hit. Thus, they can only be hit when a character makes a called shot, and even then the attacker is -3 to strike.
[4]Laser weapons do half damage!

Speed:
Running: 70 mph maximum. Note that the act of running does tire out its operator, but at 10% of the usual fatigue rate thanks to the robot exo-skeleton.
Leaping: The powerful robot legs can leap up to 20 feet high or across unassisted by the thrusters. A jet thruster assisted leap can propel the unit up to 60 feet high and 120 feet lengthwise without actually maintaining flight.
Flying: The GB is equipped with a large and powerful rocket propulsion system that enables the unit to hover in a stationary position up to 200 feet or fly. Maximum flying speed is 45 mph, but cruising speed is considered to be 25 mph. Maximum altitude is limited to about 500 feet.
Flying Range: By drawing it's power off of the nuclear power plant for the entire robot, the thrusters have a very long life span. However, the engine does get hot and require a cool-down period to avoid overheating. This is limited to 8 hours of flight at speeds above cruising, 20 hours at crusing speed, and unlimited when coupled with brief rest stops.
In Space: This particular model, having been built for space combat, is better suited for moving in that medium. Maximum speed is 300 mph, with crusing speed placed around 200 mph. This Glitter Boy also gains a +4 to dodge while in weightless conditions.

Statistical Data
Height: ???
Width: ???
Length: ???
Weight: ???
Physical Strength: Equal to a P.S. 30????
Cargo: None
Power System: Nuclear, average energy life is 25 years.
Black Market Cost: Not for sale. The armor would probably sell for about 350??? million with all of the special systems

Weapon Systems:

  1. PB-20 Rapid Acceleration Particle Beam Cannon: Designed for use in space, this weapon is also very effective on the ground, as it has a limitless payload and fast recharge cycles. During periods of recharging, or when you simply don't need to vaporize the target, a weaker back-up laser has been installed into the cannon.
    Mega-Damage: 4D6x10, back-up laser 4D6
    Rate of Fire: Equal to the pilot's H2H
    Maximum Effective Range: far???
    Payload: Cannon - 20 shots, recharges @ 1 per minute, Back-up laser - unlimited
  2. TL-90 Arm Mounted Tactical Laser: Mounted into the left forearm, this laser exists both as a back-up weapon and as a less destructive substitute to the cannons.
    Mega Damage: 6D6
    Rate of fire: Equal to the pilot's H2H
    Range: ???
    Payload: Unlimited
  3. Mini-Head Laser Just for fun, or those occasions when hand to hand combat brings one robot face to face with another, the mini-head laser is available.
    Mega Damage: 1D6/2D6/3D6
    Rate of fire: Equal to the Pilot's H2H
    Range: ???
    Payload: Unlimited
  4. NG 202 Modified Rail Gun Primarily for use against demons and mages who can cast 'Impervious from Energy'. It also makes a loud booming sound when fired, and Boomer seems to get off on that. It is capable of 60 round bursts, or single round shots.
    Mega Damage: 1D6x10 bursts, 1D6 single round shots
    Rate of fire: Equal to the Pilot's H2H
    Range: ???
    Payload: 3000 round drum
  5. Hand to Hand Combat: Rather than use a weapon, The pilot can engage in mega-damage hand to hand combat. See Basic and Elite Power Armor Combat Training in the Robot Combat section of Rifts, page 45. All abilities are the same except as follows:
    +2 initiative
    +1 parry/dodge
    +2 roll with punch/fall/impact
  6. Sensor System Note:
    1. This armor has all the standard sensor packages of the normal Glitter Boy. Sensor Bonuses: +2 to strike is applicable to the particle beam cannon and back-up laser only. See Power Armor Combat Training in the Rifts RPG, page 45, for other bonuses and details.

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