Cylim
Kia (CyberSuits Damocles)
Nothing is known of the origins of the
Cylim Kia before its discovery by a group of hunters in the area of Lone
Star. It was found in a creator about 200 ft across and about 43 ft deep,
it was half buried in the dirt that had fallen in on top of it, which totally
obscured the lower ¾ of it. One of the hunters headed down to the
robot and wiped away a patch of dirt to find the words “pull
here” above a small lever. Out of curiosity he pull the lever
and a hatch opened, he looked inside and saw what looked like water, he
placed his hand in the water and suddenly saw himself looking at the dirt.
He pulled his hand back out and his vision went back to normal. He decided
that he would come back later when no one else was around. His friends
who had watched were amazed by it, but were not ones that wanted to mess
around with something like that so the stayed on the edge of the crater,
keeping watch. Well, the hunter came back later that night and placed his
entire body in the fluid, he found that he could breath in it when he smacked
his head on one of the sides and yelled in the tube. He made himself comfortable
in what felt sort of like his recliner at home. At this point the hatch
shut and the robot rose up from its resting place and started to move.
He could see the robot running along the open desert, northward. He blacked
out a few minutes later for unknown reasons.
He awoke to the sounds of the hatch opening
and people looking in, when he was removed he found that he was far from
where he started from but not told exactly where and that CyberSuit Damocles
is commandeering the robot for further research.
CyberSuits Damocles has since then reverse
engineered the entire suit and all its components and has put it into full
production, 4 a year. They have decided to keep this one to themselves
at the moment, but it will soon be released once they have a full set of
Cylim Kia’s for their security force.
Model- CSD-85 Atmospheric Flight Mecha
Crew- 1, sits in the main body
MDC by location-
Main Body- 800
Wings (2)- 450
Legs- 560
Arms- 400
Head- 180
Hands (2)- 35
Feet- 275
Wing Thrusters (4)-
160
Plasmafaust Casing-
250
Force Blade Charger-
160
Force Blade Handle-
35
Dual Chest Mounted Gattling
Blasters- 100
Covers for the Gattling
Blasters (2)- 150
Deflector Shield- 400
Speed:
Running- 110 km/h is the maximum
the Cylim Kia unit can move at on the ground. This does not tire the operator.
Flight- In the atmosphere, because
of advanced streamlining and contra-gravity thrusters, the suit can reach
upwards of 960 km/h. In space it can accelerate at 1.54g per turn and reach
a max of 20% the speed of light.
Swimming- The weight of the unit
and its awkwardness of its design, its walking speed in water is limited
to a steady 2 kmph, however, it can use the contra-gravity system to move
its self at a steady 190 km/h.
Jumping- Jumping on its own, without
the use of thrusters is limited, but it can make jumps horizontally of
12.5 m with a small running start, and up to 3 m vertically.
Statistical Data:
Height- 7 m to the top of the crest
on its helm.
Weight- 12.4 tons fully loaded and
12.3 tons unloaded.
Width- 2.5 m in width, taking in
the small shoulder coverings.
Length- 2.5 m, the chest containing
the Gattling Blasters and the back the wings.
P.S.- The Cylim Kia has a robotic
strength of 40.
Cargo- None, the womb tank is small
and a second person would interfere with the neural interface.
Power System- One total energy conversion
plant, the estimated life span of this plant would be in the centuries,
as long as a small sacrifice of matter is placed into the fuel port once
every 5 years.
Market Cost- 45 million to those
who already have access to the technology listed, but on Rifts Earth, the
suit could easily go for over 100 million credits.
Weapon Systems-
Chest Mounted Dual Gattling Blasters
Mega Damage: One single beam from
one of the barrels will do 4d6, for one full burst it will inflict 2d6x10,
for a longer burst and the cost of two attacks, 4d6x10, and for a full
melee round of fire will inflict1d4x100. If both guns are fired at the
same time double all damages.
Range- 3600 ft
Rate of Fire: Equal to the hand
to hand attacks of the pilot.
Payload: Unlimited
Hip Mounted Force Blade
Mega Damage: 4D4X10 per swipe
of this mighty blade. This weapon affects impervious to energy beings at
full damage.
Range- Close combat is the range
this weapon is limited to.
Rate of Fire: Equal to the
hand to hand attacks of the pilot.
Payload: Conditionally unlimited,
it works forever as long as it is kept charged, if removed from the charger
it has a life span of a short 5 minutes, because of its major power requirements,
however due to the efficient change of energy, if placed back in the charger
it will full charge in 2 minutes.
Plasmafasut
Mega Damage: 5d6x10 per strike from
the plasma discharge unit on the knuckles of this hand.
Range- Close combat weapon only.
Rate of Fire: Equal to the
hand to hand attacks of the pilot.
Payload- Unlimited
Hand to Hand Damage:
R. Punch: 1d4x10 SDC
Punch: 2d4+2
P. Punch: 4d6
Tear or Pry: 1d4 per
round of attack
Kick: 2d4+2
Leap Kick: 4d4+2
Special Systems:
Advanced Computer Systems
This allows smoother transfer of information
between the pilot and the mecha. This gives the bonus of +2 to strike because
of the enhanced targeting systems in the computer.
Womb Tank and Induction Field Neural
Interface
The womb tank gives the pilot additional
protection from impacts and acceleration in flight, but lastly it helps
with the induction field that forms the neural interface of the mecha.
This interface and the speed of the computer allow for the mecha responding
at a much faster pace. The bonuses of this link are +2 to dodge and parry,
+1 to initiative, and +1 to roll with or pull punch.
Advanced Commsuite
The range of the communication system is
15% longer then the standard communications system. It has a built-in scrambler
and tight beam transmission system if needed.
Distortion Jammer EMC
The distortion jammer detects an incoming
sensor pulse, then fools the sensor by mimicking the signal and sending
in back in an altered form. The make mecha harder to track using radar.
This also works against homing missiles and any other sensor system, making
the mecha inflict a -3 to hit the Cylim Kia by all weapons that are use
by a machine.
Self-Sealing
Just under the layer of armor that surrounds
the mecha, there is a layer of goo, which when the armor is penetrated,
fills the hole and hardens on contact with the air, sealing the hole. This
is to prevent gases from entering the suit when it has been damage and
to keep the suit from decompressing if used in space.
Camouflage Systems
When activated, the mecha shimmers and
then disappears totally from sight. When it moves the mecha is still totally
invisible to the naked eye, however, this system drains a lot of energy
from the systems and it cannot fire any weapons while in this mode. It
can still use its hand to hand moves, just no weapons. As the mecha as
a whole takes damage though the system becomes less and less effective.
When 5% of mecha’s total armor has been destroyed it become that
the mecha can be seen on a 15% or less, when 10% more of the mecha’s
total armor is destroyed, the mecha will become viewable on a 30% or less.
When another 10% of the mecha’s total armor is destroyed, the
system is rendered useless and will not be useful anymore until repaired.
Thermal Superconductor Armor
The armor is made up of a super conducting
metals that quickly transfer heat and energy away from the point of impact.
This effectively halves damage from lasers and other heat based attacks,
cannot be compensated for by the variable laser systems.
Empathic Overload Boosters
The empathic overload booster is triggered
when the pilot has some sort of powerful emotion, but it has to been something
with the need for power. The fear for ones life isn’t enough,
it has to be an urgent desire to protect someone or avenge someone. The
GM will decide whether or not the emotions are strong enough, if they are
then a check against your ME will be taken and if you fail, nothing happens.
If succeed, the PS of the Cylim Kia will double, all speeds are increase
by 50%, damage of all built-in weapons is doubled including the hand to
hand damage, the deflector field will double whatever MDC it has left.
The mecha will hum with power and crackle with psychic energy. When the
effects wear off after the object of the emotion has been dealt with, the
pilot will be extremely tired and out of it.
Vulture
Delta (CyberSuits Damocles)
This suit was created after the Cylim Kai
was found, but designated as a unit before, because it seems to be a less
advanced version of the Cylim Kai.
This suit came into CyberSuits Damocles
about a year and a half after the Cylim Kai and the unconscious hunter
where found. They had tracked this suit coming in from the north and send
out a team to find it. They saw it run through the middle of a battle between
a dozen or so Canadian rangers and a small team of CS cyborgs. They watched
as lasers seem to do nothing but melt paint and char it slightly, missiles
slammed into the side of the Vulture Delta, but never made it waver in
its running path. They followed it back to their base, on which just outside
it knelt down and turned off, much in the same way the Cylim Kai did. Now
with this mecha and the Cylim Kai, it made retro-engineering the mecha
into build able copies that much easier.
CyberSuits Damocles figures this won't be
the last suit to fall into their hands by these means.
Name- Vulture Delta
Model- CSD-84 Ground Battle Mecha
Crew- 1, sits in the main body
MDC by location-
Main Body- 1200
Legs- 580
Arms- 320
Head- 175
Hands (2)- 35
Feet- 280
Force Blade- 50
Deflector Shield- 600
Speed-
Running- 76 km/h is the maximum
the unit can move at on the ground. This does not tire the operator.
Flight- It has no flight capabilities,
but it does have the thrusters in the legs, which give the option of boosted
jumping. These jets will increase the jumping range from 30 ft horizontally
and 10 ft vertically to up to 125 ft horizontally and 75 ft vertically.
Swimming- The Vulture Delta can
move at about 3 mph due to is streamlining in the water; it can use the
thrusters on its legs to propel it for short periods of time at about 160
km/h.
Jumping- See the above in flying
section.
Statistical Data:
Height- 8.3 m to the top of the
crest on its helm.
Weight- 13.9 metric tons fully loaded
and 11.2 tons unloaded.
Width- 2.8 m in width.
Length- 2.8 m in length, its very
barrel chested.
P.S.- 45, the arm strength was greater
then the Cylim Kai, it seems that this mecha was more of a ground brawler.
Cargo- None, the womb tank is small
and a second person would interfere with the neural interface.
Power System- One total energy conversion
plant, the estimated life span of this plant would be in the centuries,
as long as a small sacrifice of matter is placed into the fuel port once
every 5 years.
Market Cost- 38 million to those
who already have access to the technology listed, but on Rifts Earth, the
suit could easily go for over 100 million credits.
Weapon Systems-
Heavy Particle Beam Cannon
Mega Damage: One single beam from
the barrel of this arm replacing weapon will decimate power armor and smaller
robots with a single blast, which does 2d4x100.
Range- 3200 ft
Rate of Fire: One attack per 3 melees,
this is due to the large recharging time on the weapon. Also, during this
recharge time, the Force Blade does half damage and there are no bonuses
from the systems to strike, initiative, parry, dodge, or roll with or pull
punch, due to the power being re-routed in the mecha. The commsuite also
drops to half range of normal, however, the IR masking, thermal superconducting
armor, stealth shaping stay in effect for the obvious reasons.
Payload- Unlimited
Arm Mounted Force Blade
Mega Damage: 3D4X10 per swipe of
this medium sized force blade, which is mounted on the back of the non-particle
beam arm. It pops out of its holder to swing around and point forward,
still attached to the arm, it will not interfere with hand operations.
Range- Close combat is the range
this weapon is limited to.
Rate of Fire: Equal to the
hand to hand attacks of the pilot.
Payload- Its attached to the suits
power system all the time so the power is unlimited.
Dual
Head Mounted 5mm Gauss Guns
Mega Damage: 1d4x10 per burst
of 20 5mm rounds, the short burst, 2d6x10 per burst of 60 rounds, the medium
burst, 4d6x10 per burst of 120 rounds, the long burst which cost two attacks.
The full melee of shooting gives a damage of 1d4x100 and 300 rounds.
Range- Close combat weapon only.
Rate of Fire: Equal to the
hand to hand attacks of the pilot.
Payload- 20,000 rounds, 10,000 each
in separate ammo boxes. This gives 500 short bursts, 166 medium bursts,
with 40 rounds left, 83 long bursts with 40 rounds left, and 33 melee bursts
with 100 rounds left over.
Hand to Hand
Damage:
R. Punch: 1d6x10 SDC
Punch: 2d6+2
P. Punch: 5d6
Tear or Pry: 1d6 per
round of attack
Kick: 2d6+2
Leap Kick: 4d6+2
Special Systems:
Advanced Computer Systems
This allows smoother transfer of information
between the pilot and the mecha. This gives the bonus of +2 to strike because
of the enhanced targeting systems in the computer.
Womb Tank and Induction Field Neural
Interface
The womb tank gives the pilot additional
protection from impacts and acceleration in flight, but lastly it helps
with the induction field that forms the neural interface of the mecha.
This interface and the speed of the computer allow for the mecha responding
at a much faster pace. The bonuses of this link are +2 to dodge and parry,
+1 to initiative, and +1 to roll with or pull punch.
Advanced Commsuite
The range of the communication system is
15% longer then the standard communications system. It has a built-in scrambler
and tight beam transmission system if needed.
Distortion Jammer EMC
The distortion jammer detects an incoming
sensor pulse, then fools the sensor by mimicking the signal and sending
in back in an altered form. The make mecha harder to track using radar.
This also works against homing missiles and any other sensor system, making
the mecha inflict a -2 to hit the Vulture Delta by all weapons that are
use by a machine.
Self-Sealing
Just under the layer of armor that surrounds
the mecha, there is a layer of goo, which when the armor is penetrated,
fills the hole and hardens on contact with the air, sealing the hole. This
is to prevent gases from entering the suit when it has been damage and
to keep the suit from decompressing if used in space.
Camouflage Systems
The systems on this include infrared masking
and stealth shaping. The IR masking covers the heat being given off the
mecha, making very hard to spot using thermo-optics. This will apply a
-20% penalty to anyone trying to spot the Vulture Delta using thermo-optics.
The stealth shaping makes the mecha very angular and when it is hit by
radio waves it deflects them away from the mecha, but not back to the radar
transceiver. Also, the armor itself absorbs some of the radar waves, this
gives the operator the radar an image that looks really faint and will
probably be dismissed as a sensor ghost. This gives a -25% to detect the
mecha by normal radar.
Thermal Superconductor Armor
The armor is made up of a super conducting
metals that quickly transfer heat and energy away from the point of impact.
This effectively halves damage from lasers and other heat based attacks,
cannot be compensated for by the variable laser systems.
Garuka
Infantry Vayon (CyberSuits Damocles)
Name: Garuka Vayon
Model: VS-02 Garuka Infantry Vayon
Crew: 1
MDC by location:
Main Body- 850
Legs- 480
Arms- 375
Head- 200
Hands- 55
Feet- 135
Shield- 350
Lighting Blade- Indestructible
Chest-mounted Rapid
Fire Blast Cannons (2)- 230
Shield Arm Impact Rails
(2)- 135
Laser Visor Gun- 65
Speed:
Running: 105 km/h as a maximum running
speed across flat unobstructed ground. The Vayon can run at this speed
infinitely as it does not tire the operator.
Flight: There is no flight system
attached to this Vayon, as this is a ground unit it only. It will have
to climb or jump to where ever it needs to get to.
Swimming: The Garuka vayon swims
about as well as a toddler swimming. It is restricted to a dog paddle type
swim and moves at about 1-5 km/h or it can walk along the bottom to depths
up to 1.5 km at about 10-15 km/h, the increased speeds depending on the
direction of the current.
Jumping: This vayon can jump reasonably
well, clearing 4 lane roads with a slight running start, leaping horizontally
about 12.5m. The maximum height it can reach is about 3.5m to 4m with and
without a running start
Statistics:
Height- 12m in height from head
to the top of the helm.
Weight- 34.5 tons when fully loaded,
but when there is no shield, sword, and the rails have been removed from
the slots on the shield arm, the weight drops to a 32.5 tons.
Width- 3.7m from shoulder to shoulder;
there is no extra shoulder protection on the joint, an oversight by the
engineers. In later production lines however there will be covers on the
shoulders, adding on 1.3 meters in total width.
Length- 4m in length, this includes
the slight bulge from the Blast Cannon covers on the chest, they add on
.3 meters to the length.
P.S.- A robotic strength of 45 gives
this mecha the ability to go against some of the larger supernatural begins
and other large mecha in close hand to hand combat.
Cargo- enough space in the cockpit
for a light rifle, one pistol, 4 reloads for the weapons, a survival pack,
and one or two other small items. Nutrient paste and water are kept in
other units so they cannot be tampered with easily.
Power System- A dual micro-fusion
plant powers the Garuka Vayon for a total life of 25 years of off and on
use, but under continued use the life span drops to 18 years. There is
also a medium sized recharging PPE battery, which draws energy from the
surrounding area at 20 per hour on its charge setting or 10 per hour while
energy from it is still being used. It has a maximum level of 240 PPE stored.
Market Cost- 58 million credits
for a brand new Garuka vayon with a custom paint job. For a stripped down
non-military version, take out the PPE battery, the Lightning Blade, the
Shield, the chest guns, and make the visor gun a long-range laser welder,
it will cost 32 million credits.
Weapon Systems-
Chest Mounted Rapid Fire Blast Cannons
(2)
Primary Purpose- Assault and anti-armor
Secondary Purpose- Anti-infantry
and anti-aircraft
M.D.- A single shot from one of
the cannons causes 6d6 damage. A quad shot from one cannon will cause 4d4x10
mega-damage, but it cost two attacks. For a set of eight rounds it will
inflict a staggering 6d6x10 damage and cost four attacks. This weapon has
one last function, and that is a full melee burst, which goes around twice
on the eight round set and pummels the target for 1d4x100 damage, the lower
damage ratio accounts for the amount of recoil and inaccuracy of the weapon.
If your using both cannons then double all damages, but do not increase
the number of attacks used.
Range- 1000m in range
ROF- Same as HTH attacks
Payload- One ammo box contains 160
rounds. This allows for 160 single shots, 80 dual single shots, 40 quad
round bursts, 20 dual quad round bursts, 20 eight round bursts, 10 dual
eight round bursts, 10 full melee burst, and 5 dual full melee bursts.
Shield Arm
Impact Rails (2)
Primary Purpose- Close combat
Secondary Purpose- Anti-armor
M.D.- 5d6 for a non-assisted thrust
or bash with one rail, however if using both rails it will inflict 1d4x10.
An assisted thrust will inflicted 1d6x10 and get a critical on 19 and 20
due to the extra penetration of the rail, if using both rails it will inflict
double damage and still get a critical on 19 or 20.
Range- Hand to hand combat
ROF- Same as HTH attacks, but retracting
the rails counts as one melee action, so most use and assisted thrust to
get them out into the open position then just leave them there and use
unassisted thrusts or swipes.
Payload- Unlimited.
Laser Visor Gun
Primary Purpose- Defense
Secondary Purpose- Assault
M.D.- 1d4x10 for a single blast
or 2d6x10 for a three round pulse.
Range- 1200m
ROF- Same as HTH attacks.
Payload- Unlimited.
Lightning Blade
Primary Purpose- Close combat
Secondary Purpose- Defense
M.D.- This magically enhanced silver
sword inflicts on an un-powered strike 4d6 to normal targets, but to targets
which are vulnerable to silver it will inflict 1d6x10 to them. When this
weapon is fed 20 PPE it crackles with electricity and every strike will
inflict a magical 2d6x10 mega-damage, this will affect Cosmo-Knights, other
such beings, and those impervious to energy at full damage. This effect
will last for 1 melee round.
Range- Hand to hand.
ROF- Same as HTH attacks
Payload- Unlimited if uncharged,
but only 6 melee rounds of active power.
Hand to Hand:
Damage:
R. Punch: 6d6 SDC
Punch: 5d6
P. Punch: 1d6x10
Kick: 6d6
Tear or Pry: 2d6 per
round of attack
Crush: 1d6x10 per round
of crushing
Leap Kick: 1d6x10
DTI
- 50PA Marine Combat Power Armor
The DTI - 50 Marine Combat Power Armor
is designed with the infantry in mind. Its no-nonsense and durable construction
makes it suitable for the Front Lines. It can often be found guarding its
larger siblings. It is also commonly deployed to mop up after the DTI -
200PA Valkyrie makes sweeps through an area.
Vehicle Type:
Personal Combat Power Armor
Class: PA MK II
Crew: One
MDC by Location:
Head - 50
Arms (2) - 90 each
Hands (2) - 50 each
Shoulder Mounted Beam
Cannon (1; right shoulder) - 100
Legs (2) - 180 each
Feet (2) - 50 each
Main Body - 200
Reinforced Pilot Compartment
- 100
Speed:
Running: 75mph; due to the advanced
robot exoskeleton; the pilot fatigues at 15% less then normal
Leaping: Capable of leaping 6 feet
high or 9 feet lengthwise
Flying: Not Possible
Range: Effectively unlimited; restricted
by the requirements of the pilot (IE: sleep food, etc)
Statistical Data:
Height: 7 feet
Width: 4 feet 3 inches across
Length: 3 feet
Weight: 500lbs.
Power System: Nuclear with a estimated
25 year life
Physical Strength: Equal to a PS
of 36
Cargo: None
Cost: 15 million credits for a new,
fully functional unit
Weapon Systems:
Shoulder Mounted Beam Cannon (right
shoulder)
Primary Purpose: Assault
Secondary Purpose: Defense
Mega Damage: 2D6 x 10 MD
Range: 4,000 feet
Rate of Fire: Twice per melee
Payload: 20 Shots before requiring
a 15-minute recharge
NE -50 Particle Beam Rifle (1; hand-held)
Mega Damage: 1D4 x 10 MD
Range: 1,200 feet
Rate of Fire: Standard
Payload: 8 or 16 depending on the
clip type (short or long)
Hand to Hand Combat: same is in
the main Rifts RPG Book
Sensors and Systems: standard as per Power
Armor Specifications
The DTI - 100PA Devastator is the premiere
assault power armor manufactured by DynaTech Industries. Using top of the
line materials and technologies, the Devastator serves very well in its
intended role. As an heavy assault unit it is often found in the company
of the lighter DTI - 50 PA Marine Combat Power Armor and its sibling PA,
the Devastator Plus.
Vehicle Type: Heavy Assault Power
Armor
Class: Devastator
Crew: 1
MDC by Location:
*Head - 60
Shoulder missile Launchers
(2) - 120 each
Arms (2) - 200 each
Forearm Pulse Cannons
(4) - 100 each
Anti- Projectile Shield
(1; left arm) - 300
Hands (2) - 80 each
DTI - 26A Medium Particle
Cannon (1) - 100
**Back Mounted Thrusters
(2) - 210 each
***Reaction Control
Thrusters (10) - 50 each
Legs (2) - 400 each
Leg mounted Missile
Pods (2) - 200 each
Feet (2) - 100 each
****Main Body - 750
Reinforced Pilot Compartment
- 350
*Destroying the head of the PA will eliminate
all forms of optical enhancement. Furthermore, it exposes the head of the
pilot!
**Destroying a back mounted thruster will
reduce flight speed by 50%. Loss of both will prevent flight.
***Loss of the RCS thrusters creates difficulties
and flight and directional control.
****Depleting the MDC of the Main body
will shut the Power Armor down, rendering it useless.
Speed:
Running: 120pmh maximum. Due to
the robotic exoskeleton, the pilot fatigues at 30% the normal rate.
Leaping: 30 feet lengthwise or 20
feet high. This distance doubles when thrusters and RC are used
Flying: Between the RCS and thrusters,
the PA can reach speeds of 200 mph maximum. This PA operates especially
well in space.
Statistical Data:
Height: 10 feet tall
Width: 4 feet, 4 inches
Length: 4 feet
Weight: 6.4 tons
Physical Strength: Equal to a PS
of 40
Cargo: minimal, enough room for
a pack and a weapon or two
Power System: Antimatter with a
projected life span of 35 years of continual use
Cost: 8.4 million credits for a
fully operational Power Armor with all armaments
Weapon Systems:
Shoulder Missile Launchers (2; one per
shoulder):
Mega - Damage: varies with missile
type; typically plasma or armor piercing
Range: Generally 1.6 miles
Rate of Fire: One at a time or in
volleys of 2, 3 or 4 per melee
Payload: 8 per launcher
Forearm Pulse Cannons (4; 2 per arm):
Mega - Damage: 2D4 + 20 MD per burst
Range: 8000 feet
Rate of Fire: Standard
Payload: effectively unlimited;
tied into the Power Armor's power plant
Medium Particle Cannon (1; hand-held):
Mega-Damage: 2D6 x 10 MD
Range: 8000 feet
Rate of Fire: 3 times per melee
Payload: 10 shots per melee
Leg Mounted Missile Pods (2):
Mega - Damage: 2D4 x 10 MD
Missile Type: Heavy Plasma
Range: 2.5 miles
Rate of Fire: One at a time or in
volleys of 2, 3, or 4 per melee
Payload: 8 missiles
Hand to Hand Combat and Bonuses for
Power Armor Combat: Devastator
Restrained Punch - 1D4
MD
Punch - 2D6 MD
Power Punch - 4D6 MD
Kick - 2D4 MD
Leap Kick - 3D6 MD
+6 to strike, parry and dodge. + 8 to dodge
when flying
+ 3 on initiative
+3 to roll with impact, fall, or punch
+2 hand to hand attacks; +1 attack at levels
four, six, and ten
Sensors and Systems: Possesses all
the standard sensors and systems as found in Rifts RPG
DTI
- 110PA Devastator Plus
The DTI - 110PA Devastator Plus is considered
the hammer to the Devastator's anvil. Featuring heavier armor and weaponry,
it is more then a match for enemy Power Armor in the same weight class.
Unlike the Devastator, the Devastator Plus is outfitted for high speed
flight, so that it might combat SAMAS suits. It also features a small scale
Nova cannon, trademark weapon of the VSF - 2 Atlas.
Vehicle Type: Heavy Assault Power
Armor
Class: Devastator MK II
Crew: 1
MDC by Location:
*Head - 120
Shoulder missile Launchers
(2) - 160 each
Arms (2) - 300 each
Forearm Pulse Cannons
(4) - 150 each
Anti- Projectile Shield
(1; left arm) - 400
Hands (2) - 160 each
DTI - 28A Light Nova
Cannon (1) - 100
**Back Mounted Thrusters
(2) - 260 each
***Reaction Control
Thrusters (10) - 100 each
Legs (2) - 500 each
Leg mounted Missile
Pods (2) - 260 each
Feet (2) - 150 each
****Main Body - 800
Reinforced Pilot Compartment
- 400
*****Variable Force
Field - 100 per side (600 total)
*Destroying the head of the PA will eliminate
all forms of optical enhancement. Furthermore, it exposes the head of the
pilot!
**Destroying a back mounted thruster will
reduce flight speed by 50%. Loss of both will prevent flight.
***Loss of the RCS thrusters creates difficulties
for flight and directional control.
****Depleting the MDC of the Main body
will shut the Power Armor down, rendering it useless.
*****Variable Force Field replenishes at
a rate of 5 MDC per minute
Speed:
Running: 70mh maximum. The legs
of the PA are entirely robotic, thus the pilot will not tire from running
Leaping: 35 feet lengthwise or 25
feet high. This distance doubles when thrusters and RC are used
Flying: Between the RCS and thrusters,
the PA can reach speeds of 450 mph maximum. This PA operates especially
well in space.
Statistical Data:
Height: 15 feet tall
Width: 5 feet, 4 inches
Length: 5 feet
Weight: 10 tons
Physical Strength: Equal
to a PS of 50
Cargo: minimal, enough room for
a pack and a weapon or two
Power System: Antimatter with a
projected life span of 35 years of continual use
Cost: 16.8 million credits for a
fully operational Power Armor with all armaments
Weapon Systems:
Shoulder Missile Launchers (2; one per
shoulder):
Mega - Damage: varies with missile
type; typically plasma or armor piercing
Range: Generally 1.6 miles
Rate of Fire: One at a time or in
volleys of 2, 3 or 4 per melee
Payload: 10 per launcher
Forearm Pulse Cannons (4; 2 per arm):
Mega - Damage: 3D4 + 40 MD per burst
Range: 8000 feet
Rate of Fire: Standard
Payload: effectively unlimited;
tied into the Power Armor's power plant
Light Nova Cannon (1; hand-held):
Mega-Damage: 4D6 x 10 MD
Range of Fire: 8000 feet
Rate of Fire: 3 times per melee
Payload: 15 shots
Leg Mounted Missile Pods (2):
Mega - Damage: 2D4 x 10 MD
Missile Type: Heavy Plasma
Range: 2.5 miles
Rate of Fire: One at a time or in
volleys of 2, 3, or 4 per melee
Payload: 16 missiles
Hand to Hand Combat and Bonuses for
Power Armor Combat: Devastator Plus
Restrained Punch - 1D6
MD
Punch - 3D6 MD
Power Punch - 1D6 x
10 MD
Kick - 4D6 MD
Leap Kick - 1D6 x 10
MD
+6 to strike, parry and dodge. + 8 to dodge
when flying
+2 on initiative
+3 to roll with impact, fall, or punch
+2 hand to hand attacks; +1 attack at levels
four, six, and ten
Sensors and Systems: Possesses all
the standard sensors and systems as found in Rifts RPG
The Valkyrie is the answer to the CS' SAMAS
power armor. Outfitted and as fast as a Devastator Plus, the Valkyrie can
get places fast. Optimized for flight, the Valkyrie is nimble in the sky,
and sleek. Principly designed as a scout power armor, the Valkyrie's weapon
systems are customized with this in mind. While it is not able to take
on heavy power armor on its own, it should be able to deal with any thing
in the medium or light category. Failing all else, the Valkyrie can out
fly just about anything.
Vehicle Type: Fast Strike/Scout
Power Armor
Crew: 1
MDC by Location:
*Head - 80
Shoulder Mounted Mini
Missile Launchers (2) - 120 each
Arms (2) - 160 each
Forearm Lasers (2) -
120 each
Hands (2) - 80 each
DTI - 22 Ion Rifle (1;
hand-held) - 100
**Wings (2) - 200 each
***Back Mounted Thrusters
(2) - 400 each
Micro Thrusters (16)
- 25 each
Legs (2) - 320 each
Leg Mounted Mini - Missile
Launchers (2) - 180 each
Feet (2) - 100 each
****Main Body - 650
Reinforced Pilot's Compartment
- 260
*Destroying the head will expose the pilot's
head to attack (unless twice the Head's MDC worth of damage hits, in which
case the pilot also killed)
**Destroying a wing will prevent flight
***Loss of one back thruster will reduce
overall flight speed by 50%. Because the micro thrusters must then be used
to help stabilize the PA, all bonuses to dodge are reduced by 50%
****Depleting the Main Body's MDC will
shut the PA down, rendering it useless
Speed:
Running: 120 mph (Pilot tires at
25% normal rate due to advanced exoskeleton)
Flying: Capable of reaching 320
mph.
Leaping: 15 feet high by 25 feet
lengthwise. Double that when using thrusters
Statistical Data:
Height: 8 feet 4 inches
Width: 4 feet; 10 feet wing tip
to wingtip
Length: 5 feet
Physical Strength: Equal to a PS
of 30
Power System: Fusion, 15-year operational
life
Weight: 6 tons fully loaded
Cost: 4 million credits for a new
fully armed PA
Weapon Systems:
Shoulder Mini Missile Launchers (2)
Mega Damage: varies with missile
Range: varies with missile, usually
around 1 to 2 miles
Rate of Fire: One at a time or in
volleys of 2, 3, 4, or 6 per melee
Payload: 10 per launcher
Forearm Lasers (2)
Mega Damage: 1D4 x 10 MD
Range: 6500 feet
Rate of Fire: standard
Payload: Effectively unlimited
DTI - 22 Ion Rifle
Mega Damage: 6D6 + 20 MD
Range: 8000 feet
Rate of fire: Single shot only
Payload: 20 shots
Leg Mounted Mini Missile Launcher
Mega Damage: Varies with missile
Range: Usually 1 to 2 miles
Rate of Fire: One at a time or in
volleys of three per melee
Payload: 12 missiles per launcher
Hand to Hand Combat: Valkyrie
Two attacks per melee at level one (plus
those gained from skills/physical training)
+1 attack at levels 3, 6, 7, 9, and 12
+4 to strike. + 4 to hit using ranged weapons
+5 to parry
+4 to dodge on the ground, + 6 to dodge
in flight
+ 3 to Roll
Hand-to-Hand Damage:
Restrained Punch: 1D4
MD
Punch: 1D6 MD
Power Punch: 2D6 MD
(counts as two attacks)
Kick: 1D6 MD
Flying Kick: 4D6 MD
(counts as two attacks)
Leap Kick: 2D6 MD
Tear/Pry: 1D4 MD
Body Block/Tackle: 1D4
MD
Sensors and Systems:
Same as found in Rifts RPG.
The SIXML - 26 Hardsuit
is manufactured by Stingray Enterprises, an up and coming manufacturerer
of Military equipment and the latest in fashionable clothing. The Hardsuit
is fabricated from a curious metal discovered in Sector 127-B and has since
been labeled 'Polynmeonic Alloy'. The alloy itself displays remarkable
properties and can, through psychic manipulation, be molded to serve whatever
function is needed. Coupled with an advanced endo-frame, and Ms. Stingray's
extensive knowledge in the area of Boomer technology (of which her father
pioneered, back in the late 21st Century), caused to be an extraordinary
suit of Power Armor.
No two suits are alike
as they are custom configured for the intended pilot. Once the Polynemonic
alloy as aclimated to the pilot, it cannot be piloted by anyone else. This
is partially so as no one else will fit in the suit, which is mere inches
taller then the pilot, and also because the suit is psychically linked
to its pilot.
Vehicle
Type: Ultra compact Power Armor
Class:
SIXML
- 26 Hardsuit
Crew:
One;
the pilot
MDC
by Location:
*Head - 100
Hands (2) - 120 each
Arms (2) - 200 each
Shoulders (2) - 240 each
Legs (2) - 260 each
Feet (2) - 100 each
***Main Body - 300
*Destroying
the head has a 75% chance of killing the pilot. If the pilot is not killed,
then he or she loses all forms of optical enhancement. Bonuses are reduced
by ½. Also, while not marked, destroying a hand or leg, etc, has
the same risk of loosing the body part.
***Depleting
the MDC of the main body will destroy the Hardsuit. The Pilot’s
body suit will protect him or her from up to 80 MDC of damage. Beyond that,
they are dead
Speed:
Running:
running speed is 10x the pilot's running speed
Statistical
Data:
Height:
Pilot's height +5 inches
Weight:
Pilot's weight +200lbs
Power
System: Microfusion power core with a rated energy life of 15 years
Physical
Strength: Equal to the pilot's PS. can be increased by choosing to
invest in physical enhancements
Cargo:
none
Cost:
50
million credits to produce the alloy and Endo frame components
Weapons
Options: (maximum choice of 4)
Energy
Blaster
Mega
Damage: 4D4 + 20 MD
Range:
6,400
feet (12,160 feet in space)
Rate
of Fire: equal to the hand to hand attacks of the pilot and suit
Payload:
24
shots; requires 30 minutes to fully recharge
Micro
Missile Launcher
Mega
Damage: 6D6 + 10 to a 3-foot area
Missile
Type: DynaTech Industries Enhanced K-Hex micro missiles
Range:
0.5
miles
Rate
of Fire: One at a time or in volleys of two per melee
Payload:
12
micro missiles
Mini
Missile Launcher
Mega
Damage: varies with missile type
Missile
Type: all standard mini missles
Rate
of Fire: One at a time or in volleys of two per melee
Payload:
6
Short
Range Missile Launcher
Mega
Damage: varies with missile type
Missile
Type: all standard mini missles
Rate
of Fire: One at a time
Payload:
2
Vibro-blade
Mega
Damage: 4D6 MD
Blade
Length: variable
Energy
Blade
Mega
Damage: 2D6 MD
Blade
Length: variable
Integrated
Anti-projectile buckler (counts as two weapons and cannot be mounted with
any other weapons, excluding the monofilament whip)
MDC:
150
-Regenerates
damage at 10% per minute
Monofilament
Whips
Mega
Damage: 1D6 x 10 MD; anything with MDC equal to or less then the damage
inflicted gets sliced in two.
Range:
each whip is 6 feet long when extended
Mountable
Locations for Weapons: Shoulders (2), Arms (4), Legs (6)
Special
Systems Options: (maximum choice of 3)
*physical
enhancement system adds +1d6 to PS, +1d4 to PP, and +2D6 to SPD
*Antigrav
Flight System: maximum speed 670 mph
*Armor:
+25% to all MDC locations; -10% for speed, +50lbs to weight
*Stealth
System: Adds a +15% to prowl and has only a 20% chance of being detected;
Suit's outer appearance changes to match its surroundings
*Jump
Jets: Foot, leg or back mounted thruster system for quick movement: capable
of jumps of up to 4500 feet per leap and and going as high as 2000 feet
*Variable
Force Field: adds a force field system to the suit: unit has 100 MDC and
regenerates MDC at 5% per melee
Glitter Boy Zeta
The Glitter Boy Zeta was contracted out to the powerful KLS Corporation located on the orbital colony of Freedom due to their expertise in producing Glitter Boys. While this particular model remains much the same, excluding styling differences, and an optimization for all environment flight, it is also more deadly.
The GB-Zeta, as it is commonly known, is designed for a heavy fire support role along side the Dominion's more nimble power armor. As part of the agreement to have this new Glitter Boy built, the Dominion conceded exclusive rights to the unit, meaning this new, up and coming model is common amongst mercenary units, and the outer colonies. A few units have even shown up on Phase World, and even the FAR has purchased several consignments. Also of note, enterprising private citizens with access to Rifts Earth, have taken some models to earth to sell as well, through back channels. Despite efforts, Fee Quebec has yet to locate where these new, more advanced suits are coming from. It is currently being debated by the board of directors whether or not to open up contact with Triax and the NGR to sell these units to the struggling human enclave.
The core of the Zeta is its advanced DGM - 30 Collomated Particle canon, which was designed to deliever high amounts of damage, from behind lines, taking out the opposition's power armor, while friendly units quickly advanced. To further insure survivability, and to avoid releasing the Dominion's more advanced shield technology, the suit's armor underwent redesign.
The Laser resistant armor was improved by incorporating, into its innermost layers, a series of magnetic field generating crystals, geared toward defusing the damage caused by particle based weapons. Also filtered into the structure of the armor, and the combat frame itself, was a kinetic difusing material developed and used by the Krellians in their early wars. the result is a further improvement to the suit's usefulness, and an extension to its combat effectiveness.
Model Type: USA-G10-Z
Class: Laser Resistant Armored Infantry Personnel Assault Unit
Crew: 1
MDC by Location
Right Forearm Collimated Particle Cannon (1) - 175
Forearm Micro missile Launcher and Vibro-blade (2) - 100
Head - 290
Hands (2) - 100 each
Arms (2) - 270 each
Legs (2) - 450 each
Manuevering Thrusters (28) - 50 each
Flight Thrusters (2)
*Main Body - 750
*Depleting the MDC of the main bodywill shut the robot down completely, rendering it useless. Note: Laser and particle weapons do half damage, kinetic weapons do quarter damage.
Speed:
Running: 60mph (96km) maximum
Leaping: The powerful robot legs can leap up to 12 feet (3.6m) high or across. Add 10 feet with a running start. Flight
thruster assisted leaps can hurl the power armor 80 feet up or across. As necessary, the flight thrusters can hold the GB aloft indefinately.
Flying: The GB-Zeta was built and optimized for flight, both in space and in assorted atmospheric types. Under Ideal
circumstances, the GB-Zeta can cruise along at 600mph, with a 5,000 foot ceiling.
Statisical Data:
Height: 10 feet, 5 Inches (3.1m)
Width: 4 feet, 4 inches (1.3m)
Lenth: 4 feet 4 inches (1.3m)
Weight: 2.2 tons fully loaded
Physical Strength: Equal to a PS of 35
Cargo: Minimal storage space; a foot compartment and storage for a rifle, handgun, survival knife, and first aid kit.
Power System: Fusion; average energy life is 15 years
Market Cost: 50 million credits and up for a new, fully armed and armored unit; Very poor availiblity on Rifts Earth. Average availiblity in space.
Weapon Systems:
1.) DGM -30 Collomated Particle Cannon (1): When contracted to develop a heavy support Glitter Boy, the KLS corporation in turn contracted out to the military manufacturing company, Dominion General Manufacturing for the development of the GB-Zeta's main weapon. What they recieved was a power armor scale collomated Particle cannon. Unlike the larger robot and ship mounted models, this one was designed to collomate the beam for maximum damage instead of variability. The result was a powerful beam weapon capable of cleaving through most power armor and some smaller robots in the same class as the GB-Zeta
Primary Purpose: Assault
Secondary Purpose: Anti-personnel and anti-power armor
Mega-Damage: 1D6 x 100 MD; effective damage radius is 4 feet
Range: 4.6 miles (7.6km)
Rate of Fire: Due to power constraints, the DGM - 30 can only be fired twice per melee
Payload: Effectively unlimited
2.)Forearm Micro missile launcher and vibro-blades (2; each forearm): Added as a backup weapon to the DGm - 30, are two micro-missile launchers purchased during a recent exchange with DynaTech Industries. Coupled with these launchers are
retractable vibro-blades, to provide some melee support.
Mega Damage (Missiles) 6D6 MD to a 3 foot area
Mega Damage (Vibro Blades): 2D6 MD
Range (Missiles): 1.6
Rate of Fire: One at a time, or in volleys of two per melee
Payload: 16 per launcher (32 total missiles)
3.) Optional Hand-held Weapons: The GB-Zeta is perfectly capable of using hand weapons, such as large scale rifles.
4.) Hand-to-Hand Combat and bonuses for the USA-G10-Z: Rather then use a weapon, the GB-Zeta can engage in hand to hand combat. See the Power Armor Combat Training section in the Rifts RPG main book for specifics.
Combat Bonuses: +1 to initiative, +1 to strike and parry, +3 to dodge, +4 to roll with punch, fall, or impact.
5.) The Glitter Boy Zeta possesses the standard range of sensors and systems