Cylim Kia (CyberSuits Damocles)
Vulture Delta (CyberSuits Damocles)
Garuka Infantry Vayon (CyberSuits Damocles)
DTI - 50PA Marine Combat Power Armor
DTI - 100PA Devastator
DTI - 110PA Devastator Plus
DTI - 200PA Valkyrie
SIXML - 26 Hardsuit
USA G10 - Z Glitter Boy Zeta">
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
 
DTI - 100PA Devastator
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
 
DTI - 200PA Valkyrie
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.
 
SIXML - 26 Hardsuit
    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
USA - G10 - Z
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

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