Classic Glitter Boy

Description:

Model Type: QGB-100 M
Class: Laser Resistant Infantry Personnel Assault Unit
Crew: One pilot.

MDC by Location:
Rail Gun (Boom Gun) — 175
Left Forearm Weapon Package — 110
Head —290
Hands (2)—100 each
Arms (2) — 270 each
Legs (2) — 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,” but 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!

Speed
Running: 60 mph maximum. Note that the act of running does tire its operator, but only at 10% of the usual fatigue rate.
Leaping: The robot legs can leap up to 12 feet (3.6 m) high or across. Add 10’ with a running start. Jet thruster assisted leaps can hurl the power armor 80’ up or across. If necessary, the thrusters can momentarily hold the QGB-100M aloft as high as 12’ 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); roughly the same surface speed. It 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 to the sea floor, rocky outcropping or other means of firm support. (Note: Sinking the pylons into the hull of an M.D.C. ship or submarine takes several tries — using up 1D4+1 melee actions and signaling to those inside that something is hammering its hull — inflicts 1D4 M.D. and punches a pair of holes into the hull of the vessel). Without suitable support, the force of the shockwave will propel the GB backwards in a spiral for 1D4x100 yards/meters and cause it to lose initiative and its next 1D4+3 melee actions/attacks. Half this distance and 1D4 lost actions if sunken into typically soft underwater flooring.
Maximum Ocean Depth: One mile

Statistical Data
Height: 10’5"
Width: 4’4"
Length: 4’
Weight: 1.2 tons fully loaded.
PS: 40
Cargo: Minimal storage space; a foot compartment and storage for a rifle, handgun, survival knife and first-aid kit.
Power System: Nuclear; average energy life is 20 years.

Weapon Systems
1. RG-IS 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 (mistakenly catalogued by most to be Mach 2) and actually creates a sonic boom when fired. The gun is the most powerful personal or vehicle weapon to survive the Great Cataclysm and has not yet been successfully duplicated or seen as a worthwhile item for duplication by most high-tech weapon manufacturers. This makes it exclusive to independent Glitter Boy Pilots and the Armies of Free Quebec, and recently, the NGR. (Most believe other comparable weapons exist without the detriments of a sonic boom and shock waves to overcome.) The weapon is typically attached to the back and right shoulder of the power armor. When not in use, the gun is flipped back and stored in an upward position. When needed for combat, the GB’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 m). The automatic stabilization system is a synchronous system of jet thrusters and retractable reinforcement pylons in the legs that hold the armor steady. The pylons and the jets fly into action the moment the Boom Gun is fired.
Primary Purpose: Assault and Anti-Armor.
Secondary Purpose: Anti-Aircraft
Weight: Rail Gun: 867 lbs (390 kg)
Damage: 3D6x10 MD!
Effects of the Sonic Boom: The GB 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 in protective body armor 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.
The sonic boom will also affect the physical surroundings by shaking buildings and shattering S.D.C. windows within a 300 foot diameter (91 m) of the boom.
Rate of Fire: Equal to the number of combined hand to hand attacks of the pilot and his power armor (usually 6-8; see Power Armor Training). Bursts and sprays are not possible
Maximum Effective Range: 11,000 feet (about 2 miles/3.2 km).
Payload: 100 rounds/shots. Unlike some of the other power armor suits, the Glitter Boy’s Boom Gun can be reloaded by hand, one round at a time, by the pilot. Unfortunately, this takes about 15 minutes to reload approximately 40 rounds. A carrying drum of 400 rounds is sometimes used to carry extra rounds. The drum has 30 M.D.C. and can attach to the hip/waist.
Quick Reload: The Quebec Military has developed a “quick reload” procedure involving what they call Reload Teams. These teams of munitions experts ride up behind the Glitter Boy in a hover vehicle specifically designed for reloading GBs. An automated reloading device is hooked up to the back-mounted ammo-drum and quickly refills all one hundred flechette rounds faster than any human fingers could possibly accomplish (typically done in 45 seconds or three melee rounds). These teams can also reload the GB by hand in six minutes instead of the 10-15 that it takes the pilot, because they are working in unison as 2-3 man teams. These teams are always available during mass combat, but rarely for field operations of small squads.

2. Rimouski Weapon Package (1): Part of the newer models used by Free Quebec, the Rimouski Package adds to the Glitter Boy’s overall combat capability. The new arm combines several key short-range weapons to help defend the Glitter Boys. They are no match for the infamous Boom Gun, however all of the Glitter Boy pilots agree that the addition of the weapon packages allow for added tactical depth and defense.

  • RM-100 Laser Blaster (1, concealed): A barely noticeable nozzle is located under the arm — point and shoot. A short-range laser.
    Primary Purpose: Anti-Personnel.
    Secondary Purpose: Defense.
    Damage: 2D6 M.D. per blast.
    Rate of Fire: Equal to the number of combined hand to hand attacks
    of the pilot and his power armor (usually 6-8).
    Maximum Effective Range: 1000 feet (305 m).
    Payload: Effectively Unlimited; tied to nuclear power supply.
    Bonus to Strike: +1 to strike
  • Laser Finger (1, concealed): Used primarily as a cutting and welding tool, but can also be used in close combat.
    Primary Purpose: Tool.
    Secondary Purpose: Defense.
    Damage Settings (3): 2D6 S.D.C., one M.D. or 1D4 M.D. per blast.
    Rate of Fire: Equal to the number of combined hand to hand attacks of the pilot and his power armor (usually 6-8).
    Maximum Effective Range: 20 feet (6 m).
    Payload: Effectively Unlimited; tied to nuclear power supply.
    Bonus to Strike: +1 to strike
  • RM-100 Vibro-Sword: An extendable Vibro-Blade concealed in a forearm housing.
    Primary Purpose: Anti-Personnel.
    Secondary Purpose: Defense.
    Weight: A part of the power armor.
    Damage: 2D6+3 M.D. per strike.
    Attacks per Melee Round: Equal to the number of combined hand to hand attacks of the pilot and his power armor (usually 6-8). Maximum Effective Range: 3 foot blade (0.9 m).

3. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage hand to hand combat. Since the inception of the Glitter Boy Legions decades ago, the Glitter Boy Pilots of Free Quebec (as well as the Descended GB Pilot O.C.C.) have their own “Elite” GB Combat Training Skill. See the description that follows.
Hand to Hand Bonuses from Glitter Boy “Elite” Combat Training
This power armor combat skill includes the ability to pilot all variant types of Glitter Boy power armor, including the Classic Glitter Boy, Triax/Cyclops Glitter Boy, Tarantula and Glitter Girl. An “elite” GB pilot can also operate the Taurus Artillery Boy, Silver Wolf and man-sized Side Kick, but the bonuses listed below are reduced by half or modified as noted for these last two. (See specific descriptions for possible special bonuses unique to that specific type of power armor. For example, the Glitter Girl gets an additional initiative and strike bonus).
Note: The GB Elite Combat Training skill is exclusive to Free Quebec Glitter Boy Pilot O.C.C.s and The Descended GB Pilot O.C.C. (which can apply to those outside Quebec). Ordinary Power Armor and RPA Pilots do not get in the “Elite Glitter Boy” Combat Training no matter how experienced they may be. They use either the Power Armor “Basic” or “Elite” Combat Training stats on page 45 of the Rifts® RPG as per their training.

  • Two hand to hand attacks per melee round at level one, plus
    those of the pilot (typically for a 1st level total of six or
    seven).
  • Add one melee attack/action at levels 3, 7, and 11.
  • +2 to initiative.
  • +2 to strike with Boom Gun and other rail guns and cannons.
  • +2 to strike in hand to hand combat.
  • +2 to parry.
  • +2 to dodge.
  • +4 to pull punch.
  • +4 to roll with impact, punch or fall.
  • Damage:
    • Critical Strike: the same as the pilot’s.
    • Restrained Punch: 1D6 M.D. (One M.D. for the Side Kick).
    • Full Strength Punch: 2D6 M.D. (1D6 for the Side Kick).
    • Tear or Pry with Hands: 1D6 M.D. (1D4 for the Side Kick).
    • Kick Attack: 2D4 M.D. (1D4 for the Side Kick).
    • Running Leap Kick: 4D6 M.D. (2D6 for the Side Kick).
    • Body Block/Ram: 2D4 M.D. (1D4 for the Side Kick).
  • Remember, 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 outside of the robot.

4. Standard GB Sensors & Features of Note: In addition to those standard to power armor, all Glitter Boys have the following:

  1. Optical Systems: The QGB-100 has full optical systems, including laser targeting, telescopic, passive nightvision (light amplification), thermo-imaging, infrared, ultraviolet, and polarization.
  2. Advanced Laser Targeting: As well as the usual robot standard features, the Boom Gun is +2 to strike.
  3. Distress Homing Beacon: Most Quebec Glitter Boys are equipped with a scrambled radio, homing signal for location and extraction from combat zones. However, there is a 30% chance of detection by the enemy and some units assigned to reconnaissance and espionage operations have had the homing beacon disabled.
  4. Self-Destruct Mechanism: All Quebec Glitter Boys are equipped with a self-destruct mechanism to prevent the armor and its technology from falling into enemy hands.
  5. Laser Resistant Armor: All Glitter Boys are made from special alloys with a chrome-looking surface that is resistant to laser attacks (half damage). Other than Free Quebec (and now Triax of the NCR), no one has ever been able to duplicate this technology. The CS has written it off as obsolete and not worth wasting time and money trying to duplicate, and most others, including Northern Gun, Manistique and the Black Market concur with that sentiment.
Bio:

The Glitter Boy is considered a power armor suit by most, but a robot by others, because it is so heavily armored and armed, and while the pilot operates foot pedals and hand levers, he does not actually “wear” the armor, but stands inside. Whether power armor or robot, because of the Free Quebec War, the Glitter Boy has made a striking comeback that will shatter the landscape and give other powers reason for concern.

The “Classic” Glitter Boy is the QGB-100 (originally known as the USA-G10). It remains one of the most lethal instruments of war, and an effective urban assault unit, and mass combat infantry artillery strike force. The massive Boom Gun, although superb in long range combat, leaves the unit unable to effectively engage in close combat. This means the Glitter Boy must rely on the support of additional ground troops or be used primarily as a mobile artillery unit. This limitation has been solved by engineers within the Quebec Military by what has been coined as The Rimouski Augmentation or Rimouski Weapon Package (named after the birthplace of the engineer who designed it).

Doctor Yves Thibodeau of Rimouski, a power armor and robotics design expert, has redesigned the QGB-100’s arm, replacing it with a new, multi-purpose weapon package. It is intended to compensate for the lack of short-range weapon capabilities and make GBs isolated in the field, particularly those involved in reconnaissance, rescue and special operations, less vulnerable in close combat situations. This weapon package is typically installed in the left arm. Along with the newly modeled Rimouski arm, the laser targeting and computer radar tracking systems are upgraded with some of the new technology procured from Triax.

Virtually all Glitter Boys operating in small squads, recon, rescue and Special Operations have received the Rimouski Weapon Package. In addition, roughly 30% of all other Classic Glitter Boys have also been augmented with the Rimouski Weapon Package. All new models have been designed to include the new arm from their beginning. The only units not given over to the Rimouski Augmentation are the QGB-550 NGR-style Glitter Boys, which already have the advanced systems and close-quarter weapons.

Classic Glitter Boy

Partisans GalenFitzpatrick GalenFitzpatrick