QPA-98 Sidekick Flying Power Armor
Model Type: QPA-98 Power Armor
Class: Strategic Armor Military Exoskeleton.
MDC by Location:
﹡Main Jet Thruster (1) — 90
﹡Lower Jet Thrusters (2, back) — 30 each
﹡Leg Directional Thrusters (4, total) — 15 each
Forehead Searchlight (1) — 3
QST-98 Grenade Launcher (1) — 100
﹡﹡﹡Main Body — 280 and laser resistant like the GB.
﹡A single asterisk indicates one of the jet thrusters. Destroying the main thruster makes flight impossible and reduces the leaping height and distance by half.
Destroying the lower jet thrusters reduces flying speed by 20% and makes mobility while flying or leaping unstable, reduce combat bonuses by half.
Destroying both the main and secondary thrusters makes flight impossible, reduce combat bonuses by half and leaping is limited to 12 feet (3.6 m) high and across. Destroying two or more of the leg thrusters reduces speed by 10% and makes flying the Side Kick wobbly; -1 to strike and dodge.
All are small and/or difficult targets to hit requiring an attacker to make a called shot to strike one. Even then the attacker is -3 to strike; -6 if the SK is leaping or flying around.
﹡﹡Destroying the head/helmet has a 01-70% chance of knocking the pilot unconscious. If conscious, the pilot has two problems. One, no power armor combat bonuses to strike, parry, and dodge. Two, the human head is now vulnerable to “aimed” attacks. Note: The head is a small and difficult target to hit (shielded by the main jet). Thus, it can only be hit when an attacker makes a called shot and even then the attacker is -3 to strike; -6 if the SK is leaping or flying around.
﹡﹡﹡Depleting the M.D.C. of the main body will shut the armor down completely, making it useless and rendering the jet pack inert (no independent power supply). Note: Laser weapons do half damage!
Running: 40 mph (64 km) maximum. The act of running does tire its operator, but at a fatigue rate of 20% of normal, thanks to the robot exoskeleton.
Leaping: A height of approximately 12 feet (3.6 m) straight up or lengthwise is possible unassisted by the thrusters. A jet thruster assisted leap from a stationary position can propel the unit up to 60 feet (18.3 m) high and 300 feet (91.5 m) across without actually attaining flight or requiring a running start.
Power Jumping and travel: The integrated jet pack enables the power armor to leap great heights and distances. Getting a running start will enable the individual to leap up to 60 feet (18.3 m) high and 300 feet (91.5 m) lengthwise. The height of the leap is controlled by the pilot and generally ranges between 20 to 60 feet (6 to 18.3 m); with 30 feet (9 m) of height being average. By leaping, landing, continuing to run a few dozen yards/meters, and power leaping again, the Side Kick can attain and maintain an impressive ground speed of 150 mph (240 km), even through light forest. Speed should be reduced by 40% or 50% when travelling through dense vegetation or hazardous terrain. Failure to do so will result in a jarring and potentially damaging collision or accident.
Direction is controlled by the pilot. The capabilities of the jet pack allow the pilot to stop in mid-air, change direction/trajectory and hover. However, having to suddenly engage the jet pack in mid-flight to avoid a collision or bad landing may slow one’s speed and make the character an easier target for attack. Likewise, crashing through underbrush or S.D.C. structures makes a lot of noise, alerting predators and the enemy to one’s presence, and reduces the pilot’s vision and awareness (-3 on initiative, -1 to strike, parry, and dodge due to obscured vision and rate of travel).
Limited Flight: Unlike the T-21 Hopper, the Side Kick can actually fly. Maximum height/altitude is 600 feet (183 m). Maximum flying speed is 120 mph (192 km), but cruising speed is considered to be around 60 mph (96.5 km).
Flying Range: The nuclear power supply of the armor gives it a decade of life, but the jet rockets get hot and need to cool after a maximum of one hour of continuous flight. In most cases, the jets will start to sputter and speed decrease by half after one hour and for another 3D6 minutes before cutting out completely. If the jet pack burns out, the main and secondary thrusters are destroyed, making flying and jet propelled leaps impossible. Remember, traveling by power jumps can be maintained for an unlimited number of hours at a greater speed of 150 mph.
Swimming: The thruster system provides good mobility and control underwater but a sluggish speed of 25 mph (40 km); roughly the same surface speed. It can also walk along the bottom of the sea at about 25% of its normal walking/running speed. The range of the grenade launcher is reduced by 25% while the range of the laser pistol is increased by 50%, but most other types of projectile and energy weapons are reduced by half.
Maximum Ocean Depth: 1200 feet (366 m).
Height: 7 feet
Width: 3 feet
Length: About 3 feet
Weight: 600 lbs without jet pack, 1000 lbs with.
Cargo: None, however a sidearm (energy pistol), Vibro-Knife, 2D4 hand grenades and basic field equipment (flare, canteen, flashlight, etc.) is usually carried on a waist belt and/or a bandoleer across the chest. A reload of rifle grenades for the gun is typically carried in a satchel slung over the shoulder or attached to a bandoleer style chest belt.
Power System: Nuclear, average life is 20 years.
No weapons are integrated into the power armor of the Side Kick. Instead a QST-98 Grenade Launcher, rail gun or other heavy weapon is carried as a hand held weapon.
1. QST-98 “Kicker” Grenade Launcher (standard issue): This is a large, heavy duty grenade launcher with superior range and standard payload (40 rounds). An ammo drum with an additional 80 rounds can be attached to the top. This weapon can be hand carried like an assault rifle or attached to a shoulder support across the back of the armor similar to the mounting of the Glitter Boy’s Boom Gun. It has a swivel mount to lower and raise the gun, and can be stowed in a locked position pointing up or down.
Weight: Gun 110 lbs., 128 lbs. fully loaded, 160 lbs. with additional ammo drum.
Damage: 5D6 M.D. per round to a six foot (1.8 m) radius. Can also fire in short bursts of three inflicting 2D4xlO M.D. This burst attack counts as one melee action but is fired without benefit of any strike bonus (unmodified die roll only).
Rate of Fire: Equal to the number of combined hand to hand attacks of the person in the suit (usually 6-8).
Maximum Effective Range: 1800 feet’
Payload: 40 without ammo drum, 120 with ammo-drum. Typically one full reload (one 80 round drum +40 hand loaded rounds) is carried by the power armor. It takes three melee actions to remove and snap on a new drum, but four melee rounds (one minute) to reload forty by hand (three times that for the untrained).
3. Optional Weapons: Being “man-sized” the Side Kick can use most any type of handgun, rifle or light rail gun. The old Coalition C-27 Plasma Cannon, C-12 laser assault rifle and C-14 Fire Breather are among the more favored alternatives to the QST-98, and are sometimes used as secondary/back-up weapons.
4. Sensors & Features: All basic features common to power armor, plus the laser resistant armor of the Glitter Boy (laser fire does half damage).
Sensors, Optics & Features of Note: The helmet is equipped with a searchlight (1000 foot/305 m range) and the SK has full optical systems, targeting, and other features common to all power armor.
Special Bonuses: +1 to strike is applicable to long-range weapon combat only. Hand to Hand Bonuses: +1 on initiative, +1 to parry, +2 to dodge, and is automatically +6 to dodge while travelling by means of power jumps. For other bonuses see Power Armor Combat Training Elite in the Rifts® RPG, page 45.
The Side Kick, also known as the “Little Buddy,” is a small, man-sized suit that borrows a page from the Triax T-21 Terrain Hopper power armor. The Side Kick is a lightweight suit of environmental power armor designed for speed, extreme mobility and limited flight while providing maximum protection. It is the first “man-sized” power armor to utilize the Glitter Boy’s laser resistant, chrome plating. Its specific purpose is to accompany and support Glitter Boys, hence its name. One Side Kick is typically assigned to every 2-4 Glitter Boys (sometimes one SK is assigned to cover 6-10 GBs when availability of the smaller unit is poor or during mass combat operations).
The Side Kick’s job is a simple one: To assist and protect the Glitter Boys assigned to it. This includes protection from missile and aerial attacks as well as from ground troops, snipers, and other outside interference. Side Kicks may also scout ahead, flush out enemy troops, create diversions, help reload the Boom Gun and take other helpful and complementary action. This enables the GB pilot to focus his or her full attention on prime targets (i.e. enemy armor/tanks/robots, aircraft, bunkers and other entrenched positions or mass troop movement), while the smaller, faster Side Kick covers his or her back and lends a helping hand.
Part of the selection and training process of Side Kick pilots is to find men and women who are “team players” and who do not see their position as a Glitter Boy “Side Kick” as demeaning or inferior. As a result, most Side Kick pilots are dedicated and proud of the service they perform. Without them, the Glitter Boy is more vulnerable and less focused. Together, they are a dynamic force that is all the stronger. Of course, Side Kick pilots tend to take a second seat to the GB pilots who usually reap the majority of the accolades, but the Side Kick takes stock in a job well done, and knows the success of a mission often rests in his or her hands.
The Side Kick power armor is fitted with a detachable jet pack that provides limited, low altitude flight. However, the jet pack is not designed for prolonged flying. The ideal method of travel is a combination of walking and short jaunts of 1-50 miles (1.6 to 80 km) flying or by jet propelled leaps. In open combat, the Side Kick is often seen bounding across the battlefield, gun blazing, or rocketing into the sky, stopping momentarily in mid-leap to fire and either dropping back down to earth or zipping around like an angry bee, lighting for a moment before leaping or flying off again — all of which making for a difficult target to hit.
The jet pack is composed of one large rocket jet mounted between the shoulders with a smaller pair hanging below the waist. Additional mini-thrusters in the lower legs of the armor help provide control, direction and mobility. The jet pack is tied directly into the power armor and the boosters will automatically engage every time its operator runs and leaps, as well as upon a verbal command. Motion detectors and sensors in the feet indicate velocity and the moment when both feet have left the ground. At that instant, the booster jets kick in, hurling the character in a power leap 20 to 60 feet (6 to 18.3 m) into the air and that carries the wearer approximately 300 feet (91.5 m) horizontally (forward or backwards). The jet assisted leaps can be done indefinitely without fear of overheating, and give the wearer great ground speed and all-terrain capabilities.As noted earlier, the Side Kick is also capable of limited flight; see stats for details.