USA-GBX01 Glitter Boy After along and exhaustive study and R&D new Glitter Boy based on the KLS Mark V Glitter Boy from Space Station Freedom (MiO). Looking like a beefed up version of the Mark V Glitter Boy is the only thing about the same of the GBX 01 Glitter Boy. It comes equipped with new ground breaking technology and other technologies copied from other systems such as its Contra Gravitic system mated to an Inertial Null Gravity system which enables this Glitter Boy to fire the "Boom Gun" in railgun mode and not needing to plant its pylons which it retains for emergencies and anchoring to things if needed. All its shoulder mounted weapons systems are modular allowing for optional weapons mountings so other weapon systems can be mounted in the modular universal mounts. The right shoulder universal modular mount is usually for large systems such as "Boom Gun" sized weapons, but smaller weapons may be mounted. The left shoulder universal modular mount usually mounts smaller support and tactical weapons with the missile pack being most common, but larger systems such as "Boom Gun" sized weapons can also be mounted, even TWO large systems such as "Boom Gun" sized weapons systems can be mounted one each shoulder! With no reduction in mobility due to the two gravity systems employed by the GBX 01. Other smaller weapon systems are also available. But the VMAT shielding system and the Gravitic/Gravitonic Technologies mated to the Boom Gun is totally new. Full Technological out fitting of this USA-GBX01 Glitter Boy is rare, most models are equipped with a Naruni Force Field and just its Base Jet system similar to that on the Mark V Glitter Boy with a normal Boom Gun or Pulse Laser Gattling. The GBX 01 still retains the Pylon and Jet system as a back up system should the 2 main Gravitc and Contragravity systems fail. And the Pylons are useful when the GBX 01 needs to be anchored to some thing like in a weight less averment. Another interesting feature is that the main weapon what ever it is can operate independently with out needing to be aimed and fired with out the need for the pilot to handle the main weapon. Model Type: USA-GBX 01 Class: Laser Resistant Strategic Armored Infantry Military Assault Unit Crew: One Pilot GBX EGGRG-1 / Boom Gun (1; over right shoulder): 300 XTX-41 Laser Pulse Gattling (Optional) 200 Variable-Missile Launcher (3; both legs and left shoulder) 100 each (Optional and detachable) Head: With one Variable pulse laser 300* Head fin mounted variable pulse laser. ** (1 on fin) 100 Hands (2): *** 150 each Arms (2): 300 each Energy/Vibro-Blades housing (2 one on each fore arm) 100 each Variable Pulse Laser housing (1; left fore arm) 100 Legs (2): 500 each Main Body: 850* Reinforced Pilot's Compartment: 200 Internal VMAT and Integrity Field Built in to Pilot Compartment: 200 Backpack Contragravity Flight Systems (Rear): 250 Jet Stabilizing system (Rear): 200 VMAT Shielding System Built in to Power Armor: 400 Note: *** The head and hands are small and difficult targets to hit. Thus, they can only be hit when a character makes a called shot, and even then the attacker is -3 to strike. ** The head mounted laser fin requires a -6 to hit on a called shot. *Depleting the M.D.C. of the main body will shut the robot down completely, rendering it useless. Note: Laser weapons do half damage! Speed: Running: 100 mph (161 kph) maximum. Running tires out the pilot at a rate of 5% with any Gravity system engaged, 10% with no Gravity system engaged. Leaping: The powerful robot legs, assisted by the leg thrusters, can leap up to 60 feet (18.3 m) high or across, or 20 feet (6 m) without thrusters. Add 12 feet (3.6 m) with a running start. Note that leaping height and distance on the moon and in zero gravity is doubled. Note that leaping height and distance on the moon and micro gravity is doubled. Flight: The enhanced rear jets and leg thrusters provide limited flight in an atmosphere and greater speed and mobility in zero gravity. The GBX 01 can hover up to 200 feet (61 m) above ground and fly at a speed of 45 mph (72 km) in an atmosphere and Earth type gravity on thrusters alone. With the Null Grav system only engaged GBX 01 flies at a constant acceleration of one G to 22 MPH (35.3 kph) has superior maneuverability and speed, rocketing as fast as 300mph (482.7 km), and is + 6 to dodge with thrusters assisting and unlimited altitude in an atmosphere and Earth type gravity. In an atmosphere the with the Contra Gravity system the speed is Mach 2, 1480 mph (2382 kph), in an atmosphere, plus 45 mph with thrusters. Plus 22 mph constant acceleration to MACH 6 with the Null Grav system engaged plus 300 mph with thrusters engaged. With either Gravity system engaged there is no altitude limit. Space Flight: In zero gravity the GB has superior maneuverability and speed, rocketing as fast as 300mph (482.7 km), and is + 6 to dodge on thrusters alone. With the Null Grav system only engaged GBX 01 flies at a constant acceleration of one G to 22 MPH (35.3 kph) plus as fast as 300mph (482.7 kph) with thrusters then a 1G constant acceleration beyond that, and is + 6 dodge. Theoretically the GBX could go to near light speed with the Null Grav system but it would take a long time. The Contra Gravity drive system can fly at a maximum of Mach 20 in space and is unlimited in space. And only limited to pilot endurance. After that a constant acceleration of one G with the null Grav engaged. The VAMATSS can shield the pilot from the harsh effects of the high speeds in space. Plus 300 Mph with thrusters but are usually used to assist in turns. The Null Grav Inertial System can allow the pilot to do a high speed snap turn with out getting thrown around the GBX and getting hurt on the inside. With either VMAT Sheilding System engaged the GBX-01 can travel up to near lightspeed with no ill effect to the pilot. Underwater: The armor can travel up to a maximum speed of 100 mph (161 kph) to a maximum depth of 3 mile feet (4.83 km) with out the VMATSS on. Unlimited with the VMATSS or VMATTSS Structural Integrity Field on. Range: The Armor's range is unlimited. The Null Grav and Contra-Grav system does not overheat. The only limit is the pilot's endurance. Statistical Data: Height: 11 feet 6 inches (3.51 m) Width: 4 feet, 8 inches (1.45 m) Length: 5 feet (1.52 m) Weight: 2 tons, fully loaded. Physical Attributes of Note: Equal to a PS 45. Cargo: Minimal storage space, about a 1 foot compartment, and storage for a rifle, handgun, survival knife, and a first-aid kit. Power System: Four Advanced Micro Fusion; Average energy life is 50 years each. Market Cost: 100 million credits and up for a new, undamaged, fully powered Glitter Boy complete with a Boom Gun. 50 million for a rebuilt GB or without a Boom Gun. 1. GBX-1 4M EGGRG-1: Electro-Magnetic-Gravitic Assist-Graviton Rail Gun Cannon. Main Weapon of a new type of Glitter Boy that looks very much like a Beefed up version of the Mark V Glitter Boy produced on Freedom Station by the KLS Corp. This weapon can be mounted on any existing Glitter Boy that has can Field a BOOM Gun. It has the same sonic "Boom" problems as the earlier models in an atmosphere. So other types of Glitter Boys with out Contra-Grav, Null Gravitc Stabilization with Synchronized back up Jet assist with Pylons or other forms of Counter Balancing Systems the Glitter Boy suffers the same penalties as if fired with no Stabilization System Engaged while firing Projectiles in any form with the Electro-Magnetic system. However when fired as a Gravity Rail Gun or in Graviton Pulse/Blast mode it does not need a Stabilization System Engaged. GBX-1 4M EGGRG-1 M.D.C.: 300 M.D.C. Weight: Gun: 1000 lbs. (454.5 kg), 10 round Clip: 15 lbs. (6.8 kg) Mega-Damage: 3D6X10 M.D. per round, Hardened Ammo adds 1D6X10 MDC for a total of 4D6X10 MDC critical on an 18-20. Armor Piercing Rocket Assisted Projectile (A.P.R.A.P.) Delta Dart damage is 6D6X10 MDC and penetrating armor critical on a 16-20. (A.P.R.A.P. Delta Dart range is a base of 22,000 feet) The Gravitc Assister adds another 2D6X10 MD and doubles the range to 22,000 feet (6,705.6 m) so with standard ammo 5D6X10 MDC and for Hardened ammo 6D6X10 MDC. For A.P.R.A.P. Delta Dart damage is 8D6X10 MDC or 1D4X100+80 MDC and penetrating armor critical on a 16-20 with range of 44,000 feet (13,411.2 m). As a Gravity Rail Gun the Gravitic Assister does 2D6X10 MDC alone with Standard ammo, and 3D6X10 MDC with hardened Ammo, with the standard range of 11,000 feet (3,352.8 m). And with A.P.R.A.P. Delta Dart damage is 5D6X10 MDC and penetrating armor critical on a 16-20 with range of 22,000 feet (6,705.6 m). So it can act as a light gravity rail gun also if need be the, Gravitc Asisiter has it own power supply. The Graviton Pulse does 4D6X10 MDC/hits by its self and damages all energy or incorporeal beings range 36,000 feet (10,972.8 m), The Graviton unit also has its own power supply. Full Damage to Phased and Super Natural Beings. The Graviton Blast is 1D6X100 MDC/hits once per Melee then lower settings are used range 48,000feet (14,630.4 m) in an atmosphere. Then lower setting are used. Full Damage to Phased and Super Natural Beings. The Graviton pulse/blast can be added to the normal projectiles and infuse them with Graviton Particles making them do damage to phased type and energy beings too and super natural beings...all damage is cumulative. The Graviton Pulse with Gravitc Assist when shooting flechette ammo or A.P.R.A.P. Delta Dart does 1D6X100 MDC for all types of ammo. Full Damage to phased type and energy beings and super natural beings. For silver ammo it is 1D6X100 Hits for vampires and other beings effected buy silver, same range but only 1D4X100+80 MDC for other beings. The Graviton Blast with Gravitc Assist when shooting flechette ammo or A.P.R.A.P. Delta Dart does 2D6X100 MDC for all types of ammo once per melee. Full Damage to phased type and energy beings and super natural beings. For silver ammo it is 2D6 X100 Hits for vampires and other beings effected buy silver, same range but only 1D6X100 MDC for other beings. The Graviton unit also has its own power supply. All Graviton attacks cause Warp Fields and Rifts to collapse when a shield is penetrated. They also can be set to punch a hole in a Force Field for 4D6 melees 4D6 feet in size, if the field saves at 16 or higher it takes damage as it would if hit by the Gravitic Pulse/Blast depending on the setting that hit the field. Graviton Emitter Pulse/Blast Sealing Setting When sealing Rifts the Rifts save at 10 for a small Rift Random, 12 for a slightly larger one, 14 for a normal one, 16 for a large one and 18 for the largest kind. The Process takes one melee round for small rifts. Two (2) melee rounds for a normal one. Four (4) melee rounds for larger ones. For the Largest Rift it is Four Melees plus 1D4 Melees. When the Rift makes a save from the Graviton Emitting Sealing Setting and the GESS is still being applied to the Rift, the Rift saves at -2 per melee the GESS is continuously applied to the Rift till it fails. When sealing Large and Largest Rifts the Rift will spend one Melee Round going to the next lowest size and when reaching small size it will totally dissipate. When one or more GESS systems are applied to a Rift on the same setting the Rift saves at -2 per GESS unit being applied. And the dissipation rate is also increased by a factor of per unit. (IE Four GESS units are applied to a large Rift would make it save at -6 and if failed save would dissipate in one melee. If saved it would save at -8 on the next turn. Five or more units working on the Largest Rift only lowers the Rift's save by -2 times the number of units and it would still take 1D6 Melees to seal the Rift.) Graviton Pulse/Blast Expulsion Setting This setting can be used to send a summoned or powerful being back to its plane of origin by attacking the very anchor points that is holding it in the current dimension. This only works on beings that are summoned or need to arrive in another dimension with the assistance of some form of mystical or technological means. Also those beings that can be banished through normal means that arrived by them selves through natural rifts. When on this setting the charged Gravitons infuse the Target with the same stabilizing effects as the same as the Rift Sealing setting. Damage is done normally but when the Damage exceeds that of the Target, the Target simply is sent back to its primary plane of existence. This only works with the Graviton Pulse/Blast setting or the Graviton Pulse/Blast with Gravitic Assist setting. It does not work with the Magnetic/Gravitic assist or Gravitic Rail Gun settings alone. The Target does have the option to make a Save at 18 to not to be sent back. If the save is made the Target simply dies and then it goes back to its plane of origin. 5D6X10 H.P. (2D6M.D.) for Wood rounds and 4D6X10 H.P. (2D4X10M.D.) Silver for Rounds to Vampires. Rate of Fire: Aimed or wild, bursts are no possible. Number of shots is Equal to the H.T.H. attacks of the operator plus those added to those of the PA bonuses. Effective Range: 11,000 feet (3,352.8 m) for standard, hardened or Gravity Rail Run for standard or hardened ammo. 22,000 feet (6,705.6 m) for A.P.R.A.P. Delta Dart also as Gravity Rail Run ammo, also for Gravitic Assist with standard or hardened ammo. 44,000 feet (13,411.2 m) for A.P.R.A.P. Delta Dart with Gravitic Assist. 36,000 feet (10,972.8 m) Graviton Pulse. Dual Gravitc Assist/Pulse and Flechette or A.P.R.A.P. Delta Dart. Dual Gravitc Assist/Blast and Flechette or A.P.R.A.P. Delta Dart. 48,000feet (14,630.4 m) Graviton Blast 2,000 feet (610 m) for silver and wood rounds. Rail Shots Doubled in space. Graviton Pulse/Blasts and Dual shots/blasts and Gravity assisted rail shots X 100 in range. Payload: 100 shot drum and 10 shot Clips. Graviton Pulse/Blasts are effectively unlimited. Special Bonus: Built in Multi-optic (Polarized, I.R., U.V., Thermo-Imaging, Passive Night Vision, Variable 1X500 Power Telescopic all range 30 miles/64km, Gravitic Sensor 30 Miles/48.28km all ranges X1000 in space) computer guided targeting sight and laser and gravitic sensor targeting for plus +2 to strike in addition to any other bonuses. Cost: 50,000,000 credits. 2. Head mounted Variable Pulse Laser (2): This is a True Variable Pulse Laser with five power settings for a wide variety of situations. After two hits the computer analyzes the reflective armor and will compensate it by changing the laser's frequency. Primary Purpose: Anti-Personnel and Anti-Armor Secondary Purpose: Welding Mega-Damage: Setting One: 3D6+6 SDC Setting Two: 1D6X10 SDC Setting Three: 1 MDC Setting Four: 3D6 +6 MDC Setting Five: 1D6X10 MDC. For each laser. Each laser can be on a different setting when fired. Dual Blasts from same settings: Setting One: 1D4X10+12 SDC Setting Two: 2D6X10 SDC Setting Three: 2 MDC Setting Four: 1D4X10+12 MDC Setting Five: 2D6X10 MDC Rate of Fire: Equal to the combined hand to hand attacks of the pilot. Maximum Effective Range: 4,000 feet (1220 m) Payload: Effectively Unlimited, as it is patched directly into the GBX's Micro Fusion power supplies. 3. Variable Pulse Laser: Mainly in place as a defensive or precision weapon, the pulse laser is mounted on the left arm, above the Energy/Vibro-Blade. After two hits the computer analyzes the reflective armor and will compensate it by changing the laser's frequency. Primary Purpose: Anti-Personnel Secondary Purpose: Defense Mega-Damage: 1D4X10 MD single shot, 2D6x10 MD per triple pulse. Rate of Fire: Equal to the combined hand to hand attacks of the pilot. Maximum Effective Range: 12,000 feet (3657.6m) Payload: Effectively Unlimited, as it is patched directly into any of the GBX's micro fusion power supply. 4. Multi Variable Missile Launchers (3): These Variable Launchers fit 32 Mirco missiles or 16 Mini-missiles or 8 Short Range Missiles or 4 Medium Range Missiles or a combination there of. The Mini-Missiles and Short Range Missiles have the same size settings. For example it one launcher could be loaded with 8 Mirco Missiles, 4 Mini-Missiles, 4 Short Range Missiles and 2 Medium Range Missiles. Primary Purpose: Anti-Personnel and Anti-Armor Secondary Purpose: Defense Mega-Damage: Varies Rate of Fire: One at a time or in volleys of two, four, six, eight, ten, twelve or sixteen. Maximum Effective Range: Varies. Payload: 32 Micro missiles or 16 Mini-missiles or 8 Short Range Missiles or 4 Medium Range Missiles or any combinations of that fit. Three launchers total on primary configuration. 5. Forearm Energy/Vibro-Blades: These new blade weapons allow the GBX to select between 2 types of blade settings depending on needs. The charged particle setting works by having a charged particle field between the strong Engery Field of the Vibro-Blade and a weaker magnetic field containing the charged particle engergy field. The weaker field gives so the energy of the charged particle field can cut and do damage while the inner Vibro-Blade is solid and intact to act as a solid core that can not be damage. Should an opponent be impervious to energy then only the Vibro-Blade Damage is used. Primary Purpose: Anti-Armor Secondary Purpose: Anti-Personal Mega-Damage: 1D6x10 M.D. from energy blade setting strike, 3D6+2 M.D. from vibro blade setting strike plus the bonus in #8. for MDC PS bonus for the type of punched used, restrained 2D6 MDC, full 3D6 MDC or power punch 1D6X10 MDC (Counts as 2 attacks). 3D6+2 S.D.C. + 30 S.D.C. with PA's PS bonus for uncharged strike and is silver impregnated. Each Blade in Energy Blade mode can discharge a particle beam like blast for 1D6X10 M.D. Rate of Fire: Equal to the combined hand to hand attacks of the pilot for either attack. Maximum Effective Range: Close combat, Beam projection 1,000 feet (305 m). Payload: Effectively Unlimited, as it is patched directly into the GBX's Micro fusion power supplies. 6. Universal Left Shoulder Mount. With full automated system capabilites as the Universal Right Shoulder Mount. Usually a Multi Variable Missile Launcher takes this position but a variety of optional or custom weapons can be mounted here. Even another GBX-1 4M EGGRG-1 can be mounted! It has a power hook up to the GBX 01's Micro Fusion power grid. Even another One common lighter optional weapon is below. Pulse Plasma Ejector: Mainly in place as a defensive and secondary weapon, the Pulse Plasma Ejector is an optional weapon mounted on the left shoulder. It has auto tracking and independent fire control and using all the GBX's bonuses to hit. Its use frees the hands for other uses and when the Main weapon is not needed. Pulse Plasma Ejector MDC: 100 M.D.C. Due to the extra armored housing. Weight: 50 lbs. (23 kg) Due to the extra armored housing. Primary Purpose: Anti-Personnel, Armor. Secondary Purpose: Defense Mega-Damage: 1D4X10 MD single shot, 2D6x10 MD per triple pulse. Rate of Fire: Equal to the combined hand to hand attacks of the pilot. Maximum Effective Range: 2,000 feet (917 m) Payload: Effectively Unlimited, as it is patched directly into any of the GBX's micro fusion power supply. Independent E-Clips 8 Shots each for when power is cut off or dismounted. Note: It is a heavily armored NG-E15. 7. Energy Rifle, Light Rail Gun, etc.: The GBX pilot may opt to carry a rail gun, energy rifle or other hand held weapon in addition to the integrated weapon systems of the Glitter Boy. 4M EGGRG-2: Electro-Magnetic-Gravitic Assist-Graviton Rail Gun Cannons are a BIG favorite! 8. Hand to Hand Combat: The GBX may also engage in hand to hand combat in lieu of using any of the weapon systems described above. The following bonuses are in addition to those from the Power Armor Combat Training found in the Robot Combat section of the Rifts RPG (page 45). STANDARD Glitter Boy Combat Elite Below: 2 Hand to hand attacks per melee round at level one, plus those of the pilot. Add one additional attack/action per melee at levels 3, 7, and 11 +2 on initiative. +2 to strike with the "Boom" Gun and other weapon systems or hand held weapons used by the GB. +2 to strike in HTH combat. +2 parry. +2 to dodge: +6 dodge while flying. +4 to pull punch. +4 to roll with impact, punch or fall. Damage: Critical strike same as pilot's. Restrained Punch: 2D6 M.D. Full Strength Punch: 3D6 M.D. Power Punch: 1D6X10 M.D. (Counts as 2 attacks) Tear or Pry with Hands: 2D6 M.D. Kick Attack: 2D6 M.D. Running Leap Kick: 4D6 M.D. Counts as 2 attacks) Body Block/Ram: 2D6 M.D. Flyinf Body Block/Ram: 4D6 M.D. Counts as 2 attacks) Combat Bonuses: + 8 on initiative, + 2 to strike ranged, +2 parry, +2 dodge, and + 4 to roll with punch, fall, or impact (very shock resistant). All bonuses are in addition to the normal Power Armor Training Bonuses. Also has the attribute bonus of a PS of 40: +25 SDC damage. All bonuses are in addition to normal power armor training. In addition the bonuses below: +2 to initiative, strike in HTH combat, parry, dodge, and roll with impact, or fall when the Null Gravitic or contragravity propulsion system is enabled in addition to previous listed bonuses +1 for all of the above listed for one when both enabled for a total of +3 for all above. 9. Sensors and Features of Note: Optics: The GBX-01 has full optical systems, including laser targeting, telescopic sight, passive night vision (light amplification), thermo-imaging, infrared, ultraviolet and light polarization systems and gravitic and temporal sensors. It has all other features common to most advanced power armor. Boom Gun Tracking and Targeting System: GBX-01 has installed a sophisticated tracking and targeting system into the EGGRG-1 Cannon (a.k.a. "Boom Gun"). This system is specific to the boom gun and cannot be used with any other weapon system on the GBX 01. The EGGRG-1 Boom Gun can move and operate/fire on its own if the Pilot wants to put it on this setting. Departing significantly from the pull down gun system, combing laser targeting and independent computer enhanced radar-tracking systems, gravitic sensors and precision automated targeting calibration. When this system is of the gun is activated, the computer tracking and targeting systems take over. They instantly seek out the nearest target, or target specified by the pilot, automatically adjusting the angle of the gun. The Boom Gun can be set to auto-fire the instant the enemy is targeted, or to target and wait for the pilot's signal. Or the GB pilot can personally control and direct the movements of the weapon, targeting and shooting via voice command. Either way, the pilot never needs to physically touch the Boom Gun. This leaves both hands free to operate other weapons and equipment. The Boom Gun can angle itself forward and upward in a vertical, 90 degree, arc of fire, but cannot pivot from side to side. To strike a target off to the side, the entire power armor must be turned to face that direction. Again, the radar-targeting computer will help direct the pilot to achieve the proper alignment. When not in use, the gun barrel rotates to an upward position and locks in place. Yes, it can fire in the upward position. Distress Homing Beacon: This can be tuned to a specific, scrambled frequency and is automatically activated when only 10% of the main body's M.D.C. remains. The beacon has a range of 500 miles (triple in space) and has a 30% chance of being detected by the enemy. Gravitic system: This system can make the GBX walk on any surface and float in mid air and counter the effects of gravity with in 20 foot radius of the GBX and also act as a tractor/repulser beam functions. Repulser beam can be set to damage up to 1D6X10 MDC. Range: 330 feet (100m). Temporal Sensors: Detects temporal anomalies and rifts with in 100 miles and pinpoints them with in 5 miles. Small temporal anomalies and rifts with in 5 miles and pin points them with in one mile (1.61 km). Nanites: The GBX 01 is equipped with millions of Nanites that can operate in the rigors of space and harsh environments that can repair the GBX at a rate of 20 MDC per hour and internal circuitry. Also they have a rudimentary collective intelligence and give the pilot the equivalent of sixth sense do to their being all around the GBX and have total access to the entire sensory system. Also if the pilot is incapacitated the nanites do what ever it takes to get the GBX out of there or continue the mission all the while trying to revive the pilot. 10. Variable Metaphasic Adaptive Temporal Shielding: This new and revolutionary shielding system protects the GBX from a wide Variety of effects and attacks. M.D.C. Protection: 400 M.D.C. The VMAT shield system regenerates at 100 MDC per melee round on the GBX due to a Micro Fusion power system devoted just to the VMATSS alone. Other power systems take over the power feed if the designated power system is damaged or its power is needed for other purposes. If the equivalent of one full power unit is not supplying power the MDC regeneration is at 50 MDC per melee round. The VMAT system can also take the unit equipped with the system can shift out of Temporal Phase rendering the unit and Pilot immune to most any normal attacks! While out of Temporal Phase the pilot with Temporal Sensor and out of the View port and cameras can see what is going on in the "Real" world similar to that of a person doing astral projection. And the pilot and unit can only be sensed by being or devices that detect Temporal beings or anomalies. While in T-Phase the person/unit travels at 1,000 times normal speed to in Phased Form as he is out of the regular space and time. Light Years per hour speed is an average maximum of 7.95 to 8 for long distance/interstellar travel while in T-Phase. Only attacks on the person in T-phase of detected are Temporal forms of weaponry, spells and Phase weapons and magic. All damage is done to the VMAT shield system then the VMAT structural integrity field. Then to the MDC main body of the unit with the VMAT system. But if the MAIN VMATSS is knocked down the unit with the VMAT Shielding system is brought back to the plane of origin form where it left. Not necessarily the same place it left from as a safety feature. The person armed with a graviton weapon or a temporal weapon may strike while T-Phased but that immediately brings the unit and pilot back in to immediate real time in direct correlation to where he launched the attack from. But as a safety system puts the unit in to safest EMTPY space when entering the defenders real time level. The Pilot/Operator of the VAMTSS may opted to be semi-phased and remain in the real world and go through walls and nothing protected by force fields of any kind magic or energy fields. But is vulnerable to attack, solid physical attacks due 1/100th damage, and energy attacks do 1/10th damage to the VMATSS. Graviton, Temporal, Psionics, Phase Weapons and magic and certain other Magics, and Magic Weapons do full damage. If the field goes down the unit with the VMATSS goes down the unit POPS back in to solid form, but in to the nearest safe empty space. The unit with the VMAT shield system may attack while in partial T-Phase with a Graviton, Temporal, Psionics, Phase Weapons and magic and certain other magics and Magic Weapons do full damage, while energy weapons do 1/10th damage and projectile weapons do 1/100th damage. The GBX 01 can pop out of T-Phase in ANY dimension it has been to giving it limited Trans dimensional traveling abilities, by reading the quantum flux of each the dimension the GBX 01 and Nanites can tell which and where and when they are in the megaverse, that is if they have been there before. Also it is able to tell if they are in their own home dimension even if it is seems the dimension they are in seems exactly like the one they came from. Other Data from similar systems can be fed in to the GBX 01 computers and even expand the dimensions that can be traveled to. While in contact with a Force Field for one melee round the VMATSS matches the frequency of the Force Field allowing the GBX 01 to move through the Force Field with out collapsing or canceling the force field leaving it tact.
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