Rifter Rejects
Posted: Thu Dec 12, 2019 6:23 pm
Ok, #84 is out, and it is to be the last Rifter for the foreseeable future. I have sent them a some stuff over the years, and it has not been published... So maybe it's of interest here:
(obviously, a bunch of the formatting is going to be lost...footnotes are in [])
*****
[Snippets from a CS General Staff memo]
Introduction
This Memorandum is a summary of operations research analysis from Operation Juggernaut [1], into the effectiveness of the PA-07A [2] armor. It presents identified performance issues and proposed solutions.
….
Operational Issues
Although a wide variety of mission failures of the PA-07A armor were observed over the course of Operation Juggernaut, they can be summarized into several broad categories: 31% of failures were defeats in close or melee combat, 23% of failures were from pilot incapacitation without armor failure [3] 18% of failures were due to loss of primary weapons capability [4] (of this 18%, at least 4% the armor ran out of ammunition), and 28% other failures (including defeat in long ranged combat, insufficient flight/mobility capabilities, lack of sensor capabilities, and others).
…
Pilot interviews bore this analysis out, with statements such as “The Smiling Jack is less equipped for a close fight than a dog boy!” [5] and “The PA-07 is a good suit of armor, but it could be much improved with back-up energy weapons and some close combat equipment” [6] .
…
It deserves to be noted the significant opportunity was missed in the re-design from the PA-06A [7] standard. The re-design focused primarily on cosmetic changes, rather than achieving operational improvement. In an act of either astonishing incompetence or criminal negligence, the historical data from PA-06A operations was apparently not analysed. The issues identified in this report are also clearly present in the operational history of the PA-06. Failure to perform this analysis resulted in reduced operational effectiveness and a significant increase in casualties during Operation Juggernaut. These problems persist to this day.
…
Recommendations
Some mitigations for the identified issues have been proposed, which would lessen the problems with the current PA-07A model. As it is impractical to change significant parts of the current issue PA-07A suits, at the inspiration of now LCol Kwanghok these efforts have focused on modification kits for the C-40R system. See Annex A.
In the longer term, it is recommended that development of the replacement for the PA-07A be accelerated. A prototype is being worked on, see Annex B. It should be noted that this accelerated development will fit in well with the recommendation of Memorandum CS-ChiTown-R&D-23349871: that due to logistical advantages, the wide variety of powered armor suits in current service should be consolidated into at most 3 suits, perhaps even 2. The suggested consolidation was a) a general purpose Future SAMAS suit (consolidating the roles of the PA-06, 07 and 08 [8]), b) an air superiority Future Super SAMAS (to replace the PA-09) and c) a future non-flying ground/naval unit (consolidating the roles of the PA-100 and 200 [9]. It might be possible that the Future SAMAS chassis could take this role as well).
…
[End of memo extracts]
Game Notes:
C-40R SAMAS Rail Gun Mod 2 : This is an external enhancement kit that attaches to the standard C-40R. It consists of a vibro bayonet, a underbarrel pulse laser, and a quick release system for the power supply and ammunition belt. This is all contained in an armoured housing for the gun, which give hand holds and protection, making the gun practical to use in close combat in a similar style as an infantryman would use a bayoneted rifle.
The Mod 2 gives triples the melee damage of a SAMAS, as well as giving a backup or alternate energy weapon in case the rail gun runs out of ammunition (or when the pilot simply doesn’t want to expend ammunition). The Mod 2 is a coveted piece of gear for SAMAS pilots, and is rapidly becoming standard issue.
M.D.C.: 120
Primary Purpose: Assault & Defense.
Weight: Gun : 112 lbs (50.8 kg), One SAMAS Ammo-Drum : 190 lbs (85.5 kg).
Cost: 50,000 Credits (Black market, rare but becoming more common, does not include the base C-40R rail gun).
1) C-40R SAMAS Rail Gun : The C-40R is standard equipment for the SAMAS and is considered to be the most versatile, accurate, and lightweight rail gun in the world. There is no separate power pack. The unit is hooked directly to the armor ' s nuclear power supply. The C-40R Mod 2 version has quick release attachment for the combined ammunition belt and power connection, whose release is a free action (no attacks per melee), to release the gun to fight with the bayonet. Reattaching a combined ammunition belt and power connection takes 3 attacks per melee.
Mega-Damage : A Burst is 40 rounds and inflicts 1D4x10 M.D., one round does 1D4 M.D.
Rate of Fire : Each burst counts as one melee attack.
Range : 4000 feet ( 1219 m).
Payload : 2000 round drum, that's 50 bursts. A second drum can be hooked to the undercarriage of the rocket jets, but must be manually removed by another SAMAS or a character with a strength of 26 or higher to replace the used drum. Reloading a drum will take about 5 minutes for those not trained, but a mere one minute by somebody trained in the use of SAMAS power armor.
2) Under-barrel Pulse Laser : This is a repackaging of the CP-40 Pulse Laser Rifle (World Book 11 Coalition War Campaign, pg 92). The weapon is cabled into the C-40R’s power connection for unlimited fire, but retains it’s long e-clip, allowing the pulse rifle to still function if the gun’s connection to the armor power supply is disconnected or damaged.
Mega-Damage : 2D6 M.D. per single laser blast or 6D6 M.D. per rapid-fire pulse (three simultaneous blasts fired one micro-second after another).
S.D.C Damage : The weapon can also be set to fire a single S.D.C blast that does 3D6 S.D.C. damage or a rapid-fire pulse that does 1D6x10 S.D.C. Thirty single S.D.C. blasts use up the equivalent energy of a single M.D. blast, while six S.D.C. pulse blasts count as one M.D. blast.
Rate of Fire: Equal to the number of combined hand to hand attacks of its user; each single shot or pulse counts at one of the user`s melee attacks. In perhaps a failure of engineering, you cannot fire both the rail gun and the under-barrel pulse laser simultaneously. (This is a game balance thing.)
Range : 2000 feet ( 610 m).
Payload : Unlimited while the power cable is connected. The long e-clip allows 30 blasts (10 rapid-fire pulses). Changing the long e-clip is difficult, as it is protected under a spring-loaded door in the armoured housing of the C-40R Mod 2. It takes a full melee round (15 seconds) to change the long e-clip. The user typically carries 2 spare long e-clips.
3) Vibro Bayonet : This is a 2 foot long vibro-blade that protrudes past the muzzle, with a 4” cross piece. A C-40R Mod 2 is a effective melee combat weapon that uses W.P. Spear. Due to its armoured shell, it can be used to parry M.D. blows without damage, unless the opponent is specifically trying to damage the gun.
Mega-Damage : 2D6 M.D. in addition to the strength damage of the powered armor (typically an additional 1D6 M.D. for a total of 3D6 M.D.)
Range : Hand to hand combat with approximately an 8-9 foot ( 2.5 m) reach.
Rate of Attack: hand to hand combat skill. W.P. Spear applies.
Payload : Not applicable.
Coalition SAMAS Next Generation Power Armor, Prototype Iteration 1.3
This is a prototype of the next generation SAMAS, incorporating the lessons of Operation Juggernaut. As with previous generations, this SAMAS is a complete environmental power armor with flight capabilities. This SAMAS is intended to simplify the logistics chain, by taking over the roles of PA-06A, 07A and 08A [8] armor. It also makes an effective substitute, (particularly if the proposed nautical variant of the thruster pack is developed) for the PA-100 and 200 [9].
As with previous generations, the suit is a general purpose small-sized flying powered armor, with excellent mobility and manoeuvrability. The design is based off the PA-08 frame. The trade off between economic efficiency of only supporting one design is judged worth the higher cost per unit, especially once tactical capability was included in the equation.
The styling of the armor harkens back to the PA-06A and 08A: much blockier and only a death’s head helmet, as opposed to the full skeleton stylistic elements of the PA-07A. The armor does retain the forward swept wing tips of the 07A, although the wings themselves are mounted father back, on the thruster pack, rather than on the shoulders of the armor itself.
There are numerous operational practicality enhancements. In particular, the armor has armored storage compartments (2x4 litres) on the outside of each thigh allow transportation of medium sized items – in particular demolition charges and extra ammunition or e-clips. This feature was requested after pilots had to hand-carry demolition charges into an urban assault during the fall of Tolkeen. The helmet is a double visor system, (outer solid, inner transparent), using external cameras and virtual reality for vision, with the usual advantages against visual effects (for example neither vampire hypnosis, nor a blinding flash spell transmit through a video system). There is a clasp to attach the C-40R Mod 2 gun across the chest (port arms style), so you don’t have to hold it all the time.
Model Type: PA-10/Experimental (v1.3)
Class: Strategic Armor Military Assault Suit (SAMAS).
Crew: One.
M.D.C. by Location:
*Shoulder Wings (2) - 85 each
*Wing Mini-Missile Launchers (6 total) – 8 each
*Chest Mini-Missile Launchers (6 total) – 8 each
Main Rear Jets (2) - 60 each
Lower Manoeuvring Jets (3) – 30 each
Intake Jets (2; top) – 50 each
*Ammo Drum (rear) - 35
*Rail Gun - 120
*Forearms and Weapon Packages (2) – 80 each
Upper Arms (2) – 70 each
*Hands (2) – 25 each
Armored Thigh Compartments (2) – 70 each
Legs (2) – 130 each
*Head Laser Package – 25
*Chemical Sprayer Package - 25
**Head - 90
*** Main Body - 325
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “called shot”, but even then the attacker is -4 to strike.
** Destroying the head of the power armor will eliminate all forms of optical enhancement and sensory systems. The pilot must now rely on his own human vision and senses. No power armor combat bonuses to strike, parry, and dodge ! Note: The head is a small and difficult target to hit (shielded by exhaust tubes and weapon drum). Thus, it can only be hit when a character makes a Called Shot and even then the attacker is - 3 to strike.
** Depleting the M.D.C. of the main body will shut the armor down completely, making it useless.
Note: Destroying a wing will make flight impossible. However, even with no wing(s) the SAMAS can make jet powered leaps and hover stationary above the ground.
Speed :
Running: 70 mph (112.6 km/h) maximum with flight pack, 80 mph (128.7 km/h) if the flight pack is jettisoned or removed. Note that the act of running does tire out its operator, but at 10% of the usual fatigue rate thanks to the robot exoskeleton.
Leaping: The powerful robot legs can leap up to 20 feet (6 m) high or across unassisted by the thrusters. A jet thruster assisted leap can propel the unit up to 100 feet (30.5 m) high and 200 feet (61 m) across without actually attaining flight.
Flying: The rocket propulsion system enables the SAMAS to hover stationary in mid-air or fly. Maximum flying speed is 330 mph (528 km/h), but cruising speed is considered to be 150 mph (240 km/h). Maximum altitude is limited to about 6000 feet ( 1829 m). Higher than this, high winds and rough weather can make flight both erratic and dangerous. The next generation SAMAS is intended to be a low-altitude power armor suit that can hug the ground and slip under enemy radar.
Flying Range : The nuclear power system gives the SAMAS decades of life, but the jet rockets get hot and need to cool after a maximum of ten hours of flight when traveling at speeds above cruising, and twenty hours of cruising speed, can fly indefinitely with rest stops.
Underwater Capabilities: Swimming: the SAMAS can swim by using the same types of movements as a human, at a maximum of 4 mph (6.4 km/h; 3.4 knots). Note that the act of swimming does tire out its operator, but at 20% of the usual fatigue rate thanks to the robot exoskeleton. It can also walk along the bottom of the sea at about 25% of it’s normal running speed. Using the jet thrusters, the SAMAS can travel on the surface of the water at 50 mph (80 km/h; 42.5 knots), underwater at 40 mph (64 km/h; 34 knots) or fly above the water’s surface at normal speeds. Although not yet developed, a specialized naval/underwater travel pack, to replace the normal flight pack, is being contemplated.
Statistical Data :
Height: 8 feet, 6 inches (2.4 m) from head to toe. The top mounted air intake jets add another 2 ft (0.6 m)for an overall height of 10.6 feet (3.25 m).
Width : Wings down : 3.5 feet ( 1.06 m) Wings extended: 13 feet (4 m).
Length : 4 feet, 6 inches (1.4 m).
Weight : 615 lbs (275 kg) without rail gun and ammo drum.
Physical Strength: Robotic P.S. of 36 .
Cargo : Compartment on the outside of each thigh, 2 x 4 litres.
Power System: Nuclear; average SAMAS energy life is 20 years.
Black Market Cost: CS prototype. Not available.
Weapon Systems:
1 . C-40R Mod 2SAMAS Rail Gun : See above
2. Striker 6 Wing Mini-Missile Launchers: Both wings have three small, tube, mini-missile launchers.
Primary Purpose: Anti-Aircraft and anti-missile.
Secondary Purpose: Assault
Mega-Damage : Varies with missile type, but any mini-missile can be used. Standard issue is armor piercing (1D4xl0 M.D.) or plasma ( 1D6xl0). Can also load mini-torpedoes for special missions.
Range : Typically one mile (1.6 km).
Rate of Fire : One at a time or in volleys of two, four, or six
Payload : Six total; three per wing.
3. Striker 6 Mini-Missile Chest Launchers: Located in what would be the collar bones of a human, are three small, tube, mini-missile lauchers. (Three in each “collar bone” for a total of six).
Primary Purpose: Anti-Aircraft and anti-missile.
Secondary Purpose: Assault
Mega-Damage : Varies with missile type, but any mini-missile can be used. Standard issue is armor piercing (1D4xl0 M.D.) or plasma ( 1D6xl0). Can also load mini-torpedoes for special missions.
Range : Typically one mile (1.6 km).
Rate of Fire : One at a time or in volleys of two, four, or six
Payload : Six total; three per wing.
4. Forearm weapon group (right).
a. Weapon Arm Package: As CAJ-5 Weapon Arm (see World Book 11 : Coalition War Campaign, pg 102). Note that the vibro-blade damage should be added to the armor’s robotic strength damage (2D6 M.D., for a total of 5D6 M.D.).
b. Striker 4 Mini-Missile Forearm Launchers.
Primary Purpose: Anti-Aircraft and anti-missile.
Secondary Purpose: Assault
Mega-Damage : Varies with missile type, but any mini-missile can be used. Standard issue is armor piercing (1D4xl0 M.D.) or plasma ( 1D6xl0). Can also load mini-torpedoes for special missions.
Range : Typically one mile (1.6 km).
Rate of Fire : One at a time or in volleys of two or four.
Payload : Four total.
5. Forearm weapon group (left).
a. Grenade Launcher: A repackaging of the under-barrel grenade launcher in a CP-50, with a large box magazine.
Primary Purpose: Assault and Indirect Fire.
Secondary Purpose: Anti-personnel and Defense
Mega-Damage : Varies with grenade type. Conventional M.D. rifle grenades do 2D6 M.D. to a blast area of 12 feet (3.6 m). Micro-fusion grenades inflict 6D6 M.D. to a blast area of 6 feet (1.8m). Gas, smoke and flash-bang grenades are available.
Range : 1200 feet (365m)
Rate of Fire : One at a time or in bursts of four.
Payload : 40. Reloads as individual round. Field reloading takes 1 attack per melee for each round. A full 40 grenade reload is commonly carried in one thigh compartment (with room to spare).
b. Striker 4 Mini-Missile Forearm Launchers.
Primary Purpose: Anti-Aircraft and anti-missile.
Secondary Purpose: Assault
Mega-Damage : Varies with missile type, but any mini-missile can be used. Standard issue is armor piercing (1D4xl0 M.D.) or plasma ( 1D6xl0). Can also load mini-torpedoes for special missions.
Range : Typically one mile (1.6 km).
Rate of Fire : One at a time or in volleys of two or four.
Payload : Four total.
Note: The forearm weapon group packages [10] are modular and can be switched to either arm, depending on the pilot’s preferred hand.
6. Head Lasers. This pair of lasers are mounted in a pod on the right side of the helmet (and wrapped around the back). They are look and shoot weapons for close combat. The internals are a pair of CP-30 Pulse Laser Pistols, locked into pulse mode.
Primary Purpose: Close Combat
Secondary Purpose: Assault
Mega-Damage :.4D6 M.D. for a single pulse burst, 8D6 M.D. for a double pulse burst.
Range : 600 feet (183 m)
Rate of Fire : Equal to the number of combined hand to hand attacks of its user; each pulse or double pulse counts at one of the user`s melee attacks.
Payload : Unlimited
Bonuses: +1 to Strike – however, as a look and shoot system, with the aimpoint displayed continuously on the internal virtual reality, this weapon uses the rules for natural energy blasts.
7. Chemical Sprayer. Mounted in the chest plate, this functions exactly like a cyborg chemical spray (Bionics Sourcebook pg 91). This device has a variable nozzle allowing directed sprays at a target, or it can generate a cloud around the armor
Payload : Up to 10 gas doses, as per the borg chemical spray, typical load is 3 smoke, 4 K-hex gas gas (World Book 34 Northern Gun 2, pg 95-96) , 2 holy water and 1 tranquilizer.
8. Alternative Hand held Weapons : Any weapons can be substituted in an emergency or as a back-up weapon; typically a heavy weapon when the pilot has his choice.
9. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage hand to hand combat. See Elite Power Armor Combat in the Combat section.
10. Sensor System Note: The SAMAS has full optical systems including laser targeting, telescopic, passive nightvision (light amplification), thermo-imaging infrared, ultraviolet and polarization. It has a double layered visor system, normally viewing the world through external cameras, with all the advantage entailed, but can flip the opaque outer visor up for a direct “eyeball” through the transparent inner visor. Plus all other feature common to all power armor.
Sensor Bonuses: The SAMAS gets a bonus of +1 on initiative, +1 to strike and a +1 to dodge in addition to the power armor targeting computer bonus and Basic or Elite Power Armor Combat Training bonuses.
Footnotes
1 The Siege on Tolkeen
2 “Smiling Jack” SAMAS
3 Magic or psychic effects disabled the pilot without depleting the MDC of the armor.
4 The C-40R rail gun is standard issue.
5 MCpl John Mickelson, 16th Chi-Town Wing, Operation Juggernaut veteran and SAMAS Ace with 13 kills.
6 Capt. Dejounte White, 22nd Chi-Town Wing, Operation Juggernaut veteran,SAMAS Ace with 29 kills, and SAMAS Training Instructor.
7 “Death’s Head” SAMAS
8 Death’s Head, Smiling Jack and Striker SAMAS respectively.
9 Mauler and Terror Trooper armors.
10 Art Note, to be removed pre-publication. If/when illustrated, these are modifications of the Striker-8 Forearm Mini-Missile System (World Book11 Coalition War Campaign, pg 122). The additions replace the top 4 missiles on the forearm.
(obviously, a bunch of the formatting is going to be lost...footnotes are in [])
*****
Central Staff Memorandum CS-ChiTown-R&D-23349876
[Snippets from a CS General Staff memo]
Introduction
This Memorandum is a summary of operations research analysis from Operation Juggernaut [1], into the effectiveness of the PA-07A [2] armor. It presents identified performance issues and proposed solutions.
….
Operational Issues
Although a wide variety of mission failures of the PA-07A armor were observed over the course of Operation Juggernaut, they can be summarized into several broad categories: 31% of failures were defeats in close or melee combat, 23% of failures were from pilot incapacitation without armor failure [3] 18% of failures were due to loss of primary weapons capability [4] (of this 18%, at least 4% the armor ran out of ammunition), and 28% other failures (including defeat in long ranged combat, insufficient flight/mobility capabilities, lack of sensor capabilities, and others).
…
Pilot interviews bore this analysis out, with statements such as “The Smiling Jack is less equipped for a close fight than a dog boy!” [5] and “The PA-07 is a good suit of armor, but it could be much improved with back-up energy weapons and some close combat equipment” [6] .
…
It deserves to be noted the significant opportunity was missed in the re-design from the PA-06A [7] standard. The re-design focused primarily on cosmetic changes, rather than achieving operational improvement. In an act of either astonishing incompetence or criminal negligence, the historical data from PA-06A operations was apparently not analysed. The issues identified in this report are also clearly present in the operational history of the PA-06. Failure to perform this analysis resulted in reduced operational effectiveness and a significant increase in casualties during Operation Juggernaut. These problems persist to this day.
…
Recommendations
Some mitigations for the identified issues have been proposed, which would lessen the problems with the current PA-07A model. As it is impractical to change significant parts of the current issue PA-07A suits, at the inspiration of now LCol Kwanghok these efforts have focused on modification kits for the C-40R system. See Annex A.
In the longer term, it is recommended that development of the replacement for the PA-07A be accelerated. A prototype is being worked on, see Annex B. It should be noted that this accelerated development will fit in well with the recommendation of Memorandum CS-ChiTown-R&D-23349871: that due to logistical advantages, the wide variety of powered armor suits in current service should be consolidated into at most 3 suits, perhaps even 2. The suggested consolidation was a) a general purpose Future SAMAS suit (consolidating the roles of the PA-06, 07 and 08 [8]), b) an air superiority Future Super SAMAS (to replace the PA-09) and c) a future non-flying ground/naval unit (consolidating the roles of the PA-100 and 200 [9]. It might be possible that the Future SAMAS chassis could take this role as well).
…
[End of memo extracts]
Game Notes:
C-40R SAMAS Rail Gun Mod 2 : This is an external enhancement kit that attaches to the standard C-40R. It consists of a vibro bayonet, a underbarrel pulse laser, and a quick release system for the power supply and ammunition belt. This is all contained in an armoured housing for the gun, which give hand holds and protection, making the gun practical to use in close combat in a similar style as an infantryman would use a bayoneted rifle.
The Mod 2 gives triples the melee damage of a SAMAS, as well as giving a backup or alternate energy weapon in case the rail gun runs out of ammunition (or when the pilot simply doesn’t want to expend ammunition). The Mod 2 is a coveted piece of gear for SAMAS pilots, and is rapidly becoming standard issue.
M.D.C.: 120
Primary Purpose: Assault & Defense.
Weight: Gun : 112 lbs (50.8 kg), One SAMAS Ammo-Drum : 190 lbs (85.5 kg).
Cost: 50,000 Credits (Black market, rare but becoming more common, does not include the base C-40R rail gun).
1) C-40R SAMAS Rail Gun : The C-40R is standard equipment for the SAMAS and is considered to be the most versatile, accurate, and lightweight rail gun in the world. There is no separate power pack. The unit is hooked directly to the armor ' s nuclear power supply. The C-40R Mod 2 version has quick release attachment for the combined ammunition belt and power connection, whose release is a free action (no attacks per melee), to release the gun to fight with the bayonet. Reattaching a combined ammunition belt and power connection takes 3 attacks per melee.
Mega-Damage : A Burst is 40 rounds and inflicts 1D4x10 M.D., one round does 1D4 M.D.
Rate of Fire : Each burst counts as one melee attack.
Range : 4000 feet ( 1219 m).
Payload : 2000 round drum, that's 50 bursts. A second drum can be hooked to the undercarriage of the rocket jets, but must be manually removed by another SAMAS or a character with a strength of 26 or higher to replace the used drum. Reloading a drum will take about 5 minutes for those not trained, but a mere one minute by somebody trained in the use of SAMAS power armor.
2) Under-barrel Pulse Laser : This is a repackaging of the CP-40 Pulse Laser Rifle (World Book 11 Coalition War Campaign, pg 92). The weapon is cabled into the C-40R’s power connection for unlimited fire, but retains it’s long e-clip, allowing the pulse rifle to still function if the gun’s connection to the armor power supply is disconnected or damaged.
Mega-Damage : 2D6 M.D. per single laser blast or 6D6 M.D. per rapid-fire pulse (three simultaneous blasts fired one micro-second after another).
S.D.C Damage : The weapon can also be set to fire a single S.D.C blast that does 3D6 S.D.C. damage or a rapid-fire pulse that does 1D6x10 S.D.C. Thirty single S.D.C. blasts use up the equivalent energy of a single M.D. blast, while six S.D.C. pulse blasts count as one M.D. blast.
Rate of Fire: Equal to the number of combined hand to hand attacks of its user; each single shot or pulse counts at one of the user`s melee attacks. In perhaps a failure of engineering, you cannot fire both the rail gun and the under-barrel pulse laser simultaneously. (This is a game balance thing.)
Range : 2000 feet ( 610 m).
Payload : Unlimited while the power cable is connected. The long e-clip allows 30 blasts (10 rapid-fire pulses). Changing the long e-clip is difficult, as it is protected under a spring-loaded door in the armoured housing of the C-40R Mod 2. It takes a full melee round (15 seconds) to change the long e-clip. The user typically carries 2 spare long e-clips.
3) Vibro Bayonet : This is a 2 foot long vibro-blade that protrudes past the muzzle, with a 4” cross piece. A C-40R Mod 2 is a effective melee combat weapon that uses W.P. Spear. Due to its armoured shell, it can be used to parry M.D. blows without damage, unless the opponent is specifically trying to damage the gun.
Mega-Damage : 2D6 M.D. in addition to the strength damage of the powered armor (typically an additional 1D6 M.D. for a total of 3D6 M.D.)
Range : Hand to hand combat with approximately an 8-9 foot ( 2.5 m) reach.
Rate of Attack: hand to hand combat skill. W.P. Spear applies.
Payload : Not applicable.
Coalition SAMAS Next Generation Power Armor, Prototype Iteration 1.3
This is a prototype of the next generation SAMAS, incorporating the lessons of Operation Juggernaut. As with previous generations, this SAMAS is a complete environmental power armor with flight capabilities. This SAMAS is intended to simplify the logistics chain, by taking over the roles of PA-06A, 07A and 08A [8] armor. It also makes an effective substitute, (particularly if the proposed nautical variant of the thruster pack is developed) for the PA-100 and 200 [9].
As with previous generations, the suit is a general purpose small-sized flying powered armor, with excellent mobility and manoeuvrability. The design is based off the PA-08 frame. The trade off between economic efficiency of only supporting one design is judged worth the higher cost per unit, especially once tactical capability was included in the equation.
The styling of the armor harkens back to the PA-06A and 08A: much blockier and only a death’s head helmet, as opposed to the full skeleton stylistic elements of the PA-07A. The armor does retain the forward swept wing tips of the 07A, although the wings themselves are mounted father back, on the thruster pack, rather than on the shoulders of the armor itself.
There are numerous operational practicality enhancements. In particular, the armor has armored storage compartments (2x4 litres) on the outside of each thigh allow transportation of medium sized items – in particular demolition charges and extra ammunition or e-clips. This feature was requested after pilots had to hand-carry demolition charges into an urban assault during the fall of Tolkeen. The helmet is a double visor system, (outer solid, inner transparent), using external cameras and virtual reality for vision, with the usual advantages against visual effects (for example neither vampire hypnosis, nor a blinding flash spell transmit through a video system). There is a clasp to attach the C-40R Mod 2 gun across the chest (port arms style), so you don’t have to hold it all the time.
Model Type: PA-10/Experimental (v1.3)
Class: Strategic Armor Military Assault Suit (SAMAS).
Crew: One.
M.D.C. by Location:
*Shoulder Wings (2) - 85 each
*Wing Mini-Missile Launchers (6 total) – 8 each
*Chest Mini-Missile Launchers (6 total) – 8 each
Main Rear Jets (2) - 60 each
Lower Manoeuvring Jets (3) – 30 each
Intake Jets (2; top) – 50 each
*Ammo Drum (rear) - 35
*Rail Gun - 120
*Forearms and Weapon Packages (2) – 80 each
Upper Arms (2) – 70 each
*Hands (2) – 25 each
Armored Thigh Compartments (2) – 70 each
Legs (2) – 130 each
*Head Laser Package – 25
*Chemical Sprayer Package - 25
**Head - 90
*** Main Body - 325
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “called shot”, but even then the attacker is -4 to strike.
** Destroying the head of the power armor will eliminate all forms of optical enhancement and sensory systems. The pilot must now rely on his own human vision and senses. No power armor combat bonuses to strike, parry, and dodge ! Note: The head is a small and difficult target to hit (shielded by exhaust tubes and weapon drum). Thus, it can only be hit when a character makes a Called Shot and even then the attacker is - 3 to strike.
** Depleting the M.D.C. of the main body will shut the armor down completely, making it useless.
Note: Destroying a wing will make flight impossible. However, even with no wing(s) the SAMAS can make jet powered leaps and hover stationary above the ground.
Speed :
Running: 70 mph (112.6 km/h) maximum with flight pack, 80 mph (128.7 km/h) if the flight pack is jettisoned or removed. Note that the act of running does tire out its operator, but at 10% of the usual fatigue rate thanks to the robot exoskeleton.
Leaping: The powerful robot legs can leap up to 20 feet (6 m) high or across unassisted by the thrusters. A jet thruster assisted leap can propel the unit up to 100 feet (30.5 m) high and 200 feet (61 m) across without actually attaining flight.
Flying: The rocket propulsion system enables the SAMAS to hover stationary in mid-air or fly. Maximum flying speed is 330 mph (528 km/h), but cruising speed is considered to be 150 mph (240 km/h). Maximum altitude is limited to about 6000 feet ( 1829 m). Higher than this, high winds and rough weather can make flight both erratic and dangerous. The next generation SAMAS is intended to be a low-altitude power armor suit that can hug the ground and slip under enemy radar.
Flying Range : The nuclear power system gives the SAMAS decades of life, but the jet rockets get hot and need to cool after a maximum of ten hours of flight when traveling at speeds above cruising, and twenty hours of cruising speed, can fly indefinitely with rest stops.
Underwater Capabilities: Swimming: the SAMAS can swim by using the same types of movements as a human, at a maximum of 4 mph (6.4 km/h; 3.4 knots). Note that the act of swimming does tire out its operator, but at 20% of the usual fatigue rate thanks to the robot exoskeleton. It can also walk along the bottom of the sea at about 25% of it’s normal running speed. Using the jet thrusters, the SAMAS can travel on the surface of the water at 50 mph (80 km/h; 42.5 knots), underwater at 40 mph (64 km/h; 34 knots) or fly above the water’s surface at normal speeds. Although not yet developed, a specialized naval/underwater travel pack, to replace the normal flight pack, is being contemplated.
Statistical Data :
Height: 8 feet, 6 inches (2.4 m) from head to toe. The top mounted air intake jets add another 2 ft (0.6 m)for an overall height of 10.6 feet (3.25 m).
Width : Wings down : 3.5 feet ( 1.06 m) Wings extended: 13 feet (4 m).
Length : 4 feet, 6 inches (1.4 m).
Weight : 615 lbs (275 kg) without rail gun and ammo drum.
Physical Strength: Robotic P.S. of 36 .
Cargo : Compartment on the outside of each thigh, 2 x 4 litres.
Power System: Nuclear; average SAMAS energy life is 20 years.
Black Market Cost: CS prototype. Not available.
Weapon Systems:
1 . C-40R Mod 2SAMAS Rail Gun : See above
2. Striker 6 Wing Mini-Missile Launchers: Both wings have three small, tube, mini-missile launchers.
Primary Purpose: Anti-Aircraft and anti-missile.
Secondary Purpose: Assault
Mega-Damage : Varies with missile type, but any mini-missile can be used. Standard issue is armor piercing (1D4xl0 M.D.) or plasma ( 1D6xl0). Can also load mini-torpedoes for special missions.
Range : Typically one mile (1.6 km).
Rate of Fire : One at a time or in volleys of two, four, or six
Payload : Six total; three per wing.
3. Striker 6 Mini-Missile Chest Launchers: Located in what would be the collar bones of a human, are three small, tube, mini-missile lauchers. (Three in each “collar bone” for a total of six).
Primary Purpose: Anti-Aircraft and anti-missile.
Secondary Purpose: Assault
Mega-Damage : Varies with missile type, but any mini-missile can be used. Standard issue is armor piercing (1D4xl0 M.D.) or plasma ( 1D6xl0). Can also load mini-torpedoes for special missions.
Range : Typically one mile (1.6 km).
Rate of Fire : One at a time or in volleys of two, four, or six
Payload : Six total; three per wing.
4. Forearm weapon group (right).
a. Weapon Arm Package: As CAJ-5 Weapon Arm (see World Book 11 : Coalition War Campaign, pg 102). Note that the vibro-blade damage should be added to the armor’s robotic strength damage (2D6 M.D., for a total of 5D6 M.D.).
b. Striker 4 Mini-Missile Forearm Launchers.
Primary Purpose: Anti-Aircraft and anti-missile.
Secondary Purpose: Assault
Mega-Damage : Varies with missile type, but any mini-missile can be used. Standard issue is armor piercing (1D4xl0 M.D.) or plasma ( 1D6xl0). Can also load mini-torpedoes for special missions.
Range : Typically one mile (1.6 km).
Rate of Fire : One at a time or in volleys of two or four.
Payload : Four total.
5. Forearm weapon group (left).
a. Grenade Launcher: A repackaging of the under-barrel grenade launcher in a CP-50, with a large box magazine.
Primary Purpose: Assault and Indirect Fire.
Secondary Purpose: Anti-personnel and Defense
Mega-Damage : Varies with grenade type. Conventional M.D. rifle grenades do 2D6 M.D. to a blast area of 12 feet (3.6 m). Micro-fusion grenades inflict 6D6 M.D. to a blast area of 6 feet (1.8m). Gas, smoke and flash-bang grenades are available.
Range : 1200 feet (365m)
Rate of Fire : One at a time or in bursts of four.
Payload : 40. Reloads as individual round. Field reloading takes 1 attack per melee for each round. A full 40 grenade reload is commonly carried in one thigh compartment (with room to spare).
b. Striker 4 Mini-Missile Forearm Launchers.
Primary Purpose: Anti-Aircraft and anti-missile.
Secondary Purpose: Assault
Mega-Damage : Varies with missile type, but any mini-missile can be used. Standard issue is armor piercing (1D4xl0 M.D.) or plasma ( 1D6xl0). Can also load mini-torpedoes for special missions.
Range : Typically one mile (1.6 km).
Rate of Fire : One at a time or in volleys of two or four.
Payload : Four total.
Note: The forearm weapon group packages [10] are modular and can be switched to either arm, depending on the pilot’s preferred hand.
6. Head Lasers. This pair of lasers are mounted in a pod on the right side of the helmet (and wrapped around the back). They are look and shoot weapons for close combat. The internals are a pair of CP-30 Pulse Laser Pistols, locked into pulse mode.
Primary Purpose: Close Combat
Secondary Purpose: Assault
Mega-Damage :.4D6 M.D. for a single pulse burst, 8D6 M.D. for a double pulse burst.
Range : 600 feet (183 m)
Rate of Fire : Equal to the number of combined hand to hand attacks of its user; each pulse or double pulse counts at one of the user`s melee attacks.
Payload : Unlimited
Bonuses: +1 to Strike – however, as a look and shoot system, with the aimpoint displayed continuously on the internal virtual reality, this weapon uses the rules for natural energy blasts.
7. Chemical Sprayer. Mounted in the chest plate, this functions exactly like a cyborg chemical spray (Bionics Sourcebook pg 91). This device has a variable nozzle allowing directed sprays at a target, or it can generate a cloud around the armor
Payload : Up to 10 gas doses, as per the borg chemical spray, typical load is 3 smoke, 4 K-hex gas gas (World Book 34 Northern Gun 2, pg 95-96) , 2 holy water and 1 tranquilizer.
8. Alternative Hand held Weapons : Any weapons can be substituted in an emergency or as a back-up weapon; typically a heavy weapon when the pilot has his choice.
9. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage hand to hand combat. See Elite Power Armor Combat in the Combat section.
10. Sensor System Note: The SAMAS has full optical systems including laser targeting, telescopic, passive nightvision (light amplification), thermo-imaging infrared, ultraviolet and polarization. It has a double layered visor system, normally viewing the world through external cameras, with all the advantage entailed, but can flip the opaque outer visor up for a direct “eyeball” through the transparent inner visor. Plus all other feature common to all power armor.
Sensor Bonuses: The SAMAS gets a bonus of +1 on initiative, +1 to strike and a +1 to dodge in addition to the power armor targeting computer bonus and Basic or Elite Power Armor Combat Training bonuses.
Footnotes
1 The Siege on Tolkeen
2 “Smiling Jack” SAMAS
3 Magic or psychic effects disabled the pilot without depleting the MDC of the armor.
4 The C-40R rail gun is standard issue.
5 MCpl John Mickelson, 16th Chi-Town Wing, Operation Juggernaut veteran and SAMAS Ace with 13 kills.
6 Capt. Dejounte White, 22nd Chi-Town Wing, Operation Juggernaut veteran,SAMAS Ace with 29 kills, and SAMAS Training Instructor.
7 “Death’s Head” SAMAS
8 Death’s Head, Smiling Jack and Striker SAMAS respectively.
9 Mauler and Terror Trooper armors.
10 Art Note, to be removed pre-publication. If/when illustrated, these are modifications of the Striker-8 Forearm Mini-Missile System (World Book11 Coalition War Campaign, pg 122). The additions replace the top 4 missiles on the forearm.