Winter:


Name: Winter
True Name: Sarah Winters
Alignment: Aberrant (Evil)
Hit Points: 48 S.D.C.: 90
Attributes: I.Q.:20 (+6% / +3), M.E.: 14, M.A.: 12, P.S.: 29 (+14), P.P.: 28 (+7), P.E.: 20 (+3/+10%), P.B.: 23 (65%), SPD: 41
Weight: 172 lbs (78.1 kg) Height: 5 ft 11 in (1.8 meters)
Age: 19 years Race: Half Meltran Sex: Female P.P.E.: 7
Disposition: Very disciplined and honorable in her own way. She is very thorough when dealing with an enemy and is a strong believer in the only good enemy is a dead enemy. She is not afraid to assassinate an enemy if she sees it as the most effective means to remove them. Was loyal to the Coalition States but since bring betrayed, she is not sure what to believe. Has a deep seated distrust for all supernatural beings and mages but usually can hide her feeling. The less showy a magic user or a supernatural being is, the more able too accept the being. She has toyed with the idea of acquiring some magic items but is still not sure if she trust them. She is less concerned about using alien technology. Loyal to friends but hard to make friends.
O.C.C.: Coalition Special Forces Experience Level: Fifth (5)
Combat Skill: Hand to Hand; Commando and Boxing
Special Moves (Commando): Automatic dodge, automatic body flip throw (+1), backward sweep kick, body block/tackle, body flip/throw, critical body flip/throw, Disarm, Karate Kick, and Paired weapons.
Attacks per Melee: Seven (7)
Bonuses, Combat: Critical Strike: Natural 20, Knock Out: Natural 20, Damage: +14, Strike: +8, Parry: +12, Dodge: +13, Roll: +6, Initiative: +9
[1] on the first round she usually gets an additional +6 to Initiative, a +2 to Parry, and a +3 to dodge from Sixth Sense.
Bonus; Save: Lethal Poison [14] +5, Non-Lethal Poison [16] +5, Harmful Drugs [15] +5, Insanity [12] +0, Psionics [12] +0, Magic [12/16] +3, Horror Factor [Varies] +3.
Psionics: Major, 58 I.S.P. (+1D6+1 I.S.P. Per Level), Powers: Sensitive: Clairvoyance (4), Empathy (4), Mind Block (4), Object Reading (6), See Aura (6), Sixth Sense (2), Telepathy (4), Total Recall (2)
Cybernetics:
Muscle Augmentation: Bonuses: +8 to PS, +4 to PE, and +8 to Spd.
Cybernetically Enhanced Reflexes: Bonuses: +2 Initiative and +1 Attacks.
Sensory Implants: Clock Calender, Gyro-Compass, and Radar detector.
Infra/Ultra Eyes: Eyes are a lavender blue
Universal Headjack & Ear Implant: Has Special Augmentation, Amplified Hearing (+1 to Parry, +2 to Dodge, and +6 to Initiative), Ultra-Ear, Sound Filtration System, Optic Nerve Implant, and Cybernetic Gun-Link (+3 to strike on aimed shots and +2 to strike on bursts)
Oxygen Storage Cell
Lung Toxic Filter
Molecular Analyzer
Biocomp Self-monitoring system
Cyber-Disguise Type AA-1
O. C. C. Skills: Communication: Radio; Basic (+20%) 91%, Radio; Scrambler (+15%) 76%, Espionage: Intelligence (+10%) 64%, Wilderness Survival (+15%) 71%, Physical: Hand to Hand; Commando, Boxing, Climbing (+15%) 88%, Prowl (+15%) 71%, Running, Pilot: Pilot Hover Craft (+10%) 86%, Pilot Robots and Power Armors (+10%) 84%, Robot Combat (Elite - Striker Samas), Robot Combat (Basic), Pilot Related: Read Sensory Instruments (+10%) 66%, Weapon Systems (+10%) 76%, Rogue: Streetwise (+16%) 58%, Science: Mathematics - Basic+20% 91%, Technical: Language: American 98%, Language: Spanish (+20%) 96%, Lore: Demon and Monster (+10%) 61%, W.P.; Modern: Automatic Pistol (+4 Aimed/+2 burst), Energy Pistol (+4 Aimed/+2 burst), Energy Rifle (+4 Aimed/+2 burst), Heavy Energy (+4 Aimed/+2 burst), Wilderness: Land Navigation (+10%) 68%
O. C. C. Related Skills: Espionage: Detect Ambush [Learned at Fourth Level] (+15%) 56%, Tracking [Learned at Fourth Level] (+15%) 51%, Mechanical: Basic Mechanics (+20%) 76%, Medical: Paramedic (+10%) 76%, Military: Armorer [MOS Skill] (+30%) 96%, Demolitions [MOS Skill] (+30%) 108%, Demolitions Disposal [MOS Skill] (+30%) 108%, Trap/Mine Detection [MOS Skill] (+30%) 76%, Technical: Literacy: English (+15%) 71%
Secondary Skills: Physical: Athletics (General) [Learned at Third Level], Gymnastics, Swimming [Learned at Third Level] 66% W.P.; Ancient: Archery and Targeting [Crossbow] (+1 Parry/+2 Strike/5 Attacks), Knife (+1 Throw/+1 Strike/+2 Parry), W.P.; Modern: Paired Weapons [Pistol]
Special Officers Skills: Espionage: Escape Artist [Learned at Second Level] (+15%) 66%, W.P.; Modern: Automatic Rifle [Learned at Fifth Level] (+3 Aimed/+1 burst)
Appearance:
Winter is a tall (5 ft 11 in) and muscular women (172 lbs) but still appears definitely female. Her skin is a medium complexion Caucasian. While with her cyber disguise she can appear virtually any way she wants, she prefers blond hair that hangs down to the middle of her back. She will wear it in a variety of different styles. She normally wears fairly light makeup.
Winter prefers to wear black clothing including skin tight body suits and high black boots. Unless she is trying to disguise herself, she will normally be dressed all in black.
Weapons of Note:
Melee:
Survival Knife: Damage: 1D6 S.D.C. + Strength Bonus Weight: 1 lbs (.5 kg) - Part of Coalition Survival Kit
Hand Axe: Damage: 1D8 S.D.C. + Strength Bonus Weight: 2 lbs (.9 kg) - Part of Coalition Survival Kit
2 Vibro-Knives: Mega-Damage: 1D6 Range: Hand to Hand
3 Garrotes: Damage: Strangulation - One concealed in hair, one concealed in each boot.
4 Small Throwing Knives: Weight: .5 lbs (.23 kg) each - Weapons are concealed in back of suit. Two are silver plated. Damage: 1d6 S.D.C. + Strength Bonus.
Pistols:
2 NG-H5 Holdout Ion Pistol: Weight: 1 lbs (.45 Kg) each.
Uses special mini-energy clip. One is concealed in right sleeve and one is concealed in left boot. Mega-Damage: 1D4+1 Rate of Fire: Single Shot Effective Range: 200 ft (61 m) Payload: 6 shots
2 Pump Pistol Cartridge Double Barrel Derringer: Weight: 2 lbs (0.91 kg) each.
One is concealed in left sleeve and one is concealed in right boot. Mega-Damage: 4D6 MD for one barrel and 8D6 MD for both barrels. Rate of Fire: Single Shot or Two Shots Simultaneously. Maximum Effective Range: 50 feet (22 meters). Payload: 2 Rounds
2 Wilk's 237 "Backup" Pulse Laser Pistol: Weight: 3.0 lbs (1.4 kg) each.
Mega-Damage: 3D6 per single blast and 6D6 per double blast. Rate of Fire: Standard Effective Range: 500 ft (152 m) Payload: 8 double blasts per short E-Clip or 16 double blasts per long E-Clips.
Rifles and Others:
JA-12 Laser Rifle: Weight: 14 lbs (6.4 kg).
Mega-Damage: Laser, 4D6 for Single Shot and 1D6x10+10 for 3 simultaneous blasts. Grenade, 3D6 to 10 ft (3 m) radius. Rate of Fire: Standard. Effective Range: Laser, 4000 ft (1220 m). Grenade, 2000 ft (610 m). Payload: 10 Shots short E-Clip, 30 Shots long E-Clip, has built in energy Canister (Cannot be removed but can be recharged) that holds an additional 30 Energy shots, and has a 4 shot pump magazine for grenade launcher. Bonus: +1 on Aimed Shots with laser only.
Pump Pistol Cartridge Submachine gun: Weight: 20 lbs (9 kg).
Submachine Gun uses the same cartridges as the TX-5 Pump Pistol but is instead uses a similar action to the German MP-5 Submachine gun and has a selector for three round burst. Mega-Damage: 4D6 and 1D6x10 for three round burst. Rate of Fire: Aim, Burst, Wild, Three Round Burst. Effective Range: 1600 ft (488 m) Payload: 17 shots magazine, uses explosive shells.
10 Heavy Fusion Blocks: Mega-Damage: 4D6 x 10 with a 10 ft (3 m) blast radius. Has a 30 second delay built in.
[All Ranged weapons are modified to use cybernetic gun link]
Ammunition (Used by Multiple weapons): 12 Short E-Clips, 8 Long E-Clips, 10 Cartridge Speed loaders, 6 Cartridge Sub Clips, 40 Cartridge rounds, and 20 Silver Cartridge rounds
Rifle Grenades: 12 Explosive Grenades (3D6), 8 Sleep Gas Canisters, 8 Tear Gas Grenades, 4 Smoke Grenades, 4 Concussion Grenades, 4 Flare Warheads, 8 Silver Injecting Warheads, and 4 Neural Disruption Warheads
Armor of Note:
Light M.D.C. Body Suit (M.D.C.: 30, Weight: 4 lbs (2 kg), No Prowl Penalty)
2 T-42 Commando Armor (M.D.C.: 70, Weight: 27 lbs (12.2 kg) No Prowl Penalty) - Painted Black and has a plume pony tail. Has added N-F50A Superheavy Force Field (M.D.C.: 160, 6 hour duration per E-Clip)
Other Equipment:
Vehicles: Modified PA-08A Striker SAMAS,
Clothing: Clothing as per picture, Utility Harness and Belt, Combat Boots, Red Beret, other clothing (Including Civilian Cloths),
Other Items: Infrared distancing binoculars, RMK Robot Medical Kit, IRMSS Internal Robot Medical Surgeon System, protein healing salve, portable language translator, air filter and gas mask, PPD Pocket disk player and recorder, 12 wooden stakes, Lock pick release gun, NGR Basic Survival Pack (Two Person Tent, Sleeping Bag, Flashlight with pocket knife, Compass, Short range radio, Mini First Aid Kit, Hunting & Fishing Kit, Saw-Wires (3), Fire Starter, wooden cross, 4 signal flares, 30 ft climbing cord, Climbing gloves, 4 ceramic spikes, small mallet, soap, canteen, 5 weeks food rations), Makeup and Feminine Items, Comb and Brush,
Valuables: 16,000 Credits (earned 2,500 credits a month when in the Coalition), 10 lbs of silver, Silver Jewelry.
Equipment, Magical:
Amulet - silver amulet that gives the wearer +10% to save vs coma and death and +2 to save vs poison and disease. Item has very little of a magic aura and she does not know that it is magical.

Character Background:


Unknown to Sarah Winters is the fact that her mother was from another world. Sarah's mother is a Meltran from the Macross universe that was rifted and was trapped on Rifts Earth. She never told Sarah that she had come another world. Sarah's mother was injured and while not visible, it damaged her health and she is unable to work as a mercenary full time. Better medical care could have helped. It is likely magic or psychic healing could have solved the problem completely but she could never afford it. She traveled around a bit and ended up in the Burbs of Chi-Town and to supplement her small time mercenary work had to sometimes work as a prostitute as well. Because of the multitude of possible fathers, Sarah Winters' father is unknown but it was likely a Coalition officer that was also a major psychic. He engaged the woman's services multiple times during the time Sarah was conceived and was the only psychic that her mother new had sex with her.


Sarah lived a poor but not completely destitute childhood but decided that she did not want to be poor for her whole life. There are several ways to make your family Coalition Citizens. One is to become a juicer in Coalition service but that has a very limited lifespan due to the drugs and was not what Sarah wanted to do. Another way is to join the Coalition Special Forces and pass the training. The training is one of the most demanding in the Coalition Train but she was able to complete training in the top ten percent of graduates. Over eighty percent of the recruits failed the training and was out. As well, about ten percent got killed in her Special Forces training group. These number about normal percentages for the training and the deaths are caused by both the use of live ammunition and hazardous conditions.


Since the last name that her mother assumed was Winters and was listed as Sarah's as well, Sarah was call that during Special Forces training as well as once she reach active duty. She became comfortable with that and decided to use that as her code name to the point that most of her associates started using it.


While not volunteering for the Juicer conversion, she did volunteer for some special cybernetics enhancements that the Coalition is experimenting with to create a more stable Super Soldier than juicers. The enhancements included nerve boosts, muscle boosts, lung filters, and enhanced senses. In reality, they are copies of some incredibly advanced pre-Rifts Cybernetics that were uncovered by some Coalition Scientists. The fitting of the cybernetics was done soon after graduating from Special Forces school and took several months.


When on a mission, she was captured by a raiding party of Splugorth Minions and was brought back to Atlantis. It was decided that a Coalition Special Forces soldier would be good entertainment and was used as one of the prey on a hunt / safari. While it was very difficult, she succeeded in escaping from the chase and eventually escaping Atlantis. In addition, she got away with data records on both equipment and creatures found in Atlantis.


In recognition of both her survival and the data she brought back about Atlantis, she was awarded with the Imperial Medal of Honor, was sent to Officer's Training School, and was awarded the rank of Second Lieutenant. Previously, she had been a Sergeant. She was glad to continuing service and went on several more missions for the Coalition after being promoted to being an officer. On some of the missions, she was assigned to work with a Psi-Hound pack. On one mission, the dog boys deserted and defected to an underground Elven community. She could not stop the defection because the numbers were too much for her to deal with and was forced to go back to her superiors to report what happened. The incident caused a certain amount suspicion from her superiors and caused them to watch her closely.


In the Elven community, she met a person that went by the name of Lone Wolf. He was rifted from Pre-Rifts time and in Rifts terms, the best description for her would be that of Armorer. While they argued over many things, over time they became friends. Eventually, they even became lovers although Lone Wolf was extremely cautious of becoming lovers with someone he worked closely with. They worked on several missions for the Coalition after the disastrous mission and she thought she was back on the path towards being trusted by her superiors again.


Some of her superiors were paranoid and were unable to believe that she was not part of some kind of malicious plot against the Coalition. They decided that she was likely a spy from either Atlantis or the Elven community. The only thing they were not sure was if she was a willing spy or if she had been brainwashed. After she could not give them the answers that they wanted, They imprisoned her and tortured her to get her to reveal information. The problem was that she did not know the information that they wanted. In the process of her being tortured, they disabled many of her cybernetics which prevented her from attempting an escape on her own. Luckily, she was not forgotten and Lone Wolf was able to effect an escape for her. Both the New German Republic and Free Quebec gave covert support for her escape because they wished to get the information that she had on Atlantis. This information had been requested from Chi-Town by the New German Republic but had never been given to them.


Winter had been badly injured and many of her cybernetics were damaged. As a result, she had to recover for several months and had to have medical personnel replace many of her damaged cybernetics. The repairs and medical services were paid by for by Free Quebec and the New German Republic in return for the information that she gave them. In addition, both Lone Wolf and her were given some supplies to put them back on their feet and were offered a place to in case of emergency.


As soon as she was recovered, Winter and Lone Wolf went off to work as mercenaries. They have had to be careful because the Coalition will attempt to capture both of them if they have the chance. While she keeps using the name Winter, along with several other Mercenaries, she has changed her facial appearance and style of armor so that she is not recognized by the Coalition.



Winter's modified Special Forces "Striker" SAMAS

Winter and Lone Wolf captured a CS Striker SAMAS after she had to leave them and have greatly modified the design making it far more powerful and capable than the original Striker SAMAS design. Lone Wolf was able to integrate several ideas that he had seen on SAMAS designs made by other organizations and incorporate them into the Striker. The design looks in physical construction a bit different than the standard Striker SAMAS. The helmet has been replaced a helmet design that looks a lot like a pre-rifts SAMAS helmet, the rail gun looks different, at the back of each ankle are small boxes, and front chest plate has been heavily modified. Winter keeps her SAMAS painted black with a white skull that looks like the Punisher's skull design.


The power armor was overhauled from top to bottom and for a while the power armor looked more like an erector set than a power armor. The engines were modified and an improved cooling system based on the system in the Triax X-10A power armor was installed. This prevents the engines from overheating under normal conditions. To increase protection, a super heavy Naruni force field generator was added to the armor. The internal weapon systems have not been modified but the armor now carries more powerful hand held weapons. Initially the standard C-40R rail was replaced by the USA-M31 Rail gun. This is the same gun that was designed for the original SAMAS. This has now be upgraded with the addition of a laser cannon and grenade launcher added to the rail gun. The new weapon is called 'Triple Treat MK III". The laser is carried to give the armor an unlimited payload weapon and grenade launcher is primarily used against special targets. Special discarding sabot ammunition was also designed by Lone Wolf for the rail gun. A radical idea was to also add a chaff and flare system on the legs of the power armor. This allows the power armor to decoy away missile strikes. The final modification was the most extensive, the chest was rearranged and the black boxes from the Wild Weasel SAMAS were modified and placed in the chest. Because the chest is a common target, heavy armor also needed to be added. The original sensors were retained so if the black boxes are damaged or destroyed, the power armor has standard sensors to fall back on.


With all the modifications, the power armor is one of the most effective power armors on Rifts Earth.


Model Type: PA-08A (Modified)
Class: Strategic Armor Military Assault Suit
Crew: One


M.D.C. by Location:

[1] Shoulder Wings (2):80 each
[1] Wing Mini-Missile Launchers (6 total):8 each
[1] Shoulder Mini-Missile Launchers (6 total):8 each
[1] Forearms with Missile Launchers (2):80 each
Upper Arms (2):70 each
[1] Hands (2):25 each
Legs (2):130 each
Main Rear Jets (2):60 each
[1] Lower Maneuvering Jets (3; rear):30 each
Twin Air-Intake Jets (2; top):50 each
[1] Ammo Drum (1; rear):35
Triple Treat Mk II (Rail Gun, Laser, and Grenade Launcher):65
Chest Mounted "Black Boxes"100 each
[2] Head:90
[3] Main Body:325
[4] N-50A Super heavy Naruni force field:160


Notes:
[1] These are small and difficult targets to strike, requiring the attacker to make a "called shot;" but even then the attacker is -4 to strike.
[2] Destroying the head of the power armor will eliminate all forms of optical enhancement and sensory systems. The pilot must then only on his own human vision and senses. No power armor combat bonuses to strike, parry, and dodge! The head is a small and difficult target to hit, shielded by the air intake 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.
[3] 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. Notes: Winter's Striker SAMAS has been modified using laser resistant material and takes half damage from all laser weapons.
[4] The force field will stop energy attacks and fast moving objects. Slow moving objects can pass through. The force field regenerates one (1) M.D.C. per melee round unless overloaded and then cannot be activated for 12 hours if overloaded. The force field pulls its power off of the power plant.


Speed:
Running: 70 mph (112.6 km) maximum. Note that the act of running does tire out its operator, bm au 10% of the usual fatigue rate.
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), but cruising speed is considered to be 150 mph (240 km). Maximum altitude is 6000 feet (1829 m; a little over one mile/1.6 km). Higher than this, high winds and rough weather make flight both erratic and dangerous. Optimum altitude range is ground level to about 4000 feet (1200 m). Like its predecessor, the "Striker" is designed to be a low altitude power armor suit than can hug the ground and slip under enemy radar.
Flying Range: The new jet propulsion system has eliminated the overheating problem of the standard Coalitions "Striker" SAMAS. The new rockets can fly for 24 hours, non-stop, and at full speed without fear of overheating. A quick cooling system makes the engines usable after only 15 minutes of being shut down. Furthermore, laboratory tests have shown that the engines do not even begin to deteriorate until after 36 hours of constant flight. The stop and start use in the field of combat means the engine have numerous periods of cooling. meaning it can function indefinitely under 98.5% combat situations.
Underwater Capabilities: Swimming: The SAMAS can swim by using the same types of paddling leg and arm movements as a human at a maximum speed of roughly four mph (6.4 km/3.4 knots). It can also walk along the bottom of the sea at about 25% of its normal running speed. Using the jet thrusters, the SAMAS can travel on the surface of water at 50 mph (80 km/42.5 knots), underwater at 40 mph (64 km/34 knots) or fly above the water surface an normal speeds.
Maximum Ocean Depth: 2000 feet (610 m).


Statistical Data
Height: 8 feet, 6 inches (2.4 m) from head to toe. The top mounted air intake jets adds another two feet (0.6 m) for an overall height of 10.6 feet (3.25 m).
Width: Wings down, 3.5 feet (1.06 m) and with Wings extended, 12 feet (3.6 m).
Length: 4 feet 6 inches (1.4 m)
Weight: 650 lbs (295 kg) without the rail gun and ammo drum.
Physical Strength: Equal to a P.S. 36
Cargo: None
Power System: Nuclear, average SAMAS energy life is 20 years.
Cost: An unmodified Striker SAMAS costs 2.6 million credits for a new, undamaged, fully powered suit complete with rail gun and one full ammo-drum to manufacture. The Wild Weasel systems cost in the area of 2 million credits. The total cost of the power armor is rated at 4.9 million credits and selling price could easily be as high as 7.5 million credits.


Weapon Systems:

  1. Triple Threat Mk III (1): This weapon combines the Pre-Rifts USA-M31 Rail gun from the original Pre-Rifts SAMAS design, the JA-12 laser rifle, and the grenade launcher from the JA-12 with four times the normal magazine. The rail gun has fewer bursts and is heavier but the rail gun inflicts more damage than the C-40R The power draw of the laser and rail gun are too high for both to be fired at the same time. The power armor can still use most rail gun or laser rifle designs. Lone Wolf has also designed discarding sabot ammunition which increases the damage that the rail gun rounds inflict.
    Weight: 138 lbs (62 kg) for the Triple Threat and 190 lbs (86.2 kg) for the ammo drum.
    Maximum Effective Range: Rail Gun & Laser: 4,000 feet (1,200 meters). Grenade Launcher: 2,000 feet (610 meters).
    Mega-Damage: Rail Gun: A burst of 40 rounds does 1D6x10 [2D4x10], a single round does 1D4+1 [1D6+1]. *[Discarding Sabot Rounds]. Heavy Laser: 4D6 for Single Shot and 1D6x10+10 for 3 simultaneous blasts. Grenade Launcher: 3D6 to 10 ft (3 m) radius for high explosive or varies special warheads.
    Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6).
    Payload: Rail Gun: 2,000 round drum for 50 bursts. A second drum can be hooked to the undercarriage of the rocket jets, but first the used drum must be manually removed by another SAMAS or character with a strength of 26 or higher before it can be replaced with the new one. Reloading a drum will take about five minutes for those not trained, but a mere one minute by somebody trained in the use of SAMAS power armor. Heavy Laser: Effectively Unlimited Grenade Launcher: 16 Grenades, reloaded individually or by speed loader.
  2. Striker-6 Mini-Missile Wing Launchers: Each of the wings have three small, tube mini-missile launchers.
    Missile Type: Any mini-missile can be used, but standard issue is armor piercing (1D4x10 M.D.) or plasma (1D6x10). Fragmentation will be used for anti-personnel operations (Go to revised bomb and missile tables for details.)
    Maximum Effective Range: Usually about one mile (See revised bomb and missile tables for details.)
    Mega-Damage: Varies with missile type (See revised bomb and missile tables for details.)
    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 each of what would be the collar bone of a human, are three small, tube mini-missile launchers (six total).
    Missile Type: Any mini-missile can be used, but standard issue is armor piercing (1D4x10 M.D.) or plasma (1D6x10). Fragmentation will be used for anti-personnel operations (Go to revised bomb and missile tables for details.)
    Maximum Effective Range: Usually about one mile (See revised bomb and missile tables for details.)
    Mega-Damage: Varies with missile type (See revised bomb and missile tables for details.)
    Rate of Fire: One at a time or in volleys of two, three or six.
    Payload: Six total.
  4. Striker-8 Forearm Mini-Missile System: Each of the forearms is encased in an oversized plate armor that has an eight mini-missile launch system.
    Missile Type: Any mini-missile can be used, but standard issue is armor piercing (1D4x10 M.D.) or plasma (1D6x10). Fragmentation will be used for anti-personnel operations (Go to revised bomb and missile tables for details.)
    Maximum Effective Range: Usually about one mile (See revised bomb and missile tables for details.)
    Mega-Damage: Varies with missile type (See revised bomb and missile tables for details.)
    Rate of Fire: One at a time or in volleys of two, four or six.
    Payload: 16 total: eight per arm.
  5. Energy Rifles: The "Striker" SAMAS typically can use the CTT-P40 particle beam rifle as its standard issue, but the CTT-M20 missile rifle or any rail gun can be substituted. Note that firing the two oversized guns with one hand is possible, but the character is -2 to strike. The "Striker" is also small enough that it can use any of the standard infantry weapons from pistols and vibro-blades to rifles, same as the "Death's Head" SAMAS.
  6. Anti-Missile Chaff Dispenser: Located on the lower legs of the SAMAS are two chaff dispenser. When tailed by a missile, a cloud of chaff and other obtrusive particles can be released to confuse or detonate the enemy's attack. Rifts Earth decoys systems are assumed to not operate against Phase World missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
    Effect:
      01-50 Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
      51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
      76-00 No effect, enemy missile or missile volley is still on target.
    Also note that the chaff cloud will also blind flying monsters that fly through cloud. They will suffer the following penalties: reduce melee attacks/actions, combat bonuses, and speed by half. Duration: 1D4 melee rounds.
    Payload: Eight (8) - four each leg
  7. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in mega-damage hand to hand combat. See Basic and Elite Power Armor Combat Training on page 45 of the Rifts RPG for combat bonuses.


Sensor System of Note:


The SAMAS has full optical systems, including laser targeting, telescopic, passive nightvision (light amplification), thermo-imaging, infrared, ultraviolet, and polarization. Plus all other features common to all power armor. In addition to these, the power armor has these additional features. Most of the extra features are from the Black Boxes.




[ Altarian TM, Bandito Arms TM, Brodkil TM, Chipwell Armaments TM, Coalition States TM, Cyber-Knight TM, Federation of Magic TM, Free Quebec TM, Golden Age Weaponsmiths TM, Iron Heart Armaments TM, Kankoran TM, Kittani TM, Larsen's Brigade TM, M.D.C. TM, Mechanoids TM, Mega-Damage TM, Megaversal Legion TM, Millennium Tree TM, Mutants in Orbit TM, Naruni Enterprises TM, New Navy TM, New Sovietskiy TM, NGR TM, Nog Heng TM, Northern Gun TM, Phase World TM, Psyscape TM, Rifter TM, SAMAS TM, S.D.C. TM, Shemarrian TM, Splugorth TM, Stormspire TM, Sunaj TM, Tolkeen TM, Triax TM, Wellington Industries TM, Wilk's Laser Technologies TM, Xiticix TM, and Zaayr TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]


Lone Wolf and Winter Image drawn and copyrighted by "DownThe-Rabbithole."

More "Soap" artwork at DeviantArt


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2001, 2008, & 2009, Kitsune. All rights reserved.



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