NG-X13 Samson Missileman

NG-X13 Samson Missileman

Artillery Infantry Power Armor
The growing number of heavy armored vehicles such as tanks, robots and IFVs in North America has left the infantry soldier vulnerable on the modern battlefield. Man-portable missile launchers and power armor suits are versatile and critical equalizers, but even they are not always up to the task of engaging tanks and giant robots.
To give the infantry soldier a fighting chance, the designers at Northern Gun released the Samson Missileman in the spring of 107 P.A. – a suit of heavy infantry power armor designed specifically to fight Main Battle Tanks, giant robots, supernatural menaces and similarly heavily armored enemy targets. In short, the NG-X13 Samson Missileman is equipped with an arsenal of missiles, making the operator a walking pillbox able to take on and destroy tanks and armor vehicles.
Missileman armor comes from the design team of Lorne Wheeler, C. Bellaire and A. Okamura. It is built upon the basic chassis of the NG Samson Mk II with heavier armor plating and missile launchers mounted on the back, shoulders and forearms. The additional weapons ground the power armor (cannot fly or leap), and for the unit to survive on the modern battlefield, it really should be flanked by ground troops or escorted by lighter, faster power armor or flyers. It is especially popular among mercenary groups who engage in heavy combat and assault fortified positions, and anti-robot specialists.

Samson Missileman Power Armor

Model Type: NG-X13 Samson Missileman.
Class: Armored Infantry Assault Suit.
Crew: One.
M.D.C. by Location:
  • * Head – 90
  • Scissor Short-Range Missile Launchers (2; back) – 70 each
  • NG-S202 Rail Gun – 50
  • Ammo Drum (rear) – 30
  • * Hands (2) – 20 each 
  • Arms (2) – 65 each
  • * Forearm Mini-Missile Launchers (2) – 15 each
  • Legs (2) – 95 each
  • * Mini-Missile Launchers (2; shoulders) – 50 each
  • ** Main Body – 285
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” and even then the attacker is -4 to strike. 
Destroying the head eliminates all forms of sensory enhancement and the main optics, leaving the pilot to rely on his own human senses without any of the bonuses granted to him by the Robot Combat skill. However, the pilot is still safe, locked inside an environmentally sealed suit, albeit, headless. 
If he continues to fight or try to function, he does so utilizing the two concealed cameras in his chest to see and, if available to him, any “optional” gun camera. In both cases, live video is transmitted to the HUD of the helmet or HUD goggles he may wear inside the Samson power armor suit. 
While this backup optics system gives him limited sight, it is inferior, and the pilot is -3 to strike, parry, dodge, disarm, etc. and is -4 on Perception Rolls. If reliant upon just a gun camera, double the penalties.
** Depleting the M.D.C. of the main body will shut the armor down completely, and the pilot will be vulnerable to attack.
 
Speed
Running: 80 mph (128 km) maximum. 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 5 feet (1.5 m) high or 10 feet (3 m) across even with the awkward addition of the missile racks. No feet or rear jet boosters.
Flying: Flight is not possible.
Underwater Capabilities: The Samson Missileman is not designed for underwater combat and cannot swim, but it can walk or run on the sea floor at a maximum speed of 20 mph (32 km).
Maximum Ocean Depth: 2,000 feet (610 m).
 
Statistical Data
Height: 11 feet (3.4 m) – 16 feet (4.9 m) with the short-range Scissor missile launchers folded upward to fire.
Width: 5 feet, 6 inches (1.7 m).
Length: 5 feet, 6 inches (1.7 m).
Weight: 900 lbs (405 kg), fully loaded.
Physical Strength: Robot P.S. of 28.
Cargo: None.
Power System: Nuclear; average energy life is 15 years.
Cost: 1.2 million credits for a new, undamaged, fully powered suit complete with rail gun, one ammo-drum and full missile complement.
Poor availability due to its area of specialization. Not currently available with a Solid Oxide power supply. Electric is not suitable.
 
Weapon Systems
1. NG-S202 Super-Samson Rail Gun: An NG-S202 Super Rail Gun is the standard issue infantry weapon for the Samson Missileman.
The weapon draws power from the nuclear power plant and ammunition is fed from a drum magazine mounted on the back of the power armor.
Primary Purpose: Assault.
Secondary Purpose: Defense.
Range: 4,000 feet (1,219 m).
Mega-Damage: 1D6 M.D. for a single round, or 1D6x10 M.D. for a burst of 60 rounds.
Rate of Fire: Each burst counts as one melee attack. 
Payload: 6,000 round drum for 100 bursts. Reloading a drum takes about five minutes for those not trained, but a mere one minute by someone trained in the use of power armor.
  2. SM113 Scissor Short-Range Missile Launchers (2): A scissorstyle missile launcher similar to that of the NG-M56 Multi-Bot is attached to the back of the armor. When the system is readied for combat, the twin, five-shot missile arms snap up and lock into a V-shape for firing. This system is included for anti-armor and anti-dragon combat.
Primary Purpose: Anti-Armor and Anti-Dragon.
Secondary Purpose: Anti-Aircraft and Assault.
Range: Five miles (8 km).
Mega-Damage: Varies with missile type; standard issue is armor piercing (2D6x10 M.D. to a 5 foot/1.5 m radius) or plasma (2D6x10 M.D. to a 15 foot/4.6 m blast radius).
Rate of Fire: One at a time or volleys of 2, 4, 6 or 8.
Payload: 10 total, five missiles per scissor arm.
  3. NG-SM24 Shoulder Mini-Missile Launchers (2): Attached to the shoulders of the Samson Missileman are two large, armored housings. These launchers were upgraded in the spring of 109 P.A., and each now contains 12 mini-missiles current model.
Primary Purpose: Anti-Aircraft. 
Secondary Purpose: Assault/Defense.
Range: One mile (1.6 km).
Mega-Damage: Varies with missile type; standard issue is armor piercing (1D4x10 M.D.) and/or plasma (1D6x10 M.D.).
Rate of Fire: One at a time or volleys of 2, 4, 6, 8 or 12.
Payload: 24 total, 12 mini-missiles per shoulder.
  4. NG-SAM209 Forearm Mini-Missile Launcher (1-2, left or both forearms): A double-barrel mini-missile launcher is built into the left forearm, with two mini-missiles contained in each of the two barrels. Note: The Mk I model had this archaic launcher on both forearms; no Tri-Laser. Today, one or both of the forearm launchers are often substituted with the Tri-Laser, below, as having at least one energy weapon gives the artillery Samson a weapon other than missiles.
Primary Purpose: Anti-Aircraft and Anti-Missile. Secondary Purpose: Anti-Armor and Defense. Range: One mile (1.6 km). Mega-Damage: Varies with missile type. Rate of Fire: One at a time or in a volley of two. Payload: Four, two mini-missiles per each barrel. Eight if the laser on the right forearm is substituted for a launcher (a rarity).
  5. OPTIONAL: NG-SAM309 Forearm Tri-Laser (1, right and/or left, replacing one forearm mini-missile launcher, above): The design for the Samson Tri-Laser has always been unusual.
There are no barrels indicating this is a “gun” of any kind. The lasers fire from three openings in a forearm appliance that looks more like a small shield or extra plate of armor than a weapon. Most people assume this is the missile launcher. It can fire one, two or three simultaneous blasts.
Primary Purpose: Assault and Anti-Personnel.
Secondary Purpose: Defense.
Range: 1,600 feet (488 m).
Mega-Damage: 2D6 M.D. per single blast, 4D6 M.D. per dual blast and 6D6 M.D. per triple blast firing simultaneously at the same target.
Rate of Fire: Each single or multiple blast counts as one melee attack.
Payload: Effectively unlimited as it is tied directly to the power supply of the armor. 
  6. Knuckle Vibro-Blades: Three vicious looking blades extend from the hand and are used in hand to hand combat.
Primary Purpose: Assault and Close Combat.
Secondary Purpose: Defense.
Range: Melee combat. Arm’s reach, which in this case is about 5 feet (1.5 m).
Mega-Damage: 3D4+3 M.D. (includes Robot P.S. considerations).
  7. Energy Rifles and Handheld Weapons (optional): The Missleman seldom uses any other heavy weapon designed for power armor or Combat Cyborgs, though it most certainly could. However, because the Samson is oversized, most man-sized weapons need to be modified (trigger guard removed or handles made larger, etc.) and even then are awkwardly too small to use (-2 to strike). Such alternative or extra weapons may be carried in hand or slung over the shoulder on a strap or in a carrying bag. A large side arm, such as an oversized Vibro-Sword, could be carried in a scabbard on a belt at the waist.
Normal, human scale weapons used by the pilot upon exiting the large Samson suit can be stored in a compartment about the size of a footlocker, inside the Samson power armor. 
  8. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage hand to hand combat. See Basic or Ground-Based Power Armor Training, depending on the pilot’s level of skill, on pages 351 or 352 of Rifts® Ultimate Edition.
Damage as per Robotic P.S. of 28.
  • Restrained Punch – 1D4 M.D.
  • Normal Punch – 1D6 M.D.
  • Power Punch – 2D6 M.D., but counts as two melee attacks.
  • Kick – 2D4 M.D.
  • Leap Kick – 2D8 M.D., but counts as two melee attacks.
  9. Sensor System Note: The Samson Missileman has all of the standard features and systems of power armor suits and those of the Samson Mk III, plus a complete optics package, including laser targeting, telescopic (up to 10x magnification, range is 2 miles/3.2 km), passive nightvision (2,000 foot/610 m range), and thermal-imaging (1,000 foot/305 m range). Robot Combat & Sensor Bonuses: +1 to strike.