NG-X9 Samson Mk III

NG-X9 Samson Mk III

The Samson power armor is Northern Gun’s most famous and best selling power armor of all time. In fact, it has been around for so many years and is such a favorite among NG customers, that the corporation has adopted the Samson helmet and other characteristics for many of its body armors and other power armors. The Samson remains a sturdy, reliable robotic power armor suit that features military-grade firepower and jet-assisted mobility. The look of the Samson is iconic and the suit is synonymous with the term “power armor” for many wilderness folk. The familiar appearance has been kept in mind when crafting some of the power armor suits that followed, most notably the Samson Missileman, the Protege (a.k.a. Sammy Junior) and the Gladius, among others, endearing customers to them the moment they were released in the marketplace.
Though the Samson is showing its age, it remains a favorite of many power armor pilots, mercenaries, kingdom defenders and criminals. It has great value and offers substantial armor and strength, as well as a rail gun and mini-missile launcher for holding off enemies.
And not just a rifleman, the Samson comes equipped with menacing hand blades that have been the end of many demons and monsters.
The design may be a bit dated, especially when compared to new NG, Coalition and Triax designs, but with a new coat of paint, even a 40 year old Samson suit is still a frightening war machine. All that said, NG has quietly up-armored the Samson over the years. The Mk II Samson has the same basic M.D.C. as the Samson Missleman. 
The newest, Mk III, depicted here, is the heaviest armor to date. However, the Mk 1, Mk II and Mk III all look nearly identical, and NG has never advertised the differences.
As Northern Gun’s first and signature power armor, the Samson is a hybrid between power armor and combat robot. The pilot, for example, does not actually wear the armor so much as he fits inside it more like a robot. The pilot’s head is inside the chest. The arms and hands are manipulated by the movement of the pilot’s own arms and hands, but they do not fit inside the oversized arms and fingers of the Samson. Let’s not forget that the Samson stands 11 feet (3.4 m) tall and is roughly twice the size of a typical human. That means the feet of the pilot stop above the knees of the Samson power armor and hands operate arm controls in the shoulders. Again, the pilot must move his own legs to make the Samson move, but it also responds via hand-controls, sensors and control mechanisms attached to the Samson pilot. 
This makes working a Samson a bit tricky and most pilots need time to acclimate themselves to its movement and operational mechanics. All visuals, for example, come from concealed cameras in the chest and the head (behind the visor of what appears to be the eye slits of the helmet). In fact, the entire head is the central sensor cluster for the Samson.
The pilot must also get used to seeing the world from 10 feet (3 m) high. The pilot sees what the robotic head sees, and that’s from about 10 feet (3 m) above the ground. Similarly, the Samson operator must get used to walking on the equivalent of stilts and taking strides that are three times longer than his own. As awkward as all of this may sound, power armor pilots insist they get used to it all very quickly, and enjoy the elevated vantage point, and knowing they are inside a light, walking tank.
Truth be told, Northern Gun never intended the Samson to be anything more than an initial and somewhat clumsy venture into the power armor market. When they released it in 81 P.A., the NG execs figured it would be the first of its kind and replaced in a few year.
As it turned out, it was one of the “only” power armors on the open market, people loved the design, and it was an instant and massive mega-hit. It would be 20 years before other free market power armors would start to enter the marketplace, and by then, Northern Gun was “the” dominant power. The success of the Samson power armor caught even NG by surprise and they milked it to the maximum.
New power armor designs were stalled for a long time simply because, a) NG found it difficult to miniaturize power armor to mansize suits, and b) the sales of the Samson were so strong that they didn’t have a pressing need to make other suits. As a result, the NG X-9 Samson is the second most famous power armor after the Glitter Boy; not counting the infamous power armors of the Coalition States.
NG market research has shown the Samson’s size, firepower, and reputation for power and reliability all matter in the mind of the consumer, and have worked to keep the Samson a top seller for decades. Even in today’s marketplace with rapidly expanding competition, the Samson still ranks in the top ten. That research shows that while many people like the newer, smaller, sleeker “suits of armor” approach of the Coalition States, Triax, Titan Industries and even NG’s own more recent releases, many others prefer the size and heft of a big power armor like the Glitter Boy (10.5 feet/3.2 m tall) and the Samson (at 11 feet/3.4 m). 
As long as there is demand, Northern Gun will continue to make the Samson. The original design team leaders, Larry McDougall and C.M. Beeda, never realized they were creating the stuff of legend when they first developed the Samson.

Samson Power Armor

Model Type: NG-X9 Mk III.
Class: Armored Infantry Assault Suit.
Crew: One.
M.D.C. by Location: * Head – 100 Neck Fin Shield (right side of head) – 50
  • * Chest Lights (2, low profile) – 10 each
  • Main Ammo-Drum (back, large) – 75 
  • Second Ammo-Drum (back, small) – 40
  • Rail Gun – 75
  • Shoulder Plates (2) – 90 each
  • Arms (2) – 90 each
  • Hands (2) – 30 each
  • Legs (2) – 150 each
  • * Leg Thrusters (2, one per leg) – 30 each
  • Rear Thruster Jets (2, back) – 50 each
  • Forearm Mini-Missile Launcher (1, left) – 50
  • * Forearm Tri-Laser (1, right) – 40
  • * Headlights (2, chest/upper abdomen) – 6 each
  • ** Main Body – 320 (making it one of the most heavily armored)
* 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, making it useless.
 
Speed
Running: 150 mph (240 km) maximum. Note that the act of running does tire out its operator, but at 20% of the usual fatigue rate at full speed. Fatigue is reduced to 10% when maintaining a speed of 75 mph (120 km) or less.
Leaping: The powerful robot legs can leap up to 25 feet (7.6 m) high or across unassisted by the jet boosters, increase by 50% with a running start. A jet booster assisted leap can propel the unit up to 100 feet (30.5 m) high and 200 feet (61 m) across; increase by 50% with a running start. This is not flight. 
Flying: None. Momentary hovering and cushioned landings are possible. After leaping upward, the Samson can hover to hold its position there for one melee round (15 seconds) before it becomes unstable and quickly drifts back down to the ground. This is great for getting a quick bird’s-eye view above the tree line, smoke or buildings. A leap straight up or at a slight angle can also be used to jump up onto rooftops, on top of vehicles or to try to snare low-flying opponents.
Cat-Like Landings from Great Heights: The Samson can drop or leap down, using its back and leg thrusters to land without risk of damage, from heights as great as 400 feet (122 m), to slow its descent and land softly on its feet and ready for action. Reduce this height by half if the main, back thruster system is destroyed.
Drops from heights greater than 400 feet (122 m) up to 800 feet (244 m) are trickier. The Samson is likely to survive the landing but may take damage. Roll 1D20 to determine the success of the landing.
On a roll of 1-10 the suit hits the ground hard, takes 4D6 M.D. and the operator loses 1D4 melee actions/attacks before he’s back up on his feet. On a roll of 11-20 the pilot sticks the landing, and can continue to move/jump/run without damage or delay. 
Drops from greater heights are not possible without potentially life-threatening damage: 2D6x10 M.D. to the power armor, 6D6 S.D.C./Hit Point damage to the wearer inside the armor, and the operator is stunned for 1D4 melee rounds before he recovers from the fall and is able to take action again.
Water: The Samson is not designed for use in the water, but can walk along the bottom at 20 mph (32 km or 17 knots). Maximum depth is 2,000 feet (610 m).
 
Statistical Data
Height: 11 feet (3.4 m).
Width: 5 feet (1.5 m).
Length: 4 feet, 6 inches (1.4 m).
Weight: 1,000 pounds (450 kg) fully loaded.
Physical Strength: Robot P.S. 33 for the Mk II and Mk II.
Cargo: Small storage area for extra supplies and personal weapons.
Power System: Nuclear; average life is 15 years.
Cost: 1.7 million credits for nuclear, 1.3 million credits for Solid Oxide, and 950,000 credits for electric. Older and used models sell for 850,00 to 1.2 million credits but seldom have more than 1D4x10+180 M.D.C. for main body.
 
Weapon Systems
1. NG-S202 Super-Samson Rail Gun: This is standard equipment for the Samson and is a powerful weapon. Note that the NG-S202 Super has a greater payload than the machine-gun version. Also, there is no separate power pack; the unit is hooked directly to the armor’s nuclear power supply. Anti-monster rounds can be substituted as necessary. When the big gun is not needed, it locks into place behind the head and shoulders.
Primary Purpose: Anti-Armor, Anti-Monster and Assault.
Secondary Purpose: Anti-Personnel and Defense.
Range: 4,000 feet (1,219 m).
Mega-Damage: A Burst is 60 rounds and inflicts 1D6x10 M.D.; one round does 1D6 M.D.
Rate of Fire: Each burst or single shot counts as one melee action/attack.
Payload: 6,000 round drum, that’s 100 bursts. A second drum can be hooked to the undercarriage of the rocket jets, but must be manually removed by another Samson or 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 Samson power armor.
  2. NG-SAM209 Forearm Mini-Missile Launcher (1, left): 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.
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 these days).
  3. NG-SAM309 Forearm Tri-Laser (1, right): 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.
Note: This weapon may be substituted with the double-barreled mini-missile launcher (above), a single barrel ion blaster (same range and does 4D6 M.D. per blast), or an S.D.C. machine-gun similar in size to the missile launcher. Range of the machine-gun is 1,200 feet (366 m). Damage is 6D6+6 S.D.C. per burst of six rounds and payload is 360 rounds, enough for 60 bursts. Ammo can be standard S.D.C. rounds, silver-coated or wooden ammo. The ammo drum is attached to the back or behind the shoulder.
  4. 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). 
  5. Energy Rifles and Handheld Weapons (optional): Any large, heavy weapon designed for power armor or Combat Cyborgs, and if not too large, for combat robot vehicles, can be handled by the Samson. 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.
  6. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage hand to hand combat. See Basic or Elite Ground-Based Power Armor Training on page 351 or 352 of Rifts® Ultimate Edition.  Damage is based on the Robotic P.S. of 33 (applicable to Mk II and Mk III units, the Mk I had a Robot P.S. of 30).
  • Restrained Punch – 1D4 M.D.
  • Full Strength Punch – 2D4 M.D.
  • Power Punch – 4D4 M.D., but counts as two melee attacks.
  • Kick – 2D8 M.D.
  • Leap Kick – 4D8 M.D., but counts as two melee attacks.
  7. Sensors and Features of Note: Comes with all standard features, plus the newer Samson Mk III has the purchase option of getting a UEL concealed in the underside of each forearm. This feature became available in the summer of 108 P.A.
  • a) Abdomen Searchlights (6 M.D.C. each): Mounted in the abdomen of the Samson are two searchlights. Each has a 20 degree arc of movement up, down and sideways and is used to light up the area ahead, or as a focused beam like a flashlight. Range is 400 feet (122 m).
  • b) Helmet Cameras: Two simple dashboard-style digital cameras are built into the helmet. They see and record whatever the wearer sees. The cameras have no special features beyond the ability to tape 96 hours of video and take 4,000 still photos. Note: There are two backup cameras in the Samson’s chest to prevent the pilot from being completely blind if he head is destroyed (-2 to strike, parry, dodge, disarm, etc.; -4 on Perception Rolls). 
  • c) Helmet Voice Modulation: The mouthpiece of the helmet includes a built-in loudspeaker to serve as a bullhorn, language translator and voice modulator (changes/disguises the wearer’s voice; 20 different variations).
  • d) Nightvison Optics: Passive light amplification that allows the pilot to see in the dark as long as there is at least some ambient light, 1,600 foot (488 m) range, and ultraviolet vision (can see the ultraviolet light used by some security systems).
  • e) OPTIONAL: Gun Camera: This is a simple dashboard-style digital camera attached to a handheld weapon, usually a rifle or the rail gun, but it can be hooked to handgun as well. When desired, the gun camera is activated to send a wireless video transmission to the HUD of the pilot, who is able to see whatever lies directly ahead of the gun; limited to the direction and angle the weapon is pointed. 1,200 foot (366 m) range. Note: If a power armor pilot becomes entirely reliant upon just a gun camera to see, he is -6 to strike, parry, dodge, disarm, etc. and is -8 on Perception Rolls. Cost: 6,500 credits fore each gun camera.
  • f) OPTIONAL: UEL Power Cable: Standard system, for forearms. Cost: 150,000 credits each.