PA-07A "Smiling Jack" Light Assault SAMAS

"Smiling Jack" Light Assault SAMAS

The PA-07A Light Assault SAMAS is patterned after the original PA-06A as a low altitude, all environment power armor fighter. Like the PA-06A, the Smiling Jack is fast, tough, reliable and capable of infantry assaults, frontline combat, surgical strikes, troop support, seek and destroy, reconnaissance, rescue, espionage and defense. It can fly, hover, make tight turns and is small enough to maneuver through narrow streets and corridors without sacrificing firepower or armor protection.
The armor styling of the Smiling Jack is similar to the new Coalition body armor but is still recognizable as a SAMAS. The helmet has a large one way glass (tough as M.D. steel) that gives the pilot optimum peripheral vision. The lower jaw portion ap­pears to be locked in a smiling position, showing a set of broad flat teeth, hence its nickname, "Smiling Jack." 
The PA-07A has all the same basic features, weapons and capabilities of the old, Death's Head SAMAS. The only difference is its appearance, one large air intake jet above the head, less bulky but equally strong armor, mini-missile launchers built into the wings, and five lower, secondary jet thrusters to give the suit better control and mobility at altitudes above 1000 feet (305 m).

"Smiling Jack" SAMAS Power Armor

Model Type: PA-07A 
Class: Strategic Armor Military Assault Suit 
Crew: One
  M.D.C. by Location:
  • * Shoulder Wings (2) - 85 each
  • * Wing Mini-Missile Launchers (6 total) - 8 each 
  • Main Rear Jets (2) - 60 each
  • Lower Maneuvering Jets (5) - 25 each
  • Intake Jet (1; top) - 40
  • * Ammo Drum (rear) - 35
  • * Rail Gun - 50
  • * Hands (2) - 25 each
  • Arms (2) - 50 each
  • Legs (2) - 100 each 
  • ** Head - 70
  • *** Main Body - 250 
* 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 annor will eliminate all fonns of optical enhancement and sensory systems. The pilot must then rely on his own human vision and senses. No power annor combat bonuses to strike, parry, and dodge!
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 at­ tacker is -3 to strike.
*** Depleting the M.D.C. of the main body will shut the annor 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: 60 mph (96 km) maximum. Note that the act of run­ ning does tire out its operator, but at 10% of the usual fatigue rate.
Leaping: The powerful robot legs can leap up to 15 feet (4.6 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 attain­ ing flight.
Flying: The rocket propulsion system enables the SAMAS to hover stationary up to 1000 feet (305 m) or fly. Maximum flying speed is 300 mph (480 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. The Smil­ing Jack SAMAS is still too small and light even with the addi­ tional thrusters, to safely fly at greater heights. Optimum altitude range is ground level to about 4000 feet (1200 m). Like its predecessor, the Smiling Jack is designed to be a low altitude power annor suit that can hug the ground and slip under enemy radar.
Flying Range: The nuclear power supply gives the SAMAS decades of life but the jet rockets get hot and need to cool after a maximum of 10 hours of continuous flight at speeds above cruis­ing, 24 hours at cruising speed. It can fly indefinitely with rest stops every few hours.
Underwater Capabilities: Swimming: The SAMAS can swim using the same types of paddling leg and ann 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% its nonnal 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's surface at normal speeds.
Maximum Ocean Depth: 1000 feet (305 m).
 
Statistical Data
Height: 8 feet (2.4 m) from head to toe. The top mounted air foil adds another two feet (0.6 m) for an overall height of 10 feet (3 m).
Width: Wings down, 3.5 feet (1.06 m)
Wings extended, 12 feet (3.6 m)
Length: 4 feet 6 inches (1.4 m)
Weight: 500 lbs (225 kg) without the rail gun and ammo drum. 
Physical Strength: Equal to a P.S. 30
Cargo: None
Power System: Nuclear, average SAMAS energy life is 20 years. 
CS Cost: 1 .8 million credits for a new, undamaged, full pow­ ered suit complete with rail gun and one full ammo-drum. None have yet fallen into the hands of the Black Market.
 
Weapon Systems
1. C-40R SAMAS Rail Gun (1): This is standard equipment for the "Smiling Jack" SAMAS. Other heavier rail guns can be substituted. Likewise, the new CTT-M20 missile rifle or CTI-P40 rifle can be used as an over-sized two-handed weapon.
Primary Purpose: Assault
Secondary Purpose: Defense
Weight: Gun: 92 lbs (41.4 kg), One SAMAS Ammo-Drum: 190 lbs (85.5 kg).
Mega-Damage: A Burst is 40 rounds and inflicts 1D4x10 M.D., one round does 1D4 M.D.
Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6).
Maximum Effective Range: 4000 feet (1200 m)
Payload: 3000 round drum, that's 75 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 re­ placed with the new one. Reloading a drum will take about 5 minutes for those not trained, but a mere one minute by some­ body trained in the use of SAMAS power armor.
  2. SJ-6 Mini-Missile Launchers: Each of the wings have three small, tube mini-missile launchers.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Defense
Missile Type: Any mini-missile can be used, but standard issue is annor piercing (1D4x10 M.D.) or plasma (1D6x10). Frag­mentation will be used for anti-personnel operations. 
Mega-Damage: Varies with missile type.
Range: Usually about a mile.
Rate of Fire: One at a time or in volleys of two, four or six. 
Payload: Six total; three per wing.
  3. Energy Rifles: Same as the "Death's Head" SAMAS. The "Smiling Jack" SAMAS is small enough that it can use any of the standard infantry weapons from pistols and vibro-blades to rifles. Or the CTT-M20 missile rifle or CTT-P40 rifle can also be used as an over-sized two-handed weapon.
  4. 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 351-352 of Rifts® Ultimate Edition for combat bonuses.
  5. Sensor System Note: The SAMAS has full optical systems, including laser targeting, telescopic, passive nightvision (light amplification), thenno-imaging, infrared, ultraviolet, and po­larization. Plus all other features common to all power armor. 
Sensor Bonuses: The SAMAS gets a bonus of +1 to strike and +1 to dodge in addition to the power annor target bonus and Basic or Elite Power Annor Combat Training bonuses.