REEF-PA03 Katana SAMAS:

The REEF in Florida was able to get part of a Coalition Super SAMAS and was able to copy the Super SAMAS and built a copy with several additional weapon systems, an improved engine cooling system, and a Nurani force field. The armor has similar styling to a Samurai's armor and the armor is painted in various shades of grey as camouflage.

The armor caries the forearm Vibro-blades and grenade launchers of a standard Super SAMAS but replaces the dual plasma and laser weapon system with longer range Ion cannons, carries a Shemarrian rail gun, armor is laser reflective, and has missiles added to the wings of the power armor. These added weapon systems means that this armor is a much better long range fighter than a standard Super SAMAS.

The Power armor uses the same Hand to Hand as a Super SAMAS.

Model Type: REEF-PA03A
Class: Strategic Armor Military Assault Suit
Crew: One

M.D.C. by Location:
[1] Shoulder Wings (2):95 each
Main Rear Jets (4):100 each
[1] Lower Maneuvering Jets (3; rear):30 each
Twin Air-Intake Jets (2; top):100 each
[1] Ammo Drum (1; hip mounted):50
[1] Shemarrian Rail Gun (1):90
Ion Cannons (2; shoulders):60 each
[1] Forearm Vibro-Blades (6):50 each
[1] Forearm Grenade Launchers (2):50 each
[1] Hands (2):45 each
Arms (2):120 each
Legs (2):200 each
[2] Head:90
[3] Main Body:425
[4] Force Field (N-50 Robot):320

Notes:
[1] These locations 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 rely on his own human vision and senses. No power armor combat bonuses to initiative, strike, parry, and dodge! The head is a small and difficult target to hit, shielded by the two large air intake jets and rear jet thrusters. Thus, it can only be hit when an attacker makes a "called shot" and even then he is -5 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. Destroying one jet thruster reduces speed by 25%.
[4] The force field will stop energy attacks and fast moving objects. Slow moving objects can pas through. It Regenerates 1 MDC per melee 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: 40 mph (64 km) maximum with the flight pack attached, 60 mph (96.5 km) without it. Note that the act of running does tire out its operator, but at 10% of the usual fatigue rate.
Leaping: The fully equipped Katana SAMAS is so top heavy that leaps are only possible when assisted by jet thrusters. However, the Katana SAMAS can unlatch and remove the huge flight pack to which the wings, jet thrusters and plasma/laser guns are attached. This lightens the power armor by 50%! The ammo-drum for the rail gun can then be moved up to a modular mount on the back. This detachable flight system was designed so that "downed" flyers weren't stuck with a ton of worthless metal holding them down. It takes two melee rounds (30 seconds) to remove the huge flight pack, but requires 2D4 minutes and the help of two Other power armored troops or a crane to reattach it.
Without the flight pack, the powerful legs can leap up to 20 feet (6 m) high or across unassisted by the thrusters. Using the feet thrusters, the SAMAS can leap 40 feet (12.2 m).
A jet thruster assisted leap with the flight pack attached can propel the unit up to 200 feet (61 m) high and 300 feet (91.5 m) across without actually attaining flight.
Flight: The rocket propulsion system enables the Katana SAMAS to hover stationary in mid-air at any altitude and fly at superior speeds. The armor clad, human missile can attain a maximum flying speed of 500 mph (804.5 km), but cruising speed is considered to be 150-200 mph (240-321.8 km).
Maximum altitude is 16,000 feet (4876.8 m) or roughly three miles (4.8 km). Higher than this, high winds and rough weather make flight both erratic and dangerous. Unlike a standard SAMAS, the Katana SAMAS is designed for both high and low altitude operations.
Flying Range: The new jet propulsion system has eliminated the overheating problem of the Coalitions Super 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 Katana 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% its normal running speed. Using the jet thrusters, the SAMAS can travel on the surface of water at 100 mph (160 km/85 knots), underwater at 70 mph (112.6 km/59.5 knots) or fly above the water's surface at normal speeds.
Maximum Ocean Depth: 3000 feet (910 m).

Statistical Data:
Height: 10 feet (3 m) from head to toe. The top mounted air intake jets add another three feet (0.9 m) for an overall height of 13 feet (3.96 m).
Width: Wings down, 5 feet (1.5 m) and with Wings extended, 16 feet (4.87 m)
Length: 6 feet (1.8 m)
Weight: 2.4 tons without the rail gun or other heavy, hand-held weapon. The flight pack weighs 1.2 tons by itself.
Physical Strength: Equal to a P.S. 38.
Cargo: None
Power System: Nuclear, average SAMAS energy life is 20 years.
REEF Cost: 5.8 million credits for a new, undamaged, fully powered suit complete with rail gun and one full ammo-drum. None have yet fallen into the hands of the Black Market.

Weapon Systems

  1. Twin Shoulder Ion Cannons: Mounted above and behind the shoulders on the flight pack, is a dual weapon system used for aerial combat and strafing. Each weapon can be operated independently or in synchronization with each other. Both can rotate side to side 180 degrees and can move up and down to provide a 90 degree arc of fire. Only problem when compared to the Super SAMAS is the limited number of shots but the longer range compensates for the damage. Note: If each gun is turned on two different targets, each blast from each weapon counts as one of the pilot's melee attacks and NO initiative or strike bonuses apply to the attack on either one.
    Mega-Damage: 1D6x10 M.D. per single blast or 2D6x10 M.D. per dual synchronized blasts from both Ion Cannons!
    Rate of Fire: Equal to the combined number of attacks of the pilot. Each single or simultaneous double blast at the same target counts as one melee attack
    Effective Range: 6,000 feet (1829 m).
    Payload: Unlimited but can has only 40 shots in a capacitor per cannon (80 total), shots recharges at the rate of one shot per cannon per minute
  2. Shemarrian Rail Gun: It is an additional weapon system that supplements the ion cannons when they run low on shots and for targets that are impervious to energy. Silver rounds are sometimes used for special targets. Mounted in place that C-40R is when carried on a super SAMAS.
    Weight: 128 lbs (57.6 kg), belt: 30 lbs (13.6 kgs)
    Mega-Damage: 2D6x10 M.D. per round
    Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6) fired as aimed or Wild
    Effective Range: 6000 ft (1,828 m)
    Payload: 220 rounds per belt. Can also use 12 Round clips
    Bonuses: +2 to Strike
  3. Forearm Grenade Launchers (2): The top part of the bulbous forearm housing contains a rapid-fire grenade launcher that fires rifle grenades.
    Mega-Damage: The weapon can fire conventional M.D. rifle grenades doing 2D6 M.D. to a blast area of 12 feet (3.6 m), but is typically loaded with the new, micro fusion grenades that inflict 6D6 M.D. to a 12 foot (3.6 m) diameter blast area/six foot (1.8 m) radius.
    Maximum Effective Range: 1000 feet (305 km)
    Rate of Fire: Equal to the number of hand to hand attacks per melee round either one at a time or in volleys of two, four, six or eight! One volley, regardless of the number of rounds in that volley, counts as one melee attack.
    Payload: 80 total; 40 per each arm.
  4. Wing Mounted Missiles: Eight mini-missiles or four of the larger short range missiles can be mounted on each wing (16 or 8 total).
    Missile Type: Any mini-missile or short range missile can be used.
    Mega-damage: Varies with missile type (Go to Revised bomb and missile table).
    Range: Varies with missile type and size (Go to Revised bomb and missile table).
    Rate of Fire: One at a time or in volleys of two, three, four, six, or eight.
    Payload: Total of 16 mini-missiles or 8 short range missiles.
  5. Forearm Vibro-Blades (6): Each of the arms has a set of three large, fin-like vibro-blades. These weapons are used to slash and stab (with a backhand motion) enemy power armor, robots and aircraft. They can also be used to clip the propellers of helicopters or airplanes. This tactic has a 01-45% chance of breaking the propeller and causing the aircraft to make an emergency landing or crash (the latter if damage is sufficient to destroy the blade). However, a failed roll (46-00) means that the Super SAMAS gets caught by the blade, one of the vibro-blades is tom out of the armor, the SAMAS suffers 2D4x10 M.D. and is slung 2D4x100 feet away from the aircraft, in any direction.
    Mega-Damage: 2D6 M.D. from a single blade, 6D6 M.D. from all attack in which all three blades strike.
  6. Energy Rifles or Rail Guns: The Katana SAMAS does not have a standard issue hand weapon besides the Shemarrian rail gun. Any other rail gun or human sized rifle can be used by the Katana SAMAS and can fire most large rifles (CTT-M20 or CTT-P40 Rifles for example) as one handed weapons.
  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. The basic bonuses and abilities of "elite" Power Armor Training are the same with the following extra bonuses and increased damage capabilities:
  8. Sensor System Note: Same as the other SAMAS.

[ Naruni TM, Shemarrian TM, and Coalition TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and Palladium Books Inc.]
[ Robotech® is a registered trademark owned and licensed by Harmony Gold USA, Inc. ]

By Kitsune (E-Mail Kitsune ).

Copyright © 1998, Kitsune. All rights reserved.


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