Winter’s modified Special Forces “Striker” SAMAS:

Winter and Lone Wolf captured a Coalition Striker SAMAS after Winter came under suspicion and has to be rescued by Lone Wolf. It was the armor which she was most comfortable with and experienced with. Since then, the power armor has been modified to make it more effective and dangerous than the original Striker SAMAS. Most of the modification were done by Lone Wolf although Winter had her hand in some of the more minor modifications. They were able to integrate several ideas that he had seen on SAMAS designs made by other organizations and incorporate them into the Striker.

In appearance, the modified armor still does look like a Striker SAMAS but one can definitely tell that it has been modified. One of the more noticeable changed is that the “skull” helmet design has been replaced with one that is more reminiscent of Pre-Rifts U.S. military SAMAS armors. Other modifications include a modified rail gun, small boxes mounted on the back of each ankle, and a modified front chest plate. With regard to styling, Winter keeps her SAMAS painted black with a white skull that looks like the skull design from an Ancient Pre-Rifts comic book. The design was suggested by Lone Wolf.

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. There are few systems which were not modified in some manner when the armor was rebuilt / upgraded. Rebuilding the power armor was a full time project for Lone Wolf, requiring several months worth of work.

The original thrusters were modified with an improved cooling system based on the system in the Triax X-10A power armor. While overall performance of the engines is basically unchanged, with a top speed of around 330 mph, the modifications virtually prevent the engines from overheating under normal operation conditions.

While the armor of her suit gives the same basic protection as the standard Striker SAMAS, the armor materials are replaced by composites and alloys which make the suit take reduced damage from laser weapon. In order to further improve protection, a super heavy Naruni force field generator was also added to the power armor. The force field generator is connected directly into the fusion plant of the power armor.

The mini-missile launchers are unmodified from the original Striker SAMAS. With a total of twenty-four mini-missiles, the missile firepower was considered quite adequate under most conditions. It was decided to improve the hand held weapon however.

 Initially, the standard Coalition C-40R rail was simply replaced by the USA-M31 rail gun. This is the same gun that was designed for the original Pre-Rifts SAMAS power armor. The original SAMAS rail gun was actually slightly more effective than the Coalition design although they have similar ranges. It does however have a lower ammunition payload compared to the Coalition rail gun.

It was later decided to upgrade the weapon with the addition of a pulse laser and grenade launcher. The resulting weapon has been nicknamed the “Triple Threat.” Since then, there has been a number of minor modifications, making it the “Triple Threat Mk III.” The pulse laser and grenade launchers are from the JA-12 Rifle. Drawing power from the fusion reactor, the laser has effectively unlimited payload. The power cable for the laser is tied into the feed mechanism for the rail gun. The grenade launcher is used primarily for special targets and tends to be loaded with smoke, prismatic aerosol, knock out gas, and other ammunition. In order to further improve the effectiveness of the rail gun, Lone Wolf developed special discarding sabot ammunition.

The standard Coalition SAMAS designs do not have much in the way of counter measures. It was decided to change that with Winter’s power armor in order to improve survivability. A special chaff and flare system was mounted on the legs of the armor so that missiles can be decoyed away from the suit. As one might expect, it is most effective against non smart missiles.

There is the final modification of the chest being modified in order to mount a modified version of the “Black Boxes” from the Wild Weasel SAMAS. These give longer range radar, a far better communication suite, advanced targeting uplinks, and a powerful electronic counter measure suit. While armor of the power armor is basically unchanged with respect to its protection, the “Black Boxes” are well armored due to the fact that the chest is a common target. The original sensors were retained so if the black boxes are damaged or destroyed, the power armor has standard sensors to fall back on.

All of the modifications make the power armor far more effective than it was originally and might be considered one of the most dangerous power armors on Rifts Earth. However, the modifications cannot be considered cost effective for mass production.

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):



Triple Threat Mk III (Rail Gun, Laser, and Grenade Launcher):



[2] Chest Mounted “Black Boxes”:

100 each.


[3] Head:



[4] Main Body:



[5] N-50A Super heavy Naruni force field:



[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] Destruction of the “Black Boxes” will eliminate the various systems mounted in them including long range radar, advanced communication suite, advanced targeting uplink, and the jamming suite. The power armor still has the standard systems of a SAMAS power armor however.

[3] 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.

[4] 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.

[5] 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 twelve (12) hours if overloaded. The force field pulls its power off of the power plant.


Running: 70 mph (112.6 km) maximum. Note that the act of running does tire out its operator, but at 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: 2,000 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. One (1) Triple Threat Mk III: 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. Usually carries a mixture of smoke, prismatic aerosol, knock out gas, and others special purpose grenades.

  2. Six (6) Striker-6 Mini-Missile Wing Launchers: Each of the wings have three small, tube mini-missile launchers. They are mounted near the hinge of the wings. Normal mini-missiles carried include armor piercing and plasma warheads. Fragmentation may be used for anti-personnel operations.

    Maximum Effective Range: Varies with missile types, mini-missiles only (See revised bomb and missile tables for details.)

    Mega-Damage: Varies with mini missile types (See revised bomb and missile tables for details.)

    Rate of Fire: Can fire mini-missiles one at a time or in volleys of two (2), four (4), or six (6) mini-missiles.

    Payload: Six (6) mini-missiles total; three (3) per wing.

  3. Six (6) 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 with six mini-missile total. Normal mini-missiles carried include armor piercing and plasma warheads. Fragmentation may be used for anti-personnel operations.

    Maximum Effective Range: Varies with missile types, mini-missiles only (See revised bomb and missile tables for details.)

    Mega-Damage: Varies with mini missile types (See revised bomb and missile tables for details.)

    Rate of Fire: Can fire mini-missiles one at a time or in volleys of two (2), four (4), or six (6) mini-missiles.

    Payload: Six (6) mini-missiles total; three (3) per shoulder.

  4. Two (2) Striker-8 Forearm Mini-Missile Systems: Each of the forearms is encased in an oversized plate armor that has an eight mini-missile launch system. Normal mini-missiles carried include armor piercing and plasma warheads. Fragmentation may be used for anti-personnel operations.

    Maximum Effective Range: Varies with missile types, mini-missiles only (See revised bomb and missile tables for details.)

    Mega-Damage: Varies with mini missile types (See revised bomb and missile tables for details.)

    Rate of Fire: Can fire mini-missiles one at a time or in volleys of two (2), four (4), six (6), or eight (8) mini-missiles.

    Payload: Sixteen (16) mini-missiles total: eight (8) 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 standard “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.)



    Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.



    Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)



    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 (4) 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 night vision (light amplification), thermal 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 part of the “Black Boxes.”

[ Altarain 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, Horune TM, Iron Heart Armaments TM, Kankoran TM, Kittani TM, Kydian 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, Naut’Yll, 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. ]

Writeup by Kitsune (E-Mail Kitsune).

Copyright © 2001, 2008, 2009, & 2016, Kitsune. All rights reserved.