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Background

Pa06i



Developed after the the war on Tolkeen, the CS realized several of the designs in use were just not living up to the what they were supposed to. Upon further research into the matter it was determined a modified/stripped down version of the original SAMAS would have sufficed in almost all areas of these designs and would have been very much more efficient and economical. With that in mind the designs in question have begun to be phased out as more of the original SAM's are taken from reserve storage and refurbished/refitted for front line infantry duty.


Model Type - PA-06i
Class - SAMAS, Infantry model.
Crew - 1
Scale - Massive


Structure By Location

Ammo Drum - 35
Rail Gun - 50
Forearm Mini Missile Launcher (2) - 50
Back Pack Missile Launcher - 75
Hands - 30 ea
Arms - 60 ea
Legs - 110 ea
Feet - 60 ea
Head - 95
Main Body - 275

Armour Level - 14
Armour Protection- Stops up to and including attacks that do the equivalent of 3d6/18 damage per single blast regardless of equaling/exceeding the Armour Level. attacks that do the equivalent of 1d6x10+10/70 damage per single blast only need to successfully strike the unit to do damage, ignoring the Armour Level. All other attacks (3d6+1/19 to 1d6x10+9/69 damage per single attack/blast) need to successfully strike the unit AND equal/exceed the Armour Level to do any damage.

Note - Head is a small target and can only be hit with a called shot at -3 to strike
Note - Unit shuts down when Main Body structure reaches 0


Speed

Running - Computer assistance allows the plot to run up to 96kph (320m per round, combat: 21.5m per phase, cruise: 64m per phase, max: 106.5m per phase)
Leaping - 5m from a stand still, 10m with a running start
Range/Endurance - Effectively Unlimited. Pilot fatigues at only 10% the normal rate for a human.


Specifications

Height - 2.5m
Length - 1.4m
Width - 1.16m
Weight - 185kg
Strength - Android 30. Lift - 3750kg, Carry - 1825kg
Cargo - None
Power System - Nuclear. 10 year lifespan
Cost - 1.2 million credits


Weapons

C-40R 10mm Railgun
Damage - 3d6 per round. 9d6 on a 10 round burst
Range - 360m/900m/1.8km
Rate of Fire - equal to pilots actions
Payload - 400 rounds. Armour Piercing.

Optional Use of Particle Rifle
Damage - 1d6x10
Range- 180/450/900m
Rate of Fire - single shots equal to pilots actions
Payload - 40 or unlimited if tied into units power system

Optional Use of Mini Missile Rifle
Damage - Varies by missile type
Range- Varies by missile type
Rate of Fire - 1 or 2 at a time equal to pilots actions
Payload - 20
Bonuses - +1 strike

Optional use of a .50 cal Machine gun in place of Railgun
Damage - 1d6+1 per round. 3d6+3 per 10 round burst.
Range - 300m/750m//1.5km
Rate of Fire - can only fire bursts equal to pilots attacks
payload - 500 rounds. Armour Piercing. Can use Explosive (x1.5 damage) or Ramjet (x2 damage) rounds.

Optional use of a 5.56mm Minigun in place of Railgun
Damage - 1d3 per round. 2d6 per 20 round burst.
Rate of Fire - can only fire bursts equal to pilots actions
Range - 120/300/600m
Payload - 800 rounds Armour Piercing. Can use Explosive (x1.5 damage) or Ramjet (x2 damage) rounds.

Mini Missile Launcher (1 per arm)
Damage - Varies by missile type
Range - Varies with Missile type
Rate of fire - 1 or 2 at a time equal to pilots actions
Payload - 2 per launcher
Bonuses - +1 strike

Optional Back Mounted Mini Missile Launcher
Damage - Varies by missile type
Range - Varies with Missile type
Rate of fire - 1, 2, 4, or 6 at a time equal to pilots actions
Payload - 30
Bonuses - +1 strike

Optional Back Mounted Surface to Air Missile Launcher
Damage - 2d4x10
Range - 1.6/4/8km
Rate of fire - 1 or 2 at a time equal to pilots actions
Payload - 6 Light HE Surface to Air Missiles.
Bonuses - +2 strike

Optional Back Mounted Surface to Surface Missile Launcher
Damage - 1d4x10 (Frag blast radius 25ft) or 2d4x10 Light HE.
Range - 800m/2/4km
Rate of fire - 1 or 2 at a time equal to pilots attacks
Payload - 8 Frag or Light HE Surface to Surface missiles.
Bonuses - +2 strike


Bonuses and Penalties

Use Power Armour Combat Training
Punch - 2d4
Kick - 2d6
Body Block - 1d4
Restrained Punch - 1d4


Systems of Note

Nuclear powered - Life of the power supply is 10 years

Radar - Range of 12km. Able to track up to 12 targets, display 8 targets and lock onto 4 target.

Air Defense Radar - Range of 40km. Able to track up to 40 targets, display 20 targets and lock onto 8 targets at once.

Radar Warning Receiver - Warns of potential Radar Lock. Range - equal to Radar or Air Defense Radar respectively.

Targeting Computer - +3 to strike with all on board weapon systems. Range is equal to the radar system.

Laser Targeting System - Assists in selecting and locking on to enemy targets. Additional +2 to strike using ranged weapons. Range is equal to the radar system.

Combat Computer - Calculates, stores and transmits data onto a HUD (heads up display) of the pilot's (or other crew members) helmet. Typically tied into the units targeting computer. Can hold hundreds of entries about various units. Range is equal to the radar system.

Multi-Lock capability - Unit can lock on to and fire at multiple targets (max of radar capability) using semi-active radar homing and passive infra-red homing missiles at one time through it's radar tracking system.

Look and lock capability - Unit can lock on to and fire at multiple targets (max of radar capability) using semi-active radar homing and passive infra-red homing missiles at one time through it's helmet mounted eye movement recognition cuing system.

LIDAR/LADAR - This system uses lasers to detect and image items as small as 10cm at 2km, as small as 150cm out to 4km, and as small as 500cm out to 6km. This system also assists the other sensors in detected and identification. This is not typically a passive system and but be directed at specific targets.

FLIR - Advanced forward looking infra-red system for night operations. Range - 20km

Full Advanced optics system - telescopic (x16 magnification), passive night vision, thermo-imaging, infra-red, and ultraviolet (Range - 300m)

Motion detector/Collision Warning System - Range 75m

Standard instrumentation - Speedometer, altimeter, distance traveled, inertial mapping system (zeroed on your deployment location/home base), power system temperature, ammunition counters, damage assessment indicators.

Control by Light Control systems - If the craft takes more than 50% damage the systems may fail (60% chance). Loss of the control system gives a penalty to the pilot of -65% to all piloting rolls to maintain control of the unit. While functioning the systems give a bonus of +20% to all piloting rolls.

Radio Communications - long-range direction communication systems out to a range of 190km that can be boosted if proper signal towers or relay systems are in place. Also a directional short-range radio with a range of 16km. Both systems have full encryption capabilities.

Complete Environmental Pilot and Crew Compartment - A completely computer controlled life support system that includes: internal cooling and temperature control, air purification and circulation systems (gas filtration, humidifier/dehumidifier) that engages when needed and can recirculate breathable air for up to 24 hours if necessary, computer controlled independent oxygen supply and purge system that has up to 8 hours of breathable air that automatically engages in low oxygen or contaminated air environments, insulated high temperature resistant shielding for up to 300 degrees centigrade (normal fires do no damage though nuclear, plasma, and magical fires do full damage), radiation shielded up to 200 rads, polarized and light sensitive/adjusting tinted viewport (+5 to save versus flash attacks like the Blinding Flash spell and Flash Grenades).

Ejection System - Ejects crew out from the craft in emergency circumstances. System ejects the pilot about 150m to safety (a parachute auto-deploys if airbourne).

Limited Electronic Countermeasures Capability - With a Electronic Countermeasures skill roll (or Sensor operations at -20%) the pilot/crew can impose a penalty of -2 to strike and a -10% to all sensor skill rolls of any opponents within radar range depending on terrain. Range is equal to the radar system.

Self destruct System - Systems that destroys the unit and all of its internal components. Blast is relatively contained however to a radius of 10m doing 3d6x10 to anything within the radius. Also a 75% chance the nuclear power supply is leaking radiation.

Voice Actuated locking System - Units hatch is locked by a voice actuated system that is programmed to a specific voice (upto 8 can be programmed at once) that must recite a 8 digit access code. There is a manual over-ride keypad in case of systems failure.

CSF-PAH, Coalition States Forces-Pilot Assistant Hardware - This new system from NG is a hardwired plug in system that acts as a copilot/assistant monitoring and assessing any threats the radar and other systems detect just as a Radar Intercept Officer would in other craft along with running constant systems diagnostics while in flight. This would take some workload off of the pilot in regards to watching and assessing these threats among other things. Also this system can assist the ground crew by allowing it's various diagnostics assessments to be reported to the crew chief and help avoid anything being missed that could be easily repaired or maintained. In addition to that if the Pilot were to "black out" the system can take over piloting to keep the craft aloft on a return to base order. The system has a very dry "personality". Relevant skills: Communications, Sensor Operations, Electronics (For diagnostic purposes only), Mechanics (For diagnostic purposes only), Pilot (No Combat Training), and Navigation are all at +10%.

References

Rifts RPG Books
Image is an edited version of the image from both the Rifts Main Book and Rifts Ultimate Edition

Rifts Power Armour - https://worldofjaymz.fandom.com/wiki/Rifts_Power_Armour
Rifts (Rhodium) - https://worldofjaymz.fandom.com/wiki/Category:Rifts_(Rhodium)
Rhodium RPG - https://worldofjaymz.fandom.com/wiki/The_Rhodium_RPG_System
World of Jaymz - https://worldofjaymz.fandom.com/wiki/Worldofjaymz_Wiki

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