T-Tech Path Finder Light Exploration Recon Pod The Pathfinder is T-Tech's "New Generation" light mech , derived from the Titan Recon Robot. Using the same, proven and reliable, endoskeletal frame and powerplant, T-Tech has rebuilt the exterior, giving the Pathfinder a more angular appearance, and slightly increasing the armor protection as well. The forearm armor has been modified to include a 'double-fist'; a heavy armor wrist/knuckle guard that slides into place to protect the hand actuators, paticularly in close combat or for digging, but leaving the hand free for holding cargo or weapons. The sensor suite has been substantially upgraded , with T-Tech's aggressive archaeological research policies in mind. The Pathfinder retains the secondary sensor mast of the original design, but has made it retractable, and supplemented it with additional arrays on the shoulders and torso. T-Tech has further modified the design with a variety of other systems, including thermo- optic camouflaging, and optional weapon/equipment hardpoints on the arms and torso. A pair of T-Tech plasma-sabers are mounted in leg-scabards, readily at hand for close combat or excavation work. The Pathfinder was developed to give T-Tech's TWizards and Cyborg archaeological teams a light, fast, maneuvarable vehicle for tracking down promising pre-Rifts sites, salvaging alien technology, and recovering battlefield debris. T-Tech also offers a stripped down version of the Pathfinder for commercial sale, but this model lacks the specialized sensors and countermeasure gear of the T-Tech in-house machines. Note: The Pathfinder CANNOT use the Titan augmentation options. Type: TT-T001R/S LRRP-RV Class: Recon/Search Long Range Reconnaisance Patrol Robot Vehicle Crew: One + 1 passenger M.D.C./Armor by Location: Head 90 Main Body 270 Reinforced Crew Compartment 100 Waist Laser Turret 30 Secondary Sensor Mast 20 Shoulder Sensor Pod 30 Shoulder Searchlights(2) 5 each Upper Arms/Shoulders(2) 110 each Arms(2) 100 each Hands(2) 40 each Utility Arms(6)--- 5 each Legs(2) 150 each Height: 16 ft, 4 in. Width: 7.5 ft Length: 4 ft, 6 in. Weight: 12 tons Cargo:Minimal space; about 4 ft for survival packs, sidearms, and personal possessions. Also, each leg holds an armored storage compartment capable of holding up to 300 lbs of additional gear, supplies, or cargo, for a total of 600 lbs. Physical Strength: Equiv to PS 28 Power Plant: Nuclear Fusion w/ 20 year energy life Speed: (Running) 150 MPH (Leaping) 15 ft up/across, +10 ft w/ running start (Flying) Not possible (Underwater) Max. Depth: 500 ft Construction Features: All standard Robot features, plus: Utility Arms(6)---The Pathfinder can extend a set of fine-control utility arms from its forearms(3 each arm) to do precision work and to delicately excavate/retrieve small objects. PS 10 Thermo-Optic Camouflage System----Based on the Naruni Nomad Scout Robot, this system. This system changes color in 1d4 melees and gives the 'bot a limited stealth ability(-20% to Detect Ambush and Detect Concealment roles to find the thing). Also masks the Pathfinder's thermal and infrared emissions, making heat sensors useless. Sensors: All standard Robot sensors, plus: Magnetic Anomaly Detector---A useful tool for finding metallic objects by the "footprint" they leave in the Earth's magnetic field. Can detect metallic objects (200 lbs or more) up to 5,000 ft feet away. Deep Radar----An ultra-high resolution radar system. particularly useful for mapping ground terrain and locating concealed objects Deep Radar's primary disadvantages are the time needed to do a thourough scan(takes twice , to three times, as long), and the fact that the beam is narrow and directional. Repeated scans can also reveal details of the object's shape and configuration, as well as fine topographical details. Range: 1.2 miles Ladar---Rather than use radio waves, Ladar uses low power, long-range lasers to determine distances and detect intruders, This is particularly useful when the enemy is using conventional jamming of radio bands to foil radar systems. Ladar, however, can be affected by smoke and foul weather, so its generally used only in special circumstances. Range: 3 miles Molecular Analyzer/Enhanced Sensor---A more powerful version of the bionic Molecular Analyzer. T-Tech discovered awhile ago that even sealed-up and mothballed pre-Rifts hardware will emitt a distinctive spoor characteristic of technology; reactors leak small amounts of radioactive material, plastics leach contaminants, synthetic materials 'outgas', metals oxidize, sealed chemical storage drums slowly leak, etc. The MAES can be tuned to detect trace chemical signatures in the air and determine their makeup, and likely direction. True, this has led to a lot of false alarms, and resulted in T-Tech teams finding a lot of trash and old landfills, but when used in conjunction with other search tools, has occasionally yielded impressive finds of hardware. The MAES can be used to track detected chemical traces with 40% accuracy. However, it CANNOT be used to track humanoids or animals, unless they are emitting strong concentrations of specific chemicals(like ammonia, or dioxin, etc...). Ground Sensor Probes----Housed in both of the Pathfinder's over-sized foot-pads is a seismic probe and ground-phones. When in use the seismic probe fires a penetrator, similar to the stabilizer struts of the Glitterboy, into the ground, and emitts ultra-low frequency sound waves, acting as a sort of subterrrean sonar. The return waves are detected by ground sensors in the Pathfinder's feet(or deployed on other vehicles), and a computer compiles a graphic map of the underground topography. This has proven to be an extremely useful tool for locating buried ruins, charting geological resources, and finding underground installations. Note that when in Active Mode characters with amplified/enhanced hearing, like Dog Boys or cybernetic Ultra-ears, standing within 500 feet of the Pathfinder will hear an annoying low-key buzz, and may feel nauseous/suffer from headaches if exposed to the noise for more than a minute. Ground scans will take 2-4 times as long as a standard radar/sensor sweep. Typical range on a ground scan is 1000 ft. . In passive mode, the Ground Sensors can be used alone to listen for underground activity, such as burrowing animals, tunneling vehicles, water running thru pipes, etc., as well as surface movement. Passive sensors can detect the surface movement of large animals(2 tons or more), robots, heavy vehicles, or large masses of infantry with 40% accuracy, up to a mile away. Weapons Systems: 1) Waist Laser Turret---The Pathfinder replace the rather unspectacular T-003 Mini-Laser with a more powerful pulse laser with 90 degree arc of fire Range: 2,000 ft Damage: 3d6 MD single shot. 1d6x10 MD per triple pulse burst Rate of Fire: EPCHH Payload: Effectively unlimited 2) Plasma Sabers(2)---Housed in each thigh compartment/holster is a short-range plasma arc, that snaps out of its armored holster into the hand of the 'bot. Using a small start-up supply of reaction-gas, the plasma saber's heating coils superheat the gas to plasma temperatures, then push it out thru a rapidly-degenerating magnetic confinement field to form a plasma plume or "saber". Once lit, the saber uses local atmospheric gases, drawn in through the hollow pommel, and heated by coils powered from induction coils in the bot's hand, to keep the reaction going. Range: 12 ft melee range Damage: 2d4x10 MD per strike Rate of Fire: EPCHH Payload: Unlimited 3) *TPUD-01 Air Blaster----Exclusive to the Pathfinder is this Powered Utility Device designed for clearing dirt and debris from buried objects, Essentially its a super-powered leaf blower that has some limited utility as a melee weapon, being able to knock over infantry and small robots, similar to a concussion charge. Range: 500 ft Damage: On maximum setting, does NO damage HOWEVER, humanoid-sized beings(7 ft or smaller) will have an 88% chance of being knocked over and pushed 1d6x10 ft by the air blast, as well as a 65% chance of being stunned or knocked out. Creatures and bots weighing over a ton, or standing 8-20 ft, will only have a 40% chance of being knocked over, and only a 15% chance of being stunned. Creatures and 'bots taller than 21 ft, will be unaffected. Rate of Fire: EPCHH Payload: Effectively unlimited 4) Optional: Use of handheld gunpods or mecha-sized weapons. 5) Hand to Hand Combat Equiv to Titan Power Armor Combat Training Punch 1d6 MD Shovel Claw adds a +1d6 MD to damage Kick 1d6 MD Body Block/Tackle 2d6 MD Stomp 1d4 MD T-Tech "Jackalope" The Jackalope is another of T-Tech's adaptations of the basic Titan series design. Like the Pathfinder, the Jackalope is based on the Titan Recon chasiss, but whereas the Pathfinder is primarily a scout machine, the Jackalope is a pure combat machine. The Jackalope trades the Pathfinder's sensor suite and high running speed for armor and armament, and is slightly smaller, heavier, and more angular. To compensate for the reduction of speed, the Jackalope has been fitted with heavy jumpjets, giving it a limited form of airborne capability. The Jackalope also mounts a more limited form of the opto-camouflage mounted on the Pathfinder. Jackalopes are intended to give T-Tech a heavy armor 'guerilla' capability, as well as to escort and protect the vulnerable Pathfinders and other vehicles, especially when a find has been made. Note: The Jackalope CANNOT use the Titan augmentation options. Type: TT-T01LCRV Class: Light Combat Robot Vehicle Crew: One + 1 passenger M.D.C./Armor by Location: Head 90 Main Body 300 Reinforced Crew Compartment 100 Waist Laser Turrets(2) 30 Secondary Sensor Mast 20 Back Thrusters(2) 50 Upper Arms/Shoulders(2) 110 Missile Launcher Pods(2) 60 Arms(2) 120 Hands(2) 40 Legs(2) 180 Height: 10 ft Width: 8 ft Length: 6 ft Weight: 15 tons Cargo:Minimal space; about 4 ft for survival packs, sidearms, and personal possessions. Physical Strength: Equiv to PS 28 Power Plant: Nuclear Fusion w/ 20 year energy life Speed: (Running) 100 MPH (Leaping) 15 ft up/across, +10 ft w/ running start, 150 ft w/ booster assist (Flying) Not pssible, though the Jackalope can use its thrusters to hold it in a sustained leap/hover for 1d6x10 seconds (Underwater)Using the thrusters to swim, the Jackalope can reach speeds of 30 MPH. Or it can run along the bottom at 5 MPH Max. Depth: 500 ft Construction Features: All standard Robot features, plus: Thermo-Optic Camouflage System----Based on the Naruni Nomad Scout Robot, this system. This system changes color in 1d4 melees and gives the 'bot a limited stealth ability(-20% to Detect Ambush and Detect Concealment roles to find the thing). Also masks the Pathfinder's thermal and infrared emissions, making heat sensors useless. Sensors: All standard Robot sensors Weapons Systems: 1) Twin Waist Pulse Lasers---These are similiar to the T-002 Laser Ball Turrets mounted on the Titan Light Combat Robot in both design and mounting, but have slightly better range. Both lasers have a 90 degree arc of fire. Range: 2,500 ft Damage: 3d6 MD single shot. 6d6 MD per double blast Rate of Fire: EPCHH Payload: Effectively unlimited 2)Leg Mini-Missiles---Mounted on the outside of each leg is a mini-missile launcher. Range: Varies Damage: Varies Rate of Fire: Volleys of 1,2, 5, or 10 Payload: 10 mini-missiles per leg, 20 total 3)Backpack Missile Pods(2)---These two pack launchers can be configured to hold a variety of missiles, from mini-missiles to medium range types. Range: Varies Damage:Varies Rate of Fire: Volleys of 1,2, or 5 Payload: 10 mini-missiles, or 5 short range missiles, or 2 medium range missiles per pod 4)Plasma Sabers(2)---Housed in each thigh compartment/holster is a short-range plasma arc, that snaps out of its armored holster into the hand of the 'bot. Using a small start-up supply of reaction-gas, the plasma saber's heating coils superheat the gas to plasma temperatures, then push it out thru a rapidly-degenerating magnetic confinement field to form a plasma plume or "saber". Once lit, the saber uses local atmospheric gases, drawn in through the hollow pommel, and heated by coils powered from induction coils in the bot's hand, to keep the reaction going. Range: 12 ft melee range Damage: 2d4x10 MD per strike Rate of Fire: EPCHH Payload: Unlimited 5) Arm Mount Hardpoint---Each arm has a hardpoint capable of accepting an external weapon, including any of Paladin Steel's MEWS modules). However, only ONE external weapon can be mounted(either arm). Standard T-Tech Weapons Pods include: *TPW-1 Autocannon----This is a 35mm gatling cannon that uses the same ammunition as the REF GU-XX gunpod. Its reliable, sturdy, and does good damage. Range: 4,000 ft Damage: 4d6 MD short (5 rds) burst, 1d4x10 MD long(10 rds) burst, 2d4x10 MD (20 rd) full melee burst Rate of Fire: EPCHH Payload:2000 rds *TPW-2 Heavy Anti-Armor Cannon (This incidently uses the same ammunition as Manga Arms' "Crusher" AT Rifle, and may have been developed as part of the rumored Manga Arms/T-Tech technology exchanges...A similar cannon-pod has been seen mounted on Paladin Steel's ADP Aerochaser Light Helo). Range: 2,000 ft Damage: 2d6x10 MD per rd Rate of Fire:3 times per melee Payload: 10 rds *TRW-1 Heavy Rail Cannon---Sometimes called the "Anti-Matter Gun" because it uses depleted-uranium(no, they don't count as U-rounds) hypersonic penetrators to rip into armor. Range: 5,000 ft Damage: 2d4x10 +10 MD per rd Rate of Fire: EPCHH Payload: 50 rds *TEW-1 Rapid-fire Rotary Laser Cannon Range: 4,000 ft Damage:3d4x10 MD six-shot blast(1 attack) Rate of Fire: EPCHH Payload:Effectively unlimited *TEW-2 Particle Beam Cannon---An extremely powerful weapon that suffers from a slow recharge rate. Range: 6,000 ft Damage: 4d6x10 MD per blast Rate of Fire: Once per Melee Payload: Effecttively unlimited 6) Smoke Mortars(2) Range: 500 ft Damage: None. Obscuring smoke in 20 ft radius. Rate of Fire: Volleys of 1,2, 3, or 6 Payload: 6 per launcher, 12 rds total 7) Hand to Hand Combat: Equiv to Titan Assault Robot Training from Rifts Main Book Punch 2d6 MD Kick 1d6 MD Body Block/Tackle 2d6 MD Body Flip/Thow 1d4 MD Stomp 1d4 MD T-Tech "Seeker" Robot Vehicle(Aka "Sea Angel", "Pelorus") (Based on Deep Pod 9 JC's "Syreen" ) The Seeker is an extremely unusual airborne robot vehicle used by T-Tech is a combination long-range scout and air-combat vehicle. The Seeker was developed to give T-Tech's scavenger and archeaological research teams a "quick-look" capability and airborne overwatch. Unlike previous T-Tech designs, the Seeker appears to be a wholly new design, rather than a derivative of the old Titan series, The Seeker resembles a giant insect of sorts, with a small sensor-packed head, small chest/thorax, long, narrow-cord body/abdomen, tail-mounted main thruster, and large wing-like shoulder plates. The Seeker lacks any visible arms or legs; the arms are long, thin manipulators tucked under the shoulder wings, and are ill-designed for close combat or fine manipulation, while the legs are grasshopper-like landing struts housed in the lower torso, and equally poorly designed for high-speed travel. The Seeker, however, is well-equiped for flight, with a powerful gimballed tail-thruster and multiple lift/drive/maneuvaring verniers located about the body. The Seeker is exceptionally agile in the air, and is also quite capable in the water, where it has proven itself a capable maritime assault vehicle. The Seeker is well-equiped for aerial combat, with a pair of head-mounted mini-lasers, a torso-mount pulse weapons array, and multiple shoulder-mounted missile racks. The Seeker also has an exceptional sensor and electronic warfare suite, in consideration of its role as a covert scientific/archeaological research vehicle. The only real shortcoming of the Seeker is its unconventional shape----its lack of legs and fully articulated hands can pose a problem under certain circumstances, so wise commanders and pilots keep it out of close combat, and in its designed role as air/sea recon and strike vehicle. The Seeker is NOT currently available to the Black Market, though its expected that T-Tech might offer a stripped-down version for sale eventually, though without the sensors, ECM systems, and advanced flight control systems. A Techno-Wizard varient, specially configured to carry a Techno-Wizard and TW-systemry, is rumored to exist. Note: The Seeker CANNOT use the Titan augmentation options. Type: TTE-AS-RA-RV-S01 Class: Air/Sea Recon/Assault Robot Vehicle Crew: One + 1 passenger M.D.C./Armor by Location: Main Body 300 Reinforced Crew Compartment 100 Head 80 Head Pulse Lasers(2) 20 each Shoulders/Wing Mounts(2) 120 each Retractable Manipulator Arms(2) 30 each Retractable Landing Legs(3) 20 each Lateral Control Vanes(2) 50 each Main Thruster 100 Secondary Thrusters(3) 40 each Torso Pulse Laser Array Cannon(4) 30 each Height/Length: 18 ft Width: 18 ft at shoulders Length: 7 ft Weight: 23 tons Cargo:Minimal space; about 4 ft for survival packs, sidearms, and personal possesions. Cargo space in lower torso capable of holding up to 500 lbs of gear/additional equipment. Physical Strength: Equiv to Robotic PS of 30 Power Plant: Nuclear Fusion w/ 20 year energy life Speed: (Running) Not really designed for running. The best the Seeker can manage on its articulated landing gear is a 5 MPH crawl. (Flying) Hover to Mach 1.5 Max. Altitude: 45,000 ft (Underwater) 40 MPH, Max. Depth: 1.5 miles Black Market Cost: The Seeker has NOT been offered for sale by T-Tech, but is reserved for its own people. If an intact and operational example, complete with all systems, were to be made available on the Black Market, it could easily fetch 45-50 million credits. Construction Features: All standard Robot features, plus: Manipulator Arms----These two heavy-duty industrial servos are little more than simple grippers, or power-snippers, and cannot pick up and manipulate objects like gun pods or do precision work. Advanced Flight Control System---An advanced FCS of -alien- design, acquired by T-Tech(in reality its a copy of the Zentraedi Inertia- Vector Control System, given to them by their 'alien' allies). Combined with the cyberlinkage system that's standard with T-Tech's cyborg pilots, the IVCS allows incredible performance and response/piloting relexes. +1 on initiative, +2 automatic dodge(takes no melee actions) ,+4 roll with punch , fall, or impact. Cyborg Linkage----This is an extensive set of interface plugs/connectors, and FCS software programs that allow appropriately equiped cyborg or cyber-enhanced pilots to "jack into" the Seeker's systems and control the 'bot as if it were an extension of their own bodies. +1 Attack per Melee, +2 to Strike/Parry/Dodge. ECM Pod-----The Seeker carries a powerful jamming system and electronic cloaking system module, that allows it to hide from electronic scans and fuzz radar guidance/targeting systems. Jams all radar and radio equipment in a 30 mile radius, including that of any friendlies in the area. Sensors: All standard Robot sensor features, plus: Enhanced Radar---100 mile range Enhanced Sonar---20 mile radius Magnetic Anomaly Detector---Deployed as a trailing "Kite" line in air or water, this system is used to detect the presence and location of metallic objects, such as vessels, building structures, robots, power armor, and even large concentrations of metallic ores. Range: 1 mile radius Weapons Systems: 1) Twin Light Pulse Lasers---Mounted on the head, in twin rotating mini-turrets, are these blue-green small lasers. Range:4000 ft Damage: 3d6 MD per laser, 6d6 per simultaneous double pulse Rate of Fire: EPCHH Payload: Unlimited 2)Torso-Mount Pulse Laser Weapon Array---These are four gimbal-mounted high-power pulse weapons in the lower torso. Each cannon has a 90 degree arc of fire and can fire independantly, or as a group. Range: 3000 ft Damage: 1d4x10 MD per single cannon blast 4d4x10 MD for all four cannon firing on one target Rate of Fire: EPCHH Payload: Unlimited 3) Shoulder Missile Pods---The Seeker carries four medium-range missiles on the top of each shoulder-flare, for a total of 8 medium range missiles 4) Underwing Hardpoints---The Seeker has three hardpoints under each wing-flare for a total of six stations for additional armaments and equipment Each station can hold .... 1 Long Range Missile or Torpedo 2 Medium Range Missiles or Torpedoes 5 Short Range Missiles or Torpedoes 12 Mini-missiles or Torpedoes 1 Light Rail Gun Pod(4,000 ft range. 3d6 MD short burst, 6d6 MD long burst, 1d6x10 MD full melee burst, 2000 rds[200 short bursts, 100 long bursts, or 50 full melee bursts]) (Note: the outermost hardpoint is plumbed with a power connector and can be fitted with a fixed-mount, or power-swivel energy weapon, including the Paladin Steel MEWS Modular Energy Weapon System.) (Note 2: Interestingly enough, the hardpoints on the Seeker are identical to the RDF Versatile weapon Configuration System(VWCS), from the Robotech Strike Force sourcebook, and are compatible with RDF/REF munnitions pods.....not that any Rifts-born characters are likely to discover....but it does raise interesting questions....) Standard T-Tech Weapons Pods include: *TPW-1 Autocannon----This is a 35mm gatling cannon that uses the same ammunition as the REF GU-XX gunpod. Its reliable, sturdy, and does good damage. Range: 4,000 ft Damage: 4d6 MD short (5 rds) burst, 1d4x10 MD long(10 rds) burst, 2d4x10 MD (20 rd) full melee burst Rate of Fire: EPCHH Payload:2000 rds *TPW-2 Heavy Anti-Armor Cannon (This incidently uses the same ammunition as Manga Arms' "Crusher" AT Rifle, and may have been developed as part of the rumored Manga Arms/T-Tech technology exchanges...A similar cannon-pod has been seen mounted on Paladin Steel's ADP Aerochaser Light Helo). Range: 2,000 ft Damage: 2d6x10 MD per rd Rate of Fire:3 times per melee Payload: 10 rds *TRW-1 Heavy Rail Cannon---Sometimes called the "Anti-Matter Gun" because it uses depleted-uranium(no, they don't count as U-rounds) hypersonic penetrators to rip into armor. Range: 5,000 ft Damage: 2d4x10 +10 MD per rd Rate of Fire: EPCHH Payload: 50 rds *TEW-1 Rapid-fire Rotary Laser Cannon Range: 4,000 ft Damage:3d4x10 MD six-shot blast(1 attack) Rate of Fire: EPCHH Payload:Effectively unlimited *TEW-2 Particle Beam Cannon---An extremely powerful weapon that suffers from a slow recharge rate. Range: 6,000 ft Damage: 4d6x10 MD per blast Rate of Fire: Once per Melee Payload: Effecttively unlimited 5) Chaff/Flare Launchers(2)---Located at the root of the lateral control vanes are two chaff/flare launchers, similar to those used by Triax and GAW(special thanks to Kitsune for Effects table). Effect: o1-50 Enemy missile or missile volley detonates in chaff cloud - Missile are all destroyed 51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target 76-00 No effect, missile 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: 20 chaff, 40 flares per launcher. Each time the system is engaged, the system fires off one chaff and 1D4 flares. 6) Hand to Hand Combat---The Seeker really isn't designed for melee combat, though in a pinch it has some small capability Equiv to Titan Assault Robot training from the Rifts Rulebook, with the following changes: Punch/Jab w/ manipulator 1d6 MD Tear/Pry 1d4 MD Body Block/Ram 1d6 MD NO Body Flips/Throws, or Kicks +2 HTH attacks(plus pilot's own) +1 additional attack at levels 6 and 11 +1 to Strike +6 to Dodge in flight +3 to Dodge underwater +2 to Roll +2 to Parry Bonuses(From IVCS) +1 on initiative +2 automatic dodge(takes no melee actions) +4 roll with punch , fall, or impact. NEW TITAN UPGRADES! Coming Soon!------------- "Trouble rather the Tiger in his Lair, Than the Sage among his Books, For all the Empires and Kingdoms, The Armies and Works that you hold Dear, Are to him but the Playthings of the Moment, To be turned over with the Flick of a Finger, And the Turning of a Page" --------Rudyard Kipling ------------ Talis D. Merrill A collection of my RPG creations can be found at the page below. Talis' page