T-Tech's Bots!


By: Talis D. Merrill




        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


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