Spider Light Mobile Assault Tank


Name: Spider Light Mobile Assault Tank a.k.a.: Spider
Model Type: SAT-003 (004 if it has the TW-web launcher)
Class: Light ATV Assault Vehicle
Crew: One, Pilot
M.D.C. by Location:
*Main Body -- 150
Legs (4) -- 50 each
Weapon Arms (2) -- 50 each
Reinforced Pilot's Compartment -- 70
**Sensor Head -- 70
***Secondary Sensor Cluster -- 30
****Concealed Micro Thrusters (6) -- 25 each
****Web Launchers (2 rear) -- 20 each
Optional Weapon System(s) (2 max.) -- 1D4x10 each
* Destroying the Main Body will completely shut down the unit.
** Small and difficult target to hit requires a called shot at -2 to strike. destroying the sensor head will reduce combat bonuses by half, because of having to switch over to the secondary cluster.
***The secondary sensor cluster remains concealed in the unit till the main sensor head is destroyed. The cluster is very small and difficult to hit, requires a called shot at -4 to strike.
****Small and Difficult targets, requires a called shot at -6 to strike. Note, destroying one thruster will have not effect, but destroying 2 or more will reduce dodge and roll bonuses by half, destroying all thrusters will prevent thrust aided jumps.

Speed: 150 mph maximum on land. Maximum speed climbing and under water is one third. Cruising speed is typically between 40-60 mph.
Jumping: The unit can jump up to 10 ft. high or lengthwise for a standing position. With a running start increase height or length by 35%. Or, the unit may also perform thrust assisted jumps, increasing the range by 150 ft in either direction.
Flying: This unit is incapable of flight.

Range: A battery powered unit can run for up to 5 hours of extreme combat. This time may be stretched up to 17 hours if not under extreme situations (like not in continuous combat and/or by traveling at speeds below cruising).
A nuclear powered unit will last for 5 years.

Statistical Data:
Height: Stands up to 6 ft. tall, crouching is about 4 ft.
Width: 4 ft. 8 in.
Length: 7 ft. 6 in.
Weight: 1000 lbs fully loaded (plus that of the pilot)
Cargo: None
Power System: Batteries (3), equivalent to 12 standard E-clips. Or Unit can have a 5 year nuclear cell.
Black Market Cost: Not normally available on the market. This unit has just come under production during the last year from a wandering mercenary company. If ever found on the market, it would cost around 4+ million depending on the condition and weapon system included.

Weapon Systems:

1. Weapon Arms: Rapid Energy Pulse Blasters (2). These are the main guns of the Spider Unit. They fire a variety of non-lethal to lethal energy. pulses. These are well noted weapons for their quiet, anti-flash suppression system which allows the unit to continue prowling even while firing barely visible light streams in the dark. Each weapon arm also has a small, retractable hand used for grasping, holding, etc. Each small hand has 9 M.D.C. and is -4 to strike on a called shot.
Primary Purpose: Assault
Secondary Purpose: Defense
Damage: Two S.D.C. settings: one does 2D8, setting two does 4D6
Mega Damage: Three settings: one does 1D6 M.D., two does 2D6 M.D., three is a 3 shot burst that inflicts 1D6x5 M.D.
Note: All damages are doubled if both weapon arms are fired at a single target at the same time (but only if both arms arm using the same setting), this only counts as one action too.

2. Optional Weapon Systems: Up to two additional weapons may be mounted on the back or sides of the Spider. These may include light rail-guns, laser blasters, plasma ejectors, or small mini-missile launchers (that hold 4 or less missiles). Each additional weapon system costs extra. Costs range typically 1,000 to 10,000 cr. for mounting and linking the weapon to the power supply plus the individual weapon's cost.

Non-Weapon Combat: Instead of using weapons the pilot can engage in Hand to Hand combat with an opponent(s).
Restrained punch from weapon arm: 3D6 S.D.C.
Normal Punch from weapon arm: 1D6 M.D.
Power Punch from weapon arm: 2D4 M.D.
Kick from front leg: 1D6 M.D.
Kick from rear leg: 1D8 M.D.
Ram/Tackle: 1D4 M.D. per 30 mph

Combat Bonuses:
+1 to Initiative, +4 to Dodge, and +6 to Roll.
Plus has all standard feature and sensors of a robot vehicle found on page 214 of the RIFTS main book, with exceptions toward #1 (see above) and #12 because the unit only seats one, the pilot.

Additional Bonuses and Systems of the Spider:
Located at the rear of the main body are two nozzles that fire thin high tension cords (a.k.a.: Spider Web). Each cord has a hook or spike attachment to secure or hold it on/in a wall or other structure. Nozzle A fires a stronger M.D.C. cord (2 M.D.C. per foot) that is used in hostile areas, like a gun fight. Nozzle B fires a lighter S.D.C. cord (20 S.D.C. per foot) that can be used in the other situations. The reason behind the different types of cord is because of their cost to produce and the amounts of cord that can be held by the Spider unit. The heavier M.D.C. cord is thicker and costs 10 cr. per foot to replace. While the lighter S.D.C. cord is thin and costs 20 cr. per 10 feet to replace. Nozzle A is fed by an internal spindle that holds up to 100 feet of the M.D.C. cord, nozzle B is fed by a spindle that holds up to 800 feet. Both cords are more than capable to hold the weight of the Spider. Powerful motors connected to the spindles allow each cord can be reeled in at a rate of 10 feet per melee, and spun out at 100 feet per melee. Though situations sometimes arise where there is not enough time to reel in the cord(s) so they must be cut. Like say you were using cord a to lower yourself from the ceiling, when some guard looks up for no reason and sees you hanging there. Obviously you're not suppose to be there so he pulls out his laser rifle and calls his buddies. What are you going to do... Just hang there and let him (and his buddies) take shots at you like some sort of piņata? One would hope the answer to be, "HELL NO!! I AIN'T LET'N MY NICE, NEW, CLEAN, SHINY, SPIDER TO BE SHOT UP AND SCRATCHED BY NO REJECT OF A WANNA BE SECURITY GUARD." So what do you do, use the built in cutters to cut the cord and then land on the ground and kick all their "wanna be security guard" asses! It cost one action to cut the cord, and the cost to replace lost cord was stated previously. Also the cord can be used for other purposes (besides climbing, hang out, and repelling), it makes a nice handy-dandy rope for tying up those who you just hate too much to waste the bullet on, and what ever else a sick mind can think of. The pilot receives a bonus of +15% to climb in the Spider (even if he's not using the web cords). If the pilot of the Spider has psionic or magic casting ability, both cord units may be replaced by a "TW-Web Launcher" device.

Climbing abilities of the Spider: Another marvel of the Spider unit is that, located on the bottoms of each foot are retractable spikes, claws, hooks, and magnetic pads which are used to increase the Spider's stability on the ground, as well as, to allow the Spider to walk up walls and on ceilings. Though there is a draw back to this, if both optional weapon systems are added, the Spider becomes unbalanced and compromises the weight capability of this feature. Thus rendering the ability to walk up or hold onto any surface that is more than 90 degrees in slope, including ceilings.

Due to sound filters and suppression systems strategically placed throughout the Spider unit, this vehicle benefits from it's pilot's skill to prowl! In areas where the pilot wishes to prowl, he receives a +7% in addition to his prowl skill. This ability of the Spider cannot be used at speeds above 40 mph, it simply makes too much noise beyond that speed for the filters to work. If the pilot does not have the prowl skill, he cannot utilize this ability of the Spider :_(