T-Tech Tanks: [These are conversions from Fasa’s Battletech game, but I know for a fact that the two quads I’m converting were stolen from whoever owns the Robotech Defenders comic(?) series. The Kanga and Gabriel are relaited to their battletech cousins in name and function only, in appearence and armament they are very different. 'Streak' SRMs belong to Fasa as well. Since the loss of T-Tech’s main robot production facility (they sort of shot it into space) the New Seattle factories have been swamped. T-Tech has itself a problem. They need to rebuild their weakened robot forces, but don’t have the facilities for mass production of full sized mecha. Their closest neighbor, Free Canada, is buisy gearing up for their own skirmishes with the (Big bugs, begins with an X, can’t remember how to spell it and I don’t have my RMB out), and the newest member of the 5ST alliance, Kara-Tech doesn’t have the facilities to produce most 5ST mecha (part and equipment are being shipped to Montro Bay, but it’ll be a while before they’re equipped to produce the rather unique mecha distributed by 5ST) Manga Arms, Paladin Steel and Pandora Arms are all rebuilding or coping with their own problems, and besides, they’re too far away. A solution had to be found. Durring a brainstorming session Harvey Becker, head of Internal Security and living-impaired essence of a 1920’s P.I. was heard to remark, "Why robots anyhow? Sure, they look neat, but give me a good old tank any day. Solid, dependable, and a hell of a lot less complicated than a thirty foot tall mecha. Shermans, now those were tanks! Good weapons, fast, and tough. I’d take one of those against a Panzer any day." It was just the stroke of inspiration they needed. Washington State was crawling with old millitary bases, they could easily refit the old tank facilities tp produce tough modern MD tanks. Sure, tanks were nothing new, even the CS still uses them, but T-Tech had never done tanks before, and as is their tradition, they set about to, not only make them, but make them better. Drawing inspiration from the Manga Arms Spider Gun Platform, as well as designs taken from one of Lord Tekmar’s favorite strategic games, T-Tech came up with a halfway point between tanks and robots. Four leged mecha, walking tanks! They christened the concept "Mecha-Tanks," but test pilots and design teams quickly came up with the nickname "'Quads," because they have four legs. In addition to the 'Quads, T-Tech has come up with a couple other winning ideas. Light, fast, and cheap hovertanks called Gabriels, but quickly nicknamed "Ankle Biters," and, most unique of all, a heavier medium hovertank with jumpjets, the T-84 Jumptank, nicknamed "The Kanga" by an Australian test pilot. SCP-1T Scorpion: "Cute, it looks like a big bug. Not much in the line of weapons though, are you sure this is a good idea? Looks like the sort of thing a real meacha would step on." "Woooh!! What a ride! I take it back, these little bugs kick ass!" -Levon Conrad, former heavy mecha pilot, now dedicatred Scorpion pilot. "Damn, but you got some big 'roaches up in these parts! That last one was too big to step on, and it darn near took out my whole party!" -Grivard Gass, Bandit(after being pulled from his overturned Mountaineer) "'Darn near?' We shellacked those bozos..they never expected a TANK to cross rough terrain like that and come down on them from behind...low profile's a major advantage that these things have over your average giant robot.." -Sam Vigo, New Seattle Regional Militia Built as a counterpart to the CS’s new lighter spider skull walkers, it’s light, fast, manuverable, and well armed. It’s four legs are splayed out like a spider’s, for maximum stability and manuveravility. It’s got a low, angular main body section, sticking out the front right side of the main body is the mecha’s particle cannon, right next to the reinforced pilot’s compartment. Above and behind the particle cannon is a large, drum-shaped rotory missile launcher, which is right next to the gunner’s compartment which is on top of and behind the pilot’s compartment, forming a second half-tier on the left side. Underneath the viewport fot the pilot’s compartment, on the left side of the mech is an antipersonel laser on a gimble mount, essentially a modified pulse laser rifle. On the bottom of the main body, and in each foot, are powerful jump jets, allowing the little bugger to make tremendous leaps. This wasn’t part of the origional design, but added in as an afterthought to enhance mobility. The power plant is housed mostly in the right-rear 1/4, directly under the missile launcher, but many systems run beneath the gunner’s compartment, which is why it is separate and sits higher than the pilot’s compartment. The missile launcher is equipped with a unique fire control system called "Streak" if the targeting lasers can’t achive a positive lock, the missiles will not be fired, this saving ammo. The missiles can still be dodged, but they are 'smart' and thus hard to avoid. Due to it’s incredibly stable stance, body blocks only stagger the mech, it does *not* knock it down, it’s virtually immune to body blocks. Model Type: SCP-1T "Scorpion" Class: Light Assult Mecha-Tank Crew: 2 One pilot and one gunner. M.D.C By Location: *Legs (4) - 120 each **Main Body - 350 Reinforced Pilot's Compartment - 150 Reinforced Gunner’s Compartment - 100 Particle Cannon - 150 "Streak" Missile Launcher - 150 Access Hatches (2) - 75 each Antipersonel Laser - 50 Spotlight (1, left side on the undercarrage) - 5 ***Main Sensor Unit (1, right side, opposite the laser and right under the particle cannon) - 50 * Destroying one leg will reduce land speed by half, and jumping range by 10% (pilot must also make a piloting roll at -20% to keep from tipping over.) ** Destroying the main body will Shut the unit down. *** Destroying the sensor unit will reduce the sensor range of all the Scorpion’s systems by 50%. Note: Due to T-Tech Laser Ablative Ceramic Armor, all Lasers do HALF damage. Since it’s not laser *reflectove* armor, variable frequency lasers cannot adjust to do full damage Speed: Running: 100 mph maximum. Note that the act of running does not tire the robot and can be maintained indefinitely. Leaping: On it's own, the Scorpion can leap 60 feet lengthwise or straight up from a dead start, or 100 feet lengthwise or straight up with a short running start. Engaging its thrusters allows it to make extraordinary jumps of up to 1 1/2 miles lengthwise or 1000 feet straight up. Flight: While the vehicle can make fantastic leaps it cannot fly. Construction Features: Radar: Range 250 miles and can track up to 50 targets at once. Radio/Video Communications: Wide band and directional, radio and video transmission capabilities with a 300 mile range. Standard Video Optics plus: Thermo-Imaging IR/UV Optics Telescopic/Image Enhancement Optics Low-Light/Nightvision system Laser Targeting Headlights/Spotlights: 300 foot range. Ejector Seat Heat & Radiation Shields Independent Oxygen & Circulatory System Virtual Environment Cockpit: An innovative new cockpit layout designed by a combined team of R&D people from MA, T-Tech and Paladin Steel that provides monitors below and around the pilot in addition to the HUD cockpit dome. In operation, these monitors display what is below and behind the unit, giving the pilot a tremendous field of view that is unparalled by any other mechs (provides nearly a 360 degree degree view on both the X and Y axis). This wide view in addition to the combat computer's cockpit overlays give the Mecha-Tank a +1 to dodge and initiative rolls in addition to any other bonuses. "Streak" Fire Control System: An innovate missile guidence system designed by T-Tech. It not only uses targeting lasers to ‘paint’ the target before fireing the missiles, providing a nice to-hit bonus, but if it can’t achive a positive lock (strike roll below a natural 6) with the laser, it won’t fire the missiles, thus conserving ammo. Bonuses: +2 to strike with guided missiles specially modified to work with the Streak system (in addition to standard ‘smart’ missile bonuses) The pilot rolls to hit as normal, but on a natural roll of 1-5 (normally an automatic miss) the missiles simply do not fire, thus saving on ammo. (still counts as an attack though). If the roll is above 5 resolve combat as normal. Enemies are still allowed to dodge or parry the missiles once launched. If the missiles miss because they were dodged or parried, the ammo is still lost. This system only negates the automatic miss, it does not make the missiles completely fool-proof. Note: currently the Streak system works *only* on Short range missiles. Mini-missiles are too small to mount the advanced guidence systems used for the streak system, and medium or long range missiles have too long of ranges, they simply out-distance the targeting system. T-Tech is currently working on smaller guidence systems for mini-missiles, and longer tanged targeters for bigger missiles, but at the moment it only works for SRMs Statistical Data: Height: Variable. The main body is 10 feet, the missile launcher adds another five, and the legs typically hold the body ten feet off the ground, but it can lower itself completely to the ground if nessevary. Weight: 25 tons Physical Strength: N/A Cargo: Minimal cargo space; about five feet in the pilot's compartment. Power System: Nuclear with a 10 year lifespan. Cost: 24 million credits to produce, will eventually be sold for 35 million credits on the open market. Note: Until T-Tech rebuilds its own forces the Scorpion won’t be abalible to the general public. Weapons Systems: 1. MA Particle Beam Cannon Mk 2: Essentially the same liquid-cooled cannon used on the MA MBR-02 Tomahawk, only cut down to fit on the Scorpion. It’s the main gun of the mecha-tank and is mounted below and in front od the missile launcher on the right side of the main body, right next to the pilot’s compartment. It only as a 75 degree arc of fire up or down, and no side-to side motion, the mecha-tank must turn its body to attack anything that isn’t right in front of it. Primary Purpose: Assault Effective Range: Line of sight (eight miles was the maximum range tested on flat ground with good visibility conditions) Mega-Damage: 3d6x10 M.D. per single shot. Rate of Fire: Three shots per round (once every five seconds). Payload: Effectively Unlimited (tied to the unit's nuclear power supply). 2. "Streak" Short Range Missile Launcher: A large, drum-shaped rotary missile launcher, 6 missiles are exposed at a time, as each missile is fired, another is loaded in right behind it. The auto-loader works so fast that all 24 missiles can be fired in one volley! Primary Purpose: Assault Effective Range: Varries with missile type, usually between 2-5 miles Mega-Damage: Varries with missile type, typically 1d6x10 Rate of Fire: Volleys from one to all! Typically no more than 6 are are fired at a time to save ammo Payload: 24 short range missiles (4 rows of 6 missiles) 3. Antipersonel Pulse-Laser: Essentially just a modified pulse-laser rifle, mounted on a gimple turret and tied into the main power supply. It’s mounted just below the pilot’s compartment and is the only weapon controlled by the pilot. Primary Purpose: Antipersonel Effective Range: 2,000ft Mega-Damage: 3d6+2 per single shot, or 1d6x10 per tripple pulse. Rate of Fire: Equal to the pilot’s combined HTH attacks Payload: Effectively Unlimited 4. Smoke Dischargers: Mounted on the ubdercarrage are several smoke dischargers, they can create a cloud of dense smoke in front of, or around the mecha-tank. (80 ft area of effect) can fire tear gas, or Can-O-Man (see Can-O-Man stats for a description of COM dispenser refits) Payload: 10 one-shot tubes Combat Bonuses: In addition to those given by mecha combat, and the extra sensor systems the Scorpion is +2 to dodge. Also, due to the multiple legs, and sprawled stance, the scorpion is +20% to piloting rolls (except those made for landing with a missing leg, those are made with no bonuses and a -20% penelty) GOL-3TB Goliath B: "Waaa Hooo!!! Godzilla time baby!" -Murray "The Monster" Burnstein, Goliath Test pilot Designed to be a mobile weapons platform, but not as costly or massive as the MA Spider Gun Platform, the Goliath is a heavy assult Mecha-Tank, it can also be equipped with modular infantry platforms, which allow for a stable firing platform for squads of infantry, and the mounting of additional missile launchers. It has been modified from the origional design, with the addition of two particle beam cannons in place of the origional top-mounted rotary missile launchers. They also replaced the origional heavy particle cannon with a 155mm Electromagnetic auto cannon to make up for the increased power drain of the extra particle cannons The Goliath looks almost exactly like a tank with legs, it looks like T-Tech just removed the treads from an old main battle tank, and stick a leg in each corner. The legs are essentially just two sets of standard humanoid robot legs, arranged straight under the vehicle. The origional Goliath had both sets of legs facing forward, but this proved too unstable. After some revisions by the good folks at Paladin Steel the 'Goliath B' became the general production model, the legs were reconfigured, with 'backward' rear legs for extra stability, and a few other changes made. The goliath is almost as stable as the scorpion. A successful body block/ram against a Goliath will *NOT* tip it over, but it will stagger the mech (same effects, loose init and one attack next round) but it doesn't fall over. The main turret is mounted on top of the crew compartment (which itself is on top of the main, tank-like section of the main body) and has a 360 degree rotation. On either side of the crew compartment is a massive particle cannon, like the ones on the MA Tomahawk. On the undercarrage, mounted side-by-side are two large rotary missile launchers. In the main turret is a massive, electromagnetically enhanced auto-cannon. In recessed ports on either side of the main gun are antipersonel railguns. A third railgun can be mounted on a sponson turret in front of the main hatch (where a machine gun would be on a regular tank) Model Type: GOL-3TB Goliath B Class: Main Battle Mecha-Tank Crew: 2-4 (pilot, gunner, and optional com officer and/or military specialist) Crew compartment can also hold 6 additional passengers. These are often used as mobile command units for infantry, tanks, and even robot squads. M.D.C. By Location: *Main Body: 1,000 Reinforced Pilot's Compartment: 600 **Legs (4): 600 each Turret: 800 Particle Cannons/Optional Missile Launchers (2): 250 each Rotary Missile Launchers: (2) 250 Spotlights: (2) 50 each Main Entry Hatch: 100 * If the MDC of the main body is depleted, the unit shuts completely down. ** Destroying one leg reduces speed by half and imposes a -20% piloting penelty. Note: Due to T-Tech Laser Ablative Ceramic Armor, all Lasers do HALF damage. Since it’s not laser *reflectove* armor, variable frequency lasers cannot adjust to do full damage Speed: The Goliath can lumber along at 20 mph. or jog at 40 mph Statistical Data: Height: 40 feet Weight: 100 tons fully loaded Power System: Nuclear with a 20 year lifespan. Cost: 100 million credits to produce, if they ever reach the open market, will likely sell for 150-200 million Construction Features: Radar: Range 250 miles and can track up to 50 targets at once. Radio/Video Communications: Wide band and directional, radio and video transmission capabilities with a 180 mile range. Standard Video Optics plus: Thermo-Imaging IR/UV Optics Telescopic/Image Enhancement Optics Low-Light/Nightvision system Laser Targeting Spotlights: 1500 foot range. Heat & Radiation Shields Independent Oxygen & Circulatory System (Two days) Virtual Environment Cockpit: This cockpit layout, now favored by man pilots, was designed by a combined team of R&D people from MA and Paladin Steel. It provides monitors below and around the pilot in addition to the HUD cockpit dome. In operation, these monitors display what is below and behind the unit, giving the pilot a tremendous field of view that is unparalled by any other mechs (provides nearly a 360 degree degree view on both the X and Y axis). This wide view in addition to the combat computer's cockpit overlays gives the mecha a +1 to dodge and initiative rolls in addition to any other bonuses. Weapons Systems: 1. 155mm Electromagnetic Auto-Cannon (1) - An electro-magnetically enhanced auto cannon, stolen from the GR-155 Electromagnetic Howitzer on the CSS Chi-Town (stats were omitted from CS Navy, but included in the Errata section of Rifter 3), this is the mech’s main weapon and mounted on the main turret. It only has a 45 degree arc of fire up and down, but a 360 drgee rotation. If it wants to aim any higher up or sown it must either lean forward or sit back on its haunches, costing an extra attack. Note: -3 to strike a target/area smaller than a truck (this means single PAs, small vehicles, and small (around 6 man) squads of infantry troopers. This does NOT include full sized mecha, or tanks they can be hit without problems.) Primary Purpose: Assault Effective Range: 18.7 miles Mega-Damage: Varries with Shell Type. Rate of Fire: 4 times per melee. Shell Types: Armor Peircing shells are used for anti-mech and anti-ship attacks, and do 3d6x10 MD to a 10 ft area. Plasma and Fragmentation shells are for battlefield bombardment and inflict 1d6x*50* MD to a 50ft radius for Plasma, or 2d4x10 MD to a 70ft radius for Fragmentation. Illumination shells will light up an area like flares, and smoke shells will create clouds of vision-obscuring smoke over a 300 ft radius. [Note about Blast Radius: This recently came up in a game of rifts I was playing with a friend. Radius is the distance from the center point, to the outer edge. This is only HALF of the actual diameter of the blast (from one edge to the other). I just thoght it was interesting to note that the actual area of effect for missiles and artillery shells is actually TWICE the listed blast radius.] Payload: 100 rounds. Typical mix is 45 Armor peircing, 30 plasma, 15 fragmentation, and 5 each of illumination and smoke. NOTE: In addition to the shells above, chemecal shells (Flame retardant, tear gas, etc) are sometimes used Other rounds (laser guided, roket assisted, Can-o-Man (releases 100 HD Can-O-Men! and does 1d6x10 MD to whatever the shell hits) etc. are under developement but aren’t ready for front-line trials yet. The experemental Can-O-Man round hac been dubbed "Platoon in a can" by one gunner. It’s proven to be incredibly effective in combat trials, but it’s INCREDIBLY expensive and only a few hundred rounds have been produced. they’re only used when extremely heavy combat is expected 1A. Optional MA Heavy Particle Cannon Mk 1: The origional main cannon was supposed to be a copy of the heavy particle cannon used on the MA Variable Hovertank, but it was removed in favor of the auto cannon and dual medium particle beam cannons. It has the same limited mobility of the auto cannon, but due to the mecha-tank’s 4 legged stance, and increased mass it doesn’t impose the same recoil problems as it did on the Hovertank. Primary Purpose: Assault Effective Range: One mile Mega-Damage: 5d6x10 M.D. per shot Rate of Fire: Once every five seconds (3 times per round) Payload: Effectively Unlimited. Tied directly into the nuclear power supply, but can only fire 30 times an hour before needing time to cool down (otherwise the barrel overheats and begins to warp, reducing damage by 1d6x10 per five shots until the barrel collapses). NOTE: Because of the immense power of this weapon, it is one of the few energy weapons to suffer from recoil. As such, if the weapon is fired while the vehicle is moving, the pilot will suffer a -3 penalty to strike. 2. Dual Railguns: Mounted in recessed ports on either side of the main cannon is a pair of railruns. They’re fire-linked, so they both fire with one trigger pull. Primary Purpose: Anti-Personel/Anti-Aircraft Mega-Damage: 2d4x10 per dual 40 round burst (1d4x10 if just one is fired) Rate of Fire: Equal to gunner's hand to hand Effective Range: 4000 feet Payload: Each gun has a 4,000 round belt for 100 bursts. 2A. Optional third railgun: Can be mounted by a man-operated sponson turret, fired from the main hatch. The gunner is exposed to attach, however, and the environmetal seal on the mecha-tank is broken, so it’s not often used. Primary Purpose: Anti-Personel/Anti-Aircraft Mega-Damage: 1d4x10 per 40 round burst Rate of Fire: Equal to gunner's hand to hand Effective Range: 4000 feet Payload: 400 round belt for 10 bursts. 3. MA Particle Beam Cannons Mk 2 (2) - Essentially the same liquid-cooled cannon used on the MA MBR-02 Tomahawk, only cut down some. they’re mounted, fixed forward on either side of the crew compartment. Primary Purpose: Assault Effective Range: Line of sight (eight miles was the maximum range tested on flat ground with good visibility conditions) Mega-Damage: 3d6x10 M.D. per single shot. Rate of Fire: Three shots per round (once every five seconds). Payload: Effectively Unlimited (tied to the unit's nuclear power supply). 3A. Optional Rotary LRM Launchers - Two massive drum-shaped rotary missile launchers can be mounted in place of the particle beam cannons. Primary Purpose: Assault/Defense Mega-Damage: By missile Range: By missile Rate of Fire: 1, 2, 4, or 6. Payload: 12 long range missiles (including nuclear and multi-warhead) total (6 per launcher). 4. Rotary Medium Range Missile Launchers (2) - Mounted, side by side on the undercarrage are two large drum-shaped rotary missile launchers, similar to the one on the Scorpion, but they use Medium-Range missiles, rather than SRMS and do *NOT* have the Streak fire control system. They do have the rapid autoloading reature, so the entire payload can be fired off in one volley. Primary Purpose: Assault/Defense Mega-Damage: By missile Range: By missile Rate of Fire: volleys of one to all 18. Payload: 18 per launcher for a total of 36. T-15 Gabriel "The little bastards may not do a lot of damage, but they’re quick, agile, cheap, and almost impossible to hit! I’m serious, you can’t hit the damn things, it’s just not right, not right I tell ya!!" -An incredibly frustrated Goliath pilot after a successfull simulated combat run Little more than a glorified hovercar with an engine from hell the Gabriel is a quick, cheap, light combat hovertank. It’s real stregnth lies in sheir numbers, due to their low cost and ease of construction these suckers can be cranked out in huge numbers. It looks sort of like a lightly armored sports car with no wheels, and a big ass jet booster in back and a small, streamlined turret on top. It has a single medium pulse laser cannon. The thing is so fast and responsive that it can dodge and weave around enemy fire effortlessly (auto-dodge), but if it gets nailed, it’s going down. Gabriels are deployed in squads of 10-20 at a time. They swarm their targets at high speeds, and from all angles in vicious swarming attacks. The typical tactic for a Gabriel pilot is to rush past his target at full speed and focus his attention on avoiding obsticles and enemy fire, while the gun's auto-tracking takes care of the enemy. Model Type: T-15 Gabriel (aka "Ankle Biter") Class: Ultralight Attack Hovercraft. Crew: 1 M.D.C By Location: *Main Body - 100 Reinforced Pilot's Compartment - 50 Laser Cannon - 50 Jet Thruster - 50 * Destroying the main body will Shut the unit down. Speed: Flying: 500 mph(!!) maximum speed, with a max altitude of 1,000 feet. Crusing speed is typically 250 mph. Can travel over water at a maximum speed of 250 mph, but crusing speed over water is typically 125 mph. Note: if the Gabriel hits anything while going at top speed, or even close to it, the thing is toast. Period! Note: Due to T-Tech Laser Ablative Ceramic Armor, all Lasers do HALF damage. Since it’s not laser *reflectove* armor, variable frequency lasers cannot adjust to do full damage Construction Features: Radar: Range 250 miles and can track up to 50 targets at once. Radio/Video Communications: Wide band and directional, radio and video transmission capabilities with a 300 mile range. Standard Video Optics plus: Thermo-Imaging IR/UV Optics Telescopic/Image Enhancement Optics Low-Light/Nightvision system Laser Targeting Shoulder Headlights/Spotlights: 300 foot range. Ejector Seat Heat & Radiation Shields Independent Oxygen & Circulatory System Statistical Data: Height: 5 feet Weight: 1 ton Cargo: Minimal cargo space; about five feet in the pilot's compartment. Power System: Nuclear with a 5 year lifespan. Cost: 250,000 to produce, will probably sell for 1/2 a million on the open market Weapons Systems: 1. Medium pulse Laser Cannon: Mounted on a turret, this is the Gabriel’s main weapon, it has a 360 degree rotation, but no avility to aim up or down, if it wants to shoot high, it just pops up to the desired altitude and fires. It’s basically just a double-sized version of a standard infantry pulse laser. It’s turret allows it to lay down constant fire on an enemy target, it automatically swivvels to remain locked on the target, even as the Gabrial zooms past it and turns for another run. The Laser automatically tracks and fires and is only controlled by the pilot when he slows down and devotes his attnetion to it. The high speed manuvers require too much concentration to be able to do them and track the targets as they blur past. In this case, the pilot must slow to 250 mph and he loses the automatic dodge. Primary Purpose: Assault/Defense Effective Range: 4,000 ft Mega-Damage: 2d4x10 per tripple pulse burst Rate of Fire: Automatically fires once every 3 seconds (5 shots per melee) but the pilot can take control IF he slows to crusing speed (also looses auto-dodge) in which case, it’s equal to pilot’s hand to hand attacks Payload: Effectively unlimited Bonuses: +5 to init., +5 to strike with the Laser (only when the computer is in control, +2 if the pilot takes over), +5 to dodge (automatic if the pilot devotes his full attention to driving) These are in addition to the pilot’s regular HTH bonuses (except the +5 to strike) T-84 Jumptank (aka "The Kanga") "YAAAAAAAA HOOOOOOO!!!!!" -Capt. Max Tomland, 23rd Jumptank Cav. "Man, oh man! It’s truely a sight to see a dozen or so Kangas hopping around. They come out of nowhere, weavint through terrain, then all the sudden FAWOOSH! It’s gone, airborne man! Can you imagine having a dozen of these things land rignt in your lap out of nowhere? There’s this ond dude, out in the 82nd who likes to play that Vagner song, Ride of the Veritechs, or something, I don’t remember the name, but he’ll crank that out of the loudspeakers then come popping up out of nowhere, pure shock factor, nothing but. But it works though, I’ve seen people drip their guns and head for cover when they hear that song." -Sgt. Jared Ambruster, 21st T-Tech Veritech Devision. The Kanga is a rounded, oval shaped bovercraft with a pair of wings attached to a set of rather large jet thrusters. On each side of the maun body is a large cannon. And on the top is a flat rectangular turret consisting of a single row of four missile launch tubes. In ‘jump’ mode, the wings, and their attached jets sqivel to the appropriate angle, they can even swivel backwards, allowing the jumptank to jump *Backwards!* Kangas usually work as quick strike shock troops in teams of 6 or 12. They come in out of nowhere, strike, then vanish. They’re even equipped with Stealth Devices (5ST units only, any sold to the public are not stealth-equipped) The “Shadow” Cloaking device as it’s dubbed, renders the vehicle completely invisible to ALL non-visual sensors. Missiles can’t lock, enemies lose their targeting bonuses, etc. Model Type: T-84 Jumptank (aka "Kanga") Class: Medium Assult hovertank With Jump Capabilities Crew: 2-4 One pilot and one gunner are required, a comm officer, and/or millitary specialist can be included. The crew compartment can hold 6 people. M.D.C By Location: *Main Body - 400 Reinforced Crew Compartment - 150 Laser Cannons (2) - 150 Access Hatches (1) - 75 Missile Launcher Turret - 150 **Wings (with engines) (2) - 200 each * Destroying the main body will Shut the unit down. ** Destroying either wing will render the toher useless (unless you want to spin really fast in a circle) This kills the thruster jump, as well as the thruster speed boost. Note: Due to T-Tech Laser Ablative Ceramic Armor, all Lasers do HALF damage. Since it’s not laser *reflectove* armor, variable frequency lasers cannot adjust to do full damage Speed: Flight/Hover: 200 mph, maximum altitude is 50 ft. 400 mph with a boost from the jump thrusters (lasts five minutes) Jumping: Engaging its thrusters allows it to make extraordinary jumps of up to three miles lengthwise or 2000 feet straight up! Construction Features: Radar: Range 250 miles and can track up to 50 targets at once. Radio/Video Communications: Wide band and directional, radio and video transmission capabilities with a 300 mile range. Standard Video Optics plus: Thermo-Imaging IR/UV Optics Telescopic/Image Enhancement Optics Low-Light/Nightvision system Laser Targeting Shoulder Headlights/Spotlights: 300 foot range. Ejector Seat Heat & Radiation Shields Independent Oxygen & Circulatory System Virtual Environment Cockpit: An innovative new cockpit layout designed by a combined team of R&D people from MA, T-Tech and Paladin Steel that provides monitors below and around the pilot in addition to the HUD cockpit dome. In operation, these monitors display what is below and behind the unit, giving the pilot a tremendous field of view that is unparalled by any other mechs (provides nearly a 360 degree degree view on both the X and Y axis). This wide view in addition to the combat computer's cockpit overlays give the Mecha-Tank a +1 to dodge and initiative rolls in addition to any other bonuses. Statistical Data: Height: 15 feet Weight: 25 tons Cargo: Minimal cargo space; about five feet in the pilot's compartment. Power System: Nuclear with a 10 year lifespan. Cost: 30 million credits to produce, will eventually be sold for 50 million credits on the open market. Weapons Systems: 1. High-powered Pulse-Laser Cannons (2) Primary Purpose: Assault Effective Range: 6,000 ft Mega-Damage: 2d6x10 M.D. tripple pulse butst, double damage if both are fired simultaniously. Rate of Fire: Equal to Gunner’s HTH attacks Payload: Effectively Unlimited (tied to the unit's nuclear power supply). 2. "Streak" Short Range Missile Launcher: A box-like pissile launcher, on a 360 degree rotating turret. This fires T-Tech’s new Streak SRMs (see Scorpion for description) Primary Purpose: Assault Effective Range: Varries with missile type, usually between 2-5 miles Mega-Damage: Varries with missile type, typically 1d6x10 Rate of Fire: Volleys from one to 4 Payload: 24 short range missiles (6 rows of 6 missiles)