Okay, okay, THIS is the last thing. I scribbled this out while working on some unrelated materials, and figured the design was suitable for Chipwell's product line. Also i decided that the electrostun weapons were a mite overpowered, and downgraded the strength of the stun from the nerual mace stats. that thing's kinda ruthless. you can go and see the corrected stats in their original post i edited.
Chipwell "First-Strike" Combat walker robotThe first true "robot" from Chipwell's design team rather than an oversized powered armor, The Combat Walker is honestly more of a buggy with legs than what people in RIFTS earth think of as a robot. It's also lightly armored, has limited range and limited features like most of Chipwell's lineup. The combat walker served as a testbed of several development teams work, and the final result is a mishmash of technologies but was pushed through to production rather than let the money spent on R&D go to waste. Unlike their other designs, Chipwell advertises the "First-strike" as having some of the highest firepower in its weight class, and to a limited extent this is actually true.
The main weapon of the Combat walker is a six-round missile rack capable of firing medium-range missiles with a range of over 40 miles, which outranges many much larger (and vastly more expensive) machines! The drawback to this is once the missiles are fired, Chipwell's Combat walker is armed about as well as an infantryman until it's able to return to base to be reloaded by a separate team. Many forces have derided this highly limited firepower, but several veteran mercenary units have purchased the design and even Colonel Tiberius Braddok himself described them as "the most cost effective means of supporting fire in North America" in a leaked combat report (believed done intentionally by chipwell's marketing department through spies). Deployed strategically in units, the Combat walker's supporting fire can decide even medium sized battles without coming under fire themselves, making them an invaluable tool in the right hands.
Because of this potential firepower, Chipwell's combat walker has been banned in the Coalition states. This is normally not unusual for weapons manufacturers, but Chipwell has enjoyed their lineup being at most "restricted" to acceptable sellers until now and is honestly shocked at the decision. Chipwell Armaments has been forced to sell/ship their "first strike" Combat walker largely through the black market as a result, which rankles the company to lose a cut of the profits and limits their ability to offer extended support programs. Regardless of support, the Combat walker has seen steady sales in Merctown, and several small kingdoms are making purchases where available (Often through the black market, at high markups that are ironically still much cheaper than most robots- rumors suggest the black market might be seeing more profit off the walkers than Chipwell!)
CRW-01 Combat robot*Spotlight/gun turret: 15
+Medium-range Missile rack: 24
*Feet : 16
Legs: 75
lower torso: 60
~Rear torso bay: 90
Canopy: 60
**Main Body: 170
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+ The Missile rack is only exposed when activated to fire, otherwise this area is contained inside the rear torso bay.
~The rear torso bay contains both the missile rack and the robot's battery system, destroying it will shut the robot down.
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a called shot and even then the attacker is at -3 to strike.
**Depleting the main body destroys the robot, rendering it inoperable
SpeedRunning: 40 MPH maximum
Leaping: The robotic legs are not designed for leaping, and only propel the robot roughly 8 feet high/across
Flying: Not possible
Swimming: Not possible and the robot sinks like a stone!
Statistical data:Height: 24 Feet
Width: 8 feet
Length: 18 feet
Weight: 12 tons
Physical strength: Equal to robotic PS of 24
Cargo space: Minimal, enough for some extra clothes, a few small weapons and some personal items. A small compartment for holding supplies can store maps, a sidearm, and a few days food and water rations.
Power system: Electrical batteries supplemented by Micro-nuclear plant, provides 7 days power for the robot itself and a small separate power store for the laser, radio, and radar systems as well as the life support that is effectively unlimited. The micro-plant can be rigged to recharge the batteries when not in use (electrical engineering, -20%), but the whole thing has to be shut down and power systems switched over with every day offline recharging a day's worth of the batteries.
Cost: 675,000 credits, this doesn't include the cost of the missiles. Initially a design without the missile rack was planned to be sold for 500,000 credits but when reports came back about the positive response of the weapon system, these were quietly recalled for retooling to the "first-strike" model. It's possible a few of these managed to be sold before that happened. the -00 "city strider" model lacked the missile system and instead has an 8'x 4'x 5' cargo compartment that lets it hold supplies with a single-slot locker to charge an E-Clip or chipwell electrical battery (Takes an hour / four hours, respectively)
Weapon systems:Retractable Missile rack: A six-tube missile rack built to retract into the rear-left compartment of the walker when not ready to fire, opposite the batteries. The tubes are designed to accept both short- and and medium-range missiles of most standard designs but are in a fixed mounting so while the missiles themselves are self-guiding, the Combat walker has to keep it's facing in the rough direction of the target while firing. The Combat walker boasts a full-range radar and targeting computer exclusively for the missile system, which is designed to accept targeting telemetry through encoded pulses via radio channels allowing it to engage targets outside of the range of its own systems.
Primary purpose: Anti-Armor, Anti-Fortification
Secondary purpose: Anti-Infantry, Bombardment
Mega-damage: As missile, normal warhead payload is heavy explosive (2d6x10, 30 ft) or armor piercing (2d4x10 20 ft) medium range missiles
Rate of fire: 1,2 or 4 missiles per melee attack
Range: Per missile, short range missiles are usually 2-3 miles while medium range missiles vary from 40-50 miles!
Integral laser: Simply a wilk's 457 pulse rifle, assembled into the main body which requires the whole torso to reposition itself to target. the weapon is connected directly to the micro-nuclear plant, but uses the backup targeting systems due to limitations. (-1 to hit)
Primary purpose: Anti-infantry, Assault
Secondary purpose: Anti-armor
Mega-damage 3D6+2 per single shot, 1D6 x 10 permultiple pulse burst (three shots)
Rate of fire: Standard
Range: 2000 feet
Payload: Effectively unlimited but restricted, the weapon is limited to 20 shots in a melee round before it exhausts the capacitor's energy supply and must wait for system to recharge it the next melee round.
.45 Caliber sub-machinegun turret: A pair of sub-machineguns are installed into a small turret, flanking the searchlight. The weapons can be tied to the pilot's head movement through the targeting computer's backup systems. This is an SDC system and cannot inflict mega-damage, but is sometimes useful for dispersing unprotected troops or can be armed with reduced leathality munitions as needed. The small turret was developed from old pre-rifts helicopter designs and the development team is looking for a use for it, but the SDC guns have proven mostly unpopular.
Primary purpose: Anti- infantry
Secondary purpose: Defense
Damage: 1d6 x10 SDC dual shots, 4d6 x10 SDC from dual 5-round bursts.
Rate of fire: Standard, note the SMGs cannot be fired independently of each other.
Range: 600 feet
Payload: The SMGs are each tied to their own independent 200-round drum of ammunition inside the main body.
Hand to hand combat:Instead of weapons, the Combat walker can engage in mega-damage hand to hand combat.
Kick: 1D4 MDC
Leap kick: 2D6 MDC, but takes two attacks
Charge: 1D6
Other attacks (and parries) are not available, and the robot is not recommended for close-range combat when possible to avoid.
System note: the Chipwell combat walker has limited systems compared to most robots on the market. The robot only has the following features.
-Radar: can track a maximum of 20 targets up to 30 miles
-Targeting computer: assists in tracking and identification of enemy targets, as well as translating incoming fire telemetry to missile targeting. 30 mile range, data is viewed on a dashboard screen along with radar information, minimal HUD functionality provided for the secondary weapons.
-Radio communication: standard
-Spotlight: connected to sub-machinegun turret, unit can be slaved to pilot's head movements.
-Limited life support system: the pilot's internal compartment is sealed and temperature controlled with air purification and filtration re-circulation, as well as a polarized canopy screen. No radiation protection or internal air supply is available, without an outside source that can be purified (warning lights on dashboard in event of this) only 4-6 hours of breathable air can be recirculated. All life support systems fail if canopy suffers more than half damage.