Department of Defense:

Exo-Wars Military Database

Axis TW-01 Raptor Assault Walker

The Raptor is a one-ok-a-kind Exo, even among the monstrous Walkers it is in a class of its own. Most Exo’s use a roughly humanoid frame and means of locomotion. Even the Alliance Sabertooth possesses a humanoid torso, although it does have 4 legs. However the Axis Raptor is completely different. The Raptor began its life as a mobile, wheeled assault unit. Carrying missiles and anti-tank weapons into battle. The then vehicular frame was sleek and agile. When the Axis began research on a Walker Class Exo, they began by determining what role that should fill and how best to go about it. The initial design called for a fast attack unit able to carry a variety of short, medium and long-range weapons onto the battlefield. Its main purpose was to be as hit and run ‘super tank’.

With the general needs established the designers set to work drawing up plans for the unit. At first there was no real ‘vision’ of the unit. Many designs were forwarded, but ultimately a sleek cockpit and leg design won out. The cockpit was based on the chassis of the wheeled assault unit. The tandem cockpit allowed for a reduced forward profile, while raising the rear set above the first provided a greater field of vision.  The weapons payload from the wheeled assault unit was maintained, although positioning was reconfigured to best use the shape of the new Exo. However the single most impressive and unique feature of the Raptor is its legs.

Unlike previous Exo’s and Walkers, whose legs were based around Humans, the Raptors legs are based on bipedal dinosaurs, such as its namesake, the Raptor. With the knee facing backwards the Raptors cockpit could be slung down and forward, reducing its overall height. Also the new leg configuration would mean a tremendous increase in speed and maneuverability (when in motion). When at rest the unit could crouch on its legs and hide from other Exo’s and enemy troops under minimal cover. The overall design is seen as superior to the Alliances Sabertooth Walker, something that has not pleased the Alliance Military Command.

In combat the Raptor is easily able to run at top speed over wide distances, heavy brush and urban areas are preferred. Forests and mountain ranges pose a real problem for the Raptor, which requires a major recalibration of its gyroscopic balance systems (which can only be done at field outposts and properly equipped garages). The only terrain the Raptor cannot pass is step terrain such as large mountains or desert dunes. Even marches pose little problems for the Raptor who can wade through the muck without getting its cockpit dirty.

In combat the Raptor generally uses hit and run tactics, first by softening up hardened targets with a barrage of rocket fire. At closer ranges the Raptor uses its nose mounted Assault Cannon to defend against enemy troops and Exo’s. If infantrymen get too close they will be meet by a pair of side mounted anti-personnel grenade launchers. Incase an enemy Exo should get too close the Raptor sports two arm mounted 110 mm Anti-Tank Cannons. Although short-ranged, they ensure a one-shot-one-kill. It is also these stubby weapons arms and the legs of the Walker that ultimately lead to the official name Raptor. Since it’s hunkered over stance, short arms and dinosaur legs made it look like a running Raptor from popular movies.

The cabin is designed as a mobile command unit. The front seat is a dedicated communications and tactical command station that can take over weapons control during high stress operations. The rear seat is designated for the pilot. All the instrumentation and gauges are designed for quick reading to reduce the amount of time the pilot spends looking at them. To protect the personnel inside the Raptor does not have a canopy; rather entry and egress are accomplished by mobile armor plates that cover the command cabin. When lowered into place the cabin is a sealed environment with its own oxygen supply. This prevents easy destruction of the cabin through a weak facing transparent canopy. However it also means that the Raptor is completely dependent on sensors and forward observers. Should the sensor suite (turret mounted on the back) be destroyed only short-range communication will be possible. As well the Raptor will not be able to fire any of its weapons unless another unit targets for them. For that reason very few Raptors go into the field alone, most are escorted by at least 2 Asp Recon Exo’s to act as forward observers and target designators.

Statistical Data

Name: Raptor
Manufacturer: Russian Military Manufacturing
Production Class: Assault Class Walker
Production Code: TW-01
Production Type: Limited Production.
Crew: Two

S.D.C. By Location

**Sensor Suite: 120  S.D.C. x1
Shoulders: 480  S.D.C. x2
Arms: 150  S.D.C. x2
*Assault Turret: 180  S.D.C. x2
Upper Legs: 480  S.D.C. x2
Lower Legs: 360  S.D.C. x2
Feet: 180  S.D.C. x2
Engine: 360  S.D.C. x1
Ammo Drum: 320  S.D.C. x1
***Main Body 1,200  S.D.C. x1
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “called shot”, but even then the attacker is –4 to strike.
** Destroying the head of the power armor will eliminate all forms of optical enhancement and sensory systems. The pilot must rely on his own human vision and senses. No power armor combat bonuses to strike, parry, and dodge! The head is a small and difficult target to hit, it can only be hit when a character makes a ‘called shot’, and even then the attacker is –3 to strike.
*** Deleting the S.D.C. of the main body will shut the armor down completely, making it useless. In emergency release system allows the pilot to escape the Exo if the main body is destroyed, and they survive. However most Exo’s do not have any storage area for food, armor or weapons. Therefore, unless otherwise noted, the pilot must rely on their own sidearm and any armor they were wearing when piloting the Exo.

Speed:

Running: 45.0 mph (72.0 km) maximum. Note that the act of running does not tire the operator and the Walker’s top speed can be maintained indefinitely, only the pilots own fatigue will limit the duration of the unit’s movements. The Raptor walks at a more reasonable speed of 26.0 mph (41.6 km), and should be considered the units cruising speed.
Leaping: Not possible .
Underwater: Not possible.
Statistical Data:
Height: 20.0 feet (6.5 m) from head to toe. The addition of shoulder and back mounted weapon systems can increase the height of the unit. Weapons such as rocket pods and mortars are common to Walker’s and will modify their height.
Width: 14.5 feet (4.7 m).
Length: 21.0 feet (6.8 m) .
Weight: 7.0 tons without the addition of weapon and ammunition.
Physical Strength: Equal to a P.S. of 50.
Cargo: None.
Power Systems: A custom designed Russian TW-01E Turbine Engine feeding a bank of super conductive batteries.
Range (Per tank of Fuel): The battery provides enough energy for 24 hour of regular maneuvers or 18 hours of moderate combat maneuvers. Heavy combat maneuvers will use the batters charge in 12 hours. The Turbine engine must then be activated to either recharge the battery or directly power the Walker. The TW-01E will provide the Walker with direct energy for 48 hours of moderate use before needing refueling. Heavy use will consume the fuel supply in 36 hours. Recharging the battery to full capacity takes 1 hour (4 hours if on the move). All Walker’s use an advanced Turbine Engine that can burn any gasoline derivative fuel, including automobile gasoline, aircraft and marine fuel and even diesel without ill effect. However all non-Walker fuel reduces the operation abilities (range, speed, duration) by 25%. Only Walker Fuel will allow the unit to function at 100% efficiency.
Construction Cost: $2,223,750.00 dollars for a new, undamaged, full equipped standard Raptor complete with all configuration type weapon systems.

Weapon Systems:

Weapon Name: Special Notes:
Grumman 30mm Medium Assault Cannon   An internal ammo drum containing 1000 rounds of ammunition feeds the Assault Cannon.
Raytheon Company Systems 50mm Light Rocket Pack   36 rockets per pod, giving the Raptor a total capacity of 72 rockets.
Crane Industries 110mm Tank Hunter    The Raptor carries one Crane Industries Tank Hunter on the end of its small 'arms'. Providing each with the ability to pivot, rotate and point together or separately. 5 APFSDS rounds per clip. Providing the Raptor with a total of 10 rounds.
Anti-Personnel Grenade Launcher   6 per cylinder. The Raptor carries two Anti-Personnel Grenade Launchers.
Hand To Hand Combat   The design of the Raptor prevents any hand to hand attacks short of falling on an object. The Raptor relies on the support of Exo’s to provided hand to hand combat.
Sensor System Note   The Raptor has full optical systems, including laser targeting, telescopic, passive nightvision (light amplification), thermo-imaging, infrared, ultraviolet, and polarization. Plus all the other features common to all Walker’s. As well the Raptor is MBC hardened with an internal oxygen supply for 12 hours. Once sealed the cockpit is complete impervious to all Nuclear, Biological and Chemical agents
ECM Systems  

The ECM/ECCM (Electronic Counter Measures/Electronic Counter-Counter Measures) and Sensor Suite consists of a variety of communications, scrambling, jamming, radar, and targeting gear that allows the Raptor to act as a very advanced and deadly field commander with the ability to tracking, targeting and communication with other units in the field. The jamming and communications equipment has been specially designed to play havoc with the targeting and control systems of a wide range of enemy threats.

Primary Purpose: Electronic Counter Measures

Secondary Purpose: Air Defense and Anti-Missile

Range: 100 miles 9160 km) radius.

Mega-Damage: Not Applicable.

ECM & Sensor Capabilities:

Radar & Computer Tracking Systems: Range of 10 miles (16.0 km) radius and can identify and track up to 48 different targets simultaneously. Sonar for underwater use is limited to a 3.0 miles (4.8 km) range.

Directional Radio & Laser Communications Systems: Can send and receive messages on broad or narrow band frequencies and send precision laser beam communication signals.

Radio Encryption & Decryption Systems: Scrambles and unscrambles incoming and outgoing messages, decodes encrypted messages, as well as records and stores all transmissions on other channels/frequencies and unscrambles them (and responds or transmits) at a later time.

Targeting Uplink: The Raptor can uplink data to as many as 24 other Walker’s or combat vehicles (Land, Sea or Air) or ground troops within 5.0 miles (8.0 km). In this capacity the Raptor can be used as a command or communication data rely unit. All units receiving this data are +1 on initiative and +1 to strike and dodge.

Jamming Suite: The jammers on the Raptor can interfere and garble any enemy transmissions with a very high (01-65%) success rate. Successful jamming means the enemy transmission is little more then electronic snow, completely unintelligible. A failed roll (66-00%) means the transmission successfully escaped the interference field, but while it is discernible, it is not the cleanest of messages and is still filled with interference.

  In order to jam incoming missiles, the Walker must roll under their Weapon Systems skill or Electronic Countermeasures skill, which ever he/she has. A successful roll means the targeting systems (and/or radio control signals and scanners) of all missiles directed at him/her, or in his/her flight path, are scrambled, causing the missile to veer off target, effectively -7 to strike. Roll for each missile in the volley. In the alternative, the Raptor can send a direct laser signal to one or two missiles within a 2000 foot (610 m) radius, whether directed at him/her or another target entirely, and scramble its targeting systems to make them veer off course, effectively -9 to strike its intended target(s).

Note: The Jammer effect applies to ‘smart-bombs & missiles’ as well as other guided ordinance. The jamming defense disables the missiles tracking, guidance and motor systems, it does not allow the pilot to seize control of the missile and alter/modify its course, simply disable it and cause it to avoid its intended target(s).

Chaff-Pod: The Raptor can also fire flares with packets that release clouds of smoke and floating particles to lure missiles to them, and away from the pilot and armor.

Payload: 24 Chaff flares per dispenser, 1 dispenser standard per Raptor.

Note: Each Chaff-Flare has a 15% chance (per packet fired) to distract or confuse incoming missiles, with a cumulative effects. I.E. 3 Chaff-flares is equal to a 45% chance of decoying the missile, 6 = 90% change.

Special Raptor Bonuses: +3 to initiative, +1 to strike and parry, +2 to dodge, +1 to roll with punch/fall/impact, and +1 to pull punch. All are in addition to the normal hand to hand bonuses and skills of the pilot.