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Department of Defense: Exo-Wars Military Database |
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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 |
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Name: | Raptor
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Manufacturer: | Russian Military Manufacturing | |
Production Class: | Assault
Class Walker |
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Production Code: | TW-01 |
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Production Type: | Limited
Production. |
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Crew: | Two |
S.D.C. By Location |
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**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: |
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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) |
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Weight: | 7.0
tons without the addition of weapon and ammunition. |
|
Physical Strength: | Equal
to a P.S. of 50. |
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Cargo: | None. |
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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. |
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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. |
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Raytheon Company Systems 50mm Light Rocket Pack | 36
rockets per pod, giving the Raptor a total capacity of
72 rockets. |
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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. |
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Anti-Personnel Grenade Launcher | 6
per cylinder. |
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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. |
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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 |
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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. |