CW-54 Hunter

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CW-54 Hunter
Hunter.png
General data
WeaponsTwo lateral hardpoints

CW-54 Hunter is a combat walker available in Hybrid Wars.

Background[edit | edit source]

One of the most common bipedal combat walkers, the Hunter is the mainstay of corporate operations. Typically the first vehicle available to mercenaries starting a corporate contract, the Hunter is equipped with a pair of lateral hardpoints that can mount most of the weapons available on the market. The default configuration is a machine gun and a grenade launcher.

It is by far the most mobile weapons platform available: The jump jets mounted on the upper torso allow it to clear terrain obstacles and even jump on buildings to evade enemy fire and provide more tactical options.

Weapons[edit | edit source]

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Machine Gun Although considered obsolete, the machine gun is still commonly found on the battlefield. A high rate of fire and large magazine capacity allows for a sustained rate of fire.
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Heavy Machine Gun A heavier, slower firing version of the standard machine gun, offering increased firepower.
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Grenade Launcher Fires a high explosive round in an arc, bypassing any cover the enemy may have.
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Self-Guided Missiles A missile launch system, firing one projectile with a high explosive warhead. Highly damaging.
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Gauss Gun A coil gun that uses magnets to accelerate a solid slug to a near-relativistic speed. Requires charging to deal full damage.

Abilities[edit | edit source]

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Jump Jump jets mounted on the Hunter's chassis allow for clearing buildings and obstacles with ease.
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Laser Beam A powerful strike from a combat satellite, melting everything upon contact. Consumes energy. Requires upgrade to unlock.

Upgrades[edit | edit source]

Improvements
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Heavy chassis
Deals area of effect damage on landing.
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Stabilizers
+10% to movement speed
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Turbocharger
+15% to movement speed
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Wave guidance module
Stuns enemies on landing
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Core system redundancy
+30% to health
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Polymeric armor
+50% to health
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Kamikaze module
Mech detonates remaining ammunition stores when destroyed
Primary
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Extra load
+10% to ammo capacity
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Active cooling
+5% to rate of fire
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Cryogenic cooling
+10% to rate of fire
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Improved magazines
+20% ammo capacity
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Hollow-point ammunition
+5% to damage
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Uranium slugs
+10% to damage
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Sentry mode
The mech becomes an autonomous computer-controlled guardian if no pilot is present
Secondary
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Ammo containers
+10% to ammo capacity
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Recoil stabilizer
+5% to rate of fire
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Energy converter
+10% to rate of fire
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Replication module
+20% to ammo capacity
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Targeting module
+5% to damage
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Vulnerability scanner
+10% to damage
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Camouflage module
Robot becomes invisible if not attacking
Superweapon
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Satellite comm module
Unlocks the Superweapon
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Impulse concentrator
+10% to duration
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Signal stabilization module
+30% to duration
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Electro-magnetic pulse
Stuns enemies for 3 second
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Direct link to orbit
+50% to duration
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Energy capacitors
+60% to duration
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Efficient feed
+100% to energy accumulation