CW-54 Hunter | ||||||||||||
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CW-54 Hunter is a combat walker available in Hybrid Wars.
Background[ | ]
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[ | ]
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. | |
Heavy Machine Gun | A heavier, slower firing version of the standard machine gun, offering increased firepower. | |
Grenade Launcher | Fires a high explosive round in an arc, bypassing any cover the enemy may have. | |
Self-Guided Missiles | A missile launch system, firing one projectile with a high explosive warhead. Highly damaging. | |
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[ | ]
Jump | Jump jets mounted on the Hunter's chassis allow for clearing buildings and obstacles with ease. | |
Laser Beam | A powerful strike from a combat satellite, melting everything upon contact. Consumes energy. Requires upgrade to unlock. |
Upgrades[ | ]
Improvements | ||||||
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Heavy chassis Deals area of effect damage on landing. |
Stabilizers +10% to movement speed |
Turbocharger +15% to movement speed |
Wave guidance module Stuns enemies on landing |
Core system redundancy +30% to health |
Polymeric armor +50% to health |
Kamikaze module Mech detonates remaining ammunition stores when destroyed |
Primary | ||||||
Extra load +10% to ammo capacity |
Active cooling +5% to rate of fire |
Cryogenic cooling +10% to rate of fire |
Improved magazines +20% ammo capacity |
Hollow-point ammunition +5% to damage |
Uranium slugs +10% to damage |
Sentry mode The mech becomes an autonomous computer-controlled guardian if no pilot is present |
Secondary | ||||||
Ammo containers +10% to ammo capacity |
Recoil stabilizer +5% to rate of fire |
Energy converter +10% to rate of fire |
Replication module +20% to ammo capacity |
Targeting module +5% to damage |
Vulnerability scanner +10% to damage |
Camouflage module Robot becomes invisible if not attacking |
Superweapon | ||||||
Satellite comm module Unlocks the Superweapon |
Impulse concentrator +10% to duration |
Signal stabilization module +30% to duration |
Electro-magnetic pulse Stuns enemies for 3 second |
Direct link to orbit +50% to duration |
Energy capacitors +60% to duration |
Efficient feed +100% to energy accumulation |