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CW-54 Hunter
Hunter
General data
WeaponsTwo lateral hardpoints

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[ | ]

Frame483
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.
Frame388
Heavy Machine Gun A heavier, slower firing version of the standard machine gun, offering increased firepower.
Frame540
Grenade Launcher Fires a high explosive round in an arc, bypassing any cover the enemy may have.
Frame560
Self-Guided Missiles A missile launch system, firing one projectile with a high explosive warhead. Highly damaging.
Frame8
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[ | ]

Frame539
Jump Jump jets mounted on the Hunter's chassis allow for clearing buildings and obstacles with ease.
Frame145
Laser Beam A powerful strike from a combat satellite, melting everything upon contact. Consumes energy. Requires upgrade to unlock.

Upgrades[ | ]

Improvements
Frame962
Heavy chassis
Deals area of effect damage on landing.
Frame963
Stabilizers
+10% to movement speed
Frame964
Turbocharger
+15% to movement speed
Frame965
Wave guidance module
Stuns enemies on landing
Frame966
Core system redundancy
+30% to health
Frame967
Polymeric armor
+50% to health
Frame968
Kamikaze module
Mech detonates remaining ammunition stores when destroyed
Primary
Frame39
Extra load
+10% to ammo capacity
Frame900
Active cooling
+5% to rate of fire
Frame901
Cryogenic cooling
+10% to rate of fire
Frame972
Improved magazines
+20% ammo capacity
Frame973
Hollow-point ammunition
+5% to damage
Frame974
Uranium slugs
+10% to damage
Frame975
Sentry mode
The mech becomes an autonomous computer-controlled guardian if no pilot is present
Secondary
Frame159
Ammo containers
+10% to ammo capacity
Frame900
Recoil stabilizer
+5% to rate of fire
Frame901
Energy converter
+10% to rate of fire
Frame979
Replication module
+20% to ammo capacity
Frame973
Targeting module
+5% to damage
Frame974
Vulnerability scanner
+10% to damage
Frame982
Camouflage module
Robot becomes invisible if not attacking
Superweapon
Frame983
Satellite comm module
Unlocks the Superweapon
Frame984
Impulse concentrator
+10% to duration
Frame313
Signal stabilization module
+30% to duration
Frame258
Electro-magnetic pulse
Stuns enemies for 3 second
Frame244
Direct link to orbit
+50% to duration
Frame218
Energy capacitors
+60% to duration
Frame219
Efficient feed
+100% to energy accumulation
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