
Model Type: CBA-07 Walker Battloid.
Class: Non-Transformable, Man-Sized Powered Armor.
M.D.C. by Location:
Heavy Jump Jets (2) - 40 each
Forearm Shields/Weapon Hardpoints (2)- 60 each
Legs (2) - 55 each
Head - Varies with Helmet (as per CVR-1 helmets)
Main Body - 150
Speed:
Running: The Walker mecha enhances the pilot's natural speed. The max running speed of the Walker is the pilot's running speed plus 25%. The Battloid can leap up to 20 feet (6.1 m) high and across unassisted by thrusters.
Power Leaping: A full jet thruster-assisted leap from a stationary position or a running start can propel the Walker power armor up to 300 feet (91.5 m) high and across, and anything in between.
VTOL Leap: The thrusters rocket the Walker straight up 300 feet (91.5 m) or in leaps at steep angles. Once up high, the power armor can hover to hold its position there for 1D4+2 melee rounds before the Battloid becomes unstable and starts to wobble and quickly drift back down to the ground. This is excellent, however, for getting a quick bird's-eye view above the tree line, smoke or buildings or to target and fire upon aerial combatants. A leap straight up or at a slight angle can also be used to jump up onto rooftops, on top of vehicles or to try to snare low-flying opponents.
Cat-Like Landings from Great Heights: The CBA-07 Walker is designed to be dropped from high altitudes using its VTOL thrusters to slow its descent to land softly on its feet and continue to run or leap. Anyone carried in the Walker's arms also lands gently, safely and unharmed, with minimal jarring. Drops from any height can be survived by using the thrusters to slow the descent and land gently on the ground.
Power Jumping Travel: 60 mph (96 km). The integrated jet thrusters with VTOL capabilities give the Walker considerable speed and versatility.
Also known as "jet-propelled running," power jumping travel requires the Walker's wearer to run, jump at an angle (soaring forward), land, and repeat. The height of the leap is controlled by the pilot and generally ranges between 20-50 feet (6.1 to 15.2 m) during high-speed travel. By leaping, landing, and continuing to run several yards/meters and power leaping again - like a jackrabbit- the Walker can maintain a good ground speed of 60 mph (96 km), even through light forest and across uneven ground. Reduce speed by 50% when traveling through dense vegetation, deep mud or snow, very rocky or unstable ground, vertical inclines and similar hazardous and extreme terrain. This speed can be maintained for an hour before the soldier inside the Battloid needs to stop and rest.
Directional control is minimal and it takes practice to get used to power jumping travel with the Walker. Even then, changing direction/trajectory in midair is impossible, though stopping in midair and hovering there for a few melees or dropping to the ground is possible thanks to the (VTOL) capabilities of the thrusters. Of course, having to suddenly stop in midair/leap to avoid a collision or land unexpectedly will ruin momentum and slow down the traveler's speed, and he will need to roll a dodge to see if he was successful at avoiding any midair collisions. And don't forget, hovering in the air makes the character an easier target.
If there is a downside to power jumping travel, it's the noise the Walker Battloid makes, crashing through the underbrush like a giant rabbit or lumbering feline. There is no way around it. Running and leaping through trees and underbrush makes a lot of noise, alerting predators and the enemy to the character's presence, location and direction of travel. It also reduces the pilot's vision and awareness (Penalties: -3 on initiative, -3 on Perception Rolls, and -1 to strike, parry and dodge due to obscured vision, noise and rate of travel). Even just running across open ground, the power armor sounds like the thundering hooves of one or more horses. Just like anyone else, to be stealthy, the wearer of the armor must move slowly and deliberately to be quiet and sneaky.
Flight: Not possible. The best the Walker can do is hover for 1D4+2 melee rounds in the air; maximum altitude is limited to 300 feet (91.5 m).
Statistical Data:
Height: 7 feet, 3 inches (2.2 m).
Length: 5 feet, 2 inches (1.6 m).
Width: 4 feet (1.2 m) due to the thrusters.
Weight: 413 pounds (186 kg) dry.
Physical Strength: The Walker gives the wearer an Augmented Strength 6 points higher than his own P.S. attribute.
Cargo: Only what the operator can carry.
Power System: 1,190 cc, High-Output Protoculture Fired Rotary Engine.
Weapons and Equipment for the CBA-07 Walker: Identical to the weapons for the VR-010 Series Cyclone. Typically, however, it is armed with just the EU-5 Beam Rifle, two VMWS-10 Forearm Shields and one Plasma Blade forearm weapon, ideal for parrying Invid claw attacks.
Hand to Hand Combat Bonuses: As indicated below. All Cyclones are fast, agile Veritechs suitable for all manner of infantry combat and ground operations. They are even able to dodge and engage Invid and other large mecha, though at considerable risk.
Bonuses with Mecha Elite Combat Training Only:
+ 1 attack per melee round at levels 1, 4, 8 and 12.
+ 1 on initiative
+ 1 to strike
+2 to parry
+2 to disarm
+2 to roll with impact
+4 to automatic dodge (Special: The act of dodging, even leaping out of the way, does not use up a melee attack. In fact, the leaping Battloid is so fast and nimble that the pilot can leap, hop and skip out of the way without penalty. No other dodge bonuses apply.)
Note:These bonuses ONLY apply when the pilot has the Mecha Elite Combat Training skill in Cyclones. The pilot's own number of attacks and bonuses (if any) are combined with these when piloting the mecha. Do not add mecha bonuses to the pilot's Hand to Hand ability when he is outside the mecha. Outside of his mecha, the pilot possesses only human fighting abilities.
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