Dwinanea-class Walker
Name/Type: Dwinanea-class Walker
Designer/Manufacturer: Mensyl Motors Ltd
Combat Role: Patrol / Light Assault Walker
Crew: 1
Length: 3.9 meters
Propulsion: Legs
Speed: 230 km/h.
Shield Rating: None.
Hull Rating: 25 RU
Weapons: 1 Wide-Beam Sonic Stunner, 2 Light Laser Cannons.
Cargo Capacity: 40 kg
Special: 1 Miradyne 4-x Phantom Jammer.
Description: The Dwinanea-class Walker was originally designed to patrol the limits of Mensyl settlements against the wild beasts which inhabit the planet, and if necessary, stun the beasts with its Sonic Stunner. Some of the beasts have been found to be armor-plated, necessitating the use of lethal force and their equipping with light laser cannons. In war, the Dwinanea is used much like the AT-PT, the Espo 101, and any number of small CAVs; essentially turning one man into the equivalent of a squad of troopers. While its high speed and weapons make it highly effective against troops and lightly armored vehicles, the walker is nearly useless against regularly armored vehicles such as tanks or assault walkers like AT-ATs because of being relatively thin-skinned (only effective against light blaster cannons and most infantry weapons) and utilizing weak anti-vehicle weaponry. The only thing preventing the Dwinanea’s complete and utter downfall on the battlefield against these foes is its diminutive size, high speed and jamming system, a recent technological addition from the Confederation.
Technical Descriptions:
Speed: Moderately High
Propulsion: The Dwinanea’s streamlined shape combined with a robust bipedal walker configuration with a wide stride and advanced gyro system minimizes ground contact (and consequently friction) while providing just enough stability to operate safely on a regular basis. Because of the vehicles’ high speed, the navigation computers of the vehicle are linked to its sensors for limited auto-piloting which acts as a sort of self-preservation system that prevents pilots from driving their craft into obstacles that they couldn’t see because of terrain obstructions or lack of time to respond, or in combat, various weapons fire or traps. Because of this, driving a Dwinanea is more akin to riding an animal rather than driving a landspeeder, and takes time to learn how to effectively handle the walker. The Dwinanea’s legs are very flexible in their position, and the walker is capable of moving in a crouched position in which part of the legs are actually higher than the cockpit in order to reduce the walker’s height (to fit in close quarters of a starship or base, etc) at a reduced speed.
Armor: Moderately Low
Armor: In order for a high top speed, the Dwinanea has a very thin layer of Tungsten Carbide, which adequately protects it against small arms fire and light vehicle weapons fire. Irollans have not had access to many common metals or variants thereof within the galaxy (ex. Durasteel because of its meleeium) because of the rarity of the elements, and have thus relied on the most readily available material to them: tungsten. Irollans mix it in equal parts with the more common element of carbon to make Tungsten Carbide; a typically grey-black material which is incredibly hard (nearly as hard as diamonds), substantially denser than durasteel or titanium, and has a very high melting point. This provides Irollan craft with substantial protection, even more than many craft of more “advanced” civilizations, but is also quite heavy. This often results in craft that are slower than their counterparts, or use plates which are less thick than those of other craft (which in turn makes the craft more vulnerable to certain penetrating attacks).
Firepower: Average
Weapons: The Dwinanea carries an average amount of weapons for a walker its size, and is comparable to the older AT-PT and Espo series of walkers in terms of number of weapons and their power. Like those walkers, the Dwinanea’s weapons are designed to mainly combat infantry and small battle droids. The Irollans, as a generally pacifist people, prefer to stun and capture their enemies whenever possible with the Wide-beam Sonic Stunner mounted directly underneath the cockpit of the walker. However, when forced to fight things that the Stunner can’t fight, such as battle droids, vehicles, and enemy munitions, the walker uses light laser cannons mounted on independently tracking turrets on either side of the walker to deal with those threats.
Power Systems: Because of the difficulty in navigating the Irollan Nebula, most small craft and planetary vehicles are intentionally designed to have a short-range. As a result, they do not possess power generators or a standard fuel system. Instead, Irollan Craft use advanced capacitors to store electrical power taken from other places (such as a base or capital ship). As a result, Irollan craft tend to be shorter-ranged and also devote less internal space to power systems. However, this lack of range or power usage can be somewhat compensated for by carrying multiple capacitors (which in turn take up more space than standard power systems…). While this is a bit of disadvantage, capacitors are much more flexible at raising and lowering power levels (for short time periods), with some Irollan craft capable of having their weapons, shields, and propulsion maxed out simultenously for shorter periods than normal. Typically, it is not energy use which regulates this maxing out as much as the wear and tear on the circuits, which will inevitably overheat and combust from too much continuous use without a cooling down time. Unlike many other power systems, capacitors produce little heat and no chemical exhausts, which ensures that the environment cannot altered/harmed by their use under any circumstance (unlike ion or antimatter reactors), and consequently ensures their continued use by the Irollans despite different power systems becoming available via the Confederation.
Wide-beam sonic stunner: A weapon used notably with the Juggernaut war droid around 4,800 BBY. It was a chassis mounted weapon that fired focused waves of sound around the general perimeter of the droid to deter any enemy forces who managed to get too close to it. Although the weapon itself was intended to keep infantry units from closing in too near, adjustments could be made to transform the weapon from a non-lethal weapon to being capable of shattering the bones of an average humanoid; a feature also necessary for effecting beings more or less sensitive to the sound waves than others (Wookiepedia).
4x-Phantom sensor jammer: A compact, high-output active sensor jamming system that was, perhaps, best known for its use in the RZ-1 A-wing interceptor. The Phantom's main jamming unit was a dedicated energy receptor projector, or DERP, capable of absorbing and blocking incoming long-range sensor pings, thus rendering the fighter invisible to most enemy sensors. Once the fighter was engaged in combat, the jammer would activate its full-spectrum distortion projector to block all scanners and targeting computers by using broadband transmissions to interfere with sensors attempting to target the fighter. The Phantom also contained a row of static discharge panels made for scrambling communications and sub-space frequencies. This allowed the device to not only jam incoming sensor pulses but also to jam a target's outgoing signals (Wookiepedia).
Thread: Affray of Pacifists