
Multi-Role Heavy Walker
Terran Federation multi-role heavy walker, fielded alone, tracking two targets at once: a rotary coilgun on its left arm for light frames, seventy 30 mm rounds a second, a heavy plasma cannon on its right for armour, a missile pod over each shoulder for range, and a twin thruster pack on its back for jump-jet hops.

01 · Speed
Its thrusters push 2,663 kN, 2.5 times its weight: flat out at sea level it reaches Mach 0.69.
02 · Combat
One frame at base rank, from the battle sheet; ranks strengthen hull, shield and damage. Its damage a second is both its weapons together.
03 · Weapons
Left arm · six 30 mm coil barrels in a turning ring, fed from its drum
Six 30 mm coil barrels turn in a ring and fire 70 rounds a second: each a 494 g penetrator thrown at 4 km/s by the frame's own power, 4 MJ of speed and nothing else, across its 6 km in 1.5 s (1.8 s through sea-level air). The great tank-killing rotary cannons of the old wars, with their powder gone: the same weight of round with eighteen times the punch. Its drum holds 1,400 rounds, 20 seconds of fire.
161 an attack every 0.1s (7×): 1,610 a second. Six attacks land 966 from one frame.
Sea-level air. In vacuum, nothing takes from it: it lands whole at any range.
Right arm · one bore, its azure cells charging along the housing
One bolt every 0.8 s: a ring of plasma held by its own field, thrown at 3,000 km/s and on its mark across its 11 km the instant it leaves, 240 MJ in it. Laid on the heaviest frame in reach while the rotary takes the light ones, its azure cells charging along the housing as the bank draws 801 MJ a bolt from the core.
1,400 an attack every 0.8s: 1,750 a second. Six attacks land 8,400 from one frame.
Sea-level air. In vacuum, nothing takes from it: it lands whole at any range.
04 · Available tech
Bought mid-battle with supply, for one frame. Each one gives something and costs something.
Adds a +50% outer targeting band. Attacks, repairs, and boarding channels operate at 55% output beyond native range, and armed squads hold that safer line.
Converts the squad into a breacher: it closes to 45% range and deals +60% damage there, but deals 15% less outside the breach band.
No single hit can strip more than 30% of maximum hull after shields. Mobile units lose 12% thrust; static emplacements lose 18% maximum integrity. Strong into alpha strikes, weak into rapid fire.
Adds 250 shield. If at least 25% charged, a breaking hit loses all hull overflow; the gate re-arms only after recharge reaches 25%.
Burns at +65% speed while marching or closing on its chosen standoff, then disengages in combat; turn authority is halved during the burn.
The Bear's Terran targeting network coordinates squad focus fire while extending the reach of its primary gun by 20%. Its plasma arm retains its own target and range.
Bear may deploy from either flank strip and open on an off-axis attack line.
Bear gains a combat jump that crosses the engagement gap.
Bear prioritizes capital targets and loads a dedicated heavy-frame strike package.
Bear opens with an expanded attack burst, then spends longer reloading.
Bear attacks continue through the first target and punish enemies aligned behind it.
Bear carries a head-on directional shield that flank and rear attacks bypass.
Bear gains an ambush cloak that drops whenever it attacks.