Although R&D is often known for going bigger, better and faster, there are a few that simply like to take a good idea and push it deep, deep into the land of "out there". Thus is the case with the Mark VI Warbot. The purpose of the Warbot is to wage war, large war, against some apparently well-armored enemy.
The bot takes the same basic cock-pit configuration, replaces the arms with rail-guns, and slaps a pair of chain guns on the chest area. All of this being quite heavy and unwieldy, the techs then added a pair of wheels that completely encircle the bot, and replaced the old legs with a monstrous motor to propel this hula-hoop of death forward.
Part 1: The Parts
The beast only has 3 parts, the wheels, the body and the guns.
- The wheels: The wheels are independent of each other, allowing for quick rotation. They also have some measure of suspension, so as not to break the important cargo within. The motors are quite powerful, supplying more than enough juice to get this beast going, and which include seperate gyroscopic systems to keep it upright.
- The body: It's the same as the Mark IV and V. The driver climbs in through the back, and is essentially locked in. There is barely enough free room for the driver to move his hands back and forth. Once inside, the entire system has an ALL9 armor rating.
- The guns: The important part, right? The two arms have been replaced with monstrous rail-guns. These function as slugthrowers and do AP12 damage. They can fire once per round, and have a 50 round capacity. Each arm has a fortified recoil absorbsion system which is supposed to reduce the tremendous shock of firing the gun. The chain guns can fire 10 times per round, doing 4AP damage. These have a 100 round capacity.
Given the horrible, horrible problems of the Mark IV (promised to be fixed in the Mark IX) there are only 3 buttons. The first shuts the system off. The second powers the system back on. The final button is the self destruct button.
Part 3: The triggers
The system has 2 triggers on each joystick, a thumb and forefinger trigger. Forefinger fires the chain guns, thumb fires the rail-guns.
Part 4: Are you NUTS?
Never fret, their are always downsides. They are as follows:
- The railgun kick-suppresion system sucks. Period. Each time a railgun is fired, it will push the bot backwards several feet. It will also cause the bot to rotate up on it's wheels, causing the system to lose all target locks. If fired again (accidentally or not) in this position, the bot will roll-over backwards.
- The gyroscopes are insufficient. Each time the bot moves, it will cause the bot to rock forwards and backwards. Coming to a full stop will also cause forward pitching. All of this is quite nauseating. Roll appropriately.
- Combine 1 with 2 and you get a cool rolling effect. They gyroscopes were never designed to be upside-down. This causes them to malfunction, and improperly attempt to adjust. The net effect is that the gyroscopes will cause any roll beyond 90 degrees (nose up or nose down) to become a roll that will continue until something else stops the bot (wall, troubleshooter, etc)
- The bot is heavy. VERY heavy. Any weak floors will likely be destroyed, droping the bot through. If it freefalls, there's a good chance that it will roll over (see above).
- The bot uses a ton of power. If someone makes a great shot at it, and ruptures a fuel cell, the whole thing will go up like a roman candle. Otherwise, it's damn near indestructable.
- The hatch cannot be opened from the outside except by R&D. So if the clone inside dies, or if someone shuts the hatch from the outside. It ain't going nowhere.
- The chaingun overheats after 2 rounds of firing. It will start to misfire (big negative to targeting) and after 3 rounds will explode. The ammo drums for the chaingun shells are at about crotch level for the driver.
- The bot is not especially stable on turns. A fast roll and tight turn will likely drop the bot on it's side. There is no way that any troubleshooter team is going to lift it, either.
- The self destruct sequence is somehow crossed with the door hatch. There is no way to start it while the hatch is open, and there is no way to open the hatch once the sequence starts. The techs didn't figure anybody would blow the bot up, so they haven't fixed it.
- The bot cannot go in reverse more than once. Something about a weak gear... It'll be fixed in the next version.