The LM-09 'cityspider' mecha was a fairly early attempt at a legged vehicle, and one of the first to be particularly successful. The vehicle was originally designed for cityfighting, though it is in fact fairly well designed for most very rough terrain. The 'cityspider' has two particularly unusual features: the first is the grippers on each leg, which in combination with the vibroclaws allow the spider to climb even quite sheer surfaces, or to act as a convenient mobile entrencher; the second is the legs themselves, which are mounted in quick-remove sockets. This has proven a significant advantage in the field; the vehicle is somewhat prone to losing legs (which are significantly less armored than the body), but even a trashed vehicle will usually have a couple of intact legs, which can be quickly detached and inserted into another vehicle. Note: a single leg is 1075 lb. Design notes: a couple of features are nonstandard. First, of course, is the detachable legs; I took this as a 10% increase in the leg motor cost. Second is the 'hands' -- I said that this was half weight and cost; this means that the legs are capable of gripping, but are still limited to the basic range of movement of a leg (and would be limited to the leg ST). In addition, my tech assumptions include (a) *5 weight for power cells, and (b) no multiscanners. If you disagree with these assumptions, make the following changes (which have very minor cost and weight effects): You may wish to remove the NPU and swap in power cells. Endurance winds up at 7.5 hours (4500 kWh), 22.5 hours at cruising speed. Remove the laser/radar sensors, replace with two radscanner/3s. Remove the madscanner, replace with multiscanner/10. Combat notes: no, this vehicle can't shoot through its own frontal armor. Also, I have a house rule that rounds < 5mm do half damage after DR (rounds < 3mm do 1/3); as such, the MG is not terribly lethal. In addition, I computed body ST according to the mecha rules, limiting it to 2 * body HP (otherwise it has a ST of 47,000), since those rules resolve some of the problems with mecha vaporizing one another with a kick; however, I computed jump distance by taking power(kw)/weight(tons)-1 as the vertical leap; this corresponds to its full ST, ignoring the limit of 2*bhp. In addition to this, pay some attention to the knockback rules -- it only takes 200 damage to knock this mech back by a hex, so (for example) while a near miss with the APEX rounds won't even scratch the mech, it will throw it 13 hexes, and even a shot from the autocannon will force it back around 2 hexes. Body and Subassemblies: 60 degree frontal slope. One turret with 60 degree frontal slope. 6 legs. Drivetrain: 600 kW leg drivetrain (Lg,Hp 27) Weapons: 100 mm HVML (Tu,Hp 12) w/universal mount and full stabilization, ABS for 10 100mm missiles (Tu,Hp 28), 20mm EM light autocannon (Tu,Hp 18), with full stabilization, storage for 500 rounds 20mm (Tu,Hp 6), 3mm gatling (Tu,Hp 4) with full stabilization and universal mount, storage for 25000 rounds 3mm (Tu,Hp 3) Instruments and Electronics: 2 * long range scrambled radio (10,000 mi) (Bo,Hp 2), long range lasercomm (50,000 mi) (Bo,Hp 6), 2 * medium range lasercomm (Bo,Hp 2), PESA/2(BoF,Hp 1), 3 * PESA/1 (BoS,Hp 1), madscanner/10 (Bo,Hp 10), PESA/20 (TuF,Hp 6), surveillance sound sensor/10 (Tu,Hp 1), IFF * 2 (Bo,Hp 2), INS (Bo,Hp 3), area radar jammer/5 (150 kW) (Bo,Hp 5), 2 * radar/laser detector (Bo,Hp 3), 6 * discharger, 12 blackout reloads (Bo,Hp 6), hardened robot DX +3 neural minicomputer (Bo,Hp 7), hardened genius dedicated minicomputer (Bo,Hp 5), 3 * hardened microcomputer (Bo,Hp 1), terminal (Bo,Hp 6) Miscellaneous Equipment: 6*ST 500 arms, poor manipulator, hands only(-50%) (Lg,Hp 5), compact fire suppression system (Bo,Hp 6). Vibroclaws on legs. Controls: computerized controls Crew: one standard crewstation, with NBC(Hp 2), 12 hours limited life support (Hp 6), crashweb (Hp 4) Power: 200 kW NPU (Bo,Hp 27), 300 kWh energy bank (*5 weight) (Bo,Hp 16) Spaces: 4.5 cf access space, 0.307 waste in turret, 0.02 waste in body, 6.2 cf rotation space for turret Volumes: Body 90 cf, Turret 31 cf, Legs 9.35 each Area: Body 121, Turret 60, Legs 27 each Structure: very heavy, expensive Hit Points: Body 726, Turret 360, Legs 162 each. Body Features: sealed, improved suspension. Surface Features: basic stealth, radical emissions cloaking, instant chameleon Armor: Body and Turret have F6/2100, Sides 4/750; Legs have 4/250. In addition, the NPU is packed in DR 900 fireproof ablative over DR 20 metal. Cargo: 10*100mm HVM, 500*20mm APFSDSDU, 25000*3mm APS, one crewmember. Statistics: unloaded weight 19013.4, usual load 822.5, loaded weight 19835.9, (9.9 tons), Volume 176 cf, size +3, $3.3 million, HT 12. Maintenance interval 11 hours. Body ST 1450, Arm/Leg ST 480. Kick damage is 6d*8(5). Performance: gMax 100, gAcc 15, gDec 20, gMR 1.5, gSR 4, GP low (1500), 4/5 offroad speed. Cannot float, submerged weight 5.2 tons, crush depth 30,000 yards. Cruising speed is 55 mph, above this speed the power cells will gradually be depleted. Dimensions: body is about 3'*4'*8' (driver is in a reclining position). The turret is approximately 2'*4'*4'. Legs are about 10' long. Weapons Design: Main Gun: 20mm mass driver, medium barrel, light automatic, with APFSDSDU. Power draw is 1/4 kWh/shot, or 2 per turn; entire magazine can be fired off for 125 kWh. Secondary Gun: 3mm mass driver, long barrel, gatling*6, firing APS. Power draw is 1/4 kWh/second; entire magazine can be fired off for 62.5 kWh. Weapon Malf Type Damage SS Acc 1/2D Max Wt RoF Cost WPS CPS PPS 20 mm Ver. Cr. 6dx20(3) 20 19 5000 15k 240 8* 88k 0.2 29 900 3 mm Ver. Cr. 7d*2(2) 17 14 1900 8400 24 100 22k .0009 .054 9 Missiles: 100mm fast autoloader, 50 lb missiles. The standard missile is a 100mm jumbo APEX warhead on a fast (speed 3600) rocket engine; it has: Malf: Crit, Dmg 6d*75(2) + 6d*125[10d], SS 20, Speed 3600, End 1.4, Max 5000, 1/2D same, Acc 18, ROF 1/2. Under some circumstances this will be replaced by a HEAT missile; stats are identical, but damage is 6d*50(10); while this has superior penetration, against semi-hardened targets (such as buildings and bunkers) the APEX round is superior. Alternately (and for much higher prices) a guided missile with popup is available; the most popular round for this is a large PRH missile with popup; skill is 20, damage is 6d*30, cost is $11k. The ordinary mission load for a Spider is 8 APEX, 2 PRH/HEAT, though anything up to and including micronukes is possible. Doctrine Note: against targets which are likely to have reactive armor, standard doctrine calls for a strike with an APEX round, which will generally strip the reactive armor (it is also pretty likely to flip the target...). Other: this isn't really designed for vacuum or toxic atmospheres. This vehicle also doesn't have radiation shielding, which I consider unrealistic, not to mention that with its DR it isn't really necessary. Radiation PF is 1000 (frontal 100,000) by standard rules; using realistic rules PF is about 1000 frontal, 10 other surfaces.