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REX Nuclear Assault Walker

The Rex is state of the art in Metal Gear design. One again equiped
with manipulators and the magnetic graplers this craft can go anywhere
and do anything. It carriers a single heavy duty pulse laser cannon over
it's shoulder, twin machine guns under it's nose, and two very special
features. The Railgun is what makes it incredibly dangerous. The railgun
fires high speed burst of ammunition into a target at long range making
it possible to punch through most armor. This isn't waht make the railgun
so special. The widow mkaer nuclear launch tube attached to it is.It uses an
old recycled design modified to be more efficient. The small nuclear warheads
can travel at high speeds and low altititudes making firing much easier. Also
the rain from heaven missiles tubes asre quite note worthy. They fire anti-
troop mortar-type trajectory warheads up and into a group of targets causing
massive damage. Also in a pod handing off the side of it's head is a cruise
missile launcher with a rack of three scaled down cruise missiles. These
launch up at slightly higher altitudes than the nuclear missiles but are much
lower than the other metal gear nukes. It causes less damage as well but is
more acurate and easier to use. The REX is a very dangerous craft, a
wonderful addition to the MGS line.

Craft: RanCorp MGS-REX "REX" Walker
Class: Speeder [Walker]
Size: Garguantuan (12 m tall)
Passangers: 0
Cargo Capacity: 4 kg
Speed: 50 m
Max Velocity: 150 km/h
Cost: 160,000
Crew: 1 (Normal +2)
Initiative: -2 (-4 size, +2 crew)
Maneuver: -2 (-4 size, +2 crew)
Defense: 16* (-4 size, +10 armor)
Shield Points: 0
Hull Points: 110 (DR 10)
*Provides full cover to crew.
Weapons:
  Hailstorm Railgun
    Fire Arc: Front
    Attack Bonus: -2 (-4 size, +2 fire control)
    Damage: 5d8
    Range Increments: 35 km
  "Widow maker" Nuclear Launcher
    Fire Arc: Front
    Attack Bonus: -1 (-4 size, +3 fire control)
    Damage: 6d10x2
    Range Increments: 1.2 km (12 km)
  3 AT-3 `Rain from Heaven` Missiles
    Fire Arc: Front
    Attack Bonus: -1 (-4 size, +3 fire control)
    Damage: 6d8
    Range Increments: 12 m (8 m)
  Dual 12mm Machine Guns
    Fire Arc: Front
    Attack Bonus: -2 (-4 size, +2 fire control)
    Damage: 5d8
    Range Increments: 35 m (10 m)
  Heavy Pulse Laser Cannon (swings over shoulder)
    Fire Arc: Front
    Attack Bonus: -3 (-4 size, +1 fire control)
    Damage: 6d10
    Range Increments: 40 m
  Cruise Missile Launcher
    Fire Arc: Front
    Attack Bonus: +0 (-4 size, +4 fire control)
    Damage: 3d10x2
    Range Increments: 25 km
    Notes: Missiles in transit can be shot down by laser weapons (Defense 30).
Missiles remain in the air one round for every 20 kilometers it crosses.
Missiles launched at different targets cannot be fired in the same round.


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