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The FP-500 Combat Walker, played

Warrant Officer
Skill order
Skill1234567891011121314151617181920
Chassis1234
Rockets1234
Marksmanship1234
Main Weaponry1234
EMI Rockets
Main Weaponry ×4, Chassis ×4, Marksmanship ×4, Rockets ×4 · the mark is the rank the point brings the skill to

The Combat Walker's game, top to bottom. One class arrives as a machine with a 200-round drum that takes 20 seconds to change. Warrant Officer track only, one per game.

first

Main Weaponry, all 4 points

The community's build takes all 4 before anything else, then Chassis 1 for Turbo and Chassis 2 for the 3 life a second.

then

Marksmanship, Chassis 4, Rockets

Marksmanship for the crits, Chassis 4 for a fifth off the reload and Engine Overheat, Rockets last, mainly for the 0.1 move speed a level. The wiki's order stops at level 16 and leaves EMI Rockets out.

on the way

100 kills with rockets

Rocket kills are counted in any mode above Recruit until Flare Gun is yours. The counter starts at 100, 500 with the Outbreak modifier, and runs down. Rocket a unit owned by an ally or a neutral and you lose 50 kills of progress, 250 with Outbreak.

always

Count magazines, not rounds

A reload takes 2 magazines off your count and you land with 10. Magazines are on the first ground item table. Most other ground items are infantry gear the walker cannot hold. Its own 31 are on the Gear tab.

The machine

Landing

  • It does not walk off the Phantom. The script drops it from 40 high onto a fixed point, a 1 s fall, and the slam shakes the camera of every hero within 8. Your camera stays locked until it lands; the Overdrive panel appears 3 s later.
  • There is no sprint bar for the walker; the script skips it. Turbo, from Chassis 1, is its only burst of speed.
  • One walker per game, on the Warrant Officer track only: the Enlisted and Commissioned buttons are greyed out for it. With the Classical modifier it is off the roster.

Reloading

  • The drum holds 200 rounds and a change takes 20 s. The reload code takes 2 s off per Main Weaponry level, then multiplies by 0.8 at Chassis 4, by 0.7 with Quick Thinking, by 0.85 under an Instructor aura, and by 0.95 to 0.8 under a Leadership aura. 20 s is 12 with Main Weaponry 4, 9.6 with Chassis 4 on top, 6.7 with Quick Thinking on top of that.
  • Every change spends 2 magazines and discards what was left in the drum. The walker cannot hold a Magazine Extender.
  • Chassis 3 grants Jam Immunity; until then the miniguns can jam.

When it dies

  • A dead walker is a wreck, not a body: it is brought back by repairing the wreck, not by a medic. An engineer's Reconstruct does it. So does the Wmk-72 RTo 3, a bot the APC builds as an item: used within 12 of the wreck, it walks over, revives it and blows itself up. With no dead vehicle within 12 it drops back on the ground as an item instead of being spent. With the Auto-revive modifier, or for a player with no XP on record, a drop pod delivers that bot on its own 2 s after the death.
  • It comes back at 400 life and 50 energy, its camo and its unlocks re-applied, and with jam immunity whatever its Chassis level.

Overdrive and Engine Overheat

Overdrive, F1 and F2

  • The class panel that appears after landing: F1 one level up, F2 one down, or click its arrows. The keys only answer while the class mini panel is shown.
  • Levels 0 to 5, the number on the panel. Each level is move speed paid with your own life; the panel's description on this class page lists the numbers per level. The community's page warns it can kill the walker.
  • The level is never reset. It is written only by the F1 and F2 handlers, and the revive fix puts back jam immunity, the camo and the unlocks, not an Overdrive behaviour. After a revive the panel still reads the level you died at while nothing sits on the hull, until one press of F1 or F2 puts a behaviour back.

Engine Overheat

  • Chassis 4 unlocks Engine Overheat. The community's page notes there is no off switch. It ends at 30 seconds, when the energy runs out, or on a Reload, which costs 2 magazines and whatever was left in the drum.
  • Power Cell (190 energy over 20 s) is what refills the tank afterwards.

Rockets

Two ways to fire

  • Rockets must target a unit. Your first point in it also sets Rockets (free aim) to level 1, and the script never raises that level; Switch Rockets Mode flips between the two.
  • There is no free-aim EMI: the only free-aim ability in the class's list is the plain Rockets one.
  • Any rocket you fire (Rockets, free aim, EMI, Cluster Rockets) makes the AI-controlled biological units within 5 of the target point scatter, and paints a target marker on the ground for 1.5 s. Only computer-owned units are moved. Your minis and every hero stay where they are, and both rocket tooltips say the blast hits allies.

The flare gun counter

  • The counter runs in any mode above Recruit until Flare Gun is unlocked, as an objective only you see, under the URUnlock ranks trigger group.
  • The trigger only counts kills whose damage effect is one of RocketDamage1 to RocketDamage4; which of the rocket abilities fire those effects is not in the extracted data.
  • A rocket that kills an ally's or a neutral's unit raises it by 50, 250 with Outbreak, but only when that unit is biological or one of the vehicles or sentry guns. Every other kill, your own units and your minis included, lowers it by 1.
  • The counter starts at 100, 500 with Outbreak. At 0 the objective completes and rank 1 is yours in every game after.

The six ranks

Checked when the game is won, in this order, each needing the one before it. All six together also unlock the Fire Hound decal.

RankUnlockEarned by
1Flare Gun100 kills with Rockets, 500 with Outbreak, in any mode above Recruit
2Auxiliary Generatorwinning PMC
3Shield Amplifierwinning Hard, Insane, Nightmare or Apocalypse with the Outbreak modifier
4Floodlightswinning Hard, Insane, Nightmare or Apocalypse with the Tier 1 modifier
5Motion Sensorwinning Insane, Nightmare or Apocalypse with the Outbreak modifier
6Cluster Rocketswinning Nightmare or Apocalypse with 5 hits or fewer and no death

Ranks 2 and 3 are behaviours the script puts on the hull at spawn, an auxiliary generator and a shield amplifier; the map's data carries no tooltip for either, so what they do exactly is not written here.

Guns and gear

WeaponDamagePeriodRangeNotes
Dual Miniguns, stock70 to 820.13 s22-20 against Heroic; 60 % of the damage within 2 of the hit, 40 % within 3.5 in a 25 degree arc
Dual Miniguns Hellfire77 to 870.13 s22+10 against Armored and Massive, -20 against Heroic, a wider splash. Not with the Laser.
Dual Miniguns Laser80 to 900.125 s22Same bonuses and splash as the Hellfire, a shade faster

Both guns are ground drops from the map's item tables. The first table runs 30 s in and every 380 s after: the Hellfire is on it at 1 in 4, only once CAS is on station. The second table runs every 370 s once the script turns it on: the Hellfire at 1 in 3, the Laser at 1 in 5, and the Laser is on that table only. Range is 22 stock and 28 with Main Weaponry 4; sight stays 22.

What to bolt on

The community's list, checked against the item data. Six slots.

Consumables

  • Power Cell · 190 energy over 20 s, the vehicle's energy cell. Power User hands the walker 4 Power Cells where infantry get 2 energy cells.
  • Nanites w13z · 100 life and the severe vehicle ailments cleared, at once.
  • Magazines · 3 magazines a use. An Ammo Case holds up to 10 and hands them over when used. A reload takes 2.
  • EMI Rounds · +30 damage against robotics, an Invasion drop.
  • SAM Site Packed is on the walker's list but nothing in the map creates one.

What the community says

SI picks

  • Veteran with Battle Buddy: the wiki's first pair, for sitting on a hill and kiting with your buddy.
  • Veteran with Heavy Armor for PMC: the extra life against grenades and rockets.
  • Hawk Eye: the detection is the point, since there is no flashlight; the +2 range matters less, the guns already outrange the 22 sight at Main Weaponry 4.
  • Quick Thinking: the wiki calls it almost pointless because it would not stack with Chassis 4. The reload code multiplies the two: 9.6 s becomes 6.7 s.
  • Barbaric and Self-Sufficient: the SI panel refuses both for the walker. The wiki adds Intellectual to the useless list.

Looks

  • Eleven of the camos have a walker skin: Default, Woodland, Night, Desert, Snow, Nano, OctoCamo, Purifier, Corrupted, Hell Scape and 2024 Voltage. Walker-only: the Cops camo, reserved for 19 players, four light colours and a no-light option.
  • Type -meow or -roar in chat for a leopard or a tiger skin.

Where it cannot go

  • Lift is filed with the jumps: the script refuses it, like the Predator's Jump, into the two No lift boots regions around the RA facility, with a stop order and an error message.
  • Walking into the Jump1 region at the RA, or the Mayor Gate Jump region, blows up the walker or any biological player unit; both are in the JJump trigger group.
AO Thalim · the jump regions
No lift bootsNo lift boots 2Jump1, fatalMayor Gate Jump, fatal

The regions the jump triggers test, from the map file: Lift is refused into the two No lift boots areas; entering Jump1 or the Mayor Gate Jump area on foot is fatal.

Numbers are read from the map file: its unit, weapon, item and panel data and its trigger script. The advice is the community wiki's, checked against them.

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