Maker of Stuff and Things.
- Intent: To create a walker for the GA to rival the AT-AT.
- Image Source: Here
- Canon Link: N/A
- Permissions: N/A
- Primary Source: N/A
- Manufacturer: Si Tech
- Affiliation: Galactic Alliance
- Market Status: Closed Market
- Model: Galactic Alliance Assault Transport Model 5 Sphinx
- Modularity: No
- Production: Minor
- Material:
- Reinforced Durasteel
- Impervium
- Vardium Steel
- Seigurium
- Reinforced Duraplast
- Various electronics
- Classification: Heavy Walker
- Role: Troop Transport, Assault Walker
- Size: Extremely Large
- Weight: Extremely Heavy
- Armaments: Extreme
- Dual undercarriage Heavy Turbolasers
- Rear Mounted Anti-starfighter missile launchers
- x8 Co-axil mounted grenade launchers on the sides
- x4 Port
- x4 Starboard
- x8 Co-axil mounted heavy automatic blaster cannons on the sides
- x4 Port
- x4 Starboard
- x2 Underside Ball turret twin blaster cannons
- x3 Heavy dual Turbolaser turrets
- x1 Port
- x1 Starboard
- x1 Aft
- x1 Forward Facing Heavy Ion Cannon
- x1 Top mounted Retractable Twin Barrel Flak Cannon
- Defenses: Extreme
- Composite Armor:
- Layer I - ERA Plating
- Layer II - Ablative Plating
- Layer III - Laser Reflective Armor Coating
- Layer IV - Impervium Armor Plating
- Layer V - Seigurium Armor Plating
- Layer VI - Vardium Steel Plating
- Layer VII - Reinforced Durasteel Plating
- Layer VIII - Reinforced Duraplast Shell
- Composite Shield Generators
- Galaxy Guard Shield Booster
- Tactical Sensor Jammers
- Full-spectrum distortion projector
- Side mounted retractable Point Defense Lasers
- Electronic Countermeasure Suite
- Missile Deactivation Transmitter
- Heavy Duty Combat De-ionizer
- Composite Armor:
- Maneuverability Rating: Low
- Speed Rating: Low
- Propulsion: Quadrupedal
- Minimum Crew: 6
- Optimal Crew: 20
- Passenger Capacity: 100
- Cargo Capacity: None
- Sensors:
- Long Range Radar
- Holographic Augmented Reality Cockpit HUD Uplink, included Night Vision and Thermal Vision, as well as augmented navigation guidance
- Heavy Ground and Aerial Scanners
- Encrypted Communication Array
- Holotransmitter and Transciever
- Integrated Gunner HUD AR Trajectory Simulator
- Gunner sight Telescopic Zoom, included Thermal and Night Vision and AR rangefinder
- "Artemis" Targeting System
- Computer Systems:
- Damage Control System
- Gyrocomputer
- Voice Activated Console
- Black Box
- Integrated AI assistant
- Lock-Threat Warning System
- Long Range Encrypted Communcations Array
- Misc Systems:
- Life Support
- Atmospheric Processor Unit
- Climate Control Unit
- De-Icing systems
- Encrypted External Communcations
- Acceleration Compensator
- Loudspeakers
- Put the Fear of God in them: The Sphinx is massive, towering over it's opponents. Just the weight of it's legs hitting the ground can cause registerable tremors.
- Landship: The Sphinx is designed to house a full platoon of GADF soldiers, and act as a massive spearhead for the GADF's forward assault.
- Shield Generator: Can activate a shield generator that covers its entire body. While it does act as a drain for the power supply, not much is gonna get through it.
- Center Control: Unlike other walkers, the 'cabin' of the Sphinx is located dead center of the hull, and thus relies on sensors throughout the hull to navigate. This allows the ship a better defensive position.
- The Sound of Guns: The Sphinx was designed with one purpose. Get the men into a base, no matter what. Thus, it was armed with every option the designer could think of.
- Walking Bunker: The Sphinx, inspired by walkers like it, was built with a massive set of armor. Any attempts to break through it would be met with days worth of work.
- Ion Blast: The Ion Cannon the hull was designed around, is capable of knocking out the power to entire portions of cities, and is designed to disable other similarly sized walkers at full power.
- 360 View: To combat the typical weakness of such a vehicle, Si tech designed the Sphinx with a mass array of sensors that allow the driver and gunners to see pretty much in every direction from the central control hub.
- Crush, rather than go around: The size of the Sphinx allows for a unique approach to obstacles. Should something get in it's way, whether it be a building, a tank, or even terrain features, the Sphinx crew can simply step on, and crush whatever is in their way.
- 3 Legs, No Problem: Taking the mistakes of the past into account, the Sphinx was designed so that it's weight was evenly distributed throughout the vehicle, allowing for the loss of a single leg to be simply walked off.
- Turtle Power: The Sphinx is slow. Very slow. Should she be focused on with heavy, direct fire unsupported, she will eventually fall.
- 2 Legs, That's a Problem: Despite the weight distribution, no matter what, it wouldn't get rid of the inherent flaw of a walker. You knock out the legs, the giant falls.
- Internal Security, Lacking: While the Sphinx itself is armed to the teeth, without it's GADF platoon inside, the crew is rather exposed to boarding actions.
- Which Way is Forward?: The choice to move the cabin to the center of the hull, and thus rely on purely sensors to see, does leave the Sphinx open for exploiting it's lack of direct line of sight.
War. War Always Changes.
That was the philosophy behind the Sphinx. Take what had been a concept pioneered by the Empire, and claim it for the good guys.
Or at least, that's the pitch Jonyna Si put forward to her technical head Rara Gowisi. The result was a massive beast of metal that would hopefully become the backbone of GA assault doctrine. Fight Fire with Fire, they say.
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