M13 Dragon Armoured Battle System

"We were stuck about 13 miles down the Akunda line, no hope of rescue as the Wraith Artillery stopped and the Brutes began to advance, infantry supported by Wraiths. He hear this pounding far off, making the muddy puddle we were sat in vibrate. It gets clsoer and closer and we just about kissed our asses good by when five angels in titanium armour stride over the trenches."

- Lance-Corperal Munro of the 505th at the Battle of Black Lake City.

The M5 Ogre All terrain Armoured Battle Walker was the result of continuous UNSC experimentation with exo suit technology, going from exo suits/armoured suits into battle walkers. No longer fully or partially guided by the motions of the driver, the M5 Ogre brought whole new tactics to UNSC armoured fromations.

Design
"Vehicles. Infantry. Aircraft. I tried all of them, nothing can stop it!"

- Brute Captain Jarus

The M5 Ogre began its design life as a enlarged M13 Dragon Modular Assault Walker, armed with similar equipment. however, upon testing of the design, it became readily apparent that it was capable of so much more. It was radically redesigned to feature a two segmented body, compared to the solid shell body of the dragon and the flexible shell of the M84 Wolf All Terrain Armoured Assault Suit. The bottom half contained not only the power supply in a armoured shell and the two conjoined digitgrade legs. The top half contained the pilot/gunner and the secondary gunner along with weapon systems, targetting systems and other vital systems. The vehicle quickly gained advance, heavy armour, a 'hive' self defence system, comprising of several interlinked point defence lasers and a single electromagnetic field, like the M1000 Tiger Heavy Battle Tank and a forward TADS/PNVS, providing the pilot with decent forward and side vision. The system was further augumented with LIDAR, Millimeter Wave RADAR and motion detectors (vital for short ranged combat). With combat speeds reaching 30kph, the ability to tuck in its legs, allowing it to duck, avoiding enemy fire or hiding in a ambush and also allowing it to be airlifted by Pelicans and the abilit to ford up to seven feet of water, the vehicle already vetted large amounts of intrest. When it came to arming it, it was armed with a pair of automated armatures on each side of the TADS/PNVS situated at the centre forward of the hull, utilising laser ranged finders to have both target the apex of the targetting sites, it was armed with two launching bins of FANG ATGWs, eight missiles in each bin, directly linked to the TADS to allow it to tag up to sixteen targets at ranges of ten to two hundred meters and engage every one and it was armed with a secondary, air defence turret, containing a pair of 40mm Misriah Autocannons with smart fire shells and a launher bin of four STINGER SAMs which, tough incapable of accuratly engaging air vehcles at ranges in excess of 1000 meters, it can accuratly engage and destroy ones under that.

Uses
"Lock up your tanks, ground your aircraft, recall your infantry, nothing is safe!"

- Anonymous Ogre Pilot

The Ogre is at home, both on open battlefields and Urban battles. In open warfare it is perfectly at home, being able to outpace infantry and being a triple threat platform, with armament to deal with infantry, armoured vehicles and aircraft. With armoured comparable to the Scorpion, if not heavier and a more advance self defence system, it can easily resist enemy anti tank rounds and defend itself against infantry portable anti tank weapons. With the ability to be air lifted and its ambush capabilities, it can easily lay waste to entire platoons, armoured, infantry, mechanized or airborne. With its Anti Aircraft turret it is also protected from gunship and ground attack aircraft, making attack from the air difficult. Dropships aren't safe either, being prime targets for it's guns.

In urban conflict, with it being much more agile than a tank, it can navigate streets, blockades and rubble with ease. With armament capable of pounding infantry and buildings into dust, along with protection against infantry portable anti tank weapons, it holds little weakness. Its powers are further enforced by its height, allowing it to fire over walls and barricades on infantry in cover and fire on fist story floors. Its secondary gun also allows it to fire on the front of higher stories along with infantry on third story floors.

Weaknesses
"As a Ogre, your target priority is infantry. Screw everything else, infantry are your main threat."

- Captain Gareth Hockert

Despite the universal destructive powers of the Ogre, it has one major weakness. Due to the massive power required to drive it, the fusion core requires constant venting. Two vents exist. One between its legs and one on the rear of the torso. These are small, but if hit with anti tank weaponary, in all likely hood the Ogre will, at best be crippled or more likely destroyed. These vents are also highly vulnerable to hand held weapons. Though they require repeated hits to the vent for hope of peentration, repeated attacks can yield the destruction of the Ogre.

One other weakness is operations in unstable terrain. In deserts, its feet put down massive amounts of pressure so it literally sinks in the sand, though it operates well on beaches. In deep snow, this is also a problem. Mud is as much of a problem as the Ogre has enough brute strength to pull itself free, should it become stuck in the mud, though bogs and marshes may provide an early demise.