Gaiaterra: Elysea's Conflict/Sickle

"Let's mow some people down!"

-...

The Sickle. Planned to be voiced by.

History
Originally designed as a police vehicle for use in fringe republics noted for their "heightened" risk of revolt, the Voshkod KDB-5 Sickle has a compact form factor, four durable steel stilt-legs, and three articulated gunnery positions that make it ideal for urban operations and crowd control. It exceeded expectations in its original role, becoming a mainstay in Voshkod mechanized divisions while escalating Gridania's Kazminov Design Bureau to the upper echelons of the Voshkod weapons manufacturers.

The Sickle's dramatic spiderlike shape quickly deterred crime in some areas. However, occasionally the Sickle had the opposite effect, provoking an already-disrespectful and ungrateful populace into full-on riots and street fighting. It was through several of these incidents that the Soviet military took notice of the vehicle, for it managed to cut down a staggering number of traitorous men, women, and children in record time. (How foolish they were to poke fun at the Sickle!) In spite of the spindly look of the vehicle, it proved stable and fast enough to allow its three machine gunners a near-perfect vantage point for silencing enemy combatants.

The militarized version of the Sickle features a much sturdier, reinforced leg design that allows the entire vehicle to leap long distances, sending it clear over obstacles such as roadblocks or traffic intersections. The maneuver was intended only to provide these types of tactical advantages, though Soviet authorities have conceded that the Sickle's ability to "flea jump", as Sickle gunners affectionately refer to the technique, has increasingly been used for recreational purposes, which the Party sees a harmless fun and let them be unless combats about to happen. Causing many country areas of occupied (insert continent) to be plagued with hopping Sickles, and very loud WHEEEE's and laughter of a jubilant crew. An unexpected side effect is that Sickle commanders have more practice jumping, which means on the battlefield they can jump to more places, more often.