Twin Rat, the Stage 1 bosses, reffered as "Battle Machines"

Model from Ray Tracers, an spiritual successor of Chase H.Q. weirdly labled as a Ray series game(focused at Shoot em Ups)

-Twin Rat is a walker configuration tank, which their "legs" moves depending of the orientation and actions
-Twin Rat A(Blue) features a SAM configuration, which can fire a salvo of missiles with the front launcher, and two missiles with the rear launchers
-Twin Rat B(Red) features a energy cannon configuration, which it'll charge a shot and try to hit the vehicles facing it
-Twin Rat are possibly autonomous by featuring eyes, this is a detail barely seen when playing in-game
-Stage 5 models uses a different colours(Light Blue/Green), both barrel base went expanded alongside weaponry(vent extension on Twin Rat A, and two cannons on Twin Rat B)
-Twin Rat features navigation light(?) textures, sorted by green, red and black
-Twin Rat A from Stage 5 features a glow texture, switched by not using the CLUT, to the red and full red
-Unlike the other models, Twin Rat are heavily dependent of separated CLUTs, by UV overwrapping

Extracted using the modified build of Duckstation by scurest based on Rickomax's Avocado, huge kudos to him
https://www.vg-resource.com/thread-42701.html
https://github.com/scurest/duckstation-3D-Screenshot/releases/tag/latest-3d-screenshot

Notes :
-Texture basis from Duckstation, not needing to use Beetle PSX HW to extract the textures anymore
--Revision previously suggested by Peardian, as the original Avocado texture rips would extract removing unused areas with transparency, due to the natural reaction of the UV map structure and how the emulator behaves
--The model uses CLUT transparency, this effect can be recreated with the alpha mask available on the folder(you'll need to assign manually as Blender will always export as Alpha Blend instead of Hashed or Clip)
-Icon renders was made using the Emission shader material, Film Transparency, and rendered on Blender's Eevee Renderer