THIRD INVID WAR: NEW INVID MECHA Next  Previous  Top  Index
The following material is from THE THIRD INVID WAR, a fan supplement by Dave Deitrich and Chris Meadows. Please feel free to use, copy, and distribute it as you see fit. All we ask is that you give proper credit to us and do not claim that it is your own work. Comments and suggestions are welcome.

THE INVID ATTACK SCOUT

BACKGROUND

The Attack Scout first appeared in late 2043 in the skies over North America, but soon spread to areas throughout the globe. This new high-speed mecha quickly became a feared aerial combatant, as it was faster and more maneuverable than a VAF-6 Alpha Fighter. The design also had heavier armor and more powerful plasma cannons than its predecessors, making it an even more dangerous threat to older REF mecha. By the winter of 2043 the Attack Scout became the most common Invid mecha around, constantly conducting high-speed patrols in search of resistance fighters.

At first appearance, the Attack Scout looks very similar to the old Armored Scout. However, a close examination will reveal many differences. The upper body of the mecha is a single super-hard metal plate that curves around the rear of the mecha and ends about halfway underneath it. There is a single slit in the rear of this plate where the main engine thruster is located. The engine itself seems to be a combination thruster/antigravity unit. It is tremendously efficient, allowing the Attack Scout to achieve very high speeds with little thrust. The sensor eye is identical to the old Scout, but new plasma cannons are located on either side of it, just under the edge of the plate. The forearm shields of the mecha are much larger, though the legs are skinnier. The Attack Scout is red in color, just like its cousins.

The most unique feature about the new scout is that it can "convert" into a special configuration for high-speed aerial attacks. The legs fold into the main body and the claw units retract into the forearm shields. The scout then pulls up its forearm shields, completely covering the legs and weak areas on the lower front main body. At this point the scout looks like a jet-propelled arrow head. By rotating the forearm shields down slightly the scout can form a small "gunsight" in the front of the armor, allowing the Invid to use its protoculture sensor and plasma cannons. (The effect is something like a cartoon oyster opening its shell slightly to peek outside) The shields can quickly rotate back to protect these vulnerable systems if necessary.

Attack Scouts are NEVER encountered alone. The smallest number they are ever found in is a trio, though they can often be encountered in FAR greater numbers. The scout is much weaker on the ground, so if it is ever necessary for a patrol to investigate something on land, ONE mecha will descend and look around while the other two remain in the air to cover it. The landed scout will quickly take off if it is attacked or startled. Attack Scouts will seldom explore caves or underground structures. They will instead call in a patrol of Invid Sentinels to investigate while they remain above to attack anyone who emerges.

SCHEMATICS

Click on the icon to the left to view the schematics of the Attack Scout, based on data collected by REF Intelligence.

RPG STATS

Invid Name: "Igiai"; REF Nickname: "Kamikaze Clams"
Vehicle Type: Fast Attack Mecha
Crew: One; Stage One Invid Pilot

M.D.C. BY LOCATION

+    Hand/Claw (2)                10 each
     Forearm Shields (2)          150 each
+    Upper Arms (2)               25 each
+    Legs & Feet (2)              25 each
&    Main Engine Thruster (rear)  30
+    Pulse Beam Cannons (2)       20 each
+*   Sensor Eye                   25
+**  Lower Front Main Body        50
***  Upper/Rear Main Body         200
+    Pilot's Compartment          20
Notes:
+
These areas are fully protected when the mecha is flying (the forearm shields are pulled in and form a flush surface with the upper main body). If the Invid lowers the forearms to fire at an enemy or simply take a quick look around, then the beam cannons and the sensor eye may be targeted, but this is an EXTREMELY difficult shot; -5 to strike in addition to normal penalties.
*
The sensor eye is the most vulnerable place on the Invid's mecha body. Destruction of the sensor eye will kill/destroy the mecha and pilot (goes right through crew compartment). However, it is a small target protected by surrounding shielding, thus, to hit it the player/character must make a called shot and is at -3 to strike.
**
Depleting the M.D.C. of the lower front main body will shut the mecha down completely. Depleting the lower front main body M.D.C. and crew compartment M.D.C. will blow the Invid to pieces.
***
Depleting the M.D.C. of the upper/rear main body will NOT shut the mecha down. Instead, any damage to the main body will go directly to the pilot's compartment. (!!) Once the pilot's compartment is destroyed the mecha will effectively be dead.
&
The Main Engine Thruster is NOT protected by the Upper Main Body and is thus always vulnerable to attack. However, the engine is recessed into the mecha, so the only way to hit it is to make a called shot AS THE MECHA PASSES! -4 to strike in addition to normal penalties.

SPECIFICATIONS

Flight:
Stationary hover to 4690 mph (Mach 7.0) maximum, making the attack scout effectively transatmospheric (able to blast into outer space under its own power). However, at speeds greater than Mach 4.0 (2680 mph) the mecha becomes effectively unmaneuverable and can only travel in a straight line (-3 to hit due to speed, but the Invid cannot dodge). Cruising speed for reconnaissance is 120 to 300 mph (192 to 480 kmph).
Running:
30 mph (48 kmph). Rarely runs.
Jumping:
100 ft (30.5 m) up or across. Rarely jumps.
Height:
8.3 ft (2.5 m) with legs extended. 5 ft (1.5 m) retracted.
Width:
12.3 ft (3.75 m)
Length:
10.7 ft (3.25 m)
Weight:
4.75 tons
Cargo:
Can carry up to one ton.
Abilities:
Pilot Mecha - 85%
Recognize Human Machinery - 25%
Prowl - 45%
Detect Ambush - 45%
Detect Concealment - 45%
Track - 45%

WEAPON SYSTEMS

  1. DUAL PULSE BEAM CANNONS. Two small Invid beam cannons are mounted in the main body of the mecha, just to either side of the sensor eye. The weapons are fixed forward, but the inner nozzle of each cannon can rotate to a maximum of 30 degrees in any direction. Though both cannons fire in unison, one cannon will still function if the other is destroyed.

    These weapons are blocked and cannot when the forearm shields are retracted. However, the Invid can "crack" the shields by leaning them down slightly, forming a gap large enough to fire through.

  2. HAND-TO-HAND COMBAT. The Attack Scout can engage in hand-to-hand combat if necessary. This is rare, though, as the Invid must lower its forearm shields in order to strike.

  3. RAMMING ATTACK. The Attack Scout will sometimes launch a "suicide" attack on an enemy by accelerating as fast as possible and then ramming the enemy mecha. This attack is especially likely if the scout is badly damaged or surrounded, with no chance of escape. This attack is very likely to destroy the scout as well, so it is usually used only in desperation.

THIRD INVID WAR: NEW INVID MECHA Next  Previous  Top  Index
DAVE DEITRICH
http://www.mcs.net/~deitrich/index.html
deitrich@mcs.net
Last Updated: Friday, 18-Jan-08 02:59:12 PST