THIRD INVID WAR: NEW INVID EQUIPMENT 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 THIRD INVID WAR
NEW INVID EQUIPMENT

CONTENTS:


INVID BODY ARMOR

Early on during the Third Invid War the stage 6 Invid began examining the mecha and tactics of REF personnel and freedom fighters that were fighting them. Inevitably the leader Invid started to emulate the resistance, building their own versions of some of the tools and equipment commonly used by the humans. One of the earliest pieces of human technology to be copied was the CVR-3 Cyclone Body Armor, which resulted in a new type of Invid Body Armor for use by stage 5 and stage 6 Invid.

Like the CVR-3 Armor, the Invid Body Armor is a durable and lightweight containment suit that covers the entire body. However, the Invid Armor is made up mostly of chitin-like ceramic alloys and plates instead of the metal and kevlar of the REF version. There are two different versions of the body armor, one for the stage 5 Invid and one for the stage 6 Invid. The stage 6 version is slightly stronger and offers better protection than the stage 5 version, but otherwise the suits are identical. There are also slightly different version for male and female Invid. Note that unlike the Invid Enforcer and Sentinel mecha, the body armors are NOT powered exoskeletons and do not increase the strength of the wearer. Like their REF counterparts, humanoid Invid pilots often wear body armor while piloting their mecha in order to have an additional level of protection from damage.

Invid Body Armors provides the following benefits:

MDC protection by location:
Stage 5 Version Stage 6 Version
   Helmet             40
   Main Torso         50
   Arms (2)           20
   Legs (2)           30
   Helmet             60
   Main Torso         70
   Arms (2)           40
   Legs (2)           50

(Note: If you prefer the older rules for MDC body armor, use the MDC value of the Main Torso as the overall value for the armor)

Standard Features (Both Versions):

Invid Body Armor CAN be worn by a human or humanoid, providing the wearer with all of the advantages listed above. However, the wearer will NOT be able to fool other Invid into believing that he is a stage 5 or stage 6 Invid. Invid communicate by telepathy and will be able to quickly detect if the wearer is not Invid.


INVID TYPE II ENERGY PISTOL

Like the CVR-3 Body Armor, the stage 6 Invid also emulated some of the hand weapons of the resistance fighters. Although they already had a simple energy pistol for use by humanoid Invid, the leader Invid came up with additional weapons for use in the field or outside of their mecha.

The Type II Pistol is a more compact version of the older Invid energy blaster (see Invid Invasion page 77), designed to be the new standard handgun for humanoid Invid. Most stage 5 and stage 6 Invid will have a pistol of this type on them at all times. Like the Gallant H90, this pistol can be converted from an SDC weapon to an MDC weapon with a simple flick of a switch. The Energy Pistol is powered by a special protoculture cell and is NOT compatible with energy clips.

Weight: 1.5 lbs
Damage:
SDC Mode: 3D6 S.D.
MDC Mode: 1D4 M.D.
Rate of Fire:
Aimed, Burst or Wild. Maximum of 10 blasts per melee on Wild.
Effective Range: 500 ft (150 m)
Payload:
SDC Mode: Unlimited.
MDC Mode: 50 blasts.


INVID ENERGY RIFLE

A heavier weapon used by stage 4 (unarmored), stage 5, and stage 6 Invid. Like the Type II Pistol, this energy rifle can also do varying amounts of damage. However, more power levels are offered, including a stun version for the capture of live specimens/prisoners. The Energy Rifle is powered by a special protoculture cell and is NOT compatible with energy clips.

Weight: 12 lbs

Damage:
Stun Mode: No Damage; target must roll under his (P.E. - 10) or fall unconscious for 6+1D6 hours.
SDC Mode: 5D6 S.D.
MDC Mode 1: 1D4 M.D.
MDC Mode 2: 3D4 M.D.
Rate of Fire:
Aimed, Burst or Wild. Maximum of 12 blasts per melee on Wild.
Effective Range: 1500 ft (450 m)
Payload:
Stun Mode: Unlimited.
SDC Mode: Unlimited.
MDC Mode 1: 80 blasts.
MDC Mode 2: 20 blasts (1 Mode 2 blast = 4 Mode 1 blasts).


INVID PERSONAL ENERGY SHIELD

This is a smaller version of the energy shield carried by the Invid Enforcer and Sentinel mecha. The shield is oval in shape and is 3 feet long by 1 foot wide. The shield resembles some of the shields used by Southern Cross troops. Like the pistol and the rifle, the Energy Shield is powered by a special protoculture cell and is NOT compatible with energy clips.
Weight: 10 lbs
Protection:
Unpowered: 5 M.D.C.
Powered: 50 M.D.C.; can regenerate at a rate of 5 M.D.C. per melee round.
Payload:
The protoculture cell can provide enough power for 24 hours of continuous use before requiring replacement.

THIRD INVID WAR: NEW INVID EQUIPMENT Next  Previous  Top  Index
DAVE DEITRICH
http://www.mcs.net/~deitrich/index.html
deitrich@mcs.net
Last Updated: Friday, 18-Jan-08 02:59:13 PST