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 STRIKE UNIT

BACKGROUND

Perhaps the most radical new Invid mecha design is the Strike Unit. Although clearly related to the older Pincer Command Unit, the design has been changed so much that the result is an almost totally new mecha. Since its appearance in 2043 the Strike Unit has been seen in a variety of roles. Like its predecessor, it can commonly be found as the "squadron leader" for a patrol of Attack Scouts or Combat Troopers. It is also common for groups of four or five Strike Units to accompany Assault Battloids or Warlord Battloids as a sort of honor guard. The Strike Unit also accompanies Invid Sentinels in "resistance hunter" groups, tirelessly seeking out rebels for capture or extermination. The fact that the Strike Unit has almost as much power as an Invid Combat Trooper but is smaller in size makes it a perfect match for the new Invid Sentinels.

The Invid Strike Unit stands upright, and is vaguely humanoid-shaped like the older Royal Command Battloid. In fact, the long thin legs of the Strike Unit are identical to those of the RCB, leading to speculation that the Strike Unit is more of a modified RCB design than a PCU variation. However, there are a number of differences from the RCB design. The shoulders of the Strike Units are much larger and somewhat more rounded than the RCBs. The mecha has no head; instead, the standard Invid sensor eye is set into a small bulge between the shoulders where normally a neck would be. The arms are curved and "popeye-shaped," somewhat like the arms on the old EBSIS soldier battloid. Each arm ends in a 4-clawed circular hand, with the claws being evenly spaced among the circumference of the hand. There are two large thrusters on the back of the mecha that resemble the main engine of the Invid Enforcer. The humanoid shape and redesigned thrusters make the Strike Unit much faster than its predecessors. It is very agile and has lightning-quick reflexes, making it a deadly opponent in close range combat. Strike Units are usually light and dark blue, like the old PCU color scheme.

The main armament of the Strike Unit are two large HEAT CANNONS, very similar in design to those on the old Pincer Command Units. These cannons extend from the shoulders of the mecha like giant caterpillars, and end in a rotating inner nozzle, like the old design. The cannons can rotate anywhere from 60 degrees down to 80 degrees up, and from 30 degrees left to 30 degrees right.

A secondary weapon system on the Strike Unit are 8 MINI-PLASMA WEAPONS, almost identical to those that used to be found on the Pincer Command Unit. Four of these weapons are located on each hand, equally spaced around the wrist. When they fire, all four weapons on each hand shoot at once.

The final weapon of the Strike Unit are a set of concealed missile launchers on the legs of the mecha. There are four missile launchers on each leg (two on each side) and each can 2 short-range missiles, for a total volley of 16 missiles. Each missile launcher holds 4 missiles (2 in the launcher and 2 reloads), giving the Strike Unit 32 missiles total. These launchers pop out of the legs to fire, and retract back into the legs when not in use.

SCHEMATICS

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

RPG STATS

Invid Name: "Piraq"; REF Nickname: "Cyclops Commando"
Vehicle Type: Squad Leader/Special Assault Unit
Crew: One; Stage Three Invid Pilot

M.D.C. BY LOCATION

    Heat Cannons (2)          120 each
    Mini Plasma Weapons (8)   15 each
    Hands (2)                 30 each
    Arms (2)                  100 each
    Shoulders (2)             200 each
    Legs & Feet (2)           200 each
    Jet Thrusters (rear) (2)  100 each
*   Sensor Eye                20
**  Main Body                 280
    Pilot's Compartment       100
Notes:
*
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 main body will shut the mecha down completely. Depleting the main body M.D.C. and crew compartment M.D.C. will blow the Invid to pieces.

SPECIFICATIONS

Flight:
Stationary hover to 1340 mph (Mach 2) maximum, with a ceiling of 50,000 ft. Cruising speed is about 150 mph.
Running:
100 mph (160 kmph).
Jumping:
50 ft (15.2 m) up or across without jet boosters, 300 ft (91.5 m) with a boost from jet thrusters.
Height:
25 ft (7.5 m)
Width:
13 ft (3.9 m)
Length:
7 ft (2.1 m)
Weight:
16 tons
Cargo:
Can carry up to six tons.
Abilities:
Pilot Mecha - 85%
Recognize Human Machinery - 50%
Prowl - 65%
Detect Ambush - 65%
Detect Concealment - 65%
Track - 75%

WEAPON SYSTEMS

  1. HEAT CANNONS. The main weapon of the Invid Strike Unit is a pair of heat cannons, similar to those mounted on the pincer command unit but slightly more powerful. Both cannons fire simultaneously, though if one cannon is destroyed the other can still fire. Both cannons must fire at the same target.

    Although fixed in a forward position, the rotating inner nozzles of the cannons can adjust to about a 30 degree angle. To shoot in a different direction or greater angle, the Strike Unit must move its entire body. A favorite tactic is to fly several hundred feet (200 to 1000 ft) above the ground and blast opposing ground units.

  2. PULSE BEAM CANNONS. Four small beam cannons are mounted in each hand, circling the wrist of the mecha, for a total of 8 cannons. The cannons are fixed-forward and cannot move in any direction; the cannons are aimed by moving the arms of the mecha. All four cannons on each hand fire in unison, but the cannons can fire independently if one or more of them are destroyed.

    NOTE: Since all four cannons fire at once, the Strike Unit only makes one roll to hit. If successful, the GM rolls 1D4 to determine the number of blasts/bursts that hit. Anyone trying to parry/dodge receives a -4 penalty due to the large number of blasts.

  3. SRM MISSILE LAUNCHER. Four small missile launchers are built into each leg of the mecha. The launchers are normally recessed into the mecha, and pops out to fire.

  4. HAND-TO-HAND COMBAT. The mecha's high speed makes the Strike Unit an excellent hand-to-hand combatant.

THIRD INVID WAR: NEW INVID MECHA Next  Previous  Top  Index
DAVE DEITRICH
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deitrich@mcs.net
Last Updated: Friday, 18-Jan-08 02:59:14 PST

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