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 WARLORD BATTLOID

BACKGROUND

On January 4th, 2044, several resistance bases in the northwest quadrant of North America received a chilling radio transmission from the Viper-3 Silo Base in Cheyenne, Wyoming. The message, though heavily broken up by static, indicated that a powerful new threat now faced freedom fighters.

"This is Jack Halloran, commanding officer... Viper-3 Resistance Base. Have been attacked... by a large force of Invid. 20 Linebackers (Combat Troopers)... 5 or 6 Commandoes (Strike Units)... and... and... some sort of new battloid. Looks like a demon from hell, complete with wings and fire. Bastard took out... all 6 of our Alphas by itself. Far more powerful than... anything we've encountered so far. Almost everyone... is dead. I've ordered anyone still... alive... to make a run for it. The Viper's Nest is gone. Will try to transmit... all data on the demon before I buy it. Give 'em hell..."

Several groups of resistance fighters tried to assist Viper-3, but they arrived far too late to be of any help. The base was totally destroyed, and no survivors were ever found. What little data Commander Halloran was able to transmit before the signal stopped completely was garbled and of little aid to REF analysts. What was perhaps most terrifying of all was the condition in which the fallen REF mecha were found. Many had been literally dismembered and torn apart; their pilots crushed to death inside their own cockpits. Although the Invid were never known for their gentleness, the amount of carnage indicated an opponent who enjoyed making his enemies suffer.

Over the next month, a dozen other bases around the world reported encountering a new type of Invid Battloid. However, all 12 bases were totally destroyed before they could transmit any useful data. Then, in mid-February of that year, resistance Wilderness Scouts discovered a survivor from one of the attacks. Corporal Steve White, an REF Intelligence Agent, had managed to escape detection by abandoning his Cyclone and hiding in a forest while his base was destroyed. More importantly, he had captured the new Invid battloid on film while it sadistically killed his teammates. Corporal White survived alone in the forest for seven days before he was eventually found. All the information the REF has on what was then named the Invid Warlord Battloid is due mostly to Corporal White's heroic efforts. Corporal White died of battle wounds 24 hours after being discovered.

The Invid Warlord Battloid is by far the deadliest mecha currently fielded by the Invid. Although the new mecha is obviously descended from the old Royal Command Battloid, and perhaps from the new Assault Battloid as well, this new mecha represents a quantum increase in firepower for Invid mecha. In addition, the Warlord Battloid seems to include brand-new Invid technologies never before encountered, including remote drones and portable force-field barriers.

The Warlord Battloid is human shaped and stands upright, similar to the old RCB. The head of the mecha is larger, and has a number of fins sprouting out of the top, making the mecha look like it's wearing a headdress. These fins are swept back, giving the mecha an almost hawk- like appearance. Two large fins are connected to the sides of the back pack, almost resembling wings. The function of these wings are unknown, but may have something to do with the remote-control drones.

The main body of the mecha has been redesigned. The cockpit of the mecha is higher and provides the pilot with more protection. The legs are similar to those on the RCB and Assault Battloid, but are broader and have a different foot design. The arms of the mecha have plasma cannons built directly into them, similar to the Assault Battloid. Instead of arm shields, however, the Warlord Battloid can generate a force field similar to the force field of an Invid hive. This force field resembles a disk from the old pinpoint barrier system on the SDF- 1, and acts as a hand-held shield for the Warlord Battloid. Both arms of the mecha can generate shields simultaneously. The energy shield does not seem to be movable; the Warlord Battloid must move its arm in order to reposition it.

The other new weapon that is unique to the Warlord is a set of 6 small remote-control drones. These drones are little more than plasma cannons connected to a maneuvering engine, but are very fast and fairly powerful. The Warlord Battloid can use these drones to swarm enemy mecha and attack from all sides at once. When not in use, the drones are housed in the back of the mecha, between the two backpack nacelles.

In addition to the force fields and drones, the Warlord Battloid has a number of other weapons systems. There is of course a plasma cannon located in each arm, but there are also two small plasma cannons located in the head of the mecha, on either side of the sensor eye. The missile bays have been moved from the backpack to the shoulders and legs of the mecha. Presumably the backpack now contains the massive engines needed to power all of the Warlord's weaponry. Each shoulder launcher contains 15 missiles, and the pop-up launchers on each side of the leg (similar to those on the Invid Strike Unit) contain ten missiles per leg.

Warlord Battloids are rarely encountered alone; they are usually accompanied by an "honor guard" of Assault Battloids or Strike Units. They are always the highest-ranking units on the battlefield.

NOTE: Warlord Battloids are incredibly rare; there may be as few as two dozen on the entire planet throughout the Third Invid War. Gamemasters should save these mecha for extremely important battles, such as the climactic final battle of a multi-session adventure. See the notes on the new Stage 6 Invid for more details.

SCHEMATICS

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

RPG STATS

Invid Name: "Taf Gamun"; REF Nickname: "Demon"
Vehicle Type: All-purpose combat commander and director of operations.
Crew: One; Stage Six Invid Pilot

M.D.C. BY LOCATION

     Hands (2)                          60 each
*    Forearm/Plasma Cannon/Shield (2)   250 each
&    Energy Shields (2)                 100 each/200 combined
     Upper Arms (2)                     150 each
     Shoulders/Missile Pods             200 each
     Legs & Feet (2)                    250 each
     Jet Thruster Backpack              180 each
     Wings (2)                          100 each
**   Head Sensor Unit                   75
     Head Plasma Cannons                20
***  Main Body                          450
     Pilot's Compartment                200
     Drones (6)                         50 each
Notes:
*
Destroying the Forearm will knock out the Plasma Cannon and Energy Shield. The Plasma Cannons and Energy Shields CANNOT be targeted separately; the forearms must be destroyed to get rid of these systems.
**
This head sensor is not like the eye sensor. Its destruction will knockout all sensor systems, leaving the pilot to rely only on visuals. The head plasma cannons will also be destroyed. The head's destruction will not destroy the mecha nor hurt the pilot.
***
Depleting the M.D.C. of the main body will shut the mecha down completely.
&
The Energy Shields can regenerate at a rate of 50 MDC (each) per round. See the entry under 'Weaponry' below for a full list of stats.

SPECIFICATIONS

Flight:
Stationary hover to 2010 mph (Mach 3) maximum, with a maximum altitude of about 50,000 ft. Cruising speed for reconnaissance is 60 to 150 mph (96 to 240 kmph). Stationary hover and low speeds can be maintained at any altitude.
Running:
70 mph (112 kmph).
Jumping:
50 ft (15.2 m) up or across without boosters, or 300 ft (91.5 m) with booster assistance.
Height:
36 ft (10.9 m)
Width:
24 ft (7.4 m)
Length:
12 ft (3.6 m)
Weight:
34 tons
Cargo:
Can carry up to 6 tons
Abilities:
Pilot Mecha - 98%
Recognize Human Machinery - 70%
Navigation - 80%
Navigation: Space - 85%
Prowl - 75%
Detect Ambush - 98%
Detect Concealment - 85%
Track - 75%

WEAPON SYSTEMS

  1. HEAD PLASMA CANNONS. Two small Invid beam cannons are mounted in the head of the mecha, just to either side of the sensor eye. The weapons are fixed forward, and must be aimed by moving the head. The head of the Warlord Battloid can rotate 40 degrees from side to side and 60 degrees up or down.

  2. IMPROVED PLASMA CANNONS. The shielded plasma cannon of the older RCB design has been replaced with two newer plasma cannons, one mounted on each arm. These cannons CANNOT be ejected like the older designs. The only way to remove/destroy the cannons is to destroy the forearms of the Warlord Battloid.

  3. SHOULDER MISSILE LAUNCHERS. Two missile launchers are built into the shoulders of the mecha. These launchers are normally protected by an armored plate that pops open when firing.

  4. LEG MISSILE LAUNCHERS. Two missile launchers are built into each leg of the mecha. These launchers are normally concealed in the legs but pop open when ready to fire. Each launcher holds 5 missiles for a total of 10 missiles per leg (20 total).

  5. ENERGY SHIELDS. The Warlord Battloid can generate a portable energy shield from each arm. This circular force field resembles the old pinpoint barrier system on the SDF-1, and is primarily used to block incoming fire from enemy units. Each arm can generate an individual shield of 100 MDC, or the two generators can work together to create a more powerful shield that has 200 MDC. An energy shield regenerates at 50 MDC per melee round. If the shield receives more damage than its MDC value, the additional damage is transferred to the mecha normally.

    EXAMPLE : A Warlord Battloid intercepts a volley of 3 missiles with its energy shield. The missiles do 30, 30, and 50 MD in damage, respectively, for a total of 110 MD to the shield. 10 MD get through and damage the main body of the mecha. Any other attacks that strike the Battloid in THE SAME MELEE ROUND will do full damage to the mecha. The Warlord Battloid's energy shield will have 50 MDC starting next melee round.

    A hit from a Destabilizer cannon will totally eliminate the energy shield's MDC, regardless of how much damage it does. However, the shield will regenerate normally at a rate of 50 MDC/melee after that.

  6. ATTACK DRONES. The Warlord Battloid carries a complement of 6 attack drones in its backpack. When engaged in combat, the Battloid will launch these drones, which will then dart around the mecha in a seemingly random pattern. Each Attack Drone is armed with a high-powered plasma cannon. The Stage 6 Invid pilot can control these drones telepathically, and direct them to attack one or multiple targets. The Attack Drones will always stay near the Warlord Battloid, and if the Battloid is destroyed then the Drones will also self-destruct. NOTE: If the Warlord Battloid is heavily damaged, the drones will usually collide with an opponent to give the Battloid time to escape.

  7. INITIATIVE BONUS. Due to the telepathic/empathic powers of the Stage 6 Invid, the pilot can often sense an attacker's presence as he approaches. Because of this, Warlord Battloids get a special bonus when rolling initiative. It is IMPOSSIBLE to surprise a Warlord Battloid, and the Battloid gets a bonus of +3 to all initiative rolls.

    SPECIAL CASE: If the Warlord Battloid is attacked by a Shadow Fighter, then during the first round of combat the Warlord Battloid and the Shadow Fighter both roll a contest with a D20. Whoever has the higher number gets the first attack, and the loser goes the second attack. The rest of the combatants roll initiative normally.

    For a complete listing of telepathic/empathic powers exclusive to the stage 6 Invid, see the stage 6 Invid stats.

  8. HAND-TO-HAND COMBAT.

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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