The Inbit Invid

Zarco Macross Inbit Invid is that the Invid is our mergered ally.They are part of Zarco Macross.We are developing from their mistakes.They had blunders that are being corrected and are not parasites as they are mullusk but mechas.We will put a structure in them as they need troops but Invid Regime troops and they have warships.They are to do with Cybertron and Gobotron.My daughter is expert in them Princess Sherryl Khan Armada.Mergered and they are in Macross but not with confusion.The Invid have war enemies of Macross era.We also have Invidia from our side their Queen.From the time on present the Inbit are under Zarco Macross.We with our creator system got the Mothman as Regent to Inbit.He is Zarco Macross Regent.He and Invidia initiate a new era to replace the era we know.Inbit Regime is Zarconian as the Invid.We have everything to correct the Invid like warships.We when we fight the REF fight them with carriers and warships and destroy them.We have better aerial troopers and troopers as insect mechas.We have a huge base.Warships land there and patrol space.They don't allow what was on tv as invasion.Our troopers and fighters are better.Comet Empire has Invid Inbit technology from Invidia.She had many machines made that are after Invid Inbit of her galaxy.Her family lines in Invid Inbit are ancient and of powerful family.They are for military.Invid Inbit have a new cast of leaders and Roman Inbit troops.Troops that are people hight level to capture and enforce as commandos.Empire.They are learning about how the Inbit Invid are insect mechas that are alive.Being creatures.
This fortress can land and is armed AA hidden battery and missiles.It has resources and stores.It has bays and launch tunnels as landing areas for warships.It is like a small sattelite in size.Giant with base like weapons.It is a base.And it can attack in robot mode.Gargantuan Inbit trooper mecha soldier.Barrier system verniers.Carriers hundreds of thousands of troopers and mechas.Under a million.They are in sections and he has HEL.They can launch in his robot mode.
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kusoCartoon_13768556546059_.jpgkusoCartoon_13833372154175_.jpgLeviathon destroyer is what the Zarco Inbit need as in fleets and in battlegroups and singular to do patrols and attack the enemy.To deploy Zarco Inbit Regime squads and crew to do covert ops and observation missions study.They have immense firepower from particle beam cannons and can fire torpedos.They can fire missiles long range and demands.They can carry small compliment of mecha beings.They can open fire on enemies or use it times of need their twin optical weapon HEL.
The Inbit (called Invid in the Robotech version of the story) came from a distant star and have been wandering the cosmos seeking to perfect their evolution. The first episode of Genesis Climber Mospeada implied there are multiple groups of Inbit spread out through the universe. The Inbit search for life-giving worlds and then land on them to study their animal life. After the Inbit have studied and experimented on the life forms they find, they change their bodies with the knowledge they have gained. Once they are satisfied they’ve learned all they can from the planet they move on in search of another one.
Inbit Homeworld
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The Inbit have a hive-like social structure and similarities can be drawn between them and other creatures that form hives like ants and bees. The soldiers seen in much of the show are nearly mindless beings that obey every order of their leader, Refless. Refless is an advanced being with great intelligence and power who leads all Inbit on the planet from Reflex Point.
Reflex Point
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Because of their hive-like society, the Inbit are not used to dealing with other sentient races. When the Inbit invaded Earth there were no attempts at communication. The Inbit struck quickly and reduced the cities and human population considerably. Once they settled in they ignored humans. They considered them inferior beings and saw no reason to attack their off-world colonies. They attempted no commerce or communication with the conquered humans. Inbit patrols attacked humans using military vehicles or any weapons large enough to threaten Inbit safety. The result of this policy was the Inbit remained very mysterious to the human survivors. The only real interest they took in humans was biological study and the soldier hunts.
Inbit Hives and Structures
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The first two invasion fleets, though thoroughly vanquished, left surviving soldiers behind. Refless was concerned that these soldiers might cause trouble for the Inbit hives that dotted the landscape so resources were devoted to hunting them down. The very rare and limited communication that occured between Inbit and humans was to set traps in some towns for soldiers. The townspeople would agree to lure soldiers into vulnerable positions in exchange for not being annihilated by the Inbit.
The very first time the Inbit were ever sighted by humanity was the visage of the Igaa. An all purpose mecha, the Iigaa is the most common of all Inbit forces and seen in many roles. Like all of the first generation of Inbit mecha, the Iigaa has no ranged weaponry and relies on it's two pincer like claws to damage it's foes.
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The Iigaa was fearsome when it first attacked, but when Mars Base began fielding it's own mecha such as the Legioss and Ride Armor, it beame easy prey. Even in groups gave it little success, and when the Inbit developed energy weaponry, the Iigaa was replaced by the Iigau.invid.gif

Dimensions:
Length 3.25 m
Width 3.75 m
Height 2.50 m
Weight 4.5 metric tons.

Type:

First Generation Inbit Light Fast Combat Mecha

Pilot:
One Stage One Inbit
Propulsion:

1 x vectorable thruster port power unknown
Fuel Capacity: Unknown

Performance:

Maximum level speed (Earth-type atmosphere) : 992 kph (Mach 0.82)
Minimum speed : 0 kph (hover)
Maximum running speed : 64 kph

Sensor Systems:

Low quality visual system capable of up to 4x magnification. Night vision optics arealso provided, but suffer even more from the poor visual resolution.
Energy Sensors, providing detection and tracking of active engines or power sources. For detection of a high-power Legioss , good resolution extendsout to 3km, fair resolution out to 6km, and poor resolution out to 16.8km. A Ride Armor at four percent of thesedistances, and a Gallant rifle at about one percent of these distances.
External audio pickup
Short-range ultrasonic motion trackers.

Note: Inbit pilot can communicate telepathically out to 600m.
Weapon Systems:

No ranged weaporny of any kind.
Two claws

Armor:
Full protection against chemical and biological agents, radiation shielding. Armor will stop all grenade/shell/mortar fragments, most energy beams and personal weaponry. For all this protection, almost any shot at the sensor eye will kill the pilot.
As advanced as their mechanical knowledge seems to be to humans, it is their biological knowledge that is their true focus. The Inbit use their bio-technology to create soldiers and servants that are living reproductions of earlier stages of Inbit evolution. The soldiers are inserted into mechanical bodies that fuse with them and become their permanent bodies. Only the Refless can safely remove an Inbit soldier from its mechanical body and place it in another. Because the Inbit focus so keenly on biology their mechanical technology appears to progress slowly. Although new mechanical bodies are created during their occupation of Earth, the humans advanced their technology more quickly and were able to attain an equal level or better for their combat machines by the end of the show.
Inbit Soldiers
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By the end of Mospeada an interesting twist occurs. The Inbit decide that humans are the highest life form on Earth. To continue their program of higher evolution Refless starts raising Inbit servants up by granting them human bodies. They appear human in every way except the color of their blood. What Refless didn’t fully understand was that along with the human body comes the human mind. The new human-form Inbit were subjected for the first time to human emotions and individuality. Individuals like Sorji and Aisha started questioning Refless’ decisions while others, like Battra, developed obsessions. This would probably have caused a major upset in Inbit society but by the time Refless was starting to notice it the third invasion fleet had forced the Inbit to leave Earth. Many human-form Inbit remain behind when the Inbit depart for another planet. They integrate into human society. Whether or not they have an easy time is not known.kusoCartoon_13841179457597_.jpgCovert Ops craft can do patrols in space and deployed from Battlecruisers.They carry small compliment of special ops mecha beings and troops.They carry firepower and send out mechas smuggling them into enemy territory and carry out missions and sorties.They get the job done in missions and come back to the Covert Ops craft.They can be a boarding party.They can carry instruments and missile launchers,laser cannons in bays as cargo.
Kakinuma on The InbitkusoCartoon_13827398326574_.jpg
The energy weapon equiped upgrade of the Gurab, the Gurab Second was a major improvment of a common design. The twin plasma cannons increased the effectiveness of Inbit patrols and search and destroy missions. The Gurab Second saw heavy action for the remainder of the Inbit occupation of Earth
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Even the addition of the plasma cannons could not imprve the Gurab's poor reaction time, and clever resistance groups took these down with equal ease.
Dimensions:
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Length: 4.6 m
Width : 4.6 m
Height: 5.8 m
Weight: 11.5 metric tons.

Type:

Second generation Inbit combat mecha.

Pilot:

One Stage Two Inbit.

Propulsion:

1 vectorable thruster port, power unknown.
Fuel Capacity: Unknown

Performance:

Maximum level speed
(Earth-type atmosphere) : 482 kph.
Minimum speed : 0 kph (hover).
Reconnaissance speed (typical): 96-240 kph.
Maximum running speed : 96 kph.
Energy endurance : unknown.

Sensor Systems:

Visual (low spectral resolution) capable of up to 4x magnification. Night vision optics arealso provided, but suffer even more from the poor spectral resolution.
Energy Sensors, providing detection and tracking of active Hydrogen-fueled turbines and other energy sources. For detection of a high-power Legioss Armo-Fighter, good resolution extendsout to 3km, fair resolution out to 6km, and poor resolution out to 16.8km. A Ride Armor at four percent of thesedistances, and a Gallant rifle at about one percent of these distances.
External audio pickup
Short-range ultrasonic motion trackers.

Note: Inbit pilot can communicate telepathically out to 600m.
Weaponry:

Two plasma pulse cannons on the shoulder; fires annihilationdiscs. Fires large highly distructive single discs or a near constant stream of smaller discs, usually both cannons are fired at the same time at a single target.
Two three-taloned claws.
Two talons on each foot.

Armor:

Full protection against chemical and biological warfare, radiation shielded. Armor will stop allgrenade/shell/mortar fragments, energy beams and bullets from most common hand-held weaponry.Limited capacity against the heavier weaponry used by Ride Armors, Legioss's and Tread's. Protection is much better than that of the Iigaa/Iigau, but the sensor eye is still highly susceptible to damage and allows enemies to quickly kill the pilot.
In a 2007 issue of Hobby Japan Magazine Kakinuma Hideki, the creator of the Inbit, discussed them and shared a new illustration. His piece was titled "The Evolving Menace, Inbit". His words follow.
This is the largest of the Inbit insectoid mecha, it was created to the low effectiveness of the earlier Inbit mecha against such human mecha as the Ride Armors and is only seen in the second half of the series. It is about 22 feet tall, mounting large twin heat cannons over it's shoulders, which can fire either a convergent beam, capable of melting almost anything, or twin beams for greater area destruction. Smaller plasma cannon on either side of the "eye" to back it up. It's often seen commanding lower stages of Inbit as well as in the company of it's kind as heavy assault teams. The Gamo is coloured a mix of light blue and white and the primary weak point is, like on the other inbit mecha, its "eye".

Gosu
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Gosu
The most deadly of all Inbit mecha
The Gosu is designed to provide the human-like Soulgi with their own mecha simular, but superior, to the Legioss in both purpose and capability. The Gosu carries a arm mounted plasma cannon, a small head mounted laser and in a departure from standard Inbit weaponry, a missile pack on each shoulder blade. The Gosu is more heavily armored than the Legioss and just as manevourable, but it's cockpit is covered by a clear canopy leaving the pilot often dangerously open. The Gosu, while appeaing in only very limited numbers, made short work of Legioss's, but found the powerful Tread another matter all together.
As the sponsers placed no specific requests for the Inbit, I was able to design them as I wished. To keep the viewers from being repulsed by the heroes’ (ride-armors) wanton destruction and murder of them, they were given bug-shaped powered armor; the original plan was for these to be the Inbit themselves. As the show progressed, or as the heroes approached the enemy home base, the enemy would advance from primeval many-legged creatures to humanoid shapes; at least that much of the original setting survived…
Originally, the Inbit didn’t have physical forms, but were shapeless lifeforms who came to Earth, experienced its evolution, and then went back to space… was what I wanted to use; rather than not using it, it’s more like the show ended before it came up. Humans may be young as a species, but exist at the height of evolution.
Make the designs easier to draw, fewer details, fewer details… is how they kept directing me. From the sixteen types I’d thought of, in the end we brought it down to four or five.
The Inbit Shell-Dor Carrier represents a jump in technology and tactics that was totally unexpected by the Mars Base military. Before it's invention, Mars Base troops found it fairly easy to land on Earth and outrun the Inbit mecha while leaving the planet.

With the First Earth Recapture Mission featuring the new Legioss and Ride Armors at the forefront, the Inbit created the next generation of their mecha and soon drove the Mars Base troops back. And as they tried to escape, the Shell-Dor carriers were spotted for the first time, releasing massive amounts of booster equipped Iigaas that overwelmed almost all of the surviving troops. The Second Earth Recapture Mission ran head long in to a wave of Shell-Dor carriers that effectively stopped all approach, dooming that mission to failure.

The Shell-Dor Carrier, the only space craft seen in use by the Inbit, is a vaguely saucer-shaped craft with two blocky protuberances on the top and bottom, and three large thrusters attached at the back. There are also four highly visible maneuvering jets spaced at equal distances around the rim of the vessel.

The vessel's main feature, it's two mecha bays take up over 60% of the front of the vessel. Each mecha bay is subdivided into a further four bays, two to starboard and two to port. One mecha bay is located on the top of the vessel and the other is virtually a mirror image set into the bottom of the craft.

Both bays open by swinging backwards quickly to release the mecha without delay. Inside each bay can be seen the hundreds of mecha, each sitting in a dedicated launch slot in the deck of the mecha bay. The slots are designed to only accommodate the Iigaa Booster Fighter's engine section. All of the mecha can be launched within seconds, greatly assisting the Inbit swarm tactic, in a outnumber even the largest recapture mission.

VEHICLE TYPE:shell-dor.jpg

Inbit Transatmospheric Mecha Transport.

CREW:

Unknown (Believed One pilot)

MECHA COMPLEMENT:

448 Iigaa Booster.

PROPULSION:

3 main thrusters. Power unknown.
4 large maneuvering jets. Power unknown.
12 small maneuvering jets. Power unknown.

PERFORMANCE:

Max atmospheric speed: Mach .9 or about 990 kph.
Max space acceleration: 1.2 g.

MAXIMUM RANGE:

Unknown, though believed to be limited to Earth orbit.

DIMENSIONS:
LENGTH 183 meters
WIDTH 34 meters
HEIGHT 152 meters
MASS 7500 metric tons (unloaded). Maximum cargo 6000 metric tons.
MAIN ENGINE:

Unknown.

WEAPON SYSTEMS:

None except it's large complement of 448 Iigaa booster mecha.

SPECIAL EQUIPMENT:

Enlarged Inbit energy sensor with range in excess of 15 kilometers.
Evolution vs. Development
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True science-fiction fans and biology students alike will probably object to the use of the word "evolution" in Mospeada. In the translated interviews and design notes the word is greatly overused. At some point in their history the Inbit decided to direct their own evolution. After that time what can accurately be called "evolution" ceased for them and they began directing their own biological development. It would be interesting to learn what values and assumptions underlie the Inbit’s notion of "higher life forms" but the show didn’t have time to get into it. If a remake is ever made for Mospeada it would be a shame to leave this aspect of the Inbit out.
The story of earth's involvement in the intergalactic wars over protoculture begins hundreds of years earlier on a world in a distant galaxy. This was the homeworld of the Invid.
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To understand the Invid, one must understand protoculture; The Invid Flower of Life. The so-called "Flower of Life" is a mysterious flowering plant indigenous exclusively to the Invid's homeworld. It possesses several properties truly unique to any plant in the universe.

One of those properties is the generation of incredible amounts of bio-energy. As the Robotech Master, Zor would discover, a properly germinated seed placed under constant pressure generates more energy than a nuclear power plant. "Clean," natural, non-polluting energy. this process inhibits the plant's growth, which in turn causes it to generate even more energy. Locked in stasis, the seed can power a modern city of millions, for generations. But there's more.

The use of this energy with machines creates a paranormal link between man and machine. it is as if the bio-energy instills some essence of life-form to direct it. A quasi-life that requires a living, intelligent life-form to direct it. The psionic union between man and machine makes the mechanical device act more like an extension of the operator instead of a mere tool. It is this unique phenomenon that makes the Veritech Fighters, Alphas and other mecha (human and alien) so incredibly agile. The giant machines react with almost human reflexes because they are effectively mechanical extensions of their pilots. Thus, the machines respond to the person's slightest movement.
kusoCartoon_13849105665578_.jpgThis is the Inbit Regime Droid Mobile Doll Soldier Mecha being.It is a soldier mecha trooper.It has instruments for tracking enemies and carries energy firearms as guards.It has troop armor and is fast and monuverable.It can hitch up to the Aerial Inbit Regime Space Plane Pack attatchment.It then has properties and powers linkup as a Spaceplane trooper.It can go mach 15 and faster to light speed.It can dogfight and use pods to fire weapons.It can shoot down enemies like interceptor and drop payload.Carry weapons pack special weapons lock on multiple targets and instantly shoot them down.Laser cannons.Force Field defenses.And they can separate as troopers.
Yet perhaps the most unusual aspect of the Invid Flower of Life is the psychic abilities it imparts to those who consume it. Consumption by humans creates uncontrollable hallucinations and occasional precognitive visions accompanied by headache and nausea. A half ounce of pollen or a quarter ounce of seed, less than 14 grams, will induce hallucinations in humans, with a 1-38% chance of insightful or precognitive vision. During the hallucination the character is completely oblivious to the world around him and can not talk, walk, attack or defend himself. The stupor lasts 6D6 minutes. The side effects are a painful headache and nausea that lasts 1D6 hours, with penalties of -2 on initiative, -1 to strike, parry and dodge. There is also a chance the character will poison himself; roll to save vs poison each time the Flower Life is consumed. A failed roll means taking damage directly to hit points. Continued, regular use will cause insanity; 1-60% chance each time after eighth try. Roll on random insanity table once, phobia table once, and obsession table once. This character will be addicted to the flower.
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The Invid, however can consume the Flower of Life without ill effect. Centuries of use by the Invid had created a strange, passive race of creatures living in harmony with their planet. They had no belching factories, no houses or industry per se. Instead, they lived as one race, one people, who were one with their planet. It is difficult to say if the Flower of Life moulded the Invid into what they were/are. But it is certain that the psychic powers it is imparted shaped the Invid society.

The Invid had long ago mastered the vast powers of the Flower of Life. With it, the Invid grew and changed. Like bees, the Invid's lives centred around the harvesting of the flowers. Never destroying, like humans who chop down forests or strip the earth of its minerals, but cultivating and sharing the wondrous plant. A symbiotic relationship that allowed both plant and Invid to prosper.
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From the use of the flower, one central intelligence, one mind, came into existence. Like Earth bees or termites, the countless individual Invid were directed by one controlling intelligence, the queen bee. It was this one controlling intelligence that was telepathically and empathically linked to all her children. her thoughts, feelings and visions could be instantly transmitted to all the Invid of the world. It was this one intelligence that controlled the myriad powers of the Flower of Life. Indeed, the other Invid were almost extensions of herself. So connected with her people that she feels each one's death, even hundreds of thousands of miles away. Each Invid death is painful. Each death syphons a little of her energy away.

Although no machines or civilization was immediately apparent, the Invid intelligence had developed a bizarre psychic bio-science that can only be equalled to Earth's mythical alchemy. The intelligence could draw on the life-building energy to transmute (the power to transform one element into another) her surroundings and even her people. It was this power that she used to create the "hives" to shelter her minions. It was this same transmutation ability that enabled her to change her own physical body and those of the Invid. An instant mental "evolutionary" process as she saw it. In a similar way, the intelligence could create more of her people, almost at will, like a giant, alchemical, bio-engineering factory. The Robotech Masters would later unravel the secrets of this process to create the giant warrior-clones, Zentraedi, and give themselves near immortality (or so they thought) through accelerated cloning.

For eons the Invid lived in peaceful harmony. Their way of life simple, almost mindless. Then, on one fateful day, a race of beings known as the Robotech masters came to the Invid world.
kusoCartoon_13773949686907_.jpgThe Dragon Inbit Regime Dropship carrier carries mecha beings and troops.Troops use verniers.Carry thousands of troops and hundreds of support mecha and is armed to attack assault.It is highly monuverable with armor and barrier system.Sensor instruments for combat with high potential weapons for naval warfare.Light speed.Fire munitions and rockets,weapons packs launchers.
The Robotech masters were a race of Humanoids (they look just like humans and may be distant ancestors) who were infamous for their super-science. Unfortunately, the Robotech masters used their great science to bully and enslave other worlds. they did this by offering their aid to less advanced civilizations and making them dependant upon their "secrets" of technology. Once dependent upon them, the Robotech Masters would extract payment in the form of allegiance, materials, minerals, production, and so on. Those who dared to refuse or reject them were beaten into submission or destroyed. In a way, the Robotech Masters were malicious mega-merchants who created an intergalactic monopoly and, therefore, an empire, crushing anyone who got into their way.

The discovery of the Invid homeworld was a disappointment, because its people appeared to be an indifferent race of simpletons. However, never to be ones not to explore and exploit all possibilities, the Masters left a team of scientists to see if this world was of any value to them.
kusoCartoon_13774885359439_.jpgVulture fighter is an attack fighter that can deliver naval warfare at destroying and spiking enemy craft and assault naval ships.It has a barrier system and changes to a battloid powerarmor.It can modulate transformations for better abilities.Sensor instruments being.It has weapons pack and hidden launchers,mm laser cannons use in all modes fire rapid series.Wings fold out extend out in mode from spacecraft.Armor peircing beak and laser cutting strafe.Hidden weapons and light speed,has verniers and armor at stern level.
The scientific team was lead by a brilliant and uncharacteristic compassionate Robotech scientist named Zor. In the months that followed, Zor discovered the unusual link between the slug-like humanoids and the Flower of Life. He would befriend the Invid ruling intelligence and share her many secrets.

Blinded by naivety and by the excitement of the wondrous plant, Zor developed a way in which the Robotech Masters could harness its energies. A shockingly simple process (to him) to create what he called "organic fusion." Zor also pioneered the mechanics of the Robotech masters' bio-engineering through "protoculture," the refined and harnessed bio-energy of the Invid Flower of Life. The young scientist revelled in the euphoria of his discoveries. He thought to himself that he was about to bring Zor's excitement was emphatically transmitted to the Invid intelligence and so she felt his joy. Unknown to Zor, the Invid intelligence had discovered new feelings, new thoughts, and new visions through him. Feelings she had never known (one might call love). She soared along with his intense love of life, excitement and happiness.

Zor's superiors were equally ecstatic about his discoveries. Indeed, a new age had dawned. With this new power they could increase their empire a hundredfold. They could rule a thousand worlds and bring the universe to its knees.

As Zor's masters hatched their evil schemes, he continued his research, discovering more and more. When the Robotech Masters finally returned to the Invid homeworld they were greeted as friends, perhaps as demigods. Zor proudly gave lectures on his many theories and unveiled his second greatest invention, a new, super dimensional spacecraft prototype powered solely by protoculture (the SDF). The spectacular vessel held many of his new discoveries and theories. the masters marvelled over the prototype spacecraft. Without a doubt, young Zor was the most brilliant mind of their race.
kusoCartoon_13760198196518_.jpgThese powerarmors have heavy thrust of force that makes them fly throughout space.Combination of systems that gives them fast speed and high monuverability.They have heavy firepower and can fire rapid fire to stream.They can combat hand to hand.They can re-arm themselves with bazookas and launchers,mecha guns.Armor can take alot of war abuse but they have barriers.All of Zarco Inbit troopers and aerial troopers are reinforced and can take alot of abuse in war.They all war attack and can attack physically.Mechanical arms are for fighting and other purposes.Powered powerplant system that does not over-heat.Balanced with cooling.Soldier Mecha Inbit
Amid the accolades, the Robotech Masters instructed Zor to gather up a vast supply of seeds for immediate use. As he did this, the Invid intelligence told him that others of his world were also collecting the life-giving seeds. She was suddenly wary and nervous, but Zor calmed and assured her that all was right and that such a treasure must be shared with the universe and not hoarded by one race. the Invid one mind remained faithful, but deferred to Zor's wisdom and friendship.kusoCartoon_13760039671912_.jpgThese amphibian world Inbit troopers.They must have the power like Tyrant.They with mecha and energy powered systems and lasers will be made into frog trooper.It will have sensors and shutters to close eyes.Panel and its armor.It will have antigravity systems for abilities in transatmospheric and space.With verniers and from inorganic to mecha.They are fast and can attack hand combat and go to guns.They can regenerate inorganic combined mecha as a being.They are 40ft tall.Armor peircing claws.Heavy but lightweight.They contain systems inside armor.Tyrants are very scarey and violent.They lunge and attack and this will bring victory for model troopers.Deployed on carriers and compliment.Bases enforced by Tyrant troopers.Fitted with a formidable arsenal and their weapons effective.Barrier system armor.Retractable beam saber made of energy and solid like petrified material.Fast cannons and HEL inside to firing on enemy and modes.Go to rapid fire and long stream HEL.Run on powerplant and reactor mini core.
kusoCartoon_13734117928547_.jpgThis is the Chimera Power Armor.It is a being robot mecha creature.It has powers and can climb and run,very monuverable at 25ft tall.It can claw armor peircing claws and fangs.It can attack and combat.Slice with its foot.It has a particle beam laser gun.It has launchers that fires guided and non guided program laser designator warheads in its stores.Laser designator system with its sensors.It has verniers that give it flight with antigravity systems.It has enigmatech systems barrier defenses.It can withdraw a sheath cutting tool armor peircing.kusoCartoon_13740228316233_.jpgThis is the Inbit Regime "Claw" trooper.It is alive mecha and is quick and heavy but built less weight.It has firepower and can fly at a medium speed in space.Meant for planetary purposes and infantry for ground forces.Deliver firepower purposes as it is to Gurab is better than Gurab able to do many more things and has a barrier system.Retractable claw spikes.It can grab with these prongs hydraulic.It has fearsome firepower.Tracking and all sorts of military alien systems.It can kick.It is a combatant.It is smart and can recon.It is 35ft tall.It can even do outer space warfare.It has vernier fusion engines.It can fly in space and attack.It can reinforce satellite moons and space patrols.Terminator technology Zarconian Inbit Invid troopers and war vessels.The Inbit troopers have lasers and design as HK.They have armor and fields systems.Sensor instruments and modified.
With sufficient seeds collected (half of which were aboard Zor's new superfortress), the Robotech masters made their move to insure their immortality and domination over the universe. (Ironically, it would seal their doom and create a new nightmare to ravage the cosmos.) They began the immediate and complete defoliation of the Invid homeworld. the Robotech masters could not afford to let any other race, even these apparently harmless people, possess protoculture. their first mistake was greed. Their second mistake was the defoliation of the planet, for the "Flower of Life" could grow nowhere else. A dilemma that the masters would discover later. Their third mistake was rooted in their arrogance which blinded them to the awesome power of the Invid.
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Zor and the Invid alike were horrified! Zor could not believe the Robotech Masters would do such a heinous act. His reclusive years as a scientist sheltered him from the cruelty of the Robotech masters. Now his eyes were opened, but too late. His pleas for them to stop were ignored. His impassioned speeches about sharing the wondrous discoveries (at no charge) were received with laughter. At that moment, Zor's world crumbled. His naivety had condemned and innocent people. He was helpless to stop the defoliation of the Invid world, but he was not entirely powerless. In a small way, he could help rectify the carnage he had inspired. Alone, aboard the prototype vessel, he furiously set to work.kusoCartoon_13731505639126_.jpg
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Meanwhile, the Invid planet was racked by a catastrophic change. The Robotech Masters' plan was especially monstrous. Their super-powerful defoliants would destroy all plant life. The method so deadly that no vegetation would grow there for 10,000 years. Yet the Invid people would be unharmed, just left to die of starvation. And so it would have been if the Invid were the helpless innocents the Robotech Masters believed them to be. Instead, another equally devastating change was taking place inside the many hives. The intelligence was transforming her people into a combat force to crush the hideous despoilers of a world. To the Robotech masters' surprise, a lethal force of mechanized aliens suddenly appeared to savage their troops. The battle was fierce and terrible, but could not save the planet.kusoCartoon_13731516941160_.jpgkusoCartoon_13740276510084_.jpg
I. Dimensions:malar.jpgkusoCartoon_13760889582466_.jpgkusoCartoon_13763656493303_.jpgGhost Crab trooper is has cable like arms of alloy.Puncture through enemies extend.They are monuverable and setup for a missile spike.Delivery of artillery in outer space and in the air.They also are made to combat.They have guns.They have barrier system.Ghost Crab trooper is monuverable and flies high space velocities and adjustable speeds.It can hover.The Ghost Robot Mecha being is a soldier mecha and can combat and flies into space.It has boosters.It can lash out attack and combat physically.It can fire a phaser HEL.They are around 4 storeys tall and Ghost mecha about 50ft tall.Ghost Crab attackcraft soldier is dimensions of 30ft.kusoCartoon_13764380529913_.jpgInvoid can fly from a base and forms up.He has his Zarco Macross Inbit Regime mecha beings form parts of the combiner.Once formed he has hydraulics for weapons and assortment of weapons.Physical weapons and energy weapons to missiles.He can combat and physical combat.He has a barrier system and can launch from a carrier as module Inbit troopers who can fight til they form up.He has a venom sword that forms from anti matter.It forms up solid.He has electronics in Inbit.He is a giant and can fly through space.12.930909090903999 storeys tall.He is monuverable and can play defensive.He has sensor instruments all combined into a system.Each Inbit carries his instruments sensors.kusoCartoon_13769689629021_.jpg
kusoCartoon_13779254179930_.jpg
Height: 2.3 m
Depth: 0.7 m
Breadth: 1.2 m
Weight: 0.23 metric tons.

II. Type:

One Invid, all-weather general-purpose power armor. Note that the cockpit is too small to accommodate some of the larger Invid, and all Invid must retract their snout-like head between their shoulders to fit into the mecha.

III. Service History:

The service entry date is unknown. The earliest confirmed recording of an Malar mecha was taken in 1754. At that juncture the Malar was already in service in large numbers.
Presumably, the Malar remains in service with the Regess' faction of the Invid. It is possible that a variant for humanoid Invid is under development.

IV. Propulsion:

1 x IEBA-1 thruster port, power estimated to lie between 2.5 and 3.9 kN, but known to be limited to short duration flights (less than 5 minutes) only.
Fuel Capacity: 1 Standard canister of Protoculture.

Malar in the woods
V. Performance:

Maximum flight speed (Terra-type atmosphere) : 321 kph in short bursts
Minimum speed : 0 kph (hover)
Reconnaissance speed (typical): 20 kph
Maximum running speed : 48 kph
Service ceiling : 600 meters
Protoculture cell endurance : Between twenty and thirty hours in a combat environment, about one hundred and fifty hours while on patrol or functioning as a worker.

VI. Electronics:

1 x IMBA-1VS visual sensors capable of up to 4x magnification, but with notorious low spectral resolution. Night vision optics are also provided, but suffer even more from the poor spectral resolution.
1 x IMBA-1PS, providing detection and tracking of active Protoculture-powered devices. For detection of a high-power Veritech fighter (such as an Alpha), good resolution extends out to 300 m, fair resolution out to 600 m, and poor resolution out to 1.7km. A typical Destroid is detectable at slightly more than half these distances, a Cyclone at four percent of these distances, and a Gallant rifle at about one percent of these distances. Similar mecha in service with the Regess from around 2035 to around 2040 operated equivalently at about twenty-five percent of the above ranges. Prior to around 2035, no Invid mecha were mounted with protoculture sensors.
1 x IMBA-1RS millimetric radar with an effective range of 5 kilometer, and limited search and track capabilities.
Audio receiver/speaker system with built-in translator.

VII. Armament:

Two forearm-mounted anti-personnel laser cannons. Each shot delivers 30 kJ of laser energy. The capacitors have a 0.75 second recharge cycle for a firing rate of 75 shots/minute/cannon at full power (lower power settings enable a higher rate of fire).
Optional : Bazooka-type plasma rifle. Can shoot 800 kJ of thermal energy per salvo. Firing rate is one shot per 3.75 seconds. The weapon fires beams, not annihilation discs.

Note: This larger weapon is power-intensive, and the Malar can not operate in a combat situation for prolonged periods due to rapid protoculture depletion.

VIII. Armor:

The armor of the Hive Guard is composed of a composite of metals, ceramics, and organics unique to Invid manufacture. Research continues into the composition of this material, though results from X-ray crystallography, NMR, and mass spectroscopy studies remain classified. The armor stops all small arms fire, provides fair protection against heavier infantry weapons, such as a 12.7mm machinegun round, and poor resistance to light mecha-mounted weaponry, such as the Zentraedi 22.3mm HE autocannon round.

Optional : Heavy shield. A 1.2m diameter metal shield of a denser and more resistant variant of the Invid mecha armor material. It has some limited effectiveness against anti-personnel weapons and poor performance against armor piercing weapons.

All Invid mecha provide full protection from nuclear, biological, and chemical hazards, using a sealed overpressure cockpit environment.
Malar conversing with Col. Wolff
IX. Development:

The Malar is a relatively small armor worn by individual Invid. The suit is used both for internal patrols inside Hives and for foot patrols inside occupied territories, making it a truly ubiqitous mecha in the Invid arsenal. However, due to the nature of the hive society, this mecha is seen by few humans, excepting those who live near hives. Because of this, the Tirolians and the Zentraedi dubbed this mecha the 'Hive Guard', which reflects the function it was most often observed in.

The Malar, unlike the larger Invid mecha except the Gosu command battloid, is more or less humanoid in shape. There are of course major differences, such as the large elongated sensor housing that serves as the unit's head, the triangular legs and the cobra hood-like back armor, but the overall style of the suit is humanoid. The pilot is positioned in the center of the suit, with its arms and legs extending part-way into those of the mecha, like the Zentraedi Quaedluun-Rau. In addition, the pilot must retract its snout-like head into the body (a vestigal capability the Invid retain) to fit into the cramped power armor. Also unique for Invid mecha designs is the additional defense system (a high density shield), as well as the placing of the Malar's built-in weapons. The latter are two anti-personnel laser cannons hidden in the forearms, and if needed these can be augmented with a large bazooka-like plasma rifle.

Over the years, observations of Invid deployments have seen the Malar assigned to all the tasks for which the Scout and Trooper mecha are too large. In addition, during the first three decades of this century the Malar came to be used more and more as a frontline infantry mecha, perhaps due to protoculture supply problems within the Invid armies. However, the Malar is really too small to engage full-size mecha such as the Regult or the Expeditionary Forces' Alpha fighter.

The closest corresponding mecha is the Cyclone infantry mecha, but compared to the human design, the Malar is more power-intensive while in flight, has an engine more prone to overheating, and carries insufficient armor to withstand the Cyclone's weapons. However, with the better power supply situation on Earth, the Invid returned to the Scout and Trooper as their main combat mecha, and assigned the Malar once again its designed support role.
I. Dimensions:

Height: 2.51 m (without gun pods)
2.73 m (with gun pods)
Depth: 3.25 m
Breadth: 3.75 m
Weight 4.5 metric tons

II. Type:

Single seat all-weather ground, (aero)space combat mecha. Note that the cockpit is too small to accommodate larger Invid.

III. Service History

The service entry date is unknown. The earliest confirmed recording of an Iigaa mecha was taken in 2023 during the invasion of Tirol. At that juncture the Iigaa was already in service in large numbers.
Presumably, the Iigaa remains in service with the Regess' faction of the Invid.
arm_scout.jpg
IV. Propulsion:

Main engine: one IE-2 vectorable plasma-shock expansion thruster in the rear, with a power output of 71 kN.
Attitude control: several internal gyroscopes for attitude control.
Powerplant: one protoculture cell energizer.
Fuel capacity: 6 standard cannisters of protoculture.

V. Performance:

Maximum flight speed: 892 kph (in an Earth-like atmosphere).
Maximum running speed: 64 kph.
Estimated service ceiling: 45 km.
Estimated protoculture cell endurance: around 120 hours of operational use.
Delta-v capacity: 1.8 kps.

The Iigaa is a VTOL design and capable of hovering.

VI. Electronics:

One IMSC-1VS visual/LLLTV sensor cluster in the center of the front plate. The spectral resolution of this sensor is very poor.
One IMSC-1RS variable frequency multi-mode phased array spherical radar system with main antennas in the arms and forward edges of the main body, and secondary antennas in the legs and rear. The radar system is advanced even by contemporary Terran standards and offers a full set of ranging, search, track, mapping and observation modes, including a high-resolution ISAR option. The installation can also function in a passive ESM mode.
(post 2042 mecha on Earth only): One IMSC-1PS Protoculture sensor, providing detection and tracking of active protoculture-powered mecha. For detection of a high-power Veritech fighter, good resolution extends out to 3 km, fair resolution out to 6 km, and poor resolution out to 16.8 km. A typical Destroid is detectable at slightly more than half these distances, a Cyclone at four percent of these distances, and a Gallant rifle at about one percent of these distances. Mecha in service on Earth from around 2035 to 2040 operated equivalently at about twenty-five percent of the above ranges.

VII. Armament:

Two armor-piercing pincers are located at the tip of the arms of the mecha.
Two hardpoints for gunpods are mounted on top of the mecha. Both hardpoints always mount identical gunpods and fire in parallel. The following gunpods have been observed:
ILG-1 plasma beam cannon (first observed 2023). This pod stores plasma and discharges it in a continuous beam. Typically, a one-second burst contains 2.5 MJ of thermal and kinetic [energy. The ILG-1 can store sufficient plasma for 20 seconds of continuous fire.
ILG-2 plasma pulse cannon (first observed 2023). This pod stores plasma and discharges it in discrete packages ('annihilation discs'). Typically, a one-second burst from a single cannon contains 2.6 MJ of thermal and kinetic energy. The ILG-2 can store sufficient plasma for 20 seconds of continuous fire.
ILG-3 plasma pulse cannon (first observed 2041). This pod stores plasma and discharges it in discrete packages ('annihilation discs'). Typically, a one-second burst from a single cannon contains 3.0 MJ of thermal and kinetic energy. The ILG-3 can store sufficient plasma for 25 seconds of continuous fire.

VIII. Armor:

The armor of the Iigaa is composed of a composite of metals, ceramics, and organics unique to Invid manufacture. Research continues into the composition of this material, though results from X-ray crystallography, NMR, and mass spectroscopy studies remain classified. The armor stops all small arms fire, provides good protection against heavier infantry weapons, such as a 12.7 mm machinegun round, and fair resistance to light mecha-mounted weaponry, such as the Zentraedi 22.3 mm HE autocannon round.

Note: The IMSC-1 sensor eye is highly susceptible to damage, and any hit on it will disable the mecha and likely penetrate the cockpit and kill the pilot.

All Invid mecha provide full protection from nuclear, biological, and chemical hazards, using a sealed cockpit environment.
IX. Development:
Iigaa - Rear View

The Iigaa mecha is the smallest Invid mecha currently in service save for the Malar power armor. It is a design that reminds most Terrans of a crab, with a triangular, low body, and prominent arms and legs. The arms end in pinchers, while the feet resemble claws. A single, vectorable thruster is located in the back.
eager.jpg
In the Invid forces in the Tirolian regions and the Regess' forces on Earth, the Iigaa performed the functions of fighter, assault plane, and reconnaissance craft. In addition, many Iigaa were used as suicide ramming craft against naval fleet formations.

The Iigaa are small, and well suited to mass production. This serves the Invid swarming tactics well, although the respective kill rates against Terran or Tirolian mecha are very lob-sided in favor of the Terragen designs. The reasons for this lay partly in the weapons design, which was less suited for aerial warfare, partly in low resistance to the standard weapons as mounted on the Terragen designs, and in the lack of any form of active electronic warfare system. Invid pilot training was also markedly inferior to human standards.

Regardless of this, however, the Iigaa remains an effective scout against protoculture-fueled opponents, with high mobility and a low emission signature. As a suicide craft the Iigaa lacks in penetrating power and destructive capability, but the numbers have so far always tended to make up any deficiencies, as evidenced by the defeats of the REF flotillas over Earth.
eager2.jpg
See additional design notes.

Return to Invid Mecha index.
Addendum: Iigaa Booster Unit
Iigaa Booster
I. Dimensions.

Height:
2.40 m
Length:
4.45 m
Breadth:
3.75 m
Weight:
3.5 metric tons.

II. Type:

Attachable space mobility/booster unit for the Iigaa mecha.

III. Service History

Service entry date unknown. The booster unit was first observed in 2031.
Presumably, the Iigaa remains in service with the Regess' faction of the Invid.

IV. Propulsion:

Main engine: one IE-1 quadruple vectorable plasma-shock expansion thruster in the rear, with a power output of 106 kN.
Attitude control: several internal gyroscopes for attitude control.
Powerplant: one protoculture cell energizer.
Fuel capacity: 4 standard cannisters of protoculture.

V. Performance:

Maximum acceleration 1.3 g.
Estimated protoculture cell endurance: around 80 hours of operational use.
Delta-v capacity: 4.2 kps.

VI. Electronics:

IMSC-1BS long range phased array radar system in the main hull of the booster. This radar operates in conjunction with the IMSC-1RS standard fitted to the Iigaa, and provides long wavelength, long distance search and track functions.
The IMSC-1RS has access to additional secondary antennas on the main booster body, replacing the displaced arrays that are mounted on the removed legs, providing medium to short range coverage of the aft hemisphere.
The standard Iigaa sensors can also function while the mecha is fitted to the booster. Additional protoculture sensors in the booster unit offset the loss of the leg mounted sensors, and though the number of sensors for the boosted Iigaa and the standard model remains the same, the vacuum conditions, large protoculture radiation output of naval vessels and unrestricted lines of sight lead to a substantial increase in detection ranges.

VII. Armor:

The armor of the Iigaa booster unit is composed of a composite of metals, ceramics, and organics unique to Invid manufacture. Research continues into the composition of this material, though results from X-ray crystallography, NMR, and mass spectroscopy studies remain classified. The armor stops all small arms fire, provides good protection against heavier infantry weapons, such as a 12.7 mm machinegun round, and fair resistance to light mecha-mounted weaponry, such as the Zentraedi 22.3 mm HE autocannon round.
VIII. Development:

This booster unit, connected to an Iigaa that has had its legs removed, turns the mecha into a maneuverable space fighter. The booster-equipped Iigaa usually launch from Mollusk Troop Carriers.

The booster turns a standard Iigaa body and arm section into a fast space fighter. This mecha is often used with an unarmed Iigaa however, and then serves as a kamikaze ramming ship against naval vessels, a role in which it achieved unexpected good results — if one overlooks the loss of the mecha and the pilot in the first mission.

It has been speculated that the booster was developed and put in service in such large numbers because the Invid lacked true warships over Earth, and were therefore forced to resort to these kind of desperation tactics. If true, then the boosters must have been a stopgap solution at least in the anti-ship role. It is not known if the Invid planned to keep deploying these mecha after they had constructed warships, but it is certain that the Terrestrial Invid have discontinued the use of the booster-Iigaa, likely because as humaniform Invid with relatively small numbers they are adverse to suicide tactics. Also, a human pilot does not fit into the cockpit unless he or she is of less than average size.

Return to Invid Mecha index.
I. Dimensions:

Trooper Shock Trooper
Height: 4.4 4.8 m
Depth: 3.6 3.6 m
Breadth : 3.2 3.6 m
Weight: 10.0 11.5 metric tons

II. Type:

Single seat all-weather ground and low-altitude combat mecha.

III. Service History:

The service entry date is unknown. The earliest confirmed recording of a Gurab mecha was taken in 2023. At that juncture the Gurab was already in service in large numbers.
Presumably, the Gurab remains in service with the Regess' faction of the Invid.

IV. Propulsion:

1 x IME-1 vectorable thruster port, max. output power 125 kN.
Powerplant: 1 protoculture cell energizer.
Fuel Capacity: 6 Standard canisters of Protoculture.

Gurab Shock TrooperMEC_30_1_6986.gif

Additional Fuel Capacity: 1 standard canister of Protoculture, in each cannon pod for a total of 2 extra.

V. Performance:

Maximum level speed
(Terra-type atmosphere) : 482 kph
Minimum speed : 0 kph (hover)
Maximum running speed : 96 kph
Delta-v capacity : ~1 kps
Protoculture cell endurance : approximately 110 hours operational use.

VI. Electronics:

1 x IMTR-1VS visual sensor cluster ( with low spectral resolution) capable of up to 4x magnification. Night vision optics are also provided, but suffer even more from the poor spectral resolution.
1 x IMTR-1RS variable frequency multi-mode phased array spherical radar system with main antennas in the arms and forward edges of the main body, and secondary antennas in the legs and rear. The radar system is advanced even by contemporary Terran standards and offers a full set of ranging, search, track, mapping and observation modes, including a high-resolution ISAR option. The installation can also function in a passive ESM mode.
1 x IMTR-1PS Protoculture sensors, providing detection and tracking of active Protoculture-powered turbines. For detection of a high-power Veritech Fighter (such as an Alpha), good resolution extends out to 1km, fair resolution out to 2km, and poor resolution out to 5.6km. A typical Destroid is detectable at slightly more than half these distances, a Cyclone at four percent of these distances, and a Gallant rifle at about one percent of these distances. Similar mecha in service with the Regess from around 2035 to around 2040 operated equivalently at about twenty-five percent of the above ranges. Prior to around 2035, no Invid mecha were mounted with protoculture sensors.
Audio receiver/speaker system with built-in translator.

VII. Armament:

Two forearm three-taloned anti-mecha claws.
Two talons on each foot.
Two hardpoints for gunpods are mounted on top of the mecha. Both hardpoints always mount identical gunpods and fire in parallel. The following gunpods have been observed:
IHG-1 plasma pulse cannon (first observed 2023). This pod stores plasma and discharges it in discrete packages ('annihilation discs'). Typically, a one-second burst contains 5 MJ of thermal and kinetic energy. The IHG-1 can store sufficient plasma for 20 seconds of continuous fire, and replenish this at 10 seconds per minute.
IHG-2 plasma beam cannon (first observed 2023). This pod stores plasma and discharges it in a continuous beam. Typically, a one-second burst contains 5 MJ of thermal and kinetic energy. The IHG-2 can store sufficient plasma for 20 seconds of continuous fire, and replenish this at 10 seconds per minute.
IHG-3 plasma pulse cannon (first observed 2035). This pod stores plasma and discharges it in discrete packages ('annihilation discs'). Typically, a one-second burst from a single cannon contains 6,5 MJ of thermal and kinetic energy. The IHG-3 can store sufficient plasma for 25 seconds of continuous fire, and replenish this at 10 seconds per minute.

When the gun pods are mounted, the Gurab is also referred to as the 'Shock Trooper'; without the pods, it is referred to as the 'Trooper'.

Gurabs lurking
VIII. Armor:

The armor of the Trooper is composed of a composite of metals, ceramics, and organics unique to Invid manufacture. Research continues into the composition of this material, though results from X-ray crystallography, NMR, and mass spectroscopy studies remain classified. The armor stops all small arms and heavy infantry weapons fire, provides good resistance to light mecha-mounted weaponry, such as the Zentraedi 22.3mm HE autocannon round, and poor resistance to medium mecha-mounted weaponry, such as the Valkyrie's 55mm APFSDS round. The armor on the forearms is substantially superior, and stops all small arms and heavy infantry weapons fire, provides good resistance to light mecha-mounted weaponry, and fair resistance to medium mecha-mounted weaponry.

Note: The IMTR-1VS sensor eye is highly susceptible to damage, as any hit there will disable the mecha by killing the pilot.

All Invid mecha provide full protection from nuclear, biological, and chemical hazards, using a sealed overpressure cockpit environment.
IX. Development:

The Gurab is the heavier companion to the small and fast Iigaa. As can be expected from a heavier design, the Gurab trades speed and mobility for firepower and armor protection. A very odd feature of the Gurab are the pincers and claws on its hands and feet. An anachronism in the age of ranged combat, these make the Gurab lethal within grappling range. Of course, many Gurab never got to within grappling range of their human opponents.

Compared to their probably designed opponents, the Regult battlepods, the Gurab advantages lie in mobility and armor protection. The Regult could give off heavier barrages, but the armament of the Gurab was more than sufficient to deal with the Zentraedi mecha. However, other Zentraedi mecha, such as the cavalry and commando power armors (Nousjedeul-Ger and the Queadluun-Rau, outclassed the Gurab. In any event, the Gurab came into service when the Zentraedi were dying, and rarely faced its designated opponents.

Against human mecha, the Gurab clearly has a large advantage over infantry battle armor such as the Cyclone. The Gurab is faster, better armed, and better armored. In addition, its' sensor system is far superior, and while Gurab can ambush Cyclone infanterists, the reverse is extremely unlikely. Against the larger human mecha, such as the extraordinary Alpha fighter, the Gurab is however at a disadvantage, lacking both the armor and armaments of the human designs, as well as being less mobile.

The Gurab will probably remain an important part of the modern Invid arsenal, both on Earth and with the forces of the Regess. Capable of being piloted by a humanoid Invid, this mecha will likely remain the standard second-line mecha for years to come, especially considering the enormous expense of the current front-line mecha, the improved Gosu-B.
I. Dimensions:

Height: 6.2 m
Depth: 5.5 m
Breadth : 5.8 m
Weight: 26.5 metric tons

II. Type:

Single seat all-weather combat mecha.

III. Service History:

The service entry date is unknown. The earliest confirmed recording of a Gamo mecha was taken in 2031. Until about 2044 the Gamo was not deployed in large numbers.
The Gamo remains in service with the Invid. It can be piloted by humanoid pilots.

IV. Propulsion:

Main engines: 2 x IE-4 plasma-shock expansion engines with vectorable nozzles at the rear of the mecha, with a maximum thrust between 180 kN and 210 kN per engine.
Attitude control: several internal gyroscopes for attitude control.
Powerplant: 1 x Protoculture cell energizer.
Fuel capacity: 14 standard cannisters of protoculture.

V. Performance:

Maximum level speed (Terra-type atmosphere) : 725 kph
Minimum speed : 0 kph (hover)
Maximum running speed : 112 kph
Delta-v capacity : ~2 kps
Protoculture endurance : Approximately 100 hours of operational use.

VI. Electronics:

One IMHM-1VS visual/LLLTV sensor cluster in the center of the front plate. The spectral resolution of this sensor is very poor.
One IMHM-1RS variable frequency multi-mode phased array spherical radar system with main antennas in the arms and forward edges of the main body, and secondary antennas in the legs and rear. The radar system is advanced even by contemporary Terran standards and offers a full set of ranging, search, track, mapping and observation modes, including a high-resolution ISAR option. The installation can also function in a passive ESM mode.
(post 2042 mecha on Earth only): One IMHM-1PS Protoculture sensor, providing detection and tracking of active protoculture-powered mecha. For detection of a high-power Veritech fighter, good resolution extends out to 3.75 km, fair resolution out to 7.5 km, and poor resolution out to 21 km. A typical Destroid is detectable at slightly more than half these distances, a Cyclone at four percent of these distances, and a Gallant rifle at about one percent of these distances. Mecha in service on Earth from around 2035 to 2040 operated equivalently at about twenty-five percent of the above ranges.
Audio receiver/speaker system with built-in translator.

VII. Armament:

Pincer
Two IHM-1 laser cannons; one on each shoulder. These cannons fire a high-intensity multi-wavelength infra-red laser (600-1000 nm), capable of delivering 10 MW of power each. A continuous beam is sustainable for up to three seconds. Both cannons fire together, and can be aimed at the same point on a target for increased penetration, or the beams can remain parallel, for more extensive but shallower damage.
Two IHM-2 plasma pulse cannons under the chin. These cannons are versions of a cannon also seen in the gunpods for the Iigaa mecha. The cannon stores plasma and discharges it in discrete packages ('annihilation discs'). Typically, a one-second burst from a single cannon contains 2.6 MJ of thermal and kinetic energy. The IMG-2 can store sufficient plasma for 10 seconds of continuous fire.
Two three-taloned anti-personnel claws on arms.

VIII. Armor:

The armor of the Pincer is composed of a composite of metals, ceramics, and organics unique to Invid manufacture. Research continues into the composition of this material, though results from X-ray crystallography, NMR, and mass spectroscopy studies remain classified. The armor stops all small arms, heavy infantry weapons fire, and light mecha-mounted weaponry, and provides fair to good resistance to medium mecha-mounted weaponry, such as the Valkyrie's 55mm APFSDS round. In addition, the armor is highly sloped, and rounds that hit at oblique angles are very likely to glance off it without penetrating.

Note: The sensor eye is highly susceptible to damage, and any hit there will disable the mecha by penetrating the cockpit and killing the pilot.

All Invid mecha provide full protection from nuclear, biological, and chemical hazards, using a sealed overpressure cockpit environment.
IX. Development:

The Pincer Command Unit (PCU) was developed by the Invid at a relatively late stage of the long Invid/Tirol wars. It was developed as a mecha for fire support, heavy assault and for battlefield commanders, previous heavy mecha apparently being considered ineffective in those roles. However, either for problems with the manufacture of these mecha or because of problems with the protoculture supply (the Gamo uses a multiple of protoculture compared to smaller mecha), the numbers of observed Gamo remained low, and as a result, it remained a rather unknow design.

This situation did not change until 2044, when the Gamo was seen in ever larger numbers on Earth in the armies of the Regess. There, it was used in all its designed roles, as well as backup to the Iigaa suicide attacks in space. Apparently, the Gamo is a succesfull mecha and popular with its pilots.
gamo.jpg
The Gamo is clearly a descendent of the same Invid development thinking as the Iigaa and the Gurab. The overall design is crablike, although the Gamo has fixed cannons rather than hardpoints. The cannons mounted are high capacity laser cannons, with two small pulse cannons tucked under the chin of the mecha. The armor protection is thick and well rounded to aid in deflecting incoming rounds. The Gamo's usefulness is occasionally higher than that of the Gosu battloid; the Gamo can, for instance, bring more firepower to bear on a target than the more nimble Gosu.

The Gamo is an impressive mecha, and its future in the Invid arsenals seems to be assured for the foreseeable future, with production still continuing. It is likely in service both with the humaniform Invid on Earth and the Regess is deep space.
Names and disposition:

Unknown

Ship's Complement:

4 Invid, one of which operates the craft, the others are reserves and helpers.

Dimensions:
• Length: 155 meters
• Width: 122 meters
• Height: 52 meters
• Mass: 56,700 metric tons.
Propulsion Systems:

Main Power: Protoculture system, details unknown
Main Thrusters (3): Power unknown at this writing.
Maneuvering Thrusters:
4 large maneuvering jets. Power unknown at this writing.
12 small maneuvering jets. Power unknown at this writing.
Anti-gravity System (8) : anti-gravity nodes on the dorsal and ventral housings. Propulsive power unknown at this writing.
Fold System: Standard, capabilities unknown.

Endurance and mobility limits:
Mollusk Carrier

Max atmospheric speed: Mach .9 or about 990 kph.
Max observed space acceleration: 3.2 g.
Range: Unknown.

Weapon Systems:

None except deployable mecha.

Special Equipment:

Full spectrum scanners, active and passive. Protoculture sensors, range in excess of 15 kilometers.

Mecha Complement:

448 Iigaa w/ booster (standard complement),
896 Iigaa w/o booster (can only recover half),
Other mecha can be carried, but carriage requires removal of the Iigaa bays.

Mollusk - Open view and bay details
DESIGN NOTES:

The Invid standard air-mecha transport, the Mollusk Carrier, is a vaguely saucer-shaped craft with two blocky protuberances on the top and bottom, and three large thrusters bolted on at the back. There are also four highly visible maneuvering jets spaced at equal distances around the rim of the vessel. Twelve smaller jets are distributed around the vessel.

The two mecha bays take up the entire forward 40% of the vessel. Each mecha bay is subdivided into four smaller bays, two to starboard and two to port. One mecha bay is located on the dorsal side of the vessel and can be used under all circumstances, the ventral bay can only be used in space or at high altitudes - or the vessel may invert its attitude. This because the mecha would have to be launched upside-down out of this bay in a gravity well, and would not be able to assume flight attitude before crashing into the ground.

Both bays open in a very distinctive maneuver, universally known to the Invid adversaries as 'gaping' or 'opening the maw'. In this maneuver, the covering hull of the mecha bay(s) rotates up- or downwards (with the assistance of two dedicated thrusters) around the forward edge of the engineering spaces. The resulting sight is similar to that of an opening oyster.

Inside each bay can be seen the hundreds of mecha, each sitting in a dedicated launch slot in the deck of the mecha bay. The slots were designed to accommodate the Claw Fighter's engine section. In cases where planetary assault is anticipated, the Iigaa complement can be doubled if all mecha are not equipped with their boosters. An Iigaa sits in the bay where the booster is normally located, grasping onto the legs of the mecha above it. However, it was generally the case that the extra mecha could not land on the carrier. Since this configuration was only used for planetary assaults, and because of the intentionally high attrition rate of the Iigaa, this was rarely an issue. All of the mecha can be launched within seconds, greatly assisting the Invid 'superior numbers' tactic, in a mecha delivery time/numbers ratio that is unmatched in the Galaxy. So successful was this method, that the REF adapted most of their hangar bays into similar, fast-reaction Alpha launch bays.
HISTORY:

After the Tirolian attack on Optera, the Invid prepared themselves to take their battle for the Flower and for revenge to the stars. For this, they needed spaceships. Rather than making an Invid copy of the heavily armed and armored Tirolian starships, early in the war against the Zentraedi, the Invid decided on a large number of (relatively) small Troop Carriers and Landing Boats of several designs, and a single armed gunship class. For very large-scale attacks there was also the Hive ship, a vessel that could dwarf the Robotech Masters' Motherships.

Three of the long-lived landing ship designs were based on a common shape, similar to that a seashell. The largest, called by the REF the Mollusk-class, served as a carrier of Iigaa mecha. The second, nearly as large and nearly identical in appearance except for its narrower beam, was the Oyster-class Landing Ship, Mecha. The third, which resembled a smaller version of the Mollusk, was known to the REF as the Clam-class Landing Craft, Mecha.

By far the most capable in combat was the Mollusk-class. Because it was equipped with fast aerial mecha, this ship was the Invid's supercarrier. In pitched battle this ship would appear either alone, or escorted by Trilobite-class Frigates, and while the armed warships engaged the larger Zentraedi vessels, the Mollusks would deploy their huge mecha complements and retreat to a safe distance.

This tactic did of course leave the Invid vulnerable to the heavy firepower of their enemies' starships, but usually the far superior numbers of Invid in a particular battle could easily overwhelm the numerically inferior fleets and their mecha. One factor that made this possible was the high maneuverability and cargo capacity of the Mollusk Carrier. The Zentraedi, and later the REF, found out that the best way to deal with Invid space-attacks was to destroy the Mollusk ships before they released their cargo into the battle. But as the battles over Earth showed, the Invid could usually fly in more ships than could be destroyed, and when the Invid mecha destroyed their adversaries ability to fight effectively, more and more of the Mollusk ships managed to release their mecha. Eventually, the battle hinged on whether there were more Invid than could be destroyed by the fleet before they were destroyed themselves.

The Mollusk Carrier served these tactics so well that there were no changes in the design from the first model produced soon after the introduction of the Iigaa to the last model, manufactured on Earth. There were of course, drawbacks to the design, the most major of which was the lack of any defensive or offensive weapon. The lack of any anti-mecha weapons on the Mollusk Carrier was not such a great oversight, because very few mecha ever made it through the Invid lines to the Mollusk Carriers, and even if they managed to penetrate, the Mollusk were quite maneuverable for their size, capable of dodging most attacks, as well as being of relatively simple design and easily replaced.
Then the hand of fate entered the fray and tragedy struck again. During the ensuing battle, Zor was mortally wounded, but not before he could implement his last desperate plan to make right this terrible wrong. His flagship, the new prototype (SDF), suddenly burst to life and vanished as it made its jump into hyperspace (the space fold process). With it, a vast reserve of precious protoculture; unprocessed seeds placed in suspended animation, hidden somewhere in its deepest recesses. ALL of Zor'a notes, new theories, speculations, and plans for the prototype super fortress had been purged from all the other computers. Thus, most of Zor's knowledge of protoculture was forever destroyed. Whatever new secrets he had unearthed died with him. Still, the Robotech masters knew enough to build their empire. They held the secret of organic fusion and the last known supply of protoculture seeds. They also had the power of protoculture bio-engineering (although far less sophisticated than what was possible, as evident from the Invid's power of transmutation). With that knowledge, they had already created the Zentraedi and would go forth to subjugate hundreds of worlds. Retreating from the Invid planet, they thought they had seen the last of the Invid. They were very wrong.

Perhaps the only reason the Robotech Masters were able to escape the clutches of the Invid was because of the torrent of emotions that racked the directing intelligence. The trauma of the Robotech Masters' betrayal and treachery was confusing, compounded by the horror of the destruction of the "Flowers of Life." Too many thoughts raced through the intelligence's brain. Then the final blow. The death of Zor! It was far too much for her to handle all at once. The intelligence screamed and went numb. Without their leader to guide them, the newly created Invid warriors were no match for the Robotech Masters, who made a hasty getaway.

The battle was lost, but the war was far from over. When the intelligence regained consciousness, she found that she had undergone a metamorphosis of her own. There was now a second intelligence, a male counterpart to herself and one almost as powerful. The male entity was the embodiment of vengeance full of hate, aggression and anger. Together, they vowed that the Robotech masters would be destroyed. The Flower of Life belonged to the Invid alone; anyone who dared to use its essence (protoculture) would be destroyed.
[Regis] [Regent]

So began the war that would stretch across the centuries. millions of Invid and Zentraedi (the Masters' warrior race) would perish. Along with them, entire worlds of innocents who were coerced into using protoculture provided by the heartless Robotech Masters. The Invid scouts scoured the universe, searching for the essence of the Flower of Life. Whenever "its" presence was found, the twin intelligences, known as the Regis and Regent, were alerted. A terrible swarm of scouts, armoured scouts, shock troopers, pincers, and later, the dreaded inorganics would swarm over the world, collecting the protoculture and obliterating the population.

After a few centuries of war, the Regis grew tired of the constant battle. Instead, she suggested finding a new world on which protoculture would grow and they again could live in peace. However, the regent was a being of passion, who thrived on war. Bent on revenge, he would not accept anything but the destruction of the Robotech masters. Already the Regent had enslaved several worlds. His goal, like the Robotech Masters', became one of intergalactic conquest and domination. So it was the Invid became divided; half ruled by the Regis, the other half ruled by the Regent. Over the decades, the rift between the two would cause a schism that will send them to two entirely different destinies. The Regis would pursue "enlightened evolution" and ultimately, follow Zor's trail (the SDF-1) to Earth and beyond. The Regent, would finally find and ravage the Robotech masters' homeworld. There, he would encounter the SDF-3, the indomitable Rick Hunter and the Sentinels.

For the moment, we will forget about the Regent and follow the Regis and the Invid Invasion of Earth.

Zor, appalled by the unforgivable actions of his people, finally saw the Masters as the maleficent force they had always been. Worse, he had given them the tool (protoculture) to fulfil their dreams. His only hope was to steal the precious seeds and give his knowledge to other people throughout the universe. Zor's first task was to erase all his new theories and discoveries from the Robotech Masters' main computers. That accomplishment meant that the secrets of protoculture were locked away in his head alone.
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Sadly, Zor was mortally wounded before he could escape. Still, there was hope. A planet in a distant galaxy. A Planet he had seen in a protoculture induced vision. A Planet whose primitive people would grow to understand protoculture. A people who, although teetering themselves on the brink of self-destruction, had always opposed oppression. How he knew these things he did not truly understand, but time had limited his choices. In that instant, the fate of the Robotech masters, the Invid, and humanity was placed on the shoulders of the human race; Earth.

Realizing that the humans of Earth needed time to advance in technology and grow as a people, Zor plotted a course that would lead the Robotech masters, and their Zentraedi pawns, on a wild chase across space and time. With his last dying breath, he launched his mighty, new vessel on its fateful journey.

The ship's journey carried it across the cosmos, only pausing long enough to attract its pursuers and then disappear in a space fold long before it could be captured.

As time went on, the capture of Zor's vessel became more and more imperative. The Robotech Masters' supply of protoculture was finite and becoming exhausted. Despite their super-science and best efforts, they could not get the Flower of Life to grow from seed. The best that could be achieved were a variety of mutant strains, all of which lacked the vital properties of protoculture. Without the supply of seeds aboard Zor's vessel, they were doomed!

The Invid, with their alchemy, would fare no better in growing a few seeds they had saved. Fortunately, they had stored a thousand lifetimes of the precious energy and remained comparatively strong.

Nearly 400 years after the vessel had been launched, Zor's flagship crash landed on Earth. its arrival would unite the planet, yet nearly destroy it as well. Although some of the secrets of protoculture would be uncovered, making it possible to rebuild the vessel, now known as the SDF-1, as well as, create the Veritech Fighters and Destroids, the humans never learned of its secret cargo of seeds hidden, and in stasis, deep inside the ship. It would only be after the Robotech masters' assault on Earth and their destruction above the wreckage of the SDF-1, that unleashed the blossoming seeds, into our world (see the last few episodes of the Southern Cross and, specifically, episode #60.)

Surprisingly, the Flower of Life grows amazingly well on Earth (not that most humans know what it is other than an alien form of plant life). In a few short years, the Flower of Life is everywhere, growing with the vitality of a weed. Did Zor know Earth could sustain the flower? Perhaps. But as Earth became a vast garden of protoculture flowers, it also signalled the coming of the Invid.

The Invid Regis sensed the existence of the Flowers of Life from a distant galaxy, gathered her people and came to Earth. Her goal: to cultivate the flowers and claim the Earth as the Invid's new homeworld. The fact that Earth was already populated by an endogenous, intelligent life-form was of little consequence. The Regis had grown indifferent toward other life. Her concern was only for her people. The destruction that followed was spawned from desperation and callousness. At last, she had found the only known world that could support the Flower of Life. A world she claimed for the Invid.
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The Earth was again laid under siege. All major cities and populated areas were annihilated. The powerful E.B.S.I.S. obliterated before they knew what hit them. The sprawling anarchy of the Argentine Quadrant atomized. The millions of Scandinavians gone in an instant.

Quebec Quadrant was the first to actually see the invaders. The Flower of Life prospered in this region better than anywhere else, so the Invid dared not risk its destruction with area affect weapons. Out of the sky they came like angry hornets. The last of the organized Armies of the Southern Cross and RFD hurried to Quebec's aid, but to no avail. The pitifully tiny Earth forces had no chance against the millions of Invid. The battle for North America lasted an astonishing three days.

The last vestiges of humanity were broken and scattered. Some communities were converted into slave farms to harvest protoculture. Other small towns, tribes and villages were allowed to exist as long as their people did not use protoculture or dare resist the Invid's rules.

Anarchy worse than the post-holocaust days of the first two Robotech Wars reigned. Rebel soldiers, gangs, and madmen scrambled for a little piece of power. Others simply survived the best they could. These were the most difficult days in Earth's history. A time when the Earth was occupied by merciless aliens, with mankind their slaves.

Despite the odds, brave resistance fighters dared to strike out at the inhuman Invid. Claiming what small victories they could, an organized network of freedom fighters grew. Among their ranks, old RDF soldiers, survivors of Rick Hunter's Expeditionary Force (three assault waves would meet defeat at the hands of the Invid), scavengers, and peasants. Anyone strong enough and brave enough to resist the Invid could find some place among the freedom fighters. other independent groups of resistance fighters also existed, but, were mostly small units of rag-tag guerilla fighters who scavenged the land and tried to establish a sort of vigilante justice.

Invid hives dotted the globe. These were the aliens' bases of operations, the largest of which housed the Invid Regis. Through an unlikely series of events, culminating with the third assault of the Expeditionary Force, the Regis decided that Earth was tainted by "the shadow of the Robotech Masters," destroys the Expeditionary Force and leaves Earth in a dazzling display of energy transmutation. She explains that this is an "evil planet" not suitable as the homeworld of the noble Invid. "We will continue our evolutionary development elsewhere."

Lancer (a.k.a. Yellow Dancer), a member of the infamous freedom fighters under the leadership of Scott Bernard, muses aloud; "I wonder if we've really seen the last of them?" It seems the Invid have left the Earth, taking all available protoculture with them. At last, peace is restored. The Earth is free. Or so it seemed for the next several months.

Lancer's words seem almost prophetic, for the Invid do return. Not as a force of a hundred million to claim the Earth as the Invid's new homeworld, but as an occupying force sent to cultivate and harvest the precious Flower of Life. Like all the worlds in the past, except Earth, the Flower of Life will not grow on the planet sensed by the Regis. Having met with failure, the Regis and most of her Invid continue their search for a new home and continued "enlightened evolution." She refuses to return to Earth to reclaim it as a home for her people, but it is "the only known source of the Flower of Life."

NOTE: The symbiotic bond between the Flower of Life and the Invid race is too strong to sever. Consequently, she has sent an occupying force of about two million (humans don't know how many, but estimate about half to one million) to seize control of the areas richest in protoculture and force the humans to farm and process it for future needs.
WCEStorm-ClassDestroyerSchematics.jpg
These Invid are just as merciless and uncaring about human life as the previous occupying force, but this time things are a little different. There are far less Invid, with the main force light years away. The humans, as weak, scattered, and fragmented as they are, believe they have defeated the Invid once and can do it again. But most importantly, the brilliant controlling mind of the Regis is not present to direct them. Instead, these forces generally lack experience as creatures with independent thought. Their tactics are still very basic, often lacking any real cunning or strategy. This makes them vulnerable even to the pitifully small forces of human freedom fighters.
The Return of the Invid: A New Look at an Old Race
New Invid Mecha

Invid Attack Scout
Invid Combat Trooper
Invid Space Trooper
Invid Strike Unit
Invid Sentinel
Invid Assault Battloid
Invid Warlord Battloid

New Invid NPCs, Bases, Spacecraft, and Equipment

Stage 6 Invid NPC
Invid Body Armor and Hand Weapons
Invid Slave Camp
Invid Communications Tower
Invid Cargo Transport
Invid Space Hive

New Invid Experiments: Cyborgs & Inorganics

"Frags"
Stalker Reconnaissance Inorganic
Hellcat Mk. II Reconnaissance/Combat Inorganic
Kraken Anti-Personel Inorganic
Odeon Mk. II Heavy Combat Inorganic
Leviathan Sea Combat Inorganic
Invid Infiltrator
Invid Bio-Drones
When the Third Invid War first began, the new Invid occupation army used the exact same mecha and tactics as the Regis' orginal troops did. This was a boon to the resistance fighters, as most of them had fought the same Invid mecha during the First and Second Invid Wars and thus knew their weaknesses. The lack of originality of the Invid during the first months of the war led to several major victories for the Earth resistance, and people began to believe that the new conflict would soon be over. However, the Invid's superior numbers of mecha combined with a lack of supplies and support for the REF caused the war to drag on.

The predictability of the Invid started to change in early 2043. The first new Invid mecha that appeared were highly experimental units, largely inspired by ex-EBSIS engineers who had decided to work for the Invid. These mecha were never deployed in large numbers and usually operated only in conjunction with Invid-sponsored EBSIS strike forces. The most radical of these experimental mecha was the Kurgatch I-K Mobile Sonic Cannon, a 200-foot-tall man-shaped mecha with an experimental sonic cannon as its main weapon. The MSC was destroyed in Los Angeles by the California Freedom League in the summer of '43. No other MSCs were ever constructed. (NOTE: The stats for the mecha mentioned above can be found in the Robotech RPG supplement LANCER'S ROCKERS)

After the destruction of the MSC the Invid seemed to return to their traditional tactics for several months. Then, in late 2043 new mecha designs began to appear in North America, replacing and phasing out the older standard units that had been used until now. The first new mecha design to appear was the Attack Scout, a revamped version of the standard Invid Scout mecha that was faster, stronger, and DEADLIER than its predecessors. The Attack Scout was quickly accompanied by the Combat Trooper and Strike Unit, also obvious upgrades to the older Shock Trooper and Pincer Command Unit designs, respectively. Unlike the earlier Krugatch mecha, these new designs did not seem to have any human influence, and were deployed in large numbers very quickly around the globe. The tactics used by the Invid changed along with the mecha designs; the new Invid seemed smarter and sneakier than their predecessors, even though examination of destroyed mecha by resistance fighters revealed they were being piloted by the same types of organic beings. The invid seemed to have rapidly learned the arts of deception and subtlety, and were using them to the fullest effect possible.

These new mecha designs were the primary reason for the rapid decline of the terran resistance in late 2043 / early 2044. The new mecha and tactics came as a complete surprise to the resistance fighters, and many were eliminated before they could adapt, or even realize what was happening. Although new mecha from the REF for
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.stats.attackscout.gif

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

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.

Primary Purpose: Assault
Range: 5000 ft (1500 m)
Damage: One single blast (rare) does 2D6 M.D., dual blasts (simultaneous shots, same target) do 4D6 M.D. and a burst (6 blasts, all at same target) does 6D6 M.D.
Rate of Fire: Four attacks per melee. Dual blasts and bursts both count as ONE attack.
Payload: Unlimited
Bonuses to Strike: +1 to strike, plus protoculture targeting bonuses.

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.

Attacks Per Melee: 4
Hand to Hand Bonuses: +1 to strike, +3 to parry, +1 to dodge on the ground, +5 to dodge in flight, +7 to dodge at speeds between Mach 3 and Mach 4, +1 to roll with impact.

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.

Bonuses to Strike: +2
Damage: 1D4x100 M.D. (!!) to the target. The SAME amount of damage is inflicted on the upper main body of the scout. The scout is automatically destroyed if it receives 200 M.D. or more of damage.
The first new Invid mecha design to appear on Earth was the Combat Trooper in 2043. The new trooper mecha seemed to suddenly appear all over the Earth simultaneously, completely replacing the older Shock Trooper design wherever it was found. Within a month reports of Shock Troopers had dwindled to almost nothing, while the deadly new Combat Trooper became the main front-line battle mecha for the Invid forces.

Stylistically, the Combat Trooper design is so close to the old Shock Trooper mecha that the two could almost be mistaken for each other at a quick glance. The Combat Trooper has the same long broad legs, large forearm shields with three-fingered claws, and compact central body design as the old Shock Trooper did. However, the similarities end there. First off, the Combat Trooper stands 32.2 feet tall; almost twice the size of the Shock Trooper and larger than a VAF-6 Alpha in battloid mode! The twin plasma cannons on the back of the mecha are now longer and more powerful than their predecessors. These cannons are modular and can be replaced with other weapon systems for specialized attacks. Two common weapon packages are a pair of heat cannons (like the ones on the old Invid Command Unit) and a pair of heavy missile launchers. In addition, the Combat Trooper has four pulse beam cannon, similar to those of the Attack Scout. Two cannons are located on either side of the central sensor eye. A Short-range missile launcher on the back of the mecha between the plasma cannons completes the new armaments. Invid Combat Troopers are dark green and grey in color.

As a ground combatant, the Invid Combat Trooper is far superior to the old Shock Trooper mecha. It does have one major weakness, though; its slow speed. The Combat Trooper's air and ground speeds are approximately equal to those of the Shock Trooper, which means that REF mecha are much faster and more agile than the Invid units. REF pilots must still be careful, though; the Combat Trooper can do devastating damage if any of its weapons ever manage to connect…
stats.combattrooper.gif
SCHEMATICS
Click on the icon to the left to view the schematics of the Combat Trooper, based on data collected by REF Intelligence.

RPG STATS
Invid Name: "Torab"; REF Nickname: "Linebackers"
Vehicle Type: Mainline Combat Unit
Crew: One; Stage Two Invid Pilot

M.D.C. BY LOCATION

Claws (3 per Forearm) 25 each
Forearms (2) 200 each
Upper Arms (2) 100 each
Legs & Feet (2) 175 each
Main Engine Thruster (rear) 100

Heavy Plasma Cannons (2) 150 each

Heat Cannons (2) 120 each

Heavy Missile Launchers (2) 120 each

SRM Launcher (top) 100
& Pulse Beam Cannons (4) 20 each

** Main Body 250
Pilot's Compartment 100

Notes:

+
The combat trooper will only have ONE pair of main weapons. Choose one weapon type for each combat trooper. Heavy plasma cannons are the most common type of weapon for the mecha.
&
The pulse beam cannons are slightly difficult to hit; -2 penalty.
*
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 pilot compartment M.D.C. will blow the Invid to pieces.

SPECIFICATIONS

Flight:
Stationary hover to 300 mph (482 kmph) maximum, with a ceiling of 10,000 ft (3048 m).
Running:
60 mph (96 kmph).
Jumping:
30 ft (9.1 m) up or across.

Height:
32.2 ft (9.9 m)
Width:
25.5 ft (7.8 m)
Length:
25.5 ft (7.8 m)

Weight:
24 tons
Cargo:
Can carry up to twelve tons.

Abilities:
Pilot Mecha - 45%
Recognize Human Machinery - 20%
Prowl - 40%
Detect Ambush - 30%
Detect Concealment - 30%
Track - 35%

WEAPON SYSTEMS

HEAVY PLASMA CANNONS. These large plasma cannons are updated versions of those originally found on the old Invid Shock Trooper. However, they are much more powerful and have a far greater range than the older models. One cannon is mounted over each shoulder, and both cannons can fire independently or simultaneously. The plasma energy is still released in Frisbee-like "annihilation discs," just like the older model. The cannons can point up or down in a 90 degree arc.

Primary Purpose: Assault
Secondary Purpose: Anti-Aircraft
Range: 6000 ft (1800 m)
Damage: One single blast does 4D6 M.D., dual blasts do 8D6 M.D. and simultaneous bursts do 2D4x10 M.D. A continuous stream, lasting one full melee and directed at a single target, does 3D6x10 M.D.(!!) A strafing run (wild shooting) does 4D6 M.D. per hit.
Rate of Fire: Four attacks per melee. Dual blasts and bursts both count as ONE attack.
Payload: Unlimited
Bonuses to Strike: Protoculture targeting bonuses only.
Note: the mouths of the plasma cannons glow white just before they fire, just like their predecessors.

(OPTIONAL) HEAT CANNONS. The Combat Trooper can also be mounted with heat cannons, similar to those mounted on the pincer command unit. 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 Combat Trooper 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.

Primary Purpose: Assault
Range: 4000 ft (1200 m)
Damage: Single cannon blast does 3D6 M.D., and a dual cannon blast does 6D6 M.D. A Long Blast (counts as two attacks) does 2D4x10 M.D. A concentrated blast (both cannons, focused at same target all melee) does 3D6x10 M.D. A continuous-beam strafing run does 3D6 M.D. to everything it hits.
Rate of Fire: Four attacks per melee. Dual blasts count as ONE attack.
Payload: Unlimited
Bonuses to Strike: +1 to strike at all times, against any target. Add in protoculture targeting bonuses for targets that use protoculture.
Note: the mouths of the heat cannons glow white just before they fire, just like their predecessors.

(OPTIONAL) LONG-RANGE MISSILE LAUNCHERS. A third optional weapons package for the Combat trooper is a pair of long-range missile launchers. Each launcher can hold 4 missiles, and all missiles can be fired independently or in volleys. This weapons package is typically only used in siege operations.

NOTE: There is only one type of Invid long-range missile. It is a combination plasma/high explosive missile that seemed to be designed with fortification destruction in mind. Although extremely powerful, it is an UNGUIDED missile and gets no bonuses to strike.

Primary Purpose: Heavy Assault
Secondary Purpose: Destruction of fortifications
Maximum Range: 200 miles (320 km)
Speed: 1400 mph (2251 kmph)
Damage: 3D6x10 M.D. per missile.
Rate of Fire: One at a time, or in volleys of 2, 4, 6, or 8 (all).
Payload: 4 missiles per launcher, 8 missiles total.
M.D.C. of Missile: 20
Bonuses to Strike: NO bonuses to strike.

PULSE BEAM CANNONS. Four small Invid beam cannons are mounted in the main body of the mecha, two on either side of the sensor eye. The weapons can rotate to a maximum of 30 degrees in any direction. All four cannons can fire in unison or independently of one another.

Primary Purpose: Defense
Secondary Purpose: Close-range assault
Range: 3000 ft (900 m)
Damage: One single blast (rare) does 2D6 M.D., dual blasts (simultaneous shots, same target) do 4D6 M.D., and quad blasts (all four cannons aimed at same target) do 6D6 M.D. A four-cannon burst (12 blasts, all at same target) does 8D6 M.D.
Rate of Fire: Four attacks per melee. Dual and quad blasts and bursts count as ONE attack.
Payload: Unlimited
Bonuses to Strike: +1 to strike, plus protoculture targeting bonuses.

SRM MISSILE LAUNCHER. A small missile launcher is built into the top of the mecha, in between the shoulders and plasma cannons. It is normally recessed into the mecha, and pops up to fire.

Primary Purpose: Assault
Secondary Purpose: [[anit air|Anti-Aircraft]]], Anti-Cyclone
Missile Type: Almost always Plasma SRMs.
Range: 5 miles (8 km)
Mega-Damage: 1D6x10 M.D.
Rate of Fire: One at a time or in volleys of 2-5 missiles. Can only fire a maximum of 5 missiles at a time!
Payload: 20 missiles.
Bonuses to Strike: +3 to strike (but no protoculture bonuses)

HAND-TO-HAND COMBAT. Though a slow combatant, the Combat Trooper can do lots of damage if it manages to hit!

Attacks Per Melee: Four
Hand to Hand Bonuses: No bonus to strike, +2 to parry, no bonus to dodge on the ground, +1 to dodge when in flight, +1 to roll with a punch, fall, or impact.
Types of Attacks: Punch/Claw: 6D6 M.D. Crush with Hand: 2D6 M.D. per melee round. Body Block/Ram: 4D6 M.D., counts as two attacks. Stomp: 4D6 M.D., target must be 15 ft (4.5 m) or smaller.
The Invid Space Trooper was the hardest of the new Invid designs to analyze during the Third Invid War. The reason for this was simple; pilots who encountered the new mecha seldom lived to report their observations. Long range sensors had revealed that the Invid had a new space mecha as early as mid-2042, but data on the new design was sketchy at best. It was not until the summer of 2043 when the new VAF-8R Reconnaissance Veritechs began to arrive on Earth that the Resistance was finally able to get some hard data on the Space Trooper.
stats.spacetrooper.gif
In its element, the Invid Space Trooper is a deadly design almost without peer. The basic design for the mecha is large and flat, and laid out much like a Manta Ray, or "Devilfish". There are two large wings on either side of the main body, which can fold up to 80 degrees up or down in order to adjust the center of gravity for the mecha; a very important ability in zero-gee combat which allows for tight-radius turns. There is also a long, thin tail extending behind the main body of the mecha, ending in a sharp barb. This tail is fully dexterous and can actually strike at mecha around the Trooper, like a scorpion. There are also two arms on the front of the mecha that end in a LARGE claw, designed especially for melee combat. Each hand also has a smaller claw for use in grappling. The Space Trooper does have six small insect-like feet underneath the main body, but these are normally retracted when in flight. The legs are very thin and small, and end in points instead of actual feet, making the mecha very poor at walking and jumping. However, the legs are very strong and the feet have retractable barbs, which make them perfect for digging into enemy spacecraft and holding the mecha in place. In combat with smaller starships and shuttles, the Space Trooper will often attach itself to the hull of the ship, and then use its claws, tail, and energy weapons to literally rip the shuttle apart.

The firepower of this new mecha is equally as deadly as its hand-to-hand abilities. The main armament of the mecha is a pair of Heavy Plasma Cannons, identical to those on the new Combat Trooper design. These cannons are mounted on either side of a small rotating turret on the back of the mecha. This gives the cannons a superior firing arc, as they can rotate 360 degrees around the mecha. The secondary armament of the Space Trooper is a set of SIX mini plasma weapons; three on either side of the sensor eye. These cannons are likewise very similar to those on the Combat Trooper. Also, there are two small missile launchers, one on the front of each wing. These missile launchers are normally retracted into the wings when not in use, and pop up when ready to fire. Each launcher can fire 5 missiles at once and can hold 15 missiles total (including reloads). Finally, there is a high powered laser on the tip of the tail of the mecha. While not really suited to combat, this cutting laser is perfect for the Space Trooper's favorite tactic of cutting open spacecraft and larger mecha.

Perhaps the most impressive features of this new enemy mecha is the propulsion system. There are actually THREE main engines on the Space Trooper. The largest is mounted on the belly of the mecha, between the legs and just in front of the joint where the tail meets the main body. There are also two only slightly less powerful engines; one on each wing of the mecha. By varying the thrust of these three engines and combining them with wing movements, the Space Trooper can make sharp turns even at high speeds. There are also banks of maneuvering thrusters located all over the body of the mecha (mostly in the wings) which help to give the Space Trooper superior mobility.

An intriguing weakness about this new mecha is that some of the same features that make the Space Trooper a superior space combatant greatly decrease its performance in a planetary atmosphere. The turret, claws, and tail create so much aerodynamic drag that the mecha's airspeed is greatly decreased in atmosphere. Plus the engines of the mecha are designed such that the Trooper CANNOT hover in gravity greater than 0.5 G. The legs of the mecha are poorly designed for movement on land, and the mecha's movement is greatly slowed by Earth's high gravity (compared to outer space). It is probably for this reason that Space Troopers RARELY venture below the highest layers of Earth's atmosphere. There have been documented incidents where REF pilots have escaped pursuit by Space Troopers by rapidly diving into the atmosphere. 4 out of 5 times the Space Troopers will break off rather than risk being caught in Earth's atmosphere.

Space Troopers rarely operate alone. They are usually encountered in groups of 5 or more, and are often accompanied by either Attack Scouts or Armored Scouts with space boosters. REF pilots and resistance fighters are warned to avoid contact with Space Troopers whenever possible.

SCHEMATICS
Click on the icon to the left to view the schematics of the Space Trooper, based on data collected by REF Intelligence.
CometEmpireStarfighter.jpg
RPG STATS
Invid Name: "Varrab"; REF Nickname: "Devilfish"
Vehicle Type: Space Combat Unit
Crew: One; Stage Two Invid Pilot

M.D.C. BY LOCATION

Large Claws (1 per Forearm) 75 each
Small Claws (1 per Forearm) 25 each
Forearms (2) 150 each
Upper Arms (2) 75 each

  • Legs & Feet (6) 50 each

Main Engine Thruster (lower rear) 100
Wings/Secondary Thrusters (2) 120 each
Tail 75
Tail Laser 50
Heavy Plasma Cannons (2) 150 each
** Plasma Cannon Turret 100
SRM Launchers (1 per wing) 100
* Pulse Beam Cannons (6) 20 each
** Sensor Eye 25
* Main Body 240
Pilot's Compartment 100

Notes:

*
The legs of the Space Trooper can retract into the main body. When they are retracted they are effectively immune from attack; attackers must destroy the main body to get at them.

Destroying the Plasma Cannon Turret will disable both Plasma Cannons. However, the turret is a difficult target to hit (being low on the back and between both cannons); -3 penalty.
*
The pulse beam cannons are slightly difficult to hit; -2 penalty.

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 pilot compartment M.D.C. will blow the Invid to pieces.

SPECIFICATIONS

Flight:
Can accelerate up to a maximum speed of 5360 mph (Mach 8) outside of an atmosphere. However, due to its poor aerodynamic design the maximum speed drops to 2010 mph (Mach 3) in an atmosphere. Also, the Space Trooper CANNOT HOVER while in an atmosphere; minimum airspeed to remain aloft is 200 mph (320 kmph).

NOTE: I KNOW there's no such thing as a "maximum speed" in space. This junk was added to make the mecha fully compatible with the Robotech RPG. If you have a vector-based space combat system that can use thrust instead of velocity, then by all means please ignore these stats.
Thrust:
[To be calculated]
Running:
20 mph (32 kmph). Rarely runs.
Jumping:
10 ft (3 m) up or across. Rarely jumps.

Height:
16 ft (4.8 m) with legs extended. 10 ft (3 m) with legs retracted.
Width:
25.5 ft (7.8 m) with "wings" fully extended.
Length:
40 ft (12 m)

Weight:
25 tons fully loaded.
Cargo:
Can carry up to 6 tons (in Earth gravity).

Abilities:
Pilot Mecha - 75%
Recognize Human Machinery - 50%
Navigation: Space - 85%
Prowl - 45%
Detect Ambush - 45%
Detect Concealment - 45%
Track - 55%

WEAPON SYSTEMS

HEAVY PLASMA CANNONS. These large plasma cannons are updated versions of those originally found on the old Invid Shock Trooper. However, they are much more powerful and have a far greater range than the older models. The cannons are mounted on a "turret" on the back of the mecha, which allow them to rotate 80 degrees up, 40 degrees down, or 360 degrees around the unit. Both cannons can fire independently or simultaneously. The plasma energy is still released in Frisbee-like "annihilation discs," just like the older models.

Primary Purpose: Assault
Secondary Purpose: Anti-Space Fighter
Range: 6000 ft (1800 m)
Damage: One single blast does 4D6 M.D., dual blasts do 8D6 M.D. and simultaneous bursts do 2D4x10 M.D. A continuous stream, lasting one full melee and directed at a single target, does 3D6x10 M.D.!! A strafing run (wild shooting) does 4D6 M.D. per hit.
Rate of Fire: Five attacks per melee. Dual blasts and bursts both count as ONE attack.
Payload: Unlimited
Bonuses to Strike: Protoculture targeting bonuses only.
Note: the mouths of the plasma cannons glow white just before they fire, just like their predecessors.

PULSE BEAM CANNONS. Six small Invid beam cannons are mounted in the main body of the mecha, three on either side of the sensor eye. The weapons can rotate to a maximum of 30 degrees in any direction. All six cannons can fire in unison or independently of one another.

Primary Purpose: Defense
Secondary Purpose: Close-range assault
Range: 3000 ft (900 m)
Damage: One single blast (rare) does 2D6 M.D., dual blasts (simultaneous shots, same target) do 4D6 M.D., quad blasts (all four cannons aimed at same target) do 6D6 M.D, and sextuple blasts (all six at one target) do 8D6 M.D. A six-cannon burst (18 blasts, all at same target) does 1D6x10+10 M.D.
Rate of Fire: Five attacks per melee. Dual, quad, and sextuple blasts and bursts count as ONE attack.
Payload: Unlimited
Bonuses to Strike: +1 to strike, plus protoculture targeting bonuses.

SRM MISSILE LAUNCHER. A small missile launcher is built into each wing of the mecha, near the front. They are normally recessed into the mecha, and pop out to fire.

Primary Purpose: Assault
Secondary Purpose: Anti-Space Fighter
Missile Type: Almost always Plasma SRMs.
Range: 5 miles (8 km)
Mega-Damage: 1D6x10 M.D.
Rate of Fire: One at a time or in volleys of 2, 4, 6, 8, or 10 missiles. Can only fire a maximum of 10 missiles at a time (each launcher can only fire 5 missiles at a time).
Payload: 30 missiles.
Bonuses to Strike: +3 to strike (but no protoculture bonuses)

TAIL LASER. The Invid Space Trooper has a high-powered laser mounted on the tail. However, the laser seems to be designed more for cutting than as an offensive weapon. In combat, the Space Trooper will often attach itself to a mecha or the hull of a starship with its legs and then used the tail laser to literally cut into its prey. The laser is powerful enough to cut through starship hull in less than 30 seconds (2 melee rounds).

Primary Purpose: Demolition/Sabotage
Secondary Purpose: Close-range defense
Range: 1000 ft (300 m)
Damage: Quick shot (less than a full melee) does only 2D4 M.D. However, a continuous beam against a non-moving or immobilized target can do as much as 2D4x10 M.D. per melee round (!!).
Rate of Fire: The Space Trooper can fire the laser continuously without need to stop. However, for game purposes the laser is limited to 5 attacks per round against a moving target.
Payload: Unlimited
Bonuses to Strike: Protoculture targeting bonuses only.

HAND-TO-HAND COMBAT. The Space Trooper has been specially designed to do lots of damage in hand-to-hand combat. This fact combined with its high speed make it a deadly combatant in space. However, in an atmosphere the Space Trooper is a mediocre combatant.

Attacks Per Melee: Five (Three in Atmosphere)
Hand to Hand Bonuses IN SPACE : +4 to strike, +5 to parry, +5 automatic dodge when flying at any speed (an automatic dodge works like a parry and does not forfeit an attack), +4 to roll with a punch, fall, or impact.
Hand to Hand Bonuses IN ATMOSPHERE : No bonus to strike, +2 to parry, no bonus to dodge on the ground, +3 to dodge when in flight, +1 to roll with a punch, fall, or impact.
Types of Attacks: Punch/Claw: 6D6 M.D. Crush with Pincer: 2D6 M.D. per melee round. Full Body Crush: (Trooper grapples target in a bear hug while the smaller claws and barbed legs attack the victim) 4D6 M.D. per melee round. A variation is the "Scorpion Strike" in which the Space Trooper attacks with its tail while grappling the opponent. 1D6x10 M.D. per round. High-Speed Claw: (Trooper swipes at target with large claw while passing at high speed) 1D6x10 M.D., counts as two attacks. Body Block/Ram: 6D6 M.D., counts as two attacks. Stomp: 3D6 M.D. from barbed legs
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.
stats.strikeunit.gif
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

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.

Primary Purpose: Assault
Range: 4000 ft (1200 m)
Damage: Single cannon blast does 4D6 M.D., and a dual cannon blast does 1D6x10 M.D. A Long Blast (counts as two attacks) does 3D4x10 M.D. A concentrated blast (both cannons, focused at same target all melee) does 4D6x10 M.D. A continuous-beam strafing run does 4D6 M.D. to everything it hits.
Rate of Fire: Five attacks per melee. Dual blasts count as ONE attack.
Payload: Unlimited
Bonuses to Strike: +1 to strike at all times, against any target. Add in protoculture targeting bonuses for targets that use protoculture.
Note: the mouths of the heat cannons glow white just before they fire, just like their predecessors.

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.

Primary Purpose: Defense
Secondary Purpose: Close-range assault
Range: 3000 ft (900 m)
Damage: A single cannon blast does 2D6 M.D. A burst (3 single shots) does 6D6 M.D., but counts as two attacks. Make sure to roll damage for each blast/burst that strikes the target.
Rate of Fire: Five attacks per melee. A single blast from all four cannons counts as ONE attack. A burst from all four cannons counts as TWO attacks.
Payload: Unlimited
Bonuses: +1 to strike, plus protoculture targeting bonuses. Targets have a -4 penalty to dodge. Roll 1D4 to determine number of blasts/bursts that strike.

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.

Primary Purpose: Assault
Secondary Purpose: Anti-Aircraft, Anti-Cyclone
Missile Type: Almost always Plasma SRMs.
Range: 5 miles (8 km)
Mega-Damage: 1D6x10 M.D.
Rate of Fire: One at a time or in volleys of 2, 4, 8, or 16 missiles. Can only fire a maximum of 16 missiles at a time!
Payload: 32 missiles.
Bonuses to Strike: +3 to strike (but no protoculture bonuses)

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

Attacks Per Melee: Five
Hand to Hand Bonuses: +4 to strike, +5 to parry, +3 to dodge on the ground, +4 automatic dodge when flying at any speed (an automatic dodge works like a parry and does not forfeit an attack), +4 to roll with a punch, fall, or impact. +2 on initiative.
Types of Attacks: Punch: 2D6 M.D. Crush with Hand: 1D4 M.D. per melee round. Kick: 1D6 M.D. Leap Kick: 2D6 M.D. Body Flip: 1D4 M.D. Body Block/Ram: 2D6 M.D., counts as two attacks. Stomp: 1D6 M.D., target must be 10 ft (3 m) or smaller.
The Invid Sentinel is unique among the new Invid mecha, because unlike the other new mecha designs the Sentinel seems to have been created to complement an existing mecha instead of replace it. The Sentinel appears to be designed specifically to work alongside the original Invid Enforcer. Appearing in late 2043, the Invid Sentinel seemed to take over the job as "Hive Guard", freeing the more advanced Enforcers for more delicate and detailed work. Invid Sentinels soon became the standard guard unit for all of the Invid's strongholds, working in Hives, Slave Farms, Genesis Pits, etc. Sentinels are commonly found with Enforcers, with the latter usually in command of the former.
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The Invid Sentinel is human-sized and human-shaped, much like the Enforcer. However, the Sentinel design appears much more combat- oriented than the older Enforcer design. The Sentinel is far bulkier than its cousin, and seems to have much thicker armor than the Enforcer. The increased armor has done nothing to slow the mecha down; in fact, the Sentinel is actually faster than the old Enforcer! This is due to a much larger thruster on the back of the mecha, and the addition of several concealed vernier jets at strategic locations on the outside of the armor. The Sentinel also has powerful legs that are slightly longer than the Enforcer's, allowing it to run faster and jump farther than the older mecha.

The head and sensor eye of the mecha is shaped like a snout, similar to the Enforcer's head. However, the snout is smaller and more concealed. The arms of the mecha look almost identical to those of the Enforcer. One new addition is a large cannon located on the right shoulder. This cannon appears to be a particle-beam cannon and is the main weapon of the new mecha. The cannon swings upward when not in use, and rotates downward when about to be fired. The cannon is mounted on a swiveling turret, and can move 45 degrees downward, 90 degrees upward, and 45 degrees to either side. It apparently cannot point behind the mecha.

The main weapon of the Sentinel is the new PBC on the shoulder, but it also has the same weaponry as the Enforcer. There is a concealed laser in each forearm (identical to the Enforcer's) and the Sentinel can use the same energy rifle and energy shield that the Enforcer does. Another new weapon is a pair of concealed mini-missile launchers on each arm. Each mini-missile launcher holds one missile (for a total of 4) and pops open when the Sentinel is about to fire. These launchers are located on the sides of the arms, while the concealed laser is located on the tops of the arms.

Invid Sentinels are piloted by Stage Three Invid, and are thus NOT capable of independent thought. While they are capable of doing simple tasks by themselves (such as patrolling the hive and guarding prisoners), they require a Stage Four or higher Invid to command them in complex tasks. Their first instinct in a battle will be to protect their commander.

SCHEMATICS
Click on the icon to the left to view the schematics of the Invid Sentinel, based on data collected by REF Intelligence.

RPG STATS
Invid Name: "Gamir"; REF Nickname: "Terminators"
Vehicle Type: Power Armor
Crew: One; Stage Three Invid Pilot

M.D.C. BY LOCATION

Hands (2) 10 each
Forearms/Lasers (2) 35 each
Missile Launchers (4) 20 each
Upper Arms (2) 40 each
Legs & Feet (2) 60 each
Jet Thruster (rear) 40 each
Particle Beam Cannon 45
Energy Rifle 10
Energy Shield 150

  • Head & Sensor Eye 20

** Main Body 150

Note: No Reinforced Pilot's Compartment

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. There is no reinforced pilot's compartment in the power armor, so the Invid pilot inside will be blown to pieces.

SPECIFICATIONS

Flight:
Hover to 250 mph (400 kmph) with an altitude of 6000 ft (1828 m). Cruising Speed is usually about 100 mph.
Running:
60 mph (96 kmph) maximum.
Jumping:
35 ft (10.6 m) up or across without jet boosters, 150 ft (45.8 m) with thruster boost.

Height:
9 ft (2.7 m)
Width:
5 ft (1.4 m)
Length:
3 ft (0.9 m) with PBC raised, 4 ft (1.2 m) with PBC lowered.

Weight:
750 lbs (339 kg)
Cargo:
Can carry up to 1.5 tons.

Abilities:
Pilot Mecha - 75%
Recognize Human Machinery - 40%
Prowl - 45%
Detect Ambush - 45%
Detect Concealment - 55%
Track - 55%

WEAPON SYSTEMSkusoCartoon_13662420663756_.jpgZarco Inbit Invid Regime cruiser has particle beam cannons and has fusion engines.It has HEL.Enigmatech systems defenses.Armor and troops running it.It has hatch bays for Inbit Invid Regime troopers.Carrier is effective at attacking and firing long shots at enemies and deploying its space wing of troopers.Antigravity systems for Zarco Macross naval ships.They can go light speed.

PARTICLE BEAM CANNON. The main weapon of the Invid Sentinel is a compact but powerful particle beam cannon mounted on the right shoulder. The cannon is mounted on a swiveling turret, and can move 45 degrees downward, 90 degrees upward, and 45 degrees to either side. It cannot point behind the mecha.

Primary Purpose: Assault
Secondary Purpose: Defense
Range: 3000 ft (900 m)
Damage: Blast does 1D6x10 M.D. Bursts are not possible.
Rate of Fire: Due to an automatic cool-down cycle, the PBC can fire a maximum of TWICE per melee round. med shot. (see Modern Weapon Proficiencies)
Payload: Unlimited
Bonuses to Strike: +2 to strike, plus protoculture targeting bonuses.

FOREARM LASERS. The Sentinel has a laser cannon built into each arm. The design is similar to those on the Enforcer, but is slightly more powerful. Both are fixed forward, and can only shoot in the direction that the arm is pointed. Destruction of the forearm also destroys the laser.

Primary Purpose: Defense
Range: 600 ft (182 m)
Damage: A single blast does 3D6 M.D. A burst does 4D6 M.D.
Rate of Fire: Equal to hand-to-hand attacks (four per melee). A burst is considered to be one attack, but is not as accurate as a single aimed shot. (see Modern Weapon Proficiencies)
Payload: Unlimited
Bonuses to Strike: +2 to strike, plus protoculture targeting bonuses.

MINI-MISSILE LAUNCHER. Two concealed mini-missile launchers are built into each arm of the Sentinel. The launchers are normally concealed when not in use, and pop open when ready to fire.

Primary Purpose: Assault
Secondary Purpose: Anti-Aircraft, Anti-Cyclone
Missile Type: Almost always Plasma Mini-Missiles.
Range: 1 mile (1.6 km)
Mega-Damage: 1D6x10 M.D.
Rate of Fire: One at a time or in volleys of 2, 3, or 4 (all).
Payload: 4 missiles.
Bonuses to Strike: +3 to strike (but no protoculture bonuses)

(OPTIONAL) ENERGY RIFLE. This hand-held energy rifle is identical to the one used by the old Enforcer mecha. When held, it patches into the Sentinel's energy supply for power. The rifle can be attached to the back of the mecha when not in use.

Primary Purpose: Assault/Defense
Range: 2000 ft (609 m)
Mega-Damage: 4D6 M.D. per blast or 5D6 M.D. per burst.
Rate of Fire: Equal to hand to hand melee attacks (four per melee). A burst is considered one attack, but is not as accurate as a single shot.
Payload: Unlimited.
Bonuses to Strike: +2 to strike, plus protoculture targeting bonuses.

(OPTIONAL) ENERGY SHIELD. This large, round energy shield is identical to the one used by the old Enforcer mecha. It can be stowed on the back or held in hand (usually the left hand).

Primary Purpose: Defense
Range: Self/hand to hand
Mega-Damage: Can be used to hit or ram an opponent. Damage is same as hand-to-hand.
Special Features: M.D.C. of shield is 150. Adds a bonus of +3 to parry and can be used to parry/block energy blasts and mini- missiles. Size: 4 ft (1.2 m) round. M.D.C. capability (150 M.D.C.) can be recharged at a rate of 20 M.D.C. per hour.
Note: The shield can NOT function unless attached to the body armor. The Sentinel armor can NOT be modified for human use.

HAND-TO-HAND COMBAT. The mecha's powerful reflexes makes the Sentinel a good hand-to-hand combatant.

Attacks Per Melee: Four
Hand to Hand Bonuses: +2 to strike, +2 to parry (+5 with shield), +3 to dodge on the ground, +4 to dodge when flying at any speed, +4 to roll with a punch, fall, or impact.
Types of Attacks: Punch: 1D6 M.D. Power Punch: 2D6 M.D. (counts as two attacks). Crush with Hand: 1D4 M.D. per melee round. Kick: 1D6 M.D. Leap Kick: 2D4 M.D. Body Flip: 1D4 M.D. Body Block/Ram: 2D4 M.D., counts as two attacks.
When it appeared in early 2043, the Invid Assault Battloid was quickly identified as an obvious upgrade of the old Royal Command Battloid design. However, REF field scientists also noted with much curiosity that it was also the least changed of all the redesigned Invid mecha encountered so far. It seemed clear that far more development had gone into some of the other designs, such as the Combat Trooper and Space Trooper, than the Assault Battloid. The mystery further deepened later that year when a FAR more powerful Invid battloid design, the Warlord Battloid, appeared on Earth. Judging on the data obtained from both designs so far, REF analysts have come up with two possible explanations for the different battloid designs. Either the Assault Battloid is a prototype version of the new Warlord battloid, or the two different mecha represent some new social stratification among Stage 5 Invid.

Despite it's seeming lack of development, the Invid Assault Battloid should not be underestimated. The basic body design of the mecha is very similar to the older Royal Command Battloid. In fact, the legs, main body, and head of the mecha are almost identical! The backpack unit for the mecha is also similar, and still contains the main jets and missile bays for the mecha. However, the new battloid is equipped with a much more powerful engine system which makes the unit faster and very powerful.

The big change in the Assault Battloid is a dramatic increase in the mecha's firepower. Two large particle beam cannons are now mounted on each shoulder of the mecha. These cannons are similar in style to the one on the Invid Sentinel; the cannons are mounted on a ball-joint system and can swivel 90 degrees upward, 20 degrees downward, or 30 degrees from side to side, measured from the front of the mecha. In addition to the shoulder-mounted PBCs, the old shielded plasma weapon in the forearm has been redesigned. A new plasma cannon is now mounted on each arm, and is an integral part of the lower arm unit. The forearms are no longer protected by a detachable shield, and the plasma cannons cannot be detached from the arms. The Assault Battloid also has the same missile launchers as the older RCB design.

Resistance fighters and REF soldiers have had extensive battlefield contact with Assault Battloids. The mecha's higher firepower and maneuverability coupled with the unpredictability of the stage 5 Invid pilot make it a dangerous opponent, despite its lack of redesign. All troops are warned not to underestimate the new Assault Battloid in combat.

GM NOTE: the reason for the two different mecha is that the Assault Battloid is intended for stage 5 Invid, while the Warlord Battloid is intended for stage 6 Invid. REF analysts are currently unaware that the Regis has become dissatisfied with the performance of the stage 5 Invid, and has "created" a new race of Invid to replace them. This is one of the reasons that stage 5 Invid aren't terribly fond of stage 6 Invid.

SCHEMATICS
Click on the icon to the left to view the schematics of the Combat Trooper, based on data collected by REF Intelligence.

RPG STATS
Invid Name: "Gamun"; REF Nickname: "Marauder"
Vehicle Type: All-purpose combat battloid.
Crew: One; Stage Five Invid Pilot

M.D.C. BY LOCATION

  • Forearm/Plasma Cannon (2) 200

Upper Arms (2) 100 each
Hands (2) 50 each
Particle Beam Cannons (2) 60 each
Legs & Feet (2) 200 each
Jet Thrusters/Missile Pods (2) 120 each
** Head Sensor Unit 50
*** Main Body 350
Pilot's Compartment 150

Notes:

*
Destroying the Forearm will knock out the Plasma Cannon. The Plasma Cannons CANNOT be targeted separately; the forearms must be destroyed to get rid of the cannons.

This head sensor is not like the eye sensor. Its destruction will knockout all sensor systems, leaving the pilot to rely only on visuals. Its 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.

SPECIFICATIONS

Flight:
Stationary hover to 1340 mph (Mach 2) 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:
30 ft (9.1 m) with cannons lowered, 36 ft (10.9 m) with cannons raised.
Width:
13 ft (4 m)
Length:
12 ft (3.6 m)

Weight:
26 tons
Cargo:
Can carry up to 6 tons

Abilities:
Pilot Mecha - 90%
Recognize Human Machinery - 50%
Navigation - 80%
Navigation: Space - 85%
Prowl - 60%
Detect Ambush - 60%
Detect Concealment - 50%
Track - 65%

WEAPON SYSTEMS

PARTICLE BEAM CANNONS. The main weapons of the Assault Battloid are a pair of powerful particle beam cannon mounted on each shoulder. The cannons are mounted on a ball turret, and can move 20 degrees downward, 90 degrees upward, and 30 degrees to either side. They cannot point behind the mecha.

Primary Purpose: Heavy Assault
Range: 6000 ft (1800 m)
Damage: 4D10 M.D. per single blast. 8D10 M.D. per dual blast (counts as one attack). Bursts are not possible.
Rate of Fire: Due to an automatic cool-down cycle, the PBC can fire a maximum of THREE TIMES per melee round.
Payload: Unlimited
Bonuses to Strike: +2 to strike, plus protoculture targeting bonuses.

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 Assault Battloid.

Primary Purpose: Assault
Range: 4000 ft (1200 m)
Damage: Single shot does 4D6 M.D., and dual single shots do 1D6x10 M.D. A single burst does 1D6x10 M.D., and dual bursts do 2D6x10 M.D. (Single shots, dual shots, single bursts, and dual bursts all count as one attack) A strafing, continuous full melee burst (shooting wild), does 2D6 M.D. for each item or area hit if one arm cannon is used, or 4D6 M.D. if both arm cannons are used. Shooting wild counts as ALL attacks, regardless if one or both arms are used.
Rate of Fire: Equal to hand to hand attacks (5 single shots or 5 bursts).
Payload: Unlimited.
Bonuses to Strike: +3 to strike, plus protoculture targeting bonuses.

BACKPACK MISSILE LAUNCHERS. Two missile launchers are built into the back section that connects with the jet thrusters, exactly like the old RCB design.

Primary Purpose: Assault
Secondary Purpose: Anti-Aircraft
Range: Short range, 2 to 5 miles (3.2 to 8 km)
Damage: Plasma missiles, doing 1D6x10 M.D. per hit.
Rate of Fire: One at a time, or in volleys of 2, 4, 6, 12, or all (48). Remember, one volley counts as one attack regardless of the number of missiles.
Payload: 24 short range missiles in each launcher pod for a total of 48.
Bonuses to Strike: +3 to strike, but no protoculture targeting bonuses.

HAND-TO-HAND COMBAT.

Attacks Per Melee: Five
Hand to Hand Bonuses: +4 to strike, +5 to parry, +2 to dodge on the ground, +4 automatic dodge when flying at any speed (an automatic dodge works like a parry and does not forfeit an attack), +4 to roll with a punch, fall, or impact, +2 on initiative.
Types of Attacks: Punch: 2D6 M.D. Crush with Hand: 1D4 M.D. per melee round. Kick: 1D6 M.D. Leap Kick: 2D6 M.D. Body Flip: 1D4 M.D. Body Block/Ram: 2D6 M.D., counts as two attacks. Stomp: 1D6 M.D., target must be 15 ft (4.5 m) or smaller.
As the Third Invid War dragged on, it became clear to resistance fighters that the new Invid forces occupying Earth were definitely NOT the same as those that had invaded it during the Second Invid War. At first the Invid used the same mecha designs and tactics as the Regis did, but eventually new designs started appearing along with new, innovative strategies that took the rebels by surprise. It was almost as if whoever was leading these new invaders was becoming more imaginative (and more deadly) as time went on.
kusoCartoon_13760058276537_.jpgThese are like Inbit fighters.They though are being and can go into space.Deployed on Zarco Inbit Regime carriers.They carry space weapons.Rockets.Payload and catered to sortie and missions.They fire HEL with their eye sensor.They have radiation plasma powered engines and can hover and STOVL.They can re-entry alien planet.They have mm laser cannons on wings and by nose area.Particle beams.Barrier system.They can use their cybernetic arms in battle and to pickup things and move things around in space.They can hold and grasp.They have intakes to their powerplants.
The first divergence from typical Invid strategy appeared in 2041, when new lights were noticed in the night sky by the resistance. Later reconnaissance revealed that these lights were in fact powerful orbiting Space Hives, heavily armed and armored, and designed specifically for anti-spacecraft warfare. Apparently the Invid had learned from their defeat at the Battle of Reflex Point in the Second Invid War, and were trying to make sure that the Earth was isolated from REF fleets returning from Tirol. Then, in 2043 as the Invid Space Hives were nearing completion, the first new Invid mecha designs began to appear on Earth. This took the resistance completely by surprise, and many rebels were lost while trying to adjust to the deadlier mecha.

Changes were also becoming apparent in the Invid's behaviour towards humanity. Before 2043, the Invid mostly ignored the civilian population of Earth. So long as terrans did not take up arms and attack the Invid, they were content to leave them alone. In early 2044 some Invid began actively recruiting gangs of dissident humans to work for them. These invid sympathizers, called FRAGS, were used to pacify towns and hunt down rebels, and generally supplement the forces of the Invid in areas of lower value. The Invid also started stepping up their attacks against the resistance during this time, conducting organized sweeps and strikes against towns suspected of housing or aiding resistance fighters, as well as attacking small towns to try and draw the resistance out of hiding.

However, even these increases in savagery by the new Invid paled compared to what was to come. In 2045 (known as the start of "The Dark Years") the Invid began rounding up civilians from surrounding towns and herding them into massive Slave Camps, where they were forced to harvest massive amounts of the Flower of Life for shipment to places unknown (to the humans). After harvest, the flower was stored on huge Cargo Transports, which then took off from the farms and headed into Earth orbit.

These changes led to a decrease in morale among terran resistance, as more and more people died and the Invid continued to gain power despite their best efforts. Unless something was done soon, there would be no hope left for those fighting for freedom during the Third Invid War…

New Invid Player/Non-Player Characters

Stage 5 Invid PC/NPC
Stage 6 Invid NPC

New Invid Equipment

Invid Body Armor and Hand Weapons

New Invid Bases

Invid Slave Camp
Invid Communications Tower

New Invid Spacecraft and Space Hives

Invid Cargo Transport
Invid Space Hive
When the Regis sent the stage 6 Invid to Earth she gave them instructions to hold the planet at ANY cost, ensuring that the vital supplies of the Flower of Life continued to flow to New Optera until the new home of the Invid became self sufficient. This gave the Leader Invid considerable latitude, and as the war continued they began to exploit this freedom to come up with crueler and more elaborate strategies. At first the stage 6 Invid worked together, completely reworking the tactics and mecha of their forces, but as time continued they began to diverge and explore different ways to augment their personal forces. This led to the development of a number of test weapons by various stage 6 Invid, which were deployed within their domains for field testing. Some designs proved inadequate and were quickly withdrawn from service, while others were extremely effective and were eventually distributed all over the Earth.
kusoCartoon_13759347093550_.jpgkusoCartoon_13761108023258_.jpgThis powerarmor defies gravity and alien worlds atmosphere.It is able to retain outside surrounding to make it lightweight.It has rapid fire particle beam vulcan cannon on each hand.It can hand combat goes to guns.It is a soldier in space.Its eye panel closes shutter.It has missiles on launchers.Radiation plasma powered.It has a phaser like HEL.It is highly monuverable.Antigravity systems.Its also loaded to being a being machine mecha.Its alive.Compliment of them in space forces and can zero G to space.
A large concern among the stage 6 Invid was to find a way to augment their limited forces. Although the numbers of Invid on Earth during the Third Invid War were higher than initially estimated by resistance fighters (around 5 million compared to early estimates of 2 million), Invid forces were still spread fairly thin in some areas, especially considering the enormous amounts of troops it took to operate the orbiting Invid Space Hives. In order to ensure their domination of Earth and prevent interference with their mission, the stage 6 Invid needed new soldiers to supplement their own forces on the Earth.

Independent stage 6 Invid came up with three different approaches to solving this problem. The first was to actively recruit humans to work for the Invid in securing their planet. The stage 6 Invid discovered that they could quickly build up an army of followers with promises of supplies and preferential treatment, and that humans made very effective troops for maintaining order in towns and managing slave camps. The Invid never really trusted the humans working for them, however, and so always kept a wary eye on them and used them only in positions of low importance.
kusoCartoon_13769690563538_.jpg
Other stage 6 Invid tried to ressurect the Inorganic technology used by the Regent during the First Invid War on Tirol and the Sentinels worlds. In some ways Inorganics were ideal for the type of warfare being conducted on Earth; remote units that could be sent out into the field for weeks or months (or years) at a time and wander around the countryside searching for resistance fighters. Inorganics were also used as heavy combat units, supplementing the Combat Troopers as the first line of Invid offense. The stage 6 Invid did improve on the technology, however. Unlike the Regent's mecha, the new Inorganics were completely independent and did not rely on Invid brains for direction and animation. Also, the Inorganics were designed and armed more for special-purpose missions rather than the older general-purpose Scrimm, Crann, and Odeon, which tried to fulfill a number of roles and were successful in none.

Other stage 6 Invid moved along a darker path. They realized that in a sense they were literally sitting on top of a possible home-grown army; humanity itself. The Regis had for a time experimented in biological and cybernetic augmentation of humans, and the stage 6 Invid reopened that research with the goal of turning humans into useful tools for their purposes. Some Invid tried to use cybernetic humans discreetly as spies or saboteurs, while others tried to turn them into unfeeling workers or monstrous killing machines that could be used as disposable troops. Fortunately the cybernetic experiments were never widely distributed before the Third Invid War ended, but where they were used they caused widespread havoc among terran resistance forces. Had the Third Invid War continued for a few more years humanity may have found itself in a civil war against helpless victim of the stage 6 Invid's cruelty.
The original Hellcat (a.k.a. Cougar) inorganic was probably the most successful robotic design of the Invid Regent. The inorganic was inspired by a predatory feline the Regent observed on Praxis after conquering the world prior to the arrival of the REF and the First Invid War. Once the Praxian cat had detected the scent of its prey, it would follow the scent relentlessly for hours or even days, eventually attacking the startled target when it least expected it. Impressed, the Regent designed a similar robot that could sense and track both protoculture emissions and trails left behind by humanoid life forms and then follow them back to their source. Fast, silent, and deadly, the hellcat was the perfect scout/exterminator mecha, and was widely distributed on all worlds under control of the Regent. However, the Hellcat was unarmed and lightly armored, which were great liabilities when facing armored or mecha-sized opponents. Although the Hellcat's claws could carve through the hardest of metals, the inorganic first had to approach the mecha and was usually cut down by defensive fire long before it could engage in melee combat. Usually the only time Hellcats ever won against organized REF forces were when they were encountered in superior numbers and could overwhelm their opponents.

Although most of the original Hellcats were destroyed when the Invid Regent was defeated at the end of the First Invid War, the original concept of the inorganic impressed some of the Stage 6 Invid on Earth. Several leader Invid tried to improve on the design themselves, since an independent mecha design that could track resistance fighters back to their bases was an ideal weapon to use against human rebels that hid in the many ruined cities and bases of Earth. They initially started with an in-depth study of fast open-land Earth mammals such as cheetahs, antelopes, and pronghorns, which led to radical redesigns of the old Hellcat design, especially in the feet and head area. The resulting inorganic is a synthesis of the best observed traits of both Earth and Praxian predatory mammals.

The feet of the Hellcat Mark II are specially designed to provide the robot with superb speed, traction, and shock absorption characteristics. The basic foot is a cloven hoof surrounded by four hook-shaped claws (two front, two back) for gripping and breaking. When not in use the claws retract upward into the feet so that they do not interfere with running or climbing, but when needed for extra traction or gripping they can be instantly deployed. All of the claws have built-in vibro blades which allow them to slice through steel and high-tech alloys.

The head of the Hellcat has also been extensively redesigned. The most notable facial feature of the new inorganic is the large black eyes that curve around the head almost to the neck. The eyes provide both excellent stereoscopic vision for precision tracking and aiming, as well as near-360-degree vision making it extremely difficult to sneak up and surprise the Hellcat. The eyes of the Hellcat can see both the infrared and ultraviolet spectrum, allowing it to see heat emissions and colors outside of normal human vision. In addition its eyes, the Hellcat also has multiple sensors that provide it with highly detailed senses of hearing and smell. Finally, the Hellcat has an echo-location system which allows it to use sound waves to determine its surroundings, similar to sonar. With this system the Hellcat can see in total blackness, sense movement, and even locate hidden doors and passages.

The Hellcat Mk. II design does not have the mouth or fangs of the older Hellcat. Instead, the head of the mecha is equipped with two vibro-blade tusks that are constructed out of super-hard materials. In addition, the Hellcat 2 has two blaster cannons mounted on extendible arms providing it with a long-distance attack. The arms the cannon are mounted on can pivot and rotate in any direction, allowing the Hellcat to fire to either side or directly behind itself. When not in use these cannons are folded away in compartment on either side of the torso, near the shoulder blades. The Hellcat's advanced sensors combined with the cannons wide range of motion makes the inorganic deadly accurate in a firefight.

The overall structure of the Hellcat 2 gives it a very thin, almost emancipated appearance, somewhat resembling a skeleton of one of the great predatory cats of Africa. The large black eyes, tusks, and claws give the inorganic a devastating psychological impression, and resistance fighters who have survived being stalked by these creatures report having nightmares about them even months after their encounter. The new Hellcats are usually released in packs of 5 initially into the countryside, although they may split up and operate solo, or combine with other Hellcat groups to form larger packs during their travels. The Hellcat Mk. II was initially developed and released in central Africa, though it quickly spread to the jungles of Asia and South America, as well as the forests and plains of North America. Designed to operate independently for years, the Hellcats continued to plague resistance fighters throughout the latter half of the Third Invid War, and even for decades after the war ended. The last known Hellcat Mk. II was hunted down and destroyed in 2049 in the Rocky Mountains of North America, but it is unknown if more are lurking in the wastelands and jungles of post-Invid Earth.
hellcat2.gif
RPG STATS
Invid Name: "Iiutyug"; REF Nicknames: "Seeker", "Hellcat 2", "Cougar 2"
Vehicle Type: Reconnaissance/Combat Inorganic
Crew: None.

M.D.C. BY LOCATION

[1] Head 60
Legs (4) 45 each
Blaster Arms (2) 25 each
Tail 30
[2] Main Body 120

NOTES:

Destroying the head will knock out all major sensor systems of the inorganic. The creature will thrash about blindly and wildly for 2D6 rounds before suffering major system failures and "dying".
Destroying the main body will completely destroy the Inorganic. The smoking remains will fall to the ground and crumble into scrap metal.

SPECIFICATIONS

Running: 200 mph (320 kmph)
Climbing: Excellent; equal to a skill of 90%, reduce speed by 1/3.
Leaping: 100 ft (30.5 m) high or lengthwise
Swimming: 50 mph (80 kmph)
Space:
The Hellcat can operate in space or without air. However, it has no means of propulsion, and if knocked loose it will drift helplessly in zero gravity.

Height:
4 ft (1.2 m) at the shoulders, 7 ft (2.1 m) with shoulder cannons.
Width:
3 ft (0.9 m)
Length:
8 ft (2.4 m)
Weight:
1,000 lbs (453 kg)
Cargo:
The Hellcat can drag up to 3,200 lbs (1,452 kg) of weight if necessary.

Abilities:
Standard invid sensors and capabilities, plus:

Tracking: Humanoid, Mecha, or Land Vehicle - 80%
Tracking: Protoculture Powered Mechanism - 90%
Land Navigation - 90%
Prowl - 75%
Detect Ambush - 60%
Detect Concealment - 70%

Thermal (passive infrared sight) - Range: 1000 ft (305 m)
Nightvision (passive night sight) - Range: 2000 ft (609 m)
External Audio Pickup - Range: 300 ft (91.5 m)
Echo-location - Range: 500 ft (153 m)

WEAPON SYSTEMS

BLASTER CANNONS (2): The main offensive weapons of the Hellcat are a pair of cannons mounted on extendable arms on the shoulders of the inorganic. These cannons can pivot to fire in any direction around the mecha. The Hellcat's advanced sensors make it extremely accurate when firing its blasters.

Primary Purpose: Assault
Secondary Purpose: Defense
Range: 2000 ft (609 m)
Damage: 4D6 M.D. per blast. Bursts are not possible, but the laser can be fired in a continuous stream for cutting/demolition if necessary (3D6x10 M.D. per round).
Rate of Fire: Five attacks per cannon, per melee. Both cannons can be fired simultaneously at the same target; counts as one attack. The cannons can also be fired in a full melee continuous beam, but suffer a -4 to strike a moving target.
Payload: Unlimited
Bonuses to Strike: +3 to strike, plus protoculture targeting bonuses.

HAND-TO-HAND COMBAT: The Hellcat is of course well-designed to engage in hand-to-hand combat, even against armored and mecha-sized opponents. In combat the Hellcat will try and rush its target and use its vibro-claws to tear the target to pieces. If attacking a mecha, the Hellcat will try to claw its way into the cockpit and kill the pilot.

Attacks Per Melee: 5
Hand to Hand Bonuses: +5 to strike, +5 to parry, +7 to dodge, +4 on initiative, +3 to roll with impact.
Damage:
Vibro-claw Swatting Blow: 2D6 M.D.
Vibro-claw Jab: 3D6 M.D.
Vibro-claw Power Jab (counts as two attacks): 1D4x10 M.D.
Leap attack, clawing with all 4 claws (counts as four attacks): 2D6x10 M.D.
Skewer with Vibro-tusks: 4D4 M.D.
Charge & Ram: 2D6 M.D. kusoCartoon_13775026380584_.jpgAerial Vulture trooper has command in the sky and space.It can attack like a creature to tear apart and hand combat.Claws.It can release a volley of explosives.It has cm and mm laser guns.It has weapons pack of munitons and missiles.It has a barrier system defenses and twin fusion engines with verniers.It has warp drive.It can attack with its armored wings.It can transform to attack like a fighter.It has stores and sensor instruments.kusoCartoon_13775413396409_.jpgThese troopers were made to deliver missiles in space and for infantry anywhere.Longer missiles with potential.Have more firepower.They can fly out in space from carrier and base and setup to firing and spike.Spacecraft Inbit trooper can persue enemies and all of them have series of internal particle beam cannons.They have force fields for defenses.Armor backup and use for combat.Flying troopers can go to light speed.Use of the claws.kusoCartoon_13778915385587_.jpgkusoCartoon_13778917061630_.jpgZarco Inbit Regime Artillery troopers meant to deliver artillery in space and alien worlds and moons.They setup and support their military with firing heavy fire.Energy cannons and missile launchers much needed to setup in space and fire.Army and space targets.Support infantry.Highly monuverable and hover to re-position themselves.They are armed to fight combat with internal Inbit plasma cannons upgraded to Zarconian.Transform from halberd and saucer to robot being trooper.Force fields defensive systems and antigravity systems for balance and monuvering in space.They can combat physical moves.They can blast with their cannon and weapons.kusoCartoon_13779255401459_.jpgMissile Launcher troops are mechas.They have armor but are catered specialized operations in variant missiles.Positioned in space for spike and firing of missiles.Even space naval operations.Army operations all in space.Multi role.They can combat enemy with their plasma lasers built in.Fire them to attack and lunge the enemy with arms and robotic hand clamps.Do damage combat melee.They have instrument sensors specialized for multi purpose space missile firing and re-fitted warheads.They can fly in space and land on planets.Verniers system.Force Field defenses which are more powerful then armor and can withstand Superweapons explosion and fire.Moveable panels to protect missiles.Warheads fuzed and in firing de-fuzed.Outer launcher has armor to protect.It has defenses.kusoCartoon_13787661486814_.jpgZarco Macross Inbit Regime Space Troops clone endos enemy design are adapted to space.Strong and can run 40mph and faster.They can fly and carry energy firearms and even explosives.They are rank and have profiles individuals.They have environment under light weight armor.Force field defenses.Squads and in armies.Manpower guards the Inbit in space and runs things.
This base is strengthened militarily.It is not an ordinary base and has many sections for demands to war in space.Their are hangars for naval vessels and hangar bays and attack bays for the mecha beings.It has heavy artillery.Heavy lasers and lasers space range AA.Missiles and munitions.It is a complete base and for Zarco Macross Invid Regime troops.It is very large and is on alien worlds,moons.Has force field defenses.Has instrument sensors magnified as it is a facility.Stores and science departments.Complete military world on base.Towers are huge.kusoCartoon_13740242517115_.jpgHalberd warship is of metallic construction hull.It has a saucer that can open front to fire out warheads.It is monuverable.It has HEL lasers above on top hydraulic bay.It can fire these as they are concentrated fire long range.It has fusion engines to go to light speed.Medium heavy armor but alloy its made of makes it light to medium.It is of quarter mile large.It has a barrier system.It has properties of a halberd.It has hangar bays for mecha beings in hundreds.Instrument sensors.Jammers.These are Terminator technology Zarconian Inbit Regime troopers.They have terminator HK technology in them.Lasers and alloy.But they are changed and refiend into the things of Inbit Invid modified.This carrier is a spacecraft carrier halberd.It has launch tubes and runways with vernier system for spaceship control and carrier control.Speeds at deploying Zarco Inbit Regime spacecraft mecha beings.It carry 10 000 mechas.It has attack bays and hangar bays.Bomber mecha can takeoff from this as it has fields.Barrier system and can space fold undetected.Carries a mag.Instrument sensors and jammers.Fusion engines.Has AA battery and giant turret particle cannons.Fire missiles and has launchers.It is faster than normal warships as its better than a fighter being a halberd.Land from front and rear.Launch tubes to be launched with pressure out into space.It has EM beams to catch and control incoming craft.Short landing.Base of operations to conduct covert ops as warships do.kusoCartoon_13740333439973_.jpgkusoCartoon_13768578629895_.jpgZarco Macross Inbit Regime Space Station hive is a fortress in space built to adapt to space like a space station.It has hangars and is a being robot.It is armed like a base and has laser cannons.AA defenses and missiles.It can change to robot to fight.It has hangars and launch bays to carrying mecha beings and warships.It is like a satellite.kusoCartoon_13798055173911_.jpgTerrorbird Space Plane gunship can drop payload weapons pack and fire missiles from pivoting launchers and pods.It can hover and circle.It can destroy ground forces and is a special ops craft.Like a small warship.It has barrier system and fusion engines.Verniers on wings like rockets.It can go light speed.It can attack warships and has special sensor instruments.It can support ground forces and destroy many mecha and robots.It can attack in physical combat in terrorbird mecha mode.It can fire HEL to destroy enemies.Hunting and patrols multi role.kusoCartoon_13799796292396_.jpgThis transport warship has armor to protect troopers inside circulate and launched by pressure.They have missile launchers too.It can travel at mach 7 and has fusion engines.Transform to fight combat.It has batteries of particle lasers.Barrier system.
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http://shadowchroniclesrpg.wikidot.com/invid-rcc
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http://www.mahq.net/mecha/gundam/jaburo/index.htm http://zarconian.wikia.com/wiki/Animal_Parkbots
http://zarconian.wikia.com/wiki/Zarconian_Cybertron_Invid_Gobotron_Inbit_Regime http://zarco.wikispot.org/People
http://zarconian.wikia.com/wiki/Source_John_Connor http://zarconian.wikia.com/wiki/Zarconian_Terminator_Dark_Nebula
http://computer.wikia.com/wiki/Main_Page http://en.memory-alpha.org/wiki/Category:Explosives

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