Zarco Inbit Invid weapons

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.

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.
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.
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'.
The size of the hole in the force field determines the nature of the acceleration. The smaller the hole, the more the spectrum of the exhaust is limited to its highest-energy component. This leads to efficient but mild accelerations. In addition, it has been suggested that some hives have significantly more control over this force field than others - and when the opening is configured properly, the plasma can act much like a Reflex cannon. The capability for hives to use this thruster as a weapon seems to be rather limited. Firstly, the propulsion system must be fully powered up. Secondly, because a hive is relatively vulnerable in space, hives apparently go to great lengths to avoid combat and risking the hive's sub-queen. Thirdly, because the residual thrust plasma can be extremely destructive to the area around the hive, and because of the long power-up time, this weapon is not typically used for planetary defence, except to clear the skies before an emergency evacuation. Finally, use of the engine as a weapon is a heavy drain on the reaction mass supply.The power core of the hive provides the energy for the hive's propulsion, fold-drive, energy barrier, and (where applicable) weapon system. The power core is usually in stand-by mode when the hive is on the ground, and can be brought on line almost instantaneously to power the force field if a threat is detected. Other hive functions are generally powered by secondary powerplants within the main disk.

Because of the nomadic nature of the Invid after the defoliation of Optera, the hive was specifically designed to be able to relocate wholesale to another world. The activation of the propulsion systems on the hive is very stressful, as is causing the locomotion of such a huge structure, and this course is only taken in extremis.One variant on this building scheme has been discovered; an example was the Royal Hive on Earth, better known as Reflex Point (though this name also covered the subsidiary hives surrounding the actual Royal hive). This hive featured a double material outer layer at a distance from the center of nearly 10 kilometers. The space between the inner and the outer material walls was filled with water. Ostensibly, this water served as reaction mass or as a plasma weapon, giving the Royal hive either a larger possible delta-v by using the outer shell as the first stage of a two stage rocket, or, equally likely, gave Reflex Point the capability to fire a very heavy plasma weapon upwards without temporarilly affecting its flight capabilities. It is not known whether the Invid intended to rebuild more hives to this scheme. 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 heat cannons; one on each shoulder. Fires a high-intensitylaser beam used to melt the target. Continuousbeam 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 damage.
Two plasma pulse cannons under the chin. Designed as backups to the main cannons. Each capible of firing 16 shots per minute.
Two three-taloned claws on arms Capacity: 45 shots per magazine
Rate of Fire: Semi-automatic
Weight: 0.6kg
Length: 22cm

As the Refles began to anticipate the transmutation of her race into the humanoid Solugi form, she saw the need for a personal weapon, eventually settling on a pistol. Prior to this time, the Inbit had relied entirely on the Protector armor in humanoid style combat and relations. Based upon the internal mechanisms of the Mars Gallant H-90, the removable grip contains an energy magazine instead of the Gallant's energy capacitor system.
Two three-taloned claws.
Two talons on each foot.
1.DUAL PULSE BEAM CANNONS. Two small Invid beam cannons are mounted in the main body of the mecha, just to either side of the sensor eye. The weapons are fixed forward, but the inner nozzle of each cannon can rotate to a maximum of 30 degrees in any direction. Though both cannons fire in unison, one cannon will still function if the other is destroyed.
These weapons are blocked and cannot when the forearm shields are retracted. However, the Invid can "crack" the shields by leaning them down slightly, forming a gap large enough to fire through.

◦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.

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

◦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.

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

◦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.
1.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.

2.(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.

3.(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.

4.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.

5.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: 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)

6.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.
1.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.

2.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.

3.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)

4.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.

5.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.
1.ANTI-STARSHIP CANNONS. The main armament of the Space Hive are six massive anti-starship cannons that are even more powerful than the main gun of an Ikazuchi starship! The cannons are spaced equidistant around the hive so as to leave no arc undefended. In fact, most times 3-5 cannons can be brought to bear on a single target. Each cannon has an effectively unlimited arc of fire (except when blocked by the station itself).

◾Primary Purpose: Anti-spacecraft/assault
◾Range: 300,000 miles (480,000 km)
◾Mega-Damage: 1D6x1000 M.D.
◾Rate of Fire: Each cannon may fire ONCE every other melee.
◾Payload: Effectively Unlimited.
◾Note: These cannons are meant for use against spacecraft only. All bonuses/penalties for target size apply. See the table on page 53 of the Sentinels RPG.

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http://ptn.home.xs4all.nl/ArmorWeapon/InvidPistol.html http://halo.wikia.com/wiki/Plasma_cannon
http://xcom.wikia.com/wiki/Plasma_Cannon_%28weapon%29
http://spacemarine.wikia.com/wiki/Plasma_Cannon_%28Space_Marine%29
http://cobalt.gamepedia.com/Plasma_Cannon http://tfwiki.net/wiki/Plasma_cannon

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