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The Invidia.
The Invidia.
Invidia Gurab
Shock Trooper.
The Invidia.
The Invidia.
Originally designed to combat the T'sentraedi Nousjedeul-Ger and Queadluun-Rau cavalry and commando power armors, the Gurab came into service after the betrayal by Zor. As a result, the T'sentraedi were
An Gurab Shock Trooper.
dying off faster than they could be replaced, and rarely faced its designated opponents.
Against REF Mecha, the Gurab has a few advantages: The Gurab is faster, better armed, and more heavily armored than ANY REF Infantry Mecha. They can generally outmaneuver or outrun the Alpha and most other Veritechs, and rarely go far beyond their Hive in any event.
As such the Gurab is main defense Mecha of the Invidia, a heavier companion to the small and fast Iigaa that trades speed and mobility for firepower and armor protection. They are kept within or on space Hives whenever possible. The original Gurab was equipped with powerful twin fixed-forward plasma cannons attached to the main body just above the shoulders; The twin plasma cannons on the Invidia Gurab twin plasma cannons can swivel up and down in a 90 degree position, making them effective against ground and air attacks.
Official Name: Gurab Shock Trooper.
Nicknames:
Shock Troopers
Fleas
Radio Identification Designator: Bravo Alpha Tango.
Model Type: Heavy Defense/Attack.
Class: Invidia Mecha.
Crew: 1
Passengers: None
MDC By Location:
* Torso-
Pilot's Compartment-
Legs and feet (2)-
Plasma Cannons (2)-
80
40
80 each
80 each
Thruster-
Sensor Eye-
Upper Arms (2)-
Forearms (2)-
30
20
80 each
80 each
NOTES:
* Depleting the MDC of the main body will shut the Mecha completely down.
** Depleting the MDC of the crew compartment will kill the pilot.
*** The sensor eye is the most vulnerable part of the Mecha. Destroying this will totally destroy the Mecha and kill the pilot (goes right through crew compartment). However, it is a small target, and protected by heavy shielding, and thus requires a "called" shot at -3 to strike.

Speed and Statistical Data:
Running: 60 mph.
Leaping: 30 feet.
Flying: 300 mph.
Maximum Altitude: 10,000 feet.
Height: 19 feet.
Width: 15 feet.
Length: 15 feet.
Weight: 11½ tons.
Physical Strength: Equal to a PS of 40.
Physical: Equal to a PE of 45.
Cargo: Limited; Can carry a ton of CRITICAL supplies and an emergency survival pack (tailored SPECIFICALLY to the Invid, or to the species of the pilot if an Invidista).
Power System: Invid Protoculture technology.
Cost and Availability: Not applicable; Available ONLY to the Invid, and NOBODY else.
Black Market Cost and Availability: Several million can be gotten for a unit largely intact.
Weapons Systems:
1. Two Plasma Cannons: Mounted above the shoulders of the Mecha are the main weapons of the Shock Trooper, the twin Plasma Cannons. Both are usually fired together, as a dual system, but can be fired individually. Each cannon can be elevated in a 90º arc.
Purpose: Assault
Damage: Single Blast: 2D6 MD; Dual Blast: 4D6 MD; Dual Burst: 4D6 MD; Continous Blast: 1D6 times 10 MD; Straffing/Wild Fire: 2D6 MD.
Rate of Fire: Up to four times per melee.
Range: 4,000 feet.
Payload: Unlimited.
NOTE: The tips of the Plasma Cannons glow white-hot just moments before it fires, giving the enemy a 1 melee action warning (effective +1 dodge FOR THE FIRST ATTACK ONLY).

2. Hand To Hand Combat: A highly effective option.
Blade Claws- 4D6 MD
Punch- 3D6 MD per arm
Tear/Pry- 2D6 MD per arm
Knee Kick- 2D6 MD
Leap Kick- 3D6 MD (counts as two attcks)
Stomp- 1D4 MD (only effective against targets 4 feet or less).
3. Rockets: The launcher system is based on the MM-50 used by the REF. However, the Invid could not perfectly replicate the system, and can only used UNGUIDED ROCKETS. Two types are available, a smoke/flare/chaff decoy and a high-explosive armor piercing version.
Purpose: Assault
Damage: Decoy: There is a 60% chance that an incoming missile will veer away; High-Explosive Armor Piercing: 1D6 times 10 MD.
Blast Area: Chaff/Flare/Smoke: Covers a 2003 foot area. High Explosive/Armor Peircing: 103 feet.
Rate of Fire: Up to four times per melee.
Range: 20 miles (both types).
Payload: 75 rockets (50% more than the Armored Scout).
IIGAA ARMORED SCOUT ROCKETS.





Features:
  • Radar: A general scan radar in the torso provides a 2003 mile area view, but with only a 20% of detecting Stealth craft.
  • Targeting Radar: A pair of targeting radars in the forearms of the Mecha provides a HYPER-ACCURATE radar picture, but only for 20 miles and only covers a 100² foot area. Stealth, however, essentially can't hide in this area (partly due to the multiple-angle viewing).
  • Protocutlure Sensor: 98% chance of detecting general Protoculture sources, but can not detect Shadow Drives.
  • ESM: Radar Detector. Passively detects other radars being operated.
  • Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2,000 miles for MOST sensors. Infrared: 20 miles, Magnification: 15 times ; Ultra Violet: 22 miles, Magnification: 25 times ; Night Vision: 24 miles, Magnification: 8 times ; Color Filters: 19 miles, Magnification: 200 times ; Thermal Imager: 10 miles; Magnification: 40 times
  • Motion Detector: Activates a loud wailing when an object is coming at the user fast, and a soft ringing if it's coming slowly. Activation ranges must be specified by the pilot.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night.
  • HUD: Displays maps, radar, targeting information, and any OTHER information the pilot wants directly in front of him/her.
  • Electronic Counter Measures (ECM): These systems disrupt enemy radar and tracking systems, making it difficult for them to lock onto the ship with weapons. The countermeasures give the Mecha a +3 to dodge, +2 to strike and +1 on initiative in combat.
  • ICS Radios: Invid Communications Systems Radio; Allows real time, continuous radio link up with friendly forces in the area, prevents jamming, and doesn't allow eavesdropping. Effective Range: 10 mile. Works on special energy bands that only be tapped by the Invid (this prevents eavesdropping).
  • Combat/Targeting Computer: Records all enemy and friendly activity over the course of time; Can replay that activity for the pilot, assign target designation numbers, and track likely damage based on mathematical formulas (i.e. "Right leg red" badly damaged/destroyed, "head green" not damaged, etc). Displays this information as a pop up in the HUD on request by the pilot.
  • Blue Force Tracker: Identifies Friend from Foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • CBR Protection: Complete chemical, biohazard, and radiological protection (not applicable to Invidistas; Must use space suits).
  • Vacuum Seal: Permits the fighter to be used in hard vacuum (such as outer space), and other hostile environments (not applicable to Invidistas; Must use space suits).
  • Internal temperature and humidity control: Automatically maintains users desired heat, humidity, and other personal comfort settings (not applicable to Invidistas; Must use space suits).
  • Heat And Radiation Shielding: Special shielding prevents the penetration of life threatening heat and radiation (not applicable to Invidistas).
  • Variable Tint Cockpit Canopy: Adjusts tinting to light conditions, up to an including a black dot if the sun is directly on the pilots face (only covers eyes).
  • Survival Pack: A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, GPS, first aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with MDC Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (250 foot apogee), 7 white parachute flares (1,500 foot apogee), 100 foot of black or brown parachute cord (150 lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit (good for about 10 gallons), manual-inflating liferaft (for at-sea abandonment), self-inflating lifevest (15# bouyancy). The liferaft can also double as a Pup Tent if so desired (though most pilots prefer to use a parachute for that, if anything, due to the fact that it is easier to hide).
  • Oxygen Rebreather System: Extends pilots air supply to 100 hours; Cartridge MUST be replaced after that period of time.
  • GPS: Standard tracking device.


    Combat Bonuses from Gurab Shock Trooper Combat Elite:
  • 2 additional attacks per melee.
  • +2 strike (both hand-to-hand and with plasma cannons).
  • +3 parry.
  • +2 dodge on the ground.
  • +4 dodge in the air.
  • +6 dodge in the air at max speed.
  • +1 roll.
  • +4 initative.



Gurab Cockpit.
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