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The Invidia.
The Invidia.
Invidia Cougar Inorganic.
The Invidia.
The Invidia.
Like the Invid, Invidia has Inorganics; However, the Invidia are far more aggressive with their Inorganics; Also, the Treaty holds that the Invid can only use the Cougar Inorganic. The
COUGAR INORGANIC.
An Invid Hellcat.
Invidia uses Cougars and Scrim (they dare not test the Regis's or Regent's resolve with anything more powerful than that).
The Cougar resembles a mechanical prehistoric sabre-toothed tiger and functions much like a feline predator. The monstrous cat can sense protoculture and can zero in on its source like a bloodhound. It can also track humanoid prey by smell. This is the only type of inorganic used by the Invid. Generally, they remain on Invid Farms proper; However, after an incursion, they track down the trespassers and corral them for the Soldiers to collect or kill on sight (based on orders from the sector dome).
Unlike the Invid Cougars, the Invidia Cougars are hyper-aggressive; In fact, they will attack anything designated "not friend" within their patrol area with neither provocation nor restraint. They fight to the death. Period. They only take prisoners upon command by the Hive Brain or verbal orders from an Invidia or Invidista Mecha. For this reason, a saddle assembly that can be mounted by most Humanoids has been installed on some units assigned to main gate areas (these serve as entry ports for Invidista recruits).
Name: Cougar Inorganic (Hellcat)
Model Type: Inorganic
Class: Automaton
Crew: None
Passengers: None
MDC By Location:
* Torso-
** Legs (4)-
60
30 each
Head-
Neck-
50
40
NOTE:
* Depleting the MDC of the torso will destroy the Cougar.
** Depleting the MDC of a legs will reduce movement of the Cougar by a third; With only one leg left, the Cougar can drag itself along at a depressing 1 mile per DAY.

Speed and Statistical Data:
Running: 160 mph running
Swimming: 40 mph swimming
Climbing: Equal to a skill of 90%.
Leap: 80 feet combined apoggee and range; The unit can then balance the two out.
In Space: Needs a booster pack to move in space; However claws allow it to crawl along hulls very effectively, especially Invid Clam Ships hulls with their highly textured hulls. NOTE: The Cougar, like all inorganics, does not need air and can operate in space perfectly at ease.
Height: 4 feet at the shoulders.
Width: 3 feet, 6 inches.
Length: 7 feet.
Weight: 1,200 lbs.
Cargo: Limited; The Cougar can carry a few CRITICAL supplies tied to the torso or on Human-made saddles, as well as an emergency survival pack (tailored SPECIFICALLY to the Invid). Invidista are considered "expendable" and therefore supplies for them are not carried.
Power System: Invid Protoculture technology.
Cost and Availability: Not applicable; Available ONLY to the Invidia, and NOBODY else. They will attack anyone who tries. A few have been lended for short periods to various allies on occasion.
Black Market Cost and Availability: 60,000credit is the amount generally offered to any private party who captures one still functional, but then they are destroyed by the REF. Unfortunately there's very little of any value to them.
Weapons Systems:
1. Fangs and Claws: Special pseudo-metal spikes 16 INCHES long in the mouth and on the paws make this the primary form of attack. The spikes can actually be retracted to nill if not wanted/nessesaery, and applied force can reduce to less than 4 oz./foot², low enough to SAFELY pick up a small child if nessesary (the Cougar can pick up a small child- Or a bomb- Safely).
Bite- 1D6 MD
Swat- 1D6 MD
Full Strength Claw- 3D6 MD
Leap Attack (all 4 paws)- 1D4 times 10 MD (counts as two attacks).

2. Tail Whip: Not very effective, but possible.
Purpose: Mostly defense.
MD: 3D6
3. Eye Lasers: A second-generation option, it was added to the normal Cougar Inorganic late in the REF/Regent War.
Purpose: Attack
MD: 2D6
Rate of Fire: Up to 4 times per melee.
Range: 20 feet.
Payload: 20 shots before requiring 24 hours to rebuild the battery.






Skills, Features, And Combat Bonuses:
  • Track: Humanoids, Mecha, and Land Vehicles- 70%.
  • Track: Protoculture Powered equipment- 90%.
  • Land Navigation: 90%.
  • Prowl: 70%.
  • Nightvision: 2,000 feet.
  • External Audio Pickup: 300 feet.

  • 6 attacks per melee.
  • +4 strike with claws and teeth.
  • +2 strike with laser eyes.
  • +4 parry.
  • +6 dodge.
  • +2 roll.
  • +4 initative.
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