The Invidia.
The Invidia.
Invidia Gamo Pincer Command Mecha.
The Invidia.
The Invidia.
The Pincer Command Unit is the equivalent of an invid lieutenant or captain leading and directing his troops of Invidias, Armored Scouts, and Shock Troopers. Unlike the Invid under its
An Invidia Pincer.
command, the Pincer command unit is intelligent and is capable of assimilating data and decision making. This makes it far more clever and treacherous than its counterparts. To make matters worse, the Pincer is heavily armored, maneuverable, and possess twin heat cannons of devastating power. The heat beam is so strong that it can melt down a Cyclone in a matter of minutes.
The Pincer Command Unit is NEVER encountered alone, and rarely in combat. It is usually found leading and directing Shock Troopers patrols and Armored Scouts assaults, directing the attack from a faily safe, remote location. However, they do occasionally go directly into combat. The team commander is answerable only to Royal Invidia, the Stage 5 Invidias who administer the Hive. One in every 100 Invid Shock Troopers is a Pincer Command Unit (or one in every 300 Armored Scouts).
Of particular note id the "Official name," that being the Gamo Pincer Command Mecha. This odd name is one result of the treaty that ended the Invid Wars- The Invid wanted to retain the Gamo name, the IPA wanted to retain the Pincer name. Instead of arguing a pointless fight to death, they agreed to call it both.
Official Name: Gamo Pincer Command Mecha.
Pincer Command Unit (the proper name is Gamo Pincer Command Mecha)
Gamo Command Unit (the proper name is Gamo Pincer Command Mecha)
Gumbo (a corruption of Gamo factoring in the the derrogatory word Slug ofr the Invid)
Radio Identification Designator: Charlie Alpha Foxtrot.
Model Type: Squad Leader
Class: Invid Guardian
Crew: None
Passengers: None
MDC By Location:
* Torso-
Pilot's Compartment-
Legs and Feet (2)-
Heat Cannons (2)-
150 each
100 each
Thrusters (2)-
Sensor Eye-
Upper Arms (2)-
Forearms (2)-
50 each
80 each
80 each
Speed and Statistical Data:
Running: 70 mph.
Leaping: 30 feet.
Flying: Mach 1.5 (slightly faster than original specifications).
Maximum Altitude: 23,760 feet (4.5 miles).
Height: 26 feet.
Width: 22 feet.
Length: 21 feet.
Weight: 22.5 tons.
Physical Strength: Equal to a PS of 60.
Physical Edurance: Equal to a PE of 80.
Cargo: Limited; Can carry up to three tons of supplies and an emergancy survival pack (tailored SPECIFICALLY to the Invid).
Power System: Invid Protoculture technology.
Cost and Availability: Not applicable; Available ONLY to the Invidia, and NOBODY else. One or possibly two units may be assigned to special missions (to protect a critical shipment, for example), but NEVER sold, given, lent, or traded. EVER.
Black Market Cost and Availability: Mere parts can get millions.
Weapons Systems:
1. Twin Heat Cannons: Mounted to the main torso of the Mecha's shoulders like twin mirror-image catapillers, combining to appear roughly like pincers (from which the Mecha takes part of it's official name). Both always fire together, and destroying one makes the other useless.
Although fixed foreward, the tip of the nozzles can rotate in a 30º cone.
Purpose: Assault
Damage: Single Blast: 3D6 MD; Long Blast: 1D6 times 10 MD (counts as TWO attacks); Straffing Fire: 2D6 MD to everything it hits.
Rate of Fire: Up to four times per melee.
Range: 4,000 feet.
Payload: Unlimited.
NOTE: The tips of the Heat Cannons glow white-hot just momnets 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: 200 rockets (4 times the Armored Scout's payload; More than twice that of the Shcok Trooper).

  • Radar: A general scan radar in the torso provides a 2003 mile area veiw, 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 1003 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 abondonment), 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 Shock Trooper Combat Elite:
  • 3 additional attacks per melee.
  • +4 strike (both hand-to-hand and heat cannons).
  • +3 parry.
  • +2 dodge on the ground.
  • +3 AUTOMATIC dodge in the air.
  • +2 roll.
  • Automatic initative (these NEVER enter combat at all unless they want to).