 | Invidia Gamo Pincer Command Mecha. |  |
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| The Invidia. | The Invidia. |
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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. |
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command, the Pincer command unit is intelligent and is capable of assimilating data and decision making. This makes it far more clever and effective 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. They can also use the hand held energy weapons once used by the Odeon Inorganic (a weapon that is forbidden byt the treaty, but these are not treaty observant Invid). The Pincer Command Unit is NEVER encountered alone. It is usually found leading and directing Shock Troopers patrols and Armored Scouts assaults, usually from the front. 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). Pincers will never deploy with less than 3 Scouts and rarely more than 100, though additional forces can be called upon. Because they are significantly more intelligent that other Invid the Pincers are known to superficially customize their mecha; While they will keep their generally blue and white color scheme, they will add little flairs to identify them individually; Nose art is not unknown, nor are tally marks. Most Invidia rank and file are unhappy with their status and wish to return to the larger collective. Counter coups by the Stage 4 Invid who operate the Pincer are known to happen, and as such they rarely guard the Stage 5 Royal Invid. They can not ursurp control, and if the hive is attacked (even by other Invid) they will fight to defend their hive, but if the Royals lower their guard for just a second the Hive may well be returning to the fold. This is not a weakness the REF can exploit (by spying or militry action) but is has happened. The Gamo Pincer could be piloted by humanoids, btu neither the Invid nor the Invidia will allow it; Units that have made it to the black market are ordinarily rare, rebuilt, and repowered using something other than Protoculture. Curiously, a Gamo Pincer was found on the black markets of the Atran Galaxy before the UGC announced their existence. Of particular note is 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. Nicknames: 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 derogatory word Slug for the Invid) Radio Identification Designator: Charlie Alpha Foxtrot. Model Type: Squad or Company Leader. Class: Invid Guardian. Crew: One Invid pilot. Passengers: None. MDC By Location: |
* Torso- Pilot's Compartment- Legs and Feet (2)- Heat Cannons (2)- | 200 80 150 each 100 each | Thrusters (2)- Sensor Eye- Upper Arms (2)- Forearms (2)- | 50 each 20 80 each 80 each |
| Speed and Statistical Data: |
Running: 70 mph. Leaping: 30 feet. Flying: Mach 1½ (slightly faster than original specifications). Maximum Altitude: 23,760 feet (4½ miles). Height: 26 feet. Width: 22 feet. Length: 21 feet. Weight: 22½ tons. Physical Strength: Equal to a PS of 60. | Physical Endurance: Equal to a PE of 80. Cargo: Limited; Can carry up to three tons of supplies and an emergency 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.
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| Weapons Systems: |
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1. Twin Heat Cannons: Mounted to the main torso of the Mecha's shoulders like twin mirror-image caterpillars, 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 forward, The tip of the nozzles can rotate in a 30° cone. Purpose: Assault Damage: Single Blast: 3D6 MD; Long Blast: 1D6×10 MD (counts as TWO attacks); Strafing 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 moments before it fires, giving the enemy a 1 melee action warning (effective +1 dodge FOR THE FIRST ATTACK ONLY).
2. Plasma Pulse Cannons: Built into the body under the chin. These cannons are versions of a cannon also seen in the gunpods for the Fighter Scout. The cannon stores plasma and discharges it in discrete packages ('annihilation discs') The cannon can store sufficient plasma for 10 seconds of continuous fire. Purpose: Assault Damage: Single Blast: 1D6 MD; Dual Blast: 2D6; Short Blast: 4D6 MD. Rate of Fire: Equal to the pilot's hand to hand attacks. Range: 4,000 feet. Payload: Unlimited. Bonus: +1 to strike; hand to hand bonuses do not apply
| 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: 1D6×10 MD. Blast Area: Chaff/Flare/Smoke: Covers a 200³ foot area. High Explosive/Armor Piercing: 10³ feet. Rate of Fire: Up to four times per melee. Range: 20 miles (both types). Payload: 200 rockets (4× the Armored Scout's payload; more than twice that of the Shcok Trooper).
4. 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 attacks) Stomp- 1D4 MD (only effective against targets 4 feet or less).
5. Optional Odeon Beam Weapon: A banned weapon un the UGC/Invid treaty. Handheld.
Purpose: Assault Damage: 2D6, 4D6, or 1D6×10 MDC per blast. Rate of Fire: Up to four times per melee. Range: 4,000 feet. Payload: Unlimited. NOTE: +1 to strike; hand to hand bonuses do not apply |
| 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 100³ foot area. Stealth however essentially can't hide in this area (partly due to the multiple-angle viewing).Protoculture 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×; Ultra Violet: 22 miles, Magnification: 25×; Night Vision: 24 miles, Magnification: 8×; Color Filters: 19 miles, Magnification: 200×; Thermal Imager: 10 miles; Magnification: 40×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).Blue Force Tracker: Identifies Friend from Foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted. | 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.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.
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| 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. |