PREVIOUSINVID HOMEPAGENEXT

Modern Invid.
Invid Gosu Royal Command Battloid.

Modern Invid.
The Gosu Royal Command Battloid was designed by the Regis to accommodate the human-like Stage 5 Invid. This is the biggest, most agile and versatile of the Invid Mecha and can
A Pair Of Invid Gosu Royal Command Battloids (a yellow-on-green male and pink-on-purple female).
be considered to be equal to Alpha and Beta, or any Veritech in Battloid mode. As if its maneuverability and size were not intimidating enough, the Command Battloid is equipped with a plasma cannon arm shield and a payload of missiles similar to the Alpha's. The missiles are fired from the back of the protruding jet thrusters.
The Gosu Royal Command Battloid is assigned to command troops, conduct sieges, go on search and destroy missions, direct operations at Protoculture farms and processing plants, and can even be placed in charge of hive outposts. They might be best thought of as the generals of the Invid army. They are deadly, merciless combatants who seem to excel at war. Unlike most of the Invid Mecha pilots, the Royal Command Battloid pilot is intelligent, observant and clever. They can assess information and act on their own volition. One in every 30 lesser Mecha will be a Royal Command Battloid. While one MAY be encountered away from the Hive, it is more common that the Royal Battloid will hold back from the main action, ensuring the attack goes well when they even appear. Since modern Invid remain with the hive at any rate, this is of very little concern. However, whenever a force of more than 5 Invid are sent beyond the perimeter of the farm, a Gosu will usually accompany thenm (still hanging back to see what develops).
The Royal Battloid is the PERSONAL PROPERTY of the Stage 5 Invids ONLY. To actually see an Invid Royal Battloid and live is a rare thing, and one that people would tell for years to come. It is considered an honor to be allowed to do so- Provided it wasn't in the middle of a raging firefight.
Name: Gosu Royal Command Battloid.
Nicknames:
Gosu Command Battloid (the proper name is Gosu "Royal" Command Battloid).
Royal Command Battloid (the proper name is "Gosu" Royal Command Battloid).
Squats.
Radio Identification Designator: Echo Alpha Zulu.
Model Type: Hive Leader
Class: A Hive Leader's PERSONAL Mecha.
Crew: One
Passengers: None
MDC By Location:
* Torso-
Pilot's Compartment-
Legs and Feet (2)-
Thrusters and Missile Launcers (2)-
300
150
200 each
120 each
Sensor Unit-
Upper Arms (2)-
Shielded Forearms (2)-
Hands (2)-
50
100 each
200 each
50 each
NOTE: Usual penaties apply; Destroying the Sensor unit forces the pilot to visually target their enemies.
Speed and Statistical Data:
Running: 70 mph
Flying: 200 mph
Leaping: 50 feet normal, 300 with minor booster burn.
Maximum Altitude: Trans-atmospheric.
Height: 29 feet.
Width: 13 feet.
Length: 12 feet.
Weight: 23 tons
Physical Strength: Equal to a PS of 50.
Physical Endurance: Equal to a PE of 40.
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 Invid, and NOBODY else.
Black Market Cost and Availability: To posses even one scrap of armor may well bring about a death penalty.

Weapons Systems:
1. Forearm Plasma Cannons: Very simular to the obselete Enforcer Power Armor forearm lasers, the Royal Battloid now spots TWIN forearm plasma cannons. If destroyed, these can be ejected (100 MDC underneath), and replaced with new ones.
Although fixed foreward, the tip of the nozzles can rotate in a 30 degree cone.
Purpose: Assault
Damage: Single Blast: 4D6 MD; Burst: 6D6 MD; Straffing Fire: 2D6 MD to everything it hits (counts as TWO attacks).
Rate of Fire: Up to five times per melee.
Range: 4,000 feet.
Payload: Unlimited.
NOTE: The tips of the Plasma 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.
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).
4. Twin Missile Launchers: The launcher system reminiceint of the Super Veritech Fighter's missile pack.
Purpose: Assault
Damage and Range: Varies by type used.
Missile Type: Any short range missile.
Rate of Fire: Volleys of 2, 4, 6, 12, or all 48 up to four times per melee.
Payload: 24 missiles per launcher (48 total).

5. Solugi Pistol: Developed by the Regis around 2042 in preparation for the transmutation of the entire Invid to the humanoid "Solugi" (stage 5) model. The Solugi is based loosely on the Gallant H-90. The most critical difference is that the entire grip is a Protoculture battery. It is used primarily as a backup weapon.
Purpose: Self-Defense.
Damage: 6D6 SD.
Rate of Fire: Per user's attacks per melee.
Range: 197 feet.
Weight: 1⅓ lbs.
Payload: 20 rounds per cell.
















Features:
  • Radar: A general scan radar in the torso provides a 2003 mile area veiw, but with only a 20% of detecting Stealth craft.
  • Targetting 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, essetially can't hide in this atrea (partly due to the multiple-angle veiwing).
  • Protocutlure Sensor: 98% chance of detecing general Protoculture scourses, 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.
  • 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.
  • 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.
  • 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.
  • Vacuum Seal: Permits the fighter to be used in hard vacuum (such as outer space), and other hostile environments.
  • Internal temperature and humidity control: Automatically maintains users desired heat, humidity, and other personal comfort settings.
  • Heat And Radiation Shielding: Special shielding prevents the penetration of life threatening heat and radiation.
  • 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 Invidia Royal Battloid Combat Elite:
  • 4 additional attacks per melee.
  • +4 strike (both hand-to-hand and heat cannons).
  • +3 parry.
  • +3 Auto-dodge.
  • +2 roll.
  • Automatic initative (these NEVER enter combat at all unless they want to).




Invid Gosu Royal Command Battloid.
PREVIOUSINVID HOMEPAGENEXT