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Modern Invid.
Gamo Pincer Battloid.

Modern Invid.
The Gamo Pincer Battloid is the Invid equivalent of an REF Destroid, heavy and relatively immobile, but powerful and hard to stop. Unlike the Invidia, the Invid honor to a fault
An Invid Pincer.
the terms, both written and unwritten but understood, fo the treaty with the IPA that brought the Invid "out of the cold." One of those terms forbade the Gamo; However, anti-Invid terrorism and Invidia attacks were threatening to overtake the Invid, and the UWA specifically ordered that the Invid start upgrading their Mecha. When the Regent balked, the UWA conceded that the Gamo Pincer would NOT be equipped with flight systems, and be used within a hive only. The Gamo Pincer is heavily armored, maneuverable, and possesses 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 Gamo Pincer Battloid is NEVER encountered alone, and rarely as an only type; They travel at very least in pairs, and usually with 6 to 8 Iigaa Armored Scouts each to assist them. On non-Invid colony worlds, they are rarely seen outside their hives, except in transit from one hive to another. On Invid colony worlds, they are rarely seen far beyond their Hives, except in a direct line between two Hives. This is partially a result of the treaty that allowed the Invid to get the Gamo back; The rise of anti-Invid terrorists necessitated much heavier firepower than they'd had in the past.
Because the Gamo Pincer is kept so restricted, to see one is either a very bad sign (you got caught trying to break in to do something you really shouldn't have, and will be the last thing you will ever see) or a great honor (as a guest, you will see one; shipwreck and aircraft crash survivors usually see one, but attending to duties that probably don't concern the survivors). About 1 in 10 is actually piloted by an Invid; The rest are usually piloted by an Invidite.
A curios note is the designation as "Battloid" when, in fact, it is a Destroid: A "Battloid" is armed internally only with energy-based weapons, a Destroid is armed internally by projectile-based weapons. This is because at first they did not have a projectile-based weapons system, but this was modified to the convenience of the REF'ers who sometimes have to help co-ordinate efforts with respect to transfer of living prisoners, crashed pilots, and etc.
Official Name: Gamo Pincer Battloid.
Nicknames:
Pincer Command Unit (the proper name is Gamo Pincer Battloid)
Gamo Command Unit (the proper name is Gamo Pincer Battloid)
Gumbo (a corruption of Gamo factoring in the the derrogatory word Slug for the Invid).
Radio Identification Designator: Charlie Alpha Gulf (this is the only case where the radio designation for the Invid version differs from the Invidia version, due to the lack of flight capability).
Model Type: Security Battloid.
Class: Invid Guardian
Crew: None
Passengers: None
MDC By Location:
* Torso-
Pilot's Compartment-
Legs and Feet (2)-
Heat Cannons (2)-
220
80
150 each
100 each
Sensor Eye-
Upper Arms (2)-
Forearms (2)-

20
80 each
80 each

Speed and Statistical Data:
Running: 70 mph.
Leaping: 30 feet.
Flying: Not possible.
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 you the death penalty.

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 30 degree 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).
IIGAA ARMORED SCOUT ROCKETS.





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.
  • 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 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 Gamo Pincer Battloid 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.
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