Modern Invid.
Invid Iigaa Armored Scout Light General-Purpose Aerospace Mecha.

Modern Invid.
The Invid Iigaa Aerospace Mecha, aka the "Armored Scout," "Lobster," or "Alpha Alpha Charlies" (under the Armies of the Southern Cross radio designation system), enjoys the same popularity as the Invid Scout
An Invidia Armored Scout.
used to and now is the main combat Mecha of the Invid. The armored scout has a pair of plasma pulse blasters mounted on what appear to be shoulder plates. The real advantage is its combat capabilities. In addition to the hand to hand combat of the regular Scout, the Armored Scout is equipped with plasma weapons, adding the versatility of distance attacks. The design concept is to have a small, quick combat unit suitable for reconnaissance, defense, and offense. However out of necessity, the Armored Scout is now been upgraded with missiles that have the same range and damage as mini-missiles.
They are the smallest Invid Mecha in service, with a design that reminds most Terrans of a crab, with a triangular, low body, and prominent arms and legs. The arms end in pinchers, while the feet resemble claws. A single, vectorable thruster is located in the back. They serve every facet of Mecha duties, including fighter, assault plane, reconnaissance craft, and even underwater attack.
Because they are so small and simple to mass-produce, they serve swarming tactics well. With various upgrades the respective kill rates against enemy Mecha have come into a sustainable 3-1 ratio (3 Iigaa to 1 Terran or other Mecha destroyed). Amongst the most important improvements were integrated radar and other sensors and vastly improved pilot training.
Because of this the Iigaa has become a highly effective main-line Mecha, with high mobility and a low emission signature. In addition, many Iigaa were used as suicide ramming craft against naval fleet formations.
Amongst Invid Hives with Invidite allies, the Iigaa are manned exclusively by the Invidites, not by Invid.
The Invid also use the Iigaa as a work platform for farm related labor; In fact, at first that's all they were. Unarmed work Mecha. However, anti-Invid terrorism and Invidista attacks have force the Invid to arm their Mecha for self-defense at very least.
Official Name: Iigaa
Armored Scout
Radio Identification Designator: Alpha Alpha Charlie.
Model Type: Patrol, Defense.
Class: Invidista Mecha.
Crew: 1.
Passengers: None.
MDC By Location:
* Torso-
** Crew Compartment-
Legs and Feet (2)-
Upper Arms (2)-
Forearms (2)-
7 0
25 each
25 each
50 each
Hands/Claws (2)-
Pulse Beam Cannons (2)-
Main Engine Thruster (rear)-
*** Sensor Eye-

5 each
30 each

* Depleting the MDC of the main body will shut the Mecha completely down.
** Depleting the MDC of the crew compartment will kill the pilot.
*** The sensor eye is the most vulnerable part of the Mecha. Destroying this will totally destroy the Mecha and kill the pilot (goes right through crew compartment). However, it is a small target, and protected by heavy shielding, and thus requires a "called" shot at -3 to strike.
Speed and Statistical Data:
Running: 40 mph running.
Flying: 2,345 mph.
Maximum Altitude: Trans-atmospheric; Does NOT require the optional Space Booster, though this can still be used (see Sentinels, P. 128).
Height: 9 feet.
Width: 12.3 feet.
Length: 10. 7 feet.
Weight: 5 tons
Physical Strength: Equal to a PS of 30.
Physical Endurance: Equal to a PE of 40.
Cargo: Limited; Can carry a ton of CRITICAL supplies and an emergency survival pack (tailored SPECIFICALLY to the Invid, or to the species of the pilot if an Invidite).
Power System: Invid Protoculture technology.
Cost and Availability: Not applicable; Available ONLY to the Invid and Invidites, and NOBODY else.
Black Market Cost and Availability: Possesion of one part might very well get you the death penalty.

Weapons Systems:
1. Two Pulse Beam Cannons: Mounted on the top of the main body of the Mecha are the main weapons. Both plasma cannons are usually fired together, as a dual system, but can be fired individually. Each cannon can be elevated in a 90 degree arc.
Purpose: Assault
Damage: Single Blast: 1D6 MD; Dual Blast: 2D6 MD; Burst Fire: 4D6 MD.
Rate of Fire: Up to four times per melee.
Range: 4,000 feet.
Payload: Unlimited.

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: 50 rockets.
  • 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 1002 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).
  • 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 Invidites; Must use space suits).
  • 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.
  • Vacuum Seal: Permits the fighter to be used in hard vacuum (such as outer space), and other hostile environments (not applicable to Invidites; Must use space suits).
  • Internal temperature and humidity control: Automatically maintains users desired heat, humidity, and other personal comfort settings (not applicable to Invidites; Must use space suits).
  • Heat And Radiation Shielding: Special shielding prevents the penetration of life threatening heat and radiation (not applicable to Invidites).
  • 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# buoyancy). 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 Iigaa Armored Scout Combat Elite:
  • 3 additional attacks per melee.
  • +3 strike with claws and teeth.
  • +2 strike with Plasma Cannons.
  • +3 parry.
  • +4 dodge on the ground.
  • +6 dodge in the air.
  • +1 roll.
  • +2 initative.