The Invidia.
The Invidia.
Invidia Scrim Inorganic.
The Invidia.
The Invidia.
Although slower than the Cougar, the Scrim is far more deadly- The two huge arm-like appendages sport two blade-like claws that operate like the CADS-1 of the Terran's Saber Cyclone,
An Invidia Scrim.
and underneath is a large globe that resembles the underwater mines of Terran wars (including the SMS-57 space mine), from which a toxic gas is emitted that will kill most animalia who breathe it (along with many plants). In the center of this nightmare are three lashing claws, giving it the advantage in hand to hand combat. Above the arms is its one sensor eye. An ugly spike adorns each kneeplate to inflict greater damage from a knee jab.
The Scrim is typically employed as a reaction force to respond to threats once detected by Cougars (who then remain on-scene to corral the enemy). If the threat is more significant than this, Mecha can be called in; However, typically Invidista Mecha are first sent (as they are the Invidista's cannon fodder). Once augmented by the Mecha, the Scrim are kept on-scene to corral the main body of the enemy while the Cougars ensure that no spoiler attacks get past, and to pursue individual enemies if they attempt to escape.
As a general rule, the Scrim is sent first, and stays longest; They can take much more punishment than a Cougar and are fully disposable (Invidista may be disposable, but Scrim more so), and as a result this monster is the ultimate warrior of the Invidia Inorganics.
Name: Scrim Inorganic
Model Type: Inorganic
Class: Automaton
Crew: None
Passengers: None
MDC By Location:
* Torso-
** Legs (2)-
*** Head-
200 each
Blade Arms (2)-
Chest Arms (3)-
Hands (3)-
150 each
100 each
75 each
* Depleting the MDC of the torso will destroy the Scrim.
** Depleting the MDC of a leg will force the Scrim to drag itself along by it's arms at a depressing 1 mile per DAY.
*** Depleting the MDC of the head will blind the fiend, forcing it to rely on other sensors; ALL bonuses at negated AND a penalty of -4 to strike and dodge now apply, and can not parry anything but PHYSICAL attacks at all (roll is unaffected).

Speed and Statistical Data:
Running: 100 mph.
Height: 11 feet.
Width: 7 feet.
Length: 6 feet.
Weight: 2,700 lbs.
Physical Strength: Equal to a PS of 30.
Physical Endurance: Equal to a PE of 40.
Cargo: Limited; The Scrim can carry a few CRITICAL supplies and an emergency survival pack; One is tailored specifically to the Invid, the other to "general purpose" use (in other words, all other species). The Invid-only packet is actually pretty small, and there are 'some' non-standard materials (but must be specially loaded).
Power System: Invid Protoculture technology.
Cost and Availability: Not applicable; Available ONLY to the Invid, and NOBODY else. Individual units are occasionally lent to allied groups, but these are in very small numbers for very limited periods of time, and usually specifically to guard a shipment or for other special duty purposes.
Black Market Cost and Availability: The REF offers a few million for any intact unit, and can offer hundreds of thousands for usable parts for research, but the units themselves are NOT available and will never be.

Weapons Systems:
1. Hand To Hand Combat: This is the primary form of attack for the Scrim.
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).

2. Eye Lasers: Added only recently, all Scrims currently use this weapon.
Purpose: Attack
MD: 2D6
Rate of Fire: Up to 4 times per melee.
Range: 20 feet.
Payload: 20 shots before requiring 24 hours to rebuild the battery.
3. Nerve Gas: Can be emmited from the spiked globes. Sarcastically refered to as "Scrim Body Odor," the gas is HYPER TOXIC, and even the ususal saving throw is ineffective- The vicitm MUST be given an anti-toxin or s/he will die in 4D4 minutes.
Permanent Effects: Blindness, recurring halucinations, grand mal seizures, blackouts, COPD (chronic, on-going pulmonary disease), etc.
Purpose: Attack
Damage: Immedaiate only: 3D4 times 10 DIRECTLY TO HIT POINTS.
Attacks per Melee: Up to 4.
Range: Covers a 2003 foot area in calm wind conditions.
Payload: 200 blasts of gas.
ADDITIONAL EFFECTS: Works like REF Screening Smoke, obscuring anything in the area effected, negating bonuses; Does not work against Radar or Protocutlure sensors; Covers a 2003 foot area in calm wind conditions.
Skills, Features, And Combat Bonuses:
  • Track: Humanoids, Mecha, and Land Vehicles- 70%
  • Track: Protoculture Powered equipment- 90%
  • Land Navigation- 90%
  • Nightvision- 2,000 feet
  • External Audio Pickup- 300 feet
  • Survival Pack: Each Scrim carries a packs of simpler emergency survival supplies: first aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with MDC Repair Spray), 1 star flare (250 foot apogee), 2 white parachute flares (1,500 foot apogee), 100 feet of black or brown parachute cord (150 lbs tensile strength), one days rations, 5 gallons water. These were stowed in compartments on the lower legs. The food is fruit from the Invid Flower of Life, and as such is NOT safe for anyone OTHER than an Invid.
  • 6 attacks per melee.
  • +4 strike with claws and teeth.
  • +2 strike with laser eyes.
  • +6 parry.
  • +4 dodge.
  • +2 roll.
  • +3 initative.