Modern, Post-War Invid

The Post-War Invid have as much in common with the Robotech War era Invid as the Robotech War Era have in common with the pre-Zor era Invid; That is to say, little to none. Today, the Invid are peaceful members, but hardened of the UGC, who settle worlds to grow the Flower of Life. Lesser Engineers, they largely leave the sciences to the other species and concentrate on the sciences of farming and proccessing the leaves of the flower into Protoculture. A large part of this is then given to the REF as part of the treaty that brought them into the IPA (succeedded by the UWA and then UGC).

The Invid, for all their simplicity, are actually quite sufficticated politicos; Each consession made by the Invid has come at a price. The Invid also hold an absolute monopoly on Protoculture, which gives them a lot of leverage. They even have limited autonomy (more, even, than the founders species, Humans and Tśentrædi), and Colonization and Mecha Rights.

Inside an Invid reservation, Invid Law is absolute, and without question; Even the Council can not legally interfere. Anyone found on an Invid Reservation is instantly assumed guilty of sabatoge, and can be killed on sight or questioned in whatever fashion the Hive Administrators deem fit; This includes torture. However, they MUST be killed or released; There is no in-between area- Essentially, there is no enslavement. (They can be held indefiantely, however.)

The cause of the torture clause is anti-Invid sabatoeurs; There are those who call for the genocide of the Invid. These hate-preaching megalomaniacs have even attacked a few Invid hives, planting bombs and/or flying ships (of varying size) into Invid Hives. (One creative group actually crashed a asteroid into an Invid farm, destroying the whole planet.) The permission to use torture serves two purposes; First, to extract information. Second, to serve as a warning to others; Don’t even think about trying this yourself.

Still, the Invid have been good UGC citizens; They’ve even helped to develop the galaxies for the UGC. By settling “A” planet in a system, they claim the entire system for the UGC. This has expanded the UGC influence area in smaller, but still IMPORTANT ways. The Invid have also made delivery on their Protoculture supplies on time or early, and full or greater than agreed. They have NEVER been short or late on delivery with the exception of attacks on shipments (sometimes by Invid or their Invidista lackeys, soemtimes by anti-Invid terrorists). Even these have been made up later.

Nearly ever settled system in the UGC has an Invid Protocutlure farm; Some are catured astroids that were tunneled into de-facto Space Hives, others whole worlds. The irony is Optera itself; As a reparation for the destruction of Paraxis, the eastern hemisphere of Optera is Invid, but the western half Paraxian along with BOTH ice caps (everything north of 1غ lattitude, south of 17غ lattitude). The Invid have attempted many times to evict the Paraxians, but to not avail; Teh Paraxians refuse to leave, and no threats nor bribes can get them to budge. Even the seemingly reasonable request to cede one of the pole goes without interest; The Paraxian position is that the Invid destroyed their homeworld AND abandoned Optera; It is the Invid who should leave, but that the Paraxians understand the Invid are victims of the Robotech Masters, and therefore have graciously ceded a big chunk of thier homeworld to the Invid. (The Paraxians, to their collective credit, have been wise enough to keep this low-key, only bringing the issue up when the Regent attempts to forcibly evict the Paraxians.)

Invid Colonies

One of the key Invid consessions was the right to colonize. The REF needed additional Protoculture in preperation for the war with the Fehrans. The Invid parlayed this into the right to colonize, on the pretext that the needed to in order to grow enough Flower of Life to produce as much Protoculture as the REF was calling for. This was a lie, of course, as Invid Optera produces 1ØØ× as much Flower of Life as the REF uses even now (with more than 1,ØØØ× the use as it had way back then). Still, the Inter-Planetary Alliance gave the go-ahead (over the objection of just about everyone EXCEPT the REF and Fantoman Civil Authority).

There are, however, restrictions; First, each Invid Colony can NOT be on an already settled world. (In exchange, they get the whole world to themselves by default.) Second, they have to obtain permission to colonize on a planet-by planet basis. The Alliance therefore gained a check; They could arbitrarily veto a settlement. Generally speaking, the Invid get second-rate planets, even hollowed-out asteroids. The Invid have had to make do with this, but then also gained a consession; The IPA (and successors) have been obligated to prepare the settlement for the Invid (“Inviforming”, making the air breathable to Invid, initial seeding, and development of wells and/or water development). Far form perfect, the system has worked for 2ØØ-odd years and has left everyone generally satisfied with the status quo.

A typical Invid Start-up Colony encompeses the following:

A Red Invid Clamship carrying a Stage 6 Invid Queen and her entourage of 1ØØ Stage 4 Invids with Armored Scouts; A Blue Invid Clamship carrying a Stage 6 Invid Drone and his entourage of 1ØØ Stage 4 Invids with Armored Scouts; A Gold Invid Clamship carrying a mated pair of Stage 5 Invid Administrators and thier entourage of 19Ø Stage 4 Invids with Armored Scouts; And an additional pair of Brown Invid Clamship carrying the normal 25Ø Stage 4 Invids with Armored Scouts.

Because this is not SUPPOSED to be a military operation, the Clamships will remain closed until landing, where the Blue, Gold, and Brown Clam Ships will open normal ramps to off-load the Invid; The Red Clam Ship opens it’s dorsal shell as the Queen is FAR too large to litter off otherwise (one does not call the all-mother “fat”, even if she could NEVER hope to understand the comment). These are slow tedious proccess taking at LEAST 45 minutes (up to 2Ø hours for a Queen).

From this the colony grows. However, the colonyt can NOT expand past this one world without UGC permission, and must be self-suffiecient. These provisos limit Invid numbers. The general contibution to the UGC is 1ØØ tons of REFINED (ready to package for use) Protoculture per Invid per annum. This quickly builds up to several MILLION tons every year. Each colony generates 1ØØ MILLION tons of Flower of Life monthly, of which only about 1Ø5 gets consumed, mostly as the vaugley eggplant-like fruit. Each ton of the Flower of Life can produce rounghly 1Ø tons of Protoculture making each colony a sucess (by the UGC, at least).

Technologies of the Invid

Cougar Inorganic
Armored Scout Invid
Invid Royal Command Battloid
Clam Ship

Cougar Inorganic “Hellcat”
The Treaty with the Invid holds that the Invid can only use the Cougar Inorganic. The Cougar resembles a mechanical prehistoric sabre-toothed tiger and functions much like a feline predator. The monstrous cat can sense protoculture and can zero in on its source like a bloodhound. It can also track humanoid prey by smell. This is the only type of inorganic used by the Invid. Generally, they remain on Invid Farms proper; However, after an incursion, they track down the trespassers and corral them for the Soldiers to collect or kill on sight (based on orders form the sector dome).

Despite the fact that the Cougar is meant for Invid Farm Security, they aren’t stupid. Crashed REF/RDF pilots that are located by the Cougar will NOT immedaitely be attacked (it WILL defend itself, however), as will anyone ELSE who crashes on an Invid planet who stayes with the craft (the Invid can calculate the crash site to within ten² miles before the craft even enters the atmosphere). However, those found AWAY from the crash site must yell out “MALA MALA MALA” (the vebal term for “I surrender”) or they will be attacked.

Name: Cougar Inorganic (Hellcat)
Model Type: Inorganic
Class: Automaton
Crew: None
Passengers: None
MDC By Location:
* Torso- 6Ø
** Legs (4)- 3Ø each
Head- 5Ø
Neck- 4Ø

NOTE:
* Depleting the MDC of the torso will destroy the Cougar.
** Depleting the MDC of a legs will reduce movement of the Cougar by a third; With only one leg left, the Cougar can drag itself along at a depressing 1 mile per DAY.

Speed and Statistical Data:
Running: 16Ø mph running
Swimming: 4Ø mph swimming
Climbing: Equal to a skill of 9Ø%.
Leap: 8Ø feet combined apoggee and range; The unit can then balance the two out.
In Space: Needs a booster pack to move in space; However claws allow it to crawl along hulls very effectively, especially Invid Clam Ships hulls with their highly textured hulls.
NOTE: The Cougar, like all inorganics, does not need air and can operate in the water perfectly at ease.
Height: 4 feet at the shoulders.
Width: 3 feet, 6 inches.
Length: 7 feet.
Weight: 1,2ØØ lbs.
Cargo: Limited; The Cougar can carry a few CRITICAL supplies tied to the torso or on Human-made saddles, as well as 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.

Weapons Systems:
1. Fangs and Claws:
Special pseudo-metal spikes 16 INCHES long in the mouth and on the paws make this the primary form of attack. The spikes can actually be retracted to nill if not wanted/nessesaery, and applied force can reduce to less than 4 oz./foot², low enough to SAFELY pick up a small child if nessesary (the Cougar can pick up a small child- Or a bomb- Safely).
Bite- 1D6 MD
Swat- 1D6 MD
Full Strength Claw- 3D6 MD
Leap Attack (all 4 paws)- 1D4×1Ø MD (counts as two attacks)

2. Tail Whip: Not very effective, but possible.
Purpose: Mostly defense.
MD: 3D6

4. Eye Lasers: A second-generation option, it was added to the normal Cougar Inorganic late in the REF/Regent War.
Purpose: Attack
MD: 2D6
Rate of Fire: Up to 4 times per melee.
Range: 2Ø feet.
Payload: 2Ø shots before requiring 24 hours to rebuild the battery.

Skills and Features:

Track: Humanoids, Mecha, and Land Vehicles- 7Ø%
Track: Protoculture Powered equipment- 9Ø%
Land Navigation- 9Ø%
Prowl- 7Ø%
Nightvision- 2,ØØØ feet
External Audio Pickup- 3ØØ feet
Survival Pack: Each Cougar carries 2 packs of simpler emergency survival supplies: Sleeping bag, black light, GPS, 1st aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with M.D.C. Repair Spray), sewing kit (a small spool of thread and 5 needles), 1 star flare (25Ø foot apogee), 2 white parachute flares (1,5ØØ foot apogee), 1ØØ feet of black or brown parachute cord (15Ø lbs tensile strength), one days rations, 5 gallons water. These were stowed in comparments on the lower legs. A standard REF Emergancy Identifcation Device (“dog tags”) will open the compartment, though the food is fruit from the Invid Flower of Life, and as such is NOT safe for anyone OTHER than an Invid.
Combat Bonuses from Cougar Combat Elite:
6 attacks per melee.
+4 strike with claws and teeth.
+2 strike with laser eyes.
+4 parry.
+6 dodge.
+2 roll.
+4 initative
Invid Mecha

The Invid have 2 main types of Mecha: The Armored Scout and the Royal Command Battloid. They have done away with the everything else as part of the treaty in general, though Pincers form the personal bodyguard of the Regis and Regent.

Armored Scout

The Invid Armored Scout, aka the “Lobster” or “Alpha Alpha Charlies”, enjoys the status as the primary Invid combat and work Mecha. 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 THE main battle Mecha of the Invid. It has also been upgraded with UNGUIDED ROCKETS that have the same range and damage as mini-missiles.

The Tan Kara-brek variant is essentially identical to the Invid version. The only difference worth mentioning is the cockpit layout; Invid cockpits have a pool of Protocutlure enveloping the pilot. Tan Kara-brek, unable to tolerate raw Protoculture and equally unable to use it, have a more Human-configured layout with holgraphic displays and cyber-jacks to increasing effeiciancy.

Name: Armored Scout (“Lobster”)
Model Type: Reconnaissance, Assault
Class: Invid Guardian
Crew: 1
Passengers: None
MDC By Location:
* Torso- 7Ø
** Crew Compartment- 2Ø
Legs and Feet (2)- 25 each
Upper Arms (2)- 25 each
Forearms (2)- 5Ø each
Hands/Claws (2)- 5 each
Pulse Beam Cannons (2)- 3Ø each
Main Engine Thruster (rear)- 3Ø
*** Sensor Eye- 2Ø

NOTES:

* 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: 4Ø 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: 1Ø.7 feet.
Weight: 5 tons
Physical Strenght: Equal to a PS of 3Ø.
Physical: Equal to a PE of 4Ø.
Cargo: Limited; Can carry a ton of CRITICAL supplies and an emergancy survival pack (tailored SPECIFICALLY to the Invid, or to the species of the pilot if an Invidista).
Power System: Invid Protoculture technology.
Cost and Availability: Not applicable; Available ONLY to the Invid, and NOBODY else.

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 9غ 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,ØØØ 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-5Ø 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 6Ø% chance that an incoming missile will veer away; High-Explosive Armor Piercing: 1D6×1Ø MD.
Blast Area: Chaff/Flare/Smoke: Covers a 2ØØ³ foot area. High Explosive/Armor Peircing: 1س feet.
Rate of Fire: Up to four times per melee.
Range: 2Ø miles (both types).
Payload: 5Ø rockets.

Features:

Radar: A general scan radar in the torso provides a 2ØØ³ mile area veiw, but with only a 2Ø% 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 2Ø miles and only covers a 1ØØ² 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,ØØØ miles for MOST sensors. Infrared: 2Ø miles, Magnification: 15×; Ultra Violet: 22 miles, Magnification: 25×; Night Vision: 24 miles, Magnification: 8×; Color Filters: 19 miles, Magnification: 2ØØ×; Thermal Imager: 1Ø miles; Magnification: 4Ø×
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: 1Ø mile. Works on special energy bands that only be tapped by the Invid (this prevents eavesdropping).
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.
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 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, 1st 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 (25Ø foot apogee), 7 white parachute flares (1,5ØØ foot apogee), 1ØØ foot of black or brown parachute cord (15Ø lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit (good for about 1Ø 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 1ØØ hours; Cartridge MUST be replaced after that period of time.
GPS: Standard tracking device.
Combat Bonuses from 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.
Invid Royal Battloid

The Royal 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 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 Royal Command Battloid used by Stage 5 Invid when commanding troops in the field, whether conducting sieges, search and destroy/search and rescue missions, on on the home front, directing operations at Protoculture farms and processing plants. They are deadly combat platforms. 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 3ØØ Troopers or 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. More often, this is left to the Squad Commanders and are only seen at the Hives.

The Royal Battloid is the PERSONAL PROPERTY of the Stage 5 Invids ONLY; In the event of an attack, the Stage 5 Invids will defend the Hive as long as nessesary, starting with evacuating the Stage 6 Invid. Once the Sixer’s are safely loaded and prepared to launch, one of the Fives will evacuate with them. The other remains behind to evacuate as many of their fellow Invid as possible, then evacuate themselves on the last ship and the last one aboard.

Name: Royal Command Battloid, aka “Squats” or “Echo Alpha Zulu”.
Model Type: Hive Leader
Class: Invid Hive Leader’s PERSONAL Mecha.
Crew: One
Passengers: None
MDC By Location:
* Torso- 3ØØ
Pilot’s Compartment- 15Ø
Legs and Feet (2)- 2ØØ each
Thrusters and Missile Launcers (2)- 12Ø each
Sensor Unit- 5Ø
Upper Arms (2)- 1ØØ each
Shielded Forearms (2)- 2ØØ each
Hands (2)- 5Ø each

NOTE: Ussual penaties apply; Destroying the Sensor unit forces the pilot to visually target their enemies.

Speed and Statistical Data:
Running: 7Ø mph
Flying: 2ØØ mph
Leaping: 5Ø feet normal, 3ØØ 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 5Ø.
Physical: Equal to a PE of 4Ø.
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.

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 (1ØØ MDC underneath), and replaced with new ones.
Although fixed foreward, the tip of the nozzles can rotate in a 3غ 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,ØØØ 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-5Ø 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 6Ø% chance that an incoming missile will veer away; High-Explosive Armor Piercing: 1D6×1Ø MD.
Blast Area: Chaff/Flare/Smoke: Covers a 2ØØ³ foot area. High Explosive/Armor Peircing: 1س feet.
Rate of Fire: Up to four times per melee.
Range: 2Ø miles (both types).
Payload: 2ØØ 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).

Features:

Radar: A general scan radar in the torso provides a 2ØØ³ mile area veiw, but with only a 2Ø% 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 2Ø miles and only covers a 1ØØ² 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,ØØØ miles for MOST sensors. Infrared: 2Ø miles, Magnification: 15×; Ultra Violet: 22 miles, Magnification: 25×; Night Vision: 24 miles, Magnification: 8×; Color Filters: 19 miles, Magnification: 2ØØ×; Thermal Imager: 1Ø miles; Magnification: 4Ø×
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: 1Ø mile. Works on special energy bands that only be tapped by the Invid (this prevents eavesdropping).
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.
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.
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, 1st 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 (25Ø foot apogee), 7 white parachute flares (1,5ØØ foot apogee), 1ØØ foot of black or brown parachute cord (15Ø lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit (good for about 1Ø 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 1ØØ hours; Cartridge MUST be replaced after that period of time.
GPS: Standard tracking device.
Combat Bonuses from Invid 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 Vessels

About half of all Invid are travelling to a new system at all times; Often, these are headed either too or from Optera, a the Regent collects a “settlement group,” taking a few form each colony to form the new colony.

Invid Clam Ship

An Invid Clam Ship.

The primary platform of the Invid is the Clam Ship; They are capable of flying in the atmosphere, underwater, and in space and spacefold-equipped. It three stern thrusters give it INCREDIBLE amounts of thrust and control. It opens like a clam for quick-disgorge, or with underside and topside egress ramps for more formal (and less intimidating) deployment.

Speed and Statistical Data:
In Atmosphere: Mach Ø8.
In Space: Mach 1Ø.
Underwater: Ø4 knots
Clearnace: 11Ø feet>
Beam: 5ØØ feet.
Length: 6ØØ feet.
Weight: 14Ø tons.
Cargo: A general arangement is 12Ø Armored Scouts, 1ØØ Shock Troopers, and 1Ø Pincers. Occasionally, this will include 2 less of each to be replaced with two Royal Batloids.
Power System: Invid Protoculture technology.
Cost and Availability: Not applicable; Available ONLY to the Invid, and NOBODY else.

Weapons Systems:
1. Heavy Lasers:
A pair of heavy lasewrs, one each dorsal and ventral, is used to defend the ship against enemy ships.
Purpose: Attack
MD: 6D6×1Ø per blast
Rate of Fire: Up to twice per melee.
Range: 1ØØ,ØØØ feet.
Payload: Unlimited

2. Full-Force Barrier Feild: This shield completely envelops the ships providing protection from attack from any angle.
Purpose: Defense
MDC: 2ØØ
Range: 2Ø feet.
Payload: Effectively unlimited until destroyed.

Features:

Radar: A general scan radar around the equator of the hull provides a 2ØØ,ØØØ³ mile area veiw, but with only a 2Ø% of detecting Stealth craft.
Targetting Radar: A pair of targeting radars toggled to the defense lasers only reaches 2Ø miles and coverage of a 1ØØ² foot area.
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,ØØØ miles for MOST sensors. Infrared: 2Ø miles, Magnification: 15×; Ultra Violet: 22 miles, Magnification: 25×; Night Vision: 24 miles, Magnification: 8×; Color Filters: 19 miles, Magnification: 2ØØ×; Thermal Imager: 1Ø miles; Magnification: 4Ø×
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.
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: 1Ø 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.
Vacuum Seal: Permits the ship to be used in hard vacuum (such as outer space), and other hostile environments.
Internal temperature and humidity control: Automatically maintains occupants desired heat, humidity, and other personal comfort settings.
Heat And Radiation Shielding: Special shielding prevents the penetration of life threatening heat and radiation.
Oxygen Rebreather System: Extends crews air supply to 1ØØ times; Cartridge MUST be replaced after that period of time.
Combat Profile for Invid Clam Ships:
6 attacks per melee.
+4 strike.
+3 Auto-dodge.
+2 roll.
+5 initative.
Invid Dome Hives

The Regis and Regents PERSONAL Dome Hives, Mts Regiseria and
Regenteria, in the shadow of beautiful Mt Invid.

Name: Invid Dome Hives, aka “Domes” or “Hives”.
Model Type: Hive
Class: Semi-Fixed Ground Stations
Entourage, Staff, and Etc: Extensive.
Passengers: None.
MDC By Location:
Main Hull- 2Ø,ØØØ
Exterior Opening Energy Barriers (6Ø)- 3ØØ each
Thrusters (3, 6, or 9)- 5ØØ each

Speed and Statistical Data:
On the Ground: Up to 2Ø MHP maximum.
Diameter: 2 miles.
Length: 5,6ØØ feet; About 5ØØ feet are the quad drives of the Hive.
Weight: 2ØØ,ØØØ tons.
Cargo: Around 1,ØØØ and 1,5ØØ Invid, plus about three times that many Inorganics.
Power System: Invid Protoculture technology.
Cost and Availability: Not applicable; Available ONLY to the Invid, and NOBODY else.

Weapons Systems:
1. Heavy Lasers:
A battery of heavy lasers arranged around the hull, is used to defend the ship against enemy ships. The exact number varies, but the most ever seen was 2Ø.
Purpose: Attack
MD: 6D6×1Ø per blast
Rate of Fire: Up to twice per melee.
Range: 1ØØ,ØØØ feet.
Payload: Unlimited

2. Full-Force Barrier Feild: This shield completely envelops the ships providing protection from attack from any angle.
Purpose: Defense
MDC: 2ØØ
Range: 2Ø feet.
Payload: Effectively unlimited until destroyed.

3. Missile Launchers: Each Space Hive is eqipped with SOME Missile launchers, though the numbers and types vary. The most seen on a single Space hive is ten, therefore this number is used.
Purpose: Offense.
MD and Range: Varies by type used.
Missile Type: Any of the four major types or warheads.
Rate of Fire: Up to ten missiles per melee.
Payload: As many as 1ØØ,ØØØ missiles.

Features:

Radar: A general scan radar around the equator of the hull provides a 2ØØ,ØØØ³ mile area veiw, but with only a 2Ø% of detecting Stealth craft.
Targeting Radar: A pair of targeting radars toggled to the defense lasers only reaches 2Ø miles and coverage of a 1ØØ² foot area.
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,ØØØ miles for MOST sensors. Infrared: 2Ø miles, Magnification: 15×; Ultra Violet: 22 miles, Magnification: 25×; Night Vision: 24 miles, Magnification: 8×; Color Filters: 19 miles, Magnification: 2ØØ×; Thermal Imager: 1Ø miles; Magnification: 4Ø×
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.
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: 1Ø 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.
Vacuum Seal: Permits the ship to be used in hard vacuum (such as outer space), and other hostile environments.
Internal temperature and humidity control: Automatically maintains occupants desired heat, humidity, and other personal comfort settings.
Heat And Radiation Shielding: Special shielding prevents the penetration of life threatening heat and radiation.
Oxygen Rebreather System: Extends crews air supply to 1ØØ times; Cartridge MUST be replaced after that period of time.
Combat Profile for Invid Dome Hives:
6 strikes per melee.
8 defensive actions per melee (dodge and roll).
+5 strike.
+3 dodge.
+2 roll.
+5 initative.

RETURN TO THE NEW REF.
Diplomatic Missions to the Invid Sector of Optera land at Optera Spaceport. One then turns right onto Spaceport Wy, crosses Opteran Rt. 2, merge onto westbound traffic, and head west for 2ØØ miles. On the north side of Rt 2 is Mt Regenteria, the Regent’s massive personal Dome Hive. On the south side is Mt Regiseria, the Regis’s eqaully massive Dome Hive. Both are located in the shadow of buetiful Mt Invid, the enclosed Invid Stilt Hive that IS the Invid High Dome- Center of all Invid existance. It’s where all Stage 6 Invids are Quickened, and all other Invid are birthed.