-INVIDIA-
The Invid Malcontent

-Invidia-

The name means HATE.

-Invidia-

The name means FEAR.

--INVIDIA--

The name means DEATH.

--INVIDIA--

The name means WAR.

--INVIDIA--

THE WORD IS HELL

As you should know by your study of the Invid, part of the treaty bringing them fully into the Inter-Planetary Alliance was the the right to grow and expand. Some of the Invid Stage 5's, however, have gone rogue and taken their colony with them. The are convince that they must eliminate ALL forms of non-Invid life. Reasons vary, including one that started out as a "marital arguement" between the Stage 5's (she wigged out, killed him and went rogue).

When the problem first started to develop, the IPA demanded the Invid deal with it. The Regent, who serves as the Invids Commander in chief and Secretary General, explained that he COULDN'T do anything about them. They had cut themselves off from the collective Invid, and while the Regis could feel their pain, she could not control them, nor could she find them. However, on behal of all Invid, the Regent washed his hands of Invidia; The REF was free to deal with them any way they saw fit.

This changed quickly, though, after the first Invidia defeat. The REF noticed that once the Stage 5 Invidia's were dead, all the surviving Invidia forces simply stopped fighting and returned to their Stilt Hive (this was a planet bound Invidia enclave), as if recalled and awaiting further orders. Those that were attacked during this retreat didn't even attempt to evade or roll with the attack, and REF troops who were in the way were brushed aside as if merely thicket; The Invidia didn't seem to want to HURT THEM, and, less a concussion and a few broken bones in the Power Armor Trooper Corps (that numbered a few THOUSAND) really didn't hurt any. The Invidia was merely intent on returning to their base.

The REF Forces were exhausted; They let them go for the time being. The Task Force commander, Vice Admirial Steehs looked to REF HQ for answers; They turned to the Regent; He turned to his wife. "What happened?" was the question. The Regis duscovered she had regained DIRECT control of her people; With the rebelious 5's out of the way, she recalled her people and ended the battle.

With this new information in hand, the REF developed the early Invidia Policy: Kill the Stage % leaders. Kill all others only in self-defense. Avoid killing anyone OTHER than the 5's to whatever degree practicable, though shooting down and/or wounding (even significantly) Invidia Soldiers is considered perfectly acceptable. In fact, all nessesary collaterall damage is authorized by RED High Command, and was endorsed personally by the Regent.

It has happened that Invidia Stage 5's have been captured, but never surrenedered. On AFIES (said "aph-ee-es") VII, the female was killed and the male knocked uncontouis. He was taken heavilyt shackled to Optera. By internal agreement, only the Regis can authorize an execution of an Inviud; Only the Regent can authorize "all other discipline," which includes toture. Since trhen, about 1ØØ or so Invidia 5's have been taken alive; Some as pairs, others individually, at Mt Regenteria, to die a million death every day and ever night, only to be re-born again after each. Not the place you want to go to keep your sanity.

Technologies of the Invidia

Cougar Inorganic
Scrim Inorganic
Armored Scout Invidia
Shock Trooper Invidia
Pincer Invidia
Invidia Royal Battloid
Clam Ship
Space Hive

Invidia Inorganics

Like the Invid, Invidia has Inorganics; However, the Invidia are far more aggressive with their Inorganics; Also, the Treaty holds that the Invid can only use the Cougar Inorganic. Invidia uses Cougars and Scrim (they dare not test the Regis's or Rengents resolve with anything more powerfull than that).

Cougar Inorganic “Hellcat”

An Invid Hellcat.

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
Scrim Inorganic

An Invidia Scrim.

The Scrim is the Invidia's most common killing machine. Although slower than the Cougar, it is far more deadly- The two huge arm-like appendages sport two blade-like claws that operate like the CADS-1 of the human's Sabre cyclone, 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 animilia 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. 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- 35Ø
** Legs (2)- 2ØØ each
*** Head- 2ØØ
Blade Arms (2)- 15Ø each
Chest Arms (3)- 1ØØ each
Hands (3)- 75 each

NOTES:
* 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 uneffected).

Speed and Statistical Data:
Running: 1ØØ mph.
Height: 11 feet.
Width: 7 feet.
Length: 6 feet.
Weight: 2,7ØØ lbs.
Weight: 2,7ØØ lbs.
Physical Strenght: Equal to a PS of 3Ø.
Physical: Equal to a PE of 4Ø.
Cargo: Limited; The Scrim can carry a few CRITICAL 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. 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, many Scrims currently in use don't have this weapon.
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.

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: 3D4×1Ø DIRECTLY TO HIT POINTS.
Attacks per Melee: Up to 4.
Range: Covers a 2ØØ³ foot area in calm wind conditions.
Payload: 2ØØ 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 2ØØ³ foot area in calm wind conditions.

Features: Skills and Features:

Track: Humanoids, Mecha, and Land Vehicles- 7Ø%
Track: Protoculture Powered equipment- 9Ø%
Land Navigation- 9Ø%
Nightvision- 2,ØØØ feet
External Audio Pickup- 3ØØ feet
Survival Pack: Each Scrim carries a packs of simpler emergency survival supplies: 1ze="1">st 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 (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. 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.
+6 parry.
+4 dodge.
+2 roll.
+3 initative
Invidia Mecha

The Invida have 4 main types of Mecha: The Armored Scout, the Shock Trooper, the Pincer Command Unit, and the Royal Command Battloid. They have done away with the unarmed types and the questionably effecient Enforcers.

Armored Scout

An Invidia Armored Scout.

The Invidia Armored Scout, aka the “Lobster” or “Alpha Alpha Charlies”, enjoys the same popularity as the Invid Scout used too. This is essentially 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 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.

Amongst Invidia Hives with Inviditsa colabs, the Armored Scouts are manned by the Inviditsa, not by Invidia. This gives them power, but not enought to threaten their masters.

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.
Shock Troopers

An Invidia Shock Trooper.

The Shock Trooper is main defense Mecha of the Invidia, reserved, for prefrence, for Space Hive defense. The Shcok Trooper is outfitted with powerful twin plasma cannons attached to the main body just above the shoulders. The cannons can swivel up and down in a 9غ degree position, making them effective against ground and air attacks.

Name: Shock Troopers; “Fleas” or “Bravo Alpha Tangos” to ASC Soldiers.
Model Type: Heavy Defense
Class: Invidia Guardian
Crew: 1
Passengers: None
MDC By Location:
* Torso- 8Ø
Pilot's Compartment- 4Ø
Legs and feet (2)- 8Ø each
Plasma Cannons (2)- 8Ø each
Thruster- 3Ø
Sensor Eye- 2Ø
Upper Arms (2)- 8Ø each
Forearms (2)- 8Ø each

Speed and Statistical Data:
Running: 6Ø mph.
Leaping: 3Ø feet.
Flying: 3ØØ mph.
Maximum Altitude: 1Ø,ØØØ feet.
Height: 19 feet.
Width: 15 feet.
Length: 15 feet.
Weight: 11.5 tons.
Physical Strength: Equal to a PS of 4Ø.
Physical: Equal to a PE of 45.
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 Plasma Cannons:
Mounted above the shoulders of the Mecha are the main weapons of the Shock Trooper, the twin Plasma Cannons. Both 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: 2D6 MD; Dual Blast: 4D6 MD; Dual Burst: 4D6 MD; Continous Blast: 1D6×1Ø MD; Straffing/Wild Fire: 2D6 MD.
Rate of Fire: Up to four 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.
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: 75 rockets (5Ø% more than the Armored Scout).

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 Shock Trooper Combat Elite:
2 additional attacks per melee.
+2 strike (both hand-to-hand and with plasma cannons).
+3 parry.
+2 dodge on the ground.
+4 dodge in the air.
+6 dodge in the air at max speed.
+1 roll.
+4 initative.
Pincer Command Unit

An Invidia Pincer.

The Pincer Command Unit is the equivalent of an invid lieutenant or captain leading and directing his troops of Invidias, Armored Scouts, and Shock Troopers. Unlike the Invid under its command, the Pincer command unit is intelligent and is capable of assimilating data and decision making. This makes it far more clever and treacherous than its counterparts. To make matters worse, the Pincer is heavily armored, maneuverable, and possess 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 Pincer Command Unit is NEVER encountered alone, and rarely in combat. It is usually found leading and directing Shock Troopers patrols and Armored Scouts assaults, directing the attack from a faily safe, remote location. However, they do occasionally go directly into combat. The team commander is answerable only to Royal Invidia, the Stage 5 Invidias who administer the Hive. One in every 1ØØ Invid Shock Troopers is a Pincer Command Unit (or one in every 3ØØ Armored Scouts).

Name: Pincer Command Unit, aka “Charlie Alpha Foxtrot”.
Model Type: Squad Leader
Class: Invid Guardian
Crew: None
Passengers: None
MDC By Location:
* Torso- 2ØØ
Pilot's Compartment- 8Ø
Legs and Feet (2)- 15Ø each
Heat Cannons (2)- 1ØØ each
Thrusters (2)- 5Ø each
Sensor Eye- 2Ø
Upper Arms (2)- 8Ø each
Forearms (2)- 8Ø each

Speed and Statistical Data:
Running: 7Ø mph.
Leaping: 3Ø feet.
Flying: Mach 1.5 (slightly faster than original specifications).
Maximum Altitude: 23,76Ø feet (4.5 miles).
Height: 26 feet.
Width: 22 feet.
Length: 21 feet.
Weight: 22.5 tons.
Physical Strength: Equal to a PS of 6Ø.
Physical: Equal to a PE of 8Ø.
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. 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 it's officail REF name). Both always fire together, and destroying one makes the other useless.
Although fixed foreward, the tip of the nozzles can rotate in a 3غ cone.
Purpose: Assault
Damage: Single Blast: 3D6 MD; Long Blast: 1D6×1Ø MD (counts as TWO attacks); Straffing Fire: 2D6 MD to everything it hits.
Rate of Fire: Up to four times per melee.
Range: 4,ØØØ 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-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).

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 Shock Trooper 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.
Automatic initative (these NEVER enter combat at all unless they want to).
Invidia Royal Battloid

An Invidia 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 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 3ØØ Troopers or Shock Troopers will be a Royal Command Battloid. While one MAY be encountered away form 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 and Invidias ONLY; As they will face a fate worse than death if captured, most Invidia Administrators will flee before they can be captured. However, one or the other MAY stand their ground and hold off REF (and more and more often, fellow Invid sent by the Regent) to allow their partner to escape. To actually see an Invidia Royal Battloid and live is a rare thing, and one that people would tell for years to come. And MOST of those who have can tell of how they destroyed it and killed the pilot.

Name: Royal Command Battloid, aka “Squats” or “Echo Alpha Zulu".
Model Type: Hive Leader
Class: Invidia 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 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).
Invidia Vessels

The Invidia live almost exclusively as nomads; Cosequently, they have to survive from starships.

Invidia Clam Ship

An Invidia Clam Ship (seen during a raid on Optera itself).

The primary platform of the Invidia 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 Invidia Clam Ships:
6 attacks per melee.
+4 strike.
+3 Auto-dodge.
+2 roll.
+5 initative.
Invidia Space Hives

A typical Invidia Space Hive (seen during a raid on Optera).

The Invidia, because of their out-law status, can not settle anywhere safely for too long. Consequently, they have turned their Dome Hives into Space Hives by grafting a Clam Ship into the Hive's surface area. The layout of a Space Hive is the same as a Dome Hive, with the execption that Level Four, Charlie Section (formerly a Stage One Stasis Chamber storage area) is now, normally, converted to space fold and other space and atmospheric drive area.

Some sections aare be manned by Invidista Collabs, though these are generally the outside sections of the hull and near the engineering plants (so the collabs are the more likely to be killed in the opening phase of an attack) or in isolated areas (where the risk to Invidia lives is too great, and the rewards too few, to be worth the risk in Invidia lives).

Name: Invidia Space Hives, aka “Sives” or “Seirra Mike-Mike”.
Model Type: Hive
Class: Star Station
Crew: 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:
Space Fold: Equipped.
In System: Factor 2Ø one main drives, Mach 2Ø on secondary drives maximum.
In Atmosphere: Mach 2 safely. SAFELY means safe for the ship, not nessesarily what's safe for the planet (and it's inhabitansts).
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 Invidia and Inividista, plus about twice 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 Invidia Space Hives:
6 strikes per melee.
8 defensive actions per melee (dodge and roll).
+5 strike.
+3 dodge.
+2 roll.
+5 initative.
Inviditsa

Not ALL people of the galaxies hate the Invidia; In fact, many have actively sought out the Invidia, willingly submitting to Invidia rule in exchange for whatever terms they recieve. Amongst those who have joined the Invidista, one can find the Praxians, Humans, Tśentrædi, Fehrans, Flyjts- Even a few Tiresians.

There are NO requirements to become a Invidista; The would-be Invidista must link up to Invidia who are willing to accept them. This is harder than it sounds- Most Invidia factions simply kill anyone who approaches right away. However, if you CAN link up with an Invidia faction, then you can almost be assured whatever price you demand; Money means nothing to the Invidia, and whatever rewards you demand for your services, though it may be a FORTUNE to YOU, it's mere chump change to the Invidia.

These rewards, however, come at a price; If captured, an Invidista can almost guarantee they will die slowly and painfully. A video that leaked out of a captured Invidista Pincer pilot shows the man being decapitated- With sound.

Technologies of the Invidista

The only piece of hardware the Invidia trust their slaves with is the Invidista Scout: There is no real differance between Invidia and Invidista Scout. The only difference worth mentioning is the cockpit layout; Invidia cockpit layout is exactly the same as Invid cockpit layout, a pool of Protocutlure enveloping the pilot. Invidista Scouts, unable to tolerate raw Protoculture and eqaully unable to use it, have a more Human-configured layout with holgraphic displays increasing effeiciancy. The also have cyber-jacks.

RETURN TO THE NEW REF.
Invid_Red_Enforcer.JPG Invid_Shock_Trooper.gif