[Experience Table] [Hand to Hand/Mecha Combat] [Sensors]

These apply to the Invid Outside of their mecha. The Mecha Combat for each mecha is listed below as well as the specialized training for those Invid that live in their mecha.
HAND TO HAND INVID TYPE I
  1. Two attacks per melee.
  2. +2 to  pull/roll with punch, fall or impact.
  3. +1 to parry and dodge.
  4. Kick attack does 1D6 points damage.
  5. +1 to strike.
  6. One additional attack per melee.
  7. +2 to damage.
  8. Critical strike on an unmodified roll of 19 or 20.
  9. An additional +1 to parry and dodge.
  10. An additional +2 to pull/roll with punch, fall or impact.
  11. An additional +1 to strike.
  12. One additional attack per melee.
  13. An additional +1 to damage
  14. Critical strike or knockout from behind.
  15. An additional +2 to roll.
HAND TO HAND INVID TYPE II
  1. Two attacks per melee
  2. +2 to pull/roll with punch, fall or impact.
  3. +3 to parry and dodge.
  4. +2 to strike.
  5. One additional attack per melee.
  6. Kick attack does 1D6 points damage.
  7. Critical strike on an unmodified roll of 18, 19, or 20.
  8. Paired weapons.
  9. Leap attack (critical strike).
  10. One additional attack per melee.
  11. An additional +4 to initiative.
  12. An additional +4 to parry and dodge.
  13. An additional +4 to damage.
  14. An additional attack per melee.
  15. Death blow on a roll of a natural 20.

HAND TO HAND BONUSES FROM INVID SCOUT COMBAT TRAINING
Four hand to hand attacks per melee (plus those of the pilot).
Body flip is impossible
Body block/tackle/ram -- 2D6 M.D. plus an 50% chance of knocking opponent down (this will cause the victim to lose initiative and one attack that melee). Counts as two attacks.
+1 to strike.
+1 to parry.
+1 to dodge on ground.
+2 to (AUTO) dodge in flight. An automatic dodge is just like the parry, with no loss of attacks per melee.
+3 to dodge at maximum speed.
+1 to roll with punch, fall, or impact (explosion), reducing damage by half.
Critical strike same as pilot's hand to hand.
Punch/Claws do 1D6 Mega-Damage (M.D.)
Forearm Blade does 2D4 M.D. (the black design area is a special concealed blade).
Stomp does 1D4 M.D., but the target must be 7 ft (2.1 m) tall or smaller. Kick attacks are not possible.
Body Block/Ram does 2D6 M.D., but counts as two attacks.
Note: The scout can wear a booster rocket for greater speed. See Space Booster in the Invid Invasion Book (pg. 80). Remember, these bonuses are in addition to the pilot's own hand to hand training and attribute bonuses. They do not apply to the pilot's physical abilities outside the mecha.

HAND TO HAND BONUSES FROM INVID ARMORED SCOUT COMBAT TRAINING
Four hand to hand attacks per melee (plus those of the pilot).
Body flip is impossible
Body block/tackle/ram -- 2D6 M.D. plus an 50% chance of knocking opponent down (this will cause the victim
to lose initiative and one attack that melee). Counts as two attacks.
+2 to strike.
+3 to parry.
+2 to dodge on ground.
+4 to (AUTO) dodge in flight. An automatic dodge is just like the parry, with no loss of attacks per melee.
+6 to dodge at maximum speed.
+2 to roll with punch, fall, or impact (explosion), reducing damage by half.
Critical strike same as pilot's hand to hand.
Punch/Claws do 1D6 Mega-Damage (M.D.)
Forearm Blade does 2D4 M.D. (the black design area is a special concealed blade).
Stomp does 1D4 M.D., but the target must be 7 ft (2.1 m) tall or smaller. Kick attacks are not possible.
Body Block/Ram does 2D6 M.D., but counts as two attacks.
Note: The scout can wear a booster rocket for greater speed. See Space Booster in the Invid Invasion Book (pg.80). Remember, these bonuses are in addition to the pilot's own hand to hand training and attribute bonuses. They do not apply to the pilot's physical abilities outside the mecha.

HAND TO HAND BONUSES FROM INVID TROOPER COMBAT TRAINING
Three hand to hand attacks per melee (plus those of the pilot).
Body flip is impossible
Body block/tackle/ram -- 2D6 M.D. plus an 60% chance of knocking opponent down (this will cause the victim
to lose initiative and one attack that melee). Counts as two attacks.
+1 to strike.
+3 to parry.
+1 to dodge on ground.
+1 to (AUTO) dodge in flight. An automatic dodge is just like the parry, with no loss of attacks per melee.
+2 to dodge at maximum speed.
+1 to roll with punch, fall, or impact (explosion), reducing damage by half.
Critical strike same as pilot's hand to hand.
Punch/Claw:  3D6 Mega-Damage (M.D.)
Crush with Hand: 1D6 M.D.
Body Block/Ram: 2D6 M.D., but counts as two attacks.
Kick: 1D6 M.D.
Stomp: 2D6 M.D., but the target must be 10 ft (3 m) tall or smaller.
    Remember, these bonuses are in addition to the pilot's own hand to hand training and attribute bonuses. They do not apply to the pilot's physical abilities outside the mecha.

HAND TO HAND BONUSES FROM INVID SHOCK TROOPER COMBAT TRAINING
Three hand to hand attacks per melee (plus those of the pilot).
Body flip is impossible
Body block/tackle/ram -- 2D6 M.D. plus an 60% chance of knocking opponent down (this will cause the victim
to lose initiative and one attack that melee). Counts as two attacks.
+2 to strike.
+3 to parry.
+2 to dodge on ground.
+4 to (AUTO) dodge in flight. An automatic dodge is just like the parry, with no loss of attacks per melee.
+6 to dodge at maximum speed.
+1 to roll with punch, fall, or impact (explosion), reducing damage by half.
Critical strike same as pilot's hand to hand.
Punch/Claw:  3D6 Mega-Damage (M.D.)
Crush with Hand: 1D6 M.D.
Body Block/Ram: 2D6 M.D., but counts as two attacks.
Kick: 1D6 M.D.
Stomp: 2D6 M.D., but the target must be 10 ft (3 m) tall or smaller.
    Remember, these bonuses are in addition to the pilot's own hand to hand training and attribute bonuses. They do not apply to the pilot's physical abilities outside the mecha.

HAND TO HAND BONUSES FROM INVID COMMAND UNIT COMBAT TRAINING
Two hand to hand attacks per melee (plus those of the pilot).
Body flip is impossible
Body block/tackle/ram -- 3D6 M.D. plus an 70% chance of knocking opponent down (this will cause the victim
to lose initiative and one attack that melee). Counts as two attacks.
+2 to strike.
+2 to parry.
+2 to dodge on ground.
+3 to (AUTO) dodge in flight. An automatic dodge is just like the parry, with no loss of attacks per melee.
+6 to dodge at maximum speed.
+2 to roll with punch, fall, or impact (explosion), reducing damage by half.
Critical strike same as pilot's hand to hand.
Punch:  2D4 Mega-Damage (M.D.)
Crush with Pincer: 1D6 M.D.
Body Block/Ram: 3D6 M.D., but counts as two attacks.
Kick: 2D6 M.D.
Stomp: 2D6 M.D., but the target must be 15 ft (4.6 m) tall or smaller.
    Remember, these bonuses are in addition to the pilot's own hand to hand training and attribute bonuses. They do not apply to the pilot's physical abilities outside the mecha.

HAND TO HAND BONUSES FROM INVID ENFORCER COMBAT TRAINING
One hand to hand attacks per melee (plus those of the pilot).
Body flip/throw: 1D4 M.D. plus victim loses initiative and one attack that melee.
Body block/tackle/ram -- 1D4 M.D. plus an 70% chance of knocking opponent down (this will cause the victim
to lose initiative and one attack that melee). Counts as two attacks.
+2 to strike.
+2 to parry.
+5 to parry (with shield).
+2 to dodge on ground.
+4 to (AUTO) dodge in flight. An automatic dodge is just like the parry, with no loss of attacks per melee.
+2 to roll with punch, fall, or impact (explosion), reducing damage by half.
Critical strike same as pilot's hand to hand.
Punch:  1D4 Mega-Damage (M.D.)
Hand Crush/Squeeze: 1 M.D. (100 S.D.C.)
Body Block/Ram: 1D4 M.D., but counts as two attacks.
Kick: 1D4 M.D.
Leap Kick: 2D4 M.D.
Body Flip:   1D4 M.D.
    Remember, these bonuses are in addition to the pilot's own hand to hand training and attribute bonuses. They do
not apply to the pilot's physical abilities outside the mecha.

HAND TO HAND BONUSES FROM INVID ROYAL COMMAND BATTLOID COMBAT TRAINING
Two hand to hand attacks per melee (plus those of the pilot).
Body flip/throw: 2D6 M.D. plus victim loses initiative and one attack that melee.
Body block/tackle/ram -- 3D6 M.D. plus an 70% chance of knocking opponent down (this will cause the victim
to lose initiative and one attack that melee). Counts as two attacks.
+4 to strike.
+5 to parry.
+2 to dodge on ground.
+4 to (AUTO) dodge in flight. An automatic dodge is just like the parry, with no loss of attacks per melee.
+6 to dodge at maximum speed.
+4 to roll with punch, fall, or impact (explosion), reducing damage by half.
+2 on initiative.
Critical strike same as pilot's hand to hand.
One additional hand to hand attack at level five.
One additional hand to hand attack at level eight.
Punch:  2D6 Mega-Damage (M.D.)
Crush in Hand: 1D4 M.D.
Body Block/Ram: 2D6 M.D., but counts as two attacks.
Kick: 1D6 M.D.
Leap Kick: 2D6 M.D. (counts as two attacks).
Body Flip:   1D4 M.D.
Stomp: 1D6 M.D., but the target must be 15 ft (4.6 m) tall or smaller.
    Remember, these bonuses are in addition to the pilot's own hand to hand training and attribute bonuses. They do
not apply to the pilot's physical abilities outside the mecha.

HAND TO HAND BONUSES FROM INVID INTIMIDATOR COMBAT TRAINING
Two hand to hand attacks per melee (plus those of the pilot).
Body flip/throw: 1D6 M.D. plus victim loses initiative and one attack that melee.
Body block/tackle/ram -- 3D6 M.D. plus an 80% chance of knocking opponent down (this will cause the victim
to lose initiative and one attack that melee). Counts as two attacks.
+2 to strike.
+4 to parry.
+4 to (AUTO) dodge in flight and on the ground. An automatic dodge is just like the parry, with no loss of
attacks per melee.
+8 to dodge at maximum speed.
+4 to roll with punch, fall, or impact (explosion), reducing damage by half.
+1 on initiative.
Critical strike same as pilot's hand to hand.
One additional hand to hand attack at level five.
One additional hand to hand attack at level eight.
Punch:  4D6 Mega-Damage (M.D.)
Crush in Hand: 1D4 M.D.
Body Block/Ram: 3D6 M.D., but counts as two attacks.
Kick: 2D6 M.D.
Leap Kick: 4D6 M.D. (counts as two attacks)
Body Flip:   1D6 M.D.
Stomp: 2D4 M.D., but the target must be 15 ft (4.6 m) tall or smaller.
    Remember, these bonuses are in addition to the pilot's own hand to hand training and attribute bonuses. They do
not apply to the pilot's physical abilities outside the mecha.


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