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

NEW INVID SENSORS

Standard Sensors, Equipment and Notes for All Invid

PROTOCULTURE SENSORS
     As with the human mecha the invid have different sensors they can choose from to make their mecha more efficient killing machines. The way you can tell which type of sensor the invid can use is to look at the read sensory skill and see which type fits. After you find out what type it is look at the descriptions below to determine how the sensor works for that particular pilot.
This is a powerful sensor that can register protoculture energy, indicate how many protoculture energy based targets there are (up to 40 individual targets) and their approximate location (within a 600 ft area). The sensor will also track each target, indicating general direction and approximate speed of travel.
     At close range, the sensor can pinpoint the target's exact location and track the energy behind walls, through buildings and even 100 ft underground. The energy signal(s) is displayed on a radar like screen, with each target indicated as a small yellow blip.
     Although quite formidable, the sensor's Achilles' heel is that it can only register and track protoculture energy that is in use (even tiny amounts of protoculture, such as in the Gallant handgun will register). This means if the protoculture device is turned off the signal disappears. The best the invid can do is fly over the general location of the last reading and do a visual search. Since the invid do not understand human machinery (it all looks the same to them, except size), a human could stop his cyclone mecha in the middle of a field, turn it off (stopping the protoculture signal) and run and hide in the woods to the side of the field. The invid may or may not notice the cyclone (probably not if it is camouflaged) and will have no idea where the human pilot may be hiding. If the cyclone is spotted, there is a chance the invid may recognize it and destroy it and/or do a more extensive search for the pilot. See Perception Section under Notes.
 
Invid Sensor Type I
Range: One Mile
Protoculture Targeting System
Close Range: 600 ft; +5 to strike bonus.
Short Range: 2000 ft  ; +3 to strike bonus.
Medium Range: 4000 ft ; +2 to strike bonus.
Long Range: 11,000 ft ; +1 to strike bonus.

Invid Sensor Type III (Clam Ship Only!!)
Range: 50 Miles
Protoculture Targeting System
Close Range: 2 miles; +5 to strike bonus.
Short Range: 10 miles; +3 to strike bonus.
Medium Range: 25 miles; +2 to strike bonus.
Long Range: 75 miles; +1 to strike bonus.
Invid Sensor Type II
Range: Two Miles
Protoculture Targeting System
Close Range: 1200 ft +5 to strike bonus.
Short Range: 4000 ft  ; +3 to strike bonus.
Medium Range: 8000 ft ; +2 to strike bonus.
Long Range: 20,000 ft ; +1 to strike bonus.

Invid Sensor Type IV (All other Space Craft!)
Range: 200 Miles
Protoculture Targeting System
Close Range: 10 miles; +5 to strike bonus.
Short Range: 20 miles; +3 to strike bonus.
Medium Range: 75 miles; +2 to strike bonus.
Long Range: 250 miles; +1 to strike bonus.

     The protoculture targeting system locks onto any target that is actively using protoculture energy. This would apply to the Alpha, Beta, Cyclone, Veritech Fighters (Macross VF series), Destroids (Macross and Sentinels), and protoculture powered spacecraft, vehicles and weapons. Note: Southern Cross mecha can use protoculture or fusion turbines. In fact, all non-transformable battloids rely only on fusion reactors and about half the remaining Southern Cross transformable mecha are fusion powered. That means the protoculture targeting system can not be used on them (no strike bonus). The same is true of the conventional combat vehicles, such as Commanchero assault helicopter, jets and tanks. Remember, the strike bonus from this targeting system is only applicable to protoculture powered devices and mecha. This is a new development in invid technology. Igna has studied not only human behavior and their biological functions, but their mecha as well. These optic sensors were developed mainly as tests and put into use in March of 2055 for field tests and then adapted for practical use several months after. These new sensors were found to be effective in fighting the human resistance. The same methods apply as above.



OPTIC SENSORS

Optic Sensors Type I
Optical Enhancement System
Normal Vision is roughly equal to a human's, with a limited telescopic magnification capability that increases the range of about 1600 ft with a 20 ft field of vision and a 4X magnification. Nightvision is another feature which amplifies ambient light to give a visible picture. Range: 300 ft.

Optic Sensors Type II
Infrared Spotlight (sensor eye)
Range: 2000 ft. The infrared spotlight sits right above the sensor eye. It emits an infrared light beam that is invisible to the normal eye (including invid). However, an enemy with infrared optics can easily see the beam of light and track it to the mecha. Smoke impairs vision/beam.

Optic Sensors Type III
Thermo-Imager (sensor eye)
Range: 2000 ft. A special optical heat sensory unit that allows the infrared radiation of warm objects to be converted into a visible image. It also enables the pilot to see in darkness, shadows and through smoke.
    The invid see everything through a red haze, as if looking through a ruby filter. This is not to be construed to be infrared vision. Only the sage five, six, the Regis and Igna have full color vision like humans.
    The pilot can use only what is described in parenthesis next to either Read Sensory or Optic Systems. If it says type I-IV they can be use one or all, if it says type I or II this means they can use one or the other.

Optic Sensors Type IV
Nightvision (sensor eye)
Range:
2000 ft.

EXTERNAL AUDIO PICKUP
    A sound amplification listening system. Range: 200 ft

EXTERNAL SPEAKER SYSTEM
    The Pincer, Enforcer, Royal Command Battloid, and the Intimidator have a loudspeaker system that amplifies and projects the pilot's voice from normal voice levels up to 90 decibels.

HEAT AND RADIATION SHIELDS
    Special shielding prevents the penetration of life threatening heat and radiation. Includes radiation detection system alarm.

FUEL CAPACITY
    Each one of the invid mecha are powered by different engines and require different fuel cells than each other. The Scout and Armored Scout require 6 energy cells, this will last it an average of 2 years of constant use; The Troopers and Shock Troopers require 8 energy cells, this will last it an average of 2 years of constant use; The Pincer requires 10 energy cells, this will last it an average of 2 years of constant use; The Royal Command Battloid requires 12 energy cells, this will last it an average of 2 years of constant use; The Intimidator requires 16 energy cells, this will last an average of 2 years of constant use.

COMMUNICATION
    The invid do not use radio waves. Instead, telepathic transmissions are used to communicate. All invid can communicate among themselves up to a range of about 2000 ft. Only the Invid Brain, the Regis, and Igna have a much greater range. Note: The stage one and two invid pilots have no vocal cords and can not speak.

ONLY unique to the Intimidator!!!!!

RADAR
    Range: 30 miles; conventional operations.

RADIO/VIDEO COMMUNICATIONS
    Long range, directional communications system. Range: 600 miles or can be boosted indefinitely via satellite relay.

COMBAT COMPUTER
    Calculates, stores, and transmits data onto the cockpit computer screen or heads-up display (H.U.D.) of the pilot's helmet. Patches in with the targeting computer.

TARGETING COMPUTER
    Range: 30 miles. Assists in the identification and tracking of enemy targets. The system has 10,000 images stored in memory and can be programmed to include 1000 new targets. Can identify and track 144 targets simultaneously.

LASER TARGETING SYSTEM
    Range: 100 miles. Assists in the striking of enemy targets and is partly responsible for the mecha's strike bonus.

SELF-DESTRUCT
    A last ditch effort to prevent the capture of the mecha unit (usually preceded by the pilot's ejection from the mecha) is self-destruction. Explosive damage is fairly contained. The mecha without missiles does 1D6x10 MD, but a mecha with all or most of its missiles (40 or more) will do 2D6x100 MD to a 50 ft radius. This particular mecha has a remote control to set it off with a sixteen  character command code to set it off. this can be done either oral and/or keypad on a special wrist computer, in order to prevent capture of this particular mecha.

ONLY unique to the Intimidator and the Royal Command Battloid!!!!

INDEPENDENT OXYGEN SUPPLY AND CIRCULATORY SYSTEM
    Automatically engages in an oxygenless environment or when toxic gases are sensed. Can recirculate breathable air for up to six weeks before getting stale.

HEATING AND COOLING SYSTEM
    Regulates the temperature of the pilot's compartment.

VOICE ACTUATED LOCKING SYSTEM
    The mecha access is non excitation until the pilot inputs a six digit code by either a spoken code or a manual key pad.

    These new systems that are installed in the Intimidator are to make the Intimidator a more of an efficient killing machine. The mecha has to be able to fit in with the current human communities. These systems were also installed after years of research in the Genesis Pits on the humans and the mecha that they pilot. Igna created this particular mecha because she found out after a series of tests that people accept this particular one with either open arms or try to destroy it. This makes it very effective when doing recon missions. The invid now have a new leader that is adapting to the environment around her and is taking steps to clean the Earth for her people to live on.

NOTES
    Most invid spend their lives inside their mecha. The pilot's compartment is a life support system, complete with life-giving nutrient pool in which the pilot sits completely immersed. The green nutrient fluid is derived from the processed husks of the Flower of Life. The only exceptions are the stage four invid pilots who can live in and out of the nutrient, and the type five and six invid humanoids who do not require the fluid. Of course, the Regis, Igna, and Brain can function without need of the nutrient pool.
    Perception Factor (P.F.): The ability to recognize the purpose of human machines. If recognized as a combat device, there is a 64% likelihood the invid will destroy it. (A roll of 65-00 means it just left it there, unharmed.)


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