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. |
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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. |
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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. |
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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. |
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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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