The
Armored Scout enjoys the same popularity as the Invid Scout. Both are
almost identical in every way, except that the armored scout is a little
more durable and has a pair of plasma pulse blasters mounted on what
appear to be the shoulder plates. Otherwise, the two units, scout and
armored scout, look identical.
The real difference 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. Its body armor is somewhat heavier,
making for a tougher combat unit, but with loss of mobility. The design
concept is to have a small, quick combat unit suitable for
reconnaissance, defense and offense.
Invid Armored Scout (also known as "Iigau")
Vehicle Type: Combat and Reconnaissance
Crew: One;
stage one invid pilot
M.D.C. by Location:
Hand Claw (2) -- 5 each
Forearm (shields) (2) -- 50 each
Upper Arms (2) -- 25 each
Legs & Feet (2) -- 25 each
Main Engine Thruster (rear) (1) -- 30
Pulse Beam Cannon (2) -- 30 each
* Sensor Eye (1) -- 20
** Main Body -- 70
Reinforced Crew Compartment -- 20
* The sensor eye is the most vulnerable part of the invid's
mecha body. Destruction of the sensor eye will kill/destroy the mecha
and pilot (goes right through crew compartment). However, it is a small
target protected by surrounding shielding, thus, to hit it the
player/character must make a "called" shot and is a - 3 to strike.
** Depleting the M.D.C. of the main body will shut the mecha
completely down. Depleting the main body M.D.C. and crew compartment
M.D.C. will blow the Invid into pieces.
Speed:
Flight: Stationary hover to 2345mph (3772kmph), maximum (Mach
3.5) with a 50 mile ceiling.
Flight: Cruising speed for reconnaissance: 60 to 150mph (96 to
240kmph).
Ground, Running: 40 mph (64kmph)
Ground Jumping: 100ft (30.5m)
Height: 9ft (2.7m)
Width: 12.3ft (3.75m)
Length: 10.7ft (3.25m)
Weight: 5 tons
Cargo: Can carry up to one ton.
Weapon Systems
1. Two Pulse Beam Cannons (Plasma Energy) mounted on the top shoulder
areas of the main body covering. Both plasma cannons are usually fired
simultaneously as a dual system, but can be fired individually. Each
cannon can move up and down in a 90 degree arc.
Primary Purpose: Assault
Range: 4000ft (1200m)
Mega-Damage: One single blast 1D6 M.D. (rarely fired in single
blasts), dual blasts 2D6 M.D. (two simultaneous shots are standard) or
burst 4D6 M.D. (approximately 4 to 6 pulse blasts fired in bursts is
typical of the invid armored scout. There is no need to determine if
the burst is 4 or 6 pulses as they both do 4D6 M.D. as a burst).
Rate of Fire: Four attacks per melee. Dual blasts and bursts
count as ONE attack.
Payload: Unlimited
Bonuses to Strike with Beam Cannons: +1; hand to hand bonus
does not apply.
2.
Hand to Hand: (Look at the the
HAND TO HAND BONUSES FROM INVID ARMORED SCOUT COMBAT TRAINING)
|