The
Pincer Command Unit is the equivalent of an invid lieutenant or captain
leading and directing his troops of scouts, troopers 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
possesses 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 rarely
encountered alone. It is usually found leading a patrol of scouts and
shock troopers, directing shock troopers, overseeing work farms and
slave camps, and protecting the hive. The command unit is answerable
only to a Royal Command Battloid placed in command by an Invid Brain or
the Regis herself.
Invid Command Unit (a.k.a Pincer, P.C.U. and "Gamo")
Vehicle Type: Combat Squad Leader
Crew: One;
stage three invid pilot
M.D.C. by Location:
Heat Cannons (2) -- 100 each
Mini-Plasma Weapons (2) -- 10 each
Claw "Pincer" Hands (2) -- 30 each
Arms (2) -- 80 each
Legs & Feet (2) -- 150 each
Rear Thrusters (2) -- 50 each
* Sensor Eye (1) -- 20
** Main Body -- 200
Reinforced Crew Compartment -- 80
* 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 722mph/1162kmph (Mach 1.1), maximum
altitude of about 4 miles (6.4m)
Flight: Crusing speed for reconnaissance is 60 to 150mph (96 to
240kmph)
Ground, Running: 70 mph (112kmph)
Ground Jumping: 30ft (9.1m) without boosters, or 100ft (30.5m) up
or across with boost from jet thrusters.
Height: 26ft (7.1m)
Width: 22ft (6.7m)
Length: 21ft (6.4m)
Weight: 22.5 tons
Cargo: Can carry up to three ton.
Weapon Systems
1. Twin Heat Cannons are mounted on the main body, hanging
over the shoulders like two giant caterpillars. Both always fire
simultaneously in a directed beam of heat energy. If one cannon is
destroyed, the other is rendered useless.
Although fixed in a forward position, the
rotating inner nozzle of the cannon can adjust to about a 30 degree
angle. To shoot in a different direction or greater angle, the invid
must move its entire body. A favorite tactic is to fly several hundred
feet (200 to 1000ft) above the ground to blast opposing ground units.
Primary Purpose: Assault
Range: 4000ft (1200m)
Mega-Damage: Single blast -- 3D6 M.D., long blast
(counts as two attacks) -- 1D6X10 M.D., concentrated blast (same target
all melee, with one continuous beam) -- 2D6X10 M.D., continuous beam
strafing run does 2D6 M.D. to everything it hits.
Rate of Fire: Equal to hand to hand attacks per melee (four
single blasts).
Payload: Unlimited
Bonuses to Strike with Beam Cannons: +2 to strike at all
times against any target, protoculture powered or not. Don't forget to
add strike bonuses from protoculture targeting system against
protoculture powered devices like the Alpha, Beta, Cyclone and certain
weapons.
Note: The mouths of the twin cannons always glow white just
before they are about to shoot.
2. Mini-Plasma Weapons (2) are recessed into the front of the
main body on either side of the sensor eye. These weapons can fire
simultaneously or individually. Destroying one does not immobilize the
other. To attempt to shoot out one of the mini-plasma guns, the attacker
must make a "called shot" and is a minus -3 to hit (they are quite small
and on a moving, attacking target.
Primary Purpose: Assault
Range: 2000ft (609m)
Mega-Damage: Single blast -- 2D6 M.D., a simultaneous blast
(2 energy bolts) does a 4D6 M.D. A simultaneous, double blast count as
ONE attack (hits the same target).
Rate of Fire: Equal to hand to hand attacks per melee (four
single or double blasts).
Payload: Unlimited
Bonuses to Strike with Beam Cannons: +1 to strike at all
times against any target, protoculture powered or not. Don't forget to
add strike bonuses from protoculture targeting system against
protoculture powered devices.
3.
Hand to Hand: (Look at the
the HAND TO HAND BONUSES FROM INVID COMMAND UNIT COMBAT TRAINING)
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