[Invid Scout] [Armored Scout] [Invid Trooper] [Shock Trooper] [Invid Command Unit]
[Royal Command Battloid] [Invid Enforcer]


The Invid Command Unit

     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)


Robotech ® is a registered trademark owned and licensed by Harmony Gold USA, Inc. Characters for Robotech are copyright 1985 Harmony Gold USA, Inc./Tatsunoko Production Co., Ltd. All Rights Reserved.

The Robotech Role-Playing Game is Copyright © 1995 Palladium Books Inc. and Copyright © 1995 Kevin Siembieda. All rights reserved under the Universal Copyright Convention. No part of any Robotech RPG books may be reproduced in part or whole, in any form or by any means, without permission from the publisher. All incidents, situations, institutions, governments, and people are fictional and any similarity, without satiric intent, of characters or persons living or dead, is strictly coincidental.

Palladium Books Inc. ®, Rifts ®, and Megaverse ® are registered trademarks owned and licensed by Kevin Siembieda and Palladium Books Inc. Mega-Damage™, S.D.C.™, I.S.P.™, P.P.E.™, and others are trademarks owned and licensed by Kevin Siembieda and Palladium Books Inc.

Robotech: The New Invid Era  is a derivative work of the Robotech RPG intended solely for the enjoyment of Robotech fans everywhere, and is NOT written for commercial purposes or financial gain.

This entirely MY alternate vision of the Robotech ® world and is NOT officially approved or sanctioned by Palladium Books Inc. or Harmony Gold USA, Inc./Tatsunoko Production Co., Ltd.