The
Royal Command Battloid is a new design developed by the Regis to
accommodate the human like invid pilots (stage 5). This is the biggest,
most agile and versatile of the invid mecha and can be equal to Alpha
and Beta, or any Veritech, in battloid mode.
As if its maneuverability and size were not intimidating enough, the
Command Battloid is equipped with a plasma cannon arm shield and a
payload of missiles similar to the Alpha's. The missiles are fired from
the back of the protruding jet thrusters. The
Royal Command Battloid is assigned to command troops, conduct sieges, go
on search and destroy missions, direct operations at protoculture
farms and processing plants, and can even placed in charge hive
outposts. They might best be thought of as the gernels of the invid
army. They are deadly, merciless combatants who seem to excel at war.
Unlike most of the invid mecha pilots, the Royal Command Battloid pilot
is intelligent, observent and clever. They can assess information and
act on their own violation. One in every 300 troopers or shock troopers
will be a Royal Command Battloid. Invid Royal
Command Battliod (a.k.a Invid Battliod and R.C.B.)
Vehicle Type: All-purpose combat commander and director of
operations.
Crew: One;
stage five invid pilot
M.D.C. by Location:
Shielded Forearm (1) -- 200
Shielded Plasma Cannon Arm (1) -- 200
Upper Arm (2) -- 100 each
Hands (2) -- 50 each
Legs & Feet (2) -- 200 each
Jet Thrusters & Missile Pods (2) -- 120 each
* Head Sensor Unit -- 50
** Main Body -- 300
Reinforced Crew Compartment -- 150
* The sensor eye is not like the eye sensor. Its destruction
will knockout all sensor systems, leaving the pilot to rely only
visuals. Its destruction will not destroy the mecha nor hurt the pilot.
** Depleting the M.D.C. of the main body will shut the mecha
completely down.
Speed:
Flight: Stationary hover to 1340mph (Mach 2), maximum
altitude ceiling of 50,000ft
Flight: Cruising speed for reconnaissance is 60 to 150mph (96 to
240kmph)
Flight: Stationary hover and low speeds can be maintained at any
altitude.
Ground, Running: 70 mph (112kmph)
Ground Jumping: 50ft (15.2m) up or across without boosters, or 300ft (91.5m)
with boost from jet thrusters.
Height: 29ft (8.8m)
Width: 13ft (4m)
Length: 12ft (3.6m)
Weight: 23 tons
Cargo: Can carry up to 6 tons.
Weapon Systems
1. Shielded Plasma Cannons: The forearm of the right arm
is covered by a large shield with a plasma cannon built into it. This is
a standard weapon carried by all Royal Command Battloids. When
destroyed, the smoldering husk can be ejected, leaving the unarmored arm
beneath it exposed (20 M.D.C.). Although fitted on the right arm, the
plasma cannon can be used on either. Tools, and 3D4 minutes are required
to remove the weapon from one arm and place it on the other (the shield
must be removed first).
Primary Purpose: Assault
Range: 4000ft (1200m)
Mega-Damage: Single shot -- 4D6 M.D. or burst shot does 6D6
M.D. per attack, or strafing run (full melee pulse shooting wild) does 2D6 M.D. to everything it hits.
(counts as all attacks).
Rate of Fire: Equal to hand to hand attacks per melee (5
single blasts or 5 bursts).
Payload: Unlimited. Note that the plasma cannon can be tied
directly to the mecha and can not be removed and used by other mecha.
Bonuses to Strike with Beam Cannons: +3 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 cannons always glow white just
before they are about to shoot.
2. Two Missile Launchers (2) are built into the back section
that connects with the jet thrusters.
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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