The
shock trooper is a "trooper" outfitted with two powerful plasma canons
attached to the main body above the shoulders. The cannons can swivel up
and down in a 90 degree position, making them effective against ground
and air attacks. The body is identical to the trooper/worker in every
way.
The shock Trooper is usually assigned to
similar duty as its unarmed brother, with the emphasis on combat. This
is the invid foot soldier.
The Invid Shock Trooper (also known as "Gurab")
Vehicle Type: Combat (labor, when necessary)
Crew: One;
stage two invid pilot
M.D.C. by Location:
Plasma Cannons (2) -- 80 each
Forearms (2) -- 80 each
Upper Arms (2) -- 80 each
Legs & Feet (2) -- 80 each
Rear Thruster (1) -- 30
Pulse Beam Cannon (2) -- 30 each
* Sensor Eye (1) -- 20
** Main Body -- 80
Reinforced Crew Compartment -- 40
* 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 300mph (482kmph), maximum with a
10,000ft (3048m) mile ceiling.
Ground, Running: 60 mph (96kmph)
Ground Jumping: 30ft (9.1m)
Height: 19ft (5.8m)
Width: 15ft (4.6m)
Length: 15ft (4.6m)
Weight: 11.5 tons
Cargo: Can carry up to three ton.
Weapon Systems
1. Twin Plasma Cannons exclusive to the Shock Trooper. One is mounted
over each shoulder and can fire independent of each other or
simultaneously. The plasma is fired in energy bolts often referred to as
"annihilation discs." The plasma cannons can be positioned to point up
or down in a 90 degree arc.
Primary Purpose: Assault
Secondary Purpose: Anti-Aircraft
Range: 4000ft (1200m)
Mega-Damage: One single blast -- 1D6 M.D., two simultaneous
blasts -- 4D6, simultaneous burst -- 6D6 M.D., one continues stream
(lasts entire melee, trained on one target) -- 1D6X10 M.D., strafing run
(wild burst shooting) -- 2D6 M.D.
Rate of Fire: Four attacks per melee. Two simultaneous
blasts and bursts
count as ONE attack.
Payload: Unlimited
Bonuses to Strike with Beam Cannons: Only protoculture
targeting system bonuses are applicable against protoculture powered
devices. Hand to hand bonuses do not apply to energy weapons.
Note: The mouths of the twin cannons always glow white just
before they are about to shoot.
2.
Hand to Hand: (Look at the the
HAND TO HAND BONUSES FROM INVID SHOCK TROOPER COMBAT TRAINING)
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