The cherry red Invid Scout is the low level standard aerial/space reconaissance mecha of the Invid.
The Scout is a small and nimble mecha, and is very capable in space and airborne environments. In space, the legs are usually replaced by a large booster pack, enabling the Scout to perform longer range missions. In its aerospace fighter capacity, the Iigaa was usually piloted by lower-caste Invid.
Like all Invid mecha, the Scout has protoculture sensors in addition to optical and electro-magnetic sensors. The Scout is relatively lightly armored, like all Invid mecha, and can be successfully engaged even by Cyclone-mounted and man-portable rockets.
The Scout has no offensive weapons systems, though its claws can be very lethal in physical combat. The Scouts are sometimes used in suicide attacks.
An upgraded version, the Fighter Scout, carries two top mounted plasma cannons.
The pilot of the Scout sits in a bath of nutrient fluid similar in color (and odor) to the pilot's own blood, and a direct hit to the cockpit compartment will usually cause a mixture of both fluids to gush out.
The Invid Fighter Scout is the standard air/space fast-attack combat mecha of the Invid. An upgraded variation of the standard Invid Scout, the Fighter Scout has two top-mounted plasma cannons enabling it to engage air and ground based targets with the same lethal power. It is in this capacity that most resistance fighters on Invid-occupied Earth encountered it. Even though it is usually called the Fighter Scout (or "Armed Scout") scouting is certainly the lesser of the two roles.
The Fighter Scout is a small and nimble mecha, and like the standard Scout, is very capable in aerospace environments and is also piloted by lower-caste Invid.
Like all Invid mecha, the Fighter Scout has protoculture sensors in addition to optical and electro-magnetic sensors. The Fighter Scout is relatively lightly armored, like all Invid mecha, and can be successfully engaged even by Cyclone-mounted and man-portable rockets, though its weapons pods are quite capable of seriously damaging and destroying any opponents.
Model Type - Scout/Armoured Scout
Class - Light Combat and Patrol Mecha
Crew - 1
MDC By Location
Main Body - 120
Legs - 70
Feet - 40
Arms - 65
Claws - 30
Sensor Eye - 10
Plasma Guns - 20
Thrusters - 100
Note - Sensor Eye can only be hit with a called shot and is -5 to strike
AR - 10
Armour - stops upto and includng the equivalent standard 12.7mm/.50 cal rounds (1d6+1md)
Running - 64kph
Leaping - 20m thruster assisted
Flying - 992kph, Mach 7 in space
Range - 120 hours of operational use
Height - 2.5m, 2.7m with plasma guns
Length - 3.25m
Width - 3.75m
Weight - 4.5 tons, 5 tons with plasma guns
PS - Android 30 lift 3000lbs, carry 1500lbs
Cargo - none
Power System - protoculture cell energizer
Weapon Type - Claws (1 per arm)
Primary Purpose - anti mecha
Range - melee
Damage - ps punch damage + 2d6 armour piercing
Rate Of Fire - na
Payload - na
Bonuses - na
Weapon Type - Plasma Guns (2, optional)
Primary Purpose - anti-mecha
Range - 1200m
Damage - 3d6+2 per blast per gun. 1d6x10 per short burst, 2d4x10+20 per medium burst, 4d4x10 per long burst, 4d6x10 per full melee burst. Guns are fired in tandem.
Rate Of Fire - Single fire or bursts equal to pilots attacks
Payload - unlimited
Bonuses - +2 strike
Bonuses and Penalties
Use Robot Combat Elite
Punch - 1d6
Restrained Punch - 4d6sdc
Kick - 2d4
Body Block/Tackle 5d6sdc
Typical Combat Statistics
5 attacks per melee
+2 Ranged strike
+2 HTH strike
+3 roll with punch/impact
Systems of Note
Protoculture detection sensors - Mecha sized: range 3km, cyclone sized: range 600m, Gallant H-90 sized: range 150m
Basic radar - range 12km
Visual Magnifiers - x8 magnification
Unofficial Robotech Reference Guide
Robotech The RPG Both Editions