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BACKGROUND (as per robotech.com)

Invidscout1



The cherry red Invid Scout is the low level standard aerial/space reconnaissance 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
Scale - Massive


Structure By Location

Main Body - 120
Legs - 70
Feet - 40
Arms - 65
Claws - 30
Sensor Eye - 10
Plasma Guns - 20
Thrusters - 100
Optional Space Booster - 130

Note - Sensor Eye can only be hit with a directed shot and is -5 to strike. Penetrating the Sensor Eye forces the mecha to make a saving throw versus death/coma. Failure means the mecha is destroyed.

Armour Level - 10
Armour Protection - Automatically stops up to and including attacks that do the equivalent of 1d6+1/7 damage per single attacks/blast regardless of if a successful strike equals/exceeds the Armour Level. Attacks that do the equivalent of 5d6x10/300 damage or more per single attack/blast only require a successful strike roll against the unit to do damage, ignoring the Armour Level altogether. All other attacks (1d6+2/8 to 7d4x10+19/299 damage in a single attack/blast) must successfully strike the unit and equal/exceed the Armour Level to do damage.


Speed

Running - 64kph (213.5m per round, combat: 14m per phase, cruise: 42.5m per phase, max: 71m per phase)
Leaping - 20m thruster assisted
Flying - 992kph (3.3km per round, combat: 220.5m per phase, cruise: 661.5m per phase, max: 1.1km per phase)
Space - 22 MU (7 MU per phase plus 1 additional MU in one phase of choice per round). 27 MU if using it's space booster (9 MU per phase)
Range - 1000km on reaction mass in space. 2000km when using the optional Space Booster.


Specifications

Height - 2.5m, 2.7m with plasma guns
Length - 3.25m
Width - 3.75m
Weight - 4.5 short tons, 5 short tons with plasma guns
Strength - Android 30, Lift 3750kg, Carry 1875kg
Cargo - none
Power System - rechargeable protoculture cell energizer


Weapons

Invidscout2



Weapon Type - Claws (1 per arm)
Primary Purpose - anti mecha
Range - melee
Damage - punch damage + 2d6 armour piercing
Rate Of Fire - na
Payload - na
Bonuses - na

Weapon Type - Plasma Guns (2, optional)
Primary Purpose - anti-mecha
Range - Atmosphere: 480m/1.2km/2.4km, Space: 2/4/7mu
Damage - 5d6 per blast per gun or 1d6x10 per burst. Guns are fired in tandem.
Rate Of Fire - Single fire or bursts equal to pilots actions
Payload - unlimited


Bonuses and Penalties

Use mecha combat training
+10% to all piloting rolls
Punch - 2d4
Restrained Punch - 1d4
Kick - 2d6
Body Block/Tackle - 1d4


Typical Combat Statistics

5 actions per round (2/2/1)
+1 Initiative
+2 ranged strike
+2 melee strike
+3 Parry
+3 dodge
+3 reflexive dodge


Systems of Note

Protoculture Powered - Rechargeable Protoculture Cell Energizer gives the mech 7 days of use during combat operations.

Protoculture detection sensors - Mecha sized: range 3km, cyclone sized: range 600m, Gallant H-90 sized: range 150m. +2 to Strike when attacking Protoculture powered mecha.

Basic Radar - Range: 5km. Can track up to 10 targets.

Visual Magnifiers - x8 magnification

Note - The Scout is typically directed by the local Invid Brain or Higher Echelon Invid like a Royal using the local hive's capabilities to do so.


References Used

Robotech.com
Unofficial Robotech Reference Guide
Robotech The RPG all Editions
MAHQ

Invid - https://worldofjaymz.fandom.com/wiki/Invid_Equipment
Robotech (Rhodium) - https://worldofjaymz.fandom.com/wiki/Category:Robotech_(Rhodium)
Rhodium RPG System - https://worldofjaymz.fandom.com/wiki/The_Rhodium_RPG_System
World of Jaymz - https://worldofjaymz.fandom.com/wiki/Worldofjaymz_Wiki

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