Giraa Command Unit - "Invid Scorpion"
(Version 1.01 - Last updated:
02/09/02)
- RPG Translation and History by
Kenneth
Olson
- Based on an original mecha design by John and Jason Waltrip
Published in Eternity Comics "Robotech The Sentinels Book 4 #8."
BACKGROUND
History of Black Death
Destroyers
With the design of the Black Death Destroyers, the Invid Regent ordered a
mecha so powerful that it could engage multiple REF mecha and come out victorious.
This mecha, armed with the most powerful weapons and sensors ,would become the command
mecha for his elite forces. The Invid research teams did not disappoint him.
The Invid Giraa Command Mecha was armed with no less than 5 PL-5X, plasma cannons found on
the shock trooper, and 16 PL-3L, plasma cannons on the armored scout. A volley of
any of these weapons would bring an REF veritech to its knees. The Invid Giraa was
given the Invid's first missile launcher system, the IM-10, mainly to use against incoming
missiles but it could be used to engage the enemy at extreme distances. To guide
these missiles a primitive radar system was added. In addition to the formidable
ranged weaponry, four combat claws were added to rip apart any mecha foolish enough to
engage in melee combat
The Invid Giraa Command Mecha proved to be the most powerful Invid Mecha
fielded by the Invid during the wars with the Robotech Expeditionary Forces.
However, the Scorpion as called by the REF, also proved to be extremely difficult to
produce. For every Giraa Command Mecha approximately 100 Invid Troopers or 50 Shock
Troopers could be manufactured. As a result only approximately 1,000 units were
created. The Giraa was for the exclusive use for the highest ranking stage four
Invid in each hive or members of the elite Protoculture Death Squads formed on Optera.
The design proved to have some serious problems. First and foremost,
the Giraa was severely underpowered, although four 4 x Zyerri protoculture generators were
included. As a result the mecha could not fire all its plasma weapons in a single
volley. Secondly, the missile system proved to be extremely inaccurate to the point
that its primary purpose of anti-missile protection was a wishful thought (game terms: will only strike mecha on 10-20, and missiles on 18-20). Finally, the REF
forces took advantage of the weakness built into all Invid Mecha, that of the sensor eye.
There are countless cases of Giraa command mechs destroyed with a single shot
through the eye without any damage to any other location.
A majority of the Giraa Command mecha were destroyed during battles with
the REF; however, no less than 10 units were spotted with the Invid Regis during the
occupation of Earth. REF intelligence believes that the Invid Regis was
examining
these units as possible command mecha for her own stage 5 Invid; however, she turned
towards the Royal Command Battloid as the incredible cost of production was too great even
for her own tastes.
RPG STATS
- Vehicle Type: One person all weather command mecha
- Class: Invid combat mecha
Manufacturer: Invid Regent
Crew: One pilot type 4
-
MDC BY LOCATION:
Location |
Invid Scorpion |
Hand/Claw (4) |
20 |
Forearms (4) |
150 |
Upper Arms (4) |
60 |
Legs & Feet (2) |
150 |
Main Engine Thruster (rear) (2) |
75 |
Top Plasma Cannons (3) |
50 |
Shoulder Plasma Cannons (2) |
40 |
Shoulder Missile Launchers (2) |
200 |
(2) Sensor Eye |
20 |
(1) Main Body |
400 |
Reinforced Pilots Compartment |
100 |
NOTES:
- Depleting the MDC of the main body will destroy the mecha.
- The sensor eye is the most vulnerable place on the Invid's mecha body. Destruction
of the sensor eye will destroy the mecha and pilot. However, it is a small target
protected by surrounding shielding, thus, to hit the player must make a called shot at -3.
SPEEDS:
- FLYING:
- 400 kph in plantary atmospheres
- RUNNING:
- 150 kph
- LEAPING:
- 30 m
-
STATISTICAL DATA:
- HEIGHT:
- 6.0 m
- WEIGHT:
- 16.0 metric tonnes
- PHYSICAL STRENGTH:
- Equal to a P.S. of 60
- CARGO:
- None
- POWER PLANT:
- 4 x Zyerri protoculture generator, four times the number in the shock trooper,
with 18 protoculture canisters
- Propulsion in Spaceborne operations:
- Engines: two vectorable thruster port with total output of 120 kN
- Delta V:
- 50 kps
- Generator Endurance:
- 1 month of continual use
WEAPON SYSTEMS:
-
FIVE PL-5X PLASMA CANNONS: The
Scorpion has three plasma cannons mounted on
flexible projections emanating from the main body and two in fixed positions on either
side of the sensor eye. Each cannon is the same design as that on the shock
trooper (see picture above). All three on top and both of the fixed cannons, are
targeted together.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-mecha
- RANGE: 2500 m
- DAMAGE: For each plasma cannon: single blast 2d6 MDC, single bursts
3d6, full melee burst 4d6
- RATE OF FIRE: Equal to the pilot's combined hand to hand attacks
- PAYLOAD: Unlimited
- NOTE: Only the PL-5X or the PL-3L may be fired at any given time.
-
FOUR PL-3L PLASMA CANNONS: The Invid Scorpion has four plasma cannons mounted on
each of the four arms.. Each cannon is the same design as that on the armored scout
(see picture above). All the plasma cannons on each of the arms are target together.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-mecha
- RANGE: 4000 ft (1200m)
- DAMAGE FOR EACH ARM: One single blast 1d6 MDC, dual blasts 2d6, quadruple
blast 4d6, quadruple bursts 8d6
- RATE OF FIRE: Equal to the pilot's combined hand to hand attacks
- PAYLOAD: Unlimited
- NOTE: Only the PL-5X or the PL-3L may be fired at any given time.
- SHORT RANGE MISSILE SYSTEM IM-10: The Invid Scorpion has, for the Invid, a
revolutionary short range missile system
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-mecha
- RANGE: Varies
- DAMAGE: Varies, although plasma is the most common warhead (1d6*10).
- RATE OF FIRE: One at a time or in volleys of two, four, six, eight, or all
ten.
- PAYLOAD: 10 short range missiles
- NOTES: This system proved to be incredibly inaccurate, see
description above, as a result it will only hit mecha on 10-20 and missiles on 18-20
- HAND TO HAND COMBAT:. Like all Invid mecha the Invid Scorpion possesses a
considerable ability to engage in hand to hand combat
- Punch/Claw: 4d6*3
- Crush with Hand: 1d6*3
- Tear or Pry: 1d6*3
- Kick: 2d6*3
- Body Block/Tackle: 2d6*3.
- Stomp: 2d6*3 MDC (only effective against small objects)
STANDARD EQUIPMENT FOR INVID SCORPION:
- EXTERNAL AUDIO PICKUP: Range: 150 ft (91.5 m).
- VISUAL: Capable of times 4 magnification
- OPTICS: NIGHTVISION: Range: 200 meters. A passive light image
intensifier that emits no light of its own, but relies on ambient light which is
electronically amplified to produce a visible picture. However the system is more
primitive than standard REF or Robotech forces.
- SHORT RANGE ULTRASONIC MOTION TRACKERS: Range - 400 ft.
- RADAR: The first and only Invid mecha to mount a primitive radar
unit. Range (50 km).
COMBAT BONUSES FOR INVID SCORPION:
- 4 attacks per melee plus those of the pilot
- One additional action/attack at levels six and eleven
- +2 on initiative
- +2 strike
- +3 parry
- +4 dodge
- +3 to roll with the punch
- Critical strike same as pilot's hand-to-hand.
- Related abilities: Prowl - 65%, Detect Ambush - 80%, Detect Concealment - 40%,
Track - 40%
SOURCES USED IN CREATION OF DOCUMENT
- Palladium's Robotech RPG: Invid Invasion
- The Robotech Technical Files: Gurab Shock Trooper and Ligaa Armored Scout
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