GOSAMU INVID OVERLORD

(Version 1.0 - Last updated:  11/02/04)  
Background and RPG Statistics by Kenneth Olson
Background Information derived from Robotech Technical Files and Robotech.com
Pictures from Robotech.com

BACKGROUND

After six years of conflict with the Robotech Expeditionary Forces (REF), the Regess had come to the conclusion that the previous generation of linear mass wave tactics used against the Zentraedi and the Robotech Masters were not successful against the REF.  She decided that the conflict would only come to its successful conclusion once the Invid could produce high quality mecha with similar capabilities to the REF Veritech Fighters and Destroids.  The Invid with new mecha designs and tactics, control the Protoculture resources on Earth, and with interior lines of supply and communications would place the REF at a serious disadvantage as they would have to bring all of their forces through hyperspace into the Sol system.

The Invid Overlord was the Regess's first attempt to build a fully transformable mecha which could complete and in most cases surpass the VFA-6 "Alpha" fighter.  As with the previous generations of Invid mecha which were largely designed using captured Zentraedi and Robotech Master technology, the Overlord borrows much of its transformation equipment from captured VF-1 "Valkyrie" and VFA-6 "Alpha" veritech fighters while retaining much of the basic shape and weapon profile from the already developed Invid Commander (aka Royal Command Battloid).   The Invid Overlord is slightly smaller than the Invid Commander but is powered by four IE-6 plasma shock expansion engines which can boost the Overlord into low Earth orbit or propel the unit to Mach 2.58 at 30,000 meters operating altitude. 

The Invid Overlord is armored with an advanced composite of metals, ceramics, and organics which is capable of providing 75% more protection per unit mass over previous generations of Invid armor which results in a design that has 40% more armor than the Invid Commander.  Additional protection is provided by sloping the armor which provides the unit immunity from all small arms and light anti-mecha weaponry up to 20mm in caliber.  The armor provides good resistance for rounds up to 55mm in caliber and the unit can only be disabled with multiple hits from heavy class anti-mecha weaponry.  In addition to the heavy armor, the Invid Commander was mounted with two heavily armored arm shields which can be used to parry incoming attacks which would normally disable the unit.  Unlike the previous generation of Invid mecha, the Invid Overlord is not disabled by penetrating the head mounted Protoculture sensor; however, the pilot’s compartment is exposed to direct attacks and is not protected by the main body like most battloid mecha designs.

The Invid Overlord has the most massive array of plasma cannons fielded to date by the Invid mounted in four cannons mounted on in each arm and two in pods on the rear of the mecha.  Each plasma cannon can 4 MJ single shots, 15 MJ short bursts, or 20 MJ long bursts out to an effective combat range of 2,500 meters.  The cannons can fire in any mode (battloid, guardian, and fighter); however, while in fighter mode all four cannons must be targeted together whereas in battloid and guardian all four cannons can also be fired at two targets (two cannons paired together) simultaneously.  The weapon system is fed power directly from the main protoculture energizers which can provide a maximum of 60 MJ of power.  As a result,  this limits the power output if all four cannons are fired together to 15 MJ short bursts per cannon; although, two cannons fired simultaneously can fire 20 MJ long bursts. 

The Invid Overlord mounts a total 128 missiles of two types in four pods on the rear of the unit.  The Invid Overlord has seventy-two 180mm short range missiles located in two launchers in the upper section of the two center thruster pods and fifty-six 290mm short range missiles located in the lower section of the two outmost plasma-cannons.  The Overlord is only the second Invid mecha to field short range missiles and as a result the unit does not possess the advanced seeker technology which can engage fast moving airborne targets in an modern electronic jamming environment; although, the system is more advanced than the first generation system mounted on the Invid Commander.  The 180mm missiles are generally only effective against ground based targets and veritech fighters in Battloid and Guardian modes, when engaging fast moving aerospace mecha the longer range 290 mm missiles are used.

The basic design of the Overlord was first created in 2038; however in an effort to reduce the risk associated with creation of a transformable mecha, the Invid Regess decided to first build the non-transformable Invid Commander.  The design of the Invid Commander took nearly four years as the incorporation of advance engines, armor, and missile technology into an Invid designed mecha proved extremely difficult.  However by early 2043, most of the design problems with the Invid Commander had been solved and work began on producing a transformable mecha which would eventually become the Overlord.  The incorporation of variable fighter technology was challenging, but by June 2044 work had begun on producing several experimental versions of the Invid Overlord.  Several models are believed to have been created by the end of the 3rd Robotech War in 18-July 2044, but all are believed to have been destroyed during the REF's final assault.

RPG STATS

Vehicle Type:  Gosamu Invid Overlord
Class:  Invid Variable Fighter
Manufacturer:  Invid Regis
Crew:  One Invid humanoid pilot
Service History:  Experimental mecha, in testing with the Regis from June until July of 2044 

MDC BY LOCATION:

Location Invid Commander
(1) Shielded Forearms / Wings (2)
300
(1) Shielded Plasma Cannon  (2)
100
Upper Arms (2) 100
Hands (2) 50
Legs & Feet (2) 300
Main Engine Thruster / 180mm Short Range Missile Pods (rear) (2) 100
Plasma Cannon / 290mm Short Range Pods (rear) (2)
150
(2) Head Sensor Unit 50
(3) Main Body 400
(4) Reinforced Pilots Compartment 250
		 
NOTES:
  1. The shielded arms can be used to protect the main body or body parts from damage.   The Invid can try to block incoming attacks of any kind, punches, blasts, and incoming missiles by blocking with one or both arms.
  2. Destruction of the sensor eye will NOT 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. Its destruction will knockout all sensor systems, leaving the pilot to fly by visuals only
  3. Depleting the MDC of the main body will destroy the mecha. 
  4. The pilot's compartment  is not protected by the main body of the mecha, while in battloid and guardian mode, and can be targeted directly.  Depleting the MDC will instantaneously kill the pilot and destroy the mecha

 

SPEEDS:

RUNNING, SOLDIER CONFIGURATION:
108 kph
LEAPING, SOLDIER CONFIGURATION:
49 ft (15 m) high or 197 ft (60 m) long without thrusters.
FLYING, SOLDIER CONFIGURATION:
635 kph, at low altitudes
RUNNING, GUARDIAN CONFIGURATION:
35 kph
LEAPING, GUARDIAN CONFIGURATION:
16 ft (5 m) high or 66 ft (20 m) long without thrusters.
FLYING, GUARDIAN CONFIGURATION:
720 kph (Mach 0.79), at low altitudes

FLYING, FIGHTER CONFIGURATION:
Max level speed :  1050 kph (Mach 0.86) at sea level / 1800 kph at 10,000 m (Mach 1.67) / 2800 kph at 30,000 m (Mach 2.58)
Stall speed : 240 kph (VTOL rectification possible)
Initial climb rate :  35,000 meters per minute with boosters
Service ceiling : 35 km (unboosted).  The Overlord can boost itself into low orbit.
DESIGNED G LIMITS:
+12.0/-6.5 (Computer overrides at 9.5 G)
MAX ACCELERATION:  SPACE
1.78  G
DELTA V:
6.00 kps with 6,000 kg of D20

STATISTICAL DATA:

HEIGHT
10.1 m (battloid) / 7.8 m (guardian) / 3.7 m (fighter)
WIDTH:
5.3 m (battloid) / 5.4 m (guardian) / 4.2 (fighter wingspan) 
LENGTH:
4.7 m (battloid) / 5.9 m (guardian) / 9.1 m (fighter)
WEIGHT:
36,000 kg empty /  41,000 kg with typical combat load
PHYSICAL STRENGTH:
Equal to a P.S. of 60
CARGO:
Small compartment in pilot's compartment for personal weapons and equipment
POWER PLANT:
T'zyerri Miniaturized Protoculture-cell energizer with an estimated generator endurance of 100 hours of flight time
MAX ENGINE THRUST:
[Main] 4 x IE-6 PLASMA-SHOCK EXPANSION ENGINES:  Each engine is mounted in two engine blisters on the rear of the mecha.  Each thruster on the rear has a maximum thrust of 195 kN (302 kN augmented) in the atmosphere or 179 kN using internal reaction mass in space (specific impulse of 4500 sec)
FUEL CAPACITY
32 standard canisters of Protoculture
6000 liters of D20 for reaction mass
COMPATIBLE FAST PACKS:
None
 

WEAPON SYSTEMS:

  1. 4 x PL-12 PLASMA PULSE/BEAM CANNONS:  The Invid Overlord has the most massive array of plasma cannons field to date by any Invid mecha mounted in four cannons mounted on in each arm and two in pods on the rear of the unit.  Each plasma cannon can 4 MJ single shots, 15 MJ short bursts, or 20 MJ long bursts out to an effective combat range of 2,500 meters.  The cannons can fire in any mode;  however while in fighter, all four cannons must be targeted together whereas in battloid and guardian all four cannons can also be fired at two targets (two cannons paired together) simultaneously.  The weapon system is fed power directly from the main Protoculture energizers which can provide a maximum of 60 MJ of power.  As a result, this limits the power output if all four cannons are fired together to 15 MJ short bursts (1D6*10 MDC) per cannon; although,  two cannons fired simultaneously can fire 20 MJ (2D4*10 MDC) long bursts. 

     

  2. 2 x 180 MM SHORT RANGE MISSILE LAUNCHERS:  The Invid Overlord has seventy-two 180mm short range missiles located in two launchers in the upper section of the two center thruster pods mounted on the rear of the mecha.  The Overlord is only the second Invid mecha to field short range missiles and as a result the unit does not possess the advanced seeker technology which can engage fast moving airborne targets in an modern electronic jamming environment; although, the system is more advanced than the first generation system mounted on the Invid Commander.  The 180mm missiles are generally only effective against ground based targets and veritech fighters in Battloid and Guardian modes, when engaging fast moving aerospace mecha the longer range 290 mm missiles are used.

     

  3. 2 x 290 MM SHORT RANGE MISSILE LAUNCHERS:   The Invid Overlord has fifty-six 290mm short range missiles located in two launchers in the lower section of the two outermost plasma-cannon pods on the rear of the mecha.  The Overlord is only the second Invid mecha to field missiles and as a result the mecha does not possess the advanced seeker technology which can engage fast moving targets in an modern electronic jamming environment.  Although the 290mm still have problems engaging high velocity targets, the system is more capable than the smaller 180mm missiles and thus the pilot generally will only use them to engage targets at speeds greater than 500 kph.

     

  4. HAND TO HAND COMBAT:.  Like all Invid mecha the Overlord possesses a considerable ability to engage in hand to hand combat.

 

STANDARD EQUIPMENT FOR GOSAMU INVID OVERLORD:


COMBAT BONUSES FOR GOSAMU INVID COMMANDER:


Random Hit Locations

When there is an equal chance of hitting both sides from 1D6

When there is a preferred side, roll 1D10


OVERLORD BATTLOID

FRONT

BACK

SIDES

TOP

BOTTOM

Forearms Shields (Upper Arm)

01-20 01-15 01-25 01-25 01-10

Plasma Cannon (Upper Arm)

21-25 16-20 26-30 26-30 11-20

Upper Arms (Main Body)

26-30 21-25 - 31-40 21-25
Hands (Forearms) 31-34 26-28 31-32 41-42 26-30
Legs and Feet (Main Body) 35-53 29-50 33-45 43-50 31-65
180mm Missile Pods / Jet Thrusters (Main Body) 54-60 51-60 46-55 51-60 66-70
Plasma Cannon / 290mm Missile Pods (Main Body) 61-70 61-75 56-70 61-70 71-75
Head Sensor Unit  (Main Body) 71-74 76-79 71-73 71-75 -
Main Body 75-90 80-00 74-92 76-95 76-92
Pilot's Compartment 91-00 - 93-00 96-00 93-00



OVERLORD GUARDIAN

FRONT

BACK

SIDES

TOP

BOTTOM

Forearms Shields (Upper Arm)

01-20 01-15 01-30 01-25 01-10

Plasma Cannon (Upper Arm)

21-25 16-20 31-35 26-30 11-20

Upper Arms (Main Body)

26-30 21-25 - 31-40 21-25
Hands (Forearms) 31-32 26-27 36-37 41-42 26-28
Legs and Feet (Main Body) 33-55 28-50 38-55 43-50 29-65
180mm Missile Pods / Jet Thrusters (Main Body) 56-60 51-60 56-60 51-58 66-70
Plasma Cannon / 290mm Missile Pods (Main Body) 61-70 61-75 61-70 59-70 71-75
Head Sensor Unit  (Main Body) 71-72 76 71 71-75 -
Main Body 73-92 77-00 72-93 76-95 76-92
Pilot's Compartment 93-00 - 94-00 96-00 93-00


OVERLORD FIGHTER

FRONT

BACK

SIDES

TOP

BOTTOM

Wings (Upper Arm)

01-20 01-20 01-25 01-30 01-30

Plasma Cannon (Upper Arm)

21-25 - 26-30 31-30 31-30

Upper Arms (Main Body)

- - - - -
Hands (Forearms) - - - - -
Legs and Feet (Main Body) 26-35 21-55 31-60 31-50 31-60
180mm Missile Pods / Jet Thrusters (Main Body) 36-40 56-60 61-65 51-60 -
Plasma Cannon / 290mm Missile Pods (Main Body) 41-45 61-68 66-72 61-75 61-65
Head Sensor Unit  (Main Body) 46-50 - 73-74 76-80 66-70
Main Body 51-00 69-00 75-00 81-00 71-00
Pilot's Compartment - - - - -


REFERENCES USED IN THIS DESIGN

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