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:
- 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.
- 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
- Depleting the MDC of the main body will destroy the mecha.
- 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:
- 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.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-mecha
- RANGE: 6000 ft (2500m)
- DAMAGE: 3D6 for each single shot, 1D6*10 for each
short burst, or 2D4*10 for each long burst for each cannon
- RATE OF FIRE: Equal to the total number of hand to
hand attacks
- PAYLOAD: Unlimited
- NOTES: If three
or four cannons are fired simultaneously, power constraints limit each
cannon to maximum 15 MJ short bursts (1D6*10 per cannon for a total of
4D6*10)
-
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.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-mecha
- RANGE: 5.0 km
- DAMAGE: 1D6*10 MDC per missile
- RATE OF FIRE: In volleys of 1, 2, 4, 8, 16, 36, or
all 72.
- PAYLOAD: Each launcher has 32 missiles, for a total of
64 short range missiles.
- NOTES: These missiles have the
inability of tracking any fast-moving targets. As a result -1 to
hit for every 100 km/hr over 500 km/hr. However, they can be used
to shoot down incoming missiles without penalty.
-
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.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-mecha
- RANGE: 10.0 km
- DAMAGE: 2D4*10 MDC
- RATE OF FIRE: In volleys of 1, 3, 7, 14, 28 or all 56
- PAYLOAD: Each launcher has 28 missiles, for a total of
56 short range missiles
- NOTES: These missiles have the
inability of tracking any fast-moving targets. As a result -1 to
hit for every 200 km/hr over 800 km/hr. However, they can be used
to shoot down incoming missiles without penalty.
- HAND TO HAND COMBAT:. Like all Invid mecha the
Overlord possesses a considerable ability to engage in hand to hand
combat.
- Punch: 6D6
- Crush with Hand: 5D6
- Tear or Pry: 4D6
- Kick: 6D6
- Body Block/Tackle: 4D6
- Stomp: 1D4*10 MDC (only effective against small
objects)
STANDARD EQUIPMENT FOR GOSAMU INVID OVERLORD:
-
ACTIVE SENSOR JAMMER: IMIB-SJ
internal ECM providing broadband protection. Estimated
system effective radiative power 30 dBW
- AUTO-PILOT: The Gosamu is equipped with a computerized
auto-pilot, allowing the pilot to relax or even sleep during long
voyages. The auto- pilot can be programmed with a single destination or
a complex flight plan involving multiple speeds, directions, and
destinations. The onboard computer will alert the pilot when the
fighter is near its destination, and can also be set to automatically
signal when sensors detect objects near the mecha. The auto-pilot was
designed with long intra-system space journeys in mind.
- COMBAT COMPUTER: The IMIB combat computer tracks and
identifies specific enemy targets, and has a database of over 10,000
images stored in memory. The computer can identify and track up to 250
targets simultaneously.
- EXTERNAL AUDIO PICKUP: Range: 300 ft (91.5 m). A sound
amplification system that can pick up normal conversation up to 300
feet away.
- HEAT AND RADIATION SHIELDS: Special shielding prevents the
penetration of life threatening head and radiation. A radiation
detection and alarm system are linked with the shields and will sound
an alarm if there is a rupture in the shields and what the levels of
radiation are.
- INFRA-RED COUNTERMEASURES: IMIB-IR
providing protection from IR guided missiles
- INFRA-RED WARNING RECEIVER: IMIB-IR (IRWR)
providing rear aspect coverage from IR guided
missiles
- LASER RANGE FINDER / TARGETING SYSTEM: IMIB-1VS
multi-frequency laser ranger and designator (Range 30 kilometers)
- LOUDSPEAKER: A loudspeaker system is built into the craft,
which can be used to amplify the pilot's voice up to 100 decibels with
a built-in translator
- OPTICS (INFRARED): IMIB-1VS multi-band
camera system range 1000 meters. This optical system projects a
beam of infrared light that is invisible to the normal eye, but
detectable by the mecha's sensors. The system allows the pilot to
detect hidden/concealed objects by their IR reflectiveness. The beam
will be visible to anyone with IR sensitive optics, however.
- OPTICS (NIGHTVISION): IMIB-1VS multi-band camera
system range 1000 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.
- OPTICS (THERMAL IMAGER): IMIB-1VS
multi-band camera system range 1000 meters. A passive optical heat
sensor that detects infrared radiation projected by warm objects and
converts that data into a false-color visible image. The system enables
the pilot to see in the dark, in shadows, and through smoke, and also
adds a +10% bonus to pilots using a tracking skill.
- PROTOCULTURE SENSOR: IMIB-1PS
protoculture sensor providing detection and tracking of protoculture
powered mecha and equipment. For detection of a high-power
Veritech fighter, good resolution extends out to 3.75 km, fair
resolution out to 7.5 km, and poor resolution out to 21 km. A typical
Destroid is detectable at slightly more than half these distances, a
Cyclone at four percent of these distances, and a Gallant at about one
percent of these distances.
- RADIO/VIDEO COMMUNICATION: Long range, directional
communications system with satellite relay capabilities. Range: 600
miles (960 km) or can be boosted indefinitely via satellite relay.
- RADAR (SHORT RANGE / FIRE CONTROL): IMIB-1RS X-band
phased array with conformal antenna on the arms, forward edges of the
main body, and secondary antenna in the legs and rear. The system
provides long-range detection and tracking of targets at all altitudes
with multi-mode capability including high-resolution synthetic aperture
and passive ESM modes. Detection range against a 0 dBsm sized
target 50 km.
- RADAR WARNING RECEIVER: IMIB-1RS Radar Warning
Receiver (RWR) providing all aspect coverage from radar guided missiles
- TACTICAL LIFE SUPPORT SYSTEM:
The Gosamu's cockpit is
pressurized, and also provides additional air feeds to the pilot's
flight suit that provides him with pressurized breathing. The Invid
flight suit also contains an upper and lower g-suit that promotes blood
circulation even during high-g turns, thus decreasing the possibility
of pilot's blacking out in combat.
COMBAT BONUSES FOR GOSAMU INVID COMMANDER:
- 4 attacks per melee plus those of the pilot
- additional attacks at levels 5 and 10
- +3 to roll with the punch
- +2 to strike (+4/+3 /+2 to strike with Protoculture sensor at
short/medium/long)
- +6 to parry
- +3 to dodge
Random Hit Locations
When there is an equal chance of
hitting both sides from 1D6
- 1-3 hits the right side
- 4-6 hits the left
When there is a preferred side, roll
1D10
- 1-8 hits the preferred side
- 9-10 hits the opposite side
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
- Palladium
Books: Book 4 "Invid Invasion"
- Robotech.com: Gosamu Invid Overlord
- Robotech Technical Files: Gosu Royal Command Battloid
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