Guraa Strike Trooper
(Version 1.01 - Last updated: 5/21/98)
- Concept and Background by Kenneth
- Background Information
derived from Robotech Technical
- HTML form provided by Dave
Notice Advanced Sensor Eye - Colored blue
Early in the occupation of the Earth, production facilities for the Iigaa
and Gurab class of scouts, armored scouts, troopers and shock troopers were finished.
These mecha were the easiest to design and build and as a natural result were the
first to be produced on Earth. Soon after production began, the Invid Regis
ordered facilities for the Gamo Pincer Command Units to be started. She quickly came
to the realization that it would be several years for mass production of the Pincer units
to begin. In the mean time, the Invid Regis knew that she would have to come up with
an interim solution using the production facilities on hand to produce command mecha for
her forces. The most obvious solution was to take the standard designs, and with
some slight modifications make them into more powerful command units.
The first of these temporary units was the Liraa Strike Scout and the second was
the Guraa Strike Trooper. The Guraa Strike Trooper is outwardly similar to the shock
trooper. However, like the Liraa Strike Scout, additional armor, a more powerful set
of plasma cannons, and a highly sensitive protoculture sensor (shown as a blue eye on the
"standard" Shock Trooper) was added.
Only approximately 1,000 Strike Troopers were produced. The design
was sound and proved to be more effective than the standard Shock Trooper. However
production of the Strike Trooper began only two months before the production facilities
for the Gamo Command Units was finished, at which time all research on the Guraa Strike
Trooper ended. The remaining units were immediately placed into combat situations.
The most famous encounter with a Guraa Strike Trooper occurred in May of
2043 when the resistance group led by Lt. Commander Scott Bernard met against a Invid
Assault group led by a Strike Trooper. The Invid Strike Trooper managed to damage
the group's VAF-6C piloted by Rand O'Keefe forcing him to crash land in a group of trees.
Although in defense of the group, they were critically short of protoculture at the
time. The remaining numbers of Strike Troopers slowly dwindled as combat losses
mounted, until by the time the Saturn and Jupiter groups of the REF arrived above the
Earth, only some 50 remained. These few Strike Troopers were destroyed during the
final battle to liberate the Earth.
Guraa Strike Trooper
- Vehicle Type: One person all weather combat mecha
- Class: Invid combat mecha
Manufacturer: Invid Regis
Crew: One pilot. Any class of Invid can pilot the StrikeTrooper; however,
usually type 3 were used.
MDC BY LOCATION:
||Invid Strike Trooper
|Plasma Cannons (2)
|Upper Arms (2)
|Legs & Feet (2)
|Main Engine Thruster (rear) (1)
|(2) Sensor Eye
|(1) Main Body
|Reinforced Pilots Compartment
- 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.
- 400 kph in plantary atmospheres
- 40 kph
- 30 m
- 5.8 m
- 13.0 metric tonnes
- PHYSICAL STRENGTH:
- Equal to a P.S. of 60
- POWER PLANT:
- 1 x Zyerri protoculture generator, same as shock trooper, with 6 protoculture
- Propulsion in Spaceborne operations:
- Engines: one vectorable thruster port with total output of 90 kN
- Delta V:
- 10 kps
- Generator Endurance:
- 1 year of continual use
- TWO PL-6X PLASMA CANNONS: The Invid Strike Trooper has an experimental version of
the standard PL-5 plasma cannons found on shock troopers scouts. The PL-6X has a
maximum range similar to that of the PL-5; however, this experimental version fires bursts
with 33% more energy.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-mecha
- RANGE: 4000 ft (1200m)
- DAMAGE: One single blast 3d6 MDC, two simultaneous blasts 6d6, simultaneous
bursts 1d6*10, full melee burst 1d8*10, strafing run 3d6.
- RATE OF FIRE: Five attacks per melee
- PAYLOAD: Unlimited
- HAND TO HAND COMBAT:. Like all Invid mecha the Invid Strike Scout possesses
a considerable ability to engage in hand to hand combat
- Punch/Claw: 6d6*3
- Crush with Hand: 1d6*3
- Tear or Pry: 1d6*3
- Kick: 3d6*3
- Body Block/Tackle: 2d6*3.
- Stomp: 1d4*3 MDC (only effective against small objects)
Sensor Display from Advanced Protoculture Sensor
STANDARD EQUIPMENT FOR INVID STRIKE SCOUT:
- ADVANCED PROTOCULTURE SENSOR: The strike scout has an advanced
version of the standard protoculture sensors, providing twice the detection range as the
standard sensors found on all Invid mecha after 2035. Protoculture Sensors,
providing detection and tracking of active Protoculture-powered turbines. For detection of
a high-power Veritech Fighter (such as an Alpha), good resolution extends out to 6km, fair
resolution out to 10km, and poor resolution out to 25km. A typical Destroid is detectable
at slightly more than half these distances, a Cyclone at four percent of these distances,
and a Gallant rifle at about one percent of these distances.
- 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.
COMBAT BONUSES FOR INVID STRIKE SCOUT:
- 5 attacks per melee
- +2 to roll with the punch
- +1 to strike (+4/ +3 / +2 to strike with Protoculture sensor at short / medium / long)
- +3 to parry
- +3 to dodge
- Related abilities: Prowl - 45%, Detect Ambush - 40%, Detect Concealment - 40%,
Track - 45%
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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