Command Scrim "Red Scrim"
(Version 1.1 - Last updated:
12/03/02)
- Background and RPG Statistics by
Kenneth
Olson
- Based on an original mecha design by Bill Spangler, Tim Eldred and
Fred Perry
Published in Eternity Comics "Robotech The Sentinels: Book 1"
- Drawing by Kevin Long
BACKGROUND
Although the standard Scrim
was one of the most effective Invid units in engaging the enemy in melee combat,
the Invid's enemies soon learned they could be easily dispatched with long range
attacks. The Invid Regent was well aware of this flaw and ordered Tesla,
his chief scientist, to build a new version of the Scrim which could engage the
enemy well beyond visual range. As the continuing conflict with the
Robotech Masters placed a strain on the resources available, the most effective
solution was to modify the existing Scrim design to fulfill these new
requirements. The gas globes on either side of the unit, which were
useless against armored enemies, were replaced with short range missile
launchers and two light plasma cannons were added on either side of the central
arm.
The first Command Scrim was produced in time for the final assault against Tirol
and proved itself a formidable enemy against the weaken Bioroid forces of the
Robotech Masters, destroying three units for every loss. However,
the new design did suffer some expected difficulties. The most critical
was the Invid's lack of experience with missile weaponry, as a result these
first generation weapons had difficulties tracking high speed targets,
those above 500 kph. This flaw was not apparent when fighting the
relatively slow moving Bioroid and Zentraedi ground mecha targets, but would turn out to be a fatal flaw against REF
Veritech fighters. The second problem with the Command Scrim, was that the
Regent was never able to effectively mass produce the design and even towards
the end of the Sentinel conflict a single Command Scrim could only be
manufactured at the price of five of the "standard" model.
A total of 6500 Command Scrims were produced from the end of the conflict
with the Robotech Masters through the Sentinel campaigns; however, the design which showed so
much promise during the initial assault on Tirol proved virtually no better suited to
fight the REF than the standard blue Scrim which could be built far more efficiently. As the war progressed and the the Regent's forces were constantly losing ground,
the Command Scrim was discontinued. However, many of the lessens learned incorporated
into the Black Death class of
Inorganics produced just prior to the fall of Optera.
RPG STATS
- Vehicle Type: Command Scrim
- Class: Invid Inorganic
Manufacturer: Invid Regent
Crew: None
- Service History:
- Command Scrim: Served with the Invid Regent's Forces from
2020 until 2030
MDC BY LOCATION:
Location |
Command Scrim |
Missile Launchers (2) |
70 each |
Blade Claws/Arms (2) |
65 each |
Chest Arms (3) |
50 each |
Hands (3) |
35 each |
Legs (2) |
100 each |
2 Head |
150 |
1 Main Body |
200 |
NOTES:
- Depleting the MDC of the main body will destroy the mecha
- Depleting the MDC of the head will blind the inorganic, but it retains other artificial
senses. The Command Scrim will suffer -4 to strike, parry, and dodge.
SPEEDS:
- MAXIMUM RUNNING SPEED:
- 150 kph (90 mph)
- LEAPING:
- 25 ft (15 m) high and 50 ft lengthwise
- UNDERWATER PERFORMANCE:
- 15 kph (10 mph)
- FLYING IN ATMOSPHERE:
- N/A
- DESIGNED G LIMITS:
- +20 to -10 g
- MAX ACCELERATION SPACE:
- None, although the Command Scrim can operate outside a planetary
atmosphere
- DELTA V:
- N/A
STATISTICAL DATA:
- HEIGHT:
- 11.0 ft
- WIDTH:
- 7.0 ft
- LENGTH:
- 6.0 ft
- WEIGHT:
- 5000 kg with a full missile load, 3000 kg without missiles
- PHYSICAL STRENGTH:
- Equal to a P.S. of 30
- CARGO:
- None
- POWER PLANT:
- [MAIN] MICRONIZED RELLERA PROTOCULTURE CELL ENERGIZERS: Scattered throughout exoskeleton,
protoculture equivalent to 6 canisters
- GENERATOR ENDURANCE:
- 1000 hours of operational use
- BOOSTER UNITS:
- None
WEAPON SYSTEMS:
- SHORT RANGE MISSILE
SYSTEM IM-8: The Command Scrim has replaced the two largely ineffective
gas generators on either side of of the unit a with two short range missile
launchers. As the IM-8 system was the Invid's first attempt at
developing a missile system, there were several developmental problems.
The most notable was the inability to effectively engage fast moving targets
(see notes below for game context).
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-mecha
- RANGE: Varies (typically 5 km)
- 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, or
eleven
- PAYLOAD: 10 short range missiles
- NOTES: This system proved to be incredibly inaccurate, as a result it will only hit
targets traveling faster than 500 kph on 10-20 and missiles on 18-20
- 2 x PL-3L PLASMA CANNONS: The Command Scrim mounts two plasma
cannons on either side of the central arm. Both cannons are identical to
those found on the standard Invid Armored Scout and are usually fired
simultaneously. Each cannon can fire 2.5 MJ bursts of plasma energy out
to an effective combat range of 1.2 km.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-mecha
- RANGE: 4000 ft (1200m)
- DAMAGE FOR EACH ARM: One single blast 1D6 MDC, dual blasts 2D6,
or dual bursts of 4D6
- RATE OF FIRE: Equal to the pilot's combined hand to hand attacks
- PAYLOAD: Unlimited
- HAND TO HAND COMBAT: As with its predecessor, the Command Scrim often engages in melee combat to
capture or cripple its prey. In this area the terminator excels taking much from the
design of the scrim
- Blade/Claw: 2D4*10 MDC
- Punch: 1D6*10 MDC
- Tear/Pry: 1D4*10 MDC
- Knee Kick: 1D4*10
- Kick: 1D4*10
- Leap Kick: 1D6*10 (counts as two attacks)
- Stomp: 4D6 (effective only against objects that are smaller than 4 ft)
- Body Block/Tackle: 1D4*10 M.D
STANDARD EQUIPMENT FOR COMMAND SCRIM:
- EXTERNAL AUDIO PICKUP: Range 150 ft (91.5 m) for normal
conversation.
- 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.
- OPTICS [THERMAL IMAGER]: Range: 2000 feet (610 m). 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 Inorganic to see in the
dark, in shadows, and through smoke.
- OPTICS [VISUAL]: Capable of times 4 magnification.
- MOTION TRACKERS: Short range ultrasonic motion trackers, Range 400 ft.
- RADAR X-BAND IMTR-1R: The Command Scrim possesses a short range radar (range
15 kilometers for alpha size target). The design is quiet limited as
compared to complimentary Earth mecha; however, it does possess limited track
(up to 5 targets) and search capabilities.
COMBAT BONUSES FOR THE COMMAND SCRIM:
- 6 attacks per melee
- +5 to strike
- +5 to parry
- +6 to dodge
- +5 to initiative
- Critical strikes on a roll of 18, 19, or 20
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
Scrimm |
FRONT |
BACK |
SIDES |
TOP |
BOTTOM |
Missile Launchers (Main Body) |
01-05 |
01-09 |
01-12 |
01-04 |
01-20 |
Blade
Claws/Arms (Main Body) |
06-08 |
10-12 |
13-17 |
05-07 |
21-23 |
Chest
Arms (Main Body) |
09-15 |
13-17 |
18-25 |
08-14 |
24-30 |
Hands
(Arms) |
16-25 |
18-20 |
26-29 |
15-18 |
31-34 |
Legs
(Main Body) |
26-44 |
21-50 |
30-50 |
19-30 |
35-65 |
Head
(Main Body) |
45-59 |
- |
51-60 |
31-50 |
66-84 |
Main
Body |
60-00 |
51-00 |
61-00 |
51-00 |
85-00 |
SOURCES USED IN CREATION OF DOCUMENT
- Palladium's Robotech RPG: Sentinels
- Robotech.com: Invid Scout, Armored
- The Robotech Technical Files: Scrim
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