Mular Invid Power Armor
(Version 1.0 - Last updated:
09/25/01)
- Concept and Background by Kenneth
Olson
- Background Information
derived from Robotech Technical
Files
- Based off an original design presented in
Animedia's
Genesis Climber Mospeada Color Graffiti (pg 118)
BACKGROUND
The
Mular was the Invid's first attempt to produce a personal power armor for their
forces. Designed originally as a
non-combat unit to support hive functions, the Invid Regent decided to experiment
with the Mular combat capabilities.
Mounted on the left shoulder is a single HRG-1 plasma
cannon capable of firing 600 kJ bursts of plasma energy every 3 seconds out to a
maximum range of 1000m. In addition, two RYR-1 anti-personal lasers are
mounted in either arm. Although the RYR-1 are primarily designed to combat
personal they can inflict some damage against more heavily armored mecha
units.
The armor is typical of a first generation Invid mecha composed of a hegemony of
metals, ceramics, and organic materials. The
armor provides fair resistance to heavy anti-personal weaponry; however, it is
easily pierced by light (33mm and higher) anti-mecha weapons.
First introduced 7 years after the razing of Optera the
Mular proved incapable of standing up to Zentraedi units, they were quickly
relegated to the manual labor tasks the Mular was originally designed for.
Only if Zentraedi forces managed to penetrate into the hive would the
Invid use the Mular in its combat roles and then only as a last ditch defensive
line.
After
the introduction of the Malar (Invid Enforcer) in 1750, would the Mular be gradually replaced.
Production was believed to have finished by 1790.
No Mulars were encountered nor captured by the REF during the entirety of
the Sentinel campaigns.
RPG STATS
- Vehicle Type: One person all weather power armor
- Class: Power Armor
Manufacturer: Invid Regent / Regis
Crew: One pilot
-
MDC BY LOCATION:
Location |
Mular |
Hand (2) |
2 each |
Forearms (2) |
5 each |
Upper Arms (2) |
3 each |
Legs & Feet (2) |
8 each |
Main Engine Thruster (rear) |
2 each |
Pulse Beam Cannon |
3 each |
* Sensor Eye |
1 |
** Main Body |
10 |
NOTES:
- * 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.
- ** Depleting the MDC of the main body will destroy the mecha.
SPEEDS:
- FLYING:
- 250 kph in planetary atmospheres
- 500 m service ceiling
- RUNNING:
- 40 kph
- LEAPING:
- 30 m w/o boosters
-
STATISTICAL DATA:
- HEIGHT:
- 2.3 m
- DEPTH:
- 0.7 m
- WEIGHT:
- 400 kg
- PHYSICAL STRENGTH:
- Equal to a P.S. of 35
- CARGO:
- None
- POWER PLANT:
- 1 x protoculture cell energizer with 1 protoculture canister
- PROPULSION IN AIRBORNE OPERATIONS:
- Engines: two IEB-1 one vectorable plasma shock thruster with a output of
2.5 kN per thruster
- DELTA V:
- 5 kps
- GENERATOR ENDURANCE:
- 100 hours of operational use
- BOOSTER UNITS:
- None
WEAPON SYSTEMS:
- 1 x HRG-1 PLASMA CANNON PLASMA CANNONS: A single HRG-1 plasma
cannon is mounted over the left shoulder of the Mular. The cannons is
capable of firing 600 kJ bursts of plasma energy up every 3 seconds.
Although the weapon is designed primarily for the anti-personal operations,
the HRG-1 is capable of inflicting minor damage against mecha units.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-personal
- RANGE: 1000m
- DAMAGE: Single blasts of 4D6*10 SDC. The HRG will
damage MDC structures.
- RATE OF FIRE: Equal to the pilot's hand to hand attacks up to
five times per melee
- PAYLOAD: Conditionally unlimited
- 2 x RYR-1 ANTI-PERSONAL LASERS: Two RYR-1 anti-personal
lasers are mounted in both arms. Each weapon is capable of firing 30
kJ bursts of laser energy with a cycle time of 0.75 seconds. The
weapons are capable of firing at a much higher rate of fire for up to 60
seconds before needing to recharge.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-personal
- RANGE: 600m
- DAMAGE: Single blasts of 2D6 SDC, short bursts 4D6 SDC,
long bursts 1D6*10 SDC, or full melee bursts 4D6*10 SDC. Multiply
damage by two if both arms are fired.
- RATE OF FIRE: Equal to the pilot's hand to hand attacks
- PAYLOAD: Conditionally unlimited
- HAND TO HAND COMBAT:. Like all Invid mecha the Mular possesses
a considerable ability to engage in hand to hand combat
- Punch/Claw: 6D6 SDC
- Tear or Pry: 4D6 SDC
- Kick: 5D6 SDC
- Body Block/Tackle: 4D6 SDC.
- Stomp:5D6 SDC (only effective against small objects)
STANDARD EQUIPMENT FOR MULAR:
- 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 MULAR:
- Two attacks per melee plus those of the pilot (normally four at level 1)
- +0 to strike
- +1 to parry
- +3 to dodge on ground
- +4 to dodge in flight
- +2 to auto-dodge
- +3 to roll with the impact
- Related abilities: Prowl - 35%, Detect Ambush - 40%, Detect Concealment -
25%,
Track - 25%
SOURCES USED IN CREATION OF DOCUMENT
- Palladium's Robotech RPG: Invid Invasion
- Robotech.com: Invid Enforcer
- The Robotech Technical Files: Malar Power Armor
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