INVID HAMMER TROOPER
BACKGROUND
The new Invid Hammer Trooper mainly serves as the Invid's anti-aircraft gun battery hidden among larger stationary objects by near-by slave farms. These little giants have two large plasma ejector cannons mounted on the sides, and one on the top of the mecha. Each can swing in a 360º arc vertically and a 45º arc from left to right. These little giants however, not only serve as the Invid version of the Raidar X, but also are well equipped for short-range combat. The Invid Hammer Troopers may appear slow and rugged, but punch a punch not worth taking an unnecessary punch for.
These troopers attack relentlessly, leaving no victim to survive. Their favorite targets are the large Beta Veritech fighters, but seem to find them hard to hit for some odd reason. It's always a challenge to them to try and take one out, even in hand to hand combat!
RPG STATISTICS
Vehicle Type: Invid Hammer Trooper
Crew: One stage three or four Invid pilot
MDC BY LOCATION:
* Sensor Eye - 25
Arms (2): 100 ea.
* Claws (2): 30 ea.
Legs (2): 150 ea.
** Main Body: 200
Plasma Cannons (3): 120 ea.
* Energy Cannons (2): 25 ea.
* These targets are either small and/or difficult to hit, attacker is -4 to strike. Note: If the Sensor Eye is destroyed, it will slay the pilot sitting directly behind it.
** Depleting the MDC of the Main Body will completely destroy the mecha, killing the pilot within.
Speed: 540mph (864kmph)
Height: 29ft (9.06m) with cannons lowered
Width: 20ft (3.1.m) at the shoulders.
Weight: 15 tons
Main Engine: Chemically controlled engines
Range: Effectively unlimited. The chemicals offer a dissent life span of approximately 3 years.
WEAPON SYSTEMS:
1. Anti-Aircraft Plasma Cannons: Three plasma cannons are mounted on the sides and on top of the mecha. These cannons serve as anti-aircraft and anti-mecha devices that are extremely effective against fighters such as the highflying Alpha and Beta fighters..
Primary Purpose: Anti-Aircraft/Anti-Mecha
Range: 5 miles, (26,400 ft/ 8250 m)
Mega-Damage: 3D6 M.D. per individual blast. 1D6x10 M.D. when firing all three cannons together.
Rate of Fire: Equal to pilots own hand-to-hand combat attacks
Payload: 30 blasts per cannon
2. Forearm Plasma Cannons: The forearm plasma cannons serve as the Hammers only short-range defense besides hand to hand combat. These short-range plasma cannons are unique in design but lack the punch that the anti-aircraft/anti-mecha cannons have.
Primary Purpose: Assault/Defense
Range: 500 feet (156.25 m)
Mega-Damage: 2D4 M.D. each.
Rate of Fire: Equal to the pilots own hand-to-hand combat attacks.
Payload: 80 Blasts per cannon.
3. Hand To Hand Combat: Instead of firing a weapon, the pilot can engage in hand-to-hand combat instead.
Punch - 2D4 M.D. Restrained Punch - 1D4 M.D.
Power Punch - 3D4 M.D. (Counts as two attacks)
Punch with claws - 2D6 M.D. Kick - 2D6 M.D.
Stomp - 2D4 M.D. Body Flip/Throw/Tackle - 2D6 M.D.
WEAPON COMBAT SUMMAR
Attacks Per Melee: Three.
Anti-Aircraft Plasma Cannons: 3D6 each. Range: 5 miles
Forearm Plasma Cannons: 2D4 M.D. each. Range: 500ft (156.25m).
Alternate Mode of Attack: Hand to hand punch, restrained punch, power punch, kick, stomp, or body flip/throw/tackle.
Note: The Invid Hammer Trooper always deploys in groups of eight or more to intimidate their enemy with their size, power, and superior numbers.
BONUSES: +3 to strike, parry, and dodge. +2 to roll with punch, fall or impact. Bonuses for Protoculture sensor eye apply to the mecha's combat capabilities as well.