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INVID SLAVE CAMP

 

Invid Slave Camp
RPG Stats By:
NATHANIEL A. ROSE AND ROBERT LIEDEL III
Mecha Artistic Designs By:
NATHANIEL A. ROSE

BACKGROUND

The new Invid forces have found it very useful to enslave humans over the three previous wars. The main objective of this is to teach humans to respect and obey the Invid. If they do not, then they will be executed in front of their fellow humans.

The slave camps started appearing around 2098 in Africa, where the Invid started rebuilding. The camps resemble the prisons of old. Many camps were designed like the old Holocaust camps. Yet, some of these camps appear larger. These are more like the federal pens of the twentieth century. These camps seem much larger than a typical camp is.

RPG STATS

REF Nickname: "Hell", "Federal Pen"
Vehicle Type: Invid Slave/Protoculture Farm.
Typical Number of Troops: 500

100 Scouts
100 Armored Scouts
100 Attack Scouts
50 Sergeants
40 Enforcers
25 Royal Command Battloids
30 Shock Trooper II's
15 Hammer Troopers
5 Pincer Command Units
1 or 2 Type six Invid in new Body Armor

NOTE: Add 20% to all mecha for a "Federal Pen" camp.

Perimeter Defense: 10-20 patrols of 1D4 Attack Scouts accompanied by 4D4 Armored Scouts (May be accompanied by 1D4+1 Hammer Troopers). Mixed patrols of other Invid mecha are also possible.

M.D.C. BY LOCATION

Weapons Spikes (8) - 700 each
** Super Cannons (8) - 500 each
Outer Walls (per 100 sq. ft. area) - 200
*** Energy Force Field - 1,000,000
Watch Towers (8) - 300 each
Doors (4) - 250 each
Slave Domes (4) - 700 each
Command Dome (1) - 1,300

*The weapon spikes house many small laser turrets and the main super cannon. Destroying the spike, however, will NOT destroy the super cannon, however, it will completely destroy the energy force field. The weapon spikes can only be targeted when the energy force field has been knocked out or depleted below 100 M.D.C.
** The super cannons are located inside the weapon spikes. They cannot be targeted until the energy force field has been knocked out or depleted and the weapon spike has been damaged.
*** The Energy Force Field is the main defense of the Invid slave camp. Depleting it will ultimately weaken the defense of the slave camp and thus leaving it open to a raid of any sort.

Wall Diameter: A typical Slave Farm: 3 miles (15,840ft/4,950m).
A typical "Federal Pen" Farm: 5 miles (26,400ft/8,250m).
Wall Height: 75ft (23.44m)
Watch Towers Height: 105ft (32.81m) from ground to top of tower.
Door Dimensions: Height: 70ft (21.88m). Width: 30ft (9.38m)
Four Slave Domes: Diameter: 150ft (46.88m) Height: 60ft (18.75m)
Large Invid Command Dome: Diameter: 450ft (14.63m) Height: 130ft (40.63m)
Weapon Spike(s): Height: 125ft (39.06m) Diameter at the base: 30ft (9.38m)

 WEAPON SYSTEMS

1. SUPER CANNONS: The main array of assault to the slave camps is the super cannons. There are eight (8) cannons incased in the weapon spikes of the camp. Each cannon has an effectively unlimited arc of fire.
Primary Purpose: Anti-Spacecraft/Mecha
Secondary Purpose: Assault
Range: 4,000 ft.
Mega-Damage: 1D4+1x10 M.D. per cannon
Rate of Fire: Each cannon may fire ONCE every other melee turn.
Payload: Effectively Unlimited

2. PARTICLE BEAM CANNON: These cannons are mounted on the weapon spikes themselves. They serve for a smaller more precise attack. They are located around and down the length of the weapon spike. There are twelve beam cannons per spike and 96 total cannons.
Primary Purpose: Assault
Secondary Purpose: Ground Assault
Range: 10,000 ft.
Mega-Damage: 2D10+5 M.D. per cannon
Rate of Fire: Six attacks per melee round. If all cannons are fired, it counts as one attack.
Payload: Unlimited
Bonuses: +3 to strike, plus protoculture targeting bonuses.

3. ENERGY FORCE FIELD: This force field is the main defense of the Invid slave camps. The one drawback is that when the force field is up, no mecha or ships can be launched. The Destabilizer cannon will penetrate this shield, but it will only do half damage.
Primary Purpose: Defense
Mega-Damage Capacity: 1,000,000 MDC
Note: Can regenerate at a rate of 15,000 MDC per hour.

Special Notes:
Number of attacks per melee: 30.
Bonuses Include: +5 to strike with the Super Cannons at target 150ft (46.88m) or larger. +3 to strike with the Partical Beam Cannons.
Other trooops may also include Inorganics, Invid Invaders, Invid Sergeants, or any other type of Invid mecha.