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Invid
Invid
Now we get to the major enemy of the FIW (First Invid War), the INVID! We'll see some revisions here, aswell as some new Inorganics!

REVISED INVID MECHA HTH DAMAGE

I feel that maybe some of the Invid got jipped on HTH damage, come on in the first Invid Invasion episode we see a bunch of scouts RIP apart a Horizont faster then you can say "Protoculture".

Iigaa (Scout) & Iigau (Armoured Scout)
Punch/Claws 2d4+3 M.D.
Stomp 3d6+2 M.D.
Body Block/Ram 4d6+1 M.D.

Gurab (Trooper & Shock Trooper)
Punch/Claw 3d6+2 M.D.
Crush 2d6+3 per action
Body Block/Ram 5d6 M.D.
Stomp 4d6+1 M.D.

Red Enforcer
Punch 2d6+3 M.D.
Power Punch 4d6+6 M.D.
Kick 2d6+3 M.D.
Leap Kick 4d6+6 M.D.
Body Flip/Throw 2d6 M.D.
Body Block/Ram 2d6 M.D.
Crush/Squeeze 1d4 M.D.

Cougar Inorganic
Bite 2d6 M.D.
Swatting Blow 1d6 M.D.
Full Strength Claw 3d6+2
Leap Attack 1d4x10

Odeon Inorganic
Swatting Punch 1d4+4 M.D.
Full Strength Punch 4d6+1 M.D.
Tear/Pry 2d6+3 M.D.
Kick 2d6 M.D.
Stomp 3d6+2 M.D.

Scrim Inorganic
Blade Claws 4d6+6 M.D.
Punch 3d6+2 M.D.
Tear/Pry 2d6+3 M.D.
Knee Kick 2d6+3 M.D.
Kick 2d6+3 M.D.
Leap Kick 6d6+4 M.D.

Crann Inorganic
Remains the same


ERRATA

Anyone w/ eyes in their head knows that atleast one or two mistakes have been made.

Invid Shock Trooper: The Combat bonuses for the Invid Shock Trooper are wrong, because they're the same as those listed to the Armoured Scout, so the bonuses for the Shock Trooper should be the same w/ as the Trooper.


STALKER RECONNAISSANCE INORGANIC

This new Inorganic is made soley for the purpose of reconnaissance. While though the Crann can fulfill that niche pretty well on it's own, it wasn't made for the purpose of stealth infiltration. The Stalker is. The Inorganic has a special metal carapce, which is able to change colors much like a chameleons skin. It also has special visual sensors not found on the Crann. That Stalker has one of the most humanoid frames of the inorganic. It has two completely articulated hands (4 fingers & a thumb), aswell as two human like legs. Instead of the standard Invid Mono-Eye, the head has two eyes and what appears to be a mouth. The Stalker is sufficiently equipped for combat w/ two retractable forearm blades and a palm plasma torch. Stalkers are rare inorganics and never used as part of the standard Inorganic clean up patrols or attack forces. They're used alone or in pairs, rarely more.

Invid Name: Zegaa
Crew: None; robot-like automaton linked to and direct by an Invid Brain.
M.D.C. by Location

*Depleting the M.D.C. of the head will knockout the creature's sensory system, preventing it from tracking or seeing; -8 to strike, parry, and dodge.
**Depleting the M.D.C. of the Main Body will complete destroy it, crumbling into dust.

Speed:
Running: 60mph
Climbing: Excellent; equal to a skill of 90%, reduce speed by half.
Leaping: 45ft high & long, add 15ft w/ a running start.
Swimming: 15mph
Space: Although it has no means of propulsion, it can function in space without air.
Note: The Stalker does not breather and can not be affected by gases, drugs, or stun blasts.
Height: 7ft
Width: 4ft
Length: 3ft
Weight: 500lbs

WEAPON SYSTEMS

1. PALM PLASMA TORCH: This weapon is commonly used for demolitions and infiltration. It's concealed in the Stalkers right palm.
Primary Purpose: Demolitions/Infiltration
Range: 1ft
Mega-Damage: 3d6 M.D. per strike, if used for cutting for the entire melee, 1d4x10 M.D.
Rate of Fire: 4 strikes. Use for cutting expends all actions that melee.
Payload: Effectively Unlimited.

2. HAND TO HAND COMBAT:
Attacks per Melee: Four
Mega-Damage: Punch 1d4+1 M.D.
Kick 1d4+1 M.D.
Leap Kick 2d4+2 M.D. (takes up two actions)
Retractable Forearm Blades 3d6+2 M.D. each
Bonuses: +4 to strike, parry, and dodge, +2 auto-dodge, +2 init, +2 roll w/ punch, fall, or impact.

Special Sensors and Abilities:
The usual Invid Sensors plus:
Imitate Animal Sounds (has a special ORGANIC(!) voice synthesizer)--- 70%
Imitate Human Voice (has a special ORGANIC(!) voice synthesizer)--- 50%
Land Navigation --- 90%
Prowl --- 98%(!) (this is due to the chameleon-like carapace)
Nightvision (passive night sight)--- 2000ft
External Audio Pickup --- Range: 200ft
Thermo-Imaging --- 400ft


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