Mobile Hive Ship
(Version 1.00 - Last Modified: 04/04/2005)
- Background information inspired by
Invid Mobile Hive by
Peter Walker and Pieter Thomassen, on the
Unofficial Robotech Reference
Guide.
Mobile Hive Ship Introduction
The Invid hives, prior to contact with the Robotech Masters, were modest affairs compared to their
modern equivalents. They essentially consisted of a mushroom-shaped structure in which the Invid
race dwelled. As with hives today, the hive brain and the hatchery were placed at the center of the
cap of the mushroom, originally to keep them away from the elements and predators. Subsidiary
structures would often be built around the hives for storage or other purposes; and this holds true
even for the hives of the Robotech era. This is especially when the hive in question had been at
that spot for some time. All this changed with the arrival of the Zentraedi armada in orbit of
Optera. Once the Masters were satisfied that Zor had acquired enough samples of the Flower of Life
to provide good genetic diversity for their crop, the Masters ordered the Zentraedi to defoliate
Optera, lest any other interstellar power obtain this incredible energy source.
Portrayals of the Zentraedi plowing under the entire planet of Optera are fanciful; the real
mechanism was far subtler. Several genetically engineered blights were delivered to Optera, designed
to attack the Flower of Life in several of its reproductive stages. The specifics of these blights
have been lost to the centuries, but it is likely that the reason several were used was to prevent a
resistant strain of the plant from surviving. In addition, the blights were made to be very general
parasites, meaning that they would afflict not only the Flower of Life but also much of the plant
life on the planet. However, because of the long lifespan of the matured Flowers of Life, the
existing crop could be expected to produce significant numbers of fruits and sterile seeds for
another twenty-five years, and enough vegetable matter to sustain the Invid population for several
decades after that.
Once the seeding of the blights was completed, the Zentraedi departed the invisibly poisoned world,
leaving behind any of their equipment that had broken down during the defoliation. The Masters
assumed that the Invid would dwindle to extinction over the next century and the knowledge of the
Flower of Life would be firmly in their hands. However, it took only a season for the Invid to
realize what the Zentraedi had done to them and that new flowers would never again bloom on their
world. Immediately, the Invid began to study the artifacts left behind by the Zentraedi in an
attempt to mimic their technology. Within seven decades, Invid ships were engaging in acts of
piracy and raids against the empire of the Robotech Masters. At first, the identity of the
attackers was unknown, as the Invid were careful to cover their tracks, but this changed when
Invid corpses were pulled from the debris of an unsuccessful raid.
Once the identity of the attackers became known, Tirol's retribution was as swift as it was
terrible. A Zentraedi fleet was assembled with orders to lay waste to Optera. When they arrived,
the hives they had seen before had been changed and had developed protective shells around their
otherwise defenseless structures, protecting many of the Invid hives from the low-level
bombardment of which the taskforce was capable; Reflex Warheads and Heavy Particle Cannons were
not yet widely available. Furthermore, the Invid had presumably developed a fold-detection array,
since by the time the Zentraedi arrived the evacuation of Optera was already in progress. The
Zentraedi called up the ships in their fleet that had Reflex Cannons, but by the time they
arrived, the largest hives had lifted off the ground, risen into space, and folded off to parts
unknown. The Zentraedi easily overwhelmed the majority of Invid who remained on the planet and
would have exterminated them all, but several Hives launched suicide attacks in order to delay
the Zentraedi long enough for the majority of the Hives to escape.
It should be noted that another factor worked in the Invid's favor. It has been widely supposed
that the Invid obtained their monopole ore for their fold and anti-gravity drives from salvage
of a Zentraedi vessel that had been scuttled in-system after a crippling collision with an
asteroid and then from their initial raids, but estimates of the material they could have
collected come far short of what they would have required. The REF solved the mystery after the
defeat of the Invid and the capture of Optera. During a geological survey of the planet,
significant veins of monopole ore were discovered in Optera's oldest crust. How this remained
undiscovered during Zor's survey mission is still in question, but it appears that the Invid
mined this ore heavily and took much with them when they departed Optera, and supplemented it
with material from captured Zentraedi ships. Indeed, considering the Invid's vast skill with
fold operation, one wonders if they didn't have experience with this material and its uses even
before their contact with the Robotech Masters.
Once the Invid had relocated to another world outside the Masters' sphere of influence, the war
entered a new phase. This world was also thickly populated with hives, but now, all hives were
built to be mobile, in case the Invid were again forced to evacuate. This indeed came to pass
when the Zentraedi Grand Fleet eventually tracked them down, and until the brief re-occupation
of Optera toward the end of the collapse of the Tirolian Mercantile Empire, the Invid hives
generally remained in space, far away from combat or risk. When the Regent began to capture
worlds of the Masters' empire, hives were sent to these worlds to act both as a garrison and a
seed population. The Invid hive is a self-contained unit that contains all the necessary
equipment to sustain a small Invid population indefinitely. Indeed, it is likely that a single
hive, with sufficient stocks of the Flower of Live, could repopulate the Invid race from near
extinction.
One historical note bears mention. It seems likely that the complete self-sufficiency of a hive,
both from a technical and population standpoint, was a major factor in the decision to destroy
all life on Earth with the Neutron-S missiles rather than surrender the world to the Invid.
However, the full truth forever died with Admiral Reinhardt and his fleet. As is now well known,
the Invid were able to evacuate Earth in time, and destroyed the Neutron-S missiles and the
majority of the REF fleet as well. Fears of an Invid infestation of the Galaxy seem to have been
unfounded, however. Those Invid remaining on Earth will not reveal the Regis' destination, only
that there would be no further contact from them. Long range fold sensors based near Tirol
confirm this, as no defold operation corresponding in size to what would be expected for the
Invid presence has ever been detected. However, the Invid could have traveled beyond the range
of the sensors or purposely evaded them. This proved to be the case when the Invid once again
returned to Earth within a year of leaving at the end of the Third Robotech War.
The modern Invid hive bears little resemblance to the hives of old; though the structure still
remains the focus of the activities of an extremely social animal, it has been adapted to serve
the needs of the advanced, and often nomadic, space faring race. A spherical shell of an unknown
organic / ceramic nature surrounds the modern Invid hive. The material can be made sufficiently
translucent that the Flower of Life may be grown inside the hive in sufficient quantities to
provide the hive with a significant fraction of its most basic needs, should it ever come under
attack, or if the hive is located in an environment in which the Flower of Life can not otherwise
grow. The material is also very resistant to energy attacks, even without the energy barrier that
it can erect, though it is less resistant to projectile and missile fire. The outer shell of the
hive has been known to range in size from as small as 984' (300 m) to as large as 6.2 miles (10
km) in diameter. Despite the wide range of sizes, the internal arrangements of hives were nearly
identical.
The basic structure of a hive is that of a disk surrounded by the spherical shell. The disk is a
little over 20% of the hive diameter in height, and extends the full diameter of the hive in
width. Atop the main disk structure is a mushroom-shaped tower that extends in height to the
outer shell of the hive. Below the disk is the hive's lower hemisphere; this region is
essentially an empty cavity containing only support struts. Much of the cavity is usually
partitioned by honeycomb-like membranes that are filled with water for bulk storage of reaction
mass. In a sense, the majority of the hive "floats" on these tanks. The bottommost region of the
lower hemisphere of a hive always remains open, separated by hard walls from the water tanks.
This region is approximately 80% of a hive radius high and wide, and contains the hive's power
core, which is attached directly to the very nadir of the outer shell of the hive. The nadir of
the outer shell itself is open with a diameter about a seventh of the hive's diameter, and allows
propulsive energy to exit the outer shell; though when propulsion systems are not engaged, a
protective casing covers this opening at all times, and objects can not enter through it unless
they present the proper IFF signature and are in contact with the hive brain. The power core is
not directly connected to any of the hive's other structures; when power is needed from the main
core, it is delivered to the center of the central disk by a highly-collimated plasma stream shot
upwards from the top of the power core. The core's diameter is on the order of 20% the hive's
diameter.
The central disk of the hive is the primary structure. It is here that the secondary power
plants, mecha factories and hangars, fold drive, and other primary systems are located. The
surface atop this disk is a garden for the harvesting of the Flower of Life. In addition to
being translucent, the hive's outer shell also acts as a light pipe, allowing sunlight to reach
the entire disk surface uniformly so that none of the flowers are ever in shadow. Invid can
enter a stage of hibernation, and it appears as if many were 'put in storage' during the long
exile between the stars. Large mecha storage hangars were located near the hibernation chambers
and made for a large reserve force of mecha. The mushroom-like structure atop the central disk
is the main habitation area for the Invid; it vaguely resembles the pre-contact hives the Invid
built. The cap of the mushroom is where most of the habitation space is located, and the center
of the cap is a large hatchery for the Invid, at the center of which is the chamber for the
hive's sub-queen. Deep in the shaft of the mushroom-like structure is the chamber for the
hive-brain, an organic computer that controls the functions of the hive, including sensors,
navigation, and coordination of the hive's defense. The power core of the hive provides the
energy for the hive's propulsion, fold-drive, and weapon systems. Other hive functions are
generally powered by secondary power plants within the main disk.
One variant on this building scheme has been discovered in the Royal Hive on Earth, better known
as Reflex Point, though this name also referred to the subsidiary hives surrounding the actual
Royal Hive. This hive featured a double material outer layer at a distance from the center of
nearly 10 kilometers. The space between the inner and the outer material walls was filled with
water. Ostensibly, this water served as reaction mass or as a plasma weapon, giving the Royal
Hive either a larger possible speed by using the outer shell as the first stage of a two stage
rocket, or, equally likely, gave Reflex Point the capability to fire a very heavy plasma weapon
upwards without affecting its flight capabilities. It is not known whether the Invid intended to
rebuild more hives to this scheme.
On the ground, the hives take two distinct configurations, depending on the specifics of the
hive itself. One form of the hive is the stilt-hive. In this case, the hive rests on three to
five organic-looking stilts on the order of a hive-diameter long that lift it above the
landscape. Also, the stilts act as conduits for bringing water to the hive and carrying away
waste. The main means of ingress to or egress from the hive is the opening at the nadir; Invid
mecha must fly past the power core up into the hive's structures. The other major class of
hive is the ground hive. The upper hemisphere of the hive is above ground, and the lower
hemisphere below it. The main disk extends outside the outer shell somewhat in the form of a
metallic ring that bisects the hive. This ring contains hatches and gates that allow for easier
ingress and egress; however, because the energy barrier is weaker around this ring than around
the outer shell, it leaves the hive slightly more vulnerable to attack. In addition to the
numerous hatches, the ground hive also has long metal-ceramic "arms", more than a hive diameter
and a half long, and at their thickest 10% of a hive diameter across. These "arms" splay
outward from the hive and, like the stilts on a stilt hive, also act as water umbilical cords
and waste processors, but also can contain extensive atmosphere processing units, allowing this
type of hive to operate very effectively on worlds with marginal atmospheres. In addition to
the umbilical "arms", ground hives are surrounded by a number of thin towers (that grow somewhat
thicker at their top). These towers, almost a hive radius in height, appear to act as
long-ranged Protoculture Emission Detectors and/or communications relays.
When a hive leaves a planet's surface, the stilts and sensor towers are all left behind on the
planet, but can be partially erected by Invid workers in a matter of weeks upon selection of a
new site for the hive. In flight, a hive appears only as a faceted orange shell, sometimes
bisected by the metallic "hatch ring", if it is a ground hive. The ease with which one class of
hive can be adapted into another is completely unknown, though it seems probable that such an
adaptation is a relatively straightforward matter.
Because of the nomadic nature of the Invid after the defoliation of Optera, the hive was
specifically designed to be able to relocate wholesale to another world. The activation of the
propulsion systems on the hive is very stressful, as is causing the locomotion of such a huge
structure, and this course is only taken when necessary. Once the hive is several planetary
radii away from the surface, it typically folds. Though the Invid have largely solved the
problem of folds within gravitational fields, and indeed have taken this technology to new
heights of subtlety and sophistication, the safe folding of an object as massive as a hive
within a planetary gravitational field is apparently beyond even the Invid's capabilities.
The number and disposition of the hive ships has never been determined. Only the observations
of the Tirolians, Zentraedi, and REF can give any indication as to the number and fate of
these vessels. It is assumed that all vessels were manufactured from existing hives on Optera
or new construction on Optera, the second Invid home world, or Earth. Production on other
planets is suspected but has never been proven. In 1454 CE, as the Zentraedi arrived on a
punitive expedition over Optera, the Invid hive ships were first revealed. At that time, the
Zentraedi counted 964 mobile hives, of which 665 managed to escape destruction by executing a
space fold. The remaining 299 were destroyed in flight or on the ground. As the Invid
evacuation had been underway for some time already and it not known how many hives had already
departed before the Zentraedi fleet arrived. However, the surface of Optera boasted over 1300
semi-spherical holes and hive-stalks, suggesting at least that many ships. The Tirolians
therefore assumed the Invid had over 1000 operational hive ships, most of these however were
believed to be smaller models.
In 1685 CE, the Zentraedi attacked and destroyed the second Invid home world. All hives were
of the mobile type by this time and again the Invid managed to get their evacuation underway
before the Zentraedi fold-in. No more than 17 hives were destroyed during this attack. Again,
reconnaissance of the surface yielded an estimate of the Invid fleet, and the estimate of the
Invid fleet was increased to 1400, again, most of these being of the smaller variety. During
the Invid ascendancy after the death of Zor and the disappearance of the SDF-1 Macross, many
hives were landed on the occupied worlds as garrisons and colonies. The REF, during the
Sentinel's War, destroyed all of the hives that they could find. During the post-war mop-up,
many other hives, mostly small outposts, were destroyed as well. In total, the REF destroyed
297 hives, including the so-called 'Royal Hive' on Optera. Local forces destroyed another 17
hives. Invid hive ships were also landed on Earth during the Invid occupation, and several
new ones were constructed during this period. The Regis is believed to have arrived in the
Sol system with 253 hives. During the occupation, 15 new hives were constructed, but local
forces destroyed 29. All the hives left with the Regis at the end of the Third Robotech
War.
Mobile Hive Ship (984' / 300 m)
The smallest of the hive ships, and also the most common, has a diameter of 984' (300 m) and
is used for small fleet actions and to garrison either a relatively unimportant planet or as
part of a larger planetary garrison.
Ship Information:
- Ship Class: Destroyer
- Year Commissioned: 1400 CE
- Crew: 490
- Troops: 1490
- Total Crew and Troops: 2250 and 1 Invid Brain
Vehicle Complement:
- Mecha Complement:
| 125 |
Iigaa Armored Scout |
| 100 |
Gurab Shock Trooper |
| 15 |
Gamo Pincer Command Unit |
- Power Armor Complement:
| 1250 |
Malar Enforcer Power Armor |
- Other Complement:
| 320 |
Malar Assault Speeder |
M.D.C. by location:
- Heavy Laser Cannon - 500
- Retractable Laser Turrets (15) - 100 each
- Retractable Weapon Hatches (15)- 100 each
- Airlock Access Hatches - 100 each
- Main Thruster - 600 *
- Hull Regions (45) - 200 each
- Main Body - 9000 **
M.D.C. Armor Rating - Hull Region: 9
M.D.C. Armor Rating - Main Body: 17
Notes:
| * |
Destroying the main engine will severely impair the ship, forcing it to rely on its
maneuvering thrusters and its anti-gravity engines. Reduce atmospheric speed by a
quarter and rate of acceleration in space by 50%. |
| ** |
Depleting the M.D.C. of the main body will shut down the entire ship, including life
support, gravity control, communications, weapons, and engines. The command bridge
will also be destroyed. |
Speed:
- Fold Drive: Uses a Fold Drive with a maximum speed of 5 light-years per hour. The ship's
navigational equipment cannot safely execute a fold jump of distances greater than 1 kiloparsec
(3260 light-years) and it can only be activated once per hour.
- Sublight: Can travel at up to 10 percent of the speed of light (0.10c) and accelerate /
decelerate at a rate of 0.1 percent of light (0.001c) per melee.
- Atmospheric Propulsion: Uses an anti-gravity drive that has a maximum cruise speed is
Mach 3 (2235 mph / 3600 km/h) and can enter and leave an atmosphere with Earth-like gravity.
- Maximum Range: Effectively unlimited by drive system and onboard supplies for the crew and
troops can be maintained indefinitely.
Statistical Data:
- Height: 984' (300 m)
- Width: 984' (300 m)
- Length: 984' (300 m)
- Reactor System: Invide-style Protoculture Reactor with a life span of 100 years.
- Propulsion System: Anti-Gravity / Chemical Drive
- Gravity System: Internal
- Cargo: A series of small cargo bays.
Weapon Systems:
- Heavy Laser Cannon
The main weapon on the hive ship, each ship sports of number of these cannons spread evenly
around the hull to allow a maximum spread of fire. Each cannons is mounted on a turret
capable of 360 degrees of rotation with an arc of fire of 180 degrees.
- Range: 25 miles (40.2 km) underwater, 50 miles (80.5 km) through an atmosphere, and
50,000 miles (80,467 km) in space.
- Damage: 2D4x100 M.D. per single blast.
- M.D.C. Weapon Rating: 23
- Rate of Fire: Each cannon can fire three times per melee.
- Payload: Effectively unlimited
- Bonus: +2 to strike
- Retractable Laser Turrets (15)
With the abundance of destroyed Zentraedi ships scattering the Tirolian Mercantile Empire,
especially during the conflict against the Disciples of Zor, the Invid were able to salvage
a large number of the small anti-mecha laser turrets from those ships and mount them on the
hive ships. The Lasers Turrets are located in batteries along the all sides of ships and
are used as anti-mecha and small anti-ship weapons. They are not very powerful, but if fired
in large numbers they can be devastating. The turrets are spread evenly across the ship to
allow a maximum spread of fire.
- Range: 1584' (956.6 m) underwater, 3168' (956.6 m) through an atmosphere, and 60
miles (96.6 km) in space.
- Damage: 2D6x10 M.D. per single blast.
- M.D.C. Weapon Rating: 23
- Rate of Fire: Each cannon can fire four times per melee, but they must fire in a
volley of at least three cannons.
- Payload: Effectively unlimited
Special Systems:
- Protoculture Cell Energizer
The ship's protoculture reactor is equipped with a special unit that allows the ship to recharge a
limited number of Protoculture cells. The unit can recharge up to 15 Protoculture Cells per hour, \
but no more then 225 cells can be recharged per day.
- Protoculture Cell Storage
The ship holds a small number of Protoculture Cells used by all Invid mecha and inorganics in a
large storage compartment deep within the ship's hull. The ship holds 900 Protoculture Cells that
can be quickly moved from the storage to the mecha bay to be used in any drained mecha.
Standard Systems:
- Life Support System
The ship has a fully operational life support system that provides fresh atmosphere throughout the ship.
The life support system can sustain a maximum of 4000 people indefinitely or 7500 people for a short
period of time in case of an emergency.
- Communication Systems
The ship is equipped with two communication systems. The first is a Hyperspace Communications Relay,
which travels at a rate of one light-year every 5 seconds. Hyperspace communications can travel
through planets and other obstructions unhindered, are extremely difficult to intercept, and
impossible to jam. The second is telepathy used by the Invid Brain, which instantaneous, cannot be
intercepted and cannot be jammed, but the range is limited to 1 light-hour (671,061,600 miles /
1,079,968,960 km). The ship's communication array can contact with up to 200 ships simultaneously.
- Sensor Systems
The ship is equipped with two sensor systems. The first is a Protoculture Emission Sensor that can detect
any source of Protoculture energy. The sensor can track tiny targets at a range of up to 75,000 miles
(120,701 km), small targets at a range of up to 750,000 miles (1,207,008 km), medium targets at a range of
up to 1.5 million miles (2.4 million km), and large targets at a range of up to 2.25 million miles (3.6
million km). The second is a Subspace Mass Sensor that uses gravity-based technology to detect target's at
real time speed. The sensor can track tiny targets at a range of up to 100,000 miles (160,934 km), small
targets at a range of up to 1 million miles (1.6 million km), medium targets at a range of up to 2 million
miles (3.2 million km), and large targets at a range of up to 3 million miles (4.8 million km). See
Early Invid Ship Systems for more details on sensor systems.
- Targeting Computer System
Connecting the ship's sensor systems with the weapon systems is the Targeting Computer System. The system
is designed to control all of the weapons currently equipped on the ship. This system can track up to
100 targets simultaneously, providing detailed information about the targets from the ships data files.
All direct fire weapons receive a bonus of +2 to strike. These bonuses are in addition to any previously
stated bonuses or penalties.
Combat Summary:
- Combat Actions: 3
- Strike: +2 to strike with direct fire weapons.
- Targeting System: Can track up to 100 targets simultaneously.
Mobile Hive Ship (1968' / 600 m)
Twice the size of the smallest hive ship, the 1968' / 600 m Mobile Hive Ship does not contain any special
equipment that the smaller hive ship does not already have, it is merely larger. More capable in combat
situations, this hive ship is often used in conjunction with a small group of 984' (300 m) hive ships to
form an even more powerful garrison or combat unit.
Ship Information:
- Year Commissioned: 1400 CE
- Ship Class: Cruiser
- Crew: 4900
- Troops: 10,100
- Total Crew and Troops: 15,000 and 1 Invid Brain
Vehicle Complement:
- Mecha Complement:
| 825 |
Iigaa Armored Scout |
| 675 |
Gurab Shock Trooper |
| 100 |
Gamo Pincer Command Unit |
- Power Armor Complement:
| 8500 |
Malar Enforcer Power Armor |
- Other Complement:
| 2000 |
Malar Assault Speeder |
M.D.C. by location:
- Heavy Laser Cannons (2) - 500 each
- Retractable Laser Turrets (30) - 100 each
- Retractable Weapon Hatches (30)- 100 each
- Airlock Access Hatches - 100 each
- Main Thruster - 1200 *
- Hull Regions (72) - 250 each
- Main Body - 18,000 **
M.D.C. Armor Rating - Hull Region: 10
M.D.C. Armor Rating - Main Body: 18
Notes:
| * |
Destroying the main engine will severely impair the ship, forcing it to rely on its
maneuvering thrusters and its anti-gravity engines. Reduce atmospheric speed by a
quarter and rate of acceleration in space by 50%. |
| ** |
Depleting the M.D.C. of the main body will shut down the entire ship, including life
support, gravity control, communications, weapons, and engines. The command bridge
will also be destroyed. |
Speed:
- Fold Drive: Uses a Fold Drive with a maximum speed of 5 light-years per hour. The ship's
navigational equipment cannot safely execute a fold jump of distances greater than 1 kiloparsec
(3260 light-years) and it can only be activated once per hour.
- Sublight: Can travel at up to 10 percent of the speed of light (0.10c) and accelerate /
decelerate at a rate of 0.1 percent of light (0.001c) per melee.
- Atmospheric Propulsion: Uses an anti-gravity drive that has a maximum cruise speed is
Mach 3 (2235 mph / 3600 km/h) and can enter and leave an atmosphere with Earth-like gravity.
- Maximum Range: Effectively unlimited by drive system and onboard supplies for the crew and
troops can be maintained indefinitely.
Statistical Data:
- Height: 1968' (600 m)
- Width: 1968' (600 m)
- Length: 1968' (600 m)
- Reactor System: Invide-style Protoculture Reactor with a life span of 100 years.
- Propulsion System: Anti-Gravity / Chemical Drive
- Gravity System: Internal
- Cargo: A series of small cargo bays.
Weapon Systems:
- Heavy Laser Cannons (2)
The main weapon on the hive ship, each ship sports of number of these cannons spread evenly
around the hull to allow a maximum spread of fire. Each cannons is mounted on a turret
capable of 360 degrees of rotation with an arc of fire of 180 degrees.
- Range: 25 miles (40.2 km) underwater, 50 miles (80.5 km) through an atmosphere, and
50,000 miles (80,467 km) in space.
- Damage: 2D4x100 M.D. per single blast.
- M.D.C. Weapon Rating: 23
- Rate of Fire: Each cannon can fire three times per melee.
- Payload: Effectively unlimited
- Bonus: +2 to strike
- Retractable Laser Turrets (30)
With the abundance of destroyed Zentraedi ships scattering the Tirolian Mercantile Empire,
especially during the conflict against the Disciples of Zor, the Invid were able to salvage
a large number of the small anti-mecha laser turrets from those ships and mount them on the
hive ships. The Lasers Turrets are located in batteries along the all sides of ships and
are used as anti-mecha and small anti-ship weapons. They are not very powerful, but if fired
in large numbers they can be devastating. The turrets are spread evenly across the ship to
allow a maximum spread of fire.
- Range: 1584' (956.6 m) underwater, 3168' (956.6 m) through an atmosphere, and 60
miles (96.6 km) in space.
- Damage: 2D6x10 M.D. per single blast.
- M.D.C. Weapon Rating: 23
- Rate of Fire: Each cannon can fire four times per melee, but they must fire in a
volley of at least three cannons.
- Payload: Effectively unlimited
Special Systems:
- Protoculture Cell Energizer
The ship's protoculture reactor is equipped with a special unit that allows the ship to recharge a
limited number of Protoculture cells. The unit can recharge up to 30 Protoculture Cells per hour, \
but no more then 450 cells can be recharged per day.
- Protoculture Cell Storage
The ship holds a small number of Protoculture Cells used by all Invid mecha and inorganics in a
large storage compartment deep within the ship's hull. The ship holds 1800 Protoculture Cells
that can be quickly moved from the storage to the mecha bay to be used in any drained mecha.
Standard Systems:
- Life Support System
The ship has a fully operational life support system that provides fresh atmosphere throughout the ship.
The life support system can sustain a maximum of 17,000 people indefinitely or 23,000 people for a short
period of time in case of an emergency.
- Communication Systems
The ship is equipped with two communication systems. The first is a Hyperspace Communications Relay,
which travels at a rate of one light-year every 5 seconds. Hyperspace communications can travel
through planets and other obstructions unhindered, are extremely difficult to intercept, and
impossible to jam. The second is telepathy used by the Invid Brain, which instantaneous, cannot be
intercepted and cannot be jammed, but the range is limited to 1 light-hour (671,061,600 miles /
1,079,968,960 km). The ship's communication array can contact with up to 200 ships simultaneously.
- Sensor Systems
The ship is equipped with two sensor systems. The first is a Protoculture Emission Sensor that can detect
any source of Protoculture energy. The sensor can track tiny targets at a range of up to 75,000 miles
(120,701 km), small targets at a range of up to 750,000 miles (1,207,008 km), medium targets at a range of
up to 1.5 million miles (2.4 million km), and large targets at a range of up to 2.25 million miles (3.6
million km). The second is a Subspace Mass Sensor that uses gravity-based technology to detect target's at
real time speed. The sensor can track tiny targets at a range of up to 100,000 miles (160,934 km), small
targets at a range of up to 1 million miles (1.6 million km), medium targets at a range of up to 2 million
miles (3.2 million km), and large targets at a range of up to 3 million miles (4.8 million km). See
Early Invid Ship Systems for more details on sensor systems.
- Targeting Computer System
Connecting the ship's sensor systems with the weapon systems is the Targeting Computer System. The system
is designed to control all of the weapons currently equipped on the ship. This system can track up to
150 targets simultaneously, providing detailed information about the targets from the ships data files.
All direct fire weapons receive a bonus of +3 to strike. These bonuses are in addition to any previously
stated bonuses or penalties.
Combat Summary:
- Combat Actions: 4
- Strike: +3 to strike with direct fire weapons.
- Targeting System: Can track up to 150 targets simultaneously.
Mobile Hive Ship (3281' / 1000 m)
Starting at this size, the hive ships now carry more then just simple support equipment. This hive
ship has versatile mecha production facilities and cloning facilities to create more Invid soldiers.
Although few in number, these ships are among the most powerful and common of the very large hive
ships and were used by the Invid Regent in space battles during his final invasion of the Tirolian
Mercantile Empire.
Ship Information:
- Year Commissioned: 1400 CE
- Ship Class: Battlecruiser
- Crew: 14,550
- Troops: 28,500
- Total Crew and Troops: 43,050 and 1 Invid Brain
Vehicle Complement:
- Mecha Complement:
| 2350 |
Iigaa Armored Scout |
| 1900 |
Gurab Shock Trooper |
| 280 |
Gamo Pincer Command Unit |
- Power Armor Complement:
| 23,000 |
Malar Enforcer Power Armor |
- Other Complement:
| 5250 |
Malar Assault Speeder |
- Ship Complement:
| 2 |
Oyster Class Drop Ship |
| 1 |
Mollusk Class Carrier |
M.D.C. by location:
- Heavy Laser Cannons (2) - 500 each
- Retractable Laser Turrets (50) - 100 each
- Retractable Weapon Hatches (50)- 100 each
- Airlock Access Hatches - 100 each
- Main Thruster - 2000 *
- Hull Regions (200) - 250 each
- Main Body - 50,000 **
M.D.C. Armor Rating - Hull Region: 11
M.D.C. Armor Rating - Main Body: 19
Notes:
| * |
Destroying the main engine will severely impair the ship, forcing it to rely on its
maneuvering thrusters and its anti-gravity engines. Reduce atmospheric speed by a
quarter and rate of acceleration in space by 50%. |
| ** |
Depleting the M.D.C. of the main body will shut down the entire ship, including life
support, gravity control, communications, weapons, and engines. The command bridge
will also be destroyed. |
Speed:
- Fold Drive: Uses a Fold Drive with a maximum speed of 5 light-years per hour. The ship's
navigational equipment cannot safely execute a fold jump of distances greater than 1 kiloparsec
(3260 light-years) and it can only be activated once per hour.
- Sublight: Can travel at up to 10 percent of the speed of light (0.10c) and accelerate /
decelerate at a rate of 0.1 percent of light (0.001c) per melee.
- Atmospheric Propulsion: Uses an anti-gravity drive that has a maximum cruise speed is
Mach 3 (2235 mph / 3600 km/h) and can enter and leave an atmosphere with Earth-like gravity.
- Maximum Range: Effectively unlimited by drive system and onboard supplies for the crew and
troops can be maintained indefinitely.
Statistical Data:
- Height: 3281' (1000 m)
- Width: 3281' (1000 m)
- Length: 3281' (1000 m)
- Reactor System: Invide-style Protoculture Reactor with a life span of 100 years.
- Propulsion System: Anti-Gravity / Chemical Drive
- Gravity System: Internal
- Cargo: A series of large cargo bays.
Weapon Systems:
- Heavy Laser Cannons (3)
The main weapon on the hive ship, each ship sports of number of these cannons spread evenly
around the hull to allow a maximum spread of fire. Each cannons is mounted on a turret
capable of 360 degrees of rotation with an arc of fire of 180 degrees.
- Range: 25 miles (40.2 km) underwater, 50 miles (80.5 km) through an atmosphere, and
50,000 miles (80,467 km) in space.
- Damage: 2D4x100 M.D. per single blast.
- M.D.C. Weapon Rating: 23
- Rate of Fire: Each cannon can fire three times per melee.
- Payload: Effectively unlimited
- Bonus: +2 to strike
- Retractable Laser Turrets (50)
With the abundance of destroyed Zentraedi ships scattering the Tirolian Mercantile Empire,
especially during the conflict against the Disciples of Zor, the Invid were able to salvage
a large number of the small anti-mecha laser turrets from those ships and mount them on the
hive ships. The Lasers Turrets are located in batteries along the all sides of ships and
are used as anti-mecha and small anti-ship weapons. They are not very powerful, but if fired
in large numbers they can be devastating. The turrets are spread evenly across the ship to
allow a maximum spread of fire.
- Range: 1584' (956.6 m) underwater, 3168' (956.6 m) through an atmosphere, and 60
miles (96.6 km) in space.
- Damage: 2D6x10 M.D. per single blast.
- M.D.C. Weapon Rating: 23
- Rate of Fire: Each cannon can fire four times per melee, but they must fire in a
volley of at least three cannons.
- Payload: Effectively unlimited
Special Systems:
- Protoculture Cell Energizer
The ship's protoculture reactor is equipped with a special unit that allows the ship to recharge a
limited number of Protoculture cells. The unit can recharge up to 50 Protoculture Cells per hour, \
but no more then 750 cells can be recharged per day.
- Protoculture Cell Storage
The ship holds a small number of Protoculture Cells used by all Invid mecha and inorganics in a
large storage compartment deep within the ship's hull. The ship holds 3000 Protoculture Cells that
can be quickly moved from the storage to the mecha bay to be used in any drained mecha.
- Clone Production Facilities
The ship contains basic clone production facilities. There is a single factory aboard the ship and it
can produce 1000 new First Stage Invid per week. The ship has the facilities to train thousands of
new clones and within one month of birth, these clones are fully capable soldiers. Double rate of
production if the factory is at maximum production, but for every month the factory is at maximum
production there is a cumulative 10% chance that the factory will fail and require 1D4 months of
repair before restarting operations.
- Mecha Production Facilities
The ship contains moderate mecha construction facilities. There is a single mecha factory and it
is designed to be generic and can construct all Invid mecha. At normal production, the factory
can produce 40 Iigaa Scouts, 30 Iigaa Armored Scouts, 25 Gurab Troops, 20 Gurab Shock Troopers,
10 Gamo Pincer Command Units, 150 suits of Malar Enforcer Power Armor with Assault Speeder, 100
Cougar Inorganics, 60 Scrim Inorganics, 40 Crann Inorganics, and 50 Odeon Inorganics. It takes
one week to retool a factory from producing one mecha type to a different mecha type. Double rate
of production if a factory is at maximum production, but for every month the factory is at
maximum production there is a cumulative 10% chance that the factory will fail and require 1D4
weeks of repair before restarting operations.
Standard Systems:
- Life Support System
The ship has a fully operational life support system that provides fresh atmosphere throughout the ship.
The life support system can sustain a maximum of 50,000 people indefinitely or 55,000 people for a short
period of time in case of an emergency.
- Communication Systems
The ship is equipped with two communication systems. The first is a Hyperspace Communications Relay,
which travels at a rate of one light-year every 5 seconds. Hyperspace communications can travel
through planets and other obstructions unhindered, are extremely difficult to intercept, and
impossible to jam. The second is telepathy used by the Invid Brain, which instantaneous, cannot be
intercepted and cannot be jammed, but the range is limited to 1 light-hour (671,061,600 miles /
1,079,968,960 km). The ship's communication array can contact with up to 200 ships simultaneously.
- Sensor Systems
The ship is equipped with two sensor systems. The first is a Protoculture Emission Sensor that can detect
any source of Protoculture energy. The sensor can track tiny targets at a range of up to 125,000 miles
(201,168 km), small targets at a range of up to 1.25 million miles (2 million km), medium targets at a
range of up to 2.5 million miles (4 million km), and large targets at a range of up to 3.75 million miles
(6 million km). The second is a Subspace Mass Sensor that uses gravity-based technology to detect
target's at real time speed. The sensor can track tiny targets at a range of up to 500,000 miles (804,672
km), small targets at a range of up to 5 million miles (8 million km), medium targets at a range of up to
10 million miles (16.1 million km), and large targets at a range of up to 15 million miles (24.1 million
km). See Early Invid Ship Systems for more details on
sensor systems.
- Targeting Computer System
Connecting the ship's sensor systems with the weapon systems is the Targeting Computer System. The system
is designed to control all of the weapons currently equipped on the ship. This system can track up to
200 targets simultaneously, providing detailed information about the targets from the ships data files.
All direct fire weapons receive a bonus of +4 to strike. These bonuses are in addition to any previously
stated bonuses or penalties.
Combat Summary:
- Combat Actions: 4
- Strike: +4 to strike with direct fire weapons.
- Targeting System: Can track up to 200 targets simultaneously.
Mobile Hive Ship (0.9 miles / 1.5 km)
Larger and more powerful then the 3281' (1000 m) hive ships, these ships also include basic ship
repair facilities and larger mecha production facilities and closing facilities. On important
planets, these hive ships were generally used as the main headquarters of an entire Invid
planetary garrison.
Ship Information:
- Year Commissioned: 1400 CE
- Ship Class: Battlecruiser
- Crew: 32,500
- Troops: 87,275
- Total Crew and Troops: 119,775 and 1 Invid Brain
Vehicle Complement:
- Mecha Complement:
| 7150 |
Iigaa Armored Scout |
| 6750 |
Gurab Shock Trooper |
| 875 |
Gamo Pincer Command Unit |
- Power Armor Complement:
| 72,500 |
Malar Enforcer Power Armor |
- Other Complement:
| 12,500 |
Malar Assault Speeder |
- Ship Complement:
| 3 |
Oyster Class Drop Ship |
| 2 |
Mollusk Class Carrier |
M.D.C. by location:
- Heavy Laser Cannons (5) - 500 each
- Retractable Laser Turrets (75) - 100 each
- Retractable Weapon Hatches (75)- 100 each
- Airlock Access Hatches - 100 each
- Main Thruster - 15,000 *
- Hull Regions (200) - 375 each
- Main Body - 75,000 **
M.D.C. Armor Rating - Hull Region: 11
M.D.C. Armor Rating - Main Body: 19
Notes:
| * |
Destroying the main engine will severely impair the ship, forcing it to rely on its
maneuvering thrusters and its anti-gravity engines. Reduce atmospheric speed by a
quarter and rate of acceleration in space by 50%. |
| ** |
Depleting the M.D.C. of the main body will shut down the entire ship, including life
support, gravity control, communications, weapons, and engines. The command bridge
will also be destroyed. |
Speed:
- Fold Drive: Uses a Fold Drive with a maximum speed of 5 light-years per hour. The ship's
navigational equipment cannot safely execute a fold jump of distances greater than 1 kiloparsec
(3260 light-years) and it can only be activated once per hour.
- Sublight: Can travel at up to 10 percent of the speed of light (0.10c) and accelerate /
decelerate at a rate of 0.1 percent of light (0.001c) per melee.
- Atmospheric Propulsion: Uses an anti-gravity drive that has a maximum cruise speed is
Mach 3 (2235 mph / 3600 km/h) and can enter and leave an atmosphere with Earth-like gravity.
- Maximum Range: Effectively unlimited by drive system and onboard supplies for the crew and
troops can be maintained indefinitely.
Statistical Data:
- Height: 4752' or 0.9 miles (1500 m or 1.5 km)
- Width: 4752' or 0.9 miles (1500 m or 1.5 km)
- Length: 4752' or 0.9 miles (1500 m or 1.5 km)
- Reactor System: Invide-style Protoculture Reactor with a life span of 100 years.
- Propulsion System: Anti-Gravity / Chemical Drive
- Gravity System: Internal
- Cargo: A series of large cargo bays.
Weapon Systems:
- Heavy Laser Cannons (5)
The main weapon on the hive ship, each ship sports of number of these cannons spread evenly
around the hull to allow a maximum spread of fire. Each cannons is mounted on a turret
capable of 360 degrees of rotation with an arc of fire of 180 degrees.
- Range: 25 miles (40.2 km) underwater, 50 miles (80.5 km) through an atmosphere, and
50,000 miles (80,467 km) in space.
- Damage: 2D4x100 M.D. per single blast.
- M.D.C. Weapon Rating: 23
- Rate of Fire: Each cannon can fire three times per melee.
- Payload: Effectively unlimited
- Bonus: +2 to strike
- Retractable Laser Turrets (75)
With the abundance of destroyed Zentraedi ships scattering the Tirolian Mercantile Empire,
especially during the conflict against the Disciples of Zor, the Invid were able to salvage
a large number of the small anti-mecha laser turrets from those ships and mount them on the
hive ships. The Lasers Turrets are located in batteries along the all sides of ships and
are used as anti-mecha and small anti-ship weapons. They are not very powerful, but if fired
in large numbers they can be devastating. The turrets are spread evenly across the ship to
allow a maximum spread of fire.
- Range: 1584' (956.6 m) underwater, 3168' (956.6 m) through an atmosphere, and 60
miles (96.6 km) in space.
- Damage: 2D6x10 M.D. per single blast.
- M.D.C. Weapon Rating: 23
- Rate of Fire: Each cannon can fire four times per melee, but they must fire in a
volley of at least three cannons.
- Payload: Effectively unlimited
Special Systems:
- Protoculture Cell Energizer
The ship's protoculture reactor is equipped with a special unit that allows the ship to recharge a
limited number of Protoculture cells. The unit can recharge up to 75 Protoculture Cells per hour, \
but no more then 1125 cells can be recharged per day.
- Protoculture Cell Storage
The ship holds a small number of Protoculture Cells used by all Invid mecha and inorganics in a
large storage compartment deep within the ship's hull. The ship holds 4500 Protoculture Cells that
can be quickly moved from the storage to the mecha bay to be used in any drained mecha.
- Clone Production Facilities
The ship contains basic clone production facilities. There is a single factory aboard the ship and it
can produce 3000 new First Stage Invid per week. The ship has the facilities to train thousands of
new clones and within one month of birth, these clones are fully capable soldiers. Double rate of
production if the factory is at maximum production, but for every month the factory is at maximum
production there is a cumulative 10% chance that the factory will fail and require 1D4 months of
repair before restarting operations.
- Mecha Production Facilities
The ship contains moderate mecha construction facilities. There are two mecha factories and each
is designed to be generic and can construct any Invid mecha. At normal production, each factory
can produce 40 Iigaa Scouts, 30 Iigaa Armored Scouts, 25 Gurab Troops, 20 Gurab Shock Troopers,
10 Gamo Pincer Command Units, 150 suits of Malar Enforcer Power Armor with Assault Speeder, 100
Cougar Inorganics, 60 Scrim Inorganics, 40 Crann Inorganics, and 50 Odeon Inorganics. It takes
one week to retool a factory from producing one mecha type to a different mecha type. Double rate
of production if a factory is at maximum production, but for every month the factory is at
maximum production there is a cumulative 10% chance that the factory will fail and require 1D4
weeks of repair before restarting operations.
Standard Systems:
- Life Support System
The ship has a fully operational life support system that provides fresh atmosphere throughout the ship.
The life support system can sustain a maximum of 125,000 people indefinitely or 140,000 people for a
short period of time in case of an emergency.
- Communication Systems
The ship is equipped with two communication systems. The first is a Hyperspace Communications Relay,
which travels at a rate of one light-year every 5 seconds. Hyperspace communications can travel
through planets and other obstructions unhindered, are extremely difficult to intercept, and
impossible to jam. The second is telepathy used by the Invid Brain, which instantaneous, cannot be
intercepted and cannot be jammed, but the range is limited to 1 light-hour (671,061,600 miles /
1,079,968,960 km). The ship's communication array can contact with up to 500 ships simultaneously.
- Sensor Systems
The ship is equipped with three sensor systems. The first is a Protoculture Emission Sensor that can
detect any source of Protoculture energy. The sensor can track tiny targets at a range of up to
200,000 miles (321,869 km), small targets at a range of up to 2 million miles (3.2 million km), medium
targets at a range of up to 4 million miles (6.4 million km), and large targets at a range of up to 6
million miles (9.7 million km). The second is a Subspace Mass Sensor that uses gravity-based
technology to detect target's at real time speed. The sensor can track tiny targets at a range of up
to 1 million miles (1.6 million km), small targets at a range of up to 10 million miles (16.1 million
km), medium targets at a range of up to 20 million miles (32.2 million km), and large targets at a
range of up to 30 million miles (48.3 million km). The third is a Hyperspace Mass Sensor that can
detect and track ships that are using a Fold Drive. The sensor can track tiny targets at a range of up
to 4 parsecs (13.04 light-years), small targets at a range of up to 20 parsecs (65.2 light-years),
medium targets at a range of up to 40 parsecs (130.4 light-years), and large targets at a range of up
to 60 parsecs (195.6 light-years). See Early Invid Ship
Systems for more details on sensor systems.
- Targeting Computer System
Connecting the ship's sensor systems with the weapon systems is the Targeting Computer System. The system
is designed to control all of the weapons currently equipped on the ship. This system can track up to
200 targets simultaneously, providing detailed information about the targets from the ships data files.
All direct fire weapons receive a bonus of +4 to strike. These bonuses are in addition to any previously
stated bonuses or penalties.
Combat Summary:
- Combat Actions: 5
- Strike: +4 to strike with direct fire weapons.
- Targeting System: Can track up to 200 targets simultaneously.
Mobile Hive Ship (1.6 miles / 2.5 km)
The largest hive ship aside from the unique royal hives, these ships sport not only huge mecha production
and cloning facilities and larger ship repair facilities, but they also possess ship production facilities.
These ships are extremely rare, and the Invid Regent only had a small handful of these ships at the time of
his final invasion of the Tirolian Mercantile Empire and only a few actually survived to the Sentinels' War
and they were all located on Optera throughout that conflict. The Invid Regis also had a few of these
strategically important ships and they left Earth when the Invid withdrew at the end of the Third Robotech
War.
Ship Information:
- Year Commissioned: 1400 CE
- Ship Class: Battleship
- Crew: 185,200
- Troops: 199,400
- Total Crew and Troops: 384,600 and 2 Invid Brains
Vehicle Complement:
- Mecha Complement:
| 15,750 |
Iigaa Armored Scout |
| 13,000 |
Gurab Shock Trooper |
| 3650 |
Gamo Pincer Command Unit |
- Power Armor Complement:
| 167,000 |
Malar Enforcer Power Armor |
- Other Complement:
| 42,000 |
Malar Assault Speeder |
- Ship Complement:
| 6 |
Oyster Class Drop Ship |
| 4 |
Mollusk Class Carrier |
M.D.C. by location:
- Heavy Laser Cannons (8) - 500 each
- Retractable Laser Turrets (125) - 100 each
- Retractable Weapon Hatches (125)- 100 each
- Airlock Access Hatches - 100 each
- Main Thruster - 25,00 *
- Hull Regions (50) - 750 each
- Main Body - 375,000 **
M.D.C. Armor Rating - Hull Region: 11
M.D.C. Armor Rating - Main Body: 19
Notes:
| * |
Destroying the main engine will severely impair the ship, forcing it to rely on its
maneuvering thrusters and its anti-gravity engines. Reduce atmospheric speed by a
quarter and rate of acceleration in space by 50%. |
| ** |
Depleting the M.D.C. of the main body will shut down the entire ship, including life
support, gravity control, communications, weapons, and engines. The command bridge
will also be destroyed. |
Speed:
- Fold Drive: Uses a Fold Drive with a maximum speed of 5 light-years per hour. The ship's
navigational equipment cannot safely execute a fold jump of distances greater than 1 kiloparsec
(3260 light-years) and it can only be activated once per hour.
- Sublight: Can travel at up to 10 percent of the speed of light (0.10c) and accelerate /
decelerate at a rate of 0.1 percent of light (0.001c) per melee.
- Atmospheric Propulsion: Uses an anti-gravity drive that has a maximum cruise speed is
Mach 3 (2235 mph / 3600 km/h) and can enter and leave an atmosphere with Earth-like gravity.
- Maximum Range: Effectively unlimited by drive system and onboard supplies for the crew and
troops can be maintained indefinitely.
Statistical Data:
- Height: 1.6 miles (2.5 km)
- Width: 1.6 miles (2.5 km)
- Length: 1.6 miles (2.5 km)
- Reactor System: Invide-style Protoculture Reactor with a life span of 100 years.
- Propulsion System: Anti-Gravity / Chemical Drive
- Gravity System: Internal
- Cargo: A series of large cargo bays.
Weapon Systems:
- Heavy Laser Cannons (8)
The main weapon on the hive ship, each ship sports of number of these cannons spread evenly
around the hull to allow a maximum spread of fire. Each cannons is mounted on a turret
capable of 360 degrees of rotation with an arc of fire of 180 degrees.
- Range: 25 miles (40.2 km) underwater, 50 miles (80.5 km) through an atmosphere, and
50,000 miles (80,467 km) in space.
- Damage: 2D4x100 M.D. per single blast.
- M.D.C. Weapon Rating: 23
- Rate of Fire: Each cannon can fire three times per melee.
- Payload: Effectively unlimited
- Bonus: +2 to strike
- Retractable Laser Turrets (125)
With the abundance of destroyed Zentraedi ships scattering the Tirolian Mercantile Empire,
especially during the conflict against the Disciples of Zor, the Invid were able to salvage
a large number of the small anti-mecha laser turrets from those ships and mount them on the
hive ships. The Lasers Turrets are located in batteries along the all sides of ships and
are used as anti-mecha and small anti-ship weapons. They are not very powerful, but if fired
in large numbers they can be devastating. The turrets are spread evenly across the ship to
allow a maximum spread of fire.
- Range: 1584' (956.6 m) underwater, 3168' (956.6 m) through an atmosphere, and 60
miles (96.6 km) in space.
- Damage: 2D6x10 M.D. per single blast.
- M.D.C. Weapon Rating: 23
- Rate of Fire: Each cannon can fire four times per melee, but they must fire in a
volley of at least three cannons.
- Payload: Effectively unlimited
Special Systems:
- Protoculture Cell Energizer
The ship's protoculture reactor is equipped with a special unit that allows the ship to recharge a
limited number of Protoculture cells. The unit can recharge up to 125 Protoculture Cells per hour, \
but no more then 1875 cells can be recharged per day.
- Protoculture Cell Storage
The ship holds a small number of Protoculture Cells used by all Invid mecha and inorganics in a
large storage compartment deep within the ship's hull. The ship holds 7500 Protoculture Cells that
can be quickly moved from the storage to the mecha bay to be used in any drained mecha.
- Clone Production Facilities
The ship contains basic clone production facilities. There is a single factory aboard the ship and it
can produce 5000 new First Stage Invid per week. The ship has the facilities to train thousands of
new clones and within one month of birth, these clones are fully capable soldiers. Double rate of
production if the factory is at maximum production, but for every month the factory is at maximum
production there is a cumulative 10% chance that the factory will fail and require 1D4 months of
repair before restarting operations.
- Mecha Production Facilities
The ship contains extensive mecha construction facilities. There are five mecha factories and each
is designed to be generic and can construct any Invid mecha. At normal production, each factory
can produce 40 Iigaa Scouts, 30 Iigaa Armored Scouts, 25 Gurab Troops, 20 Gurab Shock Troopers,
10 Gamo Pincer Command Units, 150 suits of Malar Enforcer Power Armor with Assault Speeder, 100
Cougar Inorganics, 60 Scrim Inorganics, 40 Crann Inorganics, and 50 Odeon Inorganics. It takes
one week to retool a factory from producing one mecha type to a different mecha type. Double rate
of production if a factory is at maximum production, but for every month the factory is at
maximum production there is a cumulative 10% chance that the factory will fail and require 1D4
weeks of repair before restarting operations.
- Spaceship Production Facilities
The ship contains basic spaceship construction facilities. There are four building docks measuring
555' (169.2 m) in length. In total, two ships could be under construction at the same time. At
normal production it takes two weeks to build an Oyster Class Drop Ship, three weeks to build a
Mollusk Class Mecha Carrier, and two months to build a Scorpion Class Gunship. Reduce production
times by half if a facility is at maximum production, but for every week the facility is at
maximum production there is a cumulative 10% chance that the facility will fail and require 2D4
months of repair before restarting operations.
- Spaceship Repair Facilities
Each spaceship construction dock can be used to repair or refit an Invid ship. The length of time
it takes to repair a ship depends on the extent of the damage or disrepair of the ship. The
average length of time to repair a ship can last from a few days to several weeks.
Standard Systems:
- Life Support System
The ship has a fully operational life support system that provides fresh atmosphere throughout the ship.
The life support system can sustain a maximum of 400,000 people indefinitely or 450,000 people for a
short period of time in case of an emergency.
- Communication Systems
The ship is equipped with two communication systems. The first is a Hyperspace Communications Relay,
which travels at a rate of one light-year every 5 seconds. Hyperspace communications can travel
through planets and other obstructions unhindered, are extremely difficult to intercept, and
impossible to jam. The second is telepathy used by the Invid Brain, which instantaneous, cannot be
intercepted and cannot be jammed, but the range is limited to 1 light-hour (671,061,600 miles /
1,079,968,960 km). The ship's communication array can contact with up to 1000 ships simultaneously.
- Sensor Systems
The ship is equipped with three sensor systems. The first is a Protoculture Emission Sensor that can
detect any source of Protoculture energy. The sensor can track tiny targets at a range of up to
200,000 miles (321,869 km), small targets at a range of up to 2 million miles (3.2 million km), medium
targets at a range of up to 4 million miles (6.4 million km), and large targets at a range of up to 6
million miles (9.7 million km). The second is a Subspace Mass Sensor that uses gravity-based
technology to detect target's at real time speed. The sensor can track tiny targets at a range of up
to 1 million miles (1.6 million km), small targets at a range of up to 10 million miles (16.1 million
km), medium targets at a range of up to 20 million miles (32.2 million km), and large targets at a
range of up to 30 million miles (48.3 million km). The third is a Hyperspace Mass Sensor that can
detect and track ships that are using a Fold Drive. The sensor can track tiny targets at a range of up
to 4 parsecs (13.04 light-years), small targets at a range of up to 20 parsecs (65.2 light-years),
medium targets at a range of up to 40 parsecs (130.4 light-years), and large targets at a range of up
to 60 parsecs (195.6 light-years). See Early Invid Ship
Systems for more details on sensor systems.
- Targeting Computer System
Connecting the ship's sensor systems with the weapon systems is the Targeting Computer System. The system
is designed to control all of the weapons currently equipped on the ship. This system can track up to
300 targets simultaneously, providing detailed information about the targets from the ships data files.
All direct fire weapons receive a bonus of +5 to strike. These bonuses are in addition to any previously
stated bonuses or penalties.
Combat Summary:
- Combat Actions: 6
- Strike: +5 to strike with direct fire weapons.
- Targeting System: Can track up to 300 targets simultaneously.
Mobile Hive Ship (3.7 miles / 6 km)
The largest ship in the Invid fleet, the Invid only possess two of these massive ships, each with a
diameter of 3.7 miles (6 km) and holding the best and largest mobile facilities controlled by the
Invid. The Invid Regent and Regis each control one of these ships and they use them as their personal
headquarters, although the Invid Regent uses a Trilobite combat vessel as his flagship when he is
away from Optera. The Regent's Royal Hive was destroyed at the end of the Sentinels' War, but the
Regis still retains control of her Royal Hive and its current location is unknown.
Ship Information:
- Year Commissioned: 1400 CE
- Ship Class: Dreadnought
- Crew: 257,350
- Troops: 492,650
- Total Crew and Troops: 750,000 and 1 Invid Brain
Vehicle Complement:
- Mecha Complement:
| 41,200 |
Iigaa Armored Scout |
| 34,000 |
Gurab Shock Trooper |
| 4950 |
Gamo Pincer Command Unit |
- Power Armor Complement:
| 412,500 |
Malar Enforcer Power Armor |
- Other Complement:
| 120,000 |
Malar Assault Speeder |
- Ship Complement:
| 10 |
Oyster Class Drop Ship |
| 6 |
Mollusk Class Carrier |
M.D.C. by location:
- Heavy Laser Cannons (18) - 500 each
- Retractable Laser Turrets (300) - 100 each
- Retractable Weapon Hatches (300)- 100 each
- Airlock Access Hatches - 100 each
- Main Thruster - 60,000 *
- Hull Regions (500) - 1800 each
- Main Body - 900,000 **
M.D.C. Armor Rating - Hull Region: 12
M.D.C. Armor Rating - Main Body: 20
Notes:
| * |
Destroying the main engine will severely impair the ship, forcing it to rely on its
maneuvering thrusters and its anti-gravity engines. Reduce atmospheric speed by a
quarter and rate of acceleration in space by 50%. |
| ** |
Depleting the M.D.C. of the main body will shut down the entire ship, including life
support, gravity control, communications, weapons, and engines. The command bridge
will also be destroyed. |
Speed:
- Fold Drive: Uses a Fold Drive with a maximum speed of 5 light-years per hour. The ship's
navigational equipment cannot safely execute a fold jump of distances greater than 1 kiloparsec
(3260 light-years) and it can only be activated once per hour.
- Sublight: Can travel at up to 10 percent of the speed of light (0.10c) and accelerate /
decelerate at a rate of 0.1 percent of light (0.001c) per melee.
- Atmospheric Propulsion: Uses an anti-gravity drive that has a maximum cruise speed is
Mach 3 (2235 mph / 3600 km/h) and can enter and leave an atmosphere with Earth-like gravity.
- Maximum Range: Effectively unlimited by drive system and onboard supplies for the crew and
troops can be maintained indefinitely.
Statistical Data:
- Height: 3.7 miles (6 km)
- Width: 3.7 miles (6 km)
- Length: 3.7 miles (6 km)
- Reactor System: Invide-style Protoculture Reactor with a life span of 100 years.
- Propulsion System: Anti-Gravity / Chemical Drive
- Gravity System: Internal
- Cargo: A series of large cargo bays.
Weapon Systems:
- Heavy Laser Cannons (18)
The main weapon on the hive ship, each ship sports of number of these cannons spread evenly
around the hull to allow a maximum spread of fire. Each cannons is mounted on a turret
capable of 360 degrees of rotation with an arc of fire of 180 degrees.
- Range: 25 miles (40.2 km) underwater, 50 miles (80.5 km) through an atmosphere, and
50,000 miles (80,467 km) in space.
- Damage: 2D4x100 M.D. per single blast.
- M.D.C. Weapon Rating: 23
- Rate of Fire: Each cannon can fire three times per melee.
- Payload: Effectively unlimited
- Bonus: +2 to strike
- Retractable Laser Turrets (300)
With the abundance of destroyed Zentraedi ships scattering the Tirolian Mercantile Empire,
especially during the conflict against the Disciples of Zor, the Invid were able to salvage
a large number of the small anti-mecha laser turrets from those ships and mount them on the
hive ships. The Lasers Turrets are located in batteries along the all sides of ships and
are used as anti-mecha and small anti-ship weapons. They are not very powerful, but if fired
in large numbers they can be devastating. The turrets are spread evenly across the ship to
allow a maximum spread of fire.
- Range: 1584' (956.6 m) underwater, 3168' (956.6 m) through an atmosphere, and 60
miles (96.6 km) in space.
- Damage: 2D6x10 M.D. per single blast.
- M.D.C. Weapon Rating: 23
- Rate of Fire: Each cannon can fire four times per melee, but they must fire in a
volley of at least three cannons.
- Payload: Effectively unlimited
Special Systems:
- Protoculture Cell Energizer
The ship's protoculture reactor is equipped with a special unit that allows the ship to recharge a
limited number of Protoculture cells. The unit can recharge up to 300 Protoculture Cells per hour, \
but no more then 4500 cells can be recharged per day.
- Protoculture Cell Storage
The ship holds a small number of Protoculture Cells used by all Invid mecha and inorganics in a
large storage compartment deep within the ship's hull. The ship holds 18,00 Protoculture Cells that
can be quickly moved from the storage to the mecha bay to be used in any drained mecha.
- Clone Production Facilities
The ship contains basic clone production facilities. There is a single factory aboard the ship and it
can produce 12,000 new First Stage Invid per week. The ship has the facilities to train thousands of
new clones and within one month of birth, these clones are fully capable soldiers. Double rate of
production if the factory is at maximum production, but for every month the factory is at maximum
production there is a cumulative 10% chance that the factory will fail and require 1D4 months of
repair before restarting operations.
- Mecha Production Facilities
The ship contains extensive mecha construction facilities. There are ten mecha factories and each
is designed to be generic and can construct any Invid mecha. At normal production, each factory
can produce 40 Iigaa Scouts, 30 Iigaa Armored Scouts, 25 Gurab Troops, 20 Gurab Shock Troopers,
10 Gamo Pincer Command Units, 150 suits of Malar Enforcer Power Armor with Assault Speeder, 100
Cougar Inorganics, 60 Scrim Inorganics, 40 Crann Inorganics, and 50 Odeon Inorganics. It takes
one week to retool a factory from producing one mecha type to a different mecha type. Double rate
of production if a factory is at maximum production, but for every month the factory is at
maximum production there is a cumulative 10% chance that the factory will fail and require 1D4
weeks of repair before restarting operations.
- Spaceship Production Facilities
The ship contains basic spaceship construction facilities. There are eight building docks
measuring 555' (169.2 m) in length. In total, two ships could be under construction at the same
time. At normal production it takes two weeks to build an Oyster Class Drop Ship, three weeks to
build a Mollusk Class Mecha Carrier, and two months to build a Scorpion Class Gunship. Reduce
production times by half if a facility is at maximum production, but for every week the facility
is at maximum production there is a cumulative 10% chance that the facility will fail and require
2D4 months of repair before restarting operations.
- Spaceship Repair Facilities
Each spaceship construction dock can be used to repair or refit an Invid ship. The length of time
it takes to repair a ship depends on the extent of the damage or disrepair of the ship. The
average length of time to repair a ship can last from a few days to several weeks.
Standard Systems:
- Life Support System
The ship has a fully operational life support system that provides fresh atmosphere throughout the ship.
The life support system can sustain a maximum of 800,000 people indefinitely or 1,000,000 people for a
short period of time in case of an emergency.
- Communication Systems
The ship is equipped with two communication systems. The first is a Hyperspace Communications Relay,
which travels at a rate of one light-year every 5 seconds. Hyperspace communications can travel
through planets and other obstructions unhindered, are extremely difficult to intercept, and
impossible to jam. The second is telepathy used by the Invid Brain, which instantaneous, cannot be
intercepted and cannot be jammed, but the range is limited to 1 light-hour (671,061,600 miles /
1,079,968,960 km). The ship's communication array can contact with up to 2500 ships simultaneously.
- Sensor Systems
The ship is equipped with three sensor systems. The first is a Protoculture Emission Sensor that can
detect any source of Protoculture energy. The sensor can track tiny targets at a range of up to
300,000 miles (482,803 km), small targets at a range of up to 3 million miles (4.8 million km), medium
targets at a range of up to 6 million miles (9.7 million km), and large targets at a range of up to
9 million miles (14.5 million km). The second is a Subspace Mass Sensor that uses gravity-based
technology to detect target's at real time speed. The sensor can track tiny targets at a range of up
to 2 million miles (3.2 million km), small targets at a range of up to 20 million miles (32.2 million
km), medium targets at a range of up to 40 million miles (64.4 million km), and large targets at a
range of up to 60 million miles (96.6 million km). The third is a Hyperspace Mass Sensor that can
detect and track ships that are using a Fold Drive. The sensor can track tiny targets at a range of up
to 8 parsecs (26.08 light-years), small targets at a range of up to 40 parsecs (130.4 light-years),
medium targets at a range of up to 80 parsecs (260.8 light-years), and large targets at a range of up
to 120 parsecs (391.2 light-years). See Invid Ship Systems
for more details on sensor systems.
- Targeting Computer System
Connecting the ship's sensor systems with the weapon systems is the Targeting Computer System. The system
is designed to control all of the weapons currently equipped on the ship. This system can track up to
500 targets simultaneously, providing detailed information about the targets from the ships data files.
All direct fire weapons receive a bonus of +6 to strike. These bonuses are in addition to any previously
stated bonuses or penalties.
Combat Summary:
- Combat Actions: 7
- Strike: +6 to strike with direct fire weapons.
- Targeting System: Can track up to 500 targets simultaneously.