Thursday, December 15, 2016

Canon Fodder: Invid Battle Mecha

 Last week I went over how fiction has given all sorts of fun firepower to play with. Well it has also been equally generous on giving us fun things to shoot with said firepower!

That being said, since I went over the Robotech Gallant Rifle, figured I might as well give you something to shoot with it!




 The Invid were a slug like hive race from the planet Optera that orbits the G2V star Tzuptum who have a symbiotic relationship with a pseudo-plant like organism called the Invid Flower of Life. This "flower" was actually a realspace node of higher, super dimensional energy which he king and queen of the Invids, known as the Regent and Regess respectively, could harness to give them almost mystical powers such as the ability to polymorph and seemingly teleport though the use of super dimensional hyper space fold.

In the Earth year 1343 A.D the Tirolian scientist Zor Derelda discovered the Ivids and their Flower of Life along with its unusual properties. This discovery and its use an energy source they called protoculture that could rival mater/antimatter pair annihilation but in a much safer manner made both Zor and his backers unbelievably rich and powerful. So much so that his backers were successfully able to overthrow their constitutional republican government and install a eugenicist based fascist empire. Now known as the Robotech Master, in their greed and paranoia they ordered Zor to cultivate ever last spore of the Flower of Life from Optera and then sterilize the planet. They felt it was unsafe leaving their prize on a planet and so opted to have it produced on mobile battle fortresses were it can be better guarded and if needed, folded to another location. The only problem was that all attempts to grow the flower off world had resulted in failure but they were certain that it was only a matter of time before Zor could engineer a verity that can be. They were right. It just took him centuries to to do so and the empire had begun to run dangerously low. As they lost control of the very thing that gave them the power, their empire began to crumble. Conquered races began to rise up, Tirolians who wished for a return to their democratic roots began rebelling and some unknown race was beginning to invade their boarders, striking against their protoculture depots located there. Even worse, Zor, the man who gave them the keys to their power, had also began to regret what he had done and long for their totalitarian empire he helped create to fall. After he finally engineered a strain of the Flower of Life that could grown on a Tirol like environment and created an automated production system for protoculture he dubbed the Protoculture Matrix his life's work was done. He then order his ships AI to begin a count down, after which was up to begin a series of random of jumps across the universe, thoroughly erased all his notes on how to produce the adaptive strain of the Flower of Life and then he took his own life. His ship then folded where it would hop across the universe until decades later when it would fold to close to insignificant world call Earth and forever change the destiny of the life forms living upon it...

As for the unknown race invading the edges of their empire, these were the Invid. Despite the sterilization of their home world the Invid King and Queen managed to fold themselves, a good number of their race and a hidden reserve of the Flower of Life to a off world safehold. Driven to madness by Zor's betrayal and the near annihilation of their race. The Regent and Regess, for the first time in their races history, began to build up a war machine Vengeance would be theirs and any none Invid they found violating their sacred flower would burn. 

As Masters empire waned the Invid became embolden and began having victory after victory over Masters nearly power depleted forces, and began conquering and subjugating any race that even had the slightest hint of protoculture on it, no longer caring if said race was a victim of the Robotech Masters just as much as they were.

Over time the Queen Regess began to tire of the war like way their race had fallen to and thought that perhaps it was time to stop the war and start looking for a new world to call home an focus on evolving their race but the King Regent would hear nothing of it, to consumed he was with rage. Do to this ideological difference the two, a rift began to form and by the time the Invid had the Masters homeworld in their grasp, the Regess decided that with or without her King she was done with this war. She took half of the Invid forces and searched out a new world for her race. So found one, one last work she would have to conquer. A world called Earth...

As a race the Invid are made up of different caste ranging from the workers, to the sub kings and queens and to the warriors that will be covered here. Invid warriors have rather low intelligence but higher "ranked" warriors are smarter then then lower ranked ones. Like all Invid, warriors have poor eyesight granting them Bad Sight (Low Resolution) [-25]  (GURPS Powers: Enhanced Sense pg. 12) and like all Invid but the Regent and Regess they have a hive mentality giving them Slave Mentality [-40] and Selfless [-5]. Unique to them (and perhaps the Regent post serialization of Optera) is a strong drive to fight and kill their enemies giving them Bloodlust (12) [-10]. The warriors themselves almost never fight on their own and instead spend most of their lives effectively acting as the brain of the Invid battle mecha they are assigned to. All Invid battle mecha are sealed and pressurized  and are designed to operate for about a week in field before needs to return to their nearest hive for maintenance and resupply. They are protected by a unique advanced organic, metallic composite though its mostly used to give Invid mecha a bare form of protection while saving weight rather then giving them high defense. They are also all equipped by surprisingly advanced radar systems and radios though the Invid, do to their naturally bad sight, lag behind in optical sensor. Despite this they all have at lest have some for of nightvision optics and even enhanced magnification on the more advanced models. They are all also equipped with basic computers that tend to have tactical data bases (see Silhouette, Ultra-Tech pg. 49) and a tactical network (see TacNet, Ultra-Tech pg. 49).

The Invid also prefer to use plasma weapons as their main arm. They are effectively TL11^  making them Fusion weapons by GURPS standards but do to using protoculture energizers they have 10× the normal numbers of shots.

The Invid have four main types of battle mecha, not including Malar Power Armor which is used to protect Invid Hives, the Inorganics which are autonomous battle robots used exclusively by the Regent and the Gosu Battoild which did not appear late into the war to reclaim Earth and was exclusively used by the Regess, which will be covered here.

Invid Iigaa  (Scout) 
                                                                                                                                                   869points
Codenamed Scout by the REF, the Iigaa is the baseline battle mecha used by the Invid, Crab like in appearance, it stands about 8ft 6in tall but is a broad 12ft wide and weighs in at about 5 tons.

It's main body is dominated by it's main visual/LLLTV optical sensor which both has daylight and a relatively advanced night vision mode (gives Nightvision 9). Do to visual optics not being as much a priority to the Invid, despite its large size is only a 1× magnification system. This optic is also it's biggest structural weakness as it is both large, relatively unarmored (Having only DR 5 compared to the the DR 50 of its main body) and anything that penetrates it would perforate right into the pilots compartment! Because of this, treat its optic as the skull hit location.

More advanced is its radar and communication array which is made up of an multi-mode radar with 50 mile range and 360° of coverage s well as an encrypted radio and laser comm suite which both also have 50 miles of range.                

On the ground it moves on two long bird like legs that let it reach a top running speed of 28mph. It's foot ends in a large single toe and block like heal that gives the mecha surprisingly low contact pressure on the ground giving it good off road speed. It also has a large vectorable plasma-shock expansion thruster on it's back giving it an acceleration of 1.5Gs and a top speed of 480mph in an atmosphere. In an atmosphere greater then trace it can suck in gases for reaction mass but in space it is limited by internal store to a Delta Velocity of 1.1 miles per second. Being thrust vectored, it has decent maneuverability despite its clunky shape.

For armaments, all Iigas come equipped with two surprisingly effective armor piercing pincers on the end powerful arms. All Iigaas have hard points that are deigned to hold linked mounted version of the Heavy Fusion Gun (Ultra-Tech pg. 128, change ST to 23M and shots to 200) but in practice only about one in ten are armed unless heavy combat is expected.

Iigaas are crewed by the lowest, lest intelligence members of the Invid warrior caste and are effectively designed to be cheaply massed produced and are almost treated like expendable munitions by the Invid military. If they send 3,000 to take an objective and all 3,000 are destroyed in the process of taking it then to the Invid it is an acceptable loss.

The Iigaa commonly used in mass swarm tactics. Individually a Iigaa is hardly a threat, even a shot from a H-90 in pistol mode can pierce it's armor, but in mass they clearly take on the mantra of, "Quantity has a quality of it's own."


Attributes: ST 85 (No Fine Manipulators, -40%; Size -30%) [225]; DX 11 [20]; IQ 7 [-60]; HT 12 [20].
Secondary Characteristics: Damage 12d+2/14d+2; BL: 1,445lbs; HP 85 (Size -30%) [0]; Will 10 [15]; Per 10 [15]; FP: - [0]; Basic Speed: 5.75 [0];  Basic Move 7 [10];  Basic Move (Air) 15 [10]; Dodge 8; SM +3; Weight 5 tons; Height 8ft 6in.
Advantages:  3D Spatial Sense [10]; Armor Piercing Pincers* [15];  Damage Resistance 50 (Can’t Wear Armor, -40%) [150]; Detect (Radar and Radio; Precise, +100%; Signal Detection, +0%) [20]; Detect (Protoculture) [10]; Doesn't Breath [20]; Enhanced Move 4 (Air Move, 240; Handling Bonus +2, +10%) [88]; Enhanced Move 1 (Ground Move 14; Handling Bonus +5, +50%) [30]; Enhanced Move 7 (Space Move, 1,920; Handling Bonus +2, +10%; Newtonian, -50%) [84];  Enhanced Detect Protoculture 2 [4];  Two Extra Arms (Weapon Mount, -80%) [4]; Flight (Newtonian Space Flight, +25%) [32]; High Pain Threshold [10];  Injury Tolerance (No Neck) [5]; Machine [25]; Nictitating Membrane 5 [5]; Nigh Vision 9 [9]; Protected Sense (Vision) [5]; Protected Sense (Hearing) [5]; Payload 1 [1]; Pressure Support II [10]; Radiation Tolerance 5 [10]; Reduced Consumption 3 (Refuel every once a week) [6]; Resistant to Acceleration (+8) [3]; Resistant to Electrical Pulses and Surges (+8) [3]; Scanning Sense (Radar; Extended Arc, 360°, +125%;  Increased Range ×50, +50%; Multi-Mode, +50%; Targeting, +20%) [69]; Sealed [15]; Striking ST 20 (No Fine Manipulators, -40%; Size -30%) [30]; Telecommunication (Laser Communication) [15]; Telecommunication (Radio; Video, +40%; Increased Range ×5, +20%, Secure, +20%) [18]; Temperature Tolerance 20 [20]; Vacuum Support  [5].
Perks: Accessory (IFF transponder) [1]; Accessory (Biomedical Sensors) [1]; Accessory (Microframe Computer) [1]; Accessory (Provisions Dispenser) [1]; Accessory (Waste-Relief System) [1].
Disadvantages: Bad Sight (Low Resolution) [-25]; Bloodlust (12) [-10]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Weekly) [-10]; No Fine Manipulators [-30]; Restricted Diet (Common, 6 Protoculture E Cells) [-20]; Slave Mentality [-40]; Selfless [-5]; Social Stigma (Monster) [-15].
Skills: Brawling (E) DX+1 [2]-12; Gunner/TL10^ (Beams) DX+0 [1]-11; Navigation/TL10^ (Land) (A)  IQ+4 [4]-11; Navigation/TL10^ (Air) (A)  IQ+4 [4]-11; Navigation/TL10^ (Space) (A)  IQ+4 [8]-10§; Stealth (A) DX+2 [8]-13.


Invid Iigaa with booster Unit  (Booster Scout)
                                                                                                                                                   824points

This variant of the Iigaa simply removes the legs and replaces them with a powerful booster pack designed for space flight that gives it increased maneuverability and increases its acceleration to 1.7Gs. It also holds a greater internal reserve of reaction mass giving it a Delta V of 1.2 miles per second.

The booster also includes a larger radar and coms array booting the ranges of each to 100 miles.

Unlike the normal Iigaa, the booster variant has never been seen armed with ranged weapons and instead tend to act more like kamikaze missiles.

They are typical deployed from Mollusk Troop Carriers en massed where they form into two groups. One groups tries to swarm  fighter and support craft, match velocities with them and try to rip them to shreds. The other group goes after capital ships and splits into two sup groups. The first sub group tries to match velocity with a given ship and land on it, attacking soft targets like point defense weapons, sensors and so on or even trying to pry open cargo bay airlocks and get inside the ship. If all goes well with the first groups actions the second group goes to full burn and simply rams the ship, acting like kinetic energy missiles.

Attributes: ST 85 (No Fine Manipulators, -40%; Size -40%) [170]; DX 11 [20]; IQ 7 [-60]; HT 12 [20].
Secondary Characteristics: Damage 12d+2/14d+2; BL: 1,445lbs; HP 105(Size -40%) [20]; Will 10 [15]; Per 10 [15]; FP: - [0]; Basic Speed: 5.75 [0];  Basic Move - [0];  Basic Move (Air) 17 [14]; Dodge 8; SM +4; Weight 8.9 tons; Length16ft.
Advantages:  3D Spatial Sense [10]; Armor Piercing Pincers* [15];  Damage Resistance 50 (Can’t Wear Armor, -40%) [150]; Detect (Radar and Radio; Precise, +100%; Signal Detection, +0%) [20]; Detect (Protoculture) [10]; Doesn't Breath [20]; Enhanced Move 4 (Air Move, 272; Handling Bonus +2, +10%) [88]; Enhanced Move 7 (Space Move, 2,176; Handling Bonus +3, +15%; Newtonian, -50%) [91];  Enhanced Detect Protoculture 2 [4];  Two Extra Arms (Weapon Mount, -80%) [4]; Flight (Newtonian Space Flight, +25%) [32]; High Pain Threshold [10];  Injury Tolerance (No Neck) [5]; Machine [25]; Nictitating Membrane 5 [5]; Nigh Vision 9 [9]; Protected Sense (Vision) [5]; Protected Sense (Hearing) [5]; Payload 1 [1]; Pressure Support II [10]; Radiation Tolerance 5 [10]; Reduced Consumption 3 (Refuel every once a week) [6]; Resistant to Acceleration (+8) [3]; Resistant to Electrical Pulses and Surges (+8) [3]; Scanning Sense (Radar; Extended Arc, 360°, +125%;  Increased Range ×100, +60%; Multi-Mode, +50%; Targeting, +20%) [71]; Sealed [15]; Striking ST 20 (No Fine Manipulators, -40%; Size -30%) [30]; Telecommunication (Laser Communication; Increased Range ×2, +10%) [17]; Telecommunication (Radio; Video, +40%; Increased Range ×10, +30%, Secure, +20%) [19]; Temperature Tolerance 20 [20]; Vacuum Support  [5].
Perks: Accessory (IFF transponder) [1]; Accessory (Biomedical Sensors) [1]; Accessory (Microframe Computer) [1]; Accessory (Provisions Dispenser) [1]; Accessory (Waste-Relief System) [1].
Disadvantages: Bad Sight (Low Resolution) [-25]; Bloodlust (12) [-10]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Weekly) [-10]; No Fine Manipulators [-30];  No Legs (Aerial) [0]; Restricted Diet (Common, 6 Protoculture E Cells) [-20]; Slave Mentality [-40]; Selfless [-5]; Social Stigma (Monster) [-15].
Skills: Brawling (E) DX+1 [2]-12; Gunner/TL10^ (Beams) DX+0 [1]-11; Navigation/TL10^ (Land) (A)  IQ+4 [4]-11‡; Navigation/TL10^ (Air) (A)  IQ+4 [4]-11; Navigation/TL10^ (Space) (A)  IQ+4 [8]-10§; Stealth (A) DX+2 [8]-13.



Invid Gurab (Trooper) 
                                                                                                959points
Acting almost like officers to the baseline Iigaas, Gurabs (Given the reporting name Trooper) are far more advanced and capable then the Iigaas they are in charge of.

While they have the same radar and comms unit as the Iigaa has, it's optical array is slightly more advanced giving it 4× optical zoom but it still has the same problem as being a weak point as on the Iigaa but it is slightly better armored.

It's also slightly faster on the ground do to it's longer stride length, reaching a top running speed of 32mph. However it's not a fast or as capable in the air as its smaller brethren only able of producing 1.3Gs of acceleration and a top air speed of 416mph. In space it has a Delta V of 0.9 miles per second.

For armament it is even more dangerous in close combat then the Iigaa having armor piercing claws on both its hands and feet and its pilots tend to be better trained as well.  They also have two hard points that can hold linked Semi-Portable Fusion Guns (Ultra-Tech pg. 128, change shots to 700) but only one in three tend to be equipped with them unless heavy combat is expected.
 
All in all the Gurab is a far more capable battle mecha and its pilots are far more intelligent and capable members of the warrior caste. They tend to act as coordinators for the less intelligent Iigaas, acting in a role similar to lieutenant in the REF are more rare seen, only about one is deployed per ten Iigaa. This is not to say that Invid are not above expending them en mass if needed.

Gurab are far more dangerous opponents and even a single unit can pose a challenge. If encountered it is advised for soliders to not engage them unless they are equipped with Cyclone Power Armor or are equipped with anti-armor weapondery. 

Attributes: ST 110 (No Fine Manipulators, -40%; Size -40%) [220]; DX 10 [0]; IQ 8 [-40]; HT 12 [20].
Secondary Characteristics: Damage 15d+2/17d+2; BL: 2,420lbs; HP 110 (Size -40%) [0]; Will 11 [15]; Per 11 [15]; FP: -; Basic Speed: 5.5 [0];  Basic Move 8 [15];  Basic Move (Air) 13 [6]; Dodge 8; SM +4; Weight 11 tons; Height 14ft 10in.
Advantages:  3D Spatial Sense [10]; Armor Piercing Pincers [15]*; Armor Piercing Talon [17]†; Damage Resistance 75 (Can’t Wear Armor, -40%) [225]; Detect (Radar and Radio; Precise, +100%; Signal Detection, +0%) [20]; Detect (Protoculture) [10]; Doesn't Breath [20]; Enhanced Move 4 (Air Move, 208; Handling Bonus +2, +10%) [88]; Enhanced Move 1 (Ground Move 16; Handling Bonus +4, +40%) [28]; Enhanced Move 7 (Space Move, 1,664; Handling Bonus +2, +10%; Newtonian, -50%) [84];  Enhanced Detect Protoculture 2 [4];  Two Extra Arms (Weapon Mount, -80%) [4]; Flight (Newtonian Space Flight, +25%) [32]; High Pain Threshold [10];  Injury Tolerance (No Neck) [5]; Machine [25]; Nictitating Membrane 7 [7]; Nigh Vision 9 [9]; Protected Sense (Vision) [5]; Protected Sense (Hearing) [5]; Payload 1 [1]; Pressure Support II [10]; Radiation Tolerance 10 [15]; Reduced Consumption 3 (Refuel every once a week) [6]; Resistant to Acceleration (+8) [3]; Resistant to Electrical Pulses and Surges (+8) [3]; Scanning Sense (Radar; Extended Arc, 360°, +125%;  Increased Range ×50, +50%; Multi-Mode, +50%; Targeting, +20%) [69]; Sealed [15]; Striking ST 25 (No Fine Manipulators, -40%; Size -40%) [25]; Telecommunication (Laser Communication) [15]; Telecommunication (Radio; Video, +40%; Increased Range ×5, +20%, Secure, +20%) [18]; Telescopic Vision 2 [10]; Temperature Tolerance 20 [20]; Vacuum Support [5].
Perks: Accessory (IFF transponder) [1]; Accessory (Biomedical Sensors) [1]; Accessory (Microframe Computer) [1]; Accessory (Provisions Dispenser) [1]; Accessory (Waste-Relief System) [1].
Disadvantages: Bad Sight (Low Resolution) [-25]; Bloodlust (12) [-10]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Weekly) [-10]; No Fine Manipulators [-30]; Restricted Diet (Common, 6 Protoculture E Cells) [-20]; Slave Mentality [-40]; Selfless [-5]; Social Stigma (Monster) [-15]
Skills: Brawling (E) DX+3 [8]-13; Gunner/TL10^ (Beams) DX+2 [4]-12; Navigation/TL10^ (Land) (A)  IQ+3 [2]-12; Navigation/TL10^ (Air) (A)  IQ+3 [2]-12; Navigation/TL10^ (Space) (A)  IQ+3 [4]-12§; Stealth (A) DX+2 [8]-12.


Invid Gamo (Enforcer) 

                                                                                                                                         1,161points
The Gamo (Reporting name Enforcer) is most advanced and heavily armored and armed mass produced battle mecha used by the Invid.
 
It has a more advanced radar and comms array then the baseling Iigaa and the Gurab having a 100 mile range. It's optical array has a 8× optical zoom but it is still the main design flaw in an Invid mecha.

On the ground its capable of reaching a top speed of 32mph like the Gurab but is almost as capable as the Iigaa in the air. Its thrusters give it an acceleration of 1.4Gs and a top air speed of 448mph and a Delta V of 1 mile per second. 

While not as capable in close combat as the Gurab, it still does have the basic armor piercing pincers on its arms and it is by far the most heavily armed with range weapons then any other Invid mecha. Built into each shoulder are three linked Semi-Portable Flamers (Ultra-Tech pg. 127, treat each set of triple linked flamers as weighing 182lbs having a ST of  22M, 1,000 shots and a cost of $91,000) which in turn are linked with each other allowing it fire all six at once if needed. It also mounts two of the same  Heavy Fusion Guns as the Iigaa under its cockpit for self defense. 

Gamos are primarily used for battalion command and control and are piloted only by the most capable and intelligent of the warrior caste. Do to their capabilities (as well as expense of manufacturing) they are only about one Gamo per 100 Iigaa deployed and are far less likely to use as an expendable asset as the other unit types. 

It goes without saying that this is the most dangerous Invid mecah to contend with. Even if equipped with a Cyclone it is advised to avoid this unit if possible and call in an Alpha fighter or available Destroid to take it on. 

Attributes: ST 130 (No Fine Manipulators, -40%; Size -40%) [260]; DX 10 [0]; IQ 9 [-20]; HT 12 [20].
Secondary Characteristics: Damage 17d+2/19d+2; BL: 3,380lbs; HP 110 (Size -40%) [0]; Will 12 [15]; Per 12 [15]; FP: -; Basic Speed: 5.5 [0];  Basic Move 8 [15];  Basic Move (Air) 14 [8]; Dodge 8; SM +4; Weight 17 tons; Height 14ft 10in.
Advantages:  3D Spatial Sense [10]; Armor Piercing Pincers* [15]; Damage Resistance 90 (Can’t Wear Armor, -40%) [270]; Detect (Radar and Radio; Precise, +100%; Signal Detection, +0%) [20]; Detect (Protoculture) [10]; Doesn't Breath [20]; Enhanced Move 4 (Air Move, 224; Handling Bonus +2, +10%) [88]; Enhanced Move 1 (Ground Move 16; Handling Bonus +4, +40%) [28]; Enhanced Move 7 (Space Move, 1,792; Handling Bonus +2, +10%; Newtonian, -50%) [84];  Enhanced Detect Protoculture 2 [4];  Four Extra Arms (Weapon Mount, -80%) [8]; Flight (Newtonian Space Flight, +25%) [32]; High Pain Threshold [10]; Injury Tolerance (No Neck) [5]; Machine [25]; Nictitating Membrane 9 [9]; Nigh Vision 9 [9]; Protected Sense (Vision) [5]; Protected Sense (Hearing) [5]; Payload 1 [1]; Pressure Support II [10]; Radiation Tolerance 20 [20]; Reduced Consumption 3 (Refuel every once a week) [6]; Resistant to Acceleration (+8) [3]; Resistant to Electrical Pulses and Surges (+8) [3]; Scanning Sense (Radar; Extended Arc, 360°, +125%;  Increased Range ×100, +60%; Multi-Mode, +50%; Targeting, +20%) [71]; Sealed [15]; Striking ST 30 (No Fine Manipulators, -40%; Size -40%) [30]; Telecommunication (Laser Communication; Increased Range ×2, +10%) [17]; Telecommunication (Radio; Video, +40%; Increased Range ×10, +30%, Secure, +20%) [19]; Telescopic Vision 3 [15]; Temperature Tolerance 22 [22]; Vacuum Support [5].
Perks: Accessory (IFF transponder) [1]; Accessory (Biomedical Sensors) [1]; Accessory (Microframe Computer) [1]; Accessory (Provisions Dispenser) [1]; Accessory (Waste-Relief System) [1].
Disadvantages: Bad Sight (Low Resolution) [-25]; Bloodlust (12) [-10]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Weekly) [-10]; No Fine Manipulators [-30]; Restricted Diet (Common, 1 Protoculture F Cell) [-20]; Selfless [-5]; Social Stigma (Monster) [-15].
Skills: Brawling (E) DX+4 [12]-14; Gunner/TL10^ (Beams) DX+4 [12]-14; Navigation/TL10^ (Land) (A)  IQ+4 [4]-13; Navigation/TL10^ (Air) (A)  IQ+4 [4]-14; Navigation/TL10^ (Space) (A)  IQ+4 [8]-13***; Stealth (A) DX+3 [12]-13.


*Armor Piercing Pincers: Natural Weapons (Cutting; Armor Divisor (2), +50%; Increased Damage +2, +60%) [15].
†Armor Piercing Talons: Natural Weapons (Impaling; Armor Divisor (2), +50%; Increased Damage +2, +60%) [17].
‡Includes +3 for having 3D Spatial Sense.
§ Includes +2 for having 3D Spatial Sense.





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