A Picture of an Invid Guraburr
Invid Guraburr
Type: Heavy Shocktrooper
Crew: One, Stage Two Pilot
M.D.C.:
Hands / Pincers (2): 25 each
Upper Arms (2): 60 each
Arm Shields / Launchers (2): 80 each
Legs (2): 80 each
Feet (2): 30 each
Cephalothorax Launchers (2): 30 each
Rear Thruster: 40
Eye Sensor: 35
Armored Missile Tubes (30): 5 each
Turbo-Lasers (6): 5 each
Plasma Ejectors (2): 20 each
Concussion Launchers (2): 60 each
Main Body: 185
Reinforced Pilot's Compartment: 60
Speed:
Flight: Stationary hover to 300 mph/482 kph maximum, with an altitude ceiling of about 10,000 ft (3048 m).
Ground: Running, 60 mph (96 kph)
Ground: Jumping, 50 ft up or across / 300 ft. assisted
Height: 15 ft
Width: 9 ft
Length: 17 ft
Weight: 13.8 tons
Cargo: Can carry up to three tons
Weapon Systems:
Arm Mounted Turbo-Lasers (6, 3 per arm)
Damage: 6D6 per burst
Range: 2000 ft.
Payload: Unlimited
Arm Mounted Missile Launchers:
Damage: 1D6*10 (Plasma)
Range: 3 Miles (Short Range)
ROF: 1,2,4,7,14
Payload: 7 per arm, 14 total
Cephalothorax Launchers:
Damage: 1D6*10 (Plasma)
Range: 3 Miles (Short Range)
ROF: 1,2,4,8,16
Payload: 8 per side, 16 total
Plasma Ejectors:
Damage: 1D6*10 dual blast / 4D6 Single Shot
Range: 3000 ft.
Payload: Unlimited, 30 Blasts, recharges 1 per minute
Concussion Launchers:
Damage: 5D10+25 per missile, 10D10+50 per volley (40 ft. Blast Radius)
Range: 11,000 ft.
ROF: Only in volleys of 2, Twice per melee.
Payload: 12 missiles, 6 volleys total
Hand To Hand:
Attacks: 4 (Adds two)
+2 Strike
+5 Parry
+2 Dodge on Ground
+4 Dodge in Flight
+6 Dodge at Max. Speed
+1 Roll
Prowl: 45%
Detect Ambush: 40%
Detect Concealment: 30%
Track: 30%
Kick: 2D4
Punch/Claw: 4D6
Power Claw: 6D6+6
Ram: 1D6