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

 

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