As the Third Invid War dragged on, it became clear to resistance fighters that the new Invid forces occupying Earth were definitely NOT the same as those that had invaded it during the Second Invid War. At first, the Invid used the same mecha designs and tactics as the Regis did. Eventually, new designs started appearing along with new, innovative strategies that took the rebels by surprise. It was almost as if whoever was leading these new invaders was becoming more imaginative (and more deadly) as time went on.
The first divergence from typical Invid strategy appeared in 2041, when new lights were noticed in the night sky by the resistance. Later reconnaissance revealed that these lights were in fact powerful orbiting Space Hives, heavily armed and armored, and designed specifically for anti-spacecraft warfare.
Apparently, the Invid had learned from their defeat at the Battle of Reflex Point in the Second Invid War, and were trying to make sure that the Earth was isolated from REF fleets returning from Tirol. Then, in 2043, as the Invid Space Hives were nearing completion, the first new Invid mecha designs began to appear on Earth. This took the resistance completely by surprise, and many rebels were lost as they tried to adjust to the deadlier mecha.
Changes were also becoming apparent in the Invid’s behavior towards humanity. Before 2043, the Invid mostly ignored the civilian population of Earth. So long as Terrans did not take up arms and attack the Invid, they were content to leave them alone. In early 2044, some Invid began actively recruiting gangs of dissident humans to work for them. These Invid sympathizers, called FRAGS, were used to pacify towns, hunt down rebels, and generally supplement the Invid’s forces in areas of lower value. The Invid also started stepping up their attacks against the resistance during this time. They organized sweeps and strikes against towns suspected of harboring or aiding resistance fighters, and attacked small towns to try to draw the resistance out of hiding.
However, even these increases in savagery by the new Invid paled compared to what was to come. In 2045 (known as the start of “The Dark Years”), the Invid began rounding up civilians from surrounding towns and herding them into massive Slave Camps, where they were forced to harvest massive amounts of the Flower of Life for shipment to places unknown (to the humans). After harvest, the flower was stored on huge Cargo Transports, which then took off from the farms and headed into Earth orbit.
These changes led to a decrease in morale among Terran resistance, as more and more people died and the Invid continued to gain power despite their best efforts. Unless something were done soon, there would be no hope left for those fighting for freedom during the Third Invid War…
Invid Imperials
(Steven’s Note: Just as male Stage 5 Invid are referred to as Prince and the females Princess, male Stage 6 Invid carry the title of Imperator and the females Imperatrix.)
When the Regis decided to send an occupation force back to Earth, she was faced with a serious problem: it was simply impossible for her to be in two places at once. Her “enlightened evolution” experiments demanded her full attention, but the food supply problems on New Optera were critical enough that she had to ensure that the temporary re-occupation of Earth was successful. Plus, her forces on Earth would need some way to rebuild all the Hives and fortifications that were destroyed during the Third Robotech War.
Finally, she reached a decision.
She called together the best of the Stage 5 Invid that had survived the previous war with the humans. These Invid were the strongest, smartest, and most loyal followers of the Regis. They had proven themselves time and time again on the battlefields of Earth. These humanoid Invid would be the leaders of the Earth re-occupation forces, and, to this end, the Regis evolved them into a higher form of life, granting each a small portion of her powers. These elite Invid became the ultimate Stage in Invid evolution: the Stage 6 Invid. (Steven’s Note: This bumps the Regent and Regis up to Stage 7.)
The Stage 6 Invid is completely humanoid in appearance, like the Stage 5, but are usually taller and slightly more agile. The biggest difference is their slit-like eyes, resembling a cat’s. They are always very attractive and have the same light Caucasian skin/complexion and long hair as their less-developed brethren.
The greatest difference in these new Invid is the presence of psychic powers, similar to those of the Regis herself. In essence, the Stage 6 Invid can be considered mini-Regents and mini-Regis of the Invid race. Individually, their powers are not incredibly impressive, but together they can perform acts equal to those of the Regis, including transmutation of Invid and mecha, and the alchemical ability to create Invid hives and power cores. These new Invid were also the most intelligent and the most devious since the Regent. They were the ones who came up with the idea of the Invid space hives and the new Invid mecha designs. And they are constantly at work thinking up new plans to prevent the humans from interfering with their work.
Unfortunately, the evolution of the Imperial Invid has had some unexpected effects on their mental stability. Most of the new Invid consider themselves far superior to lower Stage Invid, especially the Stage 5 Invid. This has led to a great deal of friction between the two Invid “races”, to the point where some Stage 5 Invid might consider betraying their superiors if they thought they could get away with it.
This superiority complex borders on psychosis when it comes to humans. At best, Stage 6 Invid consider humans a lesser race that does not deserve the rights of freedom or self-rule. At worst, some Stage 6 Invid see humans as vermin, suitable only for hard labor, laboratory tests, and extermination.
Stage 6 Invid are always snobbish and overbearing. They care little for the concerns of others, and are often inconsiderate and outright rude to anyone who is not a fellow Stage 6 Invid. They are loyal only to themselves, other Stage 6 Invid, and the Regis. Temperament among leader Invid tends to vary. Some are quite emotional, easily giving in to bloodlust and berserker tendencies during battle. Others are analytical and emotionless, carrying out their plans and attacks with cold, calculated efficiency.
However, no Stage 6 Invid will ever allow their emotions to interfere with the occupation force mission.
Note: There may be as few as two dozen Stage 6 Invid on Earth, including those stationed in the orbital hives. Gamemasters should not indiscriminately throw them at PCs but instead save these characters for recurring villains and enemy masterminds. Combat with Stage 6 Invid should only come after a long series of other adventures and battles, perhaps even saved for the final climactic battle of a multi-part adventure.
Stats
- Evolution: Stage 6
- Wounds: 3 Light Wounds – 2 Brawl and 1 Critical
- Speed: 30 kph / 50 m / 5 ground units
Features
- Enhanced: Imperials are the (current) peak of Invid evolution, surpassing even the Stage 5 Royalty. As such, they are physically and mentally superior. They gain the Agility, Endurance, and Intellect aspects of the Heightened Talent (Robotech: The Macross Saga, pg. 81).
- Vehicle: Imperials are provided with a Warlord Battloid and have access to Soldier Armor or Heavy Armor that has been specially tailored to them.
- Armor Free: In their humanoid shapes, Imperials may pilot Warlord Mecha. Imperials are free to leave their Mecha or Armor as they please.
- Enhanced Hive Mind: Stage 6 Invid can communicate with each other over a distance of 8 km (5 miles).
- Empathic: Stage 6 Invid can sense the presence and emotional state (e.g., distressed, afraid) of non-Invid beings, but not as reliably as with true Invid. Empathic range is only around 30 m (100 feet). This allows the Invid to sense intelligent life forms around them. This sense is not exact; only a general direction and relative distance can be detected.
- Levitate: Stage 6 Invid can lift and suspend themselves into the air up to 50 m (165 feet). This movement is limited to up-and-down movement only. This requires all their concentration, leaving them unable to do much more than talk and gesture while levitating. Breaking their concentration (e.g., inflicting a wound) causes them to fall. They can return to levitating if they have time before striking a surface.
- Mind Block: Stage 6 Invid can erect a mental wall that prevents the penetration of telepathy, empathy, and other mind probes. This includes keeping out the hive mind and even the Regis. Maintaining a mind block requires the Imperial’s concentration, however.
- Bio-Regeneration, Self: Imperial Invid heal incredibly quickly, coming out of an incapacitated state on their own and recovering one brawl wound every few hours. Critical wounds are recovered in a day. Also, a Stage 6 Invid need not be at rest to reduce Fatigue. Instead, they need only not exert themselves in a way that could lead to Fatigue. This doesn’t regrow lost limbs.
- Bio-Regeneration, Other: By touching another Invid, the Imperial can break them from an incapacitated state or recover one brawl wound immediately. The latter, however, causes the Stage 6 Invid to take 1 point of Fatigue.
- Volatile: An Imperial Invid’s temperament and ego make them susceptible to losing control of their emotions. Stage 6 Invid may only recover from Drama when they have no Fatigue.
- Psi-Sword [M] [P1]: The most powerful mental ability of the Stage 6 Invid is the ability to form an energy weapon from their own mental powers. This weapon appears to be a shimmering blade of energy that looks almost like a glowing sword. The Invid can form and dissipate the psi-sword at will. When manifested, the Invid must choose whether the sword will inflict. The standard version inflicts Light-Class damage and ignores 1 Light-Class Armor [P1], while the other inflicts Mecha-Class damage and ignores 1 Mecha-Class Armor [P1]. The sword must be dissipated and manifested again to change versions.
Gathering Features
When the Regis created Stage 6 Invid, she imparted each with a small percentage of her powers. Individually, these powers don’t amount to much, providing the leader Invid with a few low-key psychic abilities. However, when multiple Stage 6 Invid work together, they are capable of transmutation feats equal to those of the Regis herself. These powers allowed the Invid occupation force to rebuild their fortifications upon their return to Earth. They also enable Stage 6 Invid to create new mecha designs and orbiting hives later in the war.
By gathering together and combining their powers, the Stage 6 Invid can perform the following feats. Each leader Invid can only participate in one such transmutation per day. All powers are identical to those described for the Regis (see Robotech: Homefront, pg. 195).
- Evolve Invid: Requires 6 Imperial Invid.
- Evolve Mecha: Requires 4 Imperial Invid.
- Evolve Hive: Requires 12 Imperial Invid.
- Coalescence: Requires 24 Imperial Invid.
Additional Stage 6 Abilities
Some Stage 6 Invid have been able to augment their powers for short periods of time using other means, such as special Invid brain computers and genesis pits. These plot devices and their effects are left up to the imagination of the Gamemaster.
Robotech: The Third Invid War is a derivative work of the Strange Machine Games: Robotech: the Roleplaying Games intended solely for the enjoyment of Robotech fans everywhere and is NOT written for commercial purposes or financial gain.
This is entirely a fan work and cannot be distributed with the intent to sell or otherwise make a profit from it. Neither the original work by David and Chris, nor Steven’s additional work and compilation herein, are intended to infringe on copyrights and trademarks held by either Strange Machine Games or Harmony Gold and/or Bigwest. This work has not been approved or endorsed by Strange Machine Games or Harmony Gold and/or Bigwest.
Strange Machine Games, LLC; 2026

