All Attributes will be either rolled in the OOC thread or done by me with my own dice, depending on what you want. Dice rolls are 4d6, taking the top three and rerolling all 1's until they no longer appear. If the top three dice equal 16-18, you add in one more 1d6. If that additional die is also a 6, you roll one more die for a possible total of 30 before skill bonuses if you roll perfect. Roll this eight times and place them in whatever order you wish for your Attributes.
Attributes
Iq: 22 - +8% to all Skills
Me: 14
Ma: 13
Ps: 20 - +5 damage in HtH
Pp: 22 - +4 to Strike, Parry and Dodge
Pe: 25 - +5 save vs Poison
Pb: 15
Spd: 22 - Running speed of 15mph
Special Aptitude Bonus: Fast Learner and Jack of Many Trades
OCC: Military Specialist
Primary MOS: Ranger/Recon
Secondary MOS: Marine Commando
Level: 1
Xp: 0
Hit Points: 29
SDC: 58
CVR-1 M.D.C. by Location:
Infantry Grunt Helmet (Standard issue) - 40
Communications Helmet - 40
Command Helmet - 50
Arms (2) - 28 each
Legs (2) - 40 each
Main Body - 75
Gallant H-90
Weight: 2lbs as a pistol; 7lbs as a rifle
Range: Pistol: 800ft Rifle: 1600ft
S.D.C. Damage: 2d6 S.D.C. for a single shot, 5d6 S.D.C. for a three round burst; same for pistol and rifle. Only the range is different.
Mega-Damage: Pistol 1d6 M.D. for a single blast, 3d6 M.D. for a three round burst. Rifle: 2d6 M.D. for a single blast, 6d6 M.D. for a three round burst.
Payload: 2500 S.D.C. blasts, 830 pistol M.D. rounds, 415 rifle M.D. rounds
On Foot / In the Beta / In the Cyclone
Number of Attacks: 5 / 5 / 6
Strike: +4 / +5 / +5
Parry: +6 / +8 / +8
Dodge: +6 / +7 ground, +9 air / +9 Automatic Dodge
Roll: +6 / +7 / +9
Perception: +6
Initiative: +0 / +1 / +1
Critical Strike on a Natural 20
Common Skill Set
Computer Operation: 80% +3%
Language - English: 96% +1%
Literacy - English: 88% +2%
Mathematics - Basic: 84% +3%
OOC Skills
Climbing: 63%/53% +5%
Forced March
Mecha Pilot - Veritechs: 63% +4%
MECT Beta
Military Etiquette: 53% +5%
Radio - Basic: 63% +5%
Sensory Equipment: 48% +5%
WP Energy Rifle - +1 to Strike at 2. 4. 6. 8. 10, 12, and 14
WP Rifles - +1 to Strike at levels 1, 3, 5, 7, 9. 11 and 13
HtH Expert - Upgraded to Martial Arts
Primary MOS: Ranger/Recon
Detect Concealment: 48% +5%
Intelligence: 55% +4%
Land Navigation: 64% +4%
Prowl: 53% +5%
Sniper - +2 to Strike
Tailing: 48% +5%
Tracking (people): 53% +5%
Wilderness Survival: 58% +5%
WP Knife - +1 to Strike at levels 2, 4, 7, 10 and 13
WP Energy Pistol - +1 to Strike at levels 1, 3, 5, 7, 9, 11, 13 and 15
HtH Martial Arts
Secondary MOS: Marine Commando
Boarding Spaceships: 38% +5%
Body Building and Weight Lifting
Boxing
Demolitions: 68% +3%
Mecha Pilot - Ground Veritechs: 63% +5%
MECT Cyclone
Pilot Hovercycle: 68% +4%
Swimming: 58% +5%
WP Heavy MD Weapons - + to Strike at levels 2, 4, 7, 10 and 13
Zero Gravity Combat
Skill Wish List
Camouflage +23%
Demo Disposal +18%
Research +13%
Weapon Systems +8%
Hand to Hand : Martial Arts
A form of martial arts that takes and mixes techniques from many different sources.
Note: Martial arts combat training enables the character to use any basic/common attacks, including Punch, Elbow, Kick, Knee, Disarm, Dodge, Entangle, Body Block/Tackle, Body Flip/Throw, Roll with Impact, Power Punch, Power Kick, and Pull Punch as well as the martial arts moves noted below.
Level 1: Starts with four attacks/actions per melee; +3 to pull punch and +3 to roll with impact/punch/fall, and body flip/throw; does 1D6 damage, victim loses initiative and one attack.
Level 2: +3 to parry and dodge; +2 to strike, and may perform Karate and any hand strike/punch.
Level 3: +1 on initiative, and may perform a Karate-style kick (does 2D6 damage) and any foot strike except Leap Kick.
Level 4: +1 additional attack/action per melee round.
Level 5: Leap Kick (3D8 damage, but counts as two melee attacks), and +2 to entangle.
Level 6: Critical Strike on an unmodified roll of 18, 19 or 20.
Level 7: W.P. Paired Weapons, can perform Holds and is +2 to disarm.
Level 8: Back flip and back flip escape .
Level 9: +1 additional attack/action per melee round.
Level 10: Back flip attack and +2 to disarm.
Level 11: +4 to damage and + 1 on initiative.
Level 12: +2 to parry and dodge.
Level 13: Knockout/stun on an unmodified roll of 18, 19 or 20.
Level 14: +1 additional attack/action per melee round.
Level 15: Death blow on a roll of a Natural 20.
All VF/B Series Beta Veritech Fighter/Bombers have the following:
1 – Radar: Betas are equipped with an X-band pulse-doppler radar optimized for air-to-ground missions. This radar can look down without being confused by ground clutter and can pick out specific targets such as buildings and installations. While being optimized for ground attack, the Beta’s radar is also well suited for air-to-air combat and has a range of 125 miles (200 km) and can track up to 174 different targets.
2 – Communications: Wideband and directional radio communication system with built-in scrambler that transmits both voice and cockpit video. Range is 600 miles (960 km), but can be boosted indefinitely via satellite relay. Secure laser communication with a range of 250,000 miles (400,000 km).
3 – On-board Computer System: All Betas have a powerful on-board computer system that handles all targeting and combat control abilities. The combat computer collects data from all sensors and then displays the information on the pilot’s HUD. The targeting computer takes in information from the targeting system and the pulse-doppler radar and can track up to 174 enemies at once to a range of 125 miles (200 km).
4 – Motion Detector and Collision Warning System: Detects objects within 5,000 feet (1.5 km) and alerts the pilot with an alarm and flashing red light.
5 – Head and Sensor Pod: The head and narrow, back mounted sensor pod have the following enhancements:
Loudspeaker: Can amplify the pilot’s voice up to 100 decibels.
Spotlights: Two tiny, high intensity xenon spotlights with a 1,000 foot (305 m) range.
Infrared Spotlight: Emits an infrared beam t hat is invisible to the naked eye but can be seen with the right sensors. Range is 2,000 feet (610 m) but is reduced by half in smoke or inclement weather.
Tactical Camera: This camera, called the “gun camera” by pilots, can record up to 180 minutes of footage into memory that can then be downloaded and watched. This footage is usually used for training and combat analysis. It sees directionally ahead beneath the fuselage in jet and guardian mode, and sees whatever the sensor head sees in Battloid mode.
Audio Pickup and Filtration: This system works both multi-directionally and as a shotgun mic. It can pick up sounds as quiet as a conversation at 500 feet (152 m) and can sift through ambient sound for specific noises.
Nightvision: Passive light amplification that allows the pilot to see in the dark as long as there is at least some ambient light. 2,000 foot (610 m) range, but is completely useless in total darkness.
Telescopic Optical Enhancement: 2,000 (610 m) range and a 120 degree field of view.
Thermal Imager: Converts the heat signatures of warm objects into visible images. 2,000 foot (610 m) range and allows the pilot to see through darkness, shadows, smoke, inclement weather and even through walls under one foot thick.
6 – Ejection Seat: There are two separate ejection systems in the Beta. The first is the Atmospheric Ejection System that is a traditional zero/zero ejection seat that exits through the canopy (fighter and guardian modes) or the back (Battloid). The second system is for use in space where the entire fuselage from behind the pilot’s compartment forward is jettisoned. This “escape capsule” retains the Beta’s life support system and protects the pilot from both the vacuum of space and enemy fire while waiting to be recovered.
Self Destruct: A last ditch system to prevent the capture of a mecha. The blast is largely contained and does 1d6x100 MD to a 25 foot (7.6 m) area for a mecha with no or few missiles, and 2d6x100 MD to a 100 foot (30.5 m) area for a mecha with most or all of its missiles.
7 – Distress Beacon: Broadcasts a distress signal on an encrypted UEEF frequency. Range is 250 miles (400 km)
8 – Smoke and Chaff/Flare dispensers: All Betas carry both smoke and chaff dispensers to confound radar and confuse enemies. The smoke dispensers have four charges and can make a cloud of thick, white smoke about 60 feet (18.3 m) across. The chaff/flare dispensers have four charges each of chaff and flares and have a 01-75% chance to confuse both radar guided and heat seeking missiles.
9 – Tactical Life Support: Betas have a pressurized pilot’s compartment with an internal oxygen supply good for 48 hours. This can be stretched to a week through the external oxygen intakes. The intakes are equipped with scrubbers to filter out chemical and biological agents. The pilot can hook the life support from his CVR-3 armor to the onboard system to extend his personal oxygen supply. It also has heat and radiation shielding to protect the pilot from damaging radiation.
10 – Protoculture Fuel Capacity: Betas (and Alphas) use small Protoculture fuel cells about the size of a can of motor oil. Thirty-two fully charged Protoculture cells give the mecha an active combat life of about one month. Heavy activity and combat reduces the cell’s fuel life by half. The vehicles can function with half as many cells (16) for about half the period, but the maximum speed and the usual combat bonuses are reduced by half. Note: Invid Protoculture cells are the same as used by the UEEEF and are interchangeable. Replacing spend cells and recharging empty Protoculture cells requires somebody with the Biomechanical Maintenance or Robotechnology Engineering skill.
11 – Alpha and Beta Link: The Beta can dock and connect to the Alpha to become one mecha unit. In this capacity, the Beta functions primarily as a booster to enable the Alpha to escape a planet’s gravity well and blast into space. In an atmosphere as well as outer space, the Beta also grants the Alpha greater speed. The Beta must separate from the Alpha to transform into guardian or Battloid mode, but the Alpha can transform into any of its modes while attached to a Beta functioning in the role of ‘booster’ rocket. While connected to an Alpha, the pilot also has access to all data and tracking of the Beta, and both Alpha and Beta can unleash their missile payloads while connected, but only the Alpha can transform into other modes. For the Beta to change from fighter to guardian or Battloid mode, the two Veritechs must separate. They may continue to watch each other’s back and fight in tandem as individuals, but the Beta must return to fighter mode to reconnect as a booster for the Alpha.
M.D.C. by Location
Head – 75
*Back Mounted Sensor Pod – 100
Hands (2) – 100 each
Chest Retractable Missile Bays (2) – 180 each
Shoulder Pop-up Missile Bays (2) – 160 each
EU-14 80mm Pulse Beam Cannons (3) – 100 each
**Forearm Shields (2) – 375 each
Forearm Ion Blasters (6; three each arm) – 15
Upper Arms (2) – 120 each
Upper Legs (2) – 180 each
***Wings (2) – 170 each
****Main Body – 515
Reinforced Pilot’s Compartment – 170
*Destroying the Sensor Pod knocks out most of the Beta’s sensors in Battloid mode. Radar range is reduced to 10 miles (16km), and long-range radio, laser communications, and the targeting system are disabled while in Battloid mode. All of this leaves the Beta at -3 to strike, parry, and dodge. Note: This is a difficult target to hit and requires a called shot with the following penalties: Shooting at a stationary target -4, moving target -6, and fast moving target -11. The same is true of the forearm guns.
**These heavy shields can be used to protect various parts of the Beta’s airframe. Attempting to block incoming missiles, projectiles and energy beams requires a successful parry roll. Depleting the M.D.C. of a shield will destroy the wing transformation mechanism and will render the Beta unable to transform into Guardian or Fighter mode.
***Destroying even one wing sends the Beta immediately out of control and it is unable to fly in fighter and guardian modes until the wing is repaired/replaced.
****Depleting the M.D.C. of the main body will destroy the mecha.
Guardian Mode: 312.5 mph (500km) at all altitudes
Battloid Mode: 301 mph (482km)
Running: 80mph (128km)
Leaping: 80 feet (24.4m) up or across unassisted. 300 feet (91.5m) with rocket assist.
Weapon Systems
1. EU-14 80mm Pulse Beam Cannons (3). These are almost identical to the pod mounted EU-14 that the Alpha carries, except that they are mounted in the fuselage of the Beta and are forward firing only. Firing all three cannons at once is only possible in jet mode, and only the center cannon can fire in guardian mode. These cannons cannot be fired in Battloid mode. Also, when linked up to an Alpha, only the two side cannons can be fired.
Range: 4,000 feet (1,219m)
Mega-Damage: 1d4x10 for one burst, 3d4x10 for a blast from all three.
Rate of Fire: Each blast or triple blast counts as one melee attack
Bonus: +2 to strike with Gun Pod
Payload: Effectively unlimited.
2. Forearm Pulse Beam Cannons (2). These triple-barreled heavy hitters are mounted in the forearms above the hands and are considered the Beta’s primary energy weapon in Battloid mode.
Range: 1,500 feet (457.2m)
Mega-Damage: 6d6 M.D. per simultaneous triple burst from one arm, or 1d6x10 when both arms are aimed at the same target and fired at once.
Rate of Fire: Each blast counts as one attack
Bonus: +3 to strike
3. MM-20 Missile Delivery System (2). Two of the short range missile launchers are built into the Beta. They are on either side of the Beta’s cockpit in fighter and guardian modes, and in the chest in Battloid mode. They are available in all three modes. Each launcher holds 20 missiles, for a total of 40.
Mega-Damage: Varies by missile type, but typically 2d6x10
Range: 3 to 5 miles
Rate of Fire: one or in volleys of 5, 10, or 20.
Payload: 40 missiles
4. MM-16 Missile Delivery System (2). These pop-up launchers are located on the shoulders behind the MM-20 launchers. They hold eight missiles each, all of them ready to launch. The MM-16 can fire in any mode.
Mega-Damage: Varies by missile type, but typically 2d6x10
Range: 3 to 5 miles
Rate of Fire: One at a time or in volleys of 2, 4, 8, or all.
Payload: 16 missiles
5. Bomb Bay. This bay carries up to 4,000kg of ordinance, either laser guided or unguided gravity bombs. The bomb bay can only be utilized in fighter mode.
Mega-Damage: Light, Medium, and Heavy bombs are the equivalent of short-, medium- and long-range missiles without a propulsion system.
Rate of Fire: Dropping a volley of bombs can be 2, 4, 8, or the entire payload, and counts as two attacks. A “bombing run” is a special attack that takes one full melee round to accomplish.
Payload: 17 light bombs, 8 medium bombs, or four heavy bombs.
6. Wing Mounted Hardpoints (6). Each wing mounts three hardpoints to carry short- and medium-range missiles and light or medium bombs. The hardpoints can also mount rocket pods of mini-missiles. All ordinance must be launched or jettisoned before changing to Battloid mode.
Rate of Fire: Volleys of 2, 4, 6, or all count as one melee attack. Unleashing the entire payload at once counts as three melee attacks.
Payload: Each hardpoint can hold one medium-range missile, three short-range missiles, or a pod that carries six mini-missiles.
7. Hand to Hand Combat. The beta can engage in hand to hand combat.
Punch: 1d6 M.D. on a restrained punch, 3d6 on a full strength punch, and 1d6x10 on a power punch (counts as two attacks)
Kick: 5d8 M.D.
Stomp: 3d8 M.D. on targets less than 12 feet tall
Power Kick, Jump Kick, and Leap Kick: 2d4x10 M.D., but counts as two melee attacks.
Flying Leap Kick: 2d6x10 M.D., but counts as three melee attacks.
Bonuses for Mecha combat training:
+1 attack per melee round at levels 2, 4, 8, and 12. +1 on initiative, +1 to strike (applies to melee attacks), +2 to parry, +2 pull punch, +1 dodge on the ground, +3 dodge in flight (any mode), and +1 to roll with impact.
CVR-1 Personal Environmental Combat Armor
The CVR-1 is a descendant of the old UEDF hard armor suit. It is lighter weight, more maneuverable, and designed to link with the VR-010 Series Cyclones. Perhaps its most distinctive features are its interchangeable helmet designs and the fact that some of the Vambrace Modular Weapon System (VMWS) work with just the armor, without the Cyclone itself attached. This allows the Expeditionary Force Marine to carry heavy firepower if he must leave his Cyclone behind; like to scout out an Invid position without alerting their Protoculture sensors to the bike's presence.
M.D.C. by Location:
Infantry Grunt Helmet (Standard issue) - 40
Communications Helmet - 40
Command Helmet - 50
Arms (2) - 28 each
Legs (2) - 40 each
Main Body - 75
Weight: Standard CVR-1 weighs 18 pounds (8.1 kg) and imposes a -10% movement penalty on Physical skills that require freedom of movement such as Acrobatics, Climbing, Gymnastics, Prowl, Swimming, and similar. Unlike later versions, there is no difference between male and female armor, and though made of impressively lightweight materials, it is heavier than the later CVR-3 and offers less protection.
Standard CVR-1 Armor Features:
1. Basic Life Support System: The life support system inside the CVR-1 is a much simpler system than that found in the later CVR-3. It maintains ideal pressure and temperature, and seals itself automatically when toxins, poisonous gases, a lack of oxygen or extreme temperatures are detected, with a warning alarm and heads-up display alert notifying the wearer. The system has a power cell with a battery life of 24 hours of constant use in a hostile environment and an oxygen supply of four hours. Once that 24 hours is up, the suit will run out of power unless linked to a Cyclone in Battloid mode, which will extend the air for an additional two hours and will keep the suit powered as long as the Cyclone itself has power.
2. High Temperature Resistant Shielding: Protects the wearer from heat and flames up to 200 degrees Celsius (392 Fahrenheit). Normal fires deal no damage, but nuclear and plasma fires do full damage.
3. Shielding: Impervious to radiological, chemical and biological agents unless the suit's environmental protections have been compromised (usually due to severe damage).
4. Internal Oxygen Supply: Good for six hours.
5. Utility Belt and Holster: The standard issued side arm is the Gallant H-90.
6. Impact Resistant Helmet, with removable visor.
7. H.U.D.: Polarized visor with Heads-Up Display projector.
8. Radio: Directional, short-range radio with a 5 mile (8 km) range. It also has a wireless data receiver that can receive instructions and data ( such as maps and waypoint coordinates) from command units and even ships in orbit, but cannot send data back. However, the soldier can communicate with a ship in orbit as long as the ship itself keeps the digital data line open. Remember that the soldier has a much more powerful radio available when using the Cyclone itself.
Helmet Option One: Standard Infantry Helmet ("the Grunt")
As the name suggests, this is the basic CVR-1 helmet and is an inspired blend of Earth fighter pilot helmets and Tirolian designs known to the Zentraedi. It comes with a heads-up
display, polarized bubble face shield for maximum visibility, a directional, short-range radio with a 5 mile (8 km) range, and all the standard features noted above.
Helmet Option Two: Reconnaissance and Communications Helmet ("the Scoop")
Nicknamed the Scoop both because of its distinctive shape and because the helmet has a tactical communications system to provide the wearer with information others in the squad are not likely to be privy to. The Scoop is usually assigned to reconnaissance units, commandos on special ops behind enemy lines and search and rescue operations, as well as to corporals assigned to radio and communications duty. There is usually one Scoop helmet assigned to each 8-14 man squad. Wearers of Scoops can call in air strikes, listen into the wider tactical net to get a sense of an ongoing battle, communicate with commanding officers from long range and send out data packages to all squad and platoon members that can include maps, vital intelligence, satellite images, and special communications videos. It doubles the range of the suit's 5 mile (8 km) radio and the 200 mile (320 km) radio built into the Cyclone itself, and has an advanced optics package, in addition to the standard features of the CVR-1 armor.
Advanced Optics Package includes:
Thermographic Imager: Allows the wearer to see heat sources. Range: 500 feet (152.4 m).
Telescopic Magnification: 50x Magnification
Digital Zoom Lens, able to even pick out and identify ships in low orbit.
Combat Data Recorder: This not only works as a camera, but also records all data and communications received and sent out by the helmet. Capable of recording 48 hours of video footage in addition to 10,000 still images. Erases itself on command or if forcibly removed from the helmet. If the helmet is destroyed, all data is lost.
Electromagnetic Field Detector: This detects AC magnetic fields, AC electrical fields and radio waves, allowing the wearer to hone in on hidden power sources like concealed bunkers or bases, and sources of radio waves (the latter proved virtually useless against the lnvid). Range: One mile (1.6 km).
Bonuses: + 10% to Detect Ambush and Detect Concealment rolls.
Note: Availability is restricted as noted above.
Helmet Option Three: Command Helmet ("the Commander")
Assigned to platoon sergeants and officers, these helmets have all the standard features, as well as the data and radio capabilities of the Scoop model, but NOT the enhanced optics. However, they can also tie into every Scoop in the platoon, monitor the life signs and pinpoint the location of every soldier, check weapon stores, suit damage and patch into all radios. They can even access the Scoop's combat camera and project the image in the corner of the screen, allowing the commanding officer or platoon sergeant to see exactly what is being seen by a squad's radioman or by each member of a recon team.
The helmet is constantly checking the wearer's retina with an invisible laser to make sure the right person is accessing such critical data. This prevents an enemy from picking up the helmet off the battlefield, wearing it and accessing vital intelligence and battle plans. These helmets have access to the command net used by all officers during a battle and carry special decryption software for a variety of encrypted communications. The helmet has an external targeting sight built onto the outside of the visor and a mini-spotlight that can switch between white light and infrared (2,000 feet/610 m range).
Because of the special nature of these helmets and because they are assigned to higher-ranking personnel, they have additional armor protection (50 M.D.C. instead of 40).
Bonus: An additional + 1 to strike with all ranged weapons, +1 to Perception Rolls and +5% to Military Tactics rolls when being used to command units of marines on the battlefield. (No, you cannot put on the helmet while standing around planning an attack on board your ship or at a base and get a bonus.)
This weapon is standard issue for pilots, officers, and vehicle crews. It is a 10mm laser weapon that uses an ingenious modular design to fill the role of both sidearm and rifle. As a side arm, the Gallant is a compact, semi-automatic weapon with the ability to deliver both M.D. as well as S.D.C. damage with just the flick of a switch. With the rifle stock attached, the Gallant becomes a long-range, precision laser rifle.
Weight: 2lbs as a pistol; 7lbs as a rifle
Range: Pistol: 800ft Rifle: 1600ft
S.D.C. Damage: 2d6 S.D.C. for a single shot, 5d6 S.D.C. for a three round burst; same for pistol and rifle. Only the range is different.
Mega-Damage: Pistol 1d6 M.D. for a single blast, 3d6 M.D. for a three round burst. Rifle: 2d6 M.D. for a single blast, 6d6 M.D. for a three round burst.
Payload: 2500 S.D.C. blasts, 830 pistol M.D. rounds, 415 rifle M.D. rounds
Name/Callsign: Nike (Pronounced the Greek Way 'Nee-Kay')
Race: Zentraedi
Gender: Female
Age: 4 years out of the cloning tank
Height: 5' 10"
Weight: 140 lbs
Hair: Blue-green
Eyes: Blue
Alignment: Scrupulous
Special Aptitude Bonus: Sure Shot - +2 to Strike with all types of projectile and energy weapons from pistols to energy rifles to weapons used by mecha and spaceship cannons. Furthermore, the usual penalties for being off balance, moving, etc are half. Does not apply to missiles.
Background: Nike was created, released, trained, and born to be a Veritech Pilot in the UEF to supplement the numbers of worthy candidates to be pilots. She is a reasonably calm and cool for a Zentraedi and of course like all of her kind, incredibly disciplined and focused on their tasks. She is still somewhat naive to human customs. She has found joy in expressing herself in art. Many times she has various marks and coloring on her face and hands from whatever art project she works on. Most of it is scribbles and blobs of color but her technique is coming along. On her helmet and gear she has little 'emojis' and color marks that she has put on to customize her look.
She
IQ 1D8+11 = 11+ 4 = 15
ME 14+1D4 = 14+3 = 17 (+1 Save vs psionic attack, +1 save vs insanity)
MA 9+1D6 = 9+2 = 11
PS 11+1D4 = 11+2 = 13+1+2 = 16 (+1 Damage)
PP= 19+1D6 = 19+8 = 27+1+1 = 29 (+7 Strike, Parry, and Dodge)
PE = 10+ 1D6 = 10+4 = 14+1+1 = 16 (+4% save vs coma/death, +1 save vs magic/poison)
PB = 12+1D6 = 12+4 = 16 (30% Charm/Impress)
Spd = 1D6+14 = 2+14 = 16
OCC: Veritech Pilot
Level: 1
Exp: 0
Hit Points: 22
SDC: 31
Common
Computer Operation (+3) 77
Language: English (+1) 90
Literacy: English (+1) 90
Language: Zentraedi (+1) 90
Literacy: Zentraedi (+1) 90
Mathematics: Basic (+3) 75
Veritech Pilot OCC Skills
Climbing (5) 65/55
Forced March
Military Etiquette (+5) 45
Pilot: Airplane (+4) 80
Pilot Jet Aircraft (+4) 70
Pilot Jet Fighter (+4) 80
Pilot Spacecraft: Light and Medium (+5) 65
Radio Basic (+5) 60
Sensory Equipment (+5) 45
Space Survival (+5) 30
Swimming (+5) 55
W.P. Energy Pistol (+3 S)
W.P. Energy Rifle (+2 S)
W.P. Handguns (+2 S)
Hand to Hand: Expert
Elective Skills:
Boxing
Acrobatics
Sense of Balance (+5) 60
Walk Tightrope/Highwire (+3) 60
Climb Rope (+2) 80
Back Flip (+5) 60
Mecha Combat Elite Training: Cyclone Battler
Weapon Systems (+1 to Strike for vehicle weapons systems) (+5) 50
Secondary Skills:
Art (+5) 35
Character Base Bonuses:
Perception:
Attacks Per Melee: 6
Initiative: +2
Strike: +7
Parry:+9
Dodge: +10
Damage: +1
Roll with Punch/Fall/Impact: +4
Disarm:
Pull Punch: +2
Non-Suit Based Ranged Weapons to Strike: +2
Non-Suit Based Ranged Weapons to Aimed/Called Shot: +5
No fear of heights
Alpha Fighter Bonuses
Perception:
Attacks Per Melee: +7
Strike: +9
Strike in Flight: +9
Parry: +11
Dodge: +12
Dodge in Flight: +14
Initiative: +3
Initiative in Flight: +3
Automatic Dodge: --
Roll with Punch/Fall/Impact: +6
Roll with Punch/Fall/Impact in Flight: +6
Disarm: +2
Pull Punch: +5
EU-13 80mm Pulse Beam Cannon to Strike (4000 ft, 4D4 MDC Single Shot, 1D4x10 MDC 5 rnd burst): +6
LWS Nose Lasers (x2) to Strike (2D4 MDC Single/4D4 MDC Paired): +5
Missile System to Strike:
MM-60 Missile Delivery System - HEAP Missiles 2D6x10 MDC
Payload: 60 Missiles
Rate of Fire: 2, 4, 8, 16, 32, or All
MMDS-8 Missile Delivery System - Mini Missiles HEAP 1D4x10 MDC
Payload: 8
Rate of Fire: 1, 2, or 4
Alpha Fighter Physical Damage:
Restrained Punch/Forearm Strike: 1D4 MDC
Full Strength Punch: 2D6 MDC
Power Punch (2 attacks) 4D6 MDC
Kick 3D8 MDC
Stomp Attack 2D8 MDC
Power Kick (Jump Kick and Leap Kick) 5D8 MDC
Flying Jump Kick (3 attacks per melee) 1D6x10 MDC
Flying Body Block/Ram 3D6+6
Alpha Fighter MDC
Main Body 420
Head 75
Sensor Pod 45
Hands 45 each
Forearms 120 each
Upper Arms 90 each
Shoulders 100 each
Upper Legs 120 each
Lower Legs 180 each
Wings 150 each
Tail/Stabilizers (2) 100
Reinforced Pilots Compartment 150
EU-13 Gun Pod 100