Jackie McGregor

Orikanyo

Do you hear it? The screams of Gacha salt?
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"In the depths of space, nobody can hear you let one rip... Unless the comms are on. Made that mistake once..."


-Jackie McGregor-


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Sex: Male "Well, if your offerin'."


Age: 21 years old 


Appearance:


Personality: a right chummy man, good wit and always ready to shoot the shit if he can. Also pretty good at shooting shit. has to be, if hes gona be a good pilot. Which he is, kinda, still green, well abit anyways. he has a habit of running his mouth, a thing that never stops moving no matter what he does or what type of gun is pointed in his direction. A mouth like a trucker at times, he is uncouth, barely capable of holding himself back from speaking his mind and always, always, always loves to tell stories. All types of stories, even the boring ones, but he loves ghost stories the most out of any others. terrors in the dark, the creeping feeling that something is watching you, seeing something that should not be seen, many things tie into his love of terror and fear. What better to keep a man awake during a boring watch then being extra vigilant of the monsters that lurk about? 


Nothing beats it.


Of course his stories are hit or miss...


Either way, he is eager to test out his baby, flying and seeing all there is to see, also to think up some new horror stories of his own! 


Recon Pilot


Iq: 22 +7% to all Skills


Me: 18


Ma: 14


Ps: 27 +12 HtH Damage


Pp: 27 +6 to Strike, Parry, and Dodge


Pe: 23 +4 to Save vs Poison


Pb: 14


Spd: 18


Hit Points: 39


S.D.C.: 40


Number of Attacks: 6


Strike: +6


Parry: +7


Dodge: +8


Roll with Punch: +6


Critical Strike on a 19-20


OCC Skills


Computer Operation 97%


Mathematics Basic 98%


Climbing 70%


Forced March


Military Etiquette 65%


Pilot Airplane 98%


Pilot Jet Aircraft 90%


Pilot Jet Fighter 90%


Pilot Spacecraft, Light and Medium 85%


Radio: Basic 80%


Sensory Equipment 65%


Space Survival 60%


Swimming 75%


WP Energy Pistol


WP Energy Rifle


WP Handguns


Hand to Hand Martial Arts


Recon Veritech MOS


Camouflage 55%


Detect Ambush 60%


Detect Concealment 55%


Land Navigation 76%


Intelligence 64%


VEF Valkyrie~!


Pilot Veritechs 75%


Military Fortifications 60%


Military History 65%


Military Tactics 70%


Wilderness Survival 60%


Boxing


VHT hover tank~!


Mecha Pilot – Ground Veritechs 65%


Cyclone training


Special Aptitude Bonus: Quick Reflexes. +1 Attack per melee and +1 to Dodge


Valkyrie


VF-1R Valkyrie


MDC by Location


· *Sensor Head – 120


· Arms (2) – 150 each


· Hands (2) – 60 each


· Utility Arms (3 in right forearm) – 10 each


· Legs (2) – 180 each


· Feet/Vectored Thrust Nozzles (2) – 120 each


· **Wings (2) – 180 each


· ***Vertical Stabilizers (2) – 90 each


· Head Weapons (1A has 1, 1J has 2, 1R has 3, 1S has 4) – 60 each


· GU-11 Gun Pod – 150


· Wing Hardpoints (2 on each wing) – 25 each


· Reinforced Pilot’s Compartment – 175


· ****Main Body – 420


*Destroying the sensor head will knock out most of the Valkyrie’s sensors. Radar range is reduced to ten miles, long range radio and laser communications are lost and the laser targeting system is destroyed. All of this leaves the Valkyrie at -3 to strike, parry and dodge. Destroying the sensor head will also destroy all point defense lasers.


**Destroying even one wing will send the Valkyrie immediately out of control and it will be unable to fly in fighter or Guardian mode until the wing is repaired/replaced.


***Destroying one stabilizer will reduce al bonuses and speed by half and the Valkyrie is very unstable in fighter mode, but still flyable. Destroying both stabilizers will send the Valkyrie out of control, much like losing a wing. The Valkyrie will be unable to fly in fighter mode until the stabilizers are repaired/replaced.


****Depleting the MDC of the main body will destroy the mecha, rendering it totally useless.


Speed


Flying:


Fighter Mode Sea Level: 1,340 mph (just over Mach 2)


32,808 feet: 2,593 mph (Mach 3.9)


98,425 feet: 3,703 mph (Mach 5.6)


Guardian Mode 390 mph


Battloid Mode 151 mph


Running (Battloid mode): 100 mph


Leaping (Battloid mode): 50 feet up or across with no assist. 150 feet up or across with thruster assist.


Statistical Data


Fighter Mode


Height: 12.4 feet


Length: 46.5 feet


Wingspan: 27.2 feet full sweep, 48.5 feet full extension


Guardian Mode


Height: 28.5 feet


Length: 36 feet


Wingspan: 27.2 feet full sweep, 48.5 feet full extension


Battloid Mode


Height: 41.6 feet


Length: 13 feet


Width: 24 feet


Weight: 15 tons


Cargo: There is a small space big enough for a survival pack and a sidearm


Weapon Systems1. LLW-20 CIWS Lasers (1, 2, or 4): Each Valkyrie carries a number of 20mm lasers mounted on the sensor head. These short range, low yield lasers are designed to give the Valkyrie point defense and anti-personnel capabilities.


Range: 2,000 feet


Mega Damage: 2D4 MD per laser per blast. Lasers can also be used as a cutting beam to burn through bulkheads and slice through hulls. Damage for cutting beam is 2D4 MD per melee attack spent burning or cutting.


Rate of Fire: Each blast uses one of the pilot’s melee attacks.


2. GU-11 55mm Triple barreled Rotary Cannon: The GU-11 is a hydraulically driven, triple barreled rotary cannon configured as a rifle. It fires 55mm High Explosive Armor Piercing (HEAP) rounds from an internal, stock mounted helical magazine at a rate of 750 rounds per minute. This weapon is durable, performs well in both atmosphere and vacuum, and has excellent range and penetration.


Range: 4,000 feet


Mega Damage: Ten round burst that inflicts 2d6x10 MD. Can only fire bursts.


Rate of Fire: Each burst counts as one melee attack.


Payload. 250 rounds of 55mm HEAP, giving the GU-11 25 bursts before needing to be reloaded.


Note: The GU-11 has a built-in laser targeting system, and is +1 to strike even in burst firing. This bonus stacks with other bonuses granted from WF skills or IFF computers.


3. LAC-20 Automated 20mm CIWS Auto-Cannon: The LAC-20 is a single barreled 20mm auto cannon mounted in the center of the VF-1R’s sensor head. This weapon is computer operated, and is designed to supplement the standard LLW-20 lasers in their CIWS mode


Range: 2,000 feet


Mega Damage: 1d4x10+2 MD for a five round burst.


Payload: 100 rounds of LEAP ammo, providing 20 bursts


NOTE: This weapon is autonomous and operates independently of the pilot. It has three attacks per round and is +1 to strike incoming missiles. The pilot can take manual control of the weapon.


4. MDS-M-4 Missile Delivery System: On each side of the head are two launch tubes that hold two 78mm mini-missiles each, for a total of eight missiles. These missiles are also part of the VF-1R’s Close In Weapon System and are useful against missiles.


Range: One mile


Mega Damage: Dependent on missile type, but the usual loadout is HEAP (High Explosive Armor Piercing) missiles that inflict 1d4x10 MD per missile.


5. Wing Mounted Articulated Hardpoints (4): Each wing caries two articulated hardpoints for the mounting of external ordnance.


Payload: Each hardpoint can carry three medium range missiles, two long range missiles, or one MLOP loaded with 15 mini missiles.


6. LPWS-12 Nose Lasers (2): Two LPS pulse lasers were mounted in the nose of all VF-1s belong to the SDF-1’s air wing.


Range: 2,000 feet


Mega Damage: 2D4 MD for a single laser blast, 4D4 MD when fired as a pair Rate of fire: Each single or dual blast uses one of the pilot’s melee attacks.


7. Hand to Hand Combat: Designed to be able to go toe to toe with the giant Zentraedi, the Valkyrie is tough and agile, making it a very competent scrapper.


Restrained Punch: 1d4 MD


Full Strength Punch: 1d6 MD


Power Punch: 4d6 MD; counts as two attacks


Kick: 3d8 MD


Stomp: 3d6 MD against targets under 20 feet tall


Jump Kick: 5d8 MD; counts as two attacks Body Block/Ram: 2d8 MD per 20 mph of running speed. Uses two attacks and has a 60% chance ok knockdown against targets up to 50% bigger. Victims knocked down lose initiative and two melee attacks.


Special Bonuses: Valkyries enjoy the following bonuses: +1 on initiative, +2 to strike, +3 to parry and dodge, +4 to auto-dodge while flying in fighter mode (the act of dodging does not use up a melee action), +3 to roll with punch. These bonuses are in addition to those granted by the MECT skill.


[COLOR= rgb(152, 157, 160)]Bonuses with Elite Combat Training Only: +1 attack per melee round at levels 1, 3, 6, 9, 12, and 15. +2 on initiative, +2 to strike, +1 to parry, +2 to dodge, +1 to disarm, +2 to pull punch and +1 to roll with impact.[/COLOR]



VEF-1 Sensor Recon Pack


Instead of the added weapon systems, the Valkyrie can be equipped with a powerful sensor suite, giving the pilot nearly the same EW capability of a dedicated recon aircraft.  The radar dome provides 360 degree coverage of the target area with a sensor range of 400 miles.  Not quite as far as the Cat's Eye recon, but close.  It can electronically link up to 24 fighters at once, and can track and identify up to 144 targets at once, providing them all with the following bonuses:


+1 to Perception Rolls,


+2 to Initiative,


+1 to Strike,


+3 to Parry,


+3 to Dodge.


In order to get the effect of these bonuses, it requires the pilot to make a Sensory Equipment roll at -10% due to the chaos of combat.
 
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