Miu Ueno

Silanon

Four Thousand Club
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Background

Miu Ueno


Age: Something around 23 if I didn't mess up my calculation.


Appearance: Miu is of medium height, her face has rather sharp features, the lips rarely show more than a bland smile. She usually wears her long dark red-dyed hair in a ponytail.


Planning on pulling her own weight rather than letting others risk their lives for hers, Miu enlisted to the UEDF as soon as she reached the required age. Being one of the best pilots in the training program, she got picked up by the UEEF shortly after their foundation, giving her the opportunity to train under the best possible circumstances. During the first Robotech war, she was too young to fight herself, but enduring those times certainly cemented her decision to fight herself - both her parents and her brother died whimpering in fear, and she won't do the same. The first one in a fight and the last one to back out, Miu certainly is eager to prove herself. She decided early to dedicate her life to the military, and hasn't looked back since. Miu might seem a bit reckless at times, but it has worked out so far. As a child of the late years of the last century, Miu has grown up with the Zentraedi as her image of mankind's enemies. She observes their sudden turn-around rather sceptical, and hasn't had enough contact with them to know things better - as long as they are fighting, she won't take a back seat, but that doesn't mean that she is too eager to see them join the forces.

Numbers


 

Beta Pilot Iq: 24 +10% to all Skills


Me: 17


Ma: 15


Ps: 23


Pp: 25


Pe: 22


Pb: 17


Spd: 24


Hit Points: 38


S.D.C.: 55


Number of Attacks: 6


Strike: +8


Parry: +8


Dodge: +8


Roll with Punch: +5


Damage +2


Initiative: +6


Critical Strike on a natural roll of 19 or 20 or from behind


K.O. on a natural roll of 19 or 20


OCC Skills


Computer Operation 98%


Mathematics Basic 98%


Climbing 85%


Forced March


Military Etiquette 80%


Pilot Airplane 98%


Pilot Jet Aircraft 98%


Pilot Jet Fighter 98%


Pilot Spacecraft, Light and Medium 98%


Radio: Basic 95%


Sensory Equipment 80%


Space Survival 65%


Swimming 90%


WP Energy Pistol


WP Energy Rifle


WP Handguns


WP Shotguns


Hand to Hand Martial Arts Advanced: Krav Maga (see below)


Beta Fighter MOS


Basic Electronics 80%


Field Armorer and Munitions Expert 90%


Land Navigation 86%


General Repair and Maintenance 82%


Mecha Pilot Ground Veritechs 90%


Mecha Piloting Specialty:


Beta Fighter 90%


MECT Beta Military Tactics 80%


Navigation 95%


Navigation Space 80%


Weapon Systems 75%


Boxing MECT Alpha


Demolitions 83%


Arsenal - Creating 65%


Demolitions-Creating 70%


Special Aptitude Bonus: Quick Reaction Time. +4 to Initiative

Beta

VF-B9 Beta Fighter


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.


Speed


Flying: Fighter mode


Sea Level: 437 mph (700km)


59,055 feet (18,000m) 1,206 mph (1,930km)


147,636 feet (45,000m) 5,562.5 mph (8,900km) or Mach 7.2 in ballistic flight


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, but they are unable to fire when the Beta is docked with an Alpha. 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 Elite 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.



Krav Maga

Character Bonuses:


Add 1 to M.A.


Add 2 to P.S.


Add 2 to P.E.


Add 1 to P.P.


Add 10 to S.D.C.


Attacks per Melee: 2


Escape Moves: Roll, Breakfall.


Basic Defenses: Parry, Dodge, Automatic Parry.


Advanced Defenses: Combination Parry/Attack, Power Parry (does damage), Multiple Dodge.


Hand Attacks: Strike, Power Punch, Backhand, Double Knuckle Fist, Fingertip Attack, Claw Hand, Elbow, Forearm.


Foot Attacks: Kick, Roundhouse Kick, Trip/Hook, Snap Kicks, Knee, Drop Kick (Combination Dodge/Kick).


Special Attacks: Body Flip/Throw.


Holds/Locks: Wrist Lock, Elbow Lock, Head Lock.


Weapon Skills: W.P. Knife.


Level Advancement Bonuses


1st - Critical STrike on a natural roll of 19 or 20 or from behind.  +1 to Strike, +1 to Damage.


2nd - +2 to Parry, +2 to Dodge.


3rd - +1 Attack per round, K.O. on a natural roll of 19 or 20.


4th - Circular Parry, +1 to Initiative, +1 Body Flip/Throw


5th - +2 to Pull Punch, +2 to Roll with Impact/Breakfall.


6th - +1 to Initiative, +2 to Strike, and +1 to Damage


7th - Critical Body Flip/Throw.  Death Blow on a Natural 19 or 20.


8th - +1 Attack per round, K.O. on a natural roll of 18 or higher.


9th - Critical Strike on a natural roll of 18 or higher.


10th - +1 to Parry, +1 to Dodge, +2 to Damage, +1 to Roll/Breakfall


11th - Critical Strike on a natural roll of 17 or higher.


12th - Death Blow on a natural roll of 18 or higher.


13th - Automatic Body Flip/Throw.  +1 to Strike


14th - Critical Strike on a natural roll of 16 or higher.


15th - K.O. on a natural roll of 17 or higher.  Critical Strike on a natural roll of 15 or higher.
 
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