The following material is an adaptation of mecha from MACROSS
7, a sequel to the original Japanese MACROSS
TV series (which became Robotech here in the U.S.). Please feel
free to use, copy, and distribute it as you see fit. All I ask is
that you give proper credit to me and do not claim that it is
your own work. Comments and suggestions are welcome.
THUNDER VALKYRIE
(Custom VF-19 Kai/Excalibur Variant)
(Version 0.99 - Last updated: 06/13/99 15:30)
RPG Stats by Jevon Pennant ([email protected])
Background info provided by the MACROSS ONLINE
COMPENDIUM
Page design by Dave Deitrich
([email protected])
BACKGROUND
The VF-19-Kai "Fire Valkyrie" is
perhaps the most unique mecha in the entire history of the UN
Spacy. It was designed and built by the advanced design teams of
the Macross
7 colony mission and was intended primarily to serve
as a psychological weapon in case of war against unknown alien
races. At the time the Macross 7 was exploring worlds near the
center of the galaxy, in an area where two previous colony
missions (the Megaroad-01
and the Megaroad-13)
had disappeared without a trace. The designers of the Fire
Valkyrie had two purposes in mind; first, the fighter would serve
as a rallying point for the civilian populace of the Macross 7,
and could help to boost morale in trying times. But second and
more importantly, the Fire Valkyrie could be used for
"culture" warfare in case the ship encountered an enemy
similar to the Zentraedi who had little prior experience with
Earth customs and sensations.
Seeing the sucess of the Fire Valkyrie, it was
decided to expand on the exsisting platform and mass produce the
craft, expanding on the more militaristic side of the mecha.
However, the high cost of the variable fighter curbed that
effort, until the idea of taking exsisting VF-19 Excaliburs
and converting them over was proven more cost effective. Thus the
VF-19 T-Kai "Thunder Valkyrie"
was born.
RPG STATS
- Vehicle Type:
- The VF-19 T-Kai "Thunder Valkyrie" is a custom
aircraft designed and built aboard the Macross 16
colony fleet.
- Class: Custom Advanced Variable Fighter
Manufacturer: Shinsei Industries/Macross 7/Macross
16 Development Team
Crew:
- One pilot. No extra life support gear is necessary, as
the cockpit of the Thunder Valkyrie is adequately
pressurized and sheilded to provide support for up to 3
humanoids.
MDC BY LOCATION:
Head Lasers (4) 15 each
(1) Head 100
Hands (2) 50 each
Arms (2) 120 each
Shoulders/Speaker Pods/Projectors (2) 150 each
Legs & Thrusters (2) 220 each
(2) Main Body 380
Canard Forward Wings (2) 30 each
Main Wings (2) 150 each
Tails (2) 50 each
Speaker Gun Pod 100
Anti-Projectile Shield 150
(3) Pinpoint Barrier Shield 100
Reinforced Pilot Compartment/Escape Pod 200
NOTES:
- Destroying the head of the VF-19 will knock out the
mecha's major sensor systems, including all of the optics
systems (infrared, nightvision, thermal). This will also
knock out the projector for the Sound Energy System,
forcing the Fire Valkyrie to rely on the external Sound
Booster for Spiritia attacks. Radar and communications
will be unaffected.
- Depleting the MDC of the main body will destroy the
mecha. The pilot and cockpit section/escape pod will be
automatically ejected from the doomed mecha before it
explodes by the mecha's main computer.
- The pinpoint barrier shield regenerates at a rate of 50
MDC per round. Even if completely destroyed the shield
will regenerate within 2 melee rounds. The shield is
usually generated on the right arm of the Fire Valkyrie.
SPEEDS:
- RUNNING, SOLDIER CONFIGURATION:
- 120 mph (192 kmph)
- LEAPING, SOLDIER CONFIGURATION:
- 50 ft (15 m) high or 70 ft (21 m) long without thrusters.
- FLYING, GERWALK/SOLDIER CONFIGURATION:
- Mach One (670 mph/1072 kmph) maximum speed limit in an
Earth-like atmosphere. Can also hover in place
indefinitely.
- FLYING, FIGHTER CONFIGURATION:
- Mach 3.7+ (2479 mph/3776 kmph) max speed at 10,000 meters
or less above sea level. Mach 5.5+ (3685 mph/5613 kmph)
max speed at 10,000-30,000 meters above sea level. Mach
25+ (16,750 mph/25,514 kmph) max speed at 30,000+ meters
above sea level, for a maximum of 5 seconds. Cruising
speed is usually Mach 1.8 (1206 mph/1837 kmph). The YF-19
is capable of achieving orbital velocity over an
Earth-class planet without additional rocket assistance.
Maximum rate of ascent is 68,000 meters/minute.
Structural G limits are +39.5 to -20.0 Earth gravities.
- MAX ENGINE THRUST:
- 45,900 kg x2 in an atmosphere, 72,500 kg x2 in space. The
maximum thrust is automatically limited in an atmosphere
due to coolant problems with the optional air intake
systems for the engines.
STATISTICAL DATA:
- HEIGHT:
- 49.54 ft (15.48 m) in soldier configuration.
- 27.13 ft (8.48 m) in gerwalk configuration.
- 13.36 ft (4.18 m) in fighter configuration.
- WIDTH:
- 21.28 ft (6.89 m) at shoulders in soldier configuration.
- 47.75 ft (14.92 m) in gerwalk or fighter configuration
with wings at maximum extension.
- LENGTH:
- 15.15 ft (4.74 m) in soldier configuration.
- 44.19 ft (13.81 m) in gerwalk configuration.
- 62.65 ft (19.58 m) in fighter configuration.
- WEIGHT:
- 8,400 kg empty. Maximum takeoff weight in an atmosphere
is 36,000 kg.
- PHYSICAL STRENGTH:
- Equal to a P.S. of 60
- CARGO:
- The pilot's compartment of the VF-19 T-Kai has enough
extra room to hold 1 passenger or 250 lbs. of cargo.
- POWER PLANT:
- Two 72,500 kg Shinnakasu Industry/Pratt &
Whitney/Rolls Royce FF-2500F thermonuclear turbine
engines, designed for dual atmosphere/space use with
pentagonal underfuselage air intakes with retractable
covers. Both engines are also equipped with rear
afterburner intakes encircling the lower leg/engine-pod
nozzles for improved power and performance. In addition,
two 2-dimensional independentent convergent/divergent
exhaust are equipped on the FF-2500F for greater
maneuverability and V/STOL performance. Finally, several
Pratt & Whitney HMM-6R high-maneuverability vernier
thrusters are mounted on the wingtips, vertical
stabilizers, legs, nose, and other key locations for
added performance. Though never used, the Fire Valkyrie
is also compatible with the external fold generator
developed for use with Project Super Nova.
- COMPATIBLE FAST PACKS:
- Dorsal: NP-BP-01,
NP-BP-10,
NP-BP-12,
NR-BP-19,
NR-BP-19-SES
- Leg: NP-FB-19
- Special: NR-ARFB-Y1,
Sound Booster
WEAPON SYSTEMS:
- ANTI-AIRCRAFT HEAD LASERS: The Thunder Valkyrie
mounts two anti-aircraft lasers on its head, very similar
to those originally found on the older VF-1S Valkyrie
design. These lasers are designed for use in air combat
skirmishes but are mostly used for defensive purposes.
Due to the placement of the head in fighter and gerwalk
modes the lasers cannot be used when the mecha is in
these configurations. The lasers can ONLY be used when
the VF-19 is in soldier mode. In addition to their use as
weapons, the lasers can also generate a continuous beam
useful for cutting.
- PRIMARY PURPOSE: Defense
- SECONDARY PURPOSE: Anti-aircraft
- RANGE: 4000 feet (1200 m)
- DAMAGE: 1D6 M.D. per laser; 2D6 M.D. dual
fire.
- RATE OF FIRE: The lasers can be fired in
rapid pulses up to 4 blasts per round. In
addition, the lasers can all be fired as one
continuous beam for double damage. This takes up
all the Thunder Valkyrie's attacks for the melee
round and cannot be used against moving targets.
- PAYLOAD: Effectively Unlimited.
-
- MAIN BODY LASER GUNS: Two semi-fixed laser guns
are mounted in the wings of the Thunder Valkyrie, near
the base of the wing where it connects to the main body.
These lasers can be fired in any mode (the beams exit the
hip-mounted wing units in soldier mode) but can only be
aimed along the front arc of the mecha (max angle is
about 45 degrees in any direction from the nose).
- PRIMARY PURPOSE: Defense
- SECONDARY PURPOSE: Anti-mecha
- RANGE: 4000 feet (1200 m)
- DAMAGE: 1D4x10 M.D. per laser.
- RATE OF FIRE: The lasers can be fired in
rapid pulses up to 4 blasts per round. A rapid
fire blast counts as a burst of up to 4 shots.
- PAYLOAD: Effectively Unlimited.
-
- SPEAKER GUN POD VER 2: The Thunder Valkyrie is
armed with a very unusual gun pod as a main weapon.
Slightly larger but still similar to the VF-19 Kai's gun
pod by firing new improved armor-piercing speaker pod
shells which are smaller but still house a smaller and
stronger radio receiver and a ultra high-fidelity
speaker. The speaker pods still are able to pierce the
toughest armor, and once embedded in armor plate the
speaker pods transmit sound waves into the mecha's body,
filling the pilot's cockpit with loud music of the pilots
choice. In addition to their use as a distraction, the
speaker pods have been known to cause spiritia reactions
in the minds of brainwashed Varuta pilots, occasionally
permitting them to defect to the UN Spacy. As added
protection to the pilot and to avoid detonation of the
gun pod, there is a manual switch between speaker pods
and ammunition inside the cockpit.
Due to the added
autocannon shells in the clips along with the speaker
pods the clips only carry a limited amount of ammunition
that can be carried in the Thunder Valkyrie's gun pod.
Two spare clips, one of regular shells and one of speaker
pods are mounted on the inside of the mecha's shield, and
can be used to replace a spent clip in two melee actions.
Switching clips can only be done in Gerwalk or Soldier
mode.
- PRIMARY PURPOSE: Spiritia
Warfare/Distraction
- SECONDARY PURPOSE: Anti-mecha
- RANGE: 6000 feet (1800 m)
- DAMAGE: A speaker pod does 1D4x10 M.D. on
impact from armor penetration. Once embedded in a
target's armor, the pod will extract anchors that
adhere it to the mecha's hull. The only way to
remove a speaker pod is to physically cut it off
a plane back at base. Regular ammo does 4D6 M.D.
for a short burst, 1D6x10 M.D. for a long burst,
or 2D6x10 M.D. for a full melee burst.
- SPECIAL EFFECTS: The loud music played by
the speaker pods is very distracting; pilots
forced to listen to it in combat suffer a -2
penalty to their initiative rolls, and a -1 to
strike and to dodge. In addition, the music may
cause a spiritia reaction in the minds of
brainwashed Varauta pilots (see the Spiritia
RPG rules for more details).
- RATE OF FIRE: Equal to the number of
combined attacks of the pilot.
- PAYLOAD: Each dual purpose clip holds 200
pods and 200 rounds. Two extra clips are mounted
on the inside of the Thunder Valkyrie's shield
one containing 400 rounds and the other
containing 200 pods.
-
- BIFORS BMM-24 ALL-ENVIRONMENT HIGH-MANEUVERABILITY
MICRO-MISSILE CLUSTERS: The legs of the Thunder
Valkyrie are equipped with two concealed missile launcher
bays that can hold up to 6 of the new
high-maneuverability micro-missiles each. (NOTE:
These are NOT the medium-range versions of the
high-maneuverability missiles seen in Macross Plus #1).
When armed, the missile launcher assembly rises out of
the leg units, allowing all 6 missiles to be fired at
once if necessary. The missiles can be fired in any mode;
fighter, gerwalk, or soldier. Any type of SRM can be used
in the launchers, but usually only the BMM-24
high-maneuverability micro-missiles are used.
- PRIMARY PURPOSE: Defense
- SECONDARY PURPOSE: Anti-mecha
- MISSILE TYPE: Any type of standard UN
Spacy Short
Range Missile can be used, including Short-Range
High-Maneuverability Missiles.
- RANGE: 5 miles (8 km).
- DAMAGE: 1D6x10 M.D.
- RATE OF FIRE: Volleys of 1-6 missiles per
launcher, per round. One volley counts as one
attack. If necessary, all 12 missiles can be
fired in a single round by expending two attacks.
- PAYLOAD: 6 missiles per launcher; 12
total.
-
- HOWARD PBS-03F PIN-POINT BARRIER SYSTEM: The
Thunder Valkyrie is equipped with a new mecha-scale
pinpoint barrier system for defense. The system can
generate a single pinpoint barrier that can be moved
anywhere on the mecha and used as a shield against
incoming attacks. The barrier provides 100 MDC of
protection, and regenerates at a rate of 50 MDC per round
when damaged. Even if destroyed by combined attacks, the
shield will regenerate itself within 2 rounds. In order
to use the shield, the pilot must make a successful parry
roll to intercept an incoming attack.
- Primary Purpose: Defense
- Protection: 100 MDC total
- Regeneration Rate: 50 MDC per round.
- Size: The barrier can be up to 10 ft (3 m)
in diameter.
- Duration: Unlimited.
-
- HAND TO HAND COMBAT: If necessary, the Thunder
Valkyrie can engage in melee combat rather than use a
weapon. The variable fighter is extremely agile and can
execute most typical hand to hand combat moves, such as
punches, jump kicks, leap attacks, rolling with impacts,
etc.
DAMAGE:
- Restrained Punch: 1D6 M.D.
- Full Strength Punch: 3D6 M.D.
- "Booster" Punch: 4D6 M.D. (counts as
two attacks)
- Tear or Pry with Hands: 2D4 M.D.
- Kick: 2D4 M.D.
- Leap Kick: 3D6 M.D.
- Body Flip/Throw: 1D6 M.D.
- Body Block/Tackle: 2D6 M.D.
- Stomp: 2D6 M.D. (only effective against small
objects)
STANDARD EQUIPMENT FOR THE THUNDER VALKYRIE:
- ANTI-PROJECTILE SHIELD: The Thunder Valkyrie is
equipped with an external shield that is mounted on the
central rear dorsal section of the mecha in fighter mode,
and on the left arm in soldier and gerwalk modes. On a
successful parry in soldier or gerwalk mode, the shield
can be used to block missiles or projectiles, thus
protecting the main body from harm. The pilot can also
generate a pin-point barrier shield (see above) over the
anti-projectile shield for extra protection.
- AUTO-PILOT: The Thunder Vakyrie is equipped with a
computerized auto- pilot, allowing the pilot to relax or
even sleep during long voyages. The auto-pilot can be
programmed with a single destination or a complex flight
plan involving multiple speeds, directions, and
destinations. The onboard computer will alert the pilot
when the fighter is near its destination, and can also be
set to automatically signal when sensors detect objects
near the mecha. The auto-pilot was designed with long
intra-system space journeys in mind.
- COMBAT COMPUTER: The Thunder Valkyrie is equipped
with an advanced AI combat computer that can store and
analyze data during combat with hostile forces. Data
collected by the combat computer can be displayed on the
virtual environment cockpit of the mecha (see below),
which allows the system to display large amounts of data
to the pilot and even highlight enemies and missile
attacks with overlaid graphics. The combat computer
tracks and identifies specific enemy targets, and has a
database of over 10,000 images stored in memory. The
computer can identify and track up to 250 targets
simultaneously.
- ESCAPE POD: The entire reinforced cockpit of the
Thunder Valkyrie is a detachable escape pod that can be
jettisoned when the mecha is destroyed. The ejected
cockpit does not contain thrusters, but does contain a
powerful locator beacon and an integrated life support
system that can support the pilot for up to 24 hours
after ejection. The pod is also equipped with parachutes
in case of ejection in an atmosphere. The combat computer
is programmed to automatically eject the escape pod if
the mecha is destroyed (main body MDC reduced to 0), but
this can be overridden if the pilot is feeling suicidal
for some reason.
- EXTERNAL AUDIO PICKUP: Range: 300 ft (91.5 m). A
sound amplification system that can pick up normal
conversation up to 300 feet away.
- GUITAR-STICK CONTROL SYSTEM: One of the strangest
and most unique features of the Thunder Valkyrie is its
control system. The mecha completely eliminates the
standard pilot controls in favor of a specially
constructed "guitar" that provides all the
controls necessary to fly the plane. This allows skilled
pilots of the Thunder Valkyrie to fly the plane in combat
WHILE PLAYING MUSIC! The new controls do take a
little getting used to, however, and anyone flying the
Thunder Valkyrie will suffer a -2 penalty to hit and to
dodge until he or she accustoms himself/herself to the
new arrangement.
- HEAT AND RADIATION SHIELDS: Special shielding
prevents the penetration of life threatening head and
radiation. A radiation detection and alarm system are
linked with the shields and will sound an alarm if there
is a rupture in the shields and what the levels of
radiation are.
- HOLOGRAPHIC PROJECTORS: Each shoulder of the
Thunder Valkyrie has a built-in holographic projector.
Primarily designed for impressive stage pyrotechnics, the
projectors aren't powerful enough to project coherent
images or "cloak" the mecha to hide it from
view. However, they can be used to "dazzle" an
enemy pilot temporarily. When used, any enemies looking
directly at the Fire Valkyrie suffer a -3 to initiative
and to hit rolls for one round; after that, they will
accustom themselves to the display and no longer be
affected.
- HOMING SIGNAL: The escape pod of the Thunder
Valkyrie is equipped with a homing device that enables
rescue teams to locate a disabled craft or ejected life
pod. The range of the signal is 400 miles (640 km). Most
UN Spacy ships and variable fighters can locate and track
homing signals, and the onboard computers will
automatically notify their pilots if such a signal is
detected.
- LASER TARGETING SYSTEM: Range: 100 miles (160 km).
Used for increased accuracy in the striking of enemy
targets and is partly responsible for the mecha's strike
bonus.
- OPTICS: INFRARED: Range: 2000 feet (610 m). This
optical system projects a beam of infrared light that is
invisible to the normal eye, but detectable by the
mecha's sensors. The system allows the pilot to detect
hidden/concealed objects by their IR reflectiveness. The
beam will be visible to anyone with IR sensitive optics,
however.
- OPTICS: NIGHTVISION: Range: 2000 feet (610 m). A
passive light image intensifier that emits no light of
its own, but relies on ambient light which is
electronically amplified to produce a visible picture.
- OPTICS: THERMAL IMAGER: Range: 2000 feet (610 m).
A passive optical heat sensor that detects infrared
radiation projected by warm objects and converts that
data into a false-color visible image. The system enables
the pilot to see in the dark, in shadows, and through
smoke, and also adds a +10% bonus to pilots using a
tracking skill.
- RADAR: 200 mile (321 km) range.
- RADIO/VIDEO COMMUNICATION: Long range, directional
communications system with satellite relay capabilities.
Range: 600 miles (960 km) or can be boosted indefinitely
via satellite relay.
- REINFORCED PRESSURIZED COCKPIT: The Thunder
Valkyrie's cockpit is both reinforced and pressurized to
allow the pilot to operate normally without a flight
suit. The life support systems of the mecha's cockpit are
robust enough to support up to three full-grown humanoids
without the need for additional support. While it is not
necessary for the pilot to wear a flight suit it is worth
noting that without the suit the pilot will be
unprotected from high G forces in combat.
- SELF-DESTRUCT: To prevent capture of the Thunder
Valkyrie fighter by the enemy, the pilot can activate the
mecha's self-destruct system, which will cause the
fighter to explode after a delay of up to 60 minutes
(time is set by the pilot). The explosive damage is
contained within a 20 foot (6 m) area and inflicts 1D6x10
M.D. to everything within the radius of the explosion.
All internal systems are obliterated. The escape pod will
be automatically ejected prior to the explosion unless
the pilot overrides the ejection sequence.
- SOUND ENERGY SYSTEM: Halfway through the war Dr.
Chiba of the Macross 7 science team discovered the
relationship between a person's mind and his spiritia,
and developed the Sound Energy System (SES) as a system
to focus one's spiritia and use it for attack and
defense. The Fire Valkyrie was one of the first mecha to
be equipped with this system, and Basara Nekki used it
extensively throughout the last weeks of the war to
combat protodeviln and other threats. The SES allows the
pilot of the Thunder Valkyrie to conduct spiritia attacks
and defenses as outlined in the Spiritia RPG rules
(coming soon), provided the character has Spiritia
skills. Consult the Spiritia rules for a full explanation
of these powers and their effects.
- STANDARD SURVIVAL KIT: All UN Spacy VFs come
equipped with a portable survival kit. Inside the small
reinforced box is a medium-sized flashlight, two hand
flares, one rocket flare, a compass, infrared distancing
binoculars, a small mirror, a pocket knife, dehydrated
and concentrated food (can be stretched into a five day
supply for one person) and basic first aid items
(aspirin, bandages, disinfectants, etc.)
- STEREO LOUDSPEAKERS: Two special loudspeakers are
built into the shoulders of the mecha, which can be used
to amplify the pilot's voice up to 300 decibels. The
loudspeakers are normally used to project music during
combat.
- VIRTUAL ENVIRONMENT COCKPIT: The Thunder Valkyrie
is equipped with an innovative new cockpit layout that
provides monitors below and around the pilot in addition
to the HUD cockpit dome. In flight, these monitors
display what is below and behind the aircraft, giving the
pilot a tremendous field of view that is unparalled by
any other aircraft (with the possible exception of the YF-21's
brain-direct imaging system). This wide view in addition
to the combat computer's cockpit overlays give the
Thunder Valkyrie a +1 to dodge and initiative rolls in
addition to any other bonuses.
COMBAT BONUSES FOR THUNDER VALKYRIE COMBAT TRAINING:
NOTE: Due to the unique nature of the Thunder
Valkyrie, it is highly unlikely that players will start the
game with Fire Valkyrie combat training (unless the GM is
running a Sound Force-style campaign). Pilots
unaccustomed to the Thunder Valkyrie should only get bonuses
equal to Basic Variable Fighter Combat Training, while
Advanced Thunder Valkyrie Combat Training should be
reserved only for those with extensive experience with the
mecha. VF-19
Excalibur combat training can NOT be used with
the Thunder Valkyrie nor vice versa due to extreme
differences in the control systems for the two craft.
BASIC VARIABLE FIGHTER COMBAT TRAINING
- Basic training for non-pilot military personnel.
- 1 attack per melee (plus those of the pilot).
- Add one additional action/attack at levels three, nine,
and fifteen.
- +1 on initiative.
- +1 to strike.
- +1 to parry
- +1 to dodge in soldier mode, +3 in gerwalk, +5 in jet
mode.
- +1 to roll with a punch or fall with an impact, reducing
damage by half.
- No leap dodge.
- No leap kick.
- Critical strike same as pilot's hand-to-hand.
- Body block/tackle/ram - 1D6 M.D. plus a 50% chance of
knocking an opponent down, causing him to loose
initiative and one attack that melee round.
ADVANCED THUNDER VALKYRIE COMBAT TRAINING
- Advanced training for pilots with extensive experience
with the Fire Valkyrie.
- 4 attacks per melee (plus those of the pilot).
- Add one additional action/attack at levels two, five,
seven, and ten.
- +2 on initiative.
- +3 to strike
- +4 to parry
- +8 to dodge in solder mode, +6 in gerwalk, +4 in jet
mode.
- +3 to roll with a punch or fall with an impact, reducing
damage by half.
- +3 to leap dodge. A leap dodge is an automatic dodge
which causes no loss of attacks per melee. The new
generation variable fighters are so maneuverable that the
pilot can dodge an attack while moving to counterattack
an enemy.
- Critical strike same as pilot's hand-to-hand.
- Body block/tackle/ram - 2D4 M.D. plus a 50% chance of
knocking an opponent down, causing him to loose
initiative and one attack that melee round.
REFERENCES USED IN THIS DESIGN