THUNDER VALKYRIE
(Custom VF-19 Excalibur Variant)
(Version 1.0 - Last updated:
Sunday, 11-nov-08
02:30:01 ent)
RPG Stats by
PIERRE COURTEMANCHE
Original info provided by the
SKETCHLEY'S
STATISTICS
BACKGROUND
The VF-19-Kai "Thunder Valkyrie" is
a brand new mecha
made by UN Spacy
as requested for the leader of the "Numerique Royaume" Spiritia Warfare Squadron:
Captain Vick Dempsey. It was designed and
built by the advanced design teams of the
LV-426 colony
and was intended primarily to serve as a psychological weapon in case of
war against unknown alien races. The designers of the Fire Valkyrie had two purposes
in mind; first, the fighter would serve, as
the original VF-19 Kai "Fire Valkyrie" as a highly
effecient Spiritia Warfare, equiped with the latest Spiritia technology, capable
to both using the Spiritia powers of the pilot as a weapon agains't their enemy
and help boost
soldier's morale in trying
times. But second and more importantly, this
VF-19 Kai could be used
as a formidable combat machine, equiped with heavy weapons and a large quantity
of missiles.
The
Thunder Valkyrie was given to
Captain Vick Dempsey, a UNSpacy pilot and talented singer
former member of the UNI secret VF-22 squadron Black Wraith, assembled for the
unique reason of the search and capture (or destruction)
of the enigmatic Sultan and the Sector 7 Space Pirates. During their tour
of duty, Dempsey experienced many different Spiritia related situation, and
numerous combat where Spiritia where an essential weapon. This experience give
him the idea to create the Thunder Valkyrie, based on what he saw and done
during the war agains't the SSSP. Taking as basis one of his idol's fighter,
Nekki Basara, he bagan to make the perfect Spiriti Warfare and space combat
machine, as his point of view. First, he chose to take some parts from a VF-19S:
the head's beam canons, the leg's (for their better engines and their missiles
lunchers), the countermeasure dispenser and the Active Stealth System.. Then he
took the arms of a VF-5000 for their missiles lunchers, but keep the
anti-projectile sheild. Sadly, that also cut the Pinpoint Barrier system out of
the plan because thes arm's could not support it. Because of the lack of the
bullet firering gunpod and the fact that creating a new gunpod who would
incorporate a GU-15 and a Speakerpod, the wings/hip REB-23 Beams canons where
replaced by a pair of mini-gun salvaged on a SV-51 MKII that the Black Wraith
fight at the end of the war. The Sound Energy Boosters of the original Fire
Valkyrie where one of a kind equipment, extremely difficult to reproduce and
using on the battlefield, the SES FAST Pack used on a standart VF-11D Kai
Jamming Bird where modified to be fitted on the Thunder Valkyrie.
Finally, standart set of controls where instaled in the cockpit, leaving the
guitar stick control as an option.
The Thunder Valkyrie is
dedicated to serve as Dempsey's main mecha through
his Tour of Duty at the service of the UN Spacy, and maybe even beyond.
RPG STATS

Vehicle Type:
The VF-19
Kai "Thunder Valkyrie" is a one-of-a-kind custom
aircraft designed and built on LV-426 by an elite corps of engeneers.
Class:
Custom Advanced Variable Fighter
Manufacturer: Shinsei Industries/LV-426 Development Team
Crew: One pilot wearing Tactical Life
Support System.
MDC BY LOCATION:
Head Lasers (4) 16 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) Dorsal NP-BP-19-SES FAST Pack 200 each
(3) Leg's NP-FB-19-SES FAST Pack 120 each
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.
- Whenever the fighter takes damage on the legs or the
dorsal section roll 1D6. On a result
of 1-4 the Super Parts take damage before the VF's main body does.
Alternatively, if the pilot makes a successful parry roll, the Super Parts
automatically take damage first. Super Parts will explode violently when its
MDC reaches 0. If the computer is functioning it will automatically eject the
damaged part. If it is not, the pilot has one melee action to eject the Super
Part before it explodes. Super Parts that explode do 1D6x100 MD. Deduct damage
first from the part covered by the FAST pack, and then any remaining damage
from the main body of the VF.
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
VF-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:
68,500 kg x2 in an atmosphere,
78,950 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 65
CARGO:
Small compartment behind
pilot's seat for personal belongings.
POWER PLANT:
Two
78,950 kg Shinnakasu Industry/Pratt & Whitney/Rolls Royce
FF-2550J 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-2550J
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.
WEAPON SYSTEMS:
- ANTI-AIRCRAFT HEAD LASERS:
The
Thunder Valkyrie mounts four 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; 4D6 M.D. quad fire.
- 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. 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.
- GSH-231 12.7 MM MINI-GUN:
Two semi-fixed 12.7mm mini-guns are mounted in the
wings of the Thunder Valkyrie, near the base of the wing where it connects to the
main body. They where taken from the SV-51 MKII that Cassel beat in
duel during the final combat of the Black Wraiths and that Vick Dempsey
recover to finish the combat, due to the lost of his VF-22. They are replacing
the REB-23 who are These mini-guns
can be fired in any mode (the bullets 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: Assault
- SECONDARY PURPOSE: Defence
- RANGE: 3000 feet (900 m)
- DAMAGE:
10 round burst, single target – 1D6X10 MD. 25 round burst, single
target - 2D6X10 MD. Note, for bursts using greater then 25 rounds, increase
the damage by a scale of 1D6X10 per 10 rounds. The cannons can be
fire-linked so that firing both cannons at the same time counts as one
attack (does double damage.)
The Mini-Gun can be used for sprays: 10 round
spray – 1D6 MD, affects 1d4 targets. 25 round burst spray – 1D6 MD, affects
2d4 targets with a 50% chance of hitting bystanders. Longer duration sprays
(up to limits of the magazines): 2D6 MD, affects 4d4 targets. Chance of
hitting bystanders is 70%.
- RATE OF FIRE:
Equal to the pilot's combined number of attacks.
- PAYLOAD:
200 rounds on internally mounted drum in
each Mini-Gun.
- MICRO-MISSILE LAUNCHERS (2):
Two seperate micro-missile launchers are carried internally by the VF-19 Kai,
one in each arms. While the internal magazine is small, they nevertheless
provide additional heavy firepower. The loss of a limb will result in the loss
of the respective missile launcher. Due to the position of the exaust
ports of the missiles lunchers on the arms, these can't be fired in
fighter mode, but only in Battroid and Gerwalk
modes. They are usually loaded with Erlikon GA-100 Crusher micro-missiles.
- PRIMARY PURPOSE: Anti-mecha
- SECONDARY PURPOSE: Anti-ship
- MISSILE TYPES:
Any type of standard UN Spacy
Mini-Missile.
- RANGE: 1 mile (1.6 km)
- DAMAGE: 2D12x10 M.D.
- RATE OF FIRE:
Volleys of 1 to 4 missiles per launcher. One volley counts as one attack.
- PAYLOAD:
6 missiles per launcher, 12 missiles total.
- SPEAKER GUN POD:
The Thunder Valkyrie is armed with a very unusual gun pod as a main weapon.
Instead of firing munitions, the VF-19 Kai's gun pod instead fires large-
caliber autocannon shells that each contain a high-definition speaker and
radio receiver. (!) The shells are armor-piercing and can usually penetrate
even the toughest armor, but once embedded in armor plate the speaker pods
transmit sound waves into the mecha's body, filling the pilot's cockpit with
loud rock music. 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.
Due to the large size of the
speaker pods only a limited amount can be carried in the Thunder Valkyrie's gun
pod. One spare clip of speaker pods is 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: Distraction
- SECONDARY PURPOSE: Spiritia Warfare
- 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.
- 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.
- RATE OF FIRE:
Equal to the number of combined attacks of the pilot.
- PAYLOAD:
Each clip holds 12 pods. One extra clip is mounted on the inside of the
Thunder Valkyrie's shield.
- BIFORS ALL-ENVIRONMENT HIGH-MANEUVERABILITY
MINI-MISSILE CLUSTERS: The legs of the VF-19 are
equipped with two concealed missile launcher bays, that can each hold up to 24
new high-maneuverability mini-missiles in each bay. When armed, the missile
launcher assembly rises out of the leg units, allowing all 24 missiles to be
fired at once if necessary. The missiles can be fired in any mode; fighter,
gerwalk, or soldier. Usually,
only the Little Rock High-Maneuverability
mini-missiles are used.
- PRIMARY PURPOSE: Assault
- MISSILE TYPES:
Any type of standard UN Spacy
Mini-Missile.
- RANGE: 8 km.
- DAMAGE: 1D6x10 M.D.
- RATE OF FIRE:
Volleys of 1-24 missiles per launcher, per round. One volley counts as one
attack. If necessary, all 48 missiles (!) can be fired in a single round by
expending two attacks.
- BONUSES:
+6 to strike, +5 to dodge, and can attack 3 times per melee until
they hit, are destroyed, or run out of fuel.
- PAYLOAD:
24 missiles per launcher; 48 total. .
- BODY/WING HARD POINTS:
Two fixed hard points are mounted on the fuselage of the VF-19, and an
additional two hardpoints are mounted on each wing for a total of 6 hardpoints
on the fighter. These hardpoints can be used to hold a variety of different
ordinance types, including long or medium range missiles,
bombs or UUM-7 micro-missiles pods. One long range, one
MRHM, 3 medium range, or 1 UUM-7 missiles
pods can be mounted per hardpoint. Usually long
range or MRHM missiles are used.
NOTE:
Due to the location of the hard points, ALL missiles must be fired or ejected
before the VF-19 Kai may convert into soldier mode. For this reason the hard point
missiles are usually fired within the first few passes of an attack. Note
that the ventral hard points of VF-19 Kai must also be free before to convert
into Gerwalk mode.
- RMS-2 LARGE ANTI-SHIP REACTION MISSILE
- Primary Purpose: Heavy Assault
- Secondary Purpose: Anti-Spacecraft
- Range:
3,216 Km.
- Damage:
4D8x1o,000 M.D. at ground zero. Reduce damage by a factor of 10 for
every 750 m the object is away from ground zero.
- Rate of Fire:
One or two.
- Payload:
One per wing hardpoint; 4
maximum.
- LONG RANGE MISSILES
- Primary Purpose: Heavy Assault
- Secondary Purpose: Anti-Spacecraft
- Missile Types:
Any type of standard UN Spacy
Long Range Missile can be used.
- Range:
Varies with missile type.
- Damage:
Varies with missile type.
- Rate of Fire:
One or two.
- Payload:
One per hardpoint; 6 maximum.
- MEDIUM RANGE MISSILES
- Primary Purpose: Assault
- Secondary Purpose: Anti-Mecha
- Missile Types:
Any type of standard UN Spacy
Medium Range Missile can be used.
- Range:
Varies with missile type.
- Damage:
Varies with missile type.
- Rate of Fire:
1-3 missiles per hardpoint.
- Payload:
Three per hardpoint; up to 18 maximum.
- UUM-7 AERODYNAMIC MICRO-MISSILES PODS
- Primary Purpose: Assault
- Secondary Purpose: Anti-Mecha
- Missile Types:
Any type of standard UN Spacy
Micro-Missile
can be used.
- Range:
Varies with missile type.
- Damage:
Varies with missile type.
- Rate of Fire:
1-8 missiles per pod.
- Payload:
One pod per hardpoint, up to four pods, 24 missiles
per pod; up to 96 missiles
maximum.
- COUNTERMEASURE DISPENSERS:
Every
VF has combined chaff, flare and squib dispensers mounted on them that are
useable in all modes. When used, it fires a burst of 6 flares, 1 exploding
chaff container or one parachute squib per 1 unit listed in the stats. Chaff,
flares and squibs are each unique in their means of countering attacking
missiles. The following will describe the individual details of each of the
the three types of countermeasures. The short and easy benefit is that they
add a +3 to dodge the missiles.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE:
Distraction (especially true for the ECM squibs.)
- RANGE:
GM's arbitration. Squibs effect a 1 Km³ spherical area.
- BONUSES:
+3 to dodge. Roll to dodge after rolling on the following per missile:
01-40
Missile distracted - explodes harmlessly in the countermeasures.
41-80 Missile distracted -
it loses track of its target. Depending on the missile type and its
remaining fuel, it could reacquire you, or another target in the area
81-00 No effect.
Note: +5% to the above chart per every
additional countermeasure deployed after the first. For example: 3
countermeasures changes the table to 01-50, 51-90, and 91-00.
- RATE OF FIRE:
unlimited. (Author's recommendation: maximum of 4 per attack to better
reflect their fallibility.)
- PAYLOAD:
8 bursts of flares, 8 chaff pods and 4 parachute squibs per dispenser.
- DORSAL SUPER PARTS:
SOUND ENERGY CONVERTOR
SYSTEM TRANSATMOSPHERIC MISSILE LUNCHER BOOSTER
PACKS: These packs are a
variant of the standard VF-11 Thunderbolt's FAST Packs who where
originaly produced by the Macross 7 colony mission in
order to combat protodeviln late in the Varuta War. The FAST packs contain Dr.
Chiba's revolutionary Sound Energy System that amplifies and projects spiritia
energy, allowing the pilot to use his or her spiritia powers in combat. The
packs were designed specifically for Colonel Burton's Jamming Birds VF-11D Kai
variants, but they have been modified to be used on the VF-19 Kai.
A holographic projector are also installed to help distract the enemy with
pyrotechnical visual effect. They are also each equiped with four
micro-missiles lunchers to augment the defensives capabilities of the mecha.
Any type of mini-missile can be used in the launchers, but
usually only the Bifors high-maneuverability mini-missiles are used.
- PRIMARY PURPOSE: Spiritia Warfare / Assault
- SECONDARY PURPOSE:
Defence / Distraction
- MISSILE TYPES:
Any type of standard UN Spacy
Mini-Missile.
- RANGE: 1 mile (1.6 km).
- DAMAGE: 1D8x10 M.D.
- RATE OF FIRE:
Volleys of 1-4 missiles per pack,
per round. One volley counts as one attack.
- BONUSES:
+3 to strike, +1 to dodge.
- PAYLOAD:
4 missiles per launcher; 16 missiles per
Pack; 32 total.
- SOUND ENERGY SYSTEM and SOUND ENERGY CONVERTER
SYSTEM: see Spiritia RPG rules for bonuses and effects.
- STEREO LOUDSPEAKERS: Two special loudspeakers
are built into the FAST super boosters on the back of the mecha, which can
be used to amplify the pilot's or passenger's voice up to 300 decibels. The
loudspeakers are normally used to project music during combat.
- HOLOGRAPHIC PROJECTORS: The FAST super boosters of the VF-19 Kai
have built-in holographic projectors. 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 Jamming Bird 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.

- LEGS SUPER PARTS:
AERODYNAMIC MISSILE LUNCHER CONFORMAL PROPELLANT TANK:
These packs are a variant of the standard VF-11 Thunderbolt's FAST Packs
who where originaly produced by the Macross 7 colony
mission in order to combat protodeviln late in the Varuta War. The FAST packs
contain secondary fuel tank for the dorsal Packs and an additional
countermeasures dispenser. The packs were designed
specifically for Colonel Burton's Jamming Birds VF-11D Kai variants, but
they have been modified to be used on the VF-19 Kai.
They are also each equiped with a micro-missiles lunchers to augment the
defensives capabilities of the mecha. Any type of
mini-missile can be used in the launchers, but usually only the Bifors high-maneuverability
mini-missiles are used.
- PRIMARY PURPOSE: Spiritia Warfare / Assault
- SECONDARY PURPOSE:
Defence / Distraction
- MISSILE TYPES:
Any type of standard UN Spacy
Mini-Missile.
- RANGE: 1 mile (1.6 km).
- DAMAGE: 1D8x10 M.D.
- RATE OF FIRE:
Volleys of 1 missile per pack. All FAST packs and super parts can be
fire linked.
- BONUSES:
+3 to strike, +1 to dodge.
- PAYLOAD:
8 missiles per launcher; 16
total.
- COUNTERMEASURE DISPENSERS:
8 bursts of flares, 8 chaff pods and 4 parachute squibs per dispenser. (With
theses super parts, the VF-19 Kai carries a grand total of 16 bursts of
flares, 16 chaff pods and 8 parachute squibs.)
- 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:
4D6 M.D.
- "Booster" Punch: 1D6x10 M.D. (counts
as two attacks)
- Tear or Pry with Hands: 2D4 M.D.
- Kick: 4D6 M.D.
- Leap Kick: 1D6x10 M.D.
- Body Flip/Throw:
2D6 M.D.
- Body Block/Tackle: 2D6 M.D.
- Stomp: 1D6x10 M.D. (only effective
against small objects)

STANDARD EQUIPMENT FOR THE FIRE VALKYRIE:
- ACTIVE STEALTH SYSTEM:
The VF-19 Excalibur includes an active stealth system identical to the one
used on the
YF-21 and
VF-22 Advanced Variable
Fighters produced by General Galaxy. Unlike passive stealth systems like those
used by the VF-17 Nightmare or the old USAF F-117, the VF-19's stealth system
is actually bends radar waves around the mecha rather than reflecting them.
When activated, this system gives the Excalibur a +3 on initiative and a +1 to
strike at all times.
NOTE: Since the Excalibur's
stealth capability is a system and not a feature of the design, it can be
damaged or destroyed. Once the mecha has lost half of its main body MDC, there
is a 50% chance that the stealth system will fail every time the main body of
the craft is hit. Once the stealth system has failed, it will not work again
until repaired at a UN Spacy base.
- 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.
- 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 have a second set of control in addition of the
standard pilot controls, a specially constructed "guitar" that provides nearly
all the controls necessary to fly the plane. This allows skilled pilots of the
Fire 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 Fire
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.
- 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:
The Sound
Energy System (SES) is a system who help to focus one's spiritia and use it
as he want. The SES allows the pilot of the Thunder Valkyrie to conduct spiritia attacks and defenses as outlined in the
Spiritia RPG rules, 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 Fire 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
Thunder 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 be used with the Thunder Valkyrie
and vice versa but only with the standart
control systems, the guitar controls being hard to train with.
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 Thunder 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
- +4 to dodge in solder mode, +6 in gerwalk, +8 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
- Based off of the
VF-19
Excalibur stats at Steelfalcon.
- Based off of the
YF-19 Alpha 1 stats at Sketchley's Statistics.
- The Black Wraith Squadron's Forum
MANY THANKS TO:
Aaron Sketchey, my Macross GM, who give me the idea to make this Mecha.
Dave Deitrich who's stats inspired many generation or Macross RPG
gamers.
Patricia Gosselin, my girlfriend who supported me during the process
of making this page.