---------------------------------------------------------------------------- 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. ----------------------------------------------------------------------------
FIRE VALKYRIE (Custom VF-19 Valkyrie Variant)
(Version 1.0 - Last updated: 09/17/96)
RPG Stats by DAVE DEITRICH (deitrich@mcs.com) Background info provided by the MACROSS ONLINE COMPENDIUM
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.
The Fire Valkyrie was given to Basara Nekki, a civilian and talented singer aboard the ship who was a devout follower of Lynn Minmei. However, the designers of the craft underestimated Basara's brashness and impulsive tendencies. When the Macross 7 first encountered the Varauta, he began using the Fire Valkyrie to distract combatants on BOTH sides in an attempt to disrupt the growing war. An extreme pacifist, Basara believed that he could stop the Varauta/Macross 7 conflict by singing and exposing both sides to "culture". Although his original plans did not work, Basara did stumble upon one of the most important discoveries of the war; the Varauta respected music and culture because they generated Spiritia, and spiritia energy was the prime substance that they sought when attacking the Macross 7.
Through many confrontations with the Varauta forces Basara eventually learned and then demonstrated how music and singing could generate spiritia, and how that spiritia could be used to cause dissention and even defections among the enemy's brainwashed troops. Eventually Dr. Chiba of the Macross 7 research staff discovered the physical link between singing and spiritia, and was able to develop the Sound Energy System, a system that could focus spiritia generated by singing and use it for both attacks and defense. Once the Fire Valkyrie was eqipped with the SES it became one of the most powerful mecha of the war, and was soon imitated/expanded on by the Sound Force and Jamming Birds special operations units. (For more information on Spiritia and its effects, see the Spiritia RPG rules (coming soon)). When the Varauta began using Protodeviln to attack the colony fleet Basara, the Fire Valkyrie, and Sound Force became the principle defensive group to counter the Protodeviln's immense power.
The Fire Valkyrie served as Basara's main mecha throughout the Macross 7/Varauta war, during which he continually tried to stop the war and reduce suffering on both sides through singing and his new spiritia powers. The red mecha became a symbol of unity, strength, and peace aboard the Macross 7, and was inspirational to both soldiers and civilians alike. The original Fire Valkyrie was eventually destroyed above the Protodeviln's ice prison world, but not before Basara was able to defeat the prime Protodeviln responsible for the Macross 7/Varauta war. After the conclusion of the war a second Fire Valkyrie was constructed for Basara, who still leads Sound Force as the protectors of the Macross 7.
RPG STATS
Vehicle Type: The VF-19 Kai "Fire Valkyrie" is a one-of-a-kind custom aircraft designed and built aboard the Macross 7 colony fleet. Class: Custom Advanced Variable Fighter Manufacturer: Shinsei Industries/Macross 7 Development Team Crew: One pilot. No extra life support gear is necessary, as the cockpit of the Fire Valkyrie is adequately pressurized 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:
1. 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. 2. 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. 3. 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 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.
WEAPON SYSTEMS:
1. ANTI-AIRCRAFT HEAD LASERS: The Fire 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.
o PRIMARY PURPOSE: Defense o SECONDARY PURPOSE: Anti-aircraft o RANGE: 4000 feet (1200 m) o DAMAGE: 1D6 M.D. per laser; 2D6 M.D. dual fire. o 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 Fire Valkyrie's attacks for the melee round and cannot be used against moving targets. o PAYLOAD: Effectively Unlimited.
2. MAIN BODY LASER GUNS: Two semi-fixed laser guns are mounted in the wings of the Fire 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).
o PRIMARY PURPOSE: Defense o SECONDARY PURPOSE: Anti-mecha o RANGE: 4000 feet (1200 m) o DAMAGE: 1D4x10 M.D. per laser. o 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. o PAYLOAD: Effectively Unlimited.
3. SPEAKER GUN POD: The Fire 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 Fire 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.
o PRIMARY PURPOSE: Distraction o SECONDARY PURPOSE: Spiritia Warfare o RANGE: 6000 feet (1800 m) o 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. o 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). o RATE OF FIRE: Equal to the number of combined attacks of the pilot. o PAYLOAD: Each clip holds 12 pods. One extra clip is mounted on the inside of the Fire Valkyrie's shield.
4. BIFORS BMM-24 ALL-ENVIRONMENT HIGH-MANEUVERABILITY MICRO-MISSILE CLUSTERS: The legs of the Fire 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.
o PRIMARY PURPOSE: Defense o SECONDARY PURPOSE: Anti-mecha o MISSILE TYPE: Any type of standard UN Spacy Short Range Missile can be used, including Short-Range High-Maneuverability Missiles. o RANGE: 5 miles (8 km). o DAMAGE: 1D6x10 M.D. o 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. o BONUSES: +5 to strike, +3 to dodge. o PAYLOAD: 6 missiles per launcher; 12 total.
5. HOWARD PBS-03F PIN-POINT BARRIER SYSTEM: The Fire 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.
o Primary Purpose: Defense o Protection: 100 MDC total o Regeneration Rate: 50 MDC per round. o Size: The barrier can be up to 10 ft (3 m) in diameter. o Duration: Unlimited.
6. HAND TO HAND COMBAT: If necessary, the Fire Valkyrie can engage in melee combat rather than use a weapon. The valkyrie 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: o Restrained Punch: 1D6 M.D. o Full Strength Punch: 3D6 M.D. o "Booster" Punch: 4D6 M.D. (counts as two attacks) o Tear or Pry with Hands: 2D4 M.D. o Kick: 2D4 M.D. o Leap Kick: 3D6 M.D. o Body Flip/Throw: 1D6 M.D. o Body Block/Tackle: 2D6 M.D. o Stomp: 2D6 M.D. (only effective against small objects)
STANDARD EQUIPMENT FOR THE FIRE VALKYRIE:
* AUTO-PILOT: The Fire 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 Fire 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 Fire 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 Fire 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 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. a rupture in the shields and what the levels of radiation are. * HOLOGRAPHIC PROJECTORS: Each shoulder of the Fire Valkyrie has [Image] 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 Fire 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 valkyries and UN Spacy ships can key on and track/locate specific 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 Fire 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 Fire 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 Fire 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 valkyries 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 Fire 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.
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COMBAT BONUSES FOR Fire Valkyrie COMBAT TRAINING:
NOTE: Due to the unique nature of the Fire 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 Fire Valkyrie should only get bonuses equal to Basic Valkyrie Combat Training, while Advanced Fire 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 Fire Valkyrie nor vice versa due to extreme differences in the control systems for the two craft.
BASIC VALKYRIE 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 FIRE 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 * +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 valkyries 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.
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REFERENCES USED IN THIS DESIGN
* "Doe's All The Worlds' Mecha Guide: Shinsei Industry VF-19 Excalibur Reference Entry" * Macross 7 TV episodes 1-49 * This is Animation Special: Macross 7
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