VF19kai1.gif (42875 bytes)
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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.
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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                                                           VF19kai2.gif (35114 bytes)
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.
VF19kaifighter.gif (28691 bytes)
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.
VF19kaicolor.gif (37697 bytes)
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.
VF19kaigerwalk.gif (47978 bytes)
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.
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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)
VF19kaihead.gif (26961 bytes)
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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