BIG THANKS to Sherwood for allowing me to copy some of the text from his games into this one (saving me a tremendous amount of time and typing)! I have since edited and added a lot my own words, but his info helped make for great base information. =)
VF-1S Valkyrie - Note: All Valkyries unless otherwise stated are of the VF-1S Command Valkyrie configuration. At this stage in Robotech: Broadsword, the VF-1R model has not yet been invented.
M.D.C. by Location
*Sensor Head – 100
Arms (2) – 125 each
Hands (2) – 50 each
"Magic Hands" Utility Arms (3 in right forearm) – 10 each
Legs (2) – 150 each
Feet/Vectored Thrust Nozzles (2) – 100 each
**Wings (2) – 150 each
***Vertical Stabilizers (2) – 75 each
Head Weapons (VF-1S has 4) – 50 each
GU-11 Gun Pod – 150
Wing Hardpoints (2 each) – 20 each
Reinforced Pilot’s Compartment – 175
****Main Body – 350
*Destroying the sensor head will knock out most of the Valkyrie’s sensors. Radar range is reduced to ten miles, long range radio and laser communications are lost and the laser targeting system is destroyed. All of this leaves the Valkyrie at -3 to strike, parry and dodge. Destroying the sensor head will also destroy all point defense lasers.
**Destroying even one wing will send the Valkyrie immediately out of control and it will be unable to fly in fighter or Guardian mode until the wing is repaired/replaced.
***Destroying one stabilizer will reduce al bonuses and speed by half and the Valkyrie is very unstable in fighter mode, but still flyable. Destroying both stabilizers will send the Valkyrie out of control, much like losing a wing. The Valkyrie will be unable to fly in fighter mode until the stabilizers are repaired/replaced.
****Depleting the MDC of the main body will destroy the mecha, rendering it totally useless.
Speed
Flying: Fighter Mode
Sea Level: 1,340 mph
At 32,808 feet: 2,593 mph
At 98,425 feet: 3,703 mph
Guardian Mode 390 mph
Battloid Mode: 151 mph
Running (Battloid mode): 100 mph
Leaping (Battloid mode): 50 feet up or across with no assist. 150 feet up or across with thruster assist.
Statistical Data
Fighter Mode
Height: 12.4 feet
Length: 46.5 feet
Wingspan: 27.2 feet full sweep, 48.5 feet full extension
Guardian Mode
Height: 28.5 feet
Length: 36 feet
Wingspan: 27.2 feet full sweep, 48.5 feet full extension
Battloid Mode
Height: 41.6 feet
Length: 13 feet
Width: 24 feet
Weight: 15 tons
Cargo: There is a small space big enough for a survival pack and a sidearm.
Standard Avionics and Equipment for Variable Aerospace Mecha
1. Radar: Unless stated otherwise, all Valkyries are equipped with a powerful Active Electronically Scanned Array (AESA) radar with a 140 degree field of view for targeting and 360 degree warning coverage. This radar is designed for aerospace superiority and strike (ground attack) operations It features a low-observable, electronically-scanned array that can track multiple targets in all kinds of weather as well as outer space. The radar array can also focus its emissions to overload enemy sensors. This gives the Valkyrie a limited electronic attack capability and requires an Electronic Countermeasures skill roll o succeed. If the character doesn't have the Electronic Countermeasures skill, the Sensory Equipment skill can be used, but at a -10% penalty. This array has a range of 150 miles (240 km) and can track up to 50 targets. Note: VF-1S models have an upgraded radar array that has a range of 250 miles (400 km) and can track 144 targets at a time.
2. Communications: Wide band and direction radio communication system with built-in scrambler that transmits both voice and cockpit video. Range is 600 miles (960 km), but can be boosted indefinitely via satellite relay. Secure laser communication with a range of 250,000 miles (400,000 km).
3. Tactical Computer System: All Valkyries have a powerful on-board computer system that handles all targeting and combat data collection. The combat computer collects data from all sensors, stores it and then displays the information on the pilot's HUD (Head's Up Display). The targeting computer takes in information from the radar array and can track up to 50 enemies at once ro a range of 150 miles (240 km).
The VF-1S Command Valkyrie also has an integrated Identify Friend or Foe system for increased command and control, with a database of up to 200 known enemies of the UEDF. This system can identify a target, assign it priority based on known abilities and threat level, and even anticipate known behaviors and tactics. The on-board computers can then connect to the computers of all other Valkyries in the squadron (up to 18), and transmit the data to them. This grants all Valkyries linked to the command VF-1S the following bonuses. +2 to initiative, +1 on Perception Rolls, +1 to strike and +3 to parry and dodge to all fighters. This requires a roll on the Sensory Equipment skill at -10% due to the chaos of combat. See the description of the VF-1S for more details. THe IFF system can "learn" new enemies by analyzing data from the targeting and combat computers, as well as gun camera footage.
4. Flight Control/Fly-By-Wire Computers: Due to the modular and somewhat unstable design of the Valkyrie, a bank of powerful digital fly-by-wire systems are needed to help the pilot keep the fighter in the air. If a Valkyrie takes more than 75% damage to the main body, or more than 50% in one attack, there is a 60% chance that the fly-by-wire computers fail. When that happens, the Valkyrie becomes extremely difficult to fly: -50% to all piloting rolls, stunts and evasive maneuvers. This penalty remains in place until the Veritech Fighter can be repaired.
5. Motion Detector and Collision Warning System: Detections objects within 5,000 feet (1,524 m) and alerts the pilot with an alarm and flashing red light.
6. Sensor Head: The sensor head has the following optical sensors and enhancements.
Telescopic Optical Enhancement: 2,000 foot (610 m) range and a 120 degree field of view.
Audio Pickup and Filtration: This system works both multi-directionally and as a shotgun mic. It can pick up sounds as quiet as a whisper at 500 feet (152.4 m) and can sift through ambient sound for specific noises.
Loudspeaker: Can amplify the pilot's voice up to 100 decibels.
Spotlights: Two tiny, high-intensity xenon spotlights are mounted in the shoulders in Battloid mode. They have a 1,000 foot (305 m) range.
Infrared Spotlight: Emits an infrared beam that is invisible to the naked eye but can be seen with the right sensors. Range is 2,000 feet (610 m) but is reduced by half in smoke and/or inclement weather.
Tactical Camera: This camera, called the "gun camera" by pilots, can record up to 180 minutes of footage into memory that can then be downloaded and watched. This footage is usually used for training and combat analysis. It sees directly ahead beneath the fuselage in fighter and Guardian mode, and sees whatever the sensor head sees in Battloid mode.
Thermal Imager: Converts the heat signatures of warm objects into visible images, 2,000 foot (610 m) range and allows the pilot to see through darkness, shadows, smoke, inclement weather and even through walls.
Nightvision: Passive light amplifications that allows the pilot to see in the dark as long as there is at least some ambient light. 2,000 foot (610) range, but is completely useless in total darkness.
7. "Magic Hands" Retractable Utility Arms: The Valkyrie is equipped with three utility arms which are retractable, fine motor manipulators. The utility arms are mounted inside the Battloid's right forearm near the wrist and are used for delicate worklike repairs and sample collection. Each of the se "Magic Hands" consists of three opposed fingers mounted to a ball joint with a 360 degree range of movement. Each of the nine fingers contains a retractable tool (wire cutters, screwdrivers, hex drivers, circuit testers, soldering gun, etc.), the palm of each hand contains a small laser welder and each wrist mounts a small, high-intensity xenon work light. The utility arms are essentially worthless in combat and are easily damaged. They have 10 M.D. each and Robotic Physical Strength of 12.
8. Ejection Seat: There are two separate ejection systems in the Valkyrie. The first is the Atmospheric Ejection System that is a traditional zero/zero ejection seat that exists through the canopy (Fighter and Guardian) or up through the neck shaft (Battloid). The seat, or seats in the case of the VF-1D and VEF-1, can also raise out of the neck of the battloid on hydraulic lifts to allow the pilot(s) to exit (the Battloid's head tilts forward to allow entry and exit through the neck shaft). Note: All Earth-made mecha in Robotech: Broadsword have two seats. See Shop Talk for details.
The second system is for use in space, where the entire fuselage from behind the pilot's compartment forward is jettisoned or removed by another Valkyrie, functioning as an escape capsule.[/pindent]
The escape capsule can be carried by another Valkyrie, and even mounted to the mecha's forearm/ventral hardpoint that carries the GU-11. This escape capsule retains the Valkyrie's life support system and protects the pilot from both vacuum and enemy fire while waiting to be recovered. Life support can be maintained for 48 hours before oxygen begins to fail (4D6 minutes left at that point). The escape capsule is also wateright and buoyant to float on the surface of water, and has a distress beacon; see #13 below.
9. Self-Destruct: A last ditch system to prevent the capture of a mecha. The blast is largely contained, destroys all inner workings of the Veritech and does 2D6x10 M.D. to a 40 foot (12.2 m) radius.
10. Chaff/Flare Dispensers: All Valkyries carry both smoke and chaff/flare dispensers to confound radar and confuse enemies. The smoke dispensers have twenty-four charges and can make a cloud of thick white smoke about 60 feet (18.3 m) across. The chaff/flare dispensers have twelve charges each of chaff canisters and flares and have a 75% chance to confuse both radar guided (chaff) and heat seeking (flare) missile, and a 45% chance of fooling smart missiles and bombs.
11. Tactical Life Support: The Valkyries have a pressurized pilot's compartment with an On Board Oxygen Generation System (OBOGS) which siphons air from the engine and processes it into an unlimited supply of air for the pilot for as long as the engines are operational. In case of electrical failure or space operation, the life support system automatically switches to a 48 hour Backup Oxygen System. The pilot can hook the life support from his flight suit to the on board system to extend his personal oxygen supply. They also have heat and radiological shielding to protect the pilot from damaging radiation.
12. Reinforced PIlot's Compartment: The pilot's compartment is reinforced to protect the pilot from severe damage to the main body. Even if the mecha is destroyed, the reinforced compartment should survive long enough for the pilot to eject or otherwise vacate the cockpit. Part of this system includes a retractable heat shield that protects the canopy during re-entry, and while the mecha is in Battloid mode.
13. Distress Beacon: Broadcasts a distress beacon on an encrypted UEDF frequency. Range is 250 miles (400 km); x10 in space.
Weapon Systems
1. LLW-20 CIWS Lasers (4): The Valkyrie VF-1S carries four 20mm lasers mounted on the sensor head. These short range, low yield lasers are designed to give the Valkyrie point defense and anti-personnel capabilities.
Range: 2,000 feet
Mega Damage: 2D4 M.D. per laser per blast (8D4 M.D. total). Lasers can also be used as a cutting beam to burn through bulkheads and slice through hulls. Damage for cutting beam is 8D4 M.D. per attack spent burning or cutting.
Rate of Fire: Each blast uses one of the pilot’s melee attacks.
2. GU-11 55mm Triple barreled Rotary Cannon: The GU-11 is a hydraulically driven, triple barreled rotary cannon configured as a rifle. It fires 55mm High Explosive Armor Piercing (HEAP) rounds from an internal, stock mounted helical magazine at a rate of 750 rounds per minute. This weapon is durable, performs well in both atmosphere and vacuum, and has excellent range and penetration.
Range: 4,000 feet
Mega Damage: Ten round burst that inflicts 2D6x10 MD. Can only fire bursts.
Rate of Fire: Each burst counts as one melee attack.
Payload. 250 rounds of 55mm HEAP, giving the GU-11 25 bursts before needing to be reloaded.
Note: The GU-11 has a built-in laser targeting system, and is +1 to strike even in burst firing. This bonus stacks with other bonuses granted from W.P. skills or IFF computers.
3. LAC-20 Automated 20mm CIWS Auto-Cannon (VF-1R only): The LAC-20 is a single barreled 20mm auto cannon mounted in the center of the VF-1R’s sensor head. This weapon is computer operated, and is designed to supplement the standard LLW-20 lasers in their CIWS mode
Range: 2,000 feet
Mega Damage: 1d4x10+2 MD for a five round burst.
Payload: 100 rounds of HEAP ammo, providing 20 bursts
NOTE: This weapon is autonomous and operates independently of the pilot. It has three attacks per round and is +1 to strike incoming missiles. The pilot can take manual control of the weapon.
4. M-4 Missile Delivery System (VF-1R only): On each side of the head are two launch tubes that hold two 78mm mini-missiles each, for a total of eight missiles. These missiles are also part of the VF-1R’s Close In Weapon System and are useful against missiles.
Range: One mile
Mega Damage: Dependent on missile type, but the usual loadout is HEAP (High Explosive Armor Piercing) missiles that inflict 1d4x10 MD per missile.
5. Wing Mounted Articulated Hardpoints (4): Each wing carries two articulated hardpoints for the mounting of external ordnance.
Payload: (GM Note: See Shop Talk for details concerning this missile arrangement). Each hardpoint can carry two long range missiles, three medium range missiles, five short range missiles, or one MLOP loaded with 15 mini missiles.
6. LPWS-12 Nose Lasers (2): Two LPS pulse lasers were mounted in the nose of all VF-1s belong to the SDF-1’s air wing.
Range: 2,000 feet
Mega Damage: 2D4 MD for a single laser blast, 4D4 MD when fired as a pair.
Rate of fire: Each single or dual blast uses one of the pilot’s melee attacks.
7. Hand to Hand Combat: Designed to be able to go toe to toe with the giant Zentraedi, the Valkyrie is tough and agile, making it a very competent scrapper.
Restrained Punch: 1d4 MD
Full Strength Punch: 1d6 MD
Power Punch: 4d6 MD; counts as two attacks
Kick: 3d8 MD
Stomp: 3d6 MD against targets under 20 feet tall
Jump Kick: 5d8 MD; counts as two attacks
Body Block/Ram: 2d8 MD per 20 mph of running speed. Uses two attacks and has a 60% chance ok knockdown against targets up to 50% bigger. Victims knocked down lose initiative and two melee attacks.
Optional Special Equipment for all Valkyries
Armored Valkyrie GBP-1S Modular Valkyrie Armor/Missile Pack: The GPB-1S consists of numerous bolt-on armor plates combined with a MDS-L-70 “Barrage” Missile Deployment System.
Additional M.D.C. by Location:
Forearms (2) – 100 each
Shoulders (2) – 175 each
Upper Legs (2) – 125 each
Lower Legs (2) – 150 each
Main Body – 200
Weight: 16.2 tons without missiles
Speed: Reduce all Battloid mode speeds by 30%. Cannot transform unless all armor is jettisoned.
Weapon Systems
1. MDS-L-70 “Barrage” Missile Pack: the Missile Pack adds an additional 70 short range missiles to the Valkyrie.
Range: Dependent on missile type; usually 3 to 5 miles
Mega Damage: Dependent on missile type; usually 2d6x10 MD Rate of Fire: Singly or in volleys of 2, 4, 8, 16, 32, or all.
Payload: Twelve in each shoulder, ten in the chest, three in each forearm, three on each hip, and 12 in each leg for a total of 70.
* * *
Super Valkyrie MVAS-1 FASTPack and Modular Armor System: The Super Valkyrie upgrade is a bolt-on modular armor and FASTPack system designed to increase the Valkyrie’s effectiveness and survivability in space.
M.D.C. by Location:
Forearms (2) – 100 each
Lower Legs (2) – 125 each
FASTPack Thrusters and Missile Packs (2) – 150 each
These numbers are in addition to the regular MDC of an unarmored Valkyrie.
Weight: 8 tons
Speed: The FASTPack increases all flying speeds by 50%, and can reach speeds capable of entering orbit. Bonuses: +1 to parry and +4 to dodge in all modes while in space. This bonus is in addition to any skill bonuses. Penalties: While designed for space, it can be used in the atmosphere. The Super Valkyrie is awkward, and due to the increased weight of the FASTPack and drag, it reduces all combat bonuses by 25%.
Weapon Systems
1. MDS-L-46 “Hailstorm” Missile Pack: The Hailstorm Missile Pack adds an additional 46 short range missiles to the Valkyrie.
Range: dependent on missile type; usually 3 to 5 miles
Mega Damage: Dependent on missile type; usually 2d6x10 MD Rate of Fire: Singly or in volleys of 2, 4, 8, 16, 32, or all.
Payload: 46 missiles. Twenty in each thruster pack and three in each forearm.
2. Optional NP-BP-02 Beam Cannons: This replaces one of the missile launcher pods on the back of the Valkyrie with a pair of Particle Beam Cannons, reducing the overall missile payload of the Super Valkyrie to 26.
Range: 4,000 feet Mega Damage: 4d10 M.D. per double blast
Rate of Fire: Equal to the combined hand to hand attacks of the pilot.
Payload: Effectively unlimited
Valkyrie Gallery
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VF-1D Trainer
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Armored Valkyrie
(Image credit: dxrobo.com)
Valkyrie with FASTpack
(Image credit: 4usky.com)
Valkyrie in atmosphere
(Image credit: macrossworld.com)
(Image credit: www.palladium-megaverse.com )
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Valkyrie Battloid cockpit
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Holographic Heads Up Display
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Whew! =)
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