VF-1S STRIKE VALKYRIE(Version 1.8 - Last Modified: Friday, 18-Jan-08 02:59:01 PST)
RPG Stats by DAVE DEITRICH (deitrich@mcs.net)
Background info provided by the MACROSS ONLINE COMPENDIUM
BACKGROUND
The Strike Valkyrie is a special variation of the VF-1 Super Valkyrie that replaces one of the HMMP-02 micro-missile launcher pods on the back of the mecha with a single Mauler RO-X2A high-powered double action beam cannon pod. This non-standard version of the Valkyrie is usually only assigned to aces and squadron leaders in the UN Spacy. The Super Valkyrie and Strike Valkyrie designs served well during Space War 1, and remained Earth's standard space fighter until the year 2020, when they were replaced by the VF-4 Lightning III New Valkyrie.
RPG STATS
Vehicle Type: VF-1S Strike
Class: Tactical Variable Fighter
Manufacturer: Stonewell Bellcom and Shinnakasu Industries
Crew: One pilot wearing Tactical Life Support System
MDC BY LOCATION:
Head 100
Head Mounted Lasers 30 each
Arms 100 each
Hands 50 each
Legs/Thrusters 200 each
(1) Main Body 300
Pilot's Compartment 200
Retractable Utility Arms 3 each
Wings 150 each
Tails 50 each
GU-11 Gun Pod 100
HMMP-02 micro-missile launcher pod (left) 200
Mauler RO-X2A high-powered double-action 200
beam cannon pod (right)
NOTES:
(1) Destruction of the main body will shut the unit down completely.
SPEEDS:
RUNNING, SOLDIER CONFIGURATION:
100 mph (160 kmph)
LEAPING, SOLDIER CONFIGURATION:
30 ft (9 m) high or 50 ft (15.2 m) long without thrusters.
FLYING, SOLDIER CONFIGURATION:
300 mph (480 kmph) maximum speed limit in an Earth-like atmosphere. Can also hover in place indefinitely.
FLYING, GERWALK CONFIGURATION:
312 mph (500 kmph) maximum speed limit in an Earth-like atmosphere. Can also hover in place indefinitely.
FLYING, FIGHTER CONFIGURATION:
Mach 2.71+ (1816 mph/1135 kmph) max speed at 10,000 meters or less above sea level. Mach 3.87+ (2593 mph/1621 kmph) max speed at 10,000-30,000 meters above sea level. Max altitude of 30,000 meters without rocket booster assistance.
MAX ENGINE THRUST:
11,500-23,000 kg x2 from main engines; 120,000 kg x2 for up to 150 seconds maximum from Super Booster engines.
STATISTICAL DATA:
HEIGHT:
47.0 ft (14.10 m) in soldier configuration.
29.0 ft (8.70 m) in gerwalk configuration.
12.8 ft (3.84 m) in fighter configuration.
WIDTH:
18.2 ft (5.45 m) at shoulders in soldier configuration.
49.3 ft (14.78 m) in gerwalk or fighter configuration with wings at maximum extension.
LENGTH:
16.0 ft (4.80 m) in soldier configuration.
37.3 ft (11.30 m) in gerwalk configuration.
47.4 ft (14.23 m) in fighter configuration.
WEIGHT:
Empty: 19,200 kg
Standard T-O Weight: 45,000 kg
Max T-O Weight: 72,000 kg
PHYSICAL STRENGTH:
Equal to a P.S. of 50
CARGO:
Small compartment behind pilot's seat for personal belongings.
POWER PLANT:
Two Shinnakasu/P&W/Roice FF-2001 thermonuclear turbine engines (FF-2001D in VF-1S). Four Shinnakasu NBS-1 vernier thrusters. Eighteen P&W LHP04 vernier thrusters. Shinnakasu Industry Super Valkyrie FAST Pack space booster system with two P&W+EF-2001 booster thrusters, two leg/engine-pod-mounted CTB-04 conformal propellant tanks, and numerous high-manoeuvrability burner thrusters in two dorsal-mounted and two leg/engine-pod-mounted systems.
COMPATIBLE FAST PACKS:
Dorsal: NP-BP-01, NP-BP-02, NR-BP-T1, NP-BP-10
Arm: NP-AR-01, NP-AU-T1
Leg: NP-FB-01, NP-FB-T1, NP-FB-10
WEAPON SYSTEMS:
JET FIGHTER HIGH POWERED LASERS: (Robotech games only) A pair of lasers are built into the nose of the Veritech Fighter for aerial dog fighters and assault. They can only be fired when in Jet Fighter mode and are limited to a straight ahead line of fire.
PRIMARY PURPOSE: Assault
SECONDARY PURPOSE: Anti-Missile
RANGE: 4000 feet (1200 m)
DAMAGE: 6D6 M.D. per twin blast
RATE OF FIRE: Equal to the pilot's combined number of attacks.
PAYLOAD: Effectively Unlimited.
HEAD LASERS: Mounted on the head when in Soldier mode, but located on the underbelly when in Gerwalk and Fighter mode. 360 degree rotation. Both models have two attacks per melee or one extended blast.
PRIMARY PURPOSE: Assault/Defense
SECONDARY PURPOSE: Tool for Cutting
RANGE: 2000 feet (600 m)
DAMAGE: 1D4 M.D. per laser; 4D4 M.D. total. One long, extended blast lasts one full melee and does double damage; counts as two attacks that melee and can not be used against fast moving/dodging opponents.
RATE OF FIRE: Equal to the pilot's combined number of attacks.
PAYLOAD: Effectively Unlimited.
MEDIUM-RANGE, MEDIUM-WARHEAD MISSILES: Two missiles are housed in each forearm for a total of four missiles.
PRIMARY PURPOSE: Assault/Defense
RANGE: Varies with missile type; 50-80 miles
DAMAGE: Varies with warhead type, usually armor-piercing or plasma (2D6x10 M.D.).
RATE OF FIRE: One or two at a time.
PAYLOAD: 2 per arm; 4 total.
HMMP-02 MICRO-MISSILE LAUNCHER POD: A single missile launcher pod is mounted on the left back of the Valkyrie, along with the left super rocket booster. It carries 20 medium-range, medium-warhead missiles. It is identical to the the missile launcher pods of the Super Veritech.
PRIMARY PURPOSE: Assault/Defense
MISSILE TYPES: Any type of Medium Range Missile can be used.
RANGE: Varies with missile type, typically 60 miles (80.4 km).
DAMAGE: Varies with missile type, typically 2D4x10 M.D.
RATE OF FIRE: Volleys of 2 or 4 missiles. One volley constitutes one melee attack, regardless of the number of missiles fired.
PAYLOAD: 20 missiles.
MAULER RO-X2A BEAM CANNON: A double-barrelled beam cannon is mounted on the right back of the Valkyrie along with the right super rocket booster, instead of the standard missile launcher pod.
PRIMARY PURPOSE: Assault/Anti-Mecha
RANGE: 4000 ft (1200 m)
DAMAGE: 4D10 M.D. per dual blast.
RATE OF FIRE: Equal to the pilot's combined number of attacks.
PAYLOAD:Effectively Unlimited.
GU-11 55mm TRI-BARREL GUN POD: The standard issue armament for VF series Valkyries.
PRIMARY PURPOSE: Assault/Defense
RANGE: 4000 ft (1200 m)
DAMAGE: Does 3D6 M.D. per short burst, 6D6 M.D. per long burst, or 1D6x10 M.D. for a full melee burst.
RATE OF FIRE: Equal to the pilot's combined number of attacks.
PAYLOAD: (Robotech Version) 200 rounds per clip equals 20 short bursts, 10 long bursts, or 5 full melee bursts. Inserting a new ammo clip takes half a melee round; player forefits 1/2 of his attacks. One spare clip is stored in each leg of the Veritech.
(Macross Version) 600 rounds contained in a sealed rotating chain feed inside the barrel of the GU-11, equal to 60 short bursts, 30 long bursts, or 15 full melee bursts. The GU-11 CANNOT be reloaded in the field; once all ammo has been expended the gun must be taken to a UN Spacy base for reloading.
RMS-1 NUCLEAR CRUISE MISSILES: The standard wing-mounted missiles for Valkyries can be replaced with nuclear cruise missiles. Three missiles can be mounted on each wing, for a total of six per Valkyrie. The missiles are AI-guided, and have a bonus of +5 to strike, +4 to dodge, and two attacks per melee until it hits. The missiles will always strike the center (or main body) of their target.
PRIMARY PURPOSE: Anti-Spacecraft
RANGE: 500 miles (804 km)
MISSILE SPEED: 670 mph (Mach 1)
M.D.C. OF MISSILE: 25
DAMAGE: 3D6x1,000 M.D. at ground zero. Reduce damage by a factor of 10 for every 2,500ft (750m) the object is away from ground zero. (i.e. 3D6x100 M.D. at 2,500ft distant, 3D6x10 M.D. at 5,000ft distant, etc.)
RATE OF FIRE: Volleys of 1-5 or All.
OPTIONAL USE OF MEDIUM- OR LONG-RANGE MISSILES Due to the scarcity of nuclear missiles in post-Space War One Earth the Strike Valkyrie can substitute it's nuclear missiles with standard UN Spacy medium- or long-range missiles. Three long-range missiles or nine medium-range missiles can be mounted per wing.
PRIMARY PURPOSE: Assault/Defense
MISSILE TYPES: Any type of Medium Range or Long Range Missile can be used.
RANGE: Varies with missile type.
DAMAGE: Varies with missile type.
RATE OF FIRE: 1 at a time or volleys of up to 6/18 (all) missiles.
PAYLOAD: Up to 6 long-range missiles or 18 medium-range missiles.
HAND TO HAND COMBAT: If necessary, the pilot of the Strike 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:
Restrained Punch: 1D4 M.D.
Full Strength Punch: 2D6 M.D.
"Booster" Punch: 3D6 M.D. (counts as two attacks)
Tear or Pry with Hands: 1D6 M.D.
Kick: 1D6 M.D.
Leap Kick: 2D6 M.D.
Body Flip/Throw: 1D4 M.D.
Body Block/Tackle: 1D6 M.D.
Stomp: 1D6 M.D. (only effective against small objects)
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COMBAT BONUSES FOR STRIKE VALKYRIE TRAINING:
Note: Valkyrie Combat Training (from Macross II) or Veritech Combat Training (from Robotech) can be substituted for either of the skills below. If this is the case, then the pilot gets a bonus of +1 to parry and dodge and one extra melee attack per round in addition to the his normal combat bonuses due the speed and power of the Strike Valkyrie.
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 to strike.
+1 to parry
+1 to dodge in soldier mode, +2 in gerwalk, +4 in jet mode.
+1 to roll with a punch or fall with an impact, reducing damage by half.
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 VALKYRIE COMBAT TRAINING
Advanced training for military pilots and mecha specialists.
3 attacks per melee (plus those of the pilot).
Add one additional action/attack at levels three, six, eleven, and fifteen.
+1 on initiative.
+2 to strike
+3 to parry
+2 to dodge in solder mode, +5 in gerwalk, +7 in jet mode.
+3 to roll with a punch or fall with an impact, reducing damage by half.
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.
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