

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 Excalibur Variant)
(Version 1.3
- Last updated: 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 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 masters of the Varuta, the Protodeviln, took a more
active part in the conflict and began attacking the colony fleet, Basara and
Sound Force became the principle defensive group to counter their 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:
- 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.
- 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.
- COMPATIBLE FAST PACKS:
- Dorsal:
NP-BP-01,
NP-BP-10,
NP-BP-12,
NR-BP-19,
NR-BP-19-SES
- Leg:
NP-FB-19
- Special:
NR-ARFB-Y1,
Sound Booster
WEAPON SYSTEMS:
- 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.
- PRIMARY PURPOSE: Defense
- SECONDARY PURPOSE: Anti-aircraft
- RANGE: 4000 feet (1200 m)
- DAMAGE: 1D6 M.D. per laser; 2D6 M.D. dual fire.
- 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.
- PAYLOAD: Effectively Unlimited.
- 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).
- PRIMARY PURPOSE: Defense
- SECONDARY PURPOSE: Anti-mecha
- RANGE: 4000 feet (1200 m)
- DAMAGE: 1D4x10 M.D. per laser.
- 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.
- PAYLOAD: Effectively Unlimited.
- 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.
- 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. In
addition, the music may cause a spiritia reaction in the minds of
brainwashed Varauta pilots (see the Spiritia RPG rules for more
details).
- 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 Fire Valkyrie's shield.
- 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.
- PRIMARY PURPOSE: Defense
- SECONDARY PURPOSE: Anti-mecha
- MISSILE TYPE: Any type of standard UN Spacy
Short Range Missile
can be used, including Short-Range
High-Maneuverability Missiles.
- RANGE: 5 miles (8 km).
- DAMAGE: 1D6x10 M.D.
- 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.
- PAYLOAD: 6 missiles per launcher; 12 total.
- 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.
- Primary Purpose: Defense
- Protection: 100 MDC total
- Regeneration Rate: 50 MDC per round.
- Size: The barrier can be up to 10 ft (3 m) in diameter.
- Duration: Unlimited.
- HAND TO HAND COMBAT:
If necessary, the Fire 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: 3D6 M.D.
- "Booster" Punch: 4D6 M.D. (counts as two attacks)
- Tear or Pry with Hands: 2D4 M.D.
- Kick: 2D4 M.D.
- Leap Kick: 3D6 M.D.
- Body Flip/Throw: 1D6 M.D.
- Body Block/Tackle: 2D6 M.D.
- Stomp: 2D6 M.D. (only effective against small objects)
STANDARD EQUIPMENT FOR THE FIRE VALKYRIE:
- ANTI-PROJECTILE SHIELD: The Fire 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. The pilot can also generate a pin-point
barrier shield (see above) over the anti-projectile shield for extra
protection.
- 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.
- HOLOGRAPHIC PROJECTORS:
Each shoulder of the Fire 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 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 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.
- 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 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 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.
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
Variable Fighter 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 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 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 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

