

The following material is an adaptation of mecha from MACROSS: DO YOU
REMEMBER LOVE (1984), a theatrical version of 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.
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)
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.
FICTIONAL BACKGROUND FOR
ROBOTECH
CAMPAIGNS:
The Strike Veritech
was a variation of the Super Veritech developed by
Doctor R. Burke shortly after the SDF-1 returned to Earth after accidently
folding to the edge of the solar system. The Veritech was designed especially
for the purpose of destroying Zentraedi spaceships, and was intended to
complement the Super Veritechs as the primary defense mecha of the SDF-1 and
RDF. Burke hoped to combine squadrons of Super and Strike Veritechs together,
so that the Super Veritechs could engage the Zentraedi mecha while the Strike
Veritechs took out the motherships with their nuclear missiles.
Unfortunately, only a handful of Strike Veritechs were constructed before
Dolza's Armada
of 4 million warships attacked and all but destroyed the Earth. The few
Strike Veritechs that were operational defended the SDF-1 admirably, disabling
or destroying dozens of Zentraedi warships before they could even fire the
Robotech defenders.
Only a dozen Strike Veritechs survived Dolza's attack on Earth, and
without exception all of these were assigned to the orbiting ARMD platforms,
and later transferred to the captured Robotech Factory. No more were ever
constructed, since the RDF could no longer afford to produce the sophisticated
nuclear missiles that were the primary weapons of the Veritech. Unfortunately
(or maybe fortunately), only 20 "Angel of Death" missiles were left in the
RDF's arsenal after Dolza's attack, and these were kept under maximum security
in the Robotech Factory. When the SDF-3 left on it's mission to Tirol, the
remaining Strike Veritechs were left behind to guard the Robotech Factory,
and were subsequently lost when the Factory vanished shortly before the Second
Robotech War.
The main weapon of the Strike Veritech was the impressive "Angel of
Death" Reflex-guided cruise missile. These missiles, developed and
constructed at RDF Base Siberia, were designed to be small enough to be
carried by fighters, but powerful enough to do real damage to Zentraedi space
cruisers. Unfortunately, the final missile design was not compatible with the
standard RDF long-range missile launchers. A new version of the Lancer space
fighter was designed to carry the missiles, but the prototypes were scrapped
when Doctor Burke announced his plans to design a variation of the Veritech
fighter that could carry the missile. 240 missiles were shipped to the SDF-1
for testing, while the rest remained stockpiled at Base Siberia until the
prototypes were perfected. This was regrettable, as the stockpiles and
production facilities were vaporized when Base Siberia was destroyed by a
direct hit from a Zentraedi heavy particle beam.
The Strike Veritech was also equipped with an experimental beam cannon
that was modeled after the Zentraedi particle beam cannon mounted on most of
their mecha. Doctor Burke hoped this weapon would give the Veritech an
additional edge on enemy mecha it faced when it could not be protected by
Super Veritechs.
Strike Veritechs were only produced in the VF-1S styles, as they were never
intended to be assigned to anyone but
squadron leaders and aces whose loyalty to the RDF was unquestionable.
No Strike Veritechs or "Angel of Death" missiles remain in REF
possession, nor have any been reported found on Earth. Nor are any likely to
ever be found, as all reports indicate that they were lost with the Robotech
Factory Satellite, perhaps forever. However, should the Factory Satellite (or
remains thereof) ever be recovered, determining the fate of the remaining
mecha and missiles is to be given utmost priority, and should any ever be
recovered they are to IMMEDIATELY be shipped to REF High Command. This must
be the HIGHEST PRIORITY of any salvage team that discovers the Factory.
REFERENCES USED IN THIS DESIGN

