FICTIONAL AIR VEHICLES

USN-X-121A “VALKYRIE” FIGHTER

(Inspired by the VF-1J Veritech/Valkyire Fighter of Macross/Robotech Fame)

This vehicle is not intended to be an acurate representation of the VF-1J Veritech in the HERO System, but instead is an example of how you can draw inspiration from a particular source and inmport the concept, if not the substance, into your own game.

In my Edge City campaign, this vehicle was undergoing trials by the U.S. Navy as an answer to increased instances of encounters with VIPER craft, which were simply out-performing almost everything they had in the air. The variable configuration ability of this fighting vehicle means that not only is it an excellent dogfighter, but it also can operate in a manner similar to a helicopter-gunship and an IFV (Infantry Fighting Vehicle).

Macross is a registered trademark owned and licensed by Big West/Bandai. All characters from Macross are copyright 1994 and 1995 Big West. All Rights Reserved.

Robotech (R) is a registered trademark owned and licensed by Harmony Gold USA, Inc. Characters for Robotech are copyright 1985 Harmony Gold USA, Inc. Tatsunoko Production Co., Ltd. All Rights Reserved.

Sheet created by Anthony White, a.k.a. Weldun.

Valkyrie
(Fighter Form)

Val          Attr        Base       Mult       Cost

9              Size        0              x5            45            8”x4”; -9”KB; -6 DCV

60            STR        55            x1            5              Lift 100 tons; 12d6 [0]

26            DEX        10            x3            48            OCV: 9/DCV: 6

24            BODY    19            x1            5

15            DEF        2              x3            39

6              SPD        3.6           x10          24            Phases: 2, 4, 6, 8, 10, 12

Total Cost                                             166

Movement:

Ground                   6”/12”

Flight (1)                34”/272”

Flight (2)                1km

558+       Disadvantages

25            Distinctive Feature: Military Combat Vehicle (Not Concealable, Extreme Reaction)

583

Valkyrie (Fighter Form)

Cost       Powers

28            Flight System – Multipower, 78pt reserve; all Side Effects (-1Ύ).

2u           1) Standard Flight – Flight 34”, x8 NCM; 78a; Side Effects (RKA 2d6, 7” Line Behind, only effects surrounds; -1Ύ), Takeoff/Landing (-1).

1u           2) Mach Speed – Flight 1”; Megascale Movement (1”=1km; +Ό); 2a; Side Effects (RKA 2d6, 7” Line Behind, only effects surrounds; -1Ύ), cannot takeoff/land at this speed (-0).

-2            Cannot Swim – -2” swimming (0” total).

18            Head Lasers – RKA 2d6; Armour Piercing (+½), Reduced Endurance (0 END; +½); 60a; OIF, Bulky (-1), Beam (-Ό), Blocked by Smoke and/or Steam (-Ό), No Knockback (-Ό), Limited Arc (Forward 180°; -Ό), Real Weapon (-Ό).

5              Head Lasers – Another Head Laser (total 2)

27            Nose-Mounted Laser Cannons – RKA 3d6; Armour Piercing (+½), Reduced Endurance (0 END; +½); 90a; OIF, Bulky (-1), Beam (-Ό), Blocked by Smoke and/or Steam (-Ό), No Knockback (-Ό), Limited Arc (Forward 0°, same level; -1), Real Weapon (-Ό); 22 real.  AND +4 PSLs; 12a; OIF, Bulky (-1), Real Weapon (-Ό); 5 real.

5              Nose-Mounted Laser Cannons – Another Nose-Mounted Laser Cannon (total 2).

34            Anti-Armour Missiles – RKA 3d6; Armour Piercing x2 (+1), Explosion (+½), Increased Maximum Range (3,375”; +Ό), No Range Modifier (+½); 146a; 3 charges (-1Ό); OIF, Bulky (-1), Limited Arc (Forward 180°; -Ό), Extra Time (Travels at 200” per segment, minimum of 1 segment; -½), Real Weapon (-Ό).

10            Anti-Armour Missiles – 3 More Launchers (total 4)

9              Advanced Controls – Succor DEX 3d6 (Fixed Effect, 9 points); Reduced Endurance (0 END; +½); 22a; OIF, Bulky (-1), Only To Vehicle Values (-½), Pilot Only (-0).

11            Advanced Controls – Succor SPD 3½d6 (Fixed Effect, 10 points); Reduced Endurance (0 END; +½); 27a; OIF, Bulky (-1), Only To Vehicle Values (-Ό), Pilot Only (-0).

17            Radar System – Radar (Radio Group), 360°, +8 Telescopic, Discriminatory, Targeting; 43a; OIF, Bulky (-1), Affected as Sight as well as Radio Group (-½).

5              Communications – HRRP (Radio Group); 12a; OIF, Bulky (-1), Affected as Sight and Hearing as well as Radio Group (-½).

2              External Video Surveilance System – +6 Telescopic on Sight; 3a; OIF, Bulky (-1).

2              Forward-Looking Infrared System – Infrared Perception (Sight Group); 5a; OIF, Bulky (-1).

9              Life Support – LS (Self Contained Breathing, Safe in High Radiation, Safe in Intense Heat, Safe in Intense Cold, Safe in Low Pressure/Vacuum).

5              Ejection System – TK (STR 20); 30a; OIF, Bulky (-1), Affects Whole Object (-Ό), No Range (-½), Only to throw target straight up (-2), 1 recoverable charge (-1Ό).

2              Ejector Seat – Gliding 6”; Usable by Another (+Ό), “Persistent” (+½); 10a; OAF, Bulky (-1½), Must Drop 12” per 1” forward Movement (-½), 1 continuing, recoverable charge (-Ύ), Linked to Ejection System (-½).

36            Electronic Countermeasures – Supress Radar 6d6; AoE 8” Radius (+1Ό), Megascale Area (1”=1km; +Ό), Reduced Endurance (0 END; +½); 90a; OIF, Bulky (-1), No Range (-½).

44            Electronic Counter-Countermeasures – Supress Electronic Warfare 8d6; Any Power, One-at-a-time (+Ό), Increased Maximum Range (6,250”; +½), No Range Modifier (+½),Reduced Endurance (0 END; +½); 110a; OAF, Bulky (-1½).

10            System Hardening – Radio Group Flash Defence 10

10            System Hardening – Power Defence 20; 20a; Only vs. Electronic Jamming (-1).

96            Transformation System – Multiform (574 point vehicle), 1 extra form (total 2); 120a; Charge Expenditures Carry Over To/From Guardian and Battloid Forms (-Ό).

10            Tactical Combat Computer – +4 w/Valkyire Weapon Systems; 20a; OIF, Bulky (-1)

15            Agile – +3 DCV.

6              Maneuverable – +3 w/Flight.

417

166 + 416 = 583

Valkyrie (Hybrid Form)

Val          Attr        Base       Mult       Cost

9              Size        0              x5            45            8”x4”; -9”KB; -6 DCV

60            STR        55            x1            5              Lift 100 tons; 12d6 [0]

20            DEX        10            x3            30            OCV: 7/DCV: 3

24            BODY    19            x1            5

15            DEF        2              x3            39

5              SPD        3.6           x10          20            Phases: 3, 5, 8, 10, 12.

Total Cost                                             144

Movement:

Ground                   6”/12”

Flight                      24”/192”

539+       Disadvantages

25            Distinctive Feature: Military Combat Vehicle (Not Concealable, Extreme Reaction)

10            Physical Limitation: Multiform power can still be “hit” (Infrequently, Greatly).

574

Valkyrie (Hybrid Form)

Cost       Powers

28            Flight System – Multipower, 78pt reserve; all Side Effects (-1Ύ).

2u           1) Standard Flight – Flight 34”, x8 NCM; 78a; Side Effects (RKA 2d6, 7” Line Behind, only effects surrounds; -1Ύ), Takeoff/Landing (-1).

1u           2) Mach Speed – Flight 1”; Megascale Movement (1”=1km; +Ό); 2a; Side Effects (RKA 2d6, 7” Line Behind, only effects surrounds; -1Ύ), cannot takeoff/land at this speed (-0).

-2            Cannot Swim – -2” swimming (0” total).

18            Head Lasers – RKA 2d6; Armour Piercing (+½), Reduced Endurance (0 END; +½); 60a; OIF, Bulky (-1), Beam (-Ό), Blocked by Smoke and/or Steam (-Ό), No Knockback (-Ό), Limited Arc (Forward 180°; -Ό), Real Weapon (-Ό).

5              Head Lasers – Another Head Laser (total 2)

27            Nose-Mounted Laser Cannons – RKA 3d6; Armour Piercing (+½), Reduced Endurance (0 END; +½); 90a; OIF, Bulky (-1), Beam (-Ό), Blocked by Smoke and/or Steam (-Ό), No Knockback (-Ό), Limited Arc (Forward 0°, same level; -1), Real Weapon (-Ό); 22 real.  AND +4 PSLs; 12a; OIF, Bulky (-1), Real Weapon (-Ό); 5 real.

5              Nose-Mounted Laser Cannons – Another Nose-Mounted Laser Cannon (total 2).

34            Anti-Armour Missiles – RKA 3d6; Armour Piercing x2 (+1), Explosion (+½), Increased Maximum Range (3,375”; +Ό), No Range Modifier (+½); 146a; 3 charges (-1Ό); OIF, Bulky (-1), Limited Arc (Forward 180°; -Ό), Extra Time (Travels at 200” per segment, minimum of 1 segment; -½), Real Weapon (-Ό).

10            Anti-Armour Missiles – 3 More Launchers (total 4)

56            20mm Hand-Cannon – RKA 4d6; Autofire (10 shots; +1), +1 STUN Multiple (+Ό), 500 charges (4 clips; +1); 195a; Jam 15- (-Ύ), OAF, Bulky (-1½), Real Weapon (-Ό).

9              Advanced Controls – Succor DEX 3d6 (Fixed Effect, 9 points); Reduced Endurance (0 END; +½); 22a; OIF, Bulky (-1), Only To Vehicle Values (-½), Pilot Only (-0).

11            Advanced Controls – Succor SPD 3½d6 (Fixed Effect, 10 points); Reduced Endurance (0 END; +½); 27a; OIF, Bulky (-1), Only To Vehicle Values (-Ό), Pilot Only (-0).

17            Radar System – Radar (Radio Group), 360°, +8 Telescopic, Discriminatory, Targeting; 43a; OIF, Bulky (-1), Affected as Sight as well as Radio Group (-½).

5              Communications – HRRP (Radio Group); 12a; OIF, Bulky (-1), Affected as Sight and Hearing as well as Radio Group (-½).

2              External Video Surveilance System – +6 Telescopic on Sight; 3a; OIF, Bulky (-1).

2              Forward-Looking Infrared System – Infrared Perception (Sight Group); 5a; OIF, Bulky (-1).

9              Life Support – LS (Self Contained Breathing, Safe in High Radiation, Safe in Intense Heat, Safe in Intense Cold, Safe in Low Pressure/Vacuum).

5              Ejection System – TK (STR 20); 30a; OIF, Bulky (-1), Affects Whole Object (-Ό), No Range (-½), Only to throw target straight up (-2), 1 recoverable charge (-1Ό).

2              Ejector Seat – Gliding 6”; Usable by Another (+Ό), “Persistent” (+½); 10a; OAF, Bulky (-1½), Must Drop 12” per 1” forward Movement (-½), 1 continuing, recoverable charge (-Ύ), Linked to Ejection System (-½).

36            Electronic Countermeasures – Supress Radar 6d6; AoE 8” Radius (+1Ό), Megascale Area (1”=1km; +Ό), Reduced Endurance (0 END; +½); 90a; OIF, Bulky (-1), No Range (-½).

44            Electronic Counter-Countermeasures – Supress Electronic Warfare 8d6; Any Power, One-at-a-time (+Ό), Increased Maximum Range (6,250”; +½), No Range Modifier (+½),Reduced Endurance (0 END; +½); 110a; OAF, Bulky (-1½).

10            System Hardening – Radio Group Flash Defence 10

10            System Hardening – Power Defence 20; 20a; Only vs. Electronic Jamming (-1).

10            Tactical Combat Computer – +4 w/Valkyire Weapon Systems; 20a; OIF, Bulky (-1)

10            Agile – +2 DCV.

4              Maneuverable – +2 w/Flight.

430

144 + 430 = 574

Valkyrie
(Humanoid Form)

Val          Attr        Base       Mult       Cost

9              Size        0              x5            45            8”x4”; -9”KB; -6 DCV

60            STR        55            x1            5              Lift 100 tons; 12d6 [0]

23            DEX        10            x3            39            OCV: 8/DCV: 5

24            BODY    19            x1            5

15            DEF        2              x3            39

6              SPD        3.6           x10          27            Phases: 2, 4, 6, 8, 10, 12.

Total Cost                                             160

Movement:

Ground                   16”/32”

Flight                      16”/64”

514+       Disadvantages

25            Distinctive Feature: Military Combat Vehicle (Not Concealable, Extreme Reaction)

10            Physical Limitation: Multiform power can still be “hit” (Infrequently, Greatly)

549

Valkyrie (Humanoid Form)

Cost       Powers

28            Flight System – Multipower, 78pt reserve; all Side Effects (-1Ύ).

2u           1) Standard Flight – Flight 34”, x8 NCM; 78a; Side Effects (RKA 2d6, 7” Line Behind, only effects surrounds; -1Ύ), Takeoff/Landing (-1).

1u           2) Mach Speed – Flight 1”; Megascale Movement (1”=1km; +Ό); 2a; Side Effects (RKA 2d6, 7” Line Behind, only effects surrounds; -1Ύ), cannot takeoff/land at this speed (-0).

-2            Cannot Swim – -2” swimming (0” total).

18            Head Lasers – RKA 2d6; Armour Piercing (+½), Reduced Endurance (0 END; +½); 60a; OIF, Bulky (-1), Beam (-Ό), Blocked by Smoke and/or Steam (-Ό), No Knockback (-Ό), Limited Arc (Forward 180°; -Ό), Real Weapon (-Ό).

5              Head Lasers – Another Head Laser (total 2)

34            Anti-Armour Missiles – RKA 3d6; Armour Piercing x2 (+1), Explosion (+½), Increased Maximum Range (3,375”; +Ό), No Range Modifier (+½); 146a; 3 charges (-1Ό); OIF, Bulky (-1), Limited Arc (Forward 180°; -Ό), Extra Time (Travels at 200” per segment, minimum of 1 segment; -½), Real Weapon (-Ό).

10            Anti-Armour Missiles – 3 More Launchers (total 4)

56            20mm Hand-Cannon – RKA 4d6; Autofire (10 shots; +1), +1 STUN Multiple (+Ό), 500 charges (4 clips; +1); 195a; Jam 15- (-Ύ), OAF, Bulky (-1½), Real Weapon (-Ό).

9              Advanced Controls – Succor DEX 3d6 (Fixed Effect, 9 points); Reduced Endurance (0 END; +½); 22a; OIF, Bulky (-1), Only To Vehicle Values (-½), Pilot Only (-0).

11            Advanced Controls – Succor SPD 3½d6 (Fixed Effect, 10 points); Reduced Endurance (0 END; +½); 27a; OIF, Bulky (-1), Only To Vehicle Values (-Ό), Pilot Only (-0).

17            Radar System – Radar (Radio Group), 360°, +8 Telescopic, Discriminatory, Targeting; 43a; OIF, Bulky (-1), Affected as Sight as well as Radio Group (-½).

5              Communications – HRRP (Radio Group); 12a; OIF, Bulky (-1), Affected as Sight and Hearing as well as Radio Group (-½).

2              External Video Surveilance System – +6 Telescopic on Sight; 3a; OIF, Bulky (-1).

2              Forward-Looking Infrared System – Infrared Perception (Sight Group); 5a; OIF, Bulky (-1).

9              Life Support – LS (Self Contained Breathing, Safe in High Radiation, Safe in Intense Heat, Safe in Intense Cold, Safe in Low Pressure/Vacuum).

5              Ejection System – TK (STR 20); 30a; OIF, Bulky (-1), Affects Whole Object (-Ό), No Range (-½), Only to throw target straight up (-2), 1 recoverable charge (-1Ό).

2              Ejector Seat – Gliding 6”; Usable by Another (+Ό), “Persistent” (+½); 10a; OAF, Bulky (-1½), Must Drop 12” per 1” forward Movement (-½), 1 continuing, recoverable charge (-Ύ), Linked to Ejection System (-½).

36            Electronic Countermeasures – Supress Radar 6d6; AoE 8” Radius (+1Ό), Megascale Area (1”=1km; +Ό), Reduced Endurance (0 END; +½); 90a; OIF, Bulky (-1), No Range (-½).

44            Electronic Counter-Countermeasures – Supress Electronic Warfare 8d6; Any Power, One-at-a-time (+Ό), Increased Maximum Range (6,250”; +½), No Range Modifier (+½),Reduced Endurance (0 END; +½); 110a; OAF, Bulky (-1½).

10            System Hardening – Radio Group Flash Defence 10

10            System Hardening – Power Defence 20; 20a; Only vs. Electronic Jamming (-1).

10            Tactical Combat Computer – +4 w/Valkyire Weapon Systems; 20a; OIF, Bulky (-1)

15            Agile – +3 DCV.

389

160 + 389 = 549


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