BattleMech Technical Readout
Name/Model: Valkyrie VLK-QL
Designer: Alisa Wolfstein
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere (Mixed)
Technology Rating: F
Tonnage: 30
Configuration: Biped BattleMech
Era/Year: Jihad / 3085
Rules (Current): Advanced
Rules (Era): Advanced
Rules (Year): Advanced
Total Cost: 4,061,720 C-Bills
Battle Value: 1,115
Structure: Endo-Composite
Power Plant: 120 XL
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Standard
Armament:
1 Streak LRM 20 (C)
1 ER Medium Laser (C)
2 ER Micro Lasers (C)
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
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Overview:
The Valkyrie is a 'Mech design unique to the Federated Suns. Although commissioned by the
League's Regular Army, it did not enter production until 2787, after the start of the First
Succession War. Because the Corean facilities were within the Federated Suns, all Valkyries
produced became the exclusive property of House Davion. Despite the chaos of the Succession
Wars, the Corean plants on New Avalon are still functional, a large industrial complex still
capable of manufacturing up to 130 Valkyries per year.
The continued operation of Corean Enterprises depends upon several other key industries.
Components such as fusion reactors and sensor helmets are still produced by completely
automated plants, using technology that is no longer understood. These old and worn plants
often break down, which means the day may come when it is no longer possible to repair
malfunctioning equipment. When the supply of ultra-high technological parts needed by each
'Mech runs out, Corean Enterprises will be forced to end production.
Future concerns aside, the Valkyrie has become an important part of the Davion forces.
It generally replaces the lighter Stingers and Wasps in the Federated Sun's crack combat
regiments, giving their units improved firepower. Because the VLK carries twice the armor
of either a WSP or STG, it can last longer under fire.
Capabilities:
The Valkyrie is a highly regarded light 'Mech. Its six tons of armor, top speed of 86.4
kilometers per hour, and 150-meter jump capacity allow it to outmaneuver heavier units on
the battlefield and to absorb a fair amount of damage. At the same time, the VLK's eleven
heat sinks allow a high rate of activity without overheating. Its relatively flat potential
damage curve illustrates that it is equally at ease fighting at extended range or at close
quarters.
The Devastator LRM system is an unusual but welcome addition to the light 'Mech. Though
it carries only twelve reloads, the LRM-10 makes the Valkyrie a potential tough opponent
even at long range. At close range, the combination of medium laser and jump capacity makes
the Valkyrie just as dangerous. Although it is no match for a medium or heavy 'Mech by
itself, as part of a lance, the Valkyrie is effective. More than one MechWarrior has
suddenly found to his horror that he has a Valkyrie behind him and the rest of the lance in
front.
The Valkrie's eleven heat sinks allow it to jump as often and as far as desired without
decreasing its rate of fire. This has given the 'Mech a reputation for tenacity. It has
been said that once a Valkyrie attacks, "it stays with you until either it drops or you do".
As experienced pilots are more likely than most other MechWarriors to be assigned to a new
Valkyrie, this reputation may be well earned.
Because this light 'Mech is so well armored, it is often assigned to scouting missions.
They are also much less likely to fall victim to scout-hunters such as the Scorpion. In
fact, the Valkryie's LRM-10 can inflict respectable damage on hunter units lacking
long-range weaponry.
To date, the Valkyrie has not developed any chronic maintenance problems. Although
there have been instances of shorts in the leg actuators and a number of bugs in the
sync-tracking systems, these have been rectified. Despite these difficulties, the Valkyrie
has become an important part of the Davion military machine. It is now found in virtually
every regular regiment of the Federated Suns.
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Equipment Mass
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Internal Structure: Endo-Composite 2.50
Engine: 120 XL 2.00
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks (Double): 10 [20] 0.00
Gyro: XL 1.00
Cockpit: Standard 3.00
Armor Factor: 96 6.00
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 10 12
Center Torso (rear): 3
R/L Torso: 7 12
R/L Torso (rear): 2
R/L Arm: 5 10
R/L Leg: 7 12
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Weapons and Ammo Location Critical Tonnage
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Streak LRM 20 (Ammo 12) (C) RT 2 2.00
Streak LRM 20 (C) LT 5 10.00
ER Medium Laser (C) RA 1 1.00
2 ER Micro Lasers (C) RA 2 0.50
2 Jump Jets RL 2 1.00
2 Jump Jets LL 2 1.00
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