BattleMech Technical Readout
Name/Model: Valkyrie VLK-QF
Designer: Catalyst Game Labs
Source(s): Record Sheets: 3039 Unabridged
Record Sheets: Phoenix Upgrade, Complete
Record Sheets: Phoenix Upgrade, Davion
Record Sheets: 3025 & 3026
Technology: Inner Sphere
Technology Rating: D
Tonnage: 30
Role: Missile Boat
Configuration: Biped BattleMech
Era/Year: Succession Wars / 2967
Rules (Current): Introductory
Rules (Era): Introductory
Rules (Year): Introductory
Total Cost: 2,124,070 C-Bills
Battle Value: 653
Chassis: Standard
Power Plant: 150 Fusion
Walking Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Standard
Jump Capacity: 150 meters
Armor: Standard
Armament:
1 LRM 10
1 Flamer
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
================================================================================================
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:
At present, there are few variants of the basic Valkyrie. The only other common version
uses a flamer in place of the medium laser. This model is not intended for combat, but as
an incendiary 'Mech.
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Standard 3.00
Engine: 150 Fusion 5.50
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks (Single): 11 1.00
Gyro: Standard 2.00
Cockpit: Standard 3.00
Armor Factor: 96 6.00
Type: Standard
Internal Armor
Structure Value
Head: 3 8
Center Torso: 10 14
Center Torso (rear): 4
R/L Torso: 7 12
R/L Torso (rear): 2
R/L Arm: 5 9
R/L Leg: 7 12
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
Jump Jet CT 1 0.50
LRM 10 (Ammo 12) RT 1 1.00
LRM 10 LT 2 5.00
Flamer RA 1 1.00
2 Jump Jets RL 2 1.00
2 Jump Jets LL 2 1.00
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 19
TP: BM, SZ: 1, TMM: 2, MV: 10"j
Damage: (S) 1 / (M) 1 / (L) 1, OV: 0
Armor (A): 3, Structure (S): 3
Specials: IF1
Distribution
Name/Model: Valkyrie VLK-QF
Technology: Inner Sphere
Tonnage: 30
Configuration: Biped BattleMech
==================================================================================
Left ArmHeadRight Arm
1. Shoulder 1. Life Support 1. Shoulder
2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator
3. Lower Arm Actuator 3. Cockpit 3. Lower Arm Actuator
4. Hand Actuator 4. Roll Again 4. Flamer
5. Roll Again 5. Sensors 5. Roll Again
6. Roll Again 6. Life Support 6. Roll Again
1. Roll Again 1. Roll Again
2. Roll Again 2. Roll Again
3. Roll Again 3. Roll Again
4. Roll Again 4. Roll Again
5. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again
Left TorsoCenter TorsoRight Torso
1. Heat Sink 1. Fusion Engine 1. Heat Sink
2. Heat Sink 2. Fusion Engine 2. Heat Sink
3.LRM 10 3. Fusion Engine 3. LRM 10 (Ammo 12)
4.LRM 10 4. Gyro 4. Roll Again
5. Roll Again 5. Gyro 5. Roll Again
6. Roll Again 6. Gyro 6. Roll Again
1. Roll Again 1. Gyro 1. Roll Again
2. Roll Again 2. Fusion Engine 2. Roll Again
3. Roll Again 3. Fusion Engine 3. Roll Again
4. Roll Again 4. Fusion Engine 4. Roll Again
5. Roll Again 5. Jump Jet 5. Roll Again
6. Roll Again 6. Heat Sink 6. Roll Again
Left LegRight Leg
1. Hip 1. Hip
2. Upper Leg Actuator 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Lower Leg Actuator
4. Foot Actuator 4. Foot Actuator
5. Jump Jet 5. Jump Jet
6. Jump Jet 6. Jump Jet
0 out of 0 users (0.00%) have found this review useful
Rating:
1.00
Comment:
Why? Still slow, has no mid range weapon. The flamer is a specialty weapon, not a general weapon.
GM- I use this when I have a few Valkyries to mix it up. But has never impressed or damaged the PCs
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Member Review - Sleeping Dragon : 04-Jun-2006 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
2.50
Comment:
Well, the flamer isn't the best thing to have on mech that has only LRMs. The mech can still perform it's fire support duty and flamer may allow you to build a maze of fire between you and the enemy, but still you need someone to protect you or spot for you.
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Member Review - House Calderon 1 : 05-May-2006 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
1.50
Comment:
No thanks. Like the davion spider variant packing a flamer, I don't care for flamers (not that I won't include them...it is rare though) as they have no range and do less damage to the target than you suffer in heat. This variant cannot defend itself either if the enemy closes to below the minimum range. Hope your lancemates are available or your in trouble.
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Member Review - Rudel Gurken : 30-Aug-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
2.50
Comment:
A pure support variant.
It needs it´s comrades for defense.
Shoot you missiles to where somebody needs them, lay fire where it is recommended by you comrades and stay out of any real fight!
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Member Review - Gunslinger Patch : 18-Sep-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
0.50
Comment:
Not at all a good variant. The fluff says it is used only for incendiary duty, not combat. So don't expect to ever see more than 1 per RCT and only if they haven't got any Firestarters or Vulcans.
Since it is not a mech meant to engage in combat, I don't see why anyone bothered making this variant to begin with.
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"Fear is the tax that conscience pays to guilt." - George Sewell