Xanadu Station VF-2XR Valkyrie III Space Fighter:

(Improved VF-2SS Valkyrie II)

When the colony fleet which later settled Xanadu station first reached the Three Galaxies, their fighter compliment was mostly composed of various Valkyrie type fighters. While generally considered obsolete, it would take too long to train in new fighters. As such, it was decided that the Valkyrie design would be adapted to use the technology of the Three Galaxies wherever possible. Even though an adaption of a non-standard design with its ability to transform, the Valkyrie III is considered extremely successful.

The standard VF-2XR Valkyrie Space Fighter forms the bulk of the Xanadu Station fighter forces although is supplemented by SAP and SAP Special variants as well as Zentran Space Valkyrie. When the fleet departed their Earth, the Metal Siren class Valkyrie fighter had not been even considered with the Valkyrie II an almost brand new design itself. In addition to Valkyrie fighters, the Xanadu forces also operate a smaller number of standard fighters mostly crewed by ex-Consortium pilots. Many crews consider these fighters to be more flexible than standard starfighters and ground vehicles as well. As a result of their success, training program for new pilots for the Valkyrie have been established.

It was decided that transformable space fighter designs would be chief priority. As a result, ground mecha were never given any priority. In an emergency, the Valkyrie space fighter can perform the role and as long as space is under control, ground victory almost always follows. Mecha pilots were mostly retrained as either Valkyrie pilots themselves or power armor troops. Some also decided to retire or transfer to non-combat roles. As well, atmospheric versions of the Valkyrie were not produced. Of course, the Valkyrie III is far more expensive than any standard fighter or ground mecha.

For the most part, the Valkyrie III is identical externally to the VF-2SS but internally the fighter is virtually a completely new design. The main original system retained is the fighter’s transformation gear. The most critical modification to the fighter is the replacement of the standard thrust based engines with contra-grav flight systems and a powerful inertial dampening systems. Contra-Grav fighters have accelerations and speeds far in excess of most thrust based systems. The fighter is also much heavier armored than the original design due to the use of stronger alloys and composites. For additional protection, the transformable fighter also mounts a variable geometry force field. All electronics are upgraded to deal with increased speeds and weapon ranges.

The weapons carried in the fighter are the same basic types but are more powerful and longer ranged. Most systems are adapted from already existing systems. A pair of light lasers are mounted on the head of the Valkyrie which are identical to those carried on armed versions of the Kitten class trainer operated by many Consortium systems. A much heavier rail gun is hand held instead of the original auto-cannon. This rail gun is based on the model carried by the Black Eagle fighter.

Another major change is the addition of missiles on wing hard points. A total of six hard points with three on each wing. The design is such that the fighter cannot transform to humanoid form while carrying missiles but can operate in both jet and gerwalk configuration while carrying missiles. A single cruise missiles or a larger array of smaller missiles can be carried. These missiles are the high acceleration missiles available in the Three Galaxies compared to the older types of missiles which the colony fleet used before coming to the Three Galaxies.

This starfighter design uses modified starship speed and weapon range rules. See Revised Starship Rules for Phase World / Three Galaxies for more details.

(Note: The power system is fusion not anti-matter because the author’s opinion is that anti-matter is to dangerous to be used in vehicles that may be used in an atmosphere. If a starship powered by anti-matter was to detonate in an atmosphere it would cause huge planetary damage. At GM option, this can also be applied o all starfighters or this fighter can be changed to anti-matter.)

Model Type: VF-1XR Valkyrie III
Class: Valkyrie III: Space Fighter (transformable)
Crew: One pilot; one or two human-sized passengers can be accommodated in an emergency situation.

M.D.C. By Location:

Hand Held 2-XR Gravity Rail Cannon:150
Missile Pylons (6, 3 each wing):10 each
[1] Head Mounted Lasers (2)30 each
[1] Head:120
[1] Hands (2):75 each
Arms (2):175 each
Legs / Leg Thrusters (2):300 each
Wings (2):200 each
Top Jet Thrusters (2):180 each
Reinforced Pilot’s Compartment280
[2] Main Body:600
[3] Variable Force Field:200 per side (1,200 total)

[1] All items marked require a called shot -3 to strike. Destroying the head will destroy the head lasers and all forms of optical enhancements. The range and targeting capabilities of radar and all other (non-optical) sensors are reduced by half. The head requires a called shot -3 to strike.
[2] Depleting the M.D.C. of the main body will shut the Valkyrie down completely, rendering it useless.
[3] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (60 M.D.C.) per melee.

Running: Soldier / Humanoid Mode: 70 mph (113 kph). Gerwalk Mode: 40 mph (64 kph)
Leaping: Soldier / Humanoid Mode: Can leap up to 25 feet (7.6 meters) up and 50 feet (15.2 meters) across without using thrusters.
Sublight: All Modes: Has a special sublight engine that allows the ship to travel up to 40 percent of the speed of light. Fighter can accelerate/decelerate at the rate of 1.4 percent of light per melee.
Atmospheric Propulsion: Soldier / Humanoid Mode: Mach One (741.5 mph / 1,193.2 kph), Gerwalk Mode: Mach 3.5 (2,595.1 mph / 4,176.4 kph), Fighter Mode: Mach 5.5 (4,078.0 mph / 6,562.9 kph)
Vehicle is trans-atmospheric in all modes due to Contra-Grav propulsion system and can hover in all modes as well.
Maximum Effective Range: Virtually unlimited, the Valkyrie Fighter has supplies for one person for seven days. Because the fighter are anti-gravity in nature, they do not use reaction mass and can be sustained indefinitely in space as well.

Statistical Data
Height: Soldier / Humanoid Configuration: 45 feet (14 meters), Gerwalk Configuration: 24 feet (7.3 meters), Fighter Configuration: 17 feet (5.2 meters)
Width: Soldier / Humanoid Configuration: 19 feet (5.8 meters), Gerwalk Configuration: 28 feet (8.5 meters), Fighter Configuration: 26 feet (7.9 meters) with wings folded./ 40 feet (12.2 meters) with wings fully extended.
Length: Soldier / Humanoid Configuration: 16 feet (4.9 meters), Gerwalk Configuration: 30 feet (9 meters), Fighter Configuration: 52 feet (15.8 meters)
Weight: 29 tons (26.3 metric tons) without missiles; 35 tons (31.75 metric tons) fully loaded with missiles
Physical Strength: Equal to a P.S. of 50.
Power System: Advanced Fusion (25 Years).
Cargo: Standard, small compartment behind the pilot’s seat.
Market Cost: Not Sold, If found it would probably be worth 125 million for a new, undamaged, and fully operation fighter complete with weapons and able to transform.


  1. Light Lasers cannons (2): These lasers replace the lasers mounted on the head of the Valkyrie II. When in humanoid mode and on the underbelly in jet and gerwalk configurations. Lasers can rotate 280 degrees.
    Maximum Effective Range: 4000 feet (1219 m) through atmosphere and 78.8 miles (121.9 km) in space.
    Mega-Damage: 2D4x10+20 for both cannons (1D4x10+10 if one is destroyed)
    Rate of Fire: Equal to the combined hand to hand attacks of the Pilot (usually 4 or 5).
    Payload: Effectively Unlimited.
  2. Hand Held 2-XR Gravity Rail Gun: The Rail gun is hand held in humanoid and gerwalk configurations and is mounted under the fuselage in jet mode. The weapon is identical to the unit mounted on the Consortium Black Eagle fighter. Weapon is mainly used as an anti-starfighter, anti-missile, and strafing weapon. The rail gun fires projectiles at incredible velocities compared to rail guns on Rifts Earth and projectiles are fired from rail guns at a significant fraction of the speed of light.
    Maximum Effective Range: 10 miles (16 km) through atmosphere and 1,000 miles (1,600 km) in space.
    Mega-Damage: 30 round burst inflicts3D6x10 M.D.
    Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
    Payload: 6,000 Rounds (200 Bursts).
  3. Missile Pylons (6): On the underbelly of the fighter are six missile racks that allows the fighter to carry one cruise missile, two long range missiles, or four medium range missiles each. There are three on each wing. Must be jettisoned if the fighter transforms to humanoid mode but can be retained in jet and gerwalk configurations. Individual pylons must carry all the same type ordnance but each pylon may carry different types of ordnance. Cruise missile are normally carried when on an anti-capital ship role and long and medium range missiles when fighting other starfighters. Cruise Missiles have a top speed of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than any starship.) Long Range Missiles have a top speed of Mach 20 in an atmosphere and in space has an acceleration of 8% of light per turn (faster than any starship.) Medium Range Missiles have a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. Whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missile will continue to travel in a straight line unless set to self destruct but has very low odds of hitting starships (Great for hitting bases and planets because target does not move and missile when dead is at -25% to be detected.) Cruise missiles have penalties to hit small targets but are all considered smart missiles. Missile can be launched on multiple targets simultaneously.
    Maximum Effective Range: Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space. Cruise Missiles range is 8,000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space, Long Range Missile range is 3,400 miles (5,470 km) in an atmosphere and 1,800,000 miles (2,897,000 km/9.7 light seconds) in space, and Medium Range Missiles range is 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space.
    Mega-Damage & Properties: See revised Phase World / Three Galaxies missile tables for details (Cruise Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each and Long Range Fusion warheads inflict 2D4x100 M.D.C. each.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), three (3), or four (4) missiles.
    Payload: One (1) Cruise Missile, two (2) Long Range Missiles, or four (4) Medium Range Missiles per pylon.

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Writeup by Kitsune (E-Mail Kitsune).

Copyright © 2008, Kitsune. All rights reserved.