Xanadu Station VF-2XR Valkyrie III with SAP Augmentation:


While the standard Valkyrie III is the major backbone of the Xanadu Station forces, they are supplemented by several other models. Zentran Space Valkyrie is the most common variant but the SAP augmentation models are operated in large numbers as well. This variant has some advantages over the standard variant although cannot carry any cruise missiles and cannot carry as large a payload of long range missiles. Of course, each SAP augmented fighter is far more expensive than a standard model.


Any VF-2XR can be fitted with the SAP augmentation although most models are already fitted before being deployed onboard ships or stations. Tactically, it has been found that this fighter can be used extremely effectively when mixed with standard Valkyrie III models. The armor and heavy energy weaponry carried with the fighter make it extremely effective at close range combat. The huge number of mini-missiles carried also give the fighter the ability to protect itself from missile volleys.


Armor is greatly augmented with the SAP Augmentation and the fighter retains the force fields mounted on the standard model to allow it to withstand greater damage. It is fairly heavy with the SAP augmentation weighing 20 tons when loaded with full missiles. The Valkyrie fighter can transform even when mounting the full SAP augmentation. The fighter does not lose much in the way of top acceleration when mounting the SAP augmentation although there is some effect.


The basic head lasers carried on the standard Valkyrie III are retained with the SAP Augmentation and give the fighter a measure of short range defense if the other weapon systems are destroyed or damaged. As well, the modified Rail Gun pod is normally carried although in most cases a pair are carried instead of a single gun pod. When in fighter mode, they are carried in forearm compartments which allow them to be fired in that mode. Fire control systems allow for both cannons to be fired together. The biggest item the fighter gives up is the ability to carry missiles on wing hard points.


For additional weapons, the fighter has three missile launching shields. Each one contains two long range missiles for a total of six long range missiles. Each forearm also mounts a missile launcher, in this case mini-missile launchers. Nine are carried in each forearm for a total of eighteen mini-missiles. These are supplemented by more mini-missiles in the lower legs. Each of these mini-missile launchers carries twenty-four mini-missiles for forty-eight total. All of these missiles, both long range missiles and mini-missiles, are modern Three Galaxies type missiles.


These missile launchers are not considered the main weapon of the fighter but instead an extremely powerful laser is considered the main weapon of the fighter. The weapon mount is mounted where the beam cannon is mounted on the original SAP model. It is so powerful that the laser requires its own fusion power back and inflicts as much damage as the laser mounted on some light capital ships although shorter ranged. Due to the power requirements of the laser, it can only be fired around four times per minute and has a limited payload of around forty blasts. Still, the weapon is considered devastating when used properly. One use of the fighters outfitted with these weapons is to make close range strafing strikes against capital ships.


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 to all starfighters or this fighter can be changed to anti-matter.)


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


M.D.C. By Location:

Heavy Laser Cannon250
Hand Held 2-XR Gravity Rail Cannons (1 or 2):150 each
Missile Launching Shields (3, right, left, and top):250 each
[1] Head Mounted Lasers (2)30 each
[1] Head:120
[1] Hands (2):100 each
Arms / Forearm Mini-Missile Launchers (2):375 each
Leg Thrusters / Leg Mini-Missile Launcher (2):425 each
Wings (2):275 each
Top Jet Thrusters (2):250 each
Reinforced Pilot’s Compartment280
[2] Main Body:950 (350 for SAP Augmentation)
[3] Variable Force Field:200 per side (1,200 total)


Notes:
[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.


Speed
Running: Soldier / Humanoid Mode: 40 mph (64 kph). Gerwalk Mode: 25 mph (40 kph).
Leaping: Soldier / Humanoid Mode: Due to the additional weight of the SAP Augmentation, leaping is limited to 10 feet (3 meters) upwards or lengthwise 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 1.35 percent of light per melee.
Atmospheric Propulsion: Soldier / Humanoid Mode: Mach 0.80 (593.2 mph / 954.6 kph), Gerwalk Mode: Mach 3.25 (2409.7 mph / 3878.1 kph), Fighter Mode: Mach 5.25 (3,892.6 mph / 6264.6 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: 50 feet (15.2 meters) with rear protective plate, 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 SAP augmentation; The SAP adds 20 tons (18.1 metric tons) for 49 tons (44.5 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 200 million for a new, undamaged, and fully operation fighter complete with weapons and able to transform.


WEAPON SYSTEMS:

  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 (1 or 2): The Rail gun is hand held in humanoid and gerwalk configurations and is mounted in forearm pods in fighter mode. Can be used in all modes. Fire control allows both cannons to be fired as a combined blast. 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: One Rail Gun: 30 round burst inflicts 3D6x10 M.D. Two Rail Guns: Both Cannons firing together inflict 6D6x10 with a total of 60 rounds expended (30 from each cannon)
    Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
    Payload: 6,000 Rounds (200 Bursts) each.
  3. Heavy Laser Cannon: This mount is mounted above the fighter in fighter and gerwalk modes and mounted on the back in humanoid mode. The cannon mounts its own fusion power pack. Even so, the rate of fire is limited. This cannon is equal in power to the secondary guns of a Warshield cruiser, and is mostly used for space assault. The cannon does NOT have penalties to hit starfighters and other small targets, due to the good maneuverability of the Valkyrie.
    Maximum Effective Range: 20 miles (32 km) in an atmosphere and 2000 miles (3,200 km) in space. Mega Damage: 2D6x100 M.D.
    Rate of Fire: Once per melee.
    Payload: Fusion power cell holds power for 40 shots.
  4. Long Range Missile Shields (3): Each launcher carries two long range missiles. In jet and gerwalk modes, the missile shields are mounted with one on each end of the wings and one mounted above the rear of the fighter. Each can rotate 360 degrees and has a 45 degree arc of fire. In humanoid configuration, shields are mounted on the back. Missile has 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.) 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 star ships (Great for hitting bases and planets because target does not move and missile, when unpowered, is at -25% to be detected.) Long range missiles do not have penalties to hit small targets unlike cruise missiles and are all considered smart missiles. Launchers can launch on multiple targets at the same time.
    Maximum Effective Range: 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.
    Mega-Damage & Properties: See revised Phase World / Three Galaxies missile tables for details (Fusion warheads inflict 2D4x100 M.D.C. each.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2) or four (4) missiles.
    Payload: Six Long Missiles (Two each shield)
  5. Forearm Mini-Missile Launchers: Each forearm mounts a mini-missile pod. These are packs of mini- missiles that can be used against other missiles, ground targets, infantry, and against starships. Missile has a top speed of Mach 10 in an atmosphere and in space has an acceleration of 2% of light per turn (slightly faster than any starship except if it is exceeding it maximum safe acceleration). Mini-Missile is phase world are normally guided.
    Maximum Effective Range: Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.
    Mega-Damage: Varies with mini-missile type (See revised Phase World / Three Galaxies missile tables for details.)
    Rate of Fire: Can fire missiles one at a time or in volleys of three, six, or nine.
    Payload: Eighteen Mini-Missiles (Nine each forearm)
  6. Leg Mini-Missile Launchers: Each leg mounts a mini-missile pod. These are packs of mini- missiles that can be used against other missiles, ground targets, infantry, and against starships. Missile has a top speed of Mach 10 in an atmosphere and in space has an acceleration of 2% of light per turn (slightly faster than any starship except if it is exceeding it maximum safe acceleration). Mini-Missile is phase world are normally guided.
    Maximum Effective Range: Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.
    Mega-Damage: Varies with mini-missile type (See revised Phase World / Three Galaxies missile tables for details.)
    Rate of Fire: Can fire missiles one at a time or in volleys of three, six, nine, or twelve.
    Payload: Fortry-Eight Mini-Missiles (Twenty-Four each leg)



[ Altara TM, Brodkil TM, Bushido Industries TM, CAF TM, Catyr TM, CCW TM, Consortium of Civilized Worlds TM, Coyles TM, Free Worlds Council TM, Gene Splicers TM, K-Hex TM, Kankoran TM, Kittani TM, Kreeghor TM, Kydian TM, Machine People TM, M.D.C. TM, Mega-Damage TM, Metzla TM, M’Kri Hardware TM, Monro TM, Mutants in Orbit TM, Naruni Enterprises TM, Noro TM, Paradise Federation TM, Phase World TM, Psylite TM, Rifter TM, SAMAS TM, S.D.C. TM, Seljuks TM, Splugorth TM, Sunaj TM, Trans-Galactic Empire TM, Tri-Galactic Military Service TM, United Worlds Warlock TM, U.W.W. TM, Wolfen TM, and Zembahk TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2008, Kitsune. All rights reserved.



Return