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


The Xanadu Station space forces relies mostly on the standard Valkyrie III but the fighter is supplemented by several other models in addition to more standard space fighter designs. In addition to the Zentran Space Valkyrie and the standard SAP augmentation model, the Xanadu Station military operates the SAP "Super" model with even greater armor. The design is expensive and does have most of the same limitation of the standard SAP model.


The SAP Super Augmentation can be used on all VF-2XR models although in most cases the fighters have the augmentation fitted before being deployed onboard ships and stations. In some cases, the SAP Super is mixed with other models to form a composite force but they are more often operated as individuals. One common role is heavy strikes against ground stations and the armor combined with heavy firepower makes the fighter extremely effective at close range combat.


Much is standard from a VF-2XR fighter including variable force fields and contra-grav propulsion systems. Even though the armor is heavier than the SAP augmentation, the greater mass is not enough to further reduce acceleration. The armor system is streamlined for effective use in an atmosphere and the fighter can transform when carrying the augmentation.


The fighter gives up the ability to carry missiles on the wings. Otherwise, the Valkyrie's standard weapons are mostly retained including the basic head lasers and the rail gun pods. In most cases, a pair of rail gun pods are carried and they are inside of forearm compartments when in fighter configuration. Fire control systems allow both rail guns to be fired together for additional damage.


The additional weapon systems are basically identical to those carried on a standard SAP augmented fighter. Missile launching shields are carried with a total of six long range missiles with two carried in each missile shield. A large amount of mini-missiles are also carried with nine in each forearm launchers and twenty-four mini-missiles in each lower leg. This gives the Valkyrie a total of sixty-six mini-missiles in addition to the long range missiles. All of these missiles, both long range missiles and mini-missiles, are modern Three Galaxies type missiles.


In addition to missiles, the fighter carries an extremely heavy laser. The weapon mount is mounted where the beam cannon is mounted on the original SAP Special model. The laser is as powerful as some main laser weaponry of light capital ships although relatively short ranged. The laser requires its own fusion power because the main fusion power system of the fighter cannot provide energy to power the laser. It has a limited payload of around forty blasts. Even with these limitations, the weapon is considered devastating when used properly.


This fighter uses modified starship speeds and weapon ranges. See Revised Starship Rules for Phase World 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 Super 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):325 each
Top Jet Thrusters (2):325 each
Reinforced Pilot's Compartment280
[2] Main Body:1,000 (400 for SAP Super Aug.)
[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 Super Augmentation adds 22 tons (20 metric tons) for 51 tons (46.3 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 225 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 dead at -25% to detect.) Long range missiles do not have minuses 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 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 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 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)



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2008, Kitsune. All rights reserved.



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