Battlemechs: Imperial Valkyrie II

Transforming Fighter

Description:

VF-2SS
Light Mech with Fighter form like the original Valkyrie fighters, but the 2SS has been upgraded heavily for space operations and is significantly faster than older models especially with the addition of the Space Augmentation Pack or SAP system.

To be considered as a Valkyrie pilot a candidate must have 5D in Ground Vehicle/Walker, Air and Space/Fixed Wing, and Artillery/Energy Cannon.

Type: Light Veritech
Cost: 836,00,000/837,560,000 with SAP
Move: 60/900 (230/1070 with Turbo IX included in SAP package)
AR: 16 (21 with enhancement 5 included)
HP: 50/100/150 (rapid healing 5 from rapid repair)
Size: Huge
Shields: Displacement Shields Make valkyrie 10 harder to hit
Hyperdrive included in SAP can be used once 400 miles from surface (as teleport without error but outside atmosphere)

A Valkyrie II mounts:
2 large weapons in the nose of the fighter form: Long Range, full auto, Distance+4
2 medium weapons in the head of the mech form: full auto, Merciful+4

7 hardpoints;
6 heavy missiles or 18 medium missiles (2 heavy and 12 medium, or 4 heavy and 6 medium)
1 huge gun pod: full auto, long range, Distance+4

SAP System Mount;
Uses 6 hardpoints but gives 6 heavy missiles, 66 light missiles, and 1 extended range shoulder cannon. This means the Huge gun pod is still carried, but medium missiles are not.
Shoulder Cannon: Gargantuan, Long Range, Distance+4

Imperial designs have 3 different energy types all with perpetual energy (usually Fire, Electricity, and either cold or sonic).

Bio:

Head Beams
Full Auto: ROF-20
Damage: 16 (or 22 subdual)
Targeting: bonus 4 to hit
Range: 60/180/600
Usually cold or sonic

Nose Beams
Full Auto: ROF-20
Damage: 24
Targeting: bonus 4 to hit
Range: 240/720/2,400
Usually Fire or Electric

Gun Pod
Full Auto: ROF-10
Damage: 32
Targeting: bonus 4 to hit
Range: 240/720/2,400
Fire or Electric (whichever nose beam isn’t)

SAP Shoulder Cannon
Semi-Auto: ROF: 5
Damage: 48 Electric
Target Bonus 4 to hit
Range: 240/720/2,400

Heavy Missile
Type: Energy (Electricity is common, but come in all types)
Damage: 160
Blast: 30 ft radius
Save: 22 reflexes for half
Range: 160/480/1,600

Medium Missiles
Type: Energy (Electricity is common, but come in all types)
Damage: 120
Blast: 30 ft radius
Save: 22 reflexes for half
Range: 120/360/1,200

Light Missiles
Type: Energy (Fire is normal, but can be any)
Damage: 60
Blast: 20 ft radius
Save: 12 reflexes for half
Range: 80/240/800

High Altitude Flight
Under 1,000 ft: 535 mph
1,000-9,000 ft: 1,070 mph
10,000-90,000 ft: 2,140 mph
100,000-near Orbit: 4,280 mph
Orbit: 8,560 mph

Battlemechs: Imperial Valkyrie II

Arcane Empire II Conklingc