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Valkyrie (KILO) VLK-QKC
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khanwolverine
Clan Wolverine
Khan
Khan


Joined: 08-Jul-2017 22:18
Posts: 349
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PostPosted: 09-Feb-2019 19:58    Post subject: Valkyrie (KILO) VLK-QKC Reply to topic Reply with quote

TRO: Valkyrie (KILO) VLK-QKC
                 BattleMech Technical Readout

Name/Model:         Valkyrie (KILO) VLK-QKC
Designer:           khanwolverine
Source(s):          Custom Mordel.Net Units
Technology:         Clan
Technology Rating:  F
Tonnage:            30
Configuration:      Biped BattleMech
Era/Year:           Clan Invasion / 3061
Rules (Current):    Tournament Legal
Rules (Era):        Tournament Legal
Rules (Year):       Tournament Legal
Total Cost:         2,723,565 C-Bills
Battle Value:       1,175

Structure:            Endo Steel
Power Plant:          180 Fusion
Walking Speed:        64.8 kph  
Maximum Speed:        97.2 kph  
Jump Jets:            Unknown
    Jump Capacity:    180 meters
Armor:                Ferro-Fibrous
Armament:             
    1 ER Small Laser
    1 LRM 15
    1 Medium Pulse Laser
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:
    The Valkyrie is a highly regarded light 'Mech.  Its six tons of armor, top speed of 86.4
    kilometers per hour, and 150-meter jump capacity allow it to outmaneuver heavier units on
    the battlefield and to absorb a fair amount of damage.  At the same time, the VLK's eleven
    heat sinks allow a high rate of activity without overheating.  Its relatively flat potential
    damage curve illustrates that it is equally at ease fighting at extended range or at close
    quarters.
    
    The Devastator LRM system is an unusual but welcome addition to the light 'Mech.  Though
    it carries only twelve reloads, the LRM-10 makes the Valkyrie a potential tough opponent
    even at long range.  At close range, the combination of medium laser and jump capacity makes
    the Valkyrie just as dangerous.  Although it is no match for a medium or heavy 'Mech by
    itself, as part of a lance, the Valkyrie is effective.  More than one MechWarrior has
    suddenly found to his horror that he has a Valkyrie behind him and the rest of the lance in
    front.
    
    The Valkrie's eleven heat sinks allow it to jump as often and as far as desired without
    decreasing its rate of fire.  This has given the 'Mech a reputation for tenacity.  It has
    been said that once a Valkyrie attacks, "it stays with you until either it drops or you do".
    As experienced pilots are more likely than most other MechWarriors to be assigned to a new
    Valkyrie, this reputation may be well earned.
    
    Because this light 'Mech is so well armored, it is often assigned to scouting missions.
    They are also much less likely to fall victim to scout-hunters such as the Scorpion.  In
    fact, the Valkryie's LRM-10 can inflict respectable damage on hunter units lacking
    long-range weaponry.
    
    To date, the Valkyrie has not developed any chronic maintenance problems.  Although
    there have been instances of shorts in the leg actuators and a number of bugs in the
    sync-tracking systems, these have been rectified.  Despite these difficulties, the Valkyrie
    has become an important part of the Davion military machine.  It is now found in virtually
    every regular regiment of the Federated Suns.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                         Endo Steel                 1.50                     
Engine:                                     180 Fusion                 7.00                     
    Walking MP:                                 6                                               
    Running MP:                                 9                                               
    Jumping MP:                                 6                                               
Heat Sinks (Double):                         10 [20]                   0.00                     
Gyro:                                        Standard                  2.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  105                     5.50                     
    Type:                                 Ferro-Fibrous                                         

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      10             16       
    Center Torso (rear):                               4       
    R/L Torso:                          7             12       
    R/L Torso (rear):                                  2       
    R/L Arm:                            5             10       
    R/L Leg:                            7             14       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
ER Small Laser                                            H                 1          0.50             
2 Jump Jets                                               CT                2          1.00             
2 Jump Jets                                               RT                2          1.00             
LRM 15                                                    RT                2          3.50             
LRM 15 (Ammo 16)                                          RT                2          2.00             
2 Jump Jets                                               LT                2          1.00             
Medium Pulse Laser                                        LT                1          2.00             
		
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