ST/HP: 95
Hand/SR: +5/3
HT: 12
Move:
15/600*
(+14)
LWt.: 7.0
Load: 1.1
SM: +4
Occ.:
1SV
DR:
75
Range:
18,000
Cost:
$15M
Loc.:
Wi3rR
Stall: 50
Total
Chase Roll: +19
(+20
with afterburner)
*The Valkyrie is equipped with an Afterburner which improves the Move
to 22/700 (+15) and consumes four times as much fuel (reducing range
to 4,500 miles, if used continuously).
*The Valkyrie’s 75 DR covers the entire vehicle and comes from
Diamondoid, and has half DR vs crushing damage. It also has a DR 300
force screen.
Notes
Psychotronic Alliance Fighter Vehicle Electronics:- Psiberface Controls: This
allows a psychic character to directly control the vehicle with
their mind. This provides a +1 handling (already included in its statline) and allows the character to
add their level of the Ergokinetic Interface ability, if they have
it, to all rolls with the vehicle. For additional optional
benefits, see “One with the Machine” in Pyramid #3/30.
- Medium Tactical Ultra-Scanner: 30-mile
scan, 3-mile imaging/bioscan; 360°;
- Targeting Computer: +5
to hit target with a scan-lock.
- Night Vision Sensors: +9
nightvision, ×8
magnification (up to +3 to aimed attacks, if the vehicle aims for
three turns).
- Distortion Jammer: -4
ECM penalty for missiles;
+2 to jam missiles.
- Tactical ESM: +1 to
dodge missiles.
- Decoy Launcher: +1
to dodge missiles and +2 to jam missiles.
- Medium Holographic Radio: 1,000
mile range (orbital); “palm sized” holographic console.
- Security and Safety:
Complex
Biometric
Locks. Ejection Seat
- Life-Support: 5 days
Lightly armed, the Valkyrie has two, standard fighter cannons mounted in its body.
All Valkyrie craft have design space for a single psychotronic module at no additional cost. This module is not modular in the sense that it can be easily replaced (but a skilled mechanic can replace it as easily as he can replace any other integral component), only in the sense that the module can be chosen when the vehicle is created, meaning that Valkyrie-Pattern fighters have individualized psychotronic capabilities.
Weapon |
Dmg
|
Acc
|
Range
|
Ewt
|
RoF
|
Shots
|
ST
|
Bulk
|
Rcl
|
Fighter
Cannon |
6d×5(5) burn
|
9
|
2700/
8000 |
1000
|
3
|
200/Fp
|
75M
|
-10
|
2
|
Psychotronic Modules
All psychotronic modules make use of the psychic powers of the pilot. They are, in effect, just psychic powers that have been technologically augmented. As such, they are vulnerable to Anti-Psi effects. They do not require the character to have the ability in question, though the character using the module will benefit from knowing the associated skill.Valkyrie-Pattern (Grimshaw)
Electrokinetic Shield Module:
This replaces
the force screen on the ship. The EK shield supplies 300
non-ablative, non-hardened
DR that provides half DR against non-energy attacks (missiles and
collisions,
primarily); if the character has the EK Shield skill, they can use an
EK-Shield block to double the DR of the screen; this may be improved
with extra-effort
like normal, or improved with any EK
Shield technique the
character knows (including
suppression), but double
the fatigue cost!
Surge
Module:
If the character has the
ability at any level, this module projects the ability to so that it
faces no range modifiers: the character need only see the target
(thus it may not be used “Beyond Visual” range) and rolls
his Surge skill in a
quick contest with the target vehicle’s HT. Success inflicts
30d non-wounding
surge damage that ignores DR.
Electronic
Shadow Module:
This replaces the Distortion
Jammer. If the pilot concentrates, he can shroud his vehicle from the
electronic detection. While so concentrating, the character may not
attack or make any stunts (they demand too much attention). Any
attempts to detect him with any active sensor (such as an
ultrascanner) or to target him with missiles suffers a -6
penalty. Instead of concentrating, he can focus his attention for
just a moment to disrupt a targeted missile. This allows him to
attack or make stunts normally, but he makes a Power Defense (using
the better of their Electronics Operations (Psychotronics)
or Machine Distortion
skills) with a +3
bonus against an incoming missile; success diverts the missile. If
the character knows the Machine Distortion
skill, he may use extra-effort
to boost the working of the module, but double all fatigue costs.
Devil-Pattern (Sabine)
All Devil-Pattern variants of the Valkyrie lack a window (remove the “g” from the vehicle) and their cockpits mimic sensory deprivation chambers. Outside of the heat of battle, they can be used as such; in the heat of battle, characters with the Blind Psi perk may apply the benefit of the Perk to their psionic powers and their modules.
Tactical Awareness Module:
This replaces
the ultra-scanner
on the ship. The pilot is
granted the equivalent of the Awareness ability
with a range of 3 miles. This can be used to gain a “target
lock” via integrations between the psiberface controls and the
targeting computer. Use of the ability requires the higher of Per or
IQ-based Electronics Operations (Psychotronics)
or Awareness. The
Tactical Awareness module is immune to distortion jammers, machine
invisibility and the effects
of a nebula, but not to Mind
Clouding; the character can
use any Awareness techniques
he has as normal, but all fatigue costs are doubled.
Combat
Sense Module: This
grants the fighter a +2 to all dodge attempts. Characters with the
Combat Sense skill
may any Combat Sense techniques he knows, or attempt to improve it
with Extra Effort, but all fatigue costs are doubled.
Crusader-Pattern (Elegans)
Dread Crusader Module:
This amplifies
the natural fear and uncertainty of combat and centers it around the
fighter. Once per hour,
the pilot of the Crusader may attempt to frighten any other pilot or
vehicle crew member
that can see him; roll a Will (or Instill Fear
skill, if he has it) against the Will of his target. If he is
successful, the target must either suffer a penalty to all rolls made
in relation to the pilot (attack rolls, chase rolls, dodge rolls,
etc) equal to the pilot’s margin of success, or roll on the
Fright Check table with a penalty equal to the pilot’s margin
of success (pilot’s
choice). This follows the
same rules as the Instill Fear
power, and the character may use the same techniques at doubled
fatigue cost; the Group Scare technique
is greatly expanded by the amplifier, and a standard use will apply
the whole crew of a corvette or a fighter wing, a success by 5 or
more will apply to a capital ship or a fighter squadron, and a
success by 10 or more will affect a dreadnought.
Psychic
Shadow Module:
If the pilot concentrates,
he can shroud his vehicle from the mind’s
eye of others. While so
concentrating, the character may not attack or make any stunts (they
demand too much attention). Anyone who wishes to notice his vehicle
by seeing it with their own eyes must roll Will vs the pilot’s
IQ or suffer a -6 to all rolls to detect it; this value is halved
for attempts to notice
the character with electronics (the electronics will pick the
Crusader just fine, but the target will find it hard to make the
connection between the blip on his screen and the presence of the
fighter). This does not penalize entirely electronic targeting
systems, such as target locks or missiles, at all. Once the
character has been detected, he must break line of sight on his
vehicle (say, by diving deeper into a nebula, or flying into a debris
field) if he wishes to apply this power again. Characters with the
Mind Clouding skill
may attempt to apply Extra-Effort to the module, but double all
fatigue costs!
Look and Feel
The Valkyrie and its variants is among the oldest designs in the ARC arsenal. They date from the Communion War, when the Maradonian houses borrowed from the innovations of the Templar fighters and the Immortal Legion’s own psychotronics to create their own fighters worthy of the aristocracy. Today, only the Valkyrie, fighter of House Grimshaw, is especially common, and since each is created specifically for the nobleman intended to pilot it, the GM is within his rights to require a Valkyrie-pattern ship to be taken as signature gear. House Sabine and House Elegans have their own variations (the Devil-Pattern and the Crusader-Pattern respectively). While the vehicle has been updated, it lacks a hyperdrive, a slot for a robot or more modern missiles.The Valkyrie-pattern psychotronic fighter has a dagger-shape to it, with thin, forward-swept, curving wings angling out of the body like the edges of a particularly baroque blade. Its diamondoid armor gleams with almost an inner light, and the armor is usually a brilliant silver or a deep, star-speckled black. The Devil-pattern fighter has no visible cockpit or window: it has a hatch that allows the pilot to enter the sensory deprivation tank at the heart of the vehicle, while the other forms of the vehicle have a visible hatch perched on the “central ridge” of the “body of the craft.” The Valkyrie and Crusader both have controls (at the GM’s discretion, a non-psion could pilot them, but hand/SR drops to 0/2), but in all three, once the pilot is comfortably seated with the vehicle, they close their eyes and make a Will-based Pilot (Starfighter) roll, or Meditatation, whichever is better, to gain control of the ship. The vehicle is controlled thereafter entirely with their mind (though they still roll the normal skills, such as DX-Based Pilot, etc, to actually control the ship). They “see” what the ship sees, and control the ship as they would control their own body.
The Valkyrie and its variants struggles to find a place in the modern Alliance. Its high acceleration and high top speed lets it compete directly with an Imperial Javelin, and it has superior defensive capabilities and equivalent firepower, which means it tends to win such engagements; it is one of the best dogfighters ever made, in the right hands. But as a “duelists” craft, it fares poorly when fighting larger craft, which means it contributes little to defeating dreadnoughts when compared to the Valiant or the Raptor. Worse, the fighter requires a psychic character to pilot it, and the psychic skills to really master it properly, and while the Alliance is loathe to admit it, their blood purity has waned a great deal since their heights during the Alexian dynasty and relatively few aristocrats have the psychic mastery necessary to pilot a valkyrie. Thus, the vehicle sees no coordinated effort to mass produce, but some skilled nobles have one made for them, and bring it with them to battle. Thus, if one finds a Valkyrie parked in the hangar of their carrier, they know that someone onboard is either exceedingly pretentious or exceedingly deadly.
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