BattleMech Technical Readout
Name/Model: Valkyrie VLK-QA
Designer: Catalyst Game Labs
Source(s): ForcePack Record Sheets: Wave One
Battle of Tukayyid Supplemental
Record Sheets: 3039 Unabridged
Record Sheets: Phoenix Upgrade, Complete
Record Sheets: Phoenix Upgrade, Mercenary
Record Sheets: Phoenix Upgrade, Davion
Record Sheets: 3039
Record Sheets: 3025 & 3026
Technology: Inner Sphere
Technology Rating: D
Tonnage: 30
Role: Missile Boat
Configuration: Biped BattleMech
Era/Year: Succession Wars / 2787
Rules (Current): Introductory
Rules (Era): Introductory
Rules (Year): Introductory
Total Cost: 2,166,320 C-Bills
Battle Value: 723
Chassis: Corean Model 1AA
Power Plant: Omni 150
Walking Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Norse Industries 3S
Jump Capacity: 150 meters
Armor: Riese 470
Armament:
1 Devastator Series-7 LRM 10
1 Sutel IX Medium Laser
Manufacturer: Corean Enterprises
Primary Factory: New Avalon
Communications: Lynx-shur
Targeting & Tracking: Sync-Tracker (39-42071)
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Equipment Mass
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Internal Structure: Standard 3.00
Engine: 150 Fusion 5.50
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks (Single): 11 1.00
Gyro: Standard 2.00
Cockpit: Standard 3.00
Armor Factor: 96 6.00
Type: Standard
Internal Armor
Structure Value
Head: 3 8
Center Torso: 10 14
Center Torso (rear): 4
R/L Torso: 7 12
R/L Torso (rear): 2
R/L Arm: 5 9
R/L Leg: 7 12
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Weapons and Ammo Location Critical Tonnage
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Jump Jet CT 1 0.50
LRM 10 (Ammo 12) RT 1 1.00
LRM 10 LT 2 5.00
Medium Laser RA 1 1.00
2 Jump Jets RL 2 1.00
2 Jump Jets LL 2 1.00
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Alpha Strike Statistics
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Point Value (PV): 22
TP: BM, SZ: 1, TMM: 2, MV: 10"j
Damage: (S) 1 / (M) 2 / (L) 1, OV: 0
Armor (A): 3, Structure (S): 3
Specials: IF1
Distribution
Name/Model: Valkyrie VLK-QA
Technology: Inner Sphere
Tonnage: 30
Configuration: Biped BattleMech
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Left ArmHeadRight Arm
1. Shoulder 1. Life Support 1. Shoulder
2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator
3. Lower Arm Actuator 3. Cockpit 3. Lower Arm Actuator
4. Hand Actuator 4. Roll Again 4. Medium Laser
5. Roll Again 5. Sensors 5. Roll Again
6. Roll Again 6. Life Support 6. Roll Again
1. Roll Again 1. Roll Again
2. Roll Again 2. Roll Again
3. Roll Again 3. Roll Again
4. Roll Again 4. Roll Again
5. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again
Left TorsoCenter TorsoRight Torso
1. Heat Sink 1. Fusion Engine 1. Heat Sink
2. Heat Sink 2. Fusion Engine 2. Heat Sink
3.LRM 10 3. Fusion Engine 3. LRM 10 (Ammo 12)
4.LRM 10 4. Gyro 4. Roll Again
5. Roll Again 5. Gyro 5. Roll Again
6. Roll Again 6. Gyro 6. Roll Again
1. Roll Again 1. Gyro 1. Roll Again
2. Roll Again 2. Fusion Engine 2. Roll Again
3. Roll Again 3. Fusion Engine 3. Roll Again
4. Roll Again 4. Fusion Engine 4. Roll Again
5. Roll Again 5. Jump Jet 5. Roll Again
6. Roll Again 6. Heat Sink 6. Roll Again
Left LegRight Leg
1. Hip 1. Hip
2. Upper Leg Actuator 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Lower Leg Actuator
4. Foot Actuator 4. Foot Actuator
5. Jump Jet 5. Jump Jet
6. Jump Jet 6. Jump Jet
Battle Value Breakdown
Name/Model: Valkyrie VLK-QA
Technology: Inner Sphere
Tonnage: 30
Configuration: Biped BattleMech
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Defensive Battle Rating
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Armor (Standard): 96 x 2.5 x 1 240.000
Internal Structure (Standard w/ Fusion Engine): 51 x 1.5 x 1 x 1 (+) 76.500 = 316.500
Gyro (Standard): 30 x 0.5 (+) 15.000 = 331.500
Explosive Ammunition: 1 Critical Space (-) 15.000 = 316.500
Defensive Movement Factor: +3 (*) 1.30 = 411.450
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Final Defensive Battle Rating: 411.450
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Offensive Battle Rating
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Heat Efficiency: Unit is efficient
6 (Base) + 11 (Heat Sinks) - 5 (Movement) - 7 (Weapons) = 5
Offensive Equipment:
LRM 10 90.000
Medium Laser (+) 46.000 = 136.000
LRM 10 (Ammo 12) (+) 11.000 = 147.000
Total 'Mech Tonnage: (+) 30.000 = 177.000
Speed Factor: 8 (Run) + 3 (Jump) (*) 1.760 = 311.520
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Final Offensive Battle Rating: 311.520
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BattleMech Battle Value
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Defensive Battle Rating: 411.450
Offensive Battle Rating: (+) 311.520 = 722.970
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Final BattleMech Battle Value: 723
Alpha Strike Conversion
Name/Model: Valkyrie VLK-QA
Technology: Inner Sphere
Tonnage: 30
Configuration: Biped BattleMech
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Determine Unit Type
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Ground Units: BattleMech = BM
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Final Unit Type: BM
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Determine Weight/Size Class
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Tonnage: 30 (less than 40) = 1
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Final Weight/Size Class: 1
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Convert Movement and Movement Modes
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Ground Movement: 5 (Walk) = 10"
Ground Target Movement Modifier at 10" is 2
Jumping Movement: 5 (Jump) = 10"j
Jumping Target Movement Modifier at 10" is 2
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Final Movement and Movement Modes: 10"j
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Determine Short Range Damage Value
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Heat Efficiency: Unit is efficient
11 (Heat Sinks) = 11
5 (Movement) + 7 (Weapons) - 4 (Base) (-) 8 = 3
Offensive Equipment: = 0.000
LRM 10 (+) 0.300 = 0.300
Medium Laser (+) 0.500 = 0.800
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 0.8
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Final Short Range Damage Value: 1
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Determine Medium Range Damage Value
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Heat Efficiency: Unit is efficient
11 (Heat Sinks) = 11
5 (Movement) + 7 (Weapons) - 4 (Base) (-) 8 = 3
Offensive Equipment: = 0.000
Medium Laser (+) 0.500 = 0.500
LRM 10 (+) 0.600 = 1.100
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 1.1
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Final Medium Range Damage Value: 2
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Determine Long Range Damage Value
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Heat Efficiency: Unit is efficient
11 (Heat Sinks) = 11
5 (Movement) + 4 (Weapons) - 4 (Base) (-) 5 = 6
Offensive Equipment: = 0.000
LRM 10 (+) 0.600 = 0.600
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 0.6
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Final Long Range Damage Value: 1
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Convert Armor
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Standard: 96 armor points x 1 96.000 = 96.000
Armor Factor Conversion (/) 30 = 3.200
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Final Armor Value: 3
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Convert Structure
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Engine: Inner Sphere Fusion on a 30 ton BattleMech = 3.0
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Final Structure Value: 3
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Determine Special Abilities
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Unit is equipped with forward facing weapons capable of firing indirectly = IF1
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 1 (Short) + 2 (Medium) + 2 (Medium) + 1 (Long) = 6.000
Unit Size Factor 1 (Weight/Size Class) / 2 (+) 0.500 = 6.500
Overheat Factor 0 (Overheat) (+) 0.000 = 6.500
Special Ability Factor [IF1] 1 (Ability Rating) (+) 1.000 = 7.500
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 7.500
Defensive Interaction Rating:
Armor Factor 3 (Armor) x 2.0 (Non-Vehicle Unit) = 6.000
Structure Factor 3 (Structure) x 1.0 (Other Unit) (+) 3.000 = 9.000
Defense Factor 1 + {[2 (10" Move)] x 0.1} (*) 1.200 = 10.800
Final DIR Round to nearest half point = 11.000
Unit's Defensive Value:
Movement Factor 1.25 (0.25 per 2") + 0.5 (Jump-capable) = 1.750
Final DIR Defensive Interaction Rating (+) 11.000 = 12.750
Unit's Final Point Value:
Offensive Value = 7.500
Defensive Value (+) 12.750 = 20.250
Agile [2 (TMM) - 1] x 2 (Medium) (+) 2.000 = 22.250
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Final Point Value: 22
Cost Breakdown
Name/Model: Valkyrie VLK-QA
Technology: Inner Sphere
Tonnage: 30
Configuration: Biped BattleMech
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Structural Cost
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Armor (Standard): (96 pts) 6.0 x 10,000 60,000.00
Internal Structure (Standard): 30 x 400 x 1 (+) 12,000.00 = 72,000.00
Myomer (Standard): 30 x 2,000 (+) 60,000.00 = 132,000.00
Engine (Fusion): (5,000 x 150 x 30) / 75 (+) 300,000.00 = 432,000.00
Gyro (Standard): 2.0 x 300,000 (+) 600,000.00 = 1,032,000.00
Cockpit (Standard): 200,000 (+) 200,000.00 = 1,232,000.00
Life Support: 50,000 (+) 50,000.00 = 1,282,000.00
Sensors: 30 x 2,000 (+) 60,000.00 = 1,342,000.00
Heat Sinks (Single): 1 x 2,000 (+) 2,000.00 = 1,344,000.00
Arm Actuators: 30 x ((100 x 2) + (50 x 2) + (80 x 1)) (+) 11,400.00 = 1,355,400.00
Leg Actuators: 30 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 21,000.00 = 1,376,400.00
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Total Structural Cost: 1,376,400.00
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Weapons and Equipment Cost
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Jump Jets 30 x (5 x 5) x 200 150,000.00
LRM 10 100,000 (+) 100,000.00 = 250,000.00
LRM 10 (Ammo 12) [Empty Bin] 0 (+) 0.00 = 250,000.00
Medium Laser 40,000 (+) 40,000.00 = 290,000.00
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Total Weapons and Equipment Cost 290,000.00
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BattleMech Cost
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Structural Cost: 1,376,400.00
Weapons and Equipment Cost: (+) 290,000.00 = 1,666,400.00
BattleMech Cost Multiplier: 1 + (30 / 100) (*) 1.30 = 2,166,320.00
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Final BattleMech Cost 2,166,320.00
0 out of 0 users (0.00%) have found this review useful
Rating:
4.00
Comment:
This one has good maneouverability, strong armor and good firepower. If used as part of a light lance against light enemies the VLK would deal heavy damage at a range most lights can“t return. Against heavier mechs this would take a support role. Let your comrades do the slugout while staying behind and offer your LRM to any hotspot. The laser gives it a bit selfdefense.
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Member Review - Sleeping Dragon : 04-Jun-2006 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.50
Comment:
Definitely a team player. This mech needs something to keep the enemy at bay while it showers the enemy with missiles. LRM-10 is a big bore weapon for a mech of this size and 5/8/5 mobility allows the mech to stay away from some trouble. Don't try to fight against heavier opposition that can return fire, but use this machine to provide support to your lance-mates. I can imagine this mech in various light and medium lances. VLK is versatile and I think that you get what you pay for with this machine.
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Member Review - House Calderon 1 : 04-Feb-2006 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
4.00
Comment:
Good overall design. Heavier firepower than anything in this weight or lower in this time frame. Providing light lances limited fire support without spending large amounts of cash to maintain it, or larger more heavily armed/armored mechs better used elsewhere.
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Member Review - bladewind : 05-May-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
2.50
Comment:
Slow but fairly well armored and it can pull a full jump. The LRM-10 is a decent weapon to fire at smaller mechs but its far too light against heavier designs.
Keep your distance when using this mech, the LRM-10 does most of the damage and anyone under its min range is bad.
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Member Review - Gunslinger Patch : 18-Sep-2004 00:00
1 out of 1 users (100.00%) have found this review useful
Rating:
4.50
Comment:
I see Mud said you can always find a better light mech then a Valkyrie for any given role. This is true.
But conversly I don't think you can find a better light mech to perfom ALL given roles.
Let me tell you why this is a favorite mech of mine. Way back when in my very first mech tournament of the few I've been in, the first round was 1-1 light mechs on 1 map sheet, with random weather conditions that could hurt targeting, PPCs and heat, or help heat depending.
My friends and I in our group were all in the tournament, 3025 mechs only, standard models. And for a week in advance I brainstormed what the best choices of mech were. I forget the details of the figuring, but I firmly chose the Valkyrie as the best choice for the light mech round. I remember that my figuring picked it as the best mech to handle any terrain or weather and still deliver the most consistent damage without going down first.
I fought a Firestarter on a heavy woods single map and kicked his ass. My 3 friends all won with Valkyries too, as did over half the 32 first rounds fights if I recall. Firestarters and Jenners were popular, but the majority of both of them lost their fights that day.
For using in Campaigns, I consider it standard to drop that heat sink for another medium laser.
And when you consider that the majority of mechs in the universe are supposed to be light mechs, this makes the Valkyrie stand even taller among them, the lance leader's ride.
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"The pioneers of a warless world are the youth that refuse military service." - Albert Einstein