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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): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 2,723,565 C-Bills
Battle Value: 1,175
Chassis: Endo Steel
Power Plant: 180 Fusion
Walking Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: Standard
Jump Capacity: 180 meters
Armor: Ferro-Fibrous
Armament:
1 LRM 15
1 Medium Pulse Laser
1 ER Small Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
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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.
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Equipment Mass
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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
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Weapons and Ammo Location Critical Tonnage
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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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Alpha Strike Statistics
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Point Value (PV): 30
TP: BM, SZ: 1, TMM: 2, MV: 12"j
Damage: (S) 3 / (M) 3 / (L) 1, OV: 0
Armor (A): 4, Structure (S): 3
Specials: CASE, IF1
Distribution
Name/Model: Valkyrie (KILO) VLK-QKC
Technology: Clan
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. ER Small Laser 4. Hand Actuator
5. Endo Steel 5. Sensors 5. Ferro-Fibrous
6. Endo Steel 6. Life Support 6. Ferro-Fibrous
1. Endo Steel 1. Ferro-Fibrous
2. Endo Steel 2. Ferro-Fibrous
3. Endo Steel 3. Ferro-Fibrous
4. Endo Steel 4. Ferro-Fibrous
5. Endo Steel 5. Ferro-Fibrous
6. Roll Again 6. Roll Again
Left TorsoCenter TorsoRight Torso
1. Jump Jet 1. Fusion Engine 1. Jump Jet
2. Jump Jet 2. Fusion Engine 2. Jump Jet
3. Medium Pulse Laser 3. Fusion Engine 3.LRM 15
4.Double Heat Sink 4. Gyro 4.LRM 15
5.Double Heat Sink 5. Gyro 5. LRM 15 (Ammo 8)
6. Roll Again 6. Gyro 6. LRM 15 (Ammo 8)
1. Roll Again 1. Gyro 1.Double Heat Sink
2. Roll Again 2. Fusion Engine 2.Double Heat Sink
3. Roll Again 3. Fusion Engine 3.Double Heat Sink
4. Roll Again 4. Fusion Engine 4.Double Heat Sink
5. Roll Again 5. Jump Jet 5. Roll Again
6. Roll Again 6. Jump Jet 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. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again
Battle Value Breakdown
Name/Model: Valkyrie (KILO) VLK-QKC
Technology: Clan
Tonnage: 30
Configuration: Biped BattleMech
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Defensive Battle Rating
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Armor (Ferro-Fibrous): 105 x 2.5 x 1 262.500
Internal Structure (Endo Steel w/ Fusion Engine): 51 x 1.5 x 1 x 1 (+) 76.500 = 339.000
Gyro (Standard): 30 x 0.5 (+) 15.000 = 354.000
Defensive Movement Factor: +3 (*) 1.30 = 460.200
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Final Defensive Battle Rating: 460.200
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Offensive Battle Rating
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Heat Efficiency: Unit is efficient
6 (Base) + 20 (Heat Sinks) - 6 (Movement) - 11 (Weapons) = 9
Offensive Equipment:
LRM 15 164.000
Medium Pulse Laser (+) 111.000 = 275.000
ER Small Laser (+) 31.000 = 306.000
LRM 15 (Ammo 8) (+) 21.000 = 327.000
LRM 15 (Ammo 8) (+) 21.000 = 348.000
Total 'Mech Tonnage: (+) 30.000 = 378.000
Speed Factor: 9 (Run) + 3 (Jump) (*) 1.890 = 714.420
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Final Offensive Battle Rating: 714.420
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BattleMech Battle Value
---------------------------------------------------------------------------------------------------
Defensive Battle Rating: 460.200
Offensive Battle Rating: (+) 714.420 = 1,174.620
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Final BattleMech Battle Value: 1,175
Alpha Strike Conversion
Name/Model: Valkyrie (KILO) VLK-QKC
Technology: Clan
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: 6 (Walk) = 12"
Ground Target Movement Modifier at 12" is 2
Jumping Movement: 6 (Jump) = 12"j
Jumping Target Movement Modifier at 12" is 2
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Final Movement and Movement Modes: 12"j
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Determine Short Range Damage Value
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Heat Efficiency: Unit is efficient
20 (Heat Sinks) = 20
6 (Movement) + 11 (Weapons) - 4 (Base) (-) 13 = 7
Offensive Equipment: = 0.000
ER Small Laser (+) 0.500 = 0.500
Medium Pulse Laser (+) 0.770 = 1.270
LRM 15 (+) 0.900 = 2.170
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 2.2
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Final Short Range Damage Value: 3
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Determine Medium Range Damage Value
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Heat Efficiency: Unit is efficient
20 (Heat Sinks) = 20
6 (Movement) + 11 (Weapons) - 4 (Base) (-) 13 = 7
Offensive Equipment: = 0.000
ER Small Laser (+) 0.500 = 0.500
Medium Pulse Laser (+) 0.770 = 1.270
LRM 15 (+) 0.900 = 2.170
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 2.2
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Final Medium Range Damage Value: 3
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Determine Long Range Damage Value
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Heat Efficiency: Unit is efficient
20 (Heat Sinks) = 20
6 (Movement) + 5 (Weapons) - 4 (Base) (-) 7 = 13
Offensive Equipment: = 0.000
LRM 15 (+) 0.900 = 0.900
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 0.9
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Final Long Range Damage Value: 1
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Convert Armor
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Ferro-Fibrous: 105 armor points x 1 105.000 = 105.000
Armor Factor Conversion (/) 30 = 3.500
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Final Armor Value: 4
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Convert Structure
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Engine: Clan 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 CASE = CASE
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 3 (Short) + 3 (Medium) + 3 (Medium) + 1 (Long) = 10.000
Unit Size Factor 1 (Weight/Size Class) / 2 (+) 0.500 = 10.500
Overheat Factor 0 (Overheat) (+) 0.000 = 10.500
Special Ability Factor [IF1] 1 (Ability Rating) (+) 1.000 = 11.500
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 11.500
Defensive Interaction Rating:
Armor Factor 4 (Armor) x 2.0 (Non-Vehicle Unit) = 8.000
Structure Factor 3 (Structure) x 1.0 (Other Unit) (+) 3.000 = 11.000
Defense Factor 1 + {[2 (12" Move)] x 0.1} (*) 1.200 = 13.200
Final DIR Round to nearest half point = 13.000
Unit's Defensive Value:
Movement Factor 1.5 (0.25 per 2") + 0.5 (Jump-capable) = 2.000
Final DIR Defensive Interaction Rating (+) 13.000 = 15.000
Unit's Final Point Value:
Offensive Value = 11.500
Defensive Value (+) 15.000 = 26.500
Agile [2 (TMM) - 1] x 3 (Medium) (+) 3.000 = 29.500
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Final Point Value: 30
Cost Breakdown
Name/Model: Valkyrie (KILO) VLK-QKC
Technology: Clan
Tonnage: 30
Configuration: Biped BattleMech
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Structural Cost
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Armor (Ferro-Fibrous): (105 pts) 5.5 x 20,000 110,000.00
Internal Structure (Endo Steel): 30 x 1,600 x 1 (+) 48,000.00 = 158,000.00
Myomer (Standard): 30 x 2,000 (+) 60,000.00 = 218,000.00
Engine (Fusion): (5,000 x 180 x 30) / 75 (+) 360,000.00 = 578,000.00
Gyro (Standard): 2.0 x 300,000 (+) 600,000.00 = 1,178,000.00
Cockpit (Standard): 200,000 (+) 200,000.00 = 1,378,000.00
Life Support: 50,000 (+) 50,000.00 = 1,428,000.00
Sensors: 30 x 2,000 (+) 60,000.00 = 1,488,000.00
Heat Sinks (Double): 10 x 6,000 (+) 60,000.00 = 1,548,000.00
Arm Actuators: 30 x ((100 x 2) + (50 x 2) + (80 x 2)) (+) 13,800.00 = 1,561,800.00
Leg Actuators: 30 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 21,000.00 = 1,582,800.00
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Total Structural Cost: 1,582,800.00
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Weapons and Equipment Cost
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CASE 1 x 50,000 50,000.00
ER Small Laser 11,250 (+) 11,250.00 = 61,250.00
Jump Jets 30 x (6 x 6) x 200 (+) 216,000.00 = 277,250.00
LRM 15 175,000 (+) 175,000.00 = 452,250.00
LRM 15 (Ammo 8) [Empty Bin] 0 (+) 0.00 = 452,250.00
LRM 15 (Ammo 8) [Empty Bin] 0 (+) 0.00 = 452,250.00
Medium Pulse Laser 60,000 (+) 60,000.00 = 512,250.00
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Total Weapons and Equipment Cost 512,250.00
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BattleMech Cost
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Structural Cost: 1,582,800.00
Weapons and Equipment Cost: (+) 512,250.00 = 2,095,050.00
BattleMech Cost Multiplier: 1 + (30 / 100) (*) 1.30 = 2,723,565.00
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Final BattleMech Cost 2,723,565.00