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VF-1A Valkyrie
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MrNexx
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Joined: 25 Mar 2016
Posts: 2248
Location: San Antonio

PostPosted: Wed Aug 17, 2016 4:38 pm    Post subject: VF-1A Valkyrie Reply with quote

So, because no one is showing up to my class today, let's play with a VF-1A Valkyrie in Star Wars d6.

New Mechanical Skills: Veritech Piloting (A)
For use in piloting Veritech fighters, this skill requires a Starfighter Piloting of 4D and Mechsuit Operation of 4D. As an advanced skill, it is used to add to Starfighter Piloting or Mechsuit Operation when using a Veritech Fighter, and may be rolled on its own for special manuevers related to the variable configuration, such as the Easy check to change forms as part of another action, or the Very Difficult check to change forms without a multiple action penalty.

The Valkyrie is a variable fighter, able to change from a starfighter configuration, to a fully humanoid "battloid" shape, to a hybrid mode that combines features of the two; the last is also called "gerwalk" or "Guardian" mode. Someone who is skilled in Starfighter Piloting can make use of the Starfighter mode without penalty, and someone skilled in Mechsuit Operation may make use of the "battloid"shape with only a -1D penalty (the controls are much different and the size is far greater than most mechsuits). The gerwalk mode is special and slightly awkward; attempting to pilot with Starfighter Piloting will result in a -2D penalty, and Mechsuit operation will carry a -3D penalty. Veritech Piloting negates these penalties on a pip-for-pip basis, with any "unnegated" pips or dice available to enhance operations.

VF-1A Valkyrie (fighter configuration)
Craft: Robotech Defense Force Variable Configuration Veritech Fighter
Type: Veritech
Scale: Starfighter
Skill: Veritech piloting(A): VF-1
Crew: 1
Crew Skill: All skills typically at 4D
Cargo Capacity: 60 kilograms
Consumables: 1 week
Cost: 180,000 (new), 145,000 (used), both prices are black market value
Hyperdrive Multiplier: None
Nav Computer: None

Sensors:
Passive: 25/1D
Scan: 45/2D
Search: 65/2D+2
Focus: 3/3D+1

Starfighter Configuration
Length: 14 meters

Maneuverability: 3D
Space: 10
Atmosphere: 415; 1,200 kmh
Hull: 2D
Shields: None

Weapons:
2 Dual Lasers (fire-linked)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D

GU-11 Gun Pod
Fire Arc: Front
Skill: Starship Gunnery
Fire Control 1D
Space Range: 1-4/16/28
Atmosphere Range: 100-400/1.6/2.8 km
Damage: 6D
Payload: 50 short bursts

Firmpoints (2) allowing the mounting and firing of 3 Concussion Missiles or 2 Proton torpedos per firmpoint.

Gerwalk/Guardian Configuration
Length: 12.3 meters (12.7m tall)

Maneuverability: 4D
Space: 6
Atmosphere: 350; 1,000 kmh
Hull: 2D
Shields: None

Weapons:
2 Dual Lasers (fire-linked)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D

GU-11 Gun Pod
Fire Arc: Turret (may be set to the front arc only to keep both hands free)
Skill: Firearms (Starship Gunnery if mounted for a front arc)
Fire Control: 2D (1D if mounted for a front arc)
Space Range: 1-4/16/28
Atmosphere Range: 100-400/1.6/2.8 km
Damage: 6D
Damage (as club): Str+1D
Payload: 50 short bursts

Firmpoints (2) allowing the mounting and firing of 3 Concussion Missiles or 2 Proton torpedos per firmpoint.

Effective Strength: The Guardian/Gerwalk configuration can use its hands and feat for hand to hand combat. Due to its awkward posture and configuration, all Brawling, Brawling Parry, Melee Combat, and Melee Parry skills are -2D, on top of any penalties caused by a lack of Veritech Piloting. Damage may be calculated on a Strength of 3D, but of Starfighter Scale.

Battloid Configuration
Height: 17.7 meters

Maneuverability: 4D+2
Space: 2
Atmosphere: 105; 300 kmh
Speed (running on ground): 40; 120 kmh
Hull: 2D
Shields: None

Weapons:
2 Dual Lasers (fire-linked)
Fire Arc: Turret
Skill: Starship gunnery
Fire Control: 2D+1
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D

GU-11 Gun Pod
Fire Arc: Turret
Skill: Firearms
Fire Control 3D
Space Range: 1-4/16/28
Atmosphere Range: 100-400/1.6/2.8 km
Damage: 6D
Damage (as club): Str+1D
Payload: 50 short bursts

Battloid Mode MAY NOT make use of the firmpoints.

Effective Strength: The Battloid configuration can use its hands and feat for hand to hand combat. Damage may be calculated on a Strength of 4D, but of Starfighter Scale. There is no penalty to any combat skill in battloid mode, save the possible -1D if piloted solely with Mechsuit Operation.
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Telsij
Captain
Captain


Joined: 07 Dec 2016
Posts: 509

PostPosted: Fri Jan 06, 2017 11:16 am    Post subject: Reply with quote

Excellent work here, with a fine translation of each mode to SW d6.

If this guy survives Rebels, maybe it will be revealed that he is Roy Fokker,
and that he and Fenn Rau will take "Skull Squadron" in an entirely new/old
direction:

http://a.dilcdn.com/bl/wp-content/uploads/sites/6/2015/04/aWingPilotMaleBvB.02085.jpg
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