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The following material is an adaptation of a mobile suit from GUNDAM
0083: STARDUST MEMORIES one of the many sequels to the popular japanese
mecha based tv series Mobile Suit Gundam. Please feel free to use, copy,
and distribute it as you see fit. All I ask is that you give proper credit to me
and do not claim that it is your own work. Comments and suggestions are welcome.
MA-06 Val Valo
RPG Stats by: Alex Hansen
Statistics Info Provided by: The
Mecha Domain
Background
The Val Valo is a mobile armour from the One Year War. You can see right off
by it's design that this baby was made to move VERY FAST. We only get to see the
Val Valo used once by Kelly Lazner in Episode 7: With Shining Blue Fire. The Val
Valo is a very effective Mobile Armour, but the costs to produce something this
powerful can be astronomical. Also, due to the size of it's engine, it's easy to
be hit by a beam saber (which can possibly destroy the Mobile Armour in one
blow).
Vehicle Model: MA-06 Val Valo
Class: Mobile Armour
Manufacturer:
Crew: One pilot
M.D.C. by Location:
110 mm Vulcan Cannons (4; below the nose)--- 30 each
Arms (2)--- 300 each
Claw (2)--- 200 each
*Forward Section (nose)--- 250
**Mid Section --- 300
***Rear Section --- 350
Thrusters (3)--- 200 each
****Reinforced Pilot's Compartment --- 300
Mega-Particle Cannon --- 150
Anti-Aircraft Beam Guns (2)--- 100
Double Missile Pods (2)--- 150
Plasma Leaders (3)--- 100 each
*Destruction of the foward section will disable 1/3 of the Mobile Armours
monitioring systems, and destroy the forward Mega-Particle Cannon.
**Destruction of the Mid Section will disable 1/3 of the Mobile Armours
monitioring systems, and destroy the Anti-Aircraft Beam Guns and Double Missile
Pods. Also any further damage to the Mid Section will go to the Reinforced
Pilots Compartment.
***Destruction of the rear section will disable 1/3 of the mobile suits
monitoring systems, and destroy the thrusters of the Val Valo.
****If the Pilot's Compartment is destroyed, then the Mobile Suit will also be
rendered inoperable and the pilot will open to damage and the vaccum of space.
SPEED:
Flying: Crusing speed of 600 km/h in space, Maximum speed is Mach 2.
Thruster Output: 184000kg x 3 (main), 56000kg x 3 (secondary)
Acceleration: 1.90 G
STATISTICAL DATA:
Height: 22.5 meters
Length: 68.0 meters
Width: 46.0 meters
Weight: 254.1 tons (standard), 379.8 tons (fully loaded)
Sensor Radius: 6,000ft
Physical Strength: Claws have a P.S. of 60
Cargo: The small size of the cockpit provides limited room for personal
belongings.
Power Plant: Fusion Reactor w/ Minovski Shielding capable of generating
26030kW of power.
Range: The generator can supply power for approximately 10 years before
requiring replacement.
WEAPON SYSTEMS:

1. LARGE MEGA-PARTICLE CANNON (1): This is the most destructive weapon on
the Val Valo. It is normal concealed in the Forward Nose of the Mobile Armour,
which then opens up allowing the weapon to fire. This weapon runs of the Mobile
Armour's generator giving it an unlimited payload, however the weapon still has
a ponderous rate of fire.
Primary Purpose: Anti-Armor/Starship
Mega-Damage: 1d4x100 M.D.
Range: 8,000ft
Rate of Fire: 2 blasts per melee.
Payload: Effectively unlimited.
2. DOUBLE MISSILE PODS (2):
Primary Purpose:
Mega-Damage:
Range:
Rate of Fire:
Payload:

3. PLASMA LEADERS (3): This is a special weapon system on the Val Valo.
The leaders are 3 pods concealed somewhere on the Mobile Armours body. The pods
are jettisoned in battle and have thrusters & a computer system to caculate an
efficient landing posistion. These pods then plant themselves firmly to the
ground and then create a powerful plasma field from within the area of the
triangle formed by the 3 Plasma Leaders. This field is not made to do damage as
much as it is to hold the enemy fast, because the energy also passes through the
cockpit of the enemy and causes direct damage to the pilot.
Primary Purpose: Capture/Assault
Mega-Damage: None. However the field holds both the mobile suit and its
pilot in a powerful field of crackling plasma energy. The pilot must make a save
vs. 14 or higher or be held fast and take 2d6 S.D.C. damage per melee (insulated
pilot suits reduce the damage to 1d6). Destruction of one of the Leaders will
disrupt the field and if the pilot makes another save he can make one action
(usually to escape the field or shot another of the leaders). If two are
destroyed than the field is destroyed aswell.
Range: The leaders have a range of 3000ft. The leaders can transmit a
field with a maximum area of 400m (remember, the area of a triangle is 1/2 x
base x height).
Rate of Fire: The three leaders can be launched in one action.
Payload: Only three leaders are stored.

4. ANTI-AIRCRAFT BEAM GUNS (2): These are the secondary long range
weapons for the Val Valo. While though they have a shorter range and do less
damage, these weapons have a 360 degree up and down rotation, and aswell as a 45
degree left to right rotation, making them somewhat more effective than the
Mega-Particle Cannon for self-defense, as well as being able to keep up with
fast Aircraft.
Primary Purpose: Defense/Anti-Aircraft
Mega-Damage: 3d6x10 M.D. each.
Range: 4,000ft
Rate of Fire: Equal to pilots combinded attacks per melee.
Payload: Effectively unlimited.
5. 110mm VULCAN GUNS(4): These Vulcan guns serve the same purpose that
they do for the Vulcan guns on the Federations GMs & Gundams, Defense and short
range assault. These guns are built just below the nose.
Primary Purpose: Defense
Mega-Damage: 2d6x10 M.D. per burst (60 rounds from all cannons). A single
round does 2d6 M.D.
Range: 3000ft
Rate of Fire: Equal to the pilot's combined number of attacks,
Payload: 3000 rounds per cannon, which is enough for 100 combined bursts!
Note: The ammo bins for the four cannons ARE linked; if one cannon is destroyed
the ammo feed CAN be automatically switched to the other cannons.
6. OPTIONAL HAND-TO-HAND COMBAT: Claw strike does 1d4x10 M.D. per
strike, power strike does 2d6x10+10 (costs two attacks), the Val Valo can pin an
opponent between it's claws and begin to crush it, 6d6 M.D. It can also do
glancing high speed blows, at crusing speed it does 4d6x10, at full speed the
attack does 1d6x100 M.D. (both take two actions). Pilots who have experience
with giant robots get full bonuses from Robot Basic combat training.
STANDARD EQUIPMENT FOR MOST MOBILE ARMOURS
OPTICAL TARGETING SYSTEM: Mobile Suits have very sophisticated optical
tracking systems to assist the pilot in targeting. This system provides the
pilot with a +2 to hit when using projectile or beam weapons. However, since the
tracking system is optical, the target must be IN DIRECT LINE OF SIGHT from the
MA in order to get the bonus.
COMBAT COMPUTER: Contains data on up to 120 different vehicles (both
friend and foe). Can call up and project data on the HUD screens in the cockpit.
LASER COMMUNICATIONS SYSTEM: The GM has a laser based communications
system that allows the mecha to communicate over long distances. The only
disadvantage is that the mobile suits have to be looking at each other in order
communicate.
RADIO COMMUNICATIONS: Backup; usually doesn't work due to Minovski
interference.
COMPLETE ENVIRONMENTAL PROTECTION SYSTEM: Identical to the system
described on Pg. 214 of the Rifts RPG book.
COMBAT BONUSES FOR MOBILE ARMOUR COMBAT TRAINING:
NOTE: These bonuses do NOT take into consideration special NewType
piloting abilities.
- Two hand to hand attacks per melee (plus those of pilot).
- +1 to strike.
- +3 to parry.
- +3 to dodge.
- +4 to roll with punch, fall, or impact (explosion), reducing damage by
half.
- Critical strike same as pilot's hand to hand.
- One additional attack at level five.
- One additional attack at level ten.
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