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MA-06 Val Valo

 

 

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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