Valkriye

“What the hell was that thing?!! Are the Valkriyes arriving to take us to hell?!”

-Grand Alliance pilot reaction after getting his first glimpse of a Valkriye warsuit

Speed: Mach 20 (prowl mode), Mach 3 (Equalizer mode)

Length: 9 meters (prowl mode)

Height: 5 meters (Equalizer mode)

Armour: Duratanium

Shielding: Subject Gaia derived energy sync shield

Reactor: Compact cold fusion reactor x 4

Fixed armaments:

Prowl mode

2 x pulse laser (in “nose”)

1 x 20 mm auto cannon (in “nose”)

Equalizer mode

Power graspers x 2

Optional armament

Information contained further in document

Nothing shows the Grand Alliance ingenuity, adaptability or technology hijacking and reverse engineering better then the Valkriye warsuit. After one of the alliances many campaigns of explorations; they chanced upon an ancient mecha of alien design. This mecha later classified as subject Gaia would provide the fundamental basis for warsuit production. Due to a quirk in the alien physiology it was found that only human females could interface properly with warsuits based off of Gaia. Being an equal opportunity employer the Grand Alliance would find no shortage of eligible female pilots. With this new class of war machine the Grand Alliance would have another weapon in its impressive arsenal.

The fundamental core technology in a warsuit is the Gaia sync shield. This shielding system allows for the relatively fragile warsuit to absorb an astonishing amount of punishment. Depending on a female’s sync ratio they can receive from 200 “hits” up to a recorded high of “1000” hits. A usual average would be 700-800 “hits”. The astonishing thing about this shielding system is that all high-energy attacks are treated as equal “damage”. In other words a shot from a 9 mm pistol (the minimum threshold energy required to activate the shield) to a capital ship cannon equally dissipate one “hit”. So it is common in battle for warsuits to avoid less powerful weapons and save the shielding for high yield weapons. This gives the reputation for warsuits as near kamikaze units. The unfortunate side to the shielding system is the amount of energy needed to recharge the system after use. A full recharge can take up to 2 hours for a field recharge (warsuit staying still and charging itself with its 4 reactors) and a minimum of ½ hour using a charging station on a cap ship.

The versatile nature of the warsuit is shown in its ability to transform into 2 very different modes. Prowl mode is used for high speed strafing runs and for quick scouting missions. The manuverability as expected for a “bare” skeleton mech of this nature is high. With virtually little armour and oversized reactors the speed and manuverability are tops in the Grand alliance fleet. The awkward driving position of prowl mode allows for the pilot to withstand higher Gs as well as trauma. An added benefit is the “nose to the ground” sensation of this position increases the confidence and risk taking of the pilot. The fixed weapons in this mode are adequate for a light fighter but most medium to heavy units won’t even get their paint job scratched.

Equalizer mode is for slow manuver, close range combat and fighting in tight spaces. In this mode speed is not so important as strength and intimidation. The sight of a female piloting a large, bare skeleton mech causes both a sensation of attractiveness and fear. This is always used by a warsuit pilot to their advantage. Keeping with the power aspect of this unit, the power graspers are tuned to destroy up to a light tank by ripping it in two if need be. Other then this Valkriyes lack any other fixed armament in this mode.

The fearsome reputation and cheap, easy to produce nature of this suit would see it quickly become the favourite mech of most assault squadrons. Despite it’s lightness the ability and technology this suit posses will see it become a predominate fixture in most Grand Alliance fleets.

Optional weapons

To offset the relatively light weaponry of the Valkriye warsuit, Grand Alliance scientist have worked hard to produce many varied optional ordnances. To bypass the small reactors charge pods power many of the weapons. This allows for the Valkriye to fire full powered shots normally associated with much larger mechs without the need for large reactors. The only downside is the limited amount of shots the Valriye would have. As with most Grand alliance units all the equipment could be ejected and changed out quickly.

Group 1 equipment

Mounted on the central spar of the suit, these equipments help with the endurance aspect of battle.

(left to right)

Charge Pod dispenser

This equipment does what it says on the tin. It provides extra ammo for charge pod equipped weapons. The one down side it the delicate and fine control needed to change out and get charge pods. Most Valkriye pilots are used to crushing skulls with the power graspers rather then picking up delicate eggs. The dispensers hold up to six charge pods.

Fuel pod

As the name says this provides fuel. The range of even a heavily loaded Valkriye is comparable with most mechs but extra fuel can go a long way in some battles.

Micro-missile pod

Containing 5 micro-missiles these pods give some punch to the fearsome Valkriye. They are still “micro” missiles however and most heavy mechs can shrug off multiple barrages. But when extra punch is required these pod fit the bill.

Group 2 equipment

Mounted on hardpoints beside each oversized booster these weapons are the real reason most enemies fear Valkriyes. With the equivalent punch of most full sized Star Hornet weapons the Valkriye was no bantamweight when it came to dishing out damage.

(left to right)

Plasma cannon

9 shots and the same punch as a 100 mm plasma laser.

45 mm gatling pod

10 seconds of fire, big heavy bullets, nough said.

Guided missile pod

Big missiles, which could take down a light fighter. Needed an enhanced sensor package to use to its full range. Otherwise some close range punch, which could sneak around corners.

Unguided micro-missile pod

20 missiles in each pod provided some missile mayhem fun. The down side was that the mayhem only lasted for a few seconds.

150 mm siege cannon

Somehow the Grand alliance scientist managed to squeeze this big bertha of a weapon onto such a small suit. Only had 3 shots but with bullets this big you probably only needed one. Had massive compensators to make sure the warsuit wasn’t ripped apart when it fired.

100 mm railgun

Once again the scientist at Grand Alliance labs must of worked real hard to squeeze this weapon down to size. Only bad side was 7 shots.

Group 3 equipment

This equipment added some versatility to the otherwise bland Valkriye. They mounted on the “head” section of the warsuit. The smooth fairing is removed and the “head” unit is put in its place.

(left to right)

Wise Head

An AWAC unit, which made Valkriyes into recon units. As an added benefit all guided weapon systems would have an increase in radar performance. Used mostly by pilots who had a need to figure a situation out before going into battle.

Sting Head

A movable gun turret, which contained one 12 mm machine gun (200 rounds) and one 40 mm grenade launcher (20 rounds). Provided an all tracking solution for annoying pest. Couldn’t take anything big down however.

Missile head

If 2 booster missile pods and 6 micro-missile pods weren’t good enough this unit could increase the missile load out to 90 missiles in total. The missile mayhem, which would follow, would give even the most agile of pilots a cold sweat.

Gun Head

This unit provided heavy firepower in the form of one 45 mm gatling cannon (6 seconds of fire) and one mega pulse laser (9 shots). Wasn’t movable like Sting Head but this was offset by its much greater punch.

Death Head

For the pilot who wanted the most guns and firepower possible. It had two 45 mm gatlings (4 seconds of fire), two mega pulse lasers (3 shots each) and 8 micro-missiles. All this deadliness could be used up fast but this unit guaranteed your enemies would always remember you.

Group 4 equipment

The hand carried weapons the Valkriye used in equalizer mode. One weapon could be stored in the back in prowl mode and retrieved for use in equalizer mode. Gave the power graspers something to hold and use.

(left to right, starting from the top row then to the bottom row)

Power Lance

Powered by charge pods this lance could stab thru most light to medium mechs. Only had enough pods for 8 uses. Then it was a rather large metal spear.

Life Ender

A large sword, which had a small rocket motor to increase the power of each swing. Not using charge pods it could cleave light mechs in a few swings. Using charge pods (4 uses) it could create a blade as powerful as most mech’s beam sabers.

150 mm siege cannon

If a pilot couldn’t get enough 150 mm shells this weapon provided some more shots. Could hold 4 shells but was rather large to move around quickly. Used to hammer the enemy into oblivion.

100 mm rail gun

More akin to a sniper rifle for the Valkriye, it held 12 shots. Same punch as the booster mounted version.

Plasma rifle

Same punch as a 100 mm plasma laser, only 4 shots however.

45 mm gun pod

15 seconds of fire, this meant enough lead could be thrown around to spell your name.

Group 5 weapons

Stored on the side pods of the “legs” these were weapons of last resort. Not much punch just something so the enemy knew you still had some fight left.

Katana

Could cut thru most materials (no guarantee of any material unfortunately) but otherwise used like a katana.

10 mm pistol

Not much punch, just big enough rounds to ring most pilots ears.

12 mm grenade gun

Some more punch but all 5 rounds were fired at once.