Contest number eight features a BattleMech that just participated in our Raid on Tamar which has got me really excited to see what you guys can do. Unfortunately, it came a little too soon for your winners to participate in but I want to see if someone can out do what Bradshaw and I came up with. These designs, which we designated the QS and QL, didn’t really have a major role in the battle. Basically, they just hung back peppering their opponents from long range and were never really engaged taking no damage. This disappointed me a bit cause I really wanted to see them mix it up but I will post them for your review. I’d like to work together with Bradshaw on their fluff and completion plus love to hear from you on these two competitors which perhaps you can out do.
For your inspection, assistance, and possible inspiration here are the links for Mech of the Week Article about the Valkyrie on the main BattleTech forums from someone you may know who has recently completed a fanbook.
https://bg.battletech.com/forums/index.php/topic,51655.0.htmlAnd don’t forgot BattleTech wiki!
https://www.sarna.net/wiki/Valkyrie Optimal Design Thoughts on the ValkyrieRole. A slightly slower than average Light BattleMech which is a long-range fire support asset that has good mobility. While not as fast as the Stinger or Wasp which it succeeded it operates in quite an opposite fashion from these smaller faster cousins. Rather than rush in the Valkyrie stays away using its arsenal and jump jets to pummel opponents until they yield or are destroyed. I’d say it works best with a partner rather than operating by itself on the battlefield as it lacks a single ‘knock down punch’ weapon. Ideal terrain in my opinion would be broken in some fashion like rolling hills but not truly flat say open plains or densely packed like a city.
Factories. 1.
New Avalon (Corean Enterprises) Federation Commonwealth / Davion
Made at the end of the Star League for the SLDF the unfinished factory fell into Davion hands after the Amaris Coup. Completed in 2787 this facility has manufactured almost 35,000 units for the AFFS thanks to its highly productive fully automated nature.
Internal Structure. Unlike some of our ‘unseen’ designs the Valkyrie is still in production and gives us some options thanks to its earlier Technical Readout 3050 upgrade. There has got to be 34,000 examples, or less out there given the attrition of the Succession Wars, of the three-ton Corean Model 1AA chassis which composed the internal structure of this BattleMech for its first two hundred and sixty years. This venerable frame has served this Light BattleMech well over this time and is one direction your refit could plausibly go. In 3049, Corean Model 101AA EndoSteel was developed for the Valkyrie giving us a lighter alternative which can easily be incorporated on this small Mechs vast unoccupied interior.
Engine. We got options here again thanks to a solid Omni 150 Fusion Engine which makes for a solid power plant. While it provides less than average speed it is dependable, cheap, and harder to disable than a lighter weight XL option. The Edasich Motors 180 XL Engine produced on Aur for the upgraded Hatchetman is an existing option which could boost your speed but comes with increased cost and survivability concerns. Justifying the earlier creation of an Omni 150 XL Engine could also be very plausible given the importance of the Valkyrie to the Federated Commonwealth. You could even downgrade to the 120 Fusion Engine here too if you like with either the standard model or the more advanced XL version which could give you even heavier firepower on this Light ‘Mech.
Jump Jets. Five Norse Industries 3S Jump Jets are probably the Valkyrie’s best movement feature and in my view must be maintain, at least in some fashion. The wings of the Valkyrie allow it dodge larger enemies and maintain distance while utilizing its long-range arsenal. With lower than average ground speed for a light unit these lifters allow Mechwarriors to change facings easily as well. So, like our Urbie friend before I’ll paraphrase this ‘it just wouldn't be a Valkyrie without Jump Jets!’
Heat Sinks. The VLK-QA has eleven Single Heat Sinks which do a nice job of dispersing most heat generated by weapons fire and movement. A jumping Alpha Strike produces only one overheat which ain’t bad at all, I might even say this is an optimal 3025 design. The upgraded VLK-QD stays with Single Heat Sinks which is acceptable cause of the slight overheat of three during the same jumping Alpha Strike. Double Heat Sinks could help though and are readily available but will cost you a dozen critical spaces if you maintain a 150 Fusion Engine as it can hold only six Heat Sinks internally.
Cockpit & Gyro. Again, nothing can be done to alter or improve the performance of the Valkyrie at least when it comes to the cockpit which will cost us three tons given the available level of technology. The two-ton gyroscope isn’t likely to change either unless you significantly alter the power plant of this thirty-tonner which I just can’t see here.
Armor. Just like the UrbanMech which proceeded it in these challenges the Valkyrie is well protected for a canon Light BattleMech with six tons of armor plating or a 96-armor factor. As with the other 30-ton Mechs it has a 105 maximum armor factor and with 6.5 tons of standard armor a near max 104 armor factor could be generated. InnerSphere Ferro-Fibrous (x 1.12) brings you slightly over max factor with 6 tons of that advanced armor generating a 108 factor. I don’t like wasting armor points but 5.5 tons only gets you to a 99-armor factor. In any event ferro-fibrous is only saving you a half a ton or a ton at most. My normal design tendency is to go with EndoSteel over Ferro-Fibrous but the VLK-QD does both, can you?
Weapons & Equipment. As fire support is the main role for the Valkyrie a mix of missiles and energy weapons is ideal here. I’d avoid heavier ballistic weapons as they are often a better fit for larger Mechs. Energy weapons and Light Mechs are probably the best match but missiles aren’t too bad either. The Valkyrie gives you the best of both worlds and even its only canon variant, the VLK-QF, simply swaps the Medium Laser for a Flamer. Can’t say I love that point defense weapon over the mid-range support of a Medium but its an option.
Design CriteriaDesign: Valkyrie Light BattleMech
Era: 3052, just following the Truce of Tukayyid
Tech: InnerSphere Level 2
Mass: 30 tons
Jump Jets: a must!
Tech BaseThe tech base for this enterprise will be InnerSphere Level 2, also known as Star League lostech, circa 3053. Remember some Level 1 standards which Bradshaw and myself think still have value like Large Lasers and PPCs which feature the same damage factor as their higher tech brethren with less range and perhaps most significantly less heat. I've also become a fan of massed LRM-5s over the larger batteries which could provide closer equivalents to Clan LRMs. However, I think the Federated Commonwealth favors larger batteries with Artemis IV FCS over the Free Worlds League NARC approach. Here is a list for your design reference. Let me know if there is anything I missed!
Star League LosTechAnti-Missile System
Arrow IV Artillery Missile System
Extended Range Large Laser (ER Large Laser)
Extended Range Particle Projection Cannon (ER PPC)
Gauss Rifle
Ultra Autocannon/5
LB 10-X Autocannon
One-Shot Missile Packs
Pulse Lasers (Small, Medium, & Large)
Streak SRM-2
Swarm LRMs
Thunder LRMs
Artemis IV FCS
Beagle Active Probe
Guardian ECM Suite
Myomer Accelerator Signal Circuitry (MASC)
Narc Missile Beacon
TAG
Cellular Ammunition Storage Equipment (CASE)
Double Heat Sinks
Endo Steel Internal Structure
Ferro-Fibrous Armor
Extra Light (XL) Engine
InnerSphere Low TechBlazer Cannon (or Binary Laser)
Recon Camera
Remote Sensor Dispenser
New InnovationsTriple Strength Myomer
Hatchet
C3 Computer
The Valkyrie is a Federated Suns BattleMech but the merger of the House Davion with House Stiner has seen its deployment expand to the AFFC. Together with the Commando it is referred to in 20 Year Update as the standard Light ‘Mech for the Federated Commonwealth. If I could talk about image for a moment – might the Valkyrie be the perfect symbol for FedCom unity, at least in the Salient Horizon setting? This Light BattleMech is already well established with a reputation for tenacity in the AFFS earned during the Succession Wars. Not only could the name have some appeal to the Germanic Steiner realm but the LCAF may appreciate its slower style and long-range punch of this heavier Light ‘Mech. It could certainly work in my opinion and I’d like to see your take on this possible propaganda piece. The only other factions I can see embracing the Valkyrie is the Free Rasalhague Republic and mercenaries working in their employ. The Kungsarme certainly was supplied with the Valkyrie per 20 Year Update and if I may speak about salvage by traditional enemies (Kurita and Liao) I doubt they’d use it preferring to sell this Davion junk.
Please do your research (think Objective Raids) for available components as this will be another factor in rapid production. I love fluff and your winning designs will be featured in my BattleTech Salient Horizon alternate setting. I'd like to go beyond the refits bought to you by Technical Readout 3050 and delve into extensive redesigns of your BattleTech favorites. Sharpen up your favorite war machines perhaps drawing on past or current variants while remembering the spirit or role of these Mechs. Don't forget to justify the expense of your project and multiple winners are possible. Figure that all entries have to be completed and posted on these forums by Friday December 6, 2019 by 11:59 PM which should give you all a full two weeks for this contest, good luck!!