compiled overview of the 30
ton VLK-QA
Valkyrie 'Mech, from various
BattleTech novels and game sourcebooks:
The
Vakyrie is a
'Mech design unique to the
Federated Suns. Although commissioned by the League's Regular Army, it did not enter production until 2787, after the start of the
First Succession War. Because the
Corean facilities were all within the
Federated Suns, all
Valkyries produced became the exclusive property of
House Davion. Despite the chaos of the
Succession Wars, the Corean plants on
New Avalon are still functional, a large
industrial
complex still capable of manufacturing up to 130 Valkyries per year.
The continued operation of
Corean Enterprises depends upon several other key industries. Components such as
fusion reactors and
sensor helmets
are still produced by completely
automated plants, using
technology that is no longer understood. These old and worn plants often break down, which
means the day may come when it is no longer possible to repair malfunctioning equipment. When the supply of ultra-high technological parts needed by
each
'Mech runs out, Corean Enterprises will be forced to end production.
Future concerns aside, the
Valkyrie has become an important part of the
Davion forces. It generally replaces the lighter
Stingers and
Wasps in the
Federated Sun's
crack combat regiments, giving their units improved
firepower. Because the VLK carries twice the armor of either a WSP or a STG, it
can last longer
under fire.
The
Vakyrie is a highly regarded light 'Mech. Its six tons of
armor, top speed of 86.4
kilometers per hour, and 150-meter
jump capacity allow it to
outmaneuver heavier units on the battlefield and to absorb a fair amount of
damage. At the same time, the VLK's eleven
heat sinks allow a high rate of
activity without overheating. Its relatively flat
potential damage curve illustrates that it is equally at ease fighting at extended range or at
close quarters.
The
Devastator LRM system is an unusual but welcome addition to a light 'Mech. Though it carries only twelve reloads, the
LRM-10 makes the
Valkyrie a potentially tough opponent even at long range. At close range, the combination of
medium laser and jump capacity makes the
Valkyrie just as
dangerous. Although it is no match for a medium or heavy 'Mech by itself, as part of a
lance, the Valkyrie is effective. More than one
MechWarrior has
suddenly found to his horror that he has a Valkyrie behind him and the rest of the lance in front.
The Valkyrie's eleven heat sinks allow it to jump as often and as far as desired without decreasing its rate of fire. This has given the
'Mech a
reputation for
tenacity. It has been said that once a Valkyrie attacks, 'it stays with you until either it drops or you do'. As experienced pilots are more
likely than most other
MechWarriors to be assigned to a new Valkyrie, this
reputation may be well earned.
Because this light 'Mech is so well-armored, it is often assigned to scouting missions. They are also much less likely to fall victim to scout-hunters
such as the
Scorpion. In fact, the Valkyrie's LRM-10 can inflict respectable damage on hunter units lacking long-range weaponry.
To date, the Valkyrie has not developed any
chronic maintenance problems. Although there have been instances of shorts in the leg
actuators and a
number of
bugs in the sync-tracking systems, these have been rectified. Despite these difficulties, the Valkyrie has become an important part of the
Davion military machine. It is now found in virtually every regular
regiment of the
Federated Suns.
The
Valkyrie has made its greatest contribution as a
lance member. It often supports its lance leader in an attack on a much heavier opponent. In such operations, many
Stingers and
Wasps have been
crippled before they could make any contribution on the battlefield. The Valkyrie is not an easy kill, even for a heavy 'Mech.
In the First Battle for
Galtor, elements of Davion's
Syrtis Fusiliers held the planet despite an intense, three month offensive by
Kurita's
Proserpina
Hussars. The battle was significant because the Syrtis Fusiliers had recently replaced all 'Mechs in its light units and
fire lances with Valkyries. Although
badly outnumbered, the defenders managed to stem the invasion and push the attackers back. Much of the operation's success was credited to the low
attrition rate of light
'Mechs, which allowed lance structures to remain intact throughout the defensive operation.
On
Dobson, where
House Davion and
Kurita clashed less than a year later,
Valkyrie scouts managed to pinpoint the location of the attacker's major
supply deposit. Spotted while leaving the area, the Valkyries were forced to fight their way back through enemy lines. Although the 'Mechs were barely
operational when they returned to friendly soil, the fact that they survived at all is a testament to the durability of the VLK.
During the Siege of
Sarna,
Valkyries were used successfully as scout hunters. Their long-range missiles allowed them to cripple their opponents
from a safe distance before moving in for the kill. Not one VLK was lost in these operations.
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