Shadow Metal Siren

The Metal Siren is a marvel of versatility and destructive power. Two powerful gravity guns are stowed on each wing and can be fired in all three configurations. Heavy pulse plasma cannons are mounted over the shoulders in soldier configuration and just behind the cockpit in gerwalk. A set of high intensity lasers are located on each hip in soldier and gerwalk configurations and the forward undercarriage in the gerwalk and jet configurations. The "big" gun is the powerful plasma spear which can fire a plasma bolt or be used as a mega-damage stabbing and striking weapon. As if this were not enough, the Metal Siren is bristling with missiles located in the chest, hips, and lower legs of the fighter and additional body armor!

Vehicle Type: XVF-1MS Shadow Metal Siren
Class: Valkyrie III: Space Fighter (transformable)
Intelligence: Neural
Alignment: Scrupulous
Crew: None needed. But two people can sit in the cockpit w/gear.
I.Q.: 52
P.S.: 63
P.P.: 41
M.D.C. by Location:

*All items marked with a single asterisk means they are small and/or difficult to strike. An opponent must make a called shot to strike these areas and even then suffers a penalty of -2 to strike.
  Destroying the head will destroy all forms of optical enhancements. The range and targeting capabilities of radar and all other sensor (non-optical) are reduced by half. The head is a difficult target to strike: an attacker is -3 to strike even when a called shot is made and -5 to strike when the protective head shield is in place.

**Depleting the M.D.C. of the main body will shut the mecha down completely, making it useless. Note: Destroying a wing will make flight in an atmosphere impossible; in space reduce the dodge bonus by two points.

***Depleting the M.D.C. of the "Brain" will destroy the Shadow Metal Siren. Note: To hit the brain you must first deplete the M.D.C. of the main body. Depleting the M.D.C. of the main body will cause the brain to eject out of the Shadow Metal Siren.

****Depleting the M.D.C. of the Cross dimensional Device will make dimensional travel impossible. Note: To hit it the M.D.C. of the main body must be depleted first.


Statistical Data

Sensors and Equipment:

Weapon Systems:

  1. XVF-1MS Force Field: The marvel of the barrier is that it is continually renewed every melee. Thus, if the barrier took 11,000 M.D. of damage, it is restored to its full 12,000 M.D.C. fourteen (14) seconds later. If completely destroyed, the barrier will rematerialize within fourteen seconds.
    Primary Purpose: Defense
    Range: All around the Metal Siren.
    Mega-Damage: Inflicts none, but can sustain 12,000 M.D. every melee.
    Payload: Nearly Inexhaustible.
  2. Rapid-Fire HI-Laser Cannons (2): These powerful HI-Lasers are mounted behind the shoulders on either side of the head when in battolid mode, but located behind and above the cockpit when in gaurdin and jet mode. They can be fired in any configuration, but are fixed in a forwared position in the gaurdin and jet modes. Only in battloid mode can the lasers rotate 360 degrees and point up and down in a 45 degree arc. Each can be operated individually or in tandem with the other.
    Primary Purpose: Assault
    Secondary Purpose: Anti-missile/Anti-fighter
    Range: 8 miles in an atmosphere, but 26 miles in space.
    Mega-Damage: 2D6x100 M.D. per single blast, or 4D6x100 M.D. per dual blast fired from both simultaneously at a single target. Rate of Fire: Equal to the total number of hand to hand attacks of the pilot.
    Payload: Effectively unlimited.
  3. MSGR-2 Auto-cannons (2): A short range gravity auto-cannon is mounted on each side of the hips when battloid mode and fixed forwared on the undercarriage when in gaurdian and jet modes. The auto-cannons can rotate up and down 90 degrees in battloid mode and can angle to the right or left up to 45 degrees.
    Primary Purpose: Assault
    Secondary Purpose: Defense
    Range: 9 miles in an atmosphere, and 26 miles in space.
    Mega-Damage: A single burst fires 10 rounds and does 6D6x10 M.D. Can only fire bursts.
    Rate of Fire: Equal to the total number of hand to hand attacks of the pilot.
    Payload: 10,000 round drum clip providing 1000 bursts per cannon.
  4. Short Range Mini-Missile Launchers (12): The entire Shadow Metal Siren seems to conceal missiles! All can be accessed and launched while in battloid mode but only the 26 leg missiles can be launched when in gaurdin and jet modes. The most destructive missile types are its usual payload.
    Primary Purpose: Assault; anti-space fighter
    Secondary Purpose: Defense
    Range: Varies with missile type, but typically four miles. Double in space.
    Mega-Damage: Varies with missile type; any mini-missile can be used. Plasma or armor piercing are typical and inflict 2D6x10 M.D. per missile
    Rate of Fire: One at a time or in volleys of two, three, four, six or nine. One volley counts as one melee attack regardless of the number of missiles fired.
    Payload: 108 total!
      18 in each shoulder (26 total).
      8 in each side of the chest (16 total).
      12 in each hip (24 total).
      26 in each lower leg (42 total).
  5. MS-60 Particle Bean Cannons (2): One of these rifle-like gun pods is mounted on each wing of the Metal Siren. When mounted on the wings they can rotate or swivel 90 degrees to the left or right. When in battloid mode, one or both of the cannons can be removed from the wings and used like a handheld weapon. The MS-60 is also designed so that one can be fitted into the plasma spear, enabling the pilot to hold and fire the plasma spear and an MS-60 in one hand and use another MS-60 (or other weapon) in the other.
    Primary Purpose: Assault
    Secondary Purpose: Defense
    Weight: 400 pounds
    Range: 6 miles in an atmosphere, 70 miles in space.
    Mega-Damage: 1D6x1000 M.D. per single blast.
    Rate of Fire: The weapon can fire a single blast per melee action or release a short burts of five rapid-fire blasts
    Payload: When mounted to the wing the cannons draw upon the Metal Siren internal energy supply giving effectivly unlimited shots. But when disconnected from the Metal Siren the cannons relay upon their own internal energy clips giving each 80 individual shorts or 20 bursts.
  6. Plasma Spear (1): This powerful cannon fires a bolt of fiery plasma. It is handheld when in battloid or gaurdin modes or mounted on the nose when in jet mode. In the latter case, the plasma spear is fixed forwared.
    Primary Purpose: Assault; anti-space fighter
    Secondary Purpose: Defense
    Range: 6 miles in an atmosphere, 120 miles in space..
    Mega-Damage: 5D6x10 M.D. per single blast! 6D6 M.D. using the spear as a stabbing weapon or 3D6 M.D. from blunt strikes with the side of the spear.
    Rate of Fire: The plasma spear can be fired twice per melee round (every 15 seconds) and can be combined with other actions/attacks per melee.
    Payload: Effectively unlimited.
  7. Other Weapons: Any hand held weapon can be used if needed. Must be to the scale of robots or power armor.
  8. Optional Hand to Hand Combat: Rather than use a weapon the Metal Siren can engage in mega-damage hand toohand combat. Note: The Metal Siren is extremely agile when in battloid mode and can execute any hand to hand combat move, such as punhces, jump kicks, leap attacks, rool with impact, etc., that the pilot would care to attempt.
    HtH: Martial Arts
    No. of Attacks: 4 + pilot Strike: + 2 Parry: + 2
    Dodoge: +3 in Battloid, + 4 guardian mode, +6 in jet
    Roll: + 4 Initiative: + 3 Leap Dodge:* + 3
    Restrained Punch: 1D4 M.D. Kick: 1D6 M.D.
    Full Strength Punch in Gaurdin Mode: 1D6 M.D. Leap Kick: 2D6 M.D.
    Power Punch: 3D6 + 3 M.D. Stomp: 1D6 M.D.
    Body Block: 1D6 M.D. Body Flip: 1D4 M.D.
    Tear or Pry w/Hands: 1D6 M.D. Full Strength Punch in Battloid Mode: 2D6 M.D.
    Stab Attack w/Plasma Spear: 4D6 M.D. Blunt Attack w/Plasma Spear: 2D6 M.D.

Shadow-Metal-Siren.php -- Revised: January 27, 2021.