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BACKGROUND
The RVF-25 Messiah is one of the newest-generation of Electronic Warfare Variable Fighters used by humans in 2059. Shinsei Industry/ Macross Frontier Arsenal Original Development/ Macross Frontier fleet's L.A.I. independently developed the RVF-25, from the YF-24 Evolution prototype, as the potential successor to the RVF-171 Nightmare Plus, the main electronic warfare variable fighter of the New U.N. Spacy. It has not been deployed to the New U.N. Forces yet, but has been deployed early to the S.M.S. for field testing in real combat scenarios.
Its offensive weapons include a gatling gun, beam cannons, and a close-combat knife in its shield. It is observed to have a new model of gun pod and other features, but as a vehicle under secret development, most of its specifications are still unknown. Designed as a reconnaissance plane and command machine, for unmanned combat aerial vehicles, it is equipped with a large-sized radome, as well as the Aegis pack Custom AP-SF-01+.
The RVF-25 Messiah is able to operate [manipulate] up to six (6) QF-4000 series (AIF-7S) Ghost fighters.
As a special feature, it can be equipped with an EX-Gear reinforced-exoskeleton (powered suit) that connects to its cockpit. The EX-Gear system, and the new Inertia Capacitor (ICS), supports and reduces the burden on the pilot, allowing more mobility and combat capability exceeding the limit of manned flight. Because of the limits of the pilot's body, it has always been nearly impossible for a fighter to reach its full potential. This problem, as addressed by the AVF Development Project in 2040, has finally been overcome. Moreover, the power output, armaments, sensors, etc. have all been completely integrated, resulting in greatly enhanced performance.
RPG STATS
Vehicle Type: All-regime variable fighter and tactical combat battroid.
Class: Variable Vehicles
Crew: one pilot with EX-Gear. EX-Gear functions as an ejection seat. Although normally a single seat-craft, the rear is equipped with an auxiliary seat. Auxiliary seat is hidden by a cover. At time of use, the cover is pulled and the auxiliary seat rises. Auxiliary seat is a normal ejection seat.
Manufacturer: Shinsei Industry Macross Frontier Arsenal / LAI Company
Government: New Unified Government
Customer: NUNS, SMS
Design Features: VG wing. X-shape dorsal and ventral tail fins allow control even if one fin is removed and 3 remain. Newly developed Linear Actuator improves the transforming system so a majority of moving parts are never in contact, but shift electromagnetically, reducing the transformation time by two-thirds. Many of the more fragile mechanisms have been abandoned, resulting in fewer malfunctions, less maintenance, and improved durability for the Battroid mode. Shield mounted on center rear dorsal fuselage in Fighter mode or on lower left arm section in GERWALK and Battroid modes.
Variants:
- RVF-25 Mainstay: enhanced electronic warfare capabilities version, equipped with large-sized radome and Aegis pack Custom AP-SF-01+. High precision sensor antennas and high-efficiency sensors built into head. Camera-eye is mounted on the outside of the head.
MDC BY LOCATION:
Location |
MDC |
Location |
MDC |
(1) Head
Head Lasers (1, 2 or 4)
Arms (2)
Hands (2)
Legs & Thrusters (2)
(2) Main Body
(3) Pilot Compartment/Escape Pod
Main Wings (2)
Tails (2)
Gun Pod
|
75
40 each
125 each
50 each
230 each
385
230
150 each
65 each
150
|
Anti-Projectile Shield
(4) Pinpoint Barrier Shield
(5) Main Booster Packs (2)
(5) Leg Packs (2)
(5) Shield Pack (2)
(5) Main Body Packs
(6) Radome
(6) Radar Panel
Optional Fold Booster
|
250
100
150 each
225 each
125 each
135
90
80
150
|
NOTES:
- (1) Destroying the head will knock out the major sensor systems, including all of the optics systems (infrared, nightvision, thermal). Radar and communications will be unaffected.
- (2) Depleting the MDC of the main body will destroy the mecha. The pilot and cockpit section/escape pod will be automatically ejected from the doomed mecha before it explodes by the mecha's main computer.
- (3) 230 MDC only in battroid mode and/or when the blast shield is lowered over the cockpit. Otherwise, 80 MDC for the canopy and 150 MDC for the remainder of the cockpit; requires a called shot to hit the canopy.
- (4) The pinpoint barrier shield regenerates at a rate of 50 MDC per round. Even if completely destroyed the shield will regenerate to full strength within 2 melee rounds. The shield is usually generated on the right or left arm.
- (5) Optional attachments that offer extra protection. Whenever the fighter takes damage roll 1D6. On a result of 1-4 the FAST packs take damage before the VF's main body does. Alternatively, if the pilot makes a successful parry roll the FAST additions automatically take damage first.
Explosive: unless otherwise noted, a FAST pack will explode violently when its MDC reaches 0. If the computer is functioning it will automatically eject the damaged part. If it is not, the pilot has one melee action to eject the FAST module before it explodes. Modules that explode do 1D6x100 MD. Deduct damage first from the part covered by the FAST pack, and then any remaining damage from the main body of the VF.
- (6) Destroying either or both the Radome and the antenna will reduce the RVF-25's sensor and communications abilities to that of a regular VF-25.
SPEEDS:
RUNNING: 200 kmph (Battroid), 135 kmph (GERWALK)
LEAPING: 16 m high or 23 m long, without thrusters (Battroid)
FLYING: Mach 5.0+ (1,135 Kmph) at 10,000 m and higher, on account of the fuselage heat-resistance boundary (fighter mode); 1,070 kmph (GERWALK & Battroid)
+20% to maximum speed (with FAST Packs)
VTOL: all modes capable
Maximum airframe design load: 27.5G at maximum acceleration for 120 seconds (When ISC operates, the cockpit is protected from high G.)
Maximum Initial acceleration: 15G (booster rockets + thrust of main engines) when fully loaded, Acceleration improves as more fuel is consumed. Instant acceleration is close to 30G when the missiles are exhausted (with SPS-25S/MF25 Super Parts.)
Ceiling: unlimited (Capable of launching into satellite orbit over an Earth-class planet)
Maximum rate of ascent: ? m/minute(Fighter mode)
Operational Underwater Depth: ?200? m (Battroid & GERWALK).
STATISTICAL DATA:
HEIGHT:
Battroid: 15.59 m (14.53 m w/o antenna)
GERWALK: under investigation
Fighter: 4.03 m without landing gear.
WIDTH:
Battroid: under investigation
GERWALK & Fighter: 15.50 m with wings at maximum extension
LENGTH:
Battroid: under investigation
GERWALK: under investigation
Fighter: 18.72 m
EMPTY MASS: 8,450 Kg
STANDARD OPERATING WEIGHT: 28t with SPS-25S/M25 Super parts (includes 15t of chemical propellant and micro missile pods)
PHYSICAL STRENGTH: equal to a PS of 50.
CARGO: small compartment behind pilot's seat for personal belongings.
POWER PLANT: two Shinsei Industry/ P&W/ RR FF-3001A Stage II thermonuclear reaction turbine engine (in space, maximum thrust of 1,620 kN). Thrust reverser, equipped with 3D-maneuvering nozzles. P&W HMM-9 High manoeuvrability thrusters. In atmosphere, The air intake shutters open, functioning as an air suction system. In space, the shutters are closed and internal propellant is used. Front fuselage slit allows for Boundary layer control by air suction as well as reducing air resistance.
DEFENSIVE SYSTEMS
Note: Refer to the VF-25 Messiah for stats unless otherwise noted herein:
1a. ACTIVE STEALTH SYSTEM ANTENNA
1b. ACTIVE STEALTH WING
2. ESCAPE POD
3. EX-GEAR
4. INTERNAL MDP/S-02 MULTIPURPOSE CHAFF/FLARE/SMOKE DISCHARGER SYSTEM & ANTI-OPTICAL WEAPON SYSTEM
5. HEAT AND RADIATION SHIELDS
6. HOWARD PBS-03F PIN-POINT BARRIER SYSTEM
7. SELF-DESTRUCT
8. SWAG ENERGY CONVERSION ARMOUR
9. ANTI-OPTICAL WEAPON VAPORIZING ARMOUR
10. SHIELD
OFFENSIVE SYSTEMS
Note: Micro-missile warheads converted to MDE-warheads for anti-Vajra use.
1a. Mauler ROV-25 25mm beam machine gun:
Each wing joint has a single ROV-25 beam machinegun, for a total of two. The guns can be fire linked.
- RANGE: 5,600 m
- DAMAGE: 1D8 MD per round. 10 round burst, single target - 1D8X10 MD. 20 round burst, single target - 2D8X10 MD. The cannons can be fire-linked so that firing both cannons at the same time counts as one attack (does double damage).
The machine gun can be used for sprays: 10 round spray - 1D8 MD per target, effects 1D4 targets. 20 round burst spray - 1D8 MD per target, effects 2D4 targets with a 50% chance of hitting bystanders. Fire-linked 20 round spray: 2D8 MD per target, effects 4D4 targets. Chance of hitting bystanders is 70%.
- RATE OF FIRE: Equal to the pilot's combined number of attacks. The ROV-25 is limited to bursts of 10 or 20 rounds per attack.
- PAYLOAD: Effectively Unlimited.
1b. Remmington ES-25A 25mm high-speed machine gun:
Each wing joint has a single ES-25A machinegun, for a total of two. The ES-25A is later refit to the anti-Vajra MDE warhead specification. The guns can be fire linked.
- RANGE: 3,350 m
- DAMAGE: 1D10 MD per round. 10 round burst, single target - 1D10X10 MD. 20 round burst, single target - 2D8X10 MD. For bursts greater than 25 rounds, increase the damage by a scale of 1D10X10 MD per 10 rounds (it is recommended to stick to multiples of 10 when firing for ease of damage resolution) OR refer to the modern weapons rules for machineguns. The cannons can be fire-linked so that firing both cannons at the same time counts as one attack (does double damage).
The machine gun can be used for sprays: 10 round spray - 1D10 MD per target, effects 1D4 targets. 20 round burst spray - 1D10 MD per target, effects 2D4 targets with a 50% chance of hitting bystanders. Longer duration sprays (up to limits of the magazine): 2D10 MD per target, effects 4D4 targets. Chance of hitting bystanders is 70%.
- RATE OF FIRE: Equal to the pilot's combined number of attacks. The ES-25A isn't limited to bursts of 10, 25 or 200 rounds.
- PAYLOAD: 200 rounds per gun. The guns cannot be reloaded in the field.
2a. Howard GU-17A 58mm Gatling Gun Pod:
The standard issue armament for the RVF-25 Messiah. With a rate of fire in excess of 1,200 rounds per minute, the gun pod is able to expend its entire magazine within seconds. To prevent this, it has been mechanically preset to fire in burst of either 5, 10, 25 rounds, or until the pilot releases the trigger (or the magazine is emptied.) A retractable cover exposes the barrels for cooling. Like the GU-11, the GU-17a carries ammunition internally.
- RANGE: 3.350 m
- DAMAGE: 1D20 per round. 5 round burst, single target - 1D10X10 MD. 10 round burst, single target - 2D10X10 MD. For bursts greater than 25 rounds, increase the damage by a scale of 1D10X10 MD per 10 rounds (it is recommended to stick to multiples of 10 when firing for ease of damage resolution) OR refer to the modern weapons rules for machineguns.
The gun pod can be used for sprays: 5 round spray - 1D20 MD per target, effects 1D4 targets. 10 round burst spray - 1D20 MD per target, effects 2D4 targets with a 50% chance of hitting bystanders. Longer duration sprays (up to limits of the magazine): 2D20 MD per target, effects 4D4 targets. Chance of hitting bystanders is 70%.
- RATE OF FIRE: Equal to the pilot's combined number of attacks. The GU-17a isn't limited to bursts of 5, 10, 25 or 200 rounds.
- PAYLOAD: 300 rounds. The GU-17a gun pod can be reloaded in the field. One spare clip is stored behind the shield.
2b. Howard GU-17V 58mm Gatling Gun Pod:
Optional armament for the RVF-25 Messiah. A GU-17A gun pod modified to fire the anti-Vajra MDE warhead.
- DAMAGE: Initially damage x2 when used against the Vajra. Later returns to regular (x1) damage.
Refer to GU-17A for other stats.
3a. AK/VF-M9 Ka-Bar OTEC Assault Knife:
A 1.65 m assault knife for close combat in Battroid or GERWALK, stored in shield. Can be reinforced by the pin-point barrier.
- RANGE: throwing distance (x5 in space)
- DAMAGE: 1D10x5 MD. 2D10x10 MD when reinforced by the pin-point barrier.
- RATE OF FIRE: Effectively Unlimited.
- PAYLOAD: Effectively Unlimited.
4. Wing Hard Points (6)
The RVF-25 has three hardpoints per wing, for a total of six. The standard combat loadout for the RVF-25 is as follows. For alternatives, refer to the Hardpoint and Missile Details. It is possible to have the same type of munition on all hardpoints.
Note: the standard UNG tactic is for wing mounted ordinance to be fired within the first few passes of an attack.
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|
-
- L.A.I. / AAMS-02A Short Range High Manueverability Anti-Air Missile
- LOCATION: Inner Hardpoints (C & D)
- RATE OF FIRE: Volleys of 1, 2 or 3 per hardpoint.
- PAYLOAD: 3 per hardpont; 6 total.
- Sentinal FXA-60A High Speed Armour Piercing Rocket Launcher Pod
- LOCATION: Middle Hardpoints (B & E)
- RATE OF FIRE: 1 to 6 per hardpoint.
- PAYLOAD: 18 rockets per pod; 36 total.
- Bifors AAMM-05D Medium Range Anti-Air Missile
- LOCATION: Outer Hardpoints (A & F)
- RATE OF FIRE: 1 per hardpoint.
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-
- PaCSWS-1G Super High Manueverable Missile
- LOCATION: Inner and nacelle Hardpoints (A & F)
- RATE OF FIRE: 1 per hardpoint.
- LPP-14A/LPP-014Fx Propelled Laser Pod
- LOCATION: Inner Hardpoints (A & F)
- RATE OF FIRE: 1 per hardpoint.
- RMS-7 Reaction Missiles or Dimension Eater Missiles
If either are mounted, only the AAMS-02A can be mounted on one other wing hardpoint. Reaction and Dimension Eater Missiles are always fired in the opening moments of a battle.
- RATE OF FIRE: 1 per hardpoint.
- PAYLOAD: One per hardpoint, for a maximum of 4. (2 with Dimension Eaters)
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5. HAND TO HAND COMBAT
If necessary, the RVF-25 Messiah can engage in melee combat rather than use a weapon. The VF is extremely agile and can execute most typical hand to hand combat moves, such as punches, jump kicks, leap attacks, rolling with impacts, etc..
DAMAGE:
- Restrained Punch: 1D6 M.D.
- Full Strength Punch: 4D6 M.D.
- "Booster" Punch: 1D6x10 M.D. (counts as two attacks)
- Tear or Pry with Hands: 2D4 M.D. + additional ripping and frame damages.
- Kick: 4D6 M.D.
- Leap Kick: 2D6x10 M.D.
- Body Flip/Throw: 2D6 M.D.
- Body Block/Tackle: 2D6 M.D.
- Stomp: 1D6x10 M.D. (only effective against small objects) Note that for some objects, they will be instantly destroyed.
OPTIONAL EQUIPMENT (FAST PACKS & SUPER PARTS)
FOLD BOOSTER
On the dorsal surface, the RVF-25 features a pair of special equipment hardpoints for mounting fold boosters. The boosters must be ejected prior to transformation. The AP-SF-01+ Super FAST pack is designed to electromagnetically form around the fold booster when ejected in space. Using the electromagnetic systems in the VF, as well as the Super FAST pack, the VF-25 is able to reattach the Super FAST pack and fold booster when it has returned to space.
1. AP-SF-01+ Aegis PACK
An electronic-warfare pack and radome based on the RVF-171. The Aegis pack system includes additional internal and external systems. External systems are a radome located on dorsal side in fighter and GERWALK mode and a radar panel located on the ventral side in fighter and GERWALK modes. In battroid form, the radome and radar panel are mounted on the back.
The telemetry from the radome can be transmitted to a command ship for further analysis.
Radome and Phased array radar panel can be jettisoned if necessary.
Fuselage Systems
- AE-35 CUSTOM ELECTRONIC WARFARE SYSTEM BOOSTER UNIT: in central avionics bay located in front of cockpit.
- VGA-14A INTEGRATED SENSOR: in nose radome.
Radome Systems
- DSAF-03 ELECTROMAGNETIC WAVE/FOLD WAVE SENSOR: improved for anti-Vajra use by L.A.I. Corporation using fold quartz.
- ELECTROMAGNETIC WAVE SENSOR: detects differences in electromagnetic and magnetic fields. It provides only basic information, such as general location, estimated size and direction of travel. The sensor can also take detailed structural readings of objects with electromagnetic fields, such as detecting power sources, active or hidden weapon ports, transmitters and other valuable statistical data.
- RANGE: 250 km for general detection. Fine readings can only be done at close range. GM's discretion.
- BONUSES: +20% to Intelligence and Detect Ambush/Concealment rolls, provided they make a successful Read Sensory Instruments roll (otherwise they misread/misinterpret the sensor readings).
Detect Cloaked Ships: 30% chance of detecting a ship protected by passive stealth, 60% chance with active stealth (halve values if the cloaked ships are powered down).
- FOLD WAVE SENSOR: detects targets in real-time using fold waves instead of electromagnetic waves. Sensor can be used to detect spatial disturbances in the immediate area, such as fold dislocations and incoming or outgoing folds.
- RANGE: approximately 1 light year (9,500,000,000,000 km) when deployed in outer space.
- TRACKING: can identify up to 2,048 targets simultaneously, and can guide long to medium-range missiles at 128 targets at the same time.
- RADAR:
- RANGE: can detect targets as low as 10 m and as high as 35,000 m, over 1,500 km away.
- TRACKING: can detect and track up to 2,048 targets simultaneously and can record position, speed, and direction of motion for all targets tracked. Can target 128 targets at the same time.
- ALQ-199 TACTICAL NOISE JAMMING DEVICE: radiates electronic jamming that interferes with enemy radar, blocking the receiver with highly concentrated energy signals. The two main technique styles are noise techniques and repeater techniques. The three types of noise jamming are spot, sweep, and barrage.
Spot jamming occurs when a jammer focuses all of its power on a single frequency. While this would severely degrade the ability to track on the jammed frequency, a frequency agile radar would hardly be affected because the jammer can only jam one frequency. While multiple jammers could possibly jam a range of frequencies, this would consume a great deal of resources to have any effect on a frequency-agile radar, and would probably still be ineffective.
Sweep jamming is when a jammer's full power is shifted from one frequency to another. While this has the advantage of being able to jam multiple frequencies in quick succession, it does not affect them all at the same time, and thus limits the effectiveness of this type of jamming. Although, depending on the error checking in the device(s) this can render a wide range of devices effectively useless.
Barrage jamming is the jamming of multiple frequencies at once by a single jammer. The advantage is that multiple frequencies can be jammed simultaneously; however, the jamming effect can be limited because this requires the jammer to spread its full power between these frequencies. So the more frequencies being jammed, the less effectively each is jammed.
Base jamming is a new type of Barrage Jamming where one radar is jammed effectively at its source at all frequencies. However, all other radars continue working normally.
Digital radio frequency memory, or DRFM jamming, or Repeater jamming is a repeater technique that manipulates received radar energy and retransmits it to change the return the radar sees. This technique can change the range the radar detects by changing the delay in transmission of pulses, the velocity the radar detects by changing the doppler shift of the transmitted signal, or the angle to the plane by using AM techniques to transmit into the sidelobes of the radar.
- ALQ-200 MULTI-BAND TRACK BREAKER: is used to deceive enemy tracking radar in single target track mode. These are typically fire control radars associated with SAMs, AAMs and AAA. Track breaking techniques are therefore of major importance in tactical and strategic aircraft.
Track breakers attack the automatic tracking mechanism of the victim radar. If the threat is a pulsed radar a track breaker will usually transmit a 'cover pulse' at the same time as the return pulse. This masks the return and the victim tracking mechanism is then allowed to lock on to the cover pulse rather than the weaker real return. The jammer has then seduced the tracking mechanism and can, within limits, move the target about its real position and typically turn it off to break lock.
The target will often be made to erratically jitter which makes it impossible to accurately guide a missile or fire a gun at the target.
Radar Panel Systems
- ESF-1000 FOLD-WAVE PHASED-ARRAY RADAR PANEL
Used in conjunction with the radome. Refer to Radome Fold Wave Sensor for detection details.
- FOLD COMMUNICATION: in real-time to the maximum range.
- RANGE: approximately 1 light year (9,500,000,000,000 km) when deployed in outer space. Communication can be boosted indefinitely via satellite relay (though there is a delay of 1 second per light-year.)
- FOLD COMMUNICATION GUIDANCE SYSTEM: because fold waves are applied to the control scheme, control of QF-4000 Ghost-series is possible at long distances without lag time.
- Range: approximately 1 light year (9,500,000,000,000 km) when deployed in outer space.
- Maximum of 6 QF-4000 Ghost-series can be controlled.
- COMMUNICATIONS ARRAY:
- ALQ-192 COMMUNICATION JAMMING DEVICE: creates a transmission of radio signals that disrupt radio communications by decreasing the signal to noise ratio. The radio transmitter is tuned to the same frequency as the opponents' receiving equipment and with the same type of modulation, can override any signal at the receiver. The most common types of this form of signal jamming are random noise, random pulse, stepped tones, warbler, random keyed modulated CW, tone, rotary, pulse, spark, recorded sounds, gulls, and sweep-through. These can be divided into two groups -- obvious and subtle.
Obvious jamming is easy to detect because it can be heard on the receiving equipment. It usually is some type of noise such as stepped tones, random-keyed code, pulses, music (often distorted), erratically warbling tones, highly distorted speech, random noise (hiss) and recorded sounds. Various combinations of these methods may be used often accompanied by regular morse identification signal to enable individual transmitters to be identified in order to assess their effectiveness. The purpose of this type of jamming is to block out reception of transmitted signals and to cause a nuisance to the receiving operator.
Subtle jamming is jamming during which no sound is heard on the receiving equipment. The radio does not receive incoming signals yet everything seems superficially normal to the operator. These are often technical attacks on modern equipment, such as "squelch capture".
The number of frequencies jammed can be increased by mounting additional Frequency Band Pods on hardpoints.
2. SPS-25S/MF25 SUPER FAST PACK
Shinsei Industries Aegis pack Custom AP-SF-01+ High-maneuverability Super FAST pack, that add more armor compared to previous Variable Fighters' packs. The packs include two main boosters, two armored intake units, two additional armor units for the main manipulators, two additional engine block armored units, two CIWS launcher pods, and groin/hip armor unit. The individual pieces that compose the packs can be ejected all at once, or one at a time.
The Super FAST packs contain two main boosters units, with four Gobishi Heavy industries SLE-7A main booster engines; one Gobishi Heavy Industries SLE-3A sub booster engine located in the tail booster; and Ten Gobishi Heavy Industries SLE-1C High-maneuverability verniers.
The Super FAST packs have a maximum total thrust (main booster and sub-booster engines) of 2,940 kN. Even though the acceleration of a super pack that's fully-loaded with propellant is somewhat inferior to a VF-25 that's lightly equipped (15 G), when the propellant is used and the craft becomes light, acceleration becomes close to 30 G. The VF-25 is the most high-manoeuvrability when it's on the verge of exhausting it's fuel.
The manufacturing cost is also held down to inexpensive, as a prerequisite of the super packs is that they are disposable.
The FAST packs are only used in space. They can be used in an atmosphere, but they completely disrupt the max speed (-50%), and hamper manueverability (-1 to dodge) which negates any benefits the packs provide.
1. MAIN BOOSTERS:
The standard equipment for the front of the main boosters is the Bifors CIMM-3A micro-missile launcher pod; which can be replaced with mission specific equipment if necessary.
- 1a. Bifors CIMM-3A micro-missile launchers pods (2):
A micro-missile launcher that has 3 exit ports. The missiles may be fired in any mode.
- MISSILE TYPES: HMM-25 general purpose micro-missiles, though any type of Micro Missile can be used.
- RATE OF FIRE: Volleys of 1 to 3.
- PAYLOAD: up to 90 missiles per pod for a potential total of 180 missiles.
- 1b. Reconnaissance-In-Force Unit (2)
A CIMM-3A micro-missile launcher pod with increased propellant capacity. The total missile capacity in the CIMM-3A launchers is unchanged. Even though the initial acceleration is reduced due to the amount of weight increase, the overall period of movement is extended (the final speed also increases according to the usage).
- ARMAMENT: See 1a.
- RANGE: increased.
- 1c. Beam Gun (2)
A beam gun. Like the beam gun in the VF-1's strike pack, but cannot be swiveled to fire straight ahead in Battroid.
Stats pending. The following is temporary stats from the Mauler RO-X2A High-powered Double-action Beam Cannon Pod of the VF-1 Strike Valkyrie:
- RANGE: 56,300 m
- DAMAGE: 1D10x10 M.D. per dual blast.
- RATE OF FIRE: Equal to the pilot's combined number of attacks.
- PAYLOAD: Effectively Unlimited.
- 1d. Reaction Missile Container (2)
The missiles may be fired in any mode. Reaction Missiles are always fired in the opening moments of a battle.
- MISSILE TYPES: RMS-6 Large Anti-Ship Reaction Missile, though any type of Anti-Ship Reaction Missile can be used.
- RATE OF FIRE: Volleys of 1 to 2.
- PAYLOAD: 2 per container for a potential total of 4 missiles.
- 1e. Propellant Tank (2)
Doubles the propellant.
- PRIMARY PURPOSE: Increased range.
2. Remmington HMM-5A CIWS LAUNCHER POD (2)
A close-in micro-missile CIWS launcher pod located over the shoulders in Battroid mode.
- MISSILE TYPES: FXA-60A High Speed Armour Piercing Rocket, though any type of Micro Missile can be used.
- RATE OF FIRE: Volleys of 1 to 23.
- PAYLOAD: 23 missiles per pod, for a potential maximum of 46.
3. OTHER FAST PACKS
Other packs are possible, but they are reserved for the specialized VF-25 Messiah that they were developed for.
SENSOR SYSTEMS
Note: Refer to the VF-25 Messiah for stats unless otherwise noted herein:
- AOA DETECTOR:
- ENHANCED COMMUNICATION SYSTEMS
- EXTERNAL AUDIO PICKUP
- HEAD MOUNTED SENSORS: the egg-shaped head features many highly efficient sensors condensed inside. There is no head laser machine-gun equipment, but it is equipped with a high precision sensor antenna instead. The red parts are camera eyes, and various sensors are built inside of the white sphere.
- PRIMARY PURPOSE: detection
- SECONDARY PURPOSE: ECM
- RANGE: can detect targets as low as 10 m and as high as 35,000 m, over 650 km away.
- TRACKING: 300 targets, while simultaneously devising and executing fire control solutions for 25 targets.
- HYBRID SENSORS
- IFF ANTENNA
- IFF/UHF DATALINK ANTENNA AND TACAN/UHF ANTENNA
- OPTICS - AN/ASQ-228 ATFLiR Advanced Targeting Forward-Looking Infrared
- OPTICS: HYBRID SENSOR/TV CAMERA SYSTEM AND REAR PERISCOPE
- QFS-06 FOLD DETECTION SENSOR
- RADAR - INTEGRATED AA/AS/SF-06 MULTI-PURPOSE SENSOR SET (fighter and GERWALK modes)
- RADAR (battroid mode)
- RADIO/VIDEO COMMUNICATION
- RETRACTABLE EC (Electronic Countermeasures) and VHF ANTENNA
- UHF ANTENNA
- VARIOUS ANTENNAE AND RADAR SYSTEMS
- VHF ANTENNA
OTHER STANDARD EQUIPMENT
Note: Refer to the VF-25 Messiah for stats unless otherwise noted herein:
- AIRBRAKE
- BALANCE CONTROLLER
- BLC (Boundary Layer Control)
- FIRE CONTROL SYSTEM
- HELMET POINTING SYSTEM
- INERTIAL NAVIGATION SYSTEM (AUTOPILOT)
- ISC (INERTIA STORE CONVERTER)
- LANDING GEAR
- LASER TARGETING SYSTEM
- LINEAR ACTUATORS
- LOUDSPEAKER
- "MAGIC HAND" MANIPULATORS (3)
- ON-BOARD AI
- REMOTE CONTROL
- SEARCHLIGHTS
- STANDARD SURVIVAL KIT
- TACTICAL LIFE SUPPORT SYSTEM
- VORTEX CONTROLLER
COMBAT BONUSES FOR RVF-25 MESSIAH TRAINING
If the RVF-25 Messiah has FAST packs, they provide the following bonus and penalty:
- In space: +1 bonus to dodge in all modes.
- In atmosphere: -1 penalty to dodge while flying. Speed is reduced 50%.
BASIC VARIABLE FIGHTER COMBAT TRAINING
Basic training for non-pilot military personnel.
- 1 attacks per melee (plus those of the pilot). Add one additional action/attack at levels three, nine, and fifteen.
- +0 on initiative (+1 when using Active Stealth System)
- +1 to strike (+2 when using Active Stealth System)
- +1 to parry
- +1 to dodge in battroid mode, +2 in GERWALK, +4 in jet mode.
- an additional +1 to dodge if EX-Gear is being used.
- +1 to roll with a punch or fall with an impact, reducing damage by half.
- Tilt Dodge Modifier (applied to the regular dodge bonus for the mode the VF is in): -5.
- No leap kick.
- Critical strike same as pilot's hand-to-hand.
- Body block/tackle/ram - 2D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.
ADVANCED RVF-25 MESSIAH COMBAT TRAINING
Advanced training for pilots specializing in the RVF-25.
- 3 attacks per melee (plus those of the pilot). Add one additional action/attack at levels two, five, seven, and ten.
- +1 on initiative (+3 when using Active Stealth System)
- +2 to strike (+3 when using Active Stealth System)
- +3 to parry
- +3 to dodge in battroid mode, +4 in GERWALK, +6 in jet mode.
- an additional +1 to dodge if EX-Gear is being used.
- +3 to roll with a punch or fall with an impact, reducing damage by half.
- Tilt Dodge Modifier (applied to the regular dodge bonus for the mode the VF is in): -5.
- Critical strike same as pilot's hand-to-hand.
- Body block/tackle/ram - 2D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.
REFERENCES
© Aaron Sketchley