Official Setting information is in
darkgreen. Extended Universe information is in
steelblue.
BACKGROUND
The VF-25 Messiah is one of the newest-generation of Variable Fighters used by humans in 2059. Shinsei Industry/ Macross Frontier Arsenal Original Development/ Macross Frontier fleet's L.A.I. independently developed the VF-25, from the YF-24 Evolution prototype, as the potential successor to the VF-171 Nightmare Plus, the main Variable Fighter of the New Unified Forces. It has not been deployed to the New Unified 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, laser guns in the head unit, 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 for multipurpose deployment, such as a fighter plane, an attack plane, a fighter-bomber, a reconnaissance plane and command craft for unmanned combat aerial vehicles, are possible by exchanging modules. Fighters can be customized according to the pilot and characteristics of the mission.
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 limits 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.
Unlike the VF-1 Valkyrie's Armored system which is limited to Battroid-mode use only, the VF-25's Armored parts can still be mounted while transforming. A high-maneuverability Super pack is also available.
Timeline
2053: Macross Frontier, Macross Olympia and Macross Galaxy fleets decide to work together to plan a Variable Fighter that rivals the VF-24 Evolution technology. It is called the "Triangular Plan". The Macross Frontier develops the YF-25, the Macross Galaxy develops the YF-27, and the Macross Olympia develps the YF-26 - development of which is later cancelled.
2055 April: YF-25 Prophecy designing completed
2056 September 6: prototype YF-25 Prophecy is completed
2056 November: the prototype YF-25 Prophecy undertakes a test program on the remodelled Special Forces Uraga class carrier, Shanghai III
2057 February: the Shanghai III arrives at the Macross Olympia, and further testing of the YF-25 Prophecy commences
2057 June: the Frontier Fleet attains ISC control and it is incorporated into the YF-25 and [properly] timed. Atmospheric testing of the YF-25 is basically completed.
2057 September: each kind of test on the VF-25 Messiah continues to this date
2058 January: advance mass production of A, F and S type VF-25 (Block 2)
2058 June: the Unified Government and Frontier Fleet parliament are told of the mass production of the YF-25 Prophecy and it is assigned the number VF-25 and pet-name "Prophecy"
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 a normal ejection seat.
Manufacturer: Shinsei Industry Macross Frontier Arsenal / LAI Company
Government: New Unified Forces
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. Shield mounted on center rear dorsal fuselage in Fighter or on lower left arm section in GERWALK and Battroid.
Variants:
- VF-25A: standard type. Has the same head shape as the G model.
- VF-25B: S.M.S. trainer type
- VF-25C: a type with improved data links
- VF-25D: New Unified Forces trainer type
- VF-25E: type set up to wear the armour pack as standard
- VF-25F: attacker type
- VF-25G: has a sniper rifle as standard equipment. Head turret mono-eye adjusted for sniping.
- VF-25S: team leader type with enhancements to every system.
- VF-25VJ Vajra Agressor
- RVF-25 Mainstay: enhanced electronic warfare capabilities type, 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.
- VRF-25F Recon-Messiah
- VC-25V VIP Messiah
- VEF-25E Warning-Messiah
- VF-25WR Wyvern-25: recon type on Vajra controlled planets. Development ceased upon conclusion of the Vajra War.
MDC BY LOCATION:
Location |
MDC |
Location |
MDC |
(1) Head
Head Lasers (1, 2, 3 or 4)
Arms (2)
Hands (2)
Legs & Thrusters (2)
(2) Main Body
(3) Pilot Compartment/Escape Pod
Main Wings (2)
Tails (2)
|
75
40 each
125 each
50 each
230 each
385
230
150 each
65 each
|
Gun Pod
Anti-Projectile Shield
(4) Pinpoint Barrier Shield
(5) Main Booster Packs (2)
(5) Leg Packs (2)
(5) Shield Pack (2)
(5) Main Body Packs
Optional Fold Booster
|
150
250
100
150 each
225 each
125 each
135
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 Valkyrie. The pilot and cockpit section/escape pod will be automatically ejected from the doomed Val before it explodes by the Val's main computer.
- (3) 230 MDC only in Battroid 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 Super Parts take damage before the VF's main body does. Alternatively, if the pilot makes a successful parry roll the Super Parts automatically take damage first.
Explosive: unless otherwise noted, a Super Part 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 Super Part module before it explodes. Modules that explode do 1D6x100 MD. Deduct damage first from the part covered by the Super Part, and then any remaining damage from the main body of the VF.
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); 1070 Kmph (GERWALK & Battroid)
+20% to maximum speed (with Super Parts)
VTOL: Battroid and GERWALK only
Maximum airframe design load: 27.5G at maximum acceleration for 120 seconds (when ISC operates, the cockpit is protected from high-Gs).
Maximum Initial acceleration: 15 G (booster rockets + thrust of main engines) when fully loaded. Acceleration improves as more fuel is consumed. Instant acceleration is close to 30 G when the missiles are exhausted (with SPS-25S/MF25 Super Parts). About 11.5+ G with APS-25A/M25 Armored pack (booster rockets and the engines at maximum thrust. Maneuverability improves as more fuel is consumed).
Ceiling: unlimited (capable of launching into satellite orbit over an Earth-class planet)
Maximum rate of ascent: ? m/minute (Fighter)
Operational Underwater Depth: ?200? m (Battroid & GERWALK)
STATISTICAL DATA:
HEIGHT:
Battroid: 15.59 m (14.53 m w/o laser guns)
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: 28 t with SPS-25S/M25 Super parts (includes 15 t of chemical propellant and micro missile pods). 40 t with APS-25A/M25 Armoured pack (15 t of propellant, about 9 t in missile weight. All 15 t of fuel can be spent in 2 minutes at maximum thrust and about 15-20 minutes during combat manoeuvres)
STANDARD SORTIE WEIGHT: 52 t with APS-25A/M25 Armoured Pack
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
1a. ACTIVE STEALTH SYSTEM ANTENNA
The VF-25 is equipped with an advanced active stealth system; which is useful against fighter mounted radar, radard-guided missiles and so on, but it is difficult to deceive large radars and the like. -40% to read sensory instrument checks to detect the VF-25, and when being attacked by missiles, either add +30% when chaff and flares are used, or roll on the following:
- 01-50% Missile explodes harmlessly
- 51-00 No effect.
Since the VF-25's stealth capability is a system in the airframe, it can be damaged or destroyed. Once the Valkyrie has lost half of its main body MDC, there is a 50% chance that the stealth system will fail every time the main body of the craft is hit thereafter. Once the stealth system has failed, it will not work again until repaired at a New Unified Forces base. For more information on stealth, please refer to the stealth rules.
1b. ACTIVE STEALTH WING
In addition to the anti-radar coating, the main wings are mainly used as heat sinks after combat ends, to avoid infra-red ray detection during combat.
2. ESCAPE POD
The entire reinforced cockpit of the VF-25 is a detachable escape pod that can be jettisoned when the Valkyrie is destroyed. The ejected cockpit does not contain thrusters, but does contain a powerful locator beacon and an integrated life support system that can support the pilot for up to 24 hours after ejection. The pod is also equipped with parachutes in case of ejection in an atmosphere. The combat computer is programmed to automatically eject the escape pod if the Valkyrie is destroyed (main body MDC reduced to 0), but this can be overridden by the pilot.
3. EX-GEAR
The VF-25 features a built-in EX-gear system and gunner kit in the cockpit. EX-Gear is an "interface that's worn", which enables highly accurate flight control due to the pilot's muscles' electrical current, and literally the VF-25 can be precisely controlled by the sensation of one's hands and feet. In addition, there are such things as a medical kit and simple cold sleep functions. The EX-Gear is also provided with a life preservation function for the pilot.
4. INTERNAL MDP/S-02 MULTIPURPOSE CHAFF/FLARE/SMOKE DISCHARGER SYSTEM & ANTI-OPTICAL WEAPON SYSTEM
A combined chaff, flare and smoke discharger, useable in all modes, and located in the bulge on the outside of the engine pod; which functions as an air/dive brake. When used, they fire a burst of 6 flares, 1 exploding chaff container or one cloud of white smoke per 1 unit listed in the stats. Chaff and flares are unique in their means of countering missiles.
- RANGE: GM's arbitration. Smoke effect a 6.1 m3 spherical area OR a 1 m wide, 40 m long release.
- BONUSES: chaff, flares and the Anti-Optically targeted weapon systems are +3 to dodge. Roll to dodge after rolling on the following per missile:
01-40: Missile distracted - explodes harmlessly in the countermeasures.
41-80: Missile distracted - it loses track of its target. Depending on the missile type and its remaining fuel, it could reacquire you, or another target in the area.
81-00: No effect.
Optional: +5% per every additional countermeasure deployed after the first. For example: 3 countermeasures changes the table to 01-50, 51-90, and 91-00.
- RATE OF FIRE: unlimited (recommended maximum of 4 per attack to better reflect their fallibility)
- PAYLOAD: 8 bursts of flares, 8 chaff pods and 8 bursts of smoke per dispenser
The Anti-Optical Weapon System is active as long as the airframe has power, BUT can only be used against one (1) missile at a time.
DESCRIPTIONS:
- CHAFF: explodes roughly 2 seconds after being deployed. They fill the area with a plethora of small, highly reflective metal pieces that only distract radar-seeking missiles.
- FLARES: are fired in bursts of 6 to 8 per unit. They only work against heat-seeking missiles. Flares can also be used as a signal at night or in space or to blind an opponent at close range who is relying on visual type sensors.
- SMOKE: creates a large, billowing cloud of white smoke. It is impossible to see inside, or what is on the other side of the cloud. All visual optics are prevented. Heat and infared imaging are not. Smoke is generally used to hide a units exact position, to cover a retreat, or to indicate a location for extraction or targeting.
- ANTI-OPTICAL WEAPON SYSTEM: radiates a large amount of (infrared and other) energy through a shutter that modulates the output, producing a pulsing pattern that produces a pattern of pulses that prevents a missile from maintaing a lock on the target, causing the missile to think that the target was off to one side, and steering away from the target vehicle. It is generally ineffective against missile volleys.
5. HEAT AND RADIATION SHIELDS
Special shielding prevents the penetration of life threatening heat and radiation. A radiation detection and alarm system are linked with the shields and will sound an alarm if there is a rupture in the shields and what the levels of radiation are.
6. HOWARD PBS-03F PIN-POINT BARRIER SYSTEM
The VF-25 is equipped with a fixed fighter-sized Pinpoint Barrier system for use in GERWALK and Battroid. The barrier provides 100 MDC of protection, and regenerates at a rate of 50 MDC per round when damaged. Even if destroyed by combined attacks, the shield will regenerate itself within 2 rounds. In order to use the shield, the pilot must make a successful parry roll to intercept an incoming attack.
THE SYSTEM IS ONLY AVAILABLE IN GERWALK AND BATTROID MODES AND LIMITED TO THE LOWER ARMS AND FISTS.
- PROTECTION: 100 MDC total
- REGENERATION RATE: 50 MDC per round
- SIZE: the barrier can be up to 3 m in diameter
- DURATION: unlimited
OPTIONAL RULE: unlimited MDC but pilot must successfully parry for PPB to be effective. Chance of overloading if hit with too much damage at one time. Not effective against weapons that have a blast radius.
7. SELF-DESTRUCT
To prevent capture of the Variable Fighter by the enemy, the pilot can activate the VF-25's self-destruct system, which will cause the fighter to explode after a delay of up to 60 minutes (time is set by the pilot). The explosive damage is contained within a 6 m area and inflicts 1D6x10 M.D. to everything within the radius of the explosion. All internal systems are obliterated.
8. SWAG ENERGY CONVERSION ARMOUR
The VF-25 uses excess power from the engines in Battroid and GERWALK to reinforce the armour strength of the VF-25. Effectively triples the armour's durability. Even in Fighter, when there is 50% or greater output than existing craft, a built-in light-type of Energy Conversion Armour can be activated for defensive use in the areas of the cockpit, engines and so on, because of this surplus output. Optional rule: reduce the MDC of all other areas to one-third (33%) in Fighter.
9. ANTI-OPTICAL WEAPON VAPORIZING ARMOUR
A function added to the passive stealth coating substance spread on the surface of the airframe is to vaporize instantaneously when exposed to high energy, thereby diffusing a beam weapon. Approximately 30% is dampened from the output of a beam machinegun grade weapon.
- DURATION: unlimited
- PROTECTION: reduces damage to (apply modifier after damage is rolled):
- Beam Machinegun/Gun pod: x0.7
- Beam Grenade/Bazooka/Full Armour Shoulder Guns, etc: x0.85
- Anything Larger: ineffective
10. SHIELD
It is made of the 2nd generation type of strengthened Energy Conversion armour material that is also used in the Armour Pack. It becomes a rectification fin when in Fighter.
OFFENSIVE SYSTEMS
Note: micro-missile warheads converted to MDE-warheads for anti-Vajra use.
1. Mauler ROV-217C 12.7mm Coaxial Beam Gun(s):
Mounted on the head turret when in Battroid, and in the central dorsal section of the main body, pointed rearward, in Fighter and GERWALK. These lasers can be turned to point above, or behind the Valkyrie in Fighter and GERWALK. The head turret cannot be turned in these modes (cannot fire at targets to the left or right).
The A, B, C, D, & G types have one (1) barrel, the F type has two (2) barrels, the E type has three (3) barrels, and the S type has four (4) barrels.
- RANGE: 5,600 m
- DAMAGE: one laser: 1D8x10 MD, two lasers: 1D10x10 MD, three lasers: 1D10x10+10 MD, four lasers: 1D12x10+5 MD
- RATE OF FIRE: equal to the pilot's combined number of attacks
- PAYLOAD: effectively unlimited
2a. 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
2b. 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 - 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 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 300 rounds.
- PAYLOAD: 200 rounds per gun. The guns cannot be reloaded in the field.
3a. Howard GU-17A 58mm Gatling Gun Pod:
The standard issue armament for the VF-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.
3b. Howard GU-17V 58mm Gatling Gun Pod:
Optional armament for the VF-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.
3c. SSL-9B Dragunov Semi/Fully-Automatic Anti-Armor Sniper Rifle:
The standard issue armament for the VF-25G Messiah, used for long-range precision shooting. Magazine located on the underside near cooling fins. Has a built-in optical scope. In conjunction with the VF-25G's adjusted for sniping mono-eye, it has an error margin of less than 10 cm at a shooting distance of 20 km with AI fire-control. The sniper rifle has balancers that open on the barrel during firing to assist in targeting. The barrel uses electromagnetic rails for maximum acceleration with the SP-55X 55 mm ultra-high-speed armour-piercing round. Muzzle velocity of SP-55X cartridge is 6,200 m/s (SSL-9B's linear driver, in addition to the chemical reaction, can increase muzzle velocity to 7,490 m/s for ultra-long-range firing in space). Ultra-hard-metal jackets on ultra-dense alloy bullets can penetrate 300-mm-thick GFS-a2 composite armor used by Destroids. Pump action.
Due to the weapons high velocity and penetration, it more often then not completely passes through lightly armoured targets, causing less structural damage, but causing more debilitating damage to critical systems. The weapon's effective range is considerably reduced during combat due to the constant manuevering of the firing and targeted vehicles.
SSL-9B later modified for anti-Vajra use with MDE high-speed cartridge.
With this weapon, the VF-25G is +3 to strike up to 10,000 m. Other mecha are -3 to strike beyond the limits of their optics, -6 at double the limit.
- RANGE: 20,000 m (half that for non-sniping adjusted Valkyries) sniping range; effective combat range 5,000 m (all Valkyries)
- DAMAGE: 1D10x100 per round, 1D10x10 and roll on the optional critical damage tables
- RATE OF FIRE: single shot only, equal to the pilot's combined number of attacks. Requires two actions for precision long-range shooting (1 action aiming and the other firing).
- PAYLOAD: 12+1 rounds. 35 round drum magazine available.
4. 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 Pinpoint Barrier.
- RATE OF FIRE: equal to the pilot's combined number of attacks
- PAYLOAD: effectively unlimited
5. Wing Hard Points (6):
The VF-25 has three hardpoints per wing, for a total of six. The standard combat loadout for the VF-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.
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
- PAYLOAD: 1 per hardpoint
|
PaCSWS-1G Super High Manueverable Missile
- LOCATION: inner and nacelle Hardpoints (A & F)
- RATE OF FIRE: 1 per hardpoint
- RATE OF FIRE: 1 per hardpoint
LPP-14A/LPP-014Fx Propelled Laser Pod
- LOCATION: inner hardpoints (A & F)
- RATE OF FIRE: 1 per hardpoint
- 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.
- LOCATION: middle and outer hHardpoints (A, B, E, & F)
- RATE OF FIRE: 1 per hardpoint
- PAYLOAD: 1 per hardpoint, for a maximum of 4 (max 2 with Dimension Eaters)
|
6. HAND TO HAND COMBAT:
If necessary, the VF-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 VF-25 features a special equipment hardpoint for mounting a Fold Booster. The booster must be ejected prior to transformation. The SPS-25S/MF25 Super 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 Pack, the VF-25 is able to reattach the Super Pack and Fold Booster when it has returned to space.
SPS-25S/MF25 SUPER FAST PACK
Shinsei Industries SPS-25S/MF25 High-maneuverability Super Pack, that add more armor compared to previous Variable Fighters' packs. The packs include two main boosters, two armoured intake units, two additional armor units for the main manipulators, two additional engine block armoured 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 Packs contain two main boosters units, with 4 Gobishi Heavy industries SLE-7A main booster engines; 1 Gobishi Heavy Industries SLE-3A sub booster engine located in the tail booster; and 10 Gobishi Heavy Industries SLE-1C High-maneuverability verniers.
The Super 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 its fuel.
The manufacturing cost is also held down to inexpensive, as a prerequisite of the Super Packs is that they are disposable.
The Super 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.
- RANGE: GMs option: further penalties to strike at long range if the VF-25 is engaging in manuevers. The following is for not moving and carefully positioning the VF to aim properly.
- to 12,500 m: no penalties to hit
- to 25,000 m: -3 to strike. Roll 1D4:
1 glancing blow: roll for damage and divide by 1/4
2 glancing blow: roll for damage and divide by 1/2
3 & 4 direct hit: normal damage
- to 37,500 m (maximum range): -6 to strike. Roll 1D4:
1 glancing blow: roll for damage and divide by 1/4
2 & 3 glancing blow: roll for damage and divide by 1/2
4 direct hit: normal damage
- DAMAGE: 4D6X10 M.D.
- RATE OF FIRE: single shots only
- PAYLOAD: 20 shots total before the energy pack is depleted. Usually one shot is kept in reserve for blasting a hole in the side of an enemy capital ship - if enemy capital ships are present.
- RECHARGE RATE: the energy pack recharges at a rate of 1 shot per melee round if the Valkyrie is unmoving. If the Valkyrie is performing light manuevers, the recharge rate drops to one shot per minute (4 melee rounds). Cannot be recharged if performing more intense maneuvers.
- 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.
2. Remmington HMM-5A CIWS LAUNCHER POD (2)
A close-in micro-missile CIWS launcher pod located over the shoulders in Battroid.
- 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 usually reserved for the specialized VF-25 Messiah that they were developed for.
SENSOR SYSTEMS
- AOA DETECTOR: detects the angle in which the wings meet the airflow. If the angle is increased, so is lift; however a stall can occur if the angle is too steep.
- ENHANCED COMMUNICATION SYSTEMS: standard on the VF-25S, optional on other models.
- EXTERNAL AUDIO PICKUP: a sound amplification system that can pick up normal conversation up to 91.5 m away.
- HYBRID SENSORS: located on the lower arm adjacent to the manipulator arm. In Battroid, they are mainly used for the fine work of the manipulator arms, but also can be used as an emergency backup if the main sensors (mounted in the head) are lost.
- IFF ANTENNA: the associated systems receives codes from other aircraft and identifies them as either friend or foe. This eases in targeting and tracking your enemies, without hitting your allies with "friendly fire".
- IFF/UHF DATALINK ANTENNA AND TACAN/UHF ANTENNA: Tactical Air Navigation (TACAN) provides radio (UHF) navigation information such as bearing, identification and distance information. It is located in the dorsal section.
- OPTICS - AN/ASQ-228 ATFLiR Advanced Targeting Forward-Looking Infrared: has increased capabilities to locate, identify and designate targets. Its 360° roll drive, with continuous automatic boresight alignment, ensures persistent target coverage and first-pass kill.
- RANGE - infrared: 75 km. Laser targeting operates at heights greater than 25,000 m.
- BONUSES: FLIR adds a +10% bonus to pilots using a tracking skill
- OPTICS: HYBRID SENSOR/TV CAMERA SYSTEM AND REAR PERISCOPE: mounted in the head turret. The VF-25G's head turret mono-eye has been adjusted for sniping.
- RANGE: standard visuals with x100 zoom functions (can zoom in to see 1 m square at 1,000 m.) Rear periscope allows for views directly behind the VF.
- BONUSES (VF-25G only): +3 strike on an aimed shot up to either the weapons effective range or 10,000 m, whichever is less
- QFS-06 FOLD DETECTION SENSOR: a sensor that comprehensively detects Fold Waves, as well as such things as gravitational fields, magnetic fields, and infra-red rays.
- RADAR - INTEGEATED AA/AS/SF-06 MULTI-PURPOSE SENSOR SET (Fighter and GERWALK): mounted in the nose radome made of L.A.I.'s LC-212 heat-resistant compound. It's a multi-mode radar for use in outer space and anti-ground and anti-air on planets. When Folding, it operates with the Fold Booster's sub-space (hyperspace) sensor, and before Fold-out it can detect the likes of the objective and obstacles.
- RANGE: in active detection, it can detect targets as low as 10 m and as high as 50,000 m, over 750 km away
- RADAR (Battroid): a head mounted radar sensor.
- RANGE: in active detection, it can detect targets as low as 15 m and as high as 16,200 m, over 75 km away
- RADIO/VIDEO COMMUNICATION: long range, directional, line-of-sight communications system with satellite relay capabilities. Uses both the UHF and VHF antennas.
- RANGE: 960 km. Communication can be boosted indefinitely via satellite relay.
- RETRACTABLE EC (Electronic Countermeasures) and VHF ANTENNA: it provides protection against surface to air missiles and air to air missiles' radar, by jamming. A radar warning receiver allows the pilot to know when they are in a radar-guided threat environment. The Very High Frequency antenna transmits and receives tactical, operational, and administrative information in the VHF range. It supports line-of-sight communications. It is located in the vertical stabilizer. This antenna is located in the in vernier tail pack and it extends in GERWALK.
- UHF ANTENNA: the Ultra High Frequency antenna transmits and receives tactical, operational, and administrative information in the UHF range. It supports line-of-sight communications.
- VARIOUS ANTENNAE AND RADAR SYSTEMS: located in the tailfins, with additional APN-2000 antennas mounted on the lower right and left of nose section.
- VHF ANTENNA: the Very High Frequency antenna transmits and receives tactical, operational, and administrative information in the VHF range. It supports line-of-sight communications. It is located in the vertical stabilizer.
OTHER STANDARD EQUIPMENT
- AIRBRAKE: internally is stored a chaff, flare and anti-optical weapon multipurpose discharger.
- ANCHORING SYSTEM: (VF-25G) a 250 m cable can be fired out to latch onto, and anchor the VF-25 to an object. System is able to pull the VF-25 towards the object. If the object's mass is equal to, or less than the VF-25's, it is possible to pull it towards the VF-25 or pull both towards each other.
- BALANCE CONTROLLER: assists in maintaining balance in Battroid and GERWALK. It is located in the nosecone.
- BLC (Boundary Layer Control): The function is added to the flaps at the front and rear of the main wings, and defends against the seperation of the airflow of the wing surface flow and the improvement of the high-angle of attack and low-speed flight characteristics.
- FIRE CONTROL SYSTEM: is located in the front avionics bay and is the all-regimes type weapon control system that automatically takes aim after target acquisition with the sensors and calculates the optimal firing solution. The FCS has the following modes:
- Wide-range search mode: using LADAR and IR
- Track mode: capable of tracking "plenty" of enemy craft, using IFF
- ACM mode: capable of tracking more than 80 craft during high-G manuvers
- Anti-warship mode: for use with the RMS-7 and other anti-ship missiles, using radar cross-sections
- Air-to-ground mode: capable of tracking more than 30 craft
- The VF-25G has the FCF-21b FCS precision fire-control booster.
- The VF-25S is equipped with an on-board AI equipped with battle tactic command programs for assistance.
- HELMET POINTING SYSTEM: is built into the helmet and utilized by the FCS. It takes aim by following the pilot's eyes is adopted for shooting the gun pod and laser machinegun.
- INERTIAL NAVIGATION SYSTEM (AUTOPILOT): it uses data from the Doppler device and can automatically navigate the attack craft. Pilots can even sleep during long voyages, but this practice is frowned upon by senior command. The auto-pilot can be programmed with a single destination or a complex flight plan involving multiple speeds, directions, and destinations. The onboard computer will alert the pilot when the craft is near its destination, and can also be set to automatically signal when sensors detect objects near the craft.
- ISC (INERTIA STORE CONVERTER): Shinsei Industry Macross Frontier Arsenal / LAI Company self-development specification ISC/TO21. Incorporates EX-Gear. When ISC operates, the cockpit is protected from high-G; such as the maximum airframe design load of 27.5 G at maximum acceleration for 120 seconds. There is a reduction in the acceleration is it is apparently slowly reduced, as a part of the acceleration that hangs on such things as the airframe and pilot is stored in an internal capacitor. Fold Quartz of high purity that only the large Vajra class can produce is necessary for manufacturing ISC.
- LANDING GEAR: has a catapult link bar for carrier launch. Thickened column to support Super parts, other equipment and the impact of carrier landings.
- LINEAR ACTUATORS: enable the VF-25 to transform in two-thirds the time of existing craft by electromagnetically driven actuators. There are also the advantages of such things as a reduction in breakdowns and an increase in maintainability, because the complex mechanical mechanisms have disappeared from the airframe.
- LOUDSPEAKER: a loudspeaker system is built into the craft, which can be used to amplify the pilot's voice up to 90 decibels.
- "MAGIC HAND" MANIPULATORS (3): for maintenance use. 3 MDC each.
- ON-BOARD AI: equipped with battle tactic command programs for assistance (VF-25S)
- REMOTE CONTROL: from outside the fighter by EX-Gear is possible via the connect slave function
- SEARCHLIGHTS: 2 searchlights are located on the shoulders in Battroid. Range: 90 m.
- STANDARD SURVIVAL KIT: all New Unified Forces VF's come equipped with a portable survival kit. Inside the small reinforced box is a medium-sized flashlight, two hand flares, one rocket flare, a compass, infrared distancing binoculars, a small mirror, a pocket knife, dehydrated and concentrated food (can be stretched into a five day supply for one person) and basic first aid items (aspirin, bandages, disinfectants, etc.).
- TACTICAL LIFE SUPPORT SYSTEM: the VF-25's cockpit is pressurized, and also provides additional air feeds to the pilot's flight suit that provides him with pressurized breathing. The New Unified Forces flight suit also contains an upper and lower G-suit that promotes blood circulation even during high-G turns, thus decreasing the possibility of pilot blacking out in combat.
- VORTEX CONTROLLER: it produces the flow of the air current on the surface of the airframe, and it attempts attitude control by negative pressure.
COMBAT BONUSES FOR VF-25 MESSIAH TRAINING
If the VF-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 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, +2 in GERWALK, +4 in Fighter
- 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 VF-25 MESSIAH COMBAT TRAINING
Advanced training for pilots specializing in the VF-25.
- 3 attacks per melee (plus those of the pilot). Add one 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, +4 in GERWALK, +6 in Fighter
- 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