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By AARON SKETCHLEY (aaronsketch@HOTdelete_thisMAIL.com) Ver 3.5 2016.02.21

Official Setting information is in darkgreen. Extended Universe information is in steelblue.

APS-25A/MF25 VF-25 Messiah Armoured Pack

The following stats are conversion notes that detail the changes from the base VF-25 Messiah stats.

BACKGROUND

An optional Shinsei Industries APS-25A/MF25 Armored Pack for the VF-25 Messiah. The main purpose of the Armour Pack is to add heavy armament and heavy armour. Though a booster is also attached to the pack, its oriented towards preventing the deterioration of mobility due to the weight increase. The objective of the boosters are to have the ordinary acceleration of a normal VF-25.
The Armour Pack contains function-expanding modules that are designed to augment the VF-25 with heavy armour and fire power. It confers the special characteristics of a heavy combat attack vehicle, while also securing a mobility equal to a normal VF-25; as it is loaded with tuned engines of the same type as those in the Super Parts.
The Armour Pack possesses fire power equalling a Heavy Cruiser Space Battleship. However, the permission of top management, such as commanders of a warship, is needed to operate the Armoured Pack; because of the high costs that corresponded with its high performance and manufacturing. Usually permission is only granted to the squadron leader class.
Unlike the armored systems of previous Variable Fighters, the APS-25A/MF25 Armored pack can be used in, and transform between all three modes of the VF-25. In addition, due to the two Yashima Heavy Industries C-207 high-capacity capacitors that are used to power the beam guns and Pinpoint Barrier system, and the Energy Conversion Armour is available in all modes (normally, a VF-series' Energy Conversion Armour is not active in Fighter, and only active in Battroid and GERWALK, when surplus energy from the engines can be used). This advanced type of new Energy Conversion Armour boasts a strength that corresponds to several times that of the normal VF-25.
An APS-25A/P-011 Armoured Block exists for the aircraft nose, but it was waived due the opinion of Ozma Lee that visibility in close-quarter combat and emergency escape from the aircraft's nose was lost with it. A Pinpoint Barrier has been centered on the nose to compensate for the loss of armour.
The Armour Pack is equipped with an ASSA-021A compound sensor antenna for improving command capabilities. It is mounted on the rear fuselage. There are also additional infrared sensors and monitor cameras in the Armour Pack.
It is possible to change the micro-missile warheads to anti-Vajra MDE warheads, as well as the Rapid-fire Beam Gun to an MDE Particle Beam Gun.
If necessary, the Armour Pack can be equipped with an additional 4 to 8 conventional or Reaction Warhead equipped large anti-warship missiles.


RPG STATS

Design Features: large fuel reserves; vertical T-O and landing (VTOL); armour purge capability; expanded command and control capabilities; numerous option systems.


MDC BY LOCATION:

Location MDC Location MDC
(2) Above Shoulder Missile Launchers
(1) Arm Armour (2)
(1) Arm Shield
(2) Chest Missile Launchers (2)
(1) Leg Armour (2)
(2) Leg Missile Launchers (4)
Booster Units (2)
150 each
100 each
325
100 each
260 each
150 each
250 each
(3) Front Third of Booster Unit (2)
Beam Gun Turret (2)
(4) Armoured Heat Sinks (4)
(1) Main Body Armour
Radome
(5) Pin-Point Barrier
(6) Nose/Cockpit Pin-Point Barrier
150 each
165 each
100 each
425
100 each
200 each
100 each


SPEEDS:

NOTE: after the Armour Pack has been purged, stats for the standard VF-25 Messiah should be used to determine performance.

RUNNING: BATTROID MODE: 100 kmph
LEAPING: BATTROID MODE: 6.3 m high or 10.6 m long without thrusters

MAXIMUM ACCELERATION: about 11.5+ G (including the VF-25's engines at maximum thrust. Maneuverability improves as more fuel is consumed.)
Combat Action Radius: all Armour Pack fuel can be spent within 2 minutes at maximum thrust, or about 15-20 minutes during combat maneuvers


STATISTICAL DATA:

MASS: 52 t standard sortie weight, 40 t standard operating weight (15 t of propellant, about 9 t in missile weight)

POWER PLANT: 4 Itsubishi Heavy Industry SLE-7A/A main booster engines with a maximum output of 2,940 kN. 10 Itsubishi Heavy Industries SLE-1B High-maneuverability verniers.


DEFENSIVE SYSTEMS

1. ASWAG ENERGY CONVERSION ARMOUR

The Armour Pack has an Energy Conversion Armour system that uses 2nd generation-type ASWAG enhanced Energy Conversion Armour, which uses excess power from the engines to reinforce the armour strength of the VF-25 Armour Pack. It effectively triples the armour's durability. The ASWGA system has a strength several times that of the normal VF-25. When operating at maximum performance, it has the armour class strength of a Heavy Cruiser Space Battleship, and can also endure a Vajra's largest attack. The Energy Conversion Armour is available in all modes, due to the 2 Yashima Heavy Industries C-207 high-capacity capacitors.

OPTIONAL RULE: Since the VF-25's Energy Conversion Armour is a system in the airframe, it can be damaged or destroyed. Once the fronts of the booster pods have been destroyed or heavily damaged, the Energy Conversion Armour will fail. In addition, if the four heat-sinks are destroyed, there is a 50% chance that the Energy Conversion Armour will fail every time the main body of the craft is hit with a critical strike thereafter. Once the system has failed, it will not work again until repaired at a base.
If the system is lost, reduce the remaining MDC to one-third (33%). Not recommended for "hero" mecha.

2. HOWARD PBS-03F PIN-POINT BARRIER SYSTEM

The Armour Pack is equipped with a fighter-sized Pinpoint Barrier system (PPB). The barrier is available in all modes, due to the two Yashima Heavy Industries C-207 high-capacity capacitors; which are also used to power the Armour Pack's beam guns and Energy Conversion Armour. The high-capacity capacitors are built into the frontal sections of the booster pods. Due to increased waste heat, four armored heat sinks (two on the right and two on the left, with a built-in phased array radar), have been added to the engine pods. OPTIONAL RULE: unlimited MDC but pilot must successfully parry for the 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.

3. HOWARD PBS-03F DEDICATED NOSE (COCKPIT) PIN-POINT BARRIER SYSTEM

The Armour Pack is equipped with a dedicated Pinpoint Barrier system centered on the nose. The PPB is available in all modes, due to the two Yashima Heavy Industries C-207 high-capacity capacitors.


OFFENSIVE SYSTEMS

Note: for anti-Vajra use, the micro-missile warheads can be converted to MDE-warheads, and the Rapid-Fire Beam Gun can be changed to an MDE Particle Beam Gun.

1. Chest CIWS Launcher Pods (4)

Two CIWS micro-missile launchers are mounted on the dorsally in Fighter and GERWALK, and in the chest in Battroid. If the armour part is purged, any unfired missiles contained within it are lost.
The standard New Unified Forces tactic is to wait for a group of enemies to close within range, and then launch all of the missiles from the chest, shoulder and leg launchers simultaneously, in one devastating surprise attack. This tactic maximizes the lethality of the missiles, as the enemy has few options to avoid them.


2. Remmington HMM-5A CIWS LAUNCHER POD (2)

A pair of close-in micro-missile CIWS launcher pods are located dorsally in Fighter and GERWALK, and over the shoulders in Battroid. If the armour part is purged, any unfired missiles contained within it are lost.


3. Remmington Close Range Micro-missile Launcher Pods (4)

Two launchers are mounted on the legs/engine nacelles. Each launcher is double loaded, with a second set of missiles behind the first set. If the armour part is purged, any unfired missiles contained within it are lost.


4. Howard 15-tube Anti-Armour Rocket Launcher Pods (2)

Two Anti-armour High-initial Velocity Rocket Launcher Pods are mounted on the booster units on the main wings. If the armour part is purged, any unfired missiles contained within it are lost.


5. Otto-Sentinel 57 mm Anti-Ship Anti-Air Rapid Fire Beam Turret (2)

Two rapid-fire swiveling beam turrets are mounted under the C-207 high-capacity capacitors on the tips of the wing booster units. They can be set to fire autonomously. The beam gun turrets can be purged.


6. ROV-22 22 mm Beam Machine-Gun (2)

The armour panel over each wing joint has a single ROV-22 Beam Machine-gun installed within it. The two guns can be fire linked. The guns cannot be fired in battroid mode. If the armour part is purged, the machine-guns are lost.


7. High Speed Armour Piercing Rocket Launchers (2)

The armour panel over each wing joint also has a pair of rocket launchers. These rockets are generally held in reserve for emergency use. The four launchers can be fire linked. The launchers cannot be fired in Battroid. If the armour part is purged, any unfired rockets contained within it are lost.


8. Anti-Ship Missiles (8)

If necessary, the Armour Pack can be equipped with an additional 4 to 8 large anti-warship missiles, which are equipped with either a conventional or reaction warhead.

Note: the standard New Unified Forces tactic is to launch the anti-ship missiles upon arrival at the battlefield.


SENSOR SYSTEMS

Note: Refer to the VF-25 Messiah for stats unless otherwise noted herein:


OTHER STANDARD EQUIPMENT

Note: Refer to the VF-25 Messiah for stats unless otherwise noted herein:

COMBAT BONUSES FOR VF-25 MESSIAH ARMOUR PACK TRAINING

In space, the Armour Pack has mobility equivalent to the standard VF-25 Messiah. However, due to the heavy weight, it is:

In atmosphere, due to the heavy weight of the Armour Pack, the VF-25 Messiah is:


REFERENCES
  • Palladium Books Game Engine and MDC Rules
  • Variable Fighter Master File: VF-25 Messiah
  • Macross Chronicle VF-25F Messiah & VF-25S Messiah articles
  • Macross Frontier Archives
  • Great Mechanics.DX
  • Macross Compendium VF-25 Messiah article
  • Great Mechanics.DX #9

  • © Aaron Sketchley
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