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|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.
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.
large fuel reserves; vertical T-O and landing (VTOL); armour purge capability; expanded command and control capabilities; numerous option systems.
MDC BY LOCATION:
(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)
(3) Front Third of Booster Unit (2)
Beam Gun Turret (2)
(4) Armoured Heat Sinks (4)
(1) Main Body Armour
(5) Pin-Point Barrier
(6) Nose/Cockpit Pin-Point Barrier
- (1) when the Armour Pack is hit, deduct damage from these sections first before going to the corresponding section on the VF-25.
- (2) roll 1D6. If the result is 1, then all the missiles within the pod explode, doing damage to the Armour Pack and VF parts around the missile launcher.
- (3) main capacitor. The corresponding beam gun turret is disabled when this section is destroyed. If both sections (capacitors) are destroyed, then the Armour Pack loses its Energy Conversion Armour and Pinpoint Barrier systems.
- (4) difficult to hit. Require a called shot at -6 to strike. If all 4 are destroyed, then the high-capacity capacitors overheat in 1D4 melees. Overheated capacitors stop working, thereby disabling the Beam Gun Turrets, Energy Conversion Armour, and Pinpoint Barrier systems.
- (5) regenerates at 100 MDC per round. Even if destroyed by combined attacks, the barrier will regenerate itself within 2 rounds.
- (6) regenerates at 50 MDC per round. Even if destroyed by combined attacks, the barrier will regenerate itself within 2 rounds.
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
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.
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.
- SIZE: the barrier can be up to 16 m in diameter. In order to use the shield, the pilot must make a successful parry roll to intercept an incoming attack
- DURATION: unlimited
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.
- SIZE: the barrier can be up to 6 m in diameter
- DURATION: unlimited
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.
- MISSILE TYPES: HMM-25 General-purpose Micro-missiles, though any type of micro-missile can be used
- RATE OF FIRE: volleys of 1 to 42
- PAYLOAD: 18 missiles per launcher, for a potential maximum of 36
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.
- 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 42
- PAYLOAD: 23 missiles per pod, for a potential maximum of 46
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.
- MISSILE TYPES: HMM-25 General-purpose Micro-missiles, though any type of micro-missile can be used.
- RATE OF FIRE: volleys of 1 to 53 missiles
- PAYLOAD: 2 sets of 53 missiles per leg (25 per upper launcher unit, 28 per lower launcher unit), for a potential maximum of 212 missiles
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.
- MISSILE TYPES: Howard Anti-Armour Rocket, though any type of short range missile can be used
- RATE OF FIRE: volleys of 1 to 15 missiles
- PAYLOAD: 15 missiles per launcher, for a potential maximum of 30 missiles
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.
- RANGE: 5,500 m
- PAYLOAD: 1D20 MD per round. 10 round burst, single target - 1D10X10 MD. 20 round burst, single target - 2D10X10 MD. The beam turrets can be fire-linked, so that firing both cannons at the same time counts as one attack (does double damage). The beam turrets do critical damage against ships.
The beam guns can be used for sprays: 10 round spray - 1D20 per target, effects 1D4 targets. 20 round burst spray - 1D20 MD per target, effects 2D4 targets with a 50% chance of hitting bystanders. Fire-linked 20 round spray: 2D20 MD per target, effects 4D4 targets. Chance of hitting bystanders is 70%.
- RATE OF FIRE: each beam turret can fire twice per melee. Each turret is limited to bursts of 10 or 20 rounds per attack.
- PAYLOAD: 20 rounds per beam turret
- RECHARGE RATE: if the capacitor connected to the beam gun is still functioning, the turrets recharge at a rate of 20 shot per action if the vehicle is performing light manuevers, or 20 shot per melee round if performing more intense maneuvers
- AUTONOMOUS FIRE: 2 attacks per melee per beam turret. Combat bonuses are half that of the pilot.
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.
- RANGE: 5,000 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-22 is limited to bursts of 10 or 20 rounds per attack.
- PAYLOAD: effectively unlimited
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.
- MISSILE TYPES: Sentinal FXA-60A High-speed Armour Piercing Rocket, though any type of micro-missile can be used
- RATE OF FIRE: volleys of 1 to 2 rockets per wing joint. Both wing joint launchers can be fire linked.
- PAYLOAD: 2 per wing joint, 4 total
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.
- MISSILE TYPES: RMS-7 Reaction Missiles or any type of long-range missile can be used.
- RATE OF FIRE: 1 per hardpoint
- PAYLOAD: 1 per hardpoint, for a maximum of 4 to 8
Note: Refer to the VF-25 Messiah for stats unless otherwise noted herein:
- Additional AN/ASQ-228 ATFLiR Advanced Targeting Forward-Looking Infrared Sensors mounted on the armour pack
- Additional Monitor Cameras: mounted on the Armour Pack
- COMPOUND SENSOR: a special sensor is installed on the surface of the airframe, because the installed armour-pack closes over [blocks] the principal equipment
- ASSA-021 Compound Sensor Antenna: mounted on the rear fuselage. Range: 1,000 km. It is used to scan the rear in Fighter, and the upper hemisphere in Battroid; working in tandem with the nose-mounted radar to detect in all directions at the same time. As AESA (Active Electronically Scanned Area) radar uses a variety of frequencies when scanning, it has a low probability of intercept by opponents, thereby retaining the stealthiness of the vehicle; in addition to having a high resistance against jamming. The radar array can be simultaneously used to receive common radar signals, and provide traditional radio support - which is able to provide a very high bandwidth data link. As they are composed of independently operated modules, the reliability of the entire radar array is higher, as single failures have little effect on the operation of the system as a whole. In addition, the modules operate at low powers, thereby eliminating a large high-voltage power supply.
OTHER STANDARD EQUIPMENT
Refer to the VF-25 Messiah
for stats unless otherwise noted herein:
- FIRE CONTROL SYSTEM: the system has been designed for use with the Armour Pack, and is able to support the simultaneous launching of all the Armour Pack's missiles at designated targets
- LINEAR ACTUATORS
COMBAT BONUSES FOR VF-25 MESSIAH ARMOUR PACK TRAINING
, the Armour Pack has mobility equivalent to the standard VF-25 Messiah. However, due to the heavy weight, it is:
- -1 initiative
- -1 roll with punch/fall or impact
- +1 parry with the enlarged shield
In atmosphere, due to the heavy weight of the Armour Pack, the VF-25 Messiah is:
- -1 initiative
- -1 dodge
- -1 roll with punch/fall or impact
- +1 parry with the enlarged shield
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
Macross Compendium VF-25 Messiah article
Great Mechanics.DX #9
© Aaron Sketchley