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BACKGROUND
The YF-25 Prophecy is a testing machine which ties together the development of the YF-24 Evolution into the VF-25 Messiah. The craft was manufactured in only limited numbers before the VF-25 Messiah was put into S.M.S for actual combat use trials.
The YF-25 testing machine simultaneously did the EX-Gear control test, and both of it's seats support EX-Gear. The head is also composed of several sensors, cameras, and so on - which gather and collect data and images through multiple ways. It is one of the few Variable Craft to have assemetrical head equipment.
After testing ended, the YF-25 was converted into an EX-Gear training craft.
RPG STATS
Vehicle Type: All-regime Test Variable Fighter and Tactical Combat Battroid.
Class: Test Variable Vehicles
Crew: two pilots with EX-Gear. EX-Gear functions as an ejection seat.
Manufacturer: Shinsei Industry Macross Frontier Arsenal / LAI Company
Government: Unified Government
Customer: none
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 Actuators improve the transforming system, so that the 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.
MDC BY LOCATION:
Location |
MDC |
Location |
MDC |
Head 1
Head Antenna
Head Laser
Arms (2)
Hands (2)
Legs & Thrusters (2)
Main Body 2
|
75
35
40
125 each
50 each
230 each
385
|
Pilot Compartment/Escape Pod 3
Main Wings (2)
Tails (2)
Gun Pod
Anti-Projectile Shield
Pinpoint Barrier Shield 4
|
230
150 each
65 each
150
250
100
|
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 vehicle. The pilot and cockpit section/escape pod will be automatically ejected from the doomed vehicle before it explodes by the vehicle'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.
SPEEDS:
RUNNING: 200 kmph (Battroid Mode), 135 kmph (GERWALK Mode)
LEAPING: 16 m high or 23 m long, without thrusters (Battroid Mode)
FLYING: Mach 5.0+ (1,135 kmph) at 10,000 m and higher (Fighter mode; limited due to the fuselage heat-resistance boundary); 1070 kmph (GERWALK & Battroid modes).
Super Packs: +20% to maximum speed
VTOL: all modes capable
Maximum Airframe Design Load: 27.5 G at maximum acceleration for 120 seconds (when ISC operates, the cockpit is protected from high G forces.)
Ceiling: unlimited (capable of launching into satellite orbit over an Earth-class planet)
Maximum rate of ascent: under investigation
Operational Underwater Depth: under investigation
STATISTICAL DATA:
HEIGHT:
Battroid: 15.59 m with 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
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 Engines (maximum thrust of 1,620 kN in space) - equipped with thrust reversers and 3D-maneuvering nozzles. P&W HMM-9 High Maneuverability Thrusters. The air intake shutters open in atmosphere, functioning as an air suction system. In space, the shutters are closed and internal propellant is used. Front fuselage slits allow 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:
1. ACTIVE STEALTH SYSTEM ANTENNA
2. ESCAPE POD
3. EX-GEAR
4. INTERNAL MDP/S-02 MULTIPURPOSE CHAFF/FLARE/SMOKE DISCHARGER SYSTEM
5. HEAT AND RADIATION SHIELDS
6. HOWARD PBS-03F PIN-POINT BARRIER SYSTEM
7. SELF-DESTRUCT
8. SWAG ENERGY CONVERSION ARMOUR
OFFENSIVE SYSTEMS
Note: micro-missile warheads can be converted to MDE-warheads for anti-Vajra use.
1. Mauler ROV-217C 12.7mm Coaxial Beam Gun:
Mounted on the head turret when in battroid mode, and in the central dorsal section of the main body, pointed rearward, in fighter and GERWALK modes. This lasers can be turned to point above, or behind the mecha in fighter and GERWALK modes. The head turret cannot be turned in these modes (cannot fire at targets to the left or right).
- RANGE: 5,600 m
- DAMAGE: one laser: 1D8x10 MD
- RATE OF FIRE: Effectively Unlimited.
- 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.
OR
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.
3. Howard GU-17A 58mm Gatling Gun Pod:
The standard issue armament for the YF-25 Prophecy. 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 not be reloaded in the field.
4. AK/VF-M9 Assault Knife:
A 1.65 m assault knife for close combat in Battroid or GERWALK modes, 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.
5. Wing Hard Points (6)
The YF-25 has three hardpoints per wing, for a total of six. The standard combat loadout for the YF-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.
- 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.
|
- 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)
|
6. HAND TO HAND COMBAT
If necessary, the YF-25 Prophecy 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
The YF-25 features a special equipment hardpoint on the dorsal surface for mounting a Fold Booster. The booster must be ejected prior to transformation. The YF-25 is able to reattach the Super FAST pack and fold booster when it has returned to space.
SUPER PACKS
The YF-25 Prophecy doesn't have Super Packs specifically designed for it. With some modification, the Super Packs of the VF-25 Messiah can be used.
SENSOR SYSTEMS
Note: Refer to the VF-25 Messiah for stats unless otherwise noted herein:
- AOA DETECTOR:
- ENHANCED COMMUNICATION SYSTEMS
- EXTERNAL AUDIO PICKUP
- HYBRID SENSORS
- IFF ANTENNA
- IFF/UHF DATALINK ANTENNA AND TACAN/UHF ANTENNA
- OPTICS - FLIR (Forward Looking Infrared)
- OPTICS: HYBRID SENSOR/TV CAMERA SYSTEM AND REAR PERISCOPE
- RADAR (Fighter and GERWALK modes): integrated AA/AS/SF-06 radar.
- 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:
- ANCHORING SYSTEM: (VF-25G)
- BALANCE CONTROLLER
- FIRE CONTROL SYSTEM
- INERTIAL NAVIGATION SYSTEM (AUTOPILOT)
- ISC (INERTIA STORE CONVERTER)
- LANDING GEAR
- LASER TARGETING SYSTEM
- LOUDSPEAKER
- "MAGIC HAND" MANIPULATORS (3)
- REMOTE CONTROL
- SEARCHLIGHTS
- STANDARD SURVIVAL KIT
- TACTICAL LIFE SUPPORT SYSTEM
COMBAT BONUSES FOR YF-25 PROPHECY TRAINING
If the YF-25 Prophecy has Super 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.
- 2 attacks per melee (plus those of the pilot). Add one additional action/attack at levels three, nine, and fifteen.
- +0 on initiative (+2 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.
- +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 YF-25 PROPHECY COMBAT TRAINING
Advanced training for pilots specializing in the YF-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.
- +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