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Background (as per Macross Mecha Manual)

Vf-25f-fighter

From Macross Mecha Manual



Nearly as much throwback as it is next generation, the VF-25 Messiah is the new variable fighter developed independently by Shinsei Industry/ Macross Frontier Arsenal Original Development/ Macross Frontier fleet's L.A.I. Designed from the YF-24 prototype, the Messiah was built as the potential successor to the VF-171 Nightmare Plus, the main variable fighter of the New UN Spacy still in active service as of 2059. The offensive weapons of the VF-25 are many, being armed with a new model gun pod, multiple sets of beam cannons and an assault knife housed inside the shield block. The VF-25 utilizes a shield and pin-point barrier system for defense, but is also equipped with a new Inertia Capacitor (ISC) and EX-Gear system which supports the pilot by reducing the effects of acceleration. With this new ISC/EX-Gear system operational, the VF-25 is capable of more mobility and combat capability beyond the limits of manned maneuvering.

By far the most impressive capability of the VF-25 is the valkyrie's amazing operational versatility, owing much to a design philosophy similar to that of the original VF-1 Valkyrie. The Messiah is designed for multipurpose deployment as fighter craft, attack craft, fighter/bomber, reconnaissance and command/control craft for unmanned combat aerial vehicles (Ghost fighters). The VF-25 achieves success in these varied operational roles by exchanging modules, which allow different pilots to utilize the mission specific characteristics of the customized Messiah unavailable in the standard model. The VF-25 customized configurations include the VF-25G designed for sniper operations and the RVF-25 with enhanced electronic warfare capabilities. The Messiah is also able to deploy with a high-maneuverability Super FAST pack system or a Full Armor system, though unlike the VF-1 Valkyrie's Armored system, the VF-25 Armored parts permit full transformation without ejection. The VF-25 Messiah has not yet been adopted by the New UN Forces, but has been mass produced by the LAI for field testing in real combat scenarios.

Special Note - Under most circumstances, the VF-25F is issued the Super Pack for use in space. The Armoured and Tornado Packs are rarely issued to pilots of this model of VF-25. See other entries for the additional weapons and equipment given with these add-on Packs.


Model Type - VF-25F Messiah

Vf-25f-battroid

From Macross Mecha Manual


Class - Variable Fighter
Crew - 1 + 1 optional


MDC By Location

Main Body - 600
Arms (2) - 200 ea
Hands (2) - 90
Legs (2) - 320 ea
Feet (2) - 150 ea
Wings (2) - 250 ea
Head - 150
Head Beam Guns (2) - 50 ea
Beam/Machine Guns (2) - 75 ea
Gunpod - 150
Ballistic Shield - 350
Pin Point Barrier system (2) - 100 ea

AR - 18
Armour - automatically stops up to and including the equivalent of standard 75mm AP rounds (1d4x10/40md)


Speed

Schematic-vf25fside

From Macross Mecha Manual



Running - 150kph
Leaping - 25m thruster assisted
Flying in Atmosphere - Battroid - 700kph, Gerwalk - Mach 2.1, Fighter - Mach 2.6 at sea level, Mach 5 at 10km, Mach 27+ at 30km.
Maximum Altitude - Craft is trans-atmospheric capable
Space - 27 MU
Range - effectively unlimited in Atmosphere, 6000km in space from reaction mass


Statistics

Height - Battroid - 15.59m, Gerwalk - 7.2m, Fighter - 4.03m
Length - Battroid - 4.1m, Gerwalk - 9.9m, Fighter - 18.72m
Width - Battroid - 6.3m, Gerwalk - 15.5m, Fighter - 15.5m
Weight - 7.68 tonnes empty, 14.55 tonnes operational
PS - Robotic 60 Lift - 30 tonnes, Carry - 15 tonnes
Cargo - minimal pilot and survival gear
Power System - Thermonuclear Turbines, 2 x 1,620 kN (maximum thrust in space); many x P&W HMM-9 High maneuverability thrusters
Cost - na


Weapons

Weapon Type - Head Beam Guns or Laser Guns (2, useable in all modes)

Vf-25f-battroid-headunit

From Macross Mecha Manual


Primary Purpose - anti-fighter/missile
Range - Atmosphere: 600m/1.5/3km. Space: 2/5/9mu
Damage - 1d4x10 per blast. 3d4x10 per burst. Guns fire in tandem.
Rate Of Fire - can only fire bursts equal to pilots attacks
Payload - unlimited

Weapon Type - 25mm machine cannon (2, useable in all modes, replaces 25mm beam machine cannon)
Primary Purpose - anti-fighter/missile
Range - Atmosphere: 720m/1.8/3.6km. Space: 2/6/11mu
Damage - 6d6 per round. 2d4x10+20 per 10 round burst. Guns fire in tandem.
Rate Of Fire - can only fire bursts equal to pilots attacks
Payload - 150 explosive ramjet rounds. Later uses ESA rounds (armour piercing, halves AR) or MDE rounds (ignores AR).

Weapon Type - 25mm beam machine cannon (2, useable in all modes)
Primary Purpose - anti-fighter/missile
Range - Atmosphere: 720m/1.8/3.6km. Space: 2/6/11mu
Damage - 6d6 per blast. 2d4x10+20 per burst. Guns fire in tandem.
Rate Of Fire - can only fire bursts equal to pilots attacks
Payload - unlimited

Weapon Type - GU-17 A/V Gun Pod

Vf-25-gunpod

From Macross Mecha Manual


Primary Purpose - Anti-mecha
Range - Atmosphere: 1/2.5/5km. Space: 3/8/15mu
Damage - 2d4x10 per round. 3d6x10 per 10 round burst. 5d6x+10+20 per 20 round burst.
Rate Of Fire - equal to pilots attacks
Payload - 250 explosive ramjet rounds. Later uses ESA rounds (armour piercing) or MDE rounds (ignores AR)

Weapon Type - Anti-armour knife

Knife

From Macross Mecha Manual


Primary Purpose - anti-mecha
Range - melee
Damage - 5d6 + punch damage, armour piercing
Rate Of Fire - equal to pilots attacks
Payload - na

Weapon Type - Hardpoints (8, 3 per wing, 1 per wing glove)
Primary Purpose - anti-ship/anti-mecha
Range - Varies by weapon type. Triple in space.
Damage - varies by weapon type
Rate Of Fire - 1 missile per hardpoint (maximum of 8 total or up to 1-5 micro missiles per hardpoint for a maximum of 40)
Payload - 3 HE Air to Air or Air to Surface missiles OR 2 Heavy HE Air to Air or Air to Surface Missiles OR 1 micro missile Launcher (used in space, damage – 2d6x10 md, Range Atmosphere: 2/5/10km Space: 6/15/30mu, Payload – 10 or 15 4th generation micro missiles) OR 1 Reaction Missile (Range Atmosphere: 80/200/400km Space: 25/50/100mu, Use nuclear warhead damages)
Bonuses - +3 strike

Note - When using fast packs these hardpoints are typically left empty though the two outer most points can be used if desired. Standard outfitting is Micro-missile pods.

Weapon Type - Pin Point Barrier System (2)
Primary Purpose - anti-missile/incoming fire or offensive enhancement
Range - melee
Damage - when used defensively is typically directed onto the shield reinforcing it by taking 100mdc per melee. Fully recharges at the end of each melee. When used offensively it adds +5d6 to punches and kicks.
Rate Of Fire - na
Payload - Unlimited


Bonuses and Penalties

Schematic-vf25ftop

From Macross Mecha Manual



Use Robot/Vehicle Combat Basic/Elite along with the following bonuses:
+2 disarm at level 2 and 7
+3 pull punch at level 3 and 8
+2 roll with punch impact at level 5 and 11
+1 parry/dodge at level 2, 5, 8, 10, 12 and 15
+1 reflexive dodge at level 1, 2, 4, 6, 8, 10, 12 and 15
+1 strike ranged at level 2 and 7
+1 strike hand to hand level 4 and 9
Punch - 5d6+5
Restrained Punch - 3d6
Kick - 1d4x10+12
Body Block/Tackle - 3d6


Systems of Note

Vf-25f-gerwalk

From Macross Mecha Manual



Engine Lifespan - The unit does not use fuel per se (using reaction mass while operating in space and reactant for the turbines) the unit does need it's engines (thermonuclear turbines) refurbished or replaced eventually. A new unit's engines, aside from regular maintenance or damage done, can last up to a decade under normal circumstances and use.

Capable of trans-atmospheric flight under it's own power over an Earth class planet.

Use of the Inertial Store Converter allows the pilot to withstand the G-forces put on their bodies in combat.

EX-Gear - acts as the control interface and as a vital point stimulation seat (which adds some anti-g resistance via preventing blood from pooling in the extremities during high g maneuvers). The EX-Gear has 20 MDC. It is not really meant to be a combat armour.

Radar - Range of 640km. Able to track up to 60 targets, display 40 targets and lock onto 10 targets at once.

Radar Warning Receiver - Warns of potential Radar Lock. Range - equal to radar.

Missile approach warning system - informs the pilot of a missile lock and attack. Range is is equal to the Radar.

Chaff/Flare Dispensers - 75% to cause locked on missiles to lose lock and fly off elsewhere. Carries 20 of each.

Targeting Computer - +3 to strike with all on board weapon systems. Range is equal to the radar system.

Laser Targeting System - Assists in selecting and locking on to enemy targets. Additional +2 to strike using ranged weapons. Smart Missiles are excluded from this. Range is equal to the radar system.

Combat Computer - Calculates, stores and transmits data onto a HUD (heads up display) of the pilot's (or other crew members) helmet. Typically tied into the units targeting computer. Can hold hundreds of entries about various enemies.

Multi-Lock capability - Unit can lock on to and fire at multiple targets (max of radar capability) targets using semi-active radar homing and passive infra-red homing (IE Guided) missiles at one time through it's radar tracking system. This is used is the Look and Lock system is incapacitated.

Look and Lock capability - Unit can lock on to and fire at multiple targets (max of radar capability) using semi-active radar homing and passive infra-red homing (IE Guided) missiles at one time through it's helmet mounted eye movement recognition cuing system.

LIDAR/LADAR - This system uses lasers to detect and image items as small as 10cm at 10km, as small as 150cm out to 15km, and as small as 500cm out to 40km. This system also assists the other sensors in detected and identification. This is not typically a passive system and but to be directed at specific targets.

Motion detector/Collision Warning System - Range 750m

FLIR - Advanced forward looking infra-red system for night operations. Range - 30km

Standard instrumentation - Speedometer, altimeter, distance traveled, inertial mapping system (zeroed on your deployment location/home base), power system temperature, ammunition counters, damage assessment indicators.

Fly by Light Control systems - If the craft takes more than 50% damage the systems may fail (60% chance). Loss of the control system gives a penalty to the pilot of -50% to all piloting rolls to maintain control of the aircraft. While functioning the systems give a bonus of +25% to all piloting rolls.

Radio Communications - long-range direction communication systems out to a range of 1600km that can be boosted if proper signal towers or relay systems are in place. Also a directional short-range radio with a range of 96km. Both radios have full encryption capabilities.

Satellite Uplink capability - This allows the craft to communicate over vast distances by connecting to and communicating through the various satellites in orbit or other comm boosting systems.

Complete Environmental Pilot and Crew Compartment - A completely computer controlled life support system that includes: internal cooling and temperature control, air purification and circulation systems (gas filtration, humidifier/dehumidifier) that engages when needed and can recirculate breathable air for up to 2 days if necessary, computer controlled independent oxygen supply and purge system that has up to 24 hours of breathable air that automatically engages in low oxygen or contaminated air environments, insulated high temperature resistant shielding for up to 400 degrees centigrade (normal fires do no damage though nuclear, plasma and magical fires do full damage), radiation shielded up to several hundred rads, and polarized and light sensitive/adjusting tinted viewport.

Ejection System - Ejects crew out from the craft in emergency circumstances. System ejects the occupants about 300m away to safety.

Limited Electronic Countermeasures Capability - With a Electronic Countermeasures skill roll (or Sensor operations at -20%) the pilot/crew can impose a penalty of -3 to strike and a -20% to all sensor skill rolls of any opponents within radar range depending on terrain. Range is equal to the radar system.

Passive Stealthy design - -20% to opposing sensory equipment roll to detect the aircraft beyond visual range and negates any sensor bonuses to strike. However for every 10% damage taken reduce opponents penalties by 5% and after 30% the strike penalties no longer apply.

Self destruct System - System that destroys the unit and all of its internal components. Blast is relatively contained however to a radius of 20m doing 3d6x10md to anything within the radius. Also a 75% chance the power supply is leaking radiation.

Voice Actuated locking System (Introduced in the 2060s) - Units hatch is locked by a voice actuated system that is programmed to a specific voice (up to 8 can be programmed at once) that must recite a 8 digit access code. There is a manual over-ride keypad in case of systems failure.

Active Stealth System - When active the system renders the unit completely invisible to radar. However if the unit takes more than 50% damage in one attack there is a 65% the system will fail.

Anti-Beam coating - reduce all beam weapon attacks damage by 30%


References Used

Vf-25f-fighter-rear

From Macross Mecha Manual



Macross Mecha Manual
Macross Compendium
Mecha HQ
Various Rifts RPG books

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