General Galaxy VF-21 Omega 1

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Created by: Canon Macross
Maintained by: Mr. Sketchley / http://www.macrossrpg.com/~archers/Images/StudioOtaking.gif


General Galaxy YF-21 Omega One Advanced Variable Fighter Prototype

The following is by no-means meant to be all encompassing. The following are MRC specific MODIFICATIONS to stats that are preexisting. Note that the following should not be taken as canon. The following is an extrapolation and speculation from canon materials.


BACKGROUND

http://www.mahq.net/mecha/macross/plus/yf-21-fighter.jpg

The UN Airforce/UN Spacy requirements for the Project Super Nova Advanced Variable Fighter Programme, to replace the aging VF-11 Thunderbolt, included the incorporation of a fighter sized pin-point barrier system and the mounting of an external fold booster for a variety of mission roles. The UN Airforce's selection committee announced the successful bids of two contractors for the demonstration/validation phase: Shinsei Industries (the YF-19) and General Galaxy (YF-21.) Each produced two prototypes and a ground-based avionics testbed for the project. The YF-19 demonstrator prototype No.1 rollout was on July 2039 with the first flight occurring in September 2039.

Unlike the more traditionally designed YF-19, the YF-21 is literally a showcase of leading-edge VF technologies. Many of the fighter’s systems are advanced prototypes, which gives the YF-21 a definite edge in terms of technology. The fighter also includes a significant amount of Zentraedi and O-Tech technology in its aerospace frame, including a revised version of the inertia vector control system used in the Quimeliquola Quaedlunn-Rau battlesuit. The alien technology gives the YF-21’s battroid silhouette a strong resemblance to the Zentraedi battlesuit. The AVF is also equipped with many cutting-edge human technology systems, including a revolutionary active stealth system that can absorb radar and other sensor waves, rendering the fighter invisible to most electromagnetic sensor systems.

http://steelfalcon.com/Macross/Images/YF21soldier.gif

The first flight of YF-21 prototype No. 2, using the brainwave [direct] control system interface (BDS) and brain direct image system (BDI) (No. 1 was outfitted with conventional control system,) at New Edwards Test Flight Center on Eden, was in January, 2040 by General Galaxy’s company test pilot: Guld Goa Bowman. Bowman experienced a temporary loss of control of YF-21 prototype No. 2 during the first fire control system test, in January 2040. UNAF's Project Super Nova director Colonel Millard Johnson determined later that month that the pilot may have a neurochemical imbalance because of his Zentraedi-Human genetic background. He decided to suppress the findings and retain the pilot. Combat simulation and fire control testing of the second prototypes of both fighters continued.

Project Super Nova testing and development halted under orders from the UN government after the development of the Ghost X-9 Unmanned Drone Fighter ended in February, 2040. After project cancellation, UN Spacy 1st Lt. Isamu Alva Dyson (with Shinsei Industry's YF-19 development staffer Yang Neumann) launched the YF-19 prototype No. 2 with a FAST Pack system and a prototype fold booster towards Earth without authorization in March, 2040. Colonel Johnson ordered Bowman to pursue Lt. Dyson in the YF-21 Prototype No. 2 with a FAST Pack system and an identical fold booster. Irreparable damage of the YF-21 Prototype No. 2, with loss of pilot, occurred in the subsequent battle with the Prototype Ghost X-9 unmanned fighter over Macross City during what became known as the Sharon Apple Incident.

The YF-19 was announced as the winning Project Supernova design in 2041, by the UN Air Force.

The loss of the YF-21 did not discourage General Galaxy, and two years later the company released the VF-22 Sturmvögel II, an advanced combat aircraft based on the YF-21 prototype. Although the VF-22 does not include the controversial BDI and BCS control systems of the second YF-21 prototype, it has proven to be an extremely capable aerospacecraft and has been accepted by the UN Armed Forces as a limited production special forces fighter.


RPG STATS

http://www.mahq.net/mecha/macross/plus/yf-21-gerwalk.jpg

Vehicle Type:

YF-21 No. 1 (Initial Prototype; used conventional Variable Fighter flight control systems)
YF-21 No. 2 (Second Prototype; included BCS and BDI control systems. Was accepted for Project Super Nova contest, callsign "Omega One")

Class: Advanced Variable Fighter (Prototype)
Manufacturer: General Galaxy
Customer: UN Airforce (Primary) and UN Spacy.


Crew: Pilot only in General Galaxy/Marty & Beck specially-developed g-endurance zero/zero ejection seat and wearing Tactical Life Support System with upper and lower g-suits and pressure breathing. YF-21 No. 2 is equipped with a completely shielded pressurized cockpit with a minimal external view via an overhead spherical canopy and two side panels in the cockpit hatch. (YF-21 No. 1 is equipped with a conventional cockpit, canopy, and flight control system. YF-21 No. 2 was equipped with a brainwave control system (BCS); conventional digital flight control system with side-stick controller and manual override for emergency use.)


MDC BY LOCATION

Location MDC
Head Pulse
Head¹
Hands (2)
Arms (2)
Legs & Thrusters (2)
Main Body²
Wings (2)
Tails/Arm Shields (2)
Stealth Gun Pods (2)
Pinpoint Barrier Shield³
Reinforced Pilot Compartment/Escape Pod
40
150
50 each
125 each
225 each
375
175 each
75 each
120 each
100
150


NOTES:

¹ Destroying the head of the YF-21 will knock out the mecha's main sensor systems, including all of the optics systems (infrared, nightvision, thermal). Backup sensor systems will provide standard vision for the pilot using the BDI system. Radar and communications will be unaffected. Note that on a called shot, the main sensor face plate will be hit. It has an MDC of 45. It’s destruction disables the sensors.
² Depleting the MDC of the main body will destroy the mecha. The pilot and cockpit section/escape pod will be automatically ejected from the doomed mecha before it explodes by the YF-21's main computer.
³ 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 of the YF-21.


SPEEDS

RUNNING, SOLDIER CONFIGURATION: 120 mph (192 Kmph)
LEAPING, SOLDIER CONFIGURATION: 50 ft (15 m) high or 70 ft (21 m) long without thrusters.
FLYING, GERWALK/SOLDIER CONFIGURATION: 0 Kmph to Mach One (670 mph/1072 Kmph) maximum speed limit in an Earth-like atmosphere.
FLYING, FIGHTER CONFIGURATION: Cruising speed is usually Mach 1.75 at 15000/18000 m, mach 5.06+ max cruising speed at 10,000/21,500 m. With a maxim cruising speed of mach 21+/24+ (8.1+ Km/sec) at 30,000+ m. The YF-21 is VTOL capable in fighter configuration.
The YF-21 is capable of launching into satellite orbit over a Earth-class planet without additional rocket assistance. Maximum rate of ascent is 61,500 meters/minute. The structural G limits are +32.5 to -17.2.
Note: two figures are given as the data originated from planet Eden and needed adjustment because of differences with Earth's atmospheric system and gravitational force.
MAX ENGINE THRUST: 65,200 kg x2 in an atmosphere, 41,200 kg x2 in space. The maximum thrust is automatically limited in space due to coolant problems for the engines with the lack of atmosphere flowing through the engines.


STATISTICAL DATA:

Note: numbers given in m (metres) only are confirmed on the Macross Compendium. Numbers with both ft and (m) are unconfirmed.

HEIGHT:

46.52 ft (14.54 m) in soldier configuration.
25.59 ft (8.00 m) in gerwalk configuration.
4.04 m in fighter configuration.

WIDTH:

20.80 ft (6.50 m) at shoulders in soldier configuration.
15.36 m in gerwalk or fighter configuration with wings at maximum extension.

LENGTH:

14.29 ft (4.47 m) in soldier configuration.
41.69 ft (13.03 m) in gerwalk configuration.
19.62 m in fighter configuration.

WEIGHT:

9550 kg empty. Maximum takeoff weight in an atmosphere is 39,207 kg, and maximum weight in space with optional fold booster is 48,305 kg (weights beyond that exceed theoretical safe limit for fold booster).

PHYSICAL STRENGTH:

Equal to a P.S. of 60

CARGO:

Small compartment behind pilot's seat for personal belongings.


POWER PLANT:

Two 41,200 kg maximum instantaneous thrust in space (65,200 kg in atmosphere) Shinnakasu Industry/P&W/Roice FF-2450B thermonuclear engines. In atmosphere, the engines use air as coolant/propellant, but due to problems in the cooling efficiency (caused by exceeding output and melting of the core) the maximum thrust is limited to 40% to 60% of thrust in space. Three-dimensional independent convergent/divergent turning exhaust nozzle vanes, for enhanced V/STOL performance and maneuverability. P&W HMM-6J high-maneuverability vernier thrusters.
Special equipment hard point stations for Shinnakasu Industry/OTEC FBF-1000A external prototype fighter fold booster (currently not certified for performing beyond a one-way limit of 20 light years) mounted above fuselage.


COMPATIBLE FAST PACKS:

http://www.mahq.net/mecha/macross/plus/yf-21-foldbooster.jpg

The YF-21 can mount the following FAST Packs in any combination:


In addition, the YF-21 can mount one of the two radomes available (VF-11 or VF-17) or the OTEC FBF-1000A External Fold Booster over top of the dorsal mounted FAST packs. But, in all cases, the additional equipment must be ejected prior to transformation. Note that the FAST packs do not inhibit transformation.


WEAPON SYSTEMS

1. ERLIKON AAB-7(.5) SUPER MINITURE AIR-TO-AIR LASER TURRET

The YF-21 mounts a single laser for use in air combat skirmishes and for defensive purposes. The laser is mounted on the head in soldier mode, and is located in the forward dorsal section of the main body, pointed rearward, in fighter and gerwalk modes. The laser can only fire to the REAR of the fighter in these modes - it cannot be turned to fire along another arc.

  • PRIMARY PURPOSE: Anti-aircraft
  • SECONDARY PURPOSE: Anti-missile/defensive
  • RANGE: 4000 feet (1200 m)
  • DAMAGE: 1D4x10+5 M.D.
  • RATE OF FIRE: Single shots only.


2. MAULER REB-22 LASER BEAM GUNS

Two semi-fixed laser beam guns with forward and rearward barrels mounted underneath the tail stabilizers in fighter mode or in the lower arm section in gerwalk and battroid modes, thus can fire either to the front or the rear of the mecha in any mode. In fighter mode the lasers can only be aimed along the direction of travel. In gerwalk and battroid modes they can be aimed in any direction by moving the vehicle’s arms.

  • PRIMARY PURPOSE: Anti-mecha
  • SECONDARY PURPOSE: Air-to-ground strafing runs
  • RANGE: 4000 feet (1200 m)
  • DAMAGE: 1D6x10+10 M.D.
  • RATE OF FIRE: Single shots only. The cannons can be fire-linked so that firing both cannons at the same time counts as one attack (does double damage).
  • PAYLOAD: Effectively Unlimited.


3. BIFORS BML-02S ALL-ENVIRON RAPID-FIRE MICRO-MISSILE CLUSTERS

http://www.mahq.net/mecha/macross/plus/lineart/micromissile.jpg

The YF-21 is armed with four internal BML-02S missile launchers that were built exclusively for it. The launchers are mounted in the forward dorsal section of the craft and have exit ports on the wings to either side of the engine nacelles. Any type of UN Spacy mini-missiles can be used by the launchers, however the BMM-24 missile is standard.

  • BMM-24 MISSILES (standard SRM missile stats if loaded with them.):
    • Primary Purpose: Assault
    • Range: 5 miles (8 km).
    • Damage: 1D8x10 M.D.
    • Rate of Fire: Volleys of 1-4 missiles per launcher, per round. One volley counts as one attack. If necessary, all 48 missiles can be fired in a single round by expending two attacks.
    • Bonuses: The BMM-24 micro-missiles have a +6 to strike.
    • Payload: 12 missiles per launcher; 48 total.


4. HOWARD/GENERAL DYNAMICS GV-17L GUN POD(S)

http://www.mahq.net/mecha/macross/plus/lineart/yf-21-gunpod.jpg

For a main external weapon, the YF-21 contains TWO new stealth gattling gun pods produced by Howard/General Dynamics. These gun pods are exclusively designed for the YF-21 and are mounted in specially designed storage bays located on the underside of the craft in fighter mode, and at the hips in gerwalk and battroid modes. The GV-17L is similar to the gattling gun used by the VF-17 Nightmare. In gerwalk or battroid modes, the gun pods can be ejected from their bays and used by one or both of the YF-21's hands. The gun pods can fire in any mode - they fire out of a special concealed port when stored away in fighter mode.

Like the original GU-11 gun pod used by the VF-1 Variable Fighters, the GV-17L gun pods do NOT use clips of ammo, but instead have a large internal supply of ammo stored in the barrel of the gun pod. This allows the GV-17L to contain a larger supply of ammo and bypasses the need to reload while in the field.

  • PRIMARY PURPOSE: Assault
  • SECONDARY PURPOSE: Anti-mecha
  • RANGE: 6000 feet (1800 m)
  • DAMAGE: 1D10 per round. 10 round burst, single target – 1D10X10 MD. 25 round burst, single target - 2D10X10 MD. Note, for bursts using greater then 25 rounds, increase the damage by a scale of 1D8X10 per 10 rounds OR refer to the modern weapons rules for machineguns.
The Gun Pod can be used for sprays: 10 round spray – 1D10 MD, affects 1d4 targets. 25 round burst spray – 1D10 MD, affects 2d4 targets with a 50% chance of hitting bystanders. Longer duration sprays (up to limits of the magazine): 2D10 MD, affects 4d4 targets. Chance of hitting bystanders is 70%.
  • RATE OF FIRE: Equal to the pilot's combined number of attacks. Note that firing of the GU-11 isn't limited to only 10, 25 or 400 rounds. Any variation can be fired (it is recommended to stick to multiples of 10 for ease of damage resolution.)
  • PAYLOAD: 800 rounds. The YF-21 carries two GV-17L gun pods. Once exhausted, the gun pods can only be reloaded by trained personnel using the right reloading equipment.


5. BODY/WING HARD POINTS

The YF-21 is also equipped with four fixed hard points (two per wing) for missile loads and other ordinance. Two hardpoints are mounted on each wing of the aircraft. These hardpoints can be used to hold a variety of different ordinance types, including long, medium, short range missiles, medium-range high-maneuverability (MRHM) missiles (after 2040), UUM-7 Micro-missile pods, RMS-1 reaction missiles and even MK-82 LDGB conventional bombs. Usually only long-range or medium range missiles are used.

NOTE: Due to the location of the hard points, ALL missiles must be fired or ejected before the YF-21 can convert into soldier mode. For this reason the missiles mounted on the hard points are usually fired within the first few passes of an attack.

Hardpoint and Missile Details


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

http://steelfalcon.com/Macross/Images/YF21punch.gif

The YF-21 is equipped with a pinpoint barrier system for defense. The system can generate a pinpoint barrier that can be moved anywhere on the mecha and used as a shield against incoming attacks. 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.

NOTE: THE SYSTEM IS ONLY AVAILABLE IN GERWALK AND BATTROID MODES.
  • Primary Purpose: Defense
  • Protection: 100 MDC total
  • Regeneration Rate: 50 MDC per round.
  • Size: The barrier can be up to 10 ft (3 m) in diameter.
  • Duration: Unlimited.


8. CHAFF/FLARE DISPENSERS

Available in all modes. When used, they fire off a burst of chaff and/or flare to counter any incoming missiles. The burst of chaff and/or flares give a bonus of +3 to Dodge against the missiles.

  • VFs carry a total of 10 bursts of chaff/flares.


9. HAND TO HAND COMBAT

If necessary, the YF-21 can engage in melee combat rather than use a weapon. The AVF 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.


STANDARD EQUIPMENT FOR THE YF-21:

  • ACTIVE STEALTH SYSTEM: The YF-21 is equipped with a revolutionary stealth system that, when activated, renders the craft stealthy to active and passive radar. Unlike passive stealth systems, like those used by the VF-17 Nightmare or the F-117, the YF-21's stealth system is an ACTIVE stealth system that modifies¹ radar waves rather than reflecting them. Active Stealth, like all stealth systems on aerospace craft, is only truly effective at a distance. At short range, 5 Km or less, the effect of the active stealth field is negated and the vehicle is detected almost like normal. At medium ranges, between 5 and 75 Km, the active stealth field is effective but easily overcome by skilled radio operators. The active stealth field is most effective at ranges over 75 Km, making the VF virtually invisible on radar screens. Note that there are other means of detecting a vehicle and active stealth only counters radar directed at the YV-21. When activated, this system gives the YF-21 a +3 on initiative and a +1 to strike. Since the YF-21's stealth capability is a system and not a feature of the design, it can be damaged or destroyed. Once the vehicle 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 UN Spacy base.
¹ There are two varying opinions on the exact process. One side believes that the radar waves are absorbed and the other side believes that the radar waves are reflected around the vehicle.
  • AUTO-PILOT
  • BRAIN CONTROL SYSTEM (BCS): This revolutionary and experimental system is one of the most unique abilities of the YF-21. The BCS system allows a disciplined pilot to link his mind with the onboard computer of the mecha, and issue control commands to it at the speed of thought. This allows the YF-21 to move with human-like reflexes and respond with human-like speed. Feedback for the system is transmitted back to the pilot using the brain-direct imaging (BDI) system (see below), providing an interactive control loop that literally makes the mecha a part of the pilot.
The disadvantage of the system is that it requires a fair amount of concentration to use. If the pilot of the YF-21 is suddenly startled or disturbed, he may lose control of the mecha and be unable to regain it until he calms himself down. It requires a fairly dramatic event to startle the pilot sufficiently, such as being physically wounded, seeing a comrade killed in front of him, or (in Chief Bowman's case) being suddenly confronted with a despised enemy and suffering a flashback. If startled, the pilot must roll under his M.E. attribute on a 1D20 to keep control of the plane. If he fails, the BCS fails and the YF-21 will freeze. In order to regain control of the BCS, the pilot must calm himself sufficiently, which requires another successful roll under his M.E. attribute. NOTE: the GM may impose penalties to the above rolls if the pilot is going through a VERY traumatic experience while flying the YF-21.
Another disadvantage of the BCS is that when uncalibrated to a specific user, the system has a tendency to pick up stray thoughts from the pilot and act upon them without his permission. A particularly nasty example of this happened during the Project Super Nova tests when Chief Bowman imagined slamming Pilot Isamu Dyson's VF-11 into the ground, and the BCS picked up and acted on that idle thought. When properly calibrated there is no danger of this occurring. However when an uncalibrated system is being used by a pilot during game play, the GM should roll against the player's M.E. whenever the player makes an idle remark about what he would like to do with the YF-21 (even if he was just mentioning it in jest). If the GM rolls above the player's M.E., the YF-21 will do EXACTLY what the player mentioned, regardless of the consequences.
The cockpit of the YF-21 is equipped with a backup set of standard aircraft controls in case the pilot looses control of the BCS and cannot re-establish contact. Initial versions of the BCS were calibrated specifically for human brain waves, which led to problems when the system was used by non-human pilots, such as Chief Bowman. Zentraedi or other alien pilots using a non-calibrated BCS system receive a +5 penalty to their rolls to keep control of the system.
  • BRAIN DIRECT IMAGING (BDI) SYSTEM: This prototype system, along with the BCS, allows the pilot of the YF-21 to essentially control the mecha with his thoughts. The BDI system is extremely important to thought control, as it provides the pilot with visual and tactile feedback from the mecha, including things such as balance and force feedback. The BDI essentially makes HUD (heads-up display) and HMD (head mounted display) technology obsolete since instead of overlaying a display with computer-generated graphics the pilot can receive direct sensory input with computer analysis and highlights directly into his brain. In game terms, this provides the pilot of the YF-21 with a +20% bonus to any skill rolls made to control the mecha, a +2 bonus to dodge and a +1 bonus to strike.
The BDI system does have a drawback, human (and Zentraedi) brains are not designed to accept this type of intense input. Use of the BDI system can lead to stress, fatigue, and headaches. Frequent use of the BDI can even lead to stress-induced trauma-like symptoms manifesting themselves such as sleeplessness, frequent migraines, shaky hands, cold sweats, and short tempers/emotional problems. After each week of frequent use of the BDI system, the pilot must roll under his P.E. stat or the character will begin to exhibit one of the above symptoms (GMs choice). The base medical officer can prescribe drugs to suppress the symptoms, but the only way for the pilot to be cured is to stop using the BDI system. It is not known what long-term use of the BDI system without breaks will do to a pilot. NOTE: Although the cockpit of the YF-21 does NOT contain any windows except a top-mounted radome (the BDI makes windows unnecessary, theoretically), a backup display monitor is included for the pilot in the event of BDI system failure. This monitor, while acceptable as an emergency backup, is not well designed for a combat fighter, and being forced to rely solely on it imposes a -3 penalty to hit and dodge rolls by the pilot.


COMBAT BONUSES FOR YF-21 FIGHTER TRAINING

NOTE: Due to the prototype nature of the YF-21’s BDI/BCS system, it is highly recommended that no player be allowed to start the game with YF-21 BDI/BCS combat training (unless the GM is running a very unusual campaign). Untrained pilots should get bonuses equal to the Basic Variable Fighter Combat Training when piloting the YF-21, and military pilots with no prior YF-21 experience should get full bonuses from the Advanced VF-11 Variable Fighter Combat Training. However, this only applies to players trying to fly the YF-21 with conventional controls; characters trying to fly a YF-21 using the BDI/BCS systems for the first time only get the Basic Variable Fighter Combat Training bonuses regardless of their experience! The BDI/BCS systems take immense amounts of training and discipline to be used at maximum efficiency.
The below bonuses only apply to trained characters piloting a YF-21 using the BDI/BCS systems. Players should only be allowed to get this training when their characters have accumulated enough experience to acquire new skills. Pilots trained on non-BDI/BCS versions of the YF-21 should use the bonuses for VF-22 Sturmvogel combat training.


ADVANCED YF-21 BDI/BCS AVF COMBAT TRAINING

Advanced training for pilots specializing in the YF-21 and trained to take full advantage of the Brain Control System and Brain Direct Imaging systems of the prototype.

  • 4 attacks per melee (plus those of the pilot).
  • Add one additional action/attack at levels two, five, seven, and ten.
  • +2 on initiative (+5 when using Active Stealth System)
  • +3 to strike (+4 when using Active Stealth System)
  • +4 to parry
  • +3 to dodge in solder mode, +5 in gerwalk, +7 in jet mode.
  • When using BDI/BCS, add +2 to dodge and +1 to strike to above bonuses.
  • +3 to roll with a punch or fall with an impact, reducing damage by half.
  • +4 to leap dodge. A leap dodge is an automatic dodge, which causes no loss of attacks per melee. The new generation AVFs are so maneuverable that the pilot can dodge an attack while moving to counterattack an enemy.
  • Critical strike same as pilot's hand-to-hand.
  • Body block/tackle/ram - 2D4 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.


REFERENCES USED IN THIS DESIGN

Palladium Books Game Engine and MDC Rules
Design layout adapted from DAVE DEITRICH ([email protected])
Macross Plus episodes 1-4
Macross Plus Video Game
This is Animation Special: Macross Plus
This is Animation The Select: Macross Plus Movie Edition
Sony Playstation "Macross Plus - Game Edition - Game Navigation Book The Macross Compendium YF-21 listing
Based off of the YF-21 Omega 1 stats at Steelfalcon.