Hunter Aero-Tech FJ-21 and 22 Fan Jet


A twin-seat Aero-Tech TFJ-22.

This common civilian kit plane comes in two major variants; One person stunt plane and two-person private transport. They are generally recreational aircraft used for private transportation and racing. Ideal for long-range search (in support of SAR action), topographical survey (not really suited to fine survey work), recreation/personal use, and etc. Law enforcement applications include following suspects at a safe distance without being observed.
Armed versions are commonly used by Civil Defense Units, police departments, and rebels. One of the more well-known manufactures is Hunter Aero-Tech, founded by Robotech War hero and former Chairman of the Pleno-Planetary Council (pre-IPA) Rick HUNTER.
Name: Hunter Aero-Tech TFJ-21 and -22 Turbo Fan Jet.
Model Type: Civilian Stunt Flyer
Crew: 1
Passengers: 1 in the 22 model; One passenger can sit in the pilots lap in either model, but is NOT recommended.
MDC By Location:
Fuselage-
Crew Compartment-
1ØØ
Landing Gears (3)-
Auto Cannon-
1Ø each
75

Speed and Statistical Data:

Driving on the Ground: Ø.5 MPH
Range On Land: Ø.5 Miles
Flying: 4ØØ mph, 7ØØmph with boosters (15 mins).
Maximum Height: 1Ø,ØØØ feet
Range In The Air: 6ØØ miles
Height: 8 feet
Width: 2Ø feet
Length: 2Ø feet
Weight: 3 tons
Cargo: Pilot supplies only
Power System: A Rolls-Royce 281 Turbo Fan Jet was used on the original design. Most TFJ’s currently in use have engines based on that design.
Flight System: Aero-foil effect.
Cost and Availability: About 2Ø million credit each; Always
Black Market Cost & Availability: None; It’s legally available. Stolen ones are a rarity.

Weapons Systems:

1. Autocannon: A modified version has a small auto-cannon in the nose.
Purpose: Assault
MD: 1D6
Rate of Fire: 6 bursts per melee.
Range: 4,ØØØ feet
Payload: Enough for 2Ø attacks

2. Bomb Racks: The fan jet can carry up to 3 light bombs per wing.
Purpose: Assault
MD: Varies by type used; Equivalent to an SRM.
Rate of Fire: As many as the pilot elects to drop per attacks per melee.
Range: Varies by height.
Payload: 3 per wing (6 total).

3. Hand Grenades: Hand grenades can be dropped out the windows as well.
Purpose: Assault
MD: Varies by type used; Equivalent to a mini-missile.
Rate of Fire: ½ pilots attacks per melee.
Range: A few dozen feet.
Payload: Up to 2ØØ such grenades can be carried.

4. Pistols and Rifles: When all else fails, the pilot and co-pilot can stick a pistol or rifle out a window. Stats will vary by the gun.

5. T’sentrædi Assault Rifle: A rare modification allows for a T’sentrædi Assault Rifle in the nose.
Purpose: Assault
MD: Short Burst: 1D6; Long Burst: 2D4; Full Melee Burst: 4D5
Rate of Fire: Per pilot’s attacks per melee.
Range: 4,ØØØ feet
Payload: Short Burst: 4 Bursts; Long Burst: 2 Bursts; Full Melee Burst: 1 Burst

Features: These are the base-line features, i.e. the ones installed before the planes roll off an assembly line. Individual owners often install additional features.

  • ESM: Radar Detector. Passively detects other radars being operated.
  • Radar: Civilian grade radar. Range 1ØØ miles, can track up to 5Ø individual targets. 95% reliability (ØØ% against unfriendly stealthed vehicles).
  • AMC/FD (2): Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems. Fires off Ø4 chaff/flares each time it is activated. The system is KNOWN to work on all KNOWN radar and infrared systems, but concerns continue that somewhere out there their MIGHT be a system that will be totally unaffected by the system. Reduce effects by 2Ø% against smart missiles (add +2Ø% to rolls for smart missiles.)
    Effect:
    Ø1-5Ø Enemy missile or missile volley detonates in chaff cloud- Missiles are all destroyed.
    51-75 Enemy missile or missile volley loses track of real target and veers away in wrong
    direction (may lock onto another target).
    76-ØØ No effect, missile is still on target.
    Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half.
    Duration: 1D4 melee rounds.
    Payload: 6Ø chaff/flares. Each time the system is engaged, the system fires off Ø4 chaff/flares.


  • Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • GPS: Standard tracking device. Ties into the Blue Force Tracker.
  • Anti-Jamming System: Reduces Electronics Countermeasure by ¾ (decrease skill level appropriately).
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
  • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Takes data from and gives data to other friendly units in the area. Effective land navigation of 85% as updates come. Good to 5ØØ miles. Specific range can be adjusted in 1 mile increments.
  • Video Camera: Records from the HUD. 5Ø hours of recording available.
  • Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2ØØ miles for MOST sensors.
  • Survival Pack: A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, GPS, first aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with MDC Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (25Ø foot apogee), 1ØØ feet of black or brown parachute cord (15Ø lbs tensile strength; This is in addition to several hundred feet from their parachute itself), 2-5 days rations, 2 gallons water, water purification kit (good for about 1Ø gallons), manual-inflating liferaft (for at-sea abandonment), self-inflating lifevest (15# buoyancy). The liferaft can also double as a Pup Tent if so desired (though most pilots prefer to use a parachute for that, if anything, due to the fact that it is easier to hide). NOTE: Because the craft does not have rotors, it can not auto rotate for a crash landing.
  • Smoke dispensers (8): Throws out smoke flares capable of covering a 5Ø foot area. Special chemicals in the smoke obscures IR and heat sensors, and defeats visual tracking of the vehicle. Note that it DOESN'T make the vehicle invisible, but simply negates ALL bonuses to strike.
  • Combat Bonuses from Fan Jet Combat Elite:
  • 1 additional attack per melee.
  • +2 Strike.
  • +6 Dodge.