Hawker Hurricane/Typhoon


A Hurricane Fighter of 61ST Aerial Group, River Bend Civil Defense.

The Hawker Hurricane was the first fighter monoplane to join the Royal Air Force and the first combat aircraft adopted by that arm capable of exceeding 3ØØ mph in level flight. The Hurricane shouldered the lion’s share of Britain’s defense during the “Battle of Britain”, and was largely responsible for the successful outcome of this conflict for the defending forces, equipping more than three-fifths of R.A.F. Fighter Command’s squadrons. The Hurricane also proved to possess an astounding propensity for adaptation, and the multifarious roles that it undertook earned for it the distinction of being the most versatile of single seat warplanes to emerge from the Second World War. Today, they serve as sector patrol and perimeter guards for Spitfires.
The original Hurricane specifications was the work of Sydney CAMM, who began its design in 1934. The prototype first took to the air on November 6,1935, at Brooklands, and the initial production Hurricane I entered RAF service in December 1937, with No 111 Squadron. Powered by the famous Rolls-Royce Merlin engine, it became the first RAF monoplane fighter with an enclosed cockpit and retractable undercarriage, its first fighter capable of a level speed in excess of 483 km/h (3ØØ mph), and its first eight-gun fighter.
The Royal British Conglomerate resurrected the craft for Civil Defense shortly after the introduction of the P-4Ø Warhawk, but delays in converting the hydro-cell turbine engine (it was too long to fit originally) delayed deployment until AFTER the deployment of the Reisien (Zero) Fighter. Never the less, the Hurricane has proven highly effective since deployment.
The Hurricane was, partly, intended as pure R&D; The British wanted to see what types of technology the craft could support. It was also conceived for pure defense work. Consequently, every single sortie IS a science experiment, and the craft maintains continuous telemetry, tactical, and etc info transfers to a ground station; Essentially, a back-up black box. This has proven highly useful, as even the loss of a craft develops more data; The pilot, also, has essentially a second set of eyes on his or her heads down displays (though many bemoan the “back seat drivers”).
The Hurricane has yet to see combat, but NOT for lack of trying; On 21 April, 2211, at 2Ø31 local, an Ator Malcont group landed a small shuttle with the intention of slave raiding. The presence of a flight of Hurricanes (8 ships) forced them to STAY landed until ground forces found them and killed them all. Ø2 hostages (of 3Ø total) were also killed in the rescue.
The Hawker Typhoon is a ground-attack variant of the Hurricane (see Optional Weapons systems).
Main User: Royal British Conglomerate (still called Great Britain)
Other Users:
European Collective
Greater African Republic
Central Asian Union
Mars Central Colony
Name: Hawker Hurricane
Model Type: Warbird
Class: Pursuit/Fighter
Crew: One; Two-seater models are also available.
Passengers: None.
MDC By Location:
Fuselage-
Engine Compartment-
Cockpit Canopy-
Wings (2)-
15Ø
19Ø
1ØØ
175
Tailerons (2) & Rudder-
Props (3)-
Landing Struts (3)-

9Ø each
5Ø each
5Ø each

Speed and Statistical Data:
Maximum speed: 34Ø mph (547 km/h)
Cruising speed: 3Ø7 mph (494 km/h)
Range In The Air: 1,ØØØ miles (1,48Ø km)
Service Ceiling: 4Ø,ØØØ ft. (12,192 m)
Climb Rate: 2ØØ ft/min
Takeoff Length: 15Ø ft unassisted.
Landing Length: 5Ø ft unassisted.
Height: 8 ft. 9 in. (2.66 m)
Wingspan: 4Ø ft. Ø in. (12.19 m)
Length: 32 ft. 3 in. (9.82 m)
Weight: 7,127 Ib.
Operational Weight: 8,47Ø lb. (3,841 kg)
Fuel capacity internal: About 2,ØØØ lbs.
Fuel capacity external: 5Ø gallons.
Cargo: Pilot’s supplies only.
Power System: One Rolls-Royce Merlin MVI Hydro-Cell Radial Engine;
Output:1,85Ø h.p. (1,379 kw) at 21,ØØØ ft. (6,4ØØ m).
Flight Systems:
Primary: Standard Grav Pods.
Secondary: Aero-Foil Effect.
Cost and Availability: 15,ØØØ€ each; Routinely available.
Black Market Cost and Availability: 5,ØØØ to 5Ø,ØØØ€ each; Rarish.

Weapons Systems:
1. Eight .5Ø caliber machine guns: The workhorse weapon of the entire Warbird series.
Purpose: Anti-Personnel/Armor
Damage: Lead (Ball) shot: 7D6 Per round; Depleted Uranium rounds: 1D6×1Ø MD per round; Burst fire only.
Rate of Fire: Burst fire only; fires i fire round burst per pilots attacks per melee. .5Ø’s used on the Warbird series were specially modified at the factory to be burst fire only.
Range: 6ØØ feet
Payload: 5Ø,ØØØ rounds are normally carried- That’s 1Ø,ØØØ bursts.
Weight: 5Ø lbs
Cost and Availability: 5,ØØØ credits; Occasionally available. Highly sought after, and made by a wide number of black marketers
Ammo Cost and Availability: Ball rounds: 8ØØ to 1,ØØØ credits for a box of 5Ø; Routinely available. DU rounds: Up to 1ØØ thousand credits for a box of 5Ø; Rare. Highly sought after.
2. Wing Mounted Weapons Systems: The plane can carry up to 3 pods.
A) M-7 Rocket Launcher: 24 2-inch rocket tubes in 12 rows of 4 each. Each rocket tube has 4 rockets.
Purpose: Heavy Assault
MD: Each rocket does 2D6 MD
Rate of Fire: Volleys of 6 or 12 times pilots attacks per melee.
Range: 12,ØØØ feet
Payload: 96 per pod. Up to 6 pods can be carried.
B) TM-11 Torpedo Pod: An ASW torpedo pod. Carries the Mk-82 Airborne Torpedo, essentially a modified version of the Mk-81 Submarine Launched Torpedo. The initial launch is by a nothing so complicated as releasing it from the latches that hold it to the pylon. The on board hydro-cell motor then takes over as soon as the torpedo splashes. Each pod hold 3 Mk-82’s.
Purpose: Offensive/Anti-Ship
MD: 4D6×1Ø per torpedo
Blast Radius: 4Ø feet
Maximum Range: 8Ø miles
Minimum Range: 5 miles
Rate of Fire: 1 torpedo per pilots attacks per melee.
Payload: Each pod holds 3 Mk-82’s.
C) TM-12 Fuel Pod: Essentially a modified version of the M-11 Torpedo Pod. In this case, however, it is used as a fuel pod to triple the normal range of the craft.
D) C-441 Canister Pod: Basically a hollowed out version of the M-7 pod, used to drop highly sensitive and extensive messages. A nose-mounted device using GPS or laser detection guides the pod to within ⅛st of an inch of the intended target.

Features:
  • Radar: Combat grade radar. Range 1ØØ miles, can track up to 2ØØ individual targets. 9Ø% reliability (no reliability against unfriendly stealthed air vehicles, 1Ø% against unfriendly ground vehicles).
  • Electronic Counter Measures (ECM): These systems disrupt enemy radar and tracking systems, making it difficult for them to lock onto the ship with weapons. The countermeasures give the Mecha a +3 to dodge, +2 to strike and +1 on initiative in combat.
  • ESM: Radar Detector. Passively detects other radars being operated.
  • AJP: Active Jamming Pod. Causes-25% to detection but when it is active, other vehicles/bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a-4 penalty to all radar guided weapons.
  • GPS: Standard tracking device. Ties into the Blue Force Tracker.
  • Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2ØØ miles for MOST sensors.
  • Motion Detector: Activates a loud wailing when an object is coming at the user fast, and a soft ringing if it’s coming slowly. Activation ranges must be specified by the pilot.
  • Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • Video Camera: 2Ø,ØØØ× zoom lens, records all data observed by the unit. 5,ØØØ hours of recording available.
  • Grav Clamps: Grav pods in the wheels of the landing gears allow the planes to adhere to the hulls of warships and the exteriors of SOME buildings up to a full 9ذ angle (nose up, down, or to the sides doesn’t matter).
  • 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), self-inflating lifevest (15# buoyancy), manual-inflation survival raft (for at-sea abandonment).
  • Fire resistance: Fires external to the craft are not felt at all.
  • Combat/Targeting Computer: Records all enemy and friendly activity over the course of time; Can replay that activity for the pilot, assign target designation numbers, and track likely damage based on mathematical formulas (i.e. “Right leg red” badly damaged/destroyed, “head green” not damaged, etc). Displays this information as a pop up in the HUD as requested by the pilot.
  • MRA 6 Radios: Allows real time, continuous radio link up with friendly forces in the area via satellite relay over laser radio signals, preventing jamming, and automatically encrypts/decrypts same to prevent eavesdropping.
  • Type-11 wide band radios: Effective 1Ø mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
  • HUD: Displays targeting, airspeed, artificial horizon, and true direction information directly in front of the pilot.
  • Visor Display: Anything that can be seen on the HUD can be set in the visor, either as an overlay OR as a pop-up.
  • Variable Tint Cockpit Canopy: Adjusts tinting to light conditions, up to an including a black dot if the sun is directly on the pilots face (only covers eyes).
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
  • Decoys: Specially modified Mini-Missiles used as decoys; Burning globs of magnesium/aluminum alloy to confuse both radar AND heat sensory systems, as well as creating a lot of smoke to obscure the Mecha. NOTE: Though the modified mini-missiles combine smoke flares, AMC/FDs, and LDP’s, they aren’t powerful enough for use with Destroids/Guardians/Etc. 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. Also, a cloud of smoke approximately 25² feet wide and high by about 1 half-mile long.
    Duration: 1D4 melee rounds.
    Rate of Fire: Once per melee.
    Payload: 6 chaff/flares.

  • Combat Bonuses from Hawker Hurricane/Tornado Fighter Elite:
  • 4 additional attacks per melee.
  • One additional Attack Per melee at levels 3, 6, 9, and 12 with any additional bonuses for the pilot.
  • +3 Strike to aircraft, +3 against ground targets.
  • +4 Dodge, +3 dodge ground-launched anti-aircraft missiles (in addition to normal +4 dodge).
  • +3 Dodge to left/right (with propeller spin/in addition to standard dodge).
  • +3 Dive Dodge (in addition to standard dodge).
  • +1 Roll.


    Schematical view of the Hurricane Fighter.