Supermarine Spitfire
A 22ND Aerial Command Wing Spitfire; This is actually an EC unit.
Speed and Statistical Data:
Maximum speed: 448 mph (72Ø km/h)
Cruising speed:
Range In The Air: 1,135 miles (1,826 km)
Service Ceiling: 44,5ØØ ft. (13,563 m)
Climb Rate: 15Ø ft/min
Takeoff Length: 2ØØ ft unassisted.
Landing Length: 45 ft unassisted.
Height: 12 ft 8 in (3.85 m)
Wingspan: 36 ft 1Ø in (11.23 m)
Length: 32 ft 8 in (9.95 m)
Weight:8,5ØØ lb (3,855 kg)
Fuel capacity internal: 85 Imperial gallons
Cargo: Pilot's supplies only.
Power System: Rolls Royce Griffon 1Ø5; Output: 3,1ØØØ hp at 2,Ø2Ø KhW.
Flight Systems:
Primary: Standard Grav Pods.
Secondary: Aero-Foil Effect.
Cost and Availability: 25,ØØØ€ each; Takes about 6 months for delivery.
Black Market Cost and Availability: 5,ØØØ to 25Ø,ØØØ€ each; Not currently available.
Weapons Systems
1. Five .5Ø Caliber Machineguns: The general purpose weapon of the Warhawk series; Was originally armed with twin 2ØMM auto cannons and three .3Ø3-caliber machine guns.
Purpose: Anti-Personnel/Armor
Damage: Lead (Ball) shot: 7D6 Per round; Depleted Uranium rounds: 1D6X1Ø 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 nomally 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 marketeers
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 2 pods.
A) M-Features7Rocket 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-7pod, 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.
Combat Bonuses from Supermarine Spitfire Fighter Elite: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.
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 hori zon, 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.
FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
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).
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.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.
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.
Duration: 1D4 melee rounds.
Rate of Fire: Once per melee.
Payload: 6 chaff/flares.
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.
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).
Fire resistance: Fires external to the craft are not felt at all.
Survival Pack: A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, GPS, first aid kit (bandages, gau ze, 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),7star 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 abandoment).
3 additional attacks per melee.
One additional Attack Per melee at levels 3, 6, 9, and 12 with any additional bonuses for the pilot.
+5 Strike to aircraft
+6 Dodge.
+3 Dodge to left/right (with propeller spin/in addition to standard dodge).
+3 Dive Dodge (in addition to standard dodge).
+6 Roll