Supermarine Spitfire


A 22ND Aerial Command Wing Spitfire; This is actually an EC unit.

The Spitfire was re-created, using lessons learned from the Hurrican series warbirds. Though it generally outclasses the Hurricane, the cost of production has been substantially higher for the Spitfire, due to difficulties is developing the schmatics; None survived the Robotech Wars, so the planes had the be reconstructed from physical models- Of which no two survived the wars intact. Some 1ØØ partial units, many in deplorable condition, had to be manhandled into hangers for structual anylasis and reconstruction.
The Spitfire is significantly faster and more agile than it's younger brother, with longer legs AND greater weapons capacity; It's also having trouble geting off the ground, litterally and figuratively- It requires four TIMES the runway for normal takeoff, along with the development issues that plagued the program.
Main User: Royal British Conglomerate (still called Great Britian)
Other Users:
Europene Collective
Mars Central Colony
Name: Supermarine Spitfire
Model Type: Warhawk
Class: Pursuit/Fighter
Crew: One.
Passengers: None.
MDC By Location:
Fuselage- 175
Engine Compartment- 2ØØ
Cockpit Canopy- 9Ø
Wings (2)- 125
Tailerons (2) & Rudder- 1ØØ each
Props (4)- 75 each
Landing Struts (3)- 1Ø each

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-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.
  • 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.
  • 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.
    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/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, 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 abandoment).
  • Combat Bonuses from Supermarine Spitfire Fighter Elite:
  • 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