Spitfire
One of the most iconic fighter planes of British forces in WW2. It carried four to eight machine guns in its wings (either Browning m1917 or Browning M2HB guns), while some had 20mm cannons installed.
A spitfire is 7 squares wide (including wingspan; the fuselage is 1 square wide) and 6 squares long.
Mk1
Crew: 1
Passengers: 0
Cargo: 100 lbs
Init: -1
Maneuver: +0
Top Speed: 630 (63)
Defense: 6
Hardness 5
Hit Points: 35
Size: Gargantuan
PDC: 39
Restriction Mil (+3)
Name | Damage | Critical | Dam Type | Range Incr | Rate of Fire | Magazine |
Browning m1917 (4 fire-linked) | 4d10 | 20 | Ball | 100 ft | S, A | Linked 750 rds ea |
Mk II to Mk III
These versions have improved engines, wing designs and mounts 8 machine guns instead of the original four.
Mk I to III
Crew: 1
Passengers: 0
Cargo: 100 lbs
Init: -1
Maneuver: +1
Top Speed: 640 (64)
Defense: 6
Hardness 8
Hit Points: 40
Size: Gargantuan
PDC: 40
Restriction Mil (+3)
Name | Damage | Critical | Dam Type | Range Incr | Rate of Fire | Magazine |
Browning m1917 (8 fire-linked) | 4d10 | 20 | Ball | 100 ft | S, A | Linked 750 rds ea |
The weapons are set up in a battery of two sets of four fire-linked machine guns granting a +1 to attack rolls.
Mk IV to VII
These versions of the spitfire replaced four of the Browning M1917 machine guns for more powerful M2HB machine guns for heavier punch.
Mk IV to VII
Crew: 1
Passengers: 0
Cargo: 100 lbs
Init: -1
Maneuver: +1
Top Speed: 640 (64)
Defense: 6
Hardness 8
Hit Points: 40
Size: Gargantuan
PDC: 41
Restriction Mil (+3)
Name | Damage | Critical | Dam Type | Range Incr | Rate of Fire | Magazine |
Browning m1917 (4 fire-linked) | 4d10 | 20 | Ball | 100 ft | S, A | Linked 750 rds ea |
M2HB (4 fire-linked) | 4d12 | 20 | Ball | 110 ft | S, A | Linked 700 rds ea |
Spitfire Mk VIII to IX
This version has improved engines, another redesign of the wings and mounts two 20mm cannons and four M2HB machine guns.
Crew: 1
Passengers: 0
Cargo: 100 lbs
Init: -1
Maneuver: +1
Top Speed: 640 (64)
Defense: 6
Hardness 8
Hit Points: 40
Size: Gargantuan
PDC: 40
Restriction Mil (+3)
Name | Damage | Critical | Dam Type | Range Incr | Rate of Fire | Magazine |
20mm Cannon (2 fire-linked) | 6d10 | 20 | Ball | 150 ft | S | 60 rds ea |
M2HB (4 fire-linked) | 4d12 | 20 | Ball | 110 ft | S, A | Linked 700 rds ea |
Spitfire Mk XII
The Mk XII is a modern upgrade to the aging Spitire, adding modern systems such as a radar, military radio, GPS, the old piston engines are replaced with a turboprop for increased speed. Newer materials are used for armouring the craft for increased survivability. The cockpit is better sealed with a small oxygen supply (2 hours) for increased flight ceiling. The weapons are reduced in numbers and replaced. While the new turboprop engine greatly increases speed, due to the design of the airframe, it can't break the sound barrier without tearing itself apart after moments, reaching a speed of 500 mph, although in a dive it could reach speeds of up to almost 800 mph. Optional missiles such as sidewinders or air to ground missiles can be mounted under the wings for heavier punch, with up to two per wing can be fitted.
Crew: 1
Passengers: 0
Cargo: 60 lbs
Init: -1
Maneuver: +1
Top Speed: 880 (88)
Defense: 6
Hardness 10
Hit Points: 48
Size: Gargantuan
PDC: 42
Restriction Mil (+3)
Note: In a dive, the craft can reach speeds of 800 mph (1408 feet per rd or 141 chase scale), but suffers -2 to maneuver, -2 to attack rolls as the craft vibrates and is a little harder to control.
Name | Damage | Critical | Dam Type | Range Incr | Rate of Fire | Magazine |
20mm Cannon (4 fire-linked) | 8d10 | 20 | Ball | 150 ft | S, A | 100 rds ea |
Sidewinder (4) | 20d6 | - | Ball | 1 mile | Single | 4 missiles |
Sidewinder (Air-to-Air Missile)
The sidewinder is a short-range, air-to-air missile carried by aircraft, and it is sued to bring down other aircraft. It has a heat-seeking guidance system that enables it to home in on the engine exhaust of other aircraft. Sidewinder missiles have a minimum range of 500 ft. If fired against a target closer than 500 ft, it does not arm and doesn't explode (but still deals 3d6 points of ballistic damage). Sidewinder missiles can be fired only from a missile platform mounted on aircraft. This platform provides +4 equipment bonus on attack rolls made against targets that produce a considerable amount of heat - specifically the heat produced by the jet engines and turboprops of most modern helicopters and planes. The missile cannot be fired at targets that do not produce heat. They can be fired at hot targets on the ground (such as idling aircraft), but without the +4 equipment bonus.
To fire the missile, one must first acquire the target, which requires a full-found action. After the target is acquired, the firing missile is an attack action. Once fired, the missile travels one range increment per round until it reaches the target, at which point an attack roll must be made. The missile makes a single attack roll each round until it hits or runs out of fuel (10 total rounds of movement). When the missile hits its target, it explodes like a grenade or other explosive, dealing 20d6 points of damage to all targets within a 10 foot radis (Reflex save DC 20 for half).
Super Sub-Marine Spitfire
The Super Sub-Marine Spitfire is a heavily modified Spitfire that is designed to also operate underwater. These modifications weigh the craft down, losing some of its speed, but allows pilots to engage in multiple theatres. The frame is reinforced, panels cover parts of the engine to protect it from the water. Typically the weapons are fitted with supercavitation ammunition.
Crew: 1
Passengers: 0
Cargo: 75 lbs
Init: -1
Maneuver: +0
Top Speed: 620 (62), 40 (4) under water
Defense: 6
Hardness 8
Hit Points: 45
Size: Gargantuan
PDC: 41
Restriction Mil (+3)
Name | Damage | Critical | Dam Type | Range Incr | Rate of Fire | Magazine |
Browning m1917 (8 fire-linked/battery) | 4d10 | 20 | Ball | 100 ft | S, A | Linked 750 rds ea |
The weapons are set up in a battery of two sets of four fire-linked machine guns granting a +1 to attack rolls.
Supercavitating Bullets
These specially designed bullets are meant for use underwater, allowing for frogman and divers to do combat underwater without having to use special weapons. Although a weapon that is sealed and usable underwater is required first as normal weapons don't always function that well once submerged.
Benefit: These bullets don't suffer the -2 penalty to attack for every 5 feet of water they travel through. Weapon range increment is reduced by 10 feet though.
PDC: +3
Spitfire Danny Boy
The Danny Boy variant of the Spitfire is a light fighter that is designed to resemble an old Spitire, using a turboprop for atmospheric flight, and using thrusters for space flight. While not particularly fast, armoured or armed, it is small, light and adds a great surprise to anyone not familiar with them. Armed with four light plasma cannons and it can mount 4 missiles, typically CHE, externally.
Spitfire Danny Boy (PL6-7)
Type: Ultralight
Subtype: Fighter
Size: Gargantuan (-4)
Tactical Speed: 3000 ft, 900 (90) atmosphere, can reach orbit.
Defense: 6 (10 base -4 size)
Flat-Footed Defense: 6 (10 base - 2 size)
Autopilot Defense:
Hardness: 20
Hit Dice: 5d20 (100 hp)
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 30 ft
Weight: 6,500 lbs
Targeting System Bonus: +1
Crew: 1
Passenger Capacity: 0
Cargo Capacity: 100 lbs
Grapple Modifier:
Base PDC: 43
Restriction: Mil (+3)
Attack: 4 fire-linked light plasma cannons -3 ranged 20d8, 20, fire, 2000 ft, s,a
Attack of Opportunity:
Bonuses:
Standard PL(6) Design Spec: Engines: Thrusters, Turboprop
Armour: Polymeric
Defense Systems: Sensors: Class II, Targeting System
Communications: Radio Transceiver
Weapons: 4 fire-linked light plasma cannons
Grappling Systems: None
De Havilland Mosquito
The Mosquito was a radical departure in aircraft design and filled the roles of both fighter and bomber as a twin engine aircraft. One of the most radical features was the craft was its wooden construction, which helped keep its weight down to allow it to be almost as fast as most fighters. Two versions of the mosquito existed, the fighter which was armed with four fire-linked 20mm cannons and four fire-linked .303 machineguns. The bomber version could carry either 6 500 lbs bombs or one 4,000 lbs 'blockbuster' bomb. While caring bombs it wasn't as maneuverable, suffering -4 to initiative and maneuverability, until the bombs were dropped. A fighter-bomber variant was also developed, with the same weapons as the fighter, but the cannons have reduced ammunition supply, and could carry either 2 250 lbs or 1 500 lbs bomb or could carry up to 8 RP-3 rockets under the wings.
The mosquito is 9 squares long and 11 squares wide (wingspan), providing 3/4 cover to the crew.
Crew: 2
Passenger: 0
Cargo: 0 lbs
Init: -2
Maneuver: -2
Speed: 840 (84), 830 (83) Bomber, 820 (82) fighter-bomber
Defense: 8
Hardness: 3
Hit Points: 35
Size: Gargantuan
PDC: 36
Restriction: Mil (+3)
Note: Bomber lacks the machine guns and cannons and can carry up to 6 250-500 lbs or 1 4000 lb bomb, but is -4 to maneuver and initiative until bombs dropped. Fighter can carry up to 4 RP-3 rockets but is -3 to initiative and maneuver until fired. Fighter-bomber has the four machine guns and cannons, but cannon ammunition is reduced to 60 rounds can carry 2 250-500 lbs or up to 8 RP-3 rockets. If carrying rockets suffers initiative and maneuver is -3.
Name | Damage | Critical | Dam Type | Range Incr | Rate of Fire | Magazine |
Browning m1917 (4 fire-linked) | 4d10 | 20 | Ball | 100 ft | S, A | Linked 750 rds ea |
20mm Cannon (4 fire-linked) | 8d10 | 20 | Ball | 120 ft | S | 100 rds ea |
250 lbs Bomb | 4d12 | 20 | Ball | | | |
500 lbs Bomb | 6d12 | 20 | Ball | | | |
4000 lbs Bomb | 12d12 | 20 | Ball | | | |
RP-3 Rocket | 6d6 | 20 | Ball | 1 Mile | 1 | |
Iron Spitter Template
The Spitrion is a template that can be applied to any propeller driven aircraft, typically of World War 2 vintage. Iron Spitters have their frames reinforced, engines replaced with turboprops for improved speed, have modern communications gear installed.. Machineguns up to .50 cal will be replaced with railguns, heavier projectile weapons have their rate of fire improved to include fully automatic rate of fire and ammunition supply increased.
Hit Points: +5 per size category over medium.
Speed: Increase speed by +50 (+5).
Hardness: +5
Weapons: Replace weapons of .50 cal and below with railguns, dealing 3d12, 100 ft, s/a. Increase magazine by 25% (rounding down).
20mm and above have range increased by 10%, increase magazine by 20%. Or Replace with railgun equivalent of same size with same magazine.
Defensive systems: Chaff Launcher with 5 +1 per size category over medium bundles, functions similar to starship defensive system.
Sensors: Includes radar, GPS.
Communications: Military radio.
Firespray Template
The Firespray is a template that can be applied to any propeller driven aircraft, typically of World War 2 vintage. Firesprays have their frames reinforced, engines replaced with turboprops, batteries installed, and have modern communications gear added.
Hit Points: +5 per size category over medium.
Speed: Increase speed by +50 (+5).
Hardness: +5
Weapons: Replace weapons of .50 cal and below with lasers, dealing 3d8, 100 ft, s/a. Increase magazine by 25% (rounding down).
20mm and above have equivalent lasers installed (add 1 die of damage, change die to d8, increase range by 10%), increase magazine by 10%.
Defensive systems: Chaff Launcher with 5 +1 per size category over medium bundles, functions similar to starship defensive system.
Sensors: Includes radar, GPS.
Communications: Military radio.
Edit: Forgot the stats for the RP-3 Rocket..
RP-3 Rocket
These rockets were potent but somewhat lacking in accuracy, containing a BAB of only +4 but suffering no penalties for range. Still against relatively large targets (especially enemy ships for which they were most often used) or enemy fortifications the power of the RP-3 made it a formidable weapon. The two most common variants of the RP-3 were the armor piercing rocket, which ignores 10 of an object’s hardness and the anti-personnel which explodes in a 80 ft. radius.
Alternately, the driver or pilot of a craft armed with these weapons could approach much closer to increase his chance to hit. If fired in this manner, the weapon has a range increment of 50 ft. suffers normal range penalties and uses the BAB of the character firing the weapon.