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UGC Clariont Flag.
UGC Clariont Flag.
Hunter Aero-Tech FJ-21 And 22 Fan Jet.
UGC Clariont Flag.
UGC Clariont Flag.
After retiring from the REF at the close of the Second Invid War (as Chairman of the Plenipotentiary Council, the entity that became the IPA), Major General Richard C HUNTER
A SINGLE-SEAT AERO-TECH TFJ-21 FAN RACER.
A TWIN-SEAT AERO-TECH TFJ-22 FAN LINER.
A Single-Seat Aero-
Tech TFJ-21.
A Twin-Seat Aero-
Tech TFJ-22.
used his not unsizeable nest egg and started a smaller aero-space firm (Hunter Aero-Tech), dedicated specifically to non-militry aircraft. The first aircraft he offered were what are now called the FJ-21 and -22 Fan Jets, even though he didn't design them (he in fact purchased the patents for them).
When he decided to retire entirely 25 years later, he sold the firm for a very substantial (though never disclosed) amount. Even 300 years later, they are still being sold openly. They are neither the cheapest nor the best, but are the best overall for the price; They also carry the name "Hunter," which carries a heavy reputation (mostly because the UGC still uses the docu-drama Macross Saga as propaganda when they are trying to woe a new territory).
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.
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-
100
50
Landing Gears (3)-
Auto Cannon-
10 each
75
Speed and Statistical Data:
Driving on the Ground: 0.5 MPH
Range On Land: 0.5 Miles
Flying: 400 mph, 700mph with boosters (15 mins).
Maximum Height: 10,000 ft
Range In The Air: 600 miles
Length: TFJ-21: 20 ft; TFJ-22: 25 ft.
Wingspan: 20 ft
Height: 8 ft
Weight: TFJ-21: 3 tons; TFJ-22: 5 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; Grav pods are occasionally installed.
Cost and Availability: About 20 millioncredit each; Always
Black Market Cost & Availability: None; It's legally available. Stolen ones are a rarity.
Weapons Systems:
As originally designed, the FJ-21 and -22 do not have weapons; However, Civil Defense Units, police departments, mercenaries, and rebels are known to do so anyways.
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: 4,000 ft
Payload: Enough for 20 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: 1/2 pilots attacks per melee.
Range: A few dozen ft.
Payload: Up to 200 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'sentraedi Assault Rifle: A rare modification allows for a T'sentraedi Assault Rifle in the nose or on the wings.
Purpose: Assault
MD: Short Burst: 1D6; Long Burst: 2D4; Full Melee Burst: 4D5
Rate of Fire: Per pilot's attacks per melee.
Range: 4,000 ft
Payload: Short Burst: 4 Bursts; Long Burst: 2 Bursts; Full Melee Burst: 1 Burst.

6. Other Weapons: Over the course of the last 400 years, over 357 different weaps have been recorded to have been installed on TFJ's, both -21's and -22's. These ranged from single-use black powder rockets to some fairly sophisticated weaps. It seems the main restriction is weight (under 3 tons loaded), length (under 40 ft), and imagination; A few have managed to overcome one of the two requirements with the third.


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 100 miles, can track up to 50 individual targets. 95% reliability (00% 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 04 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 20% against smart missiles (add +20% to rolls for smart missiles).
    Effect:
    01-50 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).
    76-00 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: 60 chaff/flares. Each time the system is engaged, the system fires off 04 chaff/flares.
  • GPS: Standard tracking device. Ties into the Blue Force Tracker.
  • Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • Anti-Jamming System: Reduces Electronics Countermeasure by 3/4 (decrease skill level appropriately).
  • 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 500 miles. Specific range can be adjusted in 1 mile increments.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • Video Camera: Records from the HUD. 50 hours of recording available.
  • Full Range Optic Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 200 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 (250 ft apogee), 100 ft of black or brown parachute cord (150 lbs tensile strength; This is in addition to several hundred ft from their parachute itself), 2-5 days rations, 2 gallons water, water purification kit (good for about 10 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 503 ft 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.
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