Spitfire: Every Spitfire can be operated in two modes. In Robot mode they are giant humanoid robots that can be used as an extension of the pilot's body. In fighter mode they are fast attack craft that can be piloted in almost any environment. Scout Spitfires are the same as Tactical Spitfires except that they are 10% faster, gain one die on Handling and have an Armor of 10 instead of 15. A Spitfire consumes 6 Quintessence per hour of operation or encounter. A Spitfire can store 50 Quintessence and usually flies out completely fueled. Scout Spitfires consume 4 Quintessence per hour of operation or 6 Quintessence per encounter. Armor: 15 (All vehicle damage under 15 levels is ignored. Damage above that is reduced to one die unless it is True Magick. Only strong magics and unweaving can damage the armor of a Spitfire.) Strength: 17 Speed: 80 meters (4,800 kph cruising speed, Warp speed is 2x the speed of light.) Handling: +3 dice Weapons: Plasma Ejector (Damage 10D10 Lethal, Range 200), Repeating Laser Cannons (2 Cannons; Damage 6D10 Lethal, Range 6 Kilometers) Note: Scout Spitfires have only one Repeating Laser Cannon and a less powerful Plasma Ejector for close targets that does 8D10 Lethal with a Range of 25. |
Support Spitfire: These Spitfires are heavier and less manueverable than the scout and tactical Spitfires. Armor: 15 (All vehicle damage under 15 levels is ignored. Damage above that is reduced to one die unless it is True Magick. Only strong magics and unweaving can damage the armor of a Spitfire.) Strength: 17 Speed: 60 meters (3,600 kph cruising speed, Warp speed is 2x the speed of light.) Handling: +1 die Weapons: Plasma Ejector (Damage 10D10 Lethal, Range 200), Rotary Auto Cannon (Damage 18D10 Lethal, Range 12 Kilometers), Missle Pod (Damage 8D10 Lethal, Range 24 Kilometers) |
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Novice Practiced Competent Expert Master |