Jaguar GR.1A

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Rank VI USA | Premium | Golden Eagles
A-10A Thunderbolt (Early)
This page is about the British strike aircraft Jaguar GR.1A. For other versions, see Jaguar (Family).
Jaguar GR.1A
jaguar_gr1a.png
GarageImage Jaguar GR.1A.jpg
Jaguar GR.1A
AB RB SB
10.0 10.0 10.0
Research:340 000 Specs-Card-Exp.png
Purchase:930 000 Specs-Card-Lion.png
Show in game

Description

The Jaguar GR.1A is a rank VII British strike aircraft with a battle rating of 10.0 (AB/RB/SB). It was introduced in Update "Ground Breaking".

General info

Flight performance

Arrestor gear
Accelerates braking by grabbing the brake cable on the deck of the aircraft carrier
Air brakes
Allows you to dramatically reduce the flight speed by releasing special flaps
Drogue parachute
Reduces braking distance when landing on any runway
Max speed
at 10 668 m1 591 km/h
Turn time30 s
Max altitude13 716 m
Engine2 х Rolls-Royce Turbomeca Limited Adour Mk.104
TypeJet
Cooling systemAir
Take-off weight14 t

The Jaguar GR.1A handles nearly the same as the previous Jaguar GR.1. However, due to having access to Rolls-Royce Turbomeca Limited Adour Mk.104 engines, the acceleration, cruise speed, and maximum speed are significantly increased. It generally maintains similar flight performance and use, with a slightly reduced turn-time at high speeds. It has the same loadout capacity as the previous Jaguar, performing nearly exactly the same with mounted ordnance. It should be noted that it is nowhere near on being the fastest plane at its battle rating but can become a difficult opponent when being hunted down, especially if the Jaguar has a speed advantage.

When on take-off:

Taking off with the Jaguar GR.1A is pretty straightforward, no changes from the GR.1 with the exception that it reaches the minimum lift velocity faster than the GR.1. Flaps are not required for take-off even with the 8 x 1,000 lb bomb payload. However, it is recommended to be used for an easier take-off. Carrier take-off are the same but with a much shorter take-off time. Be aware of centering the aircraft correctly with the deck or else a landing gear might break.

When on landing:

Landings should be done below 500 km/h but depending on the situation, map and place where the Jaguar will land (aircraft carrier or airfield) this may vary. When landing on a carrier, maintain greater speeds than 360 km/h but less than 480 km/h, this is to ensure a safe pull up if the hook is missed. When landing on an airfield, maintain speeds greater than 300 km/h but less than 450 km/h, this is to ensure the plane has enough space to brake and slow down. Upon reaching 300 km/h while on the ground, a drag chute is deployed to assist in slowing down the aircraft. Use the airbrake in order to slow down faster.

Characteristics Max Speed
(km/h at 10,668 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/secSond)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 1,557 1,540 13716 31.7 32.2 75.8 67.7 850
Upgraded ___ ___ __._ __._ __._ __._

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear Drogue chute
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
1,273 481 926 525 410 ~12 ~6
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 585 < 600 < 649 N/A

Engine performance

Engine Aircraft mass
Engine name Number Basic mass Wing loading (full fuel)
Rolls-Royce Turbomeca Limited Adour Mk.104 2 7,656 kg 455 kg/m2
Engine characteristics Mass with fuel (no weapons load) Max Takeoff
Weight
Weight (each) Type 15m fuel 20m fuel 30m fuel 45m fuel 51m fuel
709 kg Afterburning low-bypass turbofan 8,632 kg 8,916 kg 9,546 kg 10,491 kg 10,909 kg 13,500 kg
Maximum engine thrust @ 0 m (RB/SB) Thrust to weight ratio @ 0 m (WEP)
Condition 100% WEP 15m fuel 20m fuel 30m fuel 45m fuel 51m fuel MTOW
Stationary 2,061 kgf 3,354 kgf 0.78 0.75 0.70 0.64 0.61 0.50
Optimal 2,313 kgf
(200 km/h)
3,585 kgf
(200 km/h)
0.83 0.80 0.75 0.68 0.66 0.53

Survivability and armour

Crew1 person
Speed of destruction
Structural0 km/h
Gear481 km/h

The aircraft gets no extra armoured protection, therefore it's extra weak against autocannons. The fuel tanks are self-sealing. This will help you a lot when getting shot at by enemy autocannons, but not air-to-air missiles, which are very common at this battle rating. As seen in the previous Jaguar, damage done to the engines will most likely result in making a non-recoverable manoeuvre and they are prompt to catch fire easily. Keep this in mind when fighting other aircraft and SPAA. The Jaguar has access to a Radar Warning Receiver, which can be useful to alert the pilot of incoming aircraft with radar-guided missiles, or ground based radar anti-air.

The use of chaff and flares significantly improves the survivability of the aircraft in all game modes. Flares are a very useful tool to combat both IR-guided air-to-air missiles and ground vehicles such as the Ozelot, Type 93, and SIDAM 25 (Mistral). However, chaff still remains useless against SPAA radars. The best countermeasure against them is to stay out of sight by flying too high or too low.

Modifications and economy

Repair costBasic → Reference
AB2 990 → 4 571 Sl icon.png
RB9 920 → 15 167 Sl icon.png
SB13 920 → 21 283 Sl icon.png
Total cost of modifications488 000 Rp icon.png
453 000 Sl icon.png
Talisman cost2 800 Ge icon.png
Crew training260 000 Sl icon.png
Experts930 000 Sl icon.png
Aces2 800 Ge icon.png
Research Aces1 080 000 Rp icon.png
Reward for battleAB / RB / SB
100 / 300 / 600 % Sl icon.png
232 / 232 / 232 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods jet compressor.png
Compressor
Research:
20 000 Rp icon.png
Cost:
19 000 Sl icon.png
330 Ge icon.png
Mods booster.png
New boosters
Research:
27 000 Rp icon.png
Cost:
25 000 Sl icon.png
450 Ge icon.png
Mods aerodinamic wing.png
Wings repair
Research:
24 000 Rp icon.png
Cost:
22 000 Sl icon.png
400 Ge icon.png
Mods jet engine.png
Engine
Research:
40 000 Rp icon.png
Cost:
37 000 Sl icon.png
660 Ge icon.png
Mods aerodinamic fuse.png
Fuselage repair
Research:
20 000 Rp icon.png
Cost:
19 000 Sl icon.png
330 Ge icon.png
Mods armor frame.png
Airframe
Research:
27 000 Rp icon.png
Cost:
25 000 Sl icon.png
450 Ge icon.png
Mods g suit.png
G-suit
Research:
24 000 Rp icon.png
Cost:
22 000 Sl icon.png
400 Ge icon.png
Mods armor cover.png
Cover
Research:
40 000 Rp icon.png
Cost:
37 000 Sl icon.png
660 Ge icon.png
Mods ammo.png
aden_belt_pack
Research:
20 000 Rp icon.png
Cost:
19 000 Sl icon.png
330 Ge icon.png
Mod arrow 1.png
Mods pilon rocket.png
LAU-5003 B/A
Research:
20 000 Rp icon.png
Cost:
19 000 Sl icon.png
330 Ge icon.png
Mod arrow 0.png
Mods heli false thermal targets.png
Flares/Chaff
Research:
20 000 Rp icon.png
Cost:
19 000 Sl icon.png
330 Ge icon.png
Mod arrow 1.png
Mods pilon block rocket.png
Matra SNEB
Research:
27 000 Rp icon.png
Cost:
25 000 Sl icon.png
450 Ge icon.png
Mod arrow 0.png
Mods thermal sight.png
GR.1B TIALD
Research:
27 000 Rp icon.png
Cost:
25 000 Sl icon.png
450 Ge icon.png
Mods weapon.png
aden_new_gun
Research:
24 000 Rp icon.png
Cost:
22 000 Sl icon.png
400 Ge icon.png
Mods pilon bomb.png
Mk.N1 540lb
Research:
24 000 Rp icon.png
Cost:
22 000 Sl icon.png
400 Ge icon.png
Mod arrow 0.png
Mods air to air missile.png
AIM-9G
Research:
24 000 Rp icon.png
Cost:
22 000 Sl icon.png
400 Ge icon.png
Mods laser guided bomb.png
Mk.13/18
Research:
40 000 Rp icon.png
Cost:
37 000 Sl icon.png
660 Ge icon.png
Mods pilon bomb.png
Mk.10 1000lb
Research:
40 000 Rp icon.png
Cost:
37 000 Sl icon.png
660 Ge icon.png

Armaments

Ballistic Computer
CCIP (Guns) CCIP (Rockets) CCIP (Bombs) CCRP (Bombs)
Icon GreenCheckmark.png Icon GreenCheckmark.png Icon GreenCheckmark.png Icon GreenCheckmark.png

Offensive armament

Ammunition300 rounds
Fire rate1 200 shots/min
Main article: ADEN Mk.4 (30 mm)

The Jaguar GR.1A is armed with:

  • A choice between two presets:
    • 2 x 30 mm ADEN Mk.4 cannons, belly-mounted (150 rpg = 300 total)
    • 60 x countermeasures + 2 x 30 mm ADEN Mk.4 cannons (150 rpg = 300 total)

Suspended armament

List of setups (32)
Setup 12 x AIM-9G Sidewinder air-to-air missiles
Setup 276 x 70 mm CRV7 M247 rocket
Setup 372 x SNEB type 23 rocket
Setup 48 x Mk.M2 540 lb bomb
Setup 58 x 1000 lb H.E. M.C. Mk.13 bomb
Setup 62 x AIM-9G Sidewinder air-to-air missiles
8 x 1000 lb H.E. M.C. Mk.13 bomb
Setup 72 x AIM-9G Sidewinder air-to-air missiles
8 x Mk.M2 540 lb bomb
Setup 82 x AIM-9G Sidewinder air-to-air missiles
72 x SNEB type 23 rocket
Setup 92 x AIM-9G Sidewinder air-to-air missiles
76 x 70 mm CRV7 M247 rocket
Setup 106 x 1000 lb H.E. M.C. Mk.13 bomb
2 x AIM-9G Sidewinder air-to-air missiles
36 x SNEB type 23 rocket
Setup 116 x Mk.M2 540 lb bomb
2 x AIM-9G Sidewinder air-to-air missiles
36 x SNEB type 23 rocket
Setup 126 x 1000 lb H.E. M.C. Mk.13 bomb
2 x AIM-9G Sidewinder air-to-air missiles
38 x 70 mm CRV7 M247 rocket
Setup 136 x Mk.M2 540 lb bomb
2 x AIM-9G Sidewinder air-to-air missiles
38 x 70 mm CRV7 M247 rocket
Setup 142 x AIM-9G Sidewinder air-to-air missiles
Setup 1576 x 70 mm CRV7 M247 rocket
Setup 1672 x SNEB type 23 rocket
Setup 176 x Mk.M2 540 lb bomb
Setup 186 x 1000 lb H.E. M.C. Mk.13 bomb
Setup 192 x AIM-9G Sidewinder air-to-air missiles
6 x 1000 lb H.E. M.C. Mk.13 bomb
Setup 202 x AIM-9G Sidewinder air-to-air missiles
6 x Mk.M2 540 lb bomb
Setup 212 x AIM-9G Sidewinder air-to-air missiles
72 x SNEB type 23 rocket
Setup 222 x AIM-9G Sidewinder air-to-air missiles
76 x 70 mm CRV7 M247 rocket
Setup 234 x 1000 lb H.E. M.C. Mk.13 bomb
2 x AIM-9G Sidewinder air-to-air missiles
36 x SNEB type 23 rocket
Setup 244 x Mk.M2 540 lb bomb
2 x AIM-9G Sidewinder air-to-air missiles
36 x SNEB type 23 rocket
Setup 254 x 1000 lb H.E. M.C. Mk.13 bomb
2 x AIM-9G Sidewinder air-to-air missiles
38 x 70 mm CRV7 M247 rocket
Setup 264 x Mk.M2 540 lb bomb
2 x AIM-9G Sidewinder air-to-air missiles
38 x 70 mm CRV7 M247 rocket
Setup 272 x Mk.13 guided bomb
Setup 282 x Mk.M2 540 lb bomb
2 x Mk.13 guided bomb
Setup 292 x 1000 lb H.E. M.C. Mk.13 bomb
2 x Mk.13 guided bomb
Setup 302 x AIM-9G Sidewinder air-to-air missiles
2 x Mk.13 guided bomb
Setup 312 x Mk.M2 540 lb bomb
2 x Mk.13 guided bomb
2 x AIM-9G Sidewinder air-to-air missiles
Setup 322 x 1000 lb H.E. M.C. Mk.13 bomb
2 x Mk.13 guided bomb
2 x AIM-9G Sidewinder air-to-air missiles

The Jaguar GR.1A can be outfitted with the following ordnance:

  • Without load
  • 2 x AIM-9G Sidewinder missiles
  • 76 x CRV7 M247 rockets
  • 72 x SNEB type 23 rockets
  • 8 x 540 lb Mk.M1 bombs (4,320 lb total)
  • 8 x 1,000 lb H.E. M.C. Mk.13 bombs (8,000 lb total)
  • 2 x AIM-9G Sidewinder missiles + 8 x 1,000 lb H.E. M.C. Mk.13 bombs (8,000 lb total)
  • 2 x AIM-9G Sidewinder missiles + 8 x 540 lb Mk.M1 bombs (4,320 lb total)
  • 2 x AIM-9G Sidewinder missiles + 72 x SNEB type 23 rockets
  • 2 x AIM-9G Sidewinder missiles + 76 x CRV7 M247 rockets
  • 2 x AIM-9G Sidewinder missiles + 36 x SNEB type 23 rockets + 6 x 1,000 lb H.E. M.C. Mk.13 bombs (6,000 lb total)
  • 2 x AIM-9G Sidewinder missiles + 36 x SNEB type 23 rockets + 6 x 540 lb Mk.M1 bombs (3,240 lb total)
  • 2 x AIM-9G Sidewinder missiles + 38 x CRV7 M247 rockets + 6 x 1,000 lb H.E. M.C. Mk.13 bombs (6,000 lb total)
  • 2 x AIM-9G Sidewinder missiles + 38 x CRV7 M247 rockets + 6 x 540 lb Mk.M1 bombs (3,240 lb total)
  • 2 x AIM-9G Sidewinder missiles
  • 76 x CRV7 M247 rockets
  • 72 x SNEB type 23 rockets
  • 6 x 540 lb Mk.M1 bombs (3,240 lb total)
  • 6 x 1,000 lb H.E. M.C. Mk.13 bombs (6,000 lb total)
  • 2 x AIM-9G Sidewinder missiles + 6 x 1,000 lb H.E. M.C. Mk.13 bombs (6,000 lb total)
  • 2 x AIM-9G Sidewinder missiles + 6 x 540 lb Mk.M1 bombs (3,240 lb total)
  • 2 x AIM-9G Sidewinder missiles + 72 x SNEB type 23 rockets
  • 2 x AIM-9G Sidewinder missiles + 76 x CRV7 M247 rockets
  • 2 x AIM-9G Sidewinder missiles + 36 x SNEB type 23 rockets + 4 x 1,000 lb H.E. M.C. Mk.13 bombs (4,000 lb total)
  • 2 x AIM-9G Sidewinder missiles + 36 x SNEB type 23 rockets + 4 x 540 lb Mk.M1 bombs (2,160 lb total)
  • 2 x AIM-9G Sidewinder missiles + 38 x CRV7 M247 rockets + 4 x 1,000 lb H.E. M.C. Mk.13 bombs (4,000 lb total)
  • 2 x AIM-9G Sidewinder missiles + 38 x CRV7 M247 rockets + 4 x 540 lb Mk.M1 bombs (2,160 lb total)
  • 2 x 546 kg Mk.13 bombs (1,092 kg total)
  • 2 x 546 kg Mk.13 bombs + 2 x 540 lb Mk.M1 bombs (3,488 lb total)
  • 2 x 546 kg Mk.13 bombs + 2 x 1,000 lb H.E. M.C. Mk.13 bombs (4,408 lb total)
  • 2 x 546 kg Mk.13 bombs + 2 x AIM-9G Sidewinder missiles (1,092 kg total)
  • 2 x 546 kg Mk.13 bombs + 2 x AIM-9G Sidewinder missiles + 2 x 540 lb Mk.M1 bombs (3,488 lb total)
  • 2 x 546 kg Mk.13 bombs + 2 x AIM-9G Sidewinder missiles + 2 x 1,000 lb H.E. M.C. Mk.13 bombs (4,408 lb total)

Usage in battles

The Jaguar is mostly an air-to-ground plane with defensive capabilities against aircraft. The role of the Jaguar is pretty straightforward when it comes to air battles: base bombing or ground/naval units bombing. It is recommended to utilize the different bomb payloads combined with flares or with the AIM-9G if desired. Rockets are not recommended to be taken as they are inaccurate and useless against lightly armoured vehicles, even with the ballistic computer. GBUs are the main weapon against any vessel. They are recommended to be used against destroyers, cruisers, battleships, and even enemy carriers. A well-placed Mk.13 is enough to sink a carrier.

The Jaguar has a wide variety of payloads for all types of players: for those who want to be fast and engage bases or ground targets as quickly as possible, and for those who want to carry out as much destruction as possible. The main advantage of the GR.1A over other strike aircraft is its ability to carry AIM-9G as well as significant ground ordnance due to the over-wing pylons. The recommended payload for a fair trade in speed, firepower and defensive capabilities is the 2 x AIM-9G + 6 x 1,000 lb bombs payload, which provides more than enough bombs to take 2 bases in maps where there are only 3 bases and airfield, or 1 of the 4 respawning bases which take double the payload. If the player wants to play a more aggressive full bomb payload, then the 8 x 1,000 lb bombs payload can be carried.

Using Mk.13 GBU and TIALD

As seen in picture, TIALD shares similarities with the helicopter gunner sights.

The Jaguar GR.1A brings completely new systems to Great Britain's aircraft tech-tree. While similar to the French Jaguar A, it does has its changes, pros and cons. The guided munitions features have been seen in other aircraft in-game such as the MiG-27M, MiG-23, A-7D and the like. However, the Jaguar GR.1A is the only top tier aircraft to not have access to guided missiles, only bombs.

TIALD

The TIALD (Thermal Imaging Airborne Laser Designator) is a new targeting pod added to the Jaguar GR.1A which, unlike the French Jaguar, has access to thermal vision, making target acquisition a much easier task. While in use, it acts very similar to helicopter gunner sights for modern helicopters, utilizing almost the exact same functions. Range is not displayed in the HUD as seen in helicopters. However, this is not a crucial aspect of accurate bombing as the range is fully dependent on the aircraft's attitude (altitude, speed, angle of attack, etc). If the user is familiar with helicopter HUD, you will be familiar with the indicators to the left of the reticle.

TIALD indicators

These indicators signal the following: THR (throttle), IAS (indicated air speed), ALT (altitude). These indicators will stay fixed to the sight regardless of the loadout. The lower indicators will vary according to the loadout carried at the time, in this case: GBU (Mk.13 guided bombs) and FLR (chaff and flares according to the loadout). The TIALD has a double functionality, not only working as the laser designator for GBUs but can work as an additional scouting tool for better situational awareness, both for air-to-ground and air-to-air. Functionalities of the TIALD will be explained further below.

Something to keep in mind is that while the TIALD pod can look backwards it cannot look directly downwards, this means that if you have the pod locked to a target and you fly directly over the target the pod can lose its lock on the target when it hits the downwards limit. If you allow this to happen, it is likely the bomb will miss the target before you are able to get the targeting pod pointed at it again. In order to avoid this, you can fly slightly off the side side of your target (rather than passing straight over it) so that the pod can keep pointed at the target by swivelling sideways, rather than straight down like it would have to if you few directly over it.

Mk.13 GBU

The Mk.13 GBU are capable laser-guided bombs able to destroy any ground unit with a single hit and cause significant damage to any vessel in-game, including aircraft carriers. Unlike other unguided bombs, the GBU have extended range even if no lock is made. This is due to having surface controls that keep the bomb level during flight when there is no guidance. In order to successfully perform precision airstrikes, some basic keybind controls have to be done first for this to work properly. First, the "Sight Stabilization" keybind under the Controls > Aircraft > Weaponry must be set, to lock on to a target.

Successful lock with free camera movement

In order to properly make a laser lock, a target that can be locked onto must be found, which is easily achieved by using the thermal imagery on the TIALD targeting pod. If a target is successfully acquired, a fully enclosed square will be displayed around the target. A non-locked target will show the box as a striped square. With a successful lock, GBU can be released in multiple ways. However, there are some things to keep in mind before dropping the GBU. If we have a locked-on target, hitting the "Sight Stabilization" key again will pop up a circle over the box. The circle gives free camera motion while staying slaved to the movement of the target. This is particularly useful to compensate for speed when hitting moving targets, or to simply adjust the desired point of contact. Once the guidance position is satisfactory, the bomb can be released. The GBU tends to maintain a horizontal flight path if it does not have a laser lock, for this same reason the GBU must be dropped at an angle. This is particularly easy as the CCIP ballistic computer shows the general area of the impact zone. As long as bomb is released inside the circle of the CCIP marking, the bomb will hit the marked location precisely.

The angle of attack and altitude has been exaggerated for a more visual example

As soon as the bombs are released, they will instantly start to guide themselves towards the target as long as the laser lock is active. Keep in mind the bombs are dependent on gravity and are not self-propelled, so when attacking a moving target, make sure to compensate for the target's movement for a successful hit. There is a slight delay between the bomb's release and it beginning to guide itself in to the target.

A single GBU is needed per ground target, not only because the bomb has the equivalent to 288 kg of TNT, but the pinpoint accuracy will, most of the time, hit the enemy vehicle's roof, destroying it 99% of the time. Assault fuze is advised here, no need for a time fuze for multiple reasons: There is no risk of explosion self-damage as bombing can be easily done at stand-off distance, assault fuze will ensure the bomb explodes when it hits on target which, in case the target is not hit directly, reduces the escape window for the target.

Pros and cons

Pros:

  • Good speed
  • Excellent roll rate
  • Decent turning circle
  • Sufficient quantity of flares & chaff
  • Good nose-mounted autocannon
  • Wide variety of ordnance
  • Effective air-to-air missiles
  • Access to laser-guided bombs
  • Air-to-air missiles are mounted on over wing pylons so you do not have to sacrifice any air-to-ground ordnance to carry them (unlike on the Jaguar GR.1 and Jaguar A)
  • TIALD targeting pod has thermal imaging, unlike the ATLIS II targeting pod on the Jaguar A

Cons:

  • Underwhelming stock performance
  • Limited air-to-air ordnance
  • Rather lacking ammunition for the 30 mm cannons
  • Poor energy retention means that you bleed speed very quickly in turns
  • Very high fuel consumption when using afterburner (more so than on other aircraft)

History

Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===, also if applicable).

Media

Skins
Videos

See also

External links


SEPECAT
Jet fighters  Jaguar A · Jaguar GR.1 · Jaguar GR.1A

Britain jet aircraft
Blackburn  Buccaneer S.1 · Buccaneer S.2
English Electric  Canberra B Mk 2 · Canberra B (I) Mk 6 · Lightning F.6 · Lightning F.53
Gloster  Meteor F Mk 3 · Sea Meteor F Mk 3 · Meteor F Mk 4 G.41F · Meteor F Mk 4 G.41G · Meteor F Mk 8 G.41K · Meteor F Mk.8 Reaper
  Javelin F.(A.W.) Mk.9
de Havilland  Vampire FB 5 · Venom FB.4 · Sea Venom FAW 20 · Sea Vixen F.A.W. Mk.2
Hawker  Sea Hawk FGA.6 · Hunter F.1 · Hunter F.6 · Hunter FGA.9 · Harrier GR.1 · Harrier GR.3
SEPECAT  Jaguar GR.1 · Jaguar GR.1A
Supermarine  Attacker FB 1 · Attacker FB.2 · Scimitar F Mk.1 · Swift F.1 · Swift F.7
Foreign  Phantom FG.1 (USA) · Phantom FGR.2 (USA)