F7C-M Super Hornet MK I Guide, Specs & Features
What to know
The F7C-M Super Hornet Mk I is Anvil Aerospace's two-seat civilian Hornet, pairing pilot-controlled weapons with a manned turret. On the F7C-M Super Hornet MK I, the pilot controls position while a second crew member keeps a turret or weapon station active across a wider part...
F7C-M Super Hornet MK I specifications
Two-Seat Fighter
The Super Hornet adds a second seat to the proven F7C frame so pilot and gunner can divide flight, target tracking, turret control, and threat awareness. Three forward Size 3 gun positions, a two-gun Size 2 turret, and four Size 2 missiles give the crew a balanced medium-fighter package.

The F7C-M Super Hornet MK I's role in practice
Aboard the F7C-M Super Hornet MK I, the pilot controls position while a second crew member keeps a turret or weapon station active across a wider part of the fight.

Development note: The F7C-M Super Hornet MK I is flight ready and entered the live game in Patch V1.0.0. Because Star Citizen remains in active development, specifications, features, and imagery may change over time.
The systems behind the F7C-M Super Hornet MK I
With the five guns and four missiles, the F7C-M Super Hornet MK I can keep firing as a target moves through a turn. Clear communication between pilot and gunner is the advantage of the two-seat layout.
A second seat lets the pilot and gunner divide flight, targeting, and turret control.
Aboard the F7C-M Super Hornet MK I, weapons protect the crew when avoiding a fight is no longer possible.
Flight controls, target data, weapon status, and damage warnings share one pilot's display.
The crew monitors power draw and heat when several major systems are working together.
The Super Hornet's two-seat loadout
Three Size 3 gun positions form the Super Hornet's forward battery, while the top turret carries two Size 2 guns for additional coverage. Four Size 2 missiles complete the loadout, and the second seat lets a crew member share combat duties.

Five guns and four missiles
The F7C-M Super Hornet MK I's pilot keeps the target inside the turret's firing arc instead of treating the second seat as an occasional extra trigger.
The gunner can keep the five guns and four missiles working while the nose turns, warn about another attacker, or cover a change of target.
Short, direct calls let both F7C-M Super Hornet MK I crew members shift their weapons without following different targets.
Two-Seat Fighter in action
The F7C-M Super Hornet MK I gets its firepower from teamwork, with flight control creating coverage and the crew bringing the five guns and four missiles onto the same priority target.

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Line up the nose guns without masking the turret
The F7C-M Super Hornet MK I's pilot should hold a path that keeps the target inside the gunner's coverage instead of treating the second seat as an afterthought.
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Track threats outside the pilot's view
Aboard the F7C-M Super Hornet MK I, the turret can keep firing while the pilot turns away, warn about another attacker, or protect the fighter during a change of target.
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Bring the five guns and four missiles into the same attack
The pilot and gunner coordinate their aim while the fighter stays mobile.
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Call every target change before it happens
Short, clear calls let the F7C-M Super Hornet MK I's pilot and gunner shift fire together instead of tracking different threats.
The F7C-M Super Hornet MK I in detail
The F7C-M Super Hornet MK I combines its five guns and four missiles with the handling, protection, and targeting systems needed for its combat role.
For the F7C-M Super Hornet MK I, responsive handling helps the pilot keep the five guns and four missiles on target through tight turns.
Inside the F7C-M Super Hornet MK I, sensors and weapon controls help the pilot identify a suitable target and keep the five guns and four missiles aimed at it.
The F7C-M Super Hornet MK I combines shields, armor, and a compact profile to protect its pilot during close combat.
Ground or carrier crews rearm the F7C-M Super Hornet MK I, repair damage, and inspect its systems before the next sortie.
Pilot and weapons
The pilot controls speed and orientation while the second seat keeps the five guns and four missiles working beyond the nose of the ship.
Two-seat combat
The F7C-M Super Hornet MK I gunner tracks targets outside the pilot's view and keeps the turret firing through turns. Short calls keep both seats focused on the same threat.
The F7C-M Super Hornet MK I's pilot controls position while a second crew member keeps a turret or weapon station active across a wider part of the fight.
The F7C-M Super Hornet MK I's movement and weapon range decide how long the five guns and four missiles can stay on target.
Short calls about range, direction, and priority keep both F7C-M Super Hornet MK I crew members on the same engagement.
See the F7C-M Super Hornet MK I in action
Watch official footage of the F7C-M Super Hornet MK I in action and see it from every angle.
Find your F7C-M Super Hornet MK I
Explore in-stock F7C-M Super Hornet MK I ships, upgrades, and game packages available from The Impound.