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United States Army.
Terran United States Army.
P-51 Mustang Fighter.
United States Army.
Terran United States Army.
The P-51 is THE air supremacy fighter of the Warbird series; It was the very reason the series came to be, and GDL purchased the entire first run of 25,000 planes (even though GDL had only
LINE DRAWING
P-51 Line Drawing.
LINE DRAWINGP-51 OF 281ST WING, 773 GARUDA ASF.
A P-51 of 281ST Fantoman Civil Defense. 281ST FCDis the Civil Defense Unit for Neopolis (said "Knee-Op-oh-lis").A P-51 of xxiv Wing, 773 Garuda ASF on patrol. 773 Garuda ASF is one of hundreds of Civil Defense Units that operate the P-51.
HALF that many personnel). Originally designed as a long-range tactical-reconnaissance fighter/ground attack bomber and bomber escort, Major SINTAIRE formed GDL around a core of about 200 fellow T'sentraedi who felt they, like himself, had been cheated by the Robotech Expeditionary Forces. Their early contracts depended on REF surplus F/AG-8 Phantoms, but Major SINTAIRE, being a history buff, had learned of a Terran Second World War American Empire fighter squadron, 332ND Fighter Group, AKA "The Tuskegee Airmen," whose P-51's bore a distinctive red marking. This gave them a nickname, "The Red Tails." Major SINTAIRE drew inspiration from this, and as success mounted in time approached KDAS to re-develop the P-51, at first simply to honor and commemorate their predecessors.
The Mustang is, in truth, up to dogfighting Guardian Fighters, given the right conditions- Most important of which is good ground control (to tell the pilots the enemies location of the Guardians location without the pilot using his own radar) and clouds to hide in and night fighting (which slightly favors the Mustang). Of all the Warbird Series, ONLY the P-51 has Stealth and Chameleon Visibility Limiting, as well as MOST other standard fighter features.
The historic Mustang were designed using an Allison V-1710 engine (1,475 hp/1,100 kW) to begin with; These proved inadequate and were switched out for Packard V-1650-7s supercharged engine (an Americanized Rolls-Royce Merlin 60 1,315 hp (981 kW). No such mistakes were made with the UGC P-51's; The MM-4/20/100 Neckabeneezer Hydrocell Turboprop Engine was designed with a supercharger to begin with, and puts out 2,000 hp (1,200 KHw) in standard flight mode (around 20,000 rpm); Redlined at 35-40,000 rpm they can actually dump 2,500 hp (1,500KKHw), but will burn the fuel 3 times as fast and, if so flown for more than 15 minutes without slowing can tear the engine up (such speeds are routinely accomplished in combat, but with intermittent slowing for banking, diving, etc).
The use of new materials reduced the weight, but the real technological advance of the P-51 was the installation of grav pods, allowing them to be operated out literally anywhere; On Tinitus IX, a half-dozen P-51's sat in the back yards of middle-class neighborhood, waiting for Atorian malcontents to march their robots into the area. Once they did, with the robots were trapped by the building around them, the P-51's popped up from right behind the buildings and targeted the robot's legs and knees. The knee actuators were torn to shreds, the pilots were trapped in the neighborhood (when they weren't trapped in their cockpits), and rounded up easily enough.
P-51's are unable to take on much, but as the example above shows they can put quite a hurt on an enemy force, tying them up or damaging them so that they can be hit harder by another force that takes more time to form up. They are armed with six M-3 .50 caliber machineguns and 5 underwing/undercarriage pods. Finally, they are VERY popular with civilians, especially in air racing. See also section discussion for more info on the developmental history of the P-51 Mustang.
SpaStang
The P-51 is of absolutely no use in space; There is no dual-phase aeration kit, and propellers are pointless in space at any rate. However, by removing the Neckabeneezer engine and replacing it with a space engine system (such as any variety of tractioning drive) and adding solar panels, you can use them as unmanned space platforms. It's mostly a waste of time, used as a marker buoy and as a "tripwire" defense (when a threat is detected, they self-destruct mostly as a way to Warn their controlling station of the existence of a threat).
Name: Mustang Pursuit (Fighter).
Model Type: Pursuit Plane.
Class: Aero-Space.
Crew: One.
Passengers: Typically none; Certainly none safely.
M.D.C. By Location:
Fuselage-
Cockpit-
Wings (2)-
150
80
100
Tailerons (2)-
Rudder-
Props (4)-
75
75
80 each
Speed and Statistical Data:
Flying: 600 mph.
Range In The Air: 10,000 miles; This is SEVERAL times around the world on most planets. Can be refueled in the air.
Service Ceiling: 42,000
Climb Rate: 3,500 ft./min.
Height: 60,000 feet
Wingspan: 37 feet 0 inches; Wings can not fold up.
Length: 34 feet 7 inches
Weight: 12,100 lbs/6 tons.
Cargo: Pilots supplies only.
Power Systems: MM-4/20/100 Neckabeneezer Hydrocell Turboprop Engine; Output: 2,000 hp at 1,200 KHw
Flight Systems:
Primary: Anti-Grav Pods
Secondary: Aero-Foil Effect in emergency.
Cost and Availability: 50,000credit to authorized purchasers; Always available to authorized purchasers.
Black Market Cost and Availability: 5 to 50 MILLIONcredit- Fluctuates WILDLY; Fairly common.

Weapons Systems:
1. Six .50 Caliber M-3 Machineguns: The general purpose weapon of the Warhawk series; A fully automatic, heavy machine gun has been around since the early thCentury on Earth, and nearly identical ones have existed just about everywhere. In all mechanical functions, the Regult Series Battle Pods auto-cannon is so similar that some would call them identical; Only the caliber is significantly different (and thus, the engineering is SLIGHTLY different). The addition of Depleted Uranium rounds to the available inventory has added to the lethality of the .50's significantly. Also, during the War with the Regent, Plasma-662 propellant was developed; The charge was reduced to exactly emulate the effect of Cordite propellant, so it does NOT effect the damage.
.50 CALIBER M-3 MACHINEGUN.
Purpose: Anti-Personnel/Armor
Damage: Lead (Ball) shot: 7D6 Per round; Depleted Uranium rounds: 1D6 times 10 MD per round; Burst fire only.
Rate of Fire: Burst fire only; Fires a 10 round burst per pilots attacks per melee. .50's used on the Warbird series were specially modified at the factory to be burst fire only.
Range: 600 feet
Payload: 50,000 rounds are normally carried- That's 10,000 bursts.
Weight: 50 lbs
Cost and Availability: 5,000 credits; Occasionally available. Highly sought after, and made by a wide number of black marketeers.
Ammo Cost and Availability: Ball rounds: 800 to 1,000 credits for a box of 50; Routinely available. DU rounds: Up to 100 thousand credits for a box of 50; Rare. Highly sought after.
2. Wing Mounted Weapons Systems: The plane can carry up to 5 pods (2 each wing, 1 undercarriage).
A) M-7 Rocket Launcher: 24 2-inch rocket tubes in 12 rows of 4 each. Each rocket tube has 4 rockets.
Purpose: Heavy Assault
M.D.: Each rocket does 2D6 M.D.
Rate of Fire: Volleys of 6 or 12 times pilots attacks per melee.
Range: 12,000'
Payload: 96 per pod. Up to 6 pods can be carried.
B) M-11 Torpedo Pod: An ASW torpedo pod. Carries the Mk-82 Airborne Torpedo essentially a modified version of the Mk-81 Submarine Launched Torpedo. The initial launch is by a nothing so complicated as releasing it from the latches that hold it to the pylon. The on board hydro-cell motor then takes over as soon as the torpedo splashes. Each pod hold 3 Mk-82's.
Purpose: Offensive/Anti-Ship
M.D.: 4D6 times 10 per torpedo
Blast Radius: 40'
Maximum Range: 80 miles
Minimum Range: 5 miles
Rate of Fire: 1 torpedo per pilots attacks per melee.
Payload: Each pod holds 3 Mk-82's.
C) M-12 Fuel Pod: Essentially a modified version of the M-11 Torpedo Pod. In this case, however, it is used as a fuel pod to double the normal range of the craft.
D) C-441 Canister Pod: Basically a hollowed out version of the M-7 pod, used to drop highly sensitive and extensive messages. A nose-mounted device using GPS or laser detection guides the pod to within ⅛ᵗʰ of an inch of the intended target.
Features:
  • Radar: Combat grade radar. Range 100 miles, can track up to 200 individual targets. 90% reliability (no reliability against unfriendly stealthed air vehicles, 10% against unfriendly ground vehicles).
  • Chameleon System: The M-221 is the only ground vehicle currently using the Chaeleon System; Pleizio-ceramic tiles darkened or lightened as necessary to render the craft invisible. Effective Prowl of 20%, or +15% when combined with other techniques.
    Minimum Effective Distance: 20 feet.
  • Electronic Counter Measures (ECM): These systems disrupt enemy radar and tracking systems, making it difficult for them to lock onto the ship with weapons. The countermeasures give the Mecha a +3 to dodge, +2 to strike and +1 on initiative in combat.
  • E.S.M.: Radar Detector. Passively detects other radars being operated.
  • A.J.P.: Active Jamming Pod. Causes -25% to detection but when it is active, other vehicles/bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.
  • GPS: Standard tracking device. Ties into the Blue Force Tracker.
  • Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 200 miles for MOST sensors.
  • Motion Detector: Activates a loud wailing when an object is coming at the user fast, and a soft ringing if it's coming slowly. Activation ranges must be specified by the pilot.
  • Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • Type-11 wide band radios: Effective 10 mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
  • MRA 6 Radios: Allows real time, continuous radio link up with friendly forces in the area via satellite relay over laser radio signals, preventing jamming, and automatically encrypts/decrypts same to prevent eavesdropping.
  • HUD: Displays targeting, airspeed, artificial horizon, and true direction information directly in front of the pilot.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night. Note: The systems ONLY has forward looking infrared, not side looking.
  • Combat/Targeting Computer: Records all enemy and friendly activity over the course of time; Can replay that activity for the pilot, assign target designation numbers, and track likely damage based on mathematical formulas (i.e. "Right leg red" badly damaged/destroyed, "head green" not damaged, etc). Displays this information as a pop up in the HUD as requested by the pilot.
  • Video Camera: 20,000 times zoom lens, records all data observed by the unit. 5,000 hours of recording available.
  • CBR Protection: Complete chemical, biohazard, and radiological protection.
  • Magnetic Clamps: Electro magnets on the pads of the landing struts allow the planes to adhere to the hulls of Warships and the exteriors of SOME buildings.
  • Vacuum Seal: Permits the Mecha to be used in hard vacuum (such as outer space), and other hostile environments.
  • Variable Tint Cockpit Canopy: Adjusts tinting to light conditions, up to an including a black dot if the sun is directly on the pilots face (only covers eyes).
  • Fire resistance: Fires external to the tank are not felt at all.
  • Internal temperature and humidity control: Automatically maintains users desired heat, humidity, and other personal comfort settings.
  • Decoys: Specially modified Mini-Missiles used as decoys; Burning globs of magnesium/aluminum alloy to confuse both radar AND heat sensory systems, as well as creating a lot of smoke to obscure the Mecha. Note: Though the modified mini-missiles combine smoke flares, AMC/FDs, and LDP's, they aren't powerful enough for use with Destroids/Guardians/Etc. 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. Also, a cloud of smoke approximately 252 feet wide and high by about 1 half-mile long.
    Duration: 1D4 melee rounds.
    Rate of Fire: Once per melee.
    Payload: 6 chaff/flares.
  • 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 M.D.C. Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (250' apogee), 100 feet of black or brown parachute cord (150 lbs tensile strength; This is in addition to several hundred feet 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).

    Combat Bonuses from P-51 Mustang Fighter Elite:
  • 4 additional attacks per melee.
  • One additional Attack Per melee at levels 3, 6, 9, and 12 with any additional bonuses for the pilot.
  • +3 Initiative
  • +4 Strike to aircraft, +2 against ground targets
  • +2 Dodge, +2 dodge ground-launched anti-aircraft missiles (in addition to normal +2 dodge).
  • +3 Dodge to left/right (with propeller spin/in addition to standard dodge).
  • +2 Dive Dodge (in addition to standard dodge).
  • +2 Roll
    Combat Bonuses; Automated Version for P-51 Mustang:
  • 4 attacks per melee.
  • +4 Strike
  • +4 Dodge.
  • +4 Roll with hit.

    Combat Bonuses; SpaStang;
  • None. The SpaStang isn't even able TO fight; -3 dodge and -5 initiative.
    The only ones are old or damaged ones used as tripwire stations and Major SINTAIRE'S personal one, the SpaStang.
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