United States Army.
Terran United States Army.
F-82 Twin Mustang.
United States Army.
Terran United States Army.
The F-82 is described variously as either a twin-seater P-38 Lightning, or as a twinned P-51 Mustang; Neither is correct, as the design has design elements of both, as well as many more of its own. It's original specifications have been
Line Drawing.An F-82 Twin Mustang Fighter with NYCCGM 3ᴿ̶ᴰ̶ ASW Group In Action.
overhauled with UGC-Standard grav pods and hydro-cell turboprops.
Typically, it's used for long-range patrol; Thousands of square miles. It's proven questionably effective, both as a fighter and as a bomber. However, in an ASW capacity it's proven the MOST effective platform; Malconts and raiders often land in water to mask their position. An Orguss was even destroyed by an F-82 (with a particularly aggressive pilot) before the VB-06 Konig and VA/FS-5 TIGERSHARK-Class Submersible Veritechs could be called in due to the F-82's formidable ASW capabilities (and the fact that no Mecha does terribly well underwater unless it was purpose built for that, and not to mention an Orguss only goes for water as an absolute last resort).
This particular Warbird is the rarest of the varieties presented here, and with good cause; They've never been combat tested against other aircraft, and in mock air battles have almost always lost, even in numbers. They simply aren't all that good as fighters.
However, they remain around due to the effectiveness of range, and the very large ordinance capacity.
Also, space conversion models have proven highly effective as perimeter sentries; In the First major test, an Ator SLAVE Master-Class tried to sneak into the Sol System to raid Setna Colony 17 and 21. It got no further than dropping from FTL drive, when it was detected, tagged, plotted, and an interception course and response force recommendations was worked up and transmitted to Setna Defense Force. The Ators never even stood a chance.
Name: Twin (or Double) Mustang
Model Type: Warbird
Class: Patrol Fighter/Bomber
Crew: Two; No other variant available.
Passengers: One on shorter flights.
MDC By Location:
Wings (2)-
Taileron (1; Reaches between tails)-
Props (4)-
80 each
Speed and Statistical Data:
Flying: 600 mph.
Range In The Air: 100,000 miles; This is SEVERAL times around the world on most planets. Can be refueled in the air.
Service Ceiling: Tranatmospheric.
Climb Rate: 3,000 ft./min.
Folded Down: 51 ft 3 in.
Folded Down: 17 ft 1 in.
Length: 38 ft 1 in
Weight: 24,800 lbs max/12.4 tons.
Height: 13 ft 8 in
Cargo: Pilots supplies only.
Power Systems: Twin MM-4/20/100 Neckabeneezer Hydrogen Fuel Cell Turboprop Engine; Output: 2,000 hp at 1,200 KHw each. Both engines do NOT have to be on-line for the craft to FLY, but they will to take off or land.
Flight Systems:
Primary: Anti-Grav Pods
Secondary: Aero-Foil effect in emergency.
Cost and Availability: 200,000credit to authorized purchasers; Always available to authorized purchasers.
Black Market Cost and Availability: 5 to 50 MILLIONcredit- Fluctuates WILDLY; Not very common.
Weapons Systems:
1. Ten .50 Caliber M-3 Machineguns (6 betweeen and 2 outboard of the cockpits): The general purpose weapon of the Warhawk series; A fully automatic, heavy machine gun has been around since the early 20ᵗʰ Century 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.
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 8 pods (2 each wing, 1 undercarriage, plus 2 in the mid-wing).
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.
  • 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).
  • Magnetic Anomaly Sensor (MAD): Detects magnetic anomalies; In short, an over-powered metal detector.
  • Magnetic Resonance Imaging (MRI): generates a fairly intensive magnetic field, which then is interrupted by a radio signal causing the atoms in a given object to align, creating a minor electronic field, which can then be detected.
  • 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.
  • ESM: Radar Detector. Passively detects other radars being operated.
  • AJP: 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.
  • 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).
    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 25©÷ feet wide and high by about 1 half-mile long.
    Duration: 1D4 melee rounds.
    Rate of Fire: Once per melee.
    Payload: 6 chaff/flares.
  • Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 200 miles for MOST sensors.
  • HUD: Displays targeting, airspeed, artificial horizon, and true direction information directly in front of the pilot.
  • 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.
  • 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.
  • 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).
  • 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.
  • Video Camera: 20,000 times zoom lens, records all data observed by the unit. 5,000 hours of recording available.
  • Grav Clamps: Grav pods in the wheels of the landing gears allow the planes to adhere to the hulls of Warships and the exteriors of SOME buildings up to a full 90 degrees angle (nose up, down, or to the sides doesn't matter).
  • 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.
  • CBR Protection: Complete chemical, biohazard, and radiological protection.
  • 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.
  • Survival Pack: A pack of simpler emergency survival supplies: 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 foot 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), self-inflating lifevest (15# buoyancy). The fuselage doubles as a survival raft using the same floatation foam used on the Reisen (Zero) Fighter (under license) and as a pup tent; Neither a liferaft NOR a pup tent are included in the survival kit.
    Combat Bonuses from F-82 Twin Mustang Fighter Elite:
  • 3 additional attacks per melee.
  • One additional Attack Per melee at levels 3, 6, 9, and 12 with any additional bonuses for the pilot.
  • +1 Initiative.
  • +1 strike to aircraft and ground targets, +3 against naval targets.
  • +2 dodge.
  • +3 dodge to left/right (with propeller spin/in addition to standard dodge).
  • +4 dive dodge (in addition to standard dodge- Drops like a friggen ROCK).
  • +2 roll.