P-51 Mustang

MISS PELT
A P-51 of 281ST Fantoman Civil Defense. 281ST FCD is the Civil Defense Unit for Neopolis (said "Knee-Op-oh-lis").

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,ØØØ planes (even though GDL had only HALF that many personnel).
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.
See also section discussion for more info on the developmental history of the P-51 Mustang.
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)-
15Ø

1ØØ
Tailerons (2)-
Rudder-
Props (4)-
75
75
8Ø each

FACTORY FRESH
Speed and Statistical Data:
Flying: 6ØØ mph.
Range In The Air: 1Ø,ØØØ miles; This is SEVERAL times around
the world on most planets. Can be refueled in the air.
Service Ceiling: 42,ØØØ
Climb Rate: 3,5ØØ ft./min.
Height: 6Ø,ØØØ feet
Wingspan: 37 feet Ø inches; Wings can not fold up.
Length: 34 feet 7 inches
Weight: 12,1ØØ lbs/6 tons.
Cargo: Pilots supplies only.
Power Systems:
MM-4/2Ø/1ØØ Neckabeneezer Hydrogen Fuel
Cell Turboprop Engine; Output: 2,ØØØ hp at 1,2ØØ KHw
Flight Systems:
Primary: Anti-Grav Pods
Secondary: Aero-Foil Effect in emergency.
Cost and Availability: 5Ø,ØØØ credits to authorized purchasers; Always available to authorized purchasers.
Black Market Cost and Availability: 5 credits to 5Ø MILLION credits- Fluctuates WILDLY; Fairly common.

Weapons Systems
1. Six .5Ø Caliber Machinegun: The general purpose weapon of the Warhawk series; A fully automatic, heavy machine gun has been around since the early 2Øth 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 .5Ø's significantly. Also, during the War with the Regent, Plasma-662 propellent was developed; The charge was reduced to exactly emulate the effect of Cordite propellent, so it does NOT effect the damage.
Purpose: Anti-Personnel/Armor
Damage: Lead (Ball) shot: 7D6 Per round; Depleted Uranium rounds: 1D6X1Ø MD per round; Burst fire only.
Rate of Fire: Burst fire only; fires i fire round burst per pilots attacks per melee. .5Ø's used on the Warbird series were specially modified at the factory to be burst fire only.
Range: 6ØØ feet
Payload: 5Ø,ØØØ rounds are nomally carried- That's 1Ø,ØØØ bursts.
Weight: 5Ø lbs
Cost and Availability: 5,ØØØ credits; Occasionally available. Highly sought after, and made by a wide number of black marketeers
Ammo Cost and Availability: Ball rounds: 8ØØ to 1,ØØØ credits for a box of 5Ø; Routinely available. DU rounds: Up to 1ØØ thousand credits for a box of 5Ø; Rare. Highly sought after.












2. Wing Mounted Weapons Systems: The plane can carry up to 3 pods.
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,ØØØ'
Payload: 96 per pod. Up to 6 pods can be carried.
B) M-11 Torpedo Pod: An ASW torpedo pod. Carries the Torpedo, Airborne, Mk-82, essentially a modified version of the Torpedo, Submarine Launched, Mk-81. 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.: 4D6X1Ø per torpedo
Blast Radius: 4Ø'
Maximum Range: 8Ø 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-441Canister Pod: Basically a hollowed out version of the M-7 pod, used to drop highly sensative and extensive messages. A nose-mounted device using GPS or laser detection guides the pod to within 1/8th of an inch of the intended target.

Features:
  • Stealth: Gives the aircraft the radar cross-section equivelent to that of a hummingbird, hides the infared signature to that of a bad cough, and minimizes other radiation from the craft to essetially nil. The aucustic siganture also has been minimized using various techniques. Effective prowl of 73% (against radar only).
  • Radar: Combat grade radar. Range 1ØØ miles, can track up to 2ØØ individual targets. 9Ø% reliability (no reliability against unfriendly stealthed air vehicles, 1Ø% 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 2Ø%, or +15% when combined with other techniques.
    Minimum Effective Distance: 2Ø 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 2ØØ 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.
  • 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 1Ø mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
  • 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 sysems ONLY has forward looking infrared, not side looking.
  • Video Camera: 2Ø,ØØØX zoom lens, records all data observed by the unit. 5,ØØØ hours of recording available.
  • 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.
  • 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 2Ø% against smart missiles (add +2Ø% to rolls for smart missiles.)
    Effect:
    Ø1-5Ø: 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-ØØ: 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.
  • 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: Pup tent, sleeping bag, black light, GPS, 1st 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 (25Ø’ apogee), 1ØØ feet of black or brown parachute cord (15Ø 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 1Ø gallons), manual-inflating liferaft (for at-sea abondonment), self-inflating lifevest (15# bouyancy). 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.
  • +4n Strike
  • +4 Dodge.
  • +4 Roll with hit.







  • 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.