TW-F4U-8S “Windrider” Corsair Techno-Wizard Fighter:
Most Air Force / Army Air Corp Military history buffs will tell you that the P-51 Mustang is the finest fighter of World War Two. Many Navy / Marine history buffs would disagree and tell you that the F4U Corsair is the finest fighter of World War Two. It is very recognizable with the outstanding characteristics of bent or gull wings. The bent wings were due to the clearance need for the largest propellers in the world at the time. The naval fighter achieved a victory ratio against Japanese fighters of over eleven to one against enemy fighters. The fighter was built around the powerful R-2800 Double Wasp with some late war prototypes built around the 3,000 hp Pratt and Whitney Wasp Major R-4360-4 28 cylinder engine. The fighter remained in production even after World War Two and was operated until the mid Seventies in South America. The fighter was developed by Vought who also developed the Kingfisher float plane.
Techno-Wizards love old designs in general which includes many of the aircraft from years past and World War Two aircraft are among the most popular. While some pilots prefer the air force fighter designs, others prefer naval designs like the Corsair. In addition to fighters being designed in North America, British techno-wizards have developed several magical fighter designs. Some of these have found their way back across the ocean. These "British" designs are likely the inspiration behind the enchantments on the T.W. Corsair. There is also a techno-wizard version of the World War Two Kingfisher but the performance of the Corsair is far superior. The Corsair is not manufactured by the same techno-wizards who build the T.W. Wildstorm fighters although it was developed in a similar fashion to the Thunderbolt and Lightning. Techno-Wizards found several remnant of fighters in museums and also found extensive blueprints of the World War Two fighter. Huge efforts have been made to make the design of the techno-wizard to be as accurate as possible. The fighter became immediately popular with techno-wizard who prefer naval designs. The Corsair is rarely operated with Mustangs and similar aircraft due to differences in enchantments. There is also a group of techno-wizards who operate Corsairs virtually exclusively from an escort carrier which was converted from an old merchant vessel. Techno-Wizards still argue if the enchanted Mustang or Corsair is superior like their predecessors argue abut the original fighters.
The flight system still retains a normal engine and is propeller driven but has a different magical fight system compared to most other North American Techno-Wizard fighters and appears to be identical to the system used on the enchanted Mosquito and is believed to be copied from the British fighter. The magical flight system uses a focused "whirlwind" as its basis. The whirlwind surrounds the aircraft as well as forming a vortex cone from the back of the aircraft. Using just the “Whirlwind” flight system, the Corsair can reach of up to 120 mph although the magical flight system is rarely used by itself. One disadvantage of the flight system is that it is rather noisy compared to telekinetic flight system although it is lest restricted due to not being limited to use on ley lines. Other aircraft caught in the vortex often lose control and are virtually always knocked off course. The vortex also cause light damage to aircraft and missiles are usually destroyed when caught. Several Coalition fighters have discovered this when the fire missiles at the Corsair. The techno-wizard fighter simply turns its tails towards the incoming missiles and they are all knocked from the sky. As well, pilots commonly use the vortex as a carpet attack against the ground and waterborne targets. The whirlwind surrounding the aircraft is less powerful than the vortex but still offers protection to the Corsair. The “Whirlwind” can be combined with the aircraft's normal flight system to increase the aircraft's top speed. The special focused storm of the “Whirlwind” Corsair is produced by a lesser air elemental which is merged with the aircraft in a similar manner to the “Wildstorm” Techno-Wizard fighters. The elemental also allows the flight of the plane to almost be instinctive compared to conventional aircraft. Like the “Wildstorm” fighters, if the aircraft is destroyed, the elemental will simply go back to its home plane and not attack anyone in the area.
Similar to other techno-wizard fighters, the conventional flight system uses a power armor fusion reactor to provide power to the propeller. Similar to other techno-wizard fighters, the engine produces far more power than the original eighteen cylinder R-2800 Double Wasp engine or even the twenty-eight cylinder R-4360-4 Wasp Major engine. As a result, top speed is increased by about 10% compared to the original conventionally powered Corsair fighter. The techno-wizard Corsair can reach a maximum speed of around 490 miles per hour using just propellers and up to 550 mph using the magical flight system combined with the conventional flight system.
Like the “Wildstorm” fighters and the “Stormrider” Tempest, the techno-wizard Corsair is constructed from conventional high tech alloys and composites. Generally, this makes repairs both easier and less expensive to repair. The Corsair is more heavily armored than the Mustang although less heavily armored than the Thunderbolt. Even though techno-wizard like the feel of an "Ancient" aircraft, some features are completely modern. The fighter uses modern electronics which are approximately the equivalent of those on most robot vehicles and an advanced fly-by-wire system. The cockpit also features full life support and is far more comfortable than the original fighter. The Corsair's displays are in reality multi configuration holographic plasma displays but are designed to be able to simulate those of the original naval fighter. Virtually all techno-wizards prefer this to conventional gauges and gives a greater redundancy. The displays can be changed instantly when the pilot needs to and allows for the processing of data far more rapidly than the original fighter.
The World War Two F4U Corsair was generally armed with six .50 caliber Browning machine-guns and could carry up to 2000 lbs of ordnance. One the techno-wizard version of the Corsair, the machine-guns are replaced by two Lightning Blasters and two Telekinetic machine-guns. The magical energy for the Lightning Blasters is provided by the Air Elemental merged with the fighter but the Telekinetic machine-guns have to be recharged each month. The Telekinetic weapons have the advantage of being effective against targets which are impervious to energy and this is considered worth the need to recharge by most pilots. The fighter has four hard points which a variety of missiles, bombs, or rocket packs can be mounted. The only real disadvantage is the fact that the “Whirlwind” prevents missiles, bombs, or rocket packs from being used while the high winds surround the fighter. The constantly shifting winds knock all ordnance off course even if they are not detonated by the magical storm.
Model Number: F4U-8S “Stormrider” Corsair
Vehicle Type: Single Engine Techno-Wizard Fighter
M.D.C. by Location:
| Wings (2):||160 each|
| Elevators (2):||60 each|
| Rudder (1):||60|
|Landing Gear (2):||10 each|
| Main Body:||340|
 Destroying a wing will cause the plane to crash.
 Destruction of the elevators or rudder will leave the plane uncontrollable and pilot must eject to survive.
 Depleting the M.D.C. of the main body will shut the aircraft down completely, rendering it useless and causing it to crash if in flight.
Driving on Ground (Taxiing): Only possible for take offs and landings as well as for parking and storage. Speed is 40 mph (64 kph) when traveling and not on take off or landing.
Flying: 492 mph (791.8 kph) with an altitude of 45,500 feet (13868.4 meters) using conventional propeller driven flight. Using magical “Whirlwind” flight system, top speed is 120 mph (193.1 kph.) Both flight systems can be combined, giving the Techno-Wizard Corsair a top speed of 550 mph (885.1 kph)
Maximum Effective Range: The “Stormrider” Corsair will overheat after twelve hours of operation at above 300 mph (482.8 kph) on propeller driven flight. Effective unlimited on “Whirlwind” flight system.
Height: 16 feet 1 inches (4.90 meters)
Wingspan: 40 feet 11 inches (12.47 meters)
Length: 33 feet 4 inches (10.17 meters)
Weight: 9,200 pounds (4175 kilograms) empty, 12,350 pounds (5,600 kilograms) fully loaded
Power System: Dual Flight System, Fusion Reactor with five year lifespan and “Whirlwind” flight system.
Cargo: Minimal (Storage for small equipment), does not include hard points
Black Market Cost: 16.6 million credits.
- T.K. Machine-Guns (2): Mounted on the inner part of the fighter’s
wings. They are enchanted by a series of spells so the cannon acts as a
more powerful version of the T.K. Machine-gun. This increases the weapon's
damage and instead of being reloaded, the cannon must be recharged by the
spell Telekinesis and 100 P.P.E. once per month. The cannon does full damage
to targets that are impervious to energy and can be fired through the “Whirlwind”
field. Weapon can be combined with the Lightning Blasters.
Maximum Effective Range: 4,000 feet (1,220 meters).
Mega Damage: 2D6x10+10 for both cannons or 12D6 for one (Combined with Lightning Blasters for a Maximum Total of 3D6x10+30)
Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
Payload: Unlimited, although the spells must be renewed every month whether the cannon have been used or not.
- Two (2) Heavy Lightning Blasters: Mounted on the inner part
of the fighter’s wings. Both of the lightning blasters can be fired together.
No matter how many cannons are fired together, it counts as one attack.
They can also be combined with the T.K. Machine-Gun. The lightning blasters
have a slightly better range and have an unlimited payload compared to
hand held lightning blasters. The weapon pulls its energy from the air
elemental and does not need to be recharged. Lightning blasters can be
fired while the electrical field is active.
Maximum Effective Range: 4,000 feet (1,220 meters).
Mega Damage: 1D4x10+10 per electrical blaster and 2D4x10+20 for all four blasters firing simultaneously (Counts as one attack - Combined with T.K. Machine-Gun for a Maximum Total of 3D6x10+30)
Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
Payload: Effectively Unlimited.
- Wing Hard Points (4): The “Stormrider” Corsair can carry
a variety of ordnance on its hard points. The fighter has two hard points
on each wing for a total of four hard points. With the addition of sensor
systems, the fighter can control missiles instead of just bombs and unguided
rockets. Mini-Missile pods are very popular. Ordnance cannot be fired /
dropped while the “Whirlwind” field is active. There is no provision for
jamming pods or towed decoys.
- Bombs and Missiles: The only restriction is that a hard point
must carry all the same type of missiles or bombs. Both unguided and guided
bombs can be carried.
Maximum Effective Range: Varies by missile type for missile and varies by altitude that bombs are dropped at (See revised bomb and missile tables for details.)
Mega Damage: Varies by missile or bomb type (See revised bomb and missile tables for details.)
Rate of Fire: Missiles can be fired and bombs can be dropped one at a time per hard point. Multiple hard points can be linked as one attack but must be the same size (light, medium, or heavy) and style of ordnance (all missiles or bombs in a volley.)
Payload: 4 short range missile or light bombs, 2 medium range missiles or medium bombs, or 1 long range missile or heavy bomb (all ordnance on a hard point must be the same size and type of ordnance)
- Mini-Missile Pod: Large capacity mini-missile pod. The aircraft
normally carries missile pods for ground strafing, anti-troop, and anti-emplacement
attacks. Normal missile used are armor piercing, plasma, or fragmentation
Maximum Effective Range: Varies with missile types, mini-missiles only (See revised bomb and missile tables for details.)
Mega Damage: Varies with mini missile types (See revised bomb and missile tables for details.)
Rate of Fire: Each pod can fire missiles one at a time or in volleys of two (2), four (4), eight (8), or sixteen (16) mini-missiles and can be linked with other mini-missile pods for greater number of missiles (Counts as one attack no matter how many missiles in volley.)
Payload: Each pod carries sixteen (16) mini-missiles.
- Bombs and Missiles: The only restriction is that a hard point must carry all the same type of missiles or bombs. Both unguided and guided bombs can be carried.
- Stormrider “Whirlwind”: The fighter is surrounded by series
of powerful shearing air currents. Due to this, the aircraft has partial
protection against both explosions and projectiles. Behind the fighter,
a very strong vortex is created which inflicts damage to anything that
is caught in the vortex. This field will destroy virtually any missile
caught in it and also normally knocks other aircraft off course. While
very dangerous to aircraft attacking from the rear, the pilot is at -4
to strike with the Vortex. Trying to turn the fighter to get a missile
caught in the vortex is a dodge maneuver and the pilot does not suffer
any penalties. The Vortex is also sometimes used as a carpet attack against
ground targets. The field can be activated by the pilot whenever needed.
Missiles and bombs cannot be used effectively while the field is active.
Maximum Effective Range: 10 foot (3.05 meter) field around fighter and 300 foot (91.4 meter) long and 50 foot (15.2 meter) wide vortex field behind fighter.
Mega-Damage: Vortex Field Behind Fighter: 4D6+4 M.D.C. (S.D.C. objects are destroyed) against anything caught in the vortex. Missiles are normally destroyed but even if not are knocked out of control. Missiles and Power Armors have an -80% penalty to their piloting rolls to keep from being knocked out of control. Fighters and all relatively small aircraft have a -50% penalty to their piloting rolls to keep from being knocked out of control. Large aircraft have a -20% penalty to their piloting rolls to keep from being knocked out of control. Even if the aircraft is not knocked out of control, it will be knocked off course by 1D6x10 degrees and only smart missiles can attempt to reacquire their target. Around Fighter: None but partially protects aircraft from all directions from both projectiles and explosives. Reduce damage from explosions by 50% and damage from projectiles by 25%.
Rate of Fire: Can be activated at will
Payload: Effectively unlimited
- Techno-Wizard Modifications: The Corsair has the following
techno-wizard modifications built into the aircraft. These require P.P.E.
or I.S.P. from the pilot.
- Chameleon (6th Level) - 6 P.P.E. or 12 I.S.P.
Impervious to Energy (6th Level) - 20 P.P.E. or 40 I.S.P.
Invisibility-Superior (6th Level) - 20 P.P.E. or 40 I.S.P.
The fighter has all the standard features of a standard fighter (same as standard robot minus loudspeaker and microphone) plus these special features listed. The special equipment is a combination of both magic and technology
- Magical “See the Invisible” Optics: Same as spell and used at will. 2,000 feet (610 meters) range. Can see forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral bodies.
- E.S.M.: Radar Detector. Passively detects other radars being operated.
- +20% to all Piloting Rolls
+1 to Strike with Lightning Blasters, Telekinetic Machine-Guns, and Mini-Missile Launchers.
+2 to dodge
+4 to dodge while traveling over 200 mph (322 kph).
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Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2004, Kitsune. All rights reserved.