TW-PL51W “Wildstorm” Thunder Mustang Techno-Wizard Fighter:

While many people tried to forget about history during the times proceeding the Rifts, there were small groups who did not. Most people considered them to be throwbacks and stuck in the past. It is interesting that many of those throwbacks were who fought the rise of darkness when the Rifts came and much of the military were killed. Some people loved the dogfighting of World War Two and reduced scale versions of many World War Two fighters were built. Included in this were several reproductions of the P-51 Mustang with one of the hottest known as the “Thunder” Mustang. It was extremely fast and had been continuously improved since being introduced at the end of the Twentieth Century. Some of these reproduction aircraft formed the first air forces after the coming of the Rifts. They simply had a pair of pulse lasers strapped under the wings in most cases but allowed for strafing attacks against the monsters which had invaded the world. Some of these became the first pilots to combine magic and technology and in effect became the first techno-wizard. Eventually, the plane was virtually forgotten about and might have remained that way.

When the first “Wildstorm” P-51 Mustangs were produced, there was a renewed interest in the aircraft and the reduced scale “Thunder” Mustang was rediscovered. There was much interest in a smaller plane with a similar performance to the P-51 to be converted to a Techno-Wizard aircraft an the “Thunder” Mustang was selected as a basis for the new design. Like the original P-51, the aircraft are virtually completely rebuilt involving advanced technology and techno-wizard enchantment. Several individual techno-wizards have purchased this airplane and it has also been acquired by mercenary companies who were not interested in the larger aircraft. There are even stories of these fighters being launched from an airship which acts as an airborne carrier.

The original Thunder Mustang mounted a Falconer V-12 engine which produced 640 horsepower. In later models, this was replaced by high efficiency fuel cell systems and even later by even higher efficiency battery systems. Instead of replacing the power systems with a fusion reactor, the electrical engine is retained and power is pulled from a elemental storm generator which produces vast amounts of electricity. This gives vast amounts of power and virtually unlimited range. Top speed was increased through the various models of Thunder Mustangs from an original top speed of around 375 mph to around 450 mph in later models. This was not increased in the techno-wizard version of the aircraft and it is a bit slower than most techno-wizard propeller driven aircraft. This is compensated by the fact that the fighter is even more maneuverable than the standard “Wildstorm” Mustang. In the space freed up by removing fuel tankage, a TK-Flyer style engine was mounted allowing magical flight along ley lines. This flight is virtually silent and gives an alternate flight system.

While original versions of the Thunder Mustang were constructed from conventional composites and from aircraft aluminum, later version took full advantage of the incredibly strong composites and alloys which had revolutionized military hardware decades previously. The aircraft has been further reinforced although it cannot withstand as much damage as its larger cousin. There was already many modern electronics carried in the Thunder Mustangs which were flying before the coming of the Rifts but the techno-wizard versions of the fighter replace all of the instruments with multi configuration holographic plasma displays. The internal systems carried on the light fighter are approximately equal to those mounted on small robot vehicles. Like the standard T.W. Mustang, the fighter’s cockpit is sealed and has internal life support to protect the pilot from hostile environments and at high altitudes.

One of the areas where the Thunder Mustang has been pared down has been in the weapon systems. Instead of carrying four magical lightning blasters on the wings, the Thunder Mustang only carries two of them. Interestingly, the conversions of aircraft after the coming of the Rifts carried pulse lasers in the same locations. They are augmented by a single telekinetic machine-gun mounted above the fighter’s engine. All three weapons can be fired as a single burst and do inflict impressive damage. The hard points are also reduced with two hard points with one on each wing. Like the standard Techno-Wizard mustang, with the addition of improved sensors, the aircraft can use missiles as well as bombs. Mini-Missile pods are one of the most common ordnance types carried.

The most important feature of the “Wildstorm” Thunder Mustang is copied straight from the standard “Wildstorm” Mustang. The fighter uses elemental magic in the form of a minor air spirit which has been persuaded to merge with the aircraft. If the aircraft is destroyed, the elemental will simply go back to its home plane and not attack anyone in the area. Like it does for the Mustang, the air spirit gives the fighter an incredible responsiveness and makes the fighter incredible to fly. The fighter also can activate magical ball lightning similar to the Lightning Knight light tank. This ball lightning can be used to form a protective field around the aircraft which inflicts damage on missiles and other projectiles fired at the fighter. The fighter cannot launch missiles or drop bombs while the electrical field is active due to the fact the electrical field would detonate them but while attached to the fighter, the ordnance is not effected. The elemental magic protects the Mustang from all forms of electricity including magical and ion weapons when the electrical field is activated. Unlike the electrical field on the light tank, the electrical field is not considered an effective weapon for ramming although it has been used for that role by some ace pilots in mustangs. Along with the ability to generate a protective field, the ball lightning can be fired in any direction by the pilot.

Model Number: PL-51W “Wildstorm” Thunder Mustang

Vehicle Type: Single Engine Techno-Wizard Fighter

Crew: One

M.D.C. by Location:


[1] “Ball Lightning” Balls (5 total):

20 each.


[2] Wings (2):

80 each.


[3] Elevators (2):

35 each.


[3] Rudder (1):

45 each.











Landing Gear (2):

10 each.


[4] Main Body:



[1] These are small and difficult targets to strike, requiring the attacker to make a “called shot,” but even then the attacker is -4 to strike.

[2] Destroying a wing will cause the plane to crash.

[3] Destruction of the elevators or rudder will leave the plane uncontrollable and pilot must eject to survive.

[4] 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: 450 mph (724.2 kph) with an altitude of 32,000 feet (9,753.6 meters) using conventional propeller driven flight. Top speed of 200 mph (320 kph) on telekinetic flight system but aircraft must remain on a ley line for flight system to operate.

Range: The Thunder Mustang will overheat after twelve hours of operation at above 300 mph (482.8 kph) on propeller driven flight (electrical engine overheats.) Effective unlimited on telekinetic flight system.

Statistical Data:

Height:         9.7 feet (2.95 meters).

Wingspan:    23.8 feet (7.25 meters).

Length:         24.2 feet (7.38 meters).

Weight:        2,300 pounds (1,043.3 kilograms) empty, 3,800 pounds (1,723.6 kilograms) fully loaded.

Power System: Dual flight system, techno-wizard lightning storm engine with an indefinite life-span and telekinetic flight system for flight on ley lines.

Cargo: Minimal (Storage for small equipment) in cockpit, does not include hard points.

Black Market Cost: 11.5 million credits.

Weapon Systems:

  1. One (1) Telekinetic Machine-Gun: Mounted above the fighter’s engine, it is enchanted by a series of spells so the cannon acts as a more powerful version of the telekinetic 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. Weapon can be combined with the lightning blasters. The cannon inflicts full damage to targets that are impervious to energy and can be fired through the electrical field.

    Maximum Effective Range: 4,000 feet (1,220 meters).

    Mega Damage: 12D6 (Combined with Lightning Blasters for a maximum total of 3D4x10+30).

    Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).

    Payload: Effectively Unlimited, although the spells must be renewed every month whether the cannon have been used or not.

  2. Two (2) Heavy Lightning Blasters: Mounted in the fighter’s wings. All of the lightning blasters can be fired together and inflict incredible damage when both are fired together. No matter how many cannons are fired together, it counts as one attack. They can also be combined with the telekinetic 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 both blasters firing simultaneously (Counts as one attack - Combined with Telekinetic Machine-Gun for a Maximum Total of 3D4x10+10) .

    Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).

    Payload: Effectively Unlimited.

  3. Two (2) Wing Hard Points: The “Wildstorm” Thunder Mustang can carry a variety of ordnance on its hard points. The fighter has one hard point on each wing for a total of two 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. There is no provision for jamming pods or towed decoys. External ordnance cannot be launched while the electrical field is active but is protected from the magical field while attached to the fighter.

    1. 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: Four (4) short range missile or light bombs, two (2) medium range missiles or medium bombs, or one (1) long range missile or heavy bomb (all ordnance on a hard point must be the same size and type of ordnance) per hard point.

    2. 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 mini-missiles.

      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 mini-missile 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.

  4. Magical “Ball Lightning” Bolts: The fighter can generate up to five ball lightning bolts. They normally orbit around the fighter and create an electrical field around the fighter. While this field is active, the fighter glows a bright blue and cannot be concealed using the spells of Chameleon, Invisibility, or Shadow Meld. While the field is active, the fighter is immune to all forms of electrical attack including ion weapons and magical lightning. As well, any missile or projectile must pass through the electrical field before striking the fighter. Assume an object will make it about half way through the energy field before detonating to calculate to see if the blast radius will still affect the fighter (reduce damage by half in that case.) The electrical field may be used as a weapon to attack targets by edging close to a target but piloting rolls are at -30% and is considered stunt flying. The ball lightning may be fired at a greater range than the electrical field but reduces the power of the electrical field for each ball lightning that is fired. If more than two ball lightning are fired in a melee (less than three remaining around the aircraft) then the electrical field will drop. As well, if more than two balls are destroyed (each ball has 20 M.D.C.), the electrical field is also lost. In either case, the balls will come back at the beginning of the next melee round and the field will be restored.

    Maximum Effective Range: Electrical Field: 30 to 50 feet (9.1 to 15.2 meters) globe around fighter. Reduce by 10 feet / 3 meters from 50 feet /15.2 meters for every ball lightning fired / destroyed. Ball Lightning Bolt: 300 feet (91.4 meters).

    Mega Damage: Electrical Field: 1D6x10+20 M.D.C. to anything within the electrical field (not including the aircraft.) Reduce field damage by 10 M.D.C. for each ball lower than five (Must maintain at least three.) Ball Lightning Bolt: 3D6+6 each.

    Rate of Fire: Electrical Field: Active as long as three or more ball lightning are around fighter. Ball Lightning Bolt: One per melee attack of the pilot (Usually 4 or 5).

    Payload: Five “Ball Lightning” Balls per melee. Balls are renewed at the start of each melee round.

  5. Techno-Wizard Modifications: The “Wildstorm” Thunder Mustang has the following Techno-Wizard Modifications built into the fighter. These require P.P.E. or I.S.P. from the pilot.

    Special Features:

      Chameleon (8th Level) - 6 P.P.E. or 12 I.S.P.

      Impervious to Energy (8th Level) - 20 P.P.E. or 40 I.S.P.

      Invisibility-Superior (8th Level) - 20 P.P.E. or 40 I.S.P.

Special Equipment:

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

Combat Bonuses:

[ Altarain TM, Bandito Arms TM, Brodkil TM, Chipwell Armaments TM, Coalition States TM, Cyber-Knight TM, Federation of Magic TM, Free Quebec TM, Golden Age Weaponsmiths TM, Horune TM, Iron Heart Armaments TM, Kankoran TM, Kittani TM, Kydian TM, Larsen’s Brigade TM, M.D.C. TM, Mechanoids TM, Mega-Damage TM, Megaversal Legion TM, Millennium Tree TM, Mutants in Orbit TM, Naruni Enterprises TM, Naut’Yll, New Navy TM, New Sovietskiy TM, NGR TM, Nog Heng TM, Northern Gun TM, Phase World TM, Psyscape TM, Rifter TM, SAMAS TM, S.D.C. TM, Shemarrian TM, Splugorth TM, Stormspire TM, Sunaj TM, Tolkeen TM, Triax TM, Wellington Industries TM, Wilk’s Laser Technologies TM, Xiticix TM, and Zaayr TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

Writeup by Kitsune (E-Mail Kitsune).

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