BASIC TRAINING--WESTERN AIR FORCES

Prerequisites: None

Basic Training Skills:

Autogun: 1

Ground Vehicle (Wheeled): 1

Small Arms (Rifle): 1

Swimming: 1

Unarmed Martial Arts: 1

     

Special: Characters with Intelligence and Education of 7+ may enter OCS. If they do, they receive a level 1 Leadership skill, are commissioned at the grade of O1, and conduct their next term normally. OCS must be taken before the character reaches the grade of E8.

 

Careers: No Armor, Artillery (except for Air Defense), Engineer--Combat, or Special Forces careers are available. No Infantry careers are possible with the exception of Infantry--Defender. Special Operations are replaced with the Air Commando/ARRS career. Military Police are called Security Police in the US Air Force and many western Air Forces, but are not otherwise changed. The Fighter/Attack Pilot, Bomber Pilot, and Transport Pilot careers are added to the Aviation--Officer set of careers. Air Force Combat Controller Teams (CCT) are developed as per Army Infantry--Pathfinders, but no previous terms in any other professions need be served. For the Air Force FALO (Forward Air Liaison Officer) career, use the Army Artillery--Fire Support Team career; however, add Pilot: 1 to the first term career skills and Aircraft to the subsequent term skills; a prior term as a Aviation--Fighter/Attack Pilot or Aviation--Helicopter Pilot must be served.

AVIATION--OFFICER--BOMBER PILOT

Prerequisites: Agility 6+, and OCS, ROTC, or Military Academy.

First Term Skills:

Aircraft Mechanic: 2

Autogun: 2

Computer: 5

Electronics: 3

Forward Observer: 2

Guided Weapon: 5

Leadership: 1

Meteorology: 3

Navigation: 4

Observation: 3

Parachute: 2

Pilot (Fixed Wing): 4

Pilot (Jet): 2

Pilot (Multiengine): 4

Survival: 1

 

Subsequent Term Skills:

Determination

Explore

Forward Observer

Guided Weapon

Gun Combat

Heavy Weapon

Perception

Personal Transport

Physical Sciences

Pilot

Technician

 

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or graduate of Military Academy.

Contacts: Two per term, military or specialist (Pilot). Roll 7+ on 1d10 for the contact to be foreign.

AVIATION--OFFICER--FIGHTER/ATTACK PILOT

Prerequisites: Agility 6+, and OCS, ROTC, or Military Academy.

First Term Skill Adds:

Aircraft Mechanic: 2

Autogun: 4

Computer: 4

Electronics: 2

Forward Observer: 2

Guided Weapon: 4

Leadership: 1

Meteorology: 2

Navigation: 4

Observation: 2

Parachute: 2

Pilot (Fixed Wing: 4

Pilot (Jet): 4

Survival: 1

   

Subsequent Term Skills:

Aircraft

Explore

Determination

Forward Observer

Guided Weapon

Gun Combat

Heavy Weapon

Perception

Personal Transport

Physical Science

Technician

Vehicle

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or graduate of Military Academy.

Contacts: Two per term, military or specialist (Pilot). Roll 7+ on 1d10 for the contact to be foreign.

AVIATION--OFFICER--WEATHER RECONNAISSANCE

Prerequisites: Agility 5+, and OCS, ROTC or Military Academy, or direct commission.

First Term Skill Adds:

Aircraft Mechanic: 2

Computer: 6

Electronics: 5

Guided Weapon: 1

Leadership: 1

Meteorology: 6

Navigation: 6

Observation: 3

Parachute: 1

Pilot (Fixed Wing): 5

Pilot (Jet): 2

Pilot (Multiengine): 5

Physics: 2

Survival: 1

Willpower: 2

 

Subsequent Term Skills:

Aircraft

Explore

Determination

Guided Weapon

Perception

Personal Transport

Physical Science

Technician

Vehicle

     

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or graduate of Military Academy.

Contacts: Two per term, military or specialist (Pilot or Meteorologist). Roll 7+ on 1d10 for the contact to be foreign.

AVIATION--OFFICER--TRANSPORT PILOT

Prerequisites: Agility 5+, and OCS, ROTC, or Military Academy, or direct commission.

First Term Skill Adds:

Aircraft Mechanic: 2

Autogun: 2

Computer: 5

Electronics: 3

Forward Observer: 1

Guided Weapon: 2

Leadership: 1

Meteorology: 4

Navigation: 5

Observation: 2

Parachute: 1

Pilot (Fixed Wing): 4

Pilot (Jet): 2

Pilot (Multiengine): 4

Survival: 1

 

Subsequent Term Skills:

Aircraft

Explore

Determination

Forward Observer

Guided Weapon

Gun Combat

Heavy Weapon

Perception

Personal Transport

Physical Science

Technician

Vehicle

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or Military Academy graduate.

Contacts: Three per term, military, government, or specialist (Pilot). On a 1d10 roll of 6+, the contact is foreign.

INFANTRY--DEFENDER--ENLISTED OR OFFICER

Prerequisites: Strength + Agility + Constitution: 11+

First Term Skill Adds:

Autogun: 2

Forward Observer: 2

Grenade Launcher: 2

Ground Vehicle (Wheeled): 1

Observation: 3

Small Arms (Pistol): 3

Small Arms (Rifle): 2

Tac Missile: 1

Thrown Weapon: 1

Tracking: 2

Unarmed Martial Arts: 1

 

Subsequent Term Skills:

Acrobat

Determination

Explore

Forward Observer

Gun Combat

Heavy Weapon

Melee

Perception

Personal Transport

Vehicle

Vessel Use (Boat)

 

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or Military Academy graduate.

Contacts: Two per term, military or general civilian. Roll 7+ on 1d10 for the contact to be foreign.

SPECIAL OPERATIONS (ARRS OR AIR COMMANDO)--ENLISTED

Prerequisites: Strength + Constitution + Agility: 15+.

First Term Skill Adds:

Aircraft Mechanic: 2

Autogun: 3

Climbing: 2

Demolitions: 2

Electronics: 2

Grenade Launcher: 2

Medical (Trauma): 4

Observation: 4

Parachute: 4

Scuba: 2

Small Arms (Pistol): 3

Small Arms (Rifle): 3

Stealth: 4

Survival: 4

Tac Missile: 1

Tracking: 4

Vessel Use (Boat): 2

     

Subsequent Term Skills:

Acrobat

Aircraft

Artillery

Determination

Explore

Gun Combat

Heavy Weapons

Medical

Perception

Personal Transport

Technician

Vehicle

Vessel

     

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+.

Contacts: Two per term, military. On a 1d10 roll of 8+, the contact is foreign.

SPECIAL OPERATIONS (ARRS OR AIR COMMANDO)--OFFICER

Prerequisites: Strength + Constitution + Agility: 15+; OCS, ROTC, or Military Academy.

First Term Skill Adds:

Aircraft Mechanic: 3

Autogun: 3

Climbing: 2

Computer: 3

Demolitions: 1

Electronics: 2

Grenade Launcher: 2

Guided Weapon: 3

Medical (Trauma): 3

Navigation: 4

Observation: 4

Parachute: 4

Pilot (Fixed or Rotary Wing): 4

Pilot (Jet or Multiengine): 3

Scuba: 2

Small Arms (Pistol): 3

Small Arms (Rifle): 2

Stealth: 4

Survival: 4

Tac Missile: 1

Tracking: 4

Vessel Use (Boat): 2

   

Subsequent Term Skills:

Acrobat

Aircraft

Artillery

Determination

Explore

Guided Weapon

Gun Combat

Heavy Weapons

Medical

Perception

Personal Transport

Technician

Vehicle

Vessel

   

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+.

Contacts: Two per term, military or government. On a 1d10 roll of 7+, the contact is foreign.