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.