"I heard some guy from Colorado Springs call this mess the "Twilight War". That didn't sound so bad. I'm an attack pilot, you see, and Twilight is one of the safest times to try and fly - visual guns have a bear of a time trying to track you."
"Of course, there hasn't been enough fuel to get my old F16 off the ground in about two years, now.
"That could be changing, here, though. I just traded this guy twelve bottles of Jack Daniels, a brick of .22 ammo, and about ninety pounds of grain seeds for this old ultralight plane he had in his garage. It's a two seater, so one of the guys I came back from Europe with can be the "weapons officer", with his M203.
"Of course, I gotta see if it will fly. I've almost got enough alcohol saved up to try it.
"Whaddya know - I'm finally a test pilot!"
Aircrew, Enlisted
These include crew chiefs on cargo planes and transport helicopters, AWACS radar operators, B52 tail gunners, and other enlisted personnel that fly.
Entry: Inteligence 5+
First Term Skills: The character receives the following skills in the first term:
Parachute 1
Navigation 1
Plus one of the following:
Autogun: 2
Electronics: 2
Communications 2 (proposed skill, at referee discretion)
Computer: 2
Aircraft Mechanics: 2
Climbing: 2
Subsequent Term Skills:
Pilot
Observation
Small Arms
Autogun
Parachute
Mechanic
Aircraft Mechanic
Medical
Contacts: 1 per term, Military. Roll 1D10 for 8+ for the contact to be foreign.
Special: Enlisted aircrew with Strength + Constitution + Agility 16+ and a 5+ skill in their primary MOS skill who've completed a term can join one of their nation's Special Operations Aviation units, if their nation has one.
Pilot - Officer
Entry: OCS, Academy or Commission. Intelligence + Agility 13+
First Term Skills: The character receives the following skills in the first term:
Pilot 4 (Fixed or Rotary wing)
Parachute 1
Navigation 2
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
Aircraft Mechanic
Instruction
Leadership
Meteorology
Navigation
Observation
Parachute
Persuasion
Pilot
Small Arms
Survival
Contacts: 2 per term, Military, roll 1D10 for 7+ for the contact to be foreign.
Special: Officer aircrew with Strength + Constitution + Agility 16+ and Pilot 7+ (fixed or rotary wing) who've completed a term can join one of their nation's Special Operations Aviation units, if their nation has one. Notes
Pilots fly a variety of different types of military aircraft. The character (along with the referee's discretion) can determine what sort of plane the pilot flew.
Fighter pilots try to win control of the air, enabling rest of the air force to do what they want to, unhindered (or at least less hindered) by the threat of of enemy air action.
Attack Pilots Attack enemy positions, generally in support of ground troops.
Strike Pilots, also called "Intruder" Pilots, they hit important point targets deep in the enemy rear area, such as airfields, bridges, rail yards, headquarters, and other vital installations.
Bomber Pilots pilots fly extremely long range nuclear attack missions, as well as tactical "carpetbombing" raids. They fly the largest warplanes currently deployed.
Transport Pilots fly the transport aircraft that are so incredibly vital to any military effort.
Reconnaissance Pilots fly modified tactical aircraft or dedicated reconnaissance aircraft that gather either photographic or electronic intelligence. There are fewer of these since the end of the Cold War, since most nations can't afford both fighters and dedicated recon planes.
Electronic Warfare Pilots fly aircraft fitted with sophisticated jamming and deception gear
"Wild Weasel" Pilots fly aircraft dedicated to the destruction of enemy radar and antiaircraft installations.
Tanker Pilots fly the aerial tankers that refuel other aircraft in flight.