Jet-Age Character Creation circa 1953

Mithras

Banded Mongoose
I'm working on a new game and I've created a fighter pilot career set in 1953. This means the event tables had to be carefully written. Based on your age you roll on slightly different event tables as your career progresses. They are all era specific; Pre-War, War in Europe or Pacific War, Post-War and finally Korean War. The following bios give an idea of the kinds of events on the tables:

Lieut. Colonel Dean Myers 4856C5 Age 30 3 terms
Flyer 2, Sensors 1, Mechanics 2, Tactics 2, Heavy Weapons 1

Dean is a slim, blonde-haired pilot with an air of confidence. Dean flew B17s during the war in Europe and once assisted an engineering team to carry out various technical and engineering refinements on the bomb-sights of the day. He gained a life-long friend from this work, a scientist called Robert Riderman as well as an early promotion to the rank of captain. In the post-war period Dean flew C-47 transports and participated in the 1948 Berlin Airlift crisis. With a promotion to major, Dean transfered to a fighter squadron where he oversaw trials of a radar gunsight. He had transferred just in time to fly missions against North Korean MiGs during the Korean War and was involved in some intense dogfights. A technical expert, Dean’s work is focussed on improving on-board radar and other systems to give US pilots the edge in combat. He was promoted to lieutenant colonel in 1953.
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Captain Frank Goodman 84B575 Age 26 2 terms
Flyer 1, Heavy Weapons 2, Comms 1, Drive 1, Melee 1

Frank is a lean and athletic pilot, terse and blunt in his conversation. Joining up after the war his first assignment took him to Erding Air Base in Occupied Germany where he became involved in government investigations to uncover a leak of sensitive information out of the air base. He gained a CIA contact during this event. Frank is an air combat specialist and he flew in the Korean War. On one harrowing mission escorting B-29 bombers into North Korea, his Shooting Star was badly shot up but incredibly he was able to nurse the plane back to base. He was promoted to captain in 1952.

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It does use the Traveller rules. It is a game that is best described as a mix of UFO, X-COM and The Invaders.
 
Where do you get the "Heavy Weapons" skill for these 2? I know 2 Korean War fighter Jet pilots an neither of them have that...
 
Its the only skill I can see for use of fast jet weaponry that's separate from Flyer. I'm up for a better idea!
 
Mithras said:
Its the only skill I can see for use of fast jet weaponry that's separate from Flyer. I'm up for a better idea!

It is combined with Pilot at that time and modified by Dex. For that era & type of weapon (.50 cal MG) add 1/2 of any gun cbt (rifle) skill also. The best shots were those pilots that had lots of hunting exp as they could automatically lead the target.
 
From a game perspective, though, that puts way too much reliance on a single skill. So I do need an additional combat skill, I suppose I could create my own with a better name. The skill also needs to take into account dive bombing, rocket attacks and level bombing too.
 
How about Aircraft Combat. Like Gun Combat ?

For laughs I quickly knocked up an F86 (very quick) Text from Wiki
 

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Now I didn't expect that! That looks great, Ian, I'm envisioning an aircraft section, decked out like that, covering the top fighter jets of the day.
 
We've some rough drop tank rules, might need to fiddle the range the F86 is 1500 ish km...

Armour/hit section needs work.. if figure some place to write damage effects and an ammo tracker..
Anyone know how much ammo it actually carries?
 

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"The Sabre's machineguns were electrically charged with a rate of fire of 1,100 rds per minute and each had a removable ammunition container to hold 267 rds per gun; when not loaded with ammunition this bay served as a baggage storage area useful for cross country or ferry flights"
Haynes Manual, North American Sabre F-86
 
Very cool write up. Remember thought, the F-86 could only hit Mach 1 going straight down. Not during level flight.
 
F33D said:
Very cool write up. Remember thought, the F-86 could only hit Mach 1 going straight down. Not during level flight.

Yes, I will have to juggle the speeds there just a tad, but I have an idea, I've been digging through the book ;)
 
Mithras said:
F33D said:
Very cool write up. Remember thought, the F-86 could only hit Mach 1 going straight down. Not during level flight.

Yes, I will have to juggle the speeds there just a tad, but I have an idea, I've been digging through the book ;)


Also note the radar adjusted gun sight. The exact range input from the radar allowed the HUD gun sight to add correct "lead". This was a first and the Mig at the time didn't have it. This allowed for more accurate gunnery. This was important as the speeds were faster than during WW2 combat. (Maybe "Predict-1")
 
F33D said:
Also note the radar adjusted gun sight. The exact range input from the radar allowed the HUD gun sight to add correct "lead". This was a first and the Mig at the time didn't have it. This allowed for more accurate gunnery. This was important as the speeds were faster than during WW2 combat. (Maybe "Predict-1")

Thanks for the advice, I did see 'improved fire control +1 to hit' but its one tech level higher than I am at, then again, I just realised I'm building the f86 with TL5 in mind! 1953 was deep into TL6, so this improved fire control could easily represent the A4 gunsight I think....

Excellent points!
 
F33D said:
Mithras said:
Its the only skill I can see for use of fast jet weaponry that's separate from Flyer. I'm up for a better idea!

It is combined with Pilot at that time and modified by Dex. For that era & type of weapon (.50 cal MG) add 1/2 of any gun cbt (rifle) skill also. The best shots were those pilots that had lots of hunting exp as they could automatically lead the target.

I would use the Gunnery skill as, IIRC, that covers artillery and starship weapons. Makes sense to use it for fighter-plane weapons.
 
Jame Rowe said:
I would use the Gunnery skill as, IIRC, that covers artillery and starship weapons. Makes sense to use it for fighter-plane weapons.

Only if you consider that the skill set needed for artty is the same as that needed for a machinegun...
 
tanksoldier said:
My only problem is the transfer of a pilot from bombers to transports to fighters. Highly unlikely.

Yes it is a problem with a military rpg, how do you differentiate characters enough. Realistically everyone is a fighter pilot, skilled in the same stuff, flown on similar missions in similar theatres. Yes, they could build up different life events, but they'd still be very similar.

Now I know Neil Armstrong was always a test pilot, but he flew B-29s as well as light planes and fighters...the PCs need the same breadth of ability in the roleplaying game.

I could differentiate specialisations by command type; fighters, bombers and ?? But such a specialisation won't mean much in the RPG itself. Instead the specializations focus on the skill sets needed to hunt down UFOs on the ground and in the air.

But, I am a fan of versimilitude... It is easy, and I've just done this, to alter the Event Tables so that the assumption throughout the pilot's career is that he is a fighter pilot.
 
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