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  Attack Squadron: 
  Roswell 
   
   
   
   
   
   
  JET PILOTS DEFENDING AMERICA FROM ALIEN INVASION! 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Author  
  Paul Elliott 
   
  Cover Art 
  Ian Stead/biomassart.wordpress.com 
   
  Interior Art 
  Ian Stead, Paul Elliott 
   
  Special Thanks  
  Steff Worthington, Colin Dunn 
   
  Publisher in PDF format 
  Zozer Games 2013 
   
  Visit Zozer Games at www.zozer.weebly.com 
  Find me on Facebook as Zozer Games 
   
  All rights reserved. Reproduction of this work by any means is expressly forbidden. 
   
  “Traveller” and the Traveller logo are Trademarks owned by Far Future Enterprises, Inc. 
  and are used according to the terms of the Traveller Logo Licence version 1.0c.  A copy of 
  this licence can be obtained from Mongoose Publishing.  The mention or reference to any 
  company or product in these pages is not a challenge to the trademark or copyright 
  concerned. 
   
  “Traveller” and the Traveller logo are Trademarks owned by Far Future Enterprises, Inc. 
  and are used with permission.  The Traveller Main Rulebook is available from Mongoose 
  Publishing. 
   
  
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  CONTENTS 
   
   
   
   Letter from the Vice President 
   
   
   
  5 
   
   The Invasion  
   
   
   
   
   
   
   
  6 
   
   Characters 
   
   
   
   
   
   
   
   
  15 
   
   Project Pounce 
   
   
   
   
   
   
   
  24 
   
   Flying the Jets 
   
   
   
   
   
   
   
  31 
   
   Mission to Mission 
   
   
   
   
   
   
  58 
   
   The Invaders  
   
   
   
   
   
   
        70 
   
   Resources 
   
   
   
   
   
   
              83 
   
    
   
   
   
   
   
   
  
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  WP-Z-7  FEB 53 
  HEADQUARTERS 
  KIRTLAND AIR FORCE BASE 
  TSDIN/HMM/ig/6-4100  
   
   
   
   
   
   
   
  Feb  6  1953 
      
     SUBJECT:   Fight Against the “Flying Discs” 
     TO:    
  Men and crews of the 93rd Fighter-Interceptor Squadron 
   
   
  There is a war going on and you are part of it. Alien invaders are entering our skies 
  with sinister intent and it is the job of the United States Air Force to protect this 
  nation and its people. In the skies over New Mexico, California, Texas and by God even 
  Washington DC, you chase down and destroy the alien flying saucers. Yes, their 
  technology is superior to ours and their craft utilise unknown engines of some type 
  - yet our fighters, flown by the best of the best, can match their vectors and make an 
  intercept should the situation fall in our favour.  
   
  Remember the events of last summer? A flight of UFOs was spotted over the White House 
  and the Capitol ... airline pilots called them in, radar operators tracked them, fighter 
  pilots tried to intercept them... the president himself had to comment on the raid in 
  public! That incident shows you just how close this war is to being lost. Well, let the 
  boys of the 95th look after Washington. You’ve all been posted out here to New Mexico to 
  defend our atomic bomb research plants. Kirtland Air Force Base will be your new 
  home and you will be ready to scramble your jet fighters when the call comes. Walker 
  Air Force Base, your sister base at Roswell, operates the bombers which will deliver 
  the atomic bomb should our nation ever go to war.  
   
  Who knows why the aliens are interested in us, why they seem to make landings, shoot 
  down our jets and overfly our most sensitive atomic weapons facilities here in New 
  Mexico? Ike believes an invasion is imminent, but he also believes that you and the 
  rest of the 93rd Fighter-Intercept Squadron, are the men to stop it.  
   
  This is a secret war. Sure, there are folks all over America calling into the news 
  stations with reports of flying saucers and UFOs, but we have experts ready to 
  explain away their sightings as weather balloons or atmospheric phenomenon. All 
  those who need to know about the alien invasion already know, and we must keep it 
  that way. Your knowledge of the invaders is precious, few have seen a saucer, fewer 
  still have been head-to-head in a dog-fight with one and so from time to time the Air 
  Force will call on you to investigate sightings, landings and encounters. The Joint 
  Chiefs believe that the invaders have landed agents amongst the population, 
  saboteurs and Fifth Columnists who are even now attacking the soft under-belly of 
  our nation. You men, you pilots of the 93rd Fighter-Interceptor Squadron, are the 
  perfect weapon against these saboteurs. In the air and on the ground, your president 
  expects you to meet and defeat these alien invaders ... before they annihilate us and 
  our American Way of Life.  
   
  Good Luck  
   
   
  RICHARD M. NIXON 
  Vice President of the United States of America 
  U-39552                                                   RG 18, Records of the USAF 
  
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  THE INVASION 
   
  “On November 23, 1953, Lieutenant Felix Moncla and radar officer Lieutenant R.R. Wilson 
  took off from Kinross Air Force Base to chase a UFO spotted over Lake Superior by Air 
  Defence Command radar operators. The F-89C jet was guided towards the object from the 
  ground, and controllers saw the plane close in on the UFO blip. Then, 160 miles from the 
  base, at 8,000 feet and 73 miles off Keeweenaw Point, Michigan, the two blips merged and 
  faded from the screen. The jet and its occupants were never seen again.” 
   
   
   
   
   
   
   
  The World’s Greatest UFO Mysteries 
   
   
  Although most history books that chart 
  the phenomena of UFO sightings like to 
  start the story back in the Middle Ages or 
  even earlier, it was in the years following 
  the 
  Second 
  World 
  War 
  that 
  a 
  measurable wave of unidentified object 
  (UFO) sightings really began. After 
  Kenneth Arnold’s famous sightings in 
  1947 the term ‘flying saucer’ was coined; 
  thereafter these mysterious craft were 
  spotted with increased frequency, most 
  noticeably within the airspace of New 
  Mexico, site of the Manhattan Project. 
  This top secret project had developed 
  the first atomic bomb and continued to 
  expand 
  on 
  America’s 
  nuclear 
  capabilities. If the flying saucers had an extra-terrestrial origin as some believed, their 
  interest in America’s cutting edge atomic technology was obvious. The sightings of these 
  enigmatic discs in the early years were often accompanied by radar tracks which resulted in 
  the scrambling of fighter planes. On more than one occasion these intercept missions 
  actually proved fatal for the pilots, yet in official records no flying saucer was ever brought 
  down, captured or even damaged by the military. The scare culminated in 1952 when a 
  flight of saucers brazenly made passes over Washington DC. Observed both on radar and 
  on the ground by hundreds of eye-witnesses, these UFOs trespassed on restricted airspace 
  twice in two weeks, prompting the president himself to publicly comment on the event. All of 
  this is fact as established in hundreds of UFO books and materials.  
   
  Attack Squadron: Roswell is set in the early months of 1953. In our timeline, UFO 
  sightings continued piece-meal throughout the 1950s and 1960s before the accounts of 
  alien abduction and cattle mutilations in the 1970s brought a new and bizarre twist to the 
  UFO story. In the timeline of Attack Squadron: Roswell, 1952 signalled almost a 
  declaration of war between the United States and the alien power behind the flying saucer 
  sightings. What followed was an aerial war, with flying saucers regularly breaching US 
  airspace to be confronted by the sleek, silver jet fighters of the United States Air Force 
  (USAF), recently returned from the Korean War and ready for a fight. This battle was waged 
  in the skies over New Mexico, Maine, Florida and Alaska, as well as all points in between. 
  Airfields versus Air Bases 
  This game is set just after the establishment of 
  the modern US Air Force in September 1947. 
  This may cause some confusion in terminology. 
  Prior to World War Two the US had the Army Air 
  Corps 
  (USAAC). 
   
  From 
  June 
  1941 
  and 
  throughout the war this became the US Army Air 
  Forces (USAAF). In September 1947, despite 
  opposition from the US Navy, the USAAF 
  became the USAF complete with new uniforms, 
  insignia, 
  aircraft 
  markings 
  and 
  base 
  nomenclature. Whilst the USAAF had called their 
  bases ‘army airfields’, after 1947 these were all 
  renamed ‘air bases’. Godman Army Airfield  
  became Godman Air Base, for example and 
  Roswell Army Airfield became Walker Air Base.  
  
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  The aliens were intent on invasion and only the high-tech jets of the USAF was going to be 
  able to stop them.  
   
  Of course this period coincides with the awful McCarthy anti-communist trials. These ugly 
  witch-hunts attempted to uncover subversive Soviet-sympathizers and American 
  communists who were supposed to be trying to hand the nation over to the Soviet Union. In 
  this alternative timeline the whole communist witch-hunt is a smokescreen; McCarthy and 
  his supporters are in fact trying to root out alien invaders, shape-changing agents of the 
  extra-terrestrials that have been landed on American soil. These alien Fifth Columnists 
  wage a secret war of espionage, sabotage, assassination and misinformation on the 
  American establishment. A two-pronged war is being fought for the survival of the human 
  race; in the air and in amongst the populace. America must be victorious on both fronts. 
  What follows is a history of flying saucer-air force encounters through the late-40s and the 
  early 50s. The encounters are straight out of the official records but many of the accounts 
  also end with the ‘truth’ as it exists in Attack Squadron: Roswell. There were dozens of 
  other sightings, those below focus on aerial encounters and in particular air force intercepts.  
   
  Foo Fighters [1939-1945] 
  On December 13, 1944, an Associated Press report announced the existence of  
  ‘mysterious silvery balls which float in the air over war-torn Germany’, and that ‘It is possible 
  that they represent a new anti-aircraft defence instrument’. These enigmatic balls of light 
  were known to appear around Allied bombers, shadowing them, playing cat-and-mouse and 
  spooking the air crews who could not explain either their appearance or their extraordinary 
  manoeuvres. US and British air crews nicknamed these inexplicable lights ‘foo fighters’. 
  After the war it emerged that Japanese, Russian and German aircrews had also been 
  spooked by the ‘foo fighters’; if no nation could admit to launching them, then who had? 
  What were they? Why had they buzzed military aircraft? Sometimes the ‘foo fighters’ had 
  flown in formation ... were they being flown by some intelligent force? The official 
  explanation of the ‘foo fighter’ was that it it was in fact a natural electrical phenomenon 
  called St Elmo’s Fire; the pilots were sure they knew better. 
   
  Roswell Saucer Crash [June, 1947] 
  It was in mid-June when a rancher called Mack Brazel spotted unusual debris on his land, 
  some 50km north of the town of Roswell, New Mexico. After hearing news reports of flying 
  saucers, Brazel decide to collect some of the debris and he then informed the local sheriff. 
  On July 7, an air force officer and a plain clothes agent arrived on the rancher’s land to 
  investigate the debris and, astonishingly, the next day the Army Air Field at Roswell put out 
  a press release that appeared in the local papers:  
   
  The many rumours regarding the flying discs became a reality yesterday when the 
  intelligence office of the 509th Bomb group of the Eighth Air Force, Roswell Army Air Field, 
  was fortunate enough to gain possession of a disc through the cooperation of one of the 
  local ranchers and the sheriff's office of Chaves County. The flying object landed on a ranch 
  near Roswell sometime last week. Not having phone facilities, the rancher stored the disc 
  until such time as he was able to contact the sheriff's office, who in turn notified Maj. Jesse 
  A. Marcel of the 509th Bomb Group Intelligence Office. Action was immediately taken and 
  the disc was picked up at the rancher's home. It was inspected at the Roswell Army Air 
  Field and subsequently loaned by Major Marcel to higher headquarters. 
   
  
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  Soon after, the commander of the 509th Bomb Group contacted General Roger Ramey, 
  head of the Eighth Air Force, who ordered the wreckage to be flown to Fort Worth Army Air 
  Field for analysis. Experts at Fort Worth identified the debris as part of a clandestine 
  weather balloon project and said as much in a press statement of their own. However, ‘back 
  at the ranch’ reporters trying to get in on the story were being turned away by a military 
  cordon and witnesses who talked of a ‘gouge... four or five hundred feet long’ in the area, 
  were told to shut up or else. Other witnesses that described flying discs in the sky in June 
  and, controversially, of alien bodies at the crash site, were quickly hushed up. Reporters 
  were warned not to run their stories in the hope the story would fade from public view.  
   
     
  Mount Rainier Sighting [June, 1947] 
  Kenneth Arnold was a private pilot flying a single-engine prop plane on June 24, in the area 
  of Mount Rainer in Washington state. His sighting of a group of UFOs is credited with being 
  the first of the modern ‘flying saucer’ sightings. He spotted a string of silver objects moving 
  in excess of the speed of sound ahead of him, without wings or tails and moving faster than 
  any jets of the age, Arnold knew he was looking at something special. The objects flew in a 
  diagonal line formation moving, as Arnold later reported, like “saucers skipping on water”. 
  The media famously picked up on this phrase to call the UFOs ‘flying saucers’. In the days 
  and week after, it transpired that a number of eyewitnesses on the ground had also seen 
  the formation of craft.  
   
  Only ten days later the crew of a United Airlines plane en route to Seattle saw up to nine 
  objects similar to those spotted by Arnold. Similar sightings of flying saucer formations also 
  occurred on July 7 over Phoenix and on July 12 over Tulsa.  
   
  By the end of 1947 various memoranda on the ‘flying disc’ phenomenon were circulating 
  through the Pentagon hierarchy and on 30 December Major General Craigie recommended 
  that the USAF begin work on a project of investigation, codenamed Sign. Modern 
  researchers, collecting reports from many different witness testimonies calculate that there  
  were a total of 850 sightings of UFOs in 1947. This was the largest ever wave of sightings 
  in American history.  
  The truth surrounding the mystery was very ominous, the flying saucer 
  had indeed crashed but the air force and government did not know why. 
  There had been no witnesses to an actual crash event and no radar 
  tracking of a flying saucer out of control. The crashed flying saucer 
  was recovered and alien corpses were found amongst the wreckage. The 
  lot was moved to Roswell Army Air Field and then to Fort Worth to 
  finally end up at Wright Field, in Dayton Ohio, home to the air force’s 
  research experts, more used to analysing foreign (‘read German and 
  Russian’) technologies. There it sits under intense scrutiny within the 
  heavily guarded ‘Hanger 18’. Within days of Brazel discovering the 
  wreckage, but before he reported it, things began to hot up quickly and 
  saucers flying in formation over the USA became news headlines...  Were 
  they looking for the Roswell saucer? Did they believe the air force had 
  shot it down? Did they want revenge? Only a few top men knew the secret 
  of Hanger 18, and President Truman was not one of them... 
  
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  Godman Field Intercept [January, 1948] 
  On January 7, 1948 Godman Air Force Base at Fort Knox, Kentucky received a report from 
  police officers of an unusual flying object. Soon, personnel in the airfield’s control tower 
  spotted the flying object themselves. In manoeuvred slowly for an hour or so then rapidly 
  increased in altitude. A flight of four F-51 fighter planes, Second World War Mustangs, were 
  in the area at the time and were ordered to intercept the object. Captain Thomas Mantell 
  was the flight leader, a veteran of D-Day and the push to the Rhine. One F-51, low on fuel, 
  dropped out while the remaining three continued their climb to altitude. Mantell soon 
  reported that they had sighted the mystery object: “Object travelling at half my speed and 
  directly ahead of me and above. I’m closing in to take a good look.” He radioed a 
  description back to Godman Field, “It’s above me ... it appears metallic and to be 
  tremendous in size.” He continued up to 20,000 feet while the other pilots levelled off at 
  15,000 feet and then started back down, lacking oxygen equipment. Mantell pressed on, 
  keen to intercept the object... but there were no more transmissions from his radio. Five 
  minutes later Godman Field received the shocking report that Mantell’s plane had crashed 
  south of Franklin, Kentucky.  Witnesses stated that the Mustang spiralled down toward the 
  ground in a circling descent, which might have occurred if the pilot had succumbed to lack 
  of oxygen at high altitude. Mantell’s body was still strapped into the plane, smashed and 
  wrecked over a huge area, as if it had exploded just before hitting the ground.  
   
   
  Hector Airport Intercept [October, 1948] 
  Whilst mystery remained over the death of Captain Mantell for many years, a similar UFO 
  intercept that occurred later in the year was speedily and easily explained away as a 
  weather balloon. In reality, the little known ‘Gorman Dogfight’ was yet another entanglement 
  with the alien invaders, although this time without loss of life.  
   
  Hector Airport serves the North Dakota city of Fargo. On October 1, 1948, Hector’s tower 
  received a call from Second Lieutenant George Gorman who was flying a circuit over Fargo 
  in another National Guard F-51. It was 9pm and Gorman reported sighting both a small 
  plane, a Piper Cub, as well as a blinking light, a UFO. Contacting the pilot of the Cub, he 
  Although official reports concluded that Captain Mantell had probably 
  been chasing Venus or a military weather balloon, the facts were plain 
  to those within the US government who were aware of the invasion: 
  Mantell had become the first casualty in the secret interstellar war. 
  Leaks to the media resulted in a frenzy of sensational headlines. One 
  newspaper ran the bold headline “Plane Shot Down by Magnetic Ray”, 
  another ran the headline “Pilot Killed by Death Ray”. Most people 
  thought the media were over-reacting, but of course we now know these 
  stories were true. Mantell’s F-51 was shipped to Wright-Patterson for ATIC 
  to examine.  
  In Attack Squadron: Roswell, 1947 marks the acknowledged beginning of 
  the alien invasion, with ‘foo fighter’ probes of the Second World War 
  generally being recognised as a period of pre-invasion alien 
  reconnaissance.  
   
  
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  discovered that he too could see the mystery object. Gorman decided to intercept and when 
  he realised that the object was too fast for him, he began to zigzag in an attempt to cut-it off 
  as it manoeuvred. He approached the object head-on at 5,000 feet and the object flew over 
  his plane at a distance of about 500 feet. After this near-collision, Gorman lost sight of the 
  object and when he saw it again it appeared to have made a 180-degree turn and was 
  coming at him again! The object then made a sudden vertical climb. Gorman followed the 
  object in a steep climb but at 14,000 feet his F-51 stalled whilst the object was still some 
  2,000 feet above him. Gorman made two further attempts to get closer to the object, with no 
  success. Then it seemed to make another head-on pass but broke off before reaching his 
  fighter. By this time the object had moved over Fargo Airport and from the control tower the 
  traffic controller on duty could not see any form or shape around the light. He was soon 
  joined by the pilot of the Piper Cub who had landed and walked to the control tower in order 
  to get a better view of the object. 
   
  Gorman continued his pursuit of the glowing object until he was around 25 miles southwest 
  of Fargo. While at 14,000 feet he observed the light at 11,000 feet and so initiated a dive 
  onto the object at full power. The object made a vertical climb to avoid him. Gorman tried to 
  continue the pursuit but had to watch as the object passed out of visual range. At this point 
  Gorman broke off the chase. 
   
  Later Gorman recounted his experience to investigators and provided useful data on the 
  capabilities of the invader’s craft: “I am convinced that there was definite thought behind its 
  manoeuvres. I am further convinced that the object was governed by the laws of inertia 
  because its acceleration was rapid but not immediate and although it was able to turn fairly 
  tight at considerable speed, it still followed a natural curve. When I attempted to turn with 
  the object I blacked out temporarily due to excessive speed. I am in fairly good physical 
  condition and I do not believe that there are many if any pilots who could withstand the turn 
  and speed effected by the object, and remain conscious. The object was not only able to 
  out turn and out speed my aircraft...but was able to attain a far steeper climb and was able 
  to maintain a constant rate of climb far in excess of my aircraft.” 
   
  Agents from the USAF’s Project Sign were involved in the following investigation within 
  hours, and quickly released to the media the fact that an Air Weather Service balloon had 
  been released at 8:50 pm from Fargo. The agents explained away the extraordinary 
  manoeuvres performed by the UFO as an optical illusion caused by Gorman’s own 
  manoeuvres in relation to a static object (the balloon).  
   
   
   
   
   
   
   
   
  Project Sign, caught napping by the media frenzy over the death of 
  Captain Mantell was, in this case, able to cover up the Gorman Dogfight. 
  Officially it was a weather balloon; fighter planes were not conducting 
  aerial battles with invaders from outer space, and that was the honest 
  truth.   
  
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  Robins Air Force Base Sighting [1948] 
  On July 24 1948 a mysterious cylindrical object, glowing with a phosphorescent light was 
  seen in the night sky above Robins Air Force Base in Georgia. Forty minutes later the same 
  object was seen by the crew of an Eastern Airlines DC-3 flight heading into Atlanta. The 
  cylindrical UFO approached head-on and passed close enough for the pilot and co-pilot and 
  a single passenger (who was not sleeping) to get a perfect view. It was around 30m long 
  and had two rows of square windows, from which a bright light shone. The underside of the 
  fast-moving cylinder glowed with a blue light.  Despite its size, speed and the stream of red 
  exhaust that it left behind, the craft made no noise and created no turbulence. It rapidly 
  passed and disappeared into cloud.  
   
  Both pilots were decorated airmen who had flown in the war and so agents of the air force’s 
  Project Sign took their witness statements very seriously. Unknown to the pilots of the DC-
  3, however, Sign had also received another report three days earlier from the Netherlands. 
  It stated that the day before, several people reported seeing a UFO through high broken 
  clouds over The Hague. The object was rocket shaped, with two rows of windows along the 
  side. It was a poor report, very sketchy and incomplete and it probably would have been 
  forgotten except that four nights later a similar UFO almost collided with an Eastern Airlines 
  DC-3... 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  This was no flying saucer. This was a cylindrical or ‘cigar-shaped’ UFO 
  that somewhat superficially resembled a rocket. Sightings of this 
  nature were much rarer than that of the more typical flying saucer. 
  Did they belong to the same race of aliens that piloted the Roswell 
  craft as well as the other saucers seen in the skies over America? None 
  have so far proven hostile, but this may mean they are unarmed or 
  perhaps simply a rarer type. Of great interest to the USAF were the 
  numerous reports (in the thousands) of similar unidentified ‘ghost 
  rockets’ all across Sweden during 1946. At the time two air force 
  generals 
  (including 
  the 
  famous James Doolittle) 
  were 
  sent 
  to 
  investigate; they submitted a report on the matter to President Truman. 
  Wreckage, radar confirmations and sightings of some ‘ghost rockets’ 
  crashing into Swedish lakes added to the body of evidence. But what did 
  it mean? Project Sign did not know.  
   
  
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  Andrews Air Force Base Intercepts [1952] 
  While 1947 and 1948 provided some dramatic and newsworthy flying saucer sightings, the 
  most public and historic of all UFO sightings took place over Washington in 1952. So many 
  members of the public saw these flying saucers that the president himself was forced to 
  comment on them publicly. This seems like the plot of a Hollywood movie, but the sightings 
  were so numerous that Washington was soon in a frenzy with UFO fever.  
   
  On the evening of July 19, a Saturday, radar operators at Washington National Airport 
  reported a series of five unidentified targets, at first they moved slowly and then accelerated 
  quickly at up to two hundred miles per hour. One shot away at supersonic speed. The 
  operators contacted the tower at nearby Andrews Air Force Base and they too had them on 
  their scope. They also had visual sighting of three of the objects. Bowling Air Base called in 
  with a sighting and several airliner crews reported seeing “several flying objects with bright 
  lights” moving at terrific speed. The Pentagon tried to co-ordinate these reports even as 
  more kept coming in, more blips appeared on the scope some travelling at ‘phenomenal ‘ 
  speeds, one followed Flight SP610 as it began its landing descent and, alarmingly ,some of 
  the objects flew over the restricted air corridors above the White House and the Capitol.  
   
  The following Saturday, Washington was in for a repeat performance. Again air traffic 
  controllers were tracking multiple unidentified flying objects, and they moved about on the 
  radar scope in ways that baffled the operators. They would sometimes just appear or 
  disappear; operators at Andrews AFB tracked the same signals. The Pentagon scrambled 
  fighters this time and two F-94 Starfires (two-seat night fighters equipped with radar) made 
  to intercept. As the fighters appeared on the scope at the Washington Airport control tower, 
  the UFOs disappeared. The F-94s had to return to base at which point the UFO targets 
  returned to the scope, something that frightened the operators who watched. A second 
  scramble was ordered, and this time the radar blips remained on the scope. One pilot 
  reported back: “Now I see them – they are directly ahead of me ...they appear to be 
  tremendous blue-white lights.” Soon after he reported that “They’re all around me now.” A 
  pause, then: “They appear to be closing in on me... What shall I do?”. At the tower they 
  could see the UFOs appearing to place themselves in a ring around his fighter, no-one in 
  the radar room knew what to do or what to advise. “They’re moving off now” he reported a 
  few minutes later, and with that the Starfires returned to base. The objects remained on the 
  scopes till 5 am.  
   
  Ten o’clock the next morning, General Landry at the request of President Truman, called 
  the Pentagon to find out what had just happened. The media were in a furore and a huge 
  press conference was held on July 29. Major General John Samford, Chief of Air Force 
  Intelligence held the conference along with radar, meteorological and intelligence experts. 
  The briefing explained the sightings away as a temperature inversion over Washington on 
  both nights, but later, a private internal report commented that “a study of the various 
  reports regarding the subject radar sightings does not allow a positive and final explanation 
  to be made.” 
   
   
   
   
   
   
   
  
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  Otis Air Force Base Intercept [1953] 
  In June 1953 a UFO was reported over Cape Cod and an F-94 Starfire was scrambled from 
  Otis Air Force Base to intercept it. At 1,500 feet the engine of the Starfire cut out and the 
  entire electrical system failed. Although the pilot, Captain Suggs, successfully ejected at low 
  altitude and came down in the backyard of a house, the home-owner had not heard the 
  plane crash. In fact the plane was never located and the radar operator, Lieutenant Barkoff 
  (the Starfire had a crew of two) was tragically lost along with it.  
   
   
   
  Kinross Air Force Intercept [1953] 
  Later that same year, on November 23, another saucer was spotted high over Lake 
  Superior. An F-89 Scorpion was scrambled from Kinross Air Force Base to intercept. The 
  Scorpion was an all-weather/night fighter fitted with radar and had a crew of two, pilot and 
  radar operator, in this case Lieutenant Moncla and Lieutenant Wilson. Radar operators on 
  the ground guided the crew toward the location of the mysterious object until they saw to 
  their horror that the radar return of the jet and of the UFO merged. The UFO was at 8,000 
  feet and 160 miles from Kinross Base. Both blips faded from the screen and no wreckage 
  or bodies were ever recovered.  
   
  Whatever the motivations of the invaders in the late 1940s, by 1952 
  their intentions seemed clear: intimidation. It is still unclear why 
  the alien menace did not launch a full scale ground attack on 
  Washington in July 1952, or why they do not do so now, but the boldness 
  and audacity of the flying saucers marked the public start of the 
  war. Before 1952 saucer sightings were scattered, unrelable and 
  military encounters were kept low key. After 1952 everone knew that 
  America faced an invasion from outer space, the president could not 
  feign ignorance of the threat and the USAF were ordered to do 
  something about it. The president was told about the Roswell wreckage, 
  the alien bodies and the evidence that Mantell’s F-51 Mustang had been 
  brought down by an alien weapon. Now almost everyone with any kind 
  of security clearance knew the secret! Project Pounce, the air force 
  campaign to intercept and shoot down flying saucers, was established 
  very soon after the Washington crisis. Kirtland Air Force Base was to 
  be the headquarters for this fight-back. 
  There is the possibility that the F-94 was lost in the lake, and that 
  some electrical fault caused the crash. But the fact that a saucer was 
  reported and pursued cannot be ignored. Do the invaders have the 
  ability to affect or nullify electrical systems? Other ground based 
  reports of auto ignitions, TVs and  radios sets being scrambled or cut by 
  the presence of a UFO would seem to suggest this. Is it a by product of 
  the saucer’s propulsion system? Or is it a directed weapon?  
  
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  Ellesworth Air Force Base Intercept [1953] 
  The radar station at Ellesworth AFB, east of Rapid City, received a report of an extremely 
  bright flying light near Blackhawk, 10 miles away. The station picked up the object on radar 
  shortly after as it moved slowly at around 16,000 feet. Two separate radar station plus an 
  observer on the ground linked by telephone all saw the bright object suddenly move toward 
  Rapid City. One senior radar operator, a Korean veteran, had not seen any radar return like 
  it before either in training or combat. An F-84 Thunderjet was called in to intercept and the 
  pilot soon saw the object for himself. The UFO began to climb away north from Rapid City 
  and the F-86 struggled to keep up until the pilot admitted defeat and returned to base to 
  refuel. To the shock of the radar controllers the UFO turned and began to follow the fighter! 
  Another fighter was available and its pilot, Lieutenant Needham, a veteran of the Second 
  World War and Korea was eager to see a flying saucer for himself.  
   
  The jet was airborne and the pilot spotted the bright UFO, but again it moved away at 
  speed keeping a regular distance between itself and the pursuing Thunderjet. Lieutenant  
  Needham carried out various tests to rule out it being a star, or a reflection of a light on the 
  ground, or from his own navigation lights and then he tried his A-4 radar-ranging gun sight. 
  Amazingly, it locked on to the object – it was real, not some kind of illusion. According to a 
  conversation he later had, this large blue-white light scared him more than the MiGs, Me 
  262s and Focke Wulfs he’d fought in combat.  He turned his Thunderjet back toward base. 
  The UFO was later picked up by air defence spotters a few miles west of Fargo moving 
  quickly.  
   
   
   
   
   
   
   
   
  This is something new, abduction of an entire airplane by a flying 
  saucer. This event inspired the famous scene in the Hollywood movie 
  This Island Earth, where the saucer uses an ‘attractor beam’ to pull in a 
  light plane and its passengers. Where are Moncla and Wilson now? Are 
  they prisoners of war, held in some flying saucer or interred on the 
  invaders’ home world, wherever that may be... 
  The air force has realised that a radar-ranging gun lock is definite 
  proof that the flying saucers are real, material threats. Excitement 
  amongst the USAF commanders intensified; if their pilots could target a 
  flying saucer, then they could certainly shoot it.  
  
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  CHARACTERS 
   
   
  “I am an American, fighting in the forces which guard my country and our way of life. I am 
  prepared to give my life in their defense.” 
  1st Article Code of Conduct 
   
   
  Anyone, anywhere on Earth might find themselves battling the invaders. A player character 
  might be a doctor in a small town in Idaho, a railroad worker in Michigan, a housewife in 
  Orange County, California. The invasion is still secret; the United States government dare 
  not issue a declaration of war against the extra-terrestrial menace for fear that America will 
  tear itself apart hunting for body-snatching invaders where there are none. Perhaps a 
  frightened population may even go as far as to overthrow the government in Washington. 
  With the battle against the invaders being fought anonymously and alone by civilians on the 
  home front, as well as a small number of government agencies that are privy to the truth, 
  games centred on tracking down invaders will focus on espionage, paranoia, deceit and 
  secret plots that must be uncovered.  
   
  Characters for a ‘secret war’ like this can be created using only the Traveller Main Book, 
  with guidelines given in this chapter to fit the new characters into 1950s America. The main 
  thrust of Attack Squadron: Roswell, though, is a very overt challenge to the invaders. US 
  Air Force pilots try to intercept alien flying saucers and then shoot them out of the sky. This 
  is visceral and exciting with crazy dogfights and manoeuvres not yet written in the USAF air 
  combat manual ... but a game needs more than just jet combat to sustain it. For this reason 
  the elite pilots of the 93rd Fighter-Interceptor Squadron have a second mission. With their 
  high security clearances and knowledge of the invaders, the pilots are also tasked with 
  investigating alien plots on the ground - all across New Mexico and the South-West. In 
  plain-clothes, the pilots can assume other identities to interview witnesses or suspects, 
  examine suspected invader technology and chase up unexplained mysteries that may lead 
  to the exposing of yet another invader plot to infiltrate or sabotage American society.  
   
  Creating fighter-pilots is done using the career in this chapter. Characters must select a 
  speciality and these reflect types of cross-training within the US Air Force that would make 
  a good alien-hunter and fighter pilot. Some may choose a technical specialty, becoming 
  aeronautical engineers, with a set of skills invaluable in assessing extra-terrestrial 
  technology. Some may opt for training in intelligence gathering, photo-interpretation, 
  reconnaissance and strategy that will be of great help when looking for evidence, 
  interviewing civilians and trying to detect the patterns and plans of the invaders. The two 
  USAF units that supply this type of training are detailed within the following chapter. The 
  final speciality is air combat; the fighter pilot is trained to innovate, to push his plane to the 
  limit, to maximise his weaponry and tactical situation to take down an enemy. He is a pure 
  fighter-pilot, skilled in air-to-air combat, ground attack and aerial tactics.  
   
   
   
   
   
  
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  Creating Fighter Pilots 
  A career sheet for a fighter pilot is provided on page 19. Follow the guidelines on TMB p.5 
  to create a character using that career. To fit into the specific time frame and organization 
  of the USAF, there are nine small changes that should be made.  
   
  1. Characteristics 
  Roll as normal, note that Social Standing of 11-15 indicates a family of high political office 
  or very great wealth.  
   
  2. Background Skills 
  Give only the following Background Skills to characters: Drive 0 and Gun Cbt 0. Anyone 
  with Edu 8+ will also have Library Use 0 (this is a new skill, see page 18).  
   
  3. Qualification 
  Automatic. In a fighter-pilot game, everyone needs to be a fighter-pilot!  
   
  4. Survival & Terms Served 
  Survival is automatic, do not roll. Instead roll 1d6 for the number of terms served before the 
  game begins.  
   
  1d6 
  1 
  2,3 
  4,5 
  6 
  Terms Served 
  2 
  3 
  4 
  5 
   
  5. Commission 
  Automatic within the first term, only officers can pilot jets in the 1950s. Do not allow for a 
  promotion in this first term, however.  
   
  6. Promotion 
  Characters can be promoted, but not in the first term. The upper limit on rank (for a game of 
  fighter pilots in the 93rd) is Rank 4 (Lt. Colonel). The squadron commander is a Colonel! 
   
  7. Events 
  Roll on the historical Event tables provided in this book. Note that, because they tie into 
  specific periods of air force history, a character will have to roll on a different Event Table 
  each term. For example, a pilot serving 3 terms would roll on one of the World War Two 
  tables first (select either the Pacific War or War in Europe, what do you fancy?), in his 
  second term he would roll on the Post-War table and in his third and final term he would roll 
  on the Korean War table.  
   
  8. Aging.  
  Impose strict aging rolls for any character reaching age 34 or 38.  
   
  9. Mustering Out 
  Pilots do not muster out, but instead gain $500 x Rank, in savings. They live in a small rent 
  free apartment on the base and drive a car that they’ve already paid for.  
   
   
   
   
  
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  Creating Other Air Force Personnel 
  Referees will often want to populate Kirtland Air Force Base with NPCs that aren’t fighter 
  pilots; the grizzled crew chief who greets them after each mission, the chaplain, their CO, 
  the nurse who has a crush on the young lieutenant, the fire chief who once saved a PC’s 
  life with his team of fire-fighters at the end of the runway, and so on.  
   
  Other fighter-pilots can be created using the career in this chapter and most other USAF 
  personnel can be created using the Army career on TMB p.12. Use the Officer skill table if 
  needed, and note that the Cavalry specialism adequately covers an air force officer who 
  has his wings. Most technicians and ancillary staff will be a part of the Support specialism. 
  All air force personnel will have Drive, Melee Combat and Gun Combat at 0. 
   
  Air Force Ranks in the 1950s  
  Rank 
  NCO 
  Skill or Benefit 
   
  Officer 
  Skill or Benefit 
  0 
  Basic Airman 
   
   
   
   
  1 
  Airman Third Class 
   
   
  Lieutenant 
  Leadership 1 
  2 
  Airman Second Class 
   
   
  Captain 
   
  3 
  Airman First Class 
  Leadership 1 
   
  Major 
  Tactics 1 
  4 
  Staff Sergeant 
   
   
  Lt. Colonel  
  5 
  Technical Sergeant 
   
   
  Colonel 
   
  6 
  Master Sergeant 
   
   
  General 
  Social Standing 10 or +1 Social 
  Standing, whichever is higher. 
   
   
   
  Creating Other Folk 
  It is possible to create player characters that are part of a civilian, rather than a military, 
  game, perhaps a group of journalists, spies or policemen investigating the machinations of 
  the invaders. To retain some character diversity it might be neat to mix character careers 
  together, the group of investigators (Americans either ‘in-the-know’ due to security 
  privileges, or due to an encounter with the invaders) could include an FBI agent, a car 
  mechanic, a New York Times reporter, a lawyer and perhaps even an architect.  
   
   
  1950s Career 
  Traveller Equivalent 
   
  1950s Career 
  Traveller Equivalent 
  Anthropologist 
  Scholar/Field Researcher 
   
  Manager 
  Citizen/Corporate 
  Army/Support 
  Army/Support 
   
  Performer 
  Entertainer/Performer 
  Army/Infantry 
  Army/Infantry 
   
  Physician 
  Scholar/Physician 
  Army/Cavalry 
  Army/Cavalry 
   
  Politician 
  Nobility/Administrator 
  Artist 
  Entertainer/Artist 
   
  Police Officer  
  Agent/Law Enforcement 
  FBI Agent 
  Agent/Intelligence 
   
  Rancher 
  Citizen/Colonist 
  Journalist 
  Entertainer/Journalist 
   
  Scientist 
  Scholar/Scientist 
  Mafioso 
  Rogue/Enforcer 
   
  USAF/Support 
  Army/Support 
   
   
   
  USAF/Officer 
  Army/Cavalry 
   
   
   
   
   
  
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  Skills 
  Traveller is set in the far future, not the 1950s, and because of this there are a number of 
  skills which will come up on the career skill tables which will need slight revision or 
  clarification.  
   
  Fifties Skill Table 
  Skill 
  Notes 
  Admin 
  Use as described in the Traveller Book 
  Advocate 
  Use as described in the Traveller Book 
  Animals 
  Use as described in the Traveller Book 
  Athletics 
  Use as described in the Traveller Book 
  Art 
  Photography replaces ‘Holography’ 
  Broker 
  Use as described in the Traveller Book 
  Carouse 
  Use as described in the Traveller Book 
  Comms 
  Use as described in the Traveller Book 
  Computers 
  No such skill exists in 1953; see Library Use 
  Deception 
  Use as described in the Traveller Book 
  Diplomat 
  Use as described in the Traveller Book 
  Drive 
  Specialities: Tracked or Wheeled 
  Engineer 
  Engineer is the design of large and complex mechanisms such as aeroplanes, 
  reactors, fuel pumps, radar systems etc. The skill combines electrical and 
  mechanical engineering. It is theoretical as well as practical.  
  Explosives 
  Use as described in the Traveller Book 
  Flyer 
  The character is a pilot. Select either Wing or Rotor. The first time a fighter pilot 
  takes Flyer it must be Wing. Rotor only available after 1945. 
  Gambler 
  Use as described in the Traveller Book 
  Gunner 
  Specialities include Naval or Air. Gunner (Air) includes the use of on-board 
  machineguns, cannon, rocket-pods and  ordnance such as bombs and napalm.  
  Gun Combat 
  No specialties.  
  Heavy Weapons 
  Specialities include Field Artillery or Launchers.  
  Investigate 
  Use as described in the Traveller Book 
  Jack of All Trades 
  Use as described in the Traveller Book 
  Language 
  Use as described in the Traveller Book 
  Leadership 
  Use as described in the Traveller Book 
  Library Use 
  Replacing Computers, Library Use is the skill of locating information in a book, a 
  library, an archive, a newspaper, in microfiche or in some other collection of 
  documents, such as a journal, diary or the documents of a deceased person.  
  Life Sciences 
  A single skill covering all forms of biology.  
  Mechanic 
  Use as described in the Traveller Book 
  Medic 
  Use as described in the Traveller Book 
  Melee 
  No specialities, the character can use this skill for all hand-to-hand combat.  
  Navigation 
  Use as described in the Traveller Book 
  Persuade 
  Use as described in the Traveller Book 
  Physical Sciences 
  A single skill covering physics, geology and chemistry.  
  Recon 
  Use as described in the Traveller Book 
  Science 
  Three specialisms: Life, Physical and Social. See separate entries.  
  Seafarer 
  Use as described in the Traveller Book 
  Sensors 
  In the 1950s this skill relates almost solely to the use of radar which is an 
  extremely complicated and difficult piece of equipment to read and interpret.  
  Social Sciences 
  A single skill covering archaeology, sociology, economics and history.  
  Stealth 
  Use as described in the Traveller Book 
  Streetwise 
  Use as described in the Traveller Book 
  Survival 
  Use as described in the Traveller Book 
  Tactics 
  Use as described in the Traveller Book 
  Trade 
  Typical 1950s trades include: construction, welding, cooking, shop-keeping, 
  farming, cattle-herding, carpentry, electronics etc.   
  Vacc Suit 
  When the USAF creates high-altitude pressure suits, this is the skill pilots will 
  need to operate them.   
  
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  The character is part of an elite group of USAF pilots assigned to the 93rd Fighter-Interceptor Squadron. The 
  squadron is part of Project Pounce. All are fine combat pilots, but some are also test and research pilots, 
  others double as photo-recon and air force intelligence officers. Uniquely, the pilots of this top secret project 
  are used both in the air to pursue flying saucers, as well as on the ground to investigate potential landings of 
  these alien disks.  
  Assignments: Choose one of the following: 
   
  Intelligence: You are a fighter pilot with military 
  intelligence training, capable of photo-recon as well as conducting 
  interviews and crash investigations. You are a member of the 
  4602nd Air Intelligence Service Squadron, headquartered at 
  Colorado, which collects intelligence for the air force.  
   
  Technical: You are a fighter pilot with expertise in aeronautical engineering, a test pilot and research 
  engineer who tries to get to grips with new technologies, whether ours...or ‘theirs’. You are a member of the 
  Air Technical Intelligence Center, headquartered at Wright-Patterson AFB, which analyses foreign technology.  
   
  Air Combat: You are a fighter pilot who practises new and innovative air combat techniques, both for 
  air-to-air encounters and ground attack.    
  SKILLS AND TRAINING 
   
  Advanced Education 
  Roll Personal Development 
  Service Skills 
  (Minimum Edu 8) 
  1 
  +1 Int 
  Athletics 
  Leadership 
  2 
  +1 Edu 
  Survival 
  Tactics 
  3 
  +1 Dex 
  Navigation 
  Admin 
  4 
  Melee 
  Gunner (Air) 
  Diplomat 
  5 
  +1 Edu 
  Medic 
  Persuade 
  6 
  Gun Combat 
  Sensors 
  Engineer 
   
   
  Specialist: 
  Specialist: 
  Specialist: 
  Roll Intelligence 
  Technical 
  Air Combat 
  1 
  Recon 
  Mechanic 
  Gun Combat 
  2 
  Investigate 
  Drive 
  Tactics 
  3 
  Deception 
  Engineer 
  Comms 
  4 
  Investigate 
  Sensors 
  Gunner (Air) 
  5 
  Flyer 
  Flyer 
  Flyer 
  6 
  Library Use 
  Mechanic 
  Gunner (Air) 
   
  Rank 
   USAF Fighter Pilot  
  Skill or Benefit                     
  1 
   Lieutenant 
  Flyer 1, Gunner (Air) 0, Navigation 0 
  2 
   Captain 
  - 
  3 
   Major 
  - 
  4 
   Lt. Colonel 
  Tactics 1 
  5 * 
   Colonel 
  - 
  6 * 
   General 
  Social Standing 10 or +1 Social Standing, whichever is higher 
  * Not available to player characters 
   
  Terms 
  Served 
  Use these Event Tables ... 
  1st Term 
  2nd Term 
  3rd Term 
  4th Term 
  1 
  Korean War 
  - 
  - 
  - 
  2 
  Post-War 
  Korean War 
  - 
  - 
  3 
  WW2 
  Post-War 
  Korean War 
  - 
  4 
  Pre-War 
  WW2 
  Post-War 
  Korean War 
  CAREER PROGRESS 
  Enlistment 
  Automatic 
  Survival 
  Automatic 
  Commission 
  Automatic  in term 1 
  Promotion 
  Edu 7+ 
   
   
  Fighter Pilot 
  - Project Pounce - 
  
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  EVENTS – PRE-WAR                                                                     1937-1940 
  2d6 Events 
  2 
  Assigned to coastal patrol missions; much to the annoyance of the US Navy you are first to locate a 
  stricken US warship. Gain a US Navy intelligence officer as a Rival. 
  3 
  Newly delivered P-36 Hawk fighter planes seem to be plagued with problems that need fixing as they 
  occur. Roll Int 6+ to gain Mechanic 1.  
  4 
  You master instrument flying and are asked to teach the technique to new pilots. Gain +1 Int. 
  5 
  You push the new Bell P-39 Airacobra (the fighter that the air force would enter the war with) to its limits 
  during intensive trials. Make a Flyer 6+ roll; if successful you gain Flyer 1, if not successful you destroy 
  one of the new and expensive planes, -1 on next promotion attempt.  
  6 
  You are ordered to assist in trialling new aeronautic concepts. Make an Int 7+ roll and if successful gain 
  Engineer 1.  
  7 
  Life Event 
  8 
  Help with the first aerial survey of America. Gain either +1 Int or Recon 1.  
  9 
  During an Air Mail strike USAAC pilots take on those duties, but the planes and routes are unfamiliar. 
  Accidents threaten to seriously damage the reputation of the air force. Roll Flyer 7+ or face a -2 on this 
  term’s promotion roll, penalty for bringing the USAAC into disrepute.  
  10 
  Long distance flight training across America; +1 End  
  11 
  You practice intensively for dive bombing attacks; gain Gunner (Air) 1.  
  12 
  Procedures and regulations established by the USAAC are still pretty basic in the late 1930s. Through 
  no fault of your own you are involved in a crash landing, roll on the Injury Table.  
  EVENTS – WORLD WAR 2/WAR IN EUROPE                            1941-1944 
  2d6 Events 
  2 
  Debriefed by air force intelligence after shooting down a Luftwaffe Me163 Komet rocket-powered 
  interceptor. Gain an Ally in military intelligence.  
  3 
  Serve in a top squadron that recognizes real flying talent. Roll Edu 8+ and if successful gain Leadership 
  1.  
  4 
  Despite suffering a wound, you pursue a flight of Focke-Wulfs that are diving on a squadron of B-17 
  bombers that you are ordered to protect. You are awarded the Bronze Star and gain Soc +1. 
  5 
  Go it alone for a glory-hunting expedition, abandoning your comrades in search of kills. Gain a 
  reputation as a killer. Gain your wingman a Rival, who you allowed to be shot down, but gain also the 
  Distinguished Service Cross (Air Force), second most prestigious award after the Medal of Honour.    
  6 
  Gain a reputation after D-Day for extremely fast and low-level ground attacks or recon flights. They pick 
  branches and leaves out of your carburettor after each mission. Gain Flyer 1.   
  7 
  Life Event 
  8 
  Captured as a prisoner-of-war after being shot down over France or Germany. Roll Dex 9+ to escape. If 
  you escape, gain Deception 1; if not gain +1 End.  
  9 
  Buzzed by ‘foo fighters’ while flying a mission over Germany. You talk about it to your friends and to the 
  press, and for some reason you gain a -1 on this term’s promotion roll.  
  10 
  Work with an up-and-coming scientist to develop a new bomb sight for dive-bombing. Gain an Ally.  
  11 
  Losses in the squadron are high and officers are being killed daily. Automatic increase in rank this term.  
  12 
  Shoot down a US plane by mistake. Gain an Enemy.  
  
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  EVENTS – WORLD WAR 2/PACIFIC                                            1941-1944 
  2d6 Events 
  2 
  You help defend against the Japanese attack on Pearl Harbour in a P-40 Warhawk; +2 on your 
  promotion roll this term.   
  3 
  Although your squadron is decimated by an ambush of Japanese A6 Zeros, you single-handedly shoot 
  down three Ki-21 ‘Sally’ bombers. You are awarded the Bronze Star and gain Soc +1 
  4 
  You shoot down a famous Japanese commander, gain +1 Soc.  
  5 
  Before a big mission flying from Guadalcanal, your realise another pilot is feigning illness in order to 
  avoid combat. Do you report him? If yes then gain him as an Enemy. If no, then roll Flyer 7+ or be shot 
  down for lack of a wingman.  
  6 
  Your squadron leader becomes dangerously unhinged due to combat stress and your fellow officers 
  create a cabal to remove him. Do you join the mutiny? If not, your loyalty is rewarded by the officer with 
  a +2 on this term’s promotion roll. If you do join, then roll Int 6+ to explain your actions at a court-martial. 
  Succeed and you are seen as an ambitious officer, gain Social Standing +1; fail and you cannot gain 
  promotion this term.  
  7 
  Life Event 
  8 
  You are one of several pilots asked to tour the United States in a bid to encourage the public to buy war 
  bonds and support the war effort. Gain Persuade 1.  
  9 
  You are shot down by Japanese anti-aircraft fire, but you escape  
  10 
  Heat, disease and unsanitary conditions at your rough Pacific island base results in a permanent -1 
  End.  
  11 
  Your airfield is over-run by Japanese forces and you are forced to fight for you life. Roll Str 8+ and if 
  successful gain Gun Combat 1 or Melee 1; if unsuccessful roll on the Injury Table.  
  12 
  Forced to ditch in the ocean after fuel tank damaged by Japanese A6 Zero. Roll End 8+ to gain  
  Survival 1. 
  EVENTS – POST-WAR                                                                   1945-1949 
  2d6 Events 
  2 
  An opportunity to train with the US Navy (bitter rival of the newly formed USAF) comes up, you gain a 
  knowledge of Navy codes, procedures and organisation as well as a Navy Contact.  
  3 
  Assist in the search for a crashed airliner; roll Recon 7+ and if successful gain a Contact in civil aviation 
  as well as +2 on your promotion roll this term.  
  4 
  Help evaluate captured Luftwaffe aircraft at Edwards AFB. Roll Flyer 9+; if successful the trials were 
  positive, gain a research engineer as a loyal Ally. If failed, there is an accident: roll on the Injury Table.  
  5 
  Involved in political intrigue at a base in occupied Japan or Germany. Roll Deception 8+ and if 
  successful gain a Contact in the CIA. If you fail, then gain a Rival.  
  6 
  Uncover unfair or brutal treatment of civilians in occupied Japan or Germany. Do you stay quiet? If so 
  gain Deception 1. If you speak out you gain Investigate 1.  
  7 
  Life Event 
  8 
  You are based in the German Occupied Zone after the war and see a lot of the country and its people. 
  Gain a smattering of the German language and either Carouse 1, Gambling 1 or Streetwise 1.  
  9 
  Your unit demobilizes a large number of veteran officers, ready to leave the military and join civvie 
  street. You gain automatic promotion this term 
  10 
  Flying a P-51D Mustang, you are based in China throughout 1945, defending the Allied air supply route 
  from India over the Himalayas into China. Gain Flyer 1. 
  11 
  You help a German scientist link up with US operatives from Operation Paperclip which recruits German 
  scientists and engineers like Werner von Braun for America’s own programs. Gain this prestigious 
  scientist as an Ally.  
  12 
  Asked to participate in the establishment of Project Sign in 1947. Gain Admin 1.  
  
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  EVENTS – KOREAN WAR                                                             1950-1953 
  2d6 Events 
  2 
  You are intensively trained to fly a number of dangerous missions across the Yalu River into North 
  Korea. Pick up a skill, either Navigation 1 or Recon 1. 
  3 
  Despite serious damage to your plane you continue to press the attack to drive a flight of MiGs away 
  from the B-29 bombers you are ordered to protect. You are awarded the Silver Star and gain Soc +1. 
  4 
  You are involved in some of fiercest dogfights of the Korean air war in ‘MiG Alley’ (the region where the 
  Yalu River meets the Yellow Sea). Gain Flyer 1 or Gunner (Air) 1.  
  5 
  A civilian engineer works with your squadron to improve engine efficiency in your planes. Roll Edu 8+ 
  and gain Engineer 1 if successful, gain a Contact if not successful.  
  6 
  Suspicion of being a communist sympathizer falls unfairly and unjustly on you. There is no chance of 
  promotion for you at all this term.  
  7 
  Life Event 
  8 
  Your commander and his executive officer are constantly at loggerheads. Gain Diplomat 1 as you try to 
  stay out of it!  
  9 
  You are part of a rescue flight to recover a downed American pilot, roll Gunner (Air) to suppress enemy 
  troops and if successful gain an Ally.  
  10 
  Your squadron is poorly supplied with ex-World War Two planes. Gain Jack-of-Trades 1 as you attempt 
  to improvise with the out-dated equipment you’ve been given.  
  11 
  Your plane is badly shot up in a MiG ambush whilst you are with a squadron of B-29 Superfortresses 
  crossing into North Korea. Roll Flyer 7+ to survive the attack and get your plane back to base, otherwise 
  you crash and must roll on the Injury Table.  
  12 
  Terrible winter weather forces you and your unit to use improvisation to keep your planes running. Roll 
  Int 8+ and if successful gain Mechanic 1. 
  
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  Captain Frank Goodman 84B575 Age 26  
  2 terms 
  Flyer 1, Gunner (Air) 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.  
   
   
   
   
   
  Lieut. Colonel Dean Myers 4856C5 Age 30 
  3 terms 
   
  Flyer 2, Sensors 1, Mechanics 2, Tactics 2, Gunner (Air) 1 
   
  Dean is a slim, blonde-haired pilot with an air of confidence. Dean 
  escorted B17s during the war in Europe and once assisted an 
  engineering team to carry out various technical and engineering 
  refinements on the gun-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 ‘45 Dean flew Mustangs in China 
  defending the air route over ‘the Hump’, the Himalayas. With a 
  promotion to major, Dean transferred to a different fighter squadron 
  where he oversaw trials of a radar gun sight. 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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  PROJECT POUNCE 
   
  “If it flies it dies” 
  Air Defence Command saying 
   
  After the flying saucer over flights of Washington in the summer 
  of 1952 the US Air Force began to treat reports of flying 
  saucers seriously and intercept any that appeared on its radar 
  scopes. Colonel William A. Matheny, commander of the 34th 
  Air Defence Division, was the architect of the plan to actually 
  photograph and then shoot down invading flying saucers. He 
  called the program ‘Project Pounce’. Matheny was firmly 
  convinced that the UFO’s were real and that they were 
  interplanetary space ships. His top secret defence plan called 
  for a special squadron of stripped down F-94C’s that would be 
  on stand-by to chase the UFO’s. The plan went through Central 
  Air Defence Headquarters and even up to Air Defence 
  Command Headquarters, but it was rejected because of the non-availability of the aircraft.  
   
  In Attack Squadron: Roswell Matheny’s plan is put into practice and the squadron tasked 
  with this other-worldly mission, the 93rd Fighter-Interceptor Squadron, soon racks up some 
  kills...  
   
  93rd Fighter-Interceptor Squadron 
  During the Second World War the squadron flew missions in 
  P-38 Lightnings across North Africa with the Twelfth Air 
  Force before supporting the landings at Anzio in 1944. The 
  93rd was then transferred out to India and on to China to join 
  the Fourteenth Air Force in its defence of the Allied air route 
  between India and China. Flying P-47 Thunderbolts, the 
  squadron aided Chinese ground forces in their fight against 
  occupying Japanese forces.  
   
  After the war the squadron received P-51 Mustangs and flew 
  air defence missions from the Hawaiian Islands. In 1949 this 
  idyllic posting came to an end and the squadron was 
  reassigned to the Ninth Air Force, to be stationed at Kirtland AFB, New Mexico. Although 
  the 93rd was re-equipped with F-80 Shooting Star jet aircraft, by 1951 it had received the 
  newer North American F-86A Sabre day-interceptors. The mission of the 93rd was of crucial 
  national and strategic importance; it was responsible for the defence of the atomic weapon 
  testing centres of Sandia National Laboratories that were located at Kirtland AFB. This 
  would be a key target for nuclear-armed Russian bombers should war break out.   
   
  In Attack Squadron: Roswell, the 93rd becomes a unique test-bed for anti-saucer 
  technologies and tactics, with Colonel Matheny in overall charge. Pilots are given training in 
  foreign technologies by the Air Technical Intelligence Center (ATIC) and in intelligence 
  gathering by the 4602nd Air Intelligence Service Squadron, all in order to investigate UFO 
  phenomena and alien espionage on the ground. No other pilots in the USAF have this dual 
  
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  role, but the training and knowledge these pilots have regarding the invaders means they 
  are equally valuable investigating the nefarious plots of the invaders in the South-West as 
  they are shooting down flying saucers that attempt to land their agents in remote locations. 
  It is not just the unique ground-based missions that highlight the strange status of the 93rd; 
  its pilots are provided with a mix of the most modern American fighter types in an attempt to 
  discover what will best counter the flying saucer threat. No other USAF squadron flies a mix 
  of aircraft but the 93rd is an experimental elite unit on the cutting edge of aerial warfare - 
  warfare against beings from another world. If the 93rd cannot bring down invading saucers 
  then the fate of the United States of America is grim indeed.  
   
   
  Kirtland Air Force Base 
  Named after Colonel Roy Kirtland, an early army aviator, 
  Kirtland Air Force Base (AFB) is today on the very cutting 
  edge of America’s defence. It is at this air base that nuclear 
  weapons ready for testing are loaded onto test aircraft and 
  either flown out to some remote test site.This gives Kirtland 
  the honour of leading humanity’s charge head-long into the 
  Atomic Age. The Armed Forces Special Weapons Project 
  (later the Defence Atomic Support Agency, then the Defence 
  Nuclear Agency, then the Defence Special Weapons Agency, 
  and currently the Defence Threat Reduction Agency) 
  operated Sandia Base and provided support to the Secretary 
  of Defence, Joint Chiefs of Staff, and military departments in matters concerning nuclear 
  weapons, nuclear effects, and testing. 
   
  In 1947, the new aircraft requiring modifications to mate them with nuclear weapons 
  included the first B-36, the world's largest land-based bomber, which arrived at Kirtland in 
  September 1948. That airplane was accompanied by the first B-47 jet bomber in December 
  of that year. 
   
  It became evident that the Air Force's primary weapons were to be nuclear. Kirtland 
  continued to expand as Air Force responsibilities for delivery of nuclear weapons increased. 
  The pioneering agencies which had occupied the base since early 1946, gaining 
  information on nuclear weapons development and employment, now constituted the 
  greatest body of knowledge and training capability available anywhere. 
   
  The military air base is located just outside of Albuquerque city, New Mexico, and is 
  adjacent to Albuquerque airport. During the war, the base trained bomber crews and saw 
  Liberators and B-29s on the tarmac. Because Kirtland was the closest large airport to Los 
  Alamos, 75km to the north-east, its runways and bomb loading pit supported the Manhattan 
  Project atomic bomb program during 1944 and 1945. It also became an important staging 
  ground for the ferrying of men and material to various testing sites. As work at Los Alamos 
  progresses on the refinement and development of smaller, better atomic devices, Kirtland 
  continues to support its development and testing. All tests flown from Kirtland are dropped 
  at the Nevada Test Site where they are evaluated and monitored. The 4925th Test Group 
  (Atomic) flew B-50 bombers in drop tests, fitted atomic weapons to aircraft and conducted 
  aerodynamic and atmospheric testing. The group was established within a high security 
  double-barbed-wire-fence complex on the base, dubbed “Area Charlie”.  
   
  
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  A complete listing of all the units assigned to Kirtland AFB in 1953 follows: 
   
   
  93rd Fighter-Interceptor Squadron 
   
  690th Aircraft Control and Warning Squadron 
   
  4901st Support Wing (Atomic) 
   
  4925th Test Group (Atomic)  
   
  4905th Maintenance and Supply Group 
   
  4910th Air Base Group 
   
  34th Air Division Headquarters 
   
   
  Walker Air Force Base 
  Named after Medal of Honour recipient General Kenneth 
  Walker, Walker AFB is located 13km south of Roswell, New 
  Mexico. During World War Two the base was used to train 
  bomber crews, but also contained a prisoner of war camp 
  for Axis soldiers captured in North Africa. The 509th 
  Composite Group which had been developed to drop the 
  first atomic bombs, relocated from the Pacific to Roswell 
  straight after the war. The group became the foundation of 
  Strategic Air Command (SAC) and is currently upgrading 
  from B-29Ds to B-36 Peacemakers.  
   
  In May 1946, the air force gave SAC the responsibility of delivering the atomic bomb. Only 
  one of the command’s bombardment units, the 509th at Walker Air Force Base, was trained 
  and ready for the atomic bomb mission. Walker, and Kirtland to the north at Albuquerque, 
  would quickly become the bases around which this mission centered.  
   
  A complete listing of all the units assigned to Walker AFB in 1953 follows: 
   
   
  686th Aircraft Control and Warning Squadron 
   
  6th Bombardment Wing  (24th, 39th, 40th Squadrons) 
   
  509th Bombardment Wing (393rd, 715th and 830th Squadrons) 
   
  The 509th was perfectly sited. The USAF’s first atom-bomb capable bomber wing was 
  located close to both the Los Alamos Laboratory where the bombs were being developed 
  as well as the Nevada grounds where they were tested. It was also close to Kirtland AFB 
  and Sandia Laboratories where the bombs were turned into weapons that could be carried 
  inside air force bombers.   
   
   
   
   
   
   
   
   
   
   
  
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  4602nd Air Intelligence Service Squadron  
  On January 3, 1953, Air Defence Command Regulation 24-4 
  created the 4602nd Air Intelligence Service Squadron. This 
  special unit was given a wartime mission of investigating 
  crashed enemy aircraft, interviewing the crews or any 
  witnesses to enemy aircraft activity and the examination of 
  recovered documents and hardware. Outside of participating 
  in simulated training problems, this unit had no real peacetime 
  mission. By March 1953, the decision was made to use the 
  4602nd AISS in UFO investigations and a working agreement 
  now exists between the 4602nd AISS and the Air Technical 
  Intelligence Center (ATIC) which examines and tests foreign 
  aircraft captured in wartime. The 4602nd will assist ATIC in 
  whatever way it can. 
   
  The 4602nd has its headquarters at Ent Air Force Base near Colorado Springs, which is also 
  headquarters of the entire Air Defence Command of the United States. The 4602nd is 
  commanded by Lieutenant Colonel John M. White. Because the officers and men of the 
  intelligence squadron have to be located over a wide area to respond to any crashed 
  aircraft or intelligence opportunity that might arise, the unit has nineteen strategically 
  deployed intelligence teams (‘flights’), their locations are based on a study of prime target 
  areas coupled with a desire for maximum area coverage.  The vital North-East Area is 
  covered by the greatest number of teams, while the Central and Western Defence Zones 
  are covered by fewer teams.  These teams or ‘flights’ are designed to be the basic field 
  collection unit for the exploitation of crashed enemy aircraft and captured enemy 
  personnel.  They are are highly mobile and self-supporting.  Flight 2-D is currently based at 
  Kirtland AFB, New Mexico and is supported by the 34th Air Division.  
   
  Members of Flight 2-D sift through reports and create intelligence briefings on saucer 
  activity that they then transmit to HQ at Colorado Springs. In turn they receive briefings, 
  orders and reports from Colorado that may help and assist the 34th Air Division, and the 
  defence of Sandia Labs and New Mexico in general. The officers and men provide 
  intelligence and advice on the invader threat to both General Matheny, commander of the 
  34th Air Division, to the commander of the 93rd Fighter-Intercept Squadron and to those 
  pilots who have been cross-trained with the 4602nd (those player characters who selected 
  the Intelligence specialization). The 4602nd is not some nefarious secret UFO organization; 
  it provides reliable and timely reports that may help in the battle against the invaders. Quite 
  often tip-offs from the 4602nd will result in the investigation of a new invader plot or attack, in 
  other words, the 4602nd can be a great source of scenarios! 
   
  “When you are an Intelligence Officer, security breaches or carelessness in the handling of 
  classified material cannot be tolerated and will result in the most serious of consequences. 
  Each of you is responsible for an active security training and indoctrination program within 
  your respective units,” 
  4602D AISS CLASSIFIED DOCUMENT LOG # 55-0687 
   
   
   
   
   
  
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  Air Technical Intelligence Center (ATIC) 
  During World War Two, a unit within the air force was set up to 
  analyse foreign weaponry and technology. The most famous 
  World War Two technical intelligence missions in Europe were 
  Operation Lusty and Operation Paperclip. The former gathered 
  German aircraft from the battlefield and sent them back to 
  Wright Field for study. Best known of these aircraft was the 
  Messerschmitt 262 jet fighter, but other jets, rocket planes and 
  concept designs were also retrieved. Operation Paperclip 
  brought more than two hundred German scientists and 
  technicians to Wright Field so that they could collaborate with 
  their 
  American 
  counterparts. 
  Initially 
  assigned 
  to 
  the 
  intelligence branch, most of the scientists eventually went to work in the various Wright 
  Field labs. At the end of the 40s intelligence efforts turned increasingly toward the emerging 
  technological threat posed by the Russians.  
   
  The technical division at Wright Field also opened an office in July 1947 for the study of 
  unidentified flying objects (UFO). Called Project Sign, it was the first official, formal 
  investigative body concerned with the mystery of unidentified flying objects. It operated 
  formally for about one year, throughout 1948. During that year Project Sign collected 
  reports on a large number of cases, conducted on-site investigations and a large number of 
  interviews. It also attempted to analyse the UFO phenomenon in new ways. At the end of 
  1948 the personnel at Sign came to a startling conclusion. They created an ‘Estimate of the 
  Situation’ which was dispatched to their superiors in the Pentagon. The conclusion of the 
  Project Sign report: the flying-disk phenomenon was caused by some extra-terrestrial 
  agency. The ‘Estimate of the Situation’ created a stir in the Pentagon and the authorities 
  there were unwilling to accept its conclusions with the result that the document was kept 
  under wraps and new projects were begun to officially debunk the flying saucer threat. 
  These later projects were titled Project Grudge and Project Blue Book.   
   
  In May 1951, the technical division that investigated and examined foreign technology was 
  reorganized and renamed as the Air Technical Intelligence Center (ATIC). Unknown to the 
  public, ATIC explained away flying saucer sightings through Project Bluebook, but in reality 
  had begun to examine actual extra-terrestrial technology recovered piecemeal from various 
  locations in the United States. Of the greatest value to ATIC engineers and scientists is the 
  wreckage of the flying saucer that crashed at Roswell, New Mexico in 1947. Flown first to 
  Roswell Army Air Field, then to Fort Worth, Texas and then on to Wright Field, the 
  wreckage is the most important piece of extra-terrestrial evidence the USAF has gained so 
  far. Although the Roswell wreckage was being studied as Project Sign conducted its 
  research, there was no flying saucer activity at or near the crash site according to witnesses 
  and no link had yet been made between the alien wreckage and the UFO phenomenon. 
  Was Roswell an isolated incident? Or were we under surveillance prior to some extra-
  terrestrial invasion?  
   
  ATIC is a part of the Air Research and Development Command which is headquarted at 
  Wright-Patterson AFB. It reports to the ARDC’s Intelligence Department at the base. The 
  commander of ATIC is Brigadier General Harold Watson. His technical experts are on hand 
  to receive any extra-terrestrial technology, whether part of a crashed saucer, some piece of 
  equipment or perhaps even the bodies of actual invaders. The Air Technical Intelligence 
  Center has the use of a C-119 Flying Boxcar for collection of wreckage or large pieces of 
  
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  invader technology, as well as two Beechcraft C-45s used for the transportation of 
  personnel or small items.  
   
  Like the 4602nd Intelligence Squadron, ATIC receives pilots from the 93rd Fighter-Interceptor 
  Squadron at Kirtland AFB as well as other USAF personnel of sufficiently high security 
  clearance and runs them through a complete orientation and training program. They 
  become technical ‘liaison officers’ for ATIC. Candidates often have an engineering 
  background, and are taught how to interpret, understand, recover and perhaps even 
  attempt to use the technology of the invaders. It is clearly superior to ours. ATIC is always 
  pleased to hear from its liaison officers and will often offer to send assistance or technical 
  personnel to Kirtland should anything of great interest or value be recovered by pilots there.  
   
  “Evidence. The existence of physical evidence will be promptly reported. Suspected or 
  actual items of material which come into possession of any Air Force echelon will be safe 
  guarded in such manner as to prevent any defacing or alteration which might reduce its 
  value for intelligence examination and analysis.” 
  AFR 200-2, 26 August 1953 
   
   
  The Chain of Command 
  In Washington, President Eisenhower and Vice President Nixon stand at the head of the 
  armed forces of the United States. They rely on the Secretary of Defence, Charles Wilson, 
  to act as intermediary between the armed forces and government. Harold Talbott is the 
  secretary of the air force who is intimately responsible for air force-government relations, 
  operations and decisions. These politicians turn to the Joint Chiefs of Staff in Washington 
  for military advice; General Vandenberg is the USAF representative on the Joint Chiefs.  
   
  The USAF is divided into various major commands, but the command responsible for the 
  defence of the United States against aerial attack is Air Defence Command, directed and 
  controlled from Ent Air Force Base at Colorado Springs, Colorado state. The defence of the 
  nation is divided between three zones, Western Air Defence Force, Central ADF and 
  Eastern ADF. Kirtland and New Mexico sit within the jurisdiction of the Central ADF, 
  headquarted at Kansas City, Missouri. Responsible for the defence of the central United 
  States, the Central ADF extends south from New Mexico, Texas, Louisiana, Mississippi, 
  Alabama and Georgia northwards to the Canadian border. This vast area is divided up into 
  smaller zones of defence, each controlled by one of six Air Divisions.  
   
  The 34th Air Division protects New Mexico and Arizona, most of Colorado and Utah and a 
  portion of West Texas. This includes Los Alamos, the Sandia Laboratories at Kirtland Air 
  Force Base, the White Sands Testing Grounds and Biggs, Walker and Davis-Monthan Air 
  Force Bases. In its role of air defence over a crucial strategic region of the USA, the 34th Air 
  Division controls seven fighter-interceptor squadrons, a single missile squadron and twenty-
  four radar and tracking squadrons.  
   
  Player characters are pilots within the 93rd Fighter-Interceptor Squadron. It is commanded 
  by Lt. Colonel ‘Bones’ Marshall and based at Kirtland AFB, which is also the headquarters 
  of the 34th Air Division. The squadron has around sixteen planes on active duty (there are 
  several more being repaired or on over-haul), split into groups of around 3 or 4. These 
  ‘flights’ are referred to as ‘Alpha Flight’, ‘Bravo Flight’, etc. and are each commanded by an 
  officer of rank Captain or Major. The team of player character pilots will form a single flight 
  
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  and fight and fly together. The squadron executive officer is a Major and the flight chief, in 
  charge of maintenance and the airmen who service the jets of the squadron is a Senior 
  Master Sergeant.  
   
   
   
   
   
   
   
   
   
  
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  FLYING THE JETS 
   
  History of the Jet Fighter 
  Jet fighters, the start of a new age! Not really. Jets had been on the cards right throughout 
  World War Two and although they were still a new technology by 1950 they were already in 
  their second generation. The fast jets of the Korean War aren’t looking ahead to the military 
  aircraft of the modern age. They are in fact the very last gasp of the eyeball-to-eyeball 
  dogfighting fighter planes of World War Two, aerial combatants fighting with cannon and 
  machineguns, pilots spotting their enemy through breaks in the cloud or directed into 
  position by ground control, and kills made by getting in close behind an enemy. By the late 
  1950s, these tactics really were old school and a new era of on-board radar and heat-
  seeking or radar-tracking anti-aircraft missile was born. It’s been with us ever since.  
   
  Intercepting Bombers 
  Fighters like the F-84 Thunderjet, the F-86 Sabre, the F-89 Scorpion and the F-94 Starfire 
  were designed as fighter-interceptors. Their mission in the late 1940s and the early 1950s 
  (before the advent of atomic weapon delivery by ballistic missile) was to shoot down 
  incoming Russian long range strategic bombers. Hundreds of these Tupolev Tu-4s were 
  manufactured, each a perfect copy of three Boeing B-29 Stratofortresses that had made 
  emergency landings in neutral Russia during World War Two.  In 1952 these out-dated Tu-
  4 planes began to be replaced with the ground-breaking turbo-prop bomber named the 
  Tupolev Tu-95 ‘Bear’, capable of flying from Russia over Alaska or Canada to drop atomic 
  bombs on Seattle, Washington or Denver. Just as in World War Two, these atomic 
  bombers would have to fly high and fast to avoid anti-aircraft fire from American defences. 
  Fast jets armed with machineguns, cannon or (a new innovation for the USAF) salvoes of 
  folding fin rockets, would try to destroy these Russian war birds.  
   
  The first operational jet, the F-80 Shooting Star, saw service in late 1944 and 1945 and 
  equipped many fighter-interceptor squadrons prior to 1950. By that date, however, a 
  second generation of jets were entering service that left the F-80 behind. The Korean War 
  became a testing ground for this new series of jet fighters.  
   
  The Korean War 
  When Japan surrendered it was forced to give up its hold on Korea and the peninsula was 
  divided up, like Berlin, between Russia in the north and the United States in the south. The 
  division ran along the 38th parallel. Both sides established their own form of government in 
  their respective zone, sowing the rivalry and mistrust that led to war in June 1950 when 
  North Korean forces crossed the 38th parallel and invaded the south. Korea was a shock to 
  the US and to the other nations that tried to halt the Russian-backed invasion under the 
  auspices of the fledgling United Nations.   By August, UN forces had been pushed far south 
  to the port of Pusan and were in danger of being over-run. Logistical support and a 
  renewed offensive at Inchon spearheaded a fight-back that saw UN forces crossing the 38th 
  parallel themselves in October to drive the communist armies northwards to the Yalu River. 
  This formed the border between North Korea and China, its northern neighbour. 
  Threatened with this United Nations military presence, Chinese troops entered the war on 
  the side of their North Korean brothers, crossing the Yalu River and attacking the allies with 
  overwhelming force. During November and December US troops fought a running battle 
  
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  with the Chinese army as it retreated back south behind the 38th parallel.  From July 1951 
  to July 1953 the war continued, punctuated by negotiations and peace-talks as well as 
  some major battles. Yet neither side could gain enough momentum to seize the entire 
  Korean peninsula. On July 27, 1953 the Korean War armistice was signed, dividing Korea 
  into North and South along the 38th parallel. Northwards a communist, Chinese aligned-
  nation faced a democratic, American-aligned nation in the south. The war was over, and 
  other than the great powers sharpening their knives, testing their military machines and 
  sending many men to their deaths, the borders and the overall political situation remained 
  just as it had been in the spring of 1950, before the start of hostilities.   
   
  During the Korean War USAF B-29s dropped more napalm and bombs on North Korea 
  than they did during the whole Pacific campaign of World War Two. General MacArthur, 
  running the war from Japan, was keen to see the war expand to include attacks on Chinese 
  territory and his proposed bombardment would include the use of atomic strikes. President 
  Truman relieved MacArthur of his command.  
   
  The F-80 Shooting Star fared badly against the new Russian supplied jet, the stunning MiG-
  15. Some of these jets were being secretly flown by Russian pilots, veterans of the Patriotic 
  War against Hitler, whilst others were flown into battle by green pilots of the Chinese Air 
  Force. The MiGs began shooting down the slow and clumsy B-29s, while new American 
  jets like the F-84 Thunderjet and F-86 Sabre tried to protect them. They flew escort 
  missions, just as P-47 Thunderbolts and P-51 Mustangs had done in the skies over 
  Germany in World War Two. MiG and F-86 Sabre seemed well matched, different kill ratios 
  probably being accounted for by the different levels of pilot training.  The second generation 
  jets of the early ‘50s are fast and agile, but only the F-86 Sabre is capable of supersonic 
  flight, and then only in a steep dive. Even so, compared with the complex piston propeller 
  engines of World War Two, the turbojets of the early ‘50s are easier to maintain and more 
  trouble free.  
   
  What’s on the horizon? Well, new developments such as the A-4 radar gun sight are here 
  to stay; this provides exact range data on a target. Some aircraft like the F-86D or the F-89 
  Scorpion have been fitted with nose-mounted search radar allowing them to find and 
  intercept targets that they cannot see, at night, in bad weather or in the fog, for example. 
  Night fighters were a feature of World War Two aerial combat; it isn’t surprising that they 
  are a part of America’s defence against Russian invaders. Radar sets are still bulky, 
  however, and the complexity of their interpretation and operation requires the skills of a 
  second crewman, a radar officer. The F-86D is a one-man plane and it forces the pilot to 
  carry out both tasks at a penalty, but most other all-weather interceptors include an extra 
  crewman for this purpose.   
   
  Compared to modern day fighters or fighter-bombers, the jets of 1953 are woefully under-
  equipped. Navigation is by map-reading and radio beacon, there is no satellite navigation. 
  Only all-weather nightfighters have radar, and that is designed to find enemy aircraft. 
  Terrain following radar and forward looking infra red imaging that allows fast low level flight 
  at night, does not exist. Computer displays giving the positions of enemy aircraft or any kind 
  of waypoint system do not exist. This is World War Two air combat – at high speed! 
   
   
   
  
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  Aircraft of the USAF 
  Some of the most important aircraft used by the USAF are described below, followed by 
  their Vehicle Record Sheets which provide the planes with Traveller attributes and 
  statistics.  
   
  FIGHTERS 
  Republic F-84G Thunderjet - Early versions of the Thunderjet were plagued with problems 
  and the USAF had to wait until the upgraded F-84G was introduced in 1951 to get the 
  fighter it wanted. During the Korean War this jet proved a capable ground strike aircraft, it 
  was a true fighter-bomber and America’s first fighter jet able to carry a nuclear bomb into 
  combat. The jet is built with straight wings fitted with wing-tip fuel tanks. It is known to pilots 
  as the ‘Ground Hog’ because it requires such long take-off runs, especially when loaded 
  with fuel and bombs.  
   
  North American F-86F Sabre - With the distinction of being America’s first swept-wing 
  fighter, the F-86 Sabre is capable of supersonic flight while in a dive. It was introduced in 
  1947 and fought with distinction against Soviet MiG-15s during the Korean War. It is 
  currently the USAF’s premier day fighter. Under-wing hardpoints often carry fuel tanks but 
  can be loaded instead with two medium bombs or two 70mm strafing rocket pods. The 
  Sabre is renowned for its speed and exceptional agility.  
   
  Northrop F89D Scorpion - The F-89D is a night fighter fitted with search radar and 
  designed to shoot down enemy aircraft at night or in bad weather. The fighter has a straight 
  wing, which limits its speed, and the heavy electronics reduce fuel and range. While earlier 
  models were fitted with cannon, the F-89D has 104 ‘Mighty Mouse’ unguided missiles; fired 
  in salvoes they are thought to be the perfect method of shooting down large bombers.  
   
  Lockheed F-94C Starfire - The Lockheed F-80 was America’s first jet fighter and by 1950, 
  was out-dated and no match for North Korean jets. Lockheed took the two seater trainer 
  version of the F-80 with its straight wing design, and updated the plane with an afterburner, 
  guns and radar to be re-born as the F-94 Starfire night fighter. This variant has 28 70mm 
  folding fin rockets mounted in the nose rather than guns as well as a more powerful engine.  
   
  McDonnell F-85 Goblin - Imagine a stunted parody of a jet fighter, barely four-and-a-half 
  metres in length, a jet without landing gear and fuel for only 30 minutes of flight. The Goblin 
  is a ‘parasite fighter’ designed to be carried by a bomber and launched in order to drive off 
  attacking MiGs before re-attaching itself. Four Goblins can be carried inside the bomb-bays 
  of specially configured B-36 Peacemakers. A fleet of B-36s will include several of these 
  modified carrier aircraft.  
   
  BOMBERS 
  Boeing B-29D Superfortress -   This World War Two heavy bomber remained in service 
  long after the conflict, and flew missions over North Korea. It was B-29s that bombed the 
  Japanese mainland and that dropped the first two atomic bombs. The air force had 
  thousands of these tough and reliable aircraft, each is able to drop over 12,000 kg of 
  ordnance onto a target and can defend itself with ten heavy machineguns firing remotely. 
  So successful is the B-29 that the Soviet Union has its own bomber fleet of identical copies 
  (known by the name Tu-4).  
   
  
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  Convair B-36D Peacemaker - The Convair is a monster, the logical evolution of the B-29 
  Superfortress, designed to drop nuclear or conventional bombs on Russian or European 
  targets without needing to be refuelled. The B-36 dwarfs the B-29 and is powered by six 
  piston engines that push the plane forward and four additional turbojets which assist on 
  take-off, but that are shut down in flight. Bunks are provided as a rest area for the large 
  crew. Attacks on the B-36 result in automatic return fire. 
   
  Boeing B-47B - A new type of bomber, powered by six turbo-jets and featuring radical 
  swept wings, the B-47 heralds a new futuristic look to the USAF. It is capable of flying faster 
  and higher than the Soviet MiGs that want to shoot it down and is able to carry conventional 
  as well as nuclear bombs. This bomber flies like a fighter and shows up the huge propeller-
  driven B-36 for what it is: a World War Two dinosaur.  
   
  CARGO & PASSENGER PLANES 
  Beechcraft 18 - Known to the USAF as the C-45H, the Beechcraft 18 is known to everyone 
  else as a ‘Twin Beech’, it is a light civilian aeroplane with a low-wing and two radial engines. 
  It is a popular model, used as a light transport by governments, companies, militaries and 
  private flyers across the globe. It can carry eight passengers in addition to luggage.  
   
  Cessna 170A - The Cessna 170 is one of the world’s most popular private aeroplanes. 
  Used by hundreds of private flyers in the Western world it is also used by the US Army and 
  US Air Force for liaison, transport, courier and forward observation duties. It is a high wing 
  propeller-driven monoplane, capable of carrying a pilot and three passengers in a cramped 
  cabin with a good view of the ground.   
   
  Douglas C-47 – Serving throughout World War Two in several allied air forces, the C-47 is 
  the world’s greatest cargo plane. Thousands were built during the conflict and after the war 
  many served as air freighters and passenger planes, the USAF also uses the type for 
  varied transportation duties. It is a low-wing design, powered by two radial engines and 
  crewed by a pilot, co-pilot, navigator and radio operator. The civilian version, the DC-3, 
  lacks the C-47’s wide cargo door and fits the cargo deck with 26 passenger seats.   
      
  Fairchild C-119C Flying Boxcar – Fairchild have produced a high capacity cargo plane 
  that corrects many disadvantages of the ubiquitous C-47. The twin boom-tail allows the rear 
  doors to open and cargo to be rolled directly into the aircraft. The tricycle undercarriage 
  keeps the aircraft and its cargo level. Used for cargo, medical evacuation, troop transport 
  and parachute drops.  
   
  HELICOPTERS 
  Bell H-13C Sioux – This classic early helicopter is famous for its clear bubble canopy as 
  well as its bare framework fuselage. It carries out many civilian and military roles. Its speed 
  and range are poor compared to newer types and it is large enough to carry only two 
  passengers (at a squeeze). Typically fitted with landing skids. 
   
  Sikorsky H-19A Chickasaw - One of the first of a new generation of more powerful 
  helicopters, the Chickasaw mounts an engine in the nose and places the cockpit high 
  above the cabin. It was America’s first true transport helicopter following World War Two 
  and it served as a cargo transport, rescue and medical evacuation chopper during the 
  Korean War. The rotors can fold, allowing the chopper to be pulled into a hanger.  
  
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  Vehicle Record Sheets 
  The vehicle record sheets in this section quantify the aircraft in Traveller terms as described 
  in the Traveller Vehicle Handbook. That book is not necessary for play, although referees 
  who want to use it to design 1950s aircraft not featured here are welcome to do so. See 
  Design Notes, below.  
   
  Using the Vehicle Sheets 
  These record sheets allow the aircraft to be used with the aircraft combat rules later in this 
  book as well as provide other useful information. Of the greatest use in air combat are the 
  types of weapons fitted, the size of the bomb-bay (if any), the aircraft’s agility, hull and 
  structure points as well as the skill required to fly it. Other useful information includes any 
  fire direction (which equates to some sort of radar-activated gun sight) as well as sensors 
  (which equate to large on-board search radar). Armour is not fitted to aircraft of this period 
  and the 2 points listed represents the aluminium skin; the Bell Sioux chopper eschews even 
  this and flies with only a Plexiglas canopy and open framework fuselage! The range given 
  assumes a full cargo or bomb load and is one way only. Some features may require further 
  explanation: 
   
  Chassis: A designation used in the design process. 
  TL: Tech Level, the United States in the 1950s is equivalent to TL 6. 
  Skill: The character skill required, either Flyer/Wing or Flyer/Rotor.  
  Agility: Used in air combat (see later) 
  Speed: Maximum Speed; most planes operate at cruising speed (75% of max. speed) 
  which will increase range by 50%.  
  Spaces: Vehicle size used in the design process. An amendment from the Traveller 
  Vehicle Handbook is that the Heavy Jet and Large Aeroplane both have 1 Hull or Structure 
  pt. per 5 Spaces if  60 Spaces or more, and 1 Hull or Structure pt. per 6 Spaces if  100 
  Spaces or more. 
  Crew/Passengers: The number of crew and passengers carried.  
  Open: Indicates whether the vehicle is open-topped or not.  
  Cost: Given in Traveller credits for completeness.  
  Shipping Size: The amount of Traveller cargo space this aircraft would take up.  
  Armour: Listed as 2 (aluminium skin) or 0 (no skin). 
  Weapon Mounts: Fixed mounts face forward. Turrets can turn to track a target. Although 
  stats are included for weapons, the performance of the weapon types are factored in to the 
  air combat rules (later). Of most use will be the damage done. 
  Bomb-bay: These can drop up to half their Space capacity per round.  
  Hard Points: An under wing rack for carry a bomb, rocket pod or drop tank full of fuel. Each 
  hardpoint can hold a ½ Space item. One drop tank will extend range by 16%.  
  Fire Control: On a fighter this indicates a radar ranging gun sight; on a bomber it indicates 
  a radar targeting system for its turrets as well as an advanced bombsight for ground attack.  
  Autocannon SAP Damage: SAP means Semi Armour Piercing, the cannon shell ignores  
  points of armour equal to half the dice damage it does.  
  Autopilot: This can fly the plane straight and level once set on course.  
  Navigation: Based on radio direction finding, Basic gives +1, Standard gives a +2 bonus.  
  Communications: All planes are fitted with Very Distant Comms (25km range). 
  Countermeasures: Counter-jamming radio equipment, Basic provides a +1 DM.  
  Sensors: On-board radar; Basic (range Very Long, 500m, +0), Standard (range Distant, 
  5km, +1) and Advanced (Very Distant, 25km, +2).  
  
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  Designations & Variants 
  While aircraft manufacturers call their 
  new planes anything they want, the 
  USAF designates all of the planes it uses 
  according to an agreed alpha-numeric 
  code. When Bell Helicopters put their 
  new helicopter the Bell Model 47 onto the 
  market, the USAF ordered dozens of 
  them and renamed them the H-13B: ‘H’ 
  for helicopter with a number ‘13’ denoting 
  the make and model of the aircraft, ‘B’ 
  indicating a later version. The version ‘A’ 
  choppers were winterized for testing in 
  Alaska and had wheels, the ‘B’ version 
  also had wheels as well as military radios 
  and equipment, the ‘C’ version used in 
  these rules was instead fitted with skids 
  and had mountings on them to carry two 
  stretchers. All aircraft in USAF service 
  undergo this type of development, with 
  new features requiring the designation of 
  a new revised version. Typically, variants are separated by several years of development 
  and testing.  
   
  The mission or vehicle type (‘H’ for helicopter) is listed first in the designation, some also 
  have a prefix (such as the RB-47, or the KB-29); the table, above, shows some of those 
  most likely to encountered by the referee and players. 
   
  Designing New Aircraft 
  The referee may want to convert other aircraft from the 1950s using the Traveller Vehicle 
  Handbook.  Although we tried to create an exact duplicate of each aircraft, it proved almost 
  impossible at first, not surprising when you consider that the Handbook covers a huge 
  number of Tech Levels. Some basic adjustments were made to the TL 6 assumptions in the 
  Vehicle Handbook for aeroplanes, jets and helicopters, and the design system in that book 
  was then followed almost without deviation. The modifications for Attack Squadron: 
  Roswell only involved the base speeds and ranges, the new figures are described here:  
   
   
  Traveller Vehicle Handbook 
  Attack Squadron: Roswell 
  Chassis 
  Max. 
  Speed (kph) 
  Range  
  (km) 
  Max. 
  Speed (kph) 
  Range  
  (km) 
  Light Helicopter 
  300 
  1,000 
  150 
  500 
  Heavy Helicopter 
  300 
  1000 
  250 
  1,000 
  Light Aeroplane 
  250 
  600 
  400 
  1,000 
  Heavy Aeroplane 
  200 
  2,000 
  400 
  4,000 
  Light Jet 
  500 
  2,000 
  1,000 
  2,000 
  Heavy Jet 
  400 
  4,000 
  800 
  8,000 
   
  Designation  Mission/Vehicle Type 
  B 
  Bomber 
  C 
  Cargo 
  F 
  Fighter 
  H 
  Helicopter 
  L 
  Liaison 
  R 
  Reconnaissance 
  T 
  Trainer 
  U 
  Utility 
   
   
  Prefix 
  Modified Mission/Status 
  D 
  Drone Controller 
  K 
  Tanker 
  Q 
  Radio Controlled Drone 
  R 
  Reconnaissance 
  W 
  Weather Observation 
  X 
  Experimental, pre-production 
  Y 
  Service test, pending production 
  orders 
   
  
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  Air Combat 
  Maps and markers are not needed in this air combat system, distances and positions are 
  treated abstractly. A chain of tasks is used to resolve the combat. 
   
  Intercept 
  An intercept mission will either start on the runway, with jets being scrambled into the air, or 
  it will begin at altitude as the player characters’ jets fly a routine air patrol. Either way they 
  will need to navigate to the location of the intruder in order to get a visual confirmation of it. 
  One pilot should be selected to make the roll and lead the flight.  
   
  To fly a course that intercepts an intruder  
  Navigation, Int, 10-60 mins, Average (0) 
   
  DMs:  +1  
  if pilot’s jet is equipped with Basic Navigation System  
   
   
  +2 
  if pilot is flying under ground-controlled intercept radar 
   
  Failure to intercept a target in good time indicates that it has carried out its mission and will 
  probably be heading away from its initial location. Another intercept roll can be attempted, 
  but each time the difficulty increases by one level, until it reaches Formidable (-6), at which 
  point it has made its escape.  
   
  Spotting Your Opponent 
  Aircraft will be closing in on one another at a variety of different altitudes and speeds. The 
  pilot who sees his opponent first is able to manoeuvre into an advantageous position and 
  (should he not be seen or challenged) line up for a shot. This makes visual spotting on an 
  opponent crucial to air to air combat. The referee rolls for the invaders whilst each player 
  rolls for his own pilot. The pilot with the highest Effect spots his opponent first.  
   
  To spot an enemy aircraft    
  Tactics, Endurance, 1-6 seconds, Difficult (-2) 
   
  DMs:  +1  if spotter’s jet is a two-seater 
   
   
  +1 if spotter’s jet has Standard Sensors, +2 if Advanced Sensors  
   
   
  +2 if spotter is flying under ground-controlled intercept radar 
   
   
  -2 
  if cloudy (ignore if the jet possesses Sensors) 
   
  Gaining the Advantage 
  The aircraft that first spots its opponent gains the advantage and the surprise and is able to 
  attempt a shot with guns or rockets (depending on the armament of the spotter’s aircraft). In 
  addition the spotter is able to inform the rest of his flight via radio about the position of the 
  enemy aircraft. One member of the flight can attempt an attack, and once this is carried out 
  all advantage is lost and all sides must re-roll for the next round of air combat. All involved 
  participants are now constantly manoeuvring in order to gain advantage (‘dog-fighting’) and 
  get onto the opponent’s tail. Advantage is required in order to make an attack.  
   
   
   
   
  To gain air combat advantage  
  Flyer, Dexterity, 1-6 seconds, Difficult (-2) 
   
  DMs:  + 
  Agility of firer’s aircraft 
   
   
  - 
  Agility of target aircraft 
  
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  Wingmen 
  Jet fighters often enter a dog-fight in pairs, one man providing the lead plane with cover as 
  a ‘wingman’. In these rules this will constitute ganging up on an opponent. Both can roll to 
  gain the advantage but only the highest Effect of the two players will achieve it, closing in 
  behind the opponent. Being pursued by two jets gives your opponent a headache though, 
  and so both attackers gain a +1 on their roll. This competition, to close in for the kill, may 
  create some rivalry between players.  
   
  Coming Under Defensive Fire 
  When attacking a multi-engine bomber fitted with defensive turrets, the attacker will always 
  come under attack before he gets chance to fire on his target. One third (round up) of the 
  turrets on a bomber will be attempting to shoot down an attacking jet or UFO.  
   
   
  Shoot! 
  Jets of the 1950s are fitted with either autocannons, rapid-firing heavy machineguns or 
  folding fin 70mm rockets. The task to hit with any of these air-to-air weapons is the same, 
  although damage effects and to-hit DMs will differ slightly. Rules in the Traveller Main Book 
  for automatic fire are replaced by the task below.  
   
  To hit an opponent in air-to-air combat 
  Gunner (Air), Flyer, Dexterity, 1-6 seconds, Very Difficult (-4) 
   
  DMs:  +1  
  if firer’s aircraft has Fire Control (radar gun sight) 
   
   
  + 
  Agility of firer’s aircraft 
   
   
  - 
  Agility of target aircraft 
   
   
  -2 
  if firing 1 or 2 rockets; +0 if a salvo of 3, +2 if a salvo of 12. 
   
   
  -3 
  if trying to stay away from the turrets of a target bomber 
   
  Break Off 
  The air combat or dogfight will end when one side gains a victory and shoots down all the 
  opposing aircraft, or when the aircraft of one side successfully disengage from the fight. A 
  pilot may attempt to break off from a dogfight during a combat round by NOT firing weapons 
  and succeeding in the ‘break off’ task, below:  
   
  To break off from air combat 
  Flyer, Tactics, 1-6 seconds, Difficult (-2) 
   
  DMs:  +2 
  if aircraft trying to break off has the advantage 
   
   
  + 
  Agility of firer’s aircraft 
   
   
  - 
  Agility of target aircraft 
   
   
  +4 
  Saucer engaging acceleration & evasion ability 
   
   
  Missiles 
  Although in 1953 anti-aircraft missiles are still in the development stage, the invaders 
  employ equivalents codenamed ‘Junior’ (standard missile) and ‘Tex’ (smart missile) by the 
  USAF.  To fire a missile successfully the firing aircraft must have the advantage; a hit is 
  automatic should the target aircraft fly straight and level at a constant speed, the trick is to 
  out-manoeuvre the incoming missile.  
  To defend a bomber from an attacking jet 
  Gunner (Air), Dexterity, 1-6 seconds, Difficult (-2) 
   
  DM’s: -2  
  if attacking pilot is trying to avoid the turrets 
  
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  To out-manoeuvre a missile 
  Flyer, Dexterity, 1-6 seconds, Difficult (-2) 
   
  DMs:  + 
  Agility of firer’s aircraft 
   
   
  -1 
  ‘Tex’ smart missile (unlike Traveller smart missiles, only one attack is  permitted) 
   
   
  Ground Attack 
  There will inevitably come a time when the pilots need to attack something on the ground, it 
  may be a car on a desert highway or even a flying saucer landed in the mountains. 
   
  Locate the Target 
  Before the pilot can depress the trigger he must first be able to locate the target on the 
  ground. Often he will have to do this himself, but if he has a co-pilot, a bombardier or a 
  radar officer then that other crewman can do the spotting and map reading while the pilot 
  flies toward the target. Even better, a pilot might be taking instructions from someone on the 
  ground giving precise directions to the target, someone equipped with a radio on a military 
  frequency, perhaps an army commander, air force spotter or air tower controller.  
   
  To locate a ground target  
  Navigation or Recon, Int, 1-6 mins, Average (0) 
   
  DMs:  +1  
  if observer aboard the attacking aircraft  
   
   
  +2 
  if target is marked with smoke or is on fire 
   
  Should the target be small, camouflaged or otherwise difficult to see from the air, the task is 
  Difficult (-2). If successful an attack may begin. If unsuccessful a new attempt can be made 
  after 1-6 minutes of circling.  
   
  Strafing 
  The most common form of ground attack will probably be a strafing attack using 
  machineguns, autocannon or rockets, flying the jet straight and level directly at the target 
  and opening fire for a brief period before pulling up and banking to go around again and 
  attempt another strafe in 1-6 mins time. Attacks are made on vehicles, buildings or target 
  areas – not individual people. Target area is 10m across; if rockets are used multiply this by 
  the number of rockets in the salvo. Players should check the Getting Shot Down rules 
  (later) before they move on to other tasks or think about circling back for another attack...  
   
  To hit a ground target with guns or rockets 
  Gunner (Air), Dexterity, 1-6 mins, Very Difficult (-4) 
   
  DMs:  
  0 
  if firing 1 or 2 rockets 
   
   
  +2 
  if firing a salvo of 3 rockets 
   
   
  +3 
  if firing a salvo of 12 rockets 
   
   
  +1 
  if the target is large, such as a building 
   
   
   
   
   
  Weapon 
  Damage 
  Spaces 
  Auto 
  Range 
  Cost 
  Heavy Machinegun 
  5D6 
  1 
  6 
  250m 
  10,000 
  Light Autocannon 
  6D6 
  1 
  6 
  250m 
  7,500 
  70mm Rocket (x7) 
  8D6 
  1.5 
  - 
  250m 
  4,000 
  
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  Damage: A rocket inflicts 8D6 damage on a vehicle no matter how many were fired in the 
  salvo. Large targets like buildings may be struck by more than one, assume each point over 
  the target number of 8, indicates one more rocket hit the target (obviously up to the 
  maximum number of rockets fired in the salvo).  Guns use the rules for automatic weapons 
  on TMB p.62, apply the damage from a single attack (5D6 for a HMG, for example) then 
  add the Auto value to that damage result. An F-86 would therefore do 5D6+6 damage to a 
  ground target.  
   
  Characters within the target area are advised to dive for cover, or can attempt to continue 
  about their business and risk getting hit. Whether using guns or rockets the basic target 
  area is 10m across. However if more than one rocket is fired the referee must multiply the 
  diameter by the number of rockets in the salvo; 5 rockets create a circular target area with a 
  diameter of 50m, for example.  
   
   
  To dive for cover in the target area 
  Strength, 1-6 seconds, Average (0) 
   
  DMs:  
  +1 
  if behind ‘soft’ cover (civilian vehicle, wooden fence, forest) 
   
   
  +2 
  if behind ‘hard’ cover (armoured vehicle, trench, foxhole) 
   
   
  +4 
  if inside a stone building 
   
  Personnel hit while diving for cover in the target area suffer half damage (4D6 from a 
  rocket, 3D6 from an autocannon or 2D6 from a heavy machinegun).  
   
   
  To continue a task without getting hit while in the target area 
  Dexterity, 1-6 seconds, Difficult (-2) 
   
  DMs:  
  +1 
  if behind any form of cover 
   
  Personnel  hit while continuing with a task in the target area suffer full damage (8D6 from a 
  rocket, 6D6 from an autocannon or 5D6 from a heavy machinegun).  
   
  Dropping Bombs 
  Bombs are carried within the bomb-bays of USAF bombers or slung on the under wing 
  hardpoints of fighters like the Sabre or the Thunderjet. The designated target area for a 
  bombing run is approximately 50m; the assumption in these rules is that there are enemy 
  personnel, vehicles or targets within that target area that require destruction. If 
  unsuccessful a new attempt can be made after 1-6 minutes of fly-around time (if a jet).  
   
  To hit a target area with bombs 
  Gunner (Air), Int, 1-6 mins, Difficult (-2) 
   
  DMs:  
  -2 
  if flying low-level (below 5,000 ft) 
   
   
  0 
  if flying medium level (5,000-10,000 ft) 
   
   
  -2 
  if flying high level (10,000+ ft)  
   
   
  +1 
  if dropping two bombs 
   
   
  +2 
  if dropping six bombs 
   
   
  +3 
  if dropping twelve bombs 
   
   
  +4 
  if dropping eighteen bombs, or more 
   
   
   
  
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  Bomb Type 
  Damage 
  Spaces 
  Weight 
  Cost 
  Light 
  8d6 
  ¼ 
  100kg 
  800 
  Medium 
  12d6 
  ½ 
  200kg 
  1,200 
  Heavy 
  14d6 
  ½ 
  450kg 
  4,000 
  Napalm* 
  10d6 
  ½ 
  450kg 
  4,000 
   
  Damage: Assume a single bomb strikes the designated target vehicle or building, no matter 
  how many were dropped by the aircraft, and then apply the listed damage.  Napalm has 
  little explosive effect, doing half damage against buildings and vehicles. Characters within 
  the 50m target area are advised to dive for cover, or can attempt to continue about their 
  business and risk getting hit. After bombs have dropped, the player should consider the 
  Getting Shot Down rule (later).  
   
  To dive for cover in the target area 
  Strength, 1-6 seconds, Average (0) 
   
  DMs:  
  +1 
  if behind ‘soft’ cover (civilian vehicle, wooden fence, forest) 
   
   
  +2 
  if behind ‘hard’ cover (armoured vehicle, trench, foxhole) 
   
   
  +4 
  if inside a stone building 
   
  Personnel hit while diving for cover in the target area suffer only half damage (6D6 from a 
  200kg bomb, for example). Ignore all positive DMs when dealing with napalm, cover is 
  irrelevant.  
   
  To continue a task without getting hit while in the target area 
  Dexterity, 1-6 seconds, Difficult (-2) 
   
  DMs:  
  +1 
  if behind any form of cover 
   
  Personnel hit while continuing with a task in the target area suffer full damage (14D6 from a 
  450kg bomb, for example). Ignore all positive DMs when dealing with napalm, cover is 
  irrelevant.  
   
  Getting Shot Down 
  In a war zone an aircraft trying to drop bombs or strafe an enemy target will come under 
  fire, at high altitude from anti-aircraft artillery and at lower levels from machineguns and 
  small-arms. Little can be done to avoid this hostile fire other than to fly low and fast, or high 
  enough to make it difficult for the enemy to target your aircraft.  
   
  To avoid ground fire 
  1-6 seconds, Routine (+2) 
   
  DMs:  
  +2 
  if flying low-level (below 5,000 ft.) 
   
   
  0 
  if flying medium level (5,000-10,000 ft) 
   
   
  +2 
  if flying high level (10,000+ ft)  
   
  If unsuccessful the referee should roll on the table below to determine what level of damage 
  the aircraft has sustained during the attack run.  
   
  1d 
  Damage Sustained 
  1-3 
  1d6 
  4 
  2d6 
  5 
  4d6 
  6 
  8d6 
  *Napalm can only 
  be carried on a 
  hardpoint and must 
  be dropped from 
  low-level.  
  
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  Sustaining Damage 
  The damage rules are found on TMB p.67. Roll the amount of damage inflicted on the 
  aircraft. Remember to subtract the aircraft’s armour points (2) from this total before referring 
  to the Initial Hits Table, below.  
   
         
   
        Initial Hits Table 
  Damage 
  Effect 
  0 or less 
  No damage 
  1-3 
  Single Hits 
  4-6 
  Two Single Hits 
  7-9 
  Double Hit 
  10-12 
  Three Single Hits 
  13-15 
  Two Single Hits, Double Hit 
  16-18 
  Two Double Hits 
  19-21 
  Triple Hit 
  22-24 
  Triple Hit, Single Hit 
  25-27 
  Triple Hit, Double Hit 
  28-30 
  Triple Hit, Double Hit, Single Hit 
  31-33 
  Two Triple Hits 
  34-39 
  Two Triple Hits  
  For every six 
  extra points 
  +1 Double Hit 
   
  Each hit is then applied to a particular location on the aircraft. Double or triple hits count as 
  two or three hits on the same location. Select the appropriate internal location column, 
  either fast jet or multi-engine aircraft (such as a cargo plane or bomber). Light planes and 
  helicopters can also use the fast jet column.  
   
  Aircraft Location Table 
  2d6 
  External  
  Internal (Fast Jet) 
  Internal (Multi-Engine) 
  2 
  Hull 
  Structure 
  Structure 
  3 
  Sensors (or Hull) 
  Powerplant 
  Powerplant 
  4 
  Control Surface 
  Powerplant 
  Powerplant 
  5 
  Weapon 
  Cockpit 
  Cargo/Bombload 
  6 
  Hull 
  Structure 
  Structure 
  7 
  Armour 
  Powerplant 
  Passengers/Cargo 
  8 
  Control Surface 
  Structure 
  Structure 
  9 
  Weapon 
  Structure 
  Cargo/Bombload 
  10 
  Hull 
  Undercarriage 
  Undercarriage 
  11 
  Sensors (or Hull) 
  Cockpit 
  Cockpit 
  12 
  Hull 
  Cockpit 
  Cockpit 
   
   
   
  Hull: Hull damage reduces Hull points by 1. If an aircraft runs out of Hull points then  
  further Hull hits become hits on the same row of the Internal Damage table.   
   
   
  Structure: Structure damage reduces Structure points by 1. If an aircraft runs out of 
  Structure it is destroyed, breaking apart in mid-air. If the aircraft is destroyed by an 
  attack that reduces it to negative Structure points then it explodes, doing 4d6 
  
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  damage to all the passengers and crew. Anyone strapped into an ejection seat can 
  attempt to eject in the moment before the aircraft explodes (see below).  
   
   
  Control Surfaces: These are the ailerons, elevators, rudder and wing surfaces that 
  provide control and lift.  
   
  First Hit: Reduce movement by 10% and apply a -1 DM to all aircraft control skill checks.  
  Second Hit: Reduce movement by 25% and apply a -2 DM to all aircraft control skill checks.  
  Third Hit: The aircraft has lost too much of its wing surfaces and spins out of control, it will 
  crash. Eject (see below).  
   
   
  Undercarriage: On the first hit the undercarriage will only partially deploy, forcing an 
  Average (0) crash landing; on the second hit the undercarriage is destroyed forcing a 
  Difficult (-2) crash landing. Further hits on this location become Structure hits.   
   
   
  Bombload: The bombload and bomb bay doors are damaged, on the first hit half the 
  bomb load will not drop, on the second hit none of the bombs will drop. Bombs will 
  neither explode if hit in air combat or if the bomber crashes into the ground.  
   
   
  All Other Locations: as explained in the Traveller Main Book p. 68.  
   
  Crash Landing 
  A crash landing may be attempted once control surfaces are shot to pieces and the aircraft 
  becomes unflyable, or when all remaining Structure points are lost and the plane tries to fall 
  apart in mid-air. An easier (Average or Difficult) crash landing can be made when 
  undercarriage fails to deploy properly.  
   
  To attempt a crash landing 
  Flyer, Dexterity, Very Difficult (-4) 
   
  Success indicates that an unflyable, now unaerodynamic aircraft has been nursed to the 
  ground without exploding. The referee rolls 1d6 on landing: on 4, 5 or 6 it will explode in 
  2d6 rounds. Failure means that the aircraft crashes into the ground at high speed exploding 
  and killing all on board, ejection is impossible at this point.   
   
  Ejecting from an Aircraft 
  At any point (other than the moment of a crash landing) the pilot and co-pilot of a military jet 
  can eject from the plane. Designed to allow crew to get clear of a fast-moving jet after 
  World War Two, these ejection seats are powered by rocket motors that propel the seat and 
  the crewman strapped to it up guide rails and out of the cockpit, parachutes are deployed 
  and the crewman floats safely to the ground. The ride is rough and dangerous however, 
  and there have even been fatalities. The cockpit canopy is jettisoned as the ejection lever is 
  pulled (typically a bright yellow handle located between the crewman’s legs...).  
   
  To eject from an aircraft 
  Endurance, Difficult (-2) or Very Difficult (-4) if the aircraft is Destroyed that round 
   
  Success indicates that the crewman suffered no ill effects from the ejection, his parachute 
  opened and he landed safely. Failure indicates that he instead suffered damage, from the 
  canopy, the G-force of the ejection or a partial chute. Damage ranges from 1-3d6.  
   
  
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  MISSION TO MISSION 
   
  Player activities within Attack Squadron: Roswell come in two types; the first is the fast jet 
  air combat mission, the second is the careful investigation of invader activity with the PCs 
  operating in plain clothes. With some thought, both types of mission can be combined 
  within a single scenario. The players get the best of both worlds with this approach, they 
  intercept and shoot down invading flying saucers in aerial dog-fights against the alien foe 
  one week, the next they are in plain clothes, trying to foil an invader plot to kidnap scientists 
  from the United State’s nuclear weapons’ program. Switching from one to another retains 
  the pace of a TV drama, too much fighter combat and the game becomes a war-game, too 
  much investigation and it instead turns into a crime drama.  
   
  Creating a Scenario 
  Player characters in this game are special, they aren’t simply fighter pilots, they are fighter 
  pilots also authorized to conduct investigations into invader activity. While the meat of the 
  scenario will feature a ground-based mystery, it should be punctuated by at least one air 
  combat mission if at all possible. Often this will come at the start of a mission and the 
  consequences of the intercept can then be played out on the ground, or at the end of a 
  scenario, perhaps as a climax to the investigation with the pilots acting on knowledge they 
  gained during the case. Alternatively the air combat may come in the middle of the 
  scenario, perhaps unconnected to the investigation and acting as a ‘cathartic break’, or 
  perhaps it serves to fulfil a goal in the investigation, a key surveillance or interception 
  mission that will help to resolve the case.  
   
  A number of scenario outlines are suggested below to illustrate how the air combat element 
  might be inserted into an investigation in a way that makes sense and is fun.  
   
  Missing Saucer – The PCs are scrambled to intercept a flying saucer behaving erratically, 
  they are able to shoot it down and although it disappears into low-level mist its crashed 
  position can be recorded. An air force team go out to retrieve it, but there is no sign of the 
  invader’s wrecked ship. The PCs are sent into the area instead to nose around and locate 
  it. Although there is no sign of wreckage they are able to interview witnesses at the local 
  town and it turns out the saucer was quickly disassembled and rebuilt inside the tunnels of 
  an abandoned copper mine where it is to serve as a base of operations.  
   
  The Rogue – A prominent scientist is behaving oddly and the PCs are put onto him. He is 
  working at White Sands, a remote desert base, during the week. His assistant suspects that 
  he is Russian agent. Indeed the scientist suffers memory lapses and his behaviour at the 
  weekend is odd. However, these are symptoms of memory theft perpetrated by the 
  assistant who wishes to implicate him. The scientist is onto a technology that might interfere 
  with saucer gravity drive fields. A test rig has been set up in the White Sands desert, and a 
  grav module from the Roswell saucer has been set up nearby. As the capacitor builds up a 
  charge over 3 hours, the timer counts down. The assistant may have evidence on him that 
  an invader saucer will come to observe the test and try to steal back the Roswell grav 
  module. Can the PCs scramble the jets in time to save the scientists work?  
   
  
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  Saucer Down – A flying saucer has suffered a malfunction and is landed and in hiding, the 
  crew waiting for an invader carrier to arrive. Unfortunately, a local girl of religious conviction 
  has seen them. The PCs are dispatched to investigate her claims. The girl has been taken 
  to the hospital by the sheriff who believes her crazy. She is not allowed visitors on police 
  orders. Although the sheriff’s office seem helpful, the sheriff himself is an invader and sets 
  about misinforming the PCs and even arranging for an ‘accident’, a fire in their motel room. 
  A senator on vacation gets caught up in the investigation, he may also be at the motel. He 
  wants to help the PCs.  They must get the girl out of the hospital, get to the saucer (invisible 
  from the air) and defeat the few invaders on guard there. They can get aboard the damaged 
  saucer but signals on-board show an incoming carrier, it will be there within 2 hours. Can 
  the PCs arrange for the National Guard to come out? Can they get jets scrambled to shoot 
  down the carrier? Maybe the carrier will arrive ‘imminently’ and the PCs are able to use the 
  saucer’s own missile weapons against it! Will they save the saucer? Get taken aboard the 
  carrier with it? Or will the carrier activate a self-destruct code on board the saucer 
  remotely?  
   
  Lights over Sandia - Prior to a new bomb-fitting test on a B-29 at Kirtland AFB, strange 
  lights are seen in the sky. The PCs are scrambled and chase away the invader drones. 
  Soon after, the squadron’s executive officer calls the base, he is on vacation at Eagle Nest 
  Lake, around 2 ½ hours drive north-east of Albuquerque. He has seen UFO activity over 
  the lake and surrounding forest, and he calls the PCs for assistance. The PCs are 
  scrambled and are able to shoot down the very saucer he is looking at. Next day the PCs 
  are dispatched to follow up with an investigation in Eagle Nest town, next to the lake. Why 
  was it there? Eagle Nest is the site of a government meteorological station, is this what the 
  invaders were interested in? No, it is a red herring. The invader mission was to turn the 
  exec into a host, which they did after he called in the air force! He returns to Kirtland. Back 
  in Eagle Nest the PCs find evidence that points the finger of suspicion at the exec; they find 
  a dead body murdered by him. Yet they still need solid proof and may find it back at Kirtland 
  in his married accommodation, his wife. Unfortunately the exec is flying a B-29 mission, 
  carrying out an A-Bomb test at the Nevada Testing Grounds. A carrier will rendezvous with 
  the exec and take the B-29 (A-Bomb-and-all) on-board. If the PCs can find evidence at the 
  base that he is an invader, perhaps testimony from his tearful wife, then the squadron 
  commander may scramble the PCs to go protect the B-29, shoot down any saucers and 
  force the exec to return ... if possible.  If uncovered, might he detonate the A-Bomb while 
  still on board the aircraft in an attempt to wipe out all of the PCs’ planes?  
   
  Return to Roswell – An antique dealer at Roswell, south-east of Albuquerque, suffers from 
  a strange illness. The PCs are sent to investigate. From his hospital bed he admits that he 
  handled a strange crystal that had been brought in by a farm-hand working near the ‘Mac’ 
  Brazel ranch. The crystal is in his safe and he is reluctant to let the PCs see it. His brother, 
  back at the store, is adamant it’s theirs and he is not going to budge, unless they pay 
  handsomely. He shows them photographs which the PCs can take back to Kirtland for 
  analysis if they wish. Other dealers are interested however, one a local rock-collector, the 
  other a ‘geology professor’ (actually an invader).  The hospitalized owner may actually have 
  more information for them: he believes the crystal is part of a set; he wants to talk to the 
  PCs about it. When they get to the hospital they find him almost insane, the invaders have 
  gotten to him. He is babbling, with a look of horror on his face, and he repeats 4 digits: the 
  code to the safe! If they get back to the store quickly they arrive to intercept the invaders 
  who have gotten into the safe and knocked out the owner’s brother. There will be a shoot-
  out with the aliens in the antiques store. Will they retrieve the crystal? If so, it proves to be a 
  
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  strange enigma. If they lose it, then they can return to base, but a cop near Roswell calls in 
  UFO activity low over farms in the area, conducting ‘mind-wipe’ operations on local people 
  (the actual use for this experimental device) The PCs can be scrambled to intercept the 
  saucer over Roswell and hopefully shoot it down.  
   
  Truck Stop – The PCs are scrambled after a tip off from the FBI. The bureau has been 
  investigating a kidnap ring of Las Vegas mobsters that led them to a remote farm in New 
  Mexico. Encountering strange alien technology, and witnessing invader firepower, they 
  called the military. The mission is to conduct a ground attack, blowing up the farm buildings 
  with napalm and bombs. Three cars and a semi-truck are making their escape when they 
  get there, the cars can be picked off, but quite quickly the truck disappears around a bend 
  in the road behind a hill and just ... vanishes. Invader missiles directed from the ground will 
  target the planes. Back at base the PCs are dispatched to investigate the disappearance of 
  the truck, taking over from the FBI. The farm-house had been the location for an alien 
  meeting. Mind hosting low berth tubes were also there, but most of these ended up on the 
  truck which now sits invisibly, parked off the road, the invaders waiting for the military 
  activity and attention to die down before they drive on to Texas. The PCs must search for 
  the truck. Maybe a local will stumble upon it first? 
   
  Cloud Burst – The air force has gotten involved with cloud seeding experiments, the 
  dropping of tons of silver iodide into the atmosphere to create rainfall over the dry New 
  Mexico farmland. Using a B-29 taking off from Kirtland AFB, PCs will act as the flight crew 
  and carry along the lead scientist and his two assistants. On the flight the plane is pestered 
  by invader drones, and the crew can shoot at them using the turrets. The next test is 
  scheduled, and top brass suspects more invader attention, and want two PCs to fly jets as 
  cover. Unknown to everyone, one of the assistants has been bribed by an invader (whom 
  the assistant believes is a communist spymaster) to contaminate the iodide with nerve 
  agent. The plan is to provoke fear, panic and mistrust of the air force. Will the assistant 
  implicate himself? If the PCs conduct an investigation will they prove their suspicions before 
  the flight tomorrow?  
   
  Out of Control – The PCs are ordered to crew a B-47 that has been fitted with additional 
  experimental radar equipment in its bomb-bay, with seating for up to 4 operators. It is 
  designed for high altitude flight in order to use the long range sensors for detecting saucer 
  incursions.  On the mission, the PCs detect an ‘Irene’ carrier, and fighter jets are sent out 
  from Kirtland to intercept it. Meanwhile a flying saucer reveals itself at close range and 
  although it may be driven away or shot down by the B-47’s rear guns, it is able to use a new 
  type of drone that can actually infiltrate the B-47. The drone aboard, it begins to control the 
  B-47 and there is little the crew can do about it! It is being flown remotely toward the Los 
  Alamos atomic laboratory! The PCs are trapped on board, there are no ejection seats or 
  parachutes, can they damage the drone, force it off or take control of it? As an alternative, 
  the referee might want to put a couple of PCs on the B-47 and a couple in the 
  accompanying fighter jets. 
   
  The Prisoner – Flying saucer activity is reported over the small town of Farmington near 
  the border with Colorado. The PCs are sent to investigate. Something came down, perhaps 
  a secret landing. A bitter World War Two veteran has captured one of the invaders who is 
  an important  leader and he is holding him captive in his barn. While the PCs are in 
  Farmington, invader drones are spotted over and around the town. Suddenly there is an 
  unexplained power cut, a total black-out of lights, radios and phones. Within the hour a 
  
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  company of National Guardsmen turn up to take control and they take-over, putting up 
  road-blocks. The guard commander (a captain) is actually an invader. They guardsmen are 
  ordered to search for a ‘fugitive’, and soon find the barn and recover the invader. However, 
  the veteran has also managed to capture an invader drone inside a steel water tank, what 
  will the PCs make of this situation? The soldiers will probably kill the veteran and a saucer 
  will then arrive to take the invader leader away, he is valuable because has been under-
  cover within the governor’s office. There is no jet combat in this scenario.  
   
  Eye of the Storm – An out of season hurricane devastates the Texas coast, all except the 
  small coastal town of Sabine Pass, near Galveston. A meteorologist has investigated this 
  anomaly, but after sneaking aboard a fishing boat that was seen at the eye of the storm at 
  its height, he is mysteriously killed. The PCs are sent in and find out where he was staying 
  and also that he spent some time at the local church, St Matthews’. Invaders are waiting 
  there. The pastor at the church is in fact innocent, but his housekeeper is one of the 
  invaders. The machinery installed within the church basement and on the fishing boat at the 
  pier is designed to create a hurricane that will interrupt any rocket developments and tests 
  over on the Florida coast when it is installed on a large ship. The invaders will try to defend 
  their experiment; they have control of a drone from the fishing boat. Any machinery will be 
  destroyed, vanishing in a blaze of red heat, if the invaders think their plan is compromised. 
  This mission has no aerial component.  
   
  For Love – An officer in the squadron is being blackmailed by invaders based in 
  Albuquerque. A top secret mission, known only to a few, involves the PCs escorting a new 
  nuclear bomb to a new unit, the 9th Bombardment Wing at Mountain Home AFB, further 
  north in Idaho.  Despite no-one knowing about the flight, two saucers turn up on an 
  intercept course at a radar blind-spot and must be dealt with by the pilots. The squadron 
  commander is sure there is a leak within the unit. At the base, however, preparations need 
  to be made for a visit by Vice President Richard Nixon. The referee should give the PCs a 
  list of jobs to do, they decide who does what, in what order etc. During this preparation they 
  should catch the young officer trying to photograph travel arrangements or sneaking 
  around, he confesses the invaders have his wife hostage in Albuquerque. He must deliver 
  the camera and plans of Nixon’s visit to a warehouse where they will make an exchange. 
  What will the PCs do? Rescue his wife? Hand over false plans and create a trap for the 
  invader saucers that might arrive to snatch Nixon when he makes his planned visit to the 
  Trinity atom bomb test site in Alamogordo?  
   
  Fishing With Bait - After a series of kidnappings of prominent scientists, a successful 
  electrical engineer thinks he will be next. USAF intelligence agree with him, and send in the 
  PCs to investigate, maybe use him as bait to find out where the scientists are being held. 
  The engineer wants to help get the scientists back, how can he help? The PCs should use 
  him as bait; they can bug him and then trace the invader’s truck from the air. The aliens 
  kidnap the wealthy engineer from his car on his way to work in the morning. They take him 
  to a remote ranch where the other scientists are being held, most are mindless shells, 
  victims of the memory copying machine they have there.  The invaders have patrols out, 
  masquerading as ranchers with modern rifles, they may even send an invader (pretending 
  to be an escaped scientist) to intercept them as they approach. There are no air combats in 
  this mission, though the PCs may track the engineer in a helicopter if desired.   
   
   
  
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  United Airlines Flight 65 – Todd Lawrence is an airline pilot with a drink problem. When 
  he spots a flying saucer from the cockpit of his DC-3 late one night on an approach to 
  Albuquerque airport, he keeps it to himself. His co-pilot saw it, though, and reports the fact 
  to United Airlines. Lawrence refutes it and so the PCs are brought in to investigate him. 
  Why is he covering it up? It seems from witnesses on the ground that it might have landed, 
  where and why? What was its mission? Does the pilot know, is he an accomplice? No, he is 
  in fact covering up his drink problem, and one of the stewardesses knows this since she is 
  having an affair with him. The suspected saucer landing site can be over-flown and 
  inspected from the air, a drone and/or missile will appear and must be dealt with, but the 
  launching site can be located for later investigation. The PCs can drive out there - 
  something is buried, a cache of invader technology. However, before the PCs can get there 
  Todd Lawrence drives out there himself and enters the buried base to warn the invaders 
  himself! He is indeed being influenced by the invaders; they have threatened to expose 
  him. In return he brings people out to the base to be hosts. The base requires bombing 
  from the air to destroy it! 
   
  Blue Water - A US Navy warship, the USS Joseph P. Kennedy, Jr., has shot down a flying 
  saucer that then crashed into the sea off the Florida coast. The PCs are sent to Mayport 
  Naval Station in Florida to investigate, but Admiral Riddenhauer, the base commander, will 
  not reveal any information. He says that a secret project is in the offing and he suspects a 
  mole is at work. In fact it is the admiral’s own wife, who makes daily calls to her husband at 
  work. If the PCs contact top brass back at Air Division HQ, they can send someone over in 
  person to back up their requests. While they wait and enjoy the admiral’s hospitality, they 
  should investigate his wife. She is under invader influence, she is not an alien. When the 
  top brass arrives, the admiral is free to tell the PCs about Snark tests. The Northrop SM-62 
  Snark is an experimental jet-powered cruise missile capable of carry an A-bomb. It is still in 
  the early stages of development, the navy patrols the sea off Florida when the Snarks are 
  launched from Patrick AFB at Cape Canaveral.  It is decided that the PCs should stand by 
  in air force jets from Patrick AFB for the next test. This test requires eight to be sent out 
  simultaneously, unfortunately the invaders are able (thanks to data sent to them by the 
  admiral’s wife) to seize control of them all using drones! They are turned around and 
  pointed toward Patrick AFB, Mayport Naval Base and at the patrolling USS Joseph P. 
  Kennedy, Jr. The PCs are scrambled and must intercept and shoot them all down!  
   
  The Scoop – An eminent astrophysicist claims in the newspapers that he has documented 
  proof that Earth is being invaded by aliens. The PCs are sent to find out what this proof is 
  and to persuade him to keep quiet. He has a conference coming up and will reveal all to the 
  assembled academics and scientists. Although infirm, his son helps him a lot. An attempt is 
  suddenly made on his life at the motel, and almost immediately afterwards the aliens will 
  kidnap him, copy his memories then kill him (using information from his son who they 
  control). If stopped somehow, the aliens will pretend to kidnap the son and force the 
  scientist to miss the conference and offer himself in return for his son’s life. Their base is 
  located at a disused TV factory. Will the PCs carry out the trade? This mission has no aerial 
  component.  
   
   
   
   
   
  
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  FIGHTER MISSIONS 
   
  Take Off 
  When the player characters want to scramble their jets, or are ordered to scramble their 
  jets, they first don their flight suits then take a ride out from the operations room by jeep to 
  the flight line at Kirtland. Here their jets will be waiting, armed and fuelled. They will conduct 
  a brief visual check of the plane before climbing aboard. Each plane is assigned to a crew 
  chief, an NCO with technical training who is ‘in charge’ of that particular aircraft, he is 
  responsible for its fuelling, arming and maintenance. On some planes his name is stencilled 
  onto the hull, just below the canopy and name of the pilot! The crew chief will be there to 
  ensure the pilot gets fastened in safely, passes on any information he needs to know, locks 
  down the canopy and then lets the pilot start-up the engines. Some aircraft, like the F-89 
  Scorpion are two-seaters, with a rear seat for a radar officer. It is best if this position is 
  taken up by an NPC of a rank lower than the pilot, and controlled by the referee.  
   
  Pilots will taxi their aircraft away from the flight line to the end of the runway and they are 
  able to take-off simultaneously, leaving only tens of metres between their planes. They will 
  climb to a safe altitude (6000 ft or more) and circle around the airfield to put them on the 
  correct heading to intercept their targets. They fly under radio direction from Kirtland tower 
  and will normally be vectored in to their intercept by the local air defence radar station. In 
  some cases the saucers do not show up on radar and the jets are flying to a position given 
  to them from eye-witnesses. It is assumed that the pilots will provide complete descriptions 
  of everything they see and do over the radio.  
   
  Project Pounce’s air war against the invaders is still secret; the US military is loathe to 
  admit the war or the true nature of the UFOs. Yet there are will be many witnesses to the air 
  battles to come, and despite the commitment of air force intelligence to explain them away 
  as manoeuvres and practice exercises, the public will soon realise what is going on... 
   
  Landing 
  If a jet cannot make it back to Kirtland, its pilot is able and authorized to land at any other 
  military air base within reach, only in an emergency will the air force allow a damaged jet to 
  touch down at a civilian airport. There will be embarrassing questions to be answered after 
  all. The pilot plans his landing several miles out, sweeping around to line up with the distant 
  runway and dropping down to 1500 ft or less with gear down and flaps extended. Flaps are 
  additional wing surfaces that slide out when needed to create more lift at much slower 
  speeds.  
   
  Pilots in aircraft marked as having ‘no navigational tools’ find their way by looking out the 
  window and using a map and on-board compass. Those with ‘basic navigation’ use a 
  system of radio beacons on the ground to carry out radio direction finding, this does not tell 
  a pilot exactly where he is, but as he nears beacons and picks up their signals he can start 
  to calculate his position.  
   
  Back at Kirtland the planes will be checked over by the base technicians and the crew chief 
  while the pilots sit in at a debrief where an account of the entire mission is given to air force 
  intelligence, the squadron commander and exec will sometimes attend these debriefs, 
  particularly if they involve invaders and flying saucers! It will be a rare occasion that the 
  
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  pilots need to return to the planes immediately for a second mission, if another sortie (air 
  mission) is required, then other jets of the squadron will scramble to continue the fight.  
   
  Should a pilot lose his plane in action he can attempt to eject and the air force will send out 
  an H-19 chopper to pick him up and return him for a medical and a debrief. As long as he is 
  fit and able to fly, the pilot may re-join the squadron on their next mission; he may have a 
  new jet or be borrowing a jet from another flight.  
   
   
   
  INVESTIGATIONS 
   
  Although the focus of the game is on ‘shooting down flying saucers’, the bulk of many 
  scenarios will feature the activities of the player characters on the ground as they 
  investigate the conspiracies of the invaders.  
   
  Role of Player Characters 
  The PCs are of course fighter pilots that have been given special training, some by the 
  4602nd Air Intelligence Service Squadron and some by the Air Technical Intelligence 
  Center. They are certainly not police officers and they do not have the authority to conduct 
  arrests or apply for search warrants. They do not have special powers to shoot suspects, 
  they, like other civilians, will have to justify their actions to the police when they (inevitably) 
  turn up. Air force intelligence will always be swiftly on the scene to vouch for the PCs of 
  course, but the players must always keep in mind restraint and not become trigger happy. If 
  they are shooting someone it is because they KNOW it is an invader, or because they (or 
  someone else) are in imminent danger. The role of air force intelligence is not to cover up 
  major crimes, but to ‘tidy up lose ends’, satisfying the civilian authorities that the incident 
  was not as serious as it appeared and simply involved military matters now safely dealt 
  with. Of course all and any invader technology should be handed over to the USAF, none 
  should be allowed to be discovered by the civilian authorities. Air force intelligence can 
  send in trucks, cars, helicopters and even C-119 cargo planes to ship alien technology out 
  of New Mexico and to a safe location at Wright-Patterson AFB in Ohio.  
   
  This inability to go in, guns blazing, forces players to use stealth, guile and trickery to get 
  into a nest of invaders. They must always beware, interview witnesses carefully, watch for 
  unusual behaviour or clues in apartments or on untended desks. When they do act, they 
  may need to act covertly, perhaps forcing a door or window, perhaps tapping a phone or 
  stealing a key. Such minor crimes can be forgiven and covered up by military intelligence.  
   
  Identification 
  Although the player characters carry legitimate USAF identification and can always declare 
  themselves as air force intelligence agents, they are under no compunction to show them at 
  all times to everyone. If they want to pretend to be hunters on vacation or a bunch of 
  investment bankers come to town to buy up real-estate or something else entirely, then 
  fine! They won’t have the identification to back that up, however, and so they should use 
  such misdirection rarely and only when they are sure it will work. Telling someone at a 
  savings & loans that you are from head office may spark a flurry of phone calls and ID 
  checks, none of which will support such a claim. But telling Old Widow Marshum that you 
  
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  are a geologist surveying for rocks in the area will certainly go down well and not provoke 
  the fear, curiosity and hostility that flashing your USAF ID certainly will!  
   
  Player characters will probably be bank-rolled with $200 each to cover expenses for each 
  mission, they do not need to touch their own savings or wages, which are not specified or 
  dealt with in this game. Additional funds can be wired to them from any bank, with the time 
  it takes to receive the money depending on ‘the speed of plot’.  
   
  Investigation Equipment 
  Player characters will need pieces of kit during their investigations, from jeeps to guns, 
  typewriters to flashlights. This section provides a list of useful items grouped by type; it isn’t 
  definitive but should provide players with enough inspiration to get started. While an 
  investigation taking place at a hotel in Denver might not warrant special equipment, an 
  expedition out into the Nevada desert in search of a crashed flying saucer will certainly 
  require a vehicle as well as assorted camping and survival equipment.  
   
  Outdoor Equipment 
  $ 
  4-man tent with sleeping bags 
  100 
  Kerosene Lantern 
  12 
  Binoculars 
  50 
  Pocket Knife 
  3 
  Compass & Maps 
  15 
  Stove & Pans & Cutlery 
  40 
  Climbing rope 
  15 
  Water Canteen 
  4 
  Rucksack 
  15 
  Camping Rations, One Week 
  10 
   
  General Equipment 
  $ 
  Portable Typewriter & Paper 
  50 
  Portable Fire Extinguisher 
  45 
  Straight Jacket 
  23 
  Microscope 250-power  
  24 
  Handcuffs 
  5 
  Flashlight 
  9 
  Suitcase 
  20 
  Complete set of Clothes 
  100 
  Ray-Ban Sunglasses 
  4 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Scientific Equipment 
  $ 
  Lead-lined Canister & Handling Arm 
  180 
  Tape Recorder, Reel-to-Reel 
  50 
  Forensics Test Kit 
  45 
  Geiger Counter 
  75 
  Radiation Suit 
  120 
  Gas Mask 
  30 
  Medical Kit 
  100 
  Tool Kit 
  80 
  Small Gasoline Blowtorch 
  12 
  Heavy Oxy-Acetylene Torch and Mask 
  120 
  35mm Camera 
  120 
  Hand-held Movie Camera 
  200 
  
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  Firearms 
  Player characters will want to carry guns to defend themselves and the USAF will authorize 
  a pistol and concealed holster but probably no more. Carrying shotguns and rifles in the 
  trunks of their cars shows intent to create mayhem that the police will certainly act on 
  should they be discovered.  
   
  Smith & Wesson Chief’s Special [.38 Special] 
  Popular with police forces as well as the USAF, the .38 is an easily concealable revolver.  
  Range (m) 
  Dmg 
  Auto 
  Recoil 
  Mass (kg) 
  Magazine 
  Cost ($) 
  Weapon 
  Ammo 
  Pistol 
  3d6-2 
  no 
  0 
  1 
  6 
  30 
  5 
   
   
   
   
  Colt M1911 [.45] 
  The standard military service pistol, rugged, large and hard to conceal.  
  Range (m) 
  Dmg 
  Auto 
  Recoil 
  Mass (kg) 
  Magazine 
  Cost ($) 
  Weapon 
  Ammo 
  Pistol 
  3d6 
  0 
  1 
  1.1 
  7 
  60 
  5 
  Colt M1917 Revolver [.45] 
  An extremely common .45 revolver used by civilians and soldiers alike. Hard to conceal.  
  Range (m) 
  Dmg 
  Auto 
  Recoil 
  Mass (kg) 
  Magazine 
  Cost ($) 
  Weapon 
  Ammo 
  Pistol 
  3d6 
  no 
  1 
  1.1 
  6 
  40 
  5 
  M3A1 ‘Grease Gun’ Submachinegun 
  An ugly but functional SMG used throughout the Korean War.   
  Range (m) 
  Dmg 
  Auto 
  Recoil 
  Mass (kg) 
  Magazine 
  Cost ($) 
  Weapon 
  Ammo 
  Assault 
  3d6 
  4 
  1 
  4.6 
  30 
  - 
  - 
  M1 Carbine [.30M1] 
  A ‘short rifle’ that is handier and easier to use than an infantry rifle.  
  Range (m) 
  Dmg 
  Auto 
  Recoil 
  Mass (kg) 
  Magazine 
  Cost ($) 
  Weapon 
  Ammo 
  Rifle 
  3d6 
  no 
  0 
  3.5 
  5 
  - 
  - 
  Winchester Model 70 Hunting Rifle [.22] 
  A high velocity hunting rifle capable of taking down anything from racoon to deer.   
  Range (m) 
  Dmg 
  Auto 
  Recoil 
  Mass (kg) 
  Magazine 
  Cost ($) 
  Weapon 
  Ammo 
  Rifle 
  3d6 
  no 
  1 
  3.5 
  5 
  100 
  5 
  Garand M1 Rifle [.30 ] 
  The standard infantry rifle of Korea, reloaded using clips of 8 rounds, accurate and reliable. 
  Range (m) 
  Dmg 
  Auto 
  Recoil 
  Mass (kg) 
  Magazine 
  Cost ($) 
  Weapon 
  Ammo 
  Rifle 
  3d6+3 
  no 
  1 
  6.0 
  8 
  - 
  - 
  Ithaca 37 Pump Action Shotgun [12 gauge] 
  This shotgun is used by both the police and military in the 1950s.  
  Range (m) 
  Dmg 
  Auto 
  Recoil 
  Mass (kg) 
  Magazine 
  Cost ($) 
  Weapon 
  Ammo 
  Shotgun 
  4d6 
  no 
  2 
  3 
  5 
  80 
  10 
  
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  NEW MEXICO 
   
  New Mexico is a state in the south west of the United States. Originally inhabited by Navajo 
  Indians it was later colonized by the Spanish and later by US settlers. New Mexico was 
  crucial to the military development of the nation, since it was here at Los Alamos that the 
  first atomic bombs were developed and tested. Military sites of most significance are the 
  Los Alamos and Sandia Laboratories, White Sands Missile Range and Kirtland, Walker, 
  Holloman and Clovis Air Force Bases. Holloman AFB, at Alamogordo, is used by the 2754th 
  Experimental Wing to develop and test missiles and drones for USAF. Clovis AFB at Clovis, 
  New Mexico, is the headquarters of the 50th Fighter-Bomber Wing, flying F-86F Sabres. 
   
  New Mexico is known as the ‘Land of Enchantment’ and although its largest city is 
  Albuquerque, the state’s capital is Santa Fe. The population in 1953 is around 700,000 
  people; there are Apache and Navajo reservations in the state as well as a significant 
  Hispanic and Mexican population. The Mexican influence is reflected in local language as 
  well as the culinary preferences of locals. West is the state of Arizona, south and east is 
  Texas and north is the state of Colorado. The southern border of New Mexico is shared 
  between Texas and Mexico across the Rio Grande River. Although the state does contain 
  large arid and barren areas, large parts of the north are heavily forested mountain 
  wilderness. There is good skiing in the winter! Still, the baking deserts of New Mexico are 
  famous around the world. The classic monster movie Them!  is set in the state; gigantic 
  ants are on the rampage, mutated by the first A bomb tests of 1945. There are a number of 
  ghost towns in New Mexico, many abandoned due to environmental difficulties or poor 
  mining returns.  
   
  Geographically, Albuquerque sits very roughly in the centre of New Mexico. Major highways 
  head off north, south, east and west. To the north the highway heads north-east and 
  passes through the the capital, Santa Fe. South the highway heads to Socorro, La Cruces 
  and then hits the Mexican border to reach El Paso. From Albuquerque, east and west the 
  highway heads out to Arizona and Texas. Roswell is a major town, located south-east of 
  Albuquerque, off  the major highways. South in the Guadalupe Mountains is Carlsbad, 
  home to the famous and huge Carlsbad Caverns. They are one of the most complex and 
  astounding cave systems in the world with with vast caverns and tortuously inter-connected 
  tunnels. The nineteen Pueblo tribes of New Mexico are descendants of the Anasazi 
  Indians, who once lived in the arid Four Corners region five centuries ago. Today, New 
  Mexico’s Pueblo tribes are spread along the river between Albuquerque and Taos, with a 
  few to the west such as Zuni and Acoma. Many of the adobe buildings that line the dusty 
  streets of these towns were built hundreds of years ago, and pickup trucks and TV aerials 
  are often the only signs of modernity. 
   
   
   
   
   
   
   
   
   
   
  
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  THE INVADERS 
   
  The invaders - aliens from a distant planet orbiting a red dwarf star. This star has in recent 
  decades become unstable and prone to dangerous flare activity. A terrible crisis engulfed 
  the alien 'planet x' and starships were hastily dispatched to find a new world, a haven that 
  could accommodate their dying population. They found Earth.  
   
  Planet X is an Earth-sized world with a very dense, hot atmosphere. Here on their home 
  world, the aliens are vaguely humanoid in appearance with heads wide and flattened at the 
  top. Two large, insect-like eyes are able to focus the dim rays of their red star and the alien 
  skin appears loose and folded, in colour it is a shiny brown. Each hand ends in four fingers 
  and two opposable thumbs. When an invader dies, either in a host body or in its natural 
  form, it disintegrates in a red glow within seconds, leaving behind no trace.  
   
  Using Hosts 
  When the aliens of Planet X stepped out of their flying saucers onto Earth's surface they 
  found the environment extremely hostile, far colder than they were used to and with an air 
  pressure five times less.  The aliens were sluggish and those who pushed themselves to 
  explore usually died within 3 hours. To mitigate this problem the invaders are able to 
  transfer their minds into host human bodies, destroying the human mind within. This allows 
  the invaders to move freely amongst the population of Earth, paving the way for the final 
  invasion when the alien population of Planet X will arrive en masse.  It is for this reason that 
  the invaders are planning a covert invasion, they desperately need humans and their 
  infrastructure in order for the transfer of populations to succeed. Weapons of mass 
  destruction or any open attack that will create panic and a violent knee jerk human 
  response, must be avoided at all costs.  
   
  Plots and Plans 
  What do they want? How do they intend to get it? The invaders want to colonize our planet 
  Earth; since they cannot tolerate our environment in their natural form they also want to 
  keep the human race alive. In this way they can transfer the hundreds of millions of alien 
  minds from Planet X into human hosts. Within a decade this population of human-hosts will 
  have recreated alien society, industry and technology here on Earth. The invasion, 
  therefore, must be covert and the take-over slow and careful. Humans must not become 
  aware of the invasion, those that do are to be discredited or, in extreme measures, killed.  
   
  The plan is to establish small operating bases in lonely out of the way places, a host will 
  use his influence and money to buy an abandoned factory or to allow access to some 
  warehouse or ranch. Here the invaders can set up rest areas, an interociter for long range 
  communications, a supply of equipment and food, as well as some other pieces of alien 
  technology. Sometimes low berths are installed, complete with a sleeping alien within ready 
  for mind transference to a host human. Tampering with or opening such a low berth 
  destroys the alien within, which vanishes in a cloud of red mist ... the low berth self 
  destructing soon after. An empty low berth cylinder makes a perfect mind-transference unit 
  should a human be forced inside one, his memories read and copied during tortuous week-
  long sessions of interrogation.   
   
  
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  Crews arrive in saucers and the aliens-in-host-bodies go out and target people, luring them 
  back to the hidden ship for mind transference. These become new crewmen for freshly 
  arrived saucers. Host invaders target everyday folk, abducting them in order to use them as 
  host bodies. Later a plot may form to put an alien agent inside some large organization, but 
  it is often difficult to trick such a high profile figure out to a remotely located saucer or lonely 
  warehouse. Instead it is easiest to take-over the bodies of lesser folk who work close to the 
  target personality. Sometimes the mind-key can be used to temporarily brain wash an 
  influential figure, but the effects aren’t permanent and it can still be difficult to get close to 
  the individual.  
   
  Most plots involve small victories that will try to further the invaders’ grip, while lessening 
  the hold the humans have over their own world. Can the public be convinced UFOs aren’t 
  real? Can a TV company become sympathetic to the invaders and help cover up any 
  accidents or discoveries of their plots? Can the space race be slowed or stopped? Can a 
  weapon that numbs the human brain be developed and tested? Can host bodies be made 
  more powerful than normal? Can people be kept away from their bases while the invaders 
  go about the slow and steady take-over of human bodies? Little victories, preparing the 
  way, keeping the authorities and the public unsure or unaware of the secret invasion, these 
  are the short term goals of the invaders... 
   
  Those who have met them describe the invaders as 'soulless' and 'heartless', they will lie if 
  it serves their purposes and they can affect the role of another if needed. The invaders are 
  logical, emotionless, cold and calculating. Often an invader will use the residual memories 
  that are hardwired into the nervous system and brain of its host. Human targets identified 
  as useful agents in society or potential hosts for newly arrived saucer crews are lured to 
  some remote invader base, sometimes even to a disguised ship. Twenty minutes are 
  required in order to transfer the mind of an invader into a host, with the now spent alien 
  body crumbling to dust soon after.  
   
  Invader TECHNOLOGY 
   
  The invaders are equipped for scientific research and investigation, not for warfare. They 
  have with them plenty of advanced materials, construction and fabrication equipment as 
  well as sensors and scanning gear. In human form away from the carriers, the invaders 
  wear dark green overalls of a synthetic-metallic-type material.  The boots they wear are of 
  an unearthly, yet functional manufacture. An invader could easily pass as some kind of 
  workman or engineer in these coveralls. If masquerading as a particular human individual, 
  the invader will wear suitable human clothing. 
   
  Equipment 
  The invaders have access to the following items of equipment, but referees are advised to 
  limit their deployment. If all invaders have all of this kit at their fingertips, they will easily 
  dominate the player characters and make things inordinately difficult for them. Allow their 
  use as the scenario dictates. Want the invaders to be armed? Give them a heat gun. Want 
  an invader to be able to control an important NPC? Give them a Mind-Key. The items of 
  most interest are: 
   
   
  
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  Mind-Key - The mind key is used by the invaders to temporarily subvert and control the 
  mind of a human. It resembles two small spinning crystal cubes linked by a silver stem. 
  Holding the mind-key close to a victim's head for 1-3 rounds will send him into a trance, he 
  is compliant and can be 'programmed'. The victim can resist the programming: 
   
  To resist the mind-key.  
  Endurance, 1-6 minutes, Difficult (-2).  
   
  Failure means that the victim will succumb to programming. Success means that the victim 
  is still brain-washed, but that a critical decision or action forced upon him may suddenly 
  snap him out of the invaders' programming. The referee should roll 2d6, with a 10+ 
  indicating a successful 'snap-out', bonuses may be applied for particularly critical actions 
  (such as killing one's own brother, or signing a contract that could harm hundreds of human 
  lives).  
   
  Brainwashing is temporary, lasting only 3 days, unless the invaders repeat the process. 
  Whilst the initial brainwashing is often done with the victim bound and helpless, repeat 
  programming can be done with a compliant, willing victim.  
   
  Heat Gun - A disintegration pistol, looking large and black with radiator fins. It can attach to 
  a magnetic holster that hangs from an invader's belt. The pistol vaporises a person with 
  ease. If it hits the target, the target dies, glows red, then vaporises with a moderate blast of 
  heat. If it misses it will disintegrate a similar sized object or part of an object, wall or vehicle.  
   
   
  Comm - A small disc, with an array of otherworldly flashing lights. This comm allows fast 
  and secure communication with other invader teams anywhere within 100km. In 1953 this 
  miniature cell phone is a very alien and stunningly amazing device.  
   
  Interociter - For long range communications the large interociter (pronounced 'inta-
  rossiter') is used by the invaders. In appearance it is shaped as a black, metal unit the size 
  of a desk, from which rises a stem connecting to a large rectangular view screen. Simple 
  touch controls on the 'desk' allow the interociter to be controlled. Other interociters can be 
  contacted via the 2-way view screen, whether they are on opposite sides of the continent, 
  on the other side of the world, in orbit around the Earth or Saturn, or on the invaders' home 
  world, Planet X. An interociter is used to control drones and missiles. All flying saucers, 
  carriers and some of the most important bases have their own interociters.  
   
  Inside the Flying Saucers 
  The invaders use a variety of spacecraft. In Traveller terms they travel from Planet X in 800 
  ton starships called ‘phase ships’ (due to their ability to jump onto ‘phased space’ and 
  appear to travel faster-than-light). The USAF give these rarely seen cylindrical, cigar-
  shaped carriers the code-name Irene. The phase ships carry a complement of Traveller 
  small craft, these are the infamous flying saucers seen in the skies over America and come 
  in three different sizes. The invaders refer to these small craft as ‘system ships’. Code-
  Invader Heat Gun 
  An alien ray gun capable of disintegrating a target 2m in diameter.   
  Range (m) 
  Dmg 
  Auto 
  Recoil 
  Mass (kg) 
  Magazine 
  Cost ($) 
  Weapon 
  Ammo 
  Pistol 
  see text 
  no 
  - 
  1.0 
  6 
  - 
  - 
  
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  names for the three types of flying saucer encountered by the USAF are Oscar, Nate and 
  Mike.  
   
  Interior Features - The craft share many similar features; they are of saucer shape, 
  powered by a fusion powerplant and propelled by an anti-gravity drive that allows them to 
  travel vertically, hover or make radical changes in direction. They are saucer shaped for 
  aerodynamic reasons and when moving at speed, fly ‘edge on’, like a Frisbee moving 
  through the air. All are equipped with an airlock and either a ladder (on the Mike) or an 
  entrance ramp (on the Oscar). The Nate has a ladder and cargo loading ramps. Folding 
  legs support the craft while they are on the ground. The motors make a quiet throbbing 
  noise, but during manoeuvres can become quite shrill.  All of the saucer hulls are of an 
  unearthly metal alloy; when landing or during landing, and at other times while in the air 
  (see below) the saucers retain this obviously mechanical, vehicular appearance.  
   
  Preferred weapon systems for the invaders’ spacecraft is the standard Traveller missile 
  which comes in two versions, guided and smart (smart missiles provide a -1 for a jet pilot 
  trying to outfly them). Use is also made of drones, which also come in two versions, guided 
  (remotely controlled) and smart (intelligent and autonomous). The USAF has codenames 
  for these smaller alien vehicles. The drones and missiles, while mechanical, are typically 
  enveloped in a glowing plasma field which is a by-product of their gravity drive. To an 
  observer these auxiliary vehicles are simply glowing lights in the sky.  
   
  Most saucers are fitted with accommodation, and many include Traveller low berths, 
  cryogenic suspension chambers for the transport of aliens from Planet-X. Each low berth is 
  also fitted with a mind transfer device; a human host sat in the seat at the foot of the 
  cryogenic tube is bombarded with alien energies incapacitating him ready for the transfer of 
  alien mind into the host. This takes 3d6 + 10 minutes and cannot be resisted; the mind of 
  the host is presumably destroyed... the alien body enters heat death and is vaporized.  
   
  All saucers have a control room as well as an interociter for the control of missiles and 
  drones as well as for communication with other invader interociters. The interociter can act 
  as a remote control station for any vehicle, item of equipment of surveillance system set up 
  in advance by the invaders.  
   
  The Unearthly Abilities of Saucers 
  UFO witnesses have mentioned seeing glowing discs, bright lights, and pulsating lights of 
  different colours and so on, while others described bare metal hulls. Why the variation? In 
  addition, the behaviour of flying saucers has varied, from hovering for minutes on end in 
  one place or drifting slowly, to zipping wilding at velocities and turn radii that defy modern 
  physics. Assuming these UFOs are all the same type of invader craft, the differences in 
  appearance and motion should be explainable.  
   
  The referee can use the following rules to provide player characters with those entire 
  observed phenomenon. First assume all flying saucers have a basic Power rating of 6.  
  There are several abilities that saucers can utilise, but all cost power; be flexible in the 
  manner of their use and their utility. Many of these abilities change the appearance of the 
  spacecraft and so during a single encounter, the saucer may change in appearance. The 
  referee should decide as the encounter progresses, what type of abilities the crew of the 
  saucer wish to employ and describe the visual manifestations to the players. They may 
  
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  soon detect a correlation between what the saucer can do, and what it looks like at any 
  given moment. These are clues that may help them to defeat the invaders.  
   
  Acceleration & Evasion (3 pts) - The anti-
  gravity motor used by the flying saucers can be 
  used to hover or to glide at Mach 1 speeds 
  through the air whilst in Earth’s atmosphere. Out 
  in space there is no such restriction. There is a 
  way that the saucers can move at extremely 
  high (hypersonic) speeds, but only using large 
  amounts of power and travelling along the 
  twisted lines of gravimetric distortion, where 
  magnetic field lines intersect with lines of gravimetric stress. As a result some UFOs seem 
  to zip at random through the air, while carrying out crazy zigzag manoeuvres. An Earth-
  made aircraft will struggle to keep up, and so use of this ability grants a flying saucer a +4 
  to break-off from air combat. During these manoeuvres the saucer glows brightly in a 
  number of colours.  
   
  Anti-Nuclear Shield (2pts/hour) – This can protect a saucer from the blast, shock, heat 
  and radiation effects of a nuclear detonation. The saucer glows brightly and intensely whilst 
  the shield is activated. An early 1950s strategic A-Bomb would inflict 6d6 ship damage (plus 
  a crew hit) on an invader craft should the USAF find a way to drop such a bomb on a 
  stationary or landed saucer.   
   
  Attractor Beam (2 pts) – This is a ‘tractor beam’ that can haul people, vehicles and other 
  objects toward the saucer and into its cargo hold (if large enough). Range of this Attractor 
  Beam is approximately 200m. The referee should decide exactly how powerful the beam 
  really is. A green pulsing light surrounds the saucer and its target. 
   
  Full Scan (0 pts) – Although the probe drones make fantastic point location recon devices, 
  a fall-back system exists whereby a saucer can conduct a scan of the area around it. This 
  scan requires the saucer to be stationary or slowly drifting for 10 minutes, but provides a  
  3-D map of the area within 10 km, including terrain, weather, aircraft, ground vehicles, 
  buildings, roads, communications nets, heat emissions and energy readings. During the 
  scan the saucer glows and patterns of lights dance across its surface.  
   
  Interrupter Beam (2 pts) – With a 200m range, the Interrupter Beam is able to interfere 
  with electronic devices, cutting lights, vehicle ignition switches, radar, etc. The effect will 
  typically last until the UFO is out of range. In air combat where the saucer has the 
  advantage this takes the form of a non-lethal attack. The referee rolls 2d6 and on 8+ the 
  target aircraft suffers electronic failure, including comms failure, engine flame-out and 
  weapons-lock. The pilot may be able to restart his plane and recover the situation:  
   
  To recover an unresponsive aircraft  
  Flyer and Engineer, Education, Difficult (-2) 
   
  Invisible to Sight (1 pt/hour) – Some UFOs have been detected on radar scopes, but not 
  to observers on the ground or in the air. This ability renders the saucer invisible for up to an 
  hour. This is useful for reconnaissance or when a saucer is landed on the ground and 
  Saucer Ability 
  Power Cost 
  Acceleration & Evasion 
  3 points 
  Anti-Nuclear Shield 
  2 pts/hour 
  Attractor Beam 
  2 points 
  Full Scan 
  0 points 
  Interrupter Beam 
  2 points 
  Invisible to Sight 
  1 pt/hour 
  Invisible to Radar 
  1 pt/hour 
  Kinetic Shield 
  1 point/attack 
  
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  wishes to remain undetected. However, the invisibility fails when an observer approaches 
  within 100m of the saucer.  
   
  Invisible to Radar (1 pt/hour) – Some UFOs have been observed by people on the 
  ground, or in the air, but radar operators at distant installations could not detect these UFOs 
  on their scopes. This was caused by the Invisible to Radar ability. This ability renders the 
  saucer invisible to radar for up to an hour.  
   
  Kinetic Shield (1 pt/attack) – This acts as a deflector shield, providing a protective layer of 
  energetic plasma that prevents micrometeoroids, bullets and rockets doing too much 
  damage to the saucer hull. When activated, the shield acts as a layer of 8 point armour for 
  one combat round. It can be activated at the very last moment. The saucer glows brightly 
  and intensely whilst the shield is activated.  
   
  Types of Flying Saucer 
  There are four main types of invader craft: three saucer designs and a large interstellar 
  carrier. The descriptions below are given as standard Traveller spacecraft write-ups. The 
  vehicle data sheets that follow immediately afterwards present each alien craft as a vehicle 
  in order that it is compatible with the air combat rules.  
   
  Type 10 (code-named Mike) – Using a streamlined and stealth-coated 10 ton hull, the 
  ‘Mike’ is a small invader scout ship. It has manoeuvre drive-sA and powerplant-sA giving a 
  performance of 2G. Fuel tankage of 1 ton allows for two weeks operation. Adjacent to the 
  cockpit is a Model/1 hardened computer and a standard electronic suite. An airlock is fitted. 
  There is no on-board accommodation, although cargo space for 8 tons is included. There is 
  a bay for 5 ‘Slim’ type guided probes. The vehicle has one hardpoint fitted with a single 
  missile launcher as well as a magazine containing 6 ‘Junior’ type guided missiles.  
      The Mike requires a crew of two: pilot and engineer. The vehicle costs MCr 7.84. 
   
  Type 40 (code-named Nate) – Using a streamlined and stealth-coated 40 ton hull, the 
  ‘Nate’ is a medium-sized general purpose invader craft capable of carrying passengers and 
  cargo in order to conduct scientific research. It has manoeuvre drive-sD and powerplant-sD 
  giving a performance of 2G. Fuel tankage of 1 ton allows for two weeks operation. Adjacent 
  to the cockpit is a hardened Model/1 computer and a standard electronic suite. An airlock is 
  fitted. There are three staterooms and four low berths installed; cargo capacity is 12 tons. 
  There is a bay for 5 ‘Zeke’ type smart probes as well as a complement of repair drones. 
  The vehicle has one hardpoint fitted with a double missile launcher and a magazine 
  containing 12 ‘Tex’ type smart missiles.  
      The Nate requires a crew of three: pilot, engineer and lead scientist; it can carry three 
  additional crew. The vehicle costs MCr 18.28. 
   
  Type 80 (code-named Oscar) – Using a streamlined and stealth-coated 80 ton hull, the 
  ‘Oscar’ is a large expedition craft used for long-term scientific study. It has manoeuvre 
  drive-sK and powerplant-sK giving a performance of 3G. Fuel tankage of 2 tons allows for 
  two weeks operation. Adjacent to the cockpit is a Model/1 hardened computer and a 
  standard electronic suite. An airlock is fitted. There are eight staterooms, a laboratory and 
  eight low berths installed; cargo capacity is 19.1 tons. There is a bay for 5 ‘Zeke’ type smart 
  probes and the vehicle has one hardpoint fitted with a triple missile launcher and twin 
  magazine containing 12 ‘Tex’ type smart missiles and 12 ‘Junior’ type guided missiles.   
  
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      The Oscar requires a crew of four: pilot, co-pilot/navigator, engineer and lead scientist; it 
  can carry twelve additional crew. The vehicle costs MCr 39.83. 
   
  Type 800 (code-named Irene) – Using a streamlined and stealth-coated 800 ton hull, the 
  ‘Irene’ is an interstellar phase ship and system-ship carrier. It has manoeuvre drive-J, jump 
  drive-J and powerplant-J giving a performance of 2G and jump 2. Fuel tankage of 178 tons 
  allows for two weeks operation. Adjacent to the bridge is a Model/3 hardened computer and 
  advanced sensors. There are eight airlocks. There are 40 staterooms, two laboratories, a 
  large workshop and 100 low berths installed. Cargo capacity is 53 tons. There is a bay for 
  20 ‘Zeke’ type smart probes and a set of repair drones is installed. The vehicle has four 
  hardpoints, one fitted with a single beam laser turret, the other three fitted with double 
  missile launcher turrets. A complement of missiles is carried on-board; 24 ‘Tex’ type smart 
  missiles and 24 ‘Junior’ type guided missiles.  Much of the Irene is taken up with a huge 
  270 ton internal hanger space. This is capable of holding one Oscar, two Nates and three 
  Mikes simultaneously, although several other combinations are also possible.  
      The Irene requires a crew of nineteen: commander, executive, 2 pilots, navigator, 6 
  engineers, 2 medics and 6 scientists; it can carry twenty one additional crew. The vehicle 
  costs MCr 416.89 (without carried craft). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  History of Invasion 
   
  1880-1901 
  The invaders have only sent exploration and scientific teams to Earth, they have nothing 
  that would resemble a military force and find the concept of organised warfare abhorrent. 
  Four cylindrical carrier craft arrived in the 1880s and spent more than a decade overflying 
  the Earth in reconnaissance sweeps and covert surveys.  
   
  1901 
  All but one of the four carriers returned to Planet X in 1901. The fourth vessel suffered a 
  mutiny of the mutant underclass that operated the carrier's fusion motors. In the struggle for 
  the ship it was destroyed, exploding over Tunguska in Siberia. A number of the mutants fled 
  the explosion in an Oscar flying saucer; they landed in Russia and transferred their minds 
  into the host bodies of Russian victims.  
   
  1901-1940 
  On Planet X the mutant rebellion is in full swing. Despite putting up a stiff resistance the 
  mutants are put down and their enslavement continues.  
   
  1940-1945 
  Free now to continue the reconnaissance of Earth another alien carrier arrives in orbit. A 
  rapid increase in human technology and the ferocity of the on-going World War forces the 
  aliens to remain in orbit. Long range drones are instead dispatched to observe aspects of 
  the new human technologies. The German army within Russia finds a strange saucer 
  shaped craft within a hanger (the Oscar from 1908). It is shipped back to Germany for 
  testing... 
   
  1946 
  Now that the World War is over, four more carriers arrive over Earth from Planet X. Each 
  carries the usual complement of system ships (the familiar 'flying saucer').  
   
  1947 
  One of the invader's system ships crashes due to unknown causes at Roswell, New 
  Mexico. The invaders are unsure of the cause and suspect that along with the atomic 
  weapon the Americans have developed some kind of particle beam weapon or other 
  mysterious death ray.  
   
  1948-1951 
  The invaders begin cautious over-flights of the United States to assess in order to properly 
  assess that nation's technological level. System ships and long range recon drones are 
  extensively used.  
   
  1952 
  In 1952 the invaders decide to bait the USAF into attacking with its suspected 'super 
  weapon' and an over flight of Washington DC provokes almost no military response! The 
  invaders realise there is no 'super weapon' and decide to begin the covert invasion, the 
  careful and organised take-over of the United States by deception and body transfer.  
   
   
  
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  1953 
  Fearful now of a real threat from outer space, the USAF is directed, through Project 
  Pounce, to intercept, photograph and shoot down flying saucers. The fight back begins!  
   
  The Soviet Union 
  Throughout the 1920s and 1930s, the Soviet Union rose to prominence. Joseph Stalin ruled 
  the nation and its communist party with an iron grip. In the 1950s, suspicion, paranoia, fear 
  and terror lock the Russians into total obedience of the state and its secret police agency, 
  the KGB.  A fact unknown to most Russians and to the rest of the world is that the alien 
  mutineers have infiltrated Russian society and the upper echelons of the communist party. 
  The mutants' ice cold emotional state and soulless demeanour have tainted the Russian 
  state apparatus. The Americans call the Russian communists 'evil' and 'godless', and they 
  are right, but for the wrong reasons. Society is steered by the mutant elite, right under the 
  noses of the invader recon flights. The aim of the mutant elite within the highest ranks of 
  Soviet society is complete domination of the Earth using the Soviet Union and its primitive 
  industrial capacity to do just that.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  RESOURCES 
   
  Attack Squadron: Roswell is inspired by several movies and TV shows, all of which 
  should provide the referee with ideas for scenarios, NPCs and situations.   
   
  Television 
   
  The Invaders - The greatest influence on this game is the classic conspiracy thriller from 
  Quinn Martin productions, The Invaders. Taking its cue from the alien invasion movies of 
  the 1950s, The Invaders followed the architect David Vincent as he tries to find proof of the 
  alien invasion. Often he foils the alien plots but any evidence he finds is always destroyed. 
  As the series progresses Vincent gains a number of allies in his struggle. Famous guest 
  stars, wonderful plots and acting and a menacing voice-over make this a very watchable 
  series, even today.  
   
  UFO - A British TV series produced by Gerry Anderson; it depicts the struggles of SHADO, 
  a unit established to defend the Earth from hostile UFOs. Considered a classic by many, 
  but UFO looks dated and some of the stories are very weak.  
   
  Captain Scarlet - Another Gerry Anderson series, famous for its use of marionettes and its 
  eponymous hero, Captain Scarlet. Scarlet and his colleagues work for SPECTRUM, which, 
  much like UFO's SHADO, protects Earth from alien invasion in the near future. Many of the 
  plots involve sabotage by the evil Mysterons. Gerry Anderson's New Captain Scarlet was 
  a 2005 CGI remake with new plots and characters.  
   
  Space Above & Beyond - Alien invasion, this time in the late 21st century. The forces of 
  Earth are fighting the alien 'chigs' in far off solar systems. It is relevant here because the 
  marine fighter pilots of the 58th 'Wild Cards' squadron fly their fighters in an episode, then 
  get involved in other activities later on. The show was great at showing the pilots getting 
  stuck into the fight in the cockpit, plotting in garrison and having adventures on the ground.  
   
  Movies 
   
  Earth Versus the Flying Saucers (1956) - Special effects by Ray Harryhausen. A fleet of 
  alien flying saucers make mincemeat of US military forces, until scientists develop a 
  magnetic ray to destabilise the saucers' antigravity drive.  Some great scenes that could 
  easily be dropped into a scenario, from surveillance drones to saucer interiors, first contact, 
  to the military response.  
   
  Invaders from Mars (1953) - A flying saucer in the sand quarry turns local townspeople 
  into hosts for alien invaders. A creepy movie that illustrates the paranoia of the 1950s.  
   
  Invasion of the Body Snatchers (1956) - The classic alien invasion movie capitalising on 
  the Red Scare conspiracies of the day. Here the invaders haven't arrived by saucer but as 
  pods, replicating and replacing their targets. One by one the town is replaced with alien 
  copies... a brilliant movie.  
  
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  This Island Earth (1955) - Not invasion as such, but aliens are here, they have a base and 
  a flying saucer and they are recruiting scientists to their secret cause willingly. The remote 
  controlled aircraft are neat.  
   
  War of the Worlds (1953) - The invasion movie featuring overpowering and relentless 
  aliens intent on destroying all life on Earth. A little intense for this game, where the 
  emphasis is on a more subtle scale. Yet War of the Worlds is certainly worth watching for 
  the period details.  
   
  Bridges at Toko Ri (1954) - A great Korean War movie featuring Navy pilots flying from 
  carriers in Grumman Panthers.  
   
  Strategic Air Command (1955) - James Stewart stars in this movie about a B-36 bomber 
  squadron. It features the new B-47. Lots of planes on camera and impressive flying scenes.  
   
  The Hunters (1958) - Based on a novel written by Korean fighter pilot James Salter, The 
  Hunters shows an F-86 Sabre squadron in action.  
   
   
   
  Games 
   
  GURPS Atomic Horror – Written by the author of Attack Squadron: Roswell, Atomic 
  Horror makes a good companion book to this game since it features several more alien 
  races intent on taking over Earth. Of course being much broader in scope it also covers 
  everything from giant spiders and ants to zombies, carnivorous plants, dinosaurs, 
  radioactive blobs, espionage, conspiracies, mutants and more. It also describes the 1950s 
  setting in greater depth, gives an encyclopaedic listing of period B-movies and gets to grips 
  with what B movies are and how a referee can emulate them.  
   
  Cold Space – Published by Better Mousetrap Games, this SF RPG is a ‘what if’. What if 
  the USA and Russia were able to develop interplanetary space travel in the 1950s, taking 
  their Cold War rivalries out to the stars and beyond. Using Cold Space it is quite possible to 
  run the game in the 1950s during the first voyages to other planets, concurrently with 
  Attack Squadron: Roswell. Invaders could be pursued out to Mars, to a USAF base on 
  the Moon and perhaps further to the invaders’ homeworld! 
   
  X-COM – A successful series of computer games released by Mythos Games and 
  Microprose in the late 1990s that let's players defend Earth against a UFO invasion.  
   
  COAAC – Close Orbit and Airspace Control Command is a 1989  aircraft supplement for 
  the Megatraveller game. Air combat rules in this game were based on those in COAAC.  
   
   
   
   
   
  
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  Legal Information 
   
  OPEN GAME LICENSE Version 1.0a  
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
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SOURCE: textdata/thevault/Traveller/08 - Mongoose Traveller/Third Party Materials/Campaigns & Settings/Settings - Other/Mongoose Traveller - Attack Squadron Roswell.pdf