Pilot Personality Profiles
Stand-alone Rules for Over Flanders Fields.
Adapted for OFF by Bletchley, Originally for RB3D by
Bluevoss and Jeff Dillman (JG1Beck)

The Pilot Personality Profiles (3P) rule set is designed to allow an OFF campaign player to “flesh out” the pilots who fly with him. It permits the player to get to know his wing mates’ strengths and weaknesses, and attempt to influence his squadron mates (and more importantly, his superiors) to enhance his reputation and perhaps gain promotions. The original verson for RB3D by Bluevoss and JG1Beck can still be downloaded from www.majpalmer.com/horst
 
3P is based on the following concepts:

Campaign Points:  In 3P, we use these as “experience points”. Good experiences yield more Campaign Points, to produce a well regarded pilot with good promotion prospects..

Pilot Classes: Every pilot in your squadron will be a “class” of person. You will be, too. Your types will effect how many Campaign Points you get. You will not know what other’s classes are until you encounter them.

Pilot Outlook: Each pilot will have an outlook towards you. Outlooks range from Enemy, Dislike, Neutral, Like, and Friend. All pilots begin with outlooks of neutral.

A mention of  “1-2” refers to rolling a 1 or 2 on a six-sided die.

	Gameplay

Starting a campaign:

At the start of a campaign, the player should create a pilot in OFF, and then select a 3P Pilot Class or randomly select one using Table 1 below. Record this on a copy of the Squadron Roster Sheet (at the end of these rules).

Table 1
Pilot Class Table

First Roll	Second Roll	Type (Code)	Code	Description	
1	1	Alpha Male	AM	The macho type, first to brawl, first to criticize wimpy behavior, respects strength and feats reflecting his ideal of "Manhood".	
1	2	Bully	BL	The Alpha Male who projects. Likes nothing better than to Lord over those weaker than he. Particularly noxious when occupying a position of authority in the squad.	
1	3	Birdman	BM	This fellow was flying back when it was all fresh and new. When that black August came, the sparrow turned into an eagle.	
1	4	Bolshevik –Royalist	BR	Represents both sides of the class struggle. If American or French, he despises rank and the established order. If English or German, he stands behind the monarchies of the day.	
1	5	ChatterBox	CB	An hour on the flight line with him, and your single seater will seem like heaven. If there were a reason to consider going up in horrible conditions, it would be him.	
1	6	Charismatic Leader	CL	A leader of men. Those beneath him are only too happy to fly into hell for him. And he usually leads.	
2	1	Career Orientated 	CO	Achievement motivated. Does everything by the book, with an eye towards his next promotion.	
2	2	Cash
Strapped 	CS	Always a fiver short of payday. His reaction to a squadron loss is based on how much of his debt just got eliminated.	
2	3	Competent	CP	When not helping his riggers tune his plane, he in the mess, fixing the gramophone. Too logical to have many enemies, his friends benefit from his numerous skills.	
2	4	Coward	CW	For low rankers, it’s facing the horror of modern war. For the upper ranks, its nerves frayed by too much combat flying. Either way, this person will gravitate towards anyone who can keep him alive.	
2	5	DareDevil	DD	From flying to driving to drinking, this fellow lives his life on the ragged edge. Unfortunately for his mates, his lunacy is not necessarily self-contained.	
2	6	Dreamer	DR	Easily distracted and feather-headed, the dreamer seems out of phase with the world around him. One hopes an enemy scout will not give him an overdose of reality.	
3	1	Egotist	EG	Self Centered and arrogant. The war and the squadron are just background for his own personal drama.	
3	2	Frontiers-man	FM	From the Prussian wilderness to the Alaskan frontier, raw men of fortitude have been drawn into the war. They are adept at drinking, gambling, and all sorts of rough and ready horseplay.	
3	3	Fop
	FP	Fastidious in every way. His clothing, hair, and circle of friends are always perfect.	
3	4	Gambler
	GB	Quick with a deck of cards or a set of dice. When a comrade is struggling to make the field, he’s always the one setting the odds.	
3	5	Hometown Comrade* 	HC	Living proof that it’s a small world. A touch of the hometown here in this living hell.	
3	6	Heavy
Drinker 	HD	Rock-steady in the air, but a total disaster on the ground. Always looking for the next mess blow-out	
4	1	Intellectual	IQ	The learned, bookish type. Likes great conversation, not impressed by sophomoric displays of machismo. Abhors the "caveman" mentality	
4	2	Introvert	IV	Keeps tight control over his passions, such that his friends and enemies might not realize that they are such.	
4	3	Killer	KL	War is not hell, it’s personal. Kills are his main goal, flamers are a bonus.	
4	4	Loner 
	LN	Keeps to himself. Little is known about him, and that’s just the way he wants it.	
4	5	Middle Class	MC	An “old man” of thirty who keeps a locket with photos of his wife and children close at hand. Awaits the end of hostilities and the resumption of the mediocrity.	
4	6	Musician 
	 MU	Lugged a large musical instrument all the way through flight school and to the front. Always trying to get a squadron band formed.	
5	1	Maverick	MV	This man has little respect for rank, authority or
established rules. He sees orders as challenges. 	
5	2	Natural Enemy*	NE	Hate at first site. This person hates you from the moment they lay eyes on you.	
5	3	Natural Friend*	NF	The opposite of the Natural Enemy. Friendly, open, and honest. The true wingman.	
5	4	Obscure Hobbyist	OH	Spends his time reading little-known poetry, collecting stamps, or pursing Pussycat Swallowtail butterflies.	
5	5	Prankster	PK	The squadron practical joker; anything for a laugh. If a good chuckle can be had at your expense, then it will be.	
5	6	Priest	PR	Shows that a scout can carry a co-pilot. Views squadron members as either potential converts or total heretics.	
6	1	Rumor
Monger	RM	Not all bombs are dropped from airplanes. Enjoys stirring the pot and creating conflict in the squadron.	
6	2	Romantic	RO	The Casanova, who lives to love and loves to live.
When not flying he is plotting his next conquest. His circuit of the field before landing is not done so much for possible obstructions as it is for possible angry husbands and fathers.	
6	3	SchoolBoy	SB	Innocence personified. When the horrors of war finally overcomes him, he will probably fall into the darkness.	
6	4	Scavenger	SC	Things of use seem to gravitate towards him. The bane of supply sergeants the world over. 	
6	5	Sycophant	SY	He views others in terms of their coat tails. The perfect Toady.	
6	6	Tyrannical Leader	TL	Can take a body of men and turn them into a compact unit of miserable squabblers. Woe to all those under his command.	
*Note: If a player rolls “Hometown Comrade”, “Natural Enemy” or “Natural Friend” for himself, he should roll again.

Squadron Situation: 

These tables determine the squadron’s day to day operations. When your pilot first arrives at the Front, proceed though all the steps (A – F) and record any information on the Pilot Roster Sheet. If your squadron transfers to a new base, process steps A, E and F.

Other observations: If your CO dies or is replaced, execute step D again. If your roommate dies or moves on,  execute step F again.

Note: all rolls may be modified from ‘1’s and ‘6’s. However, a ‘0’ is still a ‘1’, and a ‘7’, a ‘6’.

Step	Description and Rules	
A – Field type	You arrive on the field. You find it to be (roll a dice):
1: Abysmal field: A muddy patch of inhospitable ground, ruts clearly visible with stagnate seepage. -2 per day.
2: Below par: The furrows of the former cabbage field hammer a plane’s wheels on takeoff. –1 per day
3, 4: Average
5: Aerodrome: Solid ground, no ruts, freshly rolled. Not bad. +1 per day.
6: Aeropark: Designed for a fighter squadron. Wide spaces, good approaches, even a wind sock. +2 per day

Circle the appropriate type on the Roster.  Field Type can improve - roll again at the start of each new month. Abysmal can go up to Below par; Below par can improve to Average; Average can be improved to Aerodorme; and Aerodrome can become Aeropark (but only one rise in level is allowed at a time). If your unit transfers to a new airfield, repeat the process.	
B – Meet the Adjutant	Stepping over to the Adjutant’s office, you present your orders and paperwork. Sitting in a creaky chair, you wait for him to finish processing you. Roll a dice:

-1 modifier for players of type: Introvert, Loner
+1 modifier for players of type: Chatterbox

1, 2, 3: The only sound is the scratch of his pen.
4: He makes small talk. Go to the Squadron Roster and randomly determine a pilot. You may roll his type (but not his outlook). Until you meet him, you will not know his opinion of you. 
5: He chats as he works. As ‘4’ above, but randomly select two pilots.
6: With all the planes out, he seems quite bored. As ‘4’ above, but with three pilots.	
C – Morale determination	Having seen the field, you stop in the mess for a quick drink. From the surroundings, as well as what you’ve seen so far, you begin to get an idea of the unit’s morale. Roll a dice.

-1 modifier if squadron is ranked POOR
+1 modifier if squadron is ranked GOOD
+2 modifier if squadron is ranked ELITE

1: Black: Unit is dysfunctional and unhappy. Each time you meet someone new, default outlook = Dislike. -2 per day
2: Worn: The unit is tired. –1 per day.
3, 4: Average
5: Good: They are coping well. +1 per day
6: Solid: The unit continues to confound their enemies. Each time you meet someone new, default outlook = Like. +2 per day.

Record the appropriate type on the Roster. Roll again at the start of each new month (can go up or down by just one level at a time)	
Continued…

D – Meet the CO	Eventually, the planes return. The Adjutant stops by and… (roll a die)

-1 modifier if morale is BLACK
+1 modifier is morale is SOLID

1, 2: …tells you that the C.O. is a little too busy to spend time with you right now. The snub earns you –2.
3:  …explains that while the CO is busy, your Flight Leader will see you. Generate the character of the highest ranking officer in your flight, and roll on the Standard Encounter Table (only roll the second dice to determine the encounter – the first is considered a “1”). The snub also earns –1 points
4, 5, 6: The CO meets you. Generate his character and roll on the Standard Encounter Table (only roll the second dice to determine the type of encounter – the first is considered a “1”).

 If your CO is replaced, repeat the process. Note: The CO is always the highest ranking officer in the Duty Room (he may be an 'Ace'), or the first one listed if there are two or more at the same rank. Repeat at the start of each new month.	
E – Lodgings	After this, you proceed to your assigned quarters. Roll on the following table.

-1 modifier for field type of ABYSMAL
+1 modifier for field type of AEROPARK.

1: Leaky tents (or in the hangers with the planes, when the rains come). –2 per day.
2: Tents. –1 per day.
3, 4:  Huts. 
5: Barracks. +1 per day
6: A requisitioned mansion. Drink your port by the fire, watch the rain hit the windows, think of the PBI, and shudder. +2 per day.

Circle the appropriate type on the Roster.  Lodgins can improve - roll again at the start of each new month. Leaky tensts can go up to Tents; Tents can improve to Huts; Hutse can be improved to Barracks; and Barracks can become a Requisitioned mansion (but only one rise in level is allowed at a time). If your unit transfers to a new airfield, repeat the process.	
F – Roommates	You may have a roommate. Roll on the following table.

-1 modifier for lodgings of LEAKY TENTS, TENTS
+1 modifier for each promotion in rank you’ve had (not counting your enlistment)
+1 modifier for field type of BARRACKS, MANSION

1-3: You have a roommate. This will be your wingman. Generate his character type, then roll on the Standard Encounter table.
4-6: No roommate.

After only a few days together, you really get to know someone. Roll for a honeymoon adjustment. 

1: -2 Outlook
2: -1 Outlook
3, 4:  No Change 
5: +1 Outlook
6: +2 Outlook.

If your wingman is your roommate, but is replaced by a new wingman roll again to see if he becomes your new roommate (as above). If he is not, you now have a room of your own. If your Lodging type changes (i.e. from Tents to Barracks), or if your unit transfers to a new airfield, start the whole process again.

First  3 Missions With a New Unit:

Having joined the unit, met the Adjutant and the CO or Flight Leader, and found your billet you will undertake a short process of orientation and combat training. Generate your first mission, but ignore the mission instructions. You will take off, fly a circuit of the field, and land on the airfield.  Award yourself five campaign points. Second mission - generate the mission, but ignore the instructions again. You will fly a 'lone wolf' mission of your own choosing, but will not fly over or cross the lines, and will land back at your airfield. Award yourself five campaign points. Third mission - generate the mission, but ignore the mission instructions. You will fly a 'lone wolf' mission up to the lines and will cross until fired upon by enemy AA artillery. You may then return to land at your airfield. Award yourself five campaign points. Note: you may engage the enemy during these three training missions (and gain extra campaign points for this), but if you fail to end the missions by landing at your airfield, are shot down (and survive), or write off your aircraft in a bad landing (the 'your aircraft has been destroyed' message) you will score negative points (See: Table 6 'End Mission Effects'). If your net score at the end of the third training mission is below '0' you will be sent back to the Home Front for further flight training (follow procedure set out in 'Tours of Duty' below). Whenever you start a new Tour of Duty or Transfer to a new unit, you will repeat this process.

Subsequent Missions:

Generate missions and carry them out, as dictated by the campaign. Successful completion of the three initial training missions will mean that you should start with a positive Campaign Points score. You will score campaign points (1) at the start of each new day (2) before and (3) after each mission, as detailed below. If your points score rises to '100' or above you can award yourself a temporary increase in rank above your substantive rank (and lose it again, if your score drops below '100'). You may do this 'on paper' by noting it on your Rosta sheet, or edit your OFF pilot dossier. You may never award yourself a temporary rank of more than one step above your substantive rank (the one awarded to you by OFF), and if you are promoted in the field by OFF to a new substantive rank you must deduct '100' points from your campaign points score (if this brings your campaign point score to below '0' your time with this unit is at an end and you will transfer to another unit. If your point score rises to 200 or above your tour of duty will end and you will return immediately to the Home Front - your current temporary rank is made substantive (your skill as a pilot has been recognised, and you are needed for Home Defence duties or as a training instructor). If, at the start of any new day, your CP score is below '0' your time with this unit will be cut short - you will transfer immediately to another unit (See: Transfers, below). 

Tours of Duty

For the RFC/RNAS/RAF these will usually last 6 months from the start of a career, and may last even longer (but see above for exceptions) . On the first day of each new month after the 6th month of a pilot’s career, throw a die – a ‘6’ indicates that the pilot’s tour of duty with that squadron has come to an end and the pilot will immediately be sent to Home Establishment. For every 5 confirmed victories add ‘1’ to the die (i.e. more chance of being sent to HE earlier). The period on Home Establishment will normally last at least 6 months (unless you returned early). Throw one die to determine the number of months over 6 months that the pilot will be absent from the Western Front (but if you returned to HE early, the period spent on HE will be the number on the die roll, not 6+). The pilot will return to his previous unit at his substantive rank, at the end of this period (this can be done by editing the pilot dossier), unless he is at a temporary ‘acting’ rank one above this at the time of leaving his old unit, in which case he will return to his old unit, or another unit (if this raises his rank to Flight Leader or Squadron Commander) with this ‘acting’ rank now made substantive (this can be done by manually editing the OFF pilot dossier file, or by starting a new career). For German, French, and US pilots the ‘tour of duty’ will be determined by throwing 1 die at the start of each new month after the first following enlistment – a six indicates that the pilot will then return immediately to the Home Front on extended leave, to train new pilots or take part in a publicity campaign, etc. Add ‘1’ to the die for every 5 confirmed victories. If a six is rolled, throw one further dice to determine the number of months that the pilot will be absent from the Front. The pilot will return to his previous unit, or to a new unit, at his substantive rank, at the end of this period - unless he is at an ‘acting’ rank one above this at the time of leaving his unit, in which case he will start the new 'tour' with this ‘acting’ rank made substantive (either by editing the OFF pilot dossier or by starting a new career).

Transfers

If your CP score is below '0' at the start of any new day after the successful completion of the induction and training period (the first three missions, above), you will be transferred to another unit - the need for trained pilots is too great to send you back to the Home Front, but you are clearly not fitting in with this unit: it will normally be a lower rated unit (i.e. if current unit is Average look for Poor), or if no lower rated unit is available then one with the same rating. You can do this by starting a new career, or by editing the OFF pilot dossier of your current pilot - see below

Check your pilot's no. on the ingame log.
Go to Campaigns-Campaign Data--Pilots and look for your Pilot Dossier (always one higher than on your log, so Pilot no.1 becomes Pilot Dossier no.2).
Open the dossier, check that you have the correct pilot, and find on the third line down his current squadron/staffel.
Overwrite this with the one you want to transfer to - name should be correct, so if necessary enlist a 'test' pilot first in the desired squadron/staffel to check that the name of he unit is correct.

Start with the initial three training/induction missions, as above.

At the Start of Each New Day:

Add and subtract campaign points for Morale, Airfield Type and Lodgings (see above).

Generate a 'standard encounter' with one randomly selected pilot from the Active Airmen roster (a table in the appendix can help you determine which pilot this is). If you randomly pick yourself, you may select which pilot you will interact with. If this pilot’s class is unknown, roll it at this time. Next, roll a die twice on table 2 (Standard Encounter) to determine what recent event has happened between you and that pilot. Note the modifier given, based on your pilot code. Players should feel free to interpret just what happened based on their imagination.

Next, consult tables 3a or 3b (depending on your class) to see how well you relate to the person you are dealing with. Drunks won’t fair well with priests, and so on. Add this modifier to the one from table 2.

Check table 4 for any additional modifiers. Of special note are the modifiers you can gain for your own behavior. These “cost” campaign points to attempt – players can add riskier negative modifiers at an immediate gain in campaign points. The reverse is also true.

And then, roll on table 5 to find out what happens to the other pilot’s outlook.. Record any changes in outlook on your Squadron Roster Sheet.

Finally, you need to figure out how many points are coming to you because of the other pilots' outlooks towards you. Use table 7 to discover how it effects you. As you can see, the effects of those of higher rank matter much more than those beneath you. Jot these values on the Roster; you will only need to change them when you are promoted or their outlook changes. Calculate the net figure for all pilots, and add or subtract this from your campaign points score.

Pre-mission:

A standard encounter is generated before each mission against one random pilot from the Player Flight Duty Roster. If you randomly pick yourself, you may select which pilot (from the Player Flight Duty Roster) you will interact with. If the pilot’s class is unknown, roll it at this time.

Next, roll a die twice on table 2 (Standard Encounter) to determine what recent event has happened between you and that pilot. Note the modifier given, based on your pilot code. Players should feel free to interpret just what happened based on their imagination.

Next, consult tables 3a or 3b (depending on your class) to see how well you relate to the person you are dealing with. Drunks won’t fair well with priests, and so on. Add this modifier to the one from table 2.

Check table 4 for any additional modifiers. Of special note are the modifiers you can gain for your own behavior. These “cost” campaign points to attempt – players can add riskier negative modifiers at an immediate gain in campaign points. The reverse is also true.

And then, roll on table 5 to find out what happens to the other pilot’s outlook.. Record any changes in outlook on your Squadron Roster Sheet.

Post mission:

Once you have flown the mission, you might have more points coming. Check table 6 to see if your immediate score (or the outlooks of those around you) changes because of  mission events.

Table 2
Standard Encounter

First Roll	Second Roll	Event	-2 modifier if you are…	-1 modifier if you are…	+1 modifier if you are…	+2 modifier if you are…	
1	1	Chat – You chat about current events.	IV, LN	AM, TL	BR, FP, IQ, MC, OH, RM	CB, CL	
1	2	Chatter – Like a chat, without the brains.	IV, LN	AM, IQ	CL, MC, OH, RM, SB, SY	CB, FP	
1	3	Tough Talk – You boast about your achievements.	CW, IV, SB	CL, IQ, LN, MC, OH	BR, CB, CO, CP, KL, TL	AM, BL, DD, EG, MV, RM	
1	4	Embarrassing silence – nobody can think of anything to say.	CB	AM, EG, MC, SB	CL, DR	IV, LN	
1	5	Technical Discussion – You talk shop while waiting to take off.		IV	CB, IQ, SC	CP	
1	6	Gossip – No place for it in a fighter squadron, yet…		CL, LN	BL, CB, CW, EG, PK, SY	RM	
2	1	Prank – The perfect opportunity for a prank occurs. You take it.	IV, LN	IQ, PR	AM, BL, DD, SB	PK	
2	2	Prank 2 – A bone headed stunt	IQ, IV, LN, PR	SB	AM	DD,PK	
2	3	Political Discussion – What if the “Reds” do hold out?		CO, FP, IV, MC	CB	BR	
2	4	Theological Discussion – This was probably not a good idea.	KL	BR, FP, IV	DR, IQ	PR	
2	5	Discussion on hatred for the Huns/Lords	PR	CW, DR	AM, BR, CO	KL	
2	6	Romantic Triangle – That girl at the canteen caught both your attentions.	LN, PR	CW, IV, MC, SB	AM, DD, DR, EG, FP,	RO	
3	1	Embarrassed confessions – You both saw each other at a bar last night.		CO, IQ, MC, PR, SB	BM, DD, FM, FP, GB, MU, MV, RM	AM, HD	
3	2	Embarrassed confessions 2 – You both saw each other at a brothel last night.	MC, PR, SB	CO,IQ	DD, FM, AM	RO	
3	3	Fearful confessions – You confirm that you, too, are often quite frightened.	AM, BM, DD, TL	CP, EG, IV	DR, HD, PR, SB	CW	
3	4	Squadron Mascot – Its been peeing on someone’s bunk, and someone else thinks its funny.		FP, IV	AM, BL, RM	PK	
3	5	Rough Horseplay – everyone is feeling a little tense these days.	FP	CO, CW, DR, IQ, IV, LN, PR	CL, DD, FM, MV, PK, SB, TL	AM, BL	
3	6	“Friendly” boxing – this can get out of hand pretty quickly.	CW, FP	DR, IQ, MC, PR, SB	CO, DD, KL	AM, BL, FM	
4	1	Money issue – someone owes someone money.	CS	CO, GB	SC		
4	2	Money issue 2  - investment questions about munitions.		AM, CS, SB	CP, DR, IQ		
4	3	Interviews – a war reporter stops by and asks both of you for your stories.	IV	LN	AM, BM, CB, CL, FP, SY	CO, EG	
4	4	Argument over a kill – You were both shooting when he burst into flames…		IV, SB	BL, BM, CO, CP, EG	AM, KL	
4	5	Too handy with the flask – Someone’s been hitting the sauce.	HD	IV, SB	AM	PR	
4	6	Brownnose – The lower ranker tries to brownnose the upper ranker.			CL, EG	SY, TL	
5	1	Slander – A chance comes to slander someone behind his back. Maybe he won’t hear.		PR	AM, TL	RM	
5	2	Butting-in – This person was scrapping with someone else, and you put your nose into it.		CW, IV, LN	AM, PR		
5	3	Drinking Buddies – You really get to know someone when you are drunk together.	PR	IV	AM, CB, DR, SY	HD	
5	4	Singing Buddies – The gramophone has a catchy tune.		IV	CB, FP, RO	MU	
5	5	Charity – We should buy old “whatshisname” something while he’s laid up with that wound.	CS	EG, TL	CL, PR		
5	6	“Who is the better flyer?”	CW			AM, BM, CP, DD, EG	
6	1	“What will you do when the war ends?”		CO	CB, DR, IQ, MC		
6	2	Griping about the mission.		CL, CO, DD, SY	CW, RM	MV	
6	3	Rank-pulling – someone on the flight line points to their stripes.	MV	CL, IV	BL, EG	TL, CO	
6	4	A little gambling to pass the time between sorties	PR	CS, SB	AM, DD, FM, MV, RO	GB	
6	5	Something of minor value has been taken, making it a major issue.	CS, SC	FP, GB, HD, PK	LN, MC, PR		
6	6	A derogatory comment is made about someone’s region, state, or province.		CB	EG, FM, RM	AM, BL	

Table 3a
Personality Mix Matrix
(for players of type AM - HD)

Your class is along the top. Read down to the other pilot’s class on the side to get your modifier.
	AM	BL	BM	BR	CB	CL	CO	CS	CP	CW	DD	DR	EG	FM	FP	GB	HD	
AM	+1			-1						-1	+1		-1					
BL	-1	+1								-2								
BM			+1						+1		+1							
BR				+2										-1				
CB					+2	+1	-1						-1	-1				
CL					+1	+1	+1	+1	+1	+1	+1	+1			+1	+1		
CO					-1	+1	+2			-1						-1	-2	
CS						+1										-2		
CP			+1			+1	+1		+2									
CW	+1	+2				+1	-1			+2	-1							
DD	-1	-1	+1							-1			-1					
DR				+1	+1	+1	-1							-1				
EG						+1							-2					
FM		-1												+1				
FP					+1	+1							-1	-2	+1			
GB						+1		-2								+1		
HC	+1	+1	+1	+1	+1	+1	+1	+1	+1	+1	+1	+1	+1	+1	+1	+1	+1	
HD						+1	-1							+1			+2	
IQ	-1			+1	-1						-1	+1		-1	-1			
IV						+1			+1									
KL										-2								
LN					-1								-1					
MC				-1		+1											-1	
MU						+1	-1					+1						
MV		-2				-1	-2				+1		-2				+1	
NE	-2	-2	-2	-2	-2	-2	-2	-2	-2	-2	-2	-2	-2	-2	-2	-2	-2	
NF	+2	+2	+2	+2	+2	+2	+2	+2	+2	+2	+2	+2	+2	+2	+2	+2	+2	
OH	-1				+1	+1						+1						
PK						+1												
PR	-1			-1		+1				+1							-2	
RM					+1	+1												
RO						+1	-1					+1			+1			
SB	+1	+1	+1			+2					+2							
SC						+1	-1	+1	+1									
SY	+1	+2				+2	+2						+2					
TL					-1	-2	+1		-1	-1		-1	-1				-1	

Table 3b
Personality Mix Matrix
(for players of type IQ - TL)

Your class is along the top. Read down to the other pilot’s class on the side to get your modifier.
	IQ	IV	KL	LN	MC	MU	MV	OH	PK	PR	RM	RO	SB	SC	SY	TL	
AM	-1	-1				-1		-1	+1	-1			+1		+2	+1	
BL									+1	-1	+1		-1		+2	+2	
BM														+2			
BR	+1				-1		+-2*			-1							
CB		+1		-2		+1					+2		+1		+2		
CL	+1	+1		+1	+1	+1	-1	+1	+1		+1	+1	+1		+1	-1	
CO						-1	-2							-1		+1	
CS																	
CP														+2			
CW			-2													-2	
DD															+1		
DR						+1		+1				+1				-1	
EG							-1				+2				+2		
FM	-1																
FP			-1			+1				-1		+1			+2		
GB					-1					-1		+1					
HC	+1	+1	+1	+1	+1	+1	+1	+1	+1	+1	+1	+1	+1	+1	+1	+1	
HD					-1					-1		+1					
IQ	+2						-1	+1	-1	-1			-1				
IV		+1													-2		
KL	-1		+2	+1					-2	-1		-1	-1				
LN			+1						-1		-1				-2		
MC			-1		+1												
MU						+2											
MV			+2	+1	-1		+2							+1			
NE	-2	-2	-2	-2	-2	-2	-2	-2	-2	-2	-2	-2	-2	-2	-2	-2	
NF	+2	+2	+2	+2	+2	+2	+2	+2	+2	+2	+2	+2	+2	+2	+2	+2	
OH	+1		-1		+1			+2									
PK		-1		-1				-1	+2								
PR	-1		-2		+1		-1			+2		-1	+1				
RM											+2						
RO			-1			+1					+1	+2				-1	
SB			-1	-2	+1		-1			+1			+2			-1	
SC				+1										+2			
SY				-2					+1		+2					+2	
TL	-1				-1	-1	-2				+1	-1	-1		+2	-2	

* If maveric is American or French, +2; German or British, -2

Table 4
Final Modifiers

Situation	Modifier	
Already liked by (friends with) other pilot	+1 (+2 friends)	
Already disliked by (enemies with) other pilot	 -1 (-2 enemies)	
Play the encounter somewhat risky (gain 1 campaign points)	-1	
Play the encounter very risky (gain 2 campaign points)	-2	
Play the encounter safe (lose 10 campaign points)	+1	
Play the encounter very safe (lose 20 campaign points)	+2	

Table 5
Encounter Resolution
	Roll two dice and add modifiers to see how the encounter goes. 
Natural Roll	Note on applying modifiers	Result	Change to other pilot’s Outlook	
2		Horrific scene	-2 levels	
3	.	Cringing and blushing	-1 level	
4		Wincing embarrassment	-1 level	
5-9		Nothing of significance	No change	
10		A good effort	+1 level	
11		Right words and actions	+1 level	
12		For he’s a jolly good fellow	+2 levels	

Table 6
End-Mission Effects
Mission Event	Effect on Outlook and Pilot Points	
Per plane or target balloon shot down
Non-Target balloon shot down
Military ground object destroyed	+5 points (claim accepted), +5 extra (if confirmed)
+2 points
+2 points	
Hat Trick (Shoots down three or more planes in a mission)	Roll for each pilot in squadron (excluding Career Orientated and Loners)
“1” = +1 Outlook	
Accidentally shoots another pilot’s plane.	Roll for each  pilot in squadront:
“1-2” = -1 Outlook
A Natural Enemy reverts to “Enemy” Outlook.	
End mission by landing at your own airfield	+5 points	
Wounded with Hospital Stay	Roll for all Enemies: “1” = Dislike
Roll for all Friends: “6” = Like	
Bad landing : 'Your aircraft has been destroyed' message	-2 points (-5 if Flight Leader is TL/BL/NE, -10 if CO is TL/BL/NE)	
Shoot down Enemy Ace	Roll for all Dislike: “1” = Enemy
Roll for all Like: “6” = Friend	
Successful end of mission or ground strike announcement	+5 points	
End the mission in any other way than by landing at your own airfield	-5 points	
Per plane shot down in flames (for Players of type: Killer)	+1 points (in addition to the 5 awarded above)	
Per plane shot down in flames (for Players of type: Coward)	-2 points (in addition to the 5 awarded above)	

Table 7
Goodwill Calculation

To determine a Pilot’s Goodwill for you, cross-index his rank against yours on the table below. Note the British ranks are BOLD, Germans are Italicized, French are Underlined, and American are Standard. The box shows the points awarded/subtracted from your total for each active pilot at the start of each new day (Enemy, Dislike, Like, Friend). Neutral is '0' (and is not shown). 

Your
Rank

His Rank	Sergeant
Flieger/Gefreiter/Unteroffizier
Caporal/Sergent/2nd Lieutenant	2nd Lieutenant
Feldwebel/Vizefeldwebel/Offizierstellvertreter
Adjutant/1st Lieutenant	Lieutenant
Leutnant
Sous Lieutenant
Captain	Captain
Oberleutnant
Lieutenant
Major	Major
Hauptman
Capitaine
Lt Colonel	
Sergeant
Flieger/Gefreiter/Unteroffizier
Caporal/Sergent/2nd Lieutenant	E: -1
D: 0
L:  0
F: +1	E: 0
D: 0
L: 0
F: 0	E: 0
D: 0
L: 0
F: 0	E: 0
D: 0
L: 0
F: 0	E: 0
D: 0
L: 0
F: 0	
2nd Lieutenant
Feldwebel/Vizefeldwebel/Offizierstellvertreter
Adjutant
1st Lieutenant	E: -2
D: -1
L: +1
F: +2	E: -1
D: 0
L:  0
F: +1	E: -1
D: 0
L: 0
F: +1	E: 0
D: 0
L: 0
F: 0	E: 0
D: 0
L: 0
F: 0	
Lieutenant
Leutnant
Sous Lieutenant
Captain	E: -3
D: -2
L: +2
F: +3	E: -2
D: -1
L: +1
F: +2	E: -1
D: 0
L: 0
F: +1	E: -1
D: 0
L: 0
F: +1	E: 0
D: 0
L: 0
F: 0	
Captain
Oberleutnant
Lieutenant
Major	E: -4
D: -3
L: +3
F: +4	E: -3
D: -2
L: +2
F: +3	E: -2
D: -1
L: +1
F: +2	E: -1
D: 0
L: 0
F: +1	E: -1
D: 0
L: 0
F: +1	
Major
Hauptman
Capitaine
Lt Colonel	E: -5
D: -4
L: +4
F: +5	E: -4
D: -3
L: +3
F: +4	E: -3
D: -2
L: +2
F: +3	E: -2
D: -1
L: +1
F: +2	E: -2
D: -1
L: +1
F: +2	

Advanced Rules

The following rules can be used at the player’s discretion. It is advised that the player becomes familiar with the basic rules before incorporating these. Note: The Duty Board is a good place to get complete lists of pilots and their ranks, which are important in some of the rules below. Here is a quick guide to the add-ons:

Additional Player Attributes

Player Type	Effect	
		
Bolshevik-Royalist (French/American)	There are two important dates for the Bolshevik player, and either one can cause his character the morph into some new type. Before the first mission flown in March, 1917 (just after Tsar Nicholas abdicates) and the first mission of November, 1918 (just after the outbreak of Socialism), the player has a chance of this shift. Essentially, all it takes is a die roll of 1-2. If it happens, roll for what he becomes:
1: Chatterbox
2: Daredevil
3: Dreamer
4: Maverick
5: Schoolboy (with the special “Descent” rules listed for his class)
6: Super Socialist: All negative Goodwill is DOUBLE. Your rhetoric is really something.	
Chatterbox	May roll for TWO pre-flight encounters every mission.	

Egomaniac	When he is rewarded, he can be impossible to live with. Every time he is awarded a medal, roll for every pilot in the squadron. A “1-2” drops that pilot’s goodwill.	
Continued….

Introvert	After each mission, roll for each friend. A “1” means the friendship fails and they turn to “Like”	
 	 	
Prankster	Due to his innate ability to defy social convention in the name of a prank, players of this type may forgo rolling for a random pilot to interact with before the flight and merely pick one. However, any rolls on the Encounter Table done with an additional -1. After all, pranks are annoying.	
 	 	
Schoolboy	Every mission, roll a die. A ‘1’ means the war has changed him into…
1: Bully
2: Coward
3: Daredevil
4: Heavy Drinker
5: Loner
6: Priest	
Scavenger	With his eye towards working the system, once a month this Pilot may choose to delete an asigned mission using the ‘Advance Time’ button. If the next mission is not to his liking, too bad. 	

Parties

Pilots in World War one seemed to throw parties whenever the chance arose, and you can, too. Your squadron will throw a party immediately after a mission where one of the following things happen:
a)	You become an ace by being awarded your fifth kill (confirmed).
b)	You are awarded a medal.
c)	You are promoted (substantive).
d)	You force an enemy plane down behind your lines, and it is observed to not crash (going up on its nose is okay). Nobody in your flight can have been killed or captured in that mission. Further, you roll a “1-3”
It works in a similar fashion to a Standard Encounter, but for the following things:
a)	When rolling the type of party, modify your roll for the following:
a.	–1 if your class is CO, IQ, IV, LN, MC, PR
b.	–2 if your class is KL and the party is for a captured adversary.
c.	+1 if your class is AM, DD, FP, HD, MV
d.	+1 if your overall goodwill in the squadron is positive
e.	-1 if your overall goodwill in the squadron is negative
f.	–1 if a comrade was killed or captured this mission
b)	You will gain additional campaign points. The wilder the party, the more points you gain.
c)	You will get encounters with three different pilots over the evening. If this party is for a captured enemy flier, you may roll him up too (is rank will be equal to your own) and encounter him. You will get his goodwill points before he is taken to the cooler.

Roll	Party Type	Addtl Cmpgn Points	-2 modifier if you are…	-1 modifier if you are…	+1 modifier if you are…	+2 modifier if you are…	
1 or less	An extended dinner at the mess. Everyone chats over their port.	0		AM, IV, LN, TL	CB, CL, FP, MC, PR, SY	EG, IQ	
2	A gramophone is produced. Much rancorous singing into the night.	1	LN	AM, IV	CL, FP, SY	EG, MU	
3	High spirited sports in the mess, followed by a food fight, ease the tensions.	2	LN	CO, FP, IQ, MC, PR	AM, BL, DD, HD, PK, SY	AM	
4	A squadron sharing your field is called out for a drunken scrimmage.	3		CW, FP, IQ, MC, OH, PR	DD	AM, BL	
5	Drinking leads to a massive brawl and a shattered mess.	4	CW, IQ, MC, OH, PR		HD, MV	AM, BL, DD, PK	
6 or more	You drive over to a nearby village and throw a wild party.	5	IQ, LN, MC, OH, SB	CS	FP, GB, MU, PK	AM, DD, HD, MV, RO	

Breaking Formation Fall Out

Eventually, every pilot feels the urge to break formation and go for a kill. It might be those two-seaters that your leader is ignoring, or those fighters beating up the ground troops far below. The use of this table is subjective. You pretty much know when you’ve broken formation and headed off on your own.. If you have conducted an action that could be seen as breaking formation, you will engage directly with the flight leader when you get down. He might settle it personally, or it might get escalated to the squadron CO. If the Flight Leader is killed or the squadron CO is leading the flight, go directly to that table.

Roll	Flight Leader’s reaction to you breaking formation.

+1 modifier if mission successful.
-1 modifier for players of type: Career Orientated, Coward, Sycophant, Schoolboy*
+1 modifier for players of type: Alpha Male, Dare Devil, Egotist, Killer*
+2 modifier for players of type: Maverick*
-1 modifier for Flight CO of type: Career Orientated, Egotist.
-2 modifier for Flight CO of type: Tyrannical Leader
Modifier for Flight CO’s Outlook: Enemy (-2) Dislike (-1) Like (+1) Friend (+2)
-1 modifier for every level of rank between yourself and the Flight CO
+1 modifier for every plane you shot down during that mission	
1	He views your action as mutiny. Outlook = Enemy, and the matter is forwarded to the CO.	
2	He views your action as gross disobedience.  -1 Outlook and -20 points.	
3	As soon as both of you have landed, he chews your out in front of the flight. -1 Outlook and roll for everyone else in the flight. “1” = -1 Outlook.  Score -10 points	
4	He looks your way and shakes his head, but for all purposes, the matter is dropped.	
5	Evidently, he didn’t see you drop out of formation. The matter is dropped, unless someone else in the flight is your enemy. In that case, they tell the flight leader and you get to roll again, but with an additional +1 on the table. If you roll this result again, treat it as no effect.	
6	He congratulates you on your actions, which show quick thinking and nimble flying. +5 points	

A note on modifiers: This does not represent your ability to weather the fall out from your actions. These modifiers have been made in hopes of provoking your action in the first place. Think about it.

Roll	Squadron Leader’s reaction to you breaking formation.

+1 modifier if mission successful
-1 modifier for players of type: Career Orientated, Coward, Sycophant, SchoolBoy
+1 modifier for players of type: Alpha Male, Dare Devil, Egotist, Killer, Maverick
-1 modifier for Squadron CO of type: Career Orientated, Egotist.
-2 modifier for Squadron CO of type: Tyrannical Leader
Modifier for Squadron CO’s Outlook: Enemy (-2) Dislike (-1) Like (+1) Friend (+2)	
1	You no longer have a place in this Squadron. Sent to Home Front/Start new career on your current substantive rank	
2	After an hour of yelling at you, the CO writes a report in your file on the incident. Your campaign points are now ZERO. 	
3	He frowns at you and tells you he expected better. -5 points	
4	He listens and speaks quietly to all involved. The matter is dropped.	
5	Upon hearing your side of the story, he agrees with your actions. +5 points. If a flight leader referred this matter to him, then roll “1-3” for -1 Outlook for him (he feels that you got away with it).	
6	He gives you a slap on the back and complements you on your spirit. +10 points	

Leave

Off does not appear to send the player on leave. You can do this yourself: at the start of each new day, throw a die – a ‘6’ indicates that you have a period of leave, starting now ('5-6' if the previous day's weather was dud). Throw the die again – a 1-5 indicates that you have the day off (advance time by 1 day), but a second ‘6’ indicates that you have a 48 hr pass (advance time by 2 days) if your sector of the Front is busy, or a 10 day pass (advance time by 10 days) if your sector is quiet.

Repairs to your Aircraft

If, after landing, you get the message telling you that your aircraft has been destroyed, then your aircraft is too badly damaged to be patched up by the Squadron fitters and riggers. It must be sent to a repair depot and replaced. Throw a die – the number reflects the number of missions that you must skip before flying again (advance time 1-6 times). 

Mission Frequency

In OFF nearly all sorties are combat missions, whereas historically many sorties were routine non-combat flights (at least in quiet sectors of the Front). You may wish to simulate this by ‘skipping’ 1 mission in every 2, or even 2 in every 3 on quiet sectors of the Front (using the Advance Time button). These will be the ‘routine’ non-combat sorties when the aircraft was being flight-tested, guns test-fired, pilots or observers trained, etc.

Appendix

Randomization Table

If you do not have a multi-sided die or no access to any randomization tools, picking a random pilot out of the crowd can be difficult. The table below can be used to help with your selection. Simply look along the top to find out how many pilots are in your selection. Then roll one dice (if the number is less than 7) or two dice (two dice will be listed with a colon, meaning first roll and second roll). Once you locate the value you rolled, index to the far right column to see what pilot was actually picked. Re-roll means to roll the entire thing over again.

Number of pilots	Pilot 	
2	3	4	5	6	7	8	9	10	11	12	Chosen	
1-3	1-2	1	1	1	1-3:1-2	1-3:1	1-3:1	1-3:1	1-3:1	1-3:1	1	
4-6	3-4	2	2	2	1-3:3-4	1-3:2	1-3:2	1-3:2	1-3:2	1-3:2	2	
	5-6	3	3	3	1-3:5-6	1-3:3	1-3:3	1-3:3	1-3:3	1-3:3	3	
		4	4	4	4-6:1	1-3:4	1-3:4	1-3:4	1-3:4	1-3:4	4	
			5	5	4-6:2	4-6:1	4-6:1	1-3:5	1-3:5	1-3:5	5	
				6	4-6:3	4-6:2	4-6:2	4-6:1	4-6:1	1-3:6	6	
					4-6:4	4-6:3	4-6:3	4-6:2	4-6:2	4-6:1	7	
						4-6:4	4-6:4	4-6:3	4-6:3	4-6:2	8	
							4-6:5	4-6:4	4-6:4	4-6:3	9	
								4-6:5	4-6:5	4-6:4	10	
									4-6:6	4-6:5	11	
										4-6:6	12	
		5-6	6		4-6:5-6	1-3:5-6
4-5:5-6	1-3:5-6
4-5:6	1-3:6
4-6:6	1-3:6		Re-roll	

Squadron Roster Sheet
Player Name:
Basic Personality Type:

Name	Rank	Type	Outlook	Goodwill	

					

					

					

Total Goodwill		

Advanced Mods:
Squadron Attributes	Goodwill	
Field Type
                   Abysmal   Below Par   Average   Aerodrome   AeroPark
                        -2              -1              0                +1               +2   		
Morale
                     Black         Worn       Average       Good          Solid
                       -2               -1               0               +1              +2
		
Lodgings
                   Bad Tents     Tents         Huts       Barracks       Mansion
                        -2              -1               0              +1                +2		
Total Goodwill		

Notes:
Type: Personality Type code (from Table 1). OH, FP,…
Outlook: Levels are: Enemy, Dislike, Neutral, Like, Friend. Use the first letter for each level to note this. I.e. E,D,N,L,F
Goodwill: Calculated as on Table 7.