FCTS 102 (FST)

Phased Combat
For Tachyon Squadron

Engagement: overview

When to use:

Structured conflicts involving starfighters, abstractly revolving around tactical advantage in a small area of space

Dogfight
Convoy defense
Assault on an installation
Intercepting a landing force in atmosphere
Fleet action

Player characters command individual craft
NPCs can be organized into flights

Structure:
• establish participants (2 sides) and goals
• establish ranges zones and aspects
• conduct detection phase
• conduct rounds until opposing
  sides are all taken out or bug out

Round:
start of round chatter
piloting phase
gunnery phase
electronic warfare phase
damage control (and misc) phase
end of round

Participants

Small craft




Fighters and attack craft
Small support vessels

Fly individually
Sometimes grouped into flights

Large targets




Large and slow ships
Space stations
Planetary defenses

Have discrete systems

Swarms



Horde in the backdrop
 

1 aspect per swarm
1 free invoke per aspect

Range zones

Abstract representation of ranges
Combat map contains 8-10 zones

Movement:
• small craft move between zones
• large craft cannot move between zones

Zones can have aspects

Combat phases

On approach:

  • Detection phase
  • Determine initiative

Each round:

  • Start of round chatter
  • Piloting phase
  • Gunnery phase
  • Electronic warfare phase
  • Damage control
    and miscallenous action phase
  • End of round

In each phase:

● on order of initiative each participant
takes an action, or skips the phase
● performing too many actions in multiple phases in
the same turn has a negative effect:
overcome and create advantage actions
become more difficult
● enemy attack and defense improves
● automatically succesful actions become
overcome actions vs difficulty 0
● ships with Large crews ignore negative effects of actions

previous actions
difficulty modifier 0 0 2 4

Detection phase

technology + 4df vs technology + 4df   Each player vs one weakest undetected enemy


Undetected ships:
- have Undetected aspect with 1 free invoke
- cannot be targetted
- become detected when performing
  aggressive action

 

You can try to detect Undetected ships
in the Electronic warfare phase
with the Scan or Visual search actions

Outcome Condition Undetected
Attacker succeeds w/ style att > def + 2 attacker + 1 more
Attacker succeeds att > def attacker
Tie att == def neither
Defender succeeds w/ style att + 2 < def defender + 1 more
Defender succeeds att < def defender

Determine initiative

tactics + 4df vs difficulty 0   All small craft (or flights), large targets, turrets


 
 

In Piloting phase:
lowest initiative goes first

 

In Other phases:
highest initiative goes first

 
 
 
 

Initiative can change during the Maneuver phase:

  • move up with action Tactical refocus
  • force enemies down with Pressure opponent
  • drop down behind someone with Wait and see
  • drop to last through Bug out or Full stop

In case of ties actions are resolved simultaneously

Start of round chatter

 
 
 

At the beginning of each round
characters can have a brief chat
over radio to discuss strategy

Piloting phase (initiative works in reverse) (action summary)

Action Description Skill check
Get on their tail Prepare to attack an enemy small craft in
the same range zone: gain On their tail
pilot + 4df vs pilot + 4df
Enter five Prepare to attack an enemy large target in
the same zone: gain gain aspect: Diving in
pilot + 4df vs tactics + 4df
Evade Become harder to hit: gain Evasion Evasion: pilot + 4df
Maneuver for adv. Create/discover an Aspect with free invokes
Tactical refocus Re-roll Initiative Initiative: tactics + 4df
Pressure opponent Force enemy down in Initiative order pilot + 4df vs pilot + 4df
Wait and see Drop in Initiative order (and act again) ⚪ always succeeds
Move zones Move 1 zone
Move 2 zones
Move 3 zones
⚪ always succeeds
pilot + 4df vs difficulty 2
pilot + 4df vs difficulty 4
Full stop Stop craft to board/rescue/capture pilot + 4df vs difficulty 0
Bug out Retreat from combat at the end of the turn ⚪ Initiative: last

Get on their tail []

Get behind an enemy to attack
to improve the chance of hitting them


Target: a det. small craft in the same range zone
Success: pilot + 4df vs pilot + 4df

On success: gain aspect: On their tail

On failure: nothing changes

 

You do not have to perform this action
to attack small craft in the same range zone
(without a bonus)

Enter dive []

Prepare to attack an enemy large target
at close range


Target: any large target in the same range zone
Success: pilot + 4df vs tactics + 4df

On success: gain aspect: Diving in

On failure: nothing changes

 

You do not have to perform this action
to attack a large target in the same zone
at Long range

Evade []

Perform evasive maneuvers
to become harder to hit


Target: none
Success: pilot + 4df vs difficulty 0

On success: gain Evasion equal to shifts of
Success until the end of this turn

On failure: gain aspect Easy target
with 1 Free invoke

 

Damage received during this turn
is absorbed by Evasion before Shields

Maneuver for advantage []

Perform maneuvers
to create an advantage


Target: any
Success: any

Any Create advantage action
relating to maneuvering

Examples:

From out of the sun
Watching your six
Fly it like a stolen car
Bounce off the atmo
Sling the ordenance

Immelmann turn
Build up speed
Duck and weave
They're afraid of us!

Tactical refocus []

Maneuver to get yourself
into a better tactical position


Target: none
Success: tactics + 4df vs difficulty 0

On success: set the initiative of the character
performing the action to equal shifts of Success

On failure: positon the character dead last
in initiative

 

Pressure opponent []

Maneuver to force an opponent
into a worse tactical position


Target: a det. small craft in the same range zone
Success: tactics + 4df vs tactics + 4df

On success: lower the opponent's initiative
by shifts of Success

On failure: lower the initiatice of the character
performing the push by shifts of failure

Wait and see []

Drop down in Initiative order
to act after a specific craft


Target: any
Success: automatic

On success: set your Initiative
to one less than the target's Initiative

You may perform another action in the
Piloting phase when at your new Initiave
 

If you perform Wait and see and then
perform another action in the Piloting phase
you count as having performed 2 actions

Move zones (1) []

Move to an adjacent range zone


Target: none
Success: automatic

It's not rocket science…

Move zones (2) []

Move two range zones


Target: none
Success: pilot + 4df vs 2

On success: move two zones
 

On failure: move one zone
 

Move zones (3) []

Move three range zones


Target: none
Success: pilot + 4df vs 4

On success: move three zones
Gain aspect: Full throttle

On failure: move one zone
Gain aspect: Full throttle

Full stop []

Bring your fighter to a full stop
(to board something, to rescue/capture someone)


Target: none
Success: pilot + 4df vs difficulty 0

On success: the fighter comes to a stop
drop to dead last in initiative
gain aspect Stopped (with no free invokes)

On failure: drop to dead last in initiative
 
 

If the target is uncooperative
increase difficulty to 2

Bug out []

Retreat from combat
 


Target: none
Success: automatic

Requirement: you must be at an end zone
when performing this action

On success: drop to dead last in initiative
gain aspect Bugging out (with no free invokes)
 

The character performing the action
is removed from combat
in the End of round of the next turn

Piloting phase:
ordnance movement

Ordnance moves:
towards their targets
at maximum speed
(or less if the target is closer)
 

ordnance type speed
missile / rocket ◼◼◼◼
torpedo ◼◼
bomb ◼
img by SleepyTanker (@tankerowo)

Gunnery phase (action summary)

Action Description Skill check
Fire at small craft Fire weapons directly at a small craft
within weapons range
gunnery + 4df vs
pilot + 4df
Fire at swarm Fire weapons to thin out a swarm
within weapons range
gunnery + 4df vs
pilot + 4df
Fire at large target Fire weapons at a system of a large target
within weapons range
gunnery + 4df vs
defenses + 4df
Launch ordnance at small craft Launch ordnanance at a small craft
(resolved when it arrives at the target)
technology + 4df vs
pilot + 4df
Launch ordnance at swarm Launch ordnanance to thin out a swarm
(resolved when it arrives at the target)
technology + 4df vs
pilot + 4df
Launch ordnance at large target Launch ordnanance at a system of a large
target (resolved when it arrives at the target)
technology + 4df vs
defenses + 4df
Create advantage Create or discover an aspect with free invokes

Fire at small craft []

Fire the craft's weapons at a small craft


Target: detected small craft within weapons range
Success: gunnery + 4df vs pilot + 4df

On success: target takes damage equal to shifts

On failure: miss
 
 

Fighter cannons: range 1
Particle accelerator: range 2
Capital ship turrents: range 3

Fire at swarm []

Fire the craft's weapons to thin out the swarm


Target: a swarm aspect within weapons range
Success: pilot + 4df vs pilot + 4df

On success: swarm aspect is removed

On failure: no effect
 

Fire at large target [] Fire weapons at a large target (always at a specific system)


Target: a large target within weapons range
Success: gunnery + 4df vs defenses + 4df

Short range: target is in the same range zone
Defends with: short-range defenses/shields
Targettable systems:
🞋 antiship weapons
🞋 propulsion armor: +1
🞋 gun emplacements
🞋 long-range shield generator
🞋 bridge defenses: +1

Long range:  target is in a different range zone
Defends with: long-range defenses/shields
Targettable systems:
🞋 antiship weapons
🞋 propulsion armor: +1

 
 

On success: target takes damage equal to shifts
minus armor (short/long-range shield)

On failure: if within range of active defenses
attacker takes damage equal to shifts
plus weapons (short/long-rng defenses)
 

Fighter cannons: range 1
Particle accelerator: range 2
Capital ship turrents: range 3

Short range point defense: same zone only
Long range point defense: range 1

Large target damage

Gun Emplacement:
☐² Minimize 1 die on Gunnery attacks
☐² Minimize 2 dice on Gunnery attacks
☐² Gun emplacement our of action

Anti-ship weapons:
☐² No mechanical effect
☐² No mechanical effect
☐² Out of action

Long-Range Shield Generator:
☐² Long-range shield rating -2
☐² Long-range shield-rating -3
☐² Long-range shield offline

Propulsion:
☐² Minimize 1 die on Tactics rolls for all gun emplacements
☐² Minimize 1 die on Tactics rolls for all gun emplacements
      Minimize 1 die on Technology rolls
☐² Minimize 2 dice on Tactics rolls for all gun emplacemets
      Minimize 1 die on Technology rolls
☐² Ship dead in the water
☐² Fuel fire: If not repaired by end of the round, ship destroyed
☐² Catastrophic explosion! Ship is destroyed

Bridge:
☐² Minimize 1 die on Gunnery rolls for all gun emplacements
☐² Minimize 1 die on Gunnery rolls for all gun emplacements
      Minimize 1 die on Defense rolls
☐² Minimize 2 dice on Gunnery rolls for all gun emplacements
      Minimize 1 die on Defense rolls
☐² Bridge our of action: Minimize 2 dice on Defense rolls

Launch ordnance at small craft []

Launch the craft's ordnance at a small craft


Target: any detected small craft
Success: technology + 4df vs pilot + 4df

On success: target takes damage equal to shifts

On failure: miss
 

Ordnance separates from craft now
Ordnance moves towards its target in:
    Piloting phase (move ordnance)
If it reaches its target, resolve the attack in:
    Gunnery phase (resolve ordnance)

Launch ordnance at swarm []

Launch ordnance to thin out the swarm


Target: any swarm aspect
Success: technology + 4df vs pilot + 4df

On success: swarm aspect is removed

On failure: no effect
 

ordnance type speed
missile / rocket ◼◼◼◼
torpedo ◼◼
bomb ◼

Launch ordnance at large target [] Launch ordnance at a large target (at a specific system)


Target: any large target
Success: tech + 4df vs defenses + 4df

Short range: target is in the same range zone
Defends with: short-range defenses/shields
Targettable systems:
🞋 antiship weapons
🞋 propulsion armor: +1
🞋 gun emplacements
🞋 long-range shield generator
🞋 bridge defenses: +1

Long range:  target is in a different range zone
Defends with: long-range defenses/shields
Targettable systems:
🞋 antiship weapons
🞋 propulsion armor: +1

 
 

On success: target takes damage equal to shifts
minus armor (short/long-range shield)

On failure: if within range of active defenses
(when launching the ordnance)
attacker takes damage equal to shifts
plus weapons (short/long-rng defenses)

Short range point defense: same zone only
Long range point defense: range 1

Short/long range is decided at the moment of launching the ordnance

Create advantage

Use weapon systems
to create an advantage


Target: any
Success: any

Any Create advantage action
relating to weapons and ordnance

Examples:

Covering fire
Aiming in
Deploy shrapnel
Saturate the vacuum
of space with lead

Overwatch
Kicking up dust
Box them in with
cross-fire

Gunnery phase:
resolve ordnance

Ordnance attacks target

  • if in the same zone as target
  • regardless of position if the target is a swarm

 
Resolve according to actions:
Launch ordnance
Launch ordnance at large target

img by SleepyTanker (@tankerowo)

Electronic warfare phase (action summary)

Action Description Skill check
Scan Use the ship's early-warning scanners to search
for Undetected opponents (in any zone)
tech + 4df vs tech + 4df
Visual search Physically look for Undetected opponents
(in the same zone)
notice + 4df vs tech + 4df
Create advantage Create advantagous conditions with EW systems

Scan for opposition []

Use the ship's early-warning scanners
to search for Undetected opponents


Target: any undetected small craft
in any zone
Success: tech + 4df vs tech + 4df
 

On success: target is no longer Undetected

On failure: no change

Visual search []

Use the the Mk I Eyeball
to search for Undetected opponents nearby


Target: any undetected small craft
in the same zone
Success: notice + 4df vs tech + 4df
 

On success: target is no longer Undetected

On failure: no change

Create advantage []

Use the fighter's systems to create an advantage
(scanners, radars, and other instruments)


Target: any
Success: any

Any Create advantage action
relating to detection, communication, and
electronic warfare systems

Examples:

Stay on the lookout
for sensor targets
Deploy ordnance
countermeasures

Amplify signal
Jam their sensors
Create sensor blips

Damage control (and misc) phase (action summary)

Action Description Skill check
Repair systems Attempt to repair a damaged system tech + 4df vs difficulty 2
Repair shields Attempt to regain up to 2 shields tech + 4df vs difficulty 2
Other Resolve any other actions the character wants to
perform during the battle that is not covered
by any other action in any (other) phase


Repair systems []

Attempt to undo damage to a a system


Target: own ship
Success: technology + 4df vs difficulty 2
 

On success: Clear 1 box of damage
the worst in any damage category

On failure: no change

Repair shields []

Attempt to regain lost shileds


Target: own ship
Success: technology + 4df vs difficulty 2
 

On success: Restore 2 boxes of shield damage
 

On failure: no change

Other []

Resolve any other actions the character wants to
perform during the battle that is not covered
by any other action in any (other) phase


Target: any
Success: any
any
any

Follow ordinary Fate rules.

End of round

Accumulate stress
If a player character's fighter
was damaged (incl. shield) during this round
the character receives 1 point of Stress

Bug out
If a ship was Bugging out
in the maneuver phase
it is removed from combat

Remove unused Boosts
Remove expired Boosts from characters

A Boost expires after a turn

Reset Evasion
Every participant's evasion track is set to 0

Concede
Any character may concede at any point
(so this is just a reminder)

Conceding a conflict:

  • receive a Fate point
  • receive an additional Fate point
    per Consequence received in conflict
  • removed from combat
    negotiate outcome

Summary

0a. Detection phase
0b. Determine initiative


1. Start of round chatter

2a. Piloting phase (rev. initiative)
Get on their tail
Enter five
Evade
Maneuver for advantage
Tactical refocus
Pressure opponent
Wait and see
Move zones
Full stop
Bug out

2b. Ordnance movement

 

3a. Gunnery phase
Fire at small craft
Fire at swarm
Fire at large target
Launch ordnance at small craft
Launch ordnance at swarm
Launch ordnance at large target
Create advantage
 
 
 

3b. Resolve ordnance

 

4. Electronic warfare phase
Scan
Visual search
Create advantage

5. Damage control phase
Repair systems
Repair shields
Other

 
 

6. End of round

token meaning
Previously performed action
Fate point
Boost
Min/max gunnery
Min/max pilot
Min/max tactics
Min/max technology
Min/max active defense
Aspect: Get on their tail
Aspect: Diving in
token meaning
Aspect: Undetected
Aspect: Easy target
Aspect: Full throttle
Aspect: Shots in the dark
Aspect: Drives ready to give out
Aspect: Severe damage
Aspect: On fire
Aspect: Fuel fire
Aspect: Life support damage
Aspect: Bridge out of action

-- TODO -- tokens -- evasion tracks -- missiles and rockets -- large crews (aspect or stunt)

--- <small><small> ## ~~Detection phase~~ (too complicated) ![w:20pt](img/ov.png) `technology + 4df` vs difficulty `0` <span style="width: 320pt; display:inline-block;">&nbsp;</span> All small craft (or flights) <hr/> <div class="two-columns"> <div class="column"> Group the *shifts* by side and find the highest and lowest *shift* in each side Players choose which ships are ![w:20pt](img/undetected.png) *Undetected* ![w:20pt](img/mt.png) - any small craft can be ![w:20pt](img/undetected.png) *Undetected* ![w:20pt](img/mt.png) - large targets and swarms cannot be </div> <div class="column"> ![w:20pt](img/undetected.png) *Undetected* ships: ![w:20pt](img/mt.png) - have *Undetected* aspect with 1 *free invoke* ![w:20pt](img/mt.png) - cannot be targetted <div class="note"> You can attempt to detect ![w:20pt](img/undetected.png) *Undetected* ships in the *Electronic warfare phase* </div> </div> </div> | Result | Detection | | :-- | :-- | | `max(friendly) > max(enemy) + 2` | all `friendly` small craft are ![w:16pt](img/undetected.png) *Undetected* | | `max(friendly) > max(enemy)` | one `friendly` small craft (or flight) is ![w:16pt](img/undetected.png) *Undetected* | | `max(enemy) > max(friendly) > min(enemy)` | no ![w:16pt](img/undetected.png) *Undetected* small craft | | `max(friendly) + 2 < max(enemy)` | all `enemy` small craft are ![w:16pt](img/undetected.png) *Undetected* | | `max(friendly) < max(enemy)` | one `enemy` small craft (or flight) is ![w:16pt](img/undetected.png) *Undetected* | </small></small>

*Roll:* ![w:20pt](img/ov.png) `tactics + 4df` vs difficulty `0` <span style="width: 140pt; display:inline-block;">&nbsp;</span> All small craft (or flights) and turrets *Roll:* ![w:20pt](img/ov.png) `tactics + 4df` vs difficulty `8` <span style="width: 140pt; display:inline-block;">&nbsp;</span> All large targets and ships with aspect *Special*

--- ## Pilot phase (major decisions) questions: are there missiles moving towards me? are there people to shoot at in range? what do do: move around the map or prepare for attack or defend or change initiative order or run away if move around the map: how quickly if prepare to attack: large target or small craft if prepare to defend: be able to soak up more damage or help friendlies or hinder enemies if change initiative order I want to act faster or I want to help a friend by slowing down an enemy

In case of a tie, the character performing the action is placed before the others

<div class="note"> Damage received during this turn is absorbed by *Evasion* before *Shields* </div>

In case of a tie, the character being pushed the action is placed after the others

| Thin out the swarm | Fire weapons directly at a swarm | ![width:24px](img/at.png) `gunnery + 4df` vs ![width:24px](img/df.png) `pilot + 4df` | | Launch ordnance | Launch ordnance at any target<br/>resolve attack when it reaches its target | ⚪ always succeeds<br/>![width:24px](img/at.png) `tech + 4df` vs ![width:24px](img/df.png) `pilot + 4df` | | <span style="color: hotpink;">⬢</span> Launch ordnance<br/>at large target | Launch ordnance at any large target<br/>resolve attack when it reaches its target | ⚪ always succeeds<br/>![width:24px](img/at.png) `tech + 4df` vs ![width:24px](img/df.png) `active def + 4df` | | Strike large target<br/>at long range | Attack target in same zone with weapons<br/><span style="width:199pt; display:inline-block;"></span> with ordnance | ![width:24px](img/at.png) `gunn + 4df` vs ![width:24px](img/df.png) `active def + 4df`<br/>![width:24px](img/at.png) `tech + 4df` vs ![width:24px](img/df.png) `active def + 4df` | | Strike large target<br/>at short range | Attack target in same zone with weapons<br/><span style="width:199pt; display:inline-block;"></span> with ordnance | ![width:24px](img/at.png) `gunn + 4df` vs ![width:24px](img/df.png) `active def + 4df`<br/>![width:24px](img/at.png) `tech + 4df` vs ![width:24px](img/df.png) `active def + 4df` |

--- ## Gunnery phase (major decisions) check what's in range, check who's hurting, check who's dangerous what do do: shoot or create advantage or nothing if shoot: what to shoot: missiles or guns who to shoot: small craft or large target or swarm if create advantage: select goal: help friends or hinder enemies

| system | range | defense bonus | armor bonus | weapons bonus | | :-- | :-- | :-- | :-- | :-- | | bridge | `0` | `+ 1` | `+ 0` | `+ 0` | | long-range shield generator | `0` | `+ 0` | `+ 0` | `+ 0` | | propulsion | any | `+ 0` | `+ 1` | `+ 0` | | anti-ship weapons | any | `+ 0` | `+ 0` | `+ 0` |

| <span style="color: gold;">⬢</span> Scan | Use the ship's early-warning scanners to search<br/> for ![width:18pt](img/undetected.png) *Undetected* opponents (in any zone) | ![width:24px](img/at.png) `tech + 4df` vs ![width:24px](img/df.png) `tech + 4df` | | <span style="color: gold;">⬢</span> Visual search | Physically look for ![width:18pt](img/undetected.png) *Undetected* opponents <br/>(in the same zone) | ![width:24px](img/at.png) `notice + 4df` vs ![width:24px](img/df.png) `tech + 4df` | | <span style="color: darkolivegreen;">⬢</span> Create advantage | Create advantagous conditions with EW systems | ![width:24px](img/ca.png) … |

**Examples:** <div class="two-columns"> <div class="column"> ![width:18pt](img/ca.png) Stay on the lookout ![width:18pt](img/mt.png) for sensor targets ![width:18pt](img/ca.png) Deploy ordnance ![width:18pt](img/mt.png) countermeasures </div> <div class="column"> ![width:18pt](img/ca.png) Amplify signal ![width:18pt](img/ca.png) Jam their sensors ![width:18pt](img/ca.png) Create sensor blips ![width:18pt](img/mt.png) … </div> </div>

concede bug out remove unused BOOSTs