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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
Detection phase
technology + 4df vs technology + 4df Each player vs one weakest undetected enemy
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
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
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:
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
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 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:
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)
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:
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)
 `technology + 4df` vs difficulty `0` <span style="width: 320pt; display:inline-block;"> </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  *Undetected*
 - any small craft can be  *Undetected*
 - large targets and swarms cannot be
</div>
<div class="column">
 *Undetected* ships:
 - have *Undetected* aspect with 1 *free invoke*
 - cannot be targetted
<div class="note">
You can attempt to detect  *Undetected*
ships in the *Electronic warfare phase*
</div>
</div>
</div>
| Result | Detection |
| :-- | :-- |
| `max(friendly) > max(enemy) + 2` | all `friendly` small craft are  *Undetected* |
| `max(friendly) > max(enemy)` | one `friendly` small craft (or flight) is  *Undetected* |
| `max(enemy) > max(friendly) > min(enemy)` | no  *Undetected* small craft |
| `max(friendly) + 2 < max(enemy)` | all `enemy` small craft are  *Undetected* |
| `max(friendly) < max(enemy)` | one `enemy` small craft (or flight) is  *Undetected* |
</small></small>
*Roll:*  `tactics + 4df` vs difficulty `0` <span style="width: 140pt; display:inline-block;"> </span> All small craft (or flights) and turrets
*Roll:*  `tactics + 4df` vs difficulty `8` <span style="width: 140pt; display:inline-block;"> </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 |  `gunnery + 4df` vs  `pilot + 4df` |
| Launch ordnance | Launch ordnance at any target<br/>resolve attack when it reaches its target | ⚪ always succeeds<br/> `tech + 4df` vs  `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/> `tech + 4df` vs  `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 |  `gunn + 4df` vs  `active def + 4df`<br/> `tech + 4df` vs  `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 |  `gunn + 4df` vs  `active def + 4df`<br/> `tech + 4df` vs  `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  *Undetected* opponents (in any zone) |  `tech + 4df` vs  `tech + 4df` |
| <span style="color: gold;">⬢</span> Visual search | Physically look for  *Undetected* opponents <br/>(in the same zone) |  `notice + 4df` vs  `tech + 4df` |
| <span style="color: darkolivegreen;">⬢</span> Create advantage | Create advantagous conditions with EW systems |  … |
**Examples:**
<div class="two-columns">
<div class="column">
 Stay on the lookout
 for sensor targets
 Deploy ordnance
 countermeasures
</div>
<div class="column">
 Amplify signal
 Jam their sensors
 Create sensor blips
 …
</div>
</div>
concede
bug out
remove unused BOOSTs