FCTS 101

Fate Core and Tachyon Squadron

a comprehensive introduction to
the combined ruleset

Military sci-fi

Introduction to the setting

The Great Galactic War

Hundreds of years after the invention
of the hyperdrive, humanity dwells comfortably among the stars.

The galaxy consists of numerous small and two large and powerful states:

  • Dominion of Unity (militaristic expansionist totalitarian
    state ruled by a dynasty),
  • Stellar Republic (nominal liberal democracy, contains Earth).

Last year, they declared peace after fighting each other to exhaustion for ten years the leaving many issues unresolved.

Just recently, the Draconis Stellar Republic declared independence from the Dominion.

Draconis is important to the Dominion, who intend to regain control over it.

The Republic is sympathetic to Draconis' independence, but the fragile peace prevents it from direct support

(Tachyon Squadron pg. 84)

Draconis Volunteer Group

The Draconis system government prepares for aggression from the Dominion.

They begin the creation of the Draconis Navy, but lack both materiel and personnel. Domestic starship production and officer training are a plan for the long-term, but does not satisfy immediate needs.

In the meantime, Draconis converts civilian ships, obtains decomissioned Republican starfighters through gray channels, and starts recruiting volunteers from abroad to serve as pilots.

The Draconis Volunteer Group is stood up, forming three fighter squadrons: Axion, Graviton, and Tachyon, staffed by "military contractors".

You joined.

(Tachyon Squadron pg. 84)

Draconis System

Astrography and sociology



Angelo Monticelli
Le Costume Ancien ou Moderne

Draconis system

Trinary system (Alpha-, Beta-, Gamma Draconis)

Planet Day Population Society Conditions Aspects
Draconis 24hrs 100mln Various Earthlike Wide open spaces, Bright lights, Big city
Asami 61hrs 1000s Company Miners Frigid Dim and dreary, Cold without mercy, Mineral wealth goes to the strong
Takahashi yes no <100 Company Miners Barren Tidally locked, Light gravity, No atmosphere, Rugged mountains, Deep crevasses, Scorching sun
Kalamos Gas giant
Othonoi Gas giant
Kripka Cluster 1000s Company Miners Asteroids Radio interference, Dangerous navigation

(Tachyon Squadron pg. 87)

Station Location Population Society Aspects
Draconis station Draconis 20K Government center Bustling corridors, A little of everything
Iringa Fields Draconis 100 Agriculture Showing its age
Draconis Hull Yards Draconis 500 Shipyard Heavy industry, dangerous machinery
Asami Processing Station Asami 300 Ore processing Dangerous equipment everywhere, Don't disrupt the production schedule
Arcosolari Kalamos Kalamos 5000 Residential
Loyalists
Cramped corridors, Political tinderbox
Outpost Diyi Kalamos 200 Gas extraction Floating platform, Very long days, Highly variable winds, Thin Oxygen
Habitat Othonoi Prime Othonoi 3000 Agriculture Amber waves of hydroponically grown grain
Paczynski Station Alpha, Beta Draconis 25 Research station

Characteristics of Draconis society

General society

  • money and scarcity
  • diversity
  • general social tolerance

Political situation

  • dominion aggression
  • disunity and separatism
  • political instability

Socioeconomic issues

  • organized crime
  • piracy and lawlessness
  • big mining conglomerates

Condition of armed forces

  • underfunded, -equipped, -staffed
  • intra- and interservice rivalry
  • lack of trust towards volunteers
(Tachyon Squadron pg. 108)

Those magnificent pilots in their flying machines

Character sheets and ship cards

Character sheets

Fluff: name, pronouns, picture, description, and biography

Mechanics:

  • skills: skills
  • aspects: personality
  • stunts: gear and special abilities
  • tracks:
    • stress (recoverable physical and psychological damage)
    • consequences (permanent damage and its specific effects)
      right-click for details
  • counters: fate points, refresh, boosts

Ship card

Fluff: name, picture (nose art), description, and biography (service history)

Mechanics:

  • skills:
    • spacefaring skills of the pilot (same as character sheet)
    • weapon and armor specs of the ship
  • aspects: ship characteristics
  • stunts: ship systems and installed custom modules
  • tracks:
    • shields (recoverable damage)
    • damage to computers, propulsion, critical systems (right-click for details)
    • victories - shot down enemy fighters

(ignore the counters)

Doing thing

Skills and Actions

Skills

Spacefaring

  • Gunnery
  • Pilot
  • Tactics
  • Technology

Action skills

  • Athletics
  • Notice
  • Sneak
  • Shoot
  • Fight

Social skills

  • Provoke
  • Rapport
  • Discipline
  • Empathy
  • Investigate

(Tachyon Squadron pg. 24)

Skill scores (the ladder)

very low:

value skill level
-2 terrible
-1 poor

normal range:

value skill level
0 mediocre
1 average
2 fair
3 good
4 great

very high:

value skill level
5 superb
6 fantastic
7 epic
8 legendary
(Fate Core pg. 9)

Actions

Action Description Target
Overcome Basic check: complete a task w/o opposition Environment
Attack Oppose check: harm someone, complete a task with opposition Defender
Defend Oppose check: prevent harm from attacker, interfere with task Attacker
Create advantage Create bonuses: modify the situation to your advantage Environment
or defender

Skills and Actions

Spacefaring

Gunnery
Pilot
Tactics
Technology

Action skills

Athletics
Notice
Sneak
Shoot
Fight

Social skills

Provoke
Rapport
Discipline
Empathy
Investigate

These are guidelines


(Tachyon Squadron pg. 24, Fate Core pg. 97)

Using skills

  • Say what you want to accomplish (narratively)

    I swing the butt of my rifle at the rat that's trying to get to my rations…

  • Determine the skill and action to use

    …so, I am going to attack with my fight skill, and the GM says the rat actively opposes me, so defends against me by rolling its athletics skill

  • Roll and determine the outcome

    …and I fail by 1 shift, so I miss…

  • (Optionally) apply re-rolls or additional bonuses

    …but I use a ✴️fate point with my martial artist aspect to get a +2 bonus, so when the rat thinks it got away scott free, I expertly correct my aim and hit the rat square in the head after all.

Rolling dice

<skill> + 4df + <modifiers>

die results:

  • ++ 1
  • + 0
  • -- 1

 

Rolling dice

<skill> + 4df + <modifiers>

die results:

  • ++ 1
  • + 0
  • -- 1

result range: - 4+ 4

Overcome actions

Achieve a goal appropriate to a skill with passive opposition (difficulty set by GM)

<skill> + 4df + <aspect> + <stunts> + <other> vs <difficulty>
Outcome Condition Action succeeds? Bonus / Consequence
Success w/ style > diff + 2 yes free boost
Success > diff yes
Tie == diff yes minor cost
Failure < diff no
yes

serious cost
(Fate Core pg. 134)

Attack and Defend actions

Two actors acting in opposition to each other (active opposition) using the same or different skills. The "active" actor makes an attack action, the other, defend:

  • An attack typically intends to harm or influence someone against their will

    <attacker's skill> + 4df + <aspect> + <stunts> + <other>
    
  • A defend action counteracts the attack

    <defender's skill> + 4df + <aspects> + <stunts> + <other>
    
  • The attacker succeeds, ties, or fails by some number of shifts

    shifts = | att - def |

(Fate Core pg. 140 and pg. 142)

Attack and Defend: outcomes

Outcome Condition Damage: hits Bonus
Attacker succeeds w/ style att > def + 2 shifts
shifts - 1

attacker: boost
Attacker succeeds att > def shifts
Tie att == def 0 attacker: boost
Defender succeeds w/ style att + 2 < def N/A defender: boost
Defender succeeds att < def N/A

Taking damage: calculating damage

Calculate damage only for a succesfull attack:

<hits> + <attacker's weapons rating> - <defender's armor rating>


  • hits is calculated from shifts of success (see previous slide)
  • weapon and armor ratings for characters come from their gear and stunts
  • weapon and armor ratings for ships are found in their skills sections

Taking damage: stress and consequences

Stress track combines mental and physical stress                         ☐¹ ☐¹ ☐¹ ☐¹ ☐¹

  • for each point of damage, cross out one box of stress

  • if there is damage left over, pick consequences to try to absorb it
    write down the inflicted injury or trauma for each consequence (see: aspects)

    Consequence Absorbed damage Duration Example
    mild ◯ ◯ scene Black eye, Cranky
    moderate ◯ ◯   ◯ ◯ session 1st degree burn, Exhausted
    severe ◯ ◯   ◯ ◯   ◯ ◯ scenario Compound fracture, Phobia
  • if there is dmg left: take out character or extreme consequence (modify aspect)

(Tachyon Squadron pg. 10, Fate Core pp. 160, 162)

The tings that make us special

Aspects and ✴️fate points

Aspects

General mechanic to represent
qualities of people, locations,
situations, or equipment

They combine traits, feats, special abilities, etc. into one mechanic

Aspects can be advantageous, complications, or a little of both

Aspects exist as long as they are true"

  • some are intrinsic
  • some are introduced as a result of character actions

Aspects can be:

  • evident
  • hidden (need to be discovered first)

Aspects

Type Duration Examples
issues setting, campaign, long-term Disunity and separatism, Piracy and lawlessness, Organized crime
ship/character aspects semi-permanent Hates the Dominion, Big and loud
consequences trigger-to-resolution Dislocated shoulder, Ostracized at Arcosolari Kalamos, Stunned
situation aspects current scene Loud machinery, Low gravity
boosts one turn -

Using aspects: invoking an aspect

Invoke an aspect (good for character):

  • Player character burns a ✴️fate point
  • GM burns a ✴️fate point from the GM ✴️fate point pool
  • Player character uses an existing free invoke

You can:

  • add +2 modifier to your character's roll (after rolling)
  • re-roll all dice on your character's roll
  • add +2 modifier to somebody else's roll (after rolling)

The aspect has to make sense in the situation.
You can spend multiple ✴️fate points on a single roll.

Using aspects: compelling an aspect

Compell (bad for character):

  • Player character receives a ✴️fate point, or
  • Player character burns a ✴️fate point to prevent it

GM creates:

  • An event that complicates a character's life

    You are trying to hide, but since you are Famous, a fan recognizes you.

  • A compunction that complicates a character's life

    You Like shiny things, so you swipe the politician's gold pocket watch.

You can suggest a compel for your character to the GM for free.
You can suggest a compel to someone else's character for one ✴️fate point.

Creating an aspect

Use Create an advantage action to create an aspect

Describe the aspect:

  • create situation aspect, or
  • create character aspect

Take action to create the aspect with:

  • active opposition (like attack vs defend)
  • passive opposition (like overcome)

Pass a skill check, if succesfull, the action creates the aspect with free invokes

Using skills: Create an advantage (new aspect w/ passive opposition)

Create an advantage with passive opposition (difficulty set by GM)

<skill> + 4df + <aspect> + <stunts> + <other> vs <difficulty>
Outcome Condition Creates With
Success w/ style > diff + 2 new aspect 2 free invokes
Success > diff new aspect 1 free invoke
Tie == diff new boost 1 free invoke
Failure < diff nothing
new aspect

somebody else gets 1 free invoke

Using skills: Create an advantage (new aspect w/ active opposition)

Create an advantage with active opposition

  • Character attempting to create an advantage (attacker)

    <attacker's skill> + 4df + <aspect> + <stunts> + <other>
    
  • Actor attempting to counteract the advantage (defender)

    <defender's skill> + 4df + <aspect> + <stunts> + <other>
    
Outcome Condition Creates With
Attacker succ. w/ style att > def + 2 new aspect 2 free invokes
Attacker succeeds att > def new aspect 1 free invoke
Tie att == def new boost 1 free invoke
Failure att < def nothing
new aspect

defender gets 1 free invoke

Creating free invokes: notes

  • Use create advantage action to create free invokes for an existing aspect

  • Creating/discovering an aspect without free invokes does not require an action

Discover an aspect

Use Create an advantage action to discover something about the environment or character

Discover character aspect:

  • active opposition (like attack vs defend)

  • passive opposition (like overcome)

Pass a skill check, if succesfull, the action reveals an aspect with free
invokes

✴️Fate points and refresh

Fate points indicate triumphs and failures of the character: they gain ✴️fate points from failures and spend fate points to triumph

Start with:

  • ✴️fate points equal to refresh (3)

Gain a ✴️fate point:

  • accept a compel
  • concede a conflict

Spend a ✴️fate point:

  • invoke an aspect
  • refuse a compel
  • power some stunts
  • declare a story detail

GM has 1 ✴️fate point per PC in each scene plus
✴️fate points awarded from concession and compels

(Fate Core pg. 80)

Sequences

Challenges
Contensts
Conflicts

Challenge

When to use:

  • A character performs a complex procedure
  • requiring a sequence of overcome actions
    (so, only passive opposition)
  • needs more than one skill
  • with degrees of success

Performing a tea ceremony

Sequence:

  • define situational aspects
  • decide the tasks and skills
  • roll all the skill checks
  • decide and narrate the result

Character can perform create advantage actions during the sequence

Earned boosts can be applied to other actions in the challenge or kept for later

(Fate Core pg. 147)

Contest

When to use:

  • Two characters performing actions at cross purposes
  • requiring overcome actions
    (opposition from environment)
  • accumulative and iterative success

Battle of the bands
Volleyball game
Political debate

Sequence:

  • define situational aspects
  • decide sides: one active participant and supporters (teamwork)
  • decide applicable skills
  • decide number of required victories (default: 3)
  • perform exchanges until someone gets prerequisite victory count
(Fate Core pg. 149)

Contest: Exchange

Sequence

  • each side selects a skill and roll an
    overcome action with diff. 0
  • compare shifts:
    • one side has three more shifts than all others: 2 victories
    • one side has more shifts than all others: 1 victory
    • tie for most shifts: plot twist

Advantages

Any side can try to create an advanate before their roll but if they fail, they cannot roll in this exchange (forfeit)

Attacks

If any side attacks another, convert the Contest to a Conflict

(Fate Core pg. 151)

Conflict

When to use:
Characters directly oppose one another in a physical or mental confrontation

A conflict results in physical damage or mental damage (stress, loss of composure), including consequences

Combat
Barroom fight
Formal duel
Interrogation
Psychic assault

Sequence:

  • establish participants and goals
  • describe the scene with aspects
  • establish zones
  • establish turn order (compare skills)
  • conduct exchanges until opposing sides are all taken out or concede
Conflict Initiative Resolve ties with
physical notice athletics
mental empathy rapport, discipline
(Fate Core pg. 154)

Conflict: Exchange

Everyone gets a turn:

  • attack action
  • full defense
  • teamwork
  • create advantage
  • overcome action (e.g. objective)
  • move (free or overcome action)
  • concede

On other's turns:

  • defend action
(Fate Core pg. 159)

Full defense bonus

When taking part in a conflict, you can concentrate on defense
instead of doing anything else:

  • Declare full defense in your turn
  • Don't do anything other than defend actions for a turn
  • Gain a + 2 bonus to all defend actions
(Fate Core pg. 159)

Teamwork

Help another character to perform a specific action:

  • requires average skill (1) or above
  • character performing the action gains + 1 bonus per received help action
(Fate Core pg. 174)

Using create advantage in a Conflict (examples)

Hinder a target (active opposition)

Targets gains an aspect that represents them getting hindered or receiving a debilitating (but not a damaging) injury

Blinded
Disarmed
Stunned

Maneuver (active opposition)

Target gain aspect representing a disadventageous tactical position

Cornered
Flanked

Reposition (passive opposition)

The character gains an aspect that represent an adventageous tactical position

High ground on top of some crates
Taking cover behind an overturned table

Altering the environment (passive opposition)

Modify the location to gain an advantage, add an aspect to the situation

Overturned bookcase barricade
Loose junk on the floor
On fire

Other…

Conflicts: removing characters

A character can be removed froma a conflict voluntarily or involuntarily:

Getting taken out
Character cannot absorb any more damage

  • the player that took you out
    (or GM) decides what happens to the character
  • (this is bad, but player character death is rare)

Conceding
Character declares they concede as their action

  • player gets to negotiate what happens to the characer
  • get 1 ✴️fate point for conceding
  • get 1 ✴️fate point per consequence suffered in this conflict

Either way: the character cannot perform actions until the conflict ends

(Fate Core pg. 168)

Space combat

Engagements

Engagement: overview

When to use:

Structured conflicts involving starfighters, abstractly revolving around gaining tactical "advantage"

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

Player characters command individual ships
NPCs can be organized into flights

Structure:

  • establish participants (2 sides) and goals
  • describe the scene with aspects
  • establish zones
  • conduct detection phase
  • conduct rounds until opposing
    sides are all taken out or run

Round:

  • maneuver phase
  • action phase
  • end of round
(Tachyon Squadron pg. 37)

Enemy units

Fighter craft




Fighters and attack craft

Small support vessels

1 token per craft
Sometimes grouped into flights

Capital ships




Large and slow ships

1 tokens per ship
1 token per gun emplacement

Special rules

Swarms



Horde in the backdrop

1 aspect per swarm
1 free invoke per aspect

Special rules

Detection phase

All ships/flights perform a Technology Overcome action w/ difficulty 0
Group the shifts by side and find the highest and lowest shift in each side

Result Resolution
max(side₁) > max(side₂) + 2 all side₁ ships/flights are undetected
max(side₁) > max(side₂) one side₁ ship/flight is undetected
max(side₂) > max(side₁) > min(side₂) no undetected ships
max(side₁) + 2 < max(side₂) all side₂ ships/flights are undetected
max(side₁) < max(side₂) one side₂ ship/flight is undetected

Players/GM choose which ships are undetected (minus ships with special detection)

(Tachyon Squadron pg. 36)

1st Maneuver phase

if your ship has Detection aspect Special

place it in the Special section of the Maneuver chart


if you were undetected in detection phase

place your ship in the Undetected


if you want to bug out
if you want to switch zones

place your ship in Special
(mark your ship as bugging out/switching zones)


if you were detected in detection phase

roll an Overcome action w/ difficulty 0
place your ship in the section of the Maneuver chart corresponding to the number of shifts

(Tachyon Squadron pg. 38)

Action phase

Each ship performs up to two actions in order of the maneuver chart
Ships in the same section of the maneuver phase interleave

Action Cost Step
Snap shot
Get on their tail ◖◗
Attack large target ◖◗
Desperate attack ✴️ ◖◗
Create advantage ◖ or ◗
Overcome action ◖ or ◗
Action Cost Step
⚪ Repair ◖ or ◗
⚪ Rescue or capture ◖◗
⚪ Shake of a tail ◖◗
⚪ Push
⚪ Tactical refocus
⚪ Thin out the swarm ◖ xor ◗
⚪ Switch zones
(Tachyon Squadron pg. 50)

[ ◖   ] Snap shot
target: ship in same slot or below

Attack ship (simultaneous on same level)

Gunnery vs Pilot

 
 

[ ◖◗ ] Get on their tail
target: ship in same slot or below

Move and stay directly above a ship
If the ship moves, you move directly above it

Gunnery + 2 + i vs Pilot
where i is no. of full turns on this ship's tail

[ ◖◗ ] Shake off a tail
target: ship on your tail

Lose tail and reposition in next Maneuver phase

Tactics vs Tactics

tie: boost or succeed at a cost

 

[ ◖◗ ] Desperate attack
target: ship on up to 2 slots above

Climb 2 slots, then fire on target

Gunnery + 2 + i vs Pilot

gain aspect: Easy target w/ 1 free invoke

[   ◗ ] Push
target: ship in same slot or below

Pressure ship to drop on the Maneuver chart

Pilot vs Pilot

Move target down by up to no. of shifts
If the target is tailing, they break off
Target's tails may follow or stay and break off

 

[   ◗ ] Repair
target: own ship

Repair shield or damage

Technology vs difficulty 2
success: 2 shield or one box of damage

[   ◗ ] Tactical refocus

Reposition in next Maneuver phase

 

[   ◗ ] Switch zones

If declared switch zones in Maneuver phase
Position in new zone in next Maneuver phase

 

[ ◖◗ ] Rescue or capture
target: ejected pilot or object in space

Move down 2 slots and rescue/capture target

If target is uncooperative:
Pilot vs Pilot

 

[ ◖ xor ◗ ] Thin out the swarm
target: a swarm aspect

Attack swarm

Gunnery vs Pilot

success: remove target aspect

 

 

 

 

 

[ ◖ or ◗ ] Overcome

[ ◖ or ◗ ] Create asdvantage

[ ◖◗ ] Strike large target (long range)
target: antiship weapons
             propulsion                    (shields/armor + 1)

Gunner vs Long range active defense

failure: take shifts of damage from active defense
success: reduce damage by long range shields

 

[ ◖◗ ] Strike large target (short range)
target: gun emplacements
             bridge                          (active defense + 1)
             shield generators

Gunner vs Short range active defense

failure: take shifts of damage from active defense
success: reduce damage by short range shields

Create advantage examples

Sandwich
Help ally get on the tail of opponent who is on your tail

Barrel roll
Improve attack and tactical positioning

Boom and zoom
Help in snapshot-with-reposition attacks

Out of the sun
Improve tactical positioning by using natural sensor scramblers

Low/high yo-yo
Trade energy to in-/decrease speed in a turn

Immelmann/Split-S/Chandelle
Improve defensive position, help loose a tail

Scissors
Perform rolling turns to slow down and cause an overshoot

Fly behind cover
Improve defense by putting objects in the path of the opponent

Break/Wingover
Rapidly turn (to deflect from opponent)

Hineri-komi
Climb and drop to take a shot at tailing plane

End of Round phase

if you performed tactical refocus

remain in same spot


if you declared you are bugging out

remove ship from Maneuver chart


if you performed move zone action

move to target zone in the Maneuver chart


otherwise

move one down on Maneuver chart

Subsequent Maneuver phases

if you shook off a tail
if you tailed and destroyed
if you tailed and broke off
if you were shaken off a tail
if you are currently undetected
if you switched zones and were in Special

roll an Overcome action w/ difficulty 0

place your ship in the section of the Maneuver chart corresponding to the number of shifts


if you want to bug out
if you want to switch zones

place your ship in Special


otherwise

remain in the current position

(Tachyon Squadron pg. 41)

Taking damage to a ship: shields and damage

  • For each point of damage, cross out one box of shields

  • Roll 1df for each remaining point of damage

    [+] 1 point of computer damage
    [ ] 1 point of propulsion damage
    [-] 1 point of critical damage

    Each box in each damage track absorbs up to 2 points of damage
    Mark boxes needed to absorb damage, apply consequences

  • If any of the tracks are filled, the ship is destroyed, punch out!

  • Each round, if the ship suffers damage, apply one point of damage to the pilot

(Tachyon Squadron pg. 44)

Damage tracks for SF-46 Blackfish

Computer System Damage:

☐² ☐² ☐² ☐

  1. Minimize 1 die on Technology actions
  2. Minimize 1 die on Gunnery actions
  3. Sensors and targeting systems offline: Minimize 1 die on Technology and Gunnery actions,
    add aspect Shots in the Dark
  4. Flash fire! Punch out!

Propulsion System Damage:

☐² ☐² ☐² ☐

  1. Minimize 1 die on Tactics actions
  2. Minimize 1 die on Pilot actions
  3. Critical damage to drives: Minimize 1 die on Tactics and Piloting actions,
    add aspect Drives Ready to Give Out
  4. Catastrophic Explosion! Punch out!

Critical Systems Damage:

☐² ☐² ☐

  1. Add aspect Life Support Damaged
  2. Cockpit hit, pilot sustains damage equal to the amount the ship sustained in this hit
  3. Structural disintegration! Punch out!

(right-click on track)

(Tachyon Squadron pg. 45)

Punching out

If the ship is destroyed:

  • Spend 1 ✴️fate point to engage the Automated Ejection System

  • Ejection seat performs an attack with skill 5 against the pilot

  • Defend with Discipline or Athlethics

If the ship is not destroyed:

  • Engage the AES for free

  • Ejection seat performs an attack with skill 3 against the pilot

  • Defend with Discipline or Athlethics

Afterwards:

  • Ejected pilots have 30 hours of life support
  • Shooting ejected pilots is a war crime
(Tachyon Squadron pg. 46)

Ship modular equipment



img by SleepyTanker
@tankerowo

Ship modular equipment: weapons

G-18B Vortex
Area attack missile


🞋 1-4 ships (in one slot)
🞋 1-2 swarm aspects

Attack (Technology)
Max:1
Weapon:2
 


Availability:🂠🂠🂠🂠

G-16 Vulcan's hammer
Precision missile


🞋 1 ship
 

Attack (Technology)
Max:1
Weapon:4
Double shield dmg


🂠🂠

Mk 24
Unguided rocket swarm


🞋 1 ship
 

Attack (Technology)
Max:1 (only if 🞋 is large)
Weapon:6
 


🂠🂠🂠🂠

B6 Haymaker ✧✧
Particle accelerator


🞋 1 ship
 

Attack (Gunnery)
Weapon:<ship>+1
 
 


(Tachyon Squadron pg. 65-66)

Ship modular equipment: repair and defense

Ecliptic Sys. REN v4.0
Resilience enhc. node


🞋 own ship
 

⚪ Repair (Technology)
Max:1
 


Availability:                     ∅

Plane-Senko ISU tp. 7
Inertial suppression unit


 
 

Defend (Pilot)
Max:1
 


🂠🂠

Alderson 5M ✧✧
Shield booster


🞋 own ship
🕑 own Attack phase

⚪ Recharge 1 ☐ Shield
 
 


🂠🂠

Whispertech D-30
Emissions redirection sys


🕑 once per session
after being hit

Defend
attack misses
(retroactive)


(Tachyon Squadron pg. 66-67)

Ship modular equipment: tactical advantage

HiPerf Optics HC-91 Hawkeye
Sensor booster


🕑 Detection phase
 
 

Detection (Technology)
Max:2
 


Availability:                                       🂠

Plane-Senko TVS type 19
Thrust vectoring system


 
 
 

Push (Pilot)
Max:1
 


Ecliptic Sys Counterforce v9.2
Adaptive computation node


🕑 2nd Maneuver phase
Placement (Tactics)
Max:1

🕑 3rd+ Maneuver phase
Placement (Tactics)
Max:2


🂠

(Tachyon Squadron pg. 66-67)

Things to do

Game structure

  • Campaign > Arc > Scenario
    • Mission
      • Scene
      • Engagement
      • Stress recovery
    • Off-duty

Arc (2-5 scenarios)
A single complete storyline

Scenario (1-4 sessions)
Resolve a big, urgent issue
Ends a big milestone
Results in character/relationship growth

Mission (a day to a few weeks)
Receive briefing, prepare
Fly out and execute a task

Scene (few minutes to an hour)
Characters do stuff in one place/time, sometimes organized into:

  • challenges (vs environment)
  • conflicts (indirect vs characters)
  • contests (direct vs characters)

Engagement (few minutes to an hour)
A space battle in space with spaceships
In initiative order and with special rules

Stress recovery
Chars. remove stress through discipline
After all scenes and engagements

Off-duty (1 day at a time)
Rest and recuperate, repair
Scrounge for equipment, investigate

In and out of the cockpit

Missions and off-duty tasks

Missions

Primary job: pilot fighter aircraft in combat missions

  • receive briefing
  • fighter loadout and pre-flight
  • fly to location (possibly supported by a tender)
  • execute mission
  • deal with complication (typically in isolation from C&C)
  • return to base

Some missions involve infiltration, investigation, or
dealing with problems out of the cockpit on site

Sometimes pilots conduct missions on their own initiative

Combat mission reference

Combat patrol
Follow a route and intercept opposition

Search and rescue
Locate ships or personnel, render aid
or conduct recovery

Interception
Engage incoming opposition forces

Strike
Destroy a capital ship or installation

Fighter sweep
Gain supremacy in a region of space,
operating from a station or support vessel

Escort
Randez-vous with ships, protect them en route to a destination

Customs inspection
Board a vessel and inspect it for contraband; if found, turn alert authorities hold the ship and turn the crew over to relieving authorities

Black ops
Conduct an investigation into possible infiltration by the opposition
or conduct an infiltration of a facility held by the opposition

(Tachyon Squadron pg. 98)

Off-duty

You can perform two off-duty activities between missions

  • sleep
    (2 shifts of dmg per missed night)
  • decompress
  • recover from consequences
  • help fixing damage
  • obtain parts, module, or gear
  • nose around
  • other

Players describe the events of each activity, and some activities become scenes

Small activities like conversations or grocery shopping don't require an activity

(Tachyon Squadron pg. 102)

Money and discipline

DVG personnel are civilian employees ("contractors" not "mercenaries"), so:

  • not under military discipline
  • subject to the chain of
    command
  • communicate using
    designated channels
  • under the jurisdiction of
    local police

Money is abstract and represented with aspects like Windfall, Bonus, Debt

DVG pays a salary that covers normal life and routine expenses, but not gear, equipment, or specialty items

DSG pays a Bonus (w/ free invoke) for every ace rank and prize money in specific circumstances

You can earn money on the side

(Tachyon Squadron pg. 106)

🥺🥺🥺

Recovery

Recovering from stress

Recover from stress after a scene through Overcome action with Discipline

Outcome Condition Remove Bonus / Consequence
Success w/ style > stress + 2 all stress free boost for next scene
Success > stress all stress
Tie == stress half (round down)
all

minor cost
Failure < stress none
all

serious cost
(Tachyon Squadron pg. 101)

Recovering from stress through decompression

Recover from remaining stress after a mission by performing a decompression activity within the narrative


Decompression Cost / Reward Remove
\☺\ healthy spend 1 ✴️fate point all stress
\☻\ unhealthy receive 1 ✴️fate point all stress

A character's decompression activity is listed under aspects in the character sheet

(Tachyon Squadron pg. 101)

Recovering from consequences

  • Pass an Overcome skill check for appropriate recovery action
  • Rename the consequence
  • Wait a narratively appropriate amount of time for the effect to clear
  • While the consequence is in recovery, it takes up the consequence spot
Consequence Difficulty Example rename
mild 2 Black eyeCompress over eye, CrankyMullified
moderate 4 1st degree burnDressed wound, Exhausted*
severe 6 Compound fractureCast, PhobiaIn therapy
(Fate Core pg. 164)

Repairing your ship

Shields
Shields recover automatically after each engagement

Damage
Spend time on repairs (1 activity per attempt, see Routine)
Perform an Overcome action with Technology vs difficulty 2 for each pt of dmg
There may be additional requirements for facilities or parts

Repair facilities
DVG technical staff repairs 6 instances of damage between missions (total over all machines in the squadron)

(Tachyon Squadron pg. 102)

Character creation

Before the game

  • Come up with a basic idea for a fighter pilot volunteering for the DVG
  • Come up with ideas for a name, pronouns, and callsign
  • Make a character portrait for your pilot and nose-art for your fighter

Guidelines for volunteer starfighter pilots:

  • irresistable draw to fly
  • want to fly fighters in combat
  • enjoy speed and danger
  • aggressive, confident, reckless, competitive

During session zero

  1. Write down a high concept aspect
  2. Come up with healthy and unhealthy decompression mechanisms
  3. Assign values to skills
  4. Create one freeform aspect
  5. Establish relationship aspects between player characters
  6. Pick stunts, caulculate refresh
  7. Pick personal gear
  8. Pick preferred starfighter loadout
  9. Write down a name, callsign, and pronouns, pick a portrait, fill in description

Character creation is collaborative

1. High concept

Who are you and why are you here?

Short description that defines the character:

  • Say more than one thing
  • Make it double-edged
  • Provide specific details
  • Clear to everyone

Drilling down: who, what, where,
when, why?


Combat-haunted veteran looking for redemption

Black sheep of a politically-connected Republican family

Enthusiastic rookie from the middle of nowhere

Infamous fuck-up from the Dominion Navy

Former Test Pilot Out for a Righteous Cause

2. Decompression

Aspects that defines ways in which the character deals with psych. stress


\☺\ Healthy decompression
What does the character do to unwind they are taking care of themselves?

Excellent therapist
Good mates are everything
Devout Hindu
Loving spouse

\☻\ Unhealthy decompression
What does the character do to unwind when their judgement fails?

Hitting the bottle
Anxiety and insomnia
Barroom hero
Chronic depression

3. Freeform aspect

An aspect that says something about the character:

  • that is important to them
  • that makes them
    interesting and unique

Vary it up: don't have all your aspects describe the same thing


Dead-eye shot with a blaster

Inveterate whist enthusiast

Everyone in the Arco fears me

My wife is waiting back home

I know the rules and how to break them

Stubborn because I'm right

I lost an arm, but the metal one is better

4. Skills

You can have 1 skill that is great (value 4), 2 that are good (3),
3 fair (2), and 4 average (1)

Make one of your Spacefaring skills great, one good, one fair, and one average

Distribute the remaining values to your other skills

The remaining skills are mediocre (value 0)

Value Spacefaring skills Other
great/4 none
good/3
fair/2 ◯ ◯
average/1 ◯ ◯ ◯
mediocre/0 none all others

Skills: examples

ath fgh ntc sht snk dsc emp inv pvk rap gnr pil tac tch
Athlete 3 2 2 3 4
Gumshoe 2 2 3 4 3
Joker 2 2 3 4 3
Maverick 3 2 2 3 4
Brain 2 2 4 3
Swashbuckler 3 2 2 4 3
Tech 2 2 3 3 4
Veteran 3 2 2 3 4
Warrior 3 2 2 4 3

(Tachyon Squadron p. 26

5. Relationships

Two aspects that establish strong feelings your character has towards:

  • the player character to your left
  • the player character to your right

Do they get along?
Do they share a history?
Do they trust each other?
Do they have debts?

The feeling can be one-sided

Nails is my reliable workout buddy

Sooner or later, Auger is going to get somebody killed

Gunner knows everything about everything

Save us from wet-behind-the-ears pebble monkeys like Thermic

Nok spent way too much time in civilian street

6. Stunts and Refresh

  • Pick 2 personal stunts
  • You get 3 points of refresh (no. of ✴️fate points received at session start)

Optionally you can trade up to 2 refresh points for additional stunts (but don't)

Tachyon Squadron Stunts (p. 31)

Cool under fire
One shot one kill
Jury Rigger
Gunslinger

Gossip
Called shot
Tough as nails
Okay, fine!

Good hunting
Danger sense
Lie detector
Always a way out
Pugachev's cobra

Players can create new stunts in cooperation with the GM

7. Gear

  • Characters carry narratively-sensible gear with them
  • Pick 1 item of personal gear to represent special items

Tachyon Squadron Gear (p. 34)

Heavy blaster pistol
Blaster carabine
Stimpack

Hand scanner
Augmented spec
Monofilament blade

High performance datapad
Personal deflector screen
Pers. concealment screen

Players can create new gear in cooperation with the GM

8. Modules

The SF-46 Blackfish has two equipment bays for custom modules

Tachyon Squadron Modular Equipment (p. 65)

Weapons
Precision missile
Area attack missile
Unguided rocket swarm
Particle accelerator (2 bays)


Repair
Resilience enhancement node

Defense
Inertial suppresion unit
Shield booster (2 bays)
Emissions redirection system

Tactical advantage
Sensor booster
Adaptive computation node
Thrust vectoring system

Players can create new modules in cooperation with the GM

8. Starfighter loadout (availability)

What is available depends on conditions, but you should have a preference

Default availability (Tachyon Squadron p. 122 and p. 165)

Equipment Qty
Area attack missile ◯◯◯◯
Unguided rocket swarm ◯◯◯◯
Precision missile ◯◯
Inertial suppression unit ◯◯
Equipment Qty
Shield booster ◯◯
Particle accelerator
Sensor booster
Adaptive computation node

To get more equipment, see Routine.

Blackfish Qty: ◯◯◯◯◯ ◯◯◯◯◯ ◯◯◯◯◯ ◯◯◯◯◯ ◯◯◯◯◯

9. Aesthetics

Names, pronouns
Anything is fine, as far as the DVG is concerned

Portrait and description
DVG is desperate for fighter pilots and accepts anyone regardless of
age*, background, ethnicity, experience*,

Volunteers are technically not military:

  • you get a flight suit, but you can modify or replace it
  • you don't get a uniform, you can wear whatever, even on duty

8. Aesthetics (callsigns)

Pick a callsign and tell the story behind it or have another player tell the story


From https://www.f-16.net/callsigns.html:

So, how do you get a callsign?
Do something stupid or have it fit with your last name. Obvious examples, 'Crash' or LT 'Cheese' Kraft. Sometimes it's based on a physical appearance thing like 'Carrot'. (…)

(They also have a list of callsigns to steal from)

8. Aesthetics (nose art)

Alain Piquerez's WW2 nose art reproductions
https://www.noseart.ch

Wisconsin Veteran's Museum
https://wisvetsmuseum.com/origins-and-evolutions-of-aviation-nose-art/

Fort Lauderdale Museum
https://www.nasflmuseum.com/nose-art.html

Airplanes Online: Nose art
https://www.airplanes-online.com/airplane-nose-art.htm

Wiki and wikimedia: Nose art
https://en.wikipedia.org/wiki/Nose_art
https://commons.wikimedia.org/wiki/Category:Aircraft_nose_art

Safety tools

Every player (and GM) produces a list of lines and veils.

Lines

Topics excluded from the game completely.

Veils

Topic that may be included in the game, but are never depicted or focused on.


All players (and GM) must abide by the everybody's lines and veils.

The list can be modified (extended or reduced) during gameplay.

References

Fate Core SRD
https://fate-srd.com/fate-core

Fate Core System
https://evilhat.com/product/fate-core-system/

Tachyon Squadron
https://evilhat.com/product/tachyon-squadron/

Isn't it though?

Standard.

--- ## Action vs Skills guidelines | | ath | fgh | ntc | sht | snk | dsc | emp | inv | pvk | rap | gnr | pil | tac | tch | | :-- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | | ![w:64px](img/at.png) | ◯ | ◯ | | ◯ | | | | | ◯ | | ◯ | | | ◯ | | ![w:64px](img/df.png) | ◯ | ◯ | | | ◯ | ◯ | ◯ | | | ◯ | ◯ | ◯ | | | | ![w:64px](img/ov.png) | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | | ![w:64px](img/ca.png) | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | &nbsp; *See: Tachyon Squadron p. 26.*

--- ### Teamwork bonus Multiple characters can help another character perform an action - requires average skill (`1`) or above - spend time (use an action) to help - character performing the action gains `+ 1` bonus for every character helping <div class="reference">(Fate Core pg. 174)</div> --- ### Full defense bonus You can concentrate on defense in a conflict: - don't do anything other than defend actions for a turn - gain a `+ 2` bonus

Character can perform ![w:32px](img/ca.png) *create advantage* actions during the sequence Earned *boosts* can be applied to other *actions* in the *challenge* or kept for later

Typically a character must perform an ![w:32px](img/ov.png) *overcome* to perform an action despite the effect

Place each ship/flight in the *Maneuver chart*:

- Contains two steps (◖ and ◗) - Some actions require two steps (◖◗) - Some actions can only be performed in step ◖ or ◗ - Attack actions are marked ⚔

<hr/>

**degrade all ships:**

- **if has *Detection aspect* *Special*** place in the *Special* section of the *Maneuver chart* - **if was *undetected* in *detection phase*** place in the *Undetected* section of the *Maneuver chart* - **if was *detected* in *detection phase*** roll an ![w:32px](img/ov.png) *Overcome action* w/ difficulty `0` place in the section of the *Maneuver chart* corresponding to the number of *shifts*

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✧✧ needs this many equipment bays

◯ consumable

🂠 availability

✧✧ needs this many equipment bays

◯ consumable

🂠 availability

✧✧ needs this many equipment bays

◯ consumable

🂠 availability

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