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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 MonticelliLe 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
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:
Rolling dice
<skill> + 4df + <modifiers>
die results:
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:
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
Discover an aspect
Use Create an advantage action to discover something about the environment or character
Discover character aspect:
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
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)
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)
[ ◖ ] 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
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
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
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 ☐
Minimize 1 die on Technology actions Minimize 1 die on Gunnery actions Sensors and targeting systems offline : Minimize 1 die on Technology and Gunnery actions, add aspect Shots in the Dark Flash fire! Punch out!
Propulsion System Damage:
☐² ☐² ☐² ☐
Minimize 1 die on Tactics actions Minimize 1 die on Pilot actions Critical damage to drives : Minimize 1 die on Tactics and Piloting actions, add aspect Drives Ready to Give Out Catastrophic Explosion! Punch out!
Critical Systems Damage:
☐² ☐² ☐
Add aspect Life Support Damaged Cockpit hit, pilot sustains damage equal to the amount the ship sustained in this hit 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:
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)
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 eye → Compress over eye , Cranky → Mullified
moderate
4
1st degree burn → Dressed wound , Exhausted *
severe
6
Compound fracture → Cast , Phobia → In 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)
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
Write down a high concept aspect
Come up with healthy and unhealthy decompression mechanisms
Assign values to skills
Create one freeform aspect
Establish relationship aspects between player characters
Pick stunts , caulculate refresh
Pick personal gear
Pick preferred starfighter loadout
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
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)
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.
Isn't it though?
Standard.
---
## Action vs Skills guidelines
| | ath | fgh | ntc | sht | snk | dsc | emp | inv | pvk | rap | gnr | pil | tac | tch |
| :-- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- |
|  | ◯ | ◯ | | ◯ | | | | | ◯ | | ◯ | | | ◯ |
|  | ◯ | ◯ | | | ◯ | ◯ | ◯ | | | ◯ | ◯ | ◯ | | |
|  | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ |
|  | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ |
*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  *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  *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 ⚔
- **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  *Overcome action* w/ difficulty `0`
place in the section of the *Maneuver chart*
corresponding to the number of *shifts*
<div class="two-columns">
<div class="column">
</div>
<div class="column">
</div>
</div>
✧✧ 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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