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SQUADRON
CLARK VALENTINE
JOIN THE ACE PILOTS OF THE TACHYON SQUADRON.
ENLIST TODAY!
The universe is in trouble. Take your stand
against the overreaching arms of the Dominion of
Unity. Stand up against piracy and lawlessness.
Ensure that all members of the Draconis system
enjoy peace and prosperity. Join the Tachyon
Squadron arm of the Draconis Volunteer Group!
Engage in interstellar combat; steer your ship
among the stars, and join your fellow fighter
pilots in a quest for danger, glory, and victory.
Tachyon Squadron is a Fate Core supplement that
blends space opera and military sci-fi. The game
requires Fate Core to play. This book includes:
➤ A highly structured starfighter combat
engagement system, with a focus on phased
combat and maneuvering for advantage
➤ Instructions on creating fighter pilot characters
in Fate, including pilot interactions and
vices to blow off steam between battles
➤ Personal and gear stunts, which provide FOR USE WITH
a streamlined mechanic for sci-fi
necessities like energy blasters, hand FATE CORE
scanners, and deflector screens CHARACTERS LIVE AT THE
EHP0001
CORE OF FATE
➤ An overview of the galaxy and of the barbaria
n hordes,
FATE • CORE SY
➤ Clearly-defi
and old.
players both new
and more!
ROLL THE DICE.
TELL YOUR TALE.
FATE!
EMBRACE YOUR
RYAN MIKE
BRIAN JEREMY OLSON
LEONARD KELLER MACKLIN
BALSERA ENGARD
• $25.00 US
978-1-61317-029-8
EHP0001 • ISBN cial
• @EvilHatOffi
www.evilhat.com
HatProductions
facebook.com/Evil
Tachyon Squadron
Copyright ©2018 Evil Hat Productions, LLC and Clark Valentine.
All rights reserved.
That said, if you’re doing it for personal use, knock yourself out.
That’s not only allowed, we encourage you to do it.
For those working at a copy shop and not at all sure if this means
the person standing at your counter can
make copies of this thing, they can.
This is “express permission.” Carry on.
Goose! GOOOOOOOOOOOOSE!!!
TABLE OF CONTENTS
ACKNOWLEDGEMENTS 5
Playtesters · · · · · · 5
TACHYON SQUADRON 7
The World of Tachyon Squadron 7 Space Opera & Military Sci-Fi 8
CREATING A PILOT 11
Character Concept · · · 11 Miscellaneous: Stress,
Aspects · · · · · · 15 Personal Details, and
Skills · · · · · · · 18 Incidentals · · · · · 20
Stunts · · · · · · · 19
SKILLS 23
Spacefaring Skills · · · 24 Social Skills · · · · · 28
Action Skills · · · · · 26
STUNTS 31
Personal Stunts · · · · 31 Adjusting Refresh · · · 34
Gear Stunts · · · · · 33
ENGAGEMENTS 35
The Phases of Engagements 36 Fighter Screens · · · · 60
Shields and Damage · · · 44 Personal Damage and Getting
Bugging Out · · · · · 47 Taken Out · · · · · 64
The Maneuver Chart · · · 48 Modular Equipment · · · 65
Actions · · · · · · · 49 Engagement Example · · 68
The Opposition: Flights & Fighter Pilot Terminology · 77
Swarms · · · · · · 53 The Dicta Boelcke · · · 82
Big Ships and Large Targets 54
THE GALAXY 83
A Quick History Lesson · · 83 The Draconis System · · 85
Galactic Society · · · · 85 Draconis System Details · 87
3
GMING TACHYON SQUADRON 107
Issues and Themes · · · 107 We Band of Siblings · · 117
Engagements · · · · 111 Running Campaigns · · 118
Out-of-Cockpit Encounters 115
4
ACKNOWLEDGEMENTS
A long list of people are owed thanks here. I’ll start with every sin-
gle person on the credits page—Evil Hat’s development, editing, and
production staff are top-notch: Mike, Lenny, Amanda, Sean especially.
This game has been in my head for at least a decade—thank you for
the chance to make it, Fred.
Thanks for the push, Lenny.
Many thanks to Glen Larson (Battlestar Galactica) and George Lucas
(Star Wars), who filled my childhood imagination with fighters streaking
through the stars. Many Cylon Raiders and TIE Fighters met their doom
at the hands of my friends and me in my childhood backyard.
Countless thanks to the people who built, ferried, repaired, supplied,
and flew Spitfires, Mustangs, Warhawks, Hurricanes, Avengers, Hellcats,
Yakolevs, and innumerable others to rid the world of one generation of
fascists. May we not need to do so again.
Many thanks to the dozens of folks who playtested this game through
three calendar years. Their efforts toward getting this book published
have been essential, and they are deeply appreciated.
Finally, thank you to my family, Amanda, Mary Rose, and Thad, for
putting up with my endless hours in front of the keyboard while writing
this. Your support and patience have been gifts that I am so grateful for.
PLAYTESTERS
Developmental playtesting occurred at U-Con in November of 2015,
at Origins Game Fair in June of 2016 and 2017, at DexCon in July of
2016, and in Clark Valentine’s home game groups throughout 2016.
Playtesters are:
Josh “Slapshot” Albritton Jamie “Hurricane” Lackey
Tiernan “Rorke” Ashford Paul “Doorknob” Marcinkevage
Leonard “Nails” Balsera Michael “Hotdog” Pace
Tracy “Scarecrow” Barnett Jon “First Blood” Proesel
Chris “Muskrat” Bekofske Justo “Firefly” Reyes
Bob “Neutron” Bersch Sarah “Poacher” Richardson
Don “Offside” Bisdorf Tori “Ao” Rivers
John “Doozy” Britch Tim “Riccochet” Rodriguez
Brendan “Deadstick” Conway Michael “Bookhouse” Schwartz
Michael “Zero” Donovan Paul “Flatline” Stefko
Bill “Ladykiller” Eastman Andrea “Salazar” Tapia
Morgan “Merlin” Ellis Ron “Wizard” Tapia
Rich “Double Dip” Flynn Jeremy “Böôger” Tidwell
Mary Lynn “Slingshot” Gregory Ruth “Banshee” Tillman
Evan “Jamboree” Griggs Amanda “Copper” Valentine
Mengu “Fancy” Gungor
Blair “Spotlight” Hoplight
Matt “Fang” Weber
Alex “Snowball” Young
5
THE STAR PILOT’S PRAYER
“Heavenly Lord, guide my vessel with Your mighty hand as I take
to the stars. Let Your wisdom grant me steady assurance, and
bring me, my vessel, and my passengers safely home. Amen.”
FATE CORE
Tachyon Squadron is a roleplaying game built on the Fate Core
system by Evil Hat Productions. To play it, you need a copy of the
Fate Core rules and a few sets of Fudge/Fate dice or a Deck of
Fate—these are available from Evil Hat (www.evilhat.com). You
also need some pens and paper, a few friends (3-5 people total
is the sweet spot), and about two or three hours.
7
SPACE OPERA & MILITARY SCI-FI
Tachyon Squadron
TECHNOLOGY
Technology is unrecognizably advanced in some ways, and not much
better than early 21st century Earth in others. We occasionally spin
some notional “science” to explain the high technology—but don’t
mistake that for any sort of assertion that real physics works that way.
8
Starfighter Movement: The starfighter combat in Tachyon Squadron
Tachyon Squadron
is inspired by fighter combat from the WWII and Korean War era.
Starfighters move like Spitfires and Sabres even in the vacuum of
space; conservation of momentum is right out the window. That said,
some pilots have learned to cheat and briefly point their ship (and its
guns) in a direction that it shouldn’t—but the G-forces and cognitive
load involved prevent it from being a common maneuver.
Aliens: The assumption of the setting is that humans are the only
intelligent, sapient starfaring species. Animals and plants of non-ter-
restrial origin are common, but none of it is intelligent.
Sapient AIs and Robots: There are some robots and AIs, but they are
definitely tools, and aren’t advanced enough to be considered living
entities in themselves. There is no substitute, in this fictional world,
for the judgment and cleverness of a human pilot, so autonomous or
AI-piloted fighters are not effective weapons.
9
Tachyon Squadron
CHARACTER CONCEPT
Come up with a basic idea for the type of fighter pilot you’d like to play.
All sorts of people feel the irresistible draw to fly. Most of these people
take up travel as a hobby—frequent passengers on commercial aircraft
and spacecraft. For a few hours or days they experience the thrill of using
laws of physics to thumb their noses at other laws of physics. Some of
the more adventurous take up skydiving, spacewalking, or become pilots
themselves. But a tiny few aren’t satisfied unless they’re going half the
speed of light while getting shot at. These are combat starfighter pilots.
That’s you.
Tachyon Squadron is not about maintenance techs, squadron chap-
lains, or meddling locals. Your character is a fighter pilot.
11
INDOMITABLE CONFIDENCE AND
Creating a Pilot
INSTINCTIVE AGGRESSION
Fighter pilots come from all walks of life, but they have a few things in
common. All of them, every single one, is driven, confident, and daring.
Space combat is a merciless filter, quickly and ruthlessly eliminating
the timid and the hesitant. Those without a suitable killer instinct wash
out early in training, if they’re lucky. If they’re not so lucky, the enemy
makes short work of them, distributing their atoms across a million
cubic kilometers of some lonely asteroid belt somewhere. Of course,
that’s not to say that they’re all loud and boisterous—you’ll find plenty
of variation and pilots who are quiet and orderly and analytical, same
as among any other group of people.
But as a rule starfighter pilots are confident and aggressive. They want
to attack. They want to fight. They want to win. Some of them live long
enough to temper that killer instinct with some wisdom, wisdom that
good leaders use to keep the foolhardy young hotshots alive and mostly
out of trouble. But until then, starfighter pilots tend to be aggressive,
bold, and sometimes reckless.
12
COLLABORATION
Creating a Pilot
Don’t create characters in isolation—discuss your ideas with the GM
and the other players. What mix of personalities and backgrounds do
you think would be fun? Generate and talk about some ideas for how
your pilots will interact. Examples include:
∂∂ My character is a defector from the Dominion trying to redeem
herself by fighting for an idealistic cause.
∂∂ My character is a glory hound who wants to rack up kills and make
a name for himself.
∂∂ My character is a war-weary veteran of the Republic who doesn’t
know how to do anything else.
NAMES
Give your pilot a look and a name. People in Tachyon Squadron come
from all races, in all shapes and sizes and genders, and from all of the
old nations from Earth and beyond. Names that mix and match cultural
and linguistic origins are at least as common as monocultural names,
especially among characters from the Stellar Republic.
EXAMPLE NAMES
Thess Ayson Rich Hopkins Jin Olsen
Teresa Baili Vasilis Ignacio Kira O’Neill
Amy Bettelheim Noriko Ishimura Arataki Petrovna
Prapun Birasiri Young Su Kang Baqar al-Rashid
Carlos Cabral Emma Lansey Mapiya Reed
Ranga Caputo Abril Liakos Muna al-Shirazi
Pankaj Chatterjee- Riku Matsumoto Julia Shockey
Collins Malick Mbaye Jacob Singh
Piotr Drame Tapha Mendes Angelique
Laszlo Feher Priyanka Motiwala Wedderburn
Olga Fomenkovna Russ Murata Hitoshi Yegorov
Ruth Greenstone Christina Navarro Lin Yuang
Dieyna Gueye Paulo Ndiaye Khady Zander
Michiko Gutierrez Nabil O’Connor Liping Zhao
13
CALLSIGNS
Creating a Pilot
EXAMPLE CALLSIGNS
Amp Gaucho/a Nails Rust
Badger Grumpy Nix Sandbag
Beagle Hailstone Nosey Scarecrow
Beaker Hipshot Notch Scooter
Blinker Hood Offside Sensei
Bookie Hurricane Ogre Sinker
Cactus Juno Outlaw Slapshot
Chatty Kilo Outline Smokey
Copper Knuckles Ozone Spider
Curveball Lab Rat Pancake Sunburn
Dallas Lockout Pappy Thor
Deadstick Lumpy Patch Thumper
Dizzy Lunchbox Poacher Tricky
Dutch Mama Poet Troll
Flake Merlin Rabbit Tulsa
Flameout Meteor Rascal Vodka
Flatline Mojo Robo Yammer
Gadget Muskrat Rudy Yukon
14
ASPECTS
Creating a Pilot
Aspects in Tachyon Squadron
are very much as they are in Fate
Core. The big differences are that
Fate Core’s trouble aspect is replaced
here by decompression, and two of
Tachyon Squadron’s aspects are
relationships.
15
ASPECT 2: DECOMPRESSION
Creating a Pilot
16
Creating a Pilot
ASPECTS 3 AND 4: RELATIONSHIPS
Each of these aspects defines a relationship you have with another
player character. To define the first one, consider the aspects you
already have and those of the player sitting to your left. Do they suggest
a particular relationship between the two pilots? Some suggestions
include: Is there a debt—of money, a favor, your life? Is there romantic
interest—and is it requited? Is there mistrust in one’s ability as a pilot?
Are you intense rivals for victory count? Write an aspect to reflect that
relationship from your perspective—and the other pilot writes an aspect
to describe it from theirs.
As you proceed around the table, the player to your right will do the
same thing with you, allowing you to fill in your second relationship aspect.
ASPECT 5: FREEFORM
The fifth aspect slot is for whatever sort of aspect you want to put
in it. Think about something that makes your character unique and
interesting, and add it here. Are you a Deadeye Shot with a Blaster? Or
a Cardsharp? Or were you Born in the Cockpit? Do you have a Family
Back Home? Do you have a unique relationship with your ship—maybe
you’ve made some Special Modifications? You may leave this aspect
blank and fill it in during play if you wish. 17
SKILLS
Creating a Pilot
Once you’ve chosen aspects, assign skill ratings. Make sure you
read over the detailed description of each skill in the Skills chapter
(page 23) before you rate them. Just like in Fate Core, skill ratings
form a pyramid with Great (+4) as the apex:
∂∂ One Great (+4) skill
∂∂Two Good (+3) skills
∂∂Three Fair (+2) skills
∂∂ Four Average (+1) skills
∂∂The rest are at Mediocre (+0)
Each skill in Tachyon Squadron is discussed in detail in the Skills
chapter (page 23).
ARCHETYPES
If you’re having trouble assigning skills, this list
might give you some inspiration. These skill arrays
are incomplete—fill in the rest as you see fit.
∂∂The Athlete: Pilot +4, Gunnery +3,
Athletics +3, Fight +2, Sneak +2
∂∂The Inquisitive: Pilot +4, Technology +3,
Investigate +3, Empathy +2, Sneak +2
∂∂The Joker: Pilot +4, Tactics +3, Rapport +3,
Sneak +2, Provoke +2
∂∂The Natural: Pilot +4, Gunnery +3,
Notice +3, Provoke +2, Rapport +2
∂∂The Brain: Tactics +4, Technology +3,
Investigate +3, Discipline +2, Provoke +2
∂∂The Swashbuckler: Gunnery +4, Pilot +3,
Athletics +3, Fight +2, Rapport +2
∂∂The Technician: Technology +4, Tactics +3,
Investigate +3, Notice +2, Shoot +2
∂∂The Veteran: Tactics +4, Pilot +3,
Discipline +3, Empathy +2, Provoke +2
∂∂The Warrior: Gunnery +4, Tactics +3,
Athletics +3, Shoot +2, Discipline +2
18
Unassigned Skills: When you create your character, it’s perfectly fine
Creating a Pilot
to leave some of your Fair (+2) and Average (+1) skills unassigned. You
can fill them in later as play progresses and you learn what skills are
necessary and interesting in your game.
Skills are divided into three categories: spacefaring skills, action skills,
and social skills. Assign one of each of the four ratings, +1 to +4, to
the four spacefaring skills. This leaves a Good (+3) apex pyramid to
distribute among the action and social skills. So how do you distribute
those ratings? Talk about the focus of the game with the other players
and GM—do you anticipate a lot of social interaction and conflict? Expect
plenty of action outside the cockpit? Making sure you all know what to
expect prevents the “Whaddya mean nobody has Rapport?” problem.
STUNTS
Once you’ve assigned skill ratings, choose three stunts—two personal
stunts and one item of gear. Your first two personal stunts are free, but
each thereafter costs a point of refresh. Your refresh, which begins at
three, is only affected by personal stunts—gear stunts are free, from
the perspective of refresh cost. We discuss stunts in a lot of detail in
the Stunts chapter (page 31).
19
MISCELLANEOUS: STRESS,
Creating a Pilot
PERSONAL DETAILS,
AND INCIDENTALS
Finally, it’s time to wrap up the last details.
STRESS
You start with five boxes for stress, unless you have a stunt that
grants you extra. This stress works like hit points in numerous other
roleplaying games—you can absorb up to 5 shifts of stress before you
can absorb no more.
Lenny’s character, Nails, is in a blaster fight on the surface of the
planet Asami. He takes one 3-shift hit, which Nails decides to absorb
as stress. The following round, Nails takes another 3-shift hit. He
decides to take one more stress—giving him a total of four—then
he accepts a mild consequence to mitigate the two remaining shifts
of damage and stay in the fight.
NOSE ART
Every pilot is assigned a starfighter: an SF-46D Blackfish, a
venerable multirole starfighter that’s highly popular with its
crews. To further personalize and individualize their ships, some
crews paint nose art on the hull—a cartoon character, pinup art,
a stylized slogan, the starfighter’s nickname, or the like. Not all
pilots bother, but some take great pride in their art.
20
Creating a Pilot
21
PERSONAL DETAILS
Creating a Pilot
Think about some personal details of your character, things that will
inform their personality and actions. Do they keep a neat or cluttered
apartment? Do they have a family? A spouse? Children who depend on
them? A sweetheart back home? Do they cope with a mental or physical
disability? Write a few words describing your character’s appearance,
what they typically wear, that sort of thing.
SKILL LISTS
SPACEFARING SKILLS
∂∂ Gunnery: Shooting your starfighter’s guns.
∂∂ Pilot: Flying a ship, avoiding attacks made against the ship
you’re flying.
∂∂Tactics: Fighting with a ship—putting yourself in position
to attack, analyzing enemy tactics, formulating a plan, etc.
∂∂Technology: Fixing damage, angling your shields, detecting
your enemies before they detect you.
ACTION SKILLS
∂∂ Athletics: Running, jumping, dodging blaster fire.
∂∂ Fight: Striking, grappling, knives, etc.
∂∂ Notice: Perceiving via your body’s senses.
∂∂ Shoot: Using blaster pistols and rifles.
∂∂ Sneak: Moving undetected, staying hidden.
SOCIAL SKILLS
∂∂ Discipline: Keeping your cool, removing stress.
∂∂ Empathy: Being aware of others’ emotions and intentions.
∂∂ Investigate: Tracking down information.
∂∂ Provoke: Evoking a negative emotion in others.
∂∂ Rapport: Evoking a positive emotion in others, getting along
with people.
23
SPACEFARING SKILLS
Skills
The four spacefaring skills are Gunnery, Pilot, Tactics, and Technology.
GUNNERY
This skill represents your marksmanship using mounted guns and laser
blasters, such as a starfighter’s guns or weapons mounted on a capital
ship or space station. Pilots with high Gunnery might be naturally good
shots, or they might spend countless hours practicing on the gunnery
range during training.
Note: Gunnery is for mounted or emplacement weapons only.
Competence with handheld weapons is represented by the Shoot skill;
missile weapons state in their description what skill you use to attack
with them.
aaAttack: Use Gunnery to make attack actions during starfighter
engagements using your ship’s guns.
ccCreate Advantage: Use your ship’s guns to generate situation
aspects like Suppressive Fire.
ooOvercome: Use your ship’s guns to blast obstacles out of the way.
ddDefend: Some ships (usually capital ships and space stations)
allow gunners to use this skill in defend actions.
PILOT
Pilot measures your ability to fly any sort of spacecraft or aircraft.
Driving a ground speeder or cycle falls under Pilot as well. It’s a vital
skill for pilots in Tachyon Squadron, being the primary skill you use to
avoid getting blown to bits in space combat. Someone with a high Pilot
skill might be a young phenom with great instincts or a wily veteran who,
no matter what situation she’s in, has been there before.
aaAttack: Pilot isn’t typically used to attack, unless you’ve decided to
set your throttle to “ramming speed.” A poster hung prominently
in the squadron ready room officially discourages this tactic.
ccCreate Advantage: Fancy flying can create situation aspects
like Barrel Roll or Leaf on the Wind in starfighter engagements.
ooOvercome: Push an enemy fighter to a disadvantageous position in
an engagement. Land a critically damaged ship on an alien planet.
ddDefend: Pilot is the main skill used to defend against Gunnery
attacks in starfighter engagements.
24
TACTICS
Skills
Every pilot in the squadron is expected to understand starfighter
tactics. This skill represents your grasp of not just how to shoot and
how to fly, but how to fight with a starfighter—how to seize the advan-
tage to put your enemy in your weapons’ sights. Someone with a high
Tactics skill might have spent long hours studying theory and case
studies of hundreds of fighter engagements, or might be a veteran
who’s survived years of combat and has learned the hard way what
works and what doesn’t.
aaAttack: Tactics isn’t typically used to attack.
ccCreate Advantage: Create aspects like Come Out of the Sun or
Split-S to help yourself and your comrades in an engagement.
ooOvercome: The Tactics skill is used to perform overcome actions
in the vital maneuver phase of starfighter engagements. It’s
used to shake someone off your tail or stay on your target’s tail.
ddDefend: Tactics is not used to defend.
TECHNOLOGY
The Technology skill measures your familiarity with computers and
machinery, especially aboard your starfighter. Your ability to detect
enemy ships and repair damage to your own is governed by Technology.
The skill can be used with any technological devices, not just aboard
spacecraft. Someone with a high Technology rating might be a trained
scientist or engineer, or maybe an experienced tinkerer.
aaAttack: Lock a missile onto a target and fire.
ccCreate Advantage: Create aspects like Angled Deflector Shields
or Rig for Silent Running.
ooOvercome: Detect enemy ships at long range—the first phase of
starfighter engagements. Perform emergency repairs.
ddDefend: Technology isn’t usually used to defend.
25
ACTION SKILLS
Skills
The five action skills are Athletics, Fight, Notice, Shoot, and Sneak.
ATHLETICS
This skill summarizes a wide array of physical attributes: physical
strength, agility, quickness, and toughness chief among them. A person
with high Athletics is likely to be very physically fit and might be an avid
participant in at least one sport—team handball is extremely popular
among the crews and staff of the Draconis Volunteer Group.
aaAttack: Use a thrown weapon, swing from a rope onto your target.
ccCreate Advantage: Leap up to the high ground, sprint through
the crossfire.
ooOvercome: Race through a burning engine room, climb a rope,
swim away from the wreck of your fighter.
ddDefend: Avoid gunfire. Resist the physical abuse of punching out.
FIGHT
Use Fight to rate your skill in hand-to-hand combat: fisticuffs, wres-
tling, close combat with non-ranged weapons. Someone with high Fight
might hold a high rank in a formal martial art, be a big, intimidating
brawler, or study swordsmanship or fencing.
aaAttack: Throw a series of punches and kicks. Slash at your oppo-
nent with a knife.
ccCreate Advantage: Kick a knife out of your opponent’s hand
(Disarmed).
ooOvercome: Throw your opponent through a doorway.
ddDefend: Parry a sword thrust. Block a combination of punches.
NOTICE
Notice rates your perceptiveness and the sharpness of your senses.
People with a high Notice skill can spot movement from a long distance,
or have the highly trained ear of a musician.
aaAttack: Notice isn’t an attack skill.
ccCreate Advantage: Notice is best used to discover aspects on
targets, like Weak Point or Favors Left Turns.
ooOvercome: Spot someone trying to remain hidden.
ddDefend: Notice isn’t a defense skill.
26
Skills
SHOOT
Shoot measures your skill at firing handheld laser blasters, whether
pistols or rifles. It does not cover spaceship guns; that’s the Gunnery
skill. People with a high Shoot skill take extra practice time at the range,
or perhaps grew up hunting and shooting for sport.
aaAttack: Attack a target with a hand-held laser blaster.
ccCreate Advantage: Lay down Suppressive Fire.
ooOvercome: Destroy the lock on a door.
ddDefend: Shoot is not a defense skill.
SNEAK
Sneak is the skill that rates your ability to move and hide without being
detected. People with a high Sneak skill know how to move deliberately
and quietly, or they might be physically small to aid in hiding.
aaAttack: Sneak is not an attack skill.
ccCreate Advantage: Create situation aspects like Quiet as a Mouse
or One With the Shadows.
ooOvercome: Avoid leaving tracks, sneak past a passive security
system.
ddDefend: Stay hidden while someone is actively looking for you. 27
Skills
SOCIAL SKILLS
The five social skills are Discipline, Empathy, Investigate, Provoke,
and Rapport.
DISCIPLINE
Discipline reflects your ability to remain cool under pressure, to put
panic aside and rely on training, and to prevent your emotions from
overruling your better judgment. It’s also used to recover from stress.
People with good Discipline are frequently known as “unflappable” and
are often good leaders.
aaAttack: Discipline is not an attack skill.
ccCreate Advantage: Create situation aspects like Steeled for the
Fight or Cooler Heads Prevail.
ooOvercome: Eliminate fear-generating situation aspects. Remove
stress. Determine the best course of action in the chaos of combat.
ddDefend: Resist efforts to Provoke you.
WHERE’S DECEIVE?
You might notice that we don’t have a Deceive skill. In Tachyon
Squadron, lying and being deceptive is baked into Provoke and
Rapport and, to a lesser extent, Sneak. If you’re trying to be
deceptive, you’re also doing something else—negotiating, trying
to charm someone, yelling at them, etc.—so roll on that skill.
If you want to be especially good (or especially bad) at doing
INVESTIGATE
Notice is the skill you use to pick out minor details; Investigate is the
skill you use to dig up information and put facts together. An Investigate
roll typically represents minutes to hours of work, rather than a single
moment. Good Investigators are often trained in law enforcement
techniques, but sometimes they’re academics or journalists.
aaAttack: Investigate isn’t an attack skill.
ccCreate Advantage: Use Investigate to discover situation aspects
or aspects on other characters, such as In Massive Debt or Former
Dominion Intelligence Agent.
ooOvercome: Learn the owner of a cargo ship based on its reg-
istration number, find security camera footage from a certain
location and date.
ddDefend: Investigate isn’t a defense skill. 29
PROVOKE
Skills
30
STUNTS
Stunts in Tachyon Squadron come in two distinct varieties: personal
stunts, which represent unique talents, quirks, or tricks a character
knows, and gear stunts, which represent gear or equipment a character
has. Personal stunts reduce your refresh; gear stunts do not.
PERSONAL STUNTS
Much like stunts in Fate Core, personal stunts change how skills work
for you. They grant a bonus under particular circumstances, allow using
one skill in place of another, or give you a unique talent you can use a
limited number of times. The rules for creating these stunts outlined on
page 88 in Fate Core System are all applicable in Tachyon Squadron.
31
EXAMPLE PERSONAL STUNTS
Stunts
∂∂ Cool Under Fire: You may use Discipline, rather than Athletics, to
defend against ranged attacks made in a firefight.
∂∂ One Shot One Kill: Gain +2 to Gunnery attacks made in a starfighter
the first time you attack a given target in an engagement.
∂∂ Instinctive Flier: You may use your Pilot skill rather than Tactics in
the maneuver phase of engagements.
∂∂Jury Rigger: Gain +2 to Technology overcome rolls to repair a space
ship while not at a repair facility.
∂∂ Gunslinger: Gain +2 to Shoot attacks made with a blaster the first
time you attack a target in a conflict.
∂∂ Gossip: Once per session, you may ask the GM for a bit of helpful
information that you heard through the grapevine.
∂∂ Called Shot: During a Shoot attack, spend a fate point and declare
a specific condition you wish to place on the target. If your attack
succeeds, you place that condition as a situation aspect with two
free invokes on the target in addition to hitting them for damage.
∂∂Tough as Nails: You gain an extra mild consequence slot.
∂∂ Okay, Fine!: You can use Provoke with a +2 bonus instead of Empathy
to learn a target’s aspects, by bullying and browbeating them into
revealing one to you.
∂∂ Good Hunting: You gain +2 to attempts to create an advantage using
Rapport by inspiring fellow pilots and squadron mates; if successful,
you gain an extra free invoke on the aspect you create.
∂∂ Danger Sense: You gain +2 to any attempt to detect ambushes,
people concealing violent intent, etc.—in or out of a starfighter.
∂∂ Lie Detector: You gain +2 to Empathy-based attempts to discern
dishonesty in others.
∂∂ Always a Way Out: You gain +2 to Technology overcome actions
when attempting to escape from a location.
∂∂ Pugachev’s Cobra: Once per game session, in an engagement, you
may use the on their tail action against someone who is on your
tail—switch places with them on the maneuver chart.
32
GEAR STUNTS
Stunts
Gear stunts represent advantages given to you by equipment that you
have access to. You don’t need a stunt to represent gear—if you have a
blaster, you can use the Shoot skill even without a stunt. But you don’t
get any particular advantage to your use of that skill unless you have a
stunt to represent your blaster.
Gear stunts differ from personal stunts in two important ways. First,
gear stunts don’t reduce your refresh—you’re free to gather as much
gear as you can reasonably justify. Second, gear doesn’t provide a static
skill bonus—instead, it lets you maximize dice.
33
STUNTS WITH ASPECTS
Stunts
ADJUSTING REFRESH
Player characters start with a refresh of 3, which is reduced by per-
sonal stunts. The first two personal stunts a character chooses are
free, and don’t affect refresh. Each personal stunt after that reduces
refresh by 1—you can’t take so many personal stunts that your refresh
is reduced below 1.
Gear stunts never count against refresh, but you can never maximize
(or minimize) more than two dice on a single roll, which limits how much
34 impact gear can have.
ENGAGEMENTS
An engagement is a highly structured form of Fate conflict used to
resolve space battles involving starfighters. The heart of it is in the
maneuver and action phases, where every vessel in the combat works
to gain advantage—an abstract concept representing optimal posi-
tion, velocity, and several other factors—and may attack targets with
advantage equal to or less than they have.
35
THE PHASES OF ENGAGEMENTS
Engagements
DETECTION PHASE
Because the two groups of starfighters are still millions of kilometers
apart and far beyond visual range, the highly advanced sensors that each
fighter is equipped with have a chance to detect the drive plumes and
other electromagnetic emissions of enemy fighters. When ships are
detected, the type of each ship and how many flights they’re arranged
into are revealed.
At the end of this phase, we’ll know whether one side has any ships
that the other doesn’t know about. Here’s how to do it:
Everyone on the players’ side performs an overcome action with the
Technology skill. Make a note of the best and worst results to establish
a range. Meanwhile, the GM makes a single overcome roll with their
best Technology-equipped vessel. Now, we compare the results to see
if any ships are undetected.
∂∂ If the GM’s roll beats the PCs’ highest roll, one of the GM’s ships (or
flights of ships, if they’re organized into flights) is undetected. If
the GM succeeds with style, all of her ships are undetected. That’s
very bad news for the PCs.
∂∂ If the GM’s roll is between the PCs’ highest and lowest rolls (inclu-
sive—ties count for this middle section), no ships are undetected.
∂∂ If the GM’s roll is lower than the lowest PCs’ roll, one of the PCs’
ships is undetected. If the lowest PC succeeds with style, all of
their ships are.
The side with the undetected ships chooses which ships are undetected.
Large ships—such as freighters, military capital ships, big passenger
liners, etc.—emit titanic quantities of broadband radiation and light up
like small stars on any halfway modern sensor suite. These ships can
never be undetected. Similarly, space stations are impossible to miss
(but hidden installations on planet surfaces or asteroids might not be).
36
Engagements
DETECTION PHASE IN A NUTSHELL
Every pilot and the GM make overcome actions with Technology.
Look at where the GM’s result falls in the range of player results:
∂∂ GM beats highest player: One GM ship (or flight) is undetected
(w/ style = all GM’s ships)
∂∂ GM between highest and lowest player (including ties):
Nobody undetected
∂∂ Lowest player beats GM: One PC-piloted ship is undetected
(w/ style = all PC-piloted ships)
Some stunts and ship equipment change this—the text of the
stunt or equipment gives you those details.
Gunner (Carrie): [0000 (+0), Technology skill +3] “I also got +3.”
38
Engagements
MANEUVER CHART
UNDETECTED
+9
+8
+7
+6
+5
+4
+3
+2
+1
–1
–2
–3
SPECIAL
39
GM: “Okay, everyone make maneuver phase rolls.”
Engagements
GM: “My Goblins get +1 and +4. OK, everyone place your ships.”
Nok places their marker on +5, Gunner on +4. and Nails on +3. The
GM places one marker on +1 and another on +4.
MANEUVER CHART
UNDETECTED
+9
+8
+7
+6
+5 Nok
+4 Gunner Goblin 2
+3 Nails
+2
+1 Goblin 1
–1
–2
–3
40
SPECIAL
Engagements
SECOND OR LATER MANEUVER PHASE
If this is the second or later maneuver phase of the engagement,
place a marker representing your ship on the maneuver chart like this
(the GM does this for their ships too):
∂∂ If you were on someone’s tail (page 50) and no longer are (the
target was destroyed, the target shook you off, or you chose to break
off), perform an overcome action with Tactics as if it were the first
maneuver phase.
∂∂ If you shook someone off your tail last phase, perform an overcome
action with Tactics as if it were the first maneuver phase.
∂∂ If you are currently in the Undetected slot of the maneuver chart,
perform an overcome action with Tactics as if it were the first
maneuver phase.
∂∂ If you were in Special last turn because you were switching zones,
perform an overcome action with Tactics as if it were the first
maneuver phase but in the new zone.
∂∂ If you choose to bug out (page 47), place your ship in Special.
∂∂ If you choose to switch zones (page 52), place your ship in Special.
∂∂ Otherwise, stay where you are on the maneuver chart based on the
end of round phase of the previous round.
Some actions let you manipulate your and other ships’ positions on
the chart, but we get to that later. For now, this is all you need.
41
ACTION PHASE
ACTION PHASE
Engagements
What happens when it’s my turn?: Your turn happens in two steps:
Step 1 and Step 2. There are a variety of actions; some must be per-
formed during Step 1, some during Step 2, and some require both steps.
We talk about all of those options in detail in “Actions” (page 49).
Who can I attack?: You can attack any target at your level or lower
on the maneuver chart. Targets above you have the drop on you and
can attack you.
Attacks are generally performed by making an attack action with the
Gunnery skill, opposed by your target’s defense action using the Pilot
skill. See the description of the action you’re taking for more details.
GM: “Let’s go to the action phase. Nok, you’re first.”
Nok: “I’m going to get on Goblin 2’s tail. Attacking with Gunnery…”
[+--- (-2), Gunnery skill +2] “…Uh, zero. Wow. Oh, wait, I get
a +2 bonus for being on their tail, so that’s +2 total.”
GM: [+-+0 (+1), Pilot skill +2] “My defense is +3, so you miss!
Gunfire goes streaking around the ship but none of it connects.
Next up are Goblin 2 and Gunner, who go simultaneously. I’ll declare
first—Goblin 2 will try to shake Nok off its tail.”
42 At this point, Gunner and Goblin 2 go, then Nails, then Goblin 1. A
detailed example follows (page 68).
END OF ROUND PHASE END OF ROUND
Engagements
Once every ship has taken their IN A NUTSHELL
actions, the cycle repeats. Every ship’s position on the
∂∂ Degrade all ships. This maneuver chart degrades
means that all ships move (moves down one slot) unless
down one slot on the maneu- an action, stunt, etc. says
ver chart (shown below). they should not. Return to
Some actions you can take the maneuver phase.
in the action phase, such as
tactical refocus, allow you to skip degrading.
∂∂ Ships that declared they were bugging out (page 47) in the
MANEUVER CHART
maneuver phase escape and leave play, if they survived. Ships that
were switching zones (page 52) move to their desired zone.
UNDETECTED
∂∂ Cycle back to the maneuver phase and continue until one side is
destroyed, bugs out, or concedes.
+9
+8
+7
+6
+5
DEGRADE
+4 Nok
DEGRADE DEGRADE
+3 Gunner Goblin 2
DEGRADE
+2 Nails
+1
DEGRADE
0 Goblin 1
–1
–2
–3
43
SPECIAL
SHIELDS AND DAMAGE
Engagements
SHIELDS
Shields are invisible fields that protect ships from laser blasts, solar
radiation, shrapnel, meteorites, and a host of other space hazards. When
powerful weapons strike the shields, they sometimes momentarily glow
a translucent blue. Most spacecraft in Tachyon Squadron are equipped
with shields, even if they’re not designed as combat ships—they’re
dead useful to have.
Shields are given a strength rating, typically 1 through 3 but some are
stronger. The rating of the shields is how many shifts of hits, in total, it
can absorb before it’s exhausted. So if you start with strength 3 shields,
get hit by a 2-shift blast, then take 1 more shift in the next round, your
shields are exhausted.
DAMAGE
If your shields are drained,
DAMAGE IN A NUTSHELL
and you either have hits Damage must be mitigated in
remaining from the attack one of two ways: Draining shields
that drained your shields and taking instances of damage.
or a new attack, your star- Shields work exactly like stress—
fighter sustains damage. they can typically absorb up to 3
Each instance of damage shifts of damage, depending on
mitigates up to two shifts. their strength rating.
For each instance of Damage remaining after shields
damage, roll a single fate are drained causes instances of
die and check off the next damage. Each instance miti-
box in the appropriate col- gates two shifts of damage. For
umn. Penalties listed are each instance, roll a single dF
cumulative. Some slots also and mark off the next box on the
hit you with an aspect that corresponding list on your ship’s
your opponents can invoke damage chart. For each round your
(and get one free invoke, ship takes at least one instance of
just like consequences). damage, your pilot also sustains
one shift of damage.
44
Engagements
DAMAGE CHART FOR THE SF-46 D BLACKFISH
+COMPUTER SYSTEM DAMAGE
[2]Minimize 1 die on Technology actions
[2]Minimize 1 die on Gunnery actions
[2]Sensors and targeting systems offline: Minimize 1 die
on Technology and Gunnery actions, Shots in the Dark
[]Flash fire! Punch out!
0PROPULSION SYSTEM DAMAGE
[2]Minimize 1 die on Tactics actions
[2]Minimize 1 die on Pilot actions
[2]Critical damage to drives: Minimize 1 die on Tactics
and Pilot actions, Drives Ready to Give Out
[]Catastrophic explosion! Punch out!
-CRITICAL SYSTEMS DAMAGE
[2]Life Support Damaged
[2]Cockpit hit, pilot sustains damage equal to the amount
the ship sustained in this hit
[]Structural disintegration! Punch out!
Damage and Personal Stress: Each round that your ship sustains
an instance of damage, your character suffers one shift of damage to
themselves—most players will choose to take stress, if they can, rather
than take a consequence. Space combat is not for the faint of heart.
Victories: Each time you destroy an enemy ship (swarms don’t count),
make a note of your victory! When you get back to base the crew chief
will paint a silhouette on your ship’s hull in celebration. 45
SIMPLE DAMAGE
Engagements
To make the GM’s life easier, some enemy ships have two ways to
track damage: regular damage and simple damage.
Regular damage is what we were just talking about. It’s recommended
to use that system to track damage for elite or veteran enemies, recur-
ring bad guys, and the like.
Simple damage simply tracks how many shifts of damage the ship
has absorbed. It’s listed like this:
( [1][1][1]) [1][1][1][1]
That means that the ship can absorb a total of 7 shifts of damage.
Mark off a box, starting on the left, for each shift of damage the ship
suffers. When the last box is marked off, the ship is destroyed. The stress
track set off by parentheses like this ( [1][1][1]) represents shields—when
that’s gone, the ship’s shields are down.
PUNCHING OUT
Being in a ship that is destroyed is hazardous to your health. If you
happen to be in that unfortunate situation, your squadron commander
will be writing a sad letter home for you—you’re dead, space cowboy.
Luckily for you, every modern starfighter is equipped with an AES—
Automated Ejection System—which throws you clear of the fiery destruc-
tion of your starfighter. This is called punching out. If your ship is
destroyed, spend a fate point (nobody else can spend it for you) to
invoke your ship’s AES. This is not a gentle process—it activates pow-
erful explosives to launch your seat through your disintegrating canopy,
accelerating you at about 20 Gs. It’s a real kick in the butt. When you
punch out, your seat attacks you—your character, not your ship. If
you’re punching out because of damage that has destroyed your ship,
the attack has a bonus of +5. Use your Discipline or Athletics to defend
against that attack. It’s very common for pilots to suffer injuries of some
sort when ejecting. You can also punch out manually before your ship is
destroyed—on your action phase, or in the maneuver phase, possibly as
part of a concession. If you do it manually you have a chance to brace
yourself, so you only need to defend against an attack at +3 and you
don’t need to spend a fate point.
If you survive punching out, your flight suit provides limited life support
for up to 30 hours—your helmet’s face shield snaps shut to seal the
suit against the vacuum of space, and a rescue beacon automatically
begins transmitting on a recognized emergency frequency. So once
you’re ejected, the chances of rescue are slightly better than completely
terrible. Don’t worry, even the Dominion considers shooting ejected
46 pilots a war crime. Usually. If they get caught.
BUGGING OUT
Engagements
If a fight turns against you, you might want to push the throttle to the
stops and get the hell out of there. If you’re in over your head, there’s no
shame in turning tail. Tacticians call it “disengaging,” but pilots call it
“bugging out.” You must declare that you’re bugging out in the maneuver
phase. Once you decide not to bug out in a maneuver phase, you can’t
revisit that decision until the next maneuver phase begins. Concession
can’t save you in the thick of the fight, so choose wisely.
There are two ways to bug out.
∂∂ Concession: Declare your intention to do this at the start of a maneu-
ver phase, and negotiate the concession according to the typical
concessions rules—accepting some significant negative outcome
for yourself (and any fate points to which you’d be entitled—see
Fate Core System, page 167). Perhaps you arrive back home with
a full stress track and carrying a mild consequence. Perhaps your
fighter is destroyed and you narrate being picked up by a rescue
ship. Perhaps two ships from your side want to bug out on the same
round—and the GM demands that one pilot be captured if the other
is to return home safely (everyone getting the fate points owed to
them, of course, with perhaps an extra for the captured flier).
∂∂ Run the Gauntlet: Declare your intention to bug out at the start of
the maneuver phase, and place your ship in the Special slot of the
maneuver chart. Anyone anywhere on the maneuver chart can attack
you. If you survive the round, you successfully bug out.
47
THE MANEUVER CHART
Engagements
There are any number of ways to make a maneuver chart. A wet erase
miniatures battle mat or a dry erase board are ideal, because you can
erase and add slots if you need them. Absent that, butcher paper or
gaming paper work well too. A range of +8 to -2 is good to start with.
If a ship degrades below -2, add slots as necessary; do the same for
ships that manage to exceed +8.
48
ACTIONS
Engagements
Pilots get two different actions—Step 1 and Step 2—in the action
phase of engagements. A wide variety of actions are available.
49
ATTACK ACTIONS
Engagements
Desperate Attack (full phase): You can’t take this action if someone
is on your tail. Spend a fate point to climb two slots on the maneuver
chart, then attack a ship at or below your new slot. If you take this action,
you acquire the aspect Easy Target with a free invoke; you keep that
aspect until it’s eliminated with an overcome action.
On Their Tail (full phase): To get on another starfighter’s tail, slide your
ship down the maneuver chart to position yourself in the slot directly
above your target, and declare that you are on their tail. (Also use this
action to remain on their tail if you used this action in the previous
round against the same target.) As part of this action, make an attack
against your target with a +2 bonus to your attack roll. Each round you
remain on this target’s tail, this bonus increases by one.
If your target does something to change their position on the maneuver
chart—a tactical refocus action, for example—you may move your ship
on the maneuver chart to stay one slot above theirs. If your target is
destroyed or shakes you off, or they move on the maneuver chart and
you choose not to follow them, in the next maneuver phase you must
roll Tactics as if it were the first round to determine your new position
on the maneuver chart.
Snap Shot (Step 1): Make an attack against a ship at your level or
below on the maneuver chart. Most attacks are made with guns—an
attack roll using the Gunnery skill vs. a defend action using Pilot from
the target—but some other weapons can be used if their descriptions
allow it. Attacks made against targets on the same level of the maneuver
chart are resolved simultaneously, meaning both attacks are resolved
before damage to the other is accounted for. Yes, this could result in
two ships destroying each other.
50
NON-ATTACK ACTIONS
Engagements
Create an Advantage (Step 1 or 2): You may attempt to create an
advantage or overcome an obstacle in the standard Fate Core man-
ner. Creating advantages works exactly the same way as described in
Fate Core, and is a good way to mechanically represent aerial combat
maneuvers like Wingover (a very rapid turn), Barrel Roll to improve
attack and tactical positioning, a Split-S to improve defense, etc.
Overcome (Step 1 or 2): You can use the overcome action to eliminate
existing situation aspects, as described in Fate Core.
Push (Step 2): You may attempt to push an enemy ship at your position
or lower on the maneuver chart to a lower slot on the maneuver chart.
Make a Pilot overcome roll, opposed by the target’s Pilot overcome roll.
If you succeed, the target drops down the maneuver chart a number of
slots you choose, up to your margin of success. As usual, success with
style generates a boost, and a tie doesn’t move them but gets you a
boost. If the target of your push is on someone’s tail and you succeed,
you break them off their quarry. If the target of your push has some-
one on their tail and you succeed, their pursuer may go with them to
stay on their tail, or may stay where they are and break tailing, at the
pursuer’s option.
Repair (Step 2): You can undo some of the damage caused to your
ship by using the repair action in the action phase. Choose a damage
category or shields and make a Technology overcome roll vs. a target
of +2; success means the worst checked damage instance is cleared
or you regain +2 to shield strength.
51
Shake Off a Tail (full phase): If someone is on your tail, you can
Engagements
Tactical Refocus (Step 2): This action allows you to make a Tactics
overcome roll to determine your position as if it were the first maneuver
phase. Move your ship to that position (or to any position lower than
that) immediately, and you do not degrade in the next end of round
phase. You might choose to voluntarily lower your own position if, for
example, you have someone on your tail and you want to lead them to
a poor tactical position.
Thin Out the Swarm (Step 1 or 2 but not both): Make an overcome
action using Gunnery (or another skill, if you use a modular weapon)
against the Pilot defense of the ships making up the swarm—more about
swarms in the next section. If you succeed, you eliminate one swarm
aspect—typically you choose one with multiple free invokes remaining.
This action is simply an application of the overcome action in Fate Core,
so its results are treated the same way. Failure can be interpreted as
success at a severe cost, success with style gets you a boost, etc.
52
Engagements
THE OPPOSITION: FLIGHTS & SWARMS
Cinematic starfighter dogfights often feature dozens of fighters
flashing across the screen with rainbows of blaster fire gunning every
which way. Tracking each of these fighters individually would be a book-
keeping headache—this is a game about awesome fighter pilots, not
accounting. We manage this problem in two different ways.
FLIGHTS
A flight is a group of starfighters—usually two, sometimes four—that
act together as a single entity. A flight increases its weapon damage
by 1 on successful attacks for each fighter after the first (so a flight
of four fighters with a base of Weapon:0 would have Weapon:3 on
successful attacks).
Attacks made against a flight affect one member of the flight first,
until that member is destroyed. Damage from a single attack left over
after one member is destroyed does not carry over to the next member,
unless the attacking weapon’s description says otherwise.
THE SWARM
What about the hordes of enemy fighters that fill the backdrop in
cinematic starfighter battles? In Tachyon Squadron, we call this the
swarm, and we represent them with a collection of aspects with free
invokes that the GM can use to make her attacks with more dangerous
enemies even more dangerous. To cut down on this advantage the GM
has, pilots can thin out the swarm, an action described on page 52. 53
BIG SHIPS AND LARGE TARGETS
Engagements
Engagements
Many ships and stations are equipped with offensive cannons and
missile launchers—the ship’s stat block tells you how many and what
their stats are. While the ship is always placed on the Special slot of the
maneuver chart, the offensive cannon targeting systems work exactly
like starfighters—the gunner aboard the ship rolls Tactics for the first
round. They can then make an attack against targets at or lower than
their level, or they may perform the tactical refocus action. They can’t
do any more advanced actions—no getting on anyone’s tail, no pushing,
no creating advantages, etc. Just make one attack each round as the
snap shot action, or refocus.
55
+9
EXTENDED EXAMPLE: BIG SHIP BATTLE
Engagements
+8
[Gunner, Nok, and Nails are back, this time in a fight with an une-
scorted Dominion frigate Purity. Nok and Nails are on maneuver
+7
slots +5 and +4, the frigate’s gun emplacements are on +2 and +1,
and Gunner is on +1.]
+6
+5 Nok
+4 Nails
+3
“Purity”
+2 Gun Battery 2
+1 Gunner “Purity”
Gun Battery 1
–1
–2
–3
Dominion
SPECIAL Frigate“Purity”
GM: “Okay Nok, you’re up first. How do you attack the frigate?”
GM: “You can’t take a snap shot at a large target; a large target
strike is a full phase action.”
Nok: “Oh, right. Well, then, that’s what I’ll do. I have a Vulcan’s
Hammer; I’ll try that from long range because shields are only half
as effective against it. It says I use Technology as my attack skill.
What’s the code for a missile launch? Tav-Two!” [+--0 (-1),
Technology skill +4] “Then it says I maximize one die, so that makes
my dice ++-0 for +1 and a total result of +5.”
56
GM: “The frigate sends up a torrent of fire against you.” [+--- (-2),
Engagements
Long-range defense skill +1] “Wow, that’s a -1.”
Nok: “A 6-shift hit—I mean, a 10-shift hit! The missile says it has
Weapon:4.”
GM: “Let’s see how much of that gets through the armor. It says the
heavy shields provide Armor:5, but 1 more for the propulsion section,
so that’s Armor:6 for shields. But the Vulcan’s Hammer missile says
shields are only half as effective against it, so that’s down to Armor:3. 10
minus 3 is 7 shifts of damage to propulsion. Each instance mitigates 2
shifts…that’s four instances of damage. Yikes. According to the damage
chart, According to the damage chart, I’m now minimizing two dice on
Tactics rolls for gun emplacements, all Technology rolls for repair are
minimizing one die, and she’s dead in the water. That…was not good
for the bad guys.”
Nails: [Lenny fist bumps Amanda] “If we hit the propulsion section again
she’s done for, and I’d like to see about capturing this puppy. Let’s take
out the guns at short range. I’ll go in guns blazing.” [0000 (+0),
Gunnery skill +3] “All blanks? That’s dull. A total of +3.”
GM: [+0-+ +1, Defense skill +3] “That’s +4. With my Weapon rating,
that gives me a 3-shift hit on you.”
Nails: “Wait, what? You’re defending, how do you get a hit on me? Oh wait,
the target ship has active defense, so I take damage on a miss. Got it.”
GM: “Exactly. You skim the frigate’s surface, about to target one of the
gun emplacements, and gunfire erupts around you, driving you off.”
Nails: “Well, jeez. 3 shifts, that takes my shields down. Can I have one
dogfight where I don’t end up getting almost killed?”
GM: “The bad guys are up next. Their #2 gun emplacement is on +2.
They’ll shoot at Gunner, who still presents a threat.” I minimize 2 dice
because of the damage you caused. [+++0 becomes +--0,
Gunnery skill +4] “That’s +3!”
Gunner: “Looks like my shields are offline too. This jerk might be dead
in the water but he still packs a punch. Okay, my go.” 57
Engagements
Gunner: “I wanna take out that gun turret. I have an unguided rocket
swarm. Short range, let’s do this. It says here I use my Pilot skill to
attack, and maximize one die if attacking a large target.” [+++0
(+3), Pilot skill +2] “Maximizing that blank die to +, that’s +6!”
Gunner: [+-++ (+2), Pilot skill +2] “I got +4. No dice for you.”
GM: “OK, it’s the end of the round. The frigate is going to try to
repair something. Maybe get its engines back up…” [0-0+
(+0), Technology skill +2] “That’s +2.”
GM: “That makes the dice 0-0-, or -2, so the total is zero. I
needed +2, so that’s not enough. Rats. OK, round is over, let’s set up
for the next one. Nobody did a refocus, so everyone degrade one slot.”
GM: “It degrades just like you guys do. I could have done a tactical
refocus for the gun instead of taking a shot, but I didn’t, so it works
just like everyone else.
58
+7
+6
Engagements
+5
DEGRADE
+4 Nok
DEGRADE
+3 Nails
+2
DEGRADE
“Purity” “Purity”
+1 Gun Battery 2
KABOOM
G.B. 1
DEGRADE
0 Gunner
–1
–2
–3
Dominion
SPECIAL Frigate“Purity”
GM: “So here’s what I’m thinking. You can’t just sit here plinking at
this guy all day long. I’m thinking you might have two more rounds
to put this ship’s guns out of action before you need to head back
to refuel. Does that make sense?”
GM: “You’ll run out of gas and end up floating through space. You’re
almost at what pilots call bingo, for whatever weird reason pilots
assign silly names to things. It’s the minimum fuel level necessary
to get you back to base. But if you head back now, this guy will have
time to get his engines back online. If you use your last two rounds
to take its bridge out, or its last gun turret, a shuttle full of Marines
might be able to get here to board and capture her. Sound good?”
Nails: “The moral of the story is unescorted capital ships are sitting
ducks.”
[Play continues] 59
FIGHTER SCREENS
Engagements
OUTSIDE INSIDE
UNDETECTED UNDETECTED
+9 +9
+8 +8
+7 +7
+6 +6
+5 +5
+4 +4
+3 +3
+2 +2
+1 +1
0 0
–1 –1
–2 –2
–3 –3
SPECIAL SPECIAL
60
There are two separate zones in which independent encounters occur:
Engagements
outside the fighter screen, and inside it. The attackers fight the fighter
screen as usual in the outside zone. But if any attacker wants to attempt
to penetrate inside the screen—presumably where the target they’re
trying to get to is—they must place themselves in the Special slot of the
maneuver chart and take the switch zones action on their round. They
then begin the next round’s maneuver phase by making a Tactics roll
for the new zone as usual. You cannot attack targets in another zone.
OUTSIDE INSIDE
UNDETECTED UNDETECTED
+9 +9
+8 +8
+7 +7
+6 +6
+5 Nails +5
+4 Gators 1 +4
+3 Gators 2 +3
+2 +2
Station Gun
+1 Battery +1
0 0
–1 –1
–2 –2
–3 –3
GM: OK, it’s the Gators’ turn. [One Gator flight (currently missing one
member, destroyed by Nails) and then the other get on Nok’s and
Gunner’s tails. Nok avoids the attack thanks to Running Interference,
and Gunner’s shields are hit for two.]
OUTSIDE INSIDE
UNDETECTED UNDETECTED
+9 +9
+8 +8
+7 +7
+6 +6
Station Gun
+5 Nails Battery +5
+4 +4
+3 TACTICAL +3
REFOCUS
+2 +2
+1 +1
0 0
–1 –1
–2 –2
–3 Gators 1 Gators 2 –3
GETS ON THE TAIL OF GETS ON THE TAIL OF
Enemy Space
SPECIAL Nok Gunner Station SPECIAL
62
Engagements
[Nok and Gunner both attempt to create advantages for their Step
1 actions, and use switch zones for their Step 2 actions. In the next
round’s maneuver phase, they each roll Tactics to place themselves
on the inside zone’s maneuver chart.]
OUTSIDE INSIDE
UNDETECTED UNDETECTED
Gators 1 Gators 2
+9 +9
STILL ON THE TAIL OF STILL ON THE TAIL OF
+8 Nok Gunner +8
MUST ROLL FOR POSITION IN
THE NEXT MANEUVER PHASE
+7 +7
+6 +6
Station Gun
+5 Battery +5
DEGRADE
+4 Nails +4
+3 +3
+2 +2
SWITCH ZONES
+1 +1
0 0
–1 –1
–2 –2
–3 –3
Enemy Space
SPECIAL Station SPECIAL
63
PERSONAL DAMAGE
Engagements
64
MODULAR EQUIPMENT
Engagements
The squadron has been assigned a number of equipment modules
that can boost the PCs’ ships’ capabilities. The modules are limited in
number, so they should be used carefully. Your GM will tell you which
ones, and how many of each, are available—possibly providing cards
you can put into the appropriate boxes on your ship’s sheet. Some are
consumable, meaning you use it once and it’s gone.
Equipment that grants attacks can be used in attack actions like snap
shot, on their tail, etc. in place of your starfighter’s guns. The listed
action skill tells you what skill to make your attack with.
66
WHISPERTECH D-30 EMISSIONS
Engagements
REDIRECTION SYSTEM
∂∂This system temporarily redirects most electromagnetic emissions
from the starfighter, casting an illusory image several dozen meters
to one side, which fools an attacker’s targeting computer.
∂∂ Once per game session, declare that a successful attack against
you in fact missed—it hit your illusory decoy instead.
∂∂This module occupies one modular equipment bay.
HIGH PERFORMANCE OPTICS HC-91
“HAWKEYE” SENSOR BOOSTER
∂∂ Maximize two dice in detection actions at the start of the encounter.
∂∂This module occupies one modular equipment bay.
ECLIPTIC SYSTEMS RESILIENCE
ENHANCEMENT NODE V.4.0
∂∂Automatically identifies damage and recommends work-arounds.
∂∂ Maximize one die when attempting the repair action in an engagement.
∂∂This module occupies one modular equipment bay.
GM (Mike): [0++0 (+2), Technology skill +1] “+3 for me. Nok
is your best at +2, which I beat, so one of my ships stays unde-
tected. Haha!”
GM: “I’m the GM, I’m allowed one goofy laugh. It’s in the rules. OK, so
your ships pick up on a flight of two DF-112 Goblins and a swarm
p.35∂ of six DF-107 Gators. It’s engagement time!”
Nails: [---0 (-3), Tactics skill +4] “Oh, for… +1. I got +1.”
GM: “My Goblin gets…” [00-0 (-1), Tactics skill +3] “…+2.”
[Mike places three index cards on the table, marked Flight 1, Flight 2,
and Flight 3, each with two free invokes.
p.38∂ GM: OK, everyone place your ships on the maneuver chart.”
+9
+8
+7
+6
+5
+4 Nok Gunner
+3
+2 Goblins 2
+1 Nails
–1
–2
–3
SPECIAL
69
Engagements
p.48∂ GM: “Everyone good? You were right, there’s one undetected Goblin
p.42∂
flight. I’ll place it on the Undetected section. Let’s go to the action
phase. That Goblin on Undetected goes first, because it’s highest
on the maneuver chart. I could move down to slot 5 to get on
p.50∂ Gunner’s tail, but I think I’ll make a snap shot against Nok for my
p.24∂ first action. That’s a Gunnery attack…” [++0- (+1), Gunnery
skill +4] “That’s +5.”
GM: “A 3-shift hit! Wait, a 5-shift hit, because Goblins have Weapon:1
on Gunnery attacks, and there are two of them in the flight.”
GM: “Yes, that’s what it means. The systems you rely on to make
Technology effective where you’d usually use Pilot aren’t working
as well. Also, you take a shift of damage yourself, Nok, because of
the ship taking an instance of damage.”
p.51∂ GM: “OK, for my Step 2 action I’ll try to push Nok below my other
Goblin. That’s my Pilot against yours. I get…” [00-0 (-1), Pilot
skill +2] “…+1.”
Nok: [+++- (+2), Pilot skill +1] “+3. Nothing doing, Mike, I’m
not going anywhere.”
Gunner: “I’ll go first, if you don’t mind, Nok. First I want to thin out
p.52∂
the swarm. That’s a Gunnery overcome action for me.” [+00-
(+0), Gunnery skill +3] “That’s +3.”
70
Engagements
GM: “The swarm is made up of Gators, which have a Pilot skill of +1
by default…” [-0+0 (+0), Pilot skill +1] “+1. You take one of the
aspects out! Say, Flight 3? It doesn’t matter, they’re all the same.”
GM: “Well,
+9 no, the swarm doesn’t count for victories.” ∑p.45
Gunner: “Dang. OK, for Step 2 of my turn, I want to push the Goblin
+8[++00 (+2), Pilot skill +2] “That’s +4.”
on +2.”
GM: “Goblins
+7 have a Pilot of +2, so…” [-0+- (-1), Pilot +2] “…+1.”
Gunner: “So I can push you down 3! Down you go, to -1.”
+6
+5
+4 Gunner
+3
NOK MOVES
+2 ONTO THEIR TAIL
+1 Nails
PUSHED
BY GUNNER
0 Nok
–1 Goblins 2
–2
Nok: “I want to get on that Goblin’s tail.” [Nok slides her ship down ∑p.50
to 0, which is directly above her Goblin target.] “I make a Gunnery
attack…” [++00 (+2), Gunnery skill +2, +2 bonus for getting
on their tail] “That’s +6.”
71
Engagements
GM: [-0+0 (+0), Pilot skill +2] “Uh… +2. Look, I’m invoking the
swarm, Flight 1, once for free, which gives me +4. A Gator gets in
the way of your shot, making it less effective.”
Nok: “Fine, I’ll drop a fate point on Former Test Pilot Out for a
Righteous Cause, giving me +8 total. With my guns’ Weapon:1,
p.66∂ that’s a 5-shift hit. Oh, wait, I’m carrying a particle accelerator in
an equipment bay—that makes it Weapon:2. That’s 6 shifts.”
p.46∂ GM: “Ouch. OK, we’re using simple damage for these guys, so I’ll
mark off six boxes… One box left. Ouch, as I said. Its shields are
gone and it’s trailing smoke. Nails, you’re up.”
Nails: “Awesome. First I’ll take a snap shot at that Goblin that Nok
just lit up.”
GM: [-+++ (+2), Pilot skill +2] “I got +4. Swing and a miss.”
+8
p.52∂ Nails: “Eh, that’s OK. Step 2, I want to do a tactical refocus. I’m way
down+7here, and who knows where that undetected guy will end up.”
[++-0 (+1), Tactics skill +4] “+5. I’ll take it.” [Lenny moves
+6 marker to the +5 slot]
his ship
+5 Nails
+4 Gunner
TACTICAL
+3 REFOCUS
+2
+1
0 Nok
–1 Goblins 2
72 –2
–3
Engagements
GM: “OK, highest ranked ship that hasn’t gone yet is this Goblin flight
who Nok is chasing. He’s going to try to shake off the tail. That’s ∑p.52
my Tactics vs. yours, Nok.” [00-0 (-1), Tactics skill +3] “+2.”
Nok: [+-0+ (+1), Tactics skill +3] “+4. You can’t get rid of
me that easily.”
GM: “Dang. OK, end of the round. Everyone degrade your maneuver ∑p.43
position.”
Nails: “I don’t have to, because I used the tactical refocus action!”
GM: “True. I’ll roll Tactics for that undetected flight of Goblins in the
next maneuver phase, which happens right now.” [+0++ (+3),
Tactics skill +3] “+6! So he’s right above Nails, and he goes first.”
Nails: “Great.”
UNDETECTED
+9
MANEUVERS IN AND
+8 GETS ON NAILS’S TAIL
+7
+6 Goblins 1
TACTICAL REFOCUS
+5 Nails PREVENTS DEGRADE
+4
DEGRADES
+3 Gunner
+2
+1
0
STAYS ON TAIL
–1 Nok
–2
DEGRADES
Goblins 2
73
Engagements
GM: “And he’s going to get on your tail, Nails.” [++00 (+2),
Gunnery skill +4, +2 bonus for being on tail] “+8!”
Nails: “Uh oh.” [-+0- (-1), Pilot skill +2] “Uh… That’s +1. Wow.
7 shifts. And I’m all out of fate points right now.”
p.53∂ GM: “9 shifts. Goblins have Weapon:1, and it’s a flight of two, so
Weapon:2.”
Nails: “Right, nine. Shields gone, six left, that’s three instances of
damage.” [--0] “One hit on the propulsion system, I’m mini-
mizing one die on Tactics. Two hits on critical systems… Oh crud. I
now have Life Support Damage as an aspect, and the cockpit was
hit. So I personally sustain 9 shifts of damage. Wow.”
GM: “Hate to tell you Lenny, but that’s 10 shifts. You take 1 more,
because your ship took an instance of damage.”
Nails: “Wow. Well then. I guess I blow my whole stress track, and
still have 5 shifts to burn. That’s a serious consequence. Let’s say…
Internal Bleeding?”
Nails: “Is ‘bleed a lot’ a Step 1 action, or full phase? I need to get
away from this guy. I’m going to shake a tail.” [++-0 (+1),
Tactics skill +4] “+5!”
GM: “Hang on, that’s a Tactics roll, so flip one of those +to -
because of the damage you took. You’re at +3. Now I roll.” [+0-0
(+0), Tactics skill +3] “That’s +3. I’ll take the free invoke on your
Internal Bleeding, and that’s +5. I’m still on your tail.”
Nails: “Uh oh. That action takes both steps, so I’m done.”
Gunner: “I’m on +3, so I’m next. Nails is in real trouble, but I can’t
attack the guy on his tail because I’m below him. Hm. OK, for Step
1, I want to create an advantage to help Nails. I’ll barrel roll and
spray gunfire at the ship on your tail.”
GM: “That does it! You create the aspect Covering Fire with a free
invoke. What’s for Step 2?”
74
Engagements
Gunner: “Tactical refocus. I have to get above this guy on Nails.”
[+++- (+2), Tactics skill +4] “+6…I’ll drop a fate point on
Professional Military Pilot to bring that to +8.”
+9
+8 Gunner
+7
+6 Goblins 1
TACTICAL REFOCUS
+5 Nails
+4
+3
+2
+1
–1 Nok
–2 Goblins 2
–3
Nok: “I’m staying on this guy’s tail. He’s going down.” [-0++
SPECIAL
(+1), Gunnery skill +2, +3 bonus for second round on a tail] “+6.”
GM: [-+0- (-1), Pilot skill +2] “That’s +1. Oh, wait, I need to
minimize two dice. So, -4 on the dice, that’s -2 total. 8 shifts of
damage.”
GM: “Well, you sure killed the hell out of that guy, he only had one
stress left. One gone, and one ship left in Goblin Flight 2.”
GM: “Hey, I have one more ship to go. Goblin Flight 2 still has one
ship left. I’m going to try to get away from Nok.” [0--- (-3),
Tactics skill +3] “Oh, that’s awful. Total of zero.”
Nok: [+00- (+0), Tactics skill +3] “+3. On you like glue.”
GM: “Hm, you’ll get a hefty bonus against him next turn. OK, round
over, starting a new round. So, I propose that we part ways.”
p.47∂ Gunner: “You’re not going to concede, are you? Bugging out?”
GM: “Yeah, I’m conceding. I propose you let this Goblin go, and in
return I don’t blow Nails out of the sky, which I’m kind of set up to do.”
Nails: “Done!”
Nok: “I guess. I’d like a shot at that Goblin, but we can’t risk losing
Nails.”
GM: “So both sides split off and run. Engagement over! Nok, you
p.101∂ gain a victory, and Nails, you’d better review the recovery rules.”
p.103∂
76
FIGHTER PILOT TERMINOLOGY
Engagements
Part of playing a fighter pilot is talking like one. Here are some terms
you can use to make your in-game dialogue feel a bit more authentic.
∂∂ Ace: A pilot credited with at least five victories.
∂∂ Auger in: Crash in a spectacular manner, usually digging a big hole
when you do.
∂∂ Bandit: A hostile starfighter you are authorized to attack.
∂∂ Bearing: A contact’s direction relative to your own flight vector.
∂∂ Bingo: The minimum amount of fuel necessary to return to base.
“I’m at bingo, I gotta bug out.”
∂∂ Bogey: A starfighter that you’ve detected whose identity and inten-
tions are unclear.
∂∂ Bug out: Synonym for the more academic term to disengage. A pilot
will almost always refer to it as bugging out instead, unless they’re
some kind of Poindexter. Don’t ever call it running away.
∂∂ Civvie: A civilian ship.
∂∂ Contact: Any ship that you have detected. “Contact, bearing one
three by two niner mark seven, range twelve million klicks…”
∂∂ Dogfight: Close-range combat between starfighters.
∂∂ Firing solution: This describes the situation when a missile has locked
on target and the fighter carrying the missile is positioned so that
the missile can hit that target. At this point a hit isn’t guaranteed,
but the target’s in trouble.
∂∂ Flight vector: A spacecraft’s speed and direction of travel.
∂∂ Friendly: A confirmed non-hostile contact. Could be a civilian ship,
or a friendly warship or starfighter.
∂∂ Guns: Radio announcement that you’re firing your ship’s blaster
cannons. Most veteran pilots don’t bother with this unless a friendly
is near the target. “Engaging Bandit-4, guns guns guns.”
∂∂ Hostile: A confirmed unfriendly ship. Generally synonymous with
target.
∂∂ Klick: A kilometer. A megaklick is one million kilometers.
∂∂ Lead: In a two-fighter flight, the lead is the offensive component—
the pilot whose job it is to find firing solutions and target enemies.
77
∂∂ Lock on: When a missile’s sensors have detected a target and are
Engagements
Engagements
ship. Half victories can be awarded for shared victories, if two pilots
both cause significant damage to the target.
∂∂ Wingman: The counterpart to the lead, the wingman is the defensive
component of a two-fighter element, whose role is to stick by the
lead and keep enemies off their tail.
∂∂Yaw: Rotation around the vertical axis, relative to the pilot. Most
maneuvers involving yawing also involve some degree of roll such
that the resulting G-force pushes the pilot into their seat, reducing
the strain on the inertial dampeners by redirecting all that energy
down, rather than to one side. This combination of yawing and
rolling is called banking.
79
WHISKEY TANGO FOXTROT?
Engagements
If you really want to go for the authenticity, pilots wouldn’t speak the
names of letters over the radio—they would use this (archaic, but still in
use) phonetic alphabet to ensure that misheard speech doesn’t garble
messages. For example, a DF-107 Gator starfighter would be described
as a “Delta Foxtrot Won Zeero Seven” by a pilot using strict formal radio
protocol. That pilot might encounter some razzing at the bar later, but
nobody’s going to misunderstand them. The origins of many of these
words have been lost for centuries.
A: Alpha J: Juno S: Sierra 1: Won
B: Bravo K: Kilo T: Tango 2: Too
C: Charlie L: Lima U: Uniform 3: Tree
D: Delta M: Mike V: Victor 4: Fower
E: Echo N: November W: Whiskey 5: Fife
F: Foxtrot O: Oscar X: X-Ray 6: Six
G: Gabbo P: Papa Y: Yankee 7: Seven
H: Hotel Q: Quebec Z: Zulu 8: Ate
I: India R: Romeo 0: Zeero 9: Niner
MANEUVERS
∂∂ Barrel roll: A basic maneuver in which the fighter dissipates energy
by making a completely longitudinal rotation (that is, wing over wing)
while moving laterally to port or starboard. A barrel roll attack is
this maneuver plus a 180-degree loop, a tactic commonly used to
counter a break.
∂∂ Break: The most basic defensive maneuver, a break is simply turning
90 degrees away from a pursuing attacker. This decreases the defend-
er’s exposure to attack and could cause the attacker to overshoot.
∂∂ Combat spread: A maneuver in which two fighters put distance
between each other such that the lead is presented as an easier
target to lure an enemy in, at which point the wingman will be in
position to attack.
∂∂ Defensive split: The lead and wingman simultaneously break in
opposite directions, forcing the enemy to follow one of them and
providing an opportunity to circle around and maneuver behind
the enemy.
∂∂ Guns-D: Guns defense, more colloquially known as jinking or guns-D,
is a defender’s last resort. It’s basically just weaving back and forth
or up and down in an attempt to spoil the attacker’s aim.
80
Engagements
∂∂ Immelmann turn: The pilot noses up into a half-loop, usually while
executing a half-roll, to make a 180-degree change of direction.
It’s mainly used to disengage by abruptly changing flight vector.
See also split-S.
∂∂Jinking: Making frequent erratic turns, often as part of guns-D
maneuvering.
∂∂ Sandwich: The lead and wingman fly side-by-side but with significant
distance between them—a klick or more. When one of them picks up
an attacker on their tail, both fighters break in the same direction,
thus “sandwiching” the attacker between them and exposing the
enemy fighter to attack.
∂∂ Split-S: The inverse of an Immelmann—a half-roll followed by a
descending half-loop. Like the Immelmann, the split-S is typically
used to disengage.
∂∂Thach weave: A maneuver in which the two fighters (or pairs of
fighters) turn away from each other for some distance, turn back
toward each other until they cross flightpaths, continue on away
from each other, then weave back toward each other to resume
formation or again cross paths. Viewed from above, the fighters
appear to outline a figure-8. An enemy pursuing one of the fighters
or fighter pairs is invariably left vulnerable to the other.
∂∂ Whifferdill: Any bonkers or foolhardy maneuver that doesn’t already
have a name often gets called a whifferdill. “Hey Nails, nice whifferdill
out there. What’re you tryin’ to do, getcherself killed?”
∂∂ Wingover: An energy-management maneuver for when there isn’t
time for a split-S or Immelmann, a wingover consists of a flat (that
is, without a roll) 180-degree turn combined with a quarter-loop.
Used defensively, this should result in an attacker overshoot. 81
THE DICTA BOELCKE
Engagements
Oswald Boelcke was a World War I German flying ace and is commonly
considered “the Father of Air Fighting Tactics.” Perhaps you’ve heard of
Manfred von Richthofen, aka the Red Baron? Boelcke taught him how
to fly. He was also the first person in history to formalize the study of
air combat into a list that’s come to be known as the Dicta Boelcke.
Although originally conceived far from the Draconis System, the Dicta
Boelcke are still surprisingly applicable to space combat maneuvering
(though you may have to squint a bit for a few of them).
1∂ Try to secure the upper hand before attacking. If possible, keep
the sun behind you. Avoid attacking before you’re sure you have
the advantage.
2∂ Always continue with an attack you’ve begun. Breaking off an
attack early means ceding the advantage to your opponent.
3∂ Open fire only at close range, and then only when the opponent
is squarely in your sights. Don’t expend ammo unless you and
your targeting computer think it’s a sure thing.
4∂ You should always try to keep your eye on your opponent and
never let yourself be deceived by ruses. Don’t assume you know
where your enemy is or what they’ll do next.
5∂ In any type of attack, it is essential to assail your opponent
from behind. Because they don’t usually have guns pointed at
you back there! But also, it’s harder to hit a target moving across
your arc of fire than it is to hit one you’re following.
6∂ If your opponent dives on you, do not try to get around his
attack, but fly to meet it. For our purposes, the phrase “dives
on” here is just another way of saying “attacks.” Your instincts
may tell you to flee, but turning to face your attacker is better
than giving them your tail.
7∂ When over enemy lines, always remember your own line of
retreat. Be mindful of where you are in relation to the rest of
the squadron and how to get back to them. Don’t let the combat
disorient you.
8∂ In principle, it is better to attack in groups of four or six. If
fights break up into a series of single combats, pay attention
that several comrades would not go after one opponent. You
may be good alone, but you’re better as part of a formation. If
you’re outnumbered, don’t make it worse by ganging up on a
82 single enemy.
THE GALAXY
It’s centuries after humanity’s first hesitant steps into the stars,
and the Draconis system is one of hundreds of star systems that have
been settled. But now Draconis is under attack, and it’s up to Tachyon
Squadron and the rest of the Draconis Volunteer Group to hold the line.
83
Ten years later, the clashing fleets had reached a terrible stalemate,
The Galaxy
grinding one another down in a bloody war of attrition. Both sides were
exhausted. An armistice agreement was signed, and people across
settled space celebrated the peace that followed, the peace that now
exists between the two rival superpowers. But it’s a tense peace. Intense
ideological, political, and economic differences remain. Overlapping
territory claims are unresolved. War could easily break out again, war
that few people want.
Which is why it was so alarming to leaders in both the Dominion and
the Republic when, only a year after The War ended, the government
of the border system of Draconis declared its independence from the
Dominion of Unity. The Dominion vowed to fight to regain authority
over the strategically important system. The Republic considered its
options carefully and decided to recognize Draconis’s independence,
but refused to take the step the Dominion warned would be seen as an
act of war—providing direct military aid.
But the Republic didn’t want to leave Draconis on its own. The Republic
Intelligence Service and the Draconis government concocted a way to
get military aid to Draconis without the Stellar Republic being seen as
directly responsible for providing it. Three squadrons’ worth of older
starfighters were decommissioned from the Republic Navy and sold
to salvage companies. These ships passed through several holding
companies and front corporations, arriving after a few weeks of paper
shuffling in the ownership of Draconis Defense Holdings, Inc., which
immediately turned ownership over to the fledgling Draconis Navy.
Getting ships was the easy part. Getting people to fly them? A bit
harder. Behind the scenes, the Republic’s Navy and Intelligence Service
worked with the Draconis Navy to recruit volunteers—pilots from the
Republic that would fly for Draconis and buy time for them to train
their own forces.
Soon, advertisements began to appear around the Republic and smaller,
unaffiliated states: Starfighter pilots wanted! Good pay, good benefits,
plenty of action! Advancement opportunities! Adventure! Excitement!
Hundreds of pilots applied. Any active duty Republic Navy pilot who
applied was granted indefinite leave. Many civilian pilots applied and
were accepted as well. Even a handful of defecting Dominion pilots,
disillusioned and tired of fighting for tyranny, were brought aboard.
And so, the ships and crews of the Draconis Volunteer Group—Tachyon,
Graviton, and Axion Squadrons—were assembled.
84
GALACTIC SOCIETY
The Galaxy
For the most part, galactic society would be recognizable to people
in an industrialized country today.
Money and Scarcity: The world of Tachyon Squadron is not a
post-scarcity society. The official currency in the Stellar Republic is the
credit, which is widely accepted across settled space, including Draconis.
Electronic commerce is common, as is cash money that’s nearly impos-
sible to counterfeit. People still need to work for a living, food must be
grown, products manufactured, resources mined, etc. Poverty remains
a problem without an immediate solution. Economic policy, tax policy,
and support for the poor varies across systems and governments. The
government of Draconis is a popularly elected parliamentary democracy,
but it is new and its institutions are still gaining strength.
Social Issues: Populations across the Stellar Republic are both racially
diverse and tolerant; the people of the Dominion of Unity tend to be per-
sonally tolerant even if its government is not. Romantic partnerships of
widely varying configurations and arrangements are generally accepted.
While many people hold religious beliefs, it’s considered gauche for a
politician to use religion as an electoral lever or cite it as motivation
for any particular policy.
86
DRACONIS SYSTEM DETAILS
The Galaxy
Draconis is a trinary system with five planets and numerous space
stations.
87
The Galaxy
PLANET DRACONIS
If you were to drop a resident of Day: Normal length
Earth onto Draconis, the only thing that Gravity: Normal
would give them a hint they weren’t still Climate: Variable
at home would be the slightly different (Earthlike—no life
smell of a planet hosting human pol- support needed)
lution for two hundred years instead Geography: Earthlike
of two hundred thousand years. Even (distinct continents
the local flora and fauna are similar surrounded by salty
to Earth’s. Well over five million peo- oceans, wide variety
ple live in and around the main city of landforms)
of Prime Landing, which is located Population: Over one
in a wide temperate valley along a hundred million
large freshwater lake. Many square
kilometers of the planet are devoted
to agriculture, making the planet self-sufficient for food. A small but
growing high-technology manufacturing industry exists on the planet,
which would be an important target for any attacker.
These situation aspects are suitable for scenes on Draconis: Wide
Open Spaces; Bright Lights, Big City
Things to do on Draconis: DVG pilots don’t get leave often, but when
they get a few days off, favorite pastimes include spending a couple
days basking on a beach in the planet’s resort towns, hitting the ski
slopes, or partaking in Prime Landing’s night life.
In the event of a Dominion attack on the planet, Tachyon Squadron
will have to defend the new factories springing up outside of Prime
88 Landing or escort shuttles to and from the planet surface.
PLANET ASAMI
The Galaxy
The planet Asami is a frozen waste- Day: 61 hours
land, with endless ice plains swept by Gravity: Normal
permanent blizzard conditions. The light Climate: Frigid,
of Beta Draconis, an orange dwarf star, stormy, breathable
provides little warmth even in the height atmosphere
of “summer”—and the other two stars Geography: Ice-
of the Draconis trinary, even mighty covered plains, a
Alpha Draconis, are too distant to be few mountains
more than bright points in the night sky. Population: A few
The air is breathable but equipment to thousand in mining
guard against the cold is essential. Most settlements
people on Asami are miners working
in one of the half-dozen or so mining
settlements that have pierced the snow and ice and accessed the
planet’s vast mineral wealth. The mines are operated by rival companies
Cherenkov Ventures and Deep Space Minerals Inc., but unlicensed wildcat
operations pop up from time to time. The only non-mining settlement is
Mosilli Outpost, a science station staffed by between 10-20 scientists.
These situation aspects are suitable for scenes on Asami: Dim and
Dreary, Cold Without Mercy, Mineral Wealth Goes to the Strong
89
PLANET TAKAHASHI
The Galaxy
90
The Galaxy
DRACONIS STATION
(SPACE STATION) Location: In orbit of the
Draconis Station is the heart of planet Draconis
activity in the system. The system Purpose: Residence,
government is centered here—the government, commerce,
governor and elected System transportation hub,
Council legislature have their main military base
offices here, as does the Draconis Population: Twenty
Navy and the Customs Service. thousand, with
Many companies have their main thousands of visitors/
system offices on Draconis Station, travelers daily
and thousands of people live here
full-time. It’s a fully functional city in space, with extensive residential
and retail-level commercial and entertainment facilities, including
shopping, restaurants, cinema, sports and recreation venues. A bar
called the Spacer’s Rest is the unofficial hangout for Tachyon Squadron
pilots and crews; other squadrons in the DVG have their own favored
watering holes. 91
The Galaxy
It’s the transportation hub of the system. The vast majority of inter-
stellar travel originates or terminates at Draconis Station, and facilities
exist for up to twenty large ships to be docked at the same time. Bays for
many dozen planetary shuttles and system shuttles allow thousands to
come and go daily. The headquarters of the DVG is assigned to Draconis
Station, so squadrons of starfighters call the station home—and it is
the permanent home base for Tachyon Squadron.
Not that the station is a rose garden from end to end, of course. It’s
big enough to have its share of social ills. The station law enforcement
is known to favor peace over justice. Organized crime and corruption are
firmly entrenched in certain segments of industry and population—the
customs service is notoriously corrupt, which is why the governor some-
times asks DVG personnel to fill in, hoping their outsider’s perspective
will help wash out local politics and unlawful arrangements.
These situation aspects are suitable for scenes on Draconis Station:
Bustling Corridors, A Little of Everything
The Galaxy
(SPACE STATION) Location: In orbit of
Iringa is a small agricultural space the planet Draconis
station a short shuttle hop from Purpose: Agriculture
Draconis Station. Three small domed and food production
pods grow a variety of hydroponic Population: Almost
crops mostly consumed by the resi- one hundred
dents of Draconis Station. Iringa was
the first station built upon settling the system over two hundred years
ago—it is in dire need of serious renovation or even replacement.
These situation aspects are suitable for scenes on Iringa Fields:
Showing Its Age
93
ASAMI PROCESSING
The Galaxy
OUTPOST DIYI
(FLOATING PLATFORM) Location: Kalamos
The gas giant Kalamos is domi- Purpose: Gas extraction
nated by wide bands of rust-colored Population: 200
and white cloud banks, which provide
the home of Kalamos Outpost Diyi.
Over two hundred people live and work aboard this floating gas extraction
platform that wanders the upper atmosphere. Operated by Lantian
Mandarin Chemicals Inc., the outpost gathers and refines a variety
of valuable gasses; shuttles fly the refined gas into orbit, where they
transfer it to tankers. The outpost hovers at an altitude where workers
require supplemental oxygen but not pressure suits.
These situation aspects are suitable for scenes on Outpost Diyi: Very
Long Days, Highly Variable Winds, Thin Oxygen
94
ARCOSOLARI KALAMOS
The Galaxy
(SPACE STATION) Location: In orbit of the
A residential station orbiting planet Kalamos
Kalamos, “The Arco” was originally Purpose: Residential,
designed as a retreat for people technical
preferring to live in space but not Population: 5000
in the bustling Draconis Station. It’s
become a hub of loyalist politics, with many of the residents wanting
Draconis to return to Dominion rule.
These situation aspects are suitable for scenes on the Arco: Cramped
Corridors, Political Tinderbox
95
HABITAT OTHONOI PRIME
The Galaxy
PACZYNSKI STATION
(SPACE STATION) Location: At the point of
Paczynski is a scientific survey mutual orbit of Alpha
station very nearly at the center and Beta Draconis
of the mutual orbit point of Alpha Purpose: Science and
Draconis and Beta Draconis. It’s research
crewed by two dozen scientists and Population: 25
technicians at any given time.
96
COMBAT PILOTS AT WAR
War quickly brings into very sharp focus exactly what’s important
and what isn’t. For pilots, they immediately face severe limitations on
material resources and, perhaps more importantly, time.
THE ROUTINE
Most days tend to settle into a fairly standard routine. When their
duty shift starts, pilots attend a briefing first thing to learn about new
threat assessments and missions for the day. They fly a mission and,
time allowing, spend a few hours on ready alert in case additional ships
need to be scrambled.
Once the duty shift is over, pilots can pursue whatever activities they
wish. Usually sleep figures prominently in this, but recreation, doing
extra maintenance, and such is important too.
97
Combat Pilots at War
MISSIONS
The pilots’ primary job is, of course, to fly their starfighters. All DVG
pilots are assigned an SF-46 D “Blackfish” multirole starfighter—it’s
a tough ship that fought with distinction for the Republic in the Great
Galactic War, and rarely lets its crews down. There are faster starfighters
out there, there are starfighters that look sexier and carry bigger guns,
but the Blackfish is a good, solid bird. Fly it with pride and confidence.
Attention GMs: Guidelines for running these various missions can be
found in “Constructing Engagements” on page 112.
∂∂ Combat Patrol: Many missions are simple defensive patrols. Defended
bases, such as Draconis Station, ensure there are always at least
a pair of fighters in the sky at any given time, with another pair on
alert ready to scramble. Similar are space lane patrols, which can
last for many hours—fighters cruise the common travel routes of
commercial and civilian ship traffic, discouraging piracy, intercepting
surprise Dominion raids, and rendering assistance when requested.
∂∂ Search and Rescue: When another ship gets into trouble, starfighters
of Tachyon Squadron are often the best positioned to lend a hand.
Disabled pleasure yachts, marooned pilots who ejected from doomed
starfighters, a cargo ship fighting a major engine fire, or any of a
thousand other possible disasters. Get your sensors fired up and
keep an eye out for ambushes. Your SF-46D Blackfish starfighter
contains a rescue chamber capable of holding a single person.
98
Combat Pilots at War
∂∂ Interception: A group of enemy ships has been detected, and your
mission is to disrupt their mission. Wipe them out, scatter them,
send ‘em home with their tails between their legs—anything you
can do to ensure they can’t carry out their mission, whatever it is.
∂∂ Strike: There’s your target—maybe it’s an enemy capital ship, or a
space station, or an asteroid base. Whatever it is, they’re not paying
you to bring home unspent munitions. Take it out.
∂∂ Fighter Sweep: Your flight is assigned a region of space. Engage
and destroy enemy starfighters in this region.
∂∂ Escort: The job of an escort mission is to ensure that a particular
ship (or ships) reaches their destination intact. This may involve
elements of the other missions—patrols, interceptions, sweeps, etc.
∂∂ Customs Inspection: DVG pilots are sometimes asked to perform
inspections of freighter starship cargo contents. Generally this only
happens when the freighter is carrying material that is pertinent to
the pilots’ areas of expertise: ship parts, munitions and weapons,
etc. If any contraband is found, the pilots should hold the crew until
proper authorities arrive to take over.
∂∂ Informal Investigations: Several organizations and movements in
the system might attempt to infiltrate various facilities around the
system, to the detriment of the DVG’s mission in Draconis. These
include various pirate organizations, organized crime, loyalist or
separatist radicals, and Dominion spies. Pilots of Tachyon Squadron,
and their DVG sister squadrons, may sometimes take investigations
on themselves if the governmental authorities seem incapable or
unwilling. 99
Combat Pilots at War
OFF DUTY
Once you’re off duty, your time is yours—spend it wisely.
Usually there’s only time to perform two of these activities before
you need to be back in the briefing room for the next duty shift. Time,
material, and money are resources to keep an eye on here.
Things that cost time:
∂∂ Recover from stress: Decompress
∂∂ Recover from stress: Raise hell
∂∂ Fix your ship
∂∂ Go shopping
∂∂ Nose around
∂∂ Visit the doctor
∂∂ Sleep
∂∂ Other
Other activities, such as buying Axion Squadron’s techs a few cases
of beer so they’ll fix your ship, meeting with the Skipper to request a
few days’ leave, and such don’t cost time—but might cost you some
money or other resources or put you under some debt. The GM can make
these judgment calls, or players can make suggestions—this might be
a good opportunity to compel a troublesome character aspect or two.
100
Combat Pilots at War
RECOVER FROM STRESS THROUGH DISCIPLINE
(ALWAYS DO THIS!)
The first thing to do after a mission—not just a mission, but any scene
where you take on stress—is attempt to dispel that stress. Make an overcome
roll with Discipline vs. a difficulty equal to the amount of stress you have. The
difficulty maxes out at 5, even if your stress track is longer because of a stunt.
∂∂ If you fail: Keep your stress, or get rid of it at some serious cost.
∂∂ If you tie: Lose half your stress (round down), or you succeed at some
mild cost.
∂∂ If you succeed: Remove all your stress.
∂∂ If you succeed with style: Remove all your stress, and take a boost for
use in the next scene that reflects your exceptionally chill and unflap-
pable mental state.
This attempt costs you no time at all.
GO SHOPPING
We don’t mean picking up some groceries. This activity is when you
try to obtain really hard-to-find items, usually through less-than-of-
ficial channels. The squadron is out of Vortex missiles, but you heard
a rumor that the mob boss on Draconis Station knows where to get a
few. You arrange to meet a guy to import that sweet blaster carbine
you’ve had your eye on.
NOSE AROUND
The pilots of Tachyon Squadron might need to get curious sometimes,
even if—maybe especially if—you haven’t been officially ordered to. Why
do flights of Dominion ships always seem to know where your patrols
are going? Who’s that guy who keeps snapping furtive pics of you in the
corridors? And what’s the deal with Graviton Squadron always getting
first dibs on resupply? Go forth and investigate.
102
Combat Pilots at War
VISIT THE DOCTOR
Combat isn’t safe. Injuries happen. Even if you can still fly with that
mild or moderate consequence, it’s a bad idea. Stop in at the clinic and
get it checked out.
Recovering from consequences follows the rules as outlined in Fate
Core System (page 164). Medical facilities typically have a +4 bonus
to overcome actions justifying recovery from physical and mental
consequences. Characters may attempt to create advantages to help
with these rolls as usual. Draconis Station sickbay and major surface
settlements such as the city of Prime Landing all have a Full Trauma
Center, a situation aspect you can invoke in the usual ways.
SLEEP
Don’t neglect sleep. Pilots have to be mentally sharp, and the brain
fog that results from skipping sleep might get you killed. If you skip a
night’s sleep, you gain 2 shifts of damage in the morning that you can’t
recover from until you sleep. The second consecutive night you miss
sleep, it’s 4, the third it’s 6, and so on until you absolutely MUST sleep.
OTHER
Players can describe their pilots doing any other sort of activity—
cooking a nice meal, playing video games, working out, spending time
with a significant other, etc.—that doesn’t have strong mechanical or
even story implications, but requires significant time. Don’t discount the
importance of these moments in adding to your pilot’s characterization
and enriching their liveliness as characters.
103
Combat Pilots at War
Gunner, Nails, and Nok all got shot up something fierce in their last
engagement, and have some stress to recover from.
Nok has 2 points of stress on her stress track. She makes an over-
come action with the Discipline skill: [+0-+ (+1), Discipline
skill +2.] Nok gets Good (+3), which is greater than the Fair (+2)
she needed to recover from the 2 points of stress.
Nails got hit hard, and his stress track is totally full (5 points)—which
means he needs a Superb (+5) result or better with a Discipline
overcome action. Lenny rolls the dice, and it’s not even close. So,
he has some options: live with it, decompress, or raise hell. Nails’s
decompression aspect is Pool Shark/Heavy Drinker. Lenny looks at
the single fate point token sitting in front of him; he doesn’t want to
spend that, so he opts to raise some hell. “So, what if I show up at
my next duty shift hung over?” The GM responds, “How about you
sleep through the briefing while hung over and show up to fly with
no idea what’s going on?” and holds up a fate point token. Lenny
104 takes the token. “I am in sooo much trouble…”
Combat Pilots at War
LIFE IN TACHYON SQUADRON
While assigned to Draconis Station (home base to all three squadrons
of the Draconis Volunteer Group), pilots have accommodations other
warriors might consider downright luxurious.
Each pilot has a private apartment aboard the station, paid for by
the government as part of their compensation. Medical care, physical
and mental, is free for DVG pilots and staff. Draconis Station is a major
commercial and transportation hub, and there are always things going
on and things to do when off duty—entertainment of all sorts, restau-
rants and bars, sports (both participatory and spectator), inexpensive
shuttle service to and from the planet’s surface and its luxury resorts
for when a pilot can manage to get leave for a few days.
Pilots are paid reasonably well—in Republic credits, which merchants
aboard the station are eager to accept—and they earn bonuses for
confirmed victories over enemy ships.
Living is considerably more austere when assigned away from Draconis
Station on temporary deployments or on long-range missions. Pilots
may need to spend two or three days in the cockpits of their fighters
on extremely long-range patrols. Accommodations aboard far-flung
stations or fighter tender ships are spartan at best, downright dan-
gerous at worst.
105
MONEY AND COMMERCE
Combat Pilots at War
MILITARY NICETIES
Pilots in Tachyon Squadron are not technically military personnel.
You are, legally, civilian contractors (the less charitable might call you a
“mercenary,” but that’s considered highly impolite) and are not subject
to military discipline. There’s no saluting and uniform inspections and
many of the other things a military pilot might be used to. That said,
the chain of command is still a thing. You’re expected to obey orders in
combat and if you have a problem you take it up through your squad-
ron commander, rather than going straight to the DVG commander or
Draconis political leadership. Also, local law enforcement won’t hesitate
to bust you for getting out of line, and your squadron commander sure
won’t be happy about it. The support of the Draconis people is vital to
the DVG’s mission. Don’t mess that up.
106
GMING TACHYON
SQUADRON
To run a good game of Tachyon Squadron, you need to think about
the game’s issues and themes, applications of new rules (such as the
engagement), and constructing scenes. Lucky for you, this chapter
covers all those things.
107
CURRENT ISSUE: DISUNITY AND SEPARATISM
GMing Tachyon Squadron
Not every resident of the Draconis system is happy with the current
political situation. Some people—the loyalists—never wanted to break
away from the Dominion, and some of them have taken up arms. Some
radicals want to separate themselves completely from any government.
Both groups implement terrorism as a favorite tactic, and the loyalists
often cooperate with Dominion forces, operating militias and small
flights of obsolete starfighters.
The example campaign arc, “Defense of Arcosolari Kalamos”
(page 165), assumes this issue and several story questions are relevant.
Loyalists on Arcosolari Kalamos Resent Tachyon Squadron Personnel
This aspect assumes that the PCs rotate to a temporary assignment
as station garrison. Some story questions that would be relevant include:
∂∂ How will the PCs confront the loyalists?
∂∂ Can the PCs stay in Lopez’s good graces?
∂∂ Can the PCs convince Price to take action against the loyalists?
∂∂ Can the PCs find the source of the unsanctioned transmissions?
∂∂ Can the PCs root out the loyalist mole?
∂∂ Do the PCs aggravate or alleviate political tension with their actions?
∂∂ Can the PCs prevent intel from going out to the Dominion?
∂∂ Can the PCs prevent the Dominion attack on the station?
IMPENDING ISSUE: PIRACY AND LAWLESSNESS
Some troublemakers aren’t at all political and are just out to make
a buck. Bands of heavily armed pirates scrape out a living in the far
reaches of the system, preying on nonmilitary shipping. They fence the
stolen goods, they sell or use stolen ships, and they ransom kidnapped
crew and passengers.
You’re not even completely safe within established settlements. Petty
crime happens across Draconis, just like every other system, but the
real danger is organized crime. Well-organized criminal organizations
entrenched themselves here during the waning days of Dominion influ-
ence in the system, when the rule of law began to collapse. Now, criminal
gangs engage in all sorts of smuggling—often bringing in illicit arms and
selling them to pirates, separatists, and loyalists. Criminal gangs aren’t
likely to send starfighters after you, like pirates and loyalists might, but
they can bribe local officials, influence public opinion against the DVG,
and cause all sorts of trouble for pilots aboard station and planetside.
Pirates Are Raiding Shipping and Taking Hostages
This issue is addressed in the example campaign arc “The Pirates of
108 the Kepler Valley” (page 159).
FUTURE ISSUE: ORGANIZED CRIME
109
GMing Tachyon Squadron
111
CONSTRUCTING ENGAGEMENTS
GMing Tachyon Squadron
Because no enemy pilots are elite, all the Goblins and Gorgons will
use simple damage. Still, this will be a tough fight.
112
INTERCEPTION
TACTICS
Opposition ships are extremely aggressive. They go for quick kills,
focusing on particular individuals if they can. Use swarm aspects to get
on the tail of your target, and hammer them until they’re gone. Hit as
hard as you can. Don’t hold back, don’t pull your punches.
CONCESSIONS
Once there is no reasonable hope for the enemy to achieve their battle
objectives, think hard about running. This is especially true if there is
an enemy ace present—if at all possible, keep them alive as a foil and
rival to the PCs. A typical concession might be to allow the PCs to take
out remaining non-ace enemy ships but have the rest escape. If the
PCs won’t accept any concession at all, drive hard to destroy at least
one more ship—then start pushing on the desperation and scarcity
themes. They can’t afford to lose ships.
RECURRING VILLAINS
Recurring villains, especially enemy aces, make for memorable games.
The Dominion broadcasts propaganda into the system and plays up the
exploits of its top pilots—make sure the PCs hear about that. Give the
114 ace a nickname, make sure the PCs can identify their ship in combat.
OUT-OF-COCKPIT ENCOUNTERS
Most hell raisin’ will occur when pilots are decompressing, trying to
get rid of their stress. Push hard on decompression actions. Make them
get into trouble to earn the fate point and empty their stress track. Here
are some ways to do that:
∂∂The Law: The cops on Draconis Station are not starry-eyed civilians
easily impressed by tales of derring-do; if anything, they’re eager
to take those swaggering fighter pilots down a notch. A night in the
brig won’t impress the squadron commander much, and if he thinks
a pilot is jeopardizing the DVG’s reputation with the locals and the
government, a pilot might find himself assigned to some not-fun duty.
∂∂Terrible Relationships: If a pilot starts breaking hearts across the
system, some serious jealousy and revenge might start happening.
This could go anywhere from “the locals start to resent the squadron,”
as discussed before, to humorous farces where a pilot recruits her
buddies to help her make sure her various partners never meet.
∂∂ Gambling and Debts: There are lots of places to play poker and
billiards, and where people are playing cards and shooting pool,
they’re drinking and gambling. Drinking doesn’t always lead to the
best gambling decisions, and a night of celebrating could lead to a
significant debt owed to some unsavory people.
∂∂ Darker: Groups that want to explore substance abuse and serious
depression, anxiety, and PTSD can easily find that sort of theme in
a war story like this. Just make sure you know what you’re doing
(again, take a look at Fate Accessibility Toolkit for mental illness)
and that players are on board.
WE BAND OF SIBLINGS
(With apologies to the Bard, there are more than just brothers here.)
War forges relationships that change in unpredictable ways. The sib-
ling relationship is often a good analogy—they love each other intensely
but fight and squabble and rage against each other incessantly. When
one PC gets into trouble with the law—drunk and fighting with locals
again—how do his friends react? Do they bail him out of the drunk tank?
Cover for him with the squadron XO? Or do they let him face the music?
PCs have two aspects that point directly at other members of the
squadron. Push hard on those. Compel them mercilessly. Pressure the
players to question and challenge their relationships. Encourage them
to modify relationship aspects when appropriate—minor milestones
(see Fate Core System, page 256) are a great way to do this.
117
RUNNING CAMPAIGNS
GMing Tachyon Squadron
WHAT’S NEXT?
Once you have your strategic objective and operational objectives,
when you think about “What will the Dominion do next?” this is your
blueprint. Put yourself in the position of a Dominion admiral, think about
your objectives, and decide what makes sense. Let the PCs’ victories
constrain your next moves, but likewise mercilessly exploit their setbacks.
The objective is to have a rational strategy that the players are able
to suss out and actively work against. Maybe they learn it from put-
ting together bits of information they get from questioning captured
Dominion pilots. Maybe they look at the pattern of attacks, raids, and
known espionage and see a pattern. However they do it, they should
have a chance to figure out what’s going on.
WHO WINS?
It’s tempting to establish firm victory conditions up front, but this is
not a wargame. The end goal is a compelling story. Tachyon Squadron
is a Fate game, and the PCs can usually succeed in Fate games—the
heart of the matter is what cost they’re willing to pay, and how the
characters change as they progress through the war.
120
SHIPS TO FLY AND
PEOPLE TO MEET
Let’s look at the ships—starfighters, cargo ships, shuttles, etc.—that
the Tachyon Squadron pilots will fly and fight against, and the people
they’ll interact with while they do it. Some ship descriptions contain
aspects; treat them as situation aspects relevant to those ships when
applicable.
SF-46 Blackfish
Multirole Starfighter
SF-46 “D” MODEL BLOCK 60 FACT SHEET
Manufactured at Sirius IV Astronautics Yards by Polaris Spacefaring, Inc.
STANDARD EQUIPMENT
»» Dual fire-linked axial High Precision Optics (HPO) LF-28R 200
MW repeating multispectrum laser cannons
»» Quad Plane-Senko P-60 reactionless drives, each rated at 2.3
million kilogram-meters per second
»» HPO Hawkeye-C sensor array, firmware version 12.4.1
»» Ecliptic Systems type 18 avionics and systems computer, firm-
ware version 19.1.1
»» Alderson Industries type IV defense screen
AZOULAY
Space Industries
WARFIGHTER FOCUSED • INNOVATION DRIVEN
121
THE SHIPS OF TACHYON SQUADRON
Ships to Fly and People to Meet
SF-46D BLACKFISH
The Blackfish is a multirole starfighter, equally adept at dogfighting
enemy starfighters as it is in strike missions against enemy capital ships
and surface targets. It’s a venerable old bird, and even the D model has
since been surpassed by other ships. Even so, it’s still a potent com-
batant; all 3 squadrons of the DVG have 25 Blackfish. The Blackfish has
been highly popular with its Republic Navy crews for years.
122
Ships to Fly and People to Meet
SF-46 BLACKFISH MULTIROLE STARFIGHTER
ASPECTS
Old But Reliable
STUNTS
Well Armed: Gain Weapon:1 to Gunnery attacks
Automated Ejection System: Page 46
NOTES
Modular equipment bays: 2
Maximum shield rating: 3
DAMAGE
+ Computer System Damage
[2] Minimize 1 die on Technology actions
[2] Minimize 1 die on Gunnery actions
[2] Sensors and targeting systems offline: Minimize 1 die
on Technology and Gunnery actions, Shots in the Dark
[] Flash fire! Punch out!
0 Propulsion System Damage
[2] Minimize 1 die on Tactics actions
[2] Minimize 1 die on Pilot actions
[2] Critical damage to drives: Minimize 1 die on Tactics
and Pilot actions, Drives Ready to Give Out
[] Catastrophic explosion! Punch out!
- Critical Systems Damage
[2] Life Support Damaged
[2] Cockpit hit, pilot sustains damage equal to the
amount the ship sustained in this hit
[] Structural disintegration! Punch out!
123
C-14 ATLAS
Ships to Fly and People to Meet
The Atlas is the military version of a venerable cargo system ship that’s
been converted to be a starfighter tender. It accompanies Blackfish on
long-range missions, allowing the combat ships to refuel and rearm
without returning to base. It is unarmed and not terribly fast, so star-
fighter crews are urged to protect the Atlas as if their lives depended
on it—because they probably do. Tachyon Squadron has one Atlas.
C-14 ATLAS
NOTES
Defense: The Atlas defends at 0 and always goes in the
Special slot in an engagement.
Maximum shield strength: 5
Repair bonus: +3
DAMAGE
+0 Hull Damage
[2] Cosmetic Damage
[2] Cosmetic Damage
[2] Fire: Atlas takes 1 instance of damage at the end of
its round until this is repaired
[2] Cosmetic Damage
[2] Cosmetic Damage
[2] Fire: Atlas takes 2 instances of damage at the end of
its round until this is repaired
[] Structural Integrity Failure: The ship is coming apart,
crew abandon ship
- Propulsion System Damage
[2][2][2] No mechanical effect
[] Catastrophic explosion: Ship lost
124
DRACONIS MILITARY AND GOVERNMENT
Cargo and Utility Ships: The Navy has three system freighters and
a dozen cargo shuttles suitable for ferrying cargo and troops around
the system. Use stats for the C-14 Atlas (page 124) if you ever need
stats for a ship like this.
Patrol ships DNS Jaguar, Leopard: These system ships are being
converted from cargo system ships at the Hull Yards. They’ll be a bit
smaller and more lightly armed but faster than the Lion, functionally
serving as frigates but without hyperdrive systems. Recruiting and
training crews for these ships is underway; Tachyon Squadron pilots
might see them engaging in training and shakedown missions.
125
CIVILIAN SHIPS
Ships to Fly and People to Meet
126
HOSTILE SHIPS
DOMINION STARFIGHTERS
The Dominion has two operational classes of starfighters, the DF-107
(Republic designation “Gator”) and DF-112 (Republic designation
“Goblin”). Gators are not terribly dangerous alone, but in large numbers
can create problems. The Goblin is a more formidable foe, and is flown
by elite and veteran Dominion pilots.
127
Ships to Fly and People to Meet
DF-112 GOBLIN
ASPECTS
Modern High Performance Fighter
SKILLS
Great (+4): Gunnery
Good (+3): Tactics
Fair (+2): Pilot
Average (+1): Technology
NOTES
Weapon: 1
Shields: 3
SIMPLE DAMAGE OPTION ( [1][1][1]) [1][1][1][1]
128
Ships to Fly and People to Meet
ACE-PILOTED GOBLIN
ASPECTS
Modern High Performance Fighter
SKILLS
Superb (+5): Gunnery
Great (+4): Tactics
Good (+3): Pilot
Fair (+2): Technology
NOTES
Weapon: 2
Shields: 3
SIMPLE DAMAGE OPTION ( [1][1][1]) [1][1][1][1][1][1]
129
DOMINION STRIKE AND SCOUTSHIPS
Ships to Fly and People to Meet
DA-108 GORGON
ASPECTS
Armed to the Teeth
SKILLS
Great (+4): Gunnery
Fair (+2): Pilot, Tactics
Average (+1): Technology
NOTES
Weapon: 2
Armor: 2
Shields: 4
Turret: 1/engagement, may attack any target in the engage-
ment regardless of maneuver chart position
Missiles or Fusion Warhead, not both:
∂∂ Missiles: 2/engagement, may launch missiles to attack a
single target at +6 with Weapon:4
∂∂ Fusion Warhead: 1/engagement, may release a fusion
warhead that attacks a single large target at +4 with
Weapon:8
SIMPLE DAMAGE OPTION ( [1][1][1][1]) [1][1][1][1][1][1]
131
DOMINION LARGE SHIPS
Ships to Fly and People to Meet
DOMINION FRIGATE
ASPECTS
Capital Ship
SKILLS
Great (+4): Gunnery
Good (+3): Tactics, Technology
NOTES
Example Names: Certainty, Purpose, Courage, Steadfast, etc.
Destruction: A frigate is considered “destroyed” when the pro-
pulsion is “dead in the water” and the bridge is out of action.
Two Gun Emplacements: Each rated Weapon:1
Long-Range Active Defense: +1
Long Range Shields: Armor:5
Short-Range Active Defense: +3 (Weapon:2)
Short-Range Shields: Armor:1
132
Ships to Fly and People to Meet
VULNERABLE SYSTEMS
Gun Emplacement (this ship has 2, each independently targe-
table), Targetable from short range only
[2] Minimize 1 die on Gunnery attacks
[2] Minimize 2 dice on Gunnery attacks
[] Gun emplacement out of action
Antiship Weapons (a frigate is armed with torpedoes and
other powerful weapons used to target enemy capital ships
and space stations—these don’t shoot at fighters, but can
be high priority targets regardless)
[2] Damage
[2] Damage
[] Out of action
Propulsion (Add 1 to Armor)
[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 emplace-
ments, Minimize 1 die on Technology rolls
[2] Ship dead in the water
[2] Fuel fire: If fire not repaired by end of the round, ship is
destroyed
[] Catastrophic explosion! Ship destroyed
Bridge (Add 1 to active defense, targetable from short range
only)
[2] Minimize 1 die on Gunnery rolls for all gun
emplacements
[2] Minimize 1 die on Gunnery rolls for all gun emplace-
ments, Minimize 1 die on Defense rolls
[2] Minimize 2 dice on Gunnery rolls for all gun emplace-
ments, Minimize 1 die on Defense rolls
[] Bridge out of action: Minimize 2 dice on Gunnery rolls
for all gun emplacements, Minimize 2 dice on Defense
rolls
Long-Range Shield Generator (targetable from short range
only)
[2] Long-range shield rating -2
[2] Long-range shield rating -3
[] Long-range shields offline
133
Ships to Fly and People to Meet
DOMINION DESTROYER
ASPECTS
Capital Ship
SKILLS
Great (+4): Gunnery
Good (+3): Tactics
Fair (+2): Technology
NOTES
Example Names: Glory, Victory, Dominance, Invincible, etc.
Destruction: A destroyer is considered “destroyed” when the
propulsion is “dead in the water” and the bridge is out of
action.
Three Gun Emplacements: Each rated Weapon:1
Long-Range Active Defense: +1
Long-Range Shields: Armor:5
Short-Range Active Defense: +3 (Weapon:2)
Short-Range Shields: Armor:1
VULNERABLE SYSTEMS
As Dominion Frigate, but with a third gun emplacement and
no antiship weapons.
134
Ships to Fly and People to Meet
DOMINION BATTLECRUISER
ASPECTS
Capital Ship
SKILLS
Great (+4): Gunnery, Tactics
Good (+3): Technology
NOTES
Example Names: Triumph, Ascendance, Adulation,
Exaltation, etc.
Destruction: A battlecruiser is considered “destroyed” when
the bridge and propulsion systems are offline, or the
bridge and both antiship emplacements are offline.
Four Gun Emplacements: Each rated Weapon:1
Long-Range Active Defense: +2
Long-Range Shields: Armor:6
Short-Range Active Defense: +3 (Weapon:2)
Short-Range Shields: Armor:2
VULNERABLE SYSTEMS
As Dominion Frigate, but four gun emplacements and two
antiship weapons emplacements.
135
LOYALIST AND PIRATE WARSHIPS
Ships to Fly and People to Meet
136
Ships to Fly and People to Meet
DA-99 CORVETTE
ASPECTS
Pirate Corvette
SKILLS
Good (+3): Gunnery
Fair (+2): Pilot, Tactics
Average (+1): Technology
NOTES
Weapon: 1
Armor: 1
Shields: 5
Turret: 1/engagement, may attack any target in the engage-
ment regardless of maneuver chart position
SIMPLE DAMAGE OPTION ( [1][1][1][1][1]) [1][1][1][1][1][1]
137
DESIGNING NEW SHIPS
Ships to Fly and People to Meet
Ace Pilots: Any NPC starfighter can be flown by a high quality pilot.
To reflect this, add +1 to each skill, add one slot to each damage track,
and grant them a stunt or an equipment module. Extremely dangerous
enemies can have +2 added to one of their skills.
OTHER SHIPS
There are plenty of non-starfighter ships that the PCs might encounter.
Here’s where the GM needs to get a bit creative—there are no hard-and-
fast rules, but here are some guidelines:
∂∂ Strike Ships: Compared to starfighters, strike ships are slow, heavily
armed, and tough. As such they likely have lower Pilot ratings but
good Gunnery and Technology ratings, with a higher Weapon rat-
ing for Gunnery attacks. They often have lots of missiles or other
consumable weapons systems intended to strike at large targets.
∂∂ Cargo and Passenger Ships: Being larger than starfighters, many of
these ships have decent shields and armor. Almost all are unarmed,
but a few merchant cargo ships carry a gun battery for defense.
∂∂ Private Yachts, Shuttles, and Scoutships: These ships range from
starfighter size to a bit larger. All are generally unarmed. Yachts share
starfighters’ maneuverability (Pilot) and sensors (Technology) but
not its speed or guns (low Tactics, no Gunnery at all). Scoutships
are very fast and maneuverable (high Pilot, Tactics, and Technology)
but are unarmed. Shuttles are slow and lumbering but very tough
(high shields and armor). 139
PEOPLE OF INTEREST
Ships to Fly and People to Meet
Here are some NPCs that Tachyon Squadron pilots might meet.
JAMES DUBOIS,
HEAD OF DRACONIS STATION SECURITY
Dubois is extremely young for the post he currently holds. He began
his career only eight years ago, as a patrol officer in the city of Prime
Landing, and was one of the first law enforcement officers to sign a loy-
alty pledge to the new government
JAMES DUBOIS when it declared its independence
from the Dominion. This guaran-
ASPECTS teed a good job in the new regime—
High Concept: Security Chief but while he does a good job with
Other Aspects: Green But most day-to-day tasks running a
Enthusiastic; Knows What large security service (40 officers
He Doesn’t Know and staff), his inexperience often
RELEVANT SKILLS shows—he sometimes focuses on
Great (+4): Investigate the wrong things (such as bust-
Good (+3): Athletics, Shoot ing partying fighter pilots), and he
Fair (+2): Discipline, has trouble confronting corruption,
Empathy, Fight, Rapport organized crime, and espionage.
STRESS TRACK [1][1][1][1][1] He’s learning quickly, but whether
140 quickly enough remains to be seen.
Ships to Fly and People to Meet
VIJAY “SKIPPER” KARAN
ASPECTS
High Concept:
Commander of Tachyon Squadron
Other Aspects:
Big, Loud, and Swaggering;
Veteran Who’s Seen It All
RELEVANT SKILLS
Superb (+5): Pilot
Great (+4): Gunnery, Rapport
Good (+3): Empathy
Fair (+2): Discipline, Provoke,
Shoot
Average (+1): Athletics
STRESS TRACK [1][1][1][1][1][1][1][1][1]
141
KISHA “ADMIRAL” HARRIS,
Ships to Fly and People to Meet
142
Ships to Fly and People to Meet
KISHA “ADMIRAL” HARRIS PENG XIN
ASPECTS ASPECTS
High Concept: High Concept: Governor of
That’s “Admiral” to You Draconis Station
Other Aspects: Seen It All; Other Aspects: Skeptical of
The Political Is Tactical the Draconis Volunteer
143
CURT “TOAD” SHAFFER,
Ships to Fly and People to Meet
JOE FREEMAN,
SMUGGLING/CORRUPTION KING
OF DRACONIS STATION
Freeman has made a vast fortune smuggling all sorts of goods, from
illegal weapons to illicit luxury items. He opposed the secession of
Draconis, but now that it’s independent he’d like it to stay that way—
stability and predictability are best for his business, moreso than any
particular policies. His exploits are not widely known, and even when
someone has noticed him he’s managed to worm out of it through bribery,
blackmail, or assassination. He has incriminating information on almost
anyone who might oppose him—and he thinks very little of the duo of
Governor Xin and Security Chief Dubois. You might be tempted to try
to take Freeman down, but if you ever need a crate of Vortex missiles,
he might know how to get ‘em.
145
TOUGH GUY (AVERAGE NAMELESS NPC)
Ships to Fly and People to Meet
Use this for any sort of bar brawl opponent, intimidating tough, etc.
WARRIOR MARINE
ASPECTS Well Trained Professionals
You Think You’re Tough, RELEVANT SKILLS
Navy? Good (+3): Shoot
RELEVANT SKILLS Fair (+2): Fight
Fair (+2): Shoot Average (+1): Athletics,
Average (+1): Fight, Notice Discipline
EQUIPMENT EQUIPMENT
Heavy Blaster (Optional): Blaster Carbine: Weapon:1
Weapon:1 STRESS TRACK [1][1]
STRESS TRACK [1]
146
EXAMPLE PLAYER
CHARACTERS
JIAOHUA “NOK” KRISTENSEN
Nok was born on Sirius II. A trans woman, she was raised as a boy until
the age of 14. She excelled at sports, especially long distance running,
and joined Republic Navy’s starfighter corps three years before the
outbreak of the Great Galactic War. She fought with the 92nd Tactical
Starfighter Squadron in the Kapteyn and Aldermin campaigns for several
years before leaving the service to fly as a test pilot for Azoulay Space
Industries (where she met—and was extremely ticked off by—“Toad”
Shaffer, now of Axion Squadron). Nok joined the DVG to get back in the
fight for a just cause, rather than for a corporation’s benefit.
∂∂ Look: Nok has a light complexion and straight black hair that she
wears just below the ear. She is tall and lanky, a classic runner’s
build, with lean muscle filling out her slender frame. She looks much
younger than her 35 years.
∂∂ Personal: Nok works out regularly, and is frequently seen running
through the corridors of Draconis Station, referring to it as her
“daily 5k meditation.” She’s also known to play a little poker at the
Spacer’s Rest, an activity for which her enthusiasm unfortunately
outstrips her skill and budget by considerable margins. She has no
spouse or serious partner at the moment, but her squadron mates
observe that flirting with good-looking men is an integral part of
her enjoyment of poker.
∂∂ Callsign, as related by squadron mate “Nails” Dakono: “At her
induction physical, it took the doc five minutes to find a measurable
pulse. ‘Thought for a minute we were going to have to N.O.K. you,’
he said, referring to alerting Next Of Kin. So, ‘Nok.’”
147
Ships to Fly and People to Meet
CONSEQUENCES
Mild (2):
Moderate (4):
Severe (6):
REFRESH: 3
148
SERAPHIM “NAILS” DAKANO
149
Example Player Characters
CONSEQUENCES
Mild (2):
Mild (2):
Moderate (4):
Severe (6):
REFRESH: 3
150
IBRAHIM “AUGER” HARAHAB
151
Example Player Characters
CONSEQUENCES
Mild (2):
Moderate (4):
Severe (6):
REFRESH: 3
152
AMELIE “GUNNER” TSANG
153
Example Player Characters
CONSEQUENCES
Mild (2):
Moderate (4):
Severe (6):
REFRESH: 3
154
LIEN “SQUID” KRISHNAMURTHY
155
Example Player Characters
CONSEQUENCES
Mild (2):
Moderate (4):
Severe (6):
REFRESH: 3
156
TRINIDAD “THERMIC” MORENO
157
TRINIDAD “THERMIC” MORENO
Example Player Characters
ASPECTS
High Concept: Ambitious Republic Officer Here to Keep Tabs
on the Squadron
Decompression: Loving Spouse/Chronic Depression
Relationship: I Want Squid’s Respect, Desperately
Relationship: Nok Spent Too Much Time in Civilian Life
Other Aspects: I Know the Rules and How to Break Them
SKILLS
Great (+4): Tactics
Good (+3): Gunnery, Investigate
Fair (+2): Athletics, Pilot, Provoke
Average (+1): Notice, Rapport, Sneak, Technology
STUNTS
Canonical Maneuvers (Tactics): May use Tactics rather than
Pilot to defend against attacks from enemy gunnery.
I’m Not Buying It (Investigate): May use Investigate rather
than Empathy to detect deception in investigative work.
High Performance Datapad (Investigate): May maximize
one die in all Investigate overcome or create advantage
actions.
STRESS TRACK [1][1][1][1][1]
CONSEQUENCES
Mild (2):
Moderate (4):
Severe (6):
REFRESH: 3
158
THE PIRATES OF THE
KEPLER VALLEY
This campaign arc focuses on smashing a group of pirates preying
on civilian shipping and holding hostages. It’s suitable for a first cam-
paign. Use “Piracy and Lawlessness” (page 108) as the current issue
for this campaign arc.
A band of pirates based on the planet Asami have been attacking
civilian shipping and taking both prisoners and cargo. They use the
equipment and prisoners for illegal mining on Asami, then fence the ore.
To defeat the pirates and rescue the prisoners, the PCs have to find the
pirates, figure out a way to track them back to their base, and destroy
or capture the pirates while rescuing the prisoners.
If this is the beginning of your campaign, assume it’s early in the war,
where the Dominion hasn’t brought the whole of their power to bear yet.
The PC pilots have access to the listed equipment—to obtain additional
equipment, the pilots will need to make their own arrangements.
∂∂ 2 Vulcan’s Hammer missiles
∂∂ 2 Vortex missiles
∂∂4 Unguided Rocket Volleys (6 if more than 4 PCs)
∂∂1 Inertial Suppression Unit
∂∂ 2 Shield Boosters
∂∂1 Haymaker Particle Accelerator (2 if more than 4 PCs)
∂∂1 Hawkeye Sensor Booster
∂∂1 Adaptive Computation Node (2 if more than 4 PCs)
∂∂1 replacement Blackfish fighter (2 if more than 4 PCs)
If this arc happens after the campaign has already been going,
announce that some supplies have arrived—another handful of consum-
able munitions, another bit of modular equipment or two, a replacement
Blackfish if necessary.
159
SCENE 1: DEFENSE OF THE
The Pirates of the Kepler Valley
NEPTUNE CONVEYOR
The scene opens with the PCs in their starfighters, on their way to
investigate reports of a non-communicative ship adrift well off the
established space lanes. They’re four hours into the mission when
they receive an emergency radio transmission from the other direc-
tion: “Mayday, mayday, this is cargo starship Neptune Conveyor, we
are under attack, request assistance from any able spacecraft in the
vicinity—” The coordinates accompanying the transmission are only
minutes away from the PCs.
Pirates from the base in Asami’s Kepler Valley are attacking the
Neptune Conveyor, a cargo starship that jumped into the system six
hours previously. Gator starfighters will try to blast out its propulsion
systems, then a corvette will bring a boarding party to steal its cargo. They
plan to murder the crew if they attempt to interfere with the boarders.
Assuming the pilots fly to the rescue, conduct an engagement using
these ships, assuming N player character fighter pilots:
∂∂ Enemy Ships:
∂∂ Enemy Starfighters: N/2 flights of 2 Gators
∂∂ Swarm of N, in N/2 (round up) pairs
∂∂ Objective: The pirate fighters focus entirely on the Tachyon
Squadron fighters, planning to resume their attack the Neptune
Conveyor if they win.
∂∂ Draconis Ships:
∂∂The Neptune Conveyor: Use stats for C-14 Atlas (page 124)
∂∂ Each PC flies their SF-46D Blackfish
∂∂ Objective: Defend the Neptune Conveyor.
Make sure each pilot chooses their modular equipment before the
mission begins.
160
The Pirates of the Kepler Valley
WRINKLE 2: THE NORTH STAR
If the PCs are able to continue their original mission after they defend
the Neptune Conveyor, they can go investigate the drifting ship. They
find a passenger starship called North Star, which vanished without a
trace two months ago only hours after it jumped into the system from
the nearby Republic system of Gamma Corvus. The North Star is sporting
significant damage—its engines are destroyed and terrible scorch marks
dot the hull, clear signs of having sustained gunfire from enemy ships. The
air lock shows evidence that someone forced their way in. There are no
life signs on the ship—sensors don’t even pick up the presence of bodies,
and there is no sign of the passengers and crew. The ship is abandoned.
The following day, the squadron commander has a new mission for
the PCs: Tachyon Squadron is striking back at the pirates. A scoutship
has traced them back to the planet Asami, and they’ve dispatched a
major raiding force that the squadron is going to intercept. The PCs
represent the backstop—if the pirates try to escape back to their Asami
base, the PCs are supposed to destroy them.
The PCs take up positions in orbit of the planet Asami. They hear radio
chatter from a vicious dogfight, then squadron command orders them
to look sharp—fleeing enemy vessels inbound.
This engagement occupies two zones: Orbit and Asami’s Atmosphere.
All ships start in orbit. Pirate vessels may escape the atmosphere for
safety in their landing bay.
∂∂ Enemy Ships:
∂∂ Enemy Starfighters: N flights of 2 Gators each, another N flights
of 2 Gators each
∂∂ No swarm
∂∂ Objective: One of those two collections of N flights attacks the
PCs. All other pirate vessels attempt to escape first to the atmo-
sphere, then escape the battle. Pirates who penetrate through
both the orbit and atmosphere zones escape to the docking bay
of their base in the Kepler Valley of the planet Asami. PC pilots
who pursue see them vanish into a huge landing bay, but the bay
closes before they can join them.
∂∂ Draconis Ships:
∂∂ Each PC flies their SF-46D Blackfish
∂∂ Objective: Destroy as many pirate vessels as possible.
162 The surface of Asami is Dim and Dreary, and the pilots will be greeted
by Cold Without Mercy.
The Pirates of the Kepler Valley
TACTICS AND OBJECTIVES
The pirate installation is divided into two levels, each with a number of
rooms and chambers. The pirates are holding a number of hostages—30
to be exact—and the PCs probably want to rescue the hostages before
the pirates flee the base in the shuttle and activate the explosives. The
pirates are trying to escape. The opposition mentioned in each room
isn’t static—pirates will move around the base, trying to trap the PCs
and slip past them to escape in the shuttle.
∂∂ Anti-Spacecraft Guns: Any Tachyon Squadron starfighters attempt-
ing to directly approach the installation are attacked by a pair of
gun batteries with Good (+3) Gunnery and Weapon:2. The PCs can
avoid the guns by landing farther away and approaching overland,
but they must brave the elements to accomplish that.
UPPER LEVEL
The upper level contains 10 pirates (use the warrior NPC stats on
page 146). Some are readying the shuttle for departure.
∂∂ Entrance 1, Landing Bay: Cavernous Chamber containing a cargo
shuttle, a handful of old Gator starfighters, four frantic technicians.
∂∂ Entrance 2, Back Door: Hidden Among Boulders a few hundred meters
from the landing bay door. Opening the lock requires a Great (+4)
Technology overcome action. The door, about three meters wide,
slides open to reveal an entryway housing two utility vehicles. An
elevator connects this entrance with the Main Mine Shaft below.
163
∂∂ Ore Processing Plant: Huge Chamber containing an ore smelter,
The Pirates of the Kepler Valley
LOWER LEVEL
Another 10 pirates begin the scenario on this level, but might orga-
nize a counterattack to the upper level, trying to reach the shuttle, at
the GM’s option.
∂∂ Ore Distribution: This is a huge, Dimly Lit chamber with Piles of Ore
scattered around, and several Robotic Front End Loaders parked
here and there. Twenty hostages are tied up here. If the PCs look
they might notice the Explosive Charges.
∂∂ Main Mine Shaft: This long, Dimly Lit and Cramped corridor runs
hundreds of meters from the Ore Distribution point, branching out
into secondary shafts. Numerous Secondary Shafts split off from
the main shaft. Five more hostages are tied in the main shaft, near
an Explosive Charge. A freight elevator connects the far end of the
main shaft to the back door on the surface.
164
DEFENSE OF
ARCOSOLARI KALAMOS
Arcosolari Kalamos is a residential space station with five thousand
residents in orbit of the planet Kalamos, about 30 hours’ travel from
Draconis Station. In this scenario, elements of Tachyon Squadron—the
PCs and a handful of maintenance technicians—have been assigned to
“the Arco,” as the locals call it, for a month’s deployment.
Given its remote distance from Draconis Station, the DVG routinely
deploys fighters to bolster the station’s defenses. The Arco is home to
the single largest concentration of open Dominion loyalist sentiment in
the system, and a few loyalists have turned into fifth columnists, watch-
ing for DVG patrols and radioing a secret Dominion listening post in the
nearby Kripka Asteroid Cluster. The PCs will have to defend themselves
against an ambush, root out the spies, and defend the Arco against a
determined strike from a Dominion task force—or pre-emptively attack
the strike force themselves.
CAMPAIGN SETUP
If this is the beginning of your campaign, assume that it’s early in the
war and the Dominion hasn’t been observed returning to the system yet.
The PC pilots have access to the listed equipment—to obtain additional
equipment, the pilots will need to make their own arrangements.
∂∂4 Vulcan’s Hammer missiles
∂∂ 2 Vortex missiles
∂∂4 Unguided Rocket Volleys (6 if more than 4 PCs)
∂∂ 2 Inertial Suppression Units
∂∂ 2 Shield Boosters
∂∂1 Haymaker Particle Accelerator (2 if more than 4 PCs)
∂∂1 Hawkeye Sensor Booster
∂∂1 Adaptive Computation Node (2 if more than 4 PCs)
A spare Blackfish can be delivered if necessary, but it might delay a
mission.
165
THE ARCO
Defense of Arcosolari Kalamos
A small space station, the Arco is more crowded than it’s designed
for. A planned expansion didn’t happen before the system government
declared independence, and the new government doesn’t have the
money to fund new construction. This has led to some discontent, and
the Arco was already a hotbed of loyalist politics for a variety of histor-
ical reasons. Problems of crowding and political radicalism keep the
station police very busy. Given that the station is a Political Tinderbox,
it is illegal for private citizens to carry blasters on the Arco. The PCs can,
but Commander Lopez sure doesn’t like it.
Tachyon Squadron pilots are assigned dormitory-style apartments near
the docking bay. They’re considerably more cramped than their quarters
at Draconis Station, and pilots are required to share apartments, two per.
You can use “Disunity and Separatism” (page 108) as the current
issue for this campaign arc.
166 Commander Lopez. He makes no secret of his politics, but it’s not illegal
to be a loyalist.
Defense of Arcosolari Kalamos
JAMES HARTLEY ANNA LOPEZ
ASPECTS SKILLS
Dominion Loyalist Great (+4): Discipline
SKILLS Good (+3): Fight, Provoke,
Good (+3): Fight, Provoke, Shoot
Rapport, Shoot Fair (+2): Empathy, Notice
Fair (+2): Discipline, EQUIPMENT
Empathy, Notice Heavy Blaster: Weapon:1
EQUIPMENT STRESS TRACK [1][1][1][1][1]
Heavy Blaster: Weapon:1 CONSEQUENCES
STRESS TRACK [1][1][1][1][1] Mild (2):
CONSEQUENCES Moderate (4):
Mild (2): Severe (6):
Moderate (4):
Severe (6):
167
LOCATIONS IN THE ARCO
Defense of Arcosolari Kalamos
169
DECOMPRESSION, REPAIR,
Defense of Arcosolari Kalamos
AND HARTLEY
As usual, allow PCs time for two actions between missions (page 117)
before their next duty shift.
∂∂ Decompression: Chances are at least some of the pilots will need
to dump some stress. Unwinding via alcohol or gambling will likely
involve visiting the Arco’s best bar, the Strange Quark. Unless they
take great pains to disguise themselves as locals, a bunch of loyalist
toughs try to rough them up, give them a hard time, and provoke a
fight. Any violence draws the police led by Commander Lopez, who
arrests those she thinks were taking part in any fighting. James
Harley sits in the corner of the bar during all of this, holding court
with his fellow loyalists, and yells some taunts at any PCs getting
arrested. Give the players a good idea that Lopez and Hartley hate
each other.
PCs who’ve gotten arrested can get un-arrested in several ways.
They could talk their way out with some really inspired Rapport.
They could post bail, which might require going into some debt
with someone. The other PCs could stage a jailbreak, but this will
not go down well at all with the squadron commander—then again,
the squadron commander is back on Draconis Station hundreds of
millions of kilometers away.
∂∂ Repairs: Pilots that have ships to repair can let the squadron’s techs
do the repairs, but time might require they fix things themselves. If
any do, let the pilot in the docking bay with the best Notice see that
one of the dockworkers is surreptitiously snapping photos of their
Blackfish ship as they’re doing repairs. What action the PC takes is
up to their player, of course, but the dockworker is a loyalist whose
goal is to turn the photos over to James Hartley, who will send them
to his Dominion contacts via his encrypted radio.
THE CRUX OF IT
Hartley is using his position as a boss in the Docking Bay control
room to collect data on ships’ comings and goings to and from the
Arco and passing that info along to his Dominion contacts using an
encrypted radio he’s hidden in his apartment. Radio technicians from
the Arco occasionally detect these transmissions but can’t pin down
their location or destination and can’t decrypt the message.
170
Defense of Arcosolari Kalamos
Make sure the PCs have some reason to suspect Hartley is up to no
good. If necessary, give them another mission, such as an emergency
combat patrol where they scramble to defend a cargo ship being
attacked—one where the timing of the Dominion attack is uncanny, it’s
as if they know exactly where and when to find the ships they target.
If the PCs figure it out, they could go in any of several directions:
∂∂ Cut Off Transmissions: They do something to prevent Hartley from
filing any additional reports. In this case, the Dominion launches an
assault on the Arco, hoping to land Spaceborne Infantry aboard and
take control of the station.
∂∂ Send Fake Transmissions: They do something to get Hartley to send
incorrect information to the Dominion. In this case, the Dominion
waits to launch an attack until reinforcements arrive, or can be
duped into launching one while the PCs lie in ambush somewhere.
In either case, proceed to the Battle of Acrosolari Kalamos.
171
THE BATTLE OF
Defense of Arcosolari Kalamos
ARCOSOLARI KALAMOS
Depending on how the PCs set things up and what they do about
James Hartley’s espionage, this battle could be a desperate defense of
the Arco, a pre-emptive attack against Dominion forces, or anything in
between. The Dominion has a strike force hidden in the Kripka Asteroid
Cluster, and their ambition is to capture the Arco to use it as an initial
staging point for retaking control of the entire Draconis System. Start
with an Interception mission (page 113), with the following additions:
∂∂ Dominion Forces:
∂∂ Additional Strike Element: Dominion Frigate Glory (stats on
page 132)
∂∂ Payload: 1x DA-99T Assault Transport carrying 25 Spaceborne
Infantry
∂∂ In the distance lurks the Dominion Fighter Tender Courage (use
stats of C-14 Atlas on page 124)—this ship tries to avoid combat
but could be ambushed with good intelligence.
Modify the order of battle as you see fit, taking into account anything
the PCs do to distract, feint, or impede the Dominion before the battle—
granting bonuses to detection rolls for clever feints, etc.
∂∂ Draconis Forces:
∂∂ Each PC flies their SF-46D Blackfish
∂∂The Arco has one gun emplacement with stats identical to the
Glory’s gun emplacements, if the battle occurs near the station.
172
INSPIRATION
Inspiration and Influences
AND INFLUENCES
BOOKS
Baa Baa Black Sheep by Gregory Boyington, (C) 1958 Wilson Press
Fighter: The True Story of the Battle of Britain by Len Deighton, (C)
1977 Alfred A. Knopf Inc.
Samurai! by Saburo Sakai with Martin Caidin and Fred Saito, (C) 1957
Ballantine Books
Yeager by Chuck Yeager with Leo Janos, (C) 1985 Random House
Publishing Group
VIDEO GAMES
Falcon (especially 1991’s seminal Falcon 3.0), 1987-1994 by Spectrum
Holobyte
Star Wars: X-Wing, 1993-present by LucasArts and Disney Interactive
Studios (also the amazing TIE Fighter from the same publisher)
Wing Commander, 1990-2007 by Origin Systems and Electronic Arts
174
INDEX
Action phase, 35, 42, 49, 180, 181 Combat patrol, 98, 112
examples of, 56-59, 61-63, Commerce, 85, 106
70-76 Concession, 47, 55, 114, 180
Action skills, 23, 26-27 example, 76
distributing in character Create advantage
creation, 19 non-attack actions, 51
with equipment, 65 with specific skills, 24-30
Actions, 49-52, 180, 181 Customs inspection, 99
examples in play, 42, 56-59,
61-63, 70-76 Damage, 44
Advantage, 35, 38, 82, 180 bugging out and, 47
Archetypes, 18 chart for the SF-46 Blackfish,
Arcosolari Kalamos (the Arco, 45, 123
space station), 95 engagements and, 64, 179
campaign, 108, 165-72 examples of, 57-58, 70, 72, 74-75
loyalists, 95, 108, 136, 166-68, flights and, 53
170 large targets and, 54
Athletics, 23, 26 personal, 45, 64, 103, 179
Attack punching out and, 46
actions, 49-50, 181 repairing, 51, 55, 102, 181
large targets, 54-55 simple, 46
with specific skills, 24-30 Death/loss, 64, 179
Axion Squadron, 84, 100, 110, 122 Debt, 17, 100, 106, 116, 170
Deceive, 28
Big ships, 54-55 Decompression aspects, 16
example of battle, 56-59 examples, 104, 170
Blackfish (multirole starfighter), raising hell and, 116
121, 122-23, 183-84 stress recovery and, 101, 179
damage chart for, 45 Defend
Boelcke, Oswald, 82 with specific skills, 24-30
Bonus for victories, 106 Defense of Arcosolari Kalamos
Bug out, 41, 43, 47, 77, 180 (campaign), 108, 165-72
large targets and, 55 Degrade, 43, 180
examples of, 58, 73
Callsign, 13-14 Desperate attack, 50, 181
Campaign arcs, 118-20 Detection phase, 35, 36-37, 180
Character creation, 11-22 examples of, 37, 68
aspects, 10, 15-17 Dice, 7
concept, 11-13 maximizing/minimizing, 33, 138
examples of, 147-58 equipment and, 67
gear, 20 examples of, 56-58, 70, 75
personal details, 20-22 gear and, 34
skills, 18-19 Disability, 22
stress, 20 Discipline, 23, 28
stunts, 19 stress recovery and, 101, 179 175
Doctor visits, 103 Great Galactic War, 83-84
Index
Index
non-attack action, 51 example, 57
with specific skills, 24-30 on large ships, 54
restoring, 51, 102
Payload, 54, 86, 111 Ships
Personal stunts, 31-32 designing new, 138-39
Physical damage, 64, 179 examples of, 124-37
example, 74 in Draconis, 86
Pilot 19, 24, 42 opposition in engagements, 111
examples 58, 70-72, 74 repairing in combat, 51
Pirate(s), 108, 146 repairing while off duty, 102
ships, 136 Shoot, 23, 27
Pirates of the Kepler Valley, The vs. Gunnery, 24
(campaign), 108, 159-64 Shopping, 102, 115
Player character examples, 147-58 Skills, 11, 18-19, 23-30
Political instability, 109 lists, 23, 179
Provoke, 23, 28, 30, 64, 179 unassigned, 19
Punching out, 46 Sleep, 64, 103, 179
Push, 51, 181 Snap Shot, 50, 181
example, 70-71 examples, 62, 70, 72
large targets and, 55
Raise hell, 101, 115-16 Sneak, 23, 27
Rapport, 23, 28, 30, 170 Spacer’s Rest, The, 91, 92, 106, 144
Recurring villains, 114 Stellar Republic, 7, 83-85
Red Baron, 82 Strategic objective, 118
Relationship Stress, 10, 20
aspects, 17, 117 concession and, 47
terrible, 116 damage and, 45
Repair death/loss and, 64, 179
action, 51, 55, 181 decompression scenes and, 116
example, 58 Discipline and, 28
off duty activity, 102 examples, 20, 70, 74
Technology and, 19, 25, 57 Stress recovery, 101, 179
Rescue, 51, 181 by decompression, 101
after punching out, 46, 47 by raising hell, 101, 116
in The Pirates of the Kepler example of, 104
Valley, 159-60, 162-63 missing sleep and, 64, 179
mission, 98, 119 with discipline, 101
Rivalries, 7, 17, 110, 114 Strike, 99, 113
Run the gauntlet, 47 Stunts, 10, 11, 19, 31-34
refresh and, 10, 19, 33, 34
Search and rescue mission, 98 Swarm, 53
SF-46D Blackfish, see Blackfish in engagements, 111-13
Shake off a tail, 41, 51, 52, 180, 181 thinning out, 52, 181
examples, 73, 74 using, 114
Tactics and, 25 victories and, 45
when to use, 139
177
Switch zones, 41, 43, 52, 61, 180, Technology, 8-9
Index
178
QUICK REFERENCE
SKILL LISTS
SPACEFARING SKILLS ACTION SKILLS SOCIAL SKILLS
Gunnery Athletics Discipline
Pilot Fight Empathy
Tactics Notice Investigate
Technology Shoot Provoke
Sneak Rapport
PERSONAL DAMAGE
Many things can cause damage to your character, not all of them direct attacks.
∂∂ Mental Attacks: Someone attacking you with Provoke can cause damage
depending on the circumstances and your relationship with them—you need
to care about what they have to say, have a reason to be afraid of them, etc.
∂∂ Physical Damage: Being hit by attacks in a fight can cause damage.
∂∂ Damage in Engagements: Space combat is terrifying. For each instance of
damage your ship takes, you suffer 1 shift of damage. If you happen to be
aboard a ship when it’s destroyed and you can’t eject, that’s that.
∂∂ Missing a Night’s Sleep: Automatically suffer 2 shifts of damage for the first
night of sleep you miss, 4 for the second consecutive night, 6 for the third
consecutive night, etc. You can’t recover from stress if you’ve missed the
previous night’s sleep.
∂∂ Death and Loss: The first time you witness the death or severe injury of a
comrade, suffer 4 shifts of damage. Each time thereafter, suffer 1 fewer, until
you’re sufficiently jaded that it causes zero stress. The GM may compel your
relationship aspects to increase this stress as appropriate.
DETECTION PHASE
Determine whether any ships are undetected going into combat.
Every pilot and the GM roll overcome actions with Technology. Look at where the GM’s
result falls in the range of player results.
∂∂ GM beats highest player: 1 GM ship (or flight) is undetected (w/ style = all GM’s ships)
∂∂ GM between highest and lowest player (including ties): Nobody undetected
∂∂ Lowest player beats GM: 1 PC-piloted ship is undetected (w/ style = all PC-piloted ships)
MANEUVER PHASE
Establish which pilots have advantage over others, enabling them to attack. If you want
to concede or attempt to disengage, this is the time.
If this is the first maneuver phase of the engagement, place a marker representing your
ship on the maneuver chart like so (the GM does this for their ships too):
∂∂ If you are undetected, place your ship in the Undetected section.
∂∂ If your ship is a capital ship, a cargo ship, passenger liner, or any other sort of big
ship, place it in Special.
∂∂ Otherwise, perform an overcome action with Tactics. Place the marker representing
your ship on that number (or lower, if you wish).
If this is the second or later maneuver phase of the engagement, place a marker rep-
resenting your ship on the maneuver chart like so (the GM does this for their ships too):
∂∂ If you were on someone’s tail and no longer are (the target was destroyed, the target
shook you off, or you chose to break off), perform an overcome action with Tactics
as if it were the first maneuver phase.
∂∂ If you shook someone off your tail last phase, perform an overcome action with Tactics
as if it were the first maneuver phase.
∂∂ If you are currently in the Undetected slot of the maneuver chart, perform an overcome
action with Tactics as if it were the first maneuver phase.
∂∂ If you were in Special last turn because you were switching zones, perform an over-
come action with Tactics as if it were the first maneuver phase but in the new zone.
∂∂ If you choose to bug out, place your ship in Special.
∂∂ If you choose to switch zones, place your ship in Special.
∂∂ Otherwise, stay where you are on the maneuver chart based on the end of round
phase of the previous round.
ACTION PHASE
Make attacks, create advantages, and perform all sorts of other actions.
The pilot of the ship highest on the maneuver chart who hasn’t yet gone this round goes
next. On your turn, take two actions from the list of available actions: Step 1 and Step 2 (see
next page). Play then passes to the next highest ship on the maneuver chart that hasn’t
yet gone this round. Once all ships take a turn in the action phase, the phase is complete.
END OF ROUND
Degrade your maneuver chart position (slide your ship down one slot) unless an action,
stunt, etc. says you should not. Then, return to the maneuver phase. Repeat the cycle of
maneuver-action-end until one side is destroyed or disengages.
ACTIONS IN THE ACTION PHASE
For all actions, attack with Gunnery and defend with Pilot unless you use a stunt or modular
equipment that specifies otherwise.
ATTACK ACTIONS
∂∂ Desperate attack (full phase): Spend a fate point to climb two slots on the maneuver
chart, then attack a ship at or below your new slot. Acquire Easy Target.
∂∂ Large target strike (full phase): Attack a large target.
∂∂ On their tail (full phase): Position yourself in the slot directly above your target on
the maneuver chart. Attack your target with a +2 bonus to your attack roll, increasing
by +1 each round.
∂∂ Snap shot (Step 1): Attack a ship at your level or below on the maneuver chart.
NON-ATTACK ACTIONS
∂∂ Create an advantage or overcome (Step 1 or Step 2): As standard Fate Core actions.
∂∂ Push (Step 2): Overcome action, Pilot vs. Pilot. If aggressor wins, they push defender
down the maneuver chart.
∂∂ Repair (Step 2): Overcome action with Technology vs. Fair (+2) to clear one damage
instance.
∂∂ Rescue (full phase): Pick up a stranded pilot.
∂∂ Shake off a tail (full phase): Overcome action, Tactics vs. Tactics. If successful, both
reposition in next maneuver phase.
∂∂ Switch zones (Step 2): If in Special maneuver slot, switch to a new zone.
∂∂ Tactical refocus (Step 2): Overcome action with Tactics. Position your ship at or
below result on maneuver chart. Do not degrade.
∂∂ Thin out the swarm (Step 1 or Step 2): Overcome action with Gunnery (or another
skill if specified) vs. Pilot of defending ships. Eliminate swarm aspect(s) if successful.
MANEUVER CHART
UNDETECTED
+9
+8
+7
+6
+5
+4
+3
+2
+1
–1
–2
–3
SPECIAL
SF-46 D “BLACKFISH” STARFIGHTER PILOT
STANDARD FEATURES SYSTEM DAMAGE
Aspect: old But reliABle Roll 1dF to mitigate 2 shifts and SHIELDS [1][1][1]
Well Armed: Gain Weapon:1 to Gunnery attacks. check off a box in the appropriate
Automated Ejection System: See page 46. section below.
+ Computer System Damage
ENGAGEMENT BONUSES
[2] Minimize 1 die on Technology actions
[]DETECTION []MANEUVER [2] Minimize 1 die on Gunnery actions
[2] Sensors and targeting systems offline:
[]DEFEND []ATTACK Minimize 1 die on Technology and Gunnery actions,
shots in the dArk
[] Flash fire! Punch out!
EQUIPMENT BAY 1 EQUIPMENT BAY 2
0 Propulsion System Damage
[2] Minimize 1 die on Tactics actions
[2] Minimize 1 die on Pilot actions
[2] Critical damage to drives:
Minimize 1 die on Tactics and Pilot actions,
drives reAdy to give out
[] Catastrophic explosion! Punch out!
- Critical Systems Damage
[2] liFe support dAmAged
[2] Cockpit hit, pilot sustains damage equal to the
amount the ship sustained in this hit
[] Structural disintegration! Punch out!
TACHYON SQUADRON NAME CALLSIGN PLAYER
ASPECTS SPACEFARING SKILLS
HIGH CONCEPT
DECOMPRESSION
[]GUNNERY []TACTICS
POSITIVE
[]PILOT []TECHNOLOGY
NEGATIVE
PHYSICAL SKILLS
RELATIONSHIP
RELATIONSHIP
[]ATHLETICS []SHOOT
ADDITIONAL ASPECT []FIGHT []SNEAK
STUNTS GEAR or PERSONAL []NOTICE
SOCIAL SKILLS
[]DISCIPLINE []PROVOKE
[]EMPATHY []RAPPORT
[]INVESTIGATE
STRESS & CONSEQUENCES
MILD (-2)
STRESS [1][1][1][1][1]
MODERATE (-4)
SEVERE (-6)