Showing posts with label dogfighting. Show all posts
Showing posts with label dogfighting. Show all posts

Tuesday, June 11, 2019

[DFAE] Ace Squadron: L'il Tweaks

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So those Ace Squadron games a couple weeks ago went well! But it was also clear that I needed to make some tweaks, much to the apparent chagrin of Torra Doza and Buggle, pictured above.

The prime candidates for tweaking are Hype Fazon and Griff Halloran -- specifically, each of them has a unique condition (Focus Fire and I'm On the Leader, respectively) that were just too much in play, as-written. Each of those conditions makes a powerful thing happen, and that thing's power is inversely proportional to how much they've used their other unique condition. It's no coincidence that they have this in common and that these conditions need to be nerfed.

Originally, Focus Fire increased the squad's scale with regards to a single target -- one degree for each of Hype's unchecked Command boxes -- and I'm On the Leader gave Griff a bonus to the Weapon rating of his attacks equal to the number of his unchecked Experience boxes. These were cool in play, and I'm sure Griff's player liked having Weapon:11 with his missiles that one time, but they ultimately proved too much.

So now, I've taken a step back. "Check all your remaining X boxes" is now part of each of those conditions, because I want this to be a late-game thing. I hadn't consciously realized that before, but that's a big part of it. I wanted the players to feel like they were going all-in against a single target, like it was a real commitment.

However! I've decoupled the effectiveness of those conditions with those other condition tracks, because I noticed something else: The players of those characters didn't want to check Command or Experience boxes, in anticipation of a Big Bad coming along later. They were saving resources I wanted them to spend. So now it's just "Check your remaining Command/Experience boxes," without the "+1 per box checked" bit. The revised Focus Fire increases everyone's scale by 1, and I'm On the Leader now gives Griff's Gunnery and Brutal attacks Weapon:4.

Honestly, +4 scale for everyone is ridiculous, but +1 scale is still good, so I'm not sad to drop that. Also, I've done some heavy hacking when it comes to scale to try to integrate the scale rules of both Tachyon Squadron and DFAE. I'd tell you all about them, but without the Ship Construction Toolkit for TS, it would require too much explanation. But also, my solution is extremely kludgey and I wouldn't want to encourage anyone else to run that nonsense.

Speaking of running that nonsense, Origins is upon us! I'll be offering Ace Squadron and one of two Danger Patrol hacks at Games on Demand. If you want to see my kludgey solutions (note to self: start a consulting firm) yourself, come on by and bring your generics. Obviously, I'm still way into this Star Wars Resistance game, but I also looked at my two Danger Patrol hacks again the other night -- Dungeon Patrol and Danger Wars -- and I'd be excited to run either of those, too! So it'll be a good time.

Come check it out!
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Thursday, May 16, 2019

[DFAE] Ace Squadron's Aces

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The ships of Ace Squadron, which consists of "aces," all have the word "Ace" in their names. I'm not sure if this is confusing or just appropriate, but it does make for some easy color-coding. 

I mean, Hype is a green Rodian, and his ship is green, and it's called Green Ace. Griff wears all black, and his ship is black, and it's called Black Ace. Et cetera.

Making these ships was fun not only because it's fun to make things (it's true!) but because it was also a test of the ship-construction rules I wrote for Tachyon Squadron. If you were a Kickstarter backer, you'll be getting that probably sometime this summer. (I'm guessing late summer; it's supposed to be in editing through June, and then there's layout and a couple rounds of last looks, so July or August?)

Two things must ye know about these ship-construction rules: 

One, balance was not a guiding principle. There's no tradeoff for having a low-quality ship vs. a high-quality ship. This was a mandate from Tachyon Squadron creator Clark Valentine, and I stand behind it. 

Two, every effort -- well, nearly every effort -- wait, let me back that up again -- efforts were made to avoid turning it into a point-buy thing. The guidance in the core book was the primary touchstone, and where more detailed design was needed, more detailed design was produced, but the rules in this supplement don't vary too wildly from what's in the core book to begin with.

On a very basic level, every ship consists of two factors, scale and quality. The higher the scale, the bigger the ship; the bigger the ship, the more it can hold (as in modular equipment bays) and the harder it is to handle. The higher the quality, the more upgrades it gets. 

There's no change to equipment bays, other than an expansion of what can be put in them -- there's a bunch of new modular equipment from Draconis, the Dominion, and the, uh, less-savory elements of the setting -- so I'm not going to into any detail on that. Upgrades more or less follow the guidelines for designing new ships on page 138, with a couple notable exceptions, such as adding an extra damage-instance box to a damage track or eliminating the implication that equipment bays go hand-in-hand with higher-quality ships (they can't, because that's a function of scale now, not quality).

All of the Aces -- Green, Red, Blue, Black, and Yellow -- are scale 1 ships of Good (+3) quality. They are significantly better than the standard Average (+1)-quality ship of their scale. If this were a Tachyon Squadron game, it'd be ridiculous how good these ships are. But it's not, and hey, these are the Aces, man! They all have supremely tricked-out ships. That's their whole deal.

Speaking of which, here are their character sheets. You'll note that their design is considerably different from the character sheets I posted before. I want to make sure there's no confusion regarding which sheet to use under which circumstances. As a player, I don't think you could reasonably mistake your ship's sheet for your character sheet. I'm constantly worrying about things like this when I make character sheets -- ease of use.

I think the sheets are pretty self-explanatory, but I'm gonna explain more anyway. Specifically, the character-specific reasons their ships have been designed and statted-out the way they are. The source material doesn't provide a ton of information about these ships, so I've had to make do.


Green Ace's big distinctive feature is those movable wings that can "shift angles for maximum maneuverability while speeding through turns." Given that, it seemed like the most suitable way to represent that was by making the ship especially good at getting on someone's tail or shaking a tail, so that's what we have there. Mechanically, I've treated this is as a piece of modular equipment, but narratively it's obviously not. Ultra-Maneuverable isn't a great aspect, but I'm hoping to think of a better one before Gamex. It'll do.


Red Ace's description is all about the practicalities of its design, which is great for me. "Technologically powerful," "built for precision performance," "delicate balance of speed, acceleration, and power" -- these are all very useful phrases. In contrast to Green Ace, I'm really into Red Ace's aspect (Power. Precision. Performance.) because it sounds like a commercial for a German car. The modular equipment here is straight out of the book, but I think they suit Freya very well. She's more cautious than the rest and more concerned about tactical advantage. She spends most of her time in Red Ace racing, but she's studied for a fight and built a ship to match.


The thing to remember about Blue Ace is that Torra Doza's over-protective father paid for it, so of course it's the sturdiest ship of the squadron. It has a shield generator booster, three shields, and an Armor rating. It's a Volvo. Captain Doza just wants to keep his little girl safe, but not so much so that she doesn't get to fly combat missions. Complicated relationship, there.


Black Ace is the opposite. Not only does it only have two shields, but Griff has rigged it so he can redirect power from his shield generator to his propulsion and weapons systems. He's still used to flying a TIE with zero shields; it's a point of pride with him. If you're a good enough pilot, you don't need those shields. Shields are for rookies! He's put all his upgrades into a high Weapon rating and a good targeting computer. The best defense, etc. 

Black Ace is objectively the coolest-looking ship of the five. Nothing game-related; it just needs to be acknowledged.


Yellow Ace is the weird one, as expected with a ship that can shift its four wings into different configurations. This is reflected mechanically in the ability to swap the ratings of the ship's starfighter skills. At the start of his turn, Bo can pick two skills from Pilot, Gunnery, and Tactics (but not Technology, which is always going to be +3) and swap their ratings. I hope this is interesting in play. I've tried to make it a meaningful choice by limiting the ratings in question to +4, +2, and +1, so you can never have, say, +4 Gunnery and +3 Pilot. That gap from +4 to +2 means that compromises will have to be made. As for the rest of the ship, apparently Bo pushes the envelope so much that he tends to crash Yellow Ace a lot, so he has a couple extra damage instances to help deal with that. Bo's ship is also be difficult to pilot for anyone who isn't used to it (i.e., anyone but Bo), so I threw in a little sorta-stunt to reflect that: anyone else who flies it minimizes a die on all rolls. It doesn't really fit in mechanically as an actual rules component, but it feels right thematically, and ultimately that's why we're here.

(Bo is my favorite.)

You may have noticed that I've basically separated the pilots' spacefaring skills from the actual pilots, and then renamed them to "starfighter skills." Again, that's me being concerned about players having to look back and forth between two pieces of paper, and I figure if I put all the skills they need for space engagements on the ship sheet, there'll be a lot less of that. 

Also, they all have Pilot at +4. They're five of the best pilots around, and they routinely race each other in their downtime, so it didn't feel right for one of them to be objectively better than the others at this stuff. Using the ship-construction rules, I could have bumped that +4 up to a +5, but I didn't want to do that for two reasons: one, +4's already literally Great, and two, they're obviously going to face some pilots who are better than they are (on paper) and I don't want the skill-ratings arms-race to get too ridiculous.

Wednesday, May 25, 2016

[Faith Corps] Star Wars: Ships

A typical day for the crew of the Ghost.
So, spaceships! That's what people want, right? I know I do.

As mentioned previously, I have a set of dogfighting rules for Faith Corps with which I'm happy, and which have worked well. (Probably why I'm happy with them.) And I'm a sucker for dogfighting, especially in space.

If you know Star Wars Rebels, you'll know that there are two main ships in the show: the Ghost, a modified freighter that the crew calls home, and the Phantom, the little shuttle that docks in the Ghost's tail and serves as a small starfighter in times of need (so, like, always).

If you take a look at the linked character sheets for the Ghost and Phantom, above, you'll see they're mostly built like PCs, but not quite.

For one, they don't have approaches or disciplines -- instead, they have three plain ol' stats. These are Maneuver (how maneuverable the ship is), Speed (how fast its sublight engines are), and Systems (everything from the navicomp to the comms to the targeting computer).

When a character does something on a ship, if one of these stats applies, add its die (or dice) to the character's chosen approach and discipline. For example, if you're the pilot and defending against a TIE fighter, you'll roll an approach (probably Quick) plus Action plus Maneuver. If you're trying to chase that TIE fighter through an asteroid field before they can clear it and report your presence, you'll roll an approach (maybe Quick, but Careful wouldn't be bad either in a Star Wars-brand Asteroid Field™ where all the asteroids are way bigger than your ship but still float around mere yards apart from one another) plus Action plus Speed. If that doesn't work and you're trying to jam the TIE's comms, you'll roll an approach (Clever, perhaps?) plus Tech plus Systems. You get the idea.

These two ships have die ratings in all three stats, but that's not always the case. The Gozanti-class cruiser, for example, doesn't have a Maneuver die or a Speed die. They're fairly big and bulky, and, more importantly, they're likely the biggest ship that could appear in this game, so I don't need to account for, say, the maneuverability and speed of Star Destroyers.

The dogfighting bit is pretty simple. If your Maneuver die is lower than your target's Maneuver die, you need to use a free invocation on an aspect to be able to attack them. The "free" bit is important. Maybe you spend a round getting In Position, or maybe an allied pilot is your Wingman, or maybe the co-pilot uses the ship's targeting computer to get Locked On. (The Ghost and the Phantom can break this rule: Each has a dorsal turret that, if manned, lets the gunner attack any target regardless of its Maneuver die.)

(Compared to the dogfighting rules I used for Crimson Skies, these are barely there, but Star Wars dogfighting really doesn't care about, like, actual dogfighting maneuvers. It's all "Damn it, Wedge, where are you?" and "I can't shake him!" and "Thanks Wedge!" Wedge is heavily involved.)

I'd previously used defined game terms for ship-mounted weapons -- Accuracy, which adds to the attack roll, and Power, which adds extra damage on a hit -- but here I've dropped those terms in favor of framing that stuff as stunts. It's just one fewer thing to explain at the table. This way, the stunt spells out what to do. So I'd explain what Accuracy and Power are, but hey, look at the ships' weapons-oriented stunts instead.

As for defense, ships typically have shields, which here are basically free invocations on an aspect called Shields, but that seemed a little fiddly, plus treating it as an aspect implies that anyone can put more free invocations on it at any time. Instead, each ship has a number of check boxes, something like a stress track. Check a box and add d6 to your defense roll. When you're out of boxes to check, you're out of shields. Someone on board can use Tech to try to get more shields happening, and thus clear boxes, but they can't ever add more boxes.

Ships also have conditions, pre-defined just like PCs. Actually, this is where the pre-defined conditions-thing started -- with ships. However, anyone on board a ship can voluntarily take a condition to reduce a hit to that ship. This can result in cool things like Hera failing a defense roll while piloting the Ghost and ending up Irritated or Under Pressure. Because hey, just like in the show!

For NPCs, I build pilots and ships separately, even though those pilots are likely only ever going to act while piloting a ship. This way, I can keep the same three-dice thing the PCs use instead of trying to figure out some other way to achieve dogfighting parity. Big ships have gun emplacements operated by gunners, which gives them multiple attacks a turn and makes them as scary as they ought to be. For the She-Devils game, I attempted to scale things up by letting big ships step down the Power dice of starfighter-scale weapons -- sometimes two steps -- or even just say they're immune to weapons with a Power die of X or less. So they're easy to hit, with their lack of a Maneuver die, but harder to harm. Unless you have an advanced proton torpedo with 2d8 Power or something. I didn't really get to play out a lot of that, so I can't tell you how well it works.

All the dice business here makes a lot of this a little more difficult to translate to Fate Core. I'm not a fan of huge bonuses to dice rolls in my Fate games, so I'm reluctant to say "Just make it a +1 bonus for a d4, +1 per step above that." But I dunno, that's probably the easiest way to do it without changing a bunch of other stuff.

Friday, May 6, 2016

[Faith Corps] Hey, Star Wars!

Event pre-reg for this year's installment of Gamex opens tomorrow at noon, and one of the games I'll be running there is a highly anticipated (by me) Faith Corps treatment of Star Wars Rebels.

Your first question may be, "Mike, what're you, some kinda bag of hammers? How could you misspell 'Fate Core' so completely?" Fair question. Rude, but fair.

Twist answer: I didn't! Faith Corps is the game system that powers the new edition of Demon Hunters: A Comedy of Terrors RPG. Designed by Cam Banks and Amanda Valentine -- maybe you've heard of them? -- it's mostly a blend of Fate Accelerated Edition and Cortex Plus with a little Atomic Robo thrown in. I've used it for a couple of Star Wars games at conventions since last fall, and I'm really digging it. The mechanics are pretty similar to Cortex Plus, with plenty of room to play around with different dice tricks, but it plays almost identically to Fate, so it's been very intuitive for me. (And, y'know, just different enough to trip me up sometimes.) And since it's that close to Fate, well, I figure talking about it on this blog is fair game.

Anyway, last fall I ran a Faith Corps Star Wars game called Rebel Scum in which the PCs were Imperial Intelligence in the nascent days of the Alliance to the Restore the Republic. They were tasked with infiltrating a Rebel cell and finding out what they could about the Alliance's plans. What they ended up doing was assassinating Mon Mothma, framing someone else for it (right before convincing a group of Rebels to space him), and assuming leadership of the Rebellion. Take that, canon!

I followed that up in February She-Devils of the Outer Rim, a mash-up of volume 7 of Atomic Robo with a bunch of EU stuff I'd never heard of before I found it on Wookieepedia. Given the source material, I'd expected and planned for a whole lotta dogfighting -- came up with some simple dogfighting rules and wrote up a bunch of ships, using WEG Star Wars and the X-Wing minis games as general guides -- but they didn't really end up doing much. Point is, I have a set of good, workable, easy dogfighting rules. Plus sweet Star Wars-ized portraits of four She-Devils from Robo, courtesy of Scott Wegener.



At the end of the month, at Gamex, I'll be running this Star Wars Rebels scenario. It's the first time I've really statted up canon Star Wars characters of any kind, let alone such fairly well-known ones, so the pressure's kind of on (in my mind). I managed a playtest of most of it last night with four local gamer-friends, and it went well, so I'm looking forward to the real thing. I'm trying to blend elements from a few different eras of the Star Wars saga; we'll see if it's too much. Of course, by then it'll be too late, but whatever. Come play it anyway! 

(If it goes well, I'll try to run it on-demand at Origins and, assuming I can make it up there, put it on the schedule for Big Bad Con.)

Wednesday, December 31, 2014

Happy New Year, Let's Dogfight


Okay, I've really let this go until the last minute here. I can't believe I haven't posted anything in four months! That's ridiculous. A lot's happened in that time. Like just two days ago, I went to Legoland.

Unfortunately, that's another story for another time, because I have to leave for a NYE thing in like 20 minutes -- well, more like 30 minutes, but I still have to get dressed and dig Banzai! out from our boxes of board games -- so I'm going to get right to this thing I've been meaning to post about nearly all year: my Fate dogfighting rules.

The thing I realized about dogfighting is that while I love the idea and the imagery of it, I don't actually know anything about it. I just want it to sound cool, and for everyone at the table to feel like something dramatic and awesome has happened. So instead of choosing maneuvers and spending time hemming and hawing over strategic decisions, I've opted for a system that determines that stuff randomly, then delivers a dramatic finale.

YOU WILL NEED: 

  • A Deck of Fate, minus the approach and arcana cards
  • Dice
  • Uh... this whole list-format may have been unnecessary.
Anyway, this subsystem breaks the dogfight up into two parts: a contest to see who gets into position first, and an attack, made by the winner of that contest.

Airplanes have four skills: ControlGuns, Speed, and Profile. You use some combination of the first three in the contest, Guns to attack, and Profile to defend. You'll use them in conjunction with the pilot's skills -- in my Crimson Skies ARRPG games, those skills were Fly and Gunnery, both under the Pilot mode. Each of the first three plane skills is associated with a suit in the Deck of Fate (Control is blue, Guns black, and Speed red).

Then follow these instructions. I'm not going to type them out again. Time, man, time!

You'll also need this dogfight matrix, which uses a table that's similar to the Fate Triangle, but not quite. Don't worry, the instructions explain the whole thing.

(No, I don't know what eclipses do. I'm not fussed about it.)

(Yes, I'll post some airplane write-ups in a day or two.)

Happy New Year! I look forward to reading some comments in 2015.