Starfights and fighters
Dogfighting and
strafing runs
So. Maybe I watched
some star wars recently. I was thinking about some dogfighting rules
to allow you to have fun fights in space or the in the air. I should
begin by saying I own warbirds ( http://www.warbirdsrpg.com/ ) and it is an excellent game and may
have informed my thinking a little bit. Basically, I know I have some
of their ideas in here and adapted them for fate and for what I think
would work at my table.
Scale
This beauty is probably not going to do a barrel roll |
The first thing in a
dogfight is scale. Star destroyers are not a thing that an x wing
dogfights, they are terrain or bombing targets. A tie fighter can
dogfight meaningfully with the millennium falcon, but even then, they
are making attack runs on the falcon, whose turrets are firing back.
So key to the concept of dogfighting is scale. You dogfight your own
scale, or one smaller or larger. If someone is two scale bigger or
smaller than you then you are making attack runs. If there is a scale
difference of three or more, then you are not interacting other than
as scenery or plot based bombing runs.
Dogfighting
When you are
dogfighting you have another track like the initiative track called
the positioning . This represents how hard it is to attack someone
and who is in the position to fire on each other. Simply put, the
higher your positioning, the better you are placed to attack anyone
else in the fight. You get your positioning by starting the fight
making a piloting (or whatever skill your game uses) roll. Your
result is your positioning.
Turns happen in
positioning order (like initiative) but there are some changes you
can make. First, making an attack option costs you one point of
positioning. Obviously, dropping down the initiative order does not
give extra actions. You can also roll against the lowest enemy
piloting skill in the dogfight as a difficulty to gain position. If
you succeed, for every shift you beat the difficulty by, increase
your positioning by 1.
If your positioning is
higher then the enemy you choose to attack, the difficulty to attack
someone below you in positioning is always 2 or their piloting
(whichever is lower) . They are in a position where you have them in
your sights.
If your positioning is
equal, then you fire against their piloting. You are in a head to
head dogfight.
If your positioning is
lower than theirs then it is very difficult to attack them. You can
only make an attack against someone with a better positioning than
you if you have an aspect of some sort which would give you
permission, and then you attack against difficulty of their piloting or 3, whichever is higher.
Attack runs small
ship to large
First
of all, compare your positioning. If your positioning is higher than
the person you are attacking, then congratulations, you can make an
attack run. If it is not higher, then you need to create advantage of
“attack positions” before you can make an attack. If you are the
only person doing it, then the person you are setting up an attack
run on might overcome your advantage.
Hitting the ship ain't hard, its not letting the ship hit you.... |
Once
you have permission to attack, lose two points of positioning and
roll to attack the ship you are attacking. Difficulty to attack is
the highest shoot of the turrets defending the bigger ship, since
what makes your attack difficult is the fire coming at you. Remember
the scale differences will make the attack roll easier, but will
remove shifts of effect. Many attack ships have a weapon which
ignores one point of scale difference such as missiles of heavy
cannon.
Shooting – large
ship to small
If
you are in the larger ship, then you can attack anyone. The
advantages of turrets are that you do not lose positioning to make an
attack, and you can attack people who have a higher positioning than
yours. Every turret gunner gets one attack during the ship's turn.
They attack against the difficulty of the enemy's piloting skill.
Pilots
in large ships can create advantage or overcome with piloting, to
either to counter an advantage allowing an attack run or to create an
advantage to put themselves and their gunners in a better position to
fire. If a larger ship wants to change it's positioning, it is more
difficult. In order to make the roll to gain positioning, the ship
needs to expend a free invoke of an aspect which gives them narrative
permission to put themselves in an advantageous position in the
fight.
Engineers
can create advantage or overcome aspects related to their ships,
aspects such as boosted shield, jury rigged power and careful
tracking might represent the work of the engineer.
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