Is there a move set somewhere that works for aero/ space fighter combat? I could probably get away with using the basic battle and road war moves (save for boarding, clearly), but I’d like to see some more ideas.
Is there a move set somewhere that works for aero/ space fighter combat?
Is there a move set somewhere that works for aero/ space fighter combat?
.
In Uncharted Worlds, I divide space combat into three groups of actions: piloting, weapons, and electronics. Each of these is a single Face Adversity roll against the user’s relevant stat.
You can use piloting to avoid incoming fire, or to position yourself advantageously; you’d use weapons to fire back, or possibly to take down attack drones or something; and you’d use electronics to jam their sensors or targeting, possibly hack their ship’s computers, or defend against them doing the same.
The main goal in ship combat, in my eyes, is to keep everyone busy. So start fires on board, or have some damage take out the engines and the like.
Probably not as detailed as you’re looking for, but “Star World” (a “Star Trek” -flavored hack) by Rob Wieland and Mark Diaz Truman has ship moves: http://fictioneers.net/games/star-world
I’m looking specifically for one-seat fighter scale moves, rather than keeping a multi-crew ship involved.
Would Night Witches have anything worth repurposing?
Souls of Steel was being developed with single pilot focus but can’t remember moves. Will check when I get home.
Casey McKenzie I was scoping those out, actually! Specifically as combat moves, Souls of Steel offers up: Go In, Guns Blazing; Intentionally Draw Aggro; Stand Firm; Come to the Rescue; Assess the Situation; Do Something Gutsy
Alfred Rudzki cheers, and now I circle for another pass: specifically, what do those moves offer that I don’t get from core AW2? I can already commit to Single Combat, or Read a Sitch, or Be The Bait, and in doing so have the options of using Hard or Sharp or Cool.
Reminder: when it comes to simple hacks, I’m very lazy. I need to be able to hand over one sheet with setting and setup, and one with custom moves, and trust to the regular playbooks and core rules to carry the load. I’m not looking to make an entire game here.
The moves for Souls of Steel are very specific to their hack: the various moves involve, in different ways, the exchange of Respect. This is on top of what you would expect: dealing damage, distracting the enemy, standing up to an attack, saving someone, getting info, facing danger. As for Night Witches, I am actually not versed in that game, so I’m not sure what it offers specifically.
Toby Sennett seize by force options could be tailored to all the other shenanigans you want. Like taking out the aft shield generators
Ok, cool. I’m coming in for my final run, weapons hot, and here’s my last question/ prompt:
The dream I have is that if you can see it, you should be able to do it. What actions from fighter combat on screen (Top Gun, BSG, Star Wars etc) do not have a corresponding move in AW2, and what would you suggest?
Two things come to mind –
Electronic warfare like jamming signals, fooling targeting computers, hacking into remote computers, etc
Automated repair systems
Toby Sennett I made a Macross flavored version of AW2. I really didn’t change too much. The playbook was custom, but I used the standard battle / road war rules for the most part. Worked fine and was fun.
You can ignore the playbook, but here’s a PDF with the moves to give you an idea.
drive.google.com – starchild.pdf – Google Drive
I believe Declan Feeney and Neil Gow were working on a PbtA game about starfighter pilots at one point, maybe they have something…
I previously messed around with some moves for WWI (maybe WWII)-era dogfights when I found that Night Witches wasn’t much about them. I just revised them a bit and put them up in a google doc here. Nothing else exists of the conceptual system, and these are kinda crunchy and simulationist for a PbtA game, but alas that is my compulsion. Feel free to comment and/or be inspired. docs.google.com – Dogfight Moves
Thanks everyone. Aaron Griffin, two options, pick which you like best.
If you have an ECM Suite, you can roll +Sharp to fox the enemy sensors. On a 10+ all three, on 7-9 pick one.
They lose tracking and can only find you visually
Their targeting is impaired, reducing Harm by 1 for the next exchange
You disorient and distract them. Take +1 forward
Alternative:
If you have an ECM Suite, you can use the Help or Interfere move without needing to be in a firing position.
I like the first one the best, with two caveats:
1. The trigger is a bit weak, I’d probably shoot for “When you use your ECM suite to fox the enemy sensors“
2. Options 1 and 2 seem generally the same. I’d probably make the choices something more like: prevent them from targeting your or an ally / prevent them from maneuvering sufficiently / drop their shields. Not sure about what mechanically happens in all those cases though
The trigger is loose, true. For options, 1 is intended to give you a chance to escape or reposition. It’s a pure-fiction benefit, whereas 2 is more game mechanical.
For option 2, I feel like it might be better served as a description for the ECM Suite and not necessarily a move.