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?

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.

20 thoughts on “Is there a move set somewhere that works for aero/ space fighter combat?”

  1. 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.

  2. 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

  3. 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.

  4. 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.

  5. 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?

  6. Two things come to mind –

    Electronic warfare like jamming signals, fooling targeting computers, hacking into remote computers, etc

    Automated repair systems

  7. 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.

  8. 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

  9. 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.

  10. 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

  11. 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.

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