GC Extra - Vehicles
The following examples demonstrate simple ways vehicles might be described in a Star Wars Fate game.
A GM can choose to give a vehicle to a player or group of players to use on a temporary basis, or as part of a roleplaying reward. If the game is to be more oriented around a ship that is a campaign cornerstone, such as one like the Millennium Falcon or the Ebon Hawk, then PCs should be given a special pool of aspects and stunts they can spend on purchasing and customizing their ship(s).
To buy a ship as something permanently owned by a PC, pay the Refresh cost for the stunts ascribed to the ship. If the ship is to be shared between more than one PC, the Refresh cost may also be shared. If an aspect is included with the ship, that should also be purchased, taking up one of a PC’s aspect slots.
Having and using an armed starship of Giant scale is permission enough to be able to do direct damage to other targets of Giant scale.
GMs can assign nameless, supporting, or main NPCs any of these starships. They would pay the aspect and stunt costs and the GM can simply add those to the NPCs character sheets. Droid starfighters and other droid vehicles should be built as giant scale creatures.
Capital ships such as battle cruisers and destroyers require very large crews and operate on an Epic scale. Thanks to the Fate fractal, even these massive ships can be represented as a character when needed. More on this at the end of this section. PCs should not have direct control over such large vehicles but instead must rely upon the crew. Since PCs can't replace the ship's Approach with a skill of their own, PCs wanting to affect a battle more directly should consider jumping into a fighter or freighter.
- 1 Starship Stunts
- 2 Taking Action
- 3 Dogfights
- 4 Taking Damage
- 5 Squadrons
- 6 Hyperdrives
- 7 Starfighters
- 8 Bombers
- 9 Shuttles and Gunships
- 10 Freighters
- 11 Speeders
- 12 Capital Ships
Unless stated otherwise, all starship stunts cost one point of Refresh.
Afterburners. +2 to Pilot rolls to overcome actions utilizing the ship’s speed.
Heavy Concussion Bombs or Missiles. Once per combat, you can attack any size ship and ignore the rules for Scale.
Heavy Blaster/Laser Cannons. Once per combat, gain +2 stress as bonus damage on a successful hit.
Highly Maneuverable. (costs 2 Refresh) +2 to Pilot rolls to defend and create an advantage.
Ion Cannons. When you succeed with style on an attack action, instead of reducing damage by one shift and gaining a boost, you can reduce damage by one shift and place a full aspect, Ionized, instead. Ships suffering this aspect can take no actions, though its crew can attempt to remove the aspect. Unlike other weapons, Ion cannons (or any Ion weapon) of a scale smaller than their target cannot affect it, even when arranged in batteries or squadrons. For this reason, Ion Cannons are much more popularly installed on ships or installations of epic scale, or for starfighters meant only to engage ships of Giant scale or smaller, and pirate ships of any scale.
Multiple Weapon Mounts (#). This stunt is for ships that have weapons not only under the command of the pilot but also for one or more gunners. The number of extra weapon mounts is listed in parenthesis. This means another character can take an attack action, or work together for a Teamwork bonus to improve attack rolls, thus bypassing the usual limit of 1 attack action per ship per turn.
Proton Torpedoes. Once per combat, you can attack any size ship and ignore the rules for Scale.
Shielding. Most starships have energy shields to protect them from small-scale fire and the like, but some have especially good shields. This stunt reflects those ships noted for good shields. You gain a Shields aspect with a free invoke once per scene to gain a bonus to defense. A successful Engineering roll can restore the free invocation during the same scene. The difficulty is Mediocre (+0), but increases by two for each consequence the ship is carrying.
Go with what makes sense. If the PCs just flew their ship into an ambush, let the NPCs go first. If the PCs are diving into an ongoing fight, give them the opening shot. If in doubt, then use the Notice skill of whoever is probably watching the ship's sensors for each of the groups, or use Investigation in the case of when someone is actively looking for trouble.
Characters aboard a single starship of Giant scale directly control what their ship does. How much a ship can do is limited to the four actions in Fate: overcome, create an advantage, attack and defend.
The first three, overcome, create an advantage, and attack, only occur on your turn. Each can happen just once, but all three could be used so long as there is a character free to attend the task. For example, you might have one character acting as the Pilot use Overcome to successfully navigate an asteroid field, while the Engineer creates an advantage by "Powering Up Shields!" while the Gunner takes a "Shoot" attack action to knock out a pursuing intercepter.
Other characters can assist using Teamwork, or they can take actions of their own instead of on behalf of the ship. For example, if the ship has taken a consequence, someone with the Engineering skill could work to remove aspects that have been placed on the ship, place useful aspects on the ship, or begin working on repairing consequences. Usually, these create an advantage or overcome actions should focus on a specific part of the ship or specific system.
Defend can be used by a pilot, or sometimes a gunner is a good choice, too, if opposing missiles, mines, or laying down covering fire, though this might require a stunt like "Shot on the Run" from the Shoot action.
If a Full Defense action is taken, however, then no other actions can be taken on the ship's turn on behalf of the ship, though individual characters might perform create an advantage aspects on themselves or specific areas of the ship.
Starships maneuver and try to get advantages on one another in order to take out opponents in a fluid dance of light, skill, and explosions. In battles involving starships up to giant scale, attacks made without first gaining some kind of combat advantage are limited to doing no more than a single point of stress (after any armor or shields). The attacker need not actually invoke the aspect or aspects in place, but it needs to be present in order to attack and do full, normal damage.
Situations where you are attacking or being attacked by capital ships or fleets (Epic scale) ignore this rule. When epic scale entities attack, they attack whole regions of space. Thus, imagine a capital ships’ defense turrets making a single attack roll to attack all incoming fighters approaching from a single direction.
Note that this means most fighting in space will be done among Giant scale opponents. Most weapon emplacements mounted on capital ships will count as Giant scale opponents.
When your starship takes damage in a fight, you have two options. The ship can take consequences, or the player may take the stress and any consequences in place of the ship. Failure to absorb stress done to a starship means the ship is Taken Out along with the entire crew. For crew aboard a ship with a means of escape, such as escape pods, being Taken Out doesn't necessarily mean character death. In addition, pilots of starfighters might survive in space for a few hours if their suit has life support.
NPCs have the same options, except that their ships can take no more consequences than the NPC would before being taken out. So, nameless characters flying starfighters cannot take a consequence -- they are taken out if they take more stress than they can absorb. Supporting characters might stick around only for one or two consequences on either themselves or their ship in total, but a main NPC might be willing to take three consequences of their own, as well as consequences to their ship.
Starfighters may act in concert in order to protect each other or do more significant damage to tough opponents. Teamwork rules from Fate Core can be used, assuming all members of a squadron have the Pilot skill. The GM should restrict squadrons to a maximum size of 10 members. They should usually be much smaller.
When using squadrons, the group acts with just one roll, modified by the teamwork bonus, to perform actions.
Alternately, a squadron can act together in order to affect a Giant scale target. In this case, do not use the Teamwork rules and just use the highest attack skill available to the squadron.
Starships with hyperdrives may have a “class” rating assigned to it. As an option, the GM may multiply the base time for hyperspace travel times the class rating of the hyperdrive to come up the total amount of time spend traveling through hyperspace.
See this page for more information on the huge assortment of starfighters in the Star Wars universe. The following samples might be used as a guide for describing more starfighters used by PCs.
Aurek Tactical Strike Fighter
Republic Fleet Systems Aurek Tactical Strikefighter
Also known as the A-Wing in later builds.
Aspect: Advanced Tactical Fighter
Stunts: Afterburners, Heavy Laser Cannons, Proton Torpedoes
Total Refresh Cost: −3
Hyperdrive: class 2 Navicomp: no
Notes: An efficiently and quickly produced fighter, this ship is extremely capable in the hands of a skilled pilot and capable of hyperspace travel.
B-Wing Heavy Starfighter
Slayn & Korpil B-Wing Assault Starfighter
Aspect: Heavy Assault Fighter; Fire-linked Laser Cannons
Stunts: Ion Cannon, Proton Torpedos, Shielding ￼ Total Refresh Cost: -3
Hyperdrive: class 2 Navicom: no
Notes: Normally crewed by a pilot and a gunner. It can sustain crew for about a week, making the ship capable of only a few hyperspace jumps at a time.
S-250 Chela-Class Starfighter
Corellian Engineering Corporation S-250 Chela-class Starfighter
Aspect: Highly Maneuverable Starfighter
Stunts: Afterburners, Concussion Missiles
Total Refresh Cost: −2
Hyperdrive: class 2 Navicomp: yes
Notes: This ship lost in the design contest for a new Republic fighter to the Aurek, but is still a fine ship. It was purchased in lower numbers, but is often valued for its comfortable and roomy interior. It is often used in honor guard roles or by veteran commanders. In addition to it’s concussion missile launchers, this ship is equipped with twin laser cannons.
Star Forge Manufacture Sith Interceptor
Aspects: Disposable Light Fighter
Refresh Cost: 0
Notes: Highly disposable little death traps, they are nonetheless very dangerous in the large numbers that the Sith tend to field. Their pilots' willingness to throw their lives away make them a threat to the more heavily designed Republic fighters. They are equipped with laser cannons, and have no hyperdrive.
Star Saber XC-01
Republic Fleet Systems Star Saber XC-01 Starfighter
Aspects: Quick Starfighter
Stunts: Heavy Blaster Cannons, Shielding
Refresh Cost: −2
Hyperdrive: class 2 Navicomp: no
Notes: Often preferred by Jedi whose reflexes make up for the lack of good maneuverability, these ships are fast but were never perfected. They were approved for public sale in order to recoup high development costs. They see use through the end of the Jedi Civil War.
Sienar Fleet Systems TIE/LN Starfighter
Aspects: Fast, Expendable Starfighter
Refresh Cost: 0
Hyperdrive: none Navicomp: none
X Wing Fighter
Incom Corporation T-65 X-wing Starfighter
Aspects: Versatile, All-purpose Starfighter
Stunts: Shielding, Proton Torpedoes
Hyperdrive: class 1 Navicomp: none
Refresh Cost: -2
Seinar Fleet Systems TIE/sa bomber
Aspects: Bulky Light Bomber
Stunts: Heavy Concussion Bombs or Proton Torpedos.
Refresh Cost: -1
Shuttles and Gunships
Duplex Command Assault Gunship
Aspects: Duplex Gunship
Stunts: Multiple Weapon Mounts (3), Heavy Laser Cannons
Refresh Cost: −2
Hyperdrive: class 2 Navicomp: yes
Notes: An older design from the Great Sith War against Exar Kun, the ship was used in the Pelagia system to round out Praetorian-class Frigates.
This ship is designed with dual cockpits, allowing two captains to pilot the vessel and for each to control some of the offensive weaponry.
Cargo hold is capable of holding 10 tons worth of equipment.
Crew required is 2, optimal is 5, and space for 6 passengers is included.
Ministry-class Orbital Shuttle
Zentine Dynamics Ministry-class Orbital Shuttle
Aspects: Orbital Shuttle
Refresh Cost: −1
Notes: This shuttle has space for up to 36 soldiers and their equipment. It requires a crew of 2 but is not equipped with a hyperdrive. It does have offensive capability in the form of laser cannons.
578-R Space Transport
Amalgamated Hyperdyne 578-R Space Transport
Aspects: Light Freighter with Multiple Factory Recall Issues…
Refresh Cost: 0
Hyperdrive: class 3 Navicomp: yes
Notes: A modest ship that often comes off the assembly lines dangerously incomplete, it is also a highly customizable freighter. Add extra starship stunts as needed, or as characters install them. The 578-R is therefore very popular with mechanics and techs looking to make the ship their own. This ship carries 2 crew and up to 10 passengers (half that if they want to be at all comfortable). Cargo capacity is 40 tons. A floor plan of this ship is provided at the above link.
It is equipped with Laser Cannons.
Core Galaxy Systems Dynamic-class Freighter
Aspects: Highly Customizable Freighter
Stunts: Multiple Weapon Mounts (1), Heavy Laser Cannons
Refresh Cost: -2
Hyperdrive: class 3 Navicomp: yes
Notes: This is a sturdy but rare ship produced in limited quantities by a subsidiary of Core Galaxy Systems on a backwater world. This ship needs two crew members and can carry up to an additional six passengers. Cargo capacity is 60 tons. A floor plan of this ship is available.
Corellian Engineering YT-1300
Aspects: Highly Modifiable Space Transport
Refresh Cost: 0 (but modifications often add stunts and cost)
Hyperdrive: class 2, backup class 12 Navicomp: yes
Notes: Cargo capacity is between 25 and 100 tons depending on how space is allocated between storage and passenger rooms. See the floor plans of the passenger and freighter variants. The transport is armed with a single laser turret (but can certainly be upgraded to mount another or even upgrade the weapons). Usually crewed by 2, this ship can be flown by a single pilot.
UR-40M Patrol Speeder
Ubrikkian Repulsorlift Manufacturing UR-40M Patrol Speeder
Aspects: Rugged Hover-type Speeder
Notes: Requires one pilot and can hold up to seven passengers. A separate gunner handles a blast cannon.
Twin 228 Airspeeder
SoroSuub Twin 228 Airspeeder
Aspects: Two-man Hover Speeder
Accelerated Rules for Epic-scale Ships
We take a shorthand approach to capital ships, describing them as characters using Aspects but using a system of Approaches customized for them in place of Skills. Stunts can be created to reflect special abilities of these enormous ships.
Armor. This approach is used simply to absorb stress after a successful attack. The most heavily armored ships might have at most a Good (+3) Armor rating.
Cargo Capacity. This can describe how much cargo a ship can carry. For military ships it might describe the fighting strength of a ground attack force or starfighters.
Crew. The relative ability of the crew can be used to remove aspects and heal consequences, as well as relative size of the crew for the class of ship.
Maneuvering. This approach is used to run down opponents in chases as well as possibly to avoid some kinds of attacks. It can also be used to execute or avoid ramming attacks.
Sensors. Used to notice other objects within "view" or line of sight within a solar system.
Shielding. Most commonly used to defend against incoming attacks. It's most effective against energy weapons and high-velocity projectiles.
Weapon Systems. The starship's combat effectiveness. It can also be used to defend against incoming slow-moving projectiles such as torpedoes and missiles.
A guide to capital ships can be found in the Wookieepedia entry. Following this, then we have roughly seven "classes" of capital ship simply based on size:
- Heavy Cruisers
- Star Destroyers
Creating a capital ship is far more art than science, but we attempt to produce a guide here for the sake of consistency and ease of use (speed). Arrange each of the seven approaches from most important to least important and assign a number that seems to reflect the ship's capabilities like so:
Corvette: +2, +2, +1, +1, +1, +0, +0
Frigates: +3, +2, +1, +1, +1, +1, +0
Cruisers: +3, +2, +2, +1, +1, +1, +1
Heavy Cruisers: +3, +3, +2, +2, +1, +1, +1
Star Destroyers: +3, +3, +3, +2, +2, +1, +1
Battlecruisers: +4, +3, +3, +2, +2, +2, +1
Dreadnaughts: +4, +3, +3, +3, +2, +2, +2
Ideas for stunts include the following.
Gravity Well Projector. A very rare weapon, this grants +2 to create an advantage actions that place aspects preventing another ship from escaping.
Minefield. Once per combat scene, your mine laying capability grants you a +2 to create an advantage actions to place aspects on epic-sized zones.
Missile Salvoes. Once per combat, you can attack all ships in a single, epic-sized zone with a single roll. All ships must defend against your skill total.
Tractor Beam. This stunt allows the capital ship to use Cargo Capacity to place a Grappled or Tractored aspect on a Giant-class ship. Ships with such an aspect cannot move away or use weapons. Affected targets move one zone per exchange until it enters the cargo bays or hangars of the capital ship.
Turbolasers. Once per combat, gain +2 stress as bonus damage on a successful hit versus other epic-scale targets.
Shielding. Most starships have energy shields to protect them from small-scale fire and the like, but some have especially good shields. This stunt reflects those ships noted for good shields. Once per combat, you can invoke Shields to gain a bonus to defense. A successful Crew roll can restore the free invocation during the same scene.
Weapon Batteries When attacking multiple targets, apply a +2 to the Weapon Systems roll.
Damaging Capital Ships
Resolving interactions and attacks between epic scale ships work as normal. Give each ship three stress boxes.
Giant scale ships can attack them if they have weaponry designed to affect epic scale or if they attack in groups. If the differences in relative size is very great, even between capital ships, it makes sense to divide these epic ships into giant-scale zones that can be damaged individually. Capital ships (and other epic scale things) can take stress in different areas of the ship.
For example, a CR90 Corvette battling an Imperial Star Destroyer. The Corvette would have 3 stress but since the Imperial Star Destroyer far outclasses something like a corvette, you would break the Star Destroyer into zones that have 3 stress a piece. Likewise, a wing of starfighers strafing an Imperial Star Destroyer would attack a single giant-scale zone of the capital ship, which has three stress.
Note that these rules can also apply to conflicts between giant-scale things and characters, provided the characters have some way to do direct damage to it, as discussed in Matters of Scale.
Sections of a capital ship can include: Bridge, Cargo Hold (or Hangars), Engineering, Engines, Passenger Compartments, Weapons. You might instead choose to go with areas of the ship such as bow, aft, port, and starboard sections. Each section has three stress boxes. Stress done in excess of these three boxes must be mitigated with consequences -- however ships can take at most three consequences, and these are shared for all sections.
Some example capital-scale ships follow.
CR 90 Corvette
Corellian Engineering Corporation CR 90 Corvette
Aspects: Versatile Mid-Size Corvette
Approaches: Armor +0, Cargo +1, Crew +0, Maneuvering +2, Sensors +1, Shielding +2, Weapon Systems +1
Hyperdrive: class 2 Navicomp: yes
Notes: Small for a capital ship, groups of CR-90s are sometimes assembled in order to challenge larger ships such as destroyers, or to screen fighters. They have endless variations including troop transport and even fighter carrier options. The starship Approaches swapped around, Aspects and even Stunts might be added.
Nebulon-B Escort Frigate
Kuat Drive Yards EF 76 Nebulon-B Escort Frigate
Aspects: Escort Frigate; Vulnerable Mid-section Spar
Approaches: Armor +1, Cargo+3, Crew +2, Maneuvering +0, Sensors +1, Shielding +1, Weapon Systems +1
Stunts: Turbolasers, Tractor Beam
Hyperdrive: class 2, class 12 backup Navicomp: yes
Notes: A very popular design for escort and pirate-hunting duties, Nebulon-Bs can also be used as flagships of small fleets. This ship has a dozen turbolasers and another dozen laser cannons. In addition, it can carry two dozen fighters and several troop shuttles.
Dreadnaught Heavy Cruiser
Rendili Stardrive Dreadnaught-class Heavy Cruiser
Aspects: Cruiser-class Capital Ship
Approaches: Armor +2, Cargo +2, Crew +3, Maneuvering +1, Sensors +1, Shielding +1, Weapon Systems +1
Stunts: Turbolasers, Weapon Batteries
Hyperdrive: class 2, class 18 backup Navicomp: yes
Notes: This ship boasts ten turbolasers, ten laser cannons and twenty quad laser cannons. Some modifications include concussion missile tubes (gaining the Missile Salvos stunt). In addition, it's equipped with a dozen starfighters and at least one shuttle.
Acclamator Assault Ship
Rothana Heavy Engineering Acclamator II-class Assault Ship
Aspects: Heavy Assault Cruiser
Approaches: Armor +1, Cargo +3, Crew +2, Maneuvering +1, Sensors +1, Shielding +3, Weapon Systems +2
Stunts: Turbolasers, Missile Salvoes
Hyperdrive: class 0.75 Navicomp: yes
Notes: Equipped with a dozen quad turbolasers, sixteen turbolasers and proton torpedoes, it's a well-armed heavy cruiser. It also carries a large complement of mechanized ground-assault vehicles, assault craft and troops.
Imperial Star Destroyer
Kuat Drive Yards Imperial II-class Star Destroyer
Aspects: Designed to Evoke Strength and Terror; Plagued with Design Flaws
Approaches: Armor +2, Cargo +3, Crew +3, Maneuvering +1, Sensors +1, Shielding +2, Weapon Systems +3
Stunts: Ion Cannons, Tractor Beam, Turbolasers, Weapon Batteries
Hyperdrive: class 2, class 8 backup Navicomp: yes
Notes: Very heavily armed and able to move a division of troops, including support material, vehicles and transports, this ship represents the power and might of the Empire. It carries up to 72 starfighters, eight or more shuttles, and various troop transports and assault shuttles.
Executor Star Dreadnaught
Kuat Drive Yards Executor-class Star Dreadnaught
Aspects: Enormous Super Star Destroyer
Approaches: Armor +2, Cargo +3, Crew +4, Maneuvering +2, Sensors +2, Shielding +3, Weapon Systems +3
Stunts: Ion Cannons, Missile Salvos, Tractor Beam, Turbolasers, Weapon Batteries
Hyperdrive: class 2, class 10 backup Navicomp: yes
Notes: See the Wookieepedia entry for full details of this truly vast and powerful warship. Consider dividing the ship up into many zones when any ship of lesser class confronts it; it should be very difficult to destroy.