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TACHYON SQUADRON: THE HIGH FLYING RPG




Have you ever wanted to be an X-wing pilot, flying with your wing-man on a mission to take down an Imperial Star Destroyer? How about a Viper pilot, lunching in the cold void of space to defend the fleet against the impending Cylon attack? There's dozens of examples of awe-inspiring dogfights throughout science fiction and if you're anything like me, you've had plenty of day dreams of what it would be like to sit in the cockpit of some of media's greatest fighter craft.


The recent tabletop RPG from Evil Hat Productions, Tachyon Squadron, feeds into that fantasy in a great way. It is based off the FATE rule system which means you do need to have a copy of FATE CORE (or at least be very comfortable with the rules) to play it properly. But it does have the advantages FATE is famous for. Mostly being that the mechanics put in the source book are very easy to mix and match into any setting you feel needs a few more dogfights.


The default setting for Tachyon Squadron is without a doubt a pulp setting. It is full of tropes and cliches and over the top moments, and that's a big reason I love it. The players are ace pilots in the Draconis Volunteer Group, a small group of rebels defending a small country against a huge, invading empire. You're using outdated tech on a shoestring budget against an impossibly larger force with much more advanced technology.


But where it really shines is in its mechanics. FATE is the prime example of a tabletop RPG system that puts story and narative above the need for over-complicated mechanics. Like its source material, it uses fudge dice and pretty simple rolls for any kind of stat check. No need to add complicated bonuses or modifiers. You just roll the dice and tally the results.


The game puts more focus on the pilots and narrative than it does on mechanics. Things like how your character manages stress and how they interact with their squad-mates are just as important as your ability to pass a skill check. Do you go drink away your stress and show up to patrol hung over? Or maybe try and shake it off with pure discipline and try and deal with the horrors of war in quiet dignity? The choice is up to you.


The artwork presented in the book is just as amazing as the content it decorates. It really helps paint the picture that the setting and mechanics convey. Scenes of epic battles, pilots closer than siblings, and ships with sharp, agile designs. The book for Tachyon Squadron is as fun to look at as it is to read.


So if your gaming group wants to take the skies in a battle for freedom, or if you just want some helpful mechanics to add to your custom setting, I highly recommend picking up a copy here https://www.evilhat.com/home/tachyon-squadron/


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