The last entry in the trilogy of vaguely scifi capsule games.
CW: A whole heaping of utopian fascist aesthetics, as is appropriate to the genre.
All images taken in situ at the Wallace Collection in London.
You are a teenager, or maybe in your early twenties. Your home is under threat - actually the whole planet is under threat, everything you love, everyone you know, all of their small human dramas - and so you have joined the military as a volunteer, to defend everyone, all of this.
They gave you a sharp blue uniform, and six months of training on their bases on the moon. The battlefields that will decide the fate of every human will not be on earth. Your training is with the weapon, the body, which is really two bodies, one hot and one cold - but we will come back to this later.
While you train you get to know the other volunteers. They are people of all kinds, from every class and age and nation imaginable. They are the whole world, and they bring with them its chaos and its human dignity. You all speak Common, of course, just like your parents did. Training with the body is gruelling, but the military have lots of practice making people like you into soldiers.
When you are ready, you and your section (who you have come to love, in your way - they are soldiers of the universal polis, whose spoil is our common birthright, and they are red-handed and red-eyed killers, like you) will be attached to great relativistic sling engines and fired out to blasted airless warzones deep inside the territory of the enemy.
Watch them in the minutes before the drop. They are calm, checking equipment and diagnostic screens, turned away from you, contours of the faces just visible in the soft light of the instruments, insulated in their quiet competence. They seem ageless this way; painted icons; terrible angels holding burning invisible swords. In these empty moments you love them all, and your love is wide, unmoored from any particularity (their faces are all so alike), and you love yourself too because you are one of them, caught up in the great, anonymous choir that will sing ruin or victory; now, in this moment and for all time; now, thirty seconds to drop; you wait for the call from your captain, it will come, now; ten seconds, now...
The empty air rushing past and the roar of the thrusters beneath you and the whine of your terrible weapons, your apocalyptic weapons, screaming as they reduce the world beneath you to smoke and fire and glass, as they wipe your enemies away; your enemies are chaff before you and the others. You are angels. Carriers of the terrible sword that cleaves what is eternal from what cannot to allowed to survive, that makes your declaration to history, for all time.
But your foes are terrible too. They are the dragon, the one without grace, the one without shame, with a hundred heads and a thousand catching claws. You can kill a hundred million of them and the rest will erupt from the earth to drag you down, to tear you to pieces. Keep firing then. Keep firing, and be quick about your murderous business.
Your missions are simple: meat grinder, kill 'em all, search and destroy. Everyone has a punch chute back to the sling craft, which activates once the mission is complete. Only once the mission is complete; there were too many pilots punching early, too many objectives failed, too many bad futures in the simulations...
If you are lucky you will be sent home to earth, to a fate uncertain, hundreds or thousands of years into the relative future. If you are unlucky there will still be work to do here and now. The wait for new orders can be weeks or months. The probe heads have not yet developed the means by which to attack sling craft, so you will be safe for a time, even bored, which when it happens seems nearly unaccountable.
PILOTS
You have two bodies, the cold body and the hot body. The cold body is the one that sits in the machine shop, gorgeously at rest; the one that you can tune and amend to your design.
The hot body is the one that drops, autoguns blaring their staccato retort, flares blossoming from the shoulders in ribbons of fire, thrusters burning the earth to glass, scorched and vibrating and killing and coming to pieces under its terrible acceleration.
The pilot is not quite a body at all, more like a mind, or a shadow, or a hallucination. A pilot is more attuned to the COLD or the HEAT, with repercussions in the rules to follow. When you create your character, this is your first choice.
The second regards the other players in your game, henceforth your squad. You all know each other, there is a good chance you all like each other. Choose at max one person on the squad that you don't like: this can be cold disdain, a personality clash, or even open hatred, but it will never get in the way of your professionalism - you are soldiers, and you rely on one another in combat. You still trust this person with your life. Choose any number of squad mates that you desire, and any number you are in love with.
This is the description of your pilot. A tendency towards COLD or HEAT, and a web of monodirectional relations with your squad mates. Your squad is made up of other PCs, in whose webs you will feature in various ways.
THE COLD BODY
The terrible weapon that you have been trained to use. It rests in the hangar, attended by technicians and specialists who will maintain and outfit it to your specifications.
The cold body starts with:
- A frame, with 10 integrity (or 11 if your tendency is towards COLD). If this drops to zero the pilot is killed: crushed and maimed as the steel shell deforms, burned to death in reactor leaks, transpierced by kinetics that defeated the armour, torn into pieces by the force of explosions, simply vaporised. There are a million ways to die inside the body.
- Four integrated point-defence rotary autocannons, each with rounds for ten turns of continuous fire. When fired on the probe head swarms each autocannon deals d4[1000] casualties per turn of fire to a max range of 8km, or 2d4[1000] within 3km.
- Thrusters that can hurl it around the battlespace like a missile - this can be used defensively, to get you out of harms ways, and offensively, crashing down amidst the thickest frays atop a column of plasma. You get infinite jumps, but at anything lower than 10 integrity, you must spend a single point of integrity to make jump. Whenever you land or take off using your thrusters, everything within 3km is disintegrated by the plasma backblast. Each jump has a maximum range of 30km.
- Assault Rifle. Deals 2d8[1000] casualties per turn, to a range of 10km. Ammunition: 10 turns of fire. Light Weapon. Upgraded: ammunition for 15 rounds or range to 15km.
- DMR. Deals 1000 casualties per shot fired, per turn, to a range of 30km. Can be set to fire once, or three times, per turn. If fired once, and the hot body has not moved this turn, can be used to kill a Leaderform (see below) within range. This can only be done once per turn, no matter how many DMRs you are holding. Light Weapon. Ammunition: 15 rounds. Upgrade: holds 30 rounds or range increased to: 60 km.
- Shotgun. Deals d8[1000] casualties per turn to a range of 10km, 2d8[1000] within 5km, or 3d8[1000] within 3km. Light Weapon. Ammunition: 10 rounds. Upgrade: Ammunition: 30 or stepping each range profile up by 2km.
- Rotary Cannon. deals 3d8[1000] to a range of 20km. Cannot be fired in the same turn as a jump. Ammunition: 20 rounds of fire. Upgrades: 40 rounds of fire or range to 25km.
- Plasma Lance. Lays down an AOE in a 90 degree cone, 5km long. Destroys everything in the AOE. Ammunition: five rounds. Upgrades: ammunition for ten rounds or range of cone to 8km long or the AOE gets Destroyer.
- Artillery. Targets a point within 40km (no LOS required), then lays down an AOE with a 2km radius. Fire is accurate to within 10 - [integrity] km. Everything inside the radius is destroyed. Cannot be fired on the same turn as jumping. Can fire up to three rounds per turn. Ammunition: 15 rounds. Upgrades: Target point range increases to 50km or ammunition to 30 rounds.
- Mines. Lay down a number of atomic mines between 1 and 3. If enemies path over this square, place an AOE of 5 x [number of mines] km, and destroy everything caught in the blast. Ammunition: 12 mines. Upgrades: add Destroyer to the AOE or upgrade ammunition to 24 mines.
- Atomics. Targets a point on the map, at any range (no LOS required), then lays down an AOE with a 10km radius and Destroyer. Everything inside the radius is destroyed. All hot bodies on the map take a point of integrity damage when an Atomic goes off. 1 round. Upgrades: 15km radius or 3 rounds.
- Light Weapon means that the gun can be held and fired in one hand. You may take multiples of these weapons and fire both on your turn, if you wish.
- Destroyer means that even very tough opponents, which would usually take sustained fire to bring down, are destroyed if they fall under the AOE.
- Armour. +2 Integrity. Cannot be taken more than thrice. Upgrade: +4 integrity.
- Shielding. You no longer lose integrity for jumping, until you are reduced to 5 integrity, after which point you lose 1 point for jumps as usual. You do not suffer integrity damage from atomics use unless you are below 5 integrity. Cannot be taken more than once. Upgrade: the 5 integrity thresholds are lowered to 3 integrity.
- Flares. You are not targetable by enemy fire while flares are firing. You may fire them for free, and they function until the beginning of your next turn. You have enough flares for three rounds. Upgrade: enough flares for six rounds.
Specials
- Range Finders. All range bands are increased by +2km. Can be taken more than once. No upgrades available.
- Sedative Injectors. You auto-pass a single panic check. Cannot be taken more than once, but contains infinite uses. You must declare use before rolling a panic check. No upgrades available. At the mission end, roll a d6. If the result is less than the number of Sedative Injectors used, your pilot is dead on arrival at the sling craft.
- Advanced Thrusters. Your thruster jump range is increased by 2km. Can be taken more than once. Upgrade: you can make a 'jump' in place once per turn to boost dodge out of the line of fire of incoming projectiles. This costs you integrity as normal, and nullifies a single ranged attack. You can boost dodge a number of times per turn equal to upgraded Advanced Thrusters.
THE HOT BODY
Once you jump in, the only way out is through.
Play takes place on a topographic map, 100km x 100km. You will see emergence points and Engines marked on the map, as well as elevation information as per usual for topo maps.
You may drop into any square you wish, and you destroy everything within 3km when you do so, as though you just jumped to it (you did, from orbit).
Each turn is composed of a Comms cycle, an Orders cycle, a Computation cycle, and an Enemy Movements cycle.
The Comms cycle is simple. You have a timed window in which to discuss your plans and declare intentions with your squad mates. This might be an open discord chat, a channel set aside for the purpose, or anything else. Each turn's Comms cycle is usually one minute long. Be explicit, clear, and efficient with your intentions and instructions - friendly fire is a killer.
Pilots with a tendency towards HEAT get an extra minute of comms.
A note about the comms cycle: during a battle, you are not able to communicate with one another in universe outside of the comms cycle. This is a high trust covenant thing that players will need to buy into for this game to work.
After the Comms cycle, the Orders cycle begins. All pilots give their orders to the DM - generally jump instructions with coordinates, and weapons firing solutions, either on landing, or from their current position if not jumping. These orders are not visible to other players. The game consists in making your plans, then inputting your orders, and hoping that everyone has the same plan in mind.
The DM will then compute turns, per the plans submitted, update the map that everyone has access to, and calculate damage on enemies and friendlies, if any.
Players caught in AOE suffer d6 damage to their integrity. Players caught by Destroyer weapons are vaporised.
Finally, the DM will take the turn for the enemy (as described below), and calculate any appropriate damage against player bodies, before starting the turn cycle anew.
PLAYER ORDERS
Each turn declare whether you want to jump, then assign targets to your weapons. Nearly all weapons (artillery and atomic are the exceptions) require LOS to fire. This means that there is no intervening terrain if you draw a straight line from you to your target. You can choose to land on any specific elevation inside the square you jump into, but you cannot change this elevation once you have chosen it without moving or jumping on your next turn.
For each point of integrity below five, your jumps will scatter than many potential kms.
Other than jumping, your mobility at the scale of the map is limited. Your hot body can jump and sprint extremely quickly for a machine of such size and weight, but this will still only move you 1km per turn at max.
Your four integrated autocannons will fire on the nearest targets automatically unless you override them manually, or switch the system off (this can be done per gun if you wish, say, to conserve ammunition).
All other weapons are targeted by you. You can fire as many weapons as you want each turn, provided you have the hands to do so. Artillery, mines, and atomics do not require hands to fire. Rotary cannons and plasma launchers require two.
Every time a player dies, your body takes five or more integrity damage in a single turn, or a swarm reaches you, you must test for panic. You roll a d6, with a -1 for each of the following:
- Players killed.
- Panic tests already failed.
- Any of your weapons are out of ammunition (this only applies once, even with multiple weapons dry).
- Each additional player who has failed a panic test this turn.
If the number is 0 or below, you panic for a second and forfeit your next turn entirely.
If someone you hate is not panicking, you may choose not to panic.
If someone you desire is panicking, you may choose not to panic.
These bonuses can only be used once (twice if your pilot tendency is towards HEAT) per mission, per person.
You have a +1 to panic rolls per person you love who is still alive. You have a -1 to panic roles per person that you love who has been killed.
PROBE HEAD SWARMS
The main forces of the enemy, poorly understood by earth scientists and only glimpsed in flashes and snatches by pilots in combat. The probe head swarms travel from system to system extinguishing stars. Their great terrestrial engines facilitate their travel across galaxies - these are typically your main targets. Without the engines, the swarms are unable to project outwards to the energy sources that they use to sustain themselves - they will starve, or go into hibernation, or suspended animation, or something. Whatever this state is, it renders them non-threats to the earth of the distant future.
A swarm is composed of hundreds of millions of enemy soldiers. When hot bodies start crashing down out of atmosphere, the probe heads begin their swarming behaviour in defence of the engines.
A probe head swarm has an emergence point. There will usually be about as many emergence point as there are hot bodies on mission.
Probe heads start pouring out of the emergence point, and advance at a rate of d6km per turn towards the nearest threat that they detect. This leave behind a 'trail' of swarm bodies - swarms advance like long tentacles on the map. If a 6 is rolled, the swarm splits into two, which both advance 3km towards the nearest threat - the second swarm splits from whatever point on the swarm 'tentacle' is closest to a PC.
As the swarm is wounded and pushed back, it will start to 'wake up', resulting in more d6s rolled for advance rates per turn (also resulting in more splitting). These points are detailed below, under Leaderforms.
Weapon damage is given in number of 1000s of probe heads destroyed. For each 1000 killed, the swarm is pushed back one kilometre.
If a probe head swarm reaches a player, their hot body immediately loses d6 integrity, with a +1 for each time the swarm has 'woken up'.
Artillery and other AOEs can obliterate large sections of probe head swarms behind their actually mobile 'front'. When this happens, the swarm is immobilised until the back line of the swarm catches up to its now isolated front elements. Swarms prioritise moving towards isolated elements and enemy hot bodies equally - they will move towards whatever is closest.
Fighting probe heads is like damming rivers. You will never be able to kill all of them. You are in a race against time.
LEADERFORMS
Each probe head swarm is directed by a Leaderform. It is located at the furthest edge of the swarm. On each emergence, and each splitting of the swarm, roll on the table below to determine the type of Leaderform.
Leaderforms are typically invulnerable to weapons fire - the exceptions are Destroyer AOEs, and DMRs.
If a swarm's Leaderform is destroyed it is effectively isolated, as per the rules given above for AOE weapons. Another Leaderform will pick it up soon, and when it does its own swarm immediately advances d6km.
Leaderforms:
- Horror. While this Leaderform is on the map, all panic rolls are at an additional -1.
- Ranged. Fires on the closest body within 40km as it moves, dealing d3 points of integrity per turn.
- Slaver. Adds +1 to its swarming movement rolls.
- Alarmer. Adds an additional 'Wake Up' counter to the swarm if killed.
- Tank. Absorbs d6[1000] casualties per turn for its swarm.
- Critical. Explodes when killed, per the rules for Atomics.
ENGINES
This is the player objective - you are here to cripple and destroy projection engines, such that the probe heads will be unable to make their movements across the galaxies.
Each map will have a set number of engines (and map 'difficulty' will usually directly correlate to the number of engines you have to destroy). Each engine will be built from a number of components (each kms long) that will need to be destroyed, generally in sequence, to turn them critical. Most engine components will have an integrity score like your hot body, which is reduced by your weapons as normal (1000 probes heads of damage is = to one integrity for this purpose). Destroyer AOEs will delete them the same as they do everything else.
For each engine destroyed, the swarm will Wake Up, and roll an additional d6 on their swarm movement rolls.
DOWN TIME
If you survive your mission, you will punch the chute and exfil back to the sling ship.
You and your surviving squad mates have a few months to kill time and swap spit.
You may choose to mix your web of relationships as you wish, and are encouraged to RP any changes.