Monday, 5 May 2025

At Your Order! - More Rules


UPDATE: this has now been released here



I realised the other night that AYO! (lol) as originally written has developed a roughly week-long turn structure. This won't do at all; what's the point of running a real time game if you abstract player decisions out into turns?

The following is designed to get things back on track.


Procedures Redux


IN NORMAL OPERATIONS

  • When you staff an officer and crew to a room, a countdown starts (usually in days). At the end of the countdown, you make any relevant checks, and calculate the effects. You may order crew between officers around as you wish, but the checks at the end of the countdown will always make use of the lowest crew number from the entire period.
  • If an officer breaks off their task, progress on the countdown is lost and must be started again from 0. An officer with Command in a functional bridge can be flexibly 'subbed in' to any officer's work, while that officer goes and does something else. This keeps the countdown going, and the original officer can return without interruption to the task.

IN EMERGENCIES
  • Emergencies 'freeze' real time, and take place over a series of rounds. Batteries fire once per round, boarding parties fight over rooms once per round, emergency response teams try to extinguish fires once per round, etc. Each player can task crew as they wish per round.
  • There are only four things you can task officers and crew on in emergencies: manning batteries, emergency support (firefighting etc.), anti boarding operations, and boarding operations.
  • You can call a state of emergency at any time, which will stop all other work. You can pre-prepare emergency stations for your officers and crew, and give them specific emergency codes (CODE RED, CODE YELLOW etc), or you can manually distribute them as you wish, per emergency. This state of affairs remains until the emergency is over and regular work resumes. Emergencies restart all countdowns from stopped work, as usual.


Rooms Redux

All rooms need a minimum crew that they can function with, and a maximum crew that they can be loaded with (this is functionally how reliable you can make a room using manpower).

When you make your Vehicle, you also need to map out your rooms on a grid. Don't worry about relative sizes, some rooms are way bigger than others but the grid is just an abstraction of the routes through your Vehicle. This will become relevant if anything breaks into the ship or you are boarded, and combat check must be made in individual rooms.

Quick note on fighting and boarding. Make an opposed combat check per room, using whatever forces are actually present in the room. The loser must lose 2d10 souls and retreat to another, adjacent room. If there are hostile enemies in that room as well, then the loser immediately loses an additional 2d10 people. This is the home team advantage - a defender can retreat into their vehicle, and attacker who loses their combat rolls will be depleted VERY quickly. If for whatever reason the defender cannot retreat, they are wiped out to a man. The winner stays where they are. If you have uncontested control of a room you can choose to move out of it to an adjacent room (potentially provoking another combat contest), or sabotage the room you are in, rendering it inoperable.

Torpedoes and some other things actually annihilate rooms instead of just rendering them inoperable. This can break your ship apart if a room that connects two larger chunks of Vehicle is destroyed this way.


Rough Room Crew Numbers
  • Metabolic Engine. Minimum 5 crew for functioning. No maximum. 
  • Bridge. Minimum 5 crew for functioning. No maximum. 
  • Crew Quarters. No crew needed to function.
  • Hangar. Minimum 10 crew for functioning. No maximum. 
  • Mess and Kitchens. Minimum 10 crew for functioning. Maximum of 50 crew. 
  • Greenhouses. Minimum 10 crew for functioning. Maximum of 70 crew. 
  • Gun Batteries. Minimum 10 crew for functioning. Maximum of 40 crew. 
  • Signalling. Minimum 10 crew for functioning. Maximum of 50 crew. 
  • Observation. Minimum 10 crew for functioning. Maximum of 50 crew. 
  • Surgery. Minimum 10 crew for functioning. Maximum of 30 crew. 
  • Brig. Minimum 5 crew for functioning, + 1 per prisoner held. No maximum. 
  • Armoury. No crew needed to function.
  • Library. No crew needed to function.
  • TheatreMinimum 10 crew for functioning. Maximum of 50 crew. 
  • Marine BarracksNo crew needed to function. Marines always count as equipped by an armoury, even if the Vehicle is not equipped with one. To get the armoury bonus, every member of an attack party must have the bonus (ie, if the Vehicle doesn't have an armoury, you will only roll with advantage if your entire combat team is made up of marines).


Lastly, you should obviously name your Recon Vehicles! 



Ghibli!




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