I have always wanted to play a real-time logistics and operations game - having communications, resupply, troop movements, etc., play out on a real-time time scale of weeks is a deeply satisfying idea for me.
I have also always wanted to play a game of a very specific type: you control the crew of a large (possibly military, certainly tasked) vehicle, moving on a long duration mission independently and cut off from support, braving dangers, but also overseeing the living of the crew with cozy bits of gardening, maintenance, morale upkeep, downtime, etc. while lumbering from point to point and engaging in uncommon and highly abstracted ground combat missions, and very rare, extremely deadly, ship-to-ship combat without whoever else is out here.
Like I said, very specific! Anyway, the two images together have grown into the following, which I am provisionally calling At Your Order. It forms a rough companion to DESTROYER, in that both are games I fantasised endlessly as a teenager about one day making, finding expression in the gorgeously robust and flexible format that is TTRPGs.
Without further ado:
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Nausicaä of the Valley of the Wind, 1984 |
At Your Order!
You are a freshly-commissioned captain from the last human city. Your command is one of the great and terrible Metabolic Vehicles, iron behemoths with crews of hundreds which ply the ruined, poisonous wastelands, chlorine seas, and endless killing storms of the upper air in search of supplies, resources, ancient technology, and Zero Points - the strange motes of light that drift slowly down to earth from the upper air, that emit energy without consuming fuel, and that power the majority of last city's life support tech.
Zero Points fall from the sky in the west, close to the killing sun - the further west you go, the more of them there are. There is no day/night cycle anymore - the east and the last city are in perpetual night, kept alive by the energy of the zero points, and the west is permanently bathed in burning, maddening sunlight. Most of the 'useable territory' for the Metabolic Vehicles is a soft twilight zone between the two. There is a final western limit called the burning horizon, a solid wall of white fire, and many crew's stories about what might lie beyond it.
First, design your captain. Your captain needs a name, and appearance and personality, two specialisms in addition to Command, which they get for free, and a personal catch phrase (you will need to come up with a damn good reason why this isn't 'Make it so!').
Choose two specialisms from the following list:
- Command (you get this for free)
- Piloting
- Engineering
- Gunnery
- Personal Combat
- Tactical Leadership
- Doctoring
- Emergency Response
- Discipline
- Cheffing
- Gardening
- Entertainment and Hospitality
- Therapy
- Brewing
- Literature/Poetry (pick one)
- Signals
After your captain, you may design three senior officers. These get a name and appearance, and two specialisms from the list.
Then you get five petty officers. These get names, appearances, and a single specialism.
Then you get 500 brave souls, able-bodied all, to serve you as crew.
Once you have your officers and crew, you need to design your Metabolic Vehicle. You have 20 requisition points with which to do so. Choose one each of the following lists (the numbers in brackets are the cost in requisition):
Chassis:
- Tracked, travels on land only (1)
- Ship, travels on sea only (1)
- Flying, travels over both (5)
Speed:
- Slow, moves 1 hex every two days (0)
- Normal, moves 1 hex per day (1)
- Fast, moves 2 hexes per day (3)
Size:
- Small, 5 rooms (1)
- Medium, 10 rooms (2)
- Large, 15 rooms (3)
- Gargantuan, 20 rooms (5)
Once you have your basic frame, you can populate your rooms. A room can have a passive effect, listed, and may also allow you to make a check with its own effects. A check requires an officer with the relevant skill present, and crew attached to them. Many rooms give both passive effects and active checks. The number of rooms listed in Size are in addition to the following, which all Metabolic Vehicles get access to:
- Metabolic Engine. If this is destroyed, your Vehicle cannot move until it is repaired. If your Vehicle is flying, the destruction of your Metabolic Engine has additional consequences: you must pass a difficult piloting check or be destroyed with all hands. If you pass the difficult check, you successfully perform an emergency crash-landing, and d3 additional rooms are destroyed as by torpedoes.
- Bridge. Anyone attempting a Piloting or Command check must do so from a functional Bridge. If destroyed, neither is possible. If an officer with Command is stationed on a functional Bridge, the entire crew benefits from +1 morale.
- Crew Quarters. One room per 100 crew. For each increment of 100 crew that do not have quarters (so 1-100, 101 - 200, etc.) your entire crew are at -1 morale.
- Hangar. Allows the safe docking of smaller vehicles. If it is destroyed, a smaller vehicle attempting to dock with your Metabolic Vehicle must make a piloting check or be destroyed.
- Mess and Kitchens. Both a single room. If destroyed, the entire crew are at -1 morale. On a successful Cheffing check, provides + 1 morale for the week.
In addition, choose from the following list:
- Greenhouses. Produce d6 supply per week, or 4+d6 with a successful Gardening check. (1)
- Gun Batteries. Each battery be fired once per round during vehicle-to-vehicle combat. Gun Batteries are medium range. Specialist guns have additional REQ costs and rules, see below. (1 per battery)
- Signalling. Must be manned by an officer with Signals, and 10 crew, in order to function. Allows instantaneous comms with other craft within 2 hexes. (2)
- Observation. Must be constantly manned by 10 crew. Gives real-time vision up to 5 hexes out. For Flying vehicles this is 6 hexes. Without Observation, this range is 3 hexes. (1)
- Surgery. Can be manned by a maximum of 20 crew. While operational, automatically saves 1 in 5 crew who would otherwise be killed at the end of a vehicle-to-vehicle. Also allows killed officers to be saved with a successful Doctoring check (make a separate check for each officer). (1)
- Brewery. Consumes 1 supply per week, for a flat +1 morale bonus. With a successful brewing check, this is a 1+d2 bonus. (1)
- Brig. Secure facility for holding prisoners, should you wish to. If occupied, will require manning by 10 crew. (1)
- Armoury. A well stocked armoury, with personal weaponry: sabres, rifles, pistols, grenades. A ship with a functional armoury rolls all boarding and combat missions at advantage. If destroyed, an armoury is destroyed as by torpedoes (see below). (2)
- Library. Allows a Literature or Poetry check at the end of a voyage, when you write up the log of your endeavours. This will benefit your Renown (+1 if the check is successful). During the voyage, +1 morale and does not need to be manned. (1)
- Theatre. Allows an officer with Entertainment and Hospitality to attempt a check once per week. Requires 30 crew, but if successful provides a +2 morale bonus. What play did they put on this week? (1)
- Marine Barracks. Quarters and gear for 20 trained marines. They will not work as crew, but are each individually worth 5 basic crew in combat. They will consume rations as normal. (2)
Any rooms not occupied by the above become storage, with 10 empty slots. Mark down the size of your hold in slots. When you set out, you may fill any empty space with supplies or ammunition for free.
Finally, your Metabolic Vehicle always contains the following:
- 20 Solar Gliders. A Solar Glider is a one-person flying craft with an effectively unlimited range. They travel at a rate of 2 hexes per day, and contain storage room for a single slots worth of rations (enough to feed the pilot for a month). They are mostly used to send messages from point to point, and occasionally to scout. Additional Gliders may be purchased and stored in the hanger at a rate of 5 per point of requisition). Solar Gliders launched from a tracked vehicle or ship are launched into the air using a simple torsion sling. You may buy additional gliders at a cost of 5 per req.
- 100 Message Beacons. Can be fired from any gun battery, to a range of up to 5 hexes. Contains a message of any length, and can be marked with a flare that will be visible from up to 5 hexes away.
- 3 Recon Vehicles. Medium speed vehicles that can hold up to 50 people, with a cargo space of 2. Usually sent out with one or two officers on specific missions. You can choose in what proportion you want them to be tracked vehicles or boats. You may additionally choose for them to be flying (balloons) at the cost of 1 req per vehicle. Additional Recon Vehicles may be purchased for 1 req each.
- 100 each of red, green, and blue flares. Can be fired up to 5 hexes away, visible in a 5 hex radius, regardless of other factors.
Specialist Gun Batteries
A normal Gun Battery uses a single slots worth of ammunition to fire on an enemy craft. Every shot will usually hit on 3 in 6 (with a +1 if an officer with gunnery is attached to the battery), and every hit will destroy a random room on the enemy craft. Make a d[x] table, where x = the number of rooms on your Metabolic Vehicle. Every time you are hit with a gun battery, roll on the table - that room is destroyed. A hit will always kill 2d10 crew in that room, and has a 3 in 6 chance of additionally killing any officer present. All effects are determined simultaneously, and both craft fire at one another until one engages or decides to stop doing so.
A Vehicle may have many batteries, and a single turn of fire may destroy your craft. Vehicle combat is lethally dangerous.
Either Vehicle can disengage at the beginning of any turn. A fast vehicle disengages immediately. A Vehicle of medium speed disengages after taking a single turn of enemy fire. A slow Vehicle takes two turns of fire before it gets away.
In addition to these rules, specialist batteries may have the the following traits.
- Long Range. In the first round of combat, the effects of this battery are calculated before other batteries. Add to a battery for 1 req.
- Short Range. In the first round of combat, the effects of this battery are calculated after other batteries. Add to a battery for -1 req, but with a minimum cost of 1.
- Precise. You may modify the roll that determines which room is hit by a single point, up or down. Add to a battery for 1 req.
- Fire Starter. I addition to destroying the room, you light it on fire. Add to a battery for 1 req.
- Rapid Firing. Shoots twice per turn, consuming twice as much ammunition. Hits on a 2 in 6. Add to a battery for 1 req.
- Torpedo. Hits on a 2 in 6. Instead of destroying a room normally, instead annihilates it with all hands. A torpedo system must be specialised to target ground, water, or air targets, and cannot be used to attack Vehicles of other types. Add to a battery for 2 req.
- Beam. You do not destroy the room, but subject it to some other effect. Strange weapons, and not well understood. Require a Zero Point to power, and cannot usually be bought with requisition.
After all of this, you may NAME YOUR VEHICLE.
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Procedures
Movement on the map is done in real time. If you move 1 hex per day, that is calculated by the DM. The same is true for communications, visual range, information you have access to. Read up on this post for details on how this works.
The hex map, forthcoming, is of a blasted, cratered land. It is LARGE. You move from East to West, from nightlands to the territory of the Terrible Light, where the Zero Points fall. They fall randomly, but burn brightly when they do - you will see them if they fall within visual range. It would probably take you a couple of months irl to move from one edge to another.
The map features dangerous weather, sites of ancient ruins and scavenging sites, communities of hostile or friendly survivors, hostile fauna and poisonous flora, etc. etc.
You will be given 3 missions by your commissioning body, rolled on the following table, and will be expected to carry out all three on your tour. In addition to these, every Zero Point that you capture will give you Renown on your return. There are other ways of earning Renown (writing up your journeys in a popular novel is one of the more prosaic ones, discovering Strange Things out in the waste, slaying Behemoths, etc etc are others). Your goal is to finish your tour, fulfilling all three missions, and returning alive with the most Renown possible.
Sample missions:
- Kill this particular captain. Destroy their Metabolic Vehicle is you must, but +1 Renown if you instead kill them in a duel.
- Bring back this particular artefact. It is thought to be in this particular hex, and guarded by forces unknown. +1 Renown if you can find more than one.
- Map this particular area conclusively. +1 Renown if you additionally map the interior of every point of interest it contains.
- Plant this particular device on this particular Metabolic Vehicle without the knowledge of its crew.
- Convince this particular survivor settlement to board your vehicle and join the population of the final city. +1 Renown is this is accomplished peacefully.
- Institute regime change in this particular survivor settlement, by whatever means necessary.
- Hunt and kill the Fabled Behemoth, which was last seen in these coordinates. From hell's heart!
- Travel to the burning horizon and assess whether trespass is possible.
- Found a settlement in the bright zone.
- Test our new weapon, which we have preinstalled on your Vehicle, on living humans. Report your findings.
- Bring back 20 specimens of this strange fauna for our zoo.
- Burn down this particular section of poison forest with incendiaries.
When you are called on to make a check, you must roll equal or under your target number on a d100. Your target number is the number of crew assigned to the task. To be eligible to make a check at all, you must have an officer with the relevant skill assigned to it - this officer counts as 10 crew for the purposes of the roll. If you have positive morale (doesn't matter how positive), you get an additional +10. If you have negative morale, you get -10 per point of negative morale.
Once per week, and additionally once per vehicle-to-vehicle combat, your captain may use their catch phrase to grant themselves +1 to a check. MAKE IT SO!
Morale
You have a Morale score for your vehicle, which a lot of your rooms and procedures are designed to add onto. Negative Morale will very quickly start to reduce the effectiveness of your crew, so it is important to keep it topped up.
For every ten hexes your vehicles travels out from the final city, you get a flat -1 to morale, which tops out at -10 at the burning border. In addition, you get:
- -1 morale per 10 crew dead this week.
- -1 morale per officer dead this week.
- -1 morale if the captains died this month.
Supply
Each hold-space-worth of supply feeds 100 people per day. Greenhouses can grow you more, and you can forage out in the world if you are willing to take on the dangers of exploration. Most Metabolic Vehicles will cram their holds with supply when they set out from the final city.
If you ever run out of supply, you lose 2d10 crew (cumulatively) per full week without, and suffer -5 morale per week (also cumulative).
Boarding and Combat
Officer can lead crew out into the world on combat missions, and can attempt to board enemy ships with the same intent. In PVE combat missions, a successful Tactical Leadership check means that you fulfil your objective, and take d6 casualties. A failed check means that you do not fulfil the objective, and take 2d10 casualties.
In PVP boarding actions, both sides must put together combat teams, and make opposed checks. The defender gets a flat +10 to this check on top of any other bonuses, and the winner of the opposed check loses d6 people, and the loser 2d10. The attacker can choose to disengage at any time, ending the contest. The defender cannot do so.
Boarding actions happen in a specific room, and if the craft is also being bombarded, then casualties can be taken on both sites. You may make one opposed check per turn of bombardment, if you're insane enough to board a ship you are also firing at with batteries.
The Map
There are various procedural components of the world map. The big one is Zero Points, which fall thicker the further west you go. In each range band towards the west, d10 - [closeness to the final city] will fall. They appear in random hexes, stay around for d3 turns, and are visible to everyone within 5 hexes.
Another is Exterminator Orbs. These emerge from the burning horizon at regular intervals, and travel towards the final city in straight lines. They come in small and large, and are visible at a range of 5 hexes. If a small Exterminator Orb crosses your hex, your vehicles is annihilated, and lost with all hands. You suffer this fate if a large Orb passes within a single hex of you.
The final one is weather. I will come up with a fun system for this at another juncture.
Subcommand
Of course you may put sub-commanders in control of Recon Vehicles. They take as many crew and officers as you deign to give them, may retrofit their 2 supply space into other rooms at the discretion of the DM (usually this will mean retrofitting a room already existent on your Metabolic Vehicle), and head out into the world.
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Is that enough of a skeleton for a game? More to come, but I think that's where I'm at with it.
Take up your sabre, don insignia of rank! Your loyal crew await your command! At your order!
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Cannon Fodder, Katsuhiro Otomo, 1995 |
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Hornblower, 2003 |