Showing posts with label Swarm. Show all posts
Showing posts with label Swarm. Show all posts

Monday, 13 January 2020

Pulp Alley Perils: Predator

Introduction

As I mentioned in my last post (Pulp Alley Perils: Introduction), my friend Steve has come up with a detailed set of rules for what we've called the "Predator" class of perils.

The Predator is a type of danger that will (to a greater or lesser extent) stalk or chase a character.  As such, it might represent a swarm of tropical bees defending their nest, a gang of pickpockets, an officious Gestapo agent ("papers, please!") or an angry rhinoceros.  Or many other things, indeed.

Over to you, Steve:

The Predator

Following our last game I've contemplated mobile perils like the Nazi agents and the angry buffalo.  As we've gained experience playing Pulp Alley, we've become adept at avoiding the normal static perils.  We typically only brave the peril if baited with a plot point, or if it represents terrain that we absolutely must cross.

I enjoyed the element of risk introduced by the mobile perils.  The possibility to lead them toward another player's characters added an extra aspect to the game.

Here is a simple model for a peril which attacks the player characters.  I've named it the predator, it fits snugly into existing pulp Alley mechanisms.

Each predator is assigned a range, movement and optional special behaviours called traits.
For example: 
The Buffalo
Range 8"
Move 4" / 2d10
Traits Impetuous

Roll the move dice (2d10) when a character (target) moves within the range of the buffalo (8" in this example).  The buffalo travels its move distance toward the target (4") for each success.  No successes no movement, one success 4", two successes 8".

If the predator contacts the target then a peril occurs, and is resolved as normal.

The predator normally stops on reaching the target, though traits can adjust this behaviour.

Traits

Traits are simply special rules that apply to the predator.  Predators may have no traits or several.

  • Feeble: The predator is removed if the target passes its challenge.  This represents a weak or timid or easily eliminated threat.  Removal overrides any post-challenge actions caused by other traits.
  • Pack (N): A pack of N relatively weak threats, similar to feeble, but with N "lives".  One member of the pack is removed each time the target passes their challenge.  The pack is removed (see Feeble) when its last member is eliminated.
  • Ambush: The predator only moves if it rolls sufficient movement to reach its target.  A classic ambush predator that lies low and attacks from a short distance.
Predators may have only one (or none) of the final three traits:
  • Elusive: The predator always deploys in cover.  If its move finishes the open, it returns to the closest cover.  Specific definition of cover may be used to fine-tune behaviour.  For example,
    - a swarm of bees would return to their hive.
    - a vampire might return to any shadowy corner, except sacred ground.
  • Impetuous: The predator moves the full distance rolled, and may move beyond its target.  The target suffers a peril even if the predator overshoots.  Example: a bull or rhino that will build up a head of steam during its furious charge.
  • Hit and Run: After resolving a challenge, the predator rolls its movement again.  It moves the rolled distance back in the direction it came.  Example: a pack of small yappy dogs or smaller monkeys, individually timid but brave in numbers.
The predator provides a flexible method for single threats, or packs and swarms of smaller creatures.  Range and movement can be adjusted to represent the tenacity of the predator.  Traits permit different behaviours.

Example Predator Perils

  • Rhino : Short sighted, easily provoked, faster than you'd imagine - the original "battle unicorn".
    Range: 8"
    Move: 4" / 3d6
    Traits: Impetuous.
    The Rhino's move is potentially greater than its range.
    The Impetuous trait means it can charge through and past its target.
  • Bees defending their hive:
    Range: 12"
    Move: 3" / 4d6
    Traits: Ambush, Elusive (returns to hive).
    Several movement dice, threat level increases with proximity.
    Ambush means the swarm will not leave the hive unless they can reach and imperil the target.
    Elusive sees the bees return to their hive after an attack.  (Elusive specifies return to cover, in this case the hive is specified).
  • The Mummy: Classic Universal studios version, slow, but always on your tail.
    Range:16"
    Move: 4" / 1d12
    Traits: None
    Long range and big movement die guarantee pursuit.
    Single die and short move mean it will rarely catch a running target, but trip, or stop to investigate a clue, and your adventure may be over.
  • Macaque troop: Small nosey monkeys. Raid your pack / pockets for food, may bite.
    Range: 8"
    Move: 4" / 2d8
    Traits: Hit and Run
    These fellows will back off as soon as they've relieved you of your sandwiches.
  • Small stray dog: More bark than bite, but what other perils might the bark attract?
    Range: 12"
    Move: 4" / 3d10
    Traits: Feeble, Hit and Run
    Fairly mobile, but a limited danger.
    Will not stand its ground, and disappears in the face of determined resistance.
  • Young conscripts: acting tough but fearful for their own safety.
    Range: 6"
    Move: 6" / 1d6
    Traits: Pack (5)
    As likely as not to challenge characters getting too close.
    Reasonable staying power from Pack (5), but won't resist a determined show of force.

Conclusion

So, is this useful inspiration?  Or possibly unnecessarily complicated?  Please let us know your thoughts!

Thursday, 6 October 2016

Rats!

Introduction

Regular readers may remember my Witch Hunters and Witches warbands for the Song of Blades and Heroes rules.  Well, it's been on my mind for quite some time to expand my game by adding new factions.

Various ideas for forces which might fit into a loose version of mid-17th century England have come and gone.  I have recently built a 3rd, small force of French musketeers (on a secret mission abroad to find Milady, or fighting for or against the Puritans?).  Additionally, I may someday do a troop of hidden ghouls/cannibals (think Sawney Bean or "The Hills Have Eyes").  I might even build a force of Scots Covenanters, if only to have someone more fanatical than the English Puritans!

However, tonight I'm going to describe my 4th faction: the rats!

The Head Rat

So, here's the fluff: somewhere in the growing towns and cities of 1650s England, at least a few super-rats have evolved.  Either these are the discarded experiments of some careless natural philosophers, or they are the product of satanic dark magic.  However they came to be, the dark alleys and deserted barns are now infested with a huge number of variously-sized plague-carrying vermin!



The leader of the band is the creature above.  He (she?) doesn't have a name - at least, not one that I could pronounce.  However, the head rat is man-sized, intelligent, bipedal and understands people well enough to attempt to disguise its appearance so as to be able to pass amongst them without challenge.  I suspect that it has unholy powers as well...

This model is from Black Tree Design.


Little Rats


As I understand it, all swarm models of the same type in Song of Blades and Heroes must remain in base contact.  That makes this just one very large swarm of rats, rather than a number of smaller swarms.  Hopefully this will provide an unusual challenge for their enemies!

The rat swarms are from Black Cat Bases, who make (in my opinion) all of the best swarms for 28mm figures.  They really do look like a seething mass of small animals, rather than 4 or 5 separate models which just happen to be sharing the same base.

Mind you, looking at the other models in this band, the rat swarms' bases seem a bit bare.  Hmm, perhaps I ought to put a little grass on them, to add a bit of different colour and texture?


Big Rats


About the size of a large dog, these critters aren't a match for a human soldier one-on-one.  But whoever said that they would attack one at a time?  There are enough of them to surround a careless person and give him a whole load of grief.

Models are old Games Workshop plastics; I've had these for quite some time.


Biggest Rat


At the other end of the spectrum, the warband has one huge, nightmare rat monster!  Although sold as a "Giant Wererat" (it's a Reaper Bones model), the animal has huge chunks of flesh peeling away from both flanks.  Either someone has already carved it up a bit or the stress of its mutation is tearing its body apart.

I think that I prefer the latter explanation; it's clearly a diabolical abomination and if such a creature was unstable (with a lifetime measured in hours after its transformation, at most) then the world would be a safer place for people like me.  Not much safer, but every little bit helps, right?


Conclusion


I've collected and painted these models over quite a period of time, so the styles and colours aren't quite the same.  Rather than repainting any of them, I'm tempted to just paint up more models instead (I've still got many of the dog-sized rats).    I'll probably add some grass to the swarms, but other than that these are all completed.

So, is this a good warband?  What powers or vulnerabilities might it have?  Are there any obvious gaps in its composition?  What do you think?