Pyramid 3-77 Combat
Pyramid 3-77 Combat
Pyramid 3-77 Combat
In This
®
Contents Issue
For many games, combat is somewhere around Plan A,
Plan B, or . . . well, the only plan. Fortunately, this issue of
From the Editor . . . . . . . . . . . . . . . . . . . . 3 Pyramid is here to help you rally the troops, hone your aim,
and get into battle. Whatever era or genre you play in, there’s
Combat Writ Large . . . . . . . . . . . . . . . . . . 4 something sure to be of interest here.
by Sean Punch When you’re facing an ogre, killer robot, or alien face-
worms, you’re ready for Combat Writ Large. GURPS giant
Low-Tech Armor Loadouts Sean Punch collects, unifies, and expands the rules for fighting
for the New World . . . . . . . . . . . . . . 12 larger things. The effects of size on attack, defense, grappling,
by Dan Howard and more are all here in one place – along with a few new
rules to cover edge cases! (And remember that when you fight
Eidetic Memory: Ancient Egyptian smaller things, you are the “giant” . . .)
and Roman Armies . . . . . . . . . . . . . . . 18
If you like historical accuracy and ready-to-use equipment,
by David L. Pulver you’ll love Low-Tech Armor Loadouts for the New World. Dan
Howard – author of GURPS Loadouts: Low-Tech Armor –
On Target . . . . . . . . . . . . . . . . . . . . . . . . 24 offers some insight into the hard work that went into forging
by Douglas H. Cole that supplement, as well as seven new sets of armor loadouts
for Spanish conquistadors, Aztec war leaders, Shoshone war-
It’s a Threat!. . . . . . . . . . . . . . . . . . . . . . 29 riors, and more.
by Christopher R. Rice Perhaps conflicts a bit larger than a melee skirmish are
on your mind. If so, get ready to go to battle with Ancient
Random Thought Table: Egyptian and Roman Armies. These two armies for GURPS
Faster, Combatants! Kill! Kill!. . . . . 36 Mass Combat are presented by that supplement’s author,
by Steven Marsh, Pyramid Editor David L. Pulver, in this month’s Eidetic Memory offering. Pit
these two armies against each other, or use either one in your
Odds and Ends. . . . . . . . . . . . . . . . . . . . . 38 own massive conflicts!
featuring Murphy’s Rules For more possibilities for the Aim maneuver in GURPS,
we have some optional rules that are On Target. Crafted by
About GURPS. . . . . . . . . . . . . . . . . . . . . 39 Douglas H. Cole (scribe of GURPS Martial Arts: Technical
Grappling), these rules will let you use an All-Out Aim,
learn the Quick Aim technique, or experience critical
successes and critical failures like never before.
Article olors C Are you trying to craft effective dangers for GURPS
Dungeon Fantasy heroes? Now you can make sure
Each article is color-coded to help you find your favorite
It’s a Threat! Prolific Pyramid penman Christopher R.
sections.
Rice codifies how threatening all Dungeon Fantasy
Pale Blue: In This Issue monsters are (up through Pyramid #3/76: Dungeon
Brown: In Every Issue (humor, editorial, etc.) Fantasy IV) by describing each one’s Offensive Rat-
ing, Protective Rating, and Combat Effectiveness Rat-
Green: Columnist
ing . . . and providing the rules to calculate your own!
Dark Blue: GURPS Features This month’s Pyramid also features a Random
Purple: Systemless Features Thought Table for those who want to fight faster, plus
Odds and Ends that encourage you to take a breath
and enjoy a new Murphy’s Rules that’s given its best
Cover Art Interior Art shots. Unleash your combative nature with this issue
Eric Wilkerson Greg Hyland of Pyramid!
Editor-in-Chief z STEVE JACKSON Managing Editor z MIRANDA HORNER Chief Executive Officer z PHILIP REED
GURPS Line Editor z SEAN PUNCH GURPS Project Manager z STEVEN MARSH Chief Operating Officer z SAMUEL MITSCHKE
Assistant GURPS Line Editor z Production Artist & Prepress Checker z Marketing Director z BRIAN ENGARD
JASON “PK” LEVINE NIKOLA VRTIS Director of Sales z ROSS JEPSON
Page Design z PHIL REED & JUSTIN DE WITT
Pyramid, GURPS, Warehouse 23, the all-seeing pyramid, and the names of all products published by Steve Jackson Games Incorporated are trademarks or registered trademarks of
Steve Jackson Games Incorporated, or used under license. Pyramid is copyright © 2015 by Steve Jackson Games Incorporated. All rights reserved.
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Breakpoints
When battling huge monsters, it’s imperative to know opponents needn’t kneel or lie down to grapple it while it’s
what game-changing rules “switch on” at specific SM dif- prone, kneeling, or sitting (p. B370).
ferences. Collecting these: • Monster’s SM is three or more larger than victim’s.
Monster fully blocks the line of sight of its puny rival while
• Monster’s SM is equal to or larger than victim’s. Mon-
kneeling, or while standing up if it’s Horizontal (p. B389).
ster with Constriction Attack (p. B43) can use it. Monster’s
Its tramples do large-area injury (p. B400). It can evade
bite can’t attack internal vital spots (skull, spine, veins/
such tiny enemies without rolling dice simply by paying
arteries, or vitals), dismember anything but small body
+1 movement point (p. B352, and see also Movement,
parts (ears, noses, etc.), or cripple limbs (but can cripple
pp. 6-7). Its bite can attack any hit location, and cripple
extremities, joints, and small body parts), and counts as a
or dismember anything; counts as a two-handed grapple
one-handed grapple (GURPS Martial Arts, p. 115).
for all purposes; and can attempt a pin on a standing foe
• Monster’s SM is one or more larger than victim’s. Mon-
(Martial Arts, p. 115).
ster can “bear hug” its opponent’s torso in order to choke
• Monster’s SM is four or more larger than victim’s.
or strangle (pp. B370-371); it doesn’t have to grapple the
Monster completely blocks the line of sight of its oppo-
neck. It can trample a victim who’s lying down (p. B404).
nent under all circumstances (p. B389).
Its bite can attack any hit location, and cripple or dismem-
• Monster’s SM is seven or more larger than victim’s.
ber anything, and counts as a two-handed grapple for
Monster’s unarmed strikes and attacks with melee weap-
strangling, breaking free, Neck Snap, and Wrench Limb,
ons scaled to its size inflict large-area injury (p. B400).
but as one-handed otherwise (Martial Arts, p. 115).
• Monster’s SM is 10 or more larger than victim’s. The
• Monster’s SM is two or more larger than victim’s.
GM may invoke Small Size and Combat (GURPS Powers,
Monster completely blocks the line of sight of its dimin-
p. 76), letting Lilliputian rivals crawl inside the monster’s
utive foe while standing up (p. B389), unless it’s also
armor if its SM is 13 or more larger, enter its bloodstream
Horizontal. It can trample regardless of its victim’s pos-
through wounds if its SM is 19 or more larger, and pene-
ture (p. B404). However, the monster is so huge that tiny
trate its pores if its SM is 44 or more larger.
M ovement
the standard ‑3 for lying down; the victim may retreat by roll-
ing, for the usual +3, but Defense Bonus (e.g., for a shield) is
Huge creatures always obey the rules in Multi-Hex Figures of no value. A hit inflicts trampling damage for half ST (record
(p. B392) when moving, modified as follows. The biggest this for big creatures), which is large-area injury (p. B400).
changes are to Slam and Overrun.
Being Evaded Size Modifiers in Melee Combat: For melee attacks only,
apply the difference in SM as a penalty to the attack rolls of the
Tiny fighters often want to evade huge monsters by duck-
larger combatant. Add it as a bonus to the attack rolls of the
ing between legs and so on. If the evader is one or two SM
smaller fighter, to a maximum of +4. In both cases, this affects
smaller, use the rules on p. B368. The larger creature isn’t big
striking only; grappling works differently (Grappling, pp. 9-10).
enough to prevent the smaller one from pushing past, leaping
over, etc. in the usual fashion. Thus, a SM +1 ogre has ‑3 to hit a SM ‑2 halfling and ‑7 to
If the evader is three or more SM smaller, use whichever of strike a SM ‑6 pixie with melee attacks, while against the ogre,
the following rules applies: the halfling has +3 to melee attacks and the pixie enjoys the
maximum +4 (not +7).
None Shall Pass: If the larger creature rolls, slithers, or oth-
erwise has zero ground clearance – or has legs but is currently
Huge Melee Attacks
sitting, kneeling, or prone – the only way for the smaller one to
evade is to vault over it. The attempt must use DX, Acrobatics, If a creature is seven or more SM larger than its opponent,
or Jumping (not Judo), and suffers an additional penalty equal its unarmed strikes and blows with melee weapons scaled to
to the SM difference. its size deal large-area injury (p. B400), implying that such
Sand Through Fingers: If the larger creature has legs, lev- things are targeting a general area! This suggests a rule:
itates, or otherwise has ground clearance, it will have trou- Swatting Flies: A creature seven or more SM larger than its
ble keeping a small, nimble opponent from evading. Such an target suffers relative SM as a penalty only if it targets a partic-
attempt can use any legal skill, and gets an additional bonus ular hit location (the torso counts). Alternatively, it can simply
equal to the SM difference. try Attacking an Area (p. B414), rolling at +4 instead of at ‑7 or
Regardless of relative SM, the evader still has to cover the worse! The victim’s only permitted defense is Diving for Cover
ground! Use this next rule whenever that is in doubt: (p. B377), and the Defense Bonus of a buckler, cloak, or shield
never helps. A successful defense or a missed attack leaves the
Transit Time: A figure might be so vast (see Size in Hexes, attacker overbalanced: ‑2 to DX and ‑1 to active defenses until
p. 4) that a tiny opponent who successfully evades has insuffi- next turn. Otherwise, the blow does large-area injury.
cient Move to pass through its space in a single turn. If so, the
evader ends the turn next to (if SM difference is two or less), This may seem abrupt: ‑1, ‑2, ‑3, . . ., ‑6, +4. If the GM pre-
atop (None Shall Pass), or beneath (Sand Through Fingers) fers, any warrior attacking a smaller foe can avoid relative SM
the bigger foe. One who’s beside the monster is subject to penalties by attacking a general area:
Incidental Collisions (pp. 6-7) if the creature moves. One who’s Big Swings: Exploiting huge size to pummel entire areas
under it is in the same boat – and if the monster drops to a can blunt the downside of high SM. Roll to hit at a basic ‑3
lower posture for any reason, it inflicts full trampling damage plus SM difference, to a maximum of +4. As a one-SM differ-
(p. B404) instead, no defense allowed! Someone on top is now ence gives ‑2, this isn’t useful until SM is at least two larger.
Going for a Ride (p. 10). Each turn of evading calls for a new The victim defends normally. A successful defense or a missed
Quick Contest. attack leaves the attacker at ‑2 to DX and ‑1 to active defenses
until next turn. A hit uses Random Hit Location (p. B400) and
Ranged Attacks
In ranged combat, apply absolute target SM as usual.
Defense
Huge fighters wield huge weapons. For blocks, use Damage
However, a further rule does make sense: to Shields (p. B484) to assess the effects of stopping heavy
Close Approaches: For ranged attacks only, being closer blows. Parries require special rules, however – and some
than two yards cancels some penalties for negative SM (but attacks are simply too big.
never results in a net bonus). At one yard, any attacker may
ignore up to ‑2 due to SM. In close combat, the penalty Parrying
ignored is up to ‑4 or the attacker’s own negative SM, which- Big weapons pose two threats to smaller victims who try
ever is more favorable – but remember to apply the Bulk to parry, as described in Parrying Heavy Weapons (p. B376):
penalty (Weapons for Close Combat, p. B391) and note that
targets this close may parry missiles by slapping aside the 1. A weapon three or more times as massive as the defend-
attacker’s hand (p. B376). er’s has a 2 in 6 chance (1-2 on 1d) of breaking the parrying
weapon, rising by +1 per full multiple above three, and modi-
Thus, at two yards, a SM 0 human, a SM ‑2 halfling, and fied further for weapon quality (+2 for cheap, ‑1 for fine, or ‑2
a SM ‑6 pixie all have ‑2 to hit a halfling and ‑6 to hit a pixie for very fine).
with ranged attacks. At one yard, all three ignore up to ‑2 from 2. A weapon that weighs more than the defender’s Basic
target SM, giving 0 vs. a halfling and ‑4 vs. a pixie. In close Lift (BL) if defending one-handed – or 2¥BL if defending
combat, the human and the halfling can ignore up to ‑4 from two-handed – automatically bypasses the parry, disarming an
SM, resulting in 0 vs. a halfling, ‑2 vs. a pixie. The pixie can armed defender if the weapon doesn’t break, or knocking back
approach closely enough to avoid up to her own SM ‑6, and an unarmed defender.
experiences no SM penalties against any of these targets!
This lets tiny beings stand their own height apart and These rules aren’t ideal, though. Unarmed attacks are
enjoy the same modifiers as two SM 0 humans standing their treated as having an effective weight of 1/10 of the attacker’s
height apart. For beings of SM +1 and above, this rule isn’t ST – or full ST, for the attacks under Slam (pp. B371-372). This
needed because range penalties kick in; e.g., titans with SM might seem fine, but consider that BL increases with the square
+10 standing their height apart (‑10 for distance) still have of ST; thus, ST 1 or 2 beings with BL 0.2 or 0.8 and maximum
no net penalty to hit . . . but humans attacking the titans can two-handed parrying weights of 0.4 or 1.6 lbs. can’t parry the
approach closely enough to avoid range penalties yet enjoy 1-lb. or 2-lb. slams of their own kind . . . while ST 10 humans
+10 to hit for size. with BL 20 and maximum two-handed parrying weight of
40 lbs. can parry even the 40-lb. slams of ST 40 monsters.
GURPS Loadouts: Low-Tech Armor takes the rules help explain why some types of armor were historically pre-
described in GURPS Low-Tech for designing armor and ferred over others that might seem more obvious choices from
applies them to historical armor. Specific cultures and time the rules in Low-Tech.
periods were selected, the most common or interesting armor I tried to include ethnic terms for all of the pieces of armor,
was researched, and the individual pieces were created using which involved a pile of lexicons and combing through sources
GURPS stats. Loadouts were selected to cover as wide a range in their original language, but sometimes nothing could be
of cultures as possible and to showcase different ways of using found even after weeks of searching. Even finding suitable art-
the Low-Tech armor-building mechanics. work was a challenge, since this loadouts supplement was spe-
Loadouts: Low-Tech Armor had a strict page limit, so cifically about historical armor – illustrations that accurately
many potential loadouts couldn’t make it to the final draft. It depict genuine historical armor are a lot harder to get than
was envisioned that some of those could be kept for an appear- one might think. I ended up doing about half of the illustra-
ance in Pyramid, so it made sense to group them together into tions myself, and my artistic skills are one of the reasons why
a common theme. For this set of loadouts, I decided upon the I chose to be a writer.
New World. Included here are loadouts for Spanish invaders I know that this is a favorite topic for some people. I’ve had
and three native peoples of the Americas: Aztec, Shoshone, many members of the Steve Jackson Games forums come to
and Tlingit. When combined with the original supplement, me with questions or requests for custom loadouts, and have
gamers now have a total of 30 different loadouts from all over been unable to help due to the research time required to do it
the world to use in their campaigns. right. Hopefully this article will go someway toward addressing
those requests. Apologies to all those for whom I was unable to
From the Author provide more useful advice when they asked for my opinion.
Hopefully this article will go someway to redressing that.
This was one of the most difficult books I have ever written.
Each of the 26 entries required a similar amount of research
as writing the equivalent of an Osprey book on the subject, and
all of that research had to be compressed into a digest of one
Seven new Low-Tech Armor loadouts!
to three pages. In addition, a lot of calculations were involved
in determining the various stats for each piece of armor and
putting them into a concise loadout table. Even with comput-
erized assistance, many errors crept into the tables in the ini-
About the Author
tial draft. I’d like to thank Douglas Cole and his team for their Dan Howard has an arts degree in history and classical
relentless search for these miscalculations. studies. He was co-author of GURPS Low-Tech and author of
Several problems had to be addressed: Armors that didn’t many articles and supplements for Steve Jackson Games. Dan
fit neatly into the various categories in Low-Tech were sim- has written a book titled Bronze Age Military Equipment, for
plified. Data on the protective capacity of some armors were Pen and Sword Books Ltd., and has published an e-book called
not available so the DR had to be estimated by using similar Compact Castles (available at warehouse23.com/products/
examples from other cultures. New rules had to be devised to compact-castles). He holds a second dan black belt in Oh Do
Kwan Tae Kwon Do and has competed internationally.
Notes
[1] -2 DR vs. crushing.
[2] Protects the face on a roll of 1 on 1d.
[3] -1 to combat (see Restrictive Neck Armor, Loadouts: Low-Tech Armor, p. 4).
[4] Covers one knee only.
[5] Protects the face on a roll of 6 on 1d (2-6 from above).
Aztec Warrior
The armor which they use in war are certain loose garments a layer of feathers of different colors, making a fine effect . . . for
like doublets made of quilted cotton, a finger and a half thick, neither arrows nor darts pierce them, but are thrown back with-
and sometimes two fingers; they are very strong. Over them out making any wound, and even with swords it is difficult to
they wear a doublet and hose all one garment, which are corded penetrate through them.
behind. This garment is made of thick cloth and is covered with – Companion of Hernan Cortez
Aztec Warrior
Common Name Ethnic Name Location DR Cost Weight Don Notes
Tunic Maxtlatl torso 0 $48 1.6 15
Corselet Ichcahuipilli chest 3 $263 15 23
Body suit Tlahuiztli torso, arms, legs 0* $450 8.3 60 [1]
Helmet Cuacalalatli skull 4 $30 7.2 6
TOTAL – – – $791 32.1 104
Notes
[1] +1 DR vs. cutting damage (see Low-Tech, Light Leather, p. 104).
Shoshone Warrior
Common Name Ethnic Name Location DR Cost Weight Don Notes
Shirt kwasu torso, arms 0* $72 2.4 23 [1]
Pants kusa legs 0* $48 1.6 15 [1]
Corselet baki kwasu chest 4 $394 26.3 23
Helmet baki dezowên skull 4 $104 7 6 [2]
TOTAL – – – $618 37.3 67
Notes
[1] +1 DR vs. cutting damage (see Low-Tech, Light Leather, p. 104).
[2] Helmet crest gives +1 SM for Intimidation (see Low-Tech, p. 113).
. . . our shields were not so many, and some of our shields had to shelter
two men . . . Their arrows went a long way and whizzed about us as balls do from
guns. They were all tipped with a sharp, smooth, black stone [flint] which broke
up when it struck anything. Our iron-headed arrows did not go through their
shields, but stuck in them.
– Saukamappee of the Peeagans
Tlingit Warrior
Common Name Ethnic Name Location DR Cost Weight Don Notes
Shirt k’oodás torso, arms 0* $48 2.4 23 [1]
Pants x’uskeit legs 0* $48 1.6 15 [1]
Wood breastplate sankeit chest 3 $75 22.5 23 [2]
Wood fauld – abdomen 3 $25 7.5 8 [2, 3]
Leather head guard – head, shoulders (rear) 2* $40 4.8 12
Mittens tsáa’ hands 2* $10 1.2 3 [4, 5]
Boots x’wán feet, shins 2* $80 3 6 [4]
Wooden full helm shadaa head 3 $30 9 9 [2, 6]
Leather pot helm – skull 4 $105 7 6
Bevor – neck 3 $5 1.3 3 [2]
TOTAL – – – $466 60.3 108
Notes [3] -1 DX for actions involving the legs (see Leg Armor and
[1] +1 DR vs. cutting damage (see Light Leather, Low-Tech, DX, Loadouts: Low-Tech Armor, p. 4).
p. 104). [4] -1 DR vs. impaling.
[2] Semi-ablative; loses 1 DR per 10 points of basic damage [5] Gives Ham Fisted 1 (p. B138).
it resists (see p. B47). [6] Gives Hard of Hearing (p. B138) and No Peripheral
Vision (p. B151).
A 4,100-man force might have 1,500 infantry: 150 elements A corps of 4,100 men might have 500 archers: 50 elements
with TS 450. with TS 100.
Having mastered the task of holding the rifle steady, the sol- on your shot. No fuss, no muss, and repeated Aim gets you a
dier must align the rifle with the target in exactly the same way bigger bonus.
for each firing. The firer is the final judge as to where his eye In real life, shooters can experience the satisfaction of
is focused. obtaining, in an instant, precisely the desired sight picture.
– ArmyStudyGuide.com (not affiliated with the U.S. Army) Perhaps more frequently, they spend many seconds lining up
a shot, only to have the aimpoint wander all over the target,
When engaging targets with a gun, taking time to aim
never quite good enough.
before firing results in far better outcomes. In GURPS, the
These suggestions add more randomness and character skill
current rules are easy and deterministic. An Aim is followed
to Aim maneuvers. They assume time spent choosing an option
by any variety of attack, and you collect your weapon’s Acc
and rolling dice is more fun than simply stating, “I Aim.”
All-Out Attack (Ranged) Movement: Step or two steps. A second step gives a
Complete focus, compatible with All-Out Aim (p. 25). penalty of -1 or half Bulk, whichever is worse. Attacks can
be made before, during, or after the steps.
• Make a single attack at +2 to hit (this is a change Active Defense: All active defenses are at -2, plus any
from the Basic Set). facing-related penalties.
• You have Tunnel Vision, and any Per rolls are at -5.
Optional Rules
These ideas are either more complex than usual, may
increase the uncertainty around aiming, or apply the above
Extra Attack
rules to bows, spells, and powers. If you have this trait, you may aim and fire in one turn,
choosing any combination of Aim and Attack maneuvers you
like. However, you suffer the worst repercussions from both
Aim as Attack choices when it comes to movement, Per, and defenses.
Multi-strike is not required to Aim and shoot using Extra
The Aim maneuver can instead be treated as an attack,
Attack.
much like a Feint. This allows skilled shooters to aim and fire
in one turn, and opens up a few other options as well.
Quick Aim
All-Out Attack (Double) Average
The shooter can select this option and select Aim followed Default: Guns-6.
by Attack (not All-Out or Committed Aim, and no bonuses for Prerequisite: Guns; cannot exceed Guns.
Determined on the shot). If the aim fails, the option to not fire This technique allows a shooter to attempt to aim (All-Out
on the second shot is retained. This is still an All-Out Attack and Aim, Committed Aim, or Aim) as a free action by rolling vs.
thus suffers the same movement and defensive restrictions. Quick Aim; this roll is always penalized by Bulk.
Non-Combat
Bonuses
Tactical Shooting (p. 9) allows
up to +10 in bonuses for shooting
out of combat. On Target provides
for very large bonuses by player
choice, but most of those impact
only Aim rolls, which don’t exist
in the regular rules. As such,
non-combat bonuses to Aiming are
Calculating effective combat encounters with a points- created obstacles and ones in previous publications. Matt
based system can be difficult. It takes time and practice for Riggsby originally created the N system in GURPS Dungeon
any GM to accurately match a group of opponents with the Fantasy Adventure 1: Mirror of the Fire Demon. This arti-
player characters. GURPS Monster Hunters 3: The Enemy cle’s system borrows from that concept.
has notes for each monster entry on what sort of challenge it This system provides guidelines, not hard-and-fast rules.
provides. This article offers a similar framework for GURPS Balancing encounters is an art, not a science.
Dungeon Fantasy, including guidelines for gauging newly
So what happens when the players don’t want to kill the mon- Example: Lady Ion has a Move of 7, but she’s just
ster you’ve so carefully written up, but talk to it instead? Well, under Medium encumbrance so her modified Move
you can let them do that and reuse the encounter via a not-so- is 5, so 5 - 6 = -1.
carefully orchestrated Quantum Ogre, or you could simply adjust
the meaning of an “encounter.” For the GM who doesn’t mind Total
the occasional “talky-peacenik-hippy” approach, use the follow- Add together the numbers derived from the previ-
ing guidelines to determine a “social” version CER for monsters ous characteristics to determine OR. Thus, Lady Ion
and delvers. has an Offensive Rating of 7+ 1 + 14 + 3 - 1, or 24.
Made Monsters
For some monsters, it might be easier to treat a small • Reach: The swarm’s reach remains the same (typically
collection of creatures as one entity (e.g., a “swarm”) Reach C), but those with a longer reach can strike at
rather than several discrete beings. To do this, use the anything near their hex, or hexes if a multi-hex creature.
following rules to adjust their statistics. • Size Modifier: To determine the size modifier of the
swarm, first decide how many hexes it occupies. This
• Attacks: Swarms use the same attacks they have
is typically a single hex, but use the rules for Multi-Hex
as individuals and can go after anything in their hex or
Figures (p. B391) if needed. Creatures of size modifier -8
anything within their reach. Don’t forget to add the bonus
or less also add Injury Tolerance (Diffuse) to their list of
for Rapid Fire (see below) to their skill! If the base creature
traits. The following table assumes an “average” swarm;
has grappling attacks, the swarm does as well. Treat this
“sparse” swarms may have up to 1/30 the listed amount
as a single attack using the base creature’s ST and DX,
listed in the table below, while “dense” swarms may have
both multiplied by 1.2 for a grapple or takedown, or 1.4
the maximum amount or even one step higher!
for a pin. For multi-hex swarms, count only the number
of creatures in that particular hex for the purposes of the SM Typical Creatures per Hex
swarm’s RoF. 0 2 or 3
• Damage: The swarm’s damage for its attacks remains -1 4 to 6
the same, but attacks now use the rules for Rapid Fire -2 10 to 15
(p. B373) to resolve how many hit. RoF equals the total -3 20 to 30
amount of beings in the swarm, while Rcl is 1. -4 40 to 65
• Defense: Swarm defenses remain the same as the -5 90 to 140
base creature, but they usually Dodge. -6 200 to 300
• Fatigue/Hit Points: To figure out a swarm’s HP and -7 400 to 650
FP, use the following formula: (total number of creatures -8 900 to 1,400
in swarm) ¥ (base FP or HP) ¥ 0.6. Once a swarm takes -9 2,000 to 3,000
that much damage, it disperses (no HT roll required).
Hazards of the Delve repeated combats can wear down their ability to get back to
it. GMs may wish to gauge encounters ahead of time by esti-
Wandering through dank halls searching for books of for- mating the CER of a depleted party, based on what has come
gotten lore is a rough business. More than that, the adventur- before. Alternatively, a GM may wish to adjust monsters “on
ers will be wounded at least some of the time or otherwise the fly.” An easy way to do this is to rate the CER of delvers
incapacitated to some degree. Back-to-back encounters while who have run out of consumable resources as only 75% (or
the party’s resources dwindle will become increasingly diffi- even 50%) of their base CER. This is a highly optional rule,
cult. The GM should keep a close eye on the party’s current HP because it can require pausing the game while the GM does
and FP, as well as consumable gear like potions, projectiles, hasty math to weaken (or strengthen) the opposition based on
the condition of the group.
When it comes to combat, sometimes faster is better. Per- • Until a certain real-world time is reached or used (say,
haps you’ve got bigger plot developments coming up. Maybe “five minutes” or “until noon”).
you’re running toward the end of the allotted gaming time,
At that time, the GM should determine how effective (or
and you need to wrap things up quicker. I once ran an epic
not) the lesser adversaries have been. As the most obvious
12-hour game where the players were too tired to really be
outcome, if that mooks haven’t managed to inflict any dam-
invested in the final climactic battle; I wish I would’ve sped
age against the heroes during that period, while the mooks
things up an hour or two earlier to make that final confronta-
have been whittled down or had their Hit Points eroded, then
tion more meaningful. Over the years, I’ve used and tweaked
it’s reasonable to extrapolate that they’ll never do any dam-
a number of techniques to speed things up in minor and not-
age against the heroes (barring critical successes or other
so-minor ways. Here, then, are some bits I’ve tried over the
unlikely outcomes).
years. These aren’t universally applicable, and are probably
Similarly, if the mooks managed to do 1d of damage against
best suited for gamers who don’t favor tactical exactness. I’ve
one of the four PCs in the period, during the time when 33%
played a lot of games over the years, so not all ideas neces-
of the mooks have been taken out, then it’s reasonable to wrap
sarily apply to RPGs you’re interested in (<ahem> GURPS
up by extrapolating that two random PCs will each suffer 1d
</ahem>). But hopefully there’s a nugget or two you can use
damage each (to which they can apply any applicable defenses
in your own campaigns.
or abilities).
To use this technique, run the combat as normal until the
Accept the Inevitable breakpoint. Then the GM can say something like, “I think
we’ve seen enough to wrap this up narratively; does anyone
Many systems allow PC combatants to mop up mooks
object if I abstract this out?” If the players are cool with it,
quicker and easier, often by either by giving the baddies fewer
then wrap up the combat. (It’s probably best to for the GM to
Hit Points or giving the heroes abilities that let them blast
be fair – even erring on the side of the heroes – so that players
through unimpressive adversaries.
don’t continue unnecessary combats just to keep from getting
However, that’s often not terribly satisfying from an intel-
adversely affected by GM fiat.)
lectual point of view; why should Carl J. Henchman not be
able to use his abilities to his fullest? Why does he have red-
and-white concentric circles painted on him just because he Troubleshooting
hasn’t advanced that high up the EvilCo hierarchy chart? If one or more of the players wants combat to continue,
One technique that works well is to run encounters with that can be justifiable. Here are some likely reasons.
lesser adversaries “by the book,” with no special bonuses or
They want to accomplish something. Sometimes partic-
penalties for either side. However, the combat is only run for
ipants have secondary reasons for entering or continuing
a finite period, or until a predefined outcome occurs. Some
combat, such as gaining experience trying out new abilities,
ideas include:
attempting to see if the mooks reveal any clues that lead to
• Until a certain number of combat turns have been exe- the identity of the mastermind, and so on. If so, then either
cuted (two to three seconds in GURPS, a few combat rounds abstract those elements (“give me a roll to see if you trick
in Dungeons & Dragons, etc.). one of these losers into revealing something”) or continue
• Until a milestone is reached (for example, two mooks are the combat until he’s satisfied. This doesn’t mean the combat
incapacitated). needs to continue for everyone . . .
Cool (Yet Limited) If you’re looking to speed things up on the GM side of the
cardboard duck blind, generate a batch of dice rolls for NPCs
Descriptions ahead of time. This works especially well for mooks, who have
a limited range of skilled actions and tactics.
Many tabletop games benefit from players who seek to be How you create your list of pregenerated rolls is up to you.
descriptive in their actions. Your hero made a Lockpicking If you’re old-school or trapped in 1979, you can roll physical
roll by 3; by saying either “I focus on the lock and drown out dice ahead of time. If you have programming acumen, you
the chattering of my teammates, becoming one with the tum- can easily write some code. If you use Microsoft Excel or
blers,” or “I start using language that would make a sailor LibreOffice Calc, this equation will generate a random 3d roll
blush as I try to get this freakin’ lock open,” you’re provid- (which you can copy/paste as much as you want):
ing insight – and hopefully a bit of amusement for the other
players. (And this applies not only to RPGs, but to all tabletop =(INT(RAND()*6)+1)+(INT(RAND()*6)+1)+(INT(RAND()
games; if you roll a 12 while playing Monopoly, that’s a perfect *6)+1)
time to say, “I floor it in my thimble and zip on by your expen- Once you have a list of random rolls, keep them handy and
sive roach-motel properties! Ha-ha!1” rattle off middling battle results quickly. For example, if you
Of course, the expressive flavor of explaining what dice have three mooks with Knife-12, and you think you’ll need at
rolls mean happens in combat as well. In fact, Exalted gave most 10 rolls apiece, then you might expand their skill line for
significant bonuses to players who came up with descriptions that to read:
for their actions beforehand; the highest bonus was defined
as: “The player comes up with something amazing. Everyone Mook 1
at the table goes ‘Damn, that’s cool.’” Knife-12 – 9 5 8 14 8 4 11 9 12 12
Unfortunately, it’s possible to be too graphic – especially
at a table with a few hammy players. If your every action is Mook 2
punctuated with a two-minute digression into how awesome
Knife-12 – 13 15 13 8 9 3 13 8 8 9
you’re being, it can get on everyone’s nerves.3
If you have a codified system that gives a bonus to actions
Mook 3
that the players seem a bit too anxious to tap, then feel free to
Knife-12 – 6 9 8 11 8 16 15 16 10 12
limit it in some ways. Some ideas:
As mooks make their attacks, just cross off the used
• Once per combat per player. Simple, easy to adjudicate.
numbers.
The GM might need to give more clues as to where in the com-
This technique can also be used for damage, dodge rolls,
bat the heroes currently are, to keep players from hoarding
and other mundane methods that can be predetermined.
their bonus too long and then only getting to use it when the
outcome is inevitable.
• Everyone gets a turn. Perhaps each player has a unique
token (such as a chip with his hero’s name on it) that he tosses
About the Editor
into the center of the table whenever he’s going to be descrip- Steven Marsh is a freelance writer and editor. He has con-
tive and claim the bonus. Once all the players have tossed tributed to roleplaying game releases from Green Ronin, West
their chips into the table, everyone reclaims their chips. End Games, White Wolf, Hogshead Publishing, and others.
• Once per combat (escalating). This is similar to the He has been editing Pyramid for over 10 years; during that
first option above, but with a strategic twist. Each subse- time, he has won four Origins awards. He lives in Indiana with
quent usage provides a bonus. Thus the first player to give a his wife, Nikola Vrtis, and their son.
STEVE JACKSON GAMES
warehouse23.com
Pyramid Magazine 39 March 2015