Ave Imperator, all!
I've come to sort of appreciate DW's Horde rules for what they are, but remain convinced that they are utterly unsuitable for small squads of more professional troops. As part of a somewhat larger project, I would now like to present an alternate system for the simulation of such groups, which may be requisitioned by or seconded to the player characters - perhaps even permanently, though that would be something more suitable for Ascended characters.
The basic idea behind this system originated from a post on "Goons rules" by Svarte Hanske on the Rogue Trader forum, as seen here .
The goal of this concept is to provide "Hordes" that appear more competent whilst still not stealing the limelight from the player characters, and simultaneously keeping dice rolls to a minimum. This is just a first raw draft, but I would appreciate any comments that might come to mind. Be it because these "minions" appear over- or perhaps underpowered, because I may have missed something, or because someone has a cool idea that could be added.
Thanks in advance!
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Small Unit Tactics
A group of up to 4 subordinate NPCs is accompanying the player character, assisting her in battle. During each round of combat, these squad members will attempt to engage the first available enemy in range and line of sight. If a particularly large and menacing enemy is on the field of battle, the squad may instead focus on him and ignore smaller targets, for better or for worse.
The squad’s initiative is primarily determined by veterancy, but can be influenced by the commanding character. Militia units roll 1d10, Troops roll 1d10+1 and Elites roll 1d10+2. If the player character in charge of the unit has the Command skill, each rank confers a further +1.
Squad Traits and situational conditions determined by the GM may also modify the unit’s initiative roll.
Squad Attacks
During the unit’s turn, the player character in charge rolls a d6 for every squad member. Both success and resulting damage are determined by this result, depending on the squad’s veterancy:
Militia
(e.g. Civilians, Conscripts, Frateris Militia)
On a roll of 6, the squad member’s attack succeeds and deals damage as per a single attack of their weapon, substituting a 3 for each d10. The maximum of wounds inflicted by the attack is capped at 1. A squad member’s attack may be parried or dodged, depending on the weapon.
Troops
(e.g. Battle Sisters, Guardsmen, Mercenaries)
On a roll of 5, substitute a 3 for each d10. The maximum of wounds is capped at 1.
On a roll of 6, substitute a 6 for each d10. The maximum of wounds is capped at 2.
Elite
(e.g. Celestians, Space Marines, Storm Troopers)
On a roll of 4, substitute a 3 for each d10. The maximum of wounds is capped at 1.
On a roll of 5, substitute a 6 for each d10. The maximum of wounds is capped at 2.
On a roll of 6, substitute a 9 for each d10. The maximum of wounds is capped at 3.
Attacks on the Squad
Each squad member may be picked as an individual target. Depending on their veterancy, the squad member may attempt to dodge or parry the attack, but this is included in the attacker’s WS/BS Test.
Militia
Militia units are often too inexperienced to fully utilize cover and keep their calm under fire. Any successful attack on a squad member confers an automatic hit, resolved as per the normal rules for dealing damage. The squad member will die when his wound pool reaches 0.
Troops
Experienced soldiers often seek protection behind cover or move fast to avoid getting hit. Any successful attack with at least 5 points below the threshold confers a hit, resolved as per the normal rules for dealing damage. The squad member will be incapacitated when his wound pool reaches 0, and die when his wound pool reaches -3.
Elite
Veterans of countless battles and a gruelling training regime, these warriors pose even harder opponents. Any successful attack has to be at least 10 points below the threshold to confer a hit, resolved as per the normal rules for dealing damage. The squad member will be incapacitated when his wound pool reaches 0, and die when his wound pool reaches -5.
Area of Effect Weapons
Weapons that utilize the Blast or Flame special qualities targeting a squad member always hit their target, provided it is not protected by suitable cover (GM fiat).
Different Orders
As a Full Action, the player character in charge of the squad may command an individual or every member of the unit to perform a different task:
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Focus Fire:
The squad or a single member of the squad concentrate their attacks on a specific target called out by the commanding player character.
Requirements: Troops or Elite veterancy. Target must not be the obvious choice for the squad.
Condition: Penalty of -1 to the d6 result to hit. Damage is resolved as per the original result. -
Suppressive Fire:
The squad or a single member of the squad attempt to lay down suppressive fire. For every participating squad member using a ranged weapon, all characters in the target area suffer a -2 penalty to their BS Tests. A squad member using a heavy ranged weapon capable of fully automatic fire confers a -4 penalty instead.
Requirements: Squad members must possess a ranged weapon.
Condition: The squad members bound by this task will not directly attack an enemy, thus causing no damage. -
Fire Support:
The squad attempts to drive the enemy into the guns of the player character and his allies. For every squad member, the player character in charge of the unit and any other player character in close vicinity gain +2 to their BS Tests.
Requirements: Troops or Elite veterancy. Squad members must possess a ranged weapon.
Condition: The squad members bound by this task will not directly attack an enemy, thus causing no damage. -
Special Action:
The player character in charge of the squad may order one or more individual squad members to perform a special action, provided they have the necessary skill and/or equipment. Examples include administering medical aid, operating a terminal or opening a door in the following round.
Requirements: Squad member must possess the appropriate skill/equipment.
Condition: Any attacks made on this squad member gain a +10 bonus as long as he performs the special action. The squad member will not attack until the round after the special action has been completed or is no longer possible.
The commanding player character may, at any time, order the squad or an individual squad member to abandon his task by investing another Full Action.
Template Example
Name: Guardsman Fennik, 118th Merovech Mechanized
Veterancy: Troops (initiative 1d10+1)
Resilience: AP 4, TB 3
Wounds: 10 (incapaticated at 0, dead at -3)
Weapon: Lasgun, 6/9/- E, 0 Pen (3+3 on roll of 5, 6+3 on roll of 6)