ICRPG Horde Hack

Hello Shieldwall,

I have been refining a Horde Mode for ICRPG, inspired by the minion rules from ‘Flee, Mortals!’.

Please feel free to share your thoughts, additions, or feedback on this Hack

ICRPG HORDE

A successful hit always kills at least one minion. Your rolled effort determines how many additional minions from the same group are removed in the same action.

Special Abilities

  • Goblins: While 3+ goblins are close, the target automatically takes 1 damage at the start of its turn.
  • Orcs (Aggressive): They gain +10 feet of movement during an attack.
  • Skeletons (Inanimate): They ignore environmental effects (fire, ice, etc.) if the damage is less than the horde’s Hardness.
  • Zombies (Relentless): When a minion dies, roll a 1d6; on a 6, it stands back up immediately.
  • Ghosts (Ethereal): The damage required to kill them is always Hardness +6, unless Magic Effort is used.

Player Mechanics: Effort & Overkill

  1. The Hit: Roll against the Target Number (TN). A success kills 1 minion immediately.
  2. The Overkill: Roll your Effort (D4, D6, D8, or D10).
  3. Calculation: Divide your total damage by the Hardness of the horde.
  4. Results: The result is the number of additional minions that are killed.

GM Management

  • Horde Size: Each group consists of 6 minions.
  • Horde Attack: Make one attack roll per group (1d20 + Bonus).
  • Horde Damage: The damage dealt is the number of monsters currently in the group multiplied by the table value.
  • Reinforcements: Use a 1d4 Timer to spawn 1d4 new minions.
3 Likes

Nice work! Is hardness a TN modifier? It’s the only stat I don’t understand here - possibly because I haven’t played the game which inspired this minion mode. I’m fairly new to ICRPG, but this is something I can’t wait to try at the table.

Edit: NVM! I somehow missed that Hardness is the number we divide effort by to determine additional minion loss.

1 Like

This is awesome!