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
- The Hit: Roll against the Target Number (TN). A success kills 1 minion immediately.
- The Overkill: Roll your Effort (D4, D6, D8, or D10).
- Calculation: Divide your total damage by the Hardness of the horde.
- 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.
