Hordes Summerized

You and what Army? Oh that one…

Magnitude, MAG, for a Horde is an abstract representation of how much fight the group has. A magnitude of 25 could be five highly trained soldiers or it could thirty peasants armed with torches and pitchforks. The number is tied directly to size, yes, larger hordes are generally easier to hit but the magnitude doesn’t translate to a 1:1 value. There is no real easy way to explain what the number represent it is an integer that has generally stands for a group of opponents’ desire to kill the party.

How Tough is a horde anyway?
  • Armor Valve is collective
    • Use Chest…
  • Locations not used
  • Can Be Pin
    • Bonus to WP test equal to Magnitude
  • Fear Qualinty is increased by 1
  • Mobs fight till destroyed or broken
Breaking a Horde?
  • Willpower test at these events
    • If dealt 25% of its current strength , in one turn (Round down)
      • Example 100 MAG horde is dealt 25 make WP
    • 50% of starting strength, test at -10 will and all future tests
    • 25% of starting strength breaks Horde
  • Fear
    • Same as Individuals; bonus equal to 1/2 MAG truncated.
  • Will power Checks and Traits
    • Unless Traits
      • Disciplined
        • Don’t suffer penalties to Willpower
        • Do run at 25% Roll like normal
          • If broken roll 1d5 for # that stay and fight.
      • Mob Rule All Orks are latent psychics, an ability that increases in strength the more of them there are in one place, bolstering their confidence and courage to near fearless levels when they gather en masse. For every additional Ork within 10m, the Ork’s Willpower is increased by Magnitude to resist the effects of Fear and Pinning and breaking.
      • Fearless
        • Doesn’t break, EVER!
Kill them!
  • Melee
    • Ever Two DoS deals extra damage to Magnitude
  • Range
    • Semi-auto: Every two DoS deals one more point of Magnitude Damage
    • Full-auto: Every DoS deals one more point of damage to magnitude
  • Blast Attacks more effective
    • Blast (X) equals hits dealt plus DoS
      • GM ruling can do more or less as situation warrants
  • Plan B Killing it with Fire
    • A flame weapon used on a Horde will hit it a number of times equal to one quarter of the weapon’s range (rounding up) plus 1d5 plus DOS
  • Kill them with your mind
    • Affects Horde like a ranged attack
    • Storm and Blast powers effect horde like Blast (X)
      • X equal to Psykers’ PR
    • Non-Damage Psyker abilities still deal damage to the Horde
    • GM ruling can do more or less as situation warrants
  • Damage Rolls is Dealt
    • Every 15 points of Damage Rolled deals 1 Magitude damage to the horde.
      • Remeber to apply armor
They fight back?
  • Number of Attacks
    • Melee
      • Every 10 increase # attacks by one
      • Special abilities double this
        • Lighting Attack or Swift Attack
        • OtherS
      • No Dodge or Parry Attacks in the melee
        • Character’s dodge or Parry is considered to be used against one of the other members
    • Ranged
      • Every 10 Mag increase # attacks by one
      • Sustained fire applies as normal, but can’t aim
      • Can always fire
    • Damage Dealt
      • Every 10 Magnitude = +1d10
        • Maximize is +2d10
          • Traits can Change this
            • Overwhelming
              • Role an +1d10 for Damage, regardless of max or number
What can they do?
  • Knock Down
    • Everyone ten points of Mags Horde gains +10 on Strength rolls for knock downs
    • Wins on 2 DoS
  • Overwatch
    • Can go into over-watch with Successful Willpower test (+0)
      • Takes a Standard Action
    • Leader can make a Free Command Test in place so Horde goes instantly into Overwatch.
  • Stun
    • Horde adds its MAG’s ten ranking and Strength to the 1d10 roll vs Target’s TB and AP
  • Suppressing Fire
    • -10 to resist for every 10 of MAG
    • Hits score in Suppressing fire do not give MAG bonuses
Traits
  • Blood-soaked tide
    • Upon Failing a WP test for Breaking
    • Gains Fearless and Frenzy Talents
  • Exemplary Execution
    • Lose 1 MAG to pass a WP test
  • Fanatical Devotion
    • Gains Fearless
    • As it loses *_MAG_*it gains Buffs, Ignore MAG losses
      • -10 MAG gain +1 melee attack and +2 Damage
        • Max +3 Melee Attacks and +6 Melee Damageface

Hordes Summerized

Warhammer 40,000: Apocrypha Files NicMuehlenweg NicMuehlenweg