Partheniad

waste of flesh.

game designer. queer. disabled. amazing taste. poor choices.
look, i just like talking about media, okay?

it aint that deep.


Part 2 of the double update... Man, Cultists & Marauders really does sound like a generic ass d20 game that would have come out in the '10s.


Marauders
Ruthless - Tactical - Unruly
Defense: Frequently encounter in squads of scale 1.

Theme: Military fiction. A fighting force who wants to take what you have.

It is a hard thing to look into another's eyes and know that no matter what you say, they will try and kill you. Marauders aren't desperate outlaws, they aren't here over a misunderstanding, they won't be calmed by your words. They are here because they want to take what you have: your land, your belongings, your life. Perhaps if you kneel, you can keep the last on their terms. You might delay it, but inevitably marauders bring a fight to your door. What will you do when you see that look in another's eye? Will they see the same look in yours?

Damn, unknown armies' violence section will just rewire your brain huh? Anyway, marauders are interesting because to an extent, they are a massive frustration to the table. "What? They just wanna kill or enslave us? I can't talk my way out or do anything else? This is bullshit!" It's that rough moment of hitting reality when you realize war is not reasonable. That other people's beliefs are so counter to yours that there can't be a mediation. There is an unstoppable force- what do you do?

Damn, unknown armies' violence section will just rewire your brain huh? Anyway, marauders are interesting because to an extent, they are a massive frustration to the table. "What? They just wanna kill or enslave us? I can't talk my way out or do anything else? This is bullshit!" It's that rough moment of hitting reality when you realize war is not reasonable. That other people's beliefs are so counter to yours that there can't be a mediation. There is an unstoppable force- what do you do?

Questions

  • How has the settlement dealt with threats of force in the past? Have they had to go to war?
  • You've seen your fair share of bloodshed. When did it start? Who was the first person you killed?
  • What about the settlement makes it such a prize for would-be conquerors?
  • If you could wipe out one of enemies who oppose you, bringing their resources and people into the community, who would it be?

Moves

  • With hand on blade, demand their surrender
  • Charge down a weak target
  • Surround an enemy, cutting off their retreat (this also may leave them unable to aid or receive it.)
  • Strike with practiced experience
  • Get into formation, increasing your effective scale against the next attack (Spend doom equal to increased scale)

I'm enjoying the questions being more about war and battle than the marauders themselves. Similar to cultists, I want to speak to the phenomenon rather than the faction specific. This lets us talk about the world and heroes in an interesting way. The moves are fairly standard but will be very effective if used correctly. In particular, I like that a cut off hero probably can't aid another.

I'm enjoying the questions being more about war and battle than the marauders themselves. Similar to cultists, I want to speak to the phenomenon rather than the faction specific. This lets us talk about the world and heroes in an interesting way. The moves are fairly standard but will be very effective if used correctly. In particular, I like that a cut off hero probably can't aid another.

Tactics
Marauders are experienced and strategic, which makes them a dangerous foe. However, they aren't necessarily disciplined. Reward clever players who come up with ideas that can break morale or disrupt formations. Using their training and tactics against them can lead to a complete rout.

It is often best to start off with an upset as the marauders approach with a strategic gambit. Reveal that they are coming at the players from both sides in a pincer formation, etc. This can feel less obtrusive than trying to outmaneuver them once combat already begins. Putting them on the back foot and letting the players react will serve you better.

Marauders often have leaders, who work as pillars of command and morale. Make them easy to identify and challenging to combat. Rather than needing to deal with the entire batallion, perhaps dealing with one or two key figures will be enough to turn the tide.

Variants
New recruits can work well as minions (-1 tier), these types of marauders are also more likely to be demoralized or even convinced to defect.
Marauder Cavalry is particularly effective, counting as 1 tier higher while mounted. They lose this bonus if unseated. Be sparing as cavalry charges have killed many would-be heroes throughout history. (Also don't feel like your mounts need to be horses, this is a fantasy world. Have fun with it)

Okay, tactics mostly is about ways to where to let the players hit rather than focusing on how the marauders will. Which I think is appropriate, as maruaders tend to be a blunt instrument. It doesn't matter how they hit you- it's gonna hurt. The question instead is how can you avoid it, how can you prevent it from coming down. I wasn't expecting a variant here but realized that setting rules for cavalry was a good idea. I also really hope that little additions like this inspires people to do their own modifications to monsters rather than view them as strict entries.

Okay, tactics mostly is about ways to where to let the players hit rather than focusing on how the marauders will. Which I think is appropriate, as maruaders tend to be a blunt instrument. It doesn't matter how they hit you- it's gonna hurt. The question instead is how can you avoid it, how can you prevent it from coming down. I wasn't expecting a variant here but realized that setting rules for cavalry was a good idea. I also really hope that little additions like this inspires people to do their own modifications to monsters rather than view them as strict entries.


You must log in to comment.

in reply to @Partheniad's post: