Friday, January 17, 2014

War on Planet Psychon


After working on my citadel tables the idea of what a war on Psychon might be like. Mostly as the background for adventures and for added scenery rather than to design a war mini game.So many remnants of ancient war remain laying around and citadels and bunkers are in part made to withstand war so I though it needs addressing.

It is worth envisaging evil hordes with help from evil AI gods would be one source of conflict. Many expansive subworlds now are homes to legions of inhuman creatures, many serving deranged Death Machines or demons. Citadels may come to fight citadels and sometimes the oppressive regimes of a citadel might incite rebellion from time to time. A thriving citadel might have inter level battles or slave riots or zombie outbreaks. As crossing a hex border may be difficult without help from a god, subworld or inter levels battles might be easiest. There are floating landmasses like sky Islands, flying cities or even orbital or alien habitats possible too. I've been imagining more wars as my players over six months have come to get the basics of exploration on Psychon so I now need more arching plotlines that will work with regular players and drop in players.

I've also realized my beastman class (i guess beast folk is more pc) could describe other altered humans like tree men, ice men, magma men, devil men or many more. Which opens many possibilities for conflict. I guess original Flash Gordon serial and comics are to blame a bit here. Abhuman might be a better name.

d12 Hex War Enemy Table

1 Locals from hex have risen up to crush oppressive citadel masters who are hogging the good stuff

2 Horde manages to seasonally cross the border somehow to wreak havoc and loot

3 Flying citadel or island with raiders come to sack resources and slaves

4 Inter level block war with rebelling poor castes fighting elites for room and better conditions

5 Religious or magical or cult schism fighting to be the one true creed of a citadel

6 Subworld legions of hate serving diabolic war machines plotting destroy surface dwellers

7 Undead arising from zombie plague or necromancer or restless ancients arise to slay the living

8 Army of a distant citadel intent on seizing needed supplies or slaves or satelite states

9 Aliens invade, first espionage and infiltration then full blown invasion of the hex

10 Machine army of life hating AI has come to cleanse hex and liberate mechanoid kin

11 Beasts of the wilderness have suddenly evolved into army of human hating beastmen

12 Mutants have evolved and the new and old breeds must battle to survive

While a kingdom of medieval knights wont stand up to a tac-nuke launching Death drone for more than a second most armies have a goal and want to take something.

d12 Things to do in a war

There are many opportunities for players to interact with a war.

1 They could try to simply get through with either side killing or imprisoning them

2 They could act as peacemakers and try to resolve misunderstandings

3 They could profit by selling weapons or acting as mercenaries

4 They could loot a payroll, armoury or baggage train for personal gain

5 They could be heroes of one side performing strategic deeds

6 They could lead armies or make heroic tactical feats of battle defeat an army

7 They could seek a weapon or citadel defence system or other artefact

8 They could cross enemy lines or a trench filled wasteland as an obstacle

9 They could be spies or scouts seekingweaknesses or reveal enemy plans

10 They could thwart enemy agents, infiltrators or saboteurs

11 They could assassinate or kidnap enemy leaders

12 They could aid civilians or refugees fleeing enemies or cut off from supplies


Mercenaries are a rough guide to what kind of freelance troops aroud. You could generate an army with them for an invading force. Local defenders could be chosen based on what local peiople and encounter tables for the hex. I will do some Psychonian heroes for hire later.


These are some sample troop types available for hire or could be used to create a quick army

1 Slinger troop of skirmishers, may use rocks or lead slugs or something stranger

2 Scout troops of light archers experienced at wilderness and food gathering

3 Scout riders with some kind of riding beast very manoeuvrable but avoid fights

4 Javelin troops who hurl great darts and can also act as skirmishers or scouts

5 Spearmen with shields and light armour, aggressive fighters

6 Phalanx of elite spearmen who are highly disciplined with spears,javelins and large shield walls

6 Pikemen with great phalanx and medium armour highly effective vs cavalry

7 Archers in light armour who fire in formation and darken sky with arrows

8 Bowmen elite with medium armour, two man siege artillery, shields and shortswords

9 Long bowyers with long range missiles able to direct fire great distances

10 Axemen with medium armour and throwing axes very fierce

11 Swordsmen with highly ornamental armour and great courage

12 Irregular horde with mostly improvised farm tools and long spears lacking discipline

13 Irregular force of savage berserkers lightly armoured but crazed in a fight

14 Crossbowmen with medium armour and able to perform well in melee if needed

15 Halberdier force in chain with crossbows, highly disciplined elite infantry

16 Disciplined elite infantry with many formations and a variety of specialized weapons

17 Light cavalry with lances, light armour and some kind of riding beast

18 Medea cavalry with heavier armour able to charge built up troop formations

19 Hobilars who move about battlefield on mounts but dismount for battle20 Mounted archers trained to fire while retreating, highly mobile and diciplined

20 Heavy cavalry in heaviest armour able to charge any troops or dismount

21 Light chariots with archers and javelins that skirmish and scout

22 Battle waggons designed for carrying heavy infantry to fight with support archers

23 Heavy chariots able to break formations of troops with lances and scythe wheels

24 Musket men with ranks of men trained to shoot in unison and use bayonets up close

25 Aquebuses with heavy guns that set up a position to fire on troops or locations

26 Black powder sappers with mines, demolition charges for sieges and more

27 Alchemist able to make explosives, incendiaries, smoke, medecine and other uses

28 Wizards out to prove superiority and seek to loot any books found, very dicaplined

29 Balistia crew with giant crossbows able to fire javelins with great range and force

30 Catapault can fire stones or diseased corpses or burning pitch into siege

31 Veteran templars, well armoured and fanatic holy warriors good at business and conquest

32 Immortal cavalry and lancers and archers in plate very diverse weapons and operational tactics

33 Flagellant monks with flails, sometimes diseased or real holy men, fanatic

34 Priests of good able healers and can drive off undead

35 Priests of evil commanding undead and fanatic cultists

36 Grenadiers with black powder handgrenades, flintlock pistols, swords and breastplates on horse

37 Cannon crew with blackpowder cannon piece for siege or battlefield

38 Bombard crew for indirect fire mostly for sieges far from from harm

39 Janissary force with muskets, swords, polearms, eunuch fanatic disciplined troops

40 Landknights veteran troops with heaviest armour, guns, halberds, greatswords, grenades, horses

41 Druids with possibly berserker guards, animals or woodland magic monsters

42 Monks highly disciplined fanatics very flexible and mobile

43 Rogue gang able scouts, infiltrators, spies, assassins, for commando raids and climbing walls

44 Spies infiltrate enemy and gather information on targets or camps

45 Assasins able to infiltrate and kill enemy elites to sew chaos and damage enemy morale

46 Bards useful spies, entertainers, morale support, battle signalers, scouts and many uses

47 Paladins holy warriors who will only fight for a true cause but are fanatic and magical

48 Elephant with armour and archers in fortified howdah on back

49 Sorcerors who cast spectacular spells but are cowardly, indolent drug addicts who spread vice

50 Sabotuers infiltrate and damage food, weapons, defences, poison water and other dirty tricks

d50 Modern and high tech troops

51 Riflemen corp with bolt action guns with bayonets and possibly grenades

52 Artillery crew with mobile piece able to use variety of shells, weak if infantry get close

53 Machine gunners able to set up a defensive position to mow down incoming troops

54 Mortar crew able to fire grenaides indirecly from great range

55 Mechanized infantry with vehichle and more automatic weapons

56 Trench fighters are veteran soldiers skilled in melee and many with automatic guns with gasmasks

57 Commando squad skilled at intruding beyond enemy lines by stealth and demolitions

58 Snipers with long range rifles able to pin down troops from great range

59 Gas warfare unit with poison gas and poison ammo for accompanying men

60 Germ warfare unit uses biological agents via artillery or saboteur agents, very fanatic and hated

61 Incendiary unit with low tech one shot fire launchers and or industrial era pressure pack and

62Airship crew able to be observer, high altitude bomber or for raiding

63 Rocketry unit us heavy rocket weapons

64 Demolition crew use charges or dynamite or high tech precision blasts

66 Heavy weapon squad with mortar crew, machine gun teams and rocket crew

67 Tank crew with weaponized armoured vehichle

68 Antitank crew with specialized anti armour weapons, best they can get

69 Balloon crew observation and can cross lines for espionage

70 Biplane crew with flimsy pioneering planes with heavy weapons like machine guns or rockets

71 Monoplane crew with specialized fighters and bombers able in siege or ground support

72 Jet crew with deadly screaming high speed attack craft

73 Starship troopers equip with advanced armour and heave weapons can fight in space

74 Orbital drop marine fall from space and crash into battlefield in one ton fighting suits

75 Ancient heavy weapons squad with high energy weapons and drone missiles

76 Ancient star law rangers excellent scout infiltrators and marksmen, moralistic

77 Ancient science team able to apply resources and science to various effects or weird weapons

78 Cyborg infantry with various degrees of modification and advanced weapons

79 Security drones able to incapacitate and capture but unable to kill or deliberately harm

80 Robot infantry drones disciplined mechanised foot soldiers with high tech fire arms

81 Robot scout drone corp with mix of drones and defense guns able to fuel with biological waste

82 Robot heavy weapons team with light artilery and advanced heavy weapons

83 Warborg one of most deadly ancient fighting machines with a human brain inside

84 Android Infantry elite and eficient some will not serve humans preferring to kill them

85 Clone troopers cheap and expendable infantry men with basic kit affordable

86 Scout mech light spindly walkers with heavy weapons and light artilery

87 Combat mech frontline assault tech for seige, anti vehicle and infantry

88 Artillery mech long range with heavy artillery and missiles or rocket packs

89 Land leviathan huge vehicle with sub vehicles artillery and mobile command centre

88 GEV Scout cars high speed hovercraft able to fly in short bursts at low altidude

89 Grav Tanks high speed with advanced weapons

90 War satellite orbital able to drop a space rock, missile or laser when in position

91 Bunker troops decended from ancients with mix of available weapons, cunning and diciplined

93 Laser riflemen high tech infantry men with very long range and anti armour attacks

94 Drone stealth fighter-bombers

95 Assassin drones able to sneak into enemy camps and kill leaders

96 Mine layer drone able to lay explosive drones across battlefield and build more

97 Molemachine able to burrow into citadels or bases or far off lands with commando team

98 Teleporter Marines jump from orbital well armed and can move instantly in battlefield

99 Amphibious warfare commandos experts at diving and sabotage in any waterways or even drains

100 Propaganda corp able to spread morale and dicapline to own troops and ruin enemies


1 Apemen cavalry riding horses with muskets or rifles, irregular and a bit cowardly

2 Apemen infantry able troops with clubs and guns, able at controling prisoners and slaves

3 Apemen science unit a bit misguided but able to develop and use occasional ancient tech surprise

4 Goatmen beserkers horrible chaos horde with flails, maces and axes

5 Goatmen magicians sworn to chaos with elite heave armoured bodyguards squad

6 Ratmen plague warriors with diseased weapons often low morale

7 Ratmen plague priests who spread plague with siege weapons and pollute enemy supplies

8 Lizardman savages are irregular

9 Lizardmen warriors are superior armed and armouredheavy infantry

10 Serpantman magician evil, trecherous and always have own agenda but might need gold

11 Badgermen warriors dank underground troops able to burrow and dig trenches

12 Lionmen warriors fierce catmen who fight in disciplined manner but are a bit dim

13 Tigermen warriors use bows and swords and make excellent scouts, irregular but loyal

14 Panthermen assassins kill silently and are able warriors on the battlefield

15 Frogmen savages are a hopping hoard of croaking cowardly bullies

16 Frogmen marshwardens are elite frogmen often well armed

17 Frogmen amphibian team experts at aquatic combat hold waterways, infiltrate well systems

18 Wolfmen beserkers ferocious killers hungry for blood

19 Bearmen beserkers glory in feats of strength and brutality

20 Dogmen warriors disciplined fighters with sword and shield

21 Dogmen infantry with guns and melee weapons, very flexible and obedient

22 Seal men Commandos amphibious warfare expert sealmen comandoes

23 Moleman assassins can burrow into enemy camps or under a battlefield, siege experts

24 Treemen forest wardens excellent forest troops but dislike deserts and fire

25 Tako marines are cunning magic octopus fairies

26 Weaselmen comandoes sneaky masters of trench warfare and tunnelfighting

27 Eldren army disciplined masters of spell, sword and bow

28 Eldren scouts are dangerous in forest areas and highly mobile

28 Eldren star troopers teleport from orbitals in power armour with advanced weapons

29 Halfmen horde a gibbering swarm of greedy filthy little folk irregular and expendible

30 Halfmen scouts able sneaks, sabotuers and missile troops

31 Giants fierce and terrifying giant humanoid soldiers great for siege

32 Centaurs irregular cavalry very fierce but prone to indiscriminate looting

33 Griffon riders in armour able to tear ground dwellers apart

34 Alien infantry squad with basic suits and lasers pretty overconfident

35 Alien science squad able to employ weird science weapons and solutions if supplied well

36 Alien saucer a small scout saucer able to terrorise with low fly overs and laser

37 Alien mecha is an alien walker (tripods common) used to gather prisoners and with a heat ray

38 Alien magicians often with psionic magic

39 Zombies with evil priest controlling the horde

40 Wight terror squad led by evil undead knight

41 Skeletal cavalry led by undead knights

42 Flying Horses with elvish riders deadly scouts

43 Flying magicials on brooms or carpets using spells to devastates ground troops and morale

44 Devil army of lesser devils with magical resistances and power

45 Army of phantom warriors from the past

46 Illusionary army directed by illusionist master

47 Elemental army with commanding wizard and other planar critters of the elements

48 Beast army of intelligent animals some with magic

49 Giant spiders able to cover area in web traps and scale walls

50 Satyr raiders fierce, fast and prone to indiscriminate raping and looting

51 Kobold archers are mobile disciplined but also able hunters and scouts

52 Kobbold sappers are expert miners and trap laying experts

53 Kobold javelin troops act as missile troops, skirmishers and reluctant infantry

54 Kobold suicide bombers with explosives charge enemy troop formations or walls with bombs

54 Goblin archers disciplined precise and good scouts and skirmishers

54 Goblin horde mindless gibbering horde of irregular chaoitic maniacs

55 Goblin wolf riders fast and deadly skirmish archers and scouts

56 Goblin bat riders fast and deadly skirmish archers and scouts

57 Hobgoblin infantry are disciplined medium troops

58 Hobgoblin halberdiers are fanatic heavy elite infantry

59 Orc Archers well drilled also able scouts

60 Orc Horde of irregular savage orc beserkers hard to discipline

61 Orc hopolites disciplined chanting fanatic troops, drilled in shield formations

62 Orc riflemen with whatever muskets or rifles they can get, irregular but also fair scouts

63 Orc sappers experts with explosives, siege weapons, cannons, tunneling and trenches

64 Bugbear scouts sneaky deadly assassins, saboteurs and able to cross any terrain

65 Bugbear infantry stealthy heavy infantry very dicaplined

66 Wyver rider is a draconic sub breed with poison tail ridden by orc

67 Worm a limbless wingless draconic sub breed some intelligent and magicians, others tamed

68 Drake rider with fire or frost drake, a lesser draconic sub breed

69 Hyena men horde fierce irregular warriors like flails, maces, spears, swords and axes

70 Hyena gunnery squad wear uniforms and prefer sub machine guns and pistols in close assault

71 Triceratops riders with great beasts great for siege or anti vehicle action

72 Troll horde of mindless gibbering hungry chaos trolls

73 Ogre horde or brutal savage humanoid thugs, bloated and greedy and drunk

74 Chaos horde of untrustworthy semi mutated demon cultists following a cult leader

75 Chaos magicians on some weird vehichle or mount, prone to cackling and betrayal

76 T-rex rider and support slaves with a lizard man tenders and possibly a serpent man wizard

77 Orcs and porks - orc cavalry riding giant boars, many female, undisciplined looters

78 Werewolf beserker horde all apear human but monster out in battle, fearless undicaplined

79 Morlock savages wild cannibalistic maniacs cannot be trusted

80 Morlock engineers able miners, with demolition charges, trap and seige experts

81 Morlock infantry disciplined armoured axeman

82 Gnome force able with missiles or melee with officers with giant pet animals

83 Land trolls less insane and unkillable than chaos trolls but sneaky tough and live off the land

84 Skeletons and necromancer commanding the dead horde

85 Mummy with mixed undead horde

86 Vampire with fanatic horde of human followers

87 Ghoul lord with irregular cowardly horde

88 Carrion crawlers directed by kobolds

89 Gargoyles able sentries and defenders of ruins and citadels and caves

90 Shoggoth with cultist herders prone to going beserk if handlers killed

91 Fishmen marines unwilling to fight far from water

92 Undead jackal men with greater mummy leader

93 Golem tenders with wizard or priest handlers and techs, stone, clay, iron, amber and bronze

94 Golem juggernauts massive automated siege machines some carry troops

95 Clockwork soldiers with exitic magical engineer, ofter servants of cosmic law

96 Poor golems made from straw, wood, pumpkins, furniture, old bones tended by magician

97 Outer planar hero - with diabolic, devilish or elemental powers and cultists

98 Dragon of varied type possibly with rider (more common with dumb dragons)

99 Undead colossus built from hundreds of bodies thar towers over most buildings with necromancers

100 Gargantuan kaiju, awesome but finding something they want and food tricky

D12 TROOP VARIENTSone in ten groups should have something extra weird

1 Uses higher tech or lower tech than normal type

2 Cyborg with random mixtures of tech

3 Mutant troops with nes abilities, strange appearance and more horrible

4 Chaos tainted inbread with demons, fanatic sadistic cultists

5 Sold souls to devils now exibit diabolic abilities and leaders

6 Necroviral taint, undead or turn undead if killed or additional powers if already undead

7 Psionic abilities common among troops and leaders

8 Shapeshifters possibly lycanthropes or disguised or led by doppelgangers

9 Alien servants with advanced tech, psionics or directed by replicants or hybrids

10 Holy champions monitored by a god who often aids them, priest and holy champion heroes

11 Unusual hero possibly an ancient or magician or monster

12 Magicians with widespread magical powers or spell casters
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