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Friday, May 02, 2025

SWADE Group Monster Stats (Chat GPT-generated, for reference in play)

Stats for large, homogenous groups of humanoids in combat. These were generated by ChatGPT for convenience. 

Mob of Commoners

Angry, frightened, or desperate civilians acting as a single entity.
Attributes: Agility d6, Smarts d4(A), Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Fighting d6, Intimidation d6, Notice d4
Pace: 6; Parry: 5; Toughness: 8 (1)
Special Abilities:
Mob Body: Treated as a single creature with 3 Wounds. Ignores Shaken results. Area-effect attacks deal +2 damage.
Swarm Tactics: Always counts as Gang Up +2 unless scattered.
Overwhelm: Can Grapple or Push multiple adjacent targets in a single action. Targets resist at –2 if outnumbered.
Unfocused Fury: On a Fighting raise, randomly targets among nearby creatures (even allies, at GM’s discretion).
Improvised Weapons: Str+d4 damage.


Pike Block (10 Men)
A disciplined formation of spearmen trained to hold the line and repel charges.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Athletics d6, Fighting d8, Intimidation d6, Notice d6
Pace: 5; Parry: 7; Toughness: 9 (1)
Edges: Block, Formation Fighter†
Special Abilities:
Formation Fighter†: +1 Parry when adjacent to allies in the block; does not suffer Gang Up penalties.
Braced Line: +2 damage with pikes against Charging or Mounted targets; can set for charge (see p. 108).
Reach 2: Attacks enemies two squares away with long pikes.
Coordinated Attack: Gains Gang Up +1 even without full surrounding, due to training.
Group HP: Treated as a single creature with 3 Wounds. Area attacks deal +2 damage.

Weapons:
• Pike (Reach 2, Parry +1, 2 hands, Str+d8)


Goblin Mob (10 Goblins)
A yipping, stabbing tangle of goblins swarming prey in a chaotic pack.
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d4, Vigor d6
Skills: Athletics d6, Fighting d6, Stealth d8, Intimidation d6, Notice d6
Pace: 6; Parry: 5; Toughness: 6
Edges: Alertness
Special Abilities:
Mob Body: Treated as a single creature with 3 Wounds. Ignores Shaken; area attacks deal +2 damage.
Yap and Swarm: Always counts as Gang Up +2; may reroll one failed Fighting attack per turn.
Nimble Scurry: +2 to Athletics rolls when climbing, scrambling, or avoiding larger creatures.
Cowardly Instinct: Must make a Spirit roll at –2 to stay and fight after taking a Wound.
Improvised Weapons: Str+d4 damage (rusty blades, rocks, claws, etc.)


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