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MSH Swarm tactics

Started by Soylent Green, March 28, 2009, 06:39:17 PM

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Soylent Green

So I'm prepping a MSH game featuring the ever lovable Mole Man and his Moloids.

Now a individual Moloid is pretty pathetic, but as one see in the comics a large number of them can overwhelm even the Thing, at leat temporarily.

How would one reproduce that kind of effect in MSH without it just appearing like GM fiat?
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Abyssal Maw

Quote from: Soylent Green;293013So I'm prepping a MSH game featuring the ever lovable Mole Man and his Moloids.

Now a individual Moloid is pretty pathetic, but as one see in the comics a large number of them can overwhelm even the Thing, at leat temporarily.

How would one reproduce that kind of effect in MSH without it just appearing like GM fiat?

well, I have no idea how this balances becase I haven't messed with FASERIP since 1989 or so.. but I would

1) Give each successive Moloid a +10 to the fighting of the single moloid.
2) total it up
3) Make a single attack.

Even if it does no damage, it should keep the ganged-up-on-hero immobile until he either stunts/blasts/strengths his way out.

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Soylent Green

That is a sensible approach, though I think MSH is geared more toward "Column Shift" than +n modifiers.  So maybe every 4 Moloids on the same target are worth +1CS to attack and damage.

 It still means the Moloids are unlikely to actually harm heavily armoured characters, but they can keep these guys busy enough while other members of the team might be in trouble.
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Silverlion

Yeah, I'd probably give them an overall +1 CS to attack per 4 moloids, I'm not sure I'd add much damage that way though. None them can really do enough damage to penetrate sufficient armor.  Perhaps the Mole Man decides to engineer better Moloids for tougher foes, or arms a few of them with special Mole-gear.
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