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Tuesday, December 24, 2024

Ruckus-Movie Style Retinues

 

-Movie Style Retinues-


Everybody likes a good movie and a good game of Ruckus does feel like watching an old school Hollywood spectacular, with every roll of the dice filmed in glorious Technicolour! Here are some ideas for creating movie themed Heroes and Villains and their Followers, these rules are not aimed at reproducing any specific film characters, rather they are designed to provide the flavour of the arch villains and true heroes that populate the silver screen. These rules are written for use in “one-off” games with each Character fully developed, but they could easily be used for a Campaign.

Good Guy and Bad Guy skill sets

Players can have their Captains choose whether to be moustache twiddling Villains or big chinned True Heroes by choosing one of these Special Skill Decks. Instead of picking from the Leader, Agility and Strength skill decks, they take all their cards from one of these decks consisting of a mix of appropriate existing Skills and some new Movie-themed Skills

Larger than Life-Movie Heroes and Villains achieve things that normal Humans cannot do therefore each Captain may draw six skills.  Squires are still only humble Squires and only draw two skills each using the normal Skill choices available to them

A Cast of Thousands The emphasis in Hollywood spectaculars is definitely on the hand-to-hand fighting, therefore Movie themed Retinues may have 6 Fighters and 6 Shootists

True Heroes

True Heroes, the Good Guys, are well represented in all good Hollywood action movies, they are usually disenfranchised sons or renegade nobles who have lost their all to some scheming evil treacherous villain and by the end of the film they have defeated their enemy, cleared their name, and claimed the love of their life. 



The Good Guy Skill set

 This set comprises of some appropriate existing Skills and some new flavoursome Good Guy Skills to create your own True Hero.






Dashing Hero If this Character passes a Prowess Test, they may Roll one less dice to perform Movement Gambits. If they fail their Prowess roll, they must Roll as normal

Heroic Ethos Retainers in this bold Hero’s Retinue share their Leaders Heroic principles and may therefore, Reroll any Feckless tests

Light on his Feet This Character is constantly on the move when in melee, dodging, weaving, and dancing, any hit on him has to pass a Blocked Stroke roll exactly as if he is defending an obstacle

…and his Merry Men Retainers in this noble Heroes Retinue add 1 to Feckless Rolls

Skilled Tactician Wins any Draws when rolling for Cunning Plans

Hold My Mead! On their first activation this Character rolls a D6 and, whatever number is rolled, the dice, still showing the number, is set to one side. At any time during the Turn, if this Character makes a successful Prowess Test, they may exchange this roll for one made by themselves or any opponent. They keep the dice they have exchanged with their Opponent and may repeat the process every turn. For example, the Hero initially rolls a 4 which he sets to one side as his “Hold my Mead” dice, then during his first turn he rolls a 1 while rolling a Blocked Shot test. He exchanges his 4 for the 1 and passes the Blocked Shot test his “Mead dice” is now a 1. Next turn, if he makes a successful Prowess Test, he may if he wishes, exchange it for one his Opponent’s dice rolls, forcing them to accept a roll of 1!

True Hero! Pick any Skill from this list

Good Guy Retinues

Good Guy Retinues reflect the values of their Noble Leaders, the Shootists can only carry the noble Longbow, never the Crossbow or new-fangled Gonnes. Players should feel free to be creative with the Fighters and those wishing to play a Robin Hood style of game should use the Outlaw Profiles below.                                                                                                                                    









Villains


The Evil scheming movie villain is well known to us all from the earliest days of cinema from the moustaches-twiddling-dressed-all-in-black Cad tying the distressed maiden to the railway tracks of the early silent movies through the various versions of the Sherrif of Nottingham to Prince Humperdink. In the Films they always fail…but not necessarily so in Ruckus

The Bad Guy Skill Set

This set comprises of some appropriate existing Skills and some new Evil Skills to create your own Proper Bad ‘Un                  

Behind you! This Character may use this Skill at any time in Melee. Once per Melee, force your opponent to make a Prowess Test, if they fail, this Character may then use the opportunity to Stab their Opponent. The Character rolls one Attack dice using Skill’d at Arms and any other Skills to adjust the result, the Opponent can make no reply and may not use Skill’d at Arms to affect the outcome. If the Opponent survives the attack than they both continue to fight a Melee as normal.

Alternatively, the Character may choose to break off the Melee and move away 6”. Any other Characters from the Opposing Retinue will also look away so this Character may move in any direction and may break the 1” rule and even move through enemy Characters.

Exit Stage Left… When this Character is down to their last point of Health they may choose to do a Moriarty. Take a Prowess Test, if they pass, they have used a secret door or tunnel or other secret means to escape and may be placed anywhere on the table up to 12” away. If they are within 12” of a table edge they may instead exit themselves from the scenario. Players are encouraged to monologue as the bad guy when using this skill ending with the traditional Mwahahahahahahahaaa!

Guards Guards! If this Character is hit either by a missile or in Melee, he grabs any friendly Retainer within 1” and pushes them in the way of harm, so that the hit instead falls upon the Retainer who must make a saving Throw as normal.

Dastardly Schemer Rerolls the dice when rolling for Cunning Plans

Evil Genius May draw two Divers Alarums at the beginning of the game

Relentless Enemy May use only once per game, at any time after this Character has been wounded. This Character is so driven by anger and hatred that he may ignore a Wound.  Restore one point of Health.

Arch Villain! Pick any Skill from this list

Bad Guy Retinues

Villains recruit their Retainers from the scum of the earth, the low life petty bullies that hang about on street corners in the worse part of town. They shun weapons of skill such as long bows and bills and instead carry crossbows, spiked clubs, and axes.

Henchmen These villainous Retainers are traditionally less able Fighters than their goody counterparts, they are usually brutes and bullies, they like to gang up on opponents! Henchmen Fighters have Mob Handed and Spiked Weapons.

Mobhanded Characters with this Trait may Charge into melee with another Character to surround an opponent. Each Character with Mobhanded in contact with the opponent adds another Attack to the original Chargers melee. The Player may move as many Mobhanded Characters as can be placed in contact with the Character being charged before commencing melee.

Mobhanded Characters must still obey the one-inch rule.

Scum of the Earth These Henchmen are picked for their particular qualities, that is being unimaginative, brutal, and cruel. Henchmen do not think for themselves so when they are Feckless, they are less likely to use any initiative and are unlikely to leave the battle or seek new instructions.

Henchmen Feckless table

1= Run Awaaaay! Remove the figure from the table

2-3 =I wasn’t doin’ nuffink! The Retainer stands still counting their feet or staring at a sheep

4-5=I gotta ’urt somefink! The Retainer moves towards and if possible, will attack the nearest Character that is not part of their Retinue

6= As my Lord Commands! The player may move the Retainer towards their leader as per the main rules

Spiked Weapon This Character may force their opponent to reroll their saving throw 








Pic from recent game

The Set Up

Movie themed Ruckus is perfect for Heroic moves and there should be plenty of opportunities for Movement gambits. Pack the table with Terrain that allows or, even better, demands Heroics! There should be chasms to cross, walls to scale, rapid flowing rivers, ladders to climb, ropes, or chandeliers to swing on...

Divers Alarums

Movie themed Retinue Divers Alarums are based on classic movie tropes and replace the standard DA

Heroic Divers Alarums

The 7 becomes For…! (insert inspiring name of choice!) May be played at the beginning of the Turn. For this Turn the Good Guy Retinue may Reroll all Mishap tests

The 8 becomes True Grit Play at any time after the Captain has been wounded, like a True Hero he calls on his inner strength and determination. Restore up to two Health

The 9 becomes This is for… Revenging a fallen comrade this Character digs deep and summons up super human strength. Play in melee, this is an Automatic hit on his Opponent that cannot be Parried or Fended with a -1 modifier to the saving throw

The 10 becomes Foiled Again! Play this card immediately after your Opponent plays a Divers Alarums Card, this card cancels the original Player’s Card

Villainous Divers Alarums

The 7 becomes Get Them or Else! The Villainous Captain threatens his Men! May be played at the beginning of the Turn. For this Turn the Bad Guy Retinue may Reroll all Mishap tests

The 8 becomes Mwahahaha!  Play on an Opponent as they move, they must pass a Prowess Test or fall into a pit trap. This might be a previously dug and disguised pit if outside or a trap door if inside a building. Roll d6 +3 on the Falls table and take a Mishap token if unhurt. It will take one Turn to climb out.

The 9 becomes Reluctant Traitor. Play on one of your Opponent’s Retainers. The Bad Guys are holding one of this Character’s relative’s captive, forcing them to become a Traitor! When this card is played, they may be activated, and can be used by the Villain’s Retinue for the rest of the game. This Character also gains the Trait Loner and does not need to be in Command. In subsequent turns they will activate on the Captains card.

The 10 becomes Ah HA! Not So Fast! Play this card immediately after your Opponent plays a Divers Alarums Card, this card cancels the original Player’s Card.

 

Scenario Ideas

The Fugitive A notorious Outlaw, a Good Guy Hero, has escaped from the Baddy’s castle where he was being held, and is hiding in a village. The Baddies are in close pursuit.

Rescue Ye Maiden from Yonder Tower…obvs!

Kill ye King. One player guards the king. The other has to sneak by. Sneaking/discovery rules needed

Stop the Drop! One of the Outlaws has been caught and is sentenced to hang, can the Hero stop the hanging and recover his Merry Man?

Retribution! The Villain raids the Outlaws camp deep in the woods looking for the pesky Brigand leader



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