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***Hitpoints*** = SIZ.
swarm of SIZ 6 is enough to engulf one half of the body. A swarm of 12 is enough to engulf the entire body. A swarm of SIZ 24 could engulf two opponents simultaneously. The potency of the attack is based on SIZ, as follows:
Siz ~ Damage ~ Combat actions
1-5 ~ 1 ~ 1
6-11 ~ 1d2 ~ 2
12-18 ~ 1d3 ~ 3
19-25 ~ 1d4 ~ 4
26-33 ~ 1d6 ~ 5
The damage from stings and bites are applied simultaneously to every location covered by the swarm. Worn armour initially counts against this damage, but is reduced by 1 point for each successful attack, as the insects begin to crawl inside gaps in the clothing. For example, a victim wearing brigandine armour who stumbles into a swarm of SIZ 6, will be immune to the swarm’s first three attacks but eventually the insects will find a way in. Normal clothing provides no protection, unless especially thick – for example winter wear.
Swarms do not generate Special Effects, and neither do they use Combat Actions to parry or evade unless attacked with an area affect assault. On the other hand a victim can use Evade to temporarily avoid a swarm. Otherwise they must flee, hide or seek cover. Swarms fly at a base Movement Rate of 4, but can augment this rate by using their Athletics skill.
Devour
A shrew fly swarm causes damage to unattended objects in its space each round as though they were creatures. It even damages inedible objects.
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