Hello all.
I recently picked up the Eclipse Phase Book and I'm looking forward to running my first game. The only other game system I've run is dnd, so I'm still trying to get a handle on making encounters for the combat system here.
What I'm looking for is some good baseline combat stats for enemies of a group of 4 newly created PCs. Specifically...
A "Giant Rat" type enemy, like the head hunter bots. Only a significant threat in large numbers.
A "Soldier", a threat on par with but not as a strong as a PC.
And a "Boss Monster", a singular, deadly threat for the whole team. I assume this one will have a speed of 2 or more.
For each of these, what are good numbers for Attack Skill, Attack Damage, Fray, Initiative, and Durability?
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General Combat Stats
Thu, 2011-07-14 14:08
#1
General Combat Stats
Fri, 2011-07-15 02:00
#2
Re: General Combat Stats
I don't know the answer to your questions (being a fairly combat and systems light GM) but a general note: you need to adapt to the playing style of the PCs, because there are many different ways of bringing down an enemy in EP. The sneakier they are, the more diverse your opponents need to be - a sniper firing near-untraceable bullets from a mile away is very bad news for most standard opponents. Not to mention the composition of the PC team: if they have a swarmanoid, then there will be a flying PC that is hard to damage and can sneak past many traps.
And conversely, a bit of sneakiness from the opponents can make them far more dangerous than their stats (never fight local gang members on their own turf - they know the short-cuts, negating your amazing escape skills). If they see the above swarmanoid coming they can stock up on EMP grenades or a spray of viscous, turbofan-destroying paint.
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Fri, 2011-07-15 08:18
#3
Re: General Combat Stats
I don't intend the party to just go room to room and square off against different groups of enemies, and I hope they plan or come up with cool ways to take down threats, but I'm looking for a baseline to start from.
When the party trips security and 3 guard bots come out of the walls I don't want them easily destroyed in one shot and I don't want them overwhelming the players.
Fri, 2011-07-15 10:19
#4
Re: General Combat Stats
There's an npc pdf with lots of sample npc stats. Not sure if there's a rat per se, but I think there's a dog.
I had a similar problem when starting my campaign, I didn't know how to scale encounters. The npc file at least gave me a frame work to build from. Hope it works out for you!
Edit: here's a link. Not bad for $5 :)
eclipsephase.com/releases/npc-file-01-prime
Fri, 2011-07-15 23:42
#5
Re: General Combat Stats
First off, I think Arenamontanus is correct. One of Eclipse Phase's quirks is that it often lets players think up creative solutions to problems. In one Actual Play I heard, the player characters spent most of the game sitting naked on their ship, researching, scheming and networking, and let Forks do most of the legwork. So don't be surprised if the players find some brilliant way to avoid planned combat encounters, or waltz right through them.
In general, from the perspective of an intelligent, creative opponent, combat is usually the least efficient way to get something done.
That said...
Seconding Azathoth's suggestion. NPC File 1 has some good NPCs in it. The Criminal Enforcer, Gang Member, Jovian Soldier, Pirate or Security Trooper templates could all potentially work as your Soldier (though note that the Aptitudes for the Jovian Soldier are broken...).
For the "Giant Rat", I suggest a Security AI (p. 332) in an appropriate robot (p. 330 and 346), armed with a light weapon. For instance, you could have Security AI Saucers launch from specially designed sockets in the walls of a space station, armed with Laser Pulsers and Microwave Agonizers. Not much of a threat individually, but they can gang up (at least on lightly-armored targets), spot for Indirect Fire weapons, and maybe kamikaze themselves against harder targets (if they are purposefully constructed to do this, then I would personally treat their sharpened edges as Monofilament Swords).
For the Soldier, you could use the aforementioned Templates from the NPC File 1, or you could go with a somewhat more powerful robot, like a Guardian Angel. Whatever you decide to use, just make sure that it has weapons which can reliably penetrate armor (which is something that player characters tend to stack up on).
For a truly prodigious combat monster, go with the Dwarf Bot or the Hyperdense Exoskeleton (p. 344), mount a Cyberbrain, and stock up on Personal Augmentations and heavy weapons on Weapon Mounts. This is essentially a mobile artillery platform, so go to town. [url=http://www.firewall-darkcast.com/node/291]Here are some optional rules for heavy weapons[/url], if you feel so inclined.
Not sure how helpful this will be, but there are two tables on p. 174 which you might find helpful in statting up NPCs.
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Sat, 2011-07-16 14:01
#6
Re: General Combat Stats
The NPC file is what I was looking for and I'll keep that in mind about the armor. Thanks all.
Sat, 2011-07-16 14:11
#7
Re: General Combat Stats
Also keep in mind one of the deadliest things you can do to make NPC scary is to give them Moxie Stat. The ability for the NPC to ignore Penalties, Chose the higher of the 2 die as 10s, etc. is a huge boost.
Thu, 2011-07-21 09:04
#8
Re: General Combat Stats
Broadly speaking, when designing mooks, you can break it down a few ways.
Low-level mook:
Weapon Skill: 40, Damage 1d10-2, Armor 0 to 6, WT 5, DUR 25
Mid-level mook:
Weapon Skill: 60, Damage 1d10+2, Armor 6 to 12, WT 7, DUR 35
High-level mook:
Weapon Skill: 80, Damage 1d10+7 to 2d10, Armor 16+, WT 12, DUR 50
Ultimately though, the biggest unbalancer is intelligence. A character who uses tactics and the environment will absolutely destroy the character who doesn't.