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Nasty things to do to swarmanoids...

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Cereth Cereth's picture
Nasty things to do to swarmanoids...
Was curious for some ideas on some nasty ways to deal with swarmanoid characters since more conventional attacks are mostly pointless. Apart from other nanoswarms, what are some ideas for nasty things that can befall a swarmanoid character? I have one person in my group that I want to amp up the tension with in my current campaign because I think he is a little too comfortable in his swarmanoid morph. Thanks in advance for any ideas. :)
Axel the Chimeric Axel the Chimeric's picture
Re: Nasty things to do to swarmanoids...
Any area attack works well on them. Chemical sprays, flamethrowers, and, of course, EMPs are all very useful. Another fun tactic is just to fling them into space; open a hatch and let the atmosphere vent out. Since Swarmanoids can't make SOM tests, they can't effectively hang on (and I doubt your player took a magnetic system to hang onto anything, or has anything other than the nanofans for lift, which are useless in space). Woosh, out they go. Magnets are another fun thing. Extremely high power electromagnets will wreak havoc with any robot. Then there's hacking. All synths are particularly vulnerable to that. Only way they can defend against it is by going autistic or being particularly good at hacking and taking a chance. If you're particularly devious, you could activate an extremely high-power radio jammer (we're talking something to disable a whole hab here) and a dazzler right next to them, causing their signal to break down between bots, effectively reducing them to an inert pile of bugs that you can just pack into a container. If you use hacking as a threat too, and they go autistic, activating a dazzler will achieve a similar effect. Hope that helps.
Yerameyahu Yerameyahu's picture
Re: Nasty things to do to swarmanoids...
Some of those are pure GM-fiat though, with no rules for them (or defending against them). If you do that to a character, they'd better have a reasonable ability to expect and plan for it (potentially speaking), or you're just griefing them.
Arenamontanus Arenamontanus's picture
Re: Nasty things to do to swarmanoids...
Enemies who know there is a swarmanoid coming will of course prepare. And make sure they have an unfair advantage. Smart and surprised enemies can also have flashes of insight. I would argue that EMP hurts swarmanoids. Blow out their antennas, and now the swarm units need to keep tightly together to function... otherwise the character will turn very not smart. BTW, the signals between units might be pretty detectable (lots of bandwidth) so smart enemies can use sensors to see them coming - or use autotargeting. It is hard to go into autist mode with this kind of system. What about spraying sticky goo over the swarm that gums up the propulsion units? It doesn't even have to be military grade goo, it could be a large cannister of oil or maple syrup.
Extropian
Yerameyahu Yerameyahu's picture
Re: Nasty things to do to swarmanoids...
I agree, be creative, but the player should be theoretically able to expect mechanical effects. Otherwise, sad player, sad player bad. :) What this means is, if the player thinks he good in vacuum because he's a synth, that's *player* knowledge error, not *character* knowledge error. You'd assume someone in a Swarmanoid in-game would know the general limitations and weaknesses, even if the player didn't buy Common Sense. For me, it's kind of hard to imagine he *didn't* get Magnetic System, Grip Pads, maybe asked the GM for Laser/Microwave links; as a seasoned roleplayer, I know never to give the GM the benefit of the doubt. ;)
nezumi.hebereke nezumi.hebereke's picture
Re: Nasty things to do to swarmanoids...
Fly paper? A giant bug trap? Swarmanoid motel?
The Doctor The Doctor's picture
Re: Nasty things to do to swarmanoids...
Cereth wrote:
Was curious for some ideas on some nasty ways to deal with swarmanoid characters since more conventional attacks are mostly pointless.
One word: Shop-Vac. (Or is that two?) Another word: Hairspray. It would gum up the flying microbots like nobody's business (my grandmother used to kill wasps in the house with it.)
Yerameyahu Yerameyahu's picture
Re: Nasty things to do to swarmanoids...
Sadly, neither of those exist in The Future. Everyone has perfect hair, possibly using nanites, and Cleaners handle all shop-vac-ing.
Hailspork Hailspork's picture
Re: Nasty things to do to swarmanoids...
Yerameyahu wrote:
Sadly, neither of those exist in The Future. Everyone has perfect hair, possibly using nanites, and Cleaners handle all shop-vac-ing.
Maybe that's why people are so interested in "artifacts" from Earth! Also, shop vac won't work: "Swarms are not affected by vacuum." p 329.
Arenamontanus Arenamontanus's picture
Re: Nasty things to do to swarmanoids...
I would be surprised if there were *fewer* beauty products in the future rather than more. Besides, sprays are useful for a lot of things, so no doubt there will be plenty of sticky ones a character can grab to mess with the swarm.
Quote:
Also, shop vac won't work: "Swarms are not affected by vacuum." p 329.
Oh, that's a bad pun! (seriously, anything inducing an air flow faster than the movement rate of the swarm will suck it in)
Extropian
BOMherren BOMherren's picture
Re: Nasty things to do to swarmanoids...
Cereth wrote:
Was curious for some ideas on some nasty ways to deal with swarmanoid characters since more conventional attacks are mostly pointless. Apart from other nanoswarms, what are some ideas for nasty things that can befall a swarmanoid character? I have one person in my group that I want to amp up the tension with in my current campaign because I think he is a little too comfortable in his swarmanoid morph. Thanks in advance for any ideas. :)
Unless you're purposefully pursuing an adversarial player-GM relationship, I don't think you should worry about him "becoming too comfortable". You shouldn't target him for an attitude adjustment just because he has found a cool Morph or mechanical niché, unless you're sure that's the type of game you want to run. That said, it does make sense in the context of the game world for his enemies to prepare themselves appropriately if they know that he's coming, and there are some options available to them, as other posters have pointed out. Swarmanoids are actually very fragile in a lot of ways. For instance, someone mentioned area weapons, and this is a sentiment I feel I can cosign. A single High-Explosive grenade or Plasma Rifle shot can take out half a swarm in one pop. A Disassembler or Saboteur nanoswarm is even more terrifying, since the usual methods of protecting against them aren't available to swarmanoids. If you're running hard sci-fi, then look up the square-cube law. One consequence of it is that small objects are much easier to heat with thermal radiation (large surface area per volume), so wide-angle beam weapons like the Microwave Agonizer should work wonders. Finally, the Eye had a fun (and terrifying) article on distributed consciousness, linked below. In short, if the character's consciousness is being stored as more or less discrete parcels, running in syncronicity on fifty different microcomputers, then what happens when some of those computers are destroyed or drop out of the network for more than a short while? http://www.firewall-darkcast.com/theeye/rule-hacking-swarmanoid-morphs Destroying the entire swarm with a big gun or a pair of grenades is merciful. The real horror is when you destroy just enough that he knows he's lost some part of himself, but cannot remember what.
root root's picture
Re: Nasty things to do to swarmanoids...
root@Nasty things to do to swarmanoids [hr] Signal jamming was mentioned earlier, but you can do so much more than just jam them. Swarmanoids are going to be small shells covered with antennae, and depending on how physically spread out the individual units are, the higher bandwidth they can manage since they can get a higher frequency signal for the same energy cost. These bandwidth limitations sort of prohibit very strong encryption unless each of the individual 'noids can do most of their own contextual perception and aren't running a consciousness 'in the mesh' as it were. This means that you can potentially have a situation where a 'noid with an unblocked port (or fifty) wanders into a broadcast zone for the local cleaner bot swarm. If the player sends a few of them off to do reconnaissance, she may find her 'noids helping swab the deck and have to reclaim them. This doesn't kill the 'noids, but it forces the player to commit more resources to any given action since you need to send a decent squad of 'noids within range of each other so that together their collective signal strength is higher than the background RF noise by a large enough ratio that they don't get spoofed regularly by essentially random commands from the computing environment.
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