
DWSage007 |
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Militia addition - Targets
While the Militia rules outlined in Lands of Conflict and Hell’s Rebels are quite in-depth, there’s an obvious flaw with them; they don’t do anything. The most you’ll get out of your rebellion is a little gold and scouting allies, and a handful of random events. Securing caches are useless, restoring characters can be replaced by handing the party Cleric or Wizard a few scrolls at the same price, and activating refuges sounds nice, but it ultimately doesn’t matter. This addition to the Rebellion rules aims to fix that by allowing you to do what you would expect a rebellious force to do-take land back from an enemy, by hook or by crook, by adding a few more activities that revolve around Targets
Targets is a very broad term, chosen because of the use of Militia rules in both Hell’s Rebels and Ironfang, while also allowing a broad selection of opponents. A target can be an enemy troop, a jail you need to break an ally out of, an enemy organization, an entire town, or even an enemy fortress.
Note:This is an addition to the Militia rules found in Rules of Conflict. If you are only familiar with the Rebellion rules in Hell’s Rebels, they are very similar-Training is used in place of Supporters. Advisors, Outlaws, Revolutionaries, and Traders have been replaced with Intelligence, Espionage, Military, and Treasury respectively, and some actions have been assigned to different teams.
Targets have Morale, which functions as their HP. They also have DCs for Secrecy, Security, and Loyalty. When building a Target, you choose one of these to be a Focused Check, and the other two to be Secondary checks, as well as its rank and whether they are a Soft, Medium, Hard, or Fortress target. When you attack a target, you choose a team to attack its Secrecy, Security, or Loyalty, and deal damage to the Morale equal to the check result multiplied by the team’s rank.
Soft Targets have Morale equal to Rank*4+16, Medium Targets have Morale equal to Rank*8+32, Hard Targets have Morale equal to Rank*12+48, and Reinforced targets have Morale equal to Rank*20+80. Finally, a target’s Focus DC is equal to 14+Rank, and its secondary DC is equal to 13+½ Rank, rounded down. At Rank 4 and every 4 ranks beyond that, they gain an additional +1 to both Focus and Secondary DCs.
It is recommended that there be as many Active Targets as the number of Actions that the Militia gets, not including its bonus action from a Strategist.
Targets also get a selection of traits-ideally, they have three positive traits and one negative trait from the following list.
- Abductors - If a Militia has a Disabled Team when this Target uses Attack Militia or Attack Team, all Disabled Teams become Missing.
- Active Defenses - A Militia attacking this Target loses 1d6 Training, regardless of success or failure.
- Adaptable - This target can change what its Focus Check is with an action. If Espionage has not uncovered this trait, this is not known to the Militia.
- Allied - When this target is activated, it activates two other Targets that also have Allied.
- Aggressive - This Target gains one additional action every turn that must be used on Attack Militia or Attack Team.
- Deadly - This Target inflicts additional loss of Training equal to its Rank with the Attack Militia action.
- Deceptive - The DC to Gather Information on this target is increased by an amount equal to its Rank. On a failed check to Gather Information, this Target presents a false set of Traits, a lower Rank, and which stat is the Focus.
- Defended - This Target chooses Loyalty, Security, or Secrecy, and gains a +2 bonus on that check. This can be taken multiple times.
Elusive - A successful Gather Information check against this Target’s Secrecy DC must be made before attacking it. This target can spend an action to force another Gather Information check to be made against its DC.
- Final Assault - When this target loses all morale, it immediately forces an Invasion event against the Militia. This cannot be negated by Sabotage.
- Gloryhound - When using the Attack Militia action against a Militia with a Notoriety of 50 or more, this Target inflicts additional Training loss equal to twice it’s rank.
- Hardened - This target gains additional Morale as if they were two ranks higher.
- Loyal - This target halves morale damage taken from attacking its Loyalty.
- Recuperation - This target regains 10% of its Morale each turn.
- Secure - This target halves morale damage taken from attacking its Security.
- Secretive - This target halves morale damage taken from attacking its Secrecy.
- Sole Target - When acting alone, this target can take multiple actions, as if were a Militia of equal rank.
- Brazen - This target takes 50% more damage from attacking its Secrecy.
- Fearful - After being attacked, this target takes one less action. (Minimum 0.)
- Flimsy - This target takes additional damage to its morale equal to the Militia’s Rank.
- Meek - This target’s DCs are lowered by 5 against a Militia that has a Notoriety of 50 or greater.
- No Secrets - On a successful Gather Information check, this target reveals all Intel instead of only one piece.
- Proud - This target’s DCs are lowered by 5 against a Militia that has a Notoriety of 49 or less.
- Siege - This target can only take the Recover action.
- Traitorous - This target takes 50% more damage from attacking its Loyalty.
- Unprepared - All DCs to attack this target are lowered by 5.
- Unprotected - This target takes 50% more damage from attacking its Security.
When a Target is made known, PCs will often know nothing about it. A Gather Information check from an Intelligence Team must be made against the Target’s Secrecy DC to glean Intel. For every 5 points above the DC, the Intelligence team gains 1 additional piece of Intel. On a natural 20, the Intelligence Team recovers 1 additional piece of Intel. On a failed check, the Militia gains 1d6 Notoriety. On a Natural 1, the Intelligence Team goes Missing.
When gaining Intel, an Intelligence Team gains a single piece of Intelligence on the target. It will typically take 6 successful checks for an Intelligence Team to gain all possible information..
The Target’s Focus and Secondary checks.
One Positive or Negative Trait of the Target.
Target’s Rank, and whether the Target is Soft, Medium, Hard, or Reinforced, along with its current Morale.
An Intelligence Team is needed to attack a target’s Secrecy. If they succeed, they also gain one additional piece of intel on the target. If they have all Intel on a Target, they instead gain a bonus on Secrecy checks against that target equal to the Team’s Rank.
An Espionage Team is needed to attack a target’s Loyalty. If they succeed, they also lower the target’s DCs by an amount equal to their rank until the end of next week. This effect is cumulative, but only with multiple Espionage teams.
A Military Team is needed to attack a target’s Security. If they succeed, they deal additional damage equal to the Militia’s Rank.
A Treasury Team can attack Loyalty, Secrecy, and Security, but they must pay GP equal to the Militia’s Minimum Treasury in order to do so.
Once a Target is defeated, the party gains XP and GP as if they’d defeated an opponent of equal CR in combat. A Soft Target is considered CR -1, a Hard Target is considered CR +1, and a Reinforced Target is considered CR +2. At GM discretion, other gear may be included in the reward.
A target activates after being attacked, having an ally target attacked, or once a random or planned event activates them.
Espionage
Secure Cache - When using the Secure Cache action, the Espionage Team can choose to permanently lower a target’s Loyalty, Secrecy, or Security by an amount equal to its Rank for one week. This is cumulative. Hard and Reinforced Targets count as a Secure Location. On a natural 20, they lower all DCs by an amount equal to the Team’s rank. On a natural 1, the Team goes Missing.
Sabotage - On a successful check against a Target’s Secrecy, they can remove one positive Trait. On a natural 20, they can also impose a negative Trait. On a natural 1, the Team goes Missing, and requires a Rescue Character action (Or PC intervention) to recover.
Covert Action - Also applies the Team Leader’s Charisma bonus to damage against a Target’s Morale.
Intelligence
Knowledge Check - Does not take an action, but can only be used once per turn per team of Scholars. This can be used to gain Intel as well.
Restore Character - Can also be used to restore a Disabled Team without spending GP.
Military
Rescue Character - Is the only action that can be used to recover teams that go Missing from Targets. Rather than a DC 15 Security check, the Military Team must make a Security Check against the Target’s DC. However, they have 4 Turns to recover a Team rather than only 1.
Activate Refuge - When a Refuge is active, reduce Training Loss from the Attack Militia action by 1d6.
Strike Team - Can also be used to add the Manager’s Strength or Charisma score to damage dealt.
Manipulate Events - Can change a Target’s action to one of their choice with a successful Security check against the Target’s DC. This includes deciding if the Target attacks Security, Secrecy, or Loyalty, and what Team they attack with Attack Team. On a natural 20, they can force the Target to do nothing that week.
Treasury
Black Market - You can choose to make a DC 30 Secrecy Check when making a Black Market. If successful, the Black Market is instead equal to a Metropolis rather than a Small City.
Bribery - New action, unique to Fixers. When an enemy uses the Attack Team or Attack Militia action, Fixers can spend GP equal to the Target’s Rank x10, and make a Loyalty check against the Target’s DC to reroll the result of the check.
Gestapo
Rank 2 Soft Target
Morale:24
Secrecy DC:16
Security/Loyalty DC:14
Positive Traits:Elusive, Allied, Abductors
Negative Trait:Traitorous
Gestapo rely on force in numbers, and the fact that they have few known bases. They excel in capturing forces that are already weakened so that they can extort information from them.
Military Base
Rank 6 Hard Target
Morale:120
Security DC:23
Secrecy/Loyalty DC:17
Positive Traits:Secure, Recuperation, Sole Target
Negative Trait:Brazen
A Military Base tends to have quite a bit of support behind it, and is difficult to assault directly. As they can always request more troops, Sabotage may be an ideal way to deal with one.
If there's interest, I'll expand this with recommended stats for Targets in Ironfang, mostly using locations and enemies seen in the Gazette. One of the first and biggest prizes, of course, should be retaking Phaendar.