I have a scene coming up where the PCs help defend a city, so I thought I’d add a custom move for the city’s fixed…

I have a scene coming up where the PCs help defend a city, so I thought I’d add a custom move for the city’s fixed…

I have a scene coming up where the PCs help defend a city, so I thought I’d add a custom move for the city’s fixed defenses.

When you fire a ballista at a slow-moving target, roll + DEX.  On a 10+, you hit dead on – inflict 1d10 damage.  On a 7-9, the GM picks one:

 * Your target has a moment to react.  Roll 2d10 and take the lowest to determine damage.

 * You hit, but not the target you were aiming for.  Deal 1d10 damage to a nearby target instead.

 * You hit dead on but the ballista is damaged or jammed.   Deal 1d10 damage, but you cannot fire again until it is repaired.

This is my first custom move so I’m still trying to figure out what works.

6 thoughts on “I have a scene coming up where the PCs help defend a city, so I thought I’d add a custom move for the city’s fixed…”

  1. That’s a lot of work just to replace Volley. There are far more interesting triggers to play with.

    When you hurl down death from the walls…

    When you answer their onslaught with a storm of missiles…

    When you blacken the skies with missiles…

    When you concentrate fire on a named target…

    When they reach the top of the walls…

    When you have to fall back to the next defensive position…

    When you hold the standard ugh and rally the troops…

    When the gate falls and the rush begins…

    You have the right to rain down death on your enemies.

    You have the right to a workable plan, and some Hold to help make it happen.

    You have the right to give inspirational speeches.

    You have the right to lead a glorious last stand.

  2. Hmm.  I see your point, it feels a bit dry.

    How about something like this:

    When you launch a massive bolt into the oncoming horde, roll + DEX.  On a 10+, you impale a target.  It dies…messily, and those nearby scatter.  On a 7-9, the GM also picks one:

     * You suffer return fire.  Take 1d8 damage.

     * The ballista is damaged or jammed.   You cannot fire again until it is repaired.

  3. Now we’re getting into questions of how you plan on tracking the attacking army. Is is a Front with specific threats that can be defeated ? Does the army as a whole have hit points ! Have you read Apocalypse World and can establish a countdown clock ?

    On second thought, combine the first two. The attackers will become an increasing threat. Have them attack in waves, each with an interesting threat in it. Define how many times the attackers can be defeated, but for every “round” they win, he threat gets more dire.

  4. I made a similar move at some point, will see if I can dig it out. I remember it rolled STR, though – no amount of dexterity should help you load a massive bolt into a ballista!

  5. “When you fire a great crossbow , roll+STR. On a 10+, choose 3, on a 7-9 choose 1

    > You don’t hit something important.

    > You deal your class damage +d6 with 2 piercing 

    > You don’t jam the crossbow.”

    I’d change it to

    “When you fire a great crossbow , roll+STR. On a 10+, choose 2, on a 7-9 choose 1. Whatever happens, you deal your class damage +d6 with 2 piercing 

    > Your shot doesn’t damage anything other than what you’re aiming for.

    > You don’t attract the attention of the largest creature present.

    > You don’t jam the crossbow.”

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