Battle Brothers is a hell of a game. I could go on and on about why I love
it, but one thing that's stood out to me since the first time I sat
down to play it is the enemy design. The basic enemies your mercenary
company faces off against tend to be rather similar at first glance:
brigands, orcs, goblins, and undead. But the game does a great job at
making all its enemies feel different, escaping the trap many RPGs
fall into, where any of those four are little more than 1 HD monsters
with different aesthetics and equipment.
The game's main menu screen - by Paul Taaks |
The
game's two expansions – one free, one paid – mostly focus on
adding new enemies to the roster. They're all good, if almost all more dangerous than the base game's enemies, and
in some cases a bit cliche (trolls are tough and regenerate health
but are dumb and cowardly, witches are weak as hell but screw with
your guys by charming them and making attacks against them also
damage one of your mercenaries). But the ones that aren't cliche? Oh,
baby. They're amazing concepts.
Kind
of. The monsters are cool, but since Battle Brothers is mostly about
taking on a contract, killing some bad guys, going to a town to spend
your coin on supplies, gear, and wages, then repeating it all over
again, there's not a whole lot there for roleplaying, aside from some well-written but short and often choiceless random encounters. So while the
enemies I'm listing below are based
on the game, they aren't shot for shot recreations. I've taken some
artistic liberties to make them more interesting and suited for RPGs than they already
are. I'll have some notes at the end on what I changed.
Lindwurms
At
first glance, these guys aren't that special. They're dragons. Tough
armour, deadly attacks, even a hoard of collected treasure. But while
they don't have flight and burning breath, they have something more
unique: burrowing and rust-causing blood.
A Lindwurm - Paul Taaks |
Lindwurms
have a long, snaking body that shifts into a giant tail and two
powerful limbs, covered in green, shining scales. Their arm-leg
things can pull them across the ground at impressive speeds, but they
mostly use this strength to dig. In just a few moments a Lindwurm can
dig underneath the earth, moving underground and leaving a trail of
upturned earth like the Graboids from Tremors. While they need to
come up for air and aren't as smart as "true" dragons,
Lindwurms are bright enough to exploit their movement. They love to
burrow underneath forests, hedges, and walls in order to hinder those
who would pursue them as they flee.
What
makes them especially deadly to those who would hunt them is their
blood. It's a powerful rusting agent, designed to blunt the edges of
metal without destroying it, to better let them digest it. Oh yeah, I
forgot to mention, they eat metal. While they can secrete it slowly
from their mouth, the agent is also used in defense, Xenomorph style.
Thankfully, the rust is only skin deep. A vigorous scrub will remove
the top layer, leaving the metal beneath actually sharper than
before. But by blunting edged weapons and coating armour in a heavy
layer of rust – like wearing waterlogged clothes – Lindwurms
reduce the effectiveness of their foes after every attack made
against them.
LINDWURM
HD 6
(30 HP, 15 Attack, 10 Save)
Wants To
eat any metal it can find
Armour As
chain (scales)
Move 2x
crawl, 1x burrow (for up to three rounds between breaths)
Morale 7
Attacks Bite: D6+3, Melee
Tail Swipe: D6-1, Reach, against up to three adjacent targets
A
serpent as wide as a cart and as long as a ship, with two powerful
limbs at the front of its body and none at the back. As it moves, its
green scales glitter in the sunlight, and even in darkness the
slightest amount of light creates shimmers and rainbows. When it digs it kicks up copious amounts of loam, creates an obvious disturbance above its location, and causes the ground to rumble and shake. Its maw
opens wide to reveals rows upon rows of sharp teeth, and when cut its
blood is a vibrant yellow green, which glows with unnatural light.
A
Lindwurm's blood rusts metal. Non-blunt metal weapons that deal
damage reduce their damage rolls by 1 until cleaned, and every time
an attacker lands a non-blunt attack at Melee range, their armour's
granted defense is reduced by one step until cleaned.
Anyone
with a basic familiarity with the legends of lands where Lindwurms
are found, or monsterology as a whole, will know that Lindwurms eat
metal. They'll also know that metals like gold and silver are
resistant to their rusting, letting them linger in their stomachs for
decades. Cutting open a Lindwurm will reveal D100 times D100 cash
worth of gold, silver, and jewels (they'll happily eat shiny stones,
thinking they're metals).
Alps
Nightmare-inducing
psychic vampires from another reality. They cause and feed on
nightmares, sneaking into settlements and causing the inhabitants to
suffer restless nights for months on end until they die of sleep
deprivation or psychic harm. In a stand-up fight, Alps are hardly a
threat. But they don't take stand-up fights. In dangerous situations,
they can induce sleep in targets who fail a Save, and even target
multiple adjacent creatures.
Sleeeeep... - Paul Taaks |
Once
someone is asleep, an Alp can induce nightmares, draining their
health every round and healing the Alp in kind. For Alps aren't
creatures of flesh and blood. They have eye sockets but no eyes,
mouths and teeth but no digestive tract. Their white, smooth flesh
has no bones or blood beneath it, and slicing them open reveals that
their skin is as thin as paper. They can't see through walls, but
they can sense the presence of anything with a soul, and see despite having no external eyes. (They have one inside their skull.) An Alp is a
creature not just related to nightmares – it is
a nightmare, and is as much defeated by strong arm and sharp steel as
it is by courage and willpower.
What
makes Alps truly insidious, however, is how they enter and exit our
world. Guilt and fear draw them like moths to a flame, and the truly
guilty are bright enough to pull Alps from whatever world they come
from into ours. As long as the "lantern" burns an Alp can
fade out of our reality, and always threatens to bring more back with
it. The only way to stop them from fleeing the moment they're
threatened is to remove the source of the guilt.
This
guilt, however, is self-determined. They are as likely to be drawn to
a murderer as they are to someone in the midst of a religious crisis,
and the guilty naturally try to hide their guilt, or don't even
recognize it as the cause of the town's nightmares. Even if you can
track down the offending party, it's not always so easy to stop them.
Not everyone is a murderer you can kill with impunity – sometimes,
the guilty party is well-protected, or more often, a sympathetic
character the party will want to help through their self-doubt.
And
while the party works towards this, the Alps will fight them at every
turn. In the night, they will attack the party directly, and when
that fails they will send the lantern nightmares designed to exploit
their underlying anxiety. They will kill pillars of the community to
rile the people up into witch-burning mobs. They will make their
nightmares seem to point towards a false source, like a nearby crypt
full of undead. They will never
let you get a restful sleep.
ALP
HD 2
(10 HP, 11 Attack, 6 Save)
Wants To
feed on nightmares, to keep their "guilty lantern" alive
and tormented
Armour None
Move 1x
crawl, they can crawl up walls like spiders
Morale 3
Attacks Bite: D6-1, Melee, but they only use it if cornered
Humanoid
creatures that crawl like a spider, with smooth, ghostly pale skin
and empty eye sockets. Their mouths pull back to reveal grinning
yellow teeth and bright red gums, and their heads are covered in
strange protrusions, like horns and tusks made of flesh. They move as
if they had no weight, and when struck by your weapons feel as though
they are much lighter and softer than they should be.
An
Alp can cause a creature within Near distance, and anyone directly
adjacent to it, to Save or fall asleep. Lots of things can wake
people up, but spending a round hooting and hollering will wake up
anyone within Reach distance, as will any physical harm.
An
Alp can cause a sleeping creature to suffer nightmares, dealing D6+1
AP damage every round until the creature wakes. The Alp heals that
much damage in kind.
An
Alp can fade out of our reality at will. This takes an action and
renders the Alp incorporeal until the end of the round, at which
point it leaves our world entirely. Alps ignore all physical damage
from non-magic, non-silver weapons while incorporeal. If an Alp
leaves our reality, it can only return if their guilty lantern still
"burns".
Nachzehrers
I
would have renamed these guys Ghouls, but I want to make my own
version of ghouls, more peaceful ones based on Lovecraft's stories.
That, and/or a tougher, more feral ghoul based on the one from
Darkest Dungeon. In Battle Brothers these guys were originally called Ghouls
before being renamed to Nachzehrers, a name which helps sets them
apart and reinforce the game's Germanic setting.
Nachzehrers of increasing size - Paul Taaks |
Nachzehrers
are created from the corpses of those dead by suicide or accident.
Anyone who is felled by their own hand has the potential to become
one, although suicide with a concrete purpose, such as self-sacrifice
or for honour, tends to prevent them from forming.
Such
deaths are far from normal, and not every death results in a
Nachzehrer. What makes them so common (at least as far as monsters
go) is their ability to make more of themselves. Nachzehrers consume
humanoid corpses wherever they can find them, digging up graveyards
and attacking peasants and other weak sophonts – creatures with the
intelligence and free will of a man – opportunistically. They can
devour a corpse in seconds, gorging themselves on the flesh.
As
they feed on corpses they grow in size and strength until they can
swallow men whole. When they sleep in this bloated state their flesh
splits and rends, turning one into two, or even four for the largest
ones. In this way a single suicide can quickly spiral out of control,
upturning their graveyard before spilling into the countryside in a
growing pack.
Nachzehrers
have grey, mottled skin, slavering maws full of jagged teeth, and
scattered patches of dark black hair. As they consume more corpses
they become larger, stronger, and grow spiraling horns, sharper
teeth, and more and thicker hair.
NACHZEHRER
HD varies;
usually starts at 1 (5 HP, 10 Attack, 5 Save)
Wants To
eat the corpses of intelligent creatures
Armour None
Move 1x
scurry
Morale 5
Attacks Claw: D6, Melee, +1 damage at 2 HD, +2 at 4 HD
Hunched
over, bestial humanoids who move on all fours. Their grey skin is
covered in bumps and patches of dark black hair. Each hand ends in
sharp claws, uncannily similar to rows of fangs that fill their
drooling mouths. When they howl it sounds like a man's imitation of a
howl, or perhaps just a pained scream. The largest ones are covered
in layers of fat, and have sharp, spiralling horns rising out from
their foreheads.
Nachzehrers
can eat the corpses of sophonts as well as other Nachzehrers. This
takes an action and causes them to grow one size at the end of the
round, from 1 HD to 2, and then from 2 to 4. When they grow their current HP
is raised to their new maximum, and their Attack and Save are also
raised.
A
4 HD Nachzehrer is too full to eat corpses, but is so large it can
eat a human. They can swallow a creature within Melee range if they
fail a Strength test, dealing D6 AP damage every round until the
Nachzehrer is killed. On the plus side, when they are killed, their
bloated bodies "pop", freeing the trapped creature without
having to cut them free.
So
what did I change?
Lindwurms
in BB have the acid blood and digested treasure, but not the
burrowing. I honestly thought they burrowed, but since they're a rare
enemy and one I don't normally like to fight I just don't see them
often enough to remember they don't until after I started writing.
Alps
are more or less unchanged except for the bit about being attracted
to guilt. They also get a damage resistance buff for "existing
partly in dreams" which gets stronger the more of your
mercenaries are asleep, but that was too finicky for RPG combat so I made
them able to escape reality entirely. After that I thought "well
what's stopping them from just fleeing and returning endlessly",
so I added the guilt attraction so that there's a way to banish them.
Nachzehrers
are unchanged. The game implies that big ones become lots of smaller
ones, and makes it unclear whether or not they're naturally occurring or the product of suicides, so all I did was clarify it.
Nice! These give me some things to chew on.
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