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Core RulesMonsters

Sizes & Siege Damage

There are five kind of sizes of monsters in OSR+:

Tiny

The monster occupies a personal space (1 hex), but opponents can also occupy its space. It can move a melee distance on its turn, or an encounter distance if it sacrifices its actions to move. Any attack against the monster applies Knockdown, and the monster is entitled to a Mighty check to resist.

Personal

The monster occupies a personal space (1 hex) and can move a melee distance on its turn, or an encounter distance if it sacrifices its actions to move.

Melee

The monster occupies a melee space (or 9 hexes) and can move a melee distance on its turn, or an encounter distance if it sacrifices its actions to move. The monster may apply Knockdown to its attacks, and any attack from the monster affects all opponents adjacent to hexes it occupies.

Encounter

The monster occupies an encounter space (or ~36 hexes) and can move an encounter distance on its turn, or two encounters distances if it sacrifices its actions to move. The monster may apply Knockdown to its attacks, and after any successful attack, the monster may choose to move its victim a melee space away (or a number of hexes equal to its Mighty), in any direction opposite its facing. Any attack from such a monster affects all opponents in a melee space adjacent to the hexes it occupies. Finally, all damage the monster deals is considered siege damage. The GM determines how much AP a structures may have: structures that occupy a personal space have 1 AP; a melee space: 1d6 AP (with advantage); and an encounter space: 2d6 AP (with advantage). Only siege damage can affect these AP.

Swarm

The monster occupies a space equal to its size, but opponents can also occupy its space. It can move a melee distance on its turn, or an encounter distance if it sacrifices its actions to move. When moving through the monster’s space, opponents cannot run, automatically have their concentration broken, any action they take requiring finesse is made at disadvantage, and free actions they take that would not ordinarily require finesse (like drinking a potion) may, with the GM’s discretion. Opponents that remain in the monster’s space at the end of their turn take 1d6 lethal damage of the type appropriate to the harm the monster represents.

Siege Damage

Siege damage is mundane damage that affects big structures (like buildings or castle walls). All damage heroes generate (with some exceptions, as determined by the GM or special abilities) cannot cause harm to big structures such that it weakens structural integrity.

Damage that does weaken a structure’s integrity is considered siege damage. The GM has license to determine what sort of damage counts (for example, the GM may rule that a battering ram or a cannon ball shot from a pirate ship is siege damage), but in the core rules, encounter-sized monsters can inflict siege damage on structures if they choose to.

First, determine how much AP a structure may have: structures that occupy a personal space have 1d6 AP; a melee space: 2d6 AP (with advantage); and an encounter space: 3d6 AP (with advantage). Explode on a 6. Only siege damage can affect these AP.

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