SWARM Print-Ready
SWARM Print-Ready
CHARACTER
NAME ARCHETYPE
HP (max/curr) CP (max/curr) CR
20/
21
RAMSES PLAYING SWARM
SWARM is part hexcrawl, part “dungeon” delve, designed for solo play.
You will take the role of a colonist attempting to escape the planet Ramses.
You must take your character to the only known zone of safety, where you
can rendezvous with a rescue ship. It will not be easy. Like locusts to
wheat, The Swarm is compelled towards machines — the very machines
you will rely on to get out alive. And The Swarm and its manifestations are
not the only hazards on Ramses.
Its effects are borne out daily in the transfiguration of all things. Machines
reach out in newfound sentience; previously living bodies take on new
polluted, cybernetic forms.
MATERIALS
You’ll need a hexmap, pencil, paper, and dice: d4, d6, d8, d10, d12, d20.
DICE MECHANICS
STAT CHECKS
Some situations will call for a check against one of your stats. To make a
check, roll a d20 and add the relevant stat. If the total is greater than 15,
you succeed. If not, you fail.
ADVANTAGE/DISADVANTAGE
Some situations will allow you to make a roll with Advantage or
Disadvantage. With Advantage, roll an extra die and disregard the lower
result. With Disadvantage, roll an extra die and disregard the higher result.
1 2 3 4 5 6
No No, but No, and Yes Yes, but Yes, and
20 1
YOUR CHARACTER CREDITS
Words by Ryan LaLiberty.
STATS All illustrations public domain or by Ryan LaLiberty.
Fight represents your character’s offensive and defensive skill. Flight Thanks to Jeremy for layout help. Thanks to Sarah and Ian for playtesting.
represents your character’s ability to escape a challenge. Focus represents
your character’s willpower and applied intelligence against The Swarm. HP Major inspiration from Dark Fort, Rangers of Shadow Deep, Twelve Years,
represents your character’s health and when reduced to zero HP, they are Disciples of Bone and Shadow, Four Against Darkness, Mothership,
dead. Mork Borg/Solitary Defilement, and a myriad other games.
STARTING EQUIPMENT
All characters start with the following equipment in addition to their
Archetype-specific equipment: 2d10 credits (cr), 1d4 Automedkits.
In addition to your basic starting equipment, you will also gain two pieces of
Advanced Tech. These unique pieces of gear give you different advantages in
various situations around Ramses. However, their use attracts The Swarm,
dealing CP if you lack the Focus necessary to resist.
Roll twice on the Advanced Tech table (p. 5). Re-roll any duplicates.
ADVANCEMENT
There is no “level up” mechanic in SWARM. Characters can trade loot for
new gear and upgrades to give them stat boosts.
2 19
SPECIAL FEATURES (d10, unique) ARCHETYPES
1 A false floor reveals a hidden trove — Loot, rare (p. 8) Your Archetype defines your general skillset, manifested in your stats and
You find a mint-condition, vintage Coleman cooler with some goodies inside starting equipment.
2
— Loot, rare (p. 8)
A hidden wall leads to the 1d6th room you’ve explored. If the result is scientist
3 higher than the number of rooms you’ve explored, then choose the closest +1 Fight +5 Flight
possible result.
+5 Focus 1d10 HP
A poorly hidden stash of military surplus provides 1d4 Frag Grenades, and Equipment: Ballistic SMG (+1), Protective Coveralls (Armor 5)
4
a Fusion Rifle.
A nitrogen tank leaks into the space, making you mildly hypoxic. Apply -1 to mining crewman
5
Combat Rolls for the remainder of the delve.
You find an alcove with a zafu and incense. Take a meditation break. You
+5 Fight +3 Flight
6 +3 Focus 1d10 HP
get -1CP.
Equipment: Auto Pulse Rifle (+2), Polymer Weave Armor (Armor 6, +1 HP)
Attracted to the electromagnetic ghosts of the space, a Swarm cloud fills the
7 room. Make a Flight check to attempt to escape to another room. If failed,
you get +1CP. naval guard
A large ventilation duct will allow you to leave the delve immediately +5 Fight +1 Flight
8
without passing through any rooms.
+5 Focus 1d10 HP
A cool, shallow vat of orange liquid sits on a well-crafted wooden table. It Equipment: Fusion Rifle (+3), Plasteel Clamshell Armor (Armor 8, +2HP)
9
smells like tangerines and copper. Take a sip to heal 1d6.
A pipe-bomb blasts ceramic bearings in all directions. Make a Flight check to pilot
10
evade. Otherwise, you take 1d6 damage.
+3 Fight +4 Flight
+4 Focus 1d10 HP
Equipment: Auto Pulse Rifle (+2), Polymer Weave Armor (Armor 6, +1 HP)
CUSTOM CHARACTER
Instead of selecting an archetype, you can create a custom character.
Roll 4d6. Assign three of your results to stats of your choice and discard the
fourth result.
You have 750cr to spend on weapons and armor. You do not get to keep
any surplus credits.
18 3
ROOM ENCOUNTERS (d10)
Something walks toward you from the shadows — Roll on Bestiary Common
1
CORRUPTION table (p. 11)
As you traverse Ramses, en route to your rendezvous point, you will 2 A fetid odor erupts into the air — Roll on Bestiary Common table (p. 11)
encounter The Swarm and its many manifestations, leading to corruption of 3 Roll on Special Features table
body, of mind, and of the very tools you’re relying on to get to safety.
4 You find a stranger — Roll on NPCs table
You start with zero Corruption Points. When you reach 20CP, you 5 A thorough search reveals nothing
immediately encounter a Swarm Behemoth (Bestiary Elite, p. 12). It cannot
6 Roll on Special Features table
be evaded or fled. If you survive, you lose 1d6 CP.
7 Roll on Special Features table
You gain corruption in multiple ways — when traveling outdoors on Ramses, 8 You find a stranger — Roll on NPCs table
when using Advanced Tech, and from some rare encounters and items. It can
only be removed via some rare loot items and combat encounters. Thick, red blood pulses out of a pile of dead flesh — Roll on Bestiary Elite
9
table (p. 12)
10 A metallic snap rings out behind you — Roll on Bestiary Elite table (p. 12)
CHECKING FOR CORRUPTION
TRAVELING NPC (d6, unique)
When traveling to any hexes that are not Settlements or Delves, you must
make a Focus check. A white-bearded, red-hatted man stands with a velvet bag of scavenged
1 junk. If your CP is less than 10, you can trade with this festive Scrapper.
Otherwise, you fight 1d2 Scrappers (Bestiary, Common)
If the Focus check succeeds, you gain no additional CP. If the Focus check
fails, you earn +1CP. On a roll of 1, it is a Critical Failure, earning you +2CP. She will guide you directly out of the delve with her glowing amber eyes.
2
You can skip all wandering creature encounters and room features.
ADVANCED TECH A merry techno-prankster is wearing Heavy Combat Armor, splatter painted
in a Pollock fashion. He’s willing to trade it for whatever you’re wearing…at
When attempting to use your Advanced Tech, you must make a Focus check. 3 a cost. Roll 1d6. On a 3+, he’ll do a straight trade. If you lose, he still gets
your armor but will provide some Protective Coveralls in return. Are you
Apply the following modifiers to the result: willing to risk it?
A galley cook in white frock paces anxiously while stirring a pot
4
1. +1 per adjacent hex (including Delve hexes) that had a Swarm of...something. They will heal you for 20cr.
encounter that was defeated A Naval Guard sits in a chair, tightly gripping their Auto Pulse Rifle. They
2. -1 for every 2 Corruption Points you currently have 5 will join you for rest of delve. Add +1 to Combat rolls for the remainder of
the delve.
If the Focus check succeeds, the Advanced Tech action succeeds with no A pick-wielding geologist waxes philosophical, oblivious to the dangers
impact to CP. If the Focus check fails, the action still succeeds, but you earn 6 around him. He will reward you with a rare loot item if brought out of the
+1CP. On a roll of 1, it is a Critical Failure, earning you +2CP and the delve alive. 1d10 hp. Any combat damage dealt is dealt to him first.
action is unsuccessful.
4 17
ROOM TYPE (d10, unique)
Cargo Hold - Broken composite crates and their unwanted contents litter the GEAR AND LOOT
1 floor. An autonomous hover-lift lazily scoots itself around the cavernous
space.
Living Quarters - Simple bunks line the walls of this former living space. A ADVANCED TECH (d6)
2 skylight brings hazy light into the room, revealing fresh footprints in the dust-
covered foam floor. Any individual piece of Advanced Tech can only be used once per hex
Medbay - Two Automedbays sit in the center of the room, one caked with (including Delve hexes). Advanced Tech cannot be bought or sold.
3 blood and with spiderweb cracks in its thick acrylic dome. A cybernetic limb
lies on the ground, fleshy nerves twitching as its fingers flex erratically. Bioware Medkit
1
Heals 1d12 HP.
Communications - A wide, reinforced acrylic window looks out across the
4 planet's surface. The room is full of various communication equipment. It is Micro Killer Drone
caked in black dust.
2 Add +2 to your Combat Roll.
Biome - Racks of green plants line the walls of this domed space. A leaden Duration: Lasts for the current or next combat only.
5
humidity compresses your lungs as you breathe in the saccharine air.
High-Powered Optics
Galley - This dingy space is cluttered with aluminum pots, pans, and plastic 3 When in a non-Creature hex, you can roll to reveal two chosen adjacent hexes
6 cookware. A cracked, flexi-glass coffee pot sits on a central table. It is warm without entering those hexes.
to the touch.
Administration - Artificial wood lines the walls. A few desks stand atop a Spectrometer
7 wide burgundy shag rug, half-buried in disheveled reams of paper. A red 4 You can roll for Loot with advantage.
phone rings on one of the desks. Duration: Lasts for the current hex, including all encounters in a delve.
Maintenance - Two damaged hover-bikes sit on the lifts, one nearly toppled Biologic Scanner
8 over, having been harvested for parts. The windowless room smells acrid, of 5 You can roll for Evasion Flight checks with advantage.
lithium grease and solder.
Duration: Lasts for the current hex, including all encounters in a delve.
Common Area - A foam couch sits torn on a bright green area rug, its slits
9 revealing crawling insects. A foosball table lies across the room, its textured Audio Damper
handles polished brightly from use. There is no ball. You can roll Focus checks with +2 (not including the Focus check to use this
6
piece of gear).
Workstations - Computer terminals stretch in rows across this wide room. The
10 space smells like burnt dust and has a warmth to it. A screen glows in a Duration: Lasts for the current hex, including all encounters in a delve.
distant row. It’s covered in black motes, like moths on a lantern.
16 5
TRADE GEAR DELVING
Gear can be traded at various merchants and scrappers around Ramses. When The Swarm came, many fled Ramses, leaving behind a world of
Equipment trades at ½ of its purchase value. abandoned research stations, mining quarters, and all other manner of
infrastructure required to support habitation of a new world. Yet, they did not
WEAPONS stay abandoned for long. What treasures lurk within? And what foes?
Equipment Cost Description You can skip a delve if desired, but loot and strange encounters await within.
Ballistic SMG 100cr +1 damage modifier MAPPING THE DELVE
Auto Pulse Rifle 200cr +2 damage modifier This game eschews grid paper and precise room shapes and sizes. It favors a
Fusion Rifle 300cr +3 damage modifier “pointcrawl” style instead, using simple shapes for rooms and connecting
lines for exits. Alternatively, you can be as fancy as you want.
+3 damage modifier; 1 free shot before
Heavy Sniper Rifle 600cr
combat begins, deals 1d6 damage.
+4 damage modifier against Swarm
EM Gun 700cr
creatures; +2 against everything else.
Gives enemy -1 to their Fight for the duration
Stun Grenade, Single Use 50cr
of combat. Minimum Fight score is 0.
Frag Grenade, Single Use 100cr Deals 1d6 damage to each target.
HE Grenade, Single Use 200cr Deals 1d8 damage to each target
ARMOR
Room Type, NPCs, and Special Features are all unique, meaning you cannot
get the same result twice in the same delve. Roll again until a new result is
found. If none remain, there is nothing in the room.
6 15
HEX EXPLORATION TABLE (d20)
LOOT
NPC - A strange man with golden teeth and a similarly gilded hovercraft Loot can be traded at Settlements and other NPC encounters. Some loot has
1 offers to give you a ride. Skip any adjacent hex and end up in a hex strange, and not always beneficial, effects.
adjacent to the skipped hex. The skipped hex remains unexplored.
Creature, Common - Black smoke and acid fumes rise from a tightly clustered COMMON LOOT (d20)
2
group of hardened nylon tents. Roll on the Bestiary Common table, p.11.
1 Automedkit x4. Worth 20cr.
3 Nothing - A shallow pond of clear liquid, slightly more viscous than water.
2 Dogeared copy of Norbert Weiner’s Cybernetics. Worth 30cr.
Creature, Elite - The ground trembles and the sky shrieks. The bite of an
4
ether-like odor fills the air. Roll on the Bestiary Elite table, p. 12. 3 Crate of instant coffee powder. Worth 40cr
Creature, Common - A badly charred humanoid body lies on the ground in 4 Jar of pickled Terran monkfish. Worth 50cr.
5 front of you. A single titanium tooth is the only piece unblackened. A noise
interrupts. Roll on the Bestiary Common table, p.11. 5 1d20 x 5cr
NPC or Creature, Common - Gray eyes and the barrel of a fusion rifle greet 6 Stun Grenade. Worth 25cr.
6 you. If your CP is less than 10, you can trade with this Scrapper. Otherwise, 7 1d20 x 8cr
you fight 1d2 Scrappers (Bestiary Common, p. 11).
8 Frag Grenade. Worth 50cr.
NPC - A caravan of Swarm Optimists can fully heal you, if you’ll listen to
7 them prattle on how it may be good that The Swarm has befallen Ramses 9 1d20 x 10cr
and that we should listen to both sides of the argument.
10 Box of nanoleaf tobacco cigars. Worth 80cr
8 Impassable - An impenetrable wall of iridescent dust.
11 HE Grenade. Worth 100cr.
Delve - A crashed orbital station lies half embedded in a pink, rocky cliff.
9 12 Protective Coveralls, Gucci. Worth 100cr.
The forward hatch is slightly ajar, inviting entry.
Delve - The white, tubular walls of an abandoned habitation stick out from 13 Bottle of 74 year old Terran Scotch. Worth 110cr.
10
the gray landscape that surrounds it. 14 Bundle of rusted injectables, unmarked but full. Worth 130cr.
11 Nothing - A flat plane of strange stillness. 15 Single syringe of vintage Adrenochrome. Heals 1d12 HP. Worth 140cr.
Settlement - A group of hardened vinyl tents and accordion plastic buildings 16 Fusion Rifle. Worth 150cr.
12
lies beyond a makeshift razor wire fence. You can trade or heal (20cr).
17 50 + 1d20 x 10cr
Delve - The faded plastic trees and nano-composite benches of its courtyard
13
invite you to explore this derelict research station. 18 Polymer Weave Armor. Worth 200cr.
Settlement - A group of hardened vinyl tents and accordion plastic buildings 19 100 + 1d20 x 10cr
14
lies beyond a makeshift razor wire fence. You can trade or heal (20cr).
Gold-plated 1:72-scale model of a Saturn V rocket. Can be used as a melee
Creature, Elite - A humming storm raises the dust around you in a towering 20+
15 weapon with a +3 damage modifier. Worth 200cr.
wall. Roll on the Bestiary Elite table, p. 12.
Creature, Common - Rapid footsteps interrupt the desert quiet. Roll on the
16
Bestiary Common table, p.11.
Delve - The smoldering ruins of a research station lie at the top of a rocky
17
outcrop. An open hatch leads to a subterranean complex.
Impassable - The rusted remains of a cooling tower cast shadows over an
18
irradiated landscape.
19 Impassable - You stand on the shore of a a choppy lake of thick, dark liquid.
NPC - Face hidden under a shiny, metallic hood — a figure with a cybernetic
20 leg pulls an air-cushion cart behind them. It is the size of a small mobile
habitation unit. You can trade or heal (20cr).
14 7
RARE LOOT (d12)
1
Single-use rocket-propelled grenade launcher. Grenade rules apply. 1d12
EXPLORING RAMSES
damage. Worth 200cr.
EM Pulse grenade. 1d12 damage to Swarm creatures. 1d8 to all others. START AND RENDEZVOUS POINT
2
Worth 240cr.
Your start point and rendezvous point are marked on the provided hex map.
Wetware gauntlet. Additional +1 damage modifier until removed or sold. You start in a Settlement where you can sell/purchase gear and heal (for 20cr).
3
Worth 300cr.
4 Vintage Patagonia camping supplies. Worth 320cr. HEXCRAWLING
Studded leather cuirass of an Elven make. +1d6 to max HP for the wearer. You can navigate to any hex that touches the hex you currently occupy.
5
Worth 350cr.
When you enter a new hex, roll on the Hex Exploration table (p. 14) and
A bottle of Goldschläger with black swirling veins. If ingested, 50/50 mark what is found on the map. Follow the prompt for that hex contents: You
6 chance of giving you +2CP or giving you an additional +2 damage modifier may find a friendly NPC, a deadly creature, a location for further exploration,
on your next two combat encounters. Worth 400cr. impassable terrain, or nothing at all.
7 Naval capital weapons stash. Worth 500cr.
Some encounters will provide an opportunity to delve into a structure. Those
Re-location cannon. Can be used before a Combat Roll to teleport a
8 creature to a previously visited hex. It will be there if you return with can be mapped on a separate piece paper (see Delving, p. 15).
additional +1 damage modifier and +1d4 HP. Single use. Worth 600cr.
You can traverse hexes that you have previously visited, but creatures you
Sub-miniature thermo-nano-nuclear pipe-bomb. Grenade rules apply. Deals have fled or evaded are still present and may attack again. You may also find
9
2d20 damage with 50/50 risk of dealing 1d12 damage to you. Worth 700cr.
Wandering Encounters. On hexes that had a defeated Creature encounter or
10 Pristine copy of The Transhumanist Grimoire. Worth 800cr. Nothing, roll a d6. On a 1, roll for a Common Creature encounter (p. 11). No
Vial labeled ‘Swarm Microdose’. If ingested, 50/50 chance of dealing 1d4 loot is gained from these wandering encounters.
11
CP or giving you an additional +3 damage modifier for next 3 hexes. 900cr.
If a hex is deemed impassable, you must go back to your previous hex and
12+ A heavenly gust of techno-euphoria heals 1d4 CP. Cannot be bottled or sold. pick a new direction. In the unlikely situation that your path is totally blocked
by impassable terrain, accept your fate. Not all terrors can be escaped.
Remember to make a Focus check on any hexes that are not Settlements or
Delves. Failure leads to +1CP and Critical Failure (roll of a 1) leads to +2CP.
RENDEZVOUS
When entering the Rendezvous hex, you do not need to roll on the
Exploration table. You find a Derelict Communications Station which needs to
be powered on. Make a Focus check.
If the check is successful, a ship is en route for your imminent rescue. If failed,
you encounter a Swarm Behemoth (Bestiary Elite, p. 12). If it is defeated, you
will be rescued imminently. You have escaped Ramses.
8 13
ELITE (d12)
Swarm Blight*
COMBAT
1 HP: 28, Count: 1, Fight: +4, Armor: 4
Combat consists of successive opposed d20 rolls until either party flees or is
Special: If you have more than 4CP, it gets +1 on its Combat Rolls
reduced to zero HP.
Swarm Walker*
2 HP: 30, Count: 1, Fight: +5, Armor: 4
COMBAT ROLL
Special: If evaded, deals 1CP.
Roll two d20s, one for your character and one for the enemy. To each, add
Security Bot
their Fight skill. If there are multiple combatants on either side, add +1 to the
3 HP: 24, Count: 1d2, Fight: +3, Armor: 5
result per additional combatant. Whichever party has the higher score has
Special: Loot +2 dealt a successful attack.
Irradiated Mining Crew
4
HP: 16, Count: 1d2, Fight: +2, Armor: 4 DAMAGE
Priest of the Swarm* The amount of damage dealt is equal to the difference between the winning
5
HP: 28, Count: 1, Fight: +4, Armor: 4 and losing modified Combat Rolls plus the winner’s weapon damage modifier
Eczematic Desiccated Worm and minus any armor value on the target. Not all attacks will deal damage.
6 HP: 26, Count: 1, Fight: +4, Armor: 5
Special: Roll twice for Loot; Loot +2
When multiple creatures or PCs have been attacked, damage is dealt to a
selected combatant but it can overflow to other combatants.
Skinner
7 HP: 18, Count: 1d2, Fight: +2, Armor: 5 A reduction to 0HP is instant death. There is no resurrection.
Special: Loot +2
Corpo Footsolider CRITICAL HITS
8 HP: 16, Count: 1d2, Fight: +2, Armor: 6 If you roll a 20 on your Combat Roll, you deal a Critical Hit. You automatically
Special: Retrieve an Auto Pulse Rifle in addition to Loot roll. win that round of combat and gain an additional +5 modifier to your damage.
Swarm Wraith* Creatures cannot deal critical hits.
9
HP: 24, Count: 1, Fight: +4, Armor: 6
Reanimated Corpses of Forlorn Explorers
SPECIAL EQUIPMENT
HP: 16, Count: 4, Fight: +3, Armor: 6 You can only change weapons before combat.
10
Special: Cannot be evaded. If defeated, reveal contents of 2 random
adjacent hexes without traveling there. Grenade weapons are used immediately before combat but after you have
Neuronal Vat chosen not to evade. To hit, make a Fight check. If successful, it deals damage
11 according to its stats. If failed, no damage is dealt. On a 1, it is a Critical
HP: 18, Count: 1, Fight: +2, Armor: 4
Failure and deals half damage to you and no damage to your target.
Roll again. If 12, Swarm Behemoth*
12 HP: 36, Count: 1, Fight: +5, Armor: 8 Healing abilities like Automedkits can be used at any time during combat,
Special: Cannot be evaded or fled; Roll twice on Rare Loot table except in response to death.
12 9
EVASION AND FLEEING
It’s not only possible to evade combat, but often highly recommended. Before BESTIARY
grenades are used and before a Combat Roll is made, you may make a Flight
check. If successful, you evade the creature(s) and can travel to an adjacent Creatures marked by an * are Swarm creatures, for purposes of any effects
hex. On a Critical Success (20+), you evade and can roll for Loot. related only to Swarm creatures.
Instead of making a Combat Roll, you can choose to flee combat. Make a
COMMON (d12)
Flight check. If successful, you leave combat and can travel to an adjacent hex.
If unsuccessful, you still leave combat but take damage: 1d4 from Common Swarmling*
creatures and 1d6 from Elites. 1
HP: 4, Count: 1d4, Fight: +1, Armor: 1
10 11