Enemy Tactics Roller

The hardest part of fighting solo is playing the enemies fairly: you know your own plan, so it is tempting to have them walk into it. Pick how an enemy fights and how it is doing, and let a d8 decide what it tries on its turn.

Example: sneaky, hurt

Falls back to cover

Gives up its attack to put something solid between itself and danger.

How to use it

  1. Give each enemy a fighting style before the fight. Cowardly, brute, sneaky, disciplined or mindless. The monster pages say how each creature behaves, which usually makes the choice obvious.
  2. On its turn, set how it is doing and roll. Fresh enemies fight the way their style says; hurt ones start to change; badly hurt and alone ones often break.
  3. Turn the result into your game's terms. It says what the enemy tries, never whether it works. Use your game's attack, move or morale rules, or ask the oracle.
  4. Keep the fight straight with the Turn Tracker: give a foe a style there and press What does it do? on its turn, and the answer goes into the fight's log.

Roll it with your own dice

Each style is a d8 table with a column for each state. Roll a d8 and read down the column for how the enemy is doing. Repeated entries are deliberate: they make the likely moves likely.

Cowardly  (d8)

Bullies the weak, hangs back from the strong and runs when it is hurt.

d8FreshHurtBadly hurtAlone now
1Attacks the nearest heroGoes for the weakestFalls back to coverFlees
2Goes for the weakestFalls back to coverCalls for helpFlees
3Goes for the weakestFalls back to coverFleesFlees
4Falls back to coverCalls for helpFleesSurrenders or bargains
5Calls for helpCalls for helpFleesSurrenders or bargains
6Tries a trickGrabs something and backs awaySurrenders or bargainsGrabs something and backs away
7Grabs something and backs awayFleesSurrenders or bargainsFalls back to cover
8Holds its groundSurrenders or bargainsGrabs something and backs awayTries a trick

Targets: whoever looks weakest; the one with their back turned; whoever is alone; the nearest, if it has to.

Brute  (d8)

Charges, hits hard and keeps hitting. Pain makes it angrier, not wiser.

d8FreshHurtBadly hurtAlone now
1Presses the attackPresses the attackGoes berserkGoes berserk
2Presses the attackPresses the attackGoes berserkGoes berserk
3Attacks the nearest heroAttacks the nearest heroPresses the attackPresses the attack
4Attacks the nearest heroGoes berserkAttacks the nearest heroPresses the attack
5Goes for the one at the backGoes berserkAttacks the nearest heroAttacks the nearest hero
6Holds its groundGoes for the one at the backHolds its groundHolds its ground
7Goes berserkHolds its groundFleesFlees
8Tries a trickCalls for helpFalls back to coverSurrenders or bargains

Targets: whoever hurt it last; the biggest threat; the nearest; whoever is shouting.

Sneaky  (d8)

Strikes from the side, picks on the hurt and never fights fair.

d8FreshHurtBadly hurtAlone now
1Goes for the weakestGoes for the weakestFalls back to coverFlees
2Goes for the weakestMoves to flank, then attacksFalls back to coverFlees
3Moves to flank, then attacksFalls back to coverTries a trickTries a trick
4Moves to flank, then attacksFalls back to coverFleesSurrenders or bargains
5Goes for the one at the backTries a trickFleesSurrenders or bargains
6Tries a trickCalls for helpSurrenders or bargainsFalls back to cover
7Falls back to coverGrabs something and backs awayGrabs something and backs awayGrabs something and backs away
8Grabs something and backs awayFleesCalls for helpGoes for the weakest

Targets: the one at the back; whoever is hurt; the one carrying the light; whoever is alone.

Disciplined  (d8)

Fights as a unit, follows orders and protects its own.

d8FreshHurtBadly hurtAlone now
1Concentrates on one heroConcentrates on one heroRegroupsHolds its ground
2Concentrates on one heroPresses the attackRegroupsHolds its ground
3Presses the attackHolds its groundProtects an allyFalls back to cover
4Holds its groundProtects an allyFalls back to coverCalls for help
5Moves to flank, then attacksProtects an allyHolds its groundSurrenders or bargains
6Goes for the one at the backRegroupsCalls for helpSurrenders or bargains
7Protects an allyFalls back to coverSurrenders or bargainsFlees
8RegroupsCalls for helpFleesPresses the attack

Targets: the one its leader points at; the most dangerous hero; whoever is out of position; the one holding the door.

Mindless  (d8)

Undead, constructs and beasts driven by hunger. No fear, no plan.

d8FreshHurtBadly hurtAlone now
1Attacks the nearest heroAttacks the nearest heroAttacks the nearest heroAttacks the nearest hero
2Attacks the nearest heroAttacks the nearest heroAttacks the nearest heroAttacks the nearest hero
3Attacks the nearest heroPresses the attackPresses the attackPresses the attack
4Presses the attackPresses the attackPresses the attackPresses the attack
5Presses the attackLashes out at anythingLashes out at anythingLashes out at anything
6Lashes out at anythingLashes out at anythingLashes out at anythingHolds its ground
7Holds its groundHolds its groundHolds its groundLoses interest
8Loses interestLoses interestLoses interestLoses interest

Targets: the nearest; whatever moved last; whatever is making noise.

What each move means

Presses the attack
Goes after whoever it is already fighting, without holding back.
Attacks the nearest hero
No plan, just the closest target it can reach.
Goes for the weakest
Picks the hero who looks most hurt or least protected and goes for them.
Goes for the one at the back
Tries to get past the front line to whoever is shooting, casting or carrying the light.
Moves to flank, then attacks
Circles to the side or behind before it strikes, even if that costs it time.
Falls back to cover
Gives up its attack to put something solid between itself and danger.
Calls for help
Shouts, howls or blows a horn. Ask the oracle whether anyone answers, and how soon.
Tries a trick
A thrown pot, a cut rope, sand in the eyes, a feint. Use whatever the place offers.
Grabs something and backs away
Snatches a dropped weapon, a pack or a light, then retreats with it.
Holds its ground
Blocks the way and waits for the heroes to come to it.
Protects an ally
Steps in front of a hurt friend, or drags it back out of reach.
Flees
Turns and runs for the nearest way out. It may come back later, and not alone.
Surrenders or bargains
Drops its weapon, begs, or offers something it knows in exchange for its life.
Goes berserk
Attacks wildly with no thought for its own safety. Easier to hit, harder to stop.
Lashes out at anything
Hits whatever is closest, friend or foe.
Loses interest
Stops, drifts, or turns toward a noise somewhere else.
Regroups
Pulls back to its allies and forms a line before the next push.
Concentrates on one hero
It and every ally it can signal attack the same target.

These tables are original and system-neutral: no numbers, no rules from any published game. They work with any system, with printed paper minis or none. See playing solo with miniatures for more on running fights alone.

More solo RPG tools