Exalted/Rules/War
http://wiki.white-wolf.com/exalted/index.php?title=Legion
Exalted Mass Combat - The Short Version[edit | edit source]
Round Sequence[edit | edit source]
- 0 Pre-Battle
Leaders roll Intelligence+War Difficulty Army Magnitude, once per day as an extended roll. Maximum successes are equal to Int+Battle. All these successes are one-shot successes or one-round statistic enhancers usable during the battle. These successes may be used for fortifications, traps and claiming objectives.
- 1 Command phase
Generals roll Wits+War Difficulty your Army's Magnitude. Highest roll wins and chooses who goes first. On Draw best General wins. Each side gets Command points equal to result of the Wits+War roll.
- 2 Action
The two sides alternate spending Command Points to give one specific order to any number of units.
Full Attack[edit | edit source]
Activation: Discipline Diff Magnitude. Unit may Attack with +3 successes.
Double Attack[edit | edit source]
Activation: Discipline Diff Magnitude. Unit may Attack and Quick Attack this round.
Wild Attack[edit | edit source]
Activation: None Unit may Quick Attack with +3 Successes. Unit has Discipline Defense and Discipline Ranged Defense.
Maneuver[edit | edit source]
Activation: None Spend Command points improving one Unit by 1 success per Command point spent.
Charge [Unit][edit | edit source]
Activation: Unit Moving Non-Engaged Unit may Engage any other non-Moving Unit with Quick Strike first round. or Non-Engaged Unit may Engage any Unit.
Full Defense[edit | edit source]
Activation: Leadership Diff Magnitude Unit gets Discipline as bonus to Defense this round.
Disengage[edit | edit source]
Activation: Unit Engaged, Discipline Diff Magnitude. Unit takes attack if it loses, then leaves contact. If opposing Unit may try to Move in concert.
Attack [Unit][edit | edit source]
Activation: Contested Move Diff Magnitude Unit may engage any other Unit in same position (flank or center).
Flee[edit | edit source]
Unit takes Attack, then begins to Move and loses all Formations. Next round it will only perform Rally or move to the Reserves.
Move[edit | edit source]
Unit may move to a neighbouring position. or Unit is Moving until next round.
Ambush[edit | edit source]
Must be set up with Units with the Ambush tag. May only be used once until the Unit has reached the Reserves. You may Quick Attack or Ranged Attack a Unit in the same position, and perform an Attack, Quick Disengage or Quick Move.
Wheeling Attack[edit | edit source]
Requires Fast 2. Unit may Quick Attack and Quick Disengage any Unit in same position.
Protect [Unit][edit | edit source]
Unit may Engage any Unit Engaging protected target Unit with a contested Discipline Diff Magnitude roll.
Protected Unit must be on same flank as protecting Unit.
Reserves[edit | edit source]
Activation: Unit Moving in Friendly territory.
Unit enters Reserves at end of round.
Change Formation[edit | edit source]
Activation: Discipline Diff Magnitude.
Choose one Formation. The Unit goes into that Formation.
Rally[edit | edit source]
Activation: Leadership Diff Magnitude.
Unit may:
Gain 1 point of Magnitude from lost troops.
or
Recover from a Rout. If this fails, it goes to the Reserves.
Relieve [Unit][edit | edit source]
Activation: Unit moving, target Unit Engaged, Discipline Diff target Unit's Magnitude.
Unit may relieve other Unit in same position.
Target [Unit][edit | edit source]
Roll contested Move Diff Magnitude.
If Unit succeeds, Unit may Attack Unit in adjacent or same Area with Ranged Attack. Targeting Unit may perform a Ranged Attack each Battleround until either Unit moves.
Cease Fire[edit | edit source]
Unit ceases Ranged Attacks.
- 4 Combat
- 4.1 Ranged Attack: All Targeting Units perform Ranged Attacks. Resolve Ranged Attacks.
- 4.2 Quick Attack: Units performing Charge Attack, Double Attack or Wild Attack perform an Attack. Resolve Quick Attacks.
- 4.3 Quick Actions: Units perform Quick Actions. Resolve Quick Actions.
- 4.4 Attack: Units Melee Attack. Resolve Melee Attacks.
Resolving Attacks Roll Attack-Defense (At least 1), +Magnitude Succ. Roll Weapon Damage+Successes-Opponent Soak = Damage Dice (minst 1 Bashing die).
- 5 Rout phase
All units being hit in combat roll Morale with a Difficulty of 5. Failure means the unit Flees.
Difficulty Modifiers In combat with larger force +1/Magnitude Lost Magnitude this round +1/Magnitude lost In combat with smaller force -1/Magnitude Inflicted Damage this round -1/Magnitude inflicted Size 0 1 Single Hero 1 2-5 Fang: 5 Fang Leader (Kloledare) 2 6-15 Double Fang: 10 Fang Master (Klomäster) 3 16-50 Scale: 25 Scale Master (Fjällmäster) 4 51-150 Talon: 125 Talon Lord (Kloherre) 5 151-500 Wing: 300 Wing Lord (Vingherre) 6 501-1500 Dragon: 600 Dragon Lord (Drakherre) 7 1501-5000 Legion: 5000 Legion Commander (Legionsbefälhavare, General) 8 5001-15000 Field Force: 10000 Force Commander (Fältbefälhavare, General) 9 15001-50000 Army: 40000 Army Commander (Armébefälhavare, General) 10 50001-150000 Regional Cmd:100000 Regional Commander(Regionsbefälhavare, General) 11 150001-500000 Deliber. Cmd:500000 Supreme Commander (Överbefälhavare, General)
Special Rules[edit | edit source]
Multiple Engaging Units[edit | edit source]
Multiple Units may not engage the same Unit if that Unit smaller than the Engaging Units Magnitude-1.
Flank Attack[edit | edit source]
FORMATIONS[edit | edit source]
2 sorts of attacks Defplus Attplus Def vs rng Def vs mountd Defplus mobpenalty Attplus defpenalty
Definitions[edit | edit source]
Leadership[edit | edit source]
Leader's Charisma+Presence.
Attack[edit | edit source]
Roll Attack-Defense (Minimum 1) with Magnitude auto successes.
Damage[edit | edit source]
As usual.
Capacity[edit | edit source]
Average HL of unit member. For every Capacity Damage taken reduce Magnitude by 1.
Morale[edit | edit source]
Average Will+Integrity+Essence (Valor auto successes).
Willpower[edit | edit source]
Average Willpower of Unit.
Discipline[edit | edit source]
Discipline Rating is what? Maybe Formation should matter? Will+War? Worst Conviction(Discipline Rating=?)+War+Essence of Unit or Leader. Behöver ändras.
Move[edit | edit source]
Average Dex+War+Armor Mobility modifier.
Center[edit | edit source]
The center of the battlefield.
Left Flank[edit | edit source]
The left side of the battlefield.
Right Flank[edit | edit source]
The right side of the battlefield.
Reserves[edit | edit source]
The rear of the battlefield.
First Strike[edit | edit source]
Unit strikes first when Engaged.
Rout[edit | edit source]
A routed Unit may not perform any actions but Rally, or Flee until it reaches the Reserves.
Deep Strike[edit | edit source]
A Unit may appear on the battlefield in any position for 6 Command Points.
Fast X[edit | edit source]
Unit may move up to X positions, rolling Move for each. Gained from Trackless Region Navigation Charm.
Flight[edit | edit source]
Hidden[edit | edit source]
May be hidden before the battle. Any unit that searches for them may roll Perception+Awareness Diff (Their own Magnitude - opposing unit's Magnitude)
Spells[edit | edit source]
Death of Obsidian Butterflies[edit | edit source]
Does Magnitude 5 Damage.