Exalted/Rules/War

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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.

Total Annihilation[edit | edit source]