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Latest revision as of 19:41, 8 June 2010

Back to Simplified Mass Combat


Special Actions

The following are special actions that can be taken during mass combat. Special actions fall into two categories - Simple actions and Reflexive actions. Note that, unlike most of the mass combat system listed to date, these special actions can introduce complications or slow combat - however, they represent a few situations that can't be abstracted as easily.

Simple Actions

Simple actions tend to modify the way in which a unit is affecting the battlefield. Unless otherwise noted, Simple actions cannot be flurried with standard mass combat actions.

Divide Unit: A unit can spend some time splitting into multiple smaller units, in order to more easily surround or spread out against their opponents. If a unit divides, the Commander must make a Tactics roll, adding a die bonus equal to the unit's Drill rating, at a difficulty of the number of Magnitude dots that the unit intends to lose. If the roll succeeds, remove those Magnitude dots. The total number of units in play is equal to double the number of Magnitude dots lost. Units may not be reduced below Magnitude 1 in this way.

Divided units have the same Skill and Equipment ratings, and retain the same Health ratings they had before dividing, but must divide their heroes between them. If there is no one capable of becoming commander of a new unit, the new commander will have traits based on the average member of the unit.

Merge Unit: When units have taken damage due to the hazards of war, they can attempt to merge together. This requires every units' commanders to succeed at Tactics rolls, adding their units' Drill ratings as a die bonus and their existing Magnitudes as die penalties. The difficulty of the roll is equal to the number of other units being merged with. If all succeed, the units merge. As long as both units are made up of identical troops, there is no problem. Simply add the numbers of both groups together, assuming that each dot of lost Health represents one-fifth of the possible numbers in a given Magnitude, and calculate the new Magnitude and Health of the merged unit. Recalculate the new unit's Might based on the best heroes of all units, and choose one of the unit's commanders to be the new unit commander.

When units are not equal in traits, however, more calculations are required. Each unit merging in determines what percentage of the final group they will have, and multiply their Skill and Equipment by that percentage. Total all reduced traits to determine the unit's final rating. Recalculate the new unit's Might based on the best heroes of all units, and choose one of the unit's commanders to be the new unit commander - if there are not enough heroes, use the new unit's best Might, not average.

Reflexive Actions

Duel:

Cast Spell / Activate Charm: Heroes in a unit may activate any Charms or spells that apply large area-effect damage or affect the battle on a war timeframe. Doing so costs the usual motes and Willpower, and applies the usual effect. Each hero may do this once per round, or may activate any number of Charms that are normally reflexive. This does not cause penalties for their unit.