FrivYeti/MCTurnOrder

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Back to Simplified Mass Combat


Turn Order

Each turn of mass combat represents five minutes of pitched combat, during which armies wheel, charge, and tear each other to shreds. Unlike normal combat, mass combat does not follow the tick system.

Step One: Declare Action

Standard Actions

Army units may take the following standard actions. Unless otherwise noted, actions listed below have a Rate of 1. The armies with the fastest response acts first.

  • Engage Enemy: If the unit wishes to attack a target they did not attack the previous turn, they must flurry an Engage Enemy action with their Clash. Ranged units do not need to take this action.
  • Withdraw: If the unit was engaged in a Clash in the previous turn and does not wish for it to continue, they may attempt to Withdraw. The unit's leader rolls Leadership, adding a die bonus equal to the unit's Drill and a penalty
  • Clash: If the unit is engaged in a clash, or if they have flurried an Engage Enemy roll, they may declare a single Clash with any enemy unit they are currently engaged with. Each unit may only Clash once per turn.

Step Two: Clash

Clashing is the usual state of affairs. This takes place between any two units that are fighting, unless one of them has decided to Withdraw. In a Clash, each side rolls their Power rating. If the attacker has a higher magnitude than the defender, she adds the difference as bonus successes (up to a maximum of 3 bonus successes). In addition, each side may add their Battle Plans rating as an Accuracy bonus.

    • If the attacker wins the roll, she deals damage to the defender. One automatic point of Health damage is dealt for each success the attacker beat the defender by.
    • If the defender wins the roll, the attacker is beaten off with light casualties. The attacker takes one point of Health damage regardless of how many successes the defender rolled.

Step Three: Determine Damage and Rout

Step Four: Refresh Tactics