JesseLowe/GuardOfTheSun

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Guard of the Sun

This is one of the elite warriors who serve under Hroth Delgar in theJesseLowe/HeroesOfAWoodedLand campaign.

Type: Ordinary mortals
Nature: Varies widely

Attributes: Strength 3, Dexterity 3, Stamina 4, Charisma 2, Manipulation 2, Appearance 2, Perception 3, Intelligence 2, Wits 3
Abilities: Athletics 3, Awareness 3, Brawl 3, Dodge 2, Endurance 3 (Marches +1), Martial Arts 3, Medicine 2, Presence 2, Resistance 2 (Disease +1), Socialize 2, Stealth 2, Survival 1, Thrown 2
Virtues: Compassion 2, Conviction 3, Temperance 2, Valor 4
Willpower: 7, Essence: 1

Equipment Reinforced breastplate, great sword, 3 throwing axes.

Base Initiative: 6
Attacks
Great Sword: Speed 13, Accuracy 8, Damage 9L, Defense 7, Rate 2
Throwing Axe: Speed 6, Accuracy 4, Damage 6L, Rate 2, Range 10
Dodge: 5/3, Soak: 10B/7L/7A (Reinforced breastplate, +6B/+7L, -2 mobility, fatigue 1)
Health Levels: -0/-1/-1/-2/-2/-4/ Incapacitated (Usually an extra)

Mail and Steel Stats

ATTACK
Initiative: (Leader's Charisma + Presence) + Drill (X) - Magnitude (X) + 1d10
HTH Attack Modifier: + (Magnitude difference between this unit and its opposition) + ((1/2 the primary HTH attack Accuracy, rounded up) + Might) successes
HTH Damage Modifier: + 1/3 primary HTH attack damage dice
Ranged Attack Modifier: + (Magnitude difference between this unit and its opposition) + ((1/2 the primary ranged attack Accuracy, rounded up) + Might) successes
Ranged Damage Modifier: +1/3 primary ranged attack damage dice
Minimum Damage: +(Magnitude or Average Soldier Essence, whichever is higher)

DEFENSE
Parry Modifier: + (Magnitude difference between this unit and its opposition) + (1/2 the primary HTH attack Defense, rounded up) successes
Dodge: + (Magnitude difference between this unit and its opposition) Armor Soak Modifier: +(1/3 troop average Lethal soak, rounded up)
Defensive Essence Modifier: +Might
Health Levels: x (# health levels of average unit member; 3 for most units)

OTHER
Movement: ((Lowest soldier Dexterity + 12) x 20) yards per long turn
Valor: X
Starting Order: Unordered, Close, Relaxed, or Skirmish (Usually Relaxed)
Magnitude: X (# troops @ X HL each)
Drill: X
Might: X (variables go here)