The Ghost/Titans of War: Functional Warstriders

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Revision as of 21:27, 3 October 2014 by The Ghost (talk | contribs) (Stage 1)
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The Variant in a Nutshell: What could be more Iconic of the Dawn Caste or the 7th legion than the Warstrider? However as published Warstriders are a joke in terms of what they can do, many of the power armor types in wonders of the lost age are as potent, or more, and the warstrider does not live up to it's promise. These rules are intended to live up to the reputation of the warstrider making them the Titans of War they are supposed to be.

The Base Rules

I will refrain from reprinting the rules for Warstriders from Wonders of the Lost age, but they are: Not strong enough.

The Problem

The soak and hardness of Warstriders are in some cases outmatched by tactical power armor which in addition to that also has other features which make it beyond the power of a normal Warstrider, this; is unacceptable. Furthermore Warstriders have much higher levels of fatigue value and mobility penalty than the power armor, which makes sense, but on top of it's other weaknesses makes it not at all worth the high cost to attune, maintain, and acquire the artifact that go along with it.

The Goals

Warstriders are the mailed right fist of the seventh legion and were the backbone of the forces of the Unified Realm of Creation in the previous age. What these rules will try to do is make this state of affairs make SENSE mechanically: make the Rules match the Fluf. To do this requires 3 main steps: 1: adjusting how the base Warstrider rules work so they are equal to the comparable mechanics of personal power armor. 2: create rules to make Warstriders which match up with the tactical abilities of the Warstriders as outlined in the Fluf portions of the game. 3: Add new mechanics for reflecting the described variation of warstriders, how each one is a unique artifact created from a plethora of designs with differing features and abilities similar to the rules for designing Manses in Odinol's Codex. This is a tall order, and will not be completed all at once, but I will chip away at it as I can.

The New Rules

The three stages are each completed one at a time bellow, each of them will be done and improved upon as I think through how they work, though some simple outlines will be completed almost immediately. When these rules are fully developed Warstriders will not bear much resemblance to how they worked before except at the most basic level.

Stage 1

The simplest and most basic stage of correcting these rules is to adjust the Artifact cost of Warstriders.

This rules change works as follows: FOR Warstriders exactly like those in wonders of the lost age, with all their weaknesses and flaws, the cost to take them as Artifacts is reduced by 1 dot, except for Colossus which is reduced by 2. Yes, this means a Colossus Warstrider is a 3 dot artifact, you will see why shortly.

Stage 2

Stage 3

Final Notes

Implementing these rules does not change the exalted setting one whit: that's the point! The old rules were disruptive to the setting because they didn't match what the setting said about Warstriders. However it DOES change the GAME fundamentally. Warstriders are now potent artifacts which many many PCs and NPCs will quite logically covet. If you are a serious military character you will doubtless want a Warstrider of your own and will naturally also find that acquiring and keeping one is a difficult task. This tone of the game can be adjusted by altering how common warstriders are and how difficult it is to maintain them.