Difference between revisions of "XerExaltedLite/BruteSquads"

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== Brute Squads ==
 
== Brute Squads ==
* See the [[XerExaltedLite/BruteSquads/FastExtras|Fast Extras]] rules if you have not already.
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* See the [[XerExaltedLite/FastExtras|Fast Extras]] rules if you have not already.
* See the [[XerExaltedLite/BruteSquads/SmallUnits|Small Units]] rules for building cooler squads.
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* See the [[XerExaltedLite/SmallUnits|Small Units]] rules for building cooler squads.
  
 
Brute Squads are the 7th Sea term for losers bunched up together that act like a single person for combat resolution purposes.  The following builds on the Fast Extras rules some, making for what amounts to tougher Extras.
 
Brute Squads are the 7th Sea term for losers bunched up together that act like a single person for combat resolution purposes.  The following builds on the Fast Extras rules some, making for what amounts to tougher Extras.
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If a Squad's leader does not have sufficient tactics, or his men are otherwise not cooperating properly, the squad loses the appropriate bonus to Attack and Defense values.  These rules can make for a mob of extras of nearly any size for your players to mow through.  In this case, each character has six 'spots' around them, some of which can be filled by other characters, if they are fighting in a circle for example.  Each open spot gets 'maintained' by its own mob.  Keep in mind that narration is good if it's obvious that the mob is going to die.
 
If a Squad's leader does not have sufficient tactics, or his men are otherwise not cooperating properly, the squad loses the appropriate bonus to Attack and Defense values.  These rules can make for a mob of extras of nearly any size for your players to mow through.  In this case, each character has six 'spots' around them, some of which can be filled by other characters, if they are fighting in a circle for example.  Each open spot gets 'maintained' by its own mob.  Keep in mind that narration is good if it's obvious that the mob is going to die.
  
For mobs of non-extras, see the[[XerExaltedLite/BruteSquads/LargeUnits]] rules.
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For mobs of non-extras, see the[[XerExaltedLite/LargeUnits]] rules.
  
 
=== Sample Squads ===
 
=== Sample Squads ===
<B>Common Thugs:[[XerExaltedLite/BruteSquads/B]]> Members: 5, Initiative Value: 2, Attack Value: 8, Defense Value: 3, Damage Value: 5L, Soak: 3L/6B
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<B>Common Thugs:</B> Members: 5, Initiative Value: 2, Attack Value: 8, Defense Value: 3, Damage Value: 5L, Soak: 3L/6B
 
* Equipped with buff jackets and knives.
 
* Equipped with buff jackets and knives.
  
<B>Elite Macemen:[[XerExaltedLite/BruteSquads/B]]> Members: 5, Initiative Value: 3, Attack Value: 12, Defense Value: 6, Damage Value: 9B Piercing, Soak: 9L/10B
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<B>Elite Macemen:</B> Members: 5, Initiative Value: 3, Attack Value: 12, Defense Value: 6, Damage Value: 9B Piercing, Soak: 9L/10B
 
* Equipped with chain hauberks, target shields, and maces.
 
* Equipped with chain hauberks, target shields, and maces.
  
 
* These two examples are more appropriate for 1e/2e and do not function in Lite as such, where Damage and Soak is lower.
 
* These two examples are more appropriate for 1e/2e and do not function in Lite as such, where Damage and Soak is lower.
 
== Comments ==
 
== Comments ==

Latest revision as of 04:49, 9 June 2010

Brute Squads

Brute Squads are the 7th Sea term for losers bunched up together that act like a single person for combat resolution purposes. The following builds on the Fast Extras rules some, making for what amounts to tougher Extras.

Brute Squads are typically made of 4 Extras plus their commander (also an Extra) who has the Command skill at 4. All members of the squad, including the commander, must posess the exact same equipment, attack and defense values (mechanically, cosmetic differences are fine, of course, not that most players will care).

Brute Squads act as a single, super-extra.

  • They have one health level for each member of their squad.
  • Their attack value increases by one for each additional member of their squad. (+1 for two members, +4 for five - indluding the leader).
  • Their defense value increases by one for every two additional members on the squad. +1 for three members, +2 for five.
  • The squad goes on its normal initiative value.
  • The squad does not suffer wound penalties.
  • The squad always gains the benefit of its full defense value, but:
    • Using 1e rules, they may only attack once per turn.
    • Using 2e / Lite rules, they only make a single attack at a time, as if a single extra with the same stats and weapon made the attack.
  • Brute Squads are garaunteed Essence Ping.

As with Extras, Attack dice are the only dice Brute Squads roll.

The Squad is disposed of when all health boxes are filled. Otherwise, the squad members are all still alive, if individually wounded. Aggravated damage does double damage (after soak) to Brute Squads - typically slaying them outright.

If a Squad's leader does not have sufficient tactics, or his men are otherwise not cooperating properly, the squad loses the appropriate bonus to Attack and Defense values. These rules can make for a mob of extras of nearly any size for your players to mow through. In this case, each character has six 'spots' around them, some of which can be filled by other characters, if they are fighting in a circle for example. Each open spot gets 'maintained' by its own mob. Keep in mind that narration is good if it's obvious that the mob is going to die.

For mobs of non-extras, see theXerExaltedLite/LargeUnits rules.

Sample Squads

Common Thugs: Members: 5, Initiative Value: 2, Attack Value: 8, Defense Value: 3, Damage Value: 5L, Soak: 3L/6B

  • Equipped with buff jackets and knives.

Elite Macemen: Members: 5, Initiative Value: 3, Attack Value: 12, Defense Value: 6, Damage Value: 9B Piercing, Soak: 9L/10B

  • Equipped with chain hauberks, target shields, and maces.
  • These two examples are more appropriate for 1e/2e and do not function in Lite as such, where Damage and Soak is lower.

Comments