XerExaltedLite/BruteSquads

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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, plus one 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 defense value, but may only attack once per turn.
  • As with Extras, Attack dice are the only dice Brute Squads roll.
  • Brute Squads are garaunteed Essence Ping.

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.

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.

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