Difference between revisions of "XerExaltedLite/War"

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* /SmallUnits - See the Small Units and basic Squad rules.
 
* /SmallUnits - See the Small Units and basic Squad rules.
 
* /BruteSquads - See Brute Squads
 
* /BruteSquads - See Brute Squads
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* /LargeUnits - Large Unit Rules
 
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Squads, described in the /SmallUnits rules above, cover group fights and small skirmishes.  These rules cover medium to large skirmishes and small battles.  They don't take logistics or strategy into account beyond the skills of the original units.  These rules do, however, still allow for a single Exalt or similarly legendary being to take down a larger force - as the forces still act as a single character.  /SmallUnits brings out the peak of coordination, however - if a single Squad has no chance against an opponent, Companies are unlikely to fare any better.
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This is largely a placeholder, as larger forces than those described above aren't easy to keep detailed.
 
 
Companies, like Squads, are constructions built from lesser units.  A Company Captain may command a number of additional Squads (besides his own) equal to the lower of his War (Tactics) Ability (Skill).  They are not as overly coordinated as Squads, though they retain a great deal of mobility and other factors attributed to smaller forces - not yet being actual armies.
 
 
 
These rules may be extrapolated for large performances, construction teams, small crowds in social combat and so on.  The rules for this are little different than the ones in /SmallUnits.  Squads past the first make rolls only towards Scope, with a difficulty equal to the quality of the work they are trying to perform.
 
 
 
Companies still act on the standard timescale, though a set of faster rules are detailed at the bottom.
 
 
 
=== Company Construction ===
 
* Squads need not be identicle. It makes the math easier, however, to say nothing of gauging Charm use. 
 
* Companies use the average health levels, attack, damage and defense values of their corrosponding Squads.  Always round down.
 
** The defense values are the difficulties needed to attack them - they don't roll defensive dice.
 
** Damage is special.  See the Company Combat rules, below.
 
* Companies move at the rate of their slowest member.
 
* Companies go on the initiative value of their slowest Squad.
 
* Companies use the average Valor, Conviction, Temperance, Compassion, and Willpower of their members (not squads) rounded down.
 
 
 
Companies have an additional Trait, called Drill.  It's typically rated from 0 (uncoordinated) to 1 (some training) to 2 (competant training).  Drill values of 3 and higher are only applicable to Heroic Companies.  Drill adds to a Company's Valor, Conviction, and Temperance pools, up to a limit of the pools of the lowest Squad in the Company.  Drill also adds to the roll a Captain makes to get a Disorganised Company Organised again.
 
=== Company Combat ===
 
Each Turn, the Company can make an attack for each Squad in it.  Attack value is only rolled once - the damage is applied to all specified targets.  When facing a single individual, it is rare for more than one Squad to be able to attack it at close range.
 
 
 
When a Company loses all of its Health Levels from being attacked, it loses a Squad.
 
 
 
Companies that lose one or more Squads in rapid succession need to make Valor checks to remain organized.  If a check fails, they become disorganized (see below).  If it fails disastrously (botch or get fewer than half the needed successes) they rout.  Reorganizing a Company is a Presence + War (Command) roll at a difficulty of the Valor roll they just failed to make made by the Captain.  Pulling a routing Company into organized state is the same roll, but this only pulls together a number of Squads besides the Captain's own in extra successes.
 
* The basic Valor check has a difficulty of the number of Squads the company has lost.  This is only applied when disaster strikes.
 
* Make such a Valor check if a Company loses an entire Squad in a single Turn, or faces someone with the Dawn or Dusk Anima banner active.
 
* Add +2 to the difficulty for each additional Squad destroyed in one Turn.
 
* Squads destroyed this Turn count towards the difficulty.  The Valor roll is made only once at the end of the Turn.
 
 
 
Destroyed Squads are not always all dead - but they are all wounded and likely will perish through infection or bleeding in time.
 
=== Disorganised and Oversized Companies (Mobs) ===
 
When a Company has no direction - merely a common goal, it follows mob rules.  This could represent hordes of barely-directed zombies, rampaging mobs, or Companies that have lost cohesion.
 
 
 
For rules purposes, they are still broken up into Squads, but the only 'benefit' they gain is combined health levels.
 
 
 
* Their Defense, Attack, and Damage values are those of their average members
 
* They are unable to sprint, though they can run at the speed of their slowest member
 
 
 
Mobs can typically only make one attack for every other Squad in their number.  They tend to face rout fairly quickly, unless immune to fear a la zombie hordes.
 
=== Fast Rules ===
 
Fast Rules extend combat into long Turns (one-minute Turns).  There are some special rules.
 
* Movement rates are multiplied by 20.
 
* Health levels are divided by 20 (round down for most, up for Exalted).
 
** For this purpose, mob Squads may be combined into groups of 20 instead of five, each with a single health level.
 
* Only Charms of some form of Extended duration may be used.
 
* Units only able to attack every other Turn (most unExalted Archers) do half damage.
 
* Initiative is not rolled.  Attacks are simultanious.
 
 
 
Fast Rules are really meant for oversized skirmishes and small battles of a few hundred combatants to a side.  These rules become overly combersome with more than a dozen Companies on a side.  For battles and all-out War, use the Exalted: Nations rules (coming someday :-).
 
 
== Comments ==
 
== Comments ==

Revision as of 07:27, 6 June 2005

War

  • /SmallUnits - See the Small Units and basic Squad rules.
  • /BruteSquads - See Brute Squads
  • /LargeUnits - Large Unit Rules

This is largely a placeholder, as larger forces than those described above aren't easy to keep detailed.

Comments