FrivYeti/MCUnits

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Units

Ultimately, mass combat units are groups of individuals, usually mortal heroes but occasionally supernatural forces, who fight alongside each other. As such, they only need five traits, each of which is explained fully below.

Magnitude

Simply put, Magnitude is the size of a unit. It follows the same rules for determining size as in the Exalted 2e corebook, with a few exceptions as follows:

  • Magnitude 0 represents a group of 1 to 5 people - solo units or pure heroic units.
  • Magnitude 1 represents a group of 6 to 30 people
  • Magnitude 2 represents a group of 31 to 75 people

. The number of people in the unit determines its Magnitude. Magnitude can, and usually does, fluctuate over the course of a battle.

Health

Health determines how much damage a unit needs to take in order for it to lose a level of Magnitude. As a rule, units have a Health rating of 5. However, units composed mainly of members with extra health levels have higher Health rating. For every two health levels over four that a unit's typical members have, their Health rating is increased by one, rounding down (for example, a unit of heroic mortals have six health levels on average, and would thus have a Health of 6).

Drill

Drill determines how well a unit follows orders and strategies. As such, it is based on the skill of the unit and its commander in understanding orders and tactics. A unit's Drill is equal to the average War rating of its members. If the unit's Commander has a War rating which is higher than his unit's, increase their Drill by 1. If the commander has a War rating that is four or more dots higher than the unit's, increase their Drill by 2. A unit is capable of having Drill 0.

Morale

Morale determines how well a unit handles being in the line of fire, and how much effort it takes for them to break. A unit's Morale is equal to the average of the Valor and Conviction ratings of the average member of the unit. Round up if Valor is higher than Conviction, and round down if Conviction is higher than Valor - in the thick of fighting, bravery matters more than loyalty.

Power

Power is the critical aspect of a unit, and determines how much they can actually give. It is the sum of three factors, and can be increased by outside factors as well (see Heroes for more details on this).

Technically, units have both Attack Power and Defense Power. These are mostly the same, but use slightly different Skill ratings.

  • Skill: A unit's Attack Skill is gotten by adding the following: [Higher of Dexterity or Strength+ Average of the unused Physical Attribute and Wits + Highest Combat Ability (Archery, Martial Arts, Melee or Thrown)] halved. For example, a unit with Strength 3, Dexterity 4, Wits 2, Martial Arts 3 would have [4 + (3+2 avr = 3) + 3], for a skill of 5. Most mortal soldiers will have Skill ratings of 4-5. Defense Skill is determined through the formula [Higher of Dexterity or Stamina + Average of the unused Physical Attribute and Wits + Highest Defensive Ability (Martial Arts, Melee, or Dodge)] halved.
  • Equipment: If a unit is equipped with good weapons and armor, it improves their power. Equipment is equal to the average of (half the Resources rating of the unit's weapons, rounded down) + (half the Resources rating of the unit's armor, rounded down). Round averages up. Remember that artifacts have a Resources value equal to their rating +2.
  • Might: If a unit is composed entirely of supernatural beings, determine their Might rating as though the unit was a Hero. Then add any Might bonuses from other Heroes, as follows:
    • Take the highest Might rating of any Hero in the unit.
    • Add the next highest rating -1.
    • Continue, reducing the Might of each successive hero by 1 until the number reaches 0. This is your total Might.

The unit's Might may be used any number of times for this calculation.

A unit's total Power is equal to a number of dice equal to its Skill + Equipment rating, plus a number of successes equal to its Might rating. This is the die pool used in most combat actions.