Mortals Of The Wyld Hunt

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Type: Heavy Foot Soldier

Nature: Follower

Concept: Exceptional Extra Template


Strength 3, Dexterity 3, Stamina 4 Charisma 2, Manipulation 2, Appearance 2 Perception 3, Intelligence 2, Wits 3

Abilities:\ Archery 2, Brawl 3, Melee 3 (Axes +2), Endurance 3 (Marches +1), Presence 2, Resistance 2 (Resist Disease +1), Survival 1, Lore 1, Medicine 2, Athletics 3, Dodge 2, Stealth 2, Socialize 1

Backgrounds: Allies 1, Backing (Wyld Hunt) 2, Contacts 1, Resources 2

Virtues: Compassion 2, Conviction 3, Temperance 2, Valor 4

Willpower: 7 Health: -0,-1,-1,-2,-2,-4,Incap Essence: 1

Equipment: Great Axe, Tower Shield strapped to body, Knife, Cestus, soldier's gear

Combat: Base initiative: 6

Soak: 13B/9L/9A (Articulated Plate+Attached Tower shield, 9L/9B, +1 diff. hand-to-hand, +2 diff. ranged, -5 mob., 2 fat.) Dodge: 0 (5)

Attacks:\ Great Axe: Spd 6, Acc 8, Dmg 10L, Def 7

Knife: Spd 9, Acc 6, Dmg 4L, Def 4

Self Bow: Acc 5, Dmg 5L (broadhead), Rate 2, Range 150

These soldiers represent the cream of the crop of Realm soldiering. Pulled from the best of the leigion's elite Heavy Foot, these troops are rare and Wyld Hunts typically travel with as few as a few fangs (5) or as much an entire talon (125). They move in scales (25) and stay in tight 5 by 5 formation, with each individual fang forming a row.

Besides standard attack and retreat calls, the scalelord (see below) can give orders to the entire scale as an action, with the following effects:

  • the entire scale can "abort" to a shield wall formation defense in response to incoming ranged fire. This consumes the action of every soldier in the scale. When in shield wall formation, all hand-to-hand attacks against the front or top of the formation are at +2 diff., and ranged attacks at +4 diff.. No individual soldier can act while the shield wall is being maintained, and the entire formation can inch forwards at 3 yards/turn. The shield wall remains until the scalelord gives the order to return to normal formation (also consumes the scale's action) or until the front rank of soldiers is killed or otherwise disrupted.
  • the entire scale will drop their axes and switch to bows. As their shields are not neccessary to form the shield wall, the back talon typically has their axes slung to their backs and their bows at the ready. In order for any troops other than the front row to fire their bows, the scalelord must give the order to fire-- the front row will fire and drop to one knee (or just drop to one knee if their bows aren't out), followed by the 2nd, 3rd, etc. This maneuver can only be attempted on the lower of the scalelord or scale's initiative, and requires a Charisma+Presence roll on the part of the scalelord. A failure indicates that the maneuver has failed and the back rows cannot fire. A botch indicates that some of the soldiers have accidentally shot others in the back.
  • the scale can break into individual fangs for close-ranged combat and be called back into the scale for ranged combat.

The soldiers tend to rely on their shields and armor for defense. In close-range combat with Anathema, the scale will break into individual fangs at the scalelord's order. Against a slower opponent, two soldiers attempt to sweep the Anathema's legs out from under it, while another tries to establish a hold on the demon so that the remaining 2 soldiers can use their axes to deadly use. Against faster opponents, every soldier attacks together to try and slip past the Anathema's defenses.

(Note to STs: Use these guys with caution-- 5 of them are a match for most newly Exalted Celestials, their axes easily chop past oversoak, their accuracy and numbers will occasionally allow a blow to slip past persistent defenses, and their soak is not to be laughed at. If using a full scale, or god forbid a full talon, be sure to use Extra-style health levels.)

Type: Immaculate Ninja-Monk

Nature: Paragon

Concept: Exceptional Extra Template


Strength 3, Dexterity 4, Stamina 2 Charisma 2, Manipulation 2, Appearance 2 Perception 3, Intelligence 3, Wits 3

Abilities:\ Martial Arts 4, Thrown 2 (From Surprise +1), Endurance 1 (Lying in Wait +1), Performance 2, Presence 2, Resistance 2, Lore 2 (Immaculate Order +1), Medicine 2, Occult 2 (Proper God Worship +1), Athletics 1 (Tumbling +1), Dodge 3 (En Masse +1), Stealth 2 (Unsuspicious Opponent +1), Bureacracy 1, Linguistics 2 (High Realm, Old Realm, Riverspeak)

Backgrounds: Backing (Wyld Hunt) 2, Backing (Immaculate Order) 3, Contacts 1, Resources 3 (Immaculate Order-dispensed equipment)

Virtues: Compassion 2, Conviction 3, Temperance 3, Valor 3

Willpower: 7 Health: -0,-1,-1,-2,-2,-4,Incap Essence: 1

Equipment: Fighting Chain, Sai, Shuriken, Sleep Grenades, specially made Immaculate Order robes used only on the Hunt (equivalent to an exceptional buff jacket), moist scarf (for use with sleep grenades)

Combat: Base initiative: 7

Soak: 3L/6B/3A (Exceptional Buff Jacket-- 3L/4B, 1 fat.) Dodge: 7 (En Masse 8)

Attacks:\ Sai: Spd 10, Acc 8, Dmg 3L, Def 10

Fighting Chain: Spd 10, Acc 7, Dmg 5L, Def 10

Shuriken: Acc 6, Dmg 3L, Rate Special, Range 10

Sleep Grenade: Acc 8, Dmg Special, Rate 3, Range 10

For close-in fighting in cramped corridors in the dead of night, the Wyld Hunt prefers the use of Terrestrials whenever possible. But if none of the available Terrestrials is that sort of fighter, then several fangs of the Immaculate Order's most devout, well-trained Immaculate monks take the job, intending to surprise slay the Anathema beast before it rouses to its full power. These monks prefer to attack sleeping or unaware targets, dousing them in sleeping grenade gas before tying the Anathema down with their chains (if held by multiple chains, add an auto-success to any roll to maintain the hold for every extra Immaculate with a chain wrapped around the victim) while the bravest among them close to kill the beast in hand-to-hand while it is held still.

The fatality rate among the monks is exceedingly high, but faith always creates more to take their place. Every Wyld Hunt in territory with a local Immaculate temple will have at least a fang of these monks, though far from the coast of the Inner Sea the temples thin out considerably and the combat quality of the monks begins to drop.

(Note to STs: Ninjas! They die easy, but anyone caught in a hold by significant amounts of the monks is in serious danger.)


Using a greataxe and a tower shield at the same time is quite a trick. \\ _Ikselam

The corebook notes you can strap tower shields to your body and use a 2-handed weapon. Note that they have to drop the great axe to one hand (and thus can't attack with it) to assume the shield wall. \\ -TheMyriadOfShades

That makes good sense actually. Mortals fighting Exalts, even in groups, really need to chose defense or offense in each turn of combat. Doing both less effectively (weilding a weaker weapon with a smaller shield) makes them equally ineffective at both, compared to an Exalt. - ImaginalDisc