Professional Documents
Culture Documents
Unordered Relaxed Skirmish Close: Maneuver Pool Dodge DV Endurance Shield
Unordered Relaxed Skirmish Close: Maneuver Pool Dodge DV Endurance Shield
V1.3 Inspired by Voidstate Questions, Praise and Constructive Criticism always welcome: Daelkyr@GMail.com
Attack: ((Dex+Abil)/2)
Attack / Damage
Name: Magnitude
Description: Lost
Min. Relays - - 3 4 5 6 7 8 9
Max Special Chars 2 4 6 8 10 12 14 16 18
Join War
Min. Damage
Hesitation/Rout
Disengage Pool
Manoeuvre Difficulty
Called Shot (unordered)
Called Shot (other)
Join War: Wits + War - Magnitude Magnitude Extras Losing Magnitude
Min Damage: Magnitude 0 1 1. If caused by damage, check for Hesitation (Difficulty 1)
2. Reset Health back to full
Hesitation/Rout: Morale + Drill - Magnitude 1 2-10 3. Excess Special character must leave unit or return to the
(-2 if insufficient relays) 2 11-75 ranks
Disengage Pool: Wits + War + Magnitude 3 76-150
(Difficulty=Enemy Magnitude +3) 4 151-300 Unit Numbers
Manoeuvre Diff.: Magnitude - Drill (Min. 1) 5 301-650 Heroic Mortals count as 3 members. Exalted and other
Movement:
Move: (Avg. Dex - avg. Mob. Penalty) × Formation
Close
Multiplier: ×40 / Skirmish
Multiplier: ×100 / Called Shot (this is an external penelty)
Unordered: Lower of (Magnitude/2) or (Drill/2)
6 651-1250
magical beings count more.
7 1251-2500 Rounding
Charge: (Avg. Dex + 6 - avg. Mob. Penalty) × Formation Relaxed
Multiplier: ×70 / Unordered
Multiplier: ×30 / Other: Higher of (Magnitude/2) or (Drill/2) 8 2501-5000 All numbers are rounded down, if nothing else is stated.
9 5001-10000
Peripheral
Ride
Virtues
Compassion
Willpower Total
Conviction
Temperance Total vs. Piercing
Valor
Other
Rules
Close Combat
Any sorcery taking <5 min. Attack only one unit per flurry
formation formation formation
Change Formation (5/-2): Initiate Duel (Var./Var.): Add is... Add is... Add is... Subtract
Roll Manoeuvre Pool vs. Manoeuvre Diff. See Exalted 2nd Edition page 167 Might Close Close Combat Skirmish (and (Magnitude x 3) Close targets close combat
(+1 diff. if attacked since last act, +2 if Rating x 2 yours is Close) - target Magnitude shield penalty x 2
in close combat) Merge Units (3/-1):
Both units Manoeuvre Pool vs. Man. Diff.
Charge: and both must succeed to merge. If one Other Close Combat Skirmish (and (Magnitude x 2) Other targets close combat
Hesitation / Rout: Rating yours is NOT - target Magnitude shield penalty
Must not be unordered. Roll Manoeuvre or both fail, check Hesitation.
Roll units Hesitation/Rout Pool at standard difficulty modified by
Actions
Engage:
- Second Wind: Endurance = +Drill
Health
Might Close Magnitude x 2 Relaxed or target ranged Skirmish 3
Disengage (0/None): Split (3/-1): - target Magn. Skirmish shield penalty x 2
Reflexive. Disengage Pool vs. enemies Both units Manoeuvre Pool versus Ranged
Drill +3. No roll if retreating. Check for Manoeuvre Difficulty (+2 if engaged), Combat Other Magnitude Other target ranged
hesitation at difficulty 2 fail means Hesitation. Rating - target Magn. shield penalty
-0 -0 -0 -0 -0 -0 -0 -0 -0
-1 -1 -1 -1 -1 -1 -1 -1 -1
-2 -2 -2 -2 -2 -2 -2 -2 -2
-4 -4 -4 -4 -4 -4 -4 -4 -4
Inc Inc Inc Inc Inc Inc Inc Inc Inc
Formation
(+ Required Drill)
Use Paper Clips to track
Unordered Relaxed Skirmish Close
Formation of Unit (Drill 0) (Drill 1) (Drill 1) (Drill 2)