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Created by MadLetter, July 2009, Last Updated: November 2009 V1.

V1.3 Inspired by Voidstate Questions, Praise and Constructive Criticism always welcome: Daelkyr@GMail.com

Drill Might Morale Close Combat Ranged Combat Armor

Unit Heroes Sorcerers Relays


Attack / Damage

Attack: ((Dex+Abil)/2)
Attack / Damage

Damage: (avg. weapon damage / 3) Armor: (avg. lethal soak / 3)

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

Maneuver Pool Dodge DV Endurance Maximum (Drill+Sta)


Shield
Leader
Rally Other
capped by War Subtract Mob. Penalty unless fully rested
Rally: Cha + (War or Perform) ([Dex+Dodge+Ess]/2)
Roll (Cha+War) after making or receiving
a successful attack or lose 1 endurance.
Other: Cha + War - Mob. Penalty
No endurance: -2 to all actions (external)

Ability capped by War-Rating Unchanged from normal combat


Attributes +5 Skills +5 Weapons Speed Accuracy Damage Rate Range Parry Tags Flurries
Strength   Archery  
Dexterity   Martial Arts  
Stamina   Melee  
Thrown  
Charisma  
War  
Manipulation  
Integrity  
Appearance  
Performance  
Perception   Presence  
Per Weapon Wpn + Dex + Abil + Unit Damage (Dex + Abil + Wpn) / 2 Accuracy -2/-3 Accuracy -3/-4/-5 Accuracy -4/-5/-6/-7
Intelligence   Resistance   [ + Unit Attack / 2 (round down) ]
Wits   Survival  
Medicine   Soak Soak Hardness Notes (Essence, Temp. Modifiers, ...)
Essence Personal Athletics   B L A B L A
 Awareness  
Hardness: Use highest value not sum

Dodge   Natural / Armor



Soak: normal soak + unit armor

Peripheral
Ride  

Virtues
Compassion 
Willpower Total
Conviction   
Temperance    Total vs. Piercing
Valor 
Other

Cast Spell (5/-2): Flurry (Var./Var.):


1 2 Your
3 Target
4Target

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

Pool vs. Manouevre Difficulty, Endurance Close)


Hesitation/Rout modifiers. Loss of Magnitude = Difference between reduced by troops armor fatigue Rally (4/-1):
Roll Manoeuvre Pool vs. Manoeuvre Diff. Other Magnitude
successes and difficulty.
Turn (4/-1): - Organisation: Promote one to special - target Magnitude
Ranged Combat

More than 90° Manoeuvre vs. Difficulty - Numbers. Regroup, Magnitude+1

Engage:
- Second Wind: Endurance = +Drill

Check for hesitation when first engaging Signal Units (3/None):


1,2 3
Add
Target
formation
is... Add
4 Target
formation
is... Subtract
5Target
formation
is... Subtract
or being engaged Max. units to signal = number of relays

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)

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