Handling a large scale combat is a daunting task that does not lend itself
well to
traditional mechanics. This system provides an alternative which can handle
many
of the messier details of large-scale combat.
-
Firepower
Firepower is a trait which determines exactly how much destructive potential an
army
has. The better armed and better trained a militia is, the better the
firepower
trait will be. When the army has the benefit of a General, the army may add
the
Presence score of that General to Firepower as long as the General can
directly
command his troops. This bonus cannot be applied if less than 100 troops
are
available to command.
Exalted Commanders may have Charms which give a bonus to all troops under
the
command of that exalted, such as Heroism Inspiring Presence. These Charms serve
to
increase the Presence bonus applied by a General. For simplicity,
simply add the
Essence requirement of the charm involved to the total presence score of
that
general.
The most most simple and obvious method of increasing firepower is
increasing
numbers. A barbarian horde, while untrained and unarmed, can nontheless be
a
dangerous enemy. A unit recieves a +1 firepower for having 100 troops within
it.
This bonus magnifies as the number of troops grows, in accordance with this
chart.
|
100 |
+1 |
| 500 |
+2 |
| 1000 |
+3 |
| 4000 |
+4 |
| 5500 |
+5 |
| 7750 |
+6 |
| 10000 |
+7 |
| 12500 |
+8 |
| 15000 |
+9 |
| 17500 |
+10 |
| 20000 |
+11 |
Each additional 2500 troops will provide another + 1 bonus.
Other traits besides numbers can influence Firepower considerably. All
the
following bonuses are cumulative. Different bonuses require different
numbers
of specialist troops to fill the roll an army might demand. Common sense
is
the watchword here.
| Trained Troops |
+1 |
| Elite Troops |
+1 |
| Exalted Troops |
+1 |
| Combat Medicine |
+1 |
| Troop Well Fed, Rested |
+1 |
| Homeland Bonus |
+1 |
| Ranged Units Mixed in Force |
+1 |
| Shield Units Mixed in Force |
+1 |
| Spear Units Mixed in Force |
+1 |
| Sword Units Mixed in Force |
+1 |
| Firewand Units Mixed in Force |
+2 |
| Catapult, Balista units Mixed in Force |
+2 |
| Disciplined Formation |
+1 |
| Surprise |
+1 |
| Artillary Support (Catapult, Ballista) |
+2 |
| Firedust Cannon units mixed in force |
+2 |
| Warstrider units mixed in force |
+4 |
| Simple Weapons
(Spears, Rocks) * |
+1 |
| Poor Weapons
(Iron, Bone) * |
+2 |
| Good Weapons
(Steel, Arrows) * |
+3 |
| Excellent
Weapons (Exceptional) * |
+4 |
| Magic Weapons
(First Age) * |
+5 |
| Crude Flight * |
+1 |
| Controlled
Flight * |
+2 |
| Bezerker Army ** |
+2 (-2 Armor) |
| Superior Terrain Positioning |
+1 to +3 |
| Magic (Spirit Charms, Glamour, Etc) |
Variable |
| Exalted Combat Charms |
+1 to +3 per Charm |
| Poor Visibility |
-1 |
| Hostile Weather |
-1 to -3 |
| Poor Morale |
-1 to -3 |
| Illness |
-1 to -3 |
| Thirst, Starvation |
-1 to -3 |
* - The traits are exclusive in the sub-catagories
they represent (Flight, Weapons, Etc)
** - The trait Beserker Army must be taken in both Armor and Firepower.
-
Mobility
Mobility is a trait which determines exactly how fast a unit can move.
It also
determines the effectiveness by which an army brings Firepower to
bear. Units
with high mobility are able to bring more destructive force to bear in
specific
areas within a short span of time. An army may only employ Mobility
bonuses if
no slower units are holding them back.
Mobility can experience a significant penalty if an army is too large
for a
General to command effectively. Presence is required in order to
effectively
marshal communications to and from distant troops. The amount of
Presence
required to command an army may be referenced on the following chart.
Round off
all number to the nearest iteration of 10.
Presence 1 100 Men
Presence 2 1000 Men
Presence 3 10000 Men
Presence 4 100000 Men
Presence 5 1000000 Men
If a General is commanding more men than he is capable of leading,
while in
command his mobility will suffer a one die penalty for each dot of
presence he
lacks. This penalty cannot reduce Mobility to less than 1. Leadership
Charms,
such as Heroism Inspiring Presence, and battlefield communication
charms, such
as Commanding the Ideal Celestial Army, double this limit
cumulatively.
Injuries have a negative effect upon Mobility. An army who has
recently fought
will no doubt have many injured. Injured armies are considered to have
an Average
Speed of 5MPH, no matter what the original speed of the army might
have been. This
limitation can be ignored if the General opts to travel hard despite
the injured.
In this case, roll a die of casualties as specified below.
This chart sums up Mobility advantages and penalties -
Average Speed 5MPH * - +1 Mobility
15MPH * - +2 Mobility
30MPH * - +3 Mobility
60MPH * - +4 Mobility
120MPH * - +5 Mobility
| Flight |
+1 Mobility |
| Beasts of Burden * |
+1 Mobility |
| Armored Beasts of Burden * |
+2 Mobility |
| Armor (Land Ships,
Warstriders) * |
+3 Mobility |
| Poor Warships (Navy Only) * |
+1 Mobility |
| Good Warships (Navy Only) * |
+2 Mobility |
| Fine Warships (Navy Only) * |
+3 Mobility |
| Athletics Charms |
+1 to +3 Mobility |
| Communication Network |
+1 to +3 Mobility |
| Elemental Affinity |
+2 Mobility |
| Teleportation |
+5 Mobility |
* - The traits are exclusive in the sub-catagories
they represent (Flight, Weapons, Etc)
-
Armor
Armor is a trait which determines how difficult the army is to cripple
or destroy.
As a general rule, armor is more difficult to generate than firepower.
Many things
can contribute to Armor - literal body armor, positioning,
fortifications such as
trenches as walls, airborne abilities, magic, or the command of
Exalted Officers.
Armor is calculated, initially, in much the same way that Firepower is
- each
iteration of population gains a new bonus.Like with Firepower, the
Presence score
of a General may be added to Armor, and Exalted Generals may use
charms such as
Heroism Inspiring Presence to increase the bonuses imparted by
Presence.
| Fortification |
+1 (ditches) to +3 (fortress) |
| Positioning |
+1 (High Ground) to +3 (Perfect Ambush) |
| Poor Armor (Leather, Rags,
Hide) * |
+1 |
| Good Armor (Chain,
Breastplate) * |
+2 |
| Fine Armor (Plate Mail,
Exceptional) * |
+3 |
| Magic Armor * |
+4 |
| Flight vs Melee Only |
+4 |
| Flight vs Ranged |
+1 |
| Ranged vs Melee Only |
+1 |
| Stealth (Camoflauge, Night Cover) |
+1 |
| Poor Combat Medic * |
+1 |
| Good Combat Medic * |
+2 |
| Magic Healing * |
+3 |
| Able to Demanifest |
+1 |
| Unnatural Fortitude (Undead,
Trolls) * |
+1 |
| Amazing Fortitude (Golems,
Demons) * |
+2 |
| Bezerker Army ** |
-2 (+2 Firepower) |
* - The traits are exclusive in the sub-catagories they
represent (Flight, Weapons, Etc)
** - The trait Beserker Army must be taken in both Armor and Firepower.
-
War Explained
Phase One - Initiiative
Each Army must Roll 'Mobility' to determine the order of
initiative.
The successes on this roll may be added to either Armor or Firepower,
depending on
which trait the General determines will be most useful. This
decision must be made
now, in the Initiative phase.
The army may add a number of dice equal to the amount of successes
scored on the
Mobility roll to his mobility roll in the initiative phase of the next
day of
fighting. As the fighting continues, each side has the opportunity to
'dig in' and
establish regular supply lines.
Phase Two - War
Each Army must roll 'Firepower' to determine the number of casualties
inflicted.
Regardless of whether an army will be destroyed within the turn or
not, this roll
is still completed. Each and every side will suffer casualties unless
armor is
sufficient to repel the attack.
Phase Three - Survival
Each Army must roll 'Armor' to determine how many casualties may be
avoided.
These succs cancel out the Firepower succs of opposing armies.
Firepower succs which
are not canceled are considered casualty points and carry over
into the next phase.
Phase Four - Death
Casualty Points must now be distributed.
Each casualty point raises the difficulty on -any- roll... Firepower,
Armor or Mobility...
by one for the duration of the war. In addition, the total number of
casualty points should
be carefully noted during the fighting.
If the war has not yet ended, return to phase one for the next day of
fighting. If an army
opts to retreat, it may do so. This requires no roll, but an army can
only retreat if it
won the initiative phase. Alternately, the enemy may allow the retreat
if it chooses to do so.
If the war has ended, the total number of casualty dice is compared to
the total Firepower +
Armor pool of each army enduring casualties. This provides a
percentage that indicates the
number of defeated enemy forces.
Example - An army endures 16 casualty points in a war before
withdrawing. When the fighting
is over, the 16 casualty points are compared to the total Armor +
Firepower of the army (20).
The percentile, when calculated, is eighty. This means that eighty
percent of the army has
been defeated - the population of the army should be reduced
accordingly.
Note that not all of the warriors who suffer defeat actually die
(Though many do). Many are
injured, or abandon the fighting out of cowardicet. These enemy units
must be taken as
prisoners of war, executed, or turned loose. This can present
significant logistical
problems after a successful campaign.
Upon the completion of Phase Four, a day of combat has passed. All
green units become
trained, all trained units become elite. This 'experience' applies
both to the victor
and the defeated.
Army Vs Exalted
In the event of an army being ground into conflict against an Exalted,
the Exalted must
be considered an Army in and of itself. Bonuses are applied and
deducted as per a regular
army, using the formula above.
Note that since an Exalted is unable to gain population, formation,
presence or mixed
army bonuses... it is generally unwise to engage in combat of this
sort. Even given this,
the casualties a single Exalted warrior can inflict upon an army are
staggering and may
number in the hundreds or thousands.
Each point of 'Casualties' inflicted upon an Exalted translates into
unsoakable Lethal
damage. This damage cannot be avoided, even by Charms which specifically
state that they
may cancel the damage from any single attack. Wound penalties from
this damage are
accounted for in future Mobility, Firepower and Armor rolls. This
replaces the wound
penalty and casualty system described for use with larger armies,
above.
An Exalted may not command an army, and fight alongside it, at the
same time. The
Exalted may opt to fight separately from his armies if he wishes to
take the risk,
yet the army will not benefit from his Presence while he is separate
from it, and he
takes the risk of dying if the full force of an enemy militia is
brought to bear upon him..
- Dace -
Pop. = 1
Firepower = +1 Trained Troops
+1 Elite Troops
+1 Exalted Troops
+1 Combat Medicine (Exalted Healing)
+1 Troop Well-Fed, Rested
+5 Magic Weapons (First Age)
+5 Five Combat Charms
_______________
15 Firepower
Mobility = +2 15 MPH (Exalted March)
+1 Enhanced Speed (One Speed Charm)
+2 Armored Beast of Burden (War Horse)
______________
5 Mobility
Armor = +4 Magic Armor (Orichalcum)
+2 Good Combat Medic (Exalted Healing)
______________
6 Armor
---Examples---
- The army of Malpazar-
The army of Malpazar numbers some 12,000 strong. This militia has
repelled the Wyld
Hordes on several occasions and has a long service of history to the
King and country.
Young men hold the army in great esteem, and it is considered a great
honor to be
allowed a lifetime position within this formidable force. Though the
army -has- been
routed twice in recorded history (Both times by the Realm), the people
of Malpazar
largely believe it invincible.
These numbers assume the Army is defending Malzapar itself from
attack.
Pop. = 12,000 (+7 Firepower, +7 Armor)
Firepower = + 7 - Population Bonus
+ 1 - Trained Troops
+ 1 - Well Fed, Rested
+ 1 - Ranged Units Mixed in Force
+ 1 - Shield Units Mixed in Force
+ 1 - Spear Units Mixed in Force
+ 1 - Sword Units Mixed in Force
+ 1 - Disciplined Formations
+ 1 - Homeland Bonus
+ 3 - Good Weapons (Steel, Arrows)
+ 3 - General Matzar
______________
21 Firepower
Mobility = +1 - 5 MPH Heavy Armor March
+2 - Armored Beasts of Burden (War Horses)
_____________
3 Mobility
Armor = + 7 - Population Bonus
+ 2 - Fortification (Castle, Fortress)
+ 2 - Good Armor (Standard Issue Chain)
+ 2 - Good Combat Medic (Priest Order)
+ 3 - General Matzar
____________
16 Armor
- The Wyld Horde-
This army is typical of those that lay siege to many towns and cities
within the
Threshold, comprised primarily of Wyld Barbarians. While the Horde
does not have
the advantage of weapons or armor, large numbers make them formidable
just the same.
Pop. = 5,000
Firepower = +5 - Population Bonus
+1 - Well Fed, Rested
+1 - Ranged Units Mixed in Force
+1 - Spear Units Mixed in Force
+1 - Sword Units Mixed in Force
+1 - Simple Weapons
+2 - Bezerker Army
+2 - General Goltha Beastlord
____
13 Firepower
Mobility = +2 - 15 MPH (Light Armor March)
+2 - Armored Beasts of Burden
+2 - Elemental Affinity
___
6 Mobility
Armor = +5 - Population Bonus
+1 - Poor Armor
+1 - Stealth (Camoflauge)
+1 - Poor Combat Medic
-2 - Bezerker Army
+2 - General Goltha Beastlord
___
8 Armor
- The Fairie Army -
Forces such as this are a rare sight since the Cataclysm, after the
Empress broke
the backs of many of the ancient Fae Generals who threatened the
Realm. Some
events can still summon up an organized Fairie resistance, however,
and when
these legions take to the field they are truly a terror to behold.
While rarely
numerous, fairy armies are armed with nightmares and clad themselves
in dreams.
These traits represent an Army of the North. Wind Fae are often
capable of flight,
and those that are not ride upon great winged serpents or within
tornado funnels
conjured by comrades.
Pop. = 1000
Firepower = +3 - Population Bonus
+1 - Well Fed, Rested
+1 - Trained Troops
+1 - Elite Troops
+1 - Combat Medicine
+1 - Ranged Units Mixed in Force
+1 - Spear Units Mixed in Force
+1 - Sword Units Mixed in Force
+5 - Magic Weapons
+2 - Controlled Flight
+5 - Fairy Glamour
+4 - Lord Faelwyn
___
26 Firepower
Mobility = +4 - 60 MPH
+1 - Flight
+2 - Armored Beasts of Burden
+2 - Communications
+2 - Elemental Affinity
___
11 Mobilty
Armor = +3 - Population Bonus
+4 - Magic Armor
+1 - Stealth (Camoflauge)
+3 - Magic Healing
+1 - Unnatural Fortitude
+4 - Lord Faelwyn
___
16 Armor
- Army of the Dead -
The dead have great advantages when provoked to war. Numbers,
fortitude, and
supernatural abilities make them ferocious in battle. The following
Traits are
appropriate for an army of War Ghosts, as presented in the Exalted
core book.
Although the Dead have many advantages, they can never benefit from
combat
medicine.
Pop. = 13,000
Firepower = +8 - Population Bonus
+1 - Trained Troops
+1 - Troop Well Fed, Rested
+1 - Shield Units Mixed in Force
+1 - Spear Units Mixed in Force
+1 - Sword Units Mixed in Force
+1 - Disciplined Formation
+4 - Excellent Weapons (Undead Steel)
+2 - Undead Charms
+3 - General Peronius
___
23 Firepower
Mobillity= +2 - 15 MPH
+3 - Communicaiton Network (Hivemind)
___
5 Mobility
Armor = +8 - Population Bonus
+2 - Good Armor (Chain, Breastplate)
+1 - Stealth (Intangibility)
+1 - Able to Demanifest
+1 - Unnatural Fortitude (Undead)
+3 - General Peronius
___
16 Armor
- Imperial Legion -
Often lead by the Wyld Hunt, armies of the Realm are rarely seen
anywhere outside
of the Blessed Isle these days. They do emerge, however, to
occasionally crush
Solar regimes which pop up in backwater areas of the Threshold.
Pop. = 80,000
Firepower = +28 - Population Bonus
+1 - Trained Troops
+1 - Elite Troops
+1 - Exalted Troops
+1 - Combat Medicine
+1 - Troop Well Fed, Rested
+1 - Ranged Units Mixed in Force
+1 - Shield Units Mixed in Force
+1 - Spear Units Mixed in Force
+1 - Sword Units Mixed in Force
+2 - Firewand Units Mixed in Force
+2 - Catapult, Balista units Mixed in Force
+2 - Firedust Cannon units mixed in force
+4 - Warstrider units mixed in force
+1 - Disciplined Formation
+5 - Magic Weapons (First Age)
+3 - Magic: War Artifacts
+8 - Exalted Combat Charms
+15 - Dominant Tiger, Fire-Lord of the Southern Peninsula
___
79 Firepower
Mobility = +1 - 5MPH - Human March, Armored
+2 - Armored Beasts of Burden
+1 - Exalted Athletics Charms
+2 - Communication Network (Sorcery)
___
6 Mobility
Armor = +28 - Populaton Bonus
+4 - Magic Armor
+1 - Stealth (Air Dragonblooded Fog)
+3 - Magic Healing
+15 - Dominant Tiger, Fire-Lord of the Southern Peninsula
___
51 Armor
|