Exalted/Rules/War

http://wiki.white-wolf.com/exalted/index.php?title=Legion

=Exalted Mass Combat - The Short Version=

Round Sequence
Leaders roll Int+Battle Difficulty Army Magnitude, once per day as an extended roll. Maximum successes are equal to Int+Battle. All these successes are one-shot successes or one-round statistic enhancers usable during the battle. Generals roll Wits+Battle Difficulty your Army's Magnitude. Highest roll wins and chooses who goes first. On Draw best General wins. Each side gets Command points equal to Wits+Battle roll. The two sides alternate spending Command Points to give one specific order to any number of units.
 * 0 Pre-Battle
 * 1 Command phase
 * 2 Action

All-Out Attack
Activation: Leadership Diff Magnitude Unit may Attack twice this round if able.

Wild Attack
Activation: None Unit may Attack twice. Unit has 0 Defense and 0 Ranged Defense.

Maneuver
Activation: None Spend Command points improving one Unit by 1 die per Command point spent.

Charge [Unit]
Activation: Unit Moving Unit may Engage any other non-Moving Unit, striking first or Engage any Unit.

Defensive Action
Activation: Leadership Diff Magnitude Unit gets Discipline as bonus to Defense this round.

Disengage
Activation: Unit Engaged, Discipline Diff Magnitude. Unit takes attack if it loses, then leaves contact.

Engage [Unit]
Activation: Contested Move Diff Magnitude Unit may engage any other Unit in same position (flank or center).

Flee
Unit takes attack, then begins to Move. Next round it will only perform Rally or move to the Reserves.

Move
Unit may move from flank to center or vice versa or Unit is Moving until next round.

Protect [Unit]
Unit may Engage any Unit Engaging protected target Unit with a contested Discipline Diff Magnitude roll. Protected Unit must be on same flank as protecting Unit.

Reserves
Activation: Unit Moving Unit enters Reserves at end of round.

Rally
Activation: Leadership Diff Magnitude. Unit may: gain 1 point of Magnitude from lost troops. or recover from a Rout. If this fails, it goes to the Reserves.

Relieve [Unit]
Activation: Unit moving, target Unit Engaged, Discipline Diff target Unit's Magnitude Unit may relieve other Unit in same flank.

Target [Unit]
Roll contested Move Diff Magnitude. If Unit succeeds, Unit may attack Unit in adjacent or same Area with Ranged Attack, until either Unit moves. All Engaged Units exchange Attacks. All units in combat roll Morale with a Difficulty of 5. Failure means the unit Flees.
 * 4 Combat
 * 5 Rout phase

Difficulty Modifiers In combat with larger force	+1/Magnitude Lost Magnitude this round     +1/Magnitude lost In combat with smaller force	-1/Magnitude Inflicted Damage this round	-1/Magnitude inflicted

Leadership
Leader's Charisma+Presence.

Attack
Roll Attack-Defense (Minimum 1) with Magnitude auto successes.

Damage
As usual.

Capacity
Average HL of unit member. For every Capacity Damage taken reduce Magnitude by 1.

Morale
Average Will+Integrity+Essence (Valor auto successes).

Willpower
Average Willpower of Unit.

Discipline
Worst Battle+Essence of Unit or Leader.

Move
Dex+Battle+Armor Mobility modifier.

Center
The center of the battlefield.

Left Flank
The left side of the battlefield.

Right Flank
The right side of the battlefield.

Reserves
The rear of the battlefield.

First Strike
Unit strikes first when Engaged.

Rout
A routed Unit may not perform any actions but Rally, or fleeing to the Reserves.

Deep Strike
A Unit may appear on the battlefield in any position for 6 successes.

Flight
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Death of Obsidian Butterflies
Does Magnitude 5 Damage.