Exalted/Rules/War

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=Exalted Mass Combat - The Short Version=

Round Sequence
Leaders roll Intelligence+War 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. These successes may be used for fortifications, traps and claiming objectives. Generals roll Wits+War 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 result of the Wits+War 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

Full Attack
Activation: Discipline Diff Magnitude. Unit may Attack with +3 successes.

Double Attack
Activation: Discipline Diff Magnitude. Unit may Attack and Quick Attack this round.

Wild Attack
Activation: None Unit may Quick Attack with +3 Successes. Unit has Discipline Defense and Discipline Ranged Defense.

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

Charge [Unit]
Activation: Unit Moving Non-Engaged Unit may Engage any other non-Moving Unit with Quick Strike first round. or Non-Engaged Unit may Engage any Unit.

Full Defense
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. If opposing Unit may try to Move in concert.

Attack [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 and loses all Formations. Next round it will only perform Rally or move to the Reserves.

Move
Unit may move to a neighbouring position. or Unit is Moving until next round.

Ambush
Must be set up with Units with the Ambush tag. May only be used once until the Unit has reached the Reserves. You may Quick Attack or Ranged Attack a Unit in the same position, and perform an Attack, Quick Disengage or Quick Move.

Wheeling Attack
Requires Fast 2. Unit may Quick Attack and Quick Disengage any Unit in same position.

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 in Friendly territory. Unit enters Reserves at end of round.

Change Formation
Activation: Discipline Diff Magnitude. Choose one Formation. The Unit goes into that Formation.

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 position.

Target [Unit]
Roll contested Move Diff Magnitude. If Unit succeeds, Unit may Attack Unit in adjacent or same Area with Ranged Attack. Targeting Unit may perform a Ranged Attack each Battleround until either Unit moves.

Cease Fire
Unit ceases Ranged Attacks.


 * 4 Combat
 * 4.1 Ranged Attack: All Targeting Units perform Ranged Attacks. Resolve Ranged Attacks.
 * 4.2 Quick Attack: Units performing Charge Attack, Double Attack or Wild Attack perform an Attack. Resolve Quick Attacks.
 * 4.3 Quick Actions: Units perform Quick Actions. Resolve Quick Actions.
 * 4.4 Attack: Units Melee Attack. Resolve Melee Attacks.

Resolving Attacks Roll Attack-Defense (At least 1), +Magnitude Succ. Roll Weapon Damage+Successes-Opponent Soak = Damage Dice (minst 1 Bashing die).

All units being hit in combat roll Morale with a Difficulty of 5. Failure means the unit Flees.
 * 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

Multiple Engaging Units
Multiple Units may not engage the same Unit if that Unit smaller than the Engaging Units Magnitude-1.

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
Discipline Rating is what? Maybe Formation should matter? Will+War? Worst Conviction(Discipline Rating=?)+War+Essence of Unit or Leader. Behöver ändras.

Move
Average Dex+War+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 Flee until it reaches the Reserves.

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

Fast X
Unit may move up to X positions, rolling Move for each. Gained from Trackless Region Navigation Charm.

Hidden
May be hidden before the battle. Any unit that searches for them may roll Perception+Awareness Diff (Their own Magnitude - opposing unit's Magnitude)

Death of Obsidian Butterflies
Does Magnitude 5 Damage.