Table of Contents

Melee Combat

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Exalted p140

Order of Attack Events

  1. Attacker Declares Attack
  2. Defender Declares Response
  3. Attack Roll: (DEX + [relevant attack ability] + weapon accuracy + Charm bonus dice) + [Charm auto successes], difficulty 1
  4. Attack Reroll: 3rd [relevant attack ability] Excellency Charm allows characters to reroll and use whichever roll was better
  5. Subtract External Penalties/Apply Special Defenses: (Attack must exceed defense) Remove successes for any external penalties that apply, as well as the defenders DV. Charms that boost DV happen at this step. If no successes remain, the attack misses or the defenders successfully deflects it.
  6. Defense Reroll: 3rd [relevant attack ability] Excellency Charm allows characters to reroll and use whichever was better
  7. Calculate Raw Damage: (STR + weapon damage + threshold attack successes). Add any other raw damage bonuses here.
  8. Apply Hardness: If the defender has an (armor) hardness rating EQUAL TO OR GREATER than raw damage, the attack has no effect, and no damage roll can be made.
  9. Apply Soak, Roll Damage: If hardness is less or not a factor – Subtract soak from the raw damage (ignore hardness). Roll minimum of Essence for Exalt Attackers or 1 for Mundane Attackers. This cannot result in greater damage dice than the original raw damage. Apply any effects that increase or decrease post-soak damage to this final value. Twilight Caste anima effect resolves during this step.
  10. Counterattacks: Apply counter attacks from the defender here (counterattacks are typically obtained through the use of Charms)
  11. Apply Results: Apply any non-damage effects of the attack at this step. Any damage and effects from any counterattacks resolve here.

Definitions

Weapon Stats:


Special States:


Mounted Combat:


Special Actions:

Calculations

Action Speeds/DV Penalties

Action Speed DV Penalty Notes
Aim 3 -1 Can Aim up to 3 times in a row against a single target, for +1 dice per consecutive aim action against that target
Attack Varies -1
Coordinate 5 -1 Fixed DV penalty: (CHA + War). Successes == minus to defender's DV, with a max of -6. Each success allows two people to join in the coordinate.
Dash 3 -2 (DEX + 6 - wound penalties - armor mobility penalty)
Draw Weapon Varies -1
Flurry Varies Varies
Guard 3 0
Inactive 5 Special
Join Battle 0 0 (WITS + Awareness + [charm bonus dice])
Jump 5 -1 (STR + Athletics) yards. Willpower adds 1 yd, channeling a Virtue adds [Virtue] yards
Misc 5 Varies
Move 0 0 Can move [DEX] yrds each tick
Rising from Prone ? -1

Grappling

keyword: grapple
  1. Clinch: Attacker uses ([STR or DEX] + [Martial Arts]). Speed 6, Accuracy +0, Rate 1. This attack can be dodged or parried normally.
  2. Initial Clinch does no damage. If the attack hits, the target is clinched, otherwise, the Clinch attempt is rebuffed.
  3. In a successful Clinch, the attacker may do any one of the following:
    • Break Hold: Hurl the opponent STR yards, or to the ground (auto-prone), or simply release the them.
    • Crush: The aggressor inflicts bashing damage equal to (STR + threshold successes from Clinch). This attack is piercing.
    • Hold: Pins the opponent without inflicting injury.
  4. For as long as a character maintains a Clinch, he can do nothing else without a flurry, and must use every subsequent action to renew the clinch.
  5. Without a stunt or magic, the aggressor cannot block or dodge.
  6. The opponent held cannot block or dodge either (as per the inactive action), but he may use reflexive Charms or actions, as well as other charms designed for use when Clinched.
  7. Renew a Clinch: ([STR or DEX] + [Martial arts]), reflexively resisted by the opponent's same pool. The winner controls the clinch.
  8. Dogpile: Multiple people piling onto the same opponent act as assists on a Clinch. Each additional person must succeed on a Clinch roll to provide +1 dice to the lead attacker's Clinch attack.