exalted:cheat_sheet:melee_combat
Table of Contents
Melee Combat
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Exalted p140
Order of Attack Events
- Attacker Declares Attack
- Defender Declares Response
- Attack Roll: (DEX + [relevant attack ability] + weapon accuracy + Charm bonus dice) + [Charm auto successes], difficulty 1
- Attack Reroll: 3rd [relevant attack ability] Excellency Charm allows characters to reroll and use whichever roll was better
- 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.
- Defense Reroll: 3rd [relevant attack ability] Excellency Charm allows characters to reroll and use whichever was better
- Calculate Raw Damage: (STR + weapon damage + threshold attack successes). Add any other raw damage bonuses here.
- 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.
- 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.
- Counterattacks: Apply counter attacks from the defender here (counterattacks are typically obtained through the use of Charms)
- 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:
- Speed: The number of ticks you must wait in between each attack using this weapon
- Accuracy: Adds dice to attack pool
- ?L/?B/?: Number of lethal (?L), bashing (?B), or minimum dice (?) the weapon does for damage. Add this to damage roll (minimum dice is a post-soak minimum).
- Defense: Adds to Parry DV calculation
- Rate: The maximum number of attacks you can make on your tick, based on your weapon or attack type
Special States:
- Tick: (p141) Approximately 1 second
- Stunned: (p153) Characters who suffer more actual levels of damage than their STA must roll (STA + Resistance), difficulty of (damage - STA). Failure gives -2 to all non-reflexive rolls until next turn.
- Sweeping: (p153) Intentional knockdown incurs -2 to the attack roll (see Knockdown section).
- Knockdown: (p153) If an attack inflicts more raw damage than a character's (STA + Resistance), the force hurls them to the ground unless they succeed on a ([DEX or STA] + [Athletics or Resistance]) roll, difficulty 2.
- Knockback: (p153) An alternative to Knockdown. For every 3 dice of raw damage, a character is pushed back 1 yard, and skids to a halt prone.
Mounted Combat:
- Mounted Combat: Use the lower of (Ride) or (relevant combat skill) as the Skill part of your attack pool. (Relevant Combat Skill: melee, martial arts, etc)
- Mounted DV: Add 1 to your DV if mounted against close combat attacks.
- Mount Types: (p154) See the book. Character's (Ride) pips must equal or exceed the mount type's Control rating. If Control rating exceeds Ride pips, character must make ride checks and control their mount as part of a flurry. Failure in a Ride check means the character cannot do any other actions that turn. Certain mount types also give you DV bonuses.
Special Actions:
- Ambush: Ambushed characters have a Dodge and Parry DV of 0.
- Multiple Actions: (p124,143) For the first action take a -N die pool penalty where N is the number of actions, and -(N+1) for the next action, etc.
- Multiple Opponents: -2 to DV, no move or dash actions, provokes one unexpected attack. The surrounded character chooses which opponent gains the unexpected attack.
- Pulling a Blow: -1 to attack roll. With a stunt or magic, thrown weapons can be pulled. Arrows cannot be pulled – only the use of blunt-tipped arrows can do bashing instead of lethal.
- Showing off: -1 to -4 to attack roll.
- Fierce Blow: -1 to attack roll gains +2A, +2L, or +3B (whatever damage type the weapon inflicts normally).
- Disarm: -2 to attack roll for close-combat attack, -4 to ranged combat attack. Opponent rolls (WITS + relevant attack ability) difficulty equal to the net successes on the disarm attack. For every threshold success by the attacker, the weapon flies 1 ft from its wielder
- Retrieving a Dropped Weapon: (DEX + relevant attack ability) difficulty 1, but is only possible if a character can feasibly do so. Natural weapons (claws, teeth, etc) cannot be disarmed. Strapped weapons cannot be disarmed (tiger claws, cestus).
Calculations
- Join Battle: (WITS + Awareness) + [Charm bonus], person with the highest number of successes goes on zero, all other players go on Tick: (highest successes) - (their successes). No one can go slower than 6. A character who botches a Join Battle starts on 6.
- Join Ongoing Battle: Roll Join Battle as usual. Character joins battle on (6 - success) from current tick or the next tick, if 6+ is rolled.
- Parry DV: (DEX + [relevant combat skill] + Weapon Defense + [Charm bonus])/2 (round up for Exalts, round down for all else)
- Dodge DV: (DEX + Dodge + Essence (if an exalt) + [Charm bonus])/2 (round up for Exalts, round down for all else)
- Soak Bashing: (STA + Armor Bashing rating). Mortals and Exalts add full stamina to bashing soak
- Soak Lethal: (STA)/2 + Armor Lethal rating, round up for exalts. (Armor Lethal) rating only for mortals. Earth-Aspect dragonbloods can add Essence and full STA to lethal soak (anima ability).
- Soak Aggravated: Armor Lethal rating for both exalts and mortals
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
- Clinch: Attacker uses ([STR or DEX] + [Martial Arts]). Speed 6, Accuracy +0, Rate 1. This attack can be dodged or parried normally.
- Initial Clinch does no damage. If the attack hits, the target is clinched, otherwise, the Clinch attempt is rebuffed.
- 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.
- 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.
- Without a stunt or magic, the aggressor cannot block or dodge.
- 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.
- Renew a Clinch: ([STR or DEX] + [Martial arts]), reflexively resisted by the opponent's same pool. The winner controls the clinch.
- 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.
exalted/cheat_sheet/melee_combat.txt · Last modified: 2013/11/10 04:38 by chris