World at War
This book provides an unusual combination of an in depth and comprehensive guide to all major civilisations in Creation. Each chapter is a description of one of the directions of Creation finishing with the Realm with details on all aspects of how the cultures in that direction fight, what problems they face and examples of their military units. They also include to predominant directional military gods and detailed rules for the complications of fighting in each direction. Unfortunately they don't really go to town on naval warfare, I was expecting something different since it's such an unusual arena of conflict and rules for fighting with vehicles are included in Wonders of the Lost Age rather than in this book. This is an important point since there's a long list of conventional vehicles in the back of Scroll of Kings as well as an armoury of new equipment including artillery.
Covering the entirety of Creation (including the supernatural creatures that live within it such as the Lintha and Black Fleet Spectre Commandos ("Deeeaaathhhhh") who are catapulted into battle) keep this book interesting and you can base the army of any ally of foe you're likely to meet on what is in here. Smaller, more esoteric cultures are covered in the Compass of Terrestrial Directions series.
It's a dark and frosty night. The moon is full and I walked across a graveyard. It's time to start my blog. This is principally a place to put up all my writing about Exalted. I'll also be writing short stories, prose poetry, bitching about what I think is wrong with the world (starting with this damn template) and anything else of interest. 19/1/11
Navi
All original material is Copyright © John Hodson 2011-2012. If anyone wants to add any material to my Exalted section I''ll include their with name and copyright in the post notes unless they want to contribute anonymously.
The first section is basically my take on Exalted. Right now I'm just copying up my notes so everything's very raw while I put down my ideas. I'll work on editing everything and making it more coherent later. As a result things will contradict the in game canon and even be self contradictory especially since not all my notes are copied in chronological order. They've been typed up without editing to remain as close as possible to my original vision.
The first section is basically my take on Exalted. Right now I'm just copying up my notes so everything's very raw while I put down my ideas. I'll work on editing everything and making it more coherent later. As a result things will contradict the in game canon and even be self contradictory especially since not all my notes are copied in chronological order. They've been typed up without editing to remain as close as possible to my original vision.
Showing posts with label Warfare. Show all posts
Showing posts with label Warfare. Show all posts
Friday, 27 May 2011
Saturday, 21 May 2011
Insanity
If the back of a person's hand is one twenty fifth of their height, which is four parts in a hundred and a Royal Warstrider was four hundred yards high then they could have three of four Very Large Concussive Essence Cannon on the back of their gauntlet. Or a self reloading Heavy Implosion Bow. Their main handheld weapons would be unique pieces of vast magitech. That's the scale of fighting units that have True Might, that are so powerful there's no point in resolving attacks normally. Perhaps you could simply use the unit's Might as its Magnitude. The reason I'm saying this is because of the vast size of Juggernaught (which I read somewhere) and Warstriders were designed to fight things like Behemoths, and probably Primordials. Maybe the Solars thought they were so powerful they would need devices like Royal Warstriders just to be able to fight them and survive. I have no idea exactly what their weapons should be like except that my previous First Age Wonder had a batter of 74 Medium Concussive Essence Cannon, basically a Napoleonic era warship transposed into Exalted. That's the kind of scale I'm thinking on. So imagine a weapon that would give a Warstrider the same power as a warship with about 100 Essence Cannon and more exotic weapons like a Storm Hammer. Each weapon would be individually crafted and be the only one in existence unless the idea caught on and someone copied it.
The thing is Might covers mystical prowess that is already present in the character's traits. This sort of Might would be a streamlining trait so you could simply resolve very powerful attacks in a battle quickly, taking the place of normal damage resolution.
For supersize weapons in a very crude sense you could simply resolve an attack with an appropriate Essence weapon like a Medium Concussive Essence Cannon or an Implosion Bow, just using the Warstrider's Might as Magnitude. Use a relative scale of weapon size between Warstrider weapons and normal ones. This could really speed up combat and represent larger attack area for artillery units and large weapons.
Do warfare with a completely different set of rules like a game within a game.
I wondered for a while how to resolve area attacks for units of small size namely artillery since working out area of effect in mass combat and war is a bit nit picky. Instead attacks that are more effective than their damage alone would suggest have Might which adds to the unit's Magnitude.
The thing is Might covers mystical prowess that is already present in the character's traits. This sort of Might would be a streamlining trait so you could simply resolve very powerful attacks in a battle quickly, taking the place of normal damage resolution.
For supersize weapons in a very crude sense you could simply resolve an attack with an appropriate Essence weapon like a Medium Concussive Essence Cannon or an Implosion Bow, just using the Warstrider's Might as Magnitude. Use a relative scale of weapon size between Warstrider weapons and normal ones. This could really speed up combat and represent larger attack area for artillery units and large weapons.
Do warfare with a completely different set of rules like a game within a game.
I wondered for a while how to resolve area attacks for units of small size namely artillery since working out area of effect in mass combat and war is a bit nit picky. Instead attacks that are more effective than their damage alone would suggest have Might which adds to the unit's Magnitude.
Friday, 29 April 2011
Man-of-War
Sea Scourge First Age light battle cruiser
The ship's design is solid and functional, if somewhat inelegant. It's sides are flanked by 74 Medium Concussive Essence Cannon on three gun decks with at least 12 on each side of the deck. The guns are crewed by pairs of Terrestrial Exalted who may have a synergistic Charm that allows both of them to attune to the gun so if can still be fired if one of them becomes a casualty. The gun crews all wear water jade lamellar armour that makes them float in the water in case they are blown overboard. All the weapons are operated by the gunner's Essence since there's no way they'd be able to find enough level 3 hearthstones for the whole battery, let alone all the guns in a fleet. Every gunnery officer is an Experienced Terrestrial Exalted with an Essence of 4 or 5 so they have enough Essence to power their gun for a reasonable time. Each battery on the side of a ship is a combat unit with three gun captains, two of them acting are heroes so the decks can fire independently to maximise firepower. A contingent of marines on board wear water jade articulated plate that also allows them to float in water and carry artefact weapons.
In single ship combat a ship would probably have to be used as several different combat units with the captain acting as the commander of a larger force.
The Gunnery Captains are hand picked Experienced Terrestrial Exalted from the gun crews who have leadership skills.
The ship's hull is made from water jade making the vessel self-propelled. It has masts that hang sails of air jade to boost it's speed. The whole vessel is an artefact rather than Magitech.
The ship's design is solid and functional, if somewhat inelegant. It's sides are flanked by 74 Medium Concussive Essence Cannon on three gun decks with at least 12 on each side of the deck. The guns are crewed by pairs of Terrestrial Exalted who may have a synergistic Charm that allows both of them to attune to the gun so if can still be fired if one of them becomes a casualty. The gun crews all wear water jade lamellar armour that makes them float in the water in case they are blown overboard. All the weapons are operated by the gunner's Essence since there's no way they'd be able to find enough level 3 hearthstones for the whole battery, let alone all the guns in a fleet. Every gunnery officer is an Experienced Terrestrial Exalted with an Essence of 4 or 5 so they have enough Essence to power their gun for a reasonable time. Each battery on the side of a ship is a combat unit with three gun captains, two of them acting are heroes so the decks can fire independently to maximise firepower. A contingent of marines on board wear water jade articulated plate that also allows them to float in water and carry artefact weapons.
In single ship combat a ship would probably have to be used as several different combat units with the captain acting as the commander of a larger force.
The Gunnery Captains are hand picked Experienced Terrestrial Exalted from the gun crews who have leadership skills.
The ship's hull is made from water jade making the vessel self-propelled. It has masts that hang sails of air jade to boost it's speed. The whole vessel is an artefact rather than Magitech.
Thursday, 28 April 2011
The True Meaning of Might
I remembered reading somewhere that if Juggernaught stood on it's hind legs it would be half a mile high. Also power armour was preferable to Warstriders for fighting any opponent smaller than a Behemoth. The given description of Warstrider being up to 25 feet high just doesn't do it. A Royal Warstrider should be like a quarter of a mile high or more (these things are general categories not design specifications.) If you want something capable of fighting a Behemoth it has to be massive.
That raises the point things like Mount Mostath and Vodak have stats which are sometimes off the chart (Vodak's stamina is 'immeasurable') Who the hell rolls 50 or a hundred dice? The real meaning of Might or True Might is for combat that takes place on a scale that outstrips mortal boundaries, just like Warfare (not just mass combat) outstrips it in size. Such being powers should be rated on a different scale, one that's applicable to Warfare they're likely to take part in.
That raises the point things like Mount Mostath and Vodak have stats which are sometimes off the chart (Vodak's stamina is 'immeasurable') Who the hell rolls 50 or a hundred dice? The real meaning of Might or True Might is for combat that takes place on a scale that outstrips mortal boundaries, just like Warfare (not just mass combat) outstrips it in size. Such being powers should be rated on a different scale, one that's applicable to Warfare they're likely to take part in.
Monday, 11 April 2011
Warfare/Mass Combat
Exalted needs two sets of rules for large scale combat. One for mass combat when characters lead units instead of fighting individually, and one for full scale warfare.
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