War Reference

War Action Options (chart)
Action Speed / DV Penalty
Activate Charm, Combo or Powervaries / varies
Aim3 / -1
Attackvaries / -1
Dash / Climb / Swim3 / -2
Flurryvaries / varies
Guard3 / none
Inactive5 / special
Miscellaneous Action5 / varies
Move0 / 0
Join Warvaries / -0
Join War (varies / -0)

Roll ([Wits + War] − Magnitude) for all units and compare. The unit with the most successes sets the reaction count. Everyone else goes (their difference in successes) ticks later, max of 6.

Solo units use (Wits + Awareness) as normal, as do any heroes or sorcerers who act separately from their units.

Joining the war later compares to the set reaction count.

Units (traits)
TraitMeaning
MagnitudeThe size of a unit.
DrillThe trained discipline of a unit.
EnduranceThe physical reserves of a unit’s members.
MightThe unit’s overall mystical power (including magical equipment).
Close Combat / Ranged Attack RatingThe unit’s skill at attacking.
Close Combat / Ranged Attack DamageThe lethality of the unit’s attacks.
ArmorAverage protection provided by unit armor.
MoraleOverall bravery of the unit.
Special CharactersImportant characters embedded in the unit.
FormationThe unit’s tactical arrangement.
Activate Charm / Combo / Power (varies / varies)

Commanders, solo units, and special characters may use Charms/Combos per normal timing rules, substituting long ticks for standard ticks.

A spellcaster may cast one spell of any level as a (Speed 5, -2 DV) action.

Normal members of a unit may not use individual Charms or spells during mass combat; their supernatural contribution is represented by Might.

Magnitude (members)
Magnitude Members Equivalent
01Solo
12–10Fang
211–75Scale
376–150Talon
4151–300Wing
5301–650Dragon
6651–1200
71251–2500
82501–5000Legion
95001–10000+1st Age Legion
Drill (chart)
Drill Description Example
0 Undrilled Solo units; mobs, throngs, rabbles, warbands, thugs in uniform.
1 Barely Disciplined Poor village militia, gendarmes, low quality troops.
2 Disciplined Good militia, mediocre troops, Imperial peltasts, Lintha pirates.
3 Crisp Excellent militia, good troops, Imperial medium foot, Seventh Legion reservists.
4 Crack Excellent troops, Imperial heavy foot, Seventh Legion line troops, Immaculate monks.
5 Flawless Superb troops: Legion of Silence, tiger warriors, Seventh Legion veterans, brass legionnaires, brides of Ahlat.
Endurance (formula)

Endurance = (Drill + Stamina).

For solo units, Endurance = (Stamina + Resistance).

If Endurance ever drops to 0, the unit suffers -2 on all actions from fatigue.

Might (composition & equipment)
Might Unit Composition
0No supernatural abilities; strictly mortal troops.
1God-Blooded, trained thaumaturges, average ghosts.
2Younger Terrestrial Exalted; weak gods/elementals; ghost warriors; young faerie nobles; non-combat demons.
3Older Terrestrials or synergy-focused Terrestrials; Immaculate monks; young Celestials; strong 1st-circle demons; war ghosts.
4Experienced Celestial Exalted; very old Terrestrials; Immaculate masters; 2nd-circle demons; warlike divinities.
5Lesser elemental dragons; elder Celestial Exalted (Essence 6+).

Bonus Equipment
+1Thaumaturgical talismans and alchemical potions.
+2Basic magical armor/weapons; powerful thaumaturgical artifacts (e.g., gunzosha armor).
+3Essence-discharge weapons; magical power armor (warstriders, dragon armor).
+4Powerful First Age artifacts or divine weapons.
Attack Ratings, Damage, Armor, Morale (formulas)

Close Combat Attack Rating = (avg Dex + appropriate combat Ability) / 2 (round down).

Ranged Attack Rating = (avg Dex + appropriate combat Ability) / 2 (round down).


Close Combat Damage = (avg Str + weapon damage) / 3 (round up).

Ranged Damage = (avg Str + weapon damage) / 3 (round up) (*not every ranged weapon adds Strength).


Armor = (unit’s full lethal soak) / 3 (round up).

Mobility is the unit average (not the leader). Hardness applies only if all troops meet that rating or better.


Morale = the lower of: troops’ avg Valor or leader’s Valor.

Mounted units may use the steeds’ avg Valor if lower. Undead/automata units have perfect Morale regardless of commander.

Special Characters (roles)

A unit may have up to (Magnitude × 2) special characters. The leader does not count against this limit.

TypeWhat they do
Hero Subofficers who can assume command. Heroes may attack other units in close combat as solo units. Heroes can break away with part of the unit to form a new unit. A hero can lend her Close Combat Rating (instead of the leader’s), limited by the leader’s War.
Sorcerer Skilled archers and spellcasters. Can make ranged attacks or cast spells independently. Can lend Ranged Combat Rating (instead of the leader’s), limited by the leader’s War.
Relay Drummers/buglers/standard bearers/signalmen. Units of Magnitude 3+ need at least one Relay per dot of Magnitude. Without relays: unit can only assume unordered formation and suffers -2 effective Drill. Relays can stand in for the commander on rout/hesitation checks and other command-critical moments.
Formation (effects)
Formation (min Drill) Description Effects
Unordered (Drill 0) Chaotic formation (barbarians by choice, professionals only when forced). +2 difficulty to hesitation rolls.
Skirmish (Drill 1) Mobile; reduces casualties from volleys; vulnerable to close combat rushes. Doubles shield/cover bonuses vs all attacks and adds +3 DV vs ranged. Close-combat attackers double their Magnitude for attack bonus (close-formation attackers triple). +2 difficulty to hesitation rolls.
Relaxed (Drill 1) Middle ground; no major pros/cons. Doubles shield/cover bonuses vs ranged attacks.
Close (Drill 2) Maximum synergy; better defenses/morale; vulnerable to AoE. Doubles unit’s Close Combat Rating and doubles DV bonuses from shields/cover vs close combat. Unit’s Magnitude is doubled for ranged attack bonuses. -2 difficulty from all hesitation rolls.
Aim (3 / -1)

Pick a target. If you abort to attack that target, add +1 die per tick spent aiming (max +3).

If you abort to do anything else, subtract two dice from those rolls.

Attack (varies / varies)

A unit uses the statistics of its leader, who “wears” it. War follows the same 10-steps as combat.

For any action, the leader uses the standard Ability or her War, whichever is lower, for the dice pool.

  • Add unit’s Close Combat Rating (or Ranged Combat Rating) as bonus successes to attacks, max (leader’s War).
  • Add unit’s Might as bonus successes to the attack.
  • Magnitude difference between attacker and target adjusts successes by the difference (max ±3).
  • Raw damage adds unit’s Close/Ranged Combat Damage to leader’s raw damage (as appropriate).
  • Unit Armor adds to leader’s bashing/lethal/aggravated soaks.
  • Half the unit’s Close Combat Rating adds to leader’s PDV.
Called Shots (varies / -1)
Called Shot Effect Penalty
Enveloping Envelope a smaller unit, adding +3 difficulty to Disengage (+1 difficulty to attacker). -2e, >Magnitude<
Attacking Commanders / Special Characters On a hit, damage is dealt directly to the target (not the unit). -([Drill or Magnitude]/2)e (round up)
Initiate Duel Switch from long ticks to regular ticks with a target special character. If they refuse, roll an attack without unit bonuses; success forces the duel.
Unit Damage (health → magnitude)

Minimum damage is based on the unit’s Magnitude (not the leader’s Essence).

The unit begins with full health equal to the leader’s maximum.

When unit health reaches Incap, reduce Magnitude by 1, reset health, and check the unit for rout.

Rank-and-file PCs roll (Wits + Willpower), difficulty equal to the largest Magnitude loss from a single attack. Failure: roll 1 die and take that much unsoakable lethal damage.

Exhaustion (Endurance loss)

Units have Endurance = (Drill + Stamina). Solo units use (Stamina + Resistance).

Each time a unit attacks or suffers an attack, it risks losing 1 Endurance after resolution. Leaders/Relays can avert the loss with reflexive (Charisma + War) vs difficulty equal to the Fatigue value of troop armor.

Units at 0 Endurance suffer -2 on all actions from fatigue.


Circumstance Difficulty Mod
Unit’s Morale 3+-1
Unit has perfect Morale-2
Unit engaged with an enemy unit+2
Unit charged as last action+1
Hot weather / snowy+1
Desert / blizzard+2
Extreme temperatures+3
Movement (rates)
Action Rate Notes Speed / DV
Move (Avg Dex − Avg Mobility) yards/tick Min 1 yard; reflexive. *X depends on formation (see multiplier chart). 0 / -0
Dash (Charge/Forced March)* (Unit Move Speed + 6) yards/tick Min 2 yards; may not parry without a stunt. *X depends on formation. 3 / -2
Climb / Swim* Unit Move Speed yards/tick Min 1 yard; always requires roll. *X depends on formation. 3 / -2

* Leader rolls (Charisma + War), difficulty (Magnitude − Drill), min 1. Then reduce unit Endurance by the Fatigue penalty.


Formation Speed Multiplier
None (Solo)×100
Unordered×30
Skirmish×100
Relaxed×70
Close×40
Flurry (varies / varies)

Use normal combat flurry rules, except a unit cannot attack more than one enemy unit in a tick.

Guard (3 / -0)

Units following this order focus on defense; good for advancing under fire from ranged volleys.

Inactive (5 / special)

Only rare magic causes this; a unit cannot be knocked unconscious or grappled.

Miscellaneous Actions (list)
Change Formation (5 / -1)

Switch formations. Leader/Relay rolls (Charisma + War), difficulty (Magnitude − Drill), min 1.

Disengage (0 / -0)

Engaged units must Disengage to move away after close combat engagement.

Leader/Relay reflexively rolls ([Wits + War + Drill] − Magnitude), difficulty (opposing unit’s Drill + 3).

Turn (3 / -1)

A unit may reflexively shift facing by < 90°.

Leader/Relay rolls (Charisma + War), difficulty (Magnitude − Drill), min 1 to turn more than 90°.

Attacks from directly behind impose the usual unexpected-attack advantages.

Split Unit (3 / -1)

Heroes may split off with troops to form a new unit. Recalculate new Magnitude; old Magnitude drops (min -1).

Solo units can do this faster as a (0 / -0) action.

Merge Units (3 / -1)

Both leaders roll reflexive (Charisma + War), difficulty (Magnitude − Drill), min 1.

If either fails, units do not merge and the failing unit(s) hesitates. On success, add troops to larger unit and dissolve the smaller.

Signal Units (3 / -0)

The leader signals across the battlefield to a number of units equal to the number of relays in the sender’s unit.

Rally (4 / -1)

Leader/Relay rolls (Charisma + [War or Performance]), difficulty (Magnitude − Drill), min 1.

  • Organization — promote one troop to Relay.
  • Numbers — gather scattered allies; increase Magnitude by 1.
  • Second Wind — restore Endurance equal to Drill (max Magnitude).