Making a Difference: Mass Battle for small Groups
Combat Squads
Combat Squads consist of a Gunso and one or more Heishi.
Gunso
A Gunso leads a unit of heishi, PCs and NPCs who serve as soldiers, to attempt to exploit the openings presented by the leaders on the battlefield (either by Strategists, Leaders, or Commanders).
The Gunso uses the Tactics skill to take one of the following actions. A Gunso cannot receive assistance on this roll.
Note: To Convert:
In 1-4th Edition L5R: Change TN2 Tactics checks to TN 15 Battle checks
There is no equivalent to Gunsos in 5th Edition so consider these actions made in response to Leaders' strategic objectives.
Action |
Roll |
Description |
Charge |
Fire + Tactics TN 2 |
If the Commander has identified an opening, the gunso may attempt to exploit it by taking this action. Alternatively, the gunso may Charge an shugenja using Invoke the Kami or Channel or Sustain On a successful charge attempt, the squad engages in a skirmish with the enemy squad which can last for up to 1d4 rounds. For each round in which no squad members are Incapacitated or suffering a Severity 6 wound or higher , increase the squad’s army’s Advantage by 1. At the end of each round (up to the last), the gunso may choose to break off the engagement. Note: The opening targeted by the charge action is then marked ended and cannot be exploited further. A character who received a severity 6 wound or higher in this skirmish cannot take actions and is removed from the battle. |
Challenge |
Air + Tactics TN 1 |
The gunso selects a rival (squad gunso or strategist) and maneuvers his squad so that the rival and one of the gunso’s squad members engage in a martial duel. On a successful attempt, one squad member of the gunso’s choice attempts to roll a TN1 Command Check on a selected opponent. On success, that squad member enters into a Clash with the enemy. If the clash is broken before one or the other party is defeated, it devolves into a skirmish involving the rest of the party which lasts for 1d4 rounds. A character who is incapacitated or received a severity 6 wound or higher in this duel or the subsequent skirmish cannot take actions and is removed from the battle. |
Hold the Line |
Earth + Tactics TN 2 |
The gunso leads his squad into the thick of the fighting, supporting their brothers and sisters and urging them to hold the line at any cost. On a successful attempt, the squad engages in a skirmish for 1d4 rounds. For each round in which none of your squad members are incapacitated or suffering a severity 6 wound or higher , remove one enemy opening or reduce the Advantage gained by an opponent Charge by 1. At the end of each round (up to the last), the gunso may choose to break off the engagement. A character who received a severity 6 wound or higher in this skirmish cannot take actions and is removed from the battle. |
A Brother's Need |
Water + Tactics TN 2 |
The gunso holds his squad in reserve, watching and waiting for the moment to strike. On a successful attempt, the squad sets itself to join with another squad who is engaged in a Charge or Hold the Line action, or Ritual squad or Command Squad being attacked by an enemy. Each squad calculates its effect separately, but the individual members can support one another during the skirmish. |
Raise the Colors |
Void + Tactics TN 2 |
The gunso calls for the banners to be raised, holding his ground and daring anyone to attempt to move him. On a successful attempt, the squad stands its ground in a dramatic fashion. They engage in a skirmish with the enemy for up to 1d4 rounds. For each round in which no squad member is incapacitated or receives a severity 6 wound or higher , increase the allied army’s Morale by +1. At the end of each round (up to the last), the gunso may choose to break off the engagement. A character who received a severity 6 wound or higher in this skirmish cannot take actions and is removed from the battle. |
Heishi
Heishi are heroes, PC and NPC, who fight alongside and at the direction of a Gunso. At the start of each battle sequene, each Heishi may assume one of the following Battle Stances to support their Squad in the conflict and make an action roll associated with it. Each Battle Stance provides a bonus to the Squad.
More than one Heishi can take the same Battle Stance within a Squad. A Heishi may change their Battle Stance at the beginning of each Battle Sequence.
Within an individual skirmish, each Heishi must take the Stance associated with their Battle Stance to begin the skirmish (as if they had rolled initiative in that stance). However they may change to other regular stances at their action in the skirmish as normal.
In 1-4th Edition L5R: Change TN2 Tactics checks to TN 15 Battle checks
The Heishi Battle Stances are:
Heishi are heroes, PC and NPC, who fight alongside and at the direction of a Gunso. At the start of each battle sequene, each Heishi may assume one of the following Battle Stances to support their Squad in the conflict and make an action roll associated with it. Each Battle Stance provides a bonus to the Squad.
More than one Heishi can take the same Battle Stance within a Squad. A Heishi may change their Battle Stance at the beginning of each Battle Sequence.
Within an individual skirmish, each Heishi must take the Stance associated with their Battle Stance to begin the skirmish (as if they had rolled initiative in that stance). However they may change to other regular stances at their action in the skirmish as normal.
In 1-4th Edition L5R: Change TN2 Tactics checks to TN 15 Battle checks
The Heishi Battle Stances are:
Stance |
Roll |
Effect |
Mobile (Water) |
Water + Fitness TN 1 |
The heishi uses his physical abilities to drive his squad to greater heights. The heishi reduces the number of foes faced during a skirmish round by 1 + Bonus Successes, to a minimum of one per starting squad member. Note: This value may be reduced to 1 or even none, depending on the nature of the opponent. However, it should indicate a reduction in the power able to be applied by the enemy within a particular skirmish. |
Observant (Air) |
Air + Survival TN 1 |
The heishi uses his skill in observation to find a safer starting position from which to fight. He may add +1 TN to be hit to a number of squad members equal to 1 + Bonus successes. This bonus only applies to the first turn of a skirmish. |
Offensive (Fire) |
Fire + Martial Arts (Melee) TN 1 |
The heishi uses his combat skills to press the enemy. He may add +1 Damage to Strikes for a number of squad members of 1 + Bonus Successes. |
Prayerful (Void) |
Void + Meditation TN 1 |
The Heishi uses his insight and peace of mind to protect his comrades. During Turn Resolution, he reduces strife carried by each member the squad by 1 + Bonus successes |
Protective (Earth) |
Earth + Medicine TN 1 |
The heishi uses his knowledge of Healing to help patch up his comrades. During Turn Resolution, he reduces fatigue carried by each member the squad by 1 + Bonus successes |