Making a Difference: Mass Battle for small Groups
Command Squads
Command Squads consist of a Strategist and their Command Staff.
Strategist
The Strategist uses their ability to command and plan to create the conditions necessary for victory. They use the Command skill to take actions in the field of battle and are supported by the other PCs who choose to serve in the staff.
Even if the PCs split into multiple Squads, only one PC can serve as the Strategist at a given time.
Reminder: If the Command Squad is not playing with a linked Combat Squad, then any openings identified will be considered to be exploited after 1d4 sequences.
Note: If the GM wishes to reduce randomness, any dice roll of 1d4 can be set to a fixed value between 1 and 4, as determined by the GM.
The Strategist may take the following one of the following actions during each Battle Turn:
(Note: To Convert: Change TN2 Command checks to TN 15 Battle checks in 1-4th Edition L5R)
Command Squads consist of a Strategist and their Command Staff.
Strategist
The Strategist uses their ability to command and plan to create the conditions necessary for victory. They use the Command skill to take actions in the field of battle and are supported by the other PCs who choose to serve in the staff.
Even if the PCs split into multiple Squads, only one PC can serve as the Strategist at a given time.
Reminder: If the Command Squad is not playing with a linked Combat Squad, then any openings identified will be considered to be exploited after 1d4 sequences.
Note: If the GM wishes to reduce randomness, any dice roll of 1d4 can be set to a fixed value between 1 and 4, as determined by the GM.
The Strategist may take the following one of the following actions during each Battle Turn:
(Note: To Convert: Change TN2 Command checks to TN 15 Battle checks in 1-4th Edition L5R)
Action |
Roll |
Description |
Assess |
Water + Command TN 2 |
Learning the enemy’s plan, through direct intelligence or various forms of assessment, allows the commander to claim victory on the field. On a successful Assess attempt, the strategist reveals one of the opposing army’s openings, allowing an allied gunso to Hold the Line to defend it. If there are multiple openings identified, randomly determine which opening this action uncovers. Additionally, the commander adds their bonus successes to their initiative during turn resolution. If the Strategist knows the opposing commander's demeanor, they may add +2 to their initiative as well. |
Blessing of the Heavens |
Void + Command TN 2 |
Used by a general to support a shugenga in the casting of a spell. On a success, the general can allow one squad to move to defend the shugenja in the event a foe or rival uses the Charge action to attack. If the shugenja is not attacked, he adds +1 to the number of turns he has been casting the spell in addition to his own action. |
Direct |
Earth + Command TN 2 |
Used by a general to give commands to an allied gunso. The general may command a gunso to take an action; doing so increases the effect of the gunso’s action by +1. It can also be used to properly manage and deploy forces, allowing a number of Heroes equal to the commander’s Command Rank to change role during sequence resolution. |
Feint |
Fire + Command TN 2 |
The general uses misdirection and complex maneuvering to confuse the opponent. Increase the number of turns required for the opposing army to achieve its assessed openings by +1. |
Identify |
Air + Command TN 2 |
Used by a general to recognize and begin to shape 1d4 openings an ally might exploit. If left unopposed, the strategist’s army will take the objective in 1d4 turns (roll for each). The duration of each opening is reduced by -1 during battle turn resolution to a minimum of 0; when the resolution would be reduced below 0 the opportunity is "exploited" and the general's army gains +1 Advantage. |
Alternate 5th Edition Strategist actions
If you are working with 5th Edition rules and all your PCs are in the Command Squad, you may make the Strategist a Leader instead. If you do so, they may take these alternative actions from the 5th Edition Core RPG.
Action |
Activation |
Effects |
Assault |
As an Attack and Movement action, you may make a TN 2 Tactics check to lead your troops in a strike targeting one enemy leader’s cohort. |
If you succeed, you deal attrition to the enemy army equal to your ranks in Command plus your bonus successes. |
Challenge |
As a Movement and Scheme action, you may make a TN 1 Command check targeting one enemy leader with a challenge to single combat |
If you succeed, you temporarily abandon your command position to enter the fray, challenging an enemy commander to a duel. You stake 10 honor and 5 glory, which you forfeit if you sabotage the clash. Then, the target must choose whether to accept or decline your Challenge. Based on the target’s decision, resolve one of the following:
If you win the clash, the enemy army suffers 5 panic. If you lose the clash, your army suffers 5 panic. |
Rally |
As a Support action, you may make a TN 1 Command check targeting one friendly leader’s cohort. |
If you succeed, your army removes 1 panic, plus 1 additional panic per bonus success. If you succeed or fail, the target counts as having your assistance (see page 26) on their next check before the end of the scene. |
Reinforce |
As a Movement and Support action, you may make a TN 2 Tactics check to have your cohort dig in at one chosen position. |
If you succeed, increase the TN of Attack action checks targeting your squad by 1, plus an additional 1 per two bonus successes. This effect persists for one round. If you choose an unoccupied fortification or piece of terrain this way, you are considered to be occupying it until you narratively leave it or perform an action other than Challenge or Reinforce. |
(Note: To Convert: Change TN2 Command checks to TN 15 Battle checks in 1-4th Edition L5R)
Command Staff
Command Staff are heroes who support a strategist. Members of the staff provide advice, special forces functions, and occasionally direct aid in the event of a challenge or attack. They are considered to be at the same location as the Strategist.
Only one character may hold a staff role at a time.
(Note: To Convert: Change TN2 checks to TN 15 Battle checks in 1-4th Edition L5R)
The ring used for these checks by Command Staff should be selected by the GM once the Staff Member has described how they plan on assisting with the battle. For example, an Engineer may use fire (fire ring), pit traps (earth ring), ballista (air ring), etc
The Command Staff Roles are:
Command Staff
Command Staff are heroes who support a strategist. Members of the staff provide advice, special forces functions, and occasionally direct aid in the event of a challenge or attack. They are considered to be at the same location as the Strategist.
Only one character may hold a staff role at a time.
(Note: To Convert: Change TN2 checks to TN 15 Battle checks in 1-4th Edition L5R)
The ring used for these checks by Command Staff should be selected by the GM once the Staff Member has described how they plan on assisting with the battle. For example, an Engineer may use fire (fire ring), pit traps (earth ring), ballista (air ring), etc
The Command Staff Roles are:
Role |
Description |
Available Actions |
|
Champion |
The champion may take the place of a Commander in a duel and defends the command group. |
Martial Arts (Melee) TN 1 |
Reduces Fatigue taken by the Command Staff at Sequence Resolution by 1 + Bonus Successes Takes the place of the Strategist in a duel if they successfully roll a TN 1 Command check. |
Engineer |
The engineer commands siege engines and their crews, |
Labor TN 2 |
Create 1 Opening for an associated combat squad per sequence. |
Forward Observer |
Relays information from the field to the Strategist |
Culture TN 1 |
Gives +1 success or +1 Opportunity to a number of Command or Tactics checks made by a Strategist or allied gunsos equal to 1+ Bonus Successes |
Healer |
The healer works in the medical tents, restoring the injured and easing the dying. |
Medicine TN 2 |
Morale lost during sequence resolution is reduced by 1. |
Harrier |
The harrier works with their sisters and brothers to damage supplies and hinder movement. |
Skullduggery TN 2 |
The opposing army loses 1 additional morale during sequence resolution. |
Negotiator |
The negotiator works to end the conflict peacefully by discussing matters with his counterpart. |
Sentiment TN 2 |
Initiate one member of the rival staff or the rival strategist and attempt to negotiate with or outwit their rival. The negotiator selects a skill from the Social skills group and a ring. Their opponent does the same. If the negotiator succeeds with a number of successes greater than or equal to their opponent's vigilance, they may create an Opening for an associated combat squad and prevent that opponent from taking an action for a turn. An army without a commander or one bent on total war (e.g. most Spider armies, all Shadowlands armies) cannot be negotiated with. |
Advisor |
This staff member communicates between members of the Command Staff and the field. |
Courtesy TN 2 |
Reduces Strife taken by the Command Staff at Sequence Resolution by 1 + Bonus Successes |