Making a Difference: Mass Battle for small Groups
Ritual Squads
Ritual Squads consist of a Shugenja and one or more Yojimbo. Their focus is to use the power of the elements for the good of his army or the peril of his foes,
Shugenja
A shugenja is protected by a unit of Yojimbo. One or more Shugenja may be within a Ritual Group, however only one will take the lead per sequence. Shugenja who invoke the kami upon the field of battle may create advantage for their army.
Shugenja leading a ritual squad may use one of the following actions per battle sequence:
Note: To Convert:
There is no role for Shugenja in Mass Battle in 5th Edition so consider these actions made in response to a specific kind of Strategic Objective.
Ritual Squads consist of a Shugenja and one or more Yojimbo. Their focus is to use the power of the elements for the good of his army or the peril of his foes,
Shugenja
A shugenja is protected by a unit of Yojimbo. One or more Shugenja may be within a Ritual Group, however only one will take the lead per sequence. Shugenja who invoke the kami upon the field of battle may create advantage for their army.
Shugenja leading a ritual squad may use one of the following actions per battle sequence:
Note: To Convert:
There is no role for Shugenja in Mass Battle in 5th Edition so consider these actions made in response to a specific kind of Strategic Objective.
Action |
Roll |
Description |
Counter |
Ring + Theology: TN: Opponent's Vigilance |
The shugenja targets one other shugenja who is Invoking the Kami or channeling for or Sustaining such an effect, and engages them in a Shugenja duel to prevent them from casting their spell. On success, that Shugenja enters a Shugenja duel with the enemy Shugenja. If the Shugenja duel is broken (a participant voluntarily choses to quit the Clash) before one or the other party is defeated, it devolves into a skirmish involving the rest of the party which lasts for 1d4 rounds. During this skirmish, no other party members may interfere with the dueling shugenja without taking a 5 point honor loss. If the Shugenja Casting the Invocation calls off the clash or is defeated in the Shugenja duel, the Invocation is lost and no . A character who is incapacitated, or received a severity 6 wound or higher in this Shugenja duel or the subsequent skirmish cannot take actions and is removed from the battle. |
Invoke the Kami |
Ring + Theology TN 6 |
The shugenja calls upon the Elemental Kami to aid them in battle in an hour of desperate need, without casting a specific spell. The ring used will determine the effect that grants the advantage:
Opportunities on this role can be used to add additional battlefield effects at GM discretition Once successfully cast, the effect can be sustained for a number of sequences equal to the shugenja's Void ring. Invoking the Kami successfully gives the army 1 point of Advantage towards its goal per turn the effect is held. This effect always requires an offering. This effect may use channeled dice. If a shugenja is invoking the kami, it creates an Opening for that turn that can be exploited by an opposing Gunso. |
Channel |
Ring + Theology |
A shugenja intending to Invoke the Kami or Casting an Invocation may spend their action Channeling to assist them in completing their invocation. If a shugenja is channeling it creates an Opening for that turn until the invocation is cast that may be exploited by an opposing Gunso, even if they are casting a normal invocation. This is because generally gunso will assume they are channeling to Invoke the Kami. |
Sustain |
None |
A shugenja may continue an Invoke the Kami effect that was cast in a previous sequence. Sustaining the effect grants the army an additional +1 Advantage. The effect may be sustained for a number of sequences equal to their Void ring. If a shugenja is sustaining an effect it creates an Opening for that turn that can be exploited by an opposing Gunso. |
Cast an Spell |
Varies |
A shugenja may cast a normal invocation as described in the RPG. This action is not strong enough to impact the whole battlefield in order to grant advantage though it can impact the area immediately around the shugenja and may benefit them in skirmishes within their area. If a shugenja is casting an invocation it usually does not create an opening unless the GM decides that the impact of the effect will be great enough to give the Shugenja's army a point of advantage. |
Yojimbo
Yojimbo are heroes, PC and NPC, who assist and defend Shugenja in a Ritual Squad. At the start of each battle sequence, each Yojimbo may assume one of the following Battle Stances to support their Squad in the conflict. Each Battle Stance provides a bonus to the Squad or the shugenja in it.
More than one Yojimbo can take the same Position within a Squad. A Yojimbo may change their Position at the beginning of each Battle Sequence.
The Yojimbo Positions are:
Yojimbo are heroes, PC and NPC, who assist and defend Shugenja in a Ritual Squad. At the start of each battle sequence, each Yojimbo may assume one of the following Battle Stances to support their Squad in the conflict. Each Battle Stance provides a bonus to the Squad or the shugenja in it.
More than one Yojimbo can take the same Position within a Squad. A Yojimbo may change their Position at the beginning of each Battle Sequence.
The Yojimbo Positions are:
Stance |
Role |
Description |
Attendant (Fire) |
Fire + Theology TN 2 |
The Yojimbo uses their own passion and knowledge of the kami to improve their Shugenja's actions. If successful, A bushi, courtier, shinobi, or artisan may add + 1k0 ring dice to the shugenja's theology roll. A monk may add +1k1 ring dice to the shugenja's theology roll. A shugenja may add +1k1 skill dice to the shugenja's theology roll. In addition, a shugenja who assisted in successfully Invoking the Kami can continue to act as an Attendant and Sustain the invocation effect. If they do so, then both the casting shugenja and the assistant shugenja must be defeated in a Counter or Gunso strike in order to end the Invocation effect. They only may assist for a number of turns equal to their Void ring. |
Protector (Earth) |
Earth + Medicine TN 1 |
The Yojimbo uses his knowledge of medicine to bind up wounds. During Turn Resolution, he reduces Fatigue inflicted on the squad during turn resolution by 1+ his bonus successes. |
Counselor (Void) |
Void + Meditation TN 1 |
The Yojimbo uses his calmness and clear mind to protect his charge. During Turn Resolution, he reduces Strife inflicted to the squad during turn resolution by 1+bonus successes. |
Champion (Water) |
Water + Command TN 1 |
The Yojimbo may step into a physical attack or challenge aimed at his charge. If the shugenja is attacked or challenged physically, the yojimbo may step in and take the shugenja's place so the shugenja is not interrupted. If the challenger is a shugenja or monk, the yojimbo's shugenja loses 5 honor. |
Guardian (Air) |
Air + Survival TN 1 |
The Yojimbo may use their understanding of the environment to protect his charges. 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. |