Making a Difference: Mass Battle for small Groups
Skirmishes in Battle
Many gunso actions initiate a skirmish.
These skirmishes take place during the battle sequence in which they were initiated, involve the gunso and any characters in his squad, and last until the gunso chooses to withdraw.
Each skirmish is a unique event, with a unique description and goal, but share the following general progression for normal opponents of similar level to the PC:
If one or more Heishi take a Water Battle stance (focusing on mobility), the number of opponents the squad faces in the first turn is reduced by 1/point in the water ring, cumulative. The number of opponents first round cannot be reduced below the starting number of heroes in the squad.
Note: Most Skirmishes are described as lasting 1d4 rounds. If this provides too much randomness, a GM may optionally select an optimal fixed number of rounds that skirmishes will last between 1 and 4.
Example:
In the first turn of combat, the combat squad, consisting of 5 heroes, faces a group of enemy soldiers.
Originally there would be 10 enemy soldiers first turn, but two of the Heishi took a Water Battle stance, reducing the number by their water rings (3 and 2 respectively), so only 5 enemy soldiers remain.
During the first turn, they defeat 2 enemy soldiers, leaving 3 standing. Since no heroes were taken down, they gain 1 Advantage.
The Gunso can then decide to continue the Skirmish for further advantage or end it. The Gunso chooses to continue.
During the second turn of combat, 5 additional enemy soldiers join the conflict, leaving the PCs facing 8 enemy soldiers.
They defeat 3 more enemy soldiers during the second round. Since no PCs were taken down in the second turn, they gain 1 additional Advantage.
The Gunso can then decide to continue the Skirmish for further advantage or end it. The Gunso chooses to end it, knowing they will be unable to defeat 10 enemy soldiers without losing any PCs.
For individually large opponents such as oni, a single large oni may take the place of a group of opponents in a round. However, this number cannot be reduced by Heishi.
Example:
In the first turn of combat, an oni attacks. No heroes were taken down, though the oni is still standing. The army gains 1 advantage.
The gunso chooses to continue.
In the second turn, 5 goblins join the oni. The oni is defeated. One of the PCs becomes Incapacitated in the fight. No advantage is gained.
The gunso chooses to continue anyway.
In the third turn, a second oni joins the fight. Three goblins are defeated, but two remain. No further PCs become Incapacitated. The army gains 1 advantage.
Facing a fresh oni, 2 goblins, and whatever else might come upon them next turn, the gunso decides to break off the skirmish and the opening is fully exploited.
The opponents' Fatigue, Resistance, and Special Abilities are based on the composition of the army.
The Narrator may vary the initial encounter, types of attack the opponents uses, how well the opponents coordinate their attacks, and the range at which opponent’s start when using normal skirmishing rules.
Many gunso actions initiate a skirmish.
These skirmishes take place during the battle sequence in which they were initiated, involve the gunso and any characters in his squad, and last until the gunso chooses to withdraw.
Each skirmish is a unique event, with a unique description and goal, but share the following general progression for normal opponents of similar level to the PC:
- In the first round of a skirmish, the squad faces a number of opponents equal to 2X its starting number, reduced by the actions of heishi in mobile stance within the squad.
- In the second, it faces a number of additional opponents equal to its starting number.
- Each round afterwards, it continues to add a number of additional opponents equal to its starting number
If one or more Heishi take a Water Battle stance (focusing on mobility), the number of opponents the squad faces in the first turn is reduced by 1/point in the water ring, cumulative. The number of opponents first round cannot be reduced below the starting number of heroes in the squad.
Note: Most Skirmishes are described as lasting 1d4 rounds. If this provides too much randomness, a GM may optionally select an optimal fixed number of rounds that skirmishes will last between 1 and 4.
Example:
In the first turn of combat, the combat squad, consisting of 5 heroes, faces a group of enemy soldiers.
Originally there would be 10 enemy soldiers first turn, but two of the Heishi took a Water Battle stance, reducing the number by their water rings (3 and 2 respectively), so only 5 enemy soldiers remain.
During the first turn, they defeat 2 enemy soldiers, leaving 3 standing. Since no heroes were taken down, they gain 1 Advantage.
The Gunso can then decide to continue the Skirmish for further advantage or end it. The Gunso chooses to continue.
During the second turn of combat, 5 additional enemy soldiers join the conflict, leaving the PCs facing 8 enemy soldiers.
They defeat 3 more enemy soldiers during the second round. Since no PCs were taken down in the second turn, they gain 1 additional Advantage.
The Gunso can then decide to continue the Skirmish for further advantage or end it. The Gunso chooses to end it, knowing they will be unable to defeat 10 enemy soldiers without losing any PCs.
For individually large opponents such as oni, a single large oni may take the place of a group of opponents in a round. However, this number cannot be reduced by Heishi.
Example:
In the first turn of combat, an oni attacks. No heroes were taken down, though the oni is still standing. The army gains 1 advantage.
The gunso chooses to continue.
In the second turn, 5 goblins join the oni. The oni is defeated. One of the PCs becomes Incapacitated in the fight. No advantage is gained.
The gunso chooses to continue anyway.
In the third turn, a second oni joins the fight. Three goblins are defeated, but two remain. No further PCs become Incapacitated. The army gains 1 advantage.
Facing a fresh oni, 2 goblins, and whatever else might come upon them next turn, the gunso decides to break off the skirmish and the opening is fully exploited.
The opponents' Fatigue, Resistance, and Special Abilities are based on the composition of the army.
The Narrator may vary the initial encounter, types of attack the opponents uses, how well the opponents coordinate their attacks, and the range at which opponent’s start when using normal skirmishing rules.