Rules for Squads and a New Advantage: Squad Commander

 


Squads represent the faceless nameless masses of antagonists in any good action movie. These rules focus on allowing the GM to use these large groups of enemies against the player characters in a simple yet engaging way, simulating action scenes against dozens of foes who are defeated in droves.


Be aware that, while easily defeated, squads can still be quite lethal. One squad for each PC in a combat, plus one extra per bushi can make for a fun fight with real danger. When having actual NPCs with full sheets as opponents, maybe just a couple of Squads to round-up the action economy in favor of the NPCs can help create a more equiparable challenge.


These rules were originally created MANY years ago by a user from the old AEG forums that I unfortunately don’t have the name anymore. Since then, I refined them until they got to the present state.

SQUAD RULES:

Squads are an entirely separate breed from all other characters. They are calculated as entire groups and lose effectiveness as the group is cut down. Each squad has the following characteristics: Threat Rating, Size, ATN, Damage, Skills and Special Traits, as described below:


Threat Rating: An abstraction of how tough and competent a given squad is. It can range from a 1 (representing peasants, goblins, or low level undead) to 5 (representing ogres, minor demons, or elite samurai). The Threat Rating of the squad is the main stat used to determine their rolled and kept dice for any actions they take. Each squad can be Socially- or Combat-focused, using their full Threat Rating for the kinds of scene they are geared towards and their Threat Rating -2 (minimum 1) to the other.


Size: This represents how many people/creatures are in a squad. As they take damage, this number drops off. This adds to how many dice the squad rolls for each action it takes.


ATN: A Squad's ATN is calculated as 5+(Threat Rating*5)+(Defense Skill*2), plus their Armor bonus, if any.


Damage: Squads do not roll for damage, but rather deal a flat amount based on the weapon they’re using plus their Threat Rating. Calculate this as follows: Each kept dice of damage dealt by the weapon adds +4 to their damage and each rolled dice of damage adds +2 to their total. Consider only the DR of the weapon, ignoring any Strength value the squads theoretically have. For example, a Katana has a DR of 3k2, so it deals Threat Rating + 14 damage to each target it strikes and is affected by Reduction as normal.


Skills: Skills add to the number of dice rolled by the squad as normal, but they don’t benefit from Emphases or Mastery abilities like normal characters do. Every squad starts with 1 rank in a skill relevant to their role: courtly squads can choose between Courtier or Etiquette, martial squads start with a Weapon skill or Defense, caster squads start with Theology.


Special Traits: Some squads will have additional effects that can range from needing extra damage to defeat, invulnerability, even weaknesses against some kind of damage type. This varies based on the traits applied to the squad by the GM or the commander who paid points to equip and train them. These special traits will be presented later in this document.

Defeating a Squad:

Each time a squad is struck in combat, one of its members is defeated automatically. Each raise declared defeats an additional member of the squad. In any case, the squad's size drops by one for every member struck in this manner (Raising three times will defeat 4 members of a squad, for example).


When the last member of the squad is dropped, the squad is defeated. Note that as the size drops, so does the number of dice the squad rolls, reducing their effectiveness with every injury.


Since combat against squads are naturally more abstracted than against normal characters, alternative skills could be used to defeat them as well, like Intimidation. A character attempting to defeat a squad in this way should roll against the squad’s ATN in the same way they would for a normal attack. If a player questions why the armor the squad is wearing is increasing the TN of his Intimidation test, say that the squad is more confident because of the equipment or something.


A Shugenja who conjures a single-target damaging spell against a squad can call raises to defeat additional squad members exactly as above. Area spells are discussed below.

Squad Initiative:

Squads roll and keep their Threat Rating as Initiative. They lose all ties.

Squads and Raises:

A squad may declare raises, but only up to their Threat Rating. They use maneuvers as normal, but their damage always follows the rules previously discussed (4 damage for every kept dice, +2 for every rolled dice), so the Increased Damage maneuver called by a squad causes +2 damage.

Spell Casting Squads:

A squad may only cast spells if two conditions are met: it must have the Spell Caster Special Trait and there must not be any allied Character capable of casting spells in the scene. Otherwise, it will only be able to grant Free Raises on the Spellcasting Roll of the allied Character on its side. In a case like this, the Spell Caster Squad will grant to their Shugenja ally one Free Raise per Threat Rating it has.


In the case of the Squad being the only spell caster on their side of the conflict, it can cast its own spells. It may roll Threat Rating + Size + Theology versus the spell's normal TN. They may only know a number of spells equal to their Threat Rating and only from a number of rings equal to their Threat Rating. Usually, Spell Casting Squads are way less talented than Characters in speaking with the Spirits.

Squads and Targeting:

All effects target the entire squad. In cases where damage is dealt, one member is defeated, plus another one for each raise, just like attacks. In cases where the damage is applied through an Area of Effect, the unit suffers a number of casualties equal to the number of kept dice of the DR of the AoE.

Squads, Fear and Morale:

A squad makes Fear tests using their Threat Rating as their Willpower. A standard squad will usually break down and try to escape when its Size is reduced to below their Threat Rating. High and low morale squads have their own rules presented below.

Squads and Shadowlands:

Squads that have the Shadowlands trait or traits with the [Shadowlands] tag are considered to be tainted, lost, or otherwise affected by the powers of Jigoku. As such all spells, techniques, items, and abilities that target or are affected by the Shadowlands taint are triggered by this squad.

Squads and Void Points:

Squads don’t have Void Points, unless contradicted by a Special Trait.

SPECIAL TRAITS

Here’s a list of example traits that squads can have. This is non-exhaustive and can be used as a basis to create many others.

Equipment Traits:

Armor (Heavy): +10 to ATN, -2k0 to all rolls.

Armor (Light): +5 to ATN.

Piercing: The attacks made by this squad ignore the target’s Reduction.

Poison: Opponents struck by this squad must make a Stamina roll against TN 15+(Poison Skill*3) or suffer one Fatigue level. This effect is cumulative.

Reload: This squad’s method of attack demands reload after every use. They can only attack every other round. Provides +1 XP for construction, rather than costing XP.

Training Traits:

Clan Technique (Crab): +3 to damage, +5 versus Shadowlands.

Clan Technique (Crane): +3 to initiative, +2 to attack rolls.

Clan Technique (Dragon): +5 to ATN.

Clan Technique (Lion): +3 to melee attack rolls, +2 to damage after the squad suffered at least one casualty.

Clan Technique (Mantis): +3 Athletics skill rolls, +2 do damage.

Clan Technique (Phoenix): +3 to ATN, +5 to ATN of the squad and the target of a Guard combat maneuver.

Clan Technique (Scorpion): +3 to initiative and Stealth skill rolls.

Clan Technique (Unicorn): +2 to attack rolls and damage while mounted.

Cowardly: The squad will flee when they lose two members. This is a more extreme version of the “Weak Morale” trait and can’t be combined with it. Provides +2 XP for construction, rather than costing XP.

Durable: Two raises are needed for each additional kill.

Elemental: Choose a Ring. Gains a +5 to cast spells from that Ring, but -2 to cast spells from other rings.

Elite: May make raises for combat maneuvers at -1 difficulty per raise (Each raise increases the TN by 4, rather than 5).

Fearless: May add +2k0 to Fear Tests.

Fragile: A hit and each raise defeats two members of the squad instead of just one. Provides +2 XP for construction, rather than costing XP.

High Morale: will fight to the last man.

Kensai: +5 to ATN and Attacks when wielding a sword. Must have the “Elite” trait and Threat Rating of at least 4 to buy this trait.

Monk: Squad has a number of kiho equal to their Threat Rating. They use their Threat Rating to activate kiho, and they have a single Void Point that can only be used for this purpose.

Spell Caster: Squad may cast spells.

Weak Morale: Will automatically run if half the squad is destroyed. This is a less extreme version of the “Cowardly” trait and can’t be combined with it. Provides +1 XP for construction, rather than costing XP.

Yamabushi: This squad causes 12 + Threat Rating damage with unarmed attacks and has +3 ATN.

Monstrous Traits:

Controlled: Will follow the orders of the one controlling them to the letter. Will not stop until told to.

Demonic [Shadowlands]: Carries the Shadowlands Taint and may, a number of times per fight equal to its Threat Rating add its Threat Rating to the total of any skill roll.

Invulnerable: Requires Four raises to damage. Further raises may not be made to damage.

Magic Mud [Shadowlands]: On Activation of Mud: opponents AND allies within 3' will take 6 damage (ignores armor reduction). Squad is destroyed at the end of the encounter.

Mindless: No independent thought or creativity, can’t have skills. Provides a +1 XP for construction, rather than costing XP.

Ogre Strength [Shadowlands]: Add +5 to all damage rolls and Skill rolls involving Strength.

Tainted [Shadowlands]: Target must make an Earth Roll TN 5+1 for each time struck this combat or suffer one point of Shadowlands Taint.

Undead: Immune to mind affecting effects, poison and most other status conditions.

Vulnerability: Choose Jade, Crystal, Obsidian, Fire, or other substance. When dealt damage with this source it is considered “Fragile” and ignores Invulnerable. Provides a +2 XP for construction, rather than costing XP.



NEW ADVANTAGE


Squad Commander [Social] (3+ points)

This advantage provides your samurai with a squad. When defeated in battle, the player can just assume that they are replenished once per season with new recruits or by recovering from their wounds.


The base cost of a squad is 3 XP, and this purchases a Size 1, Threat Rating 1 squad with 1 rank in a skill determined by their type (social, martial, caster). You may purchase additional Threat Ratings at a cost of 2 XP per Threat Rating (up to your Status or Insight Rank, whichever is greater) and may purchase skills at a cost of 1 XP per Skill level (up to your Status or Insight Rank, whichever is greater).


Size may be increased at a rate of 1XP per Size (up to a maximum Size of 10). Special Traits may be purchased at a cost of 1 XP per Trait, but at GM's discretion and only if it fits the theme of the squad and campaign. You can’t buy a group of Zombie followers in a game that deals with courtly intrigue in the Imperial Capital, for example. Unless…


Squad Cost Reductions and Bonuses

Bushi: May purchase martial squads for -2 XP (Ashigaru, Samurai, Budoka, etc.)

Courtiers: May purchase social squads at -2 XP.

Shinobi: Squads start with 2 ranks distributed in Stealth or Sincerity.

Shugenja: May purchase squads that have the Spell Caster Special Trait. (Note: Other Classes may NOT purchase Spell Caster squads).

Crane: All squads may choose one of the Following Skills for Free, at Rank 1: Courtier, Etiquette, Kenjutsu.

Crab: All squads may choose one of the Following Skills for Free, at Rank 1: Defense, Weapon Skill, Lore: Shadowlands.

Dragon: All squads may choose one of the Following Skills for Free, at Rank 1: Kenjutsu, Investigation, Theology.

Lion: All squads may choose one of the Following Skills for Free, at Rank 1: Weapon Skill, Battle, Defense.

Mantis: All squads may choose one of the Following Skills for Free, at Rank 1: Weapon Skill, Intimidation, Hunting.

Phoenix: All squads may choose one of the Following Skills for Free, at Rank 1: Courtier, Defense, Theology.

Scorpion: All squads may choose one of the Following Skills for Free, at Rank 1: Weapon Skill, Stealth, Sincerity.

Unicorn: All squads may choose one of the Following Skills for Free, at Rank 1: Weapon Skill, Athletics, Horsemanship.

Status 3+: You may gain +1 XP towards purchasing a Squad.

Status 5+: You may gain +3 XP Towards purchasing a Squad. This stacks with Status 3.

Glory 3+: You may gain +1 XP towards purchasing a Squad.

Glory 5+: You may gain +3 XP Towards purchasing a Squad. This stacks with Glory 3.

EXAMPLE OF SQUAD CREATION


Leandro is a Hida Bushi with a Glory of 3 and a Status of 2. He wishes to purchase a group of lower rank samurai that will help him fight the Shadowlands. Right off the bat we can see that he gets 1 XP towards this unit from his Glory of a 3. His Status does not help since it is only a 2. Furthermore, as a Bushi, all warrior type Squads are 2 points cheaper. By spending 1 XP (3 Base cost - 2 for being a Bushi) he has a Combat Squad of Size 1 and Threat Rating 1 and a Weapon skill at 1, since they’re warriors. Leandro feels that's a bit low for Threat Rating and Size, so he uses another 2 XP to make the Threat Rating a 2 and 2 XP to make the Size of the Squad a 3.


So far so good. As a Crab, he also gets to choose one skill to grant them at Rank 1. Leandro decides he wants the Squad to know what they're fighting so he gives them Lore: Shadowlands of 1. This is a free rank and does not cost him anything. With the +1 XP for this purpose he got from his Glory, Leandro decides to give his troops the Armor (Light) Special Trait, so they have a bit more survivability. At last, he chooses to drop another XP on increasing their Heavy Weapons skill to 2, so that brings the total XP cost to a 5 for this squad.


As they are Samurai, the GM allows them to have a daisho and, as Leandro bought the Armor (Light) Special Trait for them, they have that equipment as well. Since they use Heavy Weapons, Leandro asks for tetsubo, and the GM allows it.


Leandro's Samurai Squad looks like this:


Name: Hida Leandro's Large Lads (5 XP)

Threat Rating: 2

Size: 3

ATN: 20

Weapon Damage: Tetsubo 18, Katana 14, Wakizashi 12

Skills: Shadowlands Lore 1, Heavy Weapons 2

Special Traits: Armor (Light)


Not a terrible unit for 5 XP, it gets to roll 7k2 when attacking with its tetsubo and can make skill rolls for Lore: Shadowlands at 6k2. All other combat rolls are made at 5k2. Pretty good for a group that will back him up in a fight, but Leandro wants a bit more.


He asks if he can purchase the Crab Technique for his guys, but the GM decides that Hida Leandro is still too green and inexperienced to be trusted with such well-trained soldiers. The GM says that he will allow Leandro to upgrade his Squad with the Crab Technique later in the game, but right now he will not be able to do so. Leandro laments on his cruel GM, but wisely does so under his breath.


Template for Squads:

Name: 

Threat Rating:

Size:

ATN:

Weapon Damage:

Skills:

Special Traits:

PRE-MADE SQUADS


Peasant Mob

Threat Rating: 1

Size: 6

ATN: 10

Damage: Kama, Nunchakus: 13

Skills: Craft (Farming) 1

Special Traits: Fragile, Weak Morale.

"Sigh, Life is tough."


Ashigaru Squad

Threat Rating: 2

Size: 10

ATN: 22

Damage: Spear: 14, may be thrown

Skills: Yarijutsu 2, Defense 1

Special Traits: Armor (Light).

"Join the Army, they said. See the World, they Said."


Town Guard / Yorikki

Threat Rating: 2

Size: 5

ATN: 20

Damage: Sasumata 14

Skills: Yarijutsu 2, Investigation 1, Law 1

Special Traits: May deal Incapacitating damage, may initiate and continue a grapple, Armor (Light).

"Move along, nothing to see here."


Samurai Infantry

Threat Rating: 3

Size: 10

ATN: 27

Damage: Katana 17

Skills: Kenjutsu 1, Defense 1

Special Traits: High Morale, Armor (Light).

"Honor compels us! Yaaaahhhh!"


Elite Samurai Warriors

Threat Rating: 4

Size: 6

ATN: 34

Damage: Spears, bows (willow leaf arrows) 16

Skills: Kenjutsu 2, Defense 2, Etiquette 1

Special Traits: High Morale, Elite, Armor (Light).

"We are the finest warriors in our Clan, shall we fail and shame our Ancestors? No? Then, onward to Victory or to Death!"


House Guard

Threat Rating: 5

Size: 4

ATN: 51

Damage: Nodachi 23, bows (flesh-cutter arrows) 21

Skills: Kenjutsu 3, Defense 3, Etiquette 1, Investigation 1

Special Traits: Armor (Heavy), High Morale, Elite, Kensai.

"Hai, My Lord! None shall disturb you; we swear our lives and honor on it!"


Goblins

Threat Rating: 1

Size: 8

ATN: 10

Damage: Spear 13

Skills: Hunting 1

Special Traits: Cowardly, Tainted [Shadowlands].

"We're all gonna die!"


Magic Mud Goblins

Threat Rating: 2

Size: 8

ATN: 15

Damage: Spear 14

Skills: Athletics 1

Special Traits: High Morale, Magic Mud [Shadowlands], Tainted [Shadowlands].

"We got Magic Mud! We got Magic Mud! AIIIIEEEEEEE!"


Lesser Ogres

Threat Rating: 3

Size: 5

ATN: 25

Damage: Tetsubo 18+5

Skills: Athletics 2

Special Traits: Armor (Light), Ogre Strength [Shadowlands], Durable.

"SMASH! RAAAAGGGHHHH!!!!"


True Ogres

Threat Rating: 4

Size: 3

ATN: 35

Damage: Tetsubo 19+5

Skills: Athletics 2, Heavy Weapons 2

Special Traits: Armor (Heavy), Ogre Strength [Shadowlands], Durable.

"Destroy the soft-skins! Glory to the Dark Lord! No Mercy!"


Courtier

Threat Rating: 2

Size: 4

ATN: 15

Damage: Wakizashi 14

Skills: Courtier 1, Etiquette 1, Sincerity 1

Special Traits: None.

"I must say, you wear that kimono so ironically, no one would know it is last season!"


Shugenja

Threat Rating: 2

Size: 5

ATN: 17

Damage: Wakizashi 14

Skills: Spellcraft 1, Theology 1, Defense 1

Special Traits: Spell Caster.

"The kami are not pleased with you."


Ninja

Threat Rating: 2

Size: 5

ATN: 20

Damage: Ninja-to 14, shuriken 8.

Skills: Stealth 3, Ninjutsu 3, Poison 3

Special Traits: Amor (Light), Poison.

"Chicken attack!"


Monk

Threat Rating: 3

Size: 5

ATN: 24

Damage: Fists 7, Bo 13

Skills: Jiujutsu 2, Theology 1, Defense 2

Special Traits: Monk.

"Kiiiiii-ya!"


Yamabushi

Threat Rating: 4

Size: 8

ATN: 37

Damage: Fists 15, Naginata 15, Bows (willow leaf arrows) 15

Skills: Jiujutsu 1, polearms 1, Theology 1, Defense 2

Special Traits: Armor (Light), Monk, Yamabushi.

"Get out of our mountain!"


Zombies

Threat Rating: 1

Size: 10

ATN: 10

Damage: Claws 5 or by weapon.

Skills: None.

Special Traits: Durable, Tainted [Shadowlands], Undead, Controlled, Mindless.

"Uhhnnnnn...."


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