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- BONUSES AND SHIT
- Numbers Advantage – You hold a meaningful numerical advantage over your foe, overwhelming their defenses. A numerical advantage is halved when attacking fortified positions or castles, and increased by 2 when ambushing.
- MINOR - +2. MODERATE - +4 MAJOR - +6. OVERWHELMING - +8
- Missile Advantage – You possess more matchlock or bow units than your foe, and are able to screen their line and cut them down from a distance. Missile advantages are increased by 2 when defending a castle. They are increased by 1 if the enemy’s forces have a significant warrior monk presence.
- MINOR - +2. MODERATE - +4 MAJOR - +6 OVERWHELMING - +8
- Force Advantage – You hold a meaningful difference in raw fighting power over your foe, regardless of numbers or army composition. Force advantages are not affected by circumstance.
- MINOR - +3. MODERATE - +6. MAJOR - +9. OVERWHELMING - +12
- Cavalry Advantage – You possess more cavalry units than your opponent, allowing you to outmaneuver them and shatter their lines. Cavalry advantages are negated if the foe has a meaningful number of spears units, and are halved during sieges.
- MINOR - +3. MODERATE - +5. MAJOR - +7. OVERWHELMING - +9
- Exhaustion Penalties – Constantly moving your men, any movement during winter, or continuous battles will wear your soldiers down. Exhaustion also settles during long battles, especially if the army has been running from place to place.
- -2, -4, -6, -8, -10, -12, etc. Penalties are reduced by half if the general possesses Second Wind.
- Last Stand – The army has no avenue of retreat and surrender is not an option: they fight with the fury only a man who knows he is about to die can have. +15 to the battle roll. Enemy casualties are maximized.
- Positioning – The quality of the “entering combat” roll determines how well an army is positioned. Only one roll can be dedicated to seizing a positioning advantage during combat; failure indicates an unfavorable position compared to the opponent. An army that is on higher ground gains a +5 modifier to the battle roll, minimizes cavalry advantages for the opposing army, has a morale bonus, and increases Missile Advantages by 1. An army staying within woodland nullifies cavalry and non-siege weapon missile advantages on both sides. River crossings inflict fatigue penalties on armies trying to cross and also reduce cavalry advantages to one third.
- MORALE: Your army’s morale affects their fighting strength. Your morale starts higher if the army is in a good position or has been well fed/has been victorious recently. Your morale starts lower if the army is in a poor position, has been marching for a while, or is caught by surprise. Rallying Cry increases morale by 2 steps for one round. Banzai freezes their morale for one round. Hold Firm increase morale by 1 for two rounds. Stand and Fight increases morale by 2 steps for as long as it’s active. Hero unit morale penalties/boosts are not cumulative. Being outflanked, losing a round of combat, or suffering matchlock/siege weapon fire will decrease morale by 1 step. Being outflanked by cavalry, the death of a hero, suffering intense siege weapon fire will decrease morale by 2 steps. The death of your general will decrease morale by 3 steps.
- Furious - +3. Eager - +2. Good - +1. Steady - 0. Dismayed - -2. Concerned - -4. Wavering - -6.
- GENERAL/HERO TAGS
- Unless otherwise noted, a general or hero can only have ONE tag.
- [Inspiring]- This hero inspires the men around him. He negates morale penalties by 2 steps.
- [Vigorous]- This hero instills the men around him with stamina and vigor. He decreases fatigue penalties by 3, to a minimum of 0.
- [Terrifying] – This hero has a horrific reputation for bloodlust and slaughter. He decreases enemy morale by 1 step, and this increases with each round of combat.
- [Berserk] – This hero is filled with a legendary rage. He will never break or run, and increases Force Advantages by 1.
- [Horse-Killer] – This man has brought many horses low with his naginata or yari. He decreases enemy cavalry advantages by 2.
- [Deadeye] – This hero is a crack shot with his ranged weapon of choice. He increases Missile Advantages by 2.
- [Besieger] – This hero knows how to effectively bring down enemy fortifications. Add a +2 to battle rolls when laying siege.
- [Duelist] – This man is a proficient duelist. If used as a champion to duel in your stead he adds a +10 to the roll.
- [Zealous] – This individual has dedicated themselves wholly to Bishamonten, the war god. He adds a +1 to the battle roll and it is easier to recruit Sohei.
- [Resilient] – This hero is particularly resistant to harm! He can only be outright slain during a lost Last Stand battle, being beaten in a duel by 40 or more, or being assassinated on a 70 or higher.
- [Ji-Samurai] – This hero is used to working with more humble folk. If your army is mostly Ashigaru, increase Numerical Advantages by 2.
- [Indomitable] – This hero is a legendary cavalry commander. If your army is mostly Cavalry, increase Cavalry advantages by 1 and decrease enemy Numerical Advantages by 2.
- [Famous] – Men flock from all over to fight by this man’s side. You gain recruitment bonuses.
- [Honorable] – This man’s honor inspires his fellow soldiers. Add a +3 to your battle roll. Your honor must be 5 or higher.
- [Dishonorable] – This man is a cut-throat through and through, inspiring his fellow soldiers to cruelty. Add a +3 to your battle roll. Your honor must be 1 or lower.
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