Armies and Warfare
In this section we will cover some of the units available in
the LARP, how they are created, and how they stack up in combat.

Creating
Units
These are some examples of units. If you would want to create another type of
unit then discuss it with the Storyteller.
Peasant Units
- Mob or
Militia: No created from trade
goods, but from pressing populace into service. Doing so disrupts the production of the
holding they are derived from.
Automatically have hit points /5.
- Peasant
Spearmen: Base Labor + Dedicated
Equipment. 3 Wealth per session to
maintain
- Peasant
Archers: Base Labor + Dedicated
Equipment. 4 Wealth per session to
maintain.
- Peasant
Calvary:
Dedicated Labor + Dedicated Equipment + Refined Livestock. 7 Wealth per session to maintain. This unit receives a +40% to avoiding
roll to avoid fate if was in a losing army.
- Militant
Monks: Dedicated Labor + Refined
Spices + Dedicated Silks. 7 Wealth
per session to maintain. Can be
hidden.
- Thugs: Basic Labor + Dedicated Equipment. 5 Wealth per session to maintain. Can be hidden.
- Acrobats: Dedicated Labor + Refined Silks. 7 Wealth per session to maintain. Can be hidden. Can be used for espionage.
- Marines
/ Sailors: Basic Labor + Dedicated
Equipment + Dedicated Silks. 5
Wealth per session. Can be hidden
on Ships and are considered naval.
- Engineers: Dedicated Labor + Refined
Equipment. 7 Wealth per
session. Reduce time necessary to
build siege equipment and cost obstacles.
Samurai Units
- Samurai
Swordsmen: Refined Labor + Refined
Equipment + Refined Silks. 10
Wealth per session.
- Samurai
Archers: Refined Labor + Refined
Equipment + Refined Silks. 11
Wealth per session.
- Samurai
Engineers: Refined Labor + 2
Refined Equipment + Refined Silks.
12 Wealth per session.
Reduce time necessary to build siege equipment and cost
obstacles.
- Samurai
Calvary:
Refined Labor + Refined Equipment + Refined Silks + Refined
Livestock. 15 Wealth per session.
This unit receives a +30% to avoiding roll to avoid fate if was in a
losing army.
- Ninja: Refined Labor + Refined Silk + Refined
Equipment + Dedicated Opium. 17
Wealth per session. Can be hidden.
Can be used for espionage,
- Shugenja Corps:
Refined Labor + Refined Equipment +Refined Information + Silk
Refined + Spices Refined. 20 Wealth
per session. Can provide a “spell
buff” to a unit.
Unique Units
- Tattooed
Monks: Refined Labor + Refined
Spices + Refined Silks. 15 Wealth
per session
- Dragon
only
- Treat
as samurai
- Can
provide “spell buff” for self.
- Must
already have 1 Samurai Swordsmen and 1 Shugenja
Corps at creation for every unit of Tattooed Monks
- Harriers
or Scouts: Refined Labor + Refined
Equipment + Refined Silks. 11
Wealth per session.
- Crab
and Crane only
- Treat
as samurai & organized infantry
- No
penalty for using hit-and-run tactics.
- Must
already have 2 Samurai Units at creation for every unit of Harriers or
Scouts
- Berserkers: Refined Labor + Refined Equipment +
Refined Silks. 11 Wealth per
session.
- Crab
and Lion only
- Treat
as samurai & organized infantry
- Unit
Modifier: x2
- Suffers
a 30% penalty to result of this unit in battle
- Must
already have 1 Samurai at creation for every unit of Berserkers
- Imperial
Legionnaires: 2 Refined Labor + 2 Refined Equipment + 2 Refined
Silks. 15 Wealth per session
- Imperial
only
- Treat
as samurai & organized infantry
- Gain
“Elite” status at creation
- Must
already have 1 Samurai at creation for every unit at creation for every
unit of Imperial Legionnaires
- Otaku
Battle Maidens Refined Labor + Refined Equipment + Refined Silks + Refined
Livestock. 20 Wealth per session.
- Unicorn
only
- Treat
as samurai & cavalry
- Unit
Modifier x 1.5
- This
unit receives a +30% to avoiding roll to avoid fate if was in a losing
army.
- Must
already have 2 Samurai Calvary at creation for
every unit of Otaku Battle Maidens
- Samurai
Sailors: Refined Labor + Refined Equipment + Refined Silks. 11 Wealth per session.
- Mantis
only (potentially Crab or Crane also)
- Treat
as samurai.
- Can
be treated as organized infantry or archers.
- Can
be hidden on ships and are considered naval.
- Tsurichi Archers: 12 Wealth per session
- Wasp
only
- Treat
as samurai & archer
- Unit
Modifier x 1.5
- Always
considered to be protected by another unit.
- Must
already have 1 Samurai Archers at creation for every unit of Tsurichi Archers.
- Phoenix
Fire Shugenja Corp: 21 Wealth per session
- Phoenix
only
- Treat
as samurai & shugenja
- Unit
Modifer x 2
- Must
already have 3 Shugenja Units at creation for
every unit of Phoenix Fire Shugenja Corp
- Asahina Shugenja Corp: 21
Wealth per session
- Crane
only
- Treat
as samurai & shugenja
- Unit
Penalty / 4
- Can
provide an additional “Spellbuff”
- 50%
chance per month that the unit will generate an
minor one use magical item for the Crane faction.
- Crane
must have 2 Asahina Shugenja
Corps before they can recruit 1 “regular” Shugenja
Corp
- Kakita Duelist Squad: 15 Wealth per session
- Crane
only
- Treat
as samurai & swordsmen
- Can
provide exceptional NPC yojimbos (Agility 3, Reflexes
3, Iaijutsu 4, Kenjutsu
3) for PCs
- Must
already have 3 Samurai Swordsmen at creation for every Kakita Duelist Squad
- Mirumoto Duelist Squad: 15 Wealth per session
- Dragon
only
- Treat
as samurai & swordsmen
- Can
provide exceptional NPC yojimbos (Void 3, Kenjutsu 4, Iaijutsu 3) for
PCs
- Must
already have 3 Samurai Swordsmen at creation for every Mirumoto Duelist Squad

Mass
Combat
Like PC Combat the goal of the system is get things done
quickly and realistically. Every unit
receives a base 100 points that is modified by the unit modifiers below. The army modifiers
are entered after the total points from the units are totaled.
Unit Modifiers
x1.2 to
unit of Spearmen or Swordsmen or other highly organized infantry unit.
x2 to unit
of Archers protected by another unit(s) (unit can be engaged in offensive
actions)
x2 to unit
of Shugenja protected by another unit(s) (unit can be
engaged in offensive actions)
x2 to unit
that has be spell buffed by Shugenja (unit of Shugenja can only buff one unit)
Use of a Refined Tea and time to
prepare will allow up to 2 Shugenja Units to provide
and extra spell buff.
x2 to
defending unit behind intact fortifications
x3 to unit
of Cavalry on open field.
x3 to any
unit made up of Samurai
x2 to any
unit deemed a “Heroic” or “Veteran” or “Elite” unit (This a rare distinction
reserved for the VERY best units).
Elite units of Shugenja
can create 3 “spell buffs” that can be stacked on itself
or distributed between three units.
x2 to unit
if it is Undead
x3 to
Ninja that are launching a surprise attack while the opposed unit is unaware.
/2 to any unit on water that is not
naval
/2 to any wounded units.
Army Modifiers
+10% to Army
that is clearly better armed
+5% to 20% to
Army that has better ground (does not stack with fortifications)
+20% to Army
that can take advantage of chokepoint and is defending
+10% to Army
with high morale or knows cause is righteous (if both true no stacking)
+10% to Army
defending homeland from invader while in homeland
+20% to Army
that mounted a successful ambush.
+5% to Army with
PC that has “Way of the Land” Advantage
+5% to Army that
is well rested (has done at most light guard work or chores for several days)
+5% x Level of
Information Trade Good used. (only 1 can be used per engagement)
-20% to Army
that has been on force marched
-20% to Army
that that is under nourished
-20% to Army
that that is under watered
-20% to Army
that is demoralized or knows its cause is unrighteous (if both true no
stacking)
-20% to Army
that is using Hit and Run Tactics.
Benefits:
Default: +10% to
Results of being in Losing Army
Calvary
in Open: +20% to Results of being in Losing Army
Archers in
Forests and Urban Settings: +40% to
Results of being in Losing Army
Archers in
Hills: +20% to Results of being in Losing Army
-30% to Army
trying to capture or pacify the other army.
Enemy units are captured instead of destroyed or wounded.
+5 to 30% per
successful PC maneuver
+1 to 20% random
element
+3% for each
point of Battle of General (Only one General, can not participate in PC
maneuvers)
+1% for each
point of Battle of Military Advisor (Only one Military Advisor,
can participate in PC maneuvers)
Result of Mass
Combat
After all the adjustments are made the Following List is Consulted.
·
Loser:
o Side
with Lowest number of points.
o 80%
chance of unit being destroyed, otherwise wounded.
§
If modifiers result in the unit achieving a
result that is greater than 100%, then it was not wounded and not destroyed.
·
Hard Win:
o Side
that has 1 to 2 times more points than the other side.
o 50%
chance of unit being destroyed, otherwise wounded
·
Good Win:
o Side
that has 2 to 3 times more points than the other side.
o 10%
chance of unit being destroyed. If not
destroyed 50% chance of being wounded.
·
Easy Win:
o Side
that has more than 3 times points that the other side.
o No
chance a unit is destroyed, 30% chance of unit being wounded.