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.

 

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