English edition v1.3.3

#Unit Ranks (部隊階級)

Contents

Battlefield beings are divided into five ranks. The lower the rank, the lighter the handling; the higher the rank, the more precise the handling.

Related Entries: Basic Premise §6 · Domination · Wounds and Defeat

Supporting Premise: Premise 6 (5 unit-rank levels)


#Rank Comparison Table

RankWoundsDefenseEnergyDominationTactic SlotsActions
Mob00.50~1none (instant death)
Minion1yes+2 (squad)1 Kata (+1 aptitude, elite)by command order only
Veteran2~3yes+3 (squad)Minion+1 additionalby command order only
Elite3~4yesyes+4Veteran+1 additionalindependent action
Lord3+Physiqueyes10+Finesse+1.5full sheetindependent + command

#Operating Principles

  • Mob~Minion: background. Express the scale of the battlefield while minimizing management load.
  • Veteran: middle. More durable than a Minion, but handled in a similar way.
  • Elite: the enemy's key force. The players' main foe.
  • Lord: player characters and enemy lords. The protagonists of combat.

→ Rank details: Mob · Minion · Veteran · Elite · Lord · Unit Operation


#Distinguishing Individual Units and Squad Units (個別部隊 vs 分隊, Individual vs Squad)

Units are divided into two types by operating unit. This axis is orthogonal(直交) to rank.

CategoryTraitsExamples
Squad unit (group)Multiple beings are tied into one stat block. Operated with Cohesion and command.Minion 5-person spear squad, gaki mob, ashigaru squad, archer volley
Individual unit (individual)1 person = 1 block. Not a target for squad orders, overall command, or Cohesion.summoned shikigami(1~many bodies), controlled puppet, Elite-grade lieutenant, lord-grade PC, yoma Elite/Lord

#Core Rules — Individual Units

  1. Not a target for squad orders: shikigami, puppets, Elites, and Lords move through the control action of the onmyoji, puppeteer, or Lord. The squad order cost structure does not apply.
  2. Overall command and Squad Tactics do not apply: "Tactic:Kata/Stance/Aptitude" is assigned only to squads. Individual units follow their own maneuver system.
  3. No Cohesion: individual units do not have a Cohesion value. They are managed with Wounds and Energy.
  4. Not a transfer target (shikigami/puppet): they cannot receive "support targeting a squad/Lord," such as a scholar's Energy Transfer. See Principle 2.
  5. Domination contribution: Elite +4, Lord +1.5 + Presence aura. Shikigami and puppets contribute +1 per 1 body (same as individual Veterans). Domination.

#Shikigami and Puppet Control Actions (Common Rule)

  • Energy Cost: paid as the caster's maneuver Energy (the shikigami/puppet itself does not pay).
  • Control Count Cap: counts toward the caster's 0 Energy ([Kata]) active maneuver limit of 2 times in a range (co-03-04 §Energy Cost Processing Rule 3). Even with multiple shikigami/puppets, control in one range is capped at 2 times; excess control is impossible.
  • Separate Existence: shikigami/puppets can be controlled even when not in the caster's zone. The caster must still be in a state where they can use the control action.
  • If the caster is incapacitated: shikigami immediately vanish. Puppets stop moving when their strings are cut (cannot be controlled; become ordinary objects).

#Elite-Grade Lieutenants — Relation to Squad Slots

  • An Elite-grade lieutenant occupies 1 squad slot of the Lord(PC), but takes independent actions.
  • They are not targets of the Lord's squad orders and execute their own maneuvers with their own Energy pool(10+Finesse).
  • If an Elite-grade lieutenant is included in Destruction, they are permanently lost and are handled as a narrative milestone. See squad Destruction.

Mobs and Minions are numbers; Elites and Lords are names. Between them is Cohesion, and beside them is the string.