English edition v1.3.3

#Squad Operations (部隊運用)

Contents

Minions and Veterans are grouped into squads and move by a Lord's orders. A squad is a pillar of Domination and a shield for the battle line.

Canon — squad and order costs. This document is the final rule for squad-order Energy costs. The tables in this text are the result of the simplified cost rule (§Squad Order Costs). See co-99-meta/co-99-01-authority.md for the authority system.

Related Entries: Minion · Veteran · Domination · Energy and Breath · Attributes §Wisdom


#Squad Composition

#Scent — The Bones of an Army

Lords are the battlefield's brilliant protagonists, but the line is actually held by squads of nameless soldiers. When 5 ashigaru set their spears, the zone's Domination rises; when 4 archers stand in the Rear Zone, enemies cannot advance carelessly. These soldiers do not decide for themselves. They move on one word from their commander.

#Law — Rules

  • Squad = a group of the same grade (Minion or Veteran) + the same weapon.
  • Headcount: usually 3~6 people.
  • No actions of their own: squads act only through a Lord/Elite's squad order.
  • Domination contribution: simply being deployed in a zone provides a Domination bonus.

Squad vs Individual Unit

A squad is a group unit that moves only through squad orders. In contrast, shikigami, puppets, and Elite-grade lieutenants are individual units, and they are not targets for squad orders, overall command, or Squad Tactics. The shared rules for individual units are collected in the parent document.

Details: ../co-06-00-index.md §Distinguishing Individual Units and Squad Units · ../co-99-meta/co-99-02-core-principles.md Principle 2.


#Squad Orders

#Scent — In One Word

A seasoned commander's orders are short. "Advance." "Fire." "Hold." On that single word, soldiers move in perfect order. A leader with excellent strategy (Wisdom) can issue complex orders with fewer breaths.

#Law — Rules

A Lord/Elite spends their own Energy to order a squad.

Base cost: 2 Energy. With Wisdom +2 or higher, 1 Energy. No exceptions.

WisdomOrder Energy
+1 or lower2
+2 or higher1

Order Types:

OrderAdditional CostEffect
AdvancebaseMove the squad to an adjacent zone.
Enter the Core Zone+1 EnergySend the squad into the Core Zone. Cohesion -1.
Volley/AttackbaseThe squad attacks 1 enemy within range. (See below.)
Form Shield WallbaseThe squad's Domination contribution becomes x1.5. It cannot move during that round.
RetreatbaseMove the squad to a rearward adjacent zone.

Volley/Attack Check (scales by hit strength):

2d10 >= target Defense (no modifiers; the squad's massed firepower).

The effect depends on the strength of the hit-roll result. There is no separate support die — 1 hit roll decides everything.

Hit Roll ResultAgainst Minion/Mob SquadAgainst Veteran+ SquadAgainst Individual Unit (Elite/Lord)
Miss (below Target Number)remove 0 peopleno effectno effect
Hit (reaches Target Number)remove 1 personCohesion -11 Wound
Hit + total 13 or higherremove 2 peopleCohesion -1 + 1 Wound1 Wound
Hit + total 17 or higherremove 3 peopleCohesion -2 + 1 Wound1 Wound + Defenseless
Critical Hit (double + hit)remove 3 peopleCohesion -2 + 1 Wound2 Wounds
Mandate of Heaven (10-10 + hit)remove the whole squad or Cohesion 0 (GM choice)Cohesion -3 + 2 Woundsinstant death or 3 Wounds

On failure: miss. If the target is in the Core Zone, check misidentified fire.

Design intent: 1 roll decides everything → faster play. It uses the strength of the 2d10 bell curve — high totals create larger effects. Critical Hits also matter at squad scale.


#Cohesion (結束力)

#Scent — A Shaking Heart

Soldiers are not machines. When comrades fall, yoma roar, and the commander disappears, their hearts break. Cohesion measures the will that lets a squad keep standing on the battlefield.

#Law — Rules

Cohesion is a squad's morale/durability. Base 3. (Veteran squads 4.)

Causes of Reduction:

CauseReductionCheck Timing
Squad loses at least half its headcount-1batch at Lull
Lord incapacitated-1 (all squads)immediate
Yoma fear-1 (on failed Mental Save)at Lull
Entering/leaving the Core Zone-1 (each)immediate
Hit by area attack-1batch at Lull

Convenience rule: Do not subtract "headcount loss" and "area hit" after every attack; settle them in a batch at Lull. "Lord incapacitated" and "Core Zone entry/exit" are narrative moments, so apply them immediately. This greatly reduces the burden of tracking Cohesion during combat.

Recovery:

MethodRecovery
Entertainer trait "Flower of the Battlefield" (Lull)+1
Lord's Presence morale check (Lull)+1 (on success)
Pure Land Monk trait "Shield of Amida"prevent Rout (when reaching 0, remain at 1)

#Squad State System (部隊狀態, Squad States)

During and after battle, squads move among three states. Each state has a different return path and recovery cost. Do not mix them together.

StateCohesionWoundsRemains on BattlefieldDomination ContributionReturn During BattlePostbattle Handling
Active≥1≥1Onormal by gradedeploy unchanged next battle
Routed0≥1removed from zone0may return with Lull Presence checkautomatically regroups before next battle
Destroyed0removed from zone0impossiblemust be re-formed (gold + season time)

#Rout (崩壞) — Cohesion 0

The squad members have broken apart and fled or hidden. Their fighting power is gone, but most are still alive.

Trigger Conditions:

  • Cohesion reaches 0 (accumulated reduction causes).
  • Can be prevented by Pure Land Monk "Shield of Amida" and similar effects.

Immediate Effects:

  • Remove the squad from its current zone. Domination contribution 0.
  • The squad exists in an abstract "off the battlefield" space. It cannot receive orders during battle.
  • Later attacks targeting that squad can hit only after a pursuit check (same as the withdrawal rules).

Return During Battle (Rescue):

  • At each Lull Phase, the lord may attempt 2d10 + Presence >= 13.
  • Success: the squad returns at Cohesion 1. Redeploy it in a zone adjacent to the lord.
  • Failure: retry at the next Lull. Failure itself does not turn into Destruction.

Postbattle Handling:

  • If it has 1 or more Wounds remaining, it automatically recovers to Cohesion 1. Headcount, equipment, and experience are preserved.
  • It can deploy unchanged in the next battle.

#Destruction (潰滅) — Cannot Return to the Battlefield

Most squad members are dead or incapacitated. The squad has physically ceased to exist.

Trigger Conditions (one of the following):

  1. Squad Wounds reach 0: accumulated damage during battle reduces Wounds to 0.
  2. Explicit exception effect: the Mandate of Heaven Table/Karma Table, a scenario special effect, a masterwork or secret art, and so on directly declares "squad destruction."

Immediate Effects:

  • Remove the squad completely from the battlefield. It cannot return within the same battle by any means.
  • If it is the lord's squad, the lord is in a leaderless state (apply Leaderless Squads).
  • Other squads on the same side take Cohesion -1 (morale shock).

Postbattle Re-formation:

Squad TypeRe-formation CostTime Required
Militia-grade (bamboo spears/local)hiring cost ×2 (gold 6)season 1
Mercenary-band grade (5 Minions)hiring cost ×2 (gold 16)season 1
Bandit-band gradehiring cost ×2 (gold 10) or re-secure plunder territoryseason 1
Elite squad (Veteran or higher)scenario-specific. GM discretion (usually hiring cost ×3 + season 2)season 2
Includes a named lieutenant (Elite-grade)permanent loss. Requires a new NPC-recruitment storyscenario unit
  • Until re-formed, that squad cannot deploy.
  • During the re-formation period, 1 of the lord's squad slots is empty.
  • If a named lieutenant (Elite-grade) is included in the Destruction, that NPC is permanently lost. It becomes a narrative milestone.

#State Tracking Guide

  • Put state checkboxes in the squad section of the character sheet and mark one of [Active/Routed/Destroyed].
  • When Routed, also write Cohesion 0; when Destroyed, also write Wounds 0. This reduces confusion.
  • When Destroyed, record a re-formation countdown (remaining seasons).
  • On the lord's domain sheet, keep a "lost squads" log to track scenario and Renown Title impact.


#Squad Tactics (部隊戰術)

#Scent — Squads Have Techniques Too

A squad's actions are not limited to "advance" and "fire." Kagura elite spearmen unfold the Three-Rank Spear Wall to stop enemy Breakthroughs, Hiei warrior monks use Exorcist Sutra to cut a yoma's Defense, and Fuma genin block sight with smoke screens.

These unique combat abilities are called tactics (戰術). Tactics follow the same structure as personal maneuvers, but they are triggered at squad scale and activated by a commander's squad order.

#Law — Tactic System

#Types of Tactics

NotationTypeActivation MethodDescription
[Tactic:Kata]active tacticsquad-order Energy + additional costThe commander spends Energy and the squad performs a specific action.
[Tactic:Stance]maintained tacticdeclared with squad-order EnergyThe squad maintains a specific formation. Lasts until the commander declares release or the squad moves. Only 1 at a time.
[Tactic:Aptitude]passive tacticalways appliesA faction-based or squad-specific trait. No activation required.

#Tactic Slots by Grade

GradeTactic SlotsNotes
Mob (雜)0~1Hold space (Domination contribution only) or one single basic attack 1.
Minion (卒)1 [Tactic:Kata]Basic. Elite/special Minions may also have 1 [Tactic:Aptitude].
Veteran (練)Minion + 1 additional (Kata or stance)Tactical flexibility.
Elite (將)Veteran + 1 additionalElite-grade unit leaders have combat options nearly equivalent to individuals.
Lord (主)full character sheetFaction-based elements are held as aptitude traits.

#Tactic Activation Rules

Tactic activation cost = squad-order cost (2 Energy, Wisdom discount applies) + the tactic's own additional cost

Example:
 A scholar with Wisdom+2 orders Kagura spearmen to use "Three-Rank Spear Wall":
 Squad order = 1 Energy (Wisdom+2 discount)
 Three-Rank Spear Wall additional cost = base (no additional cost)
 Total cost = 1 Energy

The table's additional cost base means there is no extra Energy beyond the squad-order cost. Powerful tactics list a separate cost such as +1 Energy or +2 Energy.

#Squad Order Cost by Wisdom Modifier
Wisdom ModifierSquad Order Cost
+1 or lower (base)2 Energy
+2 or higher (Wisdom discount)1 Energy

The cost rule is a 2-branch simplification. Wisdom +2 or higher is recommended for squad-command builds.

#Tactic Stat Block Format

[Tactic:Kata] Name (kanji) — faction name
Additional Cost: base or +N Energy (separate from squad-order cost)
Check: 2d10 >= target Defense (or automatic)
Effect: (general effect)
Anti-squad: (additional effect against squad-grade targets — for clearing many Minions/Mobs)
Limit: N times/round / N times/battle / —

#Anti-Squad Scaling

Tactics are optimized for squad-vs-squad combat. Handling individuals one by one is tedious — tactics remove enemies efficiently at squad scale.

Target GradeOn Basic Attack SuccessOn Tactic Attack Success
Mobremove 1 bodyremove 1~4 bodies
Minionremove 1 bodyremove 1~3 bodies (hit strength applies)
Veteran1 Wound1~2 Wounds (depends on tactic)
Elite or higher1 Wound1 Wound (tactic additional effect applies)

#Generic Squads (傭兵/民兵/盜賊)

#Scent — Borrowing Blades

Squads that do not belong to a faction. They may be hired with gold, levied from a village, or gathered from back alleys. They have no faction trait, but each has its own character. These are the squads PCs can access and command most easily.

#Law

#Mercenary Band (傭兵團)

ItemValue
Grade5 Minions
Wounds1Defense12
Weaponkatana (2 Energy)
Hiring Costgold 8 / season
Cohesion2 (loyalty bought with money)
Faction Traitnone

Tactics:

TacticTypeAdditional CostEffectLimit
Mercenary Strike[Tactic:Kata]base2d10 >= Defense. Remove 1~3 Minions (apply hit-strength table) / Veteran+ Cohesion -1 or 1 Wound. Standard attack.
Loyal to Gold[Tactic:Aptitude]baseIf paid gold 1 at each Lull, Cohesion +1 (max 4). If unpaid, -1.always

Useful if you have money, gone if you do not. The most honest soldiers.

#Militia (民兵隊)

ItemValue
Grade5 Minions
Wounds1Defense10
Weaponbamboo spear (2 Energy)
Hiring Costgold 3 / season
Cohesion3 (defending home)
Faction Traitnone

Tactics:

TacticTypeAdditional CostEffectLimit
Bamboo-Spear Charge[Tactic:Kata]base2d10-2 >= Defense. Remove 1~2 Minions (apply hit-strength table, but max 2) / Veteran+ 1 Wound. Weak but cheap.
Local Defense[Tactic:Aptitude]baseIn their own domain zone, Cohesion +2; in other regions, Cohesion -1.always

Brave when defending home. Far away, they want to go home.

#Bandit Band (盜賊團)

ItemValue
Grade4 Minions
Wounds1
Defense11
Weapontanto (1 Energy)
Hiring Costgold 5 / season or permission to plunder
Cohesion2 (group bound by profit)
Faction Traitnone

Tactics:

TacticTypeAdditional CostEffectLimit
Surprise Plunder[Tactic:Kata]baseCan activate only while infiltrating. Remove 1~3 enemy Minions (apply hit-strength table) + gain gold 1. Infiltration ends.1 time/round
Flight Instinct[Tactic:Aptitude]baseWhen Cohesion reaches 0, automatically flee (Routed). However, automatically return at Lull (1). Bandits come back even after running — because there is plunder.always

Untrustworthy, but cheap. Useful for ambushes.


#Support Squads (補助部隊)

#Scent — Hands That Do Not Hold Blades

Not every hand on the battlefield holds a sword. Some hands carry arrows, and some beat drums. Some sew wounds, and some raise the war banner high. Without them, even elite troops cannot last for days.

#Law — 4 Support Squad Types

#Supply Unit (補給隊)

ItemValue
Grade5 Minions (representational unit. The same if expanded to 10 Mobs)
Wounds1
Defense11
Weapontanto (1 Energy, for escort use). Almost no direct combat power

Tactics:

TacticTypeAdditional CostEffectLimit
Maintain Supply Line[Tactic:Aptitude]baseAllied squads in the same zone recover Cohesion +1/Lull.always
Supply Consumables[Tactic:Maintenance]baseAt Lull, automatically replenish 1 consumable for 1 allied body in the same zone.every Lull

Weakness: priority 1 target when enemies break through to the Rear Zone. If destroyed, allied supply is cut → Cohesion -1 chain.

#Military Band (軍樂隊)

ItemValue
Grade5 Minions
Wounds1
Defense11
Weapondrums, flutes, horagai. Can defend themselves (weak combat power)

Tactics:

TacticTypeAdditional CostEffectLimit
Raise Morale[Tactic:Stance]baseAllied squads in the same zone are immune to Cohesion -1 + fear immune (while the stance is maintained). Released when the squad moves.
Drumbeat Encouragement[Tactic:Kata]+1 EnergyImmediately give Cohesion +1 to 1 allied squad in an adjacent 1 zone.1 time/round

Weakness: If the military band is wiped out, the stance effect immediately vanishes. Squads relying on Raise Morale shake at the same time.

#Medical Unit (醫務隊)

ItemValue
Grade3 Minions (small headcount)
Wounds1
Defense10
Weaponnone beyond self-defense. Avoid direct combat

Tactics:

TacticTypeAdditional CostEffectLimit
Emergency Medicine[Tactic:Maintenance]baseAt Lull, make a Medicine check for 1 incapacitated ally in the same zone. On success, they return at Wounds 1.every Lull
Battlefield Treatment[Tactic:Kata]baseRestore 1 Wound to 1 ally in the same zone.1 time/round

Weakness: direct combat power 0. Protection required. Most vulnerable to Rear Breakthrough.

#Standard-Bearer Unit (旗手隊)

ItemValue
Grade3 Minions (1 named banner)
Wounds2 (banner + escort)
Defense12
Weaponescort yari (2 Energy)

Tactics:

TacticTypeAdditional CostEffectLimit
Banner Influence[Tactic:Aptitude]baseAllied squad Domination +1 in the same zone + adjacent zones.always
Flag Wave[Tactic:Kata]+1 EnergyAt the start of the next round, all allies gain initiative modifier +2 (first breath only).1 time/round

Weakness: If the standard-bearer unit is wiped out or the banner is captured, all squads in the same army take Cohesion -2 (morale collapse). Rear protection is required.

#Guidelines for Support Squads

  • Faction allocation: 0~2 per 1 faction. Regular armies are well supplied. Irregulars/guerrillas almost never have them.
  • Detailed faction allocation: see Factions §Support Squad Allocation.
  • Squad orders: Activate with the same Lord/Elite squad-order cost as other squads.

#Kagura Domain Special Case (C8)

Kagura Domain does not maintain a separate standard-bearer unit. Its faction trait "Regular Military Discipline" already embeds the standard-bearer effect (maintaining even Cohesion) — the army runs without external morale support. Kagura Domain uses only a supply unit + medical unit. This is part of Kagura Domain's identity; other factions need a standard-bearer unit to enjoy a similar effect.


#Non-Combat Squad Use

Variant. This optional squad-use rule applies only when the GM adopts it. It does not affect combat values.

#Scent — The Faces of Soldiers

A squad is not only Wounds and Defense. Within it may be a soldier who once worked as a carpenter, a soldier who sailed boats, or a soldier who knows herbs. The battlefield binds them into one unit, but in some scenes their hands and experience can come into view.

#Law — Squad Specialist Check

If no PC has the needed skill and a PC commands a squad, the GM may allow a Squad Specialist Check. This represents a useful soldier happening to stand out at the right moment.

Trigger Conditions:

  • The PC must currently command at least 1 squad.
  • No PC or major NPC with the relevant skill can be present in the scene.
  • It must be plausible that someone in that squad could have the relevant skill.
  • This can be requested only 1 time per session.
  • A squad can have only 1 specialist.

Check:

The PC commanding the squad makes the following check. The GM sets the Target Number to fit the scene difficulty. Use Standard 11 unless there is a special reason otherwise.

2d10 + Fate + Fortune >= Target Number

If the PC does not have the Fortune skill, treat the Fortune bonus as +0. Do not apply the untrained penalty.

Result:

  • Failure: no suitable person is found in that squad.
  • Success: 1 specialist with the relevant skill at Novice is found.
  • Critical Hit: 1 specialist with the relevant skill at Trained is found.
  • Heavenly Mandate: 1 specialist with the relevant skill at Trained is found, and they also have 1 related skill at Novice.

Record:

Record the specialist's name, squad, and skills on the squad sheet.

Limit:

The specialist's skills are used only for situation checks. Even if the skill suits combat, it does not directly add bonuses to the squad's attacks, Defense, Wounds, tactics, or Domination.

Survival Check:

If the specialist's squad routs or is destroyed, the PC commanding that squad makes a Fate check to confirm the specialist's survival. On failure, the specialist dies permanently.

Advancement Guide:

A surviving specialist can be considered first as a major NPC, retainer candidate, or the named person who emerges when that squad promotes to Veteran.

#Law — Squad Background Proficiency

Use this quick handling when a squad's background clearly suits a task, but the scene is too light to establish a separate specialist.

Trigger Conditions:

  • The squad's origin, mission, equipment, or troop type must fit the task.
  • The task must be non-combat work.
  • The squad must not already have a more specific rule for that task.

Effect:

The squad does not take the untrained penalty for that task. Treat the squad as equivalent to Novice in the relevant skill.

Check:

If the squad handles the task by itself, use the following check.

2d10 + 0 >= Target Number

For example, if an engineer squad is mobilized, simple disarming, bridging, fieldwork reinforcement, or obstacle removal can be checked at +0.

No Stacking:

This handling does not replace or strengthen explicit support squad effects, faction-specific troop effects, or Famous Squad aptitudes and battle methods. If a squad already has a concrete rule such as navigation training, Emergency Medicine, scouting +3, or disguise check +3, that rule takes priority.

Relation to Specialists:

Do not apply Squad Background Proficiency and Squad Specialist Check in the same scene. Use Squad Background Proficiency when you only need quick background handling; use Squad Specialist Check when you want to establish a named person.

Combat Limit:

This rule does not affect combat, squad orders, squad attacks, Defense, Wounds, Cohesion, or Domination.


#Mass Battle (合戰)

#Scent — Do Not Track 5 Myriad Troops

On the plains of Kanto, two daimyo sides face each other. 5 thousand vs 7 thousand. Tracking all of them one by one is impossible — and unnecessary. A hero's blade pierces one point on the battlefield, and that one point tips the scales of fate.

#Law — Mass Battle Scaling Guide

#Core Principle

1 squad of 5 people is not "5 people" but "one unit of the battlefield." It may be 5 people, 50 people, or 500 people. The rules are the same.

#Scale Table

Large-Scale UnitSquad ExpressionNotes
100-person unit1 Minion squad (Wounds 1)standard
500-person unit3 Minion squads + 1 Veteran + 1 Elite"centurion" bundle
1000-person unit5 Minion squads + 1 Veteran squad + 1 Eliteunit leader
5000-person army10 Minion squads + 5 Veterans + 3 Elites + 1 Lordmain force

#Reinterpreting Elites and Lords

In a large-scale mass battle, an Elite/Lord is not a single character but a "command squad." Treat the person + 5~10 bodyguards as 1 unit.

#Changes at Scale

  • Wounds values stay the same (1 Wound per squad is a relative ratio, not an absolute value)
  • Energy/Domination/Cohesion all use the same rules
  • However, losing one squad does not mean "the whole army collapses" (narrative decision)

#GM Advice — Focus on One Point

Do not implement the entire large-scale battle with rules. Compress a 5 thousand vs 7 thousand battle into "one zone where the protagonists act." The GM provides the narrative that the outcome of that one zone affects the whole battlefront.

Structure of a good mass-battle scenario:

  1. Introduction: The GM describes the overall battle situation (armies of tens of thousands, banners, drums)
  2. Mission assignment: "Your unit will attack the flank of the enemy main camp"
  3. One-zone battle: A battle compressed to 5-person squad vs 5-person squad scale
  4. Reflect the result: Narrate how victory or defeat in this battle affects the whole battlefront

The players do not need to track 5 myriad troops one by one. The purpose of the rules is that their blades pierce one point.

Details: see Mass Battle Scenario Guide §5 Core Battlefront Types.


#Leaderless Squads (無指揮部隊)

#Scent — The Banner Falls

The Lord's banner falls. The followers hesitate — whose orders should they obey? Some flee, some hold their ground, and some draw blades and step forward. A leaderless state is the moment when a squad's true nature is revealed.

#Law — Leaderless Differential Tables

#Trigger Condition

Triggers when the commander (Lord/Elite) becomes incapacitated or retreats from the battlefield. The squad immediately takes Cohesion -1, and from the next round it rolls automatic action at count 1.

#Determining Unit Attribute (at Scenario Start)

A squad's leaderless table is determined at scenario start. Even if the squad's mission changes during the scenario, the table remains the same — leaderless state reveals its original nature, so it does not change with the mission.

GM decision guide:

Squad TypeTable Used
Regular army (Kagura Domain and other standards)Regular Army Table
Clear defensive mission / waiting for reinforcementsDefensive Mission Table
Fanaticism / loyalty (Ikko-ikki, Hiei warrior monks)Fanaticism Table
Forced conscripts / peasant armyConscript Table
Instinctive beings (ko-oni, beasts, fiends)Berserk Table

#Leaderless Action Table (1d10)

1d10Regular Army TableDefensive Mission TableFanaticism TableConscript TableBerserk Table
1~3retreat (to Flank)hold positionvolley toward killercollapseattack nearest enemy
4~6hold positionhold positionattack killercollapseattack nearest enemy
7~9volleyhold positionhold positionretreathold position
10collapse (Cohesion 0)volleyattack killerhold positioncollapse

Action Explanations:

ActionEffect
RetreatMove to the nearest allied Rear Zone or Flank. Additional Cohesion -1.
Hold positionDefensive posture, half Domination. No action.
VolleyAutomatically make a volley check against the nearest enemy. Apply the hit-strength table.
Attack killerUnconditionally attack the enemy who killed the commander. Ignore other enemies. (fanatic squads only)
Attack nearest enemyInstinctive attack. Ignore the enemy's strength.
CollapseCohesion 0. Squad breaks up. No action from the next round onward.

#Temporary Command by Veteran Grade

  • If a Veteran (練)-grade unit is in the same zone, it can take temporary command at the next Lull Phase.
  • After temporary command is declared, that squad can act through normal squad orders again.
  • Limit: a Veteran in temporary command must choose 1 between own action vs squad command.
  • Own action: acts like a normal Veteran by receiving squad orders
  • Squad command: activates squad orders with its own Energy (same as the Elite squad-order cost)
  • If the Veteran holding temporary command becomes incapacitated, the squad becomes leaderless again.
  • If multiple Veterans are in the same zone, only the GM or the one with the highest Cohesion can command.

#Temporary Command → Permanent Promotion

If the Veteran holding temporary command survives the battle and squad Cohesion has not reached 0, it can be promoted to Elite after the scenario (GM discretion). This is equivalent to "growth of an Elite-grade unit leader" in the squad advancement table above.


#Squad Advancement (部隊昇級)

#Scent — War Makes Soldiers

A peasant who first gripped a spear with trembling hands can become an elite with iron eyes after repeated battles. Squads also grow as they gain experience. Among them, some unit leaders become known by name.

#Law — Advancement Conditions

ConditionAdvancementEffect
Survive 3 battlesMinion → elite MinionGain 1 additional [Tactic:Aptitude]. The GM chooses it or grants it through a secret manual.
Survive 5 battles + GM judgmentMinion → VeteranWounds +1, Defense +1, tactic slot +1 (add 1 Kata or stance).
Veteran 5 battles + narrative milestoneVeteran → EliteTactic slot +1. Named unit leader appears — give them a name and personality. Use an NPC personality generator.
Growth of an Elite-grade unit leaderElite → Lord-grade NPCConvert to an individual character sheet. Full class + faction trait. GM's narrative judgment.

#Advancement Limits

  • Advancement must have narrative credibility. Filling only the battle count is not enough.
  • The whole squad does not advance as itself; it is replaced by a higher-grade squad.
  • Example: when a 5-Minion squad advances to Veteran, headcount decreases to 3 (elite consolidation).
  • Advancement to Elite-grade or higher is a campaign milestone (successful domain defense, participation in a great-yoma hunt, and so on).

#Squad Equipment Rules (部隊裝備)

#Scent — What if You Give a Squad a Famous Blade?

If you issue a masterwork katana to a Minion squad, they cannot activate the blade's true power (masterwork technique). But the sword itself is good, so it cuts a little better. A squad does not draw out the limits of a tool — it only uses the tool as a means.

#Law

Equipment TypeSquad Application EffectNotes
Normal weaponstandard application (squad basic attack)
Masterwork weaponrelated checks +1. Licensed/masterwork technique does not apply.A good blade, but Minions cannot use master techniques.
Divine Treasurerelated checks +1. Blessing/curse does not apply. Devotion technique does not apply.A Divine Treasure's blessing/curse is activated only by Lord/Elite-grade individuals. In Minion/Veteran squads, treat it simply as a masterwork.
Elite Armament (精銳武裝)whole squad attack checks +1.Gold cost: Minion 3 gold, Veteran 5 gold. Permanent.
Tactics Manual (戰術書)permanently add 1 [Tactic:Kata].Gold 10~20. Can be bought in markets.
Secret Manual (秘傳書)permanently add 1 [Tactic:Stance] or [Tactic:Aptitude].Scenario reward/school tie-in. Unique item.

#Tactics Manual/Secret Manual Rules

  • Tactics manuals/secret manuals have no Divine Treasures. Tactics are made by humans.
  • Tactics manual: can be mass-produced. Copies can be made (Wisdom check >= 13, gold 5).
  • Secret manual: unique item. Cannot be copied. Losing it is final.
  • Total tactics manuals/secret manuals one squad can hold: up to 2.

→ The masterwork list for tactics manuals/secret manuals is included in Equipment and Consumables.


Squads are the pillars of the line. If the pillars fall, the battlefield falls. If the pillars grow, they become a castle.