English edition v1.3.3

#Famous-Squad Design Principles

Contents

A system of unique aptitudes and unique tactics added on top of the core squad rules. The numeric scale follows the core exactly, and the specialness of famous squads comes from their unique narrative and gimmick.

#§ Scent — The Weight of a Single Banner

Even the same thousand warriors will turn a won war into a lost one depending on which banner they gather under. A famous squad is the act of giving a name to that banner.

#§ Law — Design Principles

#1. Compliance with Core Squad Rules

Famous squads use the numeric rules of the core unit operations exactly.

Core squad numeric standard:

GradeWoundsCohesion baseNote
Mob-grade squad031 hit = instant death
Minion-grade squad13a hit = 1 squad member instant death
Veteran-grade squad2~34cumulative Wounds of the whole squad
Elite-grade (individual)3~4individual unit
Lord-grade (individual)3+Physique (cap ~8)individual unit

The specialness of famous squads comes not from numbers but from narrative and gimmick — 1 unique aptitude + 1 unique tactic + hire-condition/loyalty/renown premium.

Cases where Wounds exceed the core range are permitted only as a "unique squad trait." For example, when a unique mechanic such as "Immortal Regeneration" or "Mass Bulwark" is specified in the skill description, that mechanic itself absorbs the Wounds surplus. Departure from grade is an exception, not a policy.

#2. Unique Aptitude (always-on effect)

  • A 1-line effect applied the instant the squad is formed.
  • Example: "Terror of the Enemy Line" — adjacent enemy squad Cohesion -1 (always-on — 00-05 §12: core Cohesion / 1st-expansion morale / 30-03 variant morale).
  • The magnitude is within ±2 compared to ordinary core squads.

#3. Unique Tactic (1 combat or 1 session, 1 time)

  • A squad Energy cost + effect.
  • 1 step stronger than the core squad's ordinary tactics.
  • Limited to 1 combat or 1 session, 1 time.

#4. Hire Conditions (choose 1 or multiple)

  • Public recognition: main-class dan 5/7/9 or higher, or a merit recognized by the relevant faction.
  • Renown value: renown value N+ (N=10~30).
  • House ties: ties of N stages or higher with a specific house/society.
  • Asset: holding N+ gold.
  • Cause alignment: the PC's actions/ideals align with the squad's ideology.

#5. Cost (standing stipend)

  • The core same-grade squad × 1.5~4× (standing, renown premium).
  • Per 1 session, core baseline: Mob-grade 5 kan · Minion-grade 10 kan · Veteran-grade 30 kan · Elite-grade 100 kan · Lord-grade 300 kan. For multiplier details, see 25-09 Hire-Conditions Integration Table.

#6. Loyalty (defection/disband conditions)

  • Dishonor: defection when the PC violates honor (flight, treason, abuse of the weak, etc.).
  • Betrayal of the cause: immediate disband when the squad's ideology is betrayed.
  • Unpaid stipend: natural defection if unpaid for 1 season.

#§ Introducing the 25-09 Hire-Conditions Decision Table

The exact hire conditions and cost of each squad are gathered into the integration table in 25-09.

#§ GM Tools

  • 25-10 custom template: a GM can add squads unique to their own campaign.

"A squad's name is that squad's banner. The banner is heavy — only one who can lift that weight becomes a squad leader."