English edition v1.5 · hb-doc

#Chapter 10 — Squads (分隊)

Contents

Squad formation

The dazzling protagonist of the battlefield is you, but what actually holds the line is the squad of nameless soldiers. Five ashigaru raising their spears lifts the Domination of a zone; four bowmen standing in the Rear Zone keep the enemy from advancing rashly. They do not judge for themselves. They move at a single word of your command.

This chapter holds only what you need to lead and work a single squad. Large-scale pitched battles running many squads, the full roster of each faction's elite squads, and the detailed no-command tables are in the core rulebook (co-06). Here you learn how to command one squad with your Energy and to hold that squad so it does not waver.


#1. What Is a Squad

A squad is a body of soldiers bound by the same grade (Minion or Veteran) + the same weapon. There are usually 3–6 members, and the several bodies are managed by a single stat block. A squad does not act on its own — it moves only by a Squad Order. Merely being placed in a zone grants a Domination bonus.

What must be distinguished from a squad is the individual unit. A shikigami, a puppet, or an Elite-grade lieutenant is 1 person (or 1 body) = 1 block, and is not the target of Squad Orders, Overall Command, or Squad Tactics. These do not carry a Cohesion value; they are managed by Wounds and Energy, and move by a sorcerer's control action or their own maneuver system. Every rule in this chapter is about squads.

Source: co-06-00 §Distinguishing individual units from squad units · co-06-06 §Squad composition


#2. Cohesion — Why the Squad Stands

Soldiers are not machines. When a comrade falls, when a yoma roars, when the commander is out of sight, the heart collapses. Cohesion is the numeric measure of the will that lets a squad stand on the battlefield — it is the squad's morale and its durability.

  • Base Cohesion: 3. A Veteran squad has 4.
  • When Cohesion reaches 0, the squad Routs (breaks and flees) (§5).

#Cohesion Loss

CauseLossCheck timing
Squad loses half or more of its members-1Batched at the lull
The lead (you) is incapacitated-1 (all squads)Immediate
Yoma Fear (on a failed mental resistance)-1At the lull
Entering / leaving the Core Zone-1 (each)Immediate
Struck by an area attack-1Batched at the lull

"Member loss" and "area strike" are not subtracted per attack — they are settled in a batch at the lull. "Lead incapacitated" and "Core Zone entry/exit" are narrative moments and so are reflected immediately.

#Cohesion Recovery

MethodRecovery
Entertainer specialty "Battlefield Flower" (lull)+1
The lead's (your) Presence (美) morale check (lull, on success)+1
Pure Land Monk specialty "Amida's Shield"Rout prevention (holds at 1 on reaching 0)

Source: co-06-06 §Cohesion


#3. Squad Orders — They Move on Your Energy

A seasoned general's command is short. "Advance." "Fire." "Hold." The squad moves at that one word. The command is paid from your own Energy — the squad has no Energy.

Base cost: 2 Energy. If your Wisdom is +2 or higher, it is 1 Energy. No exceptions.

Wisdom (智)Order Energy
+1 or lower2
+2 or higher1

For a squad-commanding build, Wisdom +2 or higher is recommended. If you give two or three orders in one round, the difference of 1 Energy is large.

#Kinds of Order

OrderAdded costEffect
AdvanceBaseMove the squad to an adjacent zone.
Core-Zone Breach+1 EnergyCommit the squad into the Core Zone. Cohesion -1.
Volley Fire / AttackBaseThe squad attacks 1 enemy within range (see below).
Shield Wall FormationBaseThe squad's Domination contribution ×1.5. No movement that round.
RetreatBaseMove the squad to a rearward adjacent zone.

"Added cost = Base" means there is no Energy beyond the Squad Order cost (2 Energy, with the Wisdom discount applied).

#Volley Fire / Attack Check

2d10 ≥ target's Defense (no modifier — the squad's mass firepower). The effect changes with the strength of the to-hit roll's result. There is no separate secondary die; the to-hit roll decides everything in 1 roll.

To-hit roll resultAgainst a Minion/Mob squadAgainst a Veteran+ squadAgainst an individual unit (Elite/Lord)
Miss (below target)Remove 0No effectNo effect
Hit (target met)Remove 1Cohesion -11 Wound
Hit + total 13 or moreRemove 2Cohesion -1 + 1 Wound1 Wound
Hit + total 17 or moreRemove 3Cohesion -2 + 1 Wound1 Wound + Defenseless
Critical Hit (double + hit)Remove 3Cohesion -2 + 1 Wound2 Wounds
Heavenly Mandate (10-10 + hit)Remove the whole squad or Cohesion 0 (GM's choice)Cohesion -3 + 2 WoundsInstant death or 3 Wounds

On failure: a miss. If you fired toward the Core Zone, a friendly-fire check applies.

Source: co-06-06 §Squad Orders


#4. Tactic Tags — Squads Have Techniques Too

A squad's actions are not only "Advance" and "Fire." Elite spearmen block a breakthrough with the Three-Tier Spear Wall, warrior-monks shave a yoma's Defense with the Exorcism Sutra, and genin cut off sight with a Smoke Screen. This distinctive combat ability is called a Tactic. A Tactic follows the same structure as a personal maneuver but triggers at the squad level, and is activated by your Squad Order.

NotationTypeTriggerDescription
[Tactic:Kata]ActiveSquad Order Energy + added costYou spend Energy and the squad performs a specific action.
[Tactic:Stance]SustainedDeclared with Squad Order EnergyThe squad holds a specific formation. Lasts until you declare its release or the squad moves. Only 1 at a time.
[Tactic:Aptitude]PassiveAlways in effectA faction trait or a squad-specific property. No activation needed.

[Tactic:Kata], [Tactic:Stance], and [Tactic:Aptitude] share the same structure as a personal specialty's [Kata], [Stance], and [Aptitude]; only the target being a squad differs.

#Tactic Activation Cost

Squad order cost breakdown

NumberMeaning
1Wisdom +1 or lower order (2 Energy)
2Wisdom +2 or higher order (1 Energy, Wisdom discount)
3the Tactic's own added cost (Base=+0 · +1 Energy · +2 Energy)
4total Tactic activation cost
Tactic activation cost = Squad Order cost + the Tactic's own added cost

The Squad Order cost is 2 Energy (1 Energy at Wisdom +2 or higher), and the Tactic's added cost is written per Tactic as Base (no add), +1 Energy, or +2 Energy.

Example — a scholar with Wisdom +2 orders "Three-Tier Spear Wall" to a spearman squad:

Squad Order = 1 Energy (Wisdom +2 discount) · Three-Tier Spear Wall added cost = Base → 1 Energy total.

#Tactic Slots by Grade

The number of Tactics a squad can hold is set by its grade.

GradeTactic slots
Mob (雜)0–1 (holding position or 1 basic attack)
Minion (卒)1 [Tactic:Kata] — base. An elite/special Minion may additionally hold 1 [Tactic:Aptitude].
Veteran (練)Minion + 1 more (Kata or Stance)
Elite (將)Veteran + 1 more — combat options nearly on par with an individual.
Lord (主)A full character sheet (a faction trait is held as an Aptitude specialty).

Source: co-03-07 §2.5 Squad tactic notation · co-06-06 §Squad tactics


#5. Squad States — Active, Routed, Destroyed

Squad state flow diagram

NumberMeaning
1active
2routed
3destroyed
4post-combat reformation (gold + season time)
5Cohesion reaches 0
6return — lull Presence (美) check success (Cohesion 1) or auto-rally post-combat
7Wounds reach 0 or a direct "squad Destruction" declaration

A squad moves among three states. Because each state has a different return path and recovery cost, do not treat them interchangeably.

StateCohesionWoundsHolds the fieldDomination contributionReturn mid-combatPost-combat handling
Active≥1≥1YesNormal value by gradeDeploys as is to the next battle
Routed0≥1Removed from the zone0Can return on a lull Presence (美) checkAuto-rallies before the next battle
Destroyed0Removed from the zone0ImpossibleReformation required (gold + season time)

#Rout (崩壞) — Cohesion 0 = Breaking and Fleeing

The squad members have come apart and are in flight or hiding. Their combat power is gone, but most are alive. It triggers when Cohesion reaches 0 (unless prevented by the Pure Land Monk's "Amida's Shield" or the like).

  • The squad is removed from the current zone and its Domination contribution becomes 0. It withdraws to the abstract "off-field" space and cannot receive orders during combat.
  • Return mid-combat (rescue): each lull you may make a 2d10 + Presence (美) ≥ 13 check. On success the squad returns at Cohesion 1 and is redeployed to a zone adjacent to you. Even on failure it does not convert to Destroyed, and you retry on the next lull.
  • Post-combat: if 1 or more Wounds remain, it auto-recovers to Cohesion 1. Members, equipment, and experience are preserved, and it can deploy as is to the next battle.

#Destruction (潰滅) — No Return to the Field

Most of the squad members are dead or incapacitated and the squad is physically annihilated. It triggers by one of the following: (i) the squad's Wounds reach 0, or (ii) a Heavenly Mandate table, a karma table, a masterwork, a secret art, and the like directly declares "squad Destruction."

  • The squad is fully removed from the field, and thereafter no return within the same battle is possible by any means. Other squads of the same faction take Cohesion -1 as a morale blow.
  • Post-combat reformation costs gold and season time. Before reformation you cannot deploy that squad, and 1 of your squad slots stands empty in the meantime.
Squad typeReformation costTime required
Militia grade (bamboo spear · local)Hiring cost ×2 (gold 6)1 season
Mercenary-band grade (5 Minions)Hiring cost ×2 (gold 16)1 season
Bandit-band gradeHiring cost ×2 (gold 10) or re-securing a plunder ground1 season
Elite squad (Veteran or higher)Usually hiring cost ×3 + 2 seasons (GM's discretion)2 seasons
Includes a named lieutenant (Elite grade)Permanent loss — requires the narrative of recruiting a new NPCPer scenario

If a named lieutenant (Elite grade) is caught in the Destruction, that NPC is a permanent loss and becomes a narrative milestone.

Source: co-06-06 §Squad state system · §Rout · §Destruction


#6. Squads and the Energy Economy

Squad command runs on top of your Energy pool. Keep a few things in mind together.

  • Orders are paid from your Energy. Each order costs 2 Energy (1 Energy at Wisdom +2 or higher). Layer a Tactic on and the Tactic's added cost is added too.
  • Your Energy is shared between the squads and your own combat. Swinging your own blade also takes Energy. If you spend two Squad Orders (2–4 Energy) in one round, that much less Energy is left for your own offense and defense. The balance between the command build and the combat build is precisely this allotment of Energy.
  • The order target is squads only. A shikigami, a puppet, or an Elite-grade lieutenant does not move by a Squad Order (individual unit). Nor can it be a recipient of a "squad/lead-targeted" support such as a scholar's Energy transfer.
  • If you are incapacitated, all squads immediately take Cohesion -1 and fall into a no-command state. The detailed behavior of a squad that has lost its commander follows the GM material.

Source: co-06-06 §Squad Orders · §Cohesion · co-06-00 §Core rules for individual units


#7. Squad Type Comparison Table

Generic squads that belong to no faction are the troops you can most easily hire and work. They are bought with gold, conscripted in a village, or gathered from the back alleys. All the values below are as in the CO source.

ItemMercenary Band (傭兵團)Militia (民兵隊)Bandit Band (盜賊團)
Grade5 Minions5 Minions4 Minions
Wounds111
Defense121011
Weaponkatana (2 Energy)bamboo spear (2 Energy)dagger (1 Energy)
Hiring costgold 8 / seasongold 3 / seasongold 5 / season or plunder allowed
Cohesion2 (loyalty bought with money)3 (defending the homeland)2 (a band bound by profit)
Faction traitNoneNoneNone

Tactic summary

  • Mercenary Band[Tactic:Kata] Mercenary's Blow (added cost Base): 2d10 ≥ Defense. Remove 1–3 Minions (apply the hit-strength table) / Veteran+ Cohesion -1 or 1 Wound. A standard attack. · [Tactic:Aptitude] Faithful to Gold: pay gold 1 each lull for Cohesion +1 (max 4); -1 if unpaid.
  • Militia[Tactic:Kata] Bamboo-Spear Charge (added cost Base): 2d10-2 ≥ Defense. Remove 1–2 Minions (apply the hit-strength table, but up to 2 at most) / Veteran+ 1 Wound. Weak but cheap. · [Tactic:Aptitude] Homeland Guard: Cohesion +2 in your own domain zone, Cohesion -1 elsewhere.
  • Bandit Band[Tactic:Kata] Ambush Plunder (added cost Base, limit of 1 per round): triggers only while infiltrating. Remove 1–3 enemy Minions (apply the hit-strength table) + gain gold 1, and drop infiltration. · [Tactic:Aptitude] Instinct to Flee: auto-flees on reaching Cohesion 0 (Rout), but auto-returns at the lull (1).

On promotion to Veteran grade: a Minion squad may become a Veteran by surviving 5 battles + GM judgment. This grants Wounds +1, Defense +1, and Tactic slot +1 (add 1 Kata or Stance), and the headcount drops through eliteization (e.g., 5 Minions → 3 Veterans). The base Cohesion also rises from 3 to 4. Promotion is not achieved merely by filling a number of battles — it must carry narrative conviction.

Source: co-06-06 §Generic squads (Mercenary Band · Militia · Bandit Band) · §Squad promotion


#Summary

  • Squad = a bundle of 3–6 with the same grade (Minion/Veteran) + the same weapon. It has no action of its own and moves only by a Squad Order, and its mere placement grants Domination. A shikigami, a puppet, or an Elite-grade lieutenant is an individual unit, so squad rules do not apply.
  • Cohesion base 3 (Veteran 4). 0 = Rout (breaking and fleeing). Wounds 0 = Destruction (no return within the battle). Rescue a Rout with a lull 2d10 + Presence ≥ 13; reform a Destruction with gold + season.
  • Squad Order = your Energy 2 (1 at Wisdom +2 or higher). Both orders and Tactics come out of your Energy, shared with your own combat.
  • Volley Fire decides even its strength with a single 2d10 ≥ Defense roll (total 13/17, Critical Hit, Heavenly Mandate).
  • Tactic = [Tactic:Kata/Stance/Aptitude]. Activation cost = Squad Order cost + the Tactic's added cost. Slots are set by grade (Minion 1 Kata, Veteran +1, Elite +1).
  • 3 generic squads: Mercenary Band (Defense 12 · Cohesion 2 · gold 8), Militia (Defense 10 · Cohesion 3 · gold 3), Bandit Band (Defense 11 · Cohesion 2 · gold 5).