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Chapter 9: A Ronin’s Path
Table 9–1:
Strategic Objective by Turn
Round
Number
Hida’s Strategic Objective
Kazanagan no Oni’s Strategic Objective
1
Draw Them In
Description: Get the opponent to commit to attacking a
particular position and then hold firm against them.
Requirement: This strategic objective is fulfilled after an
enemy leader performs an Assault action that inflicts 5 or
fewer casualties against the cohort occupying the chosen
position.
Completion: When a leader completes this strategic objective,
the enemy army suffers 5 panic and the leader’s army removes
5 panic.
Capture a Position
Description: The commander calls for the leaders to uproot the enemy
from a specific position this round, so that the army can occupy it. This
position must be a fortification or piece of terrain occupied by the enemy.
Requirement: This strategic objective is fulfilled after the army’s leaders
perform Assault actions targeting the cohort occupying the chosen
position that inflict a total of 8 or more casualties on the enemy army.
Alternatively, it can be fulfilled if the enemy army vacates the position
and a friendly leader successfully performs the Reinforce action there.
Completion: When a leader completes this strategic objective, the
enemy cohort occupying the fortification
is driven out and no longer
counts as occupying it. The leader who completed this objective may
choose to have their cohort occupy the fortification immediately.
2
Grind Them Down
Description: Inflict a certain number of casualties.
Requirement: This strategic objective is fulfilled after the
army’s leaders have inflicted a total of 10 or more total
casualties on the enemy army during this round.
Completion: When a leader completes this strategic objective,
the enemy army suffers 5 panic and the leaders’s army
removes 5 panic.
Cut Off the Head (targeting a living leader)
Description: Kill a particular leader.
Requirement: This strategic objective is fulfilled when the chosen
enemy leader or commander is slain by a member of your army.
Completion: When a leader completes this strategic objective against
an enemy leader, the enemy army suffers 10 panic. When a leader
completes this objective against the enemy commander, the enemy army
suffers 20 panic instead.
3
Cut Off the Head (targeting a living leader)
Description: Kill a particular leader.
Requirement: This strategic objective is fulfilled when the chosen
enemy leader or commander is slain by a member of your army.
Completion: When a leader completes this strategic objective
against an enemy leader, the enemy army suffers 10 panic.
When a leader completes this
objective against the enemy
commander, the enemy army suffers 20 panic instead.
Grind Them Down
Description: Inflict a certain number of casualties.
Requirement: This strategic objective is fulfilled after the army’s leaders
have inflicted a total of 10 or more total casualties on the enemy army
during this round.
Completion: When a leader completes this strategic objective, the
enemy army suffers 5 panic and the leader’s army removes 5 panic.
Third Tower Command
Hardy veterans of decades of war, the Third Tower Command serve
Hida Tomonatsu with admirable dedication, even against long odds.
Strength: 25
Discipline: 30
Hardened Veterans (Army Ability): When this army removes 1 or
more panic, it removes that amount plus additional panic equal to
the glory rank of its commander.
Elite Training (Army Ability): Each cohort in this army may pos-
sess one of the following abilities, depending on the setup leading
to the mass battle:
•
Siege: The leader of this cohort reduces the TN of their Sup-
port actions by 1.
•
Infantry: The leader of this cohort reduces the TN of their
Attack actions by 1.
•
Archery: Increase the TN of checks targeting this cohort by 1.
•
Shugenja: After
you perform a Support action, if you succeed,
heal 3 points of panic or attrition from the army.
The Horde of Kazanagan no Oni
A band of wretched creatures, abominations, and horrors
risen from the depths of the Shadowlands, Kazanagan no Oni’s
Horde lacks in organization but possesses ferocity and hatred
in abundance.
Strength: 35
Discipline: 80 (while Kazanagan no
Oni lives) / 20 (if Kazanagan no Oni is slain)
Relentless (Army Ability): The creatures of the Shadowlands live
for battle, and their rage does not gutter out so easily as that of hu-
man soldiers. This army does not suffer the effects of battle fatigue
(see
Battle Fatigue, on page 175).
Monstrous Enemies: At the end of each round, the enemy army
suffers 3 panic.
Wake of the Shadowlands (Army Ability): After a Mass Battle
against
this army, each participating opposing leader must succeed
on a
TN 1 Fitness or
Meditation check using a ring of their choice
or suffer the Afflicted condition for the ring they used. After a
Mass Battle against this army, the battlefield becomes Defiled ter-
rain (see page 167).
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Chapter 9: A Ronin’s Path
Chapter 9: A Ronin’s Path
At the Start of the Battle
A number of preparations the PCs have taken might affect the outcome
of the battle, as follows:
If the main gates are opened:
The massive oaken gates of the watchtower creak as they are
opened, and dust falls from the rafters. The ranks of the Hida sol-
diers march through in unison, sashimono fluttering in the wind
as they deploy beyond the Wall. Grim determination is painted
on their faces as they march to meet their adversary head-on. The
few samurai remaining on the Wall offer a silent prayer to the For-
tunes—these samurai will be the Crab Clan’s last line of defense.
Mechanical effect: The TN of Assault actions are reduced by 1 and the
TN of Reinforce actions are increased by 1 for the whole battle.
Addition-
ally, the Hida cohort does not count as occupying a Fortified Position at
the start of the battle (and cannot take up such a position without aban-
doning their post).
If the gates remain closed:
The Hida troops take up positions along the battlements, climbing
the steps of the many stairways leading to the top. Frustration mars
their brows as they clutch their weapons and wait for the enemy to
draw closer, but the strength of the Wall and the siege weapons at
their backs are reassuring.
Mechanical effect: The TN of Reinforce actions are reduced by 1 and
the TN of Assault actions are increased by 1 for the whole battle.
If the Hiruma are deployed as light melee troops:
Bows stowed on their backs, the Hiruma samurai grab polearms
and swords and take their place next to their Hida kin. Although
the lightly armed scouts can’t compare to their more heavily
armed fellow Crab, the steel in their eyes indicates they are just
as dangerous.
Mechanical effect: The Hiruma cohort loses the Archery ability, and it
does not count as occupying a Fortified Position
at the start of the battle
if the gates of the watchtower are open. The cohort gains the Fearless
Army Ability: At the end of each round, your army removes 6 panic.
During the First Round of Battle
If the tunnels were left open for the Nezumi to strike:
A grinning goblin leads dozens of its kind through the opening of a
tunnel, eager to exploit the apparent weakness it’s just found. They
never emerge on the other side. Instead, a chaotic force of Nezumi
erupts from the entrances, some running on all fours, and they
strike with an unexpected fury. Cheers burst from the Crab army,
and they fight with renewed vigor.
Mechanical effect: The Nezumi automatically inflict 5 casualties on
the Shadowlands army, and the Crab army gains the initiative on the
next round.
During the Second Round of Battle
If Kaiu Masae was able to prepare her trap on the Wall:
Ladders made of bone, leather, and other materials you’d rather not
think about
cling to the Wall like flies, and despite the best efforts
of the defenders, creatures start climbing up the ramparts, slowly
gaining a foothold. With a nod of gratitude to you, Masae gives the
order, and two of her subordinates push an oversized lever. The por-
tion of the Wall the monsters are on slides away, like a sand castle
before the sea, and crashes a hundred feet farther down, amid the
screams of the Shadowlands creatures.
Mechanical effect: The Kaiu cohort does not count as occupying a For-
tified Position. However, they automatically inflict 10 casualties on Horde
of Kazanagan no Oni, and the Crab army increases its discipline by 5.
If the Hiruma are deployed
as archery troops but do
not know that they are short on arrows:
The archery fire from the Hiruma slows to a trickle, then fully stops.
The samurai clutch at empty quivers, shouting for a resupply, but it
doesn’t come. As goblins start climbing the Wall, the Hiruma draw
their swords, prepared to sell their lives dearly.
Mechanical effect: The Hiruma cohort loses the Archery ability and
gains the Infantry ability, and the Crab army suffers 5 panic.
If the Kuni shugenja were held back to prepare the ritual:
Screams of panic come from a portion of the Wall where the soldiers
appear to be fighting against the wind itself. Wispy white silhou-
ettes appear in their midst, cutting them to pieces with ethereal
claws, their faces open in a perpetual howl of rage. “Where are the
shugenja?” one of the bushi screams as a ghost lifts a samurai and
drops them to their death. The
soldiers take out jade powder, apply
it to their weapons with oil, and start pushing the ghosts back, but
at a heavy price.
Mechanical effect: The Crab army suffers 5 panic and 3 casualties.