The Crab today is known for establishing rigid battlelines to facilitate its use of heavy units and ships. Once in a while, Shiro Ei will conduct a series of wargames to both train their newer officers and keep the garrison sharpened for combat. The governor's office has invited investors and interested parties to observe the wargames in practice, as well as participate if they wish. This will allow the participant to step into the shoes of a Crab office and potentially get to experience the Crab spirit in combat, albeit in a practiced and simulated wargame.
Magic: Magic is not allowed unless the character rolls contested Agility/Stealth (Spellcasting) against the crowds and officials. Emphasis is needed to make the roll and only that spells that last at least an hour can be employed. Needless to say, getting caught has consequences. Soshi Shugenja school technique can be used to bypass this restriction.
Wargame Rules
The garrison at Shiro Ei has a variety of units to defend the Tango province and is also tasked with the training of the next generation of Hiruma-trained bushi. The participant in the wargame will be given the temporary role of "officer". In this military wargame exercise, the "officers" will command up to three units and utilize them to repel an invading force. The objective is to ensure that the shiro remains standing and suffers the least amount of damage. Each unit will have its own dice pool and abilities.
Tactical Battle - Officers who have some knowledge of military tactics will have an edge in this military exercise. The officers may add to all damage rolls made in this event their numeric skill rank in Battle. If they possess the Tactician Advantage, they may add an additional +5 to their unit's damage rolls. For example, if a participant has Battle 2 and the Tactician Advantage, they will be granted an additional +7 to all of their units' damage rolls.
Honour Guard - Officers may insert themselves in the wargame as the lead in a unit of their choice and grant them "Honour Guard" status. This grants a bonus to the unit's damage rolls based on their school and skill rank. Some units will work better with some officers, depending on their school type. Each unit will list the appropriate bonus given if they are chosen as the Honour Guard. This bonus indicates how much bonus damage is given to the roll. If there are two of the same units chosen, only one chosen unit receives the appropriate bonus.
Heroic Actions - There are some units that might have "Heroic Actions" available to them. These are great feats that aren't performed lightly, and the use of them will 'exhaust' the performing unit for the rest of the event. Exhausted units will not contribute their damage rolls for the rest of the event.
Shiro - The units will be tasked with defending a fictional structure deemed as the "Shiro". The "Shiro" will begin with 80 Structural Wounds. It will suffer damage over the course of the wargame if the threat is not stopped. If the Shiro falls, the officer has failed their task and their participation ends. At the end of the military exercise, the most successful officer is judged the remaining Structural Wounds of the standing Shiro.
Those with Cursed by the Realm: Jigoku, their 'Shiro' has 60 Structural Wounds instead.
The officer may select up to 3 units from the following...
- Stingray Rifle Squad
A fire squad of Hiruma-trained rifle samurai. They will provide good firepower from afar.
Damage: 6k3 Damage at Range
Honour Guard Choice: + Bushi School Insight Rank + Firearms/Hojutsu Skill Rank to Damage Roll
Heroic Action: None - Heavy Defender Squad
A squad of Hida bushi with heavy weapons.
Damage: 4k4 Damage in Melee
Honour Guard Choice: + Bushi School Insight Rank + Heavy Weapons Skill Rank to Damage Roll
Heroic Action: Hold The Line! - The Heavy Defender Squad can be exhausted at any time to prevent 10 Structural Damage from an enemy. - Forward Skirmish Squad
A squad of Hiruma bushi, often deployed to engage the enemy flank or engage in early skirmishes.
Damage: 7k2 Damage in Melee
Honour Guard Choice: + Bushi School Insight Rank + Kenjutsu Skill Rank to Damage Roll
Heroic Action: Charge! - The Forward Skirmish Squad can be exhausted at any time to immediately deal 10 Damage to an enemy. - Kuni Shugenja Squad
A detachment of Kuni Shugenja with the ability to rain down jade spells on the enemy.
Damage: 4k3 Damage at Range
Honour Guard Choice: + Shugenja School Insight Rank + Earth Ring to Damage Roll
Heroic Action: Earth Kami's Fury - Kuni Shugenja Squad can be exhausted to immediately deal 1k1 Damage to an enemy and prevent 1k1 Damage caused by an enemy. - Kaiu Sapper Squad
A squadron of Kaiu Engineers with the task of setting up traps and advantageous fortifications for the Shiro.
Damage: 5k2 Damage at Range
Honour Guard Choice: + Bushi School Insight Rank + Engineering Skill Rank to Damage Roll
Heroic Action: Bring it down! - Kaiu Sapper Squad can be exhausted to instantly defeat the enemy after it deals its structural damage to the Shiro. - Ashigaru Squad
Plentiful in numbers, ashigaru are still the backbone of any modern army.
Damage: 4k2 Damage in Melee
Honour Guard Choice: + Any School Insight Rank + Any Weapon Skill to Damage Roll
Heroic Action: None
Each Ashigaru Squad selected grants an additional 20 Structural Wounds to the Shiro. - Heavy Artillery
Heavy artillery delivery either through an aerial bombardment or shot from afar.
Damage: 2k2 Damage in Range
Honour Guard Choice: + Bushi School Insight Rank + Engineering Skill to Damage Roll by Heroic Action
Heroic Action: Fire! - Heavy Artillery is exhausted to deal 10k10 Damage at Range.
This event will consist of 5 waves of enemies, which will be played by a combination of lucky young recruits, dummy vehicles, and holographic displays. During each wave, the officer will proceed with the combat round in the following order.
Step 1: Roll Damage for a unit of the officer's choice, deduct from the enemy wounds. Repeat this until all units rolled for damage once this round.
Step 2: If the enemy is still standing, roll their Structural Damage and deduct from the Shiro and suffer any of their attack effects.
Step 3: If the enemy is undefeated (it has 1 Wound or more), return to Step 1. If the enemy is defeated, return to Step 1, all of the officer's units choices are refreshed (as in they can select any one).
- Zombie Horde
Wounds: 80
Structural Damage: 2k2 - Goblin Swarm
Wounds: 50
Structural Damage: 4k2 - Ogre Brute Squad
Wounds: 60
Structural Damage: 6k2 - Tsuburu no Oni Spawn
Wounds: 65
Structural Damage: 3k3 and the officer loses 1 Range Damage Unit (it can no longer roll for damage in this event) - Ugulu no Oni
Wounds: 80
Structural Damage: 6k3
At the conclusion of the wargame and a gruelling defensive campaign, each officer will be evaluated on their results and tactical prowess. If the Shiro remains standing, the participant will be awarded +0.2 Glory and 1 Bid Point.
Three top placements will be awarded here. This will be given to the one who defeated the most enemy waves, in the very unfortunate situation where no Shiro can endure the onslaught, then by the most Structural Wounds a Shiro possesses prior to its loss in the previous wave. This is further scrutinized, if needed, by the least amount of attacks made in total for the most advanced wave. For example, if the most advanced officer made it to Ugulu no Oni and failed, the least amount of attacks made prior to getting to Ugulu no Oni will be evaluated and tallied for best standing.
If the situation where there is an equal number of officers are able to defend the Shiro successfully, placement is determined by the largest number of remaining Structural Wounds of each Shiro. In the situation that all Shiro are undamaged or exactly equally damaged, this is evaluated further by the least amount of attacks made as above, then by the least amount of exhausted units.
The first-place officer in the wargame will be awarded 10 Bid Points and +0.3 Glory. The second-place officer will then be awarded 8 Bid Points with +0.2 Glory, and the third-place officer will be awarded 6 Bid Points with +0.1 Glory.