My L5R Campaign

One of my least favorite parts of using the Battle Table is the seemingly-arbitrary way you are supposed to choose Heroic Opportunities. Certainly, sometimes it is better for some particular thing to happen to a character, but generally a quick way to choose one without the layers complaining about the one chosen for them is preferable. Outlined below is a table that makes this relatively easy. Also on the table are many new Heroic Opportunites to use in your campaigns. The new Opportunities are certain to add a little variety and a few interesting twists to any battle.

To use the following table, roll 3 dice and add them together. These dice do not explode. Apply the following modifiers to the total, depending on the character's level of engagement. Depending on how much math you want to do, you can use the basic or advanced modifiers. The basic is easier but produces less variety, and the advanced is more complicated but produces better results.

Level of EngagementBasic ModifierAdvanced Modifier
Heavily Engaged -0 -0%
Engaged -3 -10%
Disengaged -15 -50%
Reserves -24 -80%
  1. Kaze-no-kami's Blessing The fortune of Wind is smiling upon the character. Next Battle Round, the character can choose his level of engagement after he makes his Battle Table roll.
  2. Avoid Fate From the Gamemaster's Guide, p. 241.
  3. The Strength of My Ancestors From the Gamemaster's Guide, p. 241.
  4. Arrows from the Woods The fighting has led the character away from the melee and to the side of the battlefield. From there, his ranged attacks are inflicting heavier damages upon the opposing army than would be possible in the heat of battle. The character gains an additional 2 Glory points this round, but next round cannot be Heavily Engaged because of his distance from the battle.
  5. Troops from the Woods Unless the character is Disengaged, reroll this result. The character has managed to flank the enemy army. Next turn he must be Heavily Engaged, but gains an additional 2 Glory points.
  6. Protect the General From the Gamemaster's Guide, p. 240.
  7. Shugenja's Gift From the Gamemaster's Guide, p. 241.
  8. Block Supply Lines The character's unit is ordered to flank the enemy army and cut their reserves off from the main force. The character can be Heavily Engaged, Engaged or Disengaged this turn, but next turn must be Heavily Engaged. If the character sucessfully makes a Battle/Water roll at TN 20, he gains an additional 2 Glory points for throwing the opposing troops into disarray.
  9. Pick up the Banner From the Gamemaster's Guide, p. 240.
  10. Save a Wounded Comrade From the Gamemaster's Guide, p. 240.
  11. Drawing Fire The character's unit is ordered to draw enemy fire away from an advance that is being made by another unit. The character suffers an additional die of wounds, but receives 2 Glory points.
  12. Diversionary Tactics A diversion was created for the character's unit, allowing them to slip deep into enemy territory. The character gains an additional 2 Glory points, but next turn must be Heavily Engaged.
  13. Take a Unit From the Gamemaster's Guide, p. 241.
  14. "Hold This Ground!" From the Gamemaster's Guide, p. 240.
  15. Break the Line From the Gamemaster's Guide, p. 240.
  16. Draw the Line From the Gamemaster's Guide, p. 240.
  17. Be Prepared to Dig Two Graves From the Gamemaster's Guide, p. 241.
  18. Test of Might The character is challeneged not to an iaijutsu duel, but to a test of unarmed combat. The character can refuse to do such a "barbaric" thing, but will lose two points of Honor for seeming cowardly. Otherwise, resolve the challenge by the Test of Might rules and award half the Glory gains accorded by the Iaijutsu Duel rules. And note that in the heat of battle, concession is rarely an option.
  19. Save a Wounded Opponent From the Gamemaster's Guide, p. 241.
  20. A Chance Meeting On the field of battle, the character meets a prominent NPC from the opposing army (if the character has an Enemy in the opposing army, then that is who is met). The two characters immediately duel. Raise all Glory gains by 2, and if the loser receives wounds that would kill him, the wounds are reduced to Down.
  21. A Desperate Act The character's unit is ordered to harry the enemy's front lines. Next turn, the character must be Heavily Engaged and must make a Battle/Water roll against TN 25. If successful, the opposing general receives a -5 modifier to his Battle roll that turn.
  22. Attack the Archers From the Gamemaster's Guide, p. 240.
  23. Attack the Shugenja From the Gamemaster's Guide, p. 240.
  24. Banzai Charge Unless the character's army is currently losing the battle, reroll this result. The character leads a charge that restores the morale of his troops. Next round, the character must be Heavily Engaged and suffers one extra die of wounds, but he also gains 3 additional Glory points, and his army's commander gets a +5 bonus to his Battle roll. Alternately, if using the Morale rule, the opposing army's commander does not get a morale bonus that turn.
  25. A Clear Shot From the Gamemaster's Guide, p. 240.
  26. Take the Enemy Banner From the Gamemaster's Guide, p. 241.
  27. Battle Hardened The character is learning the tactics of the enemy as the battle progresses. For the rest of the battle, the character may choose to reroll his Battle Table roll and suffer one additional die of wounds.
  28. Wedge The character's unit is encountering and dealing very heavy damage. Double Glory gains this turn, but also double Wounds received.