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Daishō

Skirmish warfare in mythical Japan

Charles Murton & Craig Cartmell


The Ministry of Gentlemanly Warfare
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First published in Great Britain in 2015 by the Ministry of Gentlemanly Warfare.
© 2015 Charles Murton & Craig Cartmell
All rights reserved. Apart from any fair dealing for the purpose of private study, research, criticism or review, as permitted under the Copy-
right, Designs and Patents Act, 1998, no part of this publication may be reproduced, stored in retrieval system, or transmitted in any form or
by any means, electronic, electrical, chemical, mechanical, optical, photocopying, recording or otherwise, without the prior permission of the
copyright owners. Enquiries can be submitted to the authors through the Daishō blog at http://daishogame.wordpress.com.

Charles Murton and Craig Cartmell have asserted their right under the Copyright, Designs and Patents Act, 1988, to be identified as the
authors of this book.

Page layout by Lee Cartmell


Printed in Lithuania by Standartu Spaustuve

Acknowledgements
The authors would like to thank:
- Russ Hayes, Dean Winson and Mark Byng for their careful reviews of this book.
- Matt Cook, Dean Richards, Billy Harrington, Sean Bissett-Powell, Adam Wilkins and Duncan Louca for playtesting the rules.
- Duncan Louca for producing the extraordinary Benkei figure.
- Nick Eyre, Kev Dallimore and the team at North Star Military Figures for their support in distributing these rules and for
allowing us to use photographs of figures from their Ronin range (Ronin is © Osprey Publishing). Many of these photos
also feature 4Ground buildings.
- Guy Bowers for his encouragement and constant optimism.
- The producers of the many sources – including movies, books and other games too numerous to list – which have provided
inspiration for this work.
- The gentlemen and ladies of the In Her Majesty’s Name Facebook Page and Lead Adventure forum for being so supportive
as this project has progressed.
- Lorna Cartmell for her love and support while her husband has had his head in medieval Japan.
- Karwansaray, and their superb magazine - Wargames, Soldiers & Strategy, for the use of photographs of terrain and figures.
These photos include figures and terrain from Perry Miniatures, Oshiro Terrain, Dixon Miniatures, Black Hat Miniatures.
- Rob Broom for the use of photographs of his excellent collection.

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Foreword
“This world of men shall not endure. They are too quarrelsome and will fight even when there is no need. All we must
do is dangle something before them that they all want, but only a few deserve, and they will slaughter each other with-
out mercy.”
Oni Lord Gojira

There are two histories of the land known to some as Japan and to others long ago as Nippon. The Japan we see
today has come about because men of great courage and honour prevailed against unimaginable forces of evil and
disorder. However, as a result of their brave sacrifice only a few of the wise understand this or know the history of
Nippon before they won.
So let us tell you the story of that time, when men and demons fought for the soul of this land, while gods and god-
desses quarrelled over its very existence.
In the land of Nippon all that we have come to accept as legend was true. Master swordsmen could channel their
spirit, their living ki, to perform acts of incredible valour. Sorcerers could summon and bargain with demons.
Sinister men, such as the ninja and kabuki-mono, battled with honourable bushi and pious sōhei for possession of
legendary artefacts, sites of divine power and the souls of common men and women.
These ordinary folk did not stand idly by while this war raged about them. Some took to their own defence, reject-
ing the servile obedience demanded of them by the daimyos, and became ikko-ikki. Others took to the road and
became bandits or ronin.
And then there were the supernatural beings who resented the hegemony of man and would do anything to under-
mine and destroy it. They came in a thousand forms, the most common being the oni, the tengu and the bakemono.
Amongst all of this chaos strode legendary heroes, blessed or cursed with abilities beyond the command of ordi-
nary men, supporting the various factions as they chose.
Through the magic in this book we will take you back to this time of legends. There you can command a small
band, a buntai, of men or monsters and take your place in this struggle. You must choose which vision of the future
shall come to pass. Would you have us live in Japan or Nippon? Order or chaos? Heaven or Hell?

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Contents

Foreword 03 6.0 THE BESTIARY 32


Table of Contents 04 6.1 Beasts 32
6.2 Magical Creatures 33
1.0 INTRODUCTION 06
1.1 Building a Buntai 06 7.0 SKILLS 38
1.2 What You Need to Play 06
1.3 Dice Conventions 06 8.0 KI POWERS 42

1.4 Measuring Conventions 07


9.0 MAGICAL POWERS 44
1.5 Levels of Play 07
1.6 The Golden Rules 08 10.0 THE BUNTAI 48
1.7 Examples 08 10.1 The Points Cost System 48
10.2 Building a Buntai 49
2.0 FIGURE CHARACTERISTICS 10
10.3 The Buntai Roster 49
2.1 Attributes 10
10.4 The Buntai of Nippon 50
2.2 Other Characteristics 11
10.5 Magical Buntai 63
2.3 Equipment 12
10.6 Heroes of Nippon 68

3.0 PLAYING THE GAME 14


11.0 SCENARIOS, COMPLICATIONS
3.1 Initiative 14
AND LANDSCAPES 74
3.2 The Movement Phase 14
11.1 Scenarios 74
3.3 The Shooting Phase 16
11.2 Complications 79
3.4 The Fighting Phase 19
11.3 Landscapes 81
3.5 The Karma roll 21
3.6 To the Victor, the Spoils 22
12.0 CAMPAIGNS 86
3.7 Victory through Honour 22
12.1 Introduction 86
12.2 Structure and Narrative 86
4.0 SETTING UP A GAME 24
12.3 The Points Pool 86
4.1 Terrain 24
12.4 Capture and Ransom 87
4.2 Deployment 25
12.5 Rewards for Success 87

5.0 THE ARMOURY 26 12.6 Battles 87

5.1 Armour 26 12.7 Grand Finales 87

5.2 Weapons 28 12.8 Victory and Player Awards 87

5.3 Equipment 30 12.9 The Campaign Journal 89


12.10 An Example Campaign 89

Glossary 90

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1.0 Introduction
This is a set of skirmish rules for games with two or more players fielding a small number of figures per side, usual-
ly between five and twenty, though there is no set minimum or maximum number. The key design philosophy has
been simplicity. The idea is that the players can learn the rules in a few minutes and then get on with the fun
of slaughtering each other’s troops and creating new legends.
The game is set in Nippon, a fantasy version of medieval Japan.
Daishō takes its name from the pair of swords, one long (usually the katana) and one short (usually the wakizashi)
traditionally worn by samurai as a mark of their social status.
We only provide a limited description of the history, politics, social structure, technology, etc. of Nippon as we as-
sume most of our readers will already have some knowledge of the relevant period of Japanese history and mythol-
ogy. If you want to know more, there is a mass of material on the web and there are plenty of books on the period.
If you find anything in your research which appears to conflict with what we say in these rules, remember that this
is Nippon, not Japan!
One particular point of note is the use of names. We have chosen to stick with the historical Japanese use of names,
i.e. for samurai and ronin the family / clan name comes first and the personal name second while peasants have
only a single name. Thus Miyato Agiri is a samurai or ronin called Agiri who belongs to the Miyato clan; Tempara
is a peasant with no family name.
In Daishō each player forms a squad or team – a buntai – consisting of at least one leader and various followers.
They pit their forces against one or more other buntai in service of their lord and/or to further their own ends.
Daishō uses similar game mechanics to the Victorian Science Fiction skirmish game In Her Majesty’s Name
(IHMN) by the same authors. However, Daishō stands alone and you do not need a copy of IHMN in order to play
Daishō.
If you have any questions about Daishō, you can contact the Daishō Sensei (the authors!) through our blog
http://daishogame.wordpress.com.
You can find out more about IHMN at https://inhermajestysname.wordpress.com.
There are many Japanese terms shown in italics throughout these rules. We understand that not everyone may be
familiar with these; also exact translations from Japanese to English can be difficult. We have therefore included
a Glossary at the end of these rules so that you can see how we are using these Japanese terms. The Glossary also
includes game-specific terms such as “SV”.

1.1 Building a Buntai


Each player has a set number of points to spend on their buntai. We recommend that you begin with between 200
and 250 points until you have played a few games. After that you can play using whatever limits you agree with
your fellow players.
We have provided a selection of potential buntai for you to use (10.4, 10.5) – and also a complete points system
(10.1) so that you can devise your own buntai.

1.2 What You Need to Play


These rules do not require you to spend a huge amount of money to play a satisfying game.
As a minimum you will need a copy of Daishō, something like five to twenty figures or counters per buntai and
at least two buntai for a game, a few ten-sided dice, a tape measure and a flat space at least three feet square upon
which to play. We have published a Reference Sheet on the Daishō blog for you to download; once you are familiar
with the game this should provide pretty much all of the rules references you need.
Our assumption is that these rules will be used with 28mm miniatures. If you use other scales you can either leave
the movement rates and ranges as they are or modify them. If you do modify them we recommend that you keep
the proportions the same.

1.3 Dice Conventions


The only dice used in this game are ten-sided ones, which we call d10s. So, for example, if the rules require you to
roll a single ten-sided die they will say ‘roll 1d10’.
If the roll has a positive modifier the rule will say ‘1d10+’ that modifier. So if we are to add a positive modifier of
two to the roll it will say ‘1d10+2’. Similarly a negative modifier of two would read as ‘1d10-2’.
A roll of one (1) on a d10 is always a failure regardless of how many modifiers you are able to add to it; even the best
of us have our bad days. The consequences of that failure will vary depending on what the roll was for.

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1.4 Measuring Conventions
It is considered impolite to measure the distance between one of your figures and that of an opponent before decid-
ing whether to shoot at or move closer to them.
As a general rule, declare what you are going to do and only then measure the distance.
Distances between figures should be measured from base edge to base edge.

1.5 Levels of Play


Daishō has been designed to be flexible so that you can choose which elements of the rules you want include or not
include in a particular game. We suggest that you consider three different levels.
1.5.1 Basic
The game can be played as a straight medieval samurai skirmish. It can be useful to play your first game or two at
this level so you can gain a firm understanding of the core rules. We suggest that you do not include master-quality
or magical weapons, master-quality or magical armour, Magical Creatures, Ki Powers or Magical Powers.
1.5.2 Heroic
This level of the game should incorporate elements which are slightly beyond anything which might be regarded as
historically accurate – but not those elements which might be regarded as “full-on fantasy”. For example, you may
wish to include master-quality weapons and armour, and Ki powers, but not any of the magical elements.
1.5.3 Legendary
At this level you can use absolutely everything in these rules and enjoy the full breadth of mystical Nippon.

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1.6 The Golden Rules
1.6.1 Respect
All players should bow respectfully to each other at the beginning and end of each skirmish; this is a game for those
of true samurai spirit, not for uncouth peasants. To bow correctly place the palms of your hands on the front of
your upper thighs and, with feet together, bow from the waist to about 45o.
1.6.2 Conduct
This is only a game and, although having a certain level of passion is all well and good, intemperate language or be-
haviour is not the mark of a true samurai – though the occasional spirited shout of ‘banzai!’ is only to be expected.
If players struggle to behave appropriately then perhaps less sake should be consumed before the game?
1.6.3 The Power of Rules
Rules are for the obedience of fools and the guidance of sensei.
If there is a rule in this book which you and your fellow bushi dislike, or which doesn’t fit the scenario you are play-
ing, then change it to suit yourselves.
However, do not make a change unless all the players agree to it.
1.6.4 Agreement
If you encounter a situation in the game in which the rules do not work and common sense seems to be in short
supply, roll 1d10 and give an even chance to each possible outcome.
After the game discuss the situation further and come a mutually acceptable agreement for future games. If that
fails, contact the Daishō Sensei through the blog.
1.6.5 Decisive Play
This game is an evening’s entertainment, not planning for the invasion of China. You should carry out your actions
boldly and decisively so as not to delay the actions of your fellow players.
1.6.6 Losing with Honour
This is only a game. If you lose, but followed the guidance above, the Daishō Sensei believe that there is no need to
attempt seppuku or to undertake a quest to restore your honour.

1.7 Examples
Throughout this book we provide examples of play to assist you in understanding the rules and their application.
Such examples are written in italics and most of the examples use figures from the Troubleshooter buntai (10.4.1).

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2.0 Figure Characteristics
Every figure used in the game is defined by its attributes, armour, weapons and other equipment. Certain figures
may also have unusual skills or powers. Each of these has a points cost associated with it.

2.1 Attributes
A figure is defined by the following seven attributes: Race, Gender, Social Caste, Karma, Shooting Value, Fighting
Value, Speed.
2.1.1 Race
The majority of figures in most buntai will be human. Some may also include various Beasts (6.1). A few may
include – or even consist entirely of – Magical Creatures (6.2, 10.5).
2.1.2 Gender
Nipponese women can be combat trained and indeed most samurai and ronin women will have at least some
martial skills. Ultimately, the gender balance in a buntai is down to the choice of the player. Where the choice of
gender impacts on the skills, powers and/or equipment available to a figure we note this in the relevant section of
the rules. If nothing is said about gender in a particular section then it is gender-neutral.
2.1.3 Social Caste
In this period Nippon is divided into rigid castes. A figure’s caste will influence the choice of skills, powers and
equipment available to it. The castes are:
Samurai: All samurai serve another samurai of greater status than themselves – except for the Shōgun, who serves
the Emperor (at least in theory) and the Emperor himself who is considered an incarnated god.
Most samurai follow the warrior’s code of bushido (literally “the way of the warrior”). All male samurai carry the
daishō with them most of the time as a mark of their status. They will take to the field of battle with the best weap-
ons and armour they can afford.

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Female samurai are expected to go armed; for them the minimum requirement is a simple tantō but some will fight
using the same armour and weapons as the men.
Samurai will often, but not always, be the leaders of their buntai.
Ronin: If a samurai ceases to serve a master, for whatever reason, then he or she becomes a ronin. Some choose
seppuku rather than face such perceived dishonour – but others do not and there are many ronin in the land. They
survive as best they can.
Many ronin are mercenaries and seek to prove themselves in battle so that they will be re-adopted into service by a
grateful lord. Others become duellists. Some descend into a life of banditry and it is not unusual to find ronin lead-
ing bandit groups. A very few are sensei and choose ronin life deliberately so they can devote themselves to their
particular martial discipline rather than diluting their studies with duties to an overlord.
Even though ronin are usually perceived as dishonoured samurai, male ronin must still carry the daishō and fe-
males must carry at least a tantō.
For the purposes of this game, ninja are treated as being a subset of the ronin caste, though they are not bound by
most of the restrictions which normally apply to ronin (e.g. the daishō rule 5.2.2).
Heimin: The majority of the heimin (peasant) caste are farmers, fisherman, merchants, etc. and have little or no
combat training. However, a sizeable number do. Few armies could fight effectively without their many ashigaru
– professional peasant soldiers of lower social status than samurai or ronin bushi but not necessarily with poorer
martial skills.
It is also surprisingly common for peasants to learn unarmed combat skills so they can stand up to bullying samu-
rai or ronin without owning illegal weapons.
Note: There is technically a fourth caste, eta. These are Nippon’s ‘untouchables’ who perform all the tasks which
are considered dishonourable but which are still necessary for society to function, such as the slaughtering of meat
animals. While eta may appear on the battlefield as ‘extras’ they are never members of any buntai.
2.1.4 Karma
This represents a combination of the figure’s personal fortitude and fate. It allows them to keep their head when all
about them are losing theirs (often literally). This number is used for many purposes throughout the game, includ-
ing when a figure is rolling to survive a hit that has penetrated its armour (3.5), to summon the courage to charge a
Terrifying enemy (3.2.5) or to resist certain Magical Powers (9.0). Karma attributes range from 2+ (the best) to 6+
(the worst).
2.1.5 Shooting Value [SV]
This is the bonus the figure gets when making a ranged attack. It represents the figure’s aptitude, training and in-
stincts when trying to hit an opponent from afar (3.3). Shooting Values range from +0 to +5.
2.1.6 Fighting Value [FV]
This is the bonus the figure gets when making a close combat attack. It represents the figure’s aptitude, training
and instincts when things get up close and personal (3.4). Fighting Values range from +0 to +5.
2.1.7 Speed
A figure’s Speed indicates how much faster and more agile it is than human average. This number is added to the
figure’s base movement and also modifies some attack rolls against the figure. Speed ranges from +0 to +3.

2.2 Other Characteristics


2.2.1 Skills
Many figures may have one or more Skills (7.0). These are abilities and training which give the figure certain ad-
vantages and options in the game.
2.2.2 Ki Powers
Some figures have the ability to focus their internal energy – ki – in order to perform apparently superhuman feats
(8.0). Such figures will have from 1 to 5 points of ki. Each point of ki can be spent once per game to enable the
figure to use one of its Ki Powers. Ki points can be recovered by defeating opponents during the game (3.6).
2.2.3 Magical Powers
These include all forms of magic, spiritual abilities, etc. Though there are no specific limits, only a few figures in
any game are likely to have Magical Powers and many buntai won’t have any at all.

Unlike Ki Powers, Magical Powers can be used as often as desired through the game, though each figure may use no

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more than one Magical Power per phase.
Also, in order to successfully “cast” a Magical Power, the figure must make a successful Karma roll.
Full details are provided later (9.0).

2.3 Equipment
For simplicity’s sake we advise that a figure is equipped with what you can see on it. This applies especially to arms
and armour. However, you can agree with your fellow players that a figure has different or additional equipment if
you so wish. All equipment must be recorded on the buntai roster; anything which is not recorded cannot be used
during the game.
All figures are assumed to be competent with all of their equipment.
Figures may not usually take and use equipment from other figures. However, they can take weapons of the same
type as those with which they start the game. Thus they can replace a weapon which has become useless as the
result of a Fumble (3.3.1 and 3.4.1), or a successful Disarm attack (3.4.5), with another weapon of the same type.

Example: Miromori Iyedo has cracked his bow by Fumbling his Shooting attack. If he wants to Shoot again during this game
he will need to take a replacement bow from someone else. This could be a willing comrade or a fallen figure.

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3.0 Playing the Game
The game is played in a series of turns, each being divided into four phases: Initiative, Movement, Shooting
and Fighting.

3.1 Initiative
At the beginning of the turn each player rolls 1d10 and adds the highest Leadership bonus (7.0), if any, of the figures
of their buntai which are still in the game.
If two players achieve the same initiative score, roll tiebreaks until the order of play is resolved.

Example: In a four-way game the players roll for initiative. Player A rolls 10 and adds 2 (his highest Leadership bonus) for
an initiative score of 12. Players B and C both achieve initiative scores of 7 and player D ends up with a 5. Player A will go
first. Players B and C roll again, adding their Leadership bonus as before. The winner will go second and the loser will go
third; if they tie then they keep rolling until they get different scores. Regardless of the outcome, player D will act fourth.

In each phase of the turn, the player who won the initiative gets to act with one of his figures first. Then the next
highest can act with one of his figures, and so on in rotation, until all figures have acted in that phase.

Example: Building on the example above – player A will move one figure, then Player B, then C, then D, then A will move
a second figure … and so on until all players have moved all the figures they wish to move. The same process, with the same
player initiative order is then repeated for the Shooting Phase, then again for the Fighting Phase.

The order in which you move, shoot and fight with your figures can make the difference between victory and defeat.

3.2 The Movement Phase


3.2.1 Movement – General Rules
Each player may move each of his figures up to their maximum distance. For human figures on foot this is gener-
ally 6 + their Speed attribute in inches. Figures in Heavy Armour lose their Speed bonus (if any). Some Beasts (6.1)
and Magical Creatures (6.2, 10.5) have different base movement rates.
Any figure which is already engaged in a Fight (i.e. is in base-to-base contact with at least one enemy figure) cannot
move other than to Disengage (3.2.4).
A figure may be moved in any direction. Its movement may be slowed by the terrain and/or visibility (4.1).
If a figure needs to ascend a building or other upright terrain feature, measure the vertical distance as well as any
horizontal movement. It is assumed that there is always a way up (ladder, stairs, pile of rubble, etc.) inside the
building unless the players agree that there is not.

Example: Mamatu Shinroka wishes to attack with an enemy ashigaru on top of a 1” high palisade wall. Shinroka moves 2”
to reach the wall, takes 1” of his move to climb it (without moving horizontally) and then a further 2” along the top of the
wall to reach his opponent.

A player can change his mind about where to move a figure – but only up to the point where he declares that he has
finished moving it, so that the next player in the initiative order may move one of his figures.
Note: Instead of moving a figure, a player may declare that a particular figure will not move this turn.
3.2.2 Running
A player may decide that, instead of a normal move, his figure will Run. For humans, this increases the distance
the figure can move by 3”; Beasts and Magical Creatures have their own Run bonuses (6.1, 6.2, 10.5). Any figure
that Runs during the Movement Phase cannot shoot in the Shooting Phase of that same turn.
Figures in Medium or Heavy Armour (5.1) cannot Run.
3.2.3 Moving into Contact
During the Movement Phase a player can, if they can move far enough, move one or more of his figures into base-
to-base contact with hostile figures.
Figures in base-to-base contact with an enemy are engaging them in Fighting (3.4). Figures that are Fighting can-
not move other than to Disengage (3.2.4).

Example: With his trusty katana in hand, Mamatu Zaemon moves into contact with a lone ashigaru. Ojoro joins him to
menace the ashigaru with his naginata. The ashigaru doesn’t like the look of this much – but he’s already had his movement

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this turn so he’ll just have to accept his fate.

Note that hostile figures which are separated only by a barrier over which they could reasonably Fight (e.g. a low
fence or wall) can be counted as Fighting even though they are not in base-to-base contact; this should be agreed
between the two players concerned.
When a figure joins an existing Fight, the player owning that figure chooses which enemy it attacks. This can
result in the existing Fight being split into separate Fights – these should be moved slightly apart to prevent any
confusion. This will result in base-to-base contact being broken between the two Fights.
Wherever possible try to pair combatants off; this makes it a lot easier when resolving Fights.

Example: Somehow the ashigaru survived a turn of Fighting with Zaemon and Ojoro. On the next turn, a second ashigaru
comes to his aid. The newcomer chooses to engage Ojoro, leaving the original ashigaru to face Zaemon. There are now two
separate Fights going on, each of them one-to-one. The player separates the two Fights by a quarter of an inch to make this
clear. If a third ashigaru could reach these Fights he could choose which one to join.

However, this may be complicated if many figures are involved, particularly if a player actually wants one of his
figures to Fight multiple opponents. If the players cannot agree how to arrange contact in a particular Fight then
the player in that Fight who has the higher Initiative that turn decides.
3.2.4 Disengaging from a Fight
A figure can attempt to Disengage from a Fight provided that it has not already moved during the current Move-
ment Phase.
An attempt to Disengage requires a Karma roll (3.5.1) with a modifier of -1 for each active opponent engaged with
the figure. Note that figures which are Knocked Down (3.5.2) at the time do not count as being engaged with the
figure. Success indicates that the figure can Disengage, failure that it is stuck in the Fight this turn and cannot
move. When Disengaging the figure moves normally but cannot move into contact with any other enemy figure
during the current Movement Phase (though other figures may move into contact with it).

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Example: Mamatu Zaemon and Ojoru have moved into contact with a single peasant bandit. Fortunately for the bandit
he hasn’t moved yet. This means he can attempt to Disengage. His player tries to make a Karma roll for him – but it’s at a
penalty of -2 because he’s engaged by two opponents, so his chances aren’t good. His Karma is 6+, he rolls 1d10, gets a 7 and
deducts 2 for a final score of 5 – so he fails to Disengage. If he had rolled an 8 or more he would have been able to withdraw.

3.2.5 Movement and Terror


If a Terrifying enemy (7.0) attempts to move into contact with a figure, a Karma roll is required for that figure to
stand its ground. Failure means that the figure flees 1d10 inches directly away from the Terrifying enemy. It can
deviate from a straight line to avoid enemies and/or impassable or dangerous terrain and will be slowed by Difficult
Terrain (4.1.1) in the usual way. It cannot move into contact with an enemy while fleeing. If for any reason the
figure cannot move the full distance (i.e. it is blocked by enemies and/or impassable or dangerous terrain) then it
moves as far as it can.
Depending on its roll, and the proximity and speed of the Terrifying enemy, the fleeing figure may still be contacted
and forced to Fight.
Note that, regardless of how far it actually moves, a fleeing figure counts as having Run this turn – and therefore
cannot Shoot in the Shooting phase.
If a player wants one of his figures to move into contact with a Terrifying enemy, a Karma roll is required. Success
means that the figure can move as desired – but failure means it cannot move at all this turn. It can still Shoot and,
if contacted by an enemy, Fight.
Note: A Terrifying figure whose target escapes (i.e. flees too far for the Terrifying figure to make contact) cannot
divert its move to attack any other figure in that turn. If it was attempting to contact a group of figures it must
contact any that stood to face it; if none did, it may choose which to pursue.
3.2.6 Swimming
Unless they have the Swimming Skill (7.0), figures attempting to swim must make a Karma roll in order to be able
to move at half their usual rate. If they fail this roll they must make a second roll – failure means they drown and
are out of the game, success means that they tread water but make no progress.
Figures with the Swimming Skill can move at their full usual rate without needing to make a Karma roll.
Regardless of Skills or equipment, figures swimming during the Movement phase of a turn cannot Run and cannot
take any actions during the Shooting phase of that turn. They can, however, take actions during the Fighting phase.
The rider of a swimming mount must hold on with one hand while the mount is swimming but can Shoot and/or
Fight with one-handed weapons.
Any figure which is shot at while swimming is treated as having Type 1 cover (4.1.1).
Any figure which is Knocked Down while in water must make an additional unmodified Karma roll immediately
to avoid drowning.
No figure can swim in medium or heavy armour, not even if it is master-quality. If a figure wearing medium or
heavy armour enters the water it must make an immediate unmodified Karma roll to avoid drowning and the only
movement it can make is to climb out if it is adjacent to land or a water vessel.
3.2.7 Ki Powers
Some Ki Powers (8.0) can be used in the Movement Phase. They are used as part of the figure’s movement that turn.
3.2.8 Magical Powers
Some Magical Powers (9.0) can be used in the Movement Phase.
A figure can use such a Power only at the beginning or at the end of its movement because it has to stand still for a
moment and concentrate.

3.3 The Shooting Phase


3.3.1 Shooting – General Rules
The player with the highest initiative chooses one of his figures, selects and declares a target that is in line of sight,
checks the range (1.4) and makes an attack roll (see below). The other players do the same following the initiative
order until all figures that can Shoot have had the opportunity to do so, assuming that they survive the attacks of
figures higher up the initiative order.
A figure armed with a ranged weapon may Shoot at any enemy figure that is both in range and in line of sight –
provided that the Shooter is not prevented from Shooting this turn by having Run (3.2.2), Swimming (3.2.6), being
Knocked Down (3.5.2), using the Physician Skill (3.5.3, 7.0) being in the process of reloading a firearm (5.2) or using

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certain Magical Powers (3.3.9, 9.0).
The player can check line of sight before selecting the target for his Shooting figure. This can be affected by terrain
or visibility (4.1.6). However, he should declare his figure’s target before measuring the range (1.4).
Note: A small periscope or laser pointer can be very useful when checking line of sight but these are not essential.
Range is measured from the nearest edge of the shooter’s base to the nearest edge of the target’s base.
If it turns out that the player has misjudged the distance, i.e. the target is actually out of range, the attack should
still be rolled in case it turns out to be a Fumble (see below) but the attack will be a miss regardless of the roll.
The attack roll is: 1d10 + figure’s Shooting Value + Weapon Bonus (5.2) + any other modifiers.
Other modifiers may include adjustments for Terrain (4.1), Visibility (4.1), Shooting and moving (3.3.2), Skills (7.0),
Ki Powers (8.0) and/or Magical Powers (9.0).
If the modified score equals or exceeds the target’s total Armour rating (5.1) then the target is hit and must make a
Karma roll to stay in the game (3.5).

Example: Mamatu Zaemon and his buntai are advancing across open ground. Ahead of them are a group of five bandits tak-
ing cover in a ditch. Zaemon orders his best archer, Yarata Hyondo, to engage the enemy while he and the rest of the buntai
close on them. Hyondo draws an arrow from his quiver and calmly takes aim. Choosing a bandit with a battered jingasa
who is fitting an arrow to his own bow, Hyondo fires a single shot.
As a Mastershot (7.0) Hyondo ignores the cover given by the ditch in which the bandit archer is trying to hide. Hyondo’s
player rolls a 3 then adds 4 for Hyondo’s SV, 3 for his long bow and 1 for Hyondo being a bow sensei; this gives him a total
Shooting score of 11. The bandit is wearing light armour with his jingasa, making his total armour 9. The arrow punches
clean through his armour and unless he can make a Karma roll (at a penalty of 1 imposed by Hyondo’s bow – 3.5.1) he is out
of the game.

If the d10 roll for the attack is a natural 1, the Shooter automatically misses regardless of adjustments.
This is a potential Fumble. Roll another 1d10. If the result is a second natural 1 then the Fumble is confirmed and
the weapon is unusable for the rest of the game.
Note: Figures with the Master and Teacher Skill (7.0) cannot Fumble with their specialist weapon but still automat-
ically miss on a natural 1 attack roll.
3.3.2 Shooting and Moving
Shooting at a figure that has moved more than 3” during the Movement Phase of the current turn incurs a penalty
of -2 to Shooting attacks. If the target figure has Run, increase this penalty to -3.
A figure that has moved more than 3” during the Movement Phase has a penalty of -4 to its own Shooting rolls. If
the figure has Run, it cannot Shoot this turn.

Example: While Hyondo was shooting in the example above, Zaemon and the rest of his buntai moved closer to the enemy
but didn’t make contact this turn. After Hyondo’s shot, it’s the turn of one of the bandits to Shoot. Hyondo will be a relative-
ly easy target as he didn’t move but if the bandit archer shoots at any of the other members of Zaemon’s buntai he’ll be at a
penalty of -2 because they all moved this turn.

3.3.3 Shooting at Groups of Figures


If two or more figures are in base-to-base contact with each other, they form a group. Most ranged weapons can be
used to Shoot at one specific individual in that group. However, if fired at a group a few weapons (e.g. gunpowder
grenades) will make an attack against each member of that group.
If the group contains a mix of friendly and opposition figures, that means it’s a Fight. When shooting into a Fight
(other than with group-targeting weapons such as gunpowder grenades), the actual target of the attack is selected
randomly. If all the figures in the Fight are of at least roughly the same size, assign equal probabilities for hitting
each figure. Larger figures (e.g. oni) should be assigned twice the probability of being the target. Once the target is
known, proceed with the attack as normal.

Example: Reworking the previous example slightly, let’s say Zaemon decided to Run in order to make contact with one of the
enemy. Another bandit joins the Fight. One of the other members of Zaemon’s buntai fires an arrow into the Fight. Since
there are three figures in the fight the player rolls to see which one the arrow actually targets. He decides to use a d10 with 1-3
indicating Zaemon is the target, 4-6 the first bandit and 7-9 the second bandit; if he gets 10 then he’ll re-roll. He gets a 7 so he
then makes a Shooting attack roll against that bandit’s Armour rating. If he’d rolled a 1,2 or 3 he’d be making that Shooting
attack against Zaemon’s Armour rating … possibly with very unfortunate consequences.

Note: A figure with the Pinpoint Accuracy Ki Power (8.0) can use a point of ki to pick a specific target in a Fight
rather than rolling randomly.

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3.3.4 Shooting While in a Fight
Normally, figures in a Fight can only Shoot if they are using one-handed missile weapons (shuriken, tantō, etc. –
5.2) or grenades. However, a figure which has the Close-Quarters Shooting Skill (7.0) for a specific ranged weapon
can Shoot with that weapon while in a Fight.
In any event, a figure in a Fight may only Shoot at other figures which it is actually Fighting. This does not count as
Shooting into a Fight so the shooter is able to pick their target rather than rolling randomly as they would have to
do if Shooting into the Fight from outside of it (3.3.3).
Figures shot at under these circumstances add their Speed to their effective Armour rating.

Example: A ninja, armed with sword and shuriken, advances into combat with Buddhist priest Umaka during the Move-
ment Phase. During the Shooting Phase he throws a shuriken at Umaka. Umaka is unarmoured but fast on his feet – he has
a Speed of 2. The ninja’s attack roll is a 6 on 1d10; he adds 2 for his SV and 1 for the shuriken, then subtracts 4 because he
moved this turn. Umaka is effectively Armour 9 (7 + Speed) so the ninja’s adjusted attack roll of 5 is nowhere near enough
for a hit.
However, if this was the second turn they’d been Fighting, the ninja wouldn’t have suffered the -4 penalty for Moving and
Shooting – and Umaka would be trying to make a Karma roll to survive the shuriken hit (unless he’d managed to deflect it
with his arrow-cutting skill, of course!).

3.3.5 Volley Attacks


A group of figures may choose to concentrate their Shooting in a Volley Attack at a single enemy figure. A single
figure designated by the player as the ‘primary Shooter’ rolls to hit and adds +1 to the roll for each extra friendly
figure joining him in Shooting at the target.
This way figures with relatively poor SV can join together to try to take down a well armoured opponent, or perhaps
one in cover. However, if they concentrate their fire they will cause only one hit on their joint target. The hit, if
achieved, will count as being from the primary Shooter’s weapon.
Neither grenades nor Magical Powers can be used as either primary or supporting weapons in Volley Attacks.
Every figure firing as part of a Volley Attack must be in range of, and have line of sight to, the target; they must also
be in line of sight of the primary Shooter.
Volley Attacks cannot be made against figures which are engaged in Fighting.

Example: Mamatu Zaemon has gone into battle wearing his o-yoroi (heavy armour) and kabuto (full helmet) which gives
him an Armour rating of 15. He’s facing three bandits armed with han-kyu (short bows). The bandits each have an SV of +1.
Individually, each of them therefore has a Shooting Attack bonus of +3 – which means they have no chance of hitting Zae-
mon. However, if one of them shoots and the other two provide supporting Volley Fire their player can make a single attack
at +5 – so they can hit Zaemon if the player rolls a 10.

Figures that take part in Volley Attacks cannot undertake other actions later in the Shooting phase. A figure that
has already had an action in this phase cannot take part in the Volley Attack.
3.3.6 Multiple Attacks
It is not normally possible to make more than one Shooting attack per turn. There are exceptions to this, the most
common of which is for figures equipped with shuriken. These figures can split their SV to throw shuriken at multi-
ple targets within range.

Example: The ninja Momochi Sagoru is lurking in cover near two unsuspecting samurai guards. He could throw shuriken
at just one of them which would give him a total attack bonus of +3 (2 for his SV and 1 for the shuriken). Instead, he decides
to try to take out both of them at once. He splits his SV so it is +1 against each of the guards, then adds the shuriken bonus
giving him an attack against each at +2. He rolls 7 and 9, giving him total attack rolls of 9 and 11. The guards are lightly
armoured so both shuriken hit and both of the surprised guards must make Karma rolls to stay in the game.

Note: Split SVs less than +1 are not allowed so figures with an SV of +1 or less cannot use this rule.
3.3.7 Grenades
In Daishō, only ninja can use grenades (5.3.1). Attacks with grenades work slightly differently to normal Shooting
attacks. The player whose figure is throwing a grenade designates a target spot on the ground and makes an attack
roll. The SV of the thrower determines how far they can throw the grenade (3+SV”). Treat the point on the ground
as a target with an Armour of 7 and roll the attack, adjusting for SV and other modifiers as normal.
If the attack roll is a miss, then the grenade has disappeared down a hole, rolled behind some cover or has not gone
off because it is a dud. If the attack roll is a hit, the effect varies depending on the type of grenade (5.3) but whatever

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the potential effect it applies to all figures within the grenade’s burst radius.

Example: Reworking the previous example slightly … Just as Sagoru is thinking of throwing his shuriken, a three-man patrol
arrives. He now has five samurai near him. Even if he splits his SV he can only attack two of them. Fortunately he is also
carrying a gunpowder grenade so he throws this instead, aiming for the centre of the group. This is 5” from his position and
thus just in range (3” plus his SV of 2). The grenade explodes; all of the samurai are within 2” of the grenade so Sagoru now
rolls a separate attack at +5 against the Armour rating of each of the five samurai.

If a grenade attack is Fumbled the grenade goes off in the thrower’s hands, affecting him and any other figures in
the burst radius.
3.3.8 Ki Powers
Some Ki Powers (8.0) can be used in the Shooting Phase.
Such a Power will modify the figure’s Shooting Attack in some way.
3.3.9 Magical Powers
Some Magical Powers (9.0) can be used in the Shooting Phase.
Such a Power may, depending on which one is used, count as a Shooting attack in its own right or require the figure
to forgo any Shooting attack in order to achieve some other effect.

3.4 The Fighting Phase


3.4.1 Fighting – General Rules
The player with the highest initiative chooses one of his figures that is in base-to-base contact with an opponent
and makes an attack roll. The other players do the same following the initiative order until all figures that can Fight
have had the opportunity to do so, assuming that they survive the attacks of figures higher up the initiative order.
The attack roll is: 1d10 + Figure’s FV + Weapon Bonus (5.2) + any other modifiers.
Other modifiers may include Skills (7.0), Ki Powers (8.0) and/or Magical Powers (9.0).
Note: A figure which is currently Knocked Down (3.5.2) cannot act during the Fighting phase.
If the target figure has a Speed bonus then that is added to its Armour rating – unless the armour prevents this (5.1)
or the figure is currently Knocked Down (3.5.2).
Note: Neither terrain nor visibility have any effect on Fighting as the combatants are toe-to-toe.
If the modified score equals or exceeds the opponent’s total Armour rating (5.1) then they have been hit and must
make a Karma roll to stay in the game (3.5).

Example: Ojoro is using his naginata to strike at a ronin mercenary. Ojoro’s FV is +3 and the weapon bonus for the nagina-
ta is +4 giving a total attack bonus of +7. The ronin is wearing medium armour and a light helmet; he also has a Speed of +1,
giving him a total Armour rating of 13 in close combat. Ojoro’s player therefore needs to roll a 6 or better to achieve a hit.

If the d10 roll for the attack is a natural 1, the attacker automatically misses regardless of adjustments.
This is a potential Fumble. Roll another 1d10. If the result is a second natural 1, the weapon is unusable for the rest
of the game (though this cannot affect a figure’s ability to fight unarmed as a Martial Artist).
Note: Figures with the Master and Teacher Skill (7.0) cannot Fumble with their specialist weapon but still automat-
ically miss with a natural attack roll of 1.
3.4.2 Multiple Attacks
Some figures are allowed multiple attacks in the Fighting phase. Any figure with a FV greater than +1 can split that
bonus against more than one opponent as long as he is in base-to-base-to-base contact with each opponent he wish-
es to attack. He cannot, however, use this to make more than one attack against any one of his opponents.
Note: It is the FV that is split. The weapon bonus applies to each attack, as do any other modifiers, and the oppo-
nent’s Armour rating counts against each attack as normal. Split FVs less than +1 are not allowed so figures with an
FV of +1 or less cannot use this rule.

Example: This time Ojoro is facing two ronin. He could make a single attack at +7 as in the previous example. Alternative-
ly, he could split his FV of +3 to give him one attack against each of the ronin, one at +2 (for a total attack bonus of +6) and
one at +1 (for a total attack bonus of +5). If there were three opponents he could attack each of them at a bonus of +5.

3.4.3 Outnumbering
Where there is more than one attacker against a single defender, roll each attack separately. However, unless the

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single defender can split his attacks (3.4.2), he must choose just one of the attackers to attack back.
Each of the attackers gets a bonus of +1 to his attack roll for Outnumbering their victim. Note that the bonus is
only +1 no matter how many enemies a figure is Outnumbered by.
Samurai do not gain this bonus; the strict code of bushido requires them to face their enemies in single combat.
Ronin tend to be more flexible in this regard and do gain the bonus – as do heimin.
A maximum of four figures can surround a single enemy, unless it is extremely large. For larger figures use com-
mon sense and agree a number.

Example: Realising that they have a chance to corner the enemy leader, three ashigaru have closed on Mamatu Zaemon.
Each of them gets a bonus of +1 to their attack rolls against him…

Note: A figure only gets an Outnumbering bonus if he still has comrades standing and able to fight when he acts.

Example: … or they would do if he wasn’t smart. He goes first in the Fighting phase and splits his FV to attack two of the
three ashigaru. He rolls well and they both roll badly so they both go down. The third ashigaru is now facing Zaemon alone
and no longer has the Outnumbering bonus of +1.

3.4.4 Mobbing
Where a player’s figures outnumber an opponent, but he doubts their ability to hit it, he can choose to Mob that
figure. A single figure, designated by the player as the ‘primary Fighter’, gets a bonus of +1 for each friend helping
him take down that opponent. Note that this is in addition to the Outnumbering bonus described above (3.4.3).
For the reasons noted under Outnumbering (3.4.3), samurai cannot take part in Mobbing attacks either as the pri-
mary Fighter or in support. Other castes can use this rule freely.
When Mobbing a figure use the same rules as for Outnumbering above for determining how many can do so.

Example: Let’s say the ashigaru player had initiative in the previous example. Zaemon is wearing master-quality o-yoroi
and a full helmet; with his Speed of +1 this gives him a total Armour of 16. The ashigaru all have FV +1 and yari (attack
bonus of +3). Together with their Outnumbering bonus they therefore have a total attack bonus of +5 – not enough to hit
Zaemon, even on a d10 roll of 10. Instead they decide to Mob him. Their player rolls only one attack; the other two ashigaru
strike in support so the attack is now at a bonus of +7 – enough to hit Zaemon on a 9 or 10.

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Note: Figures that Mob an opponent cannot undertake other actions later in the Fighting phase. A figure that has
already had an action in this phase cannot take part in the Mobbing.
3.4.5 Disarm Attacks
A figure may attempt a Disarm attack instead of a normal attack if it has the Disarm Skill or is equipped with a
Disarming weapon.
Instead of rolling a normal attack, the combatants make opposed attack rolls. A figure with more than one weapon
can choose which weapon to use. The defender must defend with a Fighting weapon if he has one available. If
he has only a Shooting weapon he must defend with this but counts its weapon bonus as +0 regardless of what its
weapon bonus would normally be.
If the figure attempting the Disarm has both the Disarm skill and a Disarming weapon he gains a bonus of +1 to his
attack roll.
The Disarm attempt is successful if the attacker’s attack roll exceeds the defender’s attack roll; if not then the at-
tempt has no effect.
A successful Disarm means the defender’s weapon is unusable for the rest of the game.

Example: Ojoru is facing a samurai armed with the traditional daishō. Ojoru’s FV is +3 and his naginata has an attack
bonus of +4. The samurai is FV +2 and his katana has an attack bonus of +3. Ojoru decides to attempt to Disarm his oppo-
nent. He rolls an 8 for a total score of 15. The samurai rolls well – a 9 – but this still only gives him a total score of 14. His
katana spins away into the undergrowth so he draws his wakizashi and can make his attack with this if he hasn’t already
taken an action during the current phase.

Note: A figure cannot lose its Martial Artist ability as a result of a Disarm attack.
3.4.6 Ki Powers
Some Ki Powers (8.0) can be used in the Fighting Phase.
Such a Power will modify the Fighting Attack in some way.
3.4.7 Magical Powers
Some Magical Powers (9.0) can only be used in the Fighting Phase.
Such a Power may, depending on which one is used, count as a Fighting attack in its own right or require the figure
to forgo any Fighting attack in order to achieve some other effect.

3.5 The Karma roll


To make a Karma roll simply roll 1d10 and try to equal or exceed the figure’s listed Karma.
3.5.1 Karma – General Rules
Each time a figure is hit make a Karma roll immediately.
This roll can be modified if the victim has been hit by one of the weapons marked with a Karma Modifier in the
Weapons list (5.2).
Weapons which give a penalty to the Karma roll are so debilitating or terrifying that they reduce the chance of the
victim being able to continue.
Some weapons, such as improvised weapons and unskilled unarmed combat, are very weak and actually give a bo-
nus to the Karma roll. Other factors such as Skills, Ki Powers and Magical Powers may modify Karma rolls under
certain circumstances.
If the result of the roll is less than the figure’s Karma then it is out of the game unless it receives rapid medical
attention (3.5.3).
If the result is exactly equal to the figure’s Karma then it is Knocked Down (3.5.2).
A natural, i.e. unmodified, roll of 1 is always a failure. If the modified score would still have equalled or exceeded
the figure’s Karma then it is Knocked Down, otherwise it is out of the game.
An natural roll of 10 is always a success, regardless of the figure’s Karma and any penalties to it, and the figure
keeps going. There is no chance of it being Knocked Down in these circumstances.

Example: Mamatu Shinroka has just been hit by an arrow shot from an enemy ronin’s dai-kyu (long bow). Shinroka’s
Karma is 4+. The dai-kyu imposes a penalty of -1 on the d10 roll, so Shinroka’s player must roll 5 or better to keep him in the
game. If he rolls exactly 5 then Shinroka is Knocked Down. If he rolls higher than 5 Shinroka shrugs off the hit and carries
on.

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3.5.2 Knocked Down
A figure which has been Knocked Down is stunned by the force of the blow or shot. Lie the figure down. It cannot
act again in this turn. It cannot even defend itself and must rely on its Armour and Karma to save it if subsequently
attacked. While a figure is Knocked Down its Speed does not apply as a penalty to attack rolls. Any Shooting or
Fighting attack made against a Knocked Down figure gains a bonus of +2 on the attack roll.
A Knocked Down figure can attempt another Karma roll during the Movement Phase of the next turn. None of the
penalties or bonuses applied to the original Karma roll that resulted in it being Knocked Down are applied to this
roll. However, the roll is at a penalty of -1 for each hostile figure in base-to-base contact with the Knocked Down
figure when it attempts its recovery Karma roll. If the roll equals or exceeds the figure’s Karma then it recovers
– it can spring to its feet and carry on as normal. If it fails then it remains Knocked Down throughout that turn,
though it can try again at the beginning of each subsequent turn.
If a figure that springs back up is in base-to-base contact with an opposing figure then it remains in a Fight.

Example: Continuing the last example, let’s say a 5 was rolled for Shinroka, so he was Knocked Down. In the following
turn’s Movement Phase his player can roll again. This time, a 4 or better means that Shinroka is back on his feet and can act
normally – i.e. move, shoot and/or fight – this turn. However, if an enemy figure had been moved into contact with Shinroka
before his player attempted the recovery roll then his recovery roll would be at a penalty of -1.

Note: A player can opt for a Knocked Down figure to stay Knocked Down by choosing not to attempt a recovery
Karma roll.
3.5.3 Medicine
Some buntai are able to deploy figures with the Physician Skill (7.0). If a figure is taken out of the game and the
physician can reach that figure in the following turn’s Movement phase then the physician can attempt to revive
that figure.
The physician must move into base-to-base contact with the fallen figure during the Movement phase and then
spend the rest of the turn tending to the figure; the physician therefore cannot Shoot or Fight during that turn. At
the beginning of the following turn’s Movement phase the downed figure attempts another Karma roll (with no
modifiers) and if it succeeds it springs back up into the fray. If the Karma roll is less than or equal to the figure’s
Karma then it is definitely out of the game and there is nothing else the physician can do.

Example: Let’s say a 3 was rolled for Shinroka when the dai-kyu arrow hit him; he’s out of the game. Or he would be if not
for the intervention of the buntai’s physician, Umaka. In the next Movement phase he moves into base-to-base contact with
Shinroka and then takes no other actions for the rest of that turn. On the following turn, Shinroka’s player can make anoth-
er Karma roll for him; if he manages this then Shinroka is back in the game (and can act normally this turn), if not then he’s
definitely out of it.

A physician can also improve the recovery chances of a Knocked Down figure. There is no time limit for this. The
physician must be in base-to-base contact with the Knocked Down figure. When the Knocked Down figure at-
tempts to make its Karma roll, the physician figure can also attempt to make his Karma roll. If either of them equal
or exceed their Karma, the Knocked Down figure can get back up.

Example: Going back to the Knocked Down version of events – Umaka moves into contact again. In that same turn’s Move-
ment phase the player makes Karma rolls for both figures, i.e. 4 or better for Shinroka and also 4 or better for Umaka. If
either of them succeed, Shinroka is back in action immediately.

Note: A physician cannot tend to a figure that is in base-to-base contact with an opposing figure. Also, no physi-
cian in base-to-base contact with an enemy can use this Skill.

3.6 To the Victor, the Spoils


Whenever a figure takes another out of the game, the victorious figure may regain one point of ki. This does not
allow a figure to exceed its starting ki, only to regain ki already expended during the current game. If a figure starts
with no ki then it cannot gain ki through victories.

3.7 Victory through Honour


In each game of Daishō, victory is gained by the side which earns most honour from the battle. Honour points –
On – are calculated as follows.

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3.7.1 Objectives
Many – but not all – games will have one or more pre-defined objectives. When defining the objective, make sure
you assign a number of On to it; see the Scenarios section (11.1) for suggestions.
3.7.2 Social Caste
For each enemy figure your forces take out of the game, you gain 2 On if the enemy was a heimin, 3 if it was a ronin
or 4 if it was samurai.
Note: Only figures taken out of the game permanently count for On calculations – i.e. do not count any figures
which are Knocked Down (3.5.2) at the end of the game or any who were taken out during the game but restored by
a physician (3.5.3).
3.7.3 Reputation
If a figure has the Leadership Skill (7.0) then its On value is increased by its Leadership score. A samurai with Lead-
ership +3 would therefore be worth 7 On to an opponent who successfully takes it out of the game.
Also, add 1 to a figure’s On value for each of the following Skills if it possesses them: Immortal, Inspirational, Mas-
ter and Teacher.
Some great Nipponese heroes have huge reputations and consequently are worth more On than normal mortals –
see the Heroes of Nippon section (10.6) later in these rules.
3.7.4 Survivors and Prisoners
Figures taken out of the game are not necessarily killed; they may just have been injured in a way that stopped them
taking any further part in the battle.
At the end of the game you can make a survival check – an unmodified Karma roll – for each figure taken out of
the game. Success indicates that the figure survives to fight another day, failure indicates death; see also the Cam-
paign rules (12.0).
However, if the circumstances of the game are such that the figure would have been captured by the enemy, e.g. the
game ended with the enemy clearly in control of the part of the battlefield where the figure fell, then the figure may
be captured. For each of your figures taken prisoner, you lose On according to the figure’s caste and reputation as
above. To avoid capture, the figure may attempt to commit seppuku (ritual suicide); a successful Karma roll means
the figure has killed itself while a failure means it has been captured.
Note: A figure with the Immortal Skill (7.0) cannot commit seppuku!

Example: Buto is a former ashigaru who is now leading a peasant revolt. He has a Karma of 2+, a Leadership skill of +2 and
the Inspirational skill. His former samurai masters are determined to crush the rebellion and one of them faces him in single
combat. Buto loses and is taken out of the game. The samurai player will earn 5 On for this: 2 because Buto is a peasant, 2
for his Leadership rating and 1 for him being Inspirational.
At the end of the game, the samurai control the area of the board where Buto fell. When post-game survival checks are made,
Buto’s player rolls a 3 – this means Buto is alive but injured. Because he’s in an area controlled by the samurai, this also
means he’ll be captured alive and if that happens the rebel player will lose 5 On. If he wishes to avoid this, he can have Buto
attempt seppuku – he will succeed (and therefore Buto will be dead) if he gets 2 or better on his Karma roll.

3.7.5 Beasts and Magical Creatures


Taking a Beast or Magical Creature out of the game may also earn On. See the Bestiary (6.0) for specifics.
3.7.6 Scenario Specifics
In some games, the scenario may provide for additional ways to gain or lose On. For example, ‘collateral damage’
in a peasant village would not be of any concern to a bandit buntai during a raid but the village’s defenders might
lose On for allowing villagers to be killed. See the Scenarios, Complications and Landscapes section (11.0) for some
examples.

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4.0 Setting up a game

4.1 Terrain
Daishō is a game that benefits from having plenty of terrain. This provides cover, blocks lines of sight and allows
the players to manoeuvre their figures in a satisfying and tactical manner.
If you do not have much terrain, do not worry. Remember, the recommended playing surface is only three feet
square. When starting out a few boxes will do, laid out in an approximate street pattern, for example. There are
also many artists on the web offering cheap, or even free, downloadable paper terrain.
A fortunate development of late has been the creation of resin, laser cut MDF or even card buildings. A number
of companies sell models suitable for medieval Japan at quite reasonable prices. These can be seen in many of the
photographs in this volume.
When laying out terrain, consider the scenario that you wish to play. Is it the streets and alleyways of Kyoto, a
daimyo’s castle, a peasant village or something more ambitious? Many examples, including the benefits and haz-
ards of each type, are listed in the Landscapes section (11.3).
All players should agree the effects of each piece of terrain before the game begins.
Terrain should be laid out in a fashion that makes sense of the landscape and gives you a feeling of satisfaction once
completed.
4.1.1 Difficult Terrain
Difficult Terrain imposes restrictions on Movement depending on the figure type attempting to traverse it. It also
restricts visibility and may provide cover against Shooting.
In this game, Difficult Terrain is rated as Type 1, 2 or 3 – the number corresponds to the level of penalty associated
with it. For example, Shooting at a figure behind an impromptu barricade (terrain Type 2) would be at a penalty of
4.0
-2 Setting
on the upa figure
attack roll and a gametrying to cross that barricade would need to take 2” of its movement to do so.
In situations where the visibility is limited by fog or twilight the terrain type increases by one or if limited by dark-
4.1 the
ness Terrain
terrain type increases by two. Thus Dense Woodland (Type 2) would become Type 3 in fog and normal
terrain would become Type 1. Note that, regardless of the combination of terrain and visibility, the Shooting attack
4.1.1 is
penalty Difficult Terrain
never worse than -3.

Type Examples
Open woodland, orchards, fences, low walls, wooden buildings, streams, tall crops, snow
1
drifts, banks of paddy fields, paper screens inside buildings, encampment cloth screens
Dense woodland, bamboo thickets, mixed wood & stone buildings, ditches, shallow rivers
2 and their banks, piles of goods, impromptu barricades, carts or wagons, haystacks, wooden
walls and doors
3 Solid stone buildings, dense forest, rocky outcrops and boulders

4.1.2 Linear Terrain


This consists of rivers, canals and roads. Natural terrain such as rivers should normally run from one edge of the
board to another. Man-made linear terrain can cross water courses using bridges or fords, as appropriate; it can
also terminate on the table.
Due to the mountainous and often forested terrain of the interior, and the extensive exploitation of the coastal
plains for rice production, most buntai will make use of the roads and tracks to get to their objectives. Thus at least
one such road should be on most battlefields. Also, in this age of war, the requirement for troops to be marched
quickly about a daimyo’s territory meant that most rivers and streams had well-maintained bridges, so these may
also be common features.
4.1.3 Impassable Terrain
Some terrain is just impossible for ground-based figures to traverse. This includes deep and fast rivers (except at
bridges), deep chasms, cliffs (such as in quarries), lava flows, lakes, etc.
Some Impassable Terrain (e.g. a cliff) may completely block lines of sight and therefore block Shooting as well as
Movement. Other Impassable Terrain will have no effect on lines of sight or Shooting. Players will need to agree
the full effects of each piece of Impassable Terrain before play starts.

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4.1.4 Active Terrain
Some types of terrain move and may interact with the figures as they fight their way across it. Examples include
carts, wagons, herds of domestic animals, etc.
It is recommended that each of these should move along a preset path at a random movement rate of 1d10” or 2d10”
per turn. This movement should be carried out at the end of the Movement Phase and may create exciting situa-
tions as figures suddenly find themselves in the path of something potentially lethal.
4.1.5 Dangerous Terrain
This is terrain that may well not react well to being damaged. For example:
Barrels of lamp oil
Casks of black powder
If you miss when Shooting at a figure within 3” of a piece of Dangerous Terrain, or include it in an explosion or fire
attack, then there is a chance that it will react.
At the beginning of a game rate each piece of Dangerous Terrain from 2 (incredibly dangerous) to 9 (slightly dan-
gerous). When there is a risk of setting the item off, roll 1d10; if you score equal to or higher than the rating then
the Dangerous Terrain explodes, automatically causing a hit on every figure within 6”. Each figure must make
an unmodified Karma roll to avoid being taken out of the game and is Knocked Down even if their Karma roll is
successful.
4.1.6 Line of Sight
Terrain may interfere with line of sight. For most purposes, this is easily determined – if a player looking along
the line of sight from his figure can see the other figure then there is line of sight. Woodland and other scattered
terrain is an exception in that line of sight cannot be traced through more than 3” of cover like this.
4.1.7 Setting Up Terrain
There are three recommended methods for setting up terrain:
1. Dice to see who chooses terrain. The winning player places all the terrain. Once it is set, the other players can
veto up to an agreed number of terrain pieces each and either remove them entirely or move them up to 6” in
any direction.
2. Terrain Purchase. Each player gets an agreed number of terrain points. Each piece of terrain can measure no
more than 9” in any direction. An area of Difficult Terrain costs 1 plus its type (4.1.1) in points. Impassable and
Active Terrain costs 5 points. Dangerous Terrain costs 10 points. Players roll for initiative (3.1) and then take
turns to choose and place terrain until all of it has been used.
3. The players cooperate in producing a pleasing and suitable terrain setup, perhaps referring to the Landscapes
section (11.3).
The Daishō Sensei generally prefer option 3 when they play.

4.2 Deployment
Some Scenarios (11.1) define where the participating buntai can be deployed. Otherwise, the players should agree
a number of starting locations on the table edges equal to the number of participating buntai. These may be fixed
points or there may be some latitude, e.g. a buntai could deploy on or within 6” of a road at the table edge.
Once this has been done, the players roll for initiative (3.1). In the first turn’s Movement phase each player in turn
moves their figures onto the table, measuring each move from their defined starting point.
Each player must (unless the scenario says otherwise) deploy at least half of their figures, including at least one with
the Leadership Skill, onto the table at the start of the game. Any figures not deployed during the first turn may be
moved onto the table, measuring from the original starting point, during any subsequent Movement phase.

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5.0 The Armoury

5.0 Armour
5.1 The Armoury
Medieval Nipponese armour comes in a wide variety of designs, effectiveness and costs. We have chosen to use
three
5.1 general
Armour types – light, medium and heavy – and to add variety by including the two main types of helmet.
There is also the unique armour of the ninja.

Armour Points
Armour Available to Rating Cost Notes
None (ordinary clothes) all 7 0
Light armour all 8 1
1
Light armour & jingasa all 9 2 Light armour imposes no
Partial ninja chainmail ninja 9 2 restrictions on the wearer
Light armour & kabuto2 samurai & ronin 10 4
Full ninja chainmail ninja 10 4
Medium armour samurai & ronin 11 9
1 Medium armour prevents
Medium armour & jingasa samurai & ronin 12 16
the figure from Running
Medium armour & kabuto2 samurai & ronin 13 25

Heavy armour (o-yoroi) samurai 14 36 Heavy armour prevents the


figure from Running and
nullifies any Speed bonus it
Heavy armour & kabuto2 samurai 15 49 may have
1. A jingasa is a conical war hat, made from leather and metal, which can be worn by anyone.
2. A kabuto is a full metal helmet, with face and shoulder guards, which can only be worn by
samurai and ronin. Kabuto are available in a bewildering range of designs and are often highly
decorated.

5.1.1 General
Most Nipponese armour consists of padded clothing supplemented by breastplates, arm-guards, leg-guards and
helmets to provide additional protection. There are, however, also complete suits of armour. Ninja use a form of
chainmail (which is always light armour) and the richest samurai can have highly decorated o-yoroi custom-made
to fit them (which is always heavy armour).
5.1.2 Master-Quality Armour
A few exceptionally skilled craftsmen can produce master-quality armour which provides the same protection
as normal armour of its type but allows its wearer greater freedom of movement. Thus master-quality medium
armour imposes no restrictions on its wearer and master-quality heavy armour prevents its wearer from Running
but allows him to use his Speed bonus. Master-quality armour is only available to samurai. It costs 25% more than
ordinary armour of the same type, rounding fractions up.

5.1.3 Magical Armour


A very few sets of armour have magical properties. These replicate the effects of particular Skills, Ki Powers or
Magical Powers. Magical armour is only available to ‘personality’ figures; see the examples in the buntai lists (10.4,
10.5, 10.6). Points costs for Magical Armour are calculated based on the physical armour (which may or may not be
master-quality) and on the Power(s) it provides. Players wishing to create their own Magical Armour should agree
costs based on the examples provided.
5.1.4 Armour for Mounts
Rich samurai sometimes have armour – barding – for their warhorses. Rarely, barding may be worn by other, more
exotic, mounts. Barding is always light, i.e. it imposes no restrictions on the mount. It may provide an Armour rat-
ing of 8, 9 or 10. Warhorses have an Armour rating of 8, which costs 1 point. This is already factored into the cost of
a warhorse. The cost of the barding is therefore an additional 1 point for Armour 9 or an additional 3 for Armour 10.
Similar calculations can be done for other mounts.

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5.2 Weapons
5.2 Weapons
Attack Hands Karma Points
Fighting Weapons Bonus Required Modifier Cost Notes
Unarmed – unskilled +0 one +1 0
Martial Artist – Basic +1 none +0 3
Martial Artist – Intermediate +2 none +0 5
Martial Artist – Advanced +3 none +0 8
Log, rock, bottle, etc.
Improvised weapon +0 one +1 0
can be thrown
Improvised weapon, large +0 two +0 1 Farm tool, tree branch, etc.
Club
+1 one +0 2
(jo, tonfa, kiseru, pistol butt)
Club, large (teppô butt) +2 two +0 3
Quarterstaff, wood (bo) +3 two +0 5
Quarterstaff, metal
+3 two -1 7
(tetsubo, kanabō)
Dagger (aiguchi, tantō) +1 one -1 5 Can be thrown
Dagger, disarming
+1 one -1 5 Disarming weapon
(jitte, sai)
Battleaxe (masakari) +2 one -1 5
Greataxe (ono) +3 two -2 9
Javelin (yari-nage) +2 one -1 7 Can be thrown
Spear (yari) +3 two -2 9
Long sword
+3 one -1 7 See the daishō rule (5.2.2)
(katana, ninjato, tachi)
Short sword (wakizashi) +2 one -1 5 See the daishō rule (5.2.2)
Two-handed sword
+4 two -2 14 See the daishō rule (5.2.2)
(nodachi, ōdachi)
Halberd / polearm
+4 two -2 14
(naginata, nagamaki)
Rice flail (nunchaku) +2 two 0 4 Disarming weapon
Sickle (kama) +1 one -1 4 Only usable by peasants
Sickle and chain
+2 two -1 6 Disarming weapon
(kusari-gama)

Shooting Attack Hands Karma Points


Weapons Bonus Range Needed Modifier Cost Notes
Improvised thrown
+0 3” one +1 0 Log, rock, bottle, etc.
weapon
Dagger
+1 6” one -1 5
(aiguchi, tantō)
Allows user to split SV
Throwing stars
+1 6” one -1 5 bonus to make multiple
(shuriken)
attacks (3.3.6)
Javelin (yari-nage) +2 9” one -1 7
Short bow
+2 12” two -1 7
(han-kyu)
Long bow (dai-kyu) +3 16” two -1 10
Takes a full Turn to reload
28 Daishõ(teppô)
Arquebus +3 20” two -2 12 during which no other
action can be taken
Takes a full Turn to reload
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Pistol +2 6” one -2 6 during which no other
Allows user to split SV
Throwing stars
+1 6” one -1 5 bonus to make multiple
(shuriken)
attacks (3.3.6)
Javelin (yari-nage) +2 9” one -1 7
Short bow
+2 12” two -1 7
(han-kyu)
Long bow (dai-kyu) +3 16” two -1 10
Takes a full Turn to reload
Arquebus (teppô) +3 20” two -2 12 during which no other
action can be taken
Takes a full Turn to reload
Pistol +2 6” one -2 6 during which no other
action can be taken

5.2.1 Hands Required


5.3 Equipment
Any figure may simultaneously wield two one-handed weapons – but can only Fight with both if it has the
Two-Weapons Skill (7.0).
AItem
figure can wield only aDescription
single two-handed weapon at a time. Cost
AGrenade,
figure mayfire
switch freely between its weapons.
A hit by this grenade (3.3.7) sprays burning oil in all directions; this 4
results in a Fire attack (5.3.2) at +2 on everything in a 1” radius.
Example: Ojoru has a naginata as his main weapon but also carries a wakizashi. He is Fighting with a samurai who attacks
first and makes
Grenade, a successful
flash If Disarm attack. Ojoru
this grenade hits has lost his naginata
it unleashes for theflash
a bright remainder
and ofa the game.
loud However,
bang. All in the4same
Fighting phase he can still draw his wakizashi and attack with it.
figures within 2” must make a Karma roll, with a Modifier of -1, or be
5.2.2 The DaishõKnocked Rule Down.
Grenade,of what otherIfweapons
Regardless this grenade hitsorit may
they may explodes;
not have,rollmost
an attack, with aand
male samurai bonus
roninofmust
+5 (but not
be equipped 6
with
gunpowder counting the Shooter’s SV), against every figure in a 2” radius.
the daishō, i.e. two swords. This is a key status symbol for them and they would rather be seen naked than withoutEvery
their two swords. The two figure hit must
swords make aa Karma
are normally roll awith
katana and a Karma
wakizashi but Modifier
any otherof -1. is also acceptable,
pairing
though it might
Grenade, be regarded
smoke Thisasgrenade,
a little unorthodox.
if it hits, creates a 3” radius cloud of smoke which grants 2
There are some exceptions Typeto this rule, forThe
3 cover. cloudsohei
instance monks
persists forand ninja
1d10 are not
turns required
unless theretoiscarry two swords.
a strong
Other exceptions can bewind, the buntai
foundininwhich caselistsit disperses
(10.4, 10.5).at the start of the next turn.
Heimin may
Martial Artsnever be equipped
These devices, which sword
with more than one of any
include type. There
nekode, are no(both
shuko limits on the types or numbers
somewhere 1
ofenhancer
other weapons which between
they may carry.
a set of climbing claws and a cestus) and yawara (a short stick
shaped like a dumbbell), are only usable by a figure that has the Martial
5.2.3 Disarming Weapons
Artist – Advanced ability. They grant a Karma Modifier of -1 to the
Weapons which are identified in the table above as Disarming weapons can be used to make Disarm attacks (3.4.5).
figure’s Martial Artist attacks.
5.2.4
Storm Shooting
lantern Weapons
This lantern– provides
Ammunition
light in a 6” radius. It takes a Shooting action to 2
Every figure is assumed light andsufficient
to carry can be ammunition
extinguished at will.daggers,
(arrows, It is not extinguished
etc.) to last them by
for inclement
the whole game.
weather of any kind.
5.2.5 Firearms
Normal lantern or A normal lantern and a torch both have the same characteristics as a 1
The most common firearm is the arquebus (teppô), a matchlock weapon introduced to Nippon in the recent past by
torch Storm Lantern except that they can be extinguished by inclement
the gai-jin (foreign devils – Europeans). The technology to produce these has spread rapidly throughout Nippon
weather.
and they are growing in popularity because they require less skill to use effectively than traditional bows and have a
better effective range.
They may be used by any caste; samurai teppô will typically be more ornate and expensive than those used by ronin
or peasants but the weapons are functionally identical for game purposes.
Matchlock pistols are much rarer and tend to be status symbols; as such, they are usually only carried by samurai
but sometimes end up in the hands of ronin or peasants as spoils of war.
5.2.6 Poison
Poison can be applied to all cutting Fighting weapons and to penetrating Shooting weapons except firearms.
It imposes a -2 modifier on the Karma roll for any hit by the weapon which is cumulative with any penalty imposed
by the weapon itself.

Example: Miromori Iyedo is Fighting with his nodachi against several ninja armed with ninjato. His nodachi is a superior
weapon but the ninja have poisoned their swords. If Iyedo is hit his Karma roll will be modified by -1 for the ninjato and -2
for the poison, making a total of -3.

Whether the poison is lethal or sedative makes no difference to the game being played but sedative poison guaran-
tees that any figure taken out of the game by the poisoned weapon survives the experience, i.e. automatically makes
the post-game survival check (3.7.4). Note that a figure that is sedated cannot attempt seppuku to save their honour
if captured (3.7.4).
The cost of poisoning a weapon is calculated from the adjustment to its Karma Modifier (10.1.5).
Samurai cannot use poison as it is against the code of bushido.

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Shooting Attack Hands Karma Points
Weapons Bonus Range Needed Modifier Cost Notes
Improvised thrown
+0 3” one +1 0 Log, rock, bottle, etc.
weapon
Dagger
5.2.7 Master-Quality +1 6”
Weapons one -1 5
(aiguchi, tantō)
A few exceptionally skilled craftsmen can produce master-quality Nipponese weapons; Nippon does not yet have
Allows user to split SV
Throwing
the stars
technology to produce master-quality firearms. Master-quality weapons are normally only available to samurai
+1 6” one -1 5 bonus to make multiple
(shuriken)
and ronin but any figure with the Master and Teacher Skill (7.0) can have a master-quality weapon of the relevant
attacks (3.3.6)
type. The Karma Modifier for a master-quality weapon is 1 better than for a normal weapon of the same type.
Javelin
For (yari-nage)
example, a master-quality+2
katana has9”an attackone -1 and a Karma
modifier of +3 7 Modifier of -2. This increases the
points cost
Short bow of the weapon (10.1.5).
+2 12” two -1 7
(han-kyu)
5.2.8 Magical Weapons
Long
Very fewbow (dai-kyu)
Nipponese weapons +3are magical.16”Magicaltwo
weapons are-1 10to ‘personality’ figures; see the
only available
examples in the buntai lists (10.4, 10.5, 10.6). Takes a full Turn to reload
There are no magical
Arquebus (teppô) Nipponese+3firearms. 20” two -2 12 during which no other
Points costs for Magical Weapons are calculated based on the physical weapons (which may or
action canmaybenot be mas-
taken
ter-quality) and on the Power(s) they provide. Players wishing to create their own Magical Weapons should agree
Takes a full Turn to reload
costs based on the examples provided.
Pistol +2 6” one -2 6 during which no other
action can be taken
5.3 Equipment
5.3 Equipment
There are a few items of equipment which figures may wish to carry to assist them in combat.

Item Description Cost


Grenade, fire A hit by this grenade (3.3.7) sprays burning oil in all directions; this 4
results in a Fire attack (5.3.2) at +2 on everything in a 1” radius.
Grenade, flash If this grenade hits it unleashes a bright flash and a loud bang. All 4
figures within 2” must make a Karma roll, with a Modifier of -1, or be
Knocked Down.
Grenade, If this grenade hits it explodes; roll an attack, with a bonus of +5 (but not 6
gunpowder counting the Shooter’s SV), against every figure in a 2” radius. Every
figure hit must make a Karma roll with a Karma Modifier of -1.
Grenade, smoke This grenade, if it hits, creates a 3” radius cloud of smoke which grants 2
Type 3 cover. The cloud persists for 1d10 turns unless there is a strong
wind, in which case it disperses at the start of the next turn.
Martial Arts These devices, which include nekode, shuko (both somewhere 1
enhancer between a set of climbing claws and a cestus) and yawara (a short stick
shaped like a dumbbell), are only usable by a figure that has the Martial
Artist – Advanced ability. They grant a Karma Modifier of -1 to the
figure’s Martial Artist attacks.
Storm lantern This lantern provides light in a 6” radius. It takes a Shooting action to 2
light and can be extinguished at will. It is not extinguished by inclement
weather of any kind.
Normal lantern or A normal lantern and a torch both have the same characteristics as a 1
torch Storm Lantern except that they can be extinguished by inclement
weather.

5.3.1 Grenades
Unlike ammunition, grenades must be purchased individually, i.e. the points cost given above is the cost
per grenade.
A Fumble (3.3.1) with a grenade results in it detonating in the hands of the figure trying to throw it (3.3.7).
Grenades can only be used by ninja.
5.3.2 Fire Attacks
Fire attacks ignore physical armour, therefore most figures count as Armour rating 7 against such attacks. If a
figure is hit by a Fire attack it must make a Karma roll as usual. The figure must then either spend the whole of the
following turn doing nothing except putting out the flames (i.e. no Movement, Shooting or Fighting) or else make a

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further Karma roll at the end of that turn. This continues until the fire is out or until a Karma check is failed.
Note: A figure which is Knocked Down (3.2.5) by a Fire attack cannot extinguish the flames unless it first recovers
from being Knocked Down.

Example: A Fire Grenade is thrown into a tent with 4 ronin inside. The first roll is a hit indicating the grenade exploded
inside. An attack roll is made at +2 against Armour 7 for each ronin. One is missed and escapes harm. Three are hit and
each must make a Karma roll. One fails and is out of the game. One succeeds and elects to spend the whole of the following
turn beating out the flames (no Movement, Shooting or Fighting). One rolls their Karma exactly and is Knocked Down. On
the next turn’s Movement phase they attempt to stand but fail the Karma roll, unable to beat out the flames whilst Knocked
Down they must make a Karma roll at the end of the turn to survive.

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6.0 The Bestiary
A variety of Beasts and Magical Creatures may be encountered in Nippon, either as part of a buntai or as part of a
game scenario.

6.1 Beasts
6.0 The Bestiary
Beasts are natural creatures. They all have an SV of +0 and a Speed of +0. They cannot split their FV to attack
A variety
multiple of BeastsNoand
opponents. Magical
Beasts have KiCreatures
Powers or may
Magicalbe Powers.
encountered in Nippon, either as part of a buntai
or as part of a game scenario.
Most Beasts gain a Run bonus equal to half their base movement rate rounded down, though a few exceptions are
noted in the tables below. If forced to flee by terror (3.2.5) those with a base movement rate of 9” or more will travel
6.1 Beasts
2d10”.

Move / Weapon Karma Cost


Beasts Run Karma FV Armour Bonus Mod / On Skills
Bear2 6” 4+ +4 9 +2 -1 31 Berserker, Tough
(higuma) +3” 4
2
Boar 9” 4+ +3 9 +2 -1 23 Berserker
(i) +4” 3
Dog1,3 12” 6+ +1 8 +1 0 5 Terrified by Magical
(inu) +6” 1 Creatures
1,3
Dog, Fighting 12” 5+ +2 8 +1 0 12
(inu) +6” 2
Horse, War3 12" 6+ +1 8 +1 0 12 Swimming
(uma) +6” 2
Horse, Riding or 12" 7+ +0 8 +0 0 4 Swimming, Terrified
Pack3 +6” 1 by all Beasts except
(uma) horses and by all
Magical Creatures
Tiger1 9” 4+ +4 8 +2 -1 32 Terrifying
(tora) +6” 5
Shark1 12” 3+ +4 9 +2 -1 30
(same) +6” 3
2
Serpent 4” 5+ +3 8 +2 0 23 Constriction,
(mi) +0” 2 Swimming
Viper2 6” 6+ +1 7 +1 -2 14 Lightning Reflexes
(kobura) +0” 2 (fighting), Poison
1
Wolf 12" 5+ +3 8 +1 0 19 Tough
(okami) +6” 2
1. These animals are predators. Unless they have a handler/rider they will attack any creature that comes
within reach of their normal move. They will continue to attack until there are no enemies within this
1. These
reach;animals are predators.
if they have Unlessopponents
multiple potential they have atheyhandler/rider
will choose they
theirwill attack
target any creature
randomly. thatpursue
They will
comes within
prey that reachtoof
attempts their normal move. They will continue to attack until there are no enemies
flee.
2. within
These thisanimals
reach;areif territorial
they haveand will attack
multiple the first
potential creature
opponents thatwill
they comes
choosewithin
theirreach
targetofrandomly.
their normal
movewill
They unless theyprey
pursue havethat
a handler/rider.
attempts to flee.If the victim of their attack dies, or moves beyond their normal
move reach, they will cease their attack.
2.
3. These
Theseanimals
animals arecanterritorial
be trainedand andwill attack
if they havetheafirst creature
handler thatthey
or rider comeswill within reach ofcommands
follow simple their normal
until
move unless they have a handler/rider. If
that figure is Knocked Down or taken out of the game. the victim of their attack dies, or moves beyond their nor-
mal move reach, they will cease their attack.
3. These animals can be trained and if they have a handler or rider they will follow simple commands
until that figure is Knocked Down or taken out of the game.

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Bear. The Nipponese bear is a large brown bear much like the North American Kodiak. An omnivore, it
normally avoids man but can be fiercely territorial, especially if it is a female with cubs.
Boar. Wild boars are only a little bigger than a fighting dog but their combination of razor-sharp 4 inch
tusks and aggression makes them far more dangerous opponents.
Dog. The dog is a by-word for loyalty in Nipponese culture. Ordinary dogs may be domesticated (watch-
dogs and the like) or part of a wild pack.
Horse. Horses are an expensive luxury in Nippon. Only relatively rich samurai own war horses. Rid-
ing horses and pack horses are normally only owned by rich merchants. Horses whose rider/handler is
Knocked Down or taken out of the game will try to leave the table by the most direct route but will avoid
both difficult terrain and obvious dangers. Any horse can be ridden by any figure which either starts the
game with a horse or has one as an option in the buntai lists.
Tiger. These rare beasts are considered to be noble; a warrior who slays one in single combat earns him-
self considerable reputation and honour.
Shark. Sharks are the top of the food chain in the coastal waters of Nippon. Combats that stray into the
sea will attract their attention as soon as there is blood in the water. Note that all of the stats in the table
apply to a shark in water which is deep enough for swimming; a shark that finds itself beached is effective-
ly helpless.
Serpent. Full grown serpents range from 20 to 40 feet in length. They are not poisonous; instead they kill
their victims by constriction. On the first successful attack the serpent does no damage but the victim can
no longer Move and loses its Speed bonus. It can Shoot or Fight only with one handed weapons or un-
armed and suffers a penalty of -2 on all attacks. In each Fighting phase after that first successful attack the
victim takes an automatic hit. While the serpent is constricting any attack made against it by any figure
other than its victim is effectively made against both the snake and the victim; roll separately against the
Armour rating of each. [Constriction is costed as a special Skill at 10 points.]
Viper. Closely related to the Indian king cobra, the Nipponese viper grows up to about 15 feet long and
has a venomous bite which can easily kill creatures much larger than itself. The poison is factored into the
stats in the table above.
Wolf. Nipponese wolves hunt in packs and are effectively identical to their European and North Ameri-
can cousins.

6.2 Magical Creatures


The term Magical Creatures encompasses unnaturally large versions of normal Beasts, Beasts with Magical Powers
and supernatural beings. Unlike normal Beasts, Magical Creatures can split their FV to attack multiple opponents.
Most Magical Creatures gain a Run bonus equal to half their base movement rate rounded down – though a few
exceptions are noted in the tables below. If forced to flee by terror (3.2.5), those with a base movement rate of 9” or
more will travel 2d10”.
The Magical Creatures in the table below are usually encountered alone or in pairs. Other Magical Creatures such
as oni, bakemono and tengu may be encountered in buntai; their stats can thus be found in the Magical Buntai
section of these rules (10.5).

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6.2 Magical Creatures

Magical Move / FV Weapon Karma Cost


Creature Run Karma /SV Speed Armour Bonus Mod / On Skills / Powers
Centipede, 9” 4+ +2 +1 12 +2 -3 42 Poison1,
giant (mukade) +4” - 5 Swimming
Crocodile, 6” 4+ +3 +0 13 +3 -2 45 Swimming
giant (wani) +0” - 5
Faceless One 6” 4+ +1 +0 * * * 21+ Beneath Notice,
(mujina) +3” +1 or 7 4 Terrifying, Up to
10 points of
Magical Powers
Fox-Man 6” 4+ +2 +1 * * * 34+ Master of
(kitsune), +3” +2 or 7 6 Disguise,
human form Transform,
Unearthly
Beauty, Up to 20
points of Magical
Powers
Fox-Man 9” 4+ +2 +1 7 +1 0 34+ Stealthy,
(kitsune), +4” +2 6 Transform, Up to
fox form 20 points of
Magical Powers
Ghost Warrior 6” 3+ +2 +0 14 +2 -2 39 Spirit Creature
(shura) +3” +2 or 7 4
Lion-Dog 9” 4+ +3 +0 8 +2 -1 22 Fearless
(shishi) +6” - 3
Lizard, Giant 6” 3+ +4 +0 13 +2 -2 51
(yamatokage) +3” - 6
2
Octopus, Giant 12” 4+ +3 +0 8 +2 -1 38 Cloud of Ink ,
(tako), +12” - 5 Constriction2,
in water Face Many Foes,
Swimming
Octopus, Giant 6” 4+ +3 +0 8 +2 -1 38 Constriction,
(tako), +0” - 5 Face Many Foes
on land
Shark-Man 6” 5+ +2 +0 * * * 14+ Swimming
(kojin) +3” +1 or 9 or +1 or -1 2
Spectre 6” 4+ +2 +0 14 +0 special 43 Drain Will2, Spirit
(shoryo) +3” - or 7 6 Creature, Up to
10 points of
Magical Powers
Spider, Earth 9” 4+ +2 +0 9 +2 -3 28 Poison1,
(jikumo) +4” - 3 Unstable
Ground2
Spider, Giant 9” 5+ +2 +0 9 +2 -2 22 Poison1, Web2
(hirata-kumo) +4” +1 3
Spider, 9” 5+ +2 +0 9 +2 -2 21 Poison1,
Trapdoor +4” - 3 Lightning
(totate-kumo) Reflexes
(fighting)
Spider, Water 9” 5+ +2 +0 9 +2 -2 27 Poison1, Web2,
(mizu-kumo) +4” +1 3 Walk on Water2
Spirit of Place 6” 3+ +3 +0 14 * * 40+ Spirit Creature,
(kami) +3” +1 or 7 or +2 or -1 8 Up to 25 points
of Magical
Powers
Vampire 6” 4+ +3 +0 * +1 -1 28 Strength Drain2
(shuten-doji) +3” - or 7 5
34 Daishõ
Water-demon 6” 5+ +2 +0 9 * * 25+ Born of Water,
(kappa), +0” +1 or +1 or +0 4 Up to 10 points
on land of Magical
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Powers
Spider, Water 9” 5+ +2 +0 9 +2 -2 27 Poison1, Web2,
(mizu-kumo) +4” +1 3 Walk on Water2
Spirit of Place 6” 3+ +3 +0 14 * * 40+ Spirit Creature,
(kami) +3” +1 or 7 or +2 or -1 8 Up to 25 points
of Magical
Powers
Vampire 6” 4+ +3 +0 * +1 -1 28 Strength Drain2
(shuten-doji) +3” - or 7 5
Water-demon 6” 5+ +2 +0 9 * * 25+ Born of Water,
(kappa), +0” +1 or +1 or +0 4 Up to 10 points
on land of Magical
Powers
Water-demon 9” 4+ +2 +0 10 * * 25+ Born of Water,
(kappa), +4” +1 or +1 or -1 4 Swimming, Up to
in water 10 points of
Magical Powers
* This stat is determined by the Magical Creature’s equipment.
1. The effect of the poison is included in the Magical Creature’s Karma Modifier.
* 2.
ThisSpecial
stat is ability
determined by the Magical
– see creature Creature’s
description equipment.
below for details.
1: The effect of the poison is included in the Magical Creature’s Karma Modifier.
2: Special ability – see creature description below for details.

Centipede. The mukade is typically 10 to 12 feet long and has luminous eyes which shed light equivalent
to a lantern. It has a poisonous bite but no Ki or Magical Powers.
Crocodile. Wani are sea monsters but will occasionally come ashore to attack (they hate mankind) or to
breed. They have no Ki Powers or Magical Powers.
Faceless One. When first seen, mujina appear to be normal humans. However, when they reveal their
true nature to their intended victims their faces are completely blank, rendering them Terrifying. Many
speculate that they feed off the fear they inspire. Their combat skills are typically poor but most have
Magical Powers to use instead. They have no Ki Powers.
Fox-Man. Kitsune are devious, mischievous and sometimes malicious spirits that can take the form of a
fox or that of a beautiful man or woman. They often interfere in human affairs but their motives for doing
so are usually obscure. Kitsune almost always have Magical Powers and many will also have Ki Powers.
Ghost, Warrior. These Spirit Creatures are the ghosts of warriors who are so addicted to combat that
they pursue it after death rather than taking the path to reincarnation. Shura appear as translucent ver-
sions of their original selves. The stats in the table above apply regardless of the weapons or armour they
appear to be wielding. They cannot be disarmed. They may have Ki Powers but not Magical Powers.
Lion-Dog. Often encountered guarding temples or exceptionally holy men, shishi have broad faces with
protruding eyes, wide nostrils and large toothy mouths. They are intelligent and extremely loyal. Shishi
have no Ki or Magical Powers.
Lizard. The yamatokage is a heavily scaled lizard which grows to about 30 feet in length. These monsters
are usually encountered in Nippon’s mountainous areas; they have no fear of man and are so aggressive
that they will usually attack other creatures on sight. They do not have any Ki Powers or Magical Powers.
Octopus. Although it is marginally less dangerous out of the water, a tako is still a fearsome foe on land.
Far more intelligent than a normal octopus, it will fight tactically – and its ability to split its FV means it
can constrict more than one opponent at a time (using the same rules as the serpent, above). Its “Cloud
of Ink” ability is unique – treat this as a smoke grenade that works only underwater and can be used once
per game. It has no Ki or Magical Powers.
Shark-Man. A kojin has a man’s body with a shark-like head. This gives it a bite attack. However, kojin
prefer to use weapons whenever they have them available – yari are particular favourites of theirs – and
they often wear armour. Kojin can only stay out of the sea for an hour or so at a time and thus are usual-
ly encountered in coastal areas, often raiding to acquire weapons and armour. They do not have any Ki
Powers or Magical Powers.
Spectre. A successful hit by this Spirit Creature means that the target must make a Karma roll or have
its will drained and fall under the control of the shoryo. Any figure with the Will of Iron Skill is immune
to this ability. While under the shoryo’s control, such victims retain their normal SV, FV and Speed but
have a Karma of 4+ and cannot use any Skills, Ki Powers or Magical Powers they may possess. If the
controlling shoryo is taken out of the game then all of its victims are Knocked Down but may act normal-
ly once they recover from this. Shoryo may have some Magical Powers but never have Ki Powers. [The
Drain Will ability is a special Skill and is costed at 15 points.]

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Spider. Several types of kumo are listed above. All appear as roughly man-sized spiders but their natures
differ considerably. None of them have Ki Powers or Magical Powers but some have special abilities as
described below.

Earth Spider. As well as having a poisonous bite, the jikumo radiates a magical field which turns all
ground within 3” of it into Unstable Ground (11.2.13). This effect ends when the jikumo is taken out
of the game but cannot otherwise be broken; it can, however, be ignored by anyone protected by a
Ward of Earth (9.0). [This special power is costed at 5 points.]
Giant Spider. A hirata-kumo can throw web at a single target. This attack ignores the target’s physi-
cal armour. If it succeeds the figure is Knocked Down but cannot recover without the aid of another
figure to help cut or break them free of the rapidly solidifying web. [The Web ability is costed at 5
points.]
Trapdoor Spider. A totate-kumo’s trapdoor will normally be a Scenario Complication of the Hid-
den Enemy type (11.2.16) and the spider will only attack by ambush from this. If the totate-kumo
manages to Knock Down a figure, or take it out of the game, it will try to drag its victim through the
trapdoor into the maze of narrow tunnels below. Unless it is stopped, even a Knocked Down figure is
taken out of the game when the spider next moves.
Water Spider. Otherwise identical to the hirata-kumo, a mizu-kumo has an additional ability – it can
move across the surface of water just as easily as it can move across land. [This ability is costed
at 5 points.]

Spirit of Place. The landscape of Nippon is unlike any other. Across it are many thousands of features
such as ancient trees, pools of clear spring water, great stones, groves and caves that are sacred. Many are
inhabited by Spirit Creatures called kami who guard their locations jealously. When they choose to show
themselves, their appearances are as varied as the locations they inhabit but usually heavily influenced by
these. Over centuries local people have found ways to cooperate with these spirits, often to the benefit of
both parties. Regular prayers and small offerings are made as signs of respect for the kami. In return the
kami will often protect their people as well as their place. It is a foolish man who desecrates such places
with bloodshed and disrespectful actions, thus angering the kami. Although kami are associated with a
particular place they can move around freely provided they do not intrude into the place of another kami.
All kami have Magical Powers and some also have Ki Powers.
Vampire. Nipponese vampires look approximately human but are clearly identifiable by their long teeth
and claws. Unlike western vampires they have no special vulnerability to sunlight, garlic, silver or wood-
en stakes; they are monsters rather than undead creatures. They have no Ki Powers but some may have
Magical Powers. Any figure hit by a shuten-doji Fighting attack has some of its strength drained even if it
makes its Karma roll; this makes its Karma roll 1 worse for the rest of the game. A figure that is taken out
of the game by a shuten-doji falls under the control of the shuten-doji if it survives the post-game surviv-
al check (3.7.4) and dies if the shuten-doji is killed. Note that Immortal characters are unaffected by the
shuten-doji’s strength-draining ability. [This is costed at 15 points.]
Water-Demon. A kappa is a scaled humanoid with a turtle-like shell. These creatures lurk in fresh water
and seek to extort payment for safe passage through their domains. Payment usually means giving up
someone to be drowned, which is a kappa’s favourite way of killing. Kappa have no Ki Powers but may
have Magical Powers – however their choice of these is limited in that they cannot have any elemental
Powers other than those associated with water.

6.2.1 Spirit Creatures


A Spirit Creature appears ghost-like and has no physical form. Its insubstantial body is clearly visible,
and it can interact with the physical world, but it is very hard for the physical world to affect it. This has
the following results:
Movement. Spirit Creatures ignore the effects of Difficult Terrain and Hazardous Terrain on
movement.

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Attacks. Any Shooting or Fighting attack by a Spirit Creature ignores the target’s physical armour –
unless the armour is Magical, in which case it provides its normal protection. Other modifiers to a
figure’s Armour rating (e.g. bonus for Speed, penalty for being Knocked Down) still apply.
Armour rating. Regardless of their appearance, all Spirit Creatures are treated as Armour 14 – ex-
cept when attacked by a Magical weapon or Magical Power, in which case they are treated as unar-
moured, i.e. Armour 7. Other modifiers to the creature’s overall Armour rating apply as normal.
Poison. Spirit Creatures are immune to poison.
Karma rolls. Spirit Creatures ignore Knocked Down results.

When calculating the points cost for a Spirit Creature, 20 points are added to account for the characteris-
tics described above.
Although Spirit Creatures are hard to affect with normal weapons it is worth noting that they are particu-
larly vulnerable to the Magical Power of Exorcism (9.0).

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7.0 Skills
All figures are considered to have basic combat skills; these are reflected in their Karma, SV, FV and Speed attri-
butes – and also in the fact that they are considered to be proficient with all the weapons they carry. The Skills in
this section represent special training – or in some cases natural gifts – which the figure can bring to bear in com-
bat. All Skills are usable whenever applicable. Unless otherwise stated in the Skill description, each Skill
7.0 Skills
can be used without limit throughout the game.

Skill Description Cost

Arrow-Cutting When hit by a Shooting attack, the figure can attempt an opposed Fighting 5
(yadomejutsu) attack roll. If this roll exceeds the Shooting attack roll then the missile has
been dodged or deflected, otherwise the missile has hit and the normal
Karma roll must be made as normal to survive the hit.
Example: The priest Umaka is trying to use his Physician skill to heal a
fallen comrade when he is shot at by a bandit ashigaru using a han-kyu.
The bandit rolls a 6; with +2 for his SV and +2 for the bow this gives him a
result of 10. Umaka is wearing no armour so this would easily be a hit.
However, he has Arrow-Cutting and can thus attempt to deflect the arrow.
His FV is +3, so if he rolls a 8 or better the arrow will be deflected.
This Skill does not work against Shooting attacks by firearms, grenades or
Magical Powers.

Beneath As well as acting for entertainment in noh plays, a figure with this Skill can 5
Notice pass itself off as an “innocent bystander” rather than obviously being a
(noh) member of a buntai. This is only really useful in scenarios where there are
“innocent bystanders” on the field of battle. The player chooses a specific
“innocent bystander” figure and makes a note of it. The player can choose
to reveal the figure’s true nature at any point in the game.

Berserker If a figure with this Skill suffers a Knocked Down result, it is not Knocked 5
Down. Instead, its Karma and Fighting attack rolls both gain bonuses of +1.
This effect continues until it suffers a second Knocked Down result (at which
point it is actually Knocked Down and the Berserker effect ends) or until it is
taken out of the game.

Born of … Nipponese philosophy defines the magical world in terms of five elements:
Earth, Fire, Water, Wind and Void. Some figures – mostly but not
exclusively Magical Creatures – have a very close relationship with one
particular element which grants them protection as follows:
Earth: Immunity to all types of poison. 5
Fire: Immune to all forms of fire and heat. 5
Water: Immune to all forms of ice and cold. 5
Wind: Ignore Knocked Down results. 5
Void: Supernatural senses allow the figure to “see” within 6” of itself 5
regardless of light conditions or obscurants (e.g. smoke), though line of sight
limits still apply. The figure is immune to the Magical Powers Darts of Void
and Sword of Void (9.0)
No figure may be “Born of …” more than one element.

Close Pick a two-handed ranged weapon; the figure can Shoot with this weapon 5
Quarters while engaged in a Fight (3.3.4).
Shooting

Disarm A figure with this Skill can make a Disarm attack (3.4.5) with any weapon. 5

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Divine Favour The figure is immune to the effects of Curses (9.0). 5

Face Many Enemies Fighting this figure gain no bonus for Outnumbering it (3.4.3) and 5
Foes cannot use the Mobbing rule (3.4.4) against it.
Note: Face Many Foes has no effect on Shooting attacks so the figure can
still be subject to Volley Attacks (3.3.5).

Fanatic The figure’s faith in its religion or cause means that it can re-roll its first 5
failed Karma roll of the game.

Fearless Nothing scares this figure. It ignores the effect of Terrifying enemies. 5

Fortitude If the figure is Knocked Down it gets +2 to the Karma roll to spring back up. 5
Regardless of the modification, a natural roll of 1 remains a failure.

Horsemaster The penalty for Shooting from a moving mount is only -2. 5
The figure also gains a bonus of +1 to all Fighting attack rolls on any turn in
which he moved while mounted.
This skill is not available to heimin.

Immortal If the figure is taken out of the game, its post-game survival check (3.7.4) 10
determines whether it is available for the next game (Karma exceeded) or
whether it ‘sits out’ one game while recovering (Karma equalled or missed).
Unlike others, the figure cannot actually die as a result of the post-game
survival check. Also, note that the figure is immune to the strength-draining
ability of a shuten-doji (6.2).

Inspirational An inspirational leader confers a bonus of +1 to the Karma rolls of all his 10
followers who are within 12” and have line of sight to him. This bonus does
not apply to the leader’s own Karma rolls.
To have this Skill, the figure must also have a Leadership Skill of at least +1.

Leadership This is a bonus to Initiative rolls (3.1). The maximum Leadership score is
+3.
Leadership +1 3
Leadership +2 6
Leadership +3 9

Lightning There are two versions of this Skill; the ‘shooting’ version applies to all 5
Reflexes Shooting weapons while the ‘fighting’ version applies to all Fighting
weapons.
If the figure with Lightning Reflexes is attacked before it has taken its action
in the appropriate phase of the turn then it can act before the figure
attacking it – but can only attack the figure that was trying to attack it. If the
figure with Lightning Reflexes has already acted during the phase, or the
attacker also has Lightning Reflexes, then this Skill has no effect.
Example: Mamatu Zaemon is currently Fighting two opponents – a ronin
bushi and an ashigaru. The ronin acts first in the Fighting phase and
attempts to make an attack on Zaemon. Because Zaemon has Lighting
Reflexes (fighting) he can pre-empt that attack and strike at the ronin before
the ronin makes his attack roll. Zaemon can only attack the ronin with this

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pre-emptive strike, not the ashigaru. If the ronin survives Zaemon’s pre-
emptive strike then his attack is resolved next. The ronin’s player then gets
to Fight with another of his figures because Zaemon’s player has effectively
jumped the initiative order. Zaemon has used his Fighting attack for this
turn.

Master and Pick a single type of weapon (e.g. bows, swords). The figure has achieved 7
Teacher absolute mastery of this weapon type and gains a +1 attack bonus on all
(sensei) attacks made with it. Also, the figure can never Fumble with the chosen
weapon type.
This Skill can apply to a Martial Artist, but only if the figure has Martial Artist
– Advanced (5.2).
No figure can be a sensei with more than one type of weapon.

Master of A figure with this Skill can be represented on the table by another figure. 10
Disguise This other figure may be another from the same buntai list – but not any
(monomane) named figure. Alternatively, if there are “civilians” in the scenario the Master
of Disguise may pretend to be one of those. The owning player should
make a note of the disguised figure and may reveal it (i.e. replace it with the
proper figure) at any time. Of course, the figure’s cover may be blown by its
own actions if it reveals unexpected stats or Skills.
The Master of Disguise has a third option – impersonating a member of an
opposing company. Again, no named figure may be selected. In this case,
the player pays the full cost of both the figure with Master of Disguise and
the figure being impersonated. This is chancy; if the opposing player
chooses not to field a figure of the type being impersonated then the Master
of Disguise must appear on the table as himself and the points spent
impersonating the opposing figure are wasted. However, if it does work the
player controlling the Master of Disguise may take control of the opposing
player’s figure at any time.
Example: Player A has moved one of his ronin bushi within bow range of
Mamatu Shinroka. In the Shooting phase he declares that the ronin will fire
at Shinroka. However, Shinroka’s player interrupts him – the ronin is
actually a disguised ninja who turns and throws poisoned shuriken at the
nearby ronin leader!
This does potentially allow a player to Move, Shoot or Fight a figure in
contravention of the normal initiative sequence. If this happens the player
who has just discovered a figure isn’t his after all gets to Move, Shoot or
Fight with another of his figures immediately after the newly revealed Master
of Disguise has taken his action.

Mastershot Choose a ranged weapon for this figure; it ignores cover penalties when it 5
Shoots with this weapon.

Nighteyes The figure can see normally regardless of lighting conditions. It cannot see 5
through actual obscurants, though, so smoke grenades and the like are still
effective against it.

Physician This Skill can be used to help Knocked Down figures to recover or to 5
(igaku) attempt to undo a “taken out of the game” result if the Physician can reach
the fallen figure in time (3.5.3)

Numb Whether through drugs or mystical forces this figure is inured to pain. The 10
first time it is hit, its Karma roll is automatically successful.

Rhetoric This figure can use its verbal skills to enrage, distract or amuse its 5
opponents. Enemies within 9” and line of sight suffer a -1 penalty to their
40 Daishõ Shooting and Fighting attack rolls when trying to hit this figure.

Skirmisher A Skirmisher only suffers a -2 penalty on the attack roll for moving on foot 3
and Shooting
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Numb Whether through drugs or mystical forces this figure is inured to pain. The 10
first time it is hit, its Karma roll is automatically successful.

Rhetoric This figure can use its verbal skills to enrage, distract or amuse its 5
opponents. Enemies within 9” and line of sight suffer a -1 penalty to their
Shooting and Fighting attack rolls when trying to hit this figure.

Skirmisher A Skirmisher only suffers a -2 penalty on the attack roll for moving on foot 3
and Shooting instead of the normal -4.

Stealth When this figure is in Terrain that provides cover, any Shooting attack 5
against it suffers an additional penalty of -1.
Note: This penalty still applies even if the Shooting figure has the
Mastershot Skill.
This Skill is not available to samurai.

Swimming Figures with this Skill may swim (3.2.6) at their usual movement rate without 2
needing to make a Karma roll.

Terrifying Other figures must make a Karma roll to move into contact with this figure or 10
to stand their ground if it moves into contact with them (3.2.5).

Tough This figure adds +1 to all Karma rolls resulting from Shooting or Fighting hits 5
(but not Karma rolls made for other reasons).

Transform This Skill is mainly possessed by Legendary Creatures such as kitsune. It 5


allows them to change between their available forms (fox and human in the
case of the kitsune) during the Movement phase of a turn. If they do so they
can still move but will then count as having Run.

Trick Riding If this figure is the target of a Shooting or Fighting attack while mounted, it 5
can choose whether the attack is made against the rider or the mount
(normally the attacker would choose).
This Skill is not available to heimin.

Two- A figure with this skill can wield two one-handed weapons simultaneously 5
Weapons when Fighting. The type of weapon must be chosen when the Skill is taken;
(ni-to) usually only a single weapon type is possible (e.g. dagger or battleaxe) but if
the choice is “sword” then the figure may wield a long sword in one hand
and a short sword in the other. This skill cannot be used with Martial Artist
attacks.
The Two-Weapons fighting style is essentially defensive; the off-hand
weapon is used to parry, giving the figure a +1 bonus to its effective Armour
rating against Fighting attacks.
If two Disarming weapons are wielded (e.g. two sai) then the figure counts
the +1 bonus from each of them on Disarm attack rolls.

Unearthly A few figures – mostly but not exclusively Magical Creatures (6.2, 10.5) – 10
Beauty are so beautiful that it is difficult for mere mortals to summon the will to
attack them. Anyone wishing to make a Shooting or Fighting attack against
a figure with this Skill must make a Karma roll. If they fail, they must choose
another target or forgo the attack. If the Unearthly Beauty attacks them
personally the effect is broken but only for them.
Unearthly Beauty does not affect Beasts or Magical Creatures.

Will of Iron The figure is immune to Possession and to a shoryo’s Drain Will ability (6.2). 2

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8.0 Ki Powers
Ki is a term which describes a form of inner power which can be focused – by those sufficiently skilled – to achieve
apparently superhuman feats.
Any figure may have points of ki (2.2); the more it has the higher the points cost (10.1.8).
Each use of a Ki Power consumes 1 point of ki. Ki can be recovered by taking opponents out of the game (3.6).
Regardless of how many points of ki a figure may have, it can only use one Ki Power in each Phase.
The table below describes the Ki Powers available in the game. Note that some of these require the figure to have
certain pre-requisites, such as particular Skills, in order to be able to have the particular Power.
All figures with Ki have the Second Chance Ki Power.
8.0costsKiforPowers
The Ki Powers are given later (10.1).

Ki Power Phase Description


Arrow Storm Shooting The figure splits its SV bonus to make Shooting attacks against
multiple opponents.
Using this Power with shuriken allows the figure to make attacks
using its full SV bonus for each attack; it still cannot attack more
opponents than its SV bonus, however.
Example: Ogaru Hidoro, a ninja, is within shuriken throwing range of
five opponents. His SV is +3. This means he can use Arrow Storm
to make attacks against up to three of them at his full bonus of +4
(SV +3, shuriken +1). If he was using a han-kyu instead he would
still be able to attack three of them but his bonus against each would
be +3 (SV split 3 ways, bow +2) – or he could attack one at +4 and a
second at +3.
Blind Shot Shooting Using unnatural senses the figure can shoot at a target in situations
of reduced or even no visibility (darkness, fog, smoke or pouring
rain). The shooter must still have a technical line of sight to the
target.
Heroic Leap Movement Instead of moving normally, the figure leaps over intervening
obstacles such as other figures and terrain and hence is not slowed
by them. The move must be in a straight line. Regardless of how
far the figure moves it counts as having Run this turn.
Impossible Shooting The Arrow-Cutting Skill is a pre-requisite for this Power; by activating
Dodge the Power the figure can use Arrow-Cutting to dodge or deflect a
Shooting hit from a firearm or Magical Power.
One with the Movement For the remainder of this turn, the figure may not be the target of any
Shadows Shooting or Fighting attack until / unless it makes such an attack
(ninjitsu) itself.
In order to have this Ki Power, the figure must also have the Stealth
Skill.
Pinpoint Shooting When making a Shooting attack into a Fight (3.3.3), a figure using
Accuracy this Power can pick its target(s) rather than having to roll randomly.
Rapid Any If the figure suffers a Knocked Down result it may attempt to recover
Recovery (3.5.2) immediately rather than waiting for the Movement phase of
the next turn. If the attempt fails another attempt can be made as
normal, i.e. in the Movement Phase of the next turn.
Second Any Re-roll any d10 roll which the figure has just made. Abide by the
Chance result of the second roll, even if it is worse than the first.
Second Strike Fighting When making a Fighting attack, a figure armed with two one-handed
weapons can use this Power to make a secondary Fighting attack
with the second weapon as well as attacking with the main weapon.
All relevant bonuses apply to the second weapon attack but, unlike
the primary weapon attack, the FV cannot be split to make attacks
against multiple opponents.
42 Daishõ Example: Mamatu Shinroka is Fighting with two ashigaru. He splits
his FV of +3 to make an attack against each of them – one at +5 and
one at +4 (including the attack bonus of his katana in each case).
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down but the other survives. Shinroka
Recovery (3.5.2) immediately rather than waiting for the Movement phase of
the next turn. If the attempt fails another attempt can be made as
normal, i.e. in the Movement Phase of the next turn.
Second Any Re-roll any d10 roll which the figure has just made. Abide by the
Chance result of the second roll, even if it is worse than the first.
Second Strike Fighting When making a Fighting attack, a figure armed with two one-handed
weapons can use this Power to make a secondary Fighting attack
with the second weapon as well as attacking with the main weapon.
All relevant bonuses apply to the second weapon attack but, unlike
the primary weapon attack, the FV cannot be split to make attacks
against multiple opponents.
Example: Mamatu Shinroka is Fighting with two ashigaru. He splits
his FV of +3 to make an attack against each of them – one at +5 and
one at +4 (including the attack bonus of his katana in each case).
One of the ashigaru goes down but the other survives. Shinroka
decides to do his best to take out the remaining ashigaru and
focuses his ki to enable a Second Strike. This gives him an
immediate additional attack with his wakizashi at +5 (FV +3,
wakizashi attack bonus +2).
This Power can only be used by a figure with the Two-Weapons
Skill. The figure’s parrying benefits to its Armour rating are not lost
when the second weapon is used to attack.
Still Shot Shooting The figure can Shoot without paying any penalty for having moved
this turn. Note that this does not enable a figure to Shoot if it has
Run.
Swift Fighting If a figure makes a Fighting attack against a Knocked Down enemy
Despatch the attack is an automatic hit and the enemy’s Karma roll is at a
penalty of -1; this penalty is cumulative with any other penalties to
the roll.
Water-running Movement The figure can move across the surface of a body of water without
sinking. It needs to start and finish its movement on solid ground or it
will sink at the end of its movement.
Whirlwind Fighting Make a single attack at the figure’s full FV bonus against each
Attack opponent against which it is Fighting. The total number of attacks
may not exceed the figure’s FV, however.

Daishõ 43

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9.0 Magical Powers
Magical Powers represent the spells which wizards (shugenja), priests (gakusho) and some monks can use. They
also cover some of the magical abilities of various Magical Creatures (6.2).
A figure can attempt to use one Magical Power in each phase of a turn. It may, however, benefit from more than
one Magical Power at a time if a Magical Power initiated in a previous phase is still running.
In most cases, a figure attempting to use a Magical Power in a phase can do nothing else during that phase. There
are a few exceptions to this; these are noted in the descriptions of the relevant Magical Powers.
To use a Magical Power, the figure must make a Karma roll, equalling or exceeding its Karma. If this roll fails the
spell or ability is not successfully activated. If the Karma roll is a natural 1 the figure must make a further Karma
roll; if this is also a 1 then the figure cannot use the attempted Power for the remainder of the game.
Note that there is no Karma roll to “save” against the effects of a Magical Power except as specifically stated in its
9.0 Magical Powers
description in the table below.
To use a Magical Power upon another creature or object the caster must have line of sight to the target.

Spell Range Duration Phase Description Cost


Beast-master 9” Rest of Shooting This Power only works on Beasts 5
game (6.1). The targeted Beast must make
a Karma roll or fall under the control
of the Power’s wielder for the rest of
the game, effectively becoming a
figure in that buntai. If its controller is
Knocked Down or taken out of the
game the Beast reverts to type.
If a Beast is already controlled by a
Magical Power or a rider when it is
targeted by this Power it uses
whichever is better of its own Karma
or its controller’s Karma to resist.
Note: A figure may ride any Beast
which it controls with this Power –
provided of course the Beast is big
enough.
Blessing, 6” Until it Shooting Whenever the figure needs to roll a 5
Lesser * makes a or d10 roll two and take the best result.
difference Fighting This effect lasts until it has potentially
made the difference between success
and failure (i.e. one of the d10 results
is a success and the other a fail).
Blessing, 3” Rest of Shooting For the rest of the game (or until the 10
Greater * game or enchantment is broken), whenever
Fighting the Blessed figure needs to roll 1d10
it rolls 2d10 instead and takes the
better result.
Break 12” Instant Any Remove an existing spell on the 5
Enchantment target figure. If there is more than
one spell affecting the target, the
caster of Break Enchantment
becomes aware of all of them and
chooses which one to remove.
Curse, 6” Until it Shooting Whenever the figure needs to roll a 5
  Lesser * makes a or d10 roll two and take the worst result.
Fighting This effect lasts until it has potentially
difference
made the difference between success
and failure (i.e. one of the d10 results
is a fail and the other a success).
44Curse,
Daishõ 3” Rest of Shooting For the rest of the game (or until the 10
Greater * game or enchantment is broken), whenever
Fighting the Cursed figure needs to roll 1d10 it
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2d10 instead and takes the
worse result.
better result.
Break 12” Instant Any Remove an existing spell on the 5
Enchantment target figure. If there is more than
one spell affecting the target, the
caster of Break Enchantment
becomes aware of all of them and
chooses which one to remove.
Curse, 6” Until it Shooting Whenever the figure needs to roll a 5
Lesser * makes a or d10 roll two and take the worst result.
Fighting This effect lasts until it has potentially
difference
made the difference between success
and failure (i.e. one of the d10 results
is a fail and the other a success).
Curse, 3” Rest of Shooting For the rest of the game (or until the 10
Greater * game or enchantment is broken), whenever
Fighting the Cursed figure needs to roll 1d10 it
rolls 2d10 instead and takes the
worse result.
Darts of … ** 12” Instant Shooting For all Darts spells, make an attack
roll against a target figure; ignore its
physical armour but not any
applicable modifiers from Speed,
terrain, movement, etc. If the attack
hits, the effect depends on the type of
Dart used:
Earth: Poison – treat as a normal hit 5
with a Karma modifier of -1.
Fire: Fire attack (5.3.2). 5
Wind: Blast of wind – make a Karma 3
roll with a Modifier of -1 or be
Knocked Down.
Water: Shards of ice – roll a normal 4
attack.
Void: The target’s senses are 3
temporarily confused; it is Knocked
Down without being able to make a
Karma roll to resist. However, it also
recovers automatically the following
turn without needing to make a Karma
roll to do so.
Darts can be used by a figure which is
engaged in Fighting.
Exorcism 12” Instant Shooting This Magical Power is mainly useful 5
against Spirit Creatures (6.2.1) but it
can also be used to end Possession.
No attack roll is required.
A targeted Spirit Creature must make
a Karma roll; if it equals the required
number it cannot act for the rest of the
turn and if it fails it is taken out of the
game.
If this Power is used on a possessed
creature, the Possession ends
immediately.
Heal 9” Instant Movement This Power allows the use of 10
Physician Skill (3.5.3, 7.0) at a
distance. The figure must, of course,
have the Physician Skill in order to be
able to take this Power; it must also
have line of sight to the target figure.
Unlike the Physician Skill, this Power
can be used on a figure which is in Daishõ 45
base-to-base contact with an enemy
(but still
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in base-to-base contact with an
number it cannot act for the rest of the
turn and if it fails it is taken out of the
game.
If this Power is used on a possessed
creature, the Possession ends
immediately.
Heal 9” Instant Movement This Power allows the use of 10
Physician Skill (3.5.3, 7.0) at a
distance. The figure must, of course,
have the Physician Skill in order to be
able to take this Power; it must also
have line of sight to the target figure.
Unlike the Physician Skill, this Power
can be used on a figure which is in
base-to-base contact with an enemy
(but still not by a figure which is itself
in base-to-base contact with an
enemy).
Mask of Touch 1 turn Movement The target of this Power becomes 3
Terror Terrifying (3.2.5, 7.0) for the
remainder of the current turn.
Note: The figure using this Power
may move during the same phase.
Possession 9” Special Shooting The target of this Magical Power must 10
make a Karma roll or fall under the
control of the Power’s wielder.
The possessor can force its victim to
anything which is not directly self-
destructive (e.g. it cannot force the
victim to jump off a cliff to certain
death). The victim retains its normal
Karma, SV, FV and Speed scores and
can still use all of its Skills while
possessed. It cannot, however, use
any Ki Powers or Magical Powers.
The possessor cannot move or take
any other action while controlling its
victim and cannot actively defend
itself (e.g. cannot use its Speed
against a Fighting attack) but can end
the possession at any time.
If the possessed creature is taken out
of the game while still under the
effects of Possession the Power’s
wielder must make a Karma roll or be
Knocked Down.
Spirit Form Touch 1 turn Movement The figure temporarily gains the 10
characteristics of a Spirit Creature
(6.2.1) – including vulnerability to
Exorcism (above).
Note: The figure using this Power
may move during the same phase.
Sword of … Self 1 phase Fighting The figure conjures a magical sword
** into being and can attack with it
immediately. This Power functions
much like the Darts Power in that it
ignores physical armour but, unlike
the Darts, a Sword conjured with this
Power has an attack bonus of +2.
The effects of successful attack are
also the same as for Darts, as are the
points costs.
46Ward
Daishõ
of …** Touch Rest of Shooting The figure touched gains the benefit 5 per
game or of the “Born of …” Skill for one Ward
Fighting element. This Power can be used on known
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a figure which already has the “Born
Spirit Form Touch 1 turn Movement The figure temporarily gains the 10
characteristics of a Spirit Creature
(6.2.1) – including vulnerability to
Exorcism (above).
Note: The figure using this Power
may move during the same phase.
Sword of … Self 1 phase Fighting The figure conjures a magical sword
** into being and can attack with it
immediately. This Power functions
much like the Darts Power in that it
ignores physical armour but, unlike
the Darts, a Sword conjured with this
Power has an attack bonus of +2.
The effects of successful attack are
also the same as for Darts, as are the
points costs.
Ward of …** Touch Rest of Shooting The figure touched gains the benefit 5 per
game or of the “Born of …” Skill for one Ward
Fighting element. This Power can be used on known
a figure which already has the “Born
of …” Skill and any combination of
Wards can be cast on the same
figure.
* If a Curse (Lesser or Greater) is cast on a figure under the influence of a Blessing (Lesser or
*Greater)
If a Cursethen both
(Lesser effects are
or Greater) completely
is cast on a figure negated. The same
under the influence thing happens
of a Blessing (Lesser orif Greater)
a Blessing
then (Lesser
both
or Greater) is cast on a figure under the influence of a Curse (Lesser or Greater). No figure can be
effects are completely negated. The same thing happens if a Blessing (Lesser or Greater) is cast on a figure under the
under the influence of more than one Blessing or Curse at any given time. A Greater Blessing willat
influence of a Curse (Lesser or Greater). No figure can be under the influence of more than one Blessing or Curse
replace
any givenatime.
Lesser Blessing;
A Greater the same
Blessing applies
will replace for Greater
a Lesser Blessing;and Lesser
the same Curse.
applies for Greater and Lesser Curse.
** Each version of this spell is considered a separate spell for the purposes of costing – so if you have both Darts of
Earth and Darts of Fire it will cost you 5+3=8 points.

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10.0 The Buntai
In this game each player commands a buntai which consists of a varying number of figures. We recommend that
you use the Points Cost system in order to create balanced buntai.

10.1 The Points Cost System


10.0 The Buntai
Figure cost = Karma cost + SV cost + FV cost + Speed cost + Armour cost + Weapon costs + Base Movement
10.0
10.1
10.0 The The
The Buntai
Rate cost + Skill costs + Ki cost + Ki Power costs + Magical Power costs.
Points
BuntaiCost System
10.0
10.1
10.1.1The
The
Karma
Buntai
Points
CostCost System
10.1 The Points Cost System
10.1
10.1.1The Points
Karma CostCost System
10.1.1
Karma Karma Cost
2+ 3+ 4+ 5+ 6+ 7+
10.1.1 Karma Cost
Cost
Karma 16
2+ 9
3+ 4
4+ 2
5+ 1
6+ 0
7+
Karma 2+ 3+ 4+ 5+ 6+ 7+
Cost
Karma 16
2+ 9
3+ 4
4+ 2
5+ 1
6+ 0
7+
Cost 16 9 4 2 1 0
Cost SV & FV Costs
10.1.2 16 9 4 2 1 0

10.1.2 SV & FV Costs


10.1.2 SV & FV Costs
SV or FV +0 +1 +2 +3 +4 +5
10.1.2 SV & FV Costs
Cost
SV or FV 0
+0 1
+1 2
+2 4
+3 9
+4 16
+5
SV or FV +0 +1 +2 +3 +4 +5
Cost
SV or FV 0
+0 1
+1 2
+2 4
+3 9
+4 16
+5
Cost 0 1 2 4 9 16
Cost Speed Cost0
10.1.3 1 2 4 9 16

10.1.3 Speed Cost


10.1.3
Speed Speed Cost
+0 +1 +2 +3
10.1.3 Speed Cost
Cost
Speed 0
+0 1
+1 3
+2 6
+3
Speed +0 +1 +2 +3
Cost
Speed 0
+0 1
+1 3
+2 6
+3
Cost 0 1 3 6
Cost
10.1.4 Armour Costs 0 1 3 6
Armour costs are provided in section 5.1. In case you decide to introduce new or variant armour into your
10.1.4 Armour
games, here
Costs
are the Costs
costs for each Armour rating:
10.1.4
ArmourArmour 7 8 9 10 11 12 13 14 15 16 17
10.1.4 Armour Costs
Cost
Armour 0
7 1
8 2
9 4
10 9
11 16
12 25
13 36
14 49
15 64
16 81
17
Armour 7 8 9 10 11 12 13 14 15 16 17
Cost
Armour 0
7 1
8 2
9 4
10 9
11 16
12 25
13 36
14 49
15 64
16 81
17
Cost 0 1 2 4 9 16 25 36 49 64 81
Cost Weapon
10.1.5 0 Costs
1 2 4 9 16 25 36 49 64 81
10.1.5 Weapon Costs
Weapon costs
10.1.5 Weapon are provided
Costsin section 5.2. In case you decide to introduce new or variant weapons into your
10.1.5
games,
Weapon Weapon
hereBonus Costsfor
is the formula +0calculating+1weapon costs:
+2 +3 +4 +5
10.1.5 Weapon Costs
Weapon
Cost cost = 1 + Bonus cost
0 + Range cost
1 + Karma Modifier
2 cost 4
+ Special Property
9 cost 16
Weapon Bonus +0 +1 +2 +3 +4 +5
Weapon Bonus +0 +1 +2 +3 +4 +5
Cost
Weapon Bonus 0
+0 1
+1 2
+2 4
+3 9
+4 16
+5
Cost
Range 0
6” or less More1 than 6” 2 12” or more 4 16”9or more 16 20” or more
Cost 0 1 2 4 9 16
Cost
Range 0
6” or less 1
More than 6” 2
12” or more 16” or3more 20” or4 more
Range 6” or less More than 6” 12” or more 16” or more 20” or more
Cost
Range 6” or0less 1
More than 6” 12” or2more 16” or3more 20” or4 more
Cost 0 1 2 3 4
Cost
Karma Modifier 0 0 1 -1 2
-2 -3 3 -4 4
Cost
Karma Modifier 0
0 2
-1 4
-2 9
-3 16
-4
Karma Modifier 0 -1 -2 -3 -4
Cost
Karma Modifier 0 2
-1 4
-2 9
-3 16
-4
Cost 0 2 4 9 16
Cost 0 2 4 9 16

48 Daishõ

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Special
Special Property
Property Cost
Cost
Special Property Cost
Weapon
Weapon can
can be
be used
used for
for both
both Shooting
Shooting and
and Fighting
Fighting +1
+1
Special
WeaponProperty
can be used for both Shooting and Fighting Cost
+1
Disarming weapon
Disarming weapon +1
+1
Weapon
Disarmingcan be used for both Shooting and Fighting
weapon +1
Weapon cannot
Weapon cannot be
be disarmed
disarmed +1
+1
Disarming weapon
Weapon cannot be disarmed +1
Shooting weapon
Shooting weapon allows
allows SVSV to
to be
be split
split +1
+1
Weapon
Shootingcannot
weaponbeallows
disarmed
SV to be split +1
Weapon requires
Weapon requires a
a full
full turn
turn to
to reload
reload -2
-2
Shooting weapon a
Weapon requires allows SVto
full turn toreload
be split +1
-2
Weapon requires a full turn to reload -2
10.1.6
10.1.6 Base
BaseMovement
Movement Rate
Rate
10.1.6 Base Movement Rate
10.1.6 Base Movement Rate
Some figures – particularly Beasts and Magical Creatures – have a movement rate that is higher than the 6” human
10.1.6 Base Movement Rate
norm.
MoveThis affects6”
6”their points cost
or less
less as follows:
more than 6”
6” 9” or
or more
more 12” or
or more
more 15” or
or more
more 18” or
or more
more
Move or more than 9” 12” 15” 18”
Move 6” or less more than 6” 9” or more 12” or more 15” or more 18” or more
Cost
Cost 0 1 2 4 9 16
Move
Cost 6” or00less 1
more than
1 6” 9” or22more 12” or44more 15” or99more 16more
18” or
16
Cost 0 1 2 4 9 16
10.1.7 Ki
10.1.7 Ki Cost
Cost
10.1.7 KiKiCost
10.1.7 Cost
10.1.7 Ki Cost
Ki
Ki 0
0 1
1 2
2 3
3 4
4 5
5
Ki 0 1 2 3 4 5
Cost
Cost 0
0 1
1 2
2 4
4 9
9 16
16
Ki
Cost 0 1 2 34 49 5
16
Cost 0 1 2 4 9 16
10.1.8 Ki Power Costs
10.1.8 Ki Power Costs
10.1.8 KiPower
Power Costs
10.1.8
The Ki Power
first Ki Costs
taken for a figure must always be Second Chance. The costs for Ki Powers are as follows:
10.1.8 Ki Power Costs
No.
No. of
of Ki
Ki Powers
Powers 1
1 2
2 3
3 4
4 5
5
No. of Ki Powers 1 2 3 4 5
Cost
Costof Ki Powers 1
1 2
2 4
4 9
9 16
16
No.
Cost 1 2 3
4 49 5
16
Cost 1 2 4 9 16
10.1.9 Magical Power Costs

Magical Power costs are provided in section 9.0. If you decide to introduce new or variant Magical Powers into
your games, start by comparing the proposed new Power to the existing Powers. If the Power is minor it should
cost 5 points or less – if it’s major it should be around 10 points.
Note: This is a small skirmish game and Magical Powers should reflect this scale of conflict. Always obtain agree-
ment from your fellow players before introducing a new Magical Power.

10.2 Building a Buntai


Your first, and easiest, option is to form your buntai from one of the lists provided later in this section. You must
include at least one figure with the Leadership Skill; any other limitations are described in the list.
Alternatively, you can construct your own buntai from scratch. We recommend that you familiarise yourself thor-
oughly with the game before attempting this – but once you are comfortable with the mechanics we encourage you
to give this a try!
On the Daishō blog there is a points cost calculator you can download and use to make this process easier.

10.3 The Buntai Roster


Before a game a player must create a buntai roster. This is a list of the figures to be deployed which itemises their
attributes, their Skills, their Ki Powers, their Magical Powers, their equipment and their individual points costs.
The buntai roster should be made available to any opponent who asks to see it.

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10.4 The Buntai of Nippon
Presented in the following pages are a number of buntai for you to choose from. The buntai lists are written to
allow flexibility to the players who may wish to use them. The buntai in this section are predominantly human.
Each list has a table that describes the figures available along with their attributes, cost in points, available Skills, Ki
Powers, Magical Powers and basic equipment. Following the table is a range of options that fit the buntai’s theme.
The cost given in the table includes the listed basic equipment but none of the options listed below the table.

10.4.1 The Troubleshooters


“You do not see the truth do you boy? Samurai need farmers and merchants, fishermen and smiths. Samurai need
servants and silk-weavers, house builders and horse-breeders. None of these ordinary people need samurai. When we
are all but fading legends they shall still be here.”
Shōgun Takegawa Ieysu

The Shōgun is regularly assailed with challenges, some of which he must face openly and some of which he prefers
to have dealt with more quietly. In the latter case, he frequently relies on one of his oldest and closest advisors, hat-
amoto Teramaki Jai-shin. Jai-shin in turn relies on a particularly gifted bushi named Mamatu Zaemon. Zaemon is
a battle-hardened veteran and utterly loyal to his master but possesses a degree of imagination and flexibility which
is rare among strict adherents of bushido. He also has the gift of inspiring loyalty in those who fight at his side –
regardless of their social status or politics.
Zaemon usually leads his buntai personally and selects others to join him depending on the mission at hand. A
frequent choice to accompany him is his nephew, Mamatu Shinroka; although he appears to be – and often is – a
dissolute gambler and drunkard when not working he is also a skilled proponent of ni-to-kenjutsu and only really
feels alive when gambling with his life. He has bet and won may times. Another frequent choice is Yarata Hyondo
– a ronin kyujutsu sensei.
Other choices available to Zaemon include Ojoro (a veteran ashigaru, highly skilled with the naginata), Umaka (a
Buddhist gakusho with both unarmed combat and healing skills), Arechi Sosuke (a silver-tongued female ronin
shugenja with a particular penchant for fire magic) and Momochi Sagoru (a ninja who appears to have some form of
personal connection or debt to the Mamatu family). Zaemon can also draw on a wide range of lesser personalities
– or even one of Nippon’s legendary Heroes.
The table below shows Zaemon and his followers as they might appear for a relatively covert mission where the
10.4.1 The Troubleshooters
wearing of armour might not be appropriate.

Type Karma FV SV Speed Cost Equipment


Mamatu Zaemon 2+ +3 +3 +1 79 Katana, wakizashi
(samurai - bushi) Skills: Leadership +3, Fearless, Inspirational, Lightning Reflexes (fighting)
Ki: 4; Ki Powers: Heroic Leap, Second Chance, Whirlwind Attack
Mamatu Shinroka 4+ +3 +2 +0 37 Katana, wakizashi
(samurai - bushi) Skills: Leadership +1, Face Many Foes, Two-Weapons (sword)
Ki: 1; Ki Powers: Second Chance
Yarata Hyondo 3+ +1 +4 +1 67 Dai-kyu, katana, wakizashi
(ronin - bushi) Skills: Close-Quarters Shooting (bow), Master and Teacher (bow), Mastershot (bow)
Ki: 3; Ki Powers: Arrow Storm, Pinpoint Accuracy, Second Chance
Ojoro 4+ +3 +2 +0 46 Naginata, wakizashi
(heimin - ashigaru) Skills: Leadership +1, Disarm, Tough
Ki: 2; Ki Powers: Rapid Recovery, Second Chance
Umaka 4+ +3 +1 +2 52 Martial Artist – Advanced
(heimin - gakusho) Skills: Arrow-Cutting, Physician
Ki: 1; Ki Powers: Second Chance
Magical Powers: Break Enchantment, Exorcism, Heal
Arechi Sosuke 3+ +2 +3 +0 47 Tantō
(ronin - shugenja) Skills: Rhetoric
Ki: 1; Ki Powers: Second Chance
Magical Powers: Blessing (lesser), Break Enchantment, Darts of Fire, Ward of Fire
Momochi Sagoru 3+ +2 +2 +2 44 Shuriken, ninjato
(ronin – ninja) Skills: Nighteyes, Stealth, Swimming
Ki: 2; Ki Powers: One with the Shadows, Second Chance
Bushi 4+ +2 +2 +0 20 Katana, wakizashi
(samurai or ronin)
Ashigaru 5+ +2 +2 +1 16 Yari
(heimin)
50 Daishõ
Gakusho 5+ +2 +1 +0 15+ Bo
(any caste) Skills: Physician
Magical
Licensed Powers:
to Marta up to
Bueno. 20 points
Email (not included
address: in points cost above)
martusbartus96@gmail.com
Shugenja 5+ +1 +2 +0 10+ Tantō
Ki: 1; Ki Powers: Second Chance
Magical Powers: Blessing (lesser), Break Enchantment, Darts of Fire, Ward of Fire
Momochi Sagoru 3+ +2 +2 +2 44 Shuriken, ninjato
(ronin – ninja) Skills: Nighteyes, Stealth, Swimming
Ki: 2; Ki Powers: One with the Shadows, Second Chance
Bushi 4+ +2 +2 +0 20 Katana, wakizashi
(samurai or ronin)
Ashigaru 5+ +2 +2 +1 16 Yari
(heimin)
Gakusho 5+ +2 +1 +0 15+ Bo
(any caste) Skills: Physician
Magical Powers: up to 20 points (not included in points cost above)
Shugenja 5+ +1 +2 +0 10+ Tantō
(any caste) Magical Powers: up to 20 points (not included in points cost above)

Options
• Any member of the buntai may have light armour (+1 point) or light armour with jingasa (+2 points).
• Any bushi may have light armour with kabuto (+4 points), medium armour (+9 points), medium armour
with jingasa (+16 points) or medium armour with kabuto (+25 points).
• Zaemon may have heavy armour (+36 points), master-quality heavy armour (+45 points), heavy armour
with kabuto (+49 points) or master-quality heavy armour with kabuto (+62 points).
• Zaemon’s katana may be upgraded to master-quality (+2 points) as may his wakizashi (+2 points).
• Any bushi or ashigaru may have a han-kyu (+6 points), dai-kyu (+9 points) or teppô (+10 points).
• A shugenja may have shuriken (+4 points).
• An ashigaru may carry a wakizashi (+4 points); he may also exchange his yari for a naginata (+5 points).
• Any bushi may have a warhorse (+12 points). If he does he may also have the Horsemaster Skill (+5 points)
and/or the Trick Riding Skill (+5 points).
• Any bushi or ashigaru armed with a bow may have the Skirmisher Skill (+3 points).
• Any bushi or ashigaru may have one or more of the following Skills: Arrow-Cutting (+5 points), Disarm
(+5 points), Fortitude (+5 points), Lightning Reflexes (+5 points), Tough (+5 points).
• Any figure in this buntai may have the Swimming Skill (+2 points).
• Any bushi or ashigaru may have up to 2 Ki Points (1 = +1 point, 2 = +2 points). If he does then he may have
either 1 Ki Power (which must of course be Second Chance, +1 point) or 2 Ki Powers (+2 points).
10.4.2 Bakura’s Bandits
“Bushido will bring you honour. But it will not feed, clothe or shelter you or your families. Sometimes you will need
to choose between these things and your honour. You have joined our band, so I think we know what your choice
will be.”
Fujasori Bakura

Some ronin become sensei. Some become mercenaries and travel the land selling their swords and skills either
seeking a worthy master or honourable death in battle. Some, like Fujasori Bakura, decide to live life completely
outside the law by becoming bandits.
Bakura still likes to give the appearance of living by the code of bushido but in reality he is utterly ruthless and
his track record of robbery and murder has earned both him and his gang quite a reputation. He has gathered a
few like-minded criminals around him who act as his lieutenants. The rest of his bandit gang consists of ashigaru
deserters, desperate starving peasants and similar lowlifes who follow him at least as much out of fear as out of
respect. They have several bases hidden in the mountains but are also sophisticated enough to have “agents” in
several large towns who provide them with information on which travelling merchants, outlying properties etc. are
worth targeting.
Bakura himself typically stands back from close combat in order to concentrate on leading the Bandits and contrib-
utes to the fight mainly with his dai-kyu. He relies on his o-yoroi (heavy armour) to keep him from harm. He is,
however, perfectly capable of close combat when the need arises; he just prefers others to take such risks.
Foremost among Bakura’s lieutenants is a fellow ronin, Torugawa Waijen. Unlike Bakura, Waijen loves close com-
bat and will close on the enemy whenever the opportunity arises. His preferred weapon is the nodachi.
The other lieutenant often seen leading the Bandits in action is Hagayu Yishika. She is Bakura’s consort and is also
a dangerously skilful shugenja.
Other ronin members of the Bandits are typically sell-swords who have fallen on hard times and do not tend to be
as clever or as well-equipped as the three leaders. The majority of the remaining Bandits are ashigaru deserters sup-
plemented by desperate peasant farmers, fisherman and the like who have been driven to banditry by disease, pov-
erty, famine, repressive overlords and other misfortunes. Most of the Bandits are warriors of some form but their
numbers do include a few priests (all Shinto as the Bandits’ morals fill Buddhists with repugnance) and wizards.
Occasionally, Bakura will hire ninja for a specific job – usually when he needs better infiltration skills than he can
find amongst his own followers.

Daishõ 51

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10.4.2 Bakura’s Bandits

Type Karma FV SV Speed CostEquipment


Fujasori Bakura 3+ +3 +3 +0 112 Heavy armour & kabuto, dai-kyu, katana,
(ronin – bushi) wakizashi
Skills: Leadership +2, Close-Quarters Shooting (bow), Mastershot (bow)
Ki: 3; Ki Powers: Arrow Storm, Pinpoint Accuracy, Second Chance
Torugawa Waijen 4+ +2 +2 +1 79 Medium armour & kabuto, han-kyu, nodachi,
(ronin – bushi) wakizashi
Skills: Leadership +1, Face Many Foes, Tough
Ki: 3; Ki Powers: Second Chance, Whirlwind Attack
Hagayu Yishika 4+ +2 +2 +2 24+ Light armour & jingasa, tantō
(ronin – shugenja) Skills: Leadership +1
Ki: 2; Ki Powers: Second Chance
Magical Powers: up to 25 points (not included in points cost above)
Bandit warrior 5+ +2 +2 +0 29 Light armour & jingasa, han-kyu, katana,
(ronin – bushi) wakizashi

Bandit priest 5+ +2 +1 +0 10+ Bo


(heimin – Shinto Magical Powers: up to 20 points (not included in points above)
gakusho)
Bandit wizard 5+ +1 +2 +0 10+ Tantō
(heimin – shugenja) Magical Powers: up to 20 points (not included in points above)
Bandit archer 5+ +1 +2 +1 21 Dai-kyu, tantō
(heimin – ashigaru)
Bandit spearman 5+ +2 +1 +1 15 Yari
(heimin – ashigaru)
Desperate peasant 6+ +1 +1 +1 8 Kama
(heimin)

Options Sōhei Monks


10.4.3
• Any of the three leaders may deploy with a warhorse (+12 points).
Type Karma FV SV Speed Cost Equipment
• Bandit warriors may upgrade their light armour & jingasa to light armour & kabuto (+2 points), medium
Kiyoshi, the Iron 2+ +3 +0 +3 49 Light armour, kanabō (master-quality)
armour (+7 points), medium armour & jingasa (+14 points) or medium armour & kabuto (+23 points).
Wind
Skills: Born of Void, Will of Iron
• Bandit warriors mayKi:exchange their han-kyu
3; Ki Powers: Second a dai-kyuWhirlwind
forChance, (+3 points) or a naginata (+7 points).
Attack
• Master
Any Bandit
Hibiki warrior may2+have up
+4 to two
+1 of the following
+1 Skills: Close Quarters
86+ Bo (magical)1, Martial Shooting, Disarm,
Artist Face
– Advanced
many Foes, Fortitude, Lightning Reflexes, Mastershot, Skirmisher, Stealth,
Skills: Leadership +2, Arrow-Cutting, Master and Teacher (bo) Tough, Two-Weapons (+5
points for each Skill).Ki: 4; Ki Powers: Second Chance, Heroic Leap, Impossible Dodge
• Any Bandit warrior mayMagical up to 2 Ki
havePowers: upPoints
to 20 (1 = +1 (not
points point, 2 = +2 points).
included in pointsIfcost
he does then he may have
above)
either 1 Ki Power (which
Abbot 3+must of+4course+1be Second
+1 Chance,
44+ +1Bo, point) or 2 Ki
Martial Powers
Artist (+2 points).
– Intermediate
• Any Bandit gakusho,Skills:
shugenja or ashigaru
Leadership +2 may have light armour (+1 point) or light armour & jingasa
(+2 points). Ki: 3; Ki Powers: Second Chance, Heroic Leap, Water Running
• Any Bandit archer may Magical
have aPowers: up to 20
jo (+2 points), points (not
masakari included
(+5 points) or in points cost
wakizashi (+5 above)
points). He may also
Monk, armoured
choose to exchange his4+dai-kyu +3 +1 (+2 +1
for a teppô points). 34 Light armour, naginata
• Any Bandit archer may Skills:
haveFanatic
the Close Quarters Shooting Skill (+5 points) and/or the Mastershot Skill
(+5 points). Ki: 2; Ki Powers: Second Chance, Heroic Leap
Monk, warrior 4+ +3 +1 +1 20 Kanabō, Martial Artist – Basic
• Any Bandit spearman may have the Fortitude Skill (+5 points) and/or the Tough Skill (+5 points).
• Any Bandit spearman may upgrade his yari to a naginata (+5 points).
Monk, archer 5+ +1 +2 +1 24 Dai-kyu, tantō, Martial Artist – Basic
• The buntai can include ninja genin (10.4.6).
Monk, initiate 5+ +1 +1 +0 9 Bo

10.4.3 Sõhei Monks6+


Loyal Villager +0 +0 +0 2 Improvised weapon (large)
(heimin)
“This mountain was given to us by the Emperor five hundred years ago. We have held it against usurper daimyos,
other1.Buddhist
Masterorders,
Hibiki’s bo is uprisings,
peasant master-quality
demonsand
andalso a Magical
ronin bandits. IfWeapon;
you thinkit you
continuously
can take it protects its wielder
from us then please
with both
try. We need more abone-meal
Ward of Earth
for ourand a Ward of Wind. It is costed at 20 points.
gardens.”
Master Hibiki, Abbot of the Green Mountain Monastery

Even the mightiest daimyo recognises the strength and devotion of the sōhei Buddhist warrior-monks. Wise Lords
court them and try to ally them to their own ambitions. Foolish ones go to war against them jealous of any force
that could match their own and thus thwart their ambitions.
It is not unusual for there to be sōhei on both sides of a conflict for this is not a single movement. Sōhei from dif-

52 Daishõ

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10.4.2 Bakura’s Bandits

Type Karma FV SV Speed Cost Equipment


Fujasori
ferent Bakura
temples and different3+ strands+3 +3
of Buddhism +0 often 112
are Heavy
in conflict witharmour & kabuto,
each other dai-kyu,
over matters as katana,
mundane as
(ronin – bushi) wakizashi
land, as political as access to the Emperor or Shōgun, or as spiritual as the interpretation of a single sutra.
So you may find sōhei shoulderSkills: Leadership +2, Close-Quarters
to shoulder with samurai or ronin.Shooting
You may (bow), Mastershot
find them (bow)
upholding the rights of the
Ki: 3; Ki Powers: Arrow Storm, Pinpoint Accuracy, Second Chance
peasantry and fighting for the ikko-ikki. You may find them raiding each other’s temples. Significantly you may
Torugawa Waijen 4+ +2 +2 +1 79 Medium armour & kabuto, han-kyu, nodachi,
find them fighting to close breaches between reality and the demon realms; they are ever the enemies of the oni and
(ronin – bushi) wakizashi
the bakemono. Skills: Leadership +1, Face Many Foes, Tough
Sōhei are both outside and Ki:part of Powers:
3; Ki Nippon’sSecond
social caste system.
Chance, Attack of Daishō they are all treated as
For the purposes
Whirlwind
ronin regardless
Hagayu Yishika of their actual
4+ origins.
+2 They
+2 are not,
+2 however, bound by
24+ Light armourthe daishō rule (5.2.2).
& jingasa, tantō
Traditionally sōhei fight in
(ronin – shugenja) multi-layered robes,
Skills: Leadership +1 usually saffron-coloured, but you will also find them wearing
every type of armour availableKi: 2; all the way up
Ki Powers: o-yoroi. Most do not wear helmets, though some do wear cloth
to full Chance
Second
hoods. Their favourite weapon Magical the naginata,
is Powers: up tothough many
25 points are
(not also skilled
included in archery
in points and in the use of the tachi
cost above)
Bandit
and warriorStronger monks
the tantō. 5+ sometimes
+2 +2
favour the+0 kanabō,29withLight
whicharmour & jingasa,
they can han-kyu,
break even the bones of an oni.
katana,
(roninsōhei
Many – bushi)
are skilled in unarmed combat. wakizashi
Amongst the sōhei the best armour is often worn by the best warrior, no matter their age or status in the monastery.
Bandit
The priest of armour is,
availability 5+however,+2 limited
+1 which +0 means10+ Bo monks go into battle in just their robes.
that many
(heimin – Shinto Magical Powers: up to 20 points (not included
Sōhei are often led into battle by the Abbot of their local monastery who will in points above)
usually be a wise and cunning older
gakusho)
man who has spent many years studying the sutras. Thus he can often bring Magical Powers to bear in support of
Bandit wizard 5+ +1 +2 +0 10+ Tantō
his brethren.
(heimin – shugenja) Magical Powers: up to 20 points (not included in points above)
Deep in the mountains in the centre of Nippon lies the fabled Green Mountain monastery. Here, for two hundred
Bandit archer 5+ +1 +2 +1 21 Dai-kyu, tantō
years, the –Abbot,
(heimin Master Hibiki, has trained any that come to him with a natural talent or power provided that they
ashigaru)
also havespearman
Bandit a good spirit. One5+such student
+2 is
+1the orphan
+1 boy 15 Kiyoshi (meaning ‘pure’), whom his fellow initiates
Yari
named ‘iron wind’
(heimin – ashigaru) for his unique fighting style.
Master Hibiki
Desperate is very elderly
peasant 6+now and +1 spends
+1 much+1 time in meditation.
8 KamaHowever, when roused he is a force of
nature that none can ignore.
(heimin)
The non-personality figures in the list below can be used for any sōhei monastery.

10.4.3 Sōhei Monks


Type Karma FV SV Speed Cost Equipment
Kiyoshi, the Iron 2+ +3 +0 +3 49 Light armour, kanabō (master-quality)
Wind Skills: Born of Void, Will of Iron
Ki: 3; Ki Powers: Second Chance, Whirlwind Attack
Master Hibiki 2+ +4 +1 +1 86+ Bo (magical)1, Martial Artist – Advanced
Skills: Leadership +2, Arrow-Cutting, Master and Teacher (bo)
Ki: 4; Ki Powers: Second Chance, Heroic Leap, Impossible Dodge
Magical Powers: up to 20 points (not included in points cost above)
Abbot 3+ +4 +1 +1 44+ Bo, Martial Artist – Intermediate
Skills: Leadership +2
Ki: 3; Ki Powers: Second Chance, Heroic Leap, Water Running
Magical Powers: up to 20 points (not included in points cost above)
Monk, armoured 4+ +3 +1 +1 34 Light armour, naginata
Skills: Fanatic
Ki: 2; Ki Powers: Second Chance, Heroic Leap
Monk, warrior 4+ +3 +1 +1 20 Kanabō, Martial Artist – Basic

Monk, archer 5+ +1 +2 +1 24 Dai-kyu, tantō, Martial Artist – Basic

Monk, initiate 5+ +1 +1 +0 9 Bo

Loyal Villager 6+ +0 +0 +0 2 Improvised weapon (large)


(heimin)
1. Master Hibiki’s bo is master-quality and also a Magical Weapon; it continuously protects its wielder
with both a Ward of Earth and a Ward of Wind. It is costed at 20 points.
1: Master Hibiki’s bo is master-quality and also a Magical Weapon; it continuously protects its wielder with both
a Ward of Earth and a Ward of Wind. It is costed at 20 points.

Options
• An armoured Monk can upgrade his light armour to medium armour (+8 points).
• Any armoured Monk can exchange their naginata for a kanabō (-7 points), or nodachi (no change
in points).
• Any warrior Monk can exchange their kanabō for a naginata (+7 points).

Daishõ 53

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• Any archer Monk may take the Skirmisher Skill (+3 points).
• Any Monk may take the Fanatic skill (+5 points).
• Any Monk may carry a tachi (+7 points) and/or a tantō (+5 points).
• Loyal Villagers may be given yari (+9 points).

10.4.4 Clan Patrol


“Battles are rare moments of chaos. There is little time in a battle to temper one’s skills and discover one’s inner
strengths. You fight or you run, you live or you die.
If you seek to measure a man’s true worth observe him on patrol. See how he works with your subjects, how he leads
men of questionable quality, how he reacts to sudden danger and to long nights alone in the mountains. This is where
you will find a real samurai.”
Daimyo Toyoda Kenji

Although they are not always at war, each samurai clan must be on guard against incursions and raids by their
neighbours or others such as bandits or bakemono. The clan must also ensure that the people in the towns and
villages understand who is in charge and feel secure in the clan’s domains – for if they do not there is the possibility
of disobedience, crime or even insurrection. For these reasons the daimyo will deploy frequent patrols by the clan’s
bushi and ashigaru.
When trouble erupts these patrols are often the first to respond, assessing and dealing with the situation at least un-
til the clan can mobilise its forces. Thus the men who are chosen to lead these patrols are usually experienced and
trusted bushi and such leadership experience can be a good place to begin if you have any political ambitions. To
be seen as loyal to the daimyo, wise in your dealings with his subjects, reliable in the prosecution of your duty and
brave in the face of sudden challenges may mark you out for future preferment.
Occasionally the leader of a patrol may be an older, battle-hardened bushi, a samurai of note, perhaps taking on the
role as a penance for a previous failure, or because they enjoy actually getting out and doing something useful in-
stead of tolerating the tedium of a daimyo’s court. The other bushi will see service for such a man as a great honour
and will act accordingly.
One such man is Toyoda Hiroki, the Steel Fox, the uncle and wily advisor to the daimyo Toyoda Kenji. He will
often lead patrols along the borders of the clan’s domain; he says it keeps him both informed and honest. In most of
these travels he is accompanied by the ashigaru Tojo, a skilled exponent of sojutsu (spear-fighting) who has bested
many an arrogant ronin and is utterly loyal to Hiroki.
Most patrols do not go about in full battle armour; light armour is the norm unless they know they are facing a
specific threat. A patrol will usually consist of a koshogumi (a first rank samurai bushi), a churo (a second rank
samurai bushi) and a handful of umamawari (usually third rank samurai bushi) but will occasionally include some
mercenary ronin and a larger number of ashigaru. Many of the men will be relatively inexperienced but keen to
demonstrate their loyalty and courage.
Patrols often travel light, taking the supplies they need from clan depots in various towns, villages and forts. If they
are on a long patrol they may well take a physician with them to tend to the men’s health and to support them in
battle. These physicians often have only basic combat training but can show extraordinary bravery in the midst of a
battle and are well respected by the men.

54 Daishõ

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10.4.4 Clan Patrol

Type Karma FV SV Speed CostEquipment


Toyoda Hiroki – the 2+ +5 +2 +0 76 Light armour & jingasa, katana (master-
Steel Fox quality), wakizashi (master-quality)
(samurai – bushi) Skills: Leadership +2, Rhetoric, Two-Weapons (swords), Will of Iron
Ki: 3; Ki Powers: Second Chance, Second Strike
Tojo 3+ +4 +1 +1 48 Light armour & jingasa, yari (master-quality)
(heimin – ashigaru) Skills: Disarm, Tough
Ki: 1; Ki Powers: Second Chance
Koshogumi 3+ +3 +3 +0 48 Light armour & jingasa, dai-kyu, katana,
(samurai – bushi) wakizashi
Skills: Leadership +2
Ki: 1; Ki Powers: Second Chance
Churo 4+ +3 +2 +0 37 Light armour & jingasa, dai-kyu, katana,
(samurai – bushi) wakizashi
Skills: Leadership +1
Umamawari 4+ +2 +2 +0 32 Light armour & jingasa, dai-kyu, katana,
(samurai or ronin – wakizashi
bushi)
Ashigaru spearman 5+ +2 +1 +1 17 Light armour & jingasa, yari
(heimin)
Ashigaru archer 5+ +1 +2 +1 23 Light armour & jingasa, dai-kyu, tantō
(heimin)
Physician 5+ +0 +0 +2 15 Tantō
(heimin) Skills: Physician

Options
10.4.5 Ronin
• Koshogumi and churo may each have one of the following additional Skills: Fearless (+5 points),
inspirational (+10 points), Lightning Reflexes (+5 points), Tough (+5 points), Two-Weapons (+5 points).
• Type
Koshogumi may alsoKarma FV
have an additionalSVKi point
Speed Cost and
(+1 point) Equipment
an additional Ki Power of the player’s
Watanabe Toshiro 2+ +4 +2 +1 82 Light armour & kabuto, dai-kyu, katana
choice (+1 point).
(master-quality), wakizashi
• Any samurai or roninSkills:
may upgrade their light armour & jingasa to light armour & kabuto (+2 points),
Leadership +2, Arrow-Cutting, Master and Teacher (sword)
medium armour & jingasa (+14
Ki: 3; Ki points)Impossible
Powers: or mediumDodge, & kabuto
armourRapid (+23 points).
Recovery, Second Samurai
Chancewith the
• Leader
Leadership Skill have the
3+ additional
+3 option
+3 of upgrading
+0 51to heavy armour & kabuto (+47 points).
Light armour & jingasa, dai-kyu, katana,
• A bushi may
(ronin – bushi) choose to take a naginata (+14 points) or a nodachi (+14 points)
wakizashi as an additional weapon.
• Any bushi may be mounted on a warhorse
Skills: Leadership +2 (+12 points). If he is then he may take the Horsemaster Skill (+5
points) and/or the Trick Riding
Ki: 2; Skill (+5
Ki Powers: points).Chance
Second
Veteran
• An ashigaru spearman4+ +3
can exchange +2 yari for
his +0 a naginata
39 (+5Light armour & jingasa, dai-kyu, katana,
points).
(ronin ashigaru
• An – bushi) archer can exchange his dai-kyu for a teppô (+2 points).
wakizashi
• Any bushi or ashigaru Skills:
may Leadership
have one of +1 the following Skills: Disarm (+5 points), Fortitude (+5 points),
Ki: 1, Ki
• Lightning Reflexes (+5 points), Powers:
Tough Second Chance
(+5 points).
Warrior 4+ +2 +2 +0 30 Light armour & jingasa, dai-kyu, katana,
(ronin – bushi) wakizashi
10.4.5 Ronin
Ashigaru spearman 5+ +2 +1 +1 16 Light armour, yari
“The kind consider us to be unfortunates but most see us as bandits or worse. Masterless men are dangerous in their
(heimin)
eyes, yet sometimes
Ashigaru archer useful. 5+We are still
+1 men;
+2we still+1hold our19
honour higharmour,
Light and dream of thetantō
han-kyu, day when we can be
restored.”
(heimin)
Watanabe Toshiro

There are many reasons why a samurai may become ronin. Sometimes their master is dishonoured and must
commit seppuku, leaving his bushi to follow in his wake or avenge him. The latter was the case with the famous 47
Ronin of legend.
Others leave the service of their master if they are asked to carry out an order that would dishonour them. Yet oth-
ers leave for love, vengeance, hate, an addiction to sake or opium, fear or defeat in battle. What is sure is that few
ever return to honourable service, for who would trust them?
So what can such men do with their limited skill set and a lifetime to fill? Some fall to banditry to survive or
become kabuki-mono. The best will travel into the mountains and seek solace in the Buddha. Many band together
and take work as sell-swords, or join a cause they deem worthy such as the ikko-ikki.
Watanabe Toshiro chose to continue to serve his old master Lord Matsuke, an elderly and honourable daimyo who
was forced to dismiss him for political reasons. Watanabe now patrols the border of his old master’s lands, protect-

Daishõ 55

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Ki: 1; Ki Powers: Second Chance
Koshogumi 3+ +3 +3 +0 48 Light armour & jingasa, dai-kyu, katana,
(samurai – bushi) wakizashi
Skills: Leadership +2
Ki: 1; Ki Powers: Second Chance
Churo 4+ +3 +2 +0 37 Light armour & jingasa, dai-kyu, katana,
(samurai – bushi) wakizashi
ing the villagers and pursuing
Skills:aLeadership
feud with Lord+1 Taira and his heirs. He is often joined by his old friend the half-oni
monk hero
Umamawari Benkei (10.6.1), especially
4+ +2when +2facing the
+0 many 32
supernatural allies Lord
Light armour Taira has
& jingasa, boundkatana,
dai-kyu, to his service.
ronin buntai
A(samurai always
or ronin – has at least one leader, sometimes with several others vying to unseat him. The majority
wakizashi
the buntai are bushi but there may also be a few ashigaru who were bound in service to them and remain loyal
ofbushi)
out of choice
Ashigaru or necessity. All
spearman 5+ tend to
+2travel
+1light, living
+1 off the
17 land, taking
Light work&where
armour theyyari
jingasa, can and sometimes
(heimin)to extortion or robbery to make ends meet. Such means can be distasteful even to hardened ronin – but
resorting
anAshigaru archer
empty belly can make a man5+ do terrible
+1 +2
things. +1 23 Light armour & jingasa, dai-kyu, tantō
(heimin)
Though often poorly equipped, they are fuelled by a desperate courage and have hard-earned skills so they can
Physician
prove formidable foes. Each5+man in+0 +0band comes
a ronin +2 to consider
15 Tantō
the others his brothers and will often fight all
(heimin)
the more fiercely becauseSkills:
of that.Physician
Most daimyos publically denounce ronin buntai but in secret make use of their undoubted prowess for deniable
operations. They often deal with them through reliable third parties, so the ronin may not actually know who they
10.4.5
are Ronin for.
truly working

Type Karma FV SV Speed CostEquipment


Watanabe Toshiro 2+ +4 +2 +1 82 Light armour & kabuto, dai-kyu, katana
(master-quality), wakizashi
Skills: Leadership +2, Arrow-Cutting, Master and Teacher (sword)
Ki: 3; Ki Powers: Impossible Dodge, Rapid Recovery, Second Chance
Leader 3+ +3 +3 +0 51 Light armour & jingasa, dai-kyu, katana,
(ronin – bushi) wakizashi
Skills: Leadership +2
Ki: 2; Ki Powers: Second Chance
Veteran 4+ +3 +2 +0 39 Light armour & jingasa, dai-kyu, katana,
(ronin – bushi) wakizashi
Skills: Leadership +1
Ki: 1, Ki Powers: Second Chance
Warrior 4+ +2 +2 +0 30 Light armour & jingasa, dai-kyu, katana,
(ronin – bushi) wakizashi

Ashigaru spearman 5+ +2 +1 +1 16 Light armour, yari


(heimin)
Ashigaru archer 5+ +1 +2 +1 19 Light armour, han-kyu, tantō
(heimin)

Options
• A ronin Leader may have one of the following additional Skills: Disarm (+5 points), Fearless (+5 points),
fortitude (+5 points), Inspirational (+10 points), Lightning Reflexes (+5 points), Tough (+5 points).
• Any ronin may upgrade from light armour & jingasa to light armour and kabuto (+2 points).
• A bushi may have a naginata (+14 points) or a nodachi (+14 points) as an additional weapon.
• Any ashigaru can add a jingasa to his light armour (+1 point).
• An ashigaru spearman can exchange his yari for a naginata (+5 points).
• An ashigaru archer can upgrade his han-kyu to a dai-kyu (+3 points).

10.4.6 Ninja
“In silence we come – and silence is what we leave behind.”
Anon

Ninja are pragmatists. Not for them the code of bushido or the strictures of religion – they will do whatever it
takes to achieve their mission, even if it means using methods which others would consider dishonourable. How-
ever, they do have their own code. The first element of this is that they never betray their contract; the second is
that they are never captured alive. If in danger of capture, most ninja will go down fighting or commit seppuku.
However, if there is the slightest chance to run away and live to fight another day, most will take that chance. One
of the mantras taught by the Ogaru ninja clan in particular is “take no unnecessary risks”.
Though they are famed as assassins – and function very effectively in this role – the core of ninja training is
stealth. An ideal mission for them is one in which a ninja sneaks into the enemy stronghold, obtains whatever
information or item is required by the contract and departs with no-one being any the wiser. However, when they

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do fight they can be lethally effective against any opponent they catch unawares.
Each ninja clan is led by a single jonin. Under him are a number of chunin (captains) who negotiate contracts and,
if the contracts call for it, lead groups of ninja on missions. Most ninja on a mission will be genin – these are fully
qualified operatives. It is very rare for novice ninja to be deployed unless the interests of the clan are directly in-
volved in the mission, in which case the mission is probably at the personal direction of the jonin rather than part
of a contract. Although most ninja are male, each ninja clan trains a small cadre of women. These kunoichi are
usually deployed on missions where their gender will give them a particular advantage.
The current jonin of the Ogaru ninja clan is Tanecha. His grasp of ninja tactics is second to none and he has mas-
tered a variety of skills and powers which give him an edge over any contenders for the position of jonin. Although
a jonin is rarely expected to go on missions himself, Tanecha frequently does so in order to maintain his edge.
Gorai is one of Tanecha’s most experienced chunin and served Tanecha’s father before him. Though Gorai appears
elderly his body and mind remain agile; any physical weakening with age has been more than compensated for by
his training and cunning. His particular edge is that he is a master poisoner.
By contrast, Zubati has only recently achieved chunin rank. Young, ambitious and keen to prove herself she is the
first kunoichi to advance this far in the clan’s history. That she is Tanecha’s daughter, and has inherited some of his
10.4.6 goes
powers, Ninja
a long way to explaining this.

Type Karma FV SV Speed Cost Equipment


Ogaru Tanecha 2+ +4 +4 +3 107 Full ninja chainmail, han-kyu, ninjato
(jonin – ronin) (master-quality)
Skills: Leadership +3, Lightning Reflexes (fighting), Nighteyes, Stealth
Ki: 4; Ki Powers: One with the Shadows, Second Chance, Swift Despatch
Magical Powers: Spirit Form
Ogaru Gorai 3+ +2 +4 +1 86 Full ninja chainmail, shuriken (poisoned),
(chunin – ronin) tantō (poisoned)
Skills: Leadership +2, Born of Earth, Master and Teacher (shuriken), Nighteyes,
Stealth
Ki: 3; Ki Powers: Arrow Storm, One with the Shadows, Second Chance
Ogaru Zubati 3+ +3 +2 +3 82 Full ninja chainmail, shuriken, Martial Artist
(chunin – ronin) – Advanced, ninjato
Skills: Leadership +2, Arrow-Cutting, Nighteyes, Stealth
Ki: 2; Ki Powers: Impossible Dodge, One with the Shadows, Second Chance
Magical Powers: Spirit Form
Chunin 3+ +3 +3 +2 54 Full ninja chainmail, han-kyu, ninjato
(ronin) Skills: Leadership +1, Nighteyes, Stealth
Ki: 2; Ki Powers: Second Chance
Genin 4+ +2 +2 +1 37 Full ninja chainmail, shuriken, ninjato
(ronin) Skills: Nighteyes, Stealth
Ki: 1; Ki Powers: Second Chance
Novice 5+ +1 +1 +1 29 Partial ninja chainmail, shuriken, ninjato
(ronin) Skills: Nighteyes, Stealth

Options
• Any ninja except a Novice may have the Beneath Notice Skill (+5 points) or the Master of Disguise
skill (+10 points).
• Any ninja except a Novice may have up to two of the following Skills: Arrow-Cutting (+5 points),
• Lightning Reflexes (+5 points), Mastershot (+5 points), Physician (+5 points), Skirmisher (+3
points), Swimming (+2 points).
• Any jonin or chunin may have the Tough Talent (+5 points).
• Any ninja with Ki Powers may select one additional Ki Power from the following list: Arrow
storm, Blind Shot, Heroic Leap, Impossible Dodge, One with the Shadows, Pinpoint Accuracy,
Still Shot, Swift Despatch, Water-running. (Points cost depends on number of existing
• Ki Powers, 10.1.8.)
• A genin may be a Martial Artist – Basic (+3 points). Jonin and chunin may be Intermediate (+5

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points) or Advanced (+8 points). If so, they may also have a martial arts enhancer (+1 point).
• Any ninja may use poison on any qualifying weapon (points cost depends on weapon,
5.2.6 & 10.1.5). The poison may be lethal or sedative.
• Any ninja equipped with shuriken can exchange them for a han-kyu (+2 points).
• Any ninja may be equipped with grenades of any type (points cost depends on grenade type, 5.3).
Novices may only carry one grenade; genin may carry up to three and there is no limit on the
number which jonin or chunin may have.

10.4.7 Ikko-ikki
“Yesterday a samurai bushi rode into our village. He slew my father and two other men because they could not an-
swer his questions. Today this village will no longer accept such treatment. Today we are ikko-ikki!”
Hiro, Village Elder

“If one village is allowed to disobey their masters, then all will think us weak. They dishonour us with their refusal to
know their place. Kill all but the children. They can carry the heads of their parents to the other villages as a
warning.”
Daimyo Taira Akiro

Rule by the samurai caste can be cruel and unyielding. For those not of that caste this can become so unbearable
that death becomes preferable to continued suffering. Revolts against samurai rule are not infrequent though most
are put down quickly and ruthlessly in order to cow others who may have similar thoughts.
Sometimes, though, a charismatic leader will arise from the downtrodden, a man or woman whose message spreads
widely amongst the peasantry and beyond. This is particularly true in provinces where the daimyo is unwise and
tries to rule by fear alone. When this happens rebellion can come swiftly and from many quarters, making it
impossible for the daimyo’s bushi to be everywhere at once. Also the ashigaru upon who the samurai depend for
numbers may mutiny.

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As such a rebellion gathers pace it will be joined by many other disaffected parties. Bands of ronin will appear, ea-
ger to see the end of men who cast them out. Monasteries, long supporters of the rights of the peasantry, will send
forth their sōhei warrior monks.
These rebellions tend to be short-lived and either end in the death of hundreds, if not thousands, of peasants and
their allies or in the overthrow of a local samurai dynasty and the setting up of an ikko-ikki state.
Once they have won, though, the ikko-ikki must hold what they have fought and bled for. Neighbouring daimyos
will be uneasy and fear that the ‘infection of disobedience’ may spread to their lands too.
A wise Buddhist Abbot once said that an ikko-ikki state is another name for civil war. Without a strong central
authority most ikko-ikki forces begin to bicker and fight internally, with many trying to settle scores that might go
back generations. Only where a powerful ronin or sōhei takes charge is any measure of stability usually achieved.
An ikko-ikki buntai is perhaps the most variable of all those available in Daishō. It has the widest range of troops
and options so each ikko-ikki buntai may well be different to any other. There is one central rule though: at least
half the figures in the buntai must be either ashigaru or armed peasants.
Most ikko-ikki buntai are led by a former village elder, a senior though low caste former advisor to a samurai or a
former government official. In any case these are people who are well aware of the penalties for their acts and thus
are completely committed to the cause. As a rule they are men and women who have the ability to inspire others.
At their side they will frequently have an ashigaru Captain who is skilled in leading non-samurai fighters.
The ashigaru in an ikko-ikki force are either deserters or mutineers. They know that they face certain death if
captured by their former masters so they fight with a fanatical fervour. They are the core of the ikko-ikki and bring
a certain level of professionalism to them. Many continue to fight in the same units that they did when they served
the samurai.
The monks and ronin described in the list below are a generic type and do not have access to the various options in
their own lists, only the options listed here. These are men and women who have chosen to join ikko-ikki buntai
rather than fight in units of their own type.
Something that sets the ikko-ikki apart from many other buntai is their willingness to allow women to fight, and
even to lead. Many come to battle bearing the traditional self-defence weapon of women from all over Nippon, the
naginata.
Shinto Priests are often supportive of peasant rebellions and bring their considerable skills to bear. Note that a
Shinto priest will not serve in a buntai that contains Buddhist monks (sōhei) or a kitsune, and vice versa.
In Shimotsuke province a powerful daimyo of the Ashikaga clan died suddenly leaving no heir and his family split
into three factions, all advancing their own candidate to succeed him. In the chaos that followed an insignificant
village was destroyed and the only survivor was a woman called Kiyoko. She had once been the daimyo’s concubine
so she was wise in the ways of his court and knew his Captains, especially Yoshiro who, although only an ashigaru,
was a trusted member of the old daimyo’s personal guard.
Kiyoko quickly drew together an alliance of ashigaru and peasant elders telling them that while no faction reigned
they must do so for the sake of the people. The daimyo had not been well loved, believing as he did that an iron fist
was necessary to keep his people in line. None of the faction leaders had shown any respect for the people either, so
the rebellion spread like wildfire.
Within a few weeks most of the province was under their control except for the capital Tochigi. Kiyoko has proven
to be an able leader and, with Yoshiro at her side, more than capable of outfoxing the three factions. What few
know is that she is a skilled sorceress who has used these powers carefully to tip the balance of many battles.
Yoshiro had long bridled at many of his master’s methods but he is a man of iron loyalty, a loyalty he has now given
to Kiyoko and the ikko-ikki cause. Many a samurai has underestimated Yoshiro’s swordsmanship to his cost as
have the troops sent against him. He will readily defend Kiyoko to the death.

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10.4.7 Ikko-ikki

Type Karma FV SV Speed Cost Equipment


Kiyoko 4+ +2 +0 +2 65 Light armour, naginata
(heimin) Skills: Leadership +3, Inspirational
Ki: 1; Ki Powers: Second Chance
Magical Powers: Darts of Earth, Possession, Ward of Wind
Yoshiro 3+ +4 +2 +0 55 Light armour, tachi (master-quality)
(heimin – ashigaru) Skills: Leadership +2, Arrow-Cutting, Face Many Foes, Lightning Reflexes (fighting)
Ki: 2, Ki Powers: Impossible Dodge, Second Chance
Leader 4+ +3 +2 +1 50 Medium armour & jingasa, tachi
(heimin) Skills: Leadership +2, Inspirational
Ashigaru Captain 4+ +2 +2 +1 44 Medium armour & jingasa, yari, tanto
(heimin – ashigaru) Skills: Leadership +1
Ki: 1; Ki Powers: Second Chance
Ashigaru 5+ +1 +1 +1 26 Light armour & jingasa, yari, tantō
(heimin) Skills: Fanatic
Armed Peasant 6+ +1 +0 +0 6 Kama
(heimin)
Armed Peasant 6+ +0 +0 +0 15 Nagamaki
Woman (heimin)
Peasant 6+ +0 +0 +0 2 Improvised weapon (large)
(heimin)
Sōhei Monk 4+ +3 +1 +1 28 Light armour, naginata, Martial Artist – Basic
(ronin)
Bushi 4+ +2 +2 +0 46 Medium armour, dai-kyu, katana, wakizashi
(ronin) Skills: Tough
Ki: 1; Ki Powers: Second Chance
Shinto Priest 5+ +0 +0 +1 8+ Tantō
(any caste) Magical Powers: up to 15 points (not included in points cost above)
Physician 5+ +0 +0 +1 13 Tantō
(heimin) Skills: Physician

Options
• 10.4.8 Kabuki-mono
Ashigaru may exchange their yari for either a han-kyu (-2 points) or a teppô (+3 points).
• Armed Peasants may exchange their kama for a yari (+5 points).
Type Sōhei Monk may
• Any Karmaexchange SV naginata
FV their Speed forCosta tachiEquipment
(-7 points), a dai-kyu (-4 points) or
aAkiratetsubo (-7 points). 2+ +4 +0 +2 79 Nodachi, wakizashi
(ronin –Bushi
• Any bushi)may take
Skills: Leadership
a warhorse (+12+2, Inspirational,
points). If theyLightning
do, theyReflexes
can also(fighting), Rhetoric
take the Horsemaster
Ki: 3; Ki Powers: Second Chance, Whirlwind Attack
Noko
(+5 points) and/or Trick
3+
Riding
+2
(+5
+0
points)
+1
Skills.36+ Tantō (poisoned)
• (ronin
Any–Ashigaru or
shugenja) Bushi may have up to two of the following Skills: Close Quarters Shooting, Disarm, Face
Skills: Leadership +1, Terrifying
Many Foes, Fortitude, Lightning
Magical Reflexes,
Powers: up toMastershot, Skirmisher,
20 points (not Stealth,
included in pointsTough, Two-Weapons
cost above)
Mount
(+5 Fuji
points for each Skill).
4+ +3 +0 +0 32 Martial Artist – Intermediate
• (ronin)
Any Peasant may also be given
Skills: a jo (+2Fearless,
Berserker, bo (+5 points), a masakari (+5 points) or a wakizashi
points), aTough
(+5 points). Ki: 2; Ki Powers: Rapid Recovery, Second Chance
• Gang
AnyLeader
Bushi can take a3+ second+3 +0 (+1+1
Ki Power point). 35 Katana, wakizashi
(ronin) Skills: Leadership +2
• For each Shinto Priest in the buntai it may also include either one oni (10.5.1) or up to three bake
Ki: 2; Ki powers: Second Chance
mono-sho
Gang Member (10.5.2). 5+ +2 +0 +1 19 Katana, wakizashi
(ronin) buntai may include
• The Ki: 1; aKikitsune
Powers:(6.2, +34+Chance
Second points) but not if there is a Shinto Priest in it.
• A buntai with no Sōhei Monks or Shinto Priests in it may contain a single kabuki-mono Gang
Member (10.4.8, +19 points).
10.4.8 Kabuki-mono
“Everyone must pay, or everyone shall die. Silver, gold, opium, fine steel, silk, your daughters, good food, strong sake.
We do not care what it is, only that you pay. Be quick for the last to pay shall not keep his head. Hurry, scurry little
mice... ah, too slow.”
Akira of the Red Ruin Gang

The vast majority of the men who carry the daishō are samurai and ronin. There is one other group who also do so
– the kabuki-mono. These are often ronin who have chosen to live an extraordinary and violent lifestyle.
Regardless of their origins, all kabuki-mono are treated as belonging to the ronin caste.
Kabuki-mono are warriors and thugs who dress in the most flamboyant and theatrical clothing and who plague the

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Type Karma FV SV Speed Cost Equipment
Kiyoko 4+ +2 +0 +2 65 Light armour, naginata
(heimin) Skills: Leadership +3, Inspirational
Ki: 1; Ki Powers: Second Chance
Magical Powers: Darts of Earth, Possession, Ward of Wind
streets
Yoshiro of cities and large towns3+ in gangs.
+4 Free
+2 of any +0 concept 55of honour or duty they
Light armour, tachiserve only themselves and live
(master-quality)
off others –through
(heimin ashigaru) intimidation, extortion and
Skills: Leadership +2,even outright banditry.
Arrow-Cutting, Face Many Foes, Lightning Reflexes (fighting)
In many areas there are few who
Ki: 2, Ki can matchImpossible
Powers: them in terms of their
Dodge, swordsmanship
Second Chance and certainly none who share
Leader
their psychopathic behaviour. 4+ A kabuki-mono
+3 +2 will+1 50
slice a random Medium
passer-byarmour
in half &
just to prove
jingasa, his sword is sharp
tachi
or(heimin)
simply because he is bored.Skills: Leadership +2, Inspirational
Ashigaru
There Captain
are those who feel that4+this behaviour
+2 +2is not so
+1random, 44that Medium
there arearmour & jingasa,
agents behind yari, tantoof these
the activities
(heiminplumaged
brightly – ashigaru) Skills:
savages. Leadership
Perhaps they are+1being paid to create instability in a rival’s territory, or maybe they are
acting on the directions of Ki:a 1; Ki Powers:
kitsune, Second
or worse. WhatChance
is sure is that they are a menace and one that needs to be dealt
Ashigaru
with in the most severe fashion. 5+ +1 +1 +1 26 Light armour & jingasa, yari, tantō
(heimin) Skills: Fanatic
In the towns around Kyoto there is one kabuki-mono who is feared above all others. This is Akira, the leader of the
Armed Peasant 6+ +1 +0 +0 6 Kama
Red Ruin gang. He claims to have Imperial (and therefore divine) blood flowing through his veins and although
(heimin)
this cannot be true it might explain why the Imperial authorities seem so loathe to hunt him down.
Armed Peasant 6+ +0 +0 +0 15 Nagamaki
Akira
Woman a charmed life, escaping from ambushes and even attacks by hired ninja. His men often die in droves
lives(heimin)
but somehow he always manages
Peasant 6+ to+0
emerge+0unscathed.
+0 As a 2resultImprovised
he attracts some
weaponof the wildest and worst killers
(large)
in(heimin)
the region.
Ever
Sōheiat his side is his geisha4+
Monk concubine
+3 Noko.+1 Although
+1 Akira’s 28 men feararmour,
Light his rages, they fearMartial
naginata, Noko more
Artist for they
– Basic
believe
(ronin) that she is a demon-child and that she can eat their souls. She certainly displays a wide range of magical
powers
Bushi and unusual abilities. 4+ Whether
+2 she+2really eats
+0 souls 46does not matterarmour,
Medium to Akira,dai-kyu,
only that his followers
katana, wakizashifear
her.
(ronin) Skills: Tough
The other unusual member Ki: of
1; Akira’s band Second
Ki Powers: and murderers is the sumo champion known only by his
of misfitsChance
stable-name
Shinto Priest of ‘Mount Fuji’.5+Undefeated
+0 in +0a hundred
+1 bouts, 8+Fuji was
Tantōthrown out of his dojo as he has problems in
(any caste)
controlling his temper and Magical
becausePowers: up tokilled
he actually 15 points (not
several includedin
opponents infights
pointsinstead
cost above)
of expelling them from the
Physician
ring. His signature move is5+ +0 back-handed
a powerful +0 +1slap that13can snap
Tantōa man’s neck.
(heimin)
The rest of the Red Ruin Skills: Physician
are fairly typical kabuki-mono; over-dressed, arrogant killers every single one of them.
Few survive a year in Akira’s company but there seems to be no shortage of recruits.
Most kabuki-mono fight with their daishō blades, though a few also like to use the kiseru. Quite a number of kabu-
10.4.8 also
ki-mono Kabuki-mono
use the kiseru to smoke opium.

Type Karma FV SV Speed Cost Equipment


Akira 2+ +4 +0 +2 79 Nodachi, wakizashi
(ronin – bushi) Skills: Leadership +2, Inspirational, Lightning Reflexes (fighting), Rhetoric
Ki: 3; Ki Powers: Second Chance, Whirlwind Attack
Noko 3+ +2 +0 +1 36+ Tantō (poisoned)
(ronin – shugenja) Skills: Leadership +1, Terrifying
Magical Powers: up to 20 points (not included in points cost above)
Mount Fuji 4+ +3 +0 +0 32 Martial Artist – Intermediate
(ronin) Skills: Berserker, Fearless, Tough
Ki: 2; Ki Powers: Rapid Recovery, Second Chance
Gang Leader 3+ +3 +0 +1 35 Katana, wakizashi
(ronin) Skills: Leadership +2
Ki: 2; Ki powers: Second Chance
Gang Member 5+ +2 +0 +1 19 Katana, wakizashi
(ronin) Ki: 1; Ki Powers: Second Chance

Options
• Any member of the buntai can take a kiseru (+2 points).
• Any member of the buntai with a kiseru can use it to smoke opium before the battle and thus gain
the Numb Skill (+10 points).
• Any figure except Mount Fuji may take light armour (+1 point).
• A gang which does not contain any of Akira, Noko or Fuji can contain a kitsune (6.2, +34+ points).
• Any figure with the daishō may take the Two-Weapons Skill (+5 points). If they do this they can
also take Second Strike as an additional Ki Power (see 8.0 for Ki Power costs).
• Any Gang Leader or Gang Member may also take one of the following Skills: Arrow-Cutting
(+5 points), Disarm (+5 points), Face Many Foes (+5 points), Fortitude (+5 points) or Master &
Teacher (swords) (+7 points).

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10.4.9 Ryu
“Do not mistake the katana for a weapon. You are the weapon – the katana is merely an extension of your body and
your will. Once you truly know this you are one step closer to mastering kenjutsu.”
Sensei Manamate Tora
There are many ryu – schools of the martial arts – scattered throughout Nippon. Some are sponsored by the local
daimyo while others claim independence from local politics and a few, usually well hidden, lie almost completely
outside normal society. In all cases, though, a ryu is led by one or more sensei who have truly mastered a particu-
lar martial art and now seek to teach it to those they consider worthy to learn.
An excellent example of this is the ryu at Komosote. Set on the hill overlooking this small town, the school’s
buildings are simple but functional. The ryu has a single sensei – Manamate Tora – who has mastered all types
of Nipponese sword and specialises particularly in the katana. Sensei Tora is samurai and serves the interests of
his daimyo and cousin Manamate Gozaira. However, he is given considerable freedom of action by Gozaira who
knows he can rely on Tora to act in the clan’s best interests … most of the time.
Middle-aged and battle-scarred, Tora remains a force to be reckoned with. Confident in his skills, he is less con-
cerned with his appearance than most samurai and has occasionally been mistaken for a scruffy ronin – though
anyone addressing him as such is unlikely to live long enough to repeat the mistake. He almost never wears
armour but always carries a paired katana and wakizashi of master quality.
Tora’s second in command at the Komoste Ryu is another samurai, Amechi Jantaro. The Amechi are a very minor
samurai family of little account but Jantaro has made his own way and established a reputation as a kenjutsu mas-
ter in his own right. His skills are not yet the equal of his sensei’s but he is still young and will continue to learn –
so long as he survives. A tall and muscular man, he has chosen to specialise in the nodachi.
Below Tora and Jantaro are three levels of student: adepts, initiates and novices. All are either samurai or ronin;
Ryu ryu does not admit anyone of lower social caste.
this particular
10.4.9

Type Karma FV SV Speed Cost


Equipment
Sensei Tora 2+ +4 +2 +2 82
Katana (master quality), wakizashi (master
(samurai) quality)
Skills: Leadership +2, Arrow-Cutting, Face Many Foes, Master and Teacher (swords)
Ki: 4; Ki Powers: Impossible Dodge, Second Chance, Whirlwind Strike
Master Jantaro 3+ +3 +2 +3 64 Nodachi, wakizashi
(samurai) Skills: Leadership +1, Disarm, Face Many Foes, Lightning Reflexes (fighting)
Ki: 3; Ki Powers: Second Chance, Whirlwind Attack
Sensei 2+ +4 +2 +3 59+ Ryu weapon2 (cost not included)
(any caste1) Skills: Leadership +2, Master and Teacher (ryu weapon2)
Ki: 4; Ki Powers: Second Chance, (plus two other relevant Ki Powers)
Master 3+ +3 +2 +3 30+ Ryu weapon2
(any caste1) Skills: Leadership +1
Ki: 3; Ki Powers: Second Chance, (plus one other relevant Ki Power)
Adept 4+ +3 +2 +2 16+ Ryu weapon2 (cost not included)
(any caste1) Ki: 2; Ki Powers: Second Chance
Initiate 4+ +2 +1 +1 8+ Ryu weapon2 (cost not included)
(any caste1) Ki: 1; Ki Powers: Second Chance
Novice 5+ +1 +1 +1 5+ Ryu weapon2 (cost not included)
1
(any caste )
1. All members of the Komosote ryu are either samurai or ronin. If you wish to create your own ryu you can
choose whether to restrict the castes it will admit but the default is that a ryu will admit any talented
Notes
student.
1. All members of the Komosote ryu are either samurai or ronin. If you wish to create your own ryu you can
2. Each ryu focuses on a single weapon type. This could be the sword, as in the case of the Komoste ryu,
inchoose
whichwhether
case all to restrict the casteswill
ryu members it will admit
carry at but theone
least default is that
sword; a ryu will
samurai andadmit anywill
ronin talented
carry student.
two in
2. Each ryu focuses on a single weapon type. This could be the sword, as in the
accordance with the daishō rule (5.2.2). It could also be any other Fighting weapon or any case of the Komoste ryu,Shooting
in which
case all ryu
weapon exceptmembers will carry
firearms. NB if at
theleast
ryuone sword; samurai
is devoted and ronin
to a Shooting will carry
weapon two in accordance
you should swap the FV with
andthe
SV
daishō for
values ruleall(5.2.2). It couldi.e.
its members, alsotheir
be any othervalue
highest Fighting weapon
should be inorSV.
any Shooting weapon except firearms. NB
if the ryu is devoted to a Shooting weapon you should swap the FV and SV values for all its members, i.e. their
highest value should be in SV.

Options
• Any member of the Komoste ryu except a Novice may have up to two of the following Skills: Ar
row-Cutting (+5 points), Disarm (+5 points), Face Many Foes (+5 points), Fortitude (+5 points),

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Lightning Reflexes (Fighting only, +5 points). A specific list of available Skills should be drawn up
for each other ryu you create.
• Any Adept or Initiate of any ryu may have the Fortitude Skill (+5 points).
• Any member of the Komoste ryu with more than 1 Ki Point may select additional Ki Powers from
the following list: Heroic Leap, Impossible Dodge, Rapid Recovery, Swift Despatch, Whirlwind
Attack. A specific list of available Ki Powers should be drawn up for each other ryu you create.
• Any member of any ryu may have light armour (+1 point) or light armour & jingasa (+2 points).
• Any member of any Fighting ryu may take a dai-kyu (+10 points) or han-kyu (+7 points). If the
Fighting ryu specialises in training Martial Artists then any of its members can take shuriken (+5
points) or daggers (+5 points) instead.
• Any member of any Shooting ryu may take any Fighting weapon appropriate to their caste
(points as per 5.2).

10.5 Magical Buntai


Presented below are a range of buntai consisting mainly of Magical Creatures. These are for use if you want to in-
clude the full range of creatures and powers in mystical Nippon. Note that some of these can be very powerful and
are costed accordingly; do not expect to get many oni in a 250 point buntai.
Each of the Magical Creatures in this section has an equivalent social caste listed for it. This indicates the degree
of respect / fear with which that creature is usually treated. It does not bind the creature to the rules normally as-
sociated with the caste (e.g. the daishō rule, 5.2.2) but it does determine the number of On the creature is worth for
determining victory in a game (3.7).
10.5.1 Oni
“Many noble bushi came to try and save me but did not realise until the last that I had no desire to be returned to the
prison that was the Imperial Palace. There I was a mere princess, a trinket to be traded for influence amongst weak
men. Here I am valued for my many talents by my Lord Gojira. Here I am a queen amongst oni!”
Princess Mononoke

Few among the mystical races of Nippon hate the dominion of man more than the oni. They feel that they were
tricked by the goddess Amerterasu into allowing part of their realm to be turned into the islands of Nippon. The
humans draw upon this realm for their magic and each time they do so it diminishes the power of the oni.
The oni consider themselves to be in a war for survival and each time they kill an important human or steal back a
powerful artefact they are holding back the erosion of their realm. Their main problem is gaining access to Nippon,
for Amerterasu was wise enough to make it impossible for an oni to enter unless invited.
The oni have therefore secreted scrolls of power throughout Nippon, sometimes gifting them to humans or others
that reach out to them and at other times leaving them behind after one of their raids. These scrolls give the holder
the power to summon the oni, opening a portal from Nippon to the oni realm, and promise that the oni will serve
their summoner for a price. What the scrolls fail to mention is that once the oni deliver upon their side of the bar-
gain they are free to follow their own plans.
No portal lasts for long, usually closing at the next dawn as Amerterasu rises from the eastern ocean, so the oni
have to work fast. They raid, pillage and destroy, occasionally seeking out particular humans to kill or capture,
and take any ancient artefacts of power they can find. Their last act is usually to kill their summoner, though a few
shugenja have developed long term deals with the oni.
There are several kinds of oni, some or all of which may be seen in a raiding party. The party is usually led by a
Lord or a Magi who each have their own reasons for venturing through Amerterasu’s barrier.
There are many oni Lords in the demon realms. They are cunning and ambitious as well as being physically pow-
erful. They typically carry large weapons such as the naginata, nodachi or tetsubo. They love being flattered and
a pleasing haiku may lead to them sparing the speaker. Lords are interested in artefacts, the more powerful the
better. Most, but not all, oni Lords are male.
A typical example is Lord Gojira who seems to have an absolute fascination with the affairs of men. His ambition is
to establish a permanent fortress in Nippon from which he can raid and loot at will. He often leads raids to capture
wise scholars and skilled shugenja from whom he learns more about Nippon and its weaknesses. He carries the
legendary nodachi ‘shugenja-slayer’ which was forged from the souls of thirteen Buddhist hermits.
The oni Magi are dangerous opponents for they have been born from magic and understand it completely. It is they
who create and give out the summoning scrolls. They are also the ones who will hunt down and kill the summoner

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before the portal closes. They hate competition and often come through a portal just to find and destroy practi-
tioners of magic. Most, but not all, oni Magi are female.
Princess Mononoke was once a daughter of an Emperor. Well educated in many fields, including archery, her
downfall came when she developed a fascination for sorcery. With the arrogance of youth she began summoning
demons and then hunting them. This brought her to the attention of Lord Gojira who first enchanted her and fed
her ambition, then seduced her and transformed her into an oni. The Princess is now his most effective agent in
the human world. Often travelling for months in her human guise, she seduces human lords and heroes, seeking
out the artefacts Gojira so desires. Then she summons her master and his forces before feasting on the spirits of the
slain.
An oni Warrior is pretty much a match for any single human warrior. Both Lords and Magi will bring as many
Warriors with them as they can. Like the Lords they are huge and strong, wielding the full range of Nipponese
weapons but preferring the larger, two-handed variety.
The oni Shapechangers are quite rare but still deadly because you cannot always tell what they have changed into.
The old peasant by the well, the pony without a saddle, the geisha welcoming you with that enchanting smile? If
you insult a Shapechanger their eyes will often glow red revealing their true natures. Of course going around in-
sulting people in Nippon could have other repercussions as well.
The magical drain on the oni realm has reduced many oni to bestial status. Misshapen oni who fight only with their
10.5 and
talons Magical
teeth are Buntai
not uncommon, as are quarrelsome two-headed oni. Bestial oni are a constant reminder of the
suffering being caused to the oni race. Lords and Magi will often take Bestial oni with them on raids to drive this
10.5.1
point Oni
home to their human prey.

Type Karma FV SV Speed Cost Equipment


Lord Gojira 2+ +4 +0 +2 95 Shugenja-slayer*, talons (equal to a tantō but
(samurai) cannot be disarmed)
Skills: Leadership +2, Born of Fire, Fearless, Terrifying
Ki: 3; Ki Powers: Heroic Leap, Second Chance
Magical Powers: Sword of Fire
Princess 3+ +0 +3 +2 75+ Dai-kyu, talons (only in oni form, equal to a
Mononoke tantō but cannot be disarmed)
(samurai) Skills: Leadership +2, Born of Water, Close-Quarters Shooting (bows), Transform,
Unearthly Beauty (only in human form)
Ki: 3; Ki Powers: Blind Shot, Pinpoint Accuracy, Second Chance
Magical Powers: up to 25 points (not included in points cost above)
Oni Lord 2+ +4 +0 +2 77+ Tetsubo, talons (equal to a tantō but cannot be
(samurai) disarmed)
Skills: Leadership +2, Born of [choose an element], Fearless, Terrifying
Ki: 3; Ki Powers: Heroic Leap, Second Chance
Magical Powers: Up to 10 points (not included in points cost above)
Oni Magi 3+ +3 +0 +1 44+ Kanabō, talons (only in oni form, equal to a
(samurai) tantō but cannot be disarmed)
Skills: Leadership +2, Born of [choose an element]
Ki: 1; Ki Powers: Second Chance
Magical Powers: up to 30 points (not included in points cost above).
Oni Warrior 4+ +4 +2 +1 52 Naginata, talons (equal to a tantō but cannot
(ronin) be disarmed)
Skills: Born of [choose an element], Fortitude
Ki: 1; Ki Powers: Second Chance
Oni 4+ +3 +1 +0 39 Talons (equal to a katana but cannot be
Shapechanger disarmed)
(ronin) Skills: Beneath Notice, Born of [choose an element], Transform
Ki: 2; Ki Powers: Second Chance
Magical Powers: up to 15 points (not included in points cost above)
Oni Beast 3+ +4 +0 +2 67 Fearsome talons (equal to a naginata but
(ronin) cannot be disarmed)
Skills: Berserker, Born of [choose an element], Terrifying

All oni have a tough hide which is Armour rating 10. This is included in the costs above.
* ’Shugenja-slayer’
All is a master-quality
oni have a tough hide which is Armour rating 10.It is
nodachi. also
This a Magical
is included inWeapon; any figure hit by it is subject to
the costs above.
*the effects of a Break
’Shugenja-slayer’ Enchantment. nodachi.
is a master-quality It is costed
It is at 25apoints.
also Magical Weapon; any figure hit by it is subject to the
effects of a Break Enchantment. It is costed at 25 points.

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Options
• Any oni Lord, Magi or Warrior may wear scavenged pieces of armour. This improves their effective
armour rating from 10, provided by their hide, to 11 (+5 points), 12 (+12 points) or 13 (+21 points). Oni
wearing scavenged armour count as wearing medium armour, i.e. they cannot run.
• Oni Lords and Warriors may have throwing daggers (tantō, +5 points) or javelins (yari-nage, +7 points).
• Oni Warriors can exchange their naginata for a tetsubo/kanabō (-7 points) or an ōdachi (same points cost).
• A buntai led by an oni Lord or Magi may include other Magical Creatures as follows:
O-bakemono, dai-bakemono, bakemono-sho (10.5.2).
Kojin, kappa, mujina (6.2).
• Oni Lords and Warriors can have master-quality versions of their normal weapons (points vary). Note
that talons cannot be master-quality.

10.5.2 Bakemono
“Here in this mountain fastness I am Lord. All bakemono shall bow to me and all humans passing through my lands
shall pay tribute. Here I am and here I shall remain.”
Jaiden Tokwai, bakemono-kunshu
“Really?”
Toyoda Hiroki, the Steel Fox

The term bakemono refers to a wide range of creatures which are humanoid but not human; they are the rough Nip-
ponese equivalents of goblins, hobgoblins, orcs and the like. Bakemono are also thought of as demons – they are
not native to Nippon and come from the same magical realm as oni and other such creatures. They compete with
humans for survival in Nipponese lands, often operating as raiders or bandits. Sometimes they take over an entire
area and try to settle in it – but they lack the skills to farm and in any event no daimyo will ever allow them to keep
the land on which they try to settle. The armour and weapons they use are very similar to human armour and
weapons but usually not as well made; the bakemono smiths appear to concentrate on quantity rather than quality.
The vast majority of bakemono are known as bakemono-sho – “goblins”. These are the foot-soldiers of the bakemo-
no forces – not particularly skilled and poorly equipped, but still not to be underestimated. They understand that
individually they are rarely a match for well trained and equipped bushi or ashigaru so they tend to band together,
fighting in organised groups, often in the service of some more powerful master. Note that bakemono-sho never
have Ki Powers or Magical Powers. For the purposes of the Daishō rules, they are regarded as being equivalent to
the heimin social caste.
Somewhat fewer in number are the dai-bakemono – “greater goblins”. They are usually much closer to human in
capability and equipment; many even have Ki Powers. They frequently act as leaders to small groups of bakemo-
no-sho but occasionally some of the more capable will act alone. In spite of this, they are still regarded as being of
heimin caste.
“Ogres” – o-bakemono – also feature in the ranks of Nippon’s bakemono. They are large and exceptionally stupid
humanoids with a taste for both violence and sake. They use whatever weapons and armour they can scrounge but
are rarely well-equipped as they do not care for their belongings. O-bakemono never have Ki Powers or Magical
Powers. Again, they are regarded as heimin.
Greatest of all the bakemono are the bakemono-kunshu – the “goblin lords”, who are usually much better dressed
and equipped than the bakemono retinues who always accompany them. All bakemono-kunshu have Magical
Powers and some of them have Ki Powers as well. They like to think of themselves as ranking the same as samurai
in the human caste system but in practice they effectively rank as ronin.
All bakemono have the same movement rate (i.e. 6”) as humans and can run as humans do – provided their armour
allows it, of course.
As already noted, it is not unusual to encounter a mix of bakemono in loosely organised groups with a single strong
leader. However, that leader is not always a bakemono. Oni will often use bakemono of all types as foot-soldiers,
in which role they are considered (by the oni) to be expendable. Other Magical Creatures such as kitsune may
occasionally use bakemono in this way too. On rare occasions, bakemono may even be encountered working with
humans, for example as part of a bandit group. However, such alliances are usually fragile at best.
Jaidan Tokwai is a fairly typical bakemono-kunshu. He has gathered enough of a force in the provincial mountains
to establish himself as a minor power there without becoming powerful enough to attract the attention of a major
daimyo. From his mountain stronghold he acts as if he were a minor daimyo in his own right, charging tolls for the
use of the roads that run through his lands and even putting down any bandits who may try to operate in his do-
main. Tokwai tries to behave in a civilised fashion – and certainly has the cunning to match many human leaders
– but occasionally his temper surfaces and he behaves more like the inhuman monster he was born to be. Tokwai’s

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second in command, on the other hand, revels in the fact that he is an inhuman monster and acts accordingly. He
is Jaidan Gord, Tokwai’s cousin (though to be accurate most bakemono are cousins in some degree). Gord is a
dai-bakemono with well-developed combat skills. His leadership skills are not as strong as Tokwai’s but he com-
pensates for this by making even the other bakemono fear him. Tokwai’s buntai can also include a kappa named
10.5.2
Kyto Bakemono
and/or a mujina named Dokai.

Type Karma FV SV Speed Cost Equipment


Jaidan Tokwai 4+ +3 +3 +1 75 Light armour & kabuto, han-kyu, katana,
(bakemono-kunshu; wakizashi
ronin) Skills: Leadership +2, Born of Fire
Ki: 2; Ki Powers: Second Chance
Magical Powers: Break Enchantment, Curse (greater), Darts of Fire, Sword of Fire
Jaidan Gord 5+ +3 +2 +0 50 medium armour, yari-nage, ono
(dai-bakemono; Skills: Leadership +1, Berserker, Tough
heimin) Ki: 2; Ki Powers: Second Chance, Whirlwind Attack
Bakemono-kunshu 4+ +3 +3 +1 36+ Light armour & jingasa, katana, wakizashi
(ronin) Skills: Leadership +2
Ki: 2; Ki Powers: Second Chance
Magical Powers: up to 20 points (not included in points cost above)
O-bakemono 4+ +3 +1 +0 19 Hide equivalent to light armour & jingasa,
(heimin) large club
Skills: Tough
Dai-bakemono 5+ +2 +2 +0 13 Light armour & jingasa, tantō or masakari or
(heimin) wakizashi

Bakemono-sho 6+ +1 +1 +0 9 Light armour, tantō or masakari or wakizashi


(heimin)

Options
10.5.3 Tengu
• Bakemono-kunshu may have up to two additional Skills from the following list: Arrow-Cutting (+5
points), Born of … (any element, +5 points), Divine Favour (+5 points), Lightning Reflexes (+5
Type Karma FV SV Speed Cost Equipment
Night
points),
Wing Nighteyes (+5 3+points),
+3Will+0of Iron+1 (+2 points).
48+ Light armour & jingasa, tantō (Spirit Blade)1
O-bakemono may have
• (samurai) Skills: Leadership +2, Flying Leap2 following list: Berserker (+5 points), Fearless
one additional Skill from the
(+5 points), Fortitude (+5Kipoints).
Ki: 2; Powers: Second Chance
• Dai-bakemono mayMagical have thePowers:
Skill ofup to 25 points
Leadership +1(not
(+3included
points). in points cost above)
Chen 2+ +4 +0 +1
• Dai-bakemono may have up to two Skills from the following 86 Medium armour & jingasa,
list; bakemono-sho maytengu
have nodachi
one: Ar
(heimin) Skills: Face Many Foes, Lightning Reflexes (fighting), Master and Teacher (swords)
row-Cutting (+5 points), Disarm (+5 points), Face Many Foes (+5 points), Lightning Reflexes (+5
Ki: 3; Ki powers: Second Chance, Whirlwind Attack
Tengu
points), Stealth (+5 points).
Master 3+ +3 +2 +2 61 Light armour & jingasa, shuriken, tengu
Bakemono-kunshu and dai-bakemono may upgrade their light
• (samurai) katanaarmour & jingasa to light armour
& kabuto (+2 points), medium
Skills: armour
Leadership +2,(+7
Flying Leap2medium
points), armour
, Lightning & jingasa
Reflexes (+14
(fighting), points)
Master andorTeacher
medium armour &(swords) kabuto (+23 points).
• Bakemono-kunshu Ki: and2;dai-bakemono
Ki Powers: Second
may haveChance, Second
shuriken (+5Strike
points), yari-nage (+7 points), a han-
Tengu Bushi 4+ +2 +1 +2 38 Light armour & jingasa, shuriken, tengu
kyu (+7
(samurai) points) or a dai-kyu (+10 points). katana
• O-bakemono may upgrade theirLeap
Skills: Flying large2,club to a bo
Lightning (+2 points)
Reflexes or a tetsubo (+4 points).
(fighting)
• Dai-bakemono mayKi: upgrade their fighting weapon
1; Ki Powers: Second Chance to an ono (+5 points), a yari (+7 points), a
5+ +1 +0
naginata (+9 points) or a nodachi (+92 points).
Tengu Shugenja +1 18+ Tengu tantō
(samurai)
• A bakemono buntaiSkills: Flying Leap
may include one of the following Magical Creatures (6.1): mujina (+21+
Ki: 1; Ki Powers: Second Chance
points), kitsune (+34+ points), kappa (+25+ points), kojin (+14+ points).
Magical Powers: up to 15 points (not included in points cost above)
Human Bushi 5+ +2 +0 +0 15 Light armour & jingasa, katana
(heimin)Tengu
10.5.3
Human Servant 6+ +0 +1 +0 15 Light armour, han-kyu, tantō
“We do not hate humans any more than we hate dogs. For we have proved that we can take human children and
(heimin)
make1.them intoWing’s
Night loyal and honourable
Spirit creatures.
Blade allows him toWe hate
use thethieves
Magicaland what of
Power weSpirit
hate we pursue
Form andand destroy.”
costs 17 points.
2. A tengu's Flying Leap is effectively the same as the Ki Power Heroic Leap but is a product of their
Night Wing, tengu shugenja
physiology and therefore does not cost Ki Points to use. It is costed at 5 points.

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The tengu are an enigmatic race who have existed in Nippon since time immemorial. They have a complex society
with individuals rising by mastering the many techniques, skills and powers of the tengu path and by assassinating
those above them.
A powerful tengu will always have a small band of lesser tengu in his service, along with a few favoured humans.
10.5.2 Bakemono
Tengu like to kidnap human children and train them in their ways for two reasons. The first is that these humans
can be sent out into the world to achieve the tengu’s objectives without drawing too much attention to themselves.
The second is that humanKarma
Type servants FV
have noSVinterest in assassinating
Speed them.
Cost Equipment
Individual tengu are tall slender
Jaidan Tokwai 4+ humanoids
+3 +3that in+1a certain75
light can bearmour
Light mistaken for human.
& kabuto, Closerkatana,
han-kyu, examination
(bakemono-kunshu;
though will reveal their beak-like noses, large yellow eyes, featheredwakizashi
arms and taloned feet. When not in their own
ronin)the tengu wear human
realm Skills: Leadership
clothes and even+2, Born
light of Fire
armour.
Tengu are renowned for theirKi: 2;crafting
Ki Powers: Second
of superb Chance
blades. These are much desired by other races who will try to buy
or take them by any means. Magical Powers:
A standard Break
tengu Enchantment,
blade Curse (greater),
can be distinguished Dartsbyofthe
immediately Fire, Sword
dark of Fire of
blue colour
Jaidan Gord 5+ +3 +2 +0 50 medium armour, yari-nage, ono
the steel and the singing sound it makes when it is wielded; such a blade counts as a master-quality weapon. The
(dai-bakemono; Skills: Leadership +1, Berserker, Tough
tengu can also create Magical Weapons, which they call Spirit Blades. They do not sell or trade these blades and it
heimin) Ki: 2; Ki Powers: Second Chance, Whirlwind Attack
is extremely rare for them to gift them to mortal men. They will stop at nothing to recover Spirit Blades which have
Bakemono-kunshu 4+ +3 +3 +1 36+ Light armour & jingasa, katana, wakizashi
been stolen or taken in battle.
(ronin) Skills: Leadership +2
The tengu realm is usually Ki:reached by finding
2; Ki Powers: a cavern
Second hidden deep within a dense forest and then petitioning for
Chance
entry. The tengu are highly secretive and may slay the petitioner
Magical Powers: up to 20 points (not includedunless they see a good
in points cost reason
above)for the incursion.
Tengu occasionally
O-bakemono interfere in
4+ human
+3 affairs
+1 by sending
+0 a raiding
19 party
Hide led by a
equivalenttengu
to Master
light and a&mix
armour of lesser
jingasa,
tengu, their human servants and possibly a tengu shugenja. The reasons
(heimin) large for
clubthese raids can be many-fold but com-
mon ones include kidnapping Skills:children,
Tough recovering lost or stolen Spirit Blades, assassinating enemies or people who
know the secret of how to find
Dai-bakemono 5+ their+2
realm,+2 +0 human
aiding their 13 allies
Light
andarmour
gaining&supplies goodorsteel
jingasa,oftantō orthe
to use in
masakari
(heimin) of their potent blades.
manufacture wakizashi
Tengu are an honourable if dangerous people and as such should be treated as being of the samurai caste by humans
Bakemono-sho
who have dealings with them. 6+ +1 +1 +0 9 Light armour, tantō or masakari or wakizashi
(heimin)
In recent times there have been rumours of an ambitious tengu shugenja called the Night Wing and his human
follower Chen. Chen is definitely not from Nippon, some believe he may be from China or Korea. The two seem
to have embarked on a campaign to rid Nippon of every human that can summon oni. The reason for this unusual
quest is unknown but may be related to how Chen became an orphan. Night Wing is a superlative sorcerer and
10.5.3
Chen Tenguswordsman.
a peerless

Type Karma FV SV Speed Cost Equipment


Night Wing 3+ +3 +0 +1 48+ Light armour & jingasa, tantō (Spirit Blade)1
(samurai) Skills: Leadership +2, Flying Leap2
Ki: 2; Ki Powers: Second Chance
Magical Powers: up to 25 points (not included in points cost above)
Chen 2+ +4 +0 +1 86 Medium armour & jingasa, tengu nodachi
(heimin) Skills: Face Many Foes, Lightning Reflexes (fighting), Master and Teacher (swords)
Ki: 3; Ki powers: Second Chance, Whirlwind Attack
Tengu Master 3+ +3 +2 +2 61 Light armour & jingasa, shuriken, tengu
(samurai) katana
Skills: Leadership +2, Flying Leap2, Lightning Reflexes (fighting), Master and Teacher
(swords)
Ki: 2; Ki Powers: Second Chance, Second Strike
Tengu Bushi 4+ +2 +1 +2 38 Light armour & jingasa, shuriken, tengu
(samurai) katana
Skills: Flying Leap2, Lightning Reflexes (fighting)
Ki: 1; Ki Powers: Second Chance
Tengu Shugenja 5+ +1 +0 +1 18+ Tengu tantō
(samurai) Skills: Flying Leap2
Ki: 1; Ki Powers: Second Chance
Magical Powers: up to 15 points (not included in points cost above)
Human Bushi 5+ +2 +0 +0 15 Light armour & jingasa, katana
(heimin)
Human Servant 6+ +0 +1 +0 15 Light armour, han-kyu, tantō
(heimin)
1. Night Wing’s Spirit Blade allows him to use the Magical Power of Spirit Form and costs 17 points.
2. A tengu's Flying Leap is effectively the same as the Ki Power Heroic Leap but is a product of their
physiology and therefore does not cost Ki Points to use. It is costed at 5 points.

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1: Night Wing’s Spirit Blade allows him to use the Magical Power of Spirit Form and costs 17 points.
2: A tengu’s Flying Leap is effectively the same as the Ki Power Heroic Leap but is a product of their physiology and
therefore does not cost Ki Points to use. It is costed at 5 points.

Options
• A Human Bushi can have his ordinary katana upgraded to a tengu katana (+2 points).
• A Human Bushi’s light armour & jingasa can be upgraded to medium armour & jingasa
(+14 points).
• A tengu can exchange his tengu katana for a tengu nodachi or a tengu naginata (+10 points in
either case).
• Any Tengu Master can be armed with a Spirit Blade. The following choices are suggested:
Any target hit is subject to a Break Enchantment (+5 points, 9.0).
The wielder can use Spirit Form (+10 points, 9.0).
The wielder is Terrifying (+5 points, 7.0).

10.6 Heroes of Nippon


Chaotic and deadly times create Heroes, men and women who are a cut above the ordinary. They often have special
combinations of skills and equipment, the blessings of the gods and the ability to tap into powers not meant for
normal men. This section of the Daishō rules describes a few such Heroes.
Although all buntai include leaders and special characters listings, they may also choose to pay for a single Hero to
assist them on a mission by mission basis. No buntai, regardless of size, may contain more than one Hero. Note
that this Hero does not replace the leaders listed for a buntai; you still need to buy at least one leader figure. In the
unlikely event that more than one buntai has paid for the same Hero to join them, that Hero does not appear on the
field at all.
If a buntai succeeds in taking an enemy Hero out of the game then that buntai earns 10 On regardless of which
Hero it was.
10.6.1 Benkei
One of the most famous warriors in Nippon is not a bushi; he is a sōhei monk. Benkei was given to the Edo sōhei
monastery as a child because he was obviously a half-breed – his father was an oni and his mother a serving girl the
10.6
oni Heroesinof
had captured Nippon
a raid.
With his natural size and strength Benkei soon grew to be the monastery’s most able fighter and when he was just
10.6.1
12 Benkei
years old he left to follow his own path.

10.6
Type Heroes of Nippon
Karma FV SV Speed Cost Equipment
Benkei 3+ +4 +2 +1 74 Light armour, dai-kyu, naginata
10.6.1 Benkei Skills: Born of Fire, Face Many Foes, Fearless, Tough
Ki: 3; Ki powers: Rapid Recovery, Second Chance, Whirlwind Attack
Type Karma FV SV Speed Cost Equipment
10.6.2 Miyamoto Musashi
Benkei 3+ +4 +2 +1 74 Light armour, dai-kyu, naginata
10.6.2 Miyamoto Musashi Skills: Born of Fire, Face Many Foes, Fearless, Tough
This
Typeronin duellist is possibly
Ki: 3;theKigreatest
Karma FV swordsman
powers: SVRapidSpeed in allCost
Recovery, ofSecond
Nippon. Although
Chance,
Equipment not immediately
Whirlwind Attack impressive when
first encountered
Miyamoto Musashi – he’s middle-aged,
2+ +5his clothes
+3 are typical
+3 of a wandering ronin
116 Shuriken, katana, wakizashi are quite ordinary
and his swords
–10.6.2 Miyamoto
his reputation precedes Musashi
him and
Skills: fewMany
Face dare draw
Foes,steel againstLightning
Fearless, him. Reflexes (fighting), Master and Teacher
(swords), Tough, Two-Weapons (swords)
Type Ki: 5; Ki Powers:
Karma FV SVSecond Chance,
Speed Second
Cost Strike, Swift Despatch, Whirlwind Attack
Equipment
Miyamoto Musashi 2+ +5 +3 +3 116 Shuriken, katana, wakizashi
Skills: Face Many Foes, Fearless, Lightning Reflexes (fighting), Master and Teacher
10.6.3 Muramata Kosai (swords), Tough, Two-Weapons (swords)
Ki: 5; Ki Powers: Second Chance, Second Strike, Swift Despatch, Whirlwind Attack

Type Karma FV SV Speed Cost


Equipment
Muramata Kosai 3+ +2 +5 +1 140
Medium armour & jingasa (master-quality),
10.6.3 Muramata Kosai Susanoo, katana, wakizashi
Skills: Leadership +1, Close-Quarters Shooting (bows), Immortal, Lightning Reflexes
Type (shooting),FV
Karma Master
SVandSpeed
Teacher (bows), Mastershot (bows)
Cost Equipment
Muramata Kosai 4; Ki Powers:
Ki:3+ +2 Arrow Storm,
+5 +1 Blind
140 Shot, Pinpoint
Medium Accuracy,
armour Second
& jingasa Chance, Still
(master-quality),
Shot Susanoo, katana, wakizashi
68 Daishõ
Skills: Leadership +1, Close-Quarters Shooting (bows), Immortal, Lightning Reflexes
10.6.4 Todura Mifune
(shooting), Master and Teacher (bows), Mastershot (bows)
4; Marta
Ki: to
Licensed Ki Powers: Arrow
Bueno. Storm,
Email Blind martusbartus96@gmail.com
address: Shot, Pinpoint Accuracy, Second Chance, Still
Type Shot
Karma FV SV Speed Cost Equipment
Daishõ 69

Licensed to Marta Bueno. Email address: martusbartus96@gmail.com


10.6.1 Benkei

Type Karma FV SV Speed Cost Equipment


Benkei 3+ +4 +2 +1 74 Light armour, dai-kyu, naginata
Skills: Born of Fire, Face Many Foes, Fearless, Tough
10.6 Heroes of Nippon
Ki: 3; Ki powers: Rapid Recovery, Second Chance, Whirlwind Attack
10.6.2 Miyamoto Musashi
10.6.1 Benkei
Options
Miyamoto Musashi may go into battle wearing any type of armour normally available to ronin –
Type
Type Karma
this includes master-quality
Karma armour FV
FV but SV
SVnotSpeed Cost
Cost Equipment
Magical Armour.
Speed Equipment
Miyamoto
Benkei Musashi 2+
3+ +5
+4 +3
+2 +3
+1 116
74 Shuriken,
Light armour, katana, wakizashi
dai-kyu, naginata
10.6.3 Muramata Kosai Skills: Face of Many
Skills: Born Fire,Foes,
FaceFearless,
Many Foes, Lightning Reflexes
Fearless, Tough(fighting), Master and Teacher
10.6 thin
Short, Heroes
and bald,ofsensei
Nippon
(swords),
Ki: Muramata Tough,
3; Ki powers: KosaiTwo-Weapons
is a kyujutsu
Rapid Recovery, (swords)
(archery)
Second master.
Chance, Originally
Whirlwind samurai,
Attackhe became ronin
following the extermination Ki: 5; Ki Powers:
of his Second
lord’s clan. Chance,
The reason Second
he did Strike, seppuku
not commit Swift Despatch,
when this Whirlwind
happenedAttack
is that
10.6.1
10.6.2
he is one ofBenkei
Miyamoto
Nippon’s fewMusashi
immortals. Some speculate that his immortality comes from the magical bow he wields,
others that the bow allows him to wield it because he is an immortal. The bow is called “Susanoo” in honour of the
god
10.6.3
Typeof storms. It is master-quality
Muramata Karma and
Kosai FV grants
SV Kosai Speedthe equivalent of the Born of Wind Skill. Arrows fired from
Cost Equipment
Susanoo
Benkei
Miyamoto become bolts
Musashi of lightning;
3+
2+ they
+4
+5 thus
+2
+3 ignore+1
+3 all physical
74
116 armour unless
Light armour,
Shuriken, it dai-kyu,
katana,is Magical.
naginata
wakizashi
Born of
Skills: Face Fire,Foes,
Many FaceFearless,
Many Foes, Fearless,
Lightning Tough(fighting), Master and Teacher
Reflexes
Type Karma FV
Ki: 3; Ki powers: SVRapidSpeed
Recovery, CostSecondEquipment
Chance, Whirlwind Attack
(swords), Tough, Two-Weapons (swords)
Muramata Kosai 3+ +2 +5 +1 140 Medium armour & jingasa (master-quality),
Ki: 5; Ki Powers: Second Chance, Second Strike, Swift Despatch, Whirlwind Attack
10.6.2 Miyamoto Musashi Susanoo, katana, wakizashi
Skills: Leadership +1, Close-Quarters Shooting (bows), Immortal, Lightning Reflexes
(shooting), Master and Teacher (bows), Mastershot (bows)
Type Muramata Kosai
10.6.3 Karma
Ki: FV
4; Ki Powers: SVArrowSpeed CostShot,
Storm, Blind Equipment
Pinpoint Accuracy, Second Chance, Still
Miyamoto Musashi Shot2+ +5 +3 +3 116 Shuriken, katana, wakizashi
Skills: Face Many Foes, Fearless, Lightning Reflexes (fighting), Master and Teacher
10.6.4
Type Todura Mifune Karma FV
(swords), Tough, SV Speed Cost
Two-Weapons (swords) Equipment
Muramata Kosai Ki:3+ +2
5; Ki Powers: +5
Second+1Chance, 140SecondMedium
Strike, armour & jingasa (master-quality),
Swift Despatch, Whirlwind Attack
10.6.4 Todura Mifune
Susanoo, katana, wakizashi
Tall
Typeand lithe with grey hairKarma in traditional
FV samurai
SV style, Todura
Speed Cost Mifune is another of Nippon’s immortals. As with
Equipment
Skills: Leadership +1, Close-Quarters Shooting (bows), Immortal, Lightning Reflexes
Muramata Kosai, there is(shooting),
Todura Mifune a 3+
Magical+5 Weapon +2 involved
+2 here – in
135 this
Master and Teacher (bows), Mastershot case
Medium it a katana
isarmour
(bows) named “Akira”.
& kabuto This blade is
(master-quality),
10.6.3 Muramata
master-quality and grantsKosaiMifune the equivalent of the Born of dai-kyu,
Fire Skill. Akira,
Any wakizashi
target
Ki: 4; Ki Powers: Arrow Storm, Blind Shot, Pinpoint Accuracy, Second Chance, struck by Akira is subject
Stillto
a fire attack (5.3.2) as wellSkills:
as
Shot the Leadership
normal +1,
effects Immortal,
of the blow.Lightning
Mifune Reflexes
was born (fighting),
ronin and Master
has lived and Teacher
most of his life in
various sword ryu. (swords)
Type Todura Mifune
10.6.4 Karma
Ki: FV
4; Ki Powers: SVSecond Speed
Chance, CostSwiftEquipment
Despatch, Whirlwind Attack
Muramata Kosai 3+ +2 +5 +1 140 Medium armour & jingasa (master-quality),
10.6.5 Reidou Susanoo, katana, wakizashi
Type Karma FV
Skills: Leadership SV+1, Close-Quarters
Speed Cost Shooting Equipment (bows), Immortal, Lightning Reflexes
Todura Mifune (shooting),
3+ +5Master +2and Teacher
+2 (bows), Mastershot
135 Medium (bows)
armour & kabuto (master-quality),
Type Karma FV
Ki: 4; Ki Powers: SVArrow Speed CostShot,
Storm, Blind Equipment
Pinpoint
dai-kyu, Accuracy,
Akira, wakizashiSecond Chance, Still
Reidou Shot3+ Leadership
Skills: +5 +2+1, Immortal,
+3 116 Kabe,
Lightning shuriken,
Reflexes Martial
(fighting), Artist and
Master – Advanced,
Teacher
(swords) martial arts enhancer
10.6.4 Todura Mifune Skills:
Ki: 4; KiLeadership +1, Immortal,
Powers: Second Chance,Lightning Reflexes (fighting),
Swift Despatch, Whirlwind Master
Attack and Teacher
(martial artist)
10.6.5 Reidou Ki: 4; Ki Powers: Heroic Leap, Second Chance, Water-Running, Whirlwind Attack
Type Karma FV SV Speed Cost Equipment
10.6.5 Reidou
Todura Mifune 3+ +5 +2 +2 135 Medium armour & kabuto (master-quality),
Known
Type simply as ReidouKarma (“mother”), FVthis middle-aged
SV Speedwoman Costis short, broad
Equipment
dai-kyu, and wakizashi
Akira, grey haired. She is also one of
the foremost
Reidou martial artists in
Skills:
3+ all of Nippon.
Leadership
+5 +2 In
+1, battle she
Immortal,
+3 wears Kabe
Lightning (“wall”),
Reflexes a set of medium
(fighting),
116 Kabe, shuriken, Martial Artistarmour
Master and which is
Teacher
– Advanced,
both master-quality and Magical,
(swords) granting her the equivalent of themartial Born of Water
arts Skill. It also reflects any Shoot-
enhancer
ing attack that hits her (including
Ki: 4; Ki
Skills: firearms
Powers: and
Leadership +1, Magical
Second Powers
Chance,
Immortal, but Despatch,
Swift
Lightning not area attacks
Reflexes such Master
Whirlwind
(fighting), as grenades)
Attack back against
and Teacher
the shooter; the shooter must make
(martial a fresh attack roll against their own Armour rating. Like Kosai and Mifune,
artist)
10.6.5is Reidou
Reidou an immortal. She Ki: 4; Ki Powers:
is also Heroic Leap,
unquestionably Second
from the peasantChance,
classes.Water-Running, Whirlwind Attack

Type Karma FV SV Speed Cost


Equipment
Reidou 3+ +5 +2 +3 116
Kabe, shuriken, Martial Artist – Advanced,
martial arts enhancer
Skills: Leadership +1, Immortal, Lightning Reflexes (fighting), Master and Teacher
(martial artist)
Ki: 4; Ki Powers: Heroic Leap, Second Chance, Water-Running, Whirlwind Attack

10.6.6 En no Gyõja
En no Gyōja was born nearly a thousand years before the time in which Daishō is set. He is said to have been the
father of magic, the first of Nippon’s shugenja and one of the very few ever to master all five elements. According to
legend, he achieved such power that he did not die but rather became some form of “higher being” (possibly a kami)
and he occasionally returns to the mortal realm in various guises to meddle in the affairs of men for reasons which
are rarely clear to those on the receiving end of the meddling.

70 Daishõ

Licensed to Marta Bueno. Email address: martusbartus96@gmail.com


10.6.6 En no Gyōja

Type Karma FV SV Speed Cost Equipment


En no Gyōja 2+ +2 +2 +0 163 None
Skills: Immortal, Master of Disguise
Magical Powers: Beastmaster, Blessing (Greater), Break Enchantment, Curse
(Greater), Darts of Earth, Darts of Fire, Darts of Water, Darts of Wind, Darts of Void,
Exorcism, Mask of Terror, Possession, Spirit Form, Sword of Earth, Sword of Fire,
Sword of Water, Sword of Wind, Sword of Void, Ward of Earth, Ward of Fire, Ward
of Water, Ward of Wind, Ward of Void
10.6.6
10.6.7 En no Gyōja
Toshiro
10.6.7 Toshiro
Born a humble peasant, Toshiro was blessed with both wisdom and agility. He was selected to join his master’s
Type
Type at the tender ageKarma
ashigaru Karma FV
of just fourteen
FV SV Speed
years and
SV Cost
spent the
Speed Costnext Equipment
ten years away from home fighting his master’s
Equipment
En no Gyōja
battles.
Toshiro 2+
At first he found these +2
3+ thrilling,
+4 and +2 +0
+2many 163
+0 learned skills,
60 but Nonesoon
Light he came
armour to realise
& jingasa, that he was
naginata being
(master-
Skills:
used as a tool to oppress his Immortal,
fellow Master of Disguise
peasants. quality)
After a hideous massacreMagical
Skills: Powers:
Face
of innocent Many Beastmaster,
Foes,
villagers Toughon
he turned Blessing (Greater),
the samurai bushiBreak
who ledEnchantment,
his buntai andCurse
slaughtered
(Greater), Darts of Earth, Darts of Fire, Darts of Water, Darts
them. He escaped to the Ki: 3; Ki Powers:
mountains where heHeroic Leap,
became Rapidand
a hermit Recovery,
withdrewSecond world for twenty of
Chance
from the of Wind, Darts Void,
long years.
Exorcism, Mask of Terror, Possession, Spirit Form, Sword of Earth, Sword of Fire,
Being
10.6.6 illiterate and unschooled he spent this time practicing physical aestheticism until he finally mastered his
10.6.8 En Mikono GyōjaSword of Water, Sword of Wind, Sword of Void, Ward of Earth, Ward of Fire, Ward
fighting skills. of Water, Ward of Wind, Ward of Void
Now he has begun to venture down from his mountains appearing at the side of those who would defend the inno-
10.6.7
Type
cent, Toshiroagain Karma
disappearing FV
once the mission SV Speed
has been Cost Equipment
achieved.
En
Mikono Gyōja 2+
3+ +2 +2
+0 +0
+1 163
62 None
Tantō (tengu blade)
Skills: Immortal, Master
Born of Fire, of Disguise
Physician
Type Karma
Magical
Ki: FV
1; KiPowers:
Powers: SV Speed
Beastmaster,
Second Cost
Blessing
Chance, Water Equipment
(Greater),
Running Break Enchantment, Curse
Toshiro 3+
(Greater), +4 +0 +2
Darts of Beastmaster,
Magical Powers: 60
Earth, Darts ofBlessing Light
Fire, Darts armour
of Water,
(Lesser), & Darts
jingasa,
Curse naginata
of Wind,
(Lesser), (master-
Darts
Heal, ofWard
Void,of
Exorcism,
Earth Mask of Terror, Possession, quality)
Spirit Form, Sword of Earth, Sword of Fire,
Skills:
Sword Face ManySword
of Water, Foes,of Tough
Wind, Sword of Void, Ward of Earth, Ward of Fire, Ward
10.6.9 Tarou Ki: 3; Ki Powers: Heroic
of Water, Ward of Wind, Ward Leap, of
Rapid
VoidRecovery, Second Chance
10.6.8 Toshiro
10.6.7 Miko
Type Miko
10.6.8 Karma FV SV Speed Cost Equipment
Tarou
The child of a forester, Miko3+became+4 +0 in Magical
interested +1 52
CreaturesLight armour,
when Martial
she found Artist – tengu
an injured Advanced
deep in a
Type
Type Karma
Skills: FV
KarmaBerserker,
FV SV
SV Speed
Speed
Fortitude, Cost Equipment
Cost Reflexes
Lightning Equipment
(fighting), Tough within her an old soul
bamboo
Miko thicket. She bought him food and water and tended to his wounds. He recognised
Toshiro Ki:3+
3+ +2
+4
2; Ki Powers: +0
+0 +1
+2
Rapid Recovery, 62
60SecondTantō
Light (tengu &
armour
Chance blade)
jingasa, naginata (master-
and over the next few years he
Skills:returned many
Born of Fire, times to nurture
Physician herquality)
interest in magic.
After her village
10.6.10 Suzumewas destroyed
Ki: 1; by
Skills: Ki bandits
Manyshe
Powers:
Face usedTough
Second
Foes, these powers
Chance, to hunt
Water them down and summoned a mixed band
Running
of Beasts and bakemono to avenge
Magical her family
Powers: and friends.
Beastmaster, Blessing (Lesser),
Ki: 3; Ki Powers: Heroic Leap, Rapid Recovery, Second Curse (Lesser), Heal, Ward of
Chance
Earth again and again at the side of those fighting lost causes, such as the ikko-ikki, us-
Since that time she has appeared
Type
10.6.8
ing Miko
her magic Karma
and her allies FVbalance
to tip the SV in Speed Cost
their favour beforeEquipment
disappearing back into the forests of the tengu.
10.6.9
SuzumeTarou 4+ +0 +0 +2 40 None
Skills: Born of Spirit*, Divine Favour, Physician, Rhetoric
Type Karma
Ki: FV
2; Ki Powers: SVSecondSpeed
ChanceCost Equipment
Type
Miko Karma
3+
Magical FV
+2
Powers: SV
Heal Speed
+0 +1 Cost
62 Equipment
Tantō (tengu blade)
Tarou 3+
Skills: Born +4 +0 +1 52 Light armour, Martial Artist – Advanced
* Born of Spirit is a unique skillofcosted
Fire, Physician
at 5 points. No Spirit Creature will attack Suzume or do
Skills: Berserker,
Ki: 1; her
Ki Powers: Fortitude, Lightning Reflexes (fighting), Tough
anything that would cause harm. SecondRecovery,
Ki: 2; Ki Powers:
Chance, Water Running
Magical Powers: Rapid Second(Lesser),
Beastmaster, Blessing Chance Curse (Lesser), Heal, Ward of
10.6.11 Hattori Hanzo Earth
10.6.10 Suzume
10.6.9 Tarou
Options
Type
Type Karma FV
Karma FV SV Speed
SV Speed Cost Cost Equipment
Equipment
• Suzume
MikoHanzo
Hattori may be accompanied
2+
4+ by a single
+3
+0 Magical
+3
+0 Speed Creature
+3
+2 which
94
40 Martial
None an oni
may beArtist – Warrior
Advanced,(+52martial
points,arts
10.5.1),
Type Karma FV SV Cost Equipment
an o-bakemono (+19 Skills:
points,Born
10.5.2) or a tengu bushi (+38 points, 10.5.3).
enhancer These creatures have all the
Tarou 3+ +4of Spirit*,
+0 Divine+1 Favour,52 Physician, Rhetoric
Light armour, Martial Artist – Advanced
options open to themKi: from
Skills: their
Master
2; Ki
Skills:
buntai
Powers:
Berserker,
lists. Chance
of Disguise,
Second
Fortitude,
Master and Teacher (martial artist), Nighteyes, Stealth
Lightning Reflexes (fighting), Tough
• Alternatively, she mayKi:be2;
4;accompanied
Magical
Ki: Ki Powers:Heal
KiPowers:
Powers: Heroic
Rapid Leap,
by a Beast One
of her
Recovery, with the
choice
Second Shadows,
(6.1) Second
provided the
Chance Chance,
Beast’s Water-
points cost is
* Born
also of
paid. running
Spirit is a unique skill costed at 5 points. No Spirit Creature will attack Suzume or do
10.6.10 Suzume
anything that Magical Power: Spirit Form
would cause her harm.

10.6.11
Type
Hattori Hanzo
Karma FV SV Speed Cost Equipment
Suzume 4+ +0 +0 +2 40 None
Type Skills:
KarmaBorn FVof Spirit*,
SV Divine
SpeedFavour,
CostPhysician,
EquipmentRhetoric
Hattori Hanzo Ki:2+
2; Ki Powers:
+3 Second
+3 Chance
+3 94 Martial Artist – Advanced, martial arts
Magical Powers: Heal enhancer
* Born of Spirit is a unique skill costed
Skills: Master at 5 Master
of Disguise, points.andNo Spirit (martial
Teacher Creature will Nighteyes,
artist), attack Suzume
Stealthor do
anything that would cause
Ki: 4; her harm. Heroic Leap, One with the Shadows, Second Chance, Water-
Ki Powers:
running
10.6.11 Hattori Hanzo Magical Power: Spirit Form Daishõ 71

Type Karmato Marta


Licensed FV Bueno.
SV Speed Cost Equipment
Email address: martusbartus96@gmail.com
Hattori Hanzo 2+ +3 +3 +3 94 Martial Artist – Advanced, martial arts
Type Karma FV SV Speed Cost Equipment
En no Gyōja
Type 2+
Karma +2
FV +2 Speed
SV +0 163 Equipment
Cost None
Toshiro Skills:
3+ Immortal,
+4 Master
+0 of
+2 Disguise
60 Light armour & jingasa, naginata (master-
Magical Powers: Beastmaster, Blessing quality)
(Greater), Break Enchantment, Curse
(Greater), Darts of Earth, Darts
Skills: Face Many Foes, Tough of Fire, Darts of Water, Darts of Wind, Darts of Void,
Exorcism, Mask of Terror, Possession, Spirit Form,
Ki: 3; Ki Powers: Heroic Leap, Rapid Recovery, Second Sword of Earth, Sword of Fire,
Chance
10.6.9 Tarou Sword of Water, Sword of Wind, Sword of Void, Ward of Earth, Ward of Fire, Ward
10.6.8
10.6.6 Miko
En no Gyōja of Water, Ward of Wind, Ward of Void
10.6.7
Tarou wasToshiro
an orphan brought up and trained in the sumo heya (stable) of an old, poor, yet honourable, trainer
Type
TypeIsamo. By the timeKarma
called FV
Tarou reached
Karma SV
SV Speed
FV manhood he wasCost
Speed Isamo’sEquipment
Cost only rikishi (wrestler) and although he did well
Equipment
Miko
Isamo’s
En debts
no Gyōja were too large3+
so
2+ the +2
old
+2 man+0 was
+2 Speed +1
thrown
+0 out 62
onto
163 None Tantō
the (tengu
street whereblade)
he soon fell to drink and died in
Type Karma FV SV Cost Equipment
Tarou’s arms. Skills:
Skills: Born of Fire,
Immortal, Physician
Master of Disguise
Toshiro 3+ +4 +0 +2 60 Light armour & jingasa, naginata (master-
Embittered by this, TarouKi: 1; KiPowers:
continued
Magical Powers: Second
his career
Beastmaster,Chance,
as a rikishi butWater
Blessing Running
alsoquality)
began to take
(Greater), on mercenary
Break Enchantment,work. He has be-
Curse
Magical Powers: Beastmaster, Blessing (Lesser), Curse (Lesser), Heal, ofWard
Void,of
come known as a reliable(Greater),
enforcer Darts
with noof Earth,
qualms
Skills: Face Many Foes, Tough Darts
about of Fire,
doing theDarts
dirtyof Water,
work. Darts of Wind, Darts
Earth
Exorcism, Mask ofHeroic
Terror, Possession, Spirit Form, SwordChance
of Earth, Sword of Fire,
To look at, you might think
Ki: Tarou was an oni
3; Ki Powers: for heLeap,
is massive
Rapidand heavily
Recovery, muscled;
Second only his lack of horns and pale
10.6.9
skin him as human.Sword of Water, Sword of Wind, Sword of Void, Ward of Earth, Ward of Fire, Ward
showTarou
10.6.8 Miko of Water, Ward of Wind, Ward of Void
10.6.7
Type Toshiro Karma FV SV Speed Cost Equipment
Type Karma FV SV Speed Cost Equipment
Tarou 3+ +4 +0 +1 52 Light armour, Martial Artist – Advanced
Miko 3+ +2 +0 +1 62 Tantō (tengu blade)
Type Skills:
Karma Berserker,
FV SVFortitude,
SpeedLightning
Cost Reflexes
Equipment(fighting), Tough
Skills:
Ki:3+ Born of
2; Ki Powers: Fire, Physician
Rapid Recovery, Second Chance
Toshiro +4
Ki: 1; Ki Powers: +0
Second+2Chance,60Water Light armour & jingasa, naginata (master-
Running
quality)
10.6.10 Suzume Magical Powers: Beastmaster, Blessing (Lesser), Curse (Lesser), Heal, Ward of
Skills:
Earth Face Many Foes, Tough
10.6.10 Suzume Ki: 3; Ki Powers: Heroic Leap, Rapid Recovery, Second Chance
10.6.9
Type Tarou Karma FV SV Speed Cost Equipment
10.6.8
Suzume
Suzume
Miko
joined the ranks of4+ +0
the shinshoku +0
(Shinto +2
priests) at40 Noneage of eleven. This was because she had
the tender
been observed talking to Skills:
and Born of Spirit*,
interceding with Divine
the Favour,
local kami inPhysician,
her village.Rhetoric
Type Karma FV SV Speed Cost Equipment
When
Type she completed her Ki: 2; Ki Powers:
training,
Karma instead
FV SVSecond
of Chance
accepting
Speed an invitation
Cost to attend
Equipment theMartial
shrine Artist
at Ise –
and serve the
Tarou 3+ +4 +0 +1 52 Light armour, Advanced
supreme
Miko priestess, the saishu, Magical
3+ she Powers:
chose
+2 Heal to become
instead
+0 +1 a wandering
62 Tantō priestess.
(tengu Her
blade)work with the poor, as a
Skills: Berserker, Fortitude, Lightning Reflexes (fighting), Tough
* Born of
diplomat Spirit warring
between is a unique
Skills:
factionsskill
Born of
and costed
Fire,
also at 5
Physician
in calmingpoints.
angry No
kami
Ki: 2; Ki Powers: Rapid Recovery, Second Chance
Spirit
has Creature
become the will
stuff attack
of legend.Suzume or do
anything
She is oftenthat would
engaged bycause
Ki: 1; her
samurai harm.
Kiclans
Powers: Second
to deal Chance,
with matters Watersensitivity
of great Running but she only accepts if she determines
10.6.10
that Suzume
their motives Magical Powers: Beastmaster, Blessing (Lesser), Curse (Lesser), Heal, Ward of
are pure.
10.6.11 Hattori Hanzo Earth
10.6.9
Type Tarou Karma FV SV Speed Cost Equipment
Type
Suzume Karma
4+ FV
+0 SV
+0 Speed +2 Cost
40 Equipment
None
Hattori Hanzo 2+ +3 +3 +3 94 Martial Artist
Skills: Born of Spirit*, Divine Favour, Physician, – Advanced, martial arts
Rhetoric
Type Karma FV
Ki: 2; Ki Powers: SV
SecondSpeed
Chance Cost Equipment
enhancer
Tarou 3+ Master
Skills:
Magical +4 of Disguise,
Powers: +0
Heal +1Master 52 Light armour,
and Teacher (martialMartial
artist),Artist – Advanced
Nighteyes, Stealth
Skills:
Ki: 4; Berserker,
Ki Powers: Fortitude,
Heroic Lightning
Leap, One Reflexes
with the (fighting),
Shadows, Tough
Second
* Born of Spirit is a unique skill costed at 5 points. No Spirit Creature will attack Suzume Chance, Water- or do
Ki: 2; Ki Powers: Rapid Recovery, Second Chance
running
anything
Born thatis would
of spirit cause
a uniq ue her harm.
skill costed at 5 points. No Spirit Creature will attack Suzume or do anything that would
Magical Power: Spirit Form
10.6.10
cause Suzume
her harm.
10.6.11 Hattori Hanzo
10.6.11
Type Hattori Hanzo
Karma FV SV Speed Cost Equipment
Type
Suzume Karma
4+ FV
+0 SV
+0 Speed +2 Cost
40 Equipment
None
Hattori Hanzo 2+
Skills: Born+3 +3
of Spirit*, +3
Divine 94
Favour, Martial Artist – Advanced, martial arts
Formerly the jonin of a ninja clan, Hattori Hanzo survived thatPhysician,
clan’s Rhetoric
destruction
enhancer and now operates alone. No-
Ki: 2; Ki Powers: Second Chance
one is quite sure what motivates
Skills: this anonymous
Master of middle-aged
Disguise, Master andman – sometimes
Teacher heartist),
(martial works Nighteyes,
for money, sometimes
Stealth
Magical Powers: Heal
apparently for a cause. Although
Ki: 4; Ki aPowers:
capable Heroic
assassin,Leap,
his reputation
One with isthemainly as “the
Shadows, invisible
Second man” who
Chance, is appar-
Water-
* Born of Spirit is a unique skill costed at 5 points. No Spirit Creature will attack Suzume or do
ently able to enter any place unseen, regardless of how secure it appears to be, and take whatever / whoever he wants
running
anything that would cause herPower: harm.
away with him. He rarelyMagical
uses armour orSpirit Form
weapons – unless they are part of one of his disguises – usually relying
instead
10.6.11 on his superlative
Hattori Hanzo unarmed combat skills and his ability to use apparently innocuous objects as martial arts
enhancers.

Type Karma FV SV Speed Cost


Equipment
Hattori Hanzo 2+ +3 +3 +3 94
Martial Artist – Advanced, martial arts
enhancer
Skills: Master of Disguise, Master and Teacher (martial artist), Nighteyes, Stealth
Ki: 4; Ki Powers: Heroic Leap, One with the Shadows, Second Chance, Water-
running
Magical Power: Spirit Form

Options
· Hattori Hanzo may have any number of grenades of any type (5.3).
· He may use any armour and/or weapons to form part of a specific disguise.

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11.0 Scenarios, Complications and Landscapes

11.1 Scenarios
Although you could just play head-to-head across some terrain, carrying on until only one buntai has any figures
left in the game, it is often more pleasing to have an agreed scenario to play with specified terrain, objectives and/
or victory conditions. This adds a whole new set of tactical considerations and leads to a much more interesting
evening’s entertainment.
Below are some examples of scenarios you could use for your games.
Once you have agreed a scenario you might also wish to choose a suitable Landscape (11.3) across which to play and
apply one or more Scenario Complications (11.2). By doing so you increase the possible number of scenario varia-
tions from a dozen or so to literally thousands; you need never play the same game twice.
11.1.1 Search and Recover
Thieves have raided a temple and made off with numerous items of value which they have then hidden. These could
be scrolls, items of power, jewels, silver etc. These must be found and recovered by the buntai and taken off the
table at their entry point. A single figure cannot carry more than one objective.
Set-up Option 1
1. Set the terrain as described in section 4.1.7.
2. Place three counters along the centre line of the table. No objective should be within 9”
of another. 
3. Deploy as normal.
Set-up Option 2
1. Set the terrain as described in section 4.1.7.
2. Place six counters within 12” of the centre point of the table. No objective should be within 4”
of another.
3. Three of the counters are dummies (mark the underside with a ‘D’).
4. Deploy as normal.
Victory
The game ends when all three objective counters have been transported off the table.
Each player earns 20 On per objective recovered and safely removed from the table at the buntai’s
deployment point.
11.1.2 Bring Them Back Alive
An important person must be rescued/captured and returned to the buntai’s deployment point.
Set-up
1. Set the terrain as described in section 4.1.7.
2. Define the stats for the VIP – they could be anything from a helpless peasant with important
information to one of the Nipponese Heroes (10.6) or even a Legendary Creature (6.2, 10.5).
3. Place the VIP in the centre of the table; they will not move until a member of one of the buntai has
moved into base-to-base contact with them, after which they will act as a member of that buntai.
4. Deploy as normal.
Victory
The game ends when the important person has been escorted off the table or is dead.
The player who safely removes the important person from the table earns 40 On. Alternatively, a player can earn 10
On by killing the important person while they are in the custody of the enemy buntai. Optionally, there might be a
10 On penalty for any buntai which kills a VIP who is not with an enemy buntai.
11.1.3 Vengeance
A grudge has been building between the buntai and now is the time to finish it. This game continues until its
bloody conclusion. Note that this scenario can take a long time so you may wish to put a turn limit upon it.
Set-up
1. Set the terrain as described in section 4.1.7.
2. Deploy as normal.
Victory
The player with the last figure standing earns 50 On.

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11.1.4 Breakthrough
An outpost desperately needs reinforcements to stop it falling into the hands of the enemy. One buntai must get as
many figures as possible from their table edge to the opposite one while the other buntai must stop them. The game
lasts twelve turns.
Set-up
1. Set the terrain as described in section 4.1.7.
2. The blocking buntai deploys first and can deploy up to 12” into the table.
3. The breakthrough buntai deploys as normal.
Victory
The blocking buntai earns 40 On if no enemy slip through.
The breakthrough buntai earns 5 On per figure they manage to get off the table edge opposite their deployment.
11.1.5 Assassination
Each buntai has been ordered or hired to kill the Leader(s) of the other team(s). The game ends at the end of the
turn in which a Leader is taken out of the game. Of course, all Leaders could die in the same turn.
Set-up
1. Set the terrain as described in section 4.1.7.
2. Deploy as normal.
Victory
Killing a Leader earns a buntai 30 On.
11.1.6 The Outpost
A vital outpost must be held until reinforcements arrive. One buntai defends, the other buntai attacks.
Set-up
1. Set the terrain as described in section 4.1.7, except that there must be a building or a ruin in the
table’s centre.
2. The defending buntai must set up in the building in the centre of the table.
3. The attacking buntai deploy as normal.

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4. The game lasts for twelve turns, at which point overwhelming reinforcements arrive for whichever
buntai is in control of the central building.
Victory
The buntai in control of the central building at the end of turn twelve earns 40 On.
11.1.7 Death at their Heels
Soon this area will be devastated by a tsunami. The only hope is to get to a stone tower on a piece of higher ground.
The tower only has room for five figures.
Set-up
1. Set the terrain as described in section 4.1.7, except that one table edge is the shoreline.
2. The tower is at the centre of the opposite table edge to the shoreline.
3. The buntai deploy along the shoreline at least 6” apart.
4. From the second turn onwards the area of devastation rolls forwards from the shoreline by 1d10-2”.
This happens at the end of the Movement Phase and any figure caught by the tsunami is out
of the game.
Victory
Each player earns 10 On for each figure saved by getting into the tower.
11.1.8 Seven Samurai
A group of peasants have hired one buntai to protect their village. The other buntai has been ordered to clear the
village.
There are twenty-five heimin villagers who are essentially defenceless (Karma 6+, FV +0, SV +0, Speed +0). The
villagers will not leave their houses but will use one-handed improvised weapons to Fight any enemy that comes
into their homes. Each house must contain at least two of the villagers.
The attacking buntai gets 50 more points with which to set up their force.
The defending force can build four barricades no more than 6” long.
Set-up
1. Set the terrain as described in section 4.1.7, except that there must be at least five village buildings
in the table’s centre.
2. Deploy as normal.
3. The game lasts for twelve turns.
Victory
The defenders earn 2 On for each villager alive at the end of the game. The attackers earn 2 On for each villager
killed.
11.1.9 Dark Dominion
A shuten-doji (6.2) is stalking the table attacking anyone it comes across. The buntai must hunt it down.
Set-up
1. Set the terrain as laid out in section 4.1.7, except that there must be a building or a ruin in the table’s centre where
the shuten-doji’s lair is located.
2. Deploy as normal.
3. The shuten-doji has its own initiative and will seek to attack lone / vulnerable figures wherever possible. This will
usually work best if there is a referee available for the game who can control the actions of the shuten-doji.
Victory
The buntai which kills the shuten-doji earns 50 On.
11.1.10 Capture the Sashimono
In order to win a wager on which buntai is better two Leaders have agreed to a war game. Each side has a small
camp containing their buntai’s sashimono. The objective is be the first to hold the other side’s sashimono.
Set-up
1. Set the terrain as described in section 4.1.7, except that there are camps in diagonally opposite corners
in which the sashimono are held.
2. Deploy as normal.
Victory
To win, at the end of the turn a figure must be the only figure in base-to-base contact with their enemy’s sashimono
and not be in contact with any enemy figure’s base. This earns the figure’s buntai 50 On.
Note that no post-game survival checks are necessary for this scenario as by agreement any figure taken out of the
game is just wounded not killed.

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11.1.11 Escort and Ambush
One buntai is escorting an important person along a road from one table edge to the other. The other buntai must
stop them. Neither side can kill or harm the important person.
In the movement phase the important person will move with any figure that is in base-to-base contact with it. This
includes Running. The important person is Karma 6+, Speed +1 and has no armour or weapons.
Set-up
1. Set the terrain as described in section 4.1.7, except that there is a road running from one corner
to the other.
2. The escort deploys on the road in one corner.
3. The ambushers can deploy anywhere that is at least 12” from the road.
Victory
The escort buntai gains 50 On if they deliver their important person to the other end of the road.
The ambushers gain 50 On if they can capture the important person and take them off any table edge.
If the important person is accidentally killed the game ends at the end of that turn and the buntai which
kills him/her loses 20 On.
11.1.12 Seppuku
As a final act of defiance one buntai’s leader is going to commit seppuku to shame their lord. He has declared that
he will do this at sunset.
The second buntai have been sent with an order forbidding the act of seppuku. If they can deliver it before sunset
the first buntai’s leader must stay his hand. To deliver it the figure carrying the scroll must get into base-to-base
contact with the leader and still be alive (and not Knocked Down) at the end of the turn.
In order to prevent his disgrace the first buntai will do all in their power to stop the order getting through.
Set up
1. Set the terrain as described in section 4.1.7.
2. Deploy as normal, except that the first buntai’s leader is kneeling, meditating 3” in from the centre
of his table edge. He will not move during the game.
3. The game lasts for twelve turns.
Victory
If the leader of the first buntai can commit seppuku his buntai earns 50 On.
If the second buntai can deliver the order forbidding seppuku they will earn 50 On.
11.1.13 Stop the Ritual
A shugenja is performing a ritual in the centre of an abandoned temple (11.3.7). If he succeeds many innocent
people will die in the local town. He is protected by three shura (6.2) who will attack anyone approaching within
6” of him or Shooting at him from further away. The temple is also surrounded by sacred groves and other places
inhabited by kami; place at least six such terrain features within 15” of the centre of the table. See Sacred Places
(11.2.1) for more on the behaviour of the kami.
Two buntai have been sent by a local lord to stop the shugenja.
Set up
1. Set the terrain as described in section 4.1.7. Include an abandoned temple in the centre of the table
and add the six terrain features containing kami.
2. Deploy as normal. The shugenja begins in the dead centre of the table with his shura in base-to-
base contact.
3. The game lasts for twelve turns before the ritual is completed.
Victory
The buntai that kills the shugenja earns 30 On.
Killing members of the other buntai is only worth half as much On as normal as they are supposed to be
cooperating.
11.1.14 The Secret
Under a tree in the centre of the table sits a hermit monk who holds a terrible secret. He is surrounded by a wall
of flying knives that will attack anyone foolish enough to try and pass through them. The flying knives hit auto-
matically and the victim must make a Karma roll with a -2 penalty. The area surrounding the hermit monk is also
Sanctified Ground (11.2.8).
It is said that the hermit monk will only impart the secret to someone who is worthy. To be considered worthy the

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person must first step through the wall and survive.
Once the secret is imparted the hermit monk dies, the wall of flying knives disappears and a kami emerges from the
tree to stop the secret getting out into the world. It will pursue the keeper of the secret to the table edge.
Set up
1. Set the terrain as described in section 4.1.7. Include a great tree in the table centre under which place the
hermit monk. The wall of flying knives circles the tree 3” from its trunk.
2. Deploy as normal.
Victory
The figure who learns the secret earns 20 On for his buntai.
He gains a further 30 On should he make it off the table edge alive.
11.1.15 Several Funerals and a Wedding
A daimyo has a problem. He has a son who is eligible to be wed but two of his neighbouring daimyo have put
forward daughters to be married to the boy. So as not to insult either neighbour and possibly cause a war he has
decreed that his son will wed whichever girl reaches the wedding first.
Set up
1. Set the terrain as described in section 4.1.7. The wedding will take place at the centre point of one table
edge. Place the figure of the groom there waiting for his bride.
2. The brides’ escorts each begin on the opposite table edge and must deploy their buntai within 9” of the
nearest corner.
3. Neither buntai may contain any horses.
Victory
The buntai that delivers their bride first earns 50 On.
Killing a bride will lose the buntai that does so 20 On.
11.1.16 The End of the World
This is a fiery variant of ‘Death at Their Heels’ (11.1.7). The buntai have eight turns to get across the table to the ship
awaiting them on the coast.

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Behind them a volcano is spewing rocks and ash; at the end of turn eight it will let loose a pyroclastic flow that will
wipe out all life still left on the table.
The ship only has room for six figures, once they are aboard it will depart. It will do so anyway at the end of turn
eight regardless of whether anyone is on board. The ship’s crew will not allow fighting on board.
Due to the ash fall, at the end of turn three all terrain becomes one level worse for the purposes of movement,
which means open terrain will become type 1.
At the end of turn six all terrain becomes another level worse for the purposes of movement, which means open
terrain will become type 2. Also, the Twilight Complication (11.2.4) comes into effect and at the end of this turn all
buildings and areas of woodland count as being on fire.
Set up
1. Set the terrain as described in section 4.1.7 except that one table edge is the coastline and the boat
is waiting at the centre of that edge.
2. The buntai deploy on the opposite table edge at least 6” from the centreline and thus 12” from
each other.
Victory
The buntai earn 10 On for each figure they can get on board.

11.2 Complications
Adding one of these to your game can increase the challenge presented by a Scenario (11.1) and make for a more
interesting game. Obviously some Complications will not apply to certain Landscapes (11.3).
Agree with your fellow players if you want to add a Complication and then either choose one or determine one
randomly.
11.2.1 Sacred Place
In Nippon there is an abiding belief that many parts of the landscape are sacred. This may include pools, groves of
trees, huge boulders, forest glades and caves. These are usually preserved and attended to by the local people and
some may even have small shrines built into them.
Such areas may be protected by spirits of place called kami (6.2). The local people often form long term relation-
ships with such spirits to which they show reverence that borders on worship.
Disturbing such a sacred place is unwise; marching troops through it or fighting there could bring down the wrath
of the kami. Killing locals close to a sacred place could also cause the kami to attack.
• If armed figures move through a sacred place roll 1d10 and on a score of 1 the kami is roused.
• If figures fight in the sacred place roll 1d10 and on a score of 1, 2 or 3 the kami is roused.
• If a buntai kills a local within 6” of the sacred place roll 1d10 and on a score of 1, 2 or 3 the
kami is roused.
A roused kami will attack the nearest non-local figure first and will continue attacking until it kills the figure or
the figure flees from within 6” of the sacred place. The kami does not discriminate between sides, it just attacks the
nearest target. If it kills the nearest figure, or the figure flees out of reach, it will attack the next nearest and so on.
No kami can move more than 6” from its sacred place. If a turn goes by with no-one left to attack it will return to
its sacred place and become placid once more.
11.2.2 Fog/Mist
A dense fog has descended over the battlefield. At the beginning of each turn roll 2d10. The sum of the two dice
scores is the visibility distance in inches for the rest of the turn. You may not Shoot at any figure beyond that dis-
tance. If you roll a double 1 or a double 10 the fog lifts.
11.2.3 Collateral Damage
There are lots of civilians on the battlefield. Every time you miss roll the attack again and on a modified score of 10
or more you have killed a civilian. You lose 2 On for each civilian killed.
11.2.4 Twilight
The light is fading fast. At the beginning of the game you can see 24”. At the beginning of each turn that distance
reduces by 1”. You may not fire at any figure beyond that distance unless they are standing within 6” of a source of
light, such as a lantern, brazier or flaming torch.
11.2.5 The Authorities
By the end of turn six the noise of the battle has attracted unwanted attention from the local Authorities. A samu-
rai leader, a samurai bushi and six ashigaru from a Clan Patrol (or the local equivalent) will arrive in the centre of a

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random table edge. They will move towards the closest figure and begin making ‘arrests’.
If there are multiple figures they will break up into two sections one led by the samurai leader and the other by the
samurai bushi. They will continue until the game ends or they are all taken out of the game.
11.2.6 Earthquake
An earthquake has begun. Every turn at the beginning of the movement phase roll 1d10, on a 1 or 2 a tremor
occurs. Anyone in a man-made structure such as a building or ruins at the end of the Movement phase takes a hit
and must make an unmodified Karma roll.
11.2.7 Cloak of Night
Many subversive activities are best carried out at night. This changes the battlefield considerably. Unless you have
a source of light, or your target is illuminated, your line of sight is restricted to just 3”. Movement in darkness is at
half speed. At the beginning of the game agree with your fellow players all the sources of light on the battlefield.
These could be lanterns over doorways, the light coming from unshuttered windows, burning torches by the watch-
man’s hut, etc.
11.2.8 Sanctified Ground
Magical Powers do not work inside this area, nor can they be cast at or upon figures within it. Note that this does
not affect Ki Powers, which still work normally.
11.2.9 Rainy Season
During a rainstorm all visibility is reduced to 18” and the ground becomes Type 1 difficult terrain for the purposes
of movement but not cover. Firearms can only be fired from under rain-proof cover such as buildings. Fire attacks
still function in the storm but any figure hit is automatically extinguished at the end of the round, i.e. they do not
have to spend subsequent rounds attempting Karma rolls to put out the flames.
At the end of each turn roll 1d10. On a 10 the rain suddenly stops. If it has stopped then at the end of each follow-
ing turn a roll of 10 means it starts again. Even if the rain has stopped the ground is waterlogged and still counts as
Type 1 difficult terrain for the purposes of movement but other restrictions are lifted.
11.2.10 Winter
The landscape is covered in a blanket of snow and all water features are frozen over. All open terrain counts as level
1 Difficult Terrain for movement but not cover. Any figure trying to recover from being Knocked Down suffers a
Karma modifier of -1.
Figures moving over a frozen water feature must make a Karma roll or count as being Knocked Down. If they fail
their subsequent recovery roll they have fallen through the ice and are taken out of the game.
11.2.11 Place of Perfect Harmony
A single suitable terrain feature is assigned before the game as a Place of Perfect Harmony. This is usually a shrine,
pool, temple building or similar feature. While inside the place each figure’s ki refreshes automatically at a rate
of one point per turn at the end of the turn. No figure’s ki can refresh to more than they had originally. A terrain
feature that is a Place of Perfect harmony cannot also be Sanctified Ground (11.2.8) , though it can be protected by a
kami (6.2 & 11.2.1).
11.2.12 Flooded Fields
All open ground that is not covered by a road or buildings is flooded paddy fields.
Raised paths run around the edges of all paddy fields allowing movement in single file. The fields count as Type 2
Difficult Terrain for movement but provide no cover. If a figure is Knocked Down in a paddy field their recovery
Karma roll is at a penalty of -1.
11.2.13 Unstable Ground
The ground in certain parts of the field of battle is slippery, broken, moving or otherwise difficult to safely move
across. Any figure trying to move more than half its normal move distance in such an area must make a Karma roll
or be Knocked Down. This happens at the mid-point of their move.
The areas affected by this rule must be agreed by all players before the game.
11.2.14 Praying Monks
The centre of the table is inhabited by 1d10 praying monks. The players can take turns at placing these kneeling/sit-
ting figures within 6” of the table centreline at the beginning of the first turn. Anyone within 1” of a praying monk
counts as being on Sanctified Ground (11.2.8). The monks do not move or stop praying for anything short of their
death. If a monk is killed apply the Collateral Damage (11.2.3) rule.

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11.2.15 Religious Procession
A procession of at least ten people including priests, monks and a large, carried, holy icon or statue proceeds diag-
onally across the battlefield from one corner to the opposite corner. It comes onto the table at the end of turn two
and moves at 6” per turn at the end of each Movement phase. The devout members of the procession have Karma
6+ and, if attacked, continue regardless of any casualties they may take. If a member of the procession is killed
apply the Collateral Damage (11.2.3) rule.
11.2.16 Hidden Enemy
Sometimes a potential opponent will be concealed in an unknown location of the field of play. An example of this
is the lair of a trapdoor spider (6.2 – totate-kumo). This can be addressed in several ways:
• If you are fortunate enough to have a third party available (e.g. referee, waiting player not involved in this
game) they can decide the location for the Hidden Enemy.
• Agree a number of locations where the enemy is suspected to be hiding. Prepare a set of counters with
only one marked as the true location. Turn the counters face down and place them randomly at the
agreed locations. When a figure approaches within a pre-determined distance of one of those locations,
turn over the counter.
• Agree one or more areas on the table in which the enemy is suspected to be lurking. Every time a figure
moves within those areas roll 1d10; if a 1 is rolled then the figure has strayed close enough for the enemy
to spring into action.
When a Hidden Enemy is discovered it moves immediately after the figure which triggered its actions. It then acts
first in the initiative order in the Shooting and Fighting phases of that turn. On subsequent turns its place in the
initiative order is determined normally.
11.2.17 Armed Civilians
The locals often carry lethal weaponry. If a shot from a buntai figure hits or passes within 1” of an armed civilian
they will immediately return fire, if they have a ranged weapon, at the figure which fired. Unless otherwise agreed
at the start of the game, assume that the armed civilians are using the weapons shown on their figures. If an un-
armed civilian is engaged in Fighting then they will respond with improvised weapons or with their fists (Unarmed
– unskilled). Armed civilians do not usually wear armour.
An armed civilian has a Karma of 6+, FV+0, SV+0 and a speed of +0.

11.3 Landscapes
Nippon has a wide range of landscapes across which your buntai can do battle. Each landscape has a number of
unique features which give various advantages and disadvantages to the competing buntai. The following are some
examples of what you could choose to create.
Combining a Landscape, a Scenario (11.1) and perhaps one or more Scenario Complications (11.2) gives you an
enormous number of different potential games to play.
11.3.1 City or Town
‘Teeming’ is the word; lots of narrow streets and alleyways packed with stalls, handcarts and people of every de-
scription, punctuated by the occasional temple or palace. Most buildings of any importance have walled or fenced
courtyards and may be guarded. Few buildings will be over two stories tall and most will be a mix of stone and
wood construction with tiled roofs.
Although the common populace will be mostly unarmoured and unarmed all samurai and ronin men will carry
their daishō; samurai and ronin women will have tantōs. Important people may have guards and may also travel
by litter. Note that if a fight breaks out most samurai will defend themselves and their families but will probably
retreat from the source of the dispute and let the authorities sort it out.
Benefits: Plenty of cover.
Hazards: Poor lines of sight. Collateral Damage (11.2.3) and The Authorities (11.2.5) Complications will apply.
Note that the Authorities in a city or town are likely to be a Clan Patrol (10.4.4). You could also have a Religious
Procession (11.2.15) and/or the Armed Civilians (11.2.17) Complication.
Suggested Terrain: Many buildings packed in tightly together with lots of alleyways between them and occasional
squares.
11.3.2 The Imperial Palace
To be caught uninvited within the Imperial Palace is a death sentence, yet many would risk it to meet agents, steal
precious artefacts, assassinate their enemies and spy on the goings on of the Imperial Court.
The palace is a warren of buildings and gardens, with the occasional shrine.

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Benefits: Absolutely none.
Hazards: It is patrolled regularly by loyal samurai bushi and ashigaru (see Clan Patrol 10.4.4). The Collateral
Damage (11.2.3) Complication may apply. Some corners of the Imperial Palace are Sanctified Ground (11.2.8). You
could also add Praying Monks (11.2.14) or a Religious Procession (11.2.15).
Suggested Terrain: Ornate halls, passages and courtyards. Narrow corridors and hundreds of rooms.
11.3.3 Daimyo’s Castle
These magnificent fortresses, built over many centuries, are the power-bases for the daimyos and their refuge from
the raids that plague their lands. There are plenty of enemies with good reason to want to infiltrate, and maybe
even assault, such strongholds.
Benefits: Excellent hard protection for the defenders.
Hazards: A nightmare to assault, with regular guard patrols day and night; not a place to get trapped in. The Clan
Patrol buntai (10.4.4) should be used for most routine guard patrols but reaction forces of front line troops will be
on stand-by to respond. The Collateral Damage (11.2.3) and/or Armed Civilians (11.2.17) Complications can apply
for the many civilian functionaries to be found within the walls.
Suggested Terrain: A tall central building surrounded by smaller ones, then by a series of walls and finally by a 60’
deep stone moats that often holds dangerous Beasts (6.1).
11.3.4 Temple or Monastery
A temple or monastery may be either Shinto or Buddhist, though there are many sub-sects of each of these ancient
religions. In most cases these establishments will be inhabited by a large number of monks led by a senior gakusho.
Many of these holy sites are places of peace and tranquillity and are often seen as neutral ground in a countryside
at war. Most armed groups respect the sanctity of the temples; who wants to offend a god? However, the temples
sometimes give aid, including armed monks, to certain factions and so themselves become centres of resistance or
strongholds.
Temples are often large complexes of well-made stone and wooden buildings and can contain many treasures. Be-
cause of this and the troubled times many are fortified as well as any castle.
Benefits: A well maintained and open layout is common. There will be cover from buildings and structures such
as bell towers and statuary.
Hazards: Monks are always about observing the various necessary rituals and the least of these can be regarded as
Armed Civilians (11.2.17) with Martial Artist – Basic ability. If roused by combat the Collateral Damage (11.2.3)
and The Authorities (11.2.4) Complications may apply.
Areas of the temple will almost certainly be Sanctified Ground (11.2.8) and some Shinto shrines may be Sacred
Places (11.2.1).
Suggested Terrain: A large main temple building, a range of smaller buildings and shrines, lots of statues, a
pagoda (only for a Buddhist location), a temple bell, open courtyards and gardens. The temple will probably be
surrounded by a stone wall.
11.3.5 Village
There are generally three types of village;
• An agricultural village where the main occupation is raising rice and vegetables. These are often quite
spread out with buildings clustered in small groups between the paddies.
• A coastal village where the main occupation is fishing. Houses are strung along a beach with many small
boats drawn up on shore. There will be racks for drying or smoking fish and rails for hanging nets upon.
• If the area is prone to flooding the houses may be raised up on platforms.
• A mountain village where the main occupation is cutting lumber and raising livestock. Terracing of rice
paddies can also occur. Such a village is often quite tightly packed on a hillside or down by a stream and
may be fortified against bandits and other terrors.
Most buildings are of wooden construction and many are thatched. Only the buildings of the more wealthy farm-
ers and elders will have any amount of stone in their construction. Villages on important roads may have an inn
and most have a small shrine to Buddha or to the local kami.
All villages will have a number of elders and an appointed headman. The villagers are generally loyal to their local
Lord and have a mostly dreary and unrelenting way of life. They are hardy folk but untrained in the ways of war-
fare and usually forbidden to bear arms.
Benefits: Plenty of cover from huts, outbuildings, stacks of goods, garden fences and carts. There may be a small
shrine.
Hazards: The local samurai will not appreciate having his peasants killed so The Authorities (11.2.5) Complication
may apply. Also the village shrine may have a kami protecting it and the people who tend its sacred place. Villagers
in an ikko-ikki region may also be counted as Armed Civilians (11.2.17).

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Suggested Terrain: A range of wooden thatched peasant buildings, many of them with fenced gardens and out-
buildings. The house of the village headman will be larger and there may even be a samurai house on the edge of
the village. Larger villages may have a roadside inn. Fishing villages may have boats drawn up on the beach and
racks of fishing nets.
11.3.6 Samurai Encampment
When a daimyo or other important samurai travels he does so with a large and well-armed retinue. If there is no
inn to commandeer overnight his retinue will set up an elaborate encampment instead.
Encampments consist of a variety of tents surrounded by tall cloth walls suspended from poles. The encampment
may also be divided up internally by further cloth walls. These often bear the mon of the clan. The purpose of
these walls is to declare the family and power of the travelling lord as well as to block line of sight for would-be
attackers.
Benefits: There is some cover inside the encampment provided by tents, horse pens, stacks of supplies etc. For the
defenders any intruders will stand out against the white cloth walls.
Hazards: The encampment will be protected by Clan Patrol troops (10.4.4). There will also be many Armed Civil-
ians (11.2.17), all loyal to the travelling Lord. Inside the encampment torches, lanterns and braziers will be strategi-
cally placed to prevent an intruder using the Cloak of Night (11.2.7).
11.3.7 Abandoned Temple
Over centuries many emperors and daimyos have come and gone and often their legacies are temple complexes. Re-
claimed by the forests, these can hide bandits, secret cults, occult knowledge and ancient treasures. They are very
popular as strongholds for ikko-ikki.
Benefits: Plenty of cover behind trees and stonework (restricted lines of sight and Type 2 or 3 Difficult Terrain).
Hazards: The Sanctified Ground Complication (11.2.8) may apply. You could also apply Unstable Ground (11.2.13),
Sacred Place (11.2.1) or Place of Perfect Harmony (11.2.11).
Suggested Terrain: Plenty of trees, dense undergrowth and overgrown ruins. Some sort of central temple
building.
11.3.8 Forests of the Tengu
Most of the forests of Nippon are managed and busy places. Woodsmen take lumber, coppice trees and bamboo
for fuel and poles, burn wood for charcoal, maintain the paths and respect the many kami that inhabit them. The
forests also serve as places for both ronin and bandits to hide from the samurai Clan Patrols.
Not so the forests of the tengu. These are mysterious places with labyrinthine paths, rolling mists and no people.
The woodsmen avoid these places and even will not live near them because of the tengu’s propensity for abducting
their children. There are also no kami here because the tengu forests border otherworldly realms inimical to them.
If you enter a tengu forest unarmed and bearing gifts you may be able to gain an audience with the tengu. Very few
such requests are granted and the visitors often find the paths leading them straight back out of the forest again.
Enter armed and you may never return at all.
Benefits: There is lots of cover in a tengu forest giving those who favour stealth many opportunities. The tengu
and their human servants are able to pass through any cover as if it were one difficulty level less; note that this only
applies in their own forests and represents their local knowledge.
Hazards: Visibility may be reduced due to mists and dense undergrowth. If none of the buntai are tengu then
there may be one or two tengu bushi guarding paths or cavern entrances. These will be hostile to all trespassers.
Within the forest there may be areas prone to Fog/Mist (11.2.2) or even a Place of Perfect Harmony (11.2.11).
Suggested Terrain: Dense forest with numerous paths looping around and many ending for no reason. There will
be a series of clearings along these paths and one of them may have an entrance to a tengu cavern.
11.3.9 Forgotten Village
There are many reasons that a village might become isolated from its neighbours. It may end up in a no-man’s land
between warring clans, it might have suffered from plague or other-worldly infestations, it may also have been tak-
en over by bandits where the local Lord has neither the time nor the resources to eject them due to pressing matters
elsewhere.
In any case these forgotten villages become festering sores on the landscape. The fields become untended, the peo-
ple weak, their houses ruinous and livestock allowed to roam as they please. Often the locals become aggressive and
undisciplined, treating travellers and strangers with contempt or even attacking them in an attempt to rob or drive
them away.
If left for too long such a village can become a source of rebellion and brigandry.
Benefits: Few except that the complications Collateral Damage (11.2.3) and The Authorities (11.2.5) will not apply
here. It is essentially a free fire zone.

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Hazards: Almost certainly the complication Armed Civilians (11.2.16) will apply. The buildings are often unsafe
and liable to collapse so they count as Unstable Ground (11.2.13). There may also be resident bandits or
kabuki-mono.
Suggested Terrain: As for any other village but emphasise the dilapidated nature of the place. There may be barri-
cades across the streets and many houses may have been fortified.
11.3.10 The Demon Caves of Mount Fuji
These are possibly the most dangerous place in Nippon and no buntai should enter unless their mission is of the
greatest importance. Rash indeed is the human who would raid the realm of the oni, bakemono and other demonic
races and beasts. This is why all the daimyos send volunteers to serve in the Iron Castle of Lord Taira which faces
the main entrances to these caves.
The Demon Caves consist of hundreds of caverns connected by wide passages that lead right into the fiery heart
of Mount Fuji. The very air is filled with noxious fumes and few men can endure for very long without becoming
overcome. Many of the caverns are empty but some are used as bases of operations for the various feuding demon
clans. These caverns are fortified and well-guarded.
There are others that are sacred to the oni and bakemono and may contain great treasures stolen from the human
world and left as offerings to their gods. It is these that frequently draw foolish mortals to venture into the caverns.
Benefits: None at all unless you are an oni, bakemono, spirit creature or otherwise immune to the noxious fumes
(see below).
Hazards: Oni, bakemono and other demons may be encountered here. The lighting in the caverns is variable so
some areas may be under the Cloak of Night (11.2.7) while others may have the Twilight Complication (11.2.4).
Lava flows and pools may be encountered which constitute Impassable Terrain (4.1.3). The Unstable Ground Com-
plication (11.2.13) may apply in some areas while others may be Sanctified Ground (11.2.8). After twelve turns the
noxious fumes will start to affect any figure which is vulnerable to them. Each turn thereafter, before a figure can
be moved it must make a Karma roll or be Knocked Down for the remainder of that turn.
Suggested Terrain: Mark out several, irregularly-shaped caverns of varying sizes on the table and link these
with wide passageways. Each side of the table should have more than one entrance into the network. One or two
caverns should have lava pools or flows. If they are flows then there maybe stone bridges over them. Add large
boulders to some caverns.

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12.0 Campaigns

12.1 Introduction
The purpose of a campaign is to allow players to fight a series of battles during which they use the same force and
which culminate in an overall victory for one player or faction. Each individual engagement forms part of an over-
all story arc that leads to a grand finale.
The narrative is paramount here; if there is no narrative then you are just playing a league. Some suggestions for
such narratives and their grand finales are provided in this section.

12.2 Structure and Narrative


The first step in a campaign is to determine whether players will play as individuals or as part of a faction. In
mystical Nippon there are many factions which are served by a range of possible buntai. For example a particular
daimyo’s faction may include the Shogun’s Troubleshooters, Clan Patrols, Sōhei Monks from an allied monastery,
even Ninja. An opposing peasant faction could include Ikko-ikki, Ronin, Bandits and Sōhei Monks from another
monastery. An alternative could be a criminal faction containing Bandits, Kabuki-mono and Ninja buntai. It can
be fun to play as part of a faction as you have allies to plot with between games.
The second step is to determine if this is to be a territorial campaign or a quest.
• In a territorial campaign the main objective is to take and hold territory for your master or faction. Here
a map of a province comes in useful.
• In a quest campaign there is a final objective that all players or factions are working towards such as the
usurpation of a samurai clan, the freeing of hostages, the shaming of a powerful individual or the
acquisition of a sacred object.
A simple campaign between two players is a series of battles leading up to a grand finale. Either one player can
suggest a suitable narrative that involves the scenarios, complications and landscapes for each game or the players
can cooperate to produce these between them. It is important to have a story line that links the games and the end
objective as this brings the whole campaign to life.
An interesting alternative to this is for each player to write up an agreed number of individual games on index
cards to produce a pack, then just before each game a card is chosen at random from the pack.
Where you have more than two players you can still follow the rules above for creating the framework of the cam-
paign. At each step of the campaign players are matched up using a random process or following a pattern so that
they have different opponents each week.
In any case all players should be brought together for the grand finale. If there are more than two then the table
size may have to be increased.
It is suggested that a short campaign consists of three battles followed by a grand finale. For one that you wish to
cover a season, especially in the case of a territorial campaign, we recommend six or seven battles before the grand
finale. The length of your campaign though is entirely up to you.

12.3 The Points Pool


Players begin the campaign with an agreed number of points to spend on their buntai. We recommend that this be
about 400. This is called their ‘Points Pool’ and represents the resources available to the buntai during the cam-
paign. These resources may come from their patron or their own war chest.
In each game each player may only deploy up to 250 points of troops unless otherwise stated by the scenario or
agreed between the players. As they lose figures to failed post-game survival checks their Points Pools reduce by
the points values of those lost troops. Throwing men away needlessly can thus become an expensive exercise and
sometimes an orderly retreat can be the best option.
Fortunately during a game each player will earn On points. At the end of each game these are added to the player’s
Points Pool. Thus the earning of On has more effect on the game than just determining victory in a single scenar-
io. A successful buntai could build up a total above the 400 it started with which might allow it to be a bit reckless
occasionally.
Note that during the campaign players do not need to have a pre-prepared list representing their whole points pool,
only a list for each game.

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12.4 Capture and Ransom
At the end of a game any figures that have been taken out of the game, or are Knocked Down when it ends, may be
captured (see 3.7.4 Survivors and Prisoners).
A player may buy back captured figures from their opponent in between campaign games. It is a matter of honour
to allow this to happen. The cost of ransoming a figure is half of its points cost, rounding up, paid by the ransom-
ing buntai to the buntai holding the captive.

12.5 Rewards for Success


In each individual game in a campaign one buntai emerges victorious. In addition to the On points they have
earned the victor can then choose one of the following tactical advantages to be used in the next game.
Examples may include:
• Choose and deploy the terrain, or
• Choose their deployment point (in line with the Scenario’s deployment rules), or
• Add or remove one Scenario Complication, or
• Deploy up to three non-leader figures as scouts, up to 6 + figure Speed inches into the table
before the first turn.

12.6 Battles
Each battle should follow a Scenario either devised by the players themselves before the campaign or chosen from
those in this book (see 11.1).
The Landscape across which this is to be fought could be based on the area being fought over in a territorial
campaign. For example, if that area of the province is marked as mountainous then the Mountain Village (11.3.5)
might be a good choice. Otherwise it could be selected by the players during the pre-campaign preparation stage.
In either case it could be unique or drawn from those available in this book (11.3).
The Landscapes in this book suggest suitable Scenario Complications (11.2) to add in order to make the engagement
more interesting.
With over three thousand possible combinations of Scenarios, Complications and Landscapes it should not be diffi-
cult to create a fascinating and original series of battles to play.

12.7 Grand Finales


We recommend that in the grand finale of a campaign each buntai fields a force using their entire Points Pool. If
you do this then we recommend that each force should have at least one, and no more than two, leader figures per
100 points deployed or part thereof. Each named figure can only be represented once.
This will then make for a big game and a fitting end to the whole campaign; it will take a significant length of time
to play!

12.8 Victory and Player Awards


At the end of the campaign the winner(s) are those that met the campaign’s objectives. However, in such a large
and cooperative enterprise there is plenty of opportunity to award other players for specific sub-objectives or events
as well as the manner in which they conducted themselves.
Here are a few examples:
• The Most Unlucky: given to the individual figure that died most often or most spectacularly.
• The Demon Slayer: given to the player whose buntai killed the most Magical Creatures during
the campaign.
• The Most Glorious: given to the player whose buntai scored the most On points in a single game.
• The Boken (wooden katana): given to a player who lost every single figure in a single game – in the
shortest number of turns if there is a tie.
• The True Samurai: given to the player who, in the opinion of his peers, exemplified the Code of Bushido
during the campaign.
• The Butcher: given to the player whose buntai killed more civilians than any other.
• The Sensei: given to the player who won the most individual games during the campaign; if there is a tie
compare the total On points scored.
• The New Shōgun: given to the player in the winning faction who scored the highest overall On, unless
they have no leaders left after the Grand Finale.

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12.9 The Campaign Journal
During a campaign it is useful to keep a journal. This could be as simple as just recording wins, losses, On points
gained and lost etc.
However, it can be wonderful if one or more players are willing to write up after action reports and put these into
the journal as well. It adds to the narrative feel of the campaign and gives impetus to the players’ actions in future
games.
If you choose to produce a collaborative journal we suggest you make one player the editor, whose responsibility it
is to collate and present all the material. He should be given an award as Campaign Scribe at the end.

12.10 An Example Campaign


A story has been circulating the province that a farmer found and then reburied a cache of tengu blades. Several
12.0 have
factions Campaigns
sent trusted men to search for clues to this cache and recover these valuable weapons.
This is a campaign between two opponents which they have decided to play across five battles and a grand finale.
12.10
The table An
belowExample
summarisesCampaign
the steps of the campaign.

Stage Scenario Complications Landscape


Battle 1 11.1.2 Bring them back alive 11.2.17 Armed Civilians 11.3.5 Village
The buntai need to capture the villager who claims to have found the cache. His neighbours may come to
his aid.
Battle 2 11.1.12 Escort and Ambush 11.2.2 Fog/Mist A lonely road through a misty
forest
The buntai who captured the villager need to get him to their hideout in a local town before they can
interrogate him.
Battle 3 11.1.4 Breakthrough 11.2.3 Collateral damage & 11.3.1 A City or Town
11.2.5 The Authorities
It seems the boastful villager only knows of a hermit who may know of the location of the cache and the
buntai must now break out of their hideout in the local town to follow this lead.
Battle 4 11.1.5 The Secret 11.2.8 Sanctified Ground 11.3.4 Temple or Monastery
11.2.14 Praying Monks
The hermit lives in a small Buddhist monastery and will only reveal the secret of the location of the cache to
one he considers worthy. The monks may fight to defend their monastery if disturbed.
Battle 5 11.1.6 The Outpost 11.2.12 Flooded Fields 11.3.5 A village
The buntai with the secret have been caught up with and cornered by the other buntai. They have sent for
reinforcements and are holed up in the village Inn. If they lose the other buntai learn the secret too.
Grand 11.1.1 Search and Recover 11.2.4 Twilight 11.3.7 Abandoned Temple
Finale Set-up 2 11.2.13 Unstable Ground
Any buntai knowing the secret arrives on the table on the first turn of the game; those who do not know the
secret arrive on the second turn.

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Glossary
Glossary

Term Definition
aiguchi Dagger
Professional peasant soldiers, usually lightly armoured and mobile; literal
ashigaru
translation “light feet”
bakemono Nipponese goblin from the demon realms
bakemono-kunshu Goblin lord
bo Quarterstaff
buntai Unit, squad or company
bushi Warrior
bushido Warrior’s code of conduct; literal translation “the way of the warrior”
chunin Second rank ninja; captains
churo Second rank samurai
dai-bakemono Greater goblin
dai-kyu Long composite bow
daimyo Lord
Pair of blades worn as status symbol by male samurai and ronin; usually
daishō
katana and wakizashi but other combinations are possible
dojo Training school for fighting arts
eta Nippon’s lowest social caste
FV Fighting Value – represents the figure’s ability in close combat
gai-jin Foreigner / foreign devil
gakusho Priest
geisha Female entertainer, usually high-class and expensive
genin Third rank ninja; experienced operative
haiku Formal, stylised poem
han-kyu Short composite bow
hatamoto Senior advisor to a daimyo
heimin Nipponese social caste – peasant
higuma Bear
i Boar
igaku Physician skill
ikko-ikki Rebels who have risen up against samurai rule
inu Dog
jingasa Conical helmet
jitte Dagger with tines; used to disarm opponent
jo Short fighting stick
jonin First rank ninja; clan leader
kabuki-mono Psychopathic criminal gang
kabuto Armour helmet providing neck and face protection
kama Sickle; farm implement used as a weapon
kami Personification of a magical spirit

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kanabō Quarterstaff made from both wood and metal
kappa Water-demon; combination of human and turtle
A combination of fate, luck and willpower with multiple purposes in the game,
Karma
the main one of which is a “saving throw” when a figure is hit
katana Long sword
kenjutsu Swordsmanship skill
ki Inner life-force which can be focused to achieve extraordinary feats
kiseru Iron tobacco pipe; can be wielded as a weapon
kitsune Magical creature capable of changing form between human and fox
kobura Viper
kojin Shark-man; magical creature
koshogumi First rank samurai
kumo “Spider thing” (usually giant)
kunoichi Female ninja
kusari-gama Sickle and chain
kyujutsu Archery skill
masakari Battleaxe
mi Serpent
monomane Disguise skill
mujina “Faceless one” – magical creature which feeds on fear
mukade Giant centipede
Polearm / halberd consisting of wooden haft with sword blade; slightly shorter
nagamaki
version of naginata but the two are the same for game purposes
Polearm / halberd consisting of wooden haft with sword blade; slightly longer
naginata
version of nagamaki but the two are the same for game purposes
nekode Clawed gloves – improve unarmed Martial Artist strikes
ni-to Two-weapon skill (e.g. ni-to-kenjutsu is the skill of fighting with two swords)
ninja Famed spies and assassins
ninjato Long sword used by ninja
ninjitsu Ninja skill of moving without being seen or heard; “one with the shadows”
nodachi Two-handed sword
noh Method acting; a popular style of play among the Nipponese nobility
nunchaku Rice flail; farm implement used as a weapon
o-bakemono Ogre
o-yoroi Heavy armour; made to fit and only available to the richest samurai
ōdachi Two-handed sword
okami Wolf
on Honour; measured as points within the game to determine victory
oni Large, fierce, tough magical creature from the demon realms
ono Two-handed axe
ronin Samurai without a master to serve; frequently mercenary or bandit
ryu Training school for fighting arts
sai Dagger with tines; used to disarm opponent
sake Rice wine

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same Shark
Nippon’s highest social caste, always in service to a daimyo; literal translation
samurai
“to serve”
sashimono Flag, often carried on the back of an individual warrior
One who has completely mastered a combat skill and teaches it to others;
sensei
“master and teacher”
seppuku Ritual suicide
shishi Lion-dog
shōgun Military dictator ruling over all of Nippon
shoryo Spectre
shugenja Wizard
shuko Clawed gloves – improve unarmed Martial Artist strikes
shura Warrior ghost
shuriken Throwing stars
shuten-doji Nipponese vampire (not an undead creature)
sōhei Buddhist warrior-monk
sojutsu Spear-fighting skill
Speed Indicates how much faster and more agile a figure is than human average
sumo Unarmed martial art
SV Shooting Value – represents the figure’s ranged combat ability
tachi Long sword
tako Giant octopus
tantō Dagger
tengu Bird-men; magical creatures
teppô Arquebus
tetsubo Quarterstaff made form both wood and metal
tonfa Side-handled baton
tora Tiger
uma Horse
umamawari Third rank samurai
wakizashi Short sword
wani Giant crocodile
yadomejutsu Skill of dodging or deflecting missiles; “arrow-cutting”
yakuza Organised criminal gangs; members are usually ronin and heimin
yamatokage Giant lizard
yari Spear
yari-nage Javelin
Small wooden dumbbell shaped objects – improve unarmed Martial Artist
yawara
attacks

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Notes

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Other titles by the same authors
Available from Osprey Publishing (www.ospreygames.co.uk) and Northstar Military Figures
(www.northstarfigures.com).

IN HER MAJESTY’S NAME


It is 1895 and the world is in turmoil. The Great Powers compete for resources
and the latest technology, and an undeclared and secret war rages between them
all. This is the background of the Adventuring Companies. These clandestine
agents of the Great Powers operate in the shadows, matching skills and wits
in pursuit of the newest scientific formulae or powerful occult artifacts. In
Her Majesty’s Name sets these Adventuring Companies against each other in
one-off encounters and in longer narrative campaigns. Companies are usually
comprised of 4-15 figures and two players could easily play three games in an
evening. The rules have been designed to allow maximum versatility for each
player – if you can imagine it, the system will help you build it. There is, howev-
er, a wealth of ready-prepared material covering weird science, mystical powers,
and a range of pre-generated Adventuring Companies, including the British
Explorer’s Club, the Prussian Society of Thule, the US Marine Corps, the Légion
Étrangère, the revolutionaries of the Brick Lane Commune, and the mysterious
Black Dragon Tong.

HEROES, VILLIANS AND FIENDS


A companion for In Her Majesty’s Name

It is 1895 and the future depends not upon the actions of governments but upon
those of the Adventuring Companies, and will be shaped by countless engage-
ments in city streets, ancient ruins, dense jungles, high mountains and bound-
less deserts. In America, good men fight to preserve their hard-won liberty and
the great drive west is stalled by Native American mystics and powerful outlaw
gangs. In Africa, native forces fight to push back the Pax Britannica – no longer
is a Lee-Metford rifle and a disciplined resolve enough to put the foe to flight.
In Europe, darkness gathers around the Austro-Hungarian court and the Great
Powers watch warily, knowing its fall could precipitate a war to end all wars.
Heroes, Villains and Fiends presents new Companies, from the rebellious Zulu
and Apache to the spies of the Okhrana and Secret Service, and the mysterious
forces of such groups as the Knights Templar and the sinister Hellfire Club.
With equipment, Talents and Mystical Powers, additional scenarios and a sample
campaign, Heroes, Villains and Fiends opens up new possibilities for In Her
Majesty’s Name.

SLEEPING DRAGON, RISING SUN


A companion for In Her Majesty’s Name

In the West, the Great Powers send their agents into the ailing Austro-Hungari-
an and Ottoman empires but stop short of overt acts of aggression. In the East,
however, conflicts between rival factions regularly erupt into open warfare. In
India, the British Raj faces the machinations of rebellious maharajas, Russian
agents and a resurgent Thugee cult. In China, the Celestial Court weaves a com-
plex web of plots and alliances to counter both the external threat of the Great
Powers and the internal menaces of mutinous warlords and an ancient power
that has arisen and seeks to return to the Jade Throne. Across the pirate-infested
South China Sea, Japan has established itself as a new Great Power and is start-
ing to forge its own empire despite unrest from rebels and insurgents at home.
Throughout the entire region treasure-seekers, mercenaries and adventurers
of all stripes take advantage of the chaos to seek glory and riches. With new
equipment, Talents, Mystical Powers, scenario options and a horst of Adventur-
ing Companies, Sleeping Dragon, Rising Sun reveals the mysteries of the East to
players of In Her Majesty’s Name.

94 Daishõ

Licensed to Marta Bueno. Email address: martusbartus96@gmail.com


Daishō
Skirmish warfare in mythical Japan

Have you ever wanted to replicate the incredible feats of swordsmanship you see
in movies like 47 Ronin and 13 Assassins? Stand surrounded by half a dozen
angry Ashigaru and then, in a single fluid motion, strike them all down?

Bring forth fiery darts from heaven and hurl them at your THIS BOOK PROVIDES:
enemies? Face demons from the pits of hell? Disarm and • The core rules of play.
hammer an arrogant Samurai lord into the dust with your • The complete points system so you can create
bare hands? your own forces.
• Full listings for twelve unique forces.
You can do this and much more if you play Daishō, skir- • Armour, weapons and equipment, both mundane
mish wargaming in mythical Nippon. This game allows and magical.
players to field forces of five to fifteen miniatures in a game • Listings of skills, heroic ki powers and
you can easily complete in an evening on a space only a magical powers.
yard square. The rules are short and simple to learn – few • Fifteen scenarios, supported by seventeen scenario
players need to refer to them after their second or complications.
third game. • Ten detailed landscapes for you to play across, and
• Simple, yet rewarding campaign rules.

Licensed to Marta Bueno. Email address: martusbartus96@gmail.com

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