Beruflich Dokumente
Kultur Dokumente
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.
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.
2 Daishõ
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?
Daishõ 3
Glossary 90
4 Daishõ
6 Daishõ
Daishõ 7
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).
8 Daishõ
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.
10 Daishõ
Unlike Ki Powers, Magical Powers can be used as often as desired through the game, though each figure may use no
Daishõ 11
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.
12 Daishõ
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.
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
14 Daishõ
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).
Daishõ 15
16 Daishõ
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.
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.
Daishõ 17
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!).
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
18 Daishõ
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.
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
Daishõ 19
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.
20 Daishõ
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.
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.
Daishõ 21
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.
22 Daishõ
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.
Daishõ 23
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
24 Daishõ
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.
Daishõ 25
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
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.
26 Daishõ
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.
Daishõ 29
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
30 Daishõ
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.
Daishõ 31
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”.
32 Daishõ
Daishõ 33
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.]
Daishõ 35
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.
36 Daishõ
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).
Daishõ 37
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
38 Daishõ
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
Daishõ 39
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
Licensed instead
to Marta ofEmail
Bueno. the normal -4. martusbartus96@gmail.com
address:
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).
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
Daishõ 41
Daishõ 43
Daishõ 47
48 Daishõ
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.
Daishõ 49
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.
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
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
Monk, initiate 5+ +1 +1 +0 9 Bo
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
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
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
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
56 Daishõ
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
Daishõ 57
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.
58 Daishõ
Daishõ 59
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
60 Daishõ
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).
Daishõ 61
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),
62 Daishõ
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
Daishõ 63
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.
64 Daishõ
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
Daishõ 65
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.
66 Daishõ
Daishõ 67
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
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
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.
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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
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.
72 Daishõ
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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11.2 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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80 Daishõ
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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82 Daishõ
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84 Daishõ
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.
86 Daishõ
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.
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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
90 Daishõ
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92 Daishõ
Daishõ 93
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.
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
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.