Professional Documents
Culture Documents
Rich Jones
The actual core structure of feudal Japan remained remarkably stable throughout its history until the
introduction of Christianity and western influences. T here existed a caste system which governed actions
throughout society, moulded everyone into set role and spawned the saying,
The nail whose head sticks up, gets hammered down.
However the country saw centuries of civil war as one faction vied for power over another. Sometimes there
was a strong central government run by proxy power from the Emperor, who was regarded as divine. At
other times a local feudal ruler grew in power until they ruled the country as the Shogun.
You can base your games in any period that takes your fancy. Maybe the Shogunate is weak and the local
Daimyo see the opportunity to build wealth and power, maybe even going for the Shogunate itself. Maybe
the Government is strong and unrest low. Materless, out of work samurai (ronin) wander the land looking for
employment. Some may turn to crime and join the building Yakuza or gangster class. In other scenarios the
Shogunate may be corrupt and ruthless, ninja and yaukuza figures may then become Robin Hood type
characters. Read the manga, watch the chanbarra videos and scenarios will be rife!
The aim of the rules is not to give a super realistic combat game with detailed location tables giving you an
amount of guts flowing out of a sword wound. Instead we aimed to give a fast play samurai based skirmish
game. Played with up to 10 figures a side, it is affordable and easy to set up. The action is based on the
happenings in, chanbarra films the Japanese equivalent of the western.
Chanbarra films spawned a lot of Hollywood western films such as The Magnificent Seven and even
action films such as the Star Wars series. T he on screen and even the on board action revolves around
larger than life charismatic figures, these are surrounded by retainers whose life expectancies rival a Star trek
extras screen time. Combat is quick and usually brutal, without the prolonged combat of kung fu films and
without superhuman feats. Another aim of the rules was to have games lasting no longer than 40 minutes,
allowing it to be a filler on our club nights.
Your main character or characters will be members of the BUKE, the military aristocracy. This includes all
Samurai classes from the Daimyo who is head of the clan to Ronin who is masterless , wandering fighters
trying to make a name. The warriors surrounding him will be retainers, usually Ashigaru, clothed and armed
by their Lords and who remain fiercely loyal to him.
Sometimes your characters will be of the lower castes, and you cant get much lower than the yakuza and
ninja. T he terms gangsters and assassins are usually bandied about (maybe not in their direct presence), yet
medieval Japan is full of tales of members of these two castes being Robin Hood style characters.
Your leader is the main character of your group. Usually it will be a samurai of high standing, a Daimyo
(Local lord) or even the Shogun (Ruler/King). However if you are playing the darkside then the figure will
be a Ninja Jonin (leader) or Yakuzza (boss).
Their right hand man will be a combination of bodyguard/champion/ advisor called in this game the
yojimbo. T his character will be fiercely loyal to the leader, throwing their life down to protect them. The
yojimbo will normally be the groups ass kicker. The rest of the group will be the vassels of the leader.
Samurai, ashigaru and ninja figures may be hatimoto loyal to the leader. The retinue of yakuzza differ
slightly, they may be fiercely loyal to the boss but on the other hand may be bound to them only by fear.
Once these followers see proof that someone may be even harder they may well defect.
Weapon skills may only be purchased up to a skill level of 2. Higher skill levels than this are scenario of
character advancement driven (campaign rules to follow).
PERMITTED LEVEL
Kenjutsu
Iaijutsu
Bojutsu
Kyujutsu
Sojutsu
Shurikenjutsu
T essenjutsu
Kusurijutsu
Daikentaijutsu
DES CRIPTION
Sword skill must have level one to use sword. At level 2 you get -1
on hit roll. Then a further 1 for every level.
Allows you to draw and cut in 180 degree arc in one action At level 2
you may draw and cut in a 360 degree arc. Then a further 1 for every
level.
Stick fighting - must have level one to use sticks except for improvised
weapon. At level2 you get -1 on hit roll. Then a further 1 for every
level.
Archery - must have level one to use bow. At level 2 you get -1 on hit
roll. Then a further 1 for every level.
Spear fighting - must have level one to use spear except for improvised
weapon. At level2 you get -1 on hit roll. Then a further 1 for every
level.
Throwing stars and spikes skill level 1 allows use of throwing spikes
and stars. Level 2 allows -1 on hit or taking wound level up one. Only
up to level 2 allowed.
Small club fighting - must have level 1 to use the variety of small
weapons
Ability to strike with flexible weapons such as chains and weighted
ropes. Applies to weapons such as kusurifundo (chain) and to chains
and ropes attached to other weapons. At level 2 you get-1 on hit. Then
a further 1 for every level.
Unarmed striking skills uses taijutsu (body technique) to fight. At
level 2 you get 1 on hit. Then a further 1 for every level.
OKUDEN
Okuden are the secret oral transmissions of the Ryuha (martial schools) they were only taught to a few
students. Therefore only Samurai and Ninja leaders or Yojimbo are allowed to buy Okuden. T he point cost
for each okuden is 4.
O KUDEN
Lightening strike
Reverse cut
hurling strike
Returning strike
Genkotsujutsu
DESCRIPTIO N
Immediate second strike at +1 to hit. Only allowed if first strike hits.
Allows 360 degree strikes without changing face
Can throw any normal hand weapon 4 for normal damage
Allows user to strike with chain weapon attached to other weapon and ret rieve the end in one
action.
Precision striking, allows +x on wound chart in exchange for +x to hit.
Leaders may buy one more card out of their points allowance. Ninja leaders may buy up to two more cards.
ACTIONS
In one action the figures can:
MOVE see chart below
ST RIKE strike with any weapon
PREPARE WEAPON drawing sword, getting into suitable kamae (stance) with any other
weapon. A weapon must be prepared to be used and all characters start the game with
unprepared weapons.
AIM used with projectile weapons to increase chance to hit 2 on throw.
T HROW OBJECT used for any object.
RECOVER use d when figure is demoralised. Make a normal save.
RECOVER FROM OR GO T O A PRONE POSIT ION
RET RIEVE retrieve weighted chain distance weapon .
PICK UP OBJECT pick up any suitable object, If the object is deemed to be normally to
heavy/big etc make a save throw (at agreed modifications). NOTE: to drop any weapon or object
is free.
SPRINT see movement section.
Ranges are given in inches and are for 42mm figures, but have been play tested with 28mm figures and give
a good game. Alternatively you could divide figures by 75 percent.
MOVEMENT
Movement per action are shown below.
Sprint Action When a character sprints it is a risk, they may stumble and fall etc. To simulate this the
character throws a D6 and consults chart below:
1
2
3
4
5
6
Only one sprint action can be used per card unless the character is unarmoured.
Obstacles throw D6 for obstacles up to head height.
1
Full movement over obstacle
2
Half movement over obstacle
3,4 & 5 Just move over obstacle
6
Failed, no move
MO VE
Open
Ground
Rough
Ground
Track or
Road
Wood
Area
Fording
Steep
Incline
Crawl /
Climb
Leap
Ver/Hor
Heavy armour
1/2
Light armour
1/3
Unarmoured
1/3
Kimono attired
NA
COMBAT
Combat is decided in two stages. Firstly your strike is judged to be on target or not. Failing the roll shows a
misjudgement on your part. Maybe your MAI (combat distancing) was off due to a distraction etc. To add
colour to the battles think of a roll equal to the base number required as just being a strike on target. The
further towards 10 you get the worse the strike. The nearer to one you roll the better the quality of the strike.
A throw of 1 means it was a superb strike and in game terms it has negated any saving throw!
If a strike is on target your opponent then tries to negate the strike, either by taijutsu (natural movement) or
by the armour deflecting the strike. In other words they get a saving throw, which is modified. A natural one
is always a save, a natural ten on the die is always a fail.
T he base number required for a strike to be on target is dependent on the intrinsic skill that you have with
the weapon and the skill of your target. The table below shows which number you must equal or throw under
on a D10 under to ensure your strike is on target.
TARG ET
Leader/Yojimbo
Leade r / Yojimbo
Group membe r
Commone r
10
MODIFIER
-2 on roll if ranged weapon
is aimed on previous card.
+1 on roll for displaying
flashy bugei work.
There may be an obstacle in your way when attacking an opponent, they may be defending a wall for
instance. Approximate (best done before game so all terrain features are rated) percentage of body cover the
obstacle gives. Minus 2 0 percent if the figure hit over the obstacle on their last action. If the strike is an
aimed projectile minus 10 percent. If the obstacle is soft cover that would only hinder the strike then halve
and round down the dice throw needed.
Convert the percentage to a D10 roll (eg 60 percent becomes a 6) and this is the number that has to be beaten
for strike to miss obstacle.
NOTE: this negates having a modifier to save roll for cover.
If a hit is inflicted then the target must roll under the figure below to try and negate the strike. Look up base
save and add any modifiers. Roll D10 any roll UNDER base figure negates the strike.
Le ade r / Yojimbo
Group membe r
Commone r
If the strike inflicts damage the attacking player rolls on the wound table. This may be modified by +1 by
some bugei or okuden.
Roll
Effe ct
Stunned
Light wound
Heavy wound
Kill
Kill
10
Gory death
+1 for :
Any piercing wound wounds inflicted by yari at full combat
distance. Sword strike on a hit roll of 2 or 3.
-1 for :
Being leader or yojimbo
-2 for :
Any wooden weapon.
Any blunt weapon.
Any improvised weapon
EFFECTS on targe t
Flesh wound BAKA! - laugh in your opponents face!
Stunned Dame Desu Neh ! +1 on saving throw and to hit until you regain composure , this takes a
card and a save throw.
Disarmed drop primary weapon.
Light wound Itai Desu! As well as being stunned you also now lose your free spin. If thats
already gone then you lose an initiative card.
Prone the force of the blow put you down on the floor, if hit from behind you are on your
stomach!
Heavy wound Lose free spin , if this has gone lose initiative card. +1 on ALL rolls
Very heavy wound Dai Itai, boku ga baka desu. Immediate loss of 1 initiative card. +2 on ALL
rolls.
Kill lets hope you visited a shrine lately!
Gory Death while you cant personally appreciate the sight, bits of your body were flying around
everywhere. If you are a leader this has an effect on any member of your retinue that come within 6
of the bits!
Optional combat rule a leader or yojimbo may opt to make all damage none lethal in a combat. They must
stipulate this before the combat begins. On a heavy wound to Kill result the opponent is subdued (knocked
senseless).
unless you have the specific okuden (special skill). Being a projectile weapon the figure may aim with one
action to give a 1 on hit roll.
Kyu (bow) the longer samurai bow was a fine example of craftsmanship and very powerful. The samurai
used different types of arrow head including an armour piercing head. However this is outside the scope of
the game. Playing on a four foot table range is LOS. However the firer gets a modifier on his hit roll
depending on range. First 8 there is no modifier. However every 6 increment after that is at +1 to the HIT
ROLL with the proviso that a natural 1 is ALWAYS a hit. Then a further 1 for every level.
Shuriken shuriken or shaken are thrown blades. T hey are star shaped, dart shaped or like double pointed
6 nails. Anyone can use them, they were not as depicted a NINJA weapon. Nor were they dipped in poison
as this would be impractical. The fact that they poisoned people was a result of tetnus rather than poison.
Shuriken were rarely fatal when thrown and were more of a distraction. However a skilled practitioner could
throw up to 5 in a very quick time (certainly in one action game wise). This multi shuriken attack is
represented as one attack in the game.
Range is 5. Any hit on a figure gets taken down one wound level.
Metsubishi this was the use of blinding powder. Usually a concoction of ash, sand, spices and nettle hairs
it was kept in a container (often a blown egg) which was smashed on the body and then thrown is a fan like
motion. Another usage was to have it at the bottom of your saya (scabbard) and use this in one hand to fan
the powder out. Again not just a ninja weapon although I suggest if a samurai uses it they receive 1 ON.
Treat as a normal stike. If it is successful the target suffers a +1 point penalty on there saving and hit rolls
until their next initiative card. The cost of the Metsubishi is 1 point per strike amount and must be bought in
the initial figure set up stage.
Ninja I have included these optional ninja rules. One must be careful not to make the ninja too super
human. In fact in Chanbarra they usually die as easily as the next piece of cannon fodder. If you like though
Ninja have an extra 4 night vision. Any one ninja may be represented as using disguise and deceptive
techniques. In reality these ranged from dummy figures that were triggered to move to pre placing hiding
places (either fake rocks or covered foxholes) to make it seem the ninja had disappeared. If one figure is
chosen to use this skill it will cost 2 extra set up points. T he ninja may then be represented on the table with
2 figures. T hese must stay within 12 of each other. One must be marked under the base as the real ninja but
this is not revealed until one of the figures is attacked or attacks. At this point the illusion/confusion is over
and the dummy figure is removed.
Figures in chanbarra movies live by their reputation. In game terms the characters collect and lose ON. T his
reflects the characters reputation. Obviously samurai figures would need to be seen to be honourable and
courageous. Yakuza bosses could go either way and Ninja need to live up to their reputation (although
obviously all these get some what blurred.)
DIFFERENC E
1-5
6-8
9-10
11
12+
ACTIO N
Mutual respect/loathing no ON effect
Members must make save to have courage to attack leaders or yojimbo
Group members run away, or on a roll of 10 on D10 swap sides
Yojimbo questions your ability if samurai they will commit seppuka, all others will
challenge leader to duel.
Leader must commit seppuka.
Starting amounts
The ON figure is for the whole group and based on the actions of the leader and his yojimbo. The initial
amount is the point cost of your leader and yojimbo added toget her and divided by 2 (rounded up). Then add
one point for every other figure making up the retinue.
The figure that matters is the DIFFERENCE between the various groups involved in the altercation. The
action occurs to side with lesser ON points