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Tommi Atkins

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INTRODUCTION
The Street was silent, cherry blossom drifted in the light wind as Damiyo
Fuqyu stroked his 3 foot long wispy grey beard.
“Ahh Nokia,” he sighed, “Today is a day of portents…I feel the hand of my arch
rival Damiyo Indajaxi at work here”
The big samurai put his fist on the hilt of his Katana.” Fear not my liege, for I
Nokia Rintone am here, my blade is yours”
A shadow drifted across Nokia’s back and with a whisper of steel a long
blade slid through his stomach. Nokia slid to the floor as Fuqyu flipped 15 feet
into the sky twisting round and landing on the guttering of the Dojo. The Ninja
assassin darted his head up in surprise.
“Foul demon! Prepare to meet your Ancestors!” Cried Fuqyu and glowing
shards of KI energy streaked into the dark figures brain wracking it with pain.
Which was precisely the point when the wave of Indajachsi’s thugs, burst
around the corner, spears twirling in circles of flashing steel!

Chinese Takeout is a game of Martial arts and Sorcery for two or more
players. If you happen to have a great knowledge base on all the moves and
equipment of the oriental arts then don’t get too excited. My inspiration for
Chinese Takeout is very much the Kung-Fu/ Kill Bill/ Crouching Tiger kind of
martial arts, where the heroes move almost exactly as if they were on wires
suspended from cranes and the job of a henchman has got to be the most
depressing career available. Maybe it pays well?

Players take control of Heroes and Henchmen and battle each other for
supremacy, honour or beer. Each player is responsible for a Hero and may
also control a band of henchmen; (expendable sword fodder).It’s possible if
you are a bit of a ninja of multitasking to operate more than one hero. It really
depends on how fast you want your game and what scenario you choose.
Eighteen points is a good starting base per side for casual play, allowing you
to buy a hero and some equipment. Later releases will cover character
progression, higher level ancestral weapons and heirlooms and rewards for
completing heroic missions.

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You Will Need:
 Several six sided dice: D6
 The Rules: (They are in your hand oh brain-of- a- flea).
 A force of AMAZON MINIATURES Martial Arts / Oriental range
 A number of counters such as Glass beads or coins
 Scenery to taste; scenery is an important part of Chinese Takeout and
more is more and less is bad. Get creative with trees and cliffs and
houses and wells and herds of Cows. Your Character needs stuff to
leap about on and take cover in.
 Blue Tack to adhere models to walls trees statues and rooftops.

Choosing a force
The most important choice you will make when starting out is what sort of
Character your hero is going to be. There is a wide range from unarmed close
combat powerhouses, stealthy ninjas, healers, ranged experts, armoured
sluggers and beast handlers. No Character class excels in every aspect;
choose a character style that you think you will enjoy.
Decide on an agreed point’s level with your opponent, from the points
available you may buy the character, their weapons and Items. Select a
character card relevant to your Hero and place it within easy reach on the
table. Set your forces up according to a scenario devised by you and your
mates, or if you like copy one from the Chinese Takeout! Website at
www.freewebs.com/tommiatkins

Setting up
Players take a character sheet for their personal characters and note down
what items and weapons they are carrying. Place the cards on a convenient
surface within easy reach. If the Character has a Ki level, place a coloured
dice on the sheet set to equal the Ki. Place a second different coloured dice
on the sheet to record hitpoints.
Scenery is now set up with both players agreeing on what scenery to use then
taking turns choosing and placing a piece on the table until all scenery agreed
upon is placed. Some scenarios will provide instructions on Scenery setup,
but if not, then simply remember to use as much scenery as you like. The
game is much more fluid and fun in a dynamic environment.
Models are now placed in the order of oldest player first. To dishonour your
elder is a grave mistake young glasshopper. If a player has more than one
character then the sequence of placing is continued until all models are on the
table. Models, if not placed according to a scenario are placed at least 20”
away from any enemy figure.

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Sequence of Play
Each player rolls a dice to determine who has the first turn, ties are rerolled.
Some modifiers may be in force due to Character’s or scenario rules. Some
scenarios define the Attacking side or the Defending side.

The turn order alternates between each player. If playing with more than one
opponent the turn order on the first turn remains in place till the end of the
game.
Phase 1: Movement & Actions
Players in their turn may activate a Hero or unit of henchmen, they then
may then spend action points to move climb and manoeuvre their figures
around the table. Once a Hero or unit of Henchmen has finished spending
action points it cannot be activated for movement again. Move on to a new
figure you control or if you have finished go to the Missile phase.

Example: Dave has three figures, a Ninja and two thugs. He activates the
thugs first and looks at the Thug card. Thugs have 4 action points. He
spends two of them moving the first thug across a path 2” and another two
moving over a crate 1”. He next moves the thug with a Bow. The thug
opens the door that he is in base contact with for 1AP then spends the
remaining 3 aiming his bow.
With his second activation he activates his Ninja (A Hero). The Ninja has
five AP and 3 KI. He casts a spell LEAP to move the ninja over the
Henchmen surrounding him; he deducts the KI by 1 and immediately leaps
over their heads. He now spends two AP running 2” across the path to the
house and two to climb the 3” onto the roof. His remaining point he could
waste, but spends it changing weapons from Katana to shuriken. He then
rotates to face the Henchmen below.

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Movement
In the movement phase each figure may be moved in any direction up to
their Action Allowance. Their Action # is listed on their card. The cost of
movement and Actions is listed on table 1
A figure may not move through another figure friendly or enemy, but may
rotate freely during their movement phase as many times as they want for
free. They may rotate even if they are in base contact with an opponent,
but only during their movement phase.
If in base contact with an enemy figure and they move out of contact, all
enemies in base contact may make one free Dishonour attack
immediately, even though is not their turn. The only allowable attack for
this is Faceslap.

ACTION POINT COST


ACTION COST ACTION COST
Move 1” across clear terrain 1 Aim missile (stationary this turn 1
only)
Move 1” across difficult terrain 2 Jump down from a roof or crate 1
or similar
Climb up 1” in height 1 Loot a body for weapon or 2
similar
Open door 1 Carry a passive or willing body Double
cost
Change weapon 1 Draw weapon 1
Mount/dismount 2/1

JUMPS & FALLS: A figure leaping from a height of over 1” may move
1”forward for each inch of height and takes no damage no matter what height
they leaped from A figure being pushed or otherwise not controlling their fall
takes 1 damage for each inch over 2” they fell, no armour saves apply.
Example: a thug is mind melded and is forced to wander off a 3” roof. They
will take 1 damage. The same thug leaping off the same roof by their own
volition could move 3” horizontally and take no damage.
Falls: A figure trying to land on another must score 5+ else they miss and
simply land in base contact with the figure without dealing fall damage.
Successfully landing on a figure counts as a fall even if it was deliberate
and splits the damage between them with any extra point going on the
target..
So a Ninja jumping off a 12” cliff onto a Monk rolls D6, scores a 5 and so
hits the monk, is placed in base contact and takes 2 damage, the monk
Example of movement:

4”

5
Chukk No-Rice, Samurai Warrior is activated with 6 Action Points
 Action point 1 is spent drawing his Katana
 Action point 2 is spent moving 1” across the roof.
 Action point 3 is spent moving another 1”
 Action point 4 is spent jumping off the roof. Since it’s a 4” vertical
drop, he moves 4” horizontally and lands behind Chew On-Dat a
Rival Samurai
 Action point 5 and 6 is skipped.

Phase 2: Missiles
A figure armed with a missile weapon ready may attempt to shoot a target
within range once per turn.
A Figure in base contact cannot shoot missiles except handguns.
A figure may shoot at a target as long as it is not entirely hidden from view
by terrain. Friendly figures do not block line of sight.

To fire a missile
 check line of sight. Draw a line from any part of the firer’s base to any
part of the target. String is a handy tool to use for this; noodles will
suffice but are less durable.
Please bear in mind that this is a dynamic game, and if you find yourself
arguing the toss with your opponent, it is strongly suggested you adopt the
“Meh” approach.
This involves saying “Meh” at them, letting them have their little moment of
triumph as they get the line of sight they so deeply want, watching them miss
the shot anyway, and then, after the game, never playing with them again.
Works every time.
If the target is behind cover which shields at least half of the figure, they are
(remarkably) in cover. Decisions on if a target is half covered is covered by the
“Meh” rule above.
 Check the weapon is in range.
 Measure the horizontal range. If target is 4” higher than the target,
maximum range is increased by +2”, if 4” lower than the target then
maximum range is decreased by -2”. Target must be in range of the
readied weapon to fire.
 Roll d6 lower than the firers attack value to hit modified as below. A
Dice Roll of 1 is always a hit.
 If the target is hit, they get a saving throw based on their armour to
prevent all damage.
If this is failed then damage is taken at the rate of the weapon used.
Damage is deducted from the targets HITPOINTS. If A figures HITPOINTS
reaches 0 it dies
Modifiers to the Hit roll are below.

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MISSILE FIRE
Situation Modifier
Point-blank range <4” +1
Close range 4-12” +0
Long range 13-20” -1
Extreme range 21+ -2
Self moving -1
Aimed shot +1

Example: The Ninja now with his readied Shuriken targets an enemy ninja
6 inches away. Vertical distance is <4”. The Firers ATTACK is 5. So the
score to hit is 1-4 on D6. The range of 6” doesn’t modify this, but the Ninja
not aiming the throw does, by +1. The firing ninja casts a 2 KI spell
“Assassinate” which adds +1 to the power of missiles he fires this turn and
a -1 to the Hit roll for a total modifier of 0
The Ninja rolls a 3 and so with a total of 3 he hits.
The Enemy Ninja immediately casts a spell, “snatch arrows”-which may be
used in the opponents turn. On a 5+ they can catch the shuriken and throw
it back. Throwing a 4 this fails and the Target ninja is struck. With no
armour save, normally the Ninja wouldn’t get a roll to save, but the
Shuriken has +1 to saving throws, giving him a basic save of 6. Again
rolling a 4 it fails and he takes damage.
The Shuriken deals 1 damage +1 for the assassinate. Two hit points are
deducted from the target leaving him on 3.

ARMOUR SAVES
To save a figure from a successful hit, the player must roll = or < than the
Armour Save listed on the character sheet. This roll is modified by the
weapons armour save modifier if any and any relevant spells that have
been cast.

Phase 3: Melee

Figures in base to base contact or within the melee range for certain
weapons like Yari’s , may make one melee attack from their list of
available attacks. They choose a target to the Figures front half and roll to
hit. The target may make a armour save or else take damage based on the

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weapon used. Damage is deducted from the targets HITPOINTS. If A
figures HITPOINTS reaches 0 it dies.

 Damage with a + or a – adds or deducts from the weapon. E.g. +D2-1


will deal with the weapon Yari D3 base damage plus 2 then minus 1.
 Damage without a + or – such as 3 or D6-1 deal that damage
regardless of weapon.
 Attacks with a # in the damage column use empty-hand attacks. Empty
hand is always available and does not need to be equipped as a
weapon. It deals 1 damage unless otherwise stated.

To Hit : Melee
To hit with an attack they deduct the targets defence from their attack value
and then must roll = or < than the result. A Roll of 1 always hits
Some attacks have an effect under special. This may have an effect number in
bold that needs to be rolled for the effect to apply. A model may make one
attack for 1 action point, a second attack in the same turn costs 2 AP and a
Third 3 AP. Thus a 6AP model in melee range could carry out 3 attacks and
still move 1 inch. Duplicate attacks of the same name can be carried out in the
same turn

Example: A Henchman with a Yari attacks a Ninja. He has only one attack
available; Faceslap.
He Faceslaps. His attack is 4 the Ninjas defence is 3. He must roll a 1 or less
to hit. Scoring a 1 he hits and the ninja, who wears no armour, must take d3
damage from the yari.
He has 2 health left and takes 3 damage. He dies.
Example: A Samurai with a Bo stick attacks a Thug. He chooses Headshot.
His attack is 5 the Thugs defence is 0.the Headshot is -1 to hit DRM so the
score needed is 4 or less. Rolling a 4 she hits.
The Thug has a armour save of 6 this is not modified by the Bo stick, the roll
is a 4 which fails to save the thug.
The headshot attack line reads “Deal weapon damage +0”,Target is stunned
for 1 turn.
The Bo Stick has damage 1 and a special attack of double stun time.
Therefore the Samurai deals 1 damage and the Thug is stunned for two turns.

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Spells

 A Spell caster may cast a spell they have access to deducting it’s cost
from their KI. The spell then takes effect as described on the card.
 Unused KI is retained. KI cannot go higher than starting levels unless
otherwise stated.
 Spells that heal are considered to take effect after damage is dealt, so
a figure on 2 Hitpoints taking 3 damage, then being healed by 3 points
of damage is still very, very dead.
 Some spells have a casting number in bold. This spell needs a D6
score or this number or greater to work. If the spell doesn’t work the KI
is still deducted.
 Spells can be cast at any point in the players own turn, however before
any relevant rolls are taken. So for example a Samurai may have an
assassinate played on it by a ninja about to throw a shuriken, but the
Ninja may not roll the dice, then think…”ooohh oohh! That was a 6! An
assassinate would still hit and do extra damage!. I’m totally going to
cast that now” Oh no sir. That’s not playing the game.
 Only spells that shaded green can be used in an opponents turn. These
can be cast at any point and resolve immediately. Spells that target
other spells resolve first.
 A spell of the same name can only be cast once per turn by the same
model
The target makes armour saves if allowed or else take damage. Damage is
deducted from the targets HITPOINTS. If A figures HITPOINTS reaches 0 it
dies.

Example of Spell casting


Hi Tu Yu is a Wudan Monk in base contact with Crisp Eeh Duk, a Samurai
warrior.
Hi has moved into base contact and uses Stunning blow in the melee phase
which fails to hit and so Crisp is neither damaged or stunned. Disappointed at
this, Hi notices he has still got 4 Ki, he casts back flip for 1 Ki, lands 3” away
from Crisp and suffers no Dishonour attacks. He now casts Flying Kick for 2
Ki, which has a 3+ casting roll. Rolling a 5, Hi succeeds and moves 3” back
into contact with Crisp and deals D2 damage, which is saved by Crisp’s
armour. Totally unsuccessful turn for Hi. Crisp readies his katana with a smile.

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Mokuso

This is the art of meditation. A Figure at the start of his/her turn will regain KI
equal to their Mokuso. KI cannot be exceeded above initial levels.
A player starts at full Ki.
Poisons
Poisons may be applied to weapons with a *** in their Statline
Death poison (5 points): on a 5+ takes effect. Deal d6 damage at end of
targets next turn
Paralyzing Poison(3 points) 4+ Dazes target till end of next turn.
Sedative Poison (2 points) half targets action points in its next turn.
Mindpoision: (2 points) reduce Mokuso to 0 for next turn.

Stunned
A Stunned Target halves its action points and cannot move this turn. It may
attack as normal unless otherwise stated.

Dazed
A Dazed Target may not move or carry out actions, attack cast spells or rotate
in it’s next turn.

Cavalry
Horse’s have 11 action points which may only be used for moving. They can
leap up to 2” vertically and 2” horizontally as part of their move.
 A figure may mount or dismount if in base contact. If dismounting from
a moving horse then they can leap as if from a 1” height. Figures that
mount in a turn cause the horse to lose any AP’s the figure has already
spend. Figures dismounting lose any AP’s the horse has already spent.
 Lances can only be used from a horseback in the first turn that they
move to contact with an enemy.
 Figures on horseback gain +1 attack against non mounted.
 Figures on horseback lose -1 attack in woods or confined areas.
 Horses suffer a -1AP penalty for carrying two figures not the X 2 of
troops.

Scoring
Fractions are rounded up.
D6 means a standard six sided dice.
D3 means a D6 score 1 or 2 =1 3 or 4 =2 5 or 6 = 3
Multiplying is done before any additions, so 3 damage doubled +2 equals 8
Pre measuring is allowed at any time

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Shaolin Monk
Shaolin Monks are The Japanese army knife
ACTION POINTS 6 of close combat. Although limited in
KI 4 weapons that they are masters of, they have
good mobility, crowd control skills and may
MOKUSO 2
switch to a “tanking” role to hold off enemy
HIT POINTS: 9 attacks.
ATTACK 5
DEFENCE:2 The only real drawback is their high cost
ARMOURSAVE: NIL and pompus aloof attitude
14 Points
Weapons: None

Spells:
NAME KI DESCRIPTION
Disarm 1 8” range. 4+ Target loses weapon
this turn
Penetrating Fist (Lol) 1 +1 damage to empty hand strikes
Impervious skin 2 Armour save 3 this turn
Eagle Claw 3 +d3 damage to empty hand
strikes
Snatch arrows 0 5+: Monk may a catch and throw
back any missile fired at them this
turn, they must roll to hit as
normal.
Scissor-leap 1 4+:Yamabushi may leap up to 6”
vertically and 3” horizontally. This
may take them out of combat and
they do not receive any Dishonour
attacks on them
ATTACKS
Name Damage Special
Faceslap +0
Humiliating Strike 0 Deals no damage. If hits then No effect on Ronin
target must attack Shaolin next
turn if able
Stunning blow 1 If deals damage. Target -1
defence & stunned till end of its
next turn
Spinning Back kick D2 # All targets in base contact are
attacked

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Shugendo Monk
Shugendo Monks Study for years in the ancient
arts of healing. They can channel energy to
benefit others and are skilled defensive
fighters. A Shugendo monk usually wears
brightly coloured flowing robes and although
skilled in heavy weapons usually prefer to
rely on the Karate.
A mounted shugendo provides a party with
mobile and effective healing as well as
neutralising spellcaster threats.shugendo can
expend their power in a devastating mid-ranged
attack.
they are often the first target for missile
ACTION POINTS 6 troops, ending the day like a pincushion.
KI 4 They also have a tendency to be so inscrutable
MOKUSO 2 that everyone hates them. If a party gets
HIT POINTS: 7 wiped…it’s the Shugendo’s fault.
ATTACK 5
DEFENCE:1 12 Points
ARMOURSAVE: NIL
Weapons: None/ Naginata /
Nagamaki

Spells:
NAME KI DESCRIPTION
Vitality 1 Range 16” Heals 1 point of damage to a figure
Blossom of health 3 4+ Heals 3 health to all friendly figures within 4”
Mighty Tree 1 Shugendo Monk cannot be pushed back or
moved by effects this turn
4 4+ target a dead figure, remove that figure and
Reincarnate replace it with a Bison Wolverine or Komodo
under the control of the dead figures controller.
Mind-Tear 4 Range 12” deals d6 damage to a target, no
armour saves.
Penetrate Thought 2 18” range 4+ Drain d6 KI from a target

Push D6 figures in base contact d6 inches away


Kamikaze (divine 1 from the Shugendo in directions of the
wind) Shugendo’s choice. Enemy decides which
figures. Pushed figures will push any other
figures they make contact with along with them.
Figures pushed into solid objects take 1 damage

ATTACKS
Name Damage Special
Chop 1 Monk may use 2 KI to add D3 to
damage
Evade 0 3+ Monk is Defence 2 till next turn
Palm Heel 1# Successful hit pushes target back 3”

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Yamabushi Monk
Yamabushi Monks are the stereotypical
ACTION POINTS: Kung Fu warriors.
6
Sporting a range of unarmed attacks the
KI 4 Yamabushi is well able to tackle single
MOKUSO 2 targets and multiple threats at close
HIT POINTS: 8 range. Given enough preparation a
ATTACK 5 Yamabushi can deal the most unarmed
DEFENCE:1 damage of any melee class with an
ARMOURSAVE: enhanced fist of death. Between the
mobility spells, healing & defensive
2 powers, the Yamabushi is well rounded,
Weapons: None/ however a few lucky hits can take him
Naginata /Nagamaki / Su Yari down and it’s a foolish Yamabushi who
overextends herself. Points 14

NAME KI DESCRIPTION
Force of Oak 2 4+ : The Yamabushi may add 2 to damage of any
melee attack he makes this turn
Infuse Strength 2 The Yamabushi may add 1 damage to the melee
attack of any model in line of sight
Inner Strength 2 Yamabushi heals 1 damage from self
Sissorleap 2 4+: Yamabushi may leap up to 6” vertically and 3”
horizontally. This may take them out of combat and
they do not receive any Dishonour attacks on them
Infuse Power 4 Yamabushi gains d3 ACTION Next turn
1 Any armour saves the yamabushi makes inflict the
Turn Anger same melee attack as was saved upon the attacker.
ATTACKS
Name Damage Special
Stunning blow 1 If deals damage. Target -1 defence & stunned
till end of its next turn
The Porcupine 0# + 1 armour till start of next turn
Faceslap +0
Spinning Back D2 # All targets in base contact are attacked
kick
D6 # 6: Yamabushi breaks his own hand; may not Armour
Fist of Death make any more fists of death attacks& He save -1
takes 1 damage
2# Yamabushi may leap out of contact with a
figure in base contact, they inflict one damage
to that figure with no saves, if a further enemy
target is within 2” they may on a 3+ bounce
Walkway onto its head and repeat this attack up to D6
times if they have a target. At the end they
drop in front of the last target

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SAMURAI Samurai are a Warrior Caste of family
who serve a Lord and do his bidding.
Highly trained and splendidly
ACTION POINTS: 5 equipped the Samurai strikes fear and
KI 2 respect wherever they travel.
MOKUSU 1 Heavily armoured the samurai can
HIT POINTS: 10 taunt and absorb the attacks of others
ATTACK 5 protecting other classes and his liege
DEFENCE:2 lord in fights.
ARMOURSAVE: 3 Points 12
Weapons: Katana / Naginata
/Laminate Bow
ATTACKS

Name Damage Special


Faceslap +0
Glittering arc 1 No attack roll. All enemy in base contact are
hit on a 5+. Roll one dice each
+0 If first target hit, a second target in base
Cleave contact may be attacked dealing -1 damage.
Bladestorm -1 .If first attack deals damage second attack
at same target may be made at -1 to hit and
-1 damage
Stunning blow 0 If deals damage. Target -1 defence &
stunned till end of its next turn.
Special If target hit and fails armour save. Roll d6.
Decapitate On a 5 deal three damage; on a 6 Target is
reduced to 0 hitpoints and dies. On a 1-4
deal no damage at all.
Runthrough X2 Doubles damage to stunned target only

Name KI Description
Iaijustsu- 0 3+ Draw Katana for 0 AP
(fast Strike)
2 If out of base contact, Samurai may make a move straight
Banzai!!! ahead of D6 +2 Inches with no rotating during or after. He
may not cross any obstacle, move through any figure or
climb any surface with this move.
Mighty Tree 1 Samurai cannot be pushed back or moved by effects this
turn
Seppuku Shot 1 Samurai deals two damage to themselves and two damage
to target behind them, Only usable with Katana equipped.
No saving throws apply.
Dishonourable 0 The Samurai may insult any non-Ronin within 12”. That
Taunt figure in their next turn will on a 5+ attempt to close and
attack the Samurai in melee.

Feint 1 +1 defence this turn

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Thug (Henchmen)
ACTION POINTS: 4 Henchmen are hired thugs. They wear
ragged strips of leather and maybe a
battered shield. Unskilled and poorly
trained they rely on numbers rather than
skill.
They are often more effective when
peppering the foe with missiles and
HIT POINTS: 1 staying scattered then charging in with
ATTACK 4 the su yari to finish the weakened foe
DEFENCE:0 off.
ARMOURSAVE: 1
Weapons: Wakidashi / Su You spend peanuts….you get monkeys
Yari/ Bow/Sling
Points 2
ATTACKS
Name Damage Special
Faceslap +0

ASHIGURU (Henchmen)
ACTION POINTS: 4 Ashiguru are soldiers. They are still the
scum of the earth, but they have some
training and decent equipment.

Ashiguru also populate the households of evil


Daimyo’s standing by the palace gates &
chuckling stuff like “Hur Hur…Mongo like
Puppies…puppies make Mongo feel funny”
HIT POINTS: 2
ATTACK 4
DEFENCE:0 Points 3
ARMOURSAVE: 1
Weapons: / Naginata / Nagamaki / Su Yari/ Bow/Sling

ATTACKS
Name Damage Special
Faceslap +0

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I am NINJA! Deth In Car Nate.
Ninjas suffer from the alarming
NINJA tendency to die at the first solid
hit. Fortunately for them, hitting
one is quite a trick.
A Ninja can vanish into the
shadows to deliver a devastating
ACTION POINTS: 5 attack from behind; they also have
access to poisons. to further
KI 3 enhance their combat potency.
MOKOSU 1 Masters of assassination, Single
target hero killing in melee is
HIT POINTS: 5 their forte
ATTACK 6 Ninjas wear loose black robes and
face veils except the girl ones
DEFENCE:2 who wear pastels and lace.
ARMOURSAVE: NIL Points 11
Weapons: Katana / Naginata / Nagamaki / Su Yari/ shuriken/ Manrikigusari

ATTACKS
Name Damage Special
Faceslap +0
Feint -1 +1 defence this turn
Backstab +1 Only usable if behind a target -1 armour save
Bladestorm -1 .If first attack deals damage second attack at same target
may be made at -1 to hit and -1 damage
Unbalance 1 If deals damage. Target -2 defence this turn
Garrotte 2# Put a garrotte marker on the target. If the target is still in
base contact and hasn’t moved by the ninja’s next turn,
remove the garrotte counter and deal D6 damage
Ambush D6+1 Only usable if behind the target and in shadowfold
Spells:
NAME KI DESCRIPTION
Shadowfold 1 A ninja out of base contact and within 6” of terrain, may melt into the
shadows. Place a shadow marker on him/her. The ninja whilst shadowed
cannot be attacked by spells or melee. A ninja coming within 3” of any
enemies must roll 3+ to keep their shadowfold; if they succeed they do
not have to test again until they leave 3” range from all enemies. When
the ninja attacks s/he loses shadowfold after the attack.
Sissorleap 1 4+:Ninja may leap up to 6” vertically and 3” horizontally. This
may take them out of combat and they do not receive any
Dishonour attacks on them
Smoke 2 A ninja can summon a wall of smoke, They enter shadowfold even if in
base contact or >6” from terrain. Note that if casting smoke within 3” of
an enemy, the ninja still rolls to see if the shadowfold breaks
Snatch arrows 0 5+: Ninja may a catch and throw back any missile fired at them within
12” this turn, they must roll to hit as normal.
Assassinate 1 -1 to hit roll dice and Adds 1 damage to shuriken attacks the ninja makes
this turn

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Metta Bhuddist
Specialising in beast control and ranged
attacks, the Ikko Ikki relies on her pet
and her pet relies on her.
In close combat the Ikko Ikki is toast,
fortunately they have a range of abilitys
to prevent that happening
Points 10

ACTION POINTS: 6
KI 4
MOKUSO 3
HIT POINTS: 6
ATTACK 5
DEFENCE:1
ARMOURSAVE: 1
Weapons: None/ Su Yari/ Diekyu/ Crossbow/ Laminate bow
Spells:
NAME KI DESCRIPTION
Curse of arrows 2 Target in line of sight is -1 defence to all missile attack rolls at
it this turn
Pinning shot 2 Target hit by missile this turn may not move till its next turn.
even to rotate
Beast Succour 1 Ikko Ikki may heal d3 damage to their summoned beast.
Enrage 1 Ikko Ikki may add +1 to damage of any beast within 12”
Summon Beast 4 The Ikko Ikki summons a beast that appears not in contact
with any enemy but adjacent to them. The Ikko-Ikki player may
move and fight with the beast under his control as a separate
character. If the beast is slain another can be summoned. If a
beast is summoned, any beast they currently control vanishes.
If the Ikko-Ikki dies the beast dies.
Recall Beast 2 Move Beast Ikko Ikki controls into base contact with her
Heartseeker 1 Ikko-Ikki may target figures in melee combat and figures not in
LOS with missile fire. Must be within range
Arrow wind 3 Ikko-ikki may fire missile weapons again for 1 AP and may
change targets
ATTACKS
Name Damage Special
Faceslap +0
Feint -1 +1 defence this turn
Screaming Arrow 0 -1 attack roll. If hit by this attack, target must
flee away next turn D6 “
BEAST MASTERY
BEAST ACTION# Attack DEF Hitpoints Damage
Wolf* 8 5 1 4 1
Bear $ 4 6 1 6 D3
Hyabusa ** 12 4 3 1 1
*Detects shadow-folded figures within 8”.
$ All enemy henchmen within 2” of Bear must move into attack range & attack
it if possible. They may not cease attacking it till it’s dead.
** Figures in base to base contact with a Hyabusa have a Mokuso of 1.

17
Wudan Monk
Masters of Magic and mobility, a Wudan is
hard to pin down. They rely on their spells
for their own protection and without them
they are blade fodder.
That said, they have strong antimagic
skills and secondary healing abilitys. They
can readily stun targets and you never
quite know where they will be in a given
turn or what they will do. Trickery and
surprise, they are the Wudans 3 main
weapons…. Trickery, surprise, mobility and
supporting other figures…..
ACTION POINTS:6 Amongst the weapons of a wudan are
Trickery……etc.
KI 5
MOKUSO 3
HIT POINTS: 6 Points 13
ATTACK 6
DEFENCE:1
ARMOURSAVE: Nil
Weapons: None
NAME KI DESCRIPTION
Wall Walk 1 If in base contact with non-hill terrain (walls, statues, trees
etc.) , the Wudan may move up to double speed as long
as it remains on this terrain
Backflip 2 Wudan may break from combat 3” vertically and 3”
Backwards taking Dishonour attacks
Inner Strength 2 Wudan heals 1 damage to target within 12”
Mind-meld 3 3+ Wudan may take control of an enemy Henchman till
end of his turn, moving it and attacking with it as if it was
his. The enemy model may be used to cast spells and or
use any abilities or attacks as normal. It counts as having
its normal action points and has the KI that it had when it
was taken over.
Cyclone 2 All missile fire this turn at Wudan is -2 to hit.
Disarm 2 Range 8” 4+ remove target opponents weapon this turn
Dissipate X 5+ counter spell just announced with cost x.
Flying Kick 1 3+ The wudan may if not in base contact, move up to 3”
vertically and 3” horizontally as long as this will take them
into base contact with an enemy. This enemy then takes
D2 damage with normal armour saves
ATTACKS
Name Damage Special
Stunning blow 1 If deals damage. Target -1 defence & stunned till end of
it’s next turn
Faceslap +0
Spinning Back D2 # All targets in base contact are attacked
kick
Way of stone 0 4+ Target hit is stunned and cannot move or attack until
the end of it’s next turn. Any damage it receives until then
breaks this effect

18
Ronin

Ronin are master less Samurai who have disgraced


themselves. Usually a samurai just kills himself,
but some turn to banditry or alcoholism or both.
Life is meaningless to Ronin, and they don’t
really care much if they die. Their attacks are
dirty and powerful and often harm themselves.
Left with crappy armour and their old weapons
they are swords for hire. Call 0800 EMO to book
in advance.
Points 10

ACTION POINTS: 5
HIT POINTS: 10
ATTACK 5
DEFENCE:2
ARMOURSAVE: 2
Weapons: Katana / Naginata / Nagamaki / Su Yari/ Diekyu Bow

ATTACKS
Name Damage Special
Faceslap +0
Pierce -1 Ignores armour Saves
Dishonourable +2 If deals damage then Deals 1 damage to
strike Ronin as well with no armour save.
Bladestorm -1 If first attack deals damage second attack at
same target may be made.
Backstab +1 Must be behind target
Runthrough X2 -1 to attack, doubles damage to stunned
target only
Head butt +0 # If hits and penetrates armour; deal up to 3
damage and take the same amount as dealt
+1. If armour saves still take the damage.

Ronin is Immune to dishonerable Taunts


Name KI Description
I-aijustsu- 0 3+ Draw Katana for 0 AP
(fast strike)
Dishonourable 0 The Samurai may insult any non-Ronin within 4”. That figure
Taunt in their next turn will on a 5+ attempt to close and attack the
Samurai in melee.

19
Drunken Master

Drunken Masters rely on their knowledge of


Sake, to boost their failing combat skills
Drunken masters impart their knowledge and
ACTION POINTS: 5 wisdom upon nearby friends
HIT POINTS: 7 Points 9
KI 4
MOKUSO 2
ATTACK 5
DEFENCE:1
ARMOURSAVE: NIL
Weapons: None/Bo

ATTACKS
Name Damage Special
Faceslap +0
Punch 1#

Palm Heel 1# Hits push target back 3”


Chop +1 -1 to hit Successful hit disarms target for 1 turn

Spells
Name KI Description
Somersault 3 Drunken Master may move up to 6” in a straight line flipping
head over heels in a blur of movement. They may not
ascend walls or cross obstacles
Aura of Sake 3 Drunken master and all allies this turn gain 1 AP
Drunken Stagger 3 +2 defence till start of next turn
Delay 1 Figures behind the master or behind any of his allies within
4” may not make attacks from behind this turn. (They simply
stand about spinning their weapons and looking as if they
are about to take advantage of the clear opportunity).They
may move and make frontal attacks as normal
Flip 2 Jump 2” vertically and horizontally in any direction, if this
takes the master out of combat, he takes no Dishonour
attacks.

Feint 1 +1 defence till start of next turn


Fortifying drink 1AP ( must have alcohol in hand ) +1hp one use only
all friendly Figures within 3” of the Drunken master have + 1 KI till end of turn

20
Geisha

The Geisha is an Entertainer, Sublimely beautiful and equally


deadly. She is not averse to stabbing unsuspecting targets in
the back, or poison-darting someone from behind the paper
screens but it is her art of distraction, seduction and
obfuscation that makes her a very potent ally. Strong Samurai
can literally be caught with their pants down or left drooling.
Perhaps a Geisha is at her most dangerous when her
profession is stereotyped badly by sexist game designers.
Action Points 6
Points 10
Hit Points 4
Ki 3
Mokusu 2
Attack 3 (missiles 6)
Defence 1
Armour save Nil
Weapons: Wind and fire wheels / Wakizashi /Blowpipe / Shuriken

ATTACKS
Name Damage Special
Faceslap +0
Nad twist 0 Only on Male targets of armour save Nil or 1. Target stunned
next turn
Shower of Stars +0 May fire in base contact with shurikens twice
Backstab +1 Only usable if behind a target -1 armour save

Spells
Name KI Description
Strike without 0 The Geisha cannot be attacked or targeted with a spell that
Honour causes direct damage by any Non-Ronin or Non Geisha if
she has made no attacks this game
Somersault 3 Geisha may move up to 6” in a straight line flipping head
over heels in a blur of movement. They may not ascend
walls or cross obstacles
Mistress of 3 Swap places of two friendly models
Confusion
Disrobe 2 4+Target male becomes Armour save nil till end of their
next turn
Comfort 1 Heal one damage to friendly target in base contact
Tea Ceremony 3 Place a tea ceremony token in base contact with the
Geisha. This remains in play. Any friendly model in base
contact with the ceremony token at the start of the turn
regains d6 hit points
Wardrobe 3 5+All male enemy targets within 4” are stunned next turn.
malfunction Test per target

21
SUMO

The Sumo is a well-respected and serious warrior, for whom


honour carries great weight.. High Lard of their domain they
do not have time for bun and games or foolishness.
They wok tirelessly to balance the scales of Justice,, making
toast of their opponents as they batter them.
It is a unwise opponent who is caught nappying by a Sumo,
they are likely to be served up on a plate.

Action Points 3
Hit Points 12
Ki 3
Mokusu 2
Attack 5
Defence 1
Armour save Nil
Weapons: None
ATTACKS
Name Damage Special
Faceslap +0
Bellyflop 1/4/8 Stunned target hit by this attack takes 1 damage (No Armour
save). If it manages to move from base contact at any point
before the Sumo’s next turn the Bellyflop effect ends, otherwise
it deals 4 damage and the following turn 8
Gut Bounce 0 Deals no damage. The Sumo if he moved into contact this turn
with a Figure moves them 2d6” in a straight line away from him
in his direction of travel. Figures so moving who contact others
or solid objects inflict 1 damage per3 full inch of travel on self
and object/other
Belch 0 D6 in forward 90deg arc friends and enemies flee d6”
Parp! D6 in Rear 90deg arc friends and enemies flee 2d6””

Name KI Description
Sweaty Bear Hug 2 Enemy cannot move next turn, deals 1 damage per turn to
all targets whilst in base contact
Death from above 3 If Sumo lands on target opponent that target takes D6
damage to all targets friendly and enemy within 2 “
Scoff Pies 2 Heal d6 Hitpoints
Wall Of Meat 2 Heals d2 hit points, and opponents weapon disappears into
his flab and is lost for next turn

Sumo’s take half fall damage and if falling onto non-opponent, bounce
d10” in random direction, taking no further fall damage. If he lands
on opponent or friend that figure takes d6 damage with no armour
save.
If Sumo climbs, then they take 1 point damage (no save) for each inch
climbed. Sumo’s cannot be PUSHED by a non sumo effect. They can flee
and teleport etc. but cannot be PUSHED

22
In the worlds before Monkey, primal chaos reigned. Heaven
sought order, but the phoenix can fly only when it's
feathers are grown. The four worlds formed again and yet
again, As endless aeons wheeled and passed. Time and the
pure essences of Heaven, the moistures of the Earth,and
the powers of the Sun and the Moon all worked upon a
certain rock - old as creation, and it magically became
fertile... Elemental forces caused the egg to hatch. From
it then came a stone monkey... The nature of Monkey was
irrepressible!
To find immortality, Monkey became the disciple of Father
Subodhi, who uttered the words of Illumination, explained
the process of Cloud-Flying — and also revealed the secret
SUN- of 72 Transformations. Which, thought Monkey, was
extremely good value for money. Returning home he
discovered they were under siege by a monster. He needed
WUKONG: was a weapon. From the Dragon King he received the great
Magic Wishing Staff, with which Heaven flattened the
Monkey Milky Way. It weighed 13,000 pounds but could expand to
fill the Universe or shrink to the size of a needle.
Action points 7
Points 37
Hit Points 18
Ki 9
Mokusu 3
Attack 6
Defence 2
Armour save 2

ATTACKS
Name Damage Special
Faceslap +0
Tornado-Staff +0 Attacks everyone in base contact
Pole-kick +1D3 Unarmed only, Range 3”
Head-Bonk 0 If target hit then Dazed for D3 turns
Rearshot +1/+1 Attacks target to front and target behind. May only be used if
both targets present
I Like To +3 -1 to hit
Fight!
Arseboot 1 If target hit they are knocked down & dazed next turn. If they are in base contact
with any other enemy that enemy is knocked down and stunned next turn on a
2+, if they were again in contact with another enemy that enemy is knocked
down and stunned next turn on a 3+ and so on until there are no more enemy in
base contact or a knockdown roll is failed. Only the first target takes damage.
Spells
Name KI Description
Somersault 3 Sun Wukong may move up to 6” in a straight line flipping head over heels
in a blur of movement. They may not ascend walls or cross obstacles
Change shape 5 Sun Wukong shapeshifts to resemble an enemy. Whilst shapeshifted he
cannot be attacked or targeted. Shapeshift breaks on a 6+ first turn then
4+next turn then 2+ each turn after. Only usable if more than 6 enemy are
on the table.
Cloud-summon 8 Summons a cloud, a flying mountable platform capable of flying 16” per
turn up to 8” above ground level. Cloud is dismissable at any point &
vanishes if Monkey falls off. There is space for two people on the cloud.
Cloud is armed with machineguns (counts as an assault rifle)
Fly-Form 5 Sun Wukong shifts into the shape of a tiny fly and may in this form pass
through doors and walls as though they were not there. He cannot fight in
this form or cast any spells till he dismisses this form at any point. He is
defence 0 and if hit by melee attack in flyform will immediately lose it.
Ki-Push 1 Target within 12” is struck by Ki energy and pushed d6 inches directly
away.
Wall flip 2 Sun Wukong may if he has moved up to a vertical wall of at least 2” in
height fly directly back from the wall up to 8”

23
Zhu Bajie Pigsy
Zhu Bajie originally held the title of "Marshall of the Heavenly
Canopy, commander-in-chief of 7,000 Heavenly Navy Soldiers.
he was a giant demon. He was later banished, however, for
misbehavior. At a party organized for all the significant
figures in Heaven, Bajie saw the Moon Goddess for the first
time and was captivated by her beauty. Following a drunken
attempt to get close to her, she reported this to the Jade
Emperor and thus he was banished to earth., where by mishap
he fell into a pig farm and was reborn as a man-eating pig-
monster known as Zhū Gāngliè ( the "steel-maned pig").
Gluttonous, lecherous and conceited, a mighty warrior
wielding his jiǔchǐ-dīngpá, muck rake, Pigsy will fight for
truth, honour and to get into the nearest girls pants.
POINTS 35
Action points 6
Hit Points 16
Ki 6
Mokusu 3
Attack 6
Defence 2
Armour save 2
ATTACKS
Name Damage Special
Faceslap +0
Tornado-Staff +0 Attacks everyone in base contact
Drag +1 jiǔchǐ-dīngpá only: range 10. If hits then brings target into base
contact with him. No fall damage inflicted.
Head-Bonk +1 If target hit then Dazed next turn
Rearshot +1/+1 Attacks target to front and target behind. May only be used if
both targets present
Send Spirit +2 -1 to hit, If hit target thrown d6” backwards
flying

Spells
Name KI Description
Somersault 3 Pigsy may move up to 6” in a straight line flipping head over
heels in a blur of movement. They may not ascend walls or
cross obstacles
Split Stone 2 Range 10” 4+ Target stone scenery. If scenery is less than
6”x6”X6” remove it. May cause fall damage.
Regenerate 4 Heals D6 damage to friendly target in base contact
Ki-Push 1 Target within 12” is struck by Ki energy and pushed d6
inches directly away.
Wall flip 2 Pigsy may if he has moved up to a vertical wall of at least 2”
in height fly directly back from the wall up to 8”

24
Sha Wujing (Sandy)
Wujing was originally a general in Heaven, more specifically a Curtain-Lifting General. In a fit
of rage, he destroyed a valuable vase. Other sources mention that he did this unintentionally,
and in the Journey to the West series, it was an accident. Nevertheless, he was punished by the
Jade Emperor, who had him struck 800 times with a rod and exiled to earth, where he was to be
reincarnated as a terrible man-eating sand demon. There, he lived in Kaidu River. Every day,
seven flying swords sent from heaven would stab him in the chest before flying off as a
punishment to him. As a result, he had to live in the river to avoid the punishment. He still
carried the weapon he had in Heaven, a yuèyáchǎn, a double-headed staff with a crescent-moon
(yuèyá) blade at one end and a spade (chǎn) at the other, with six xīzhàng rings in the shovel
part to denote its religious association. An earlier group of nine monks on a pilgrimage west to
fetch the scriptures met their end at the hands of Wujing. Despite their pleas for mercy, he
devoured them & sucked the marrow from their bones turning them into a the necklace of
skulls

POINTS 35

Action points 7
Hit Points 14
Ki 7
Mokusu 3
Attack 6
Defence 2
Armour save 2

ATTACKS
Name Damage Special
Faceslap +0
Tornado-Staff +0 Attacks everyone in base contact
Crescent Moon +0 .Only usable against two targets in base contact. Roll to hit
lowest Defence. If first one hit, then second is hit
Spade-slap +1 If target hit then target disarmed and stunned next turn
Rearshot +1/+1 Attacks target to front and target behind. May only be used if
both targets present

Name KI Description
Somersault 3 Sandy may move up to 6” in a straight line flipping head
over heels in a blur of movement. He may not ascend walls
or cross obstacles
Water Torrent 3 All figures friendly and enemy within 6” of Sandys front arc
are knocked over and stunned
Regenerate 4 Heals D6 damage to friendly target in base contact
Ki-Push 1 Target within 12” is struck by Ki energy and pushed d6
inches directly away.
Wall flip 2 Sandy may if he has moved up to a vertical wall of at least
2” in height fly directly back from the wall up to 8”
Water Form 3 As long as Sandy is touching water he can reappear
wherever there is water on the tabletop. This must be a
terrain feature like a river or a barrel of water, not a hipflask
or dew on the grass.
Vitality 1 Range 16” Heals 1 point of damage to a figure

25
WEAPONS:

NAME RANGE DAMAGE ARMOUR Points SPECIAL


*** poison SAVE
Empty-hand Base 1 0 0
Wakizashi Base 1 *** 0 1
Long Dagger
Katana Base D3 0 2
Sword
No-Dachi Base D3+1 0 3
Two handed sword
Bo 1” 1 0 1 Double stun time
Staff
Yari 2” D3 2 2” melee range. Free Faceslap attack once per
Spear turn on any figure entering 2”
Manrikigusari 1” 1 0 3 If causes damage choose
weighted chain A) Trip: opponent can’t move till spends 1AP to
stand.
B) 5+ Disarms opponent
Nunchuk Base 1 +1 2 Damage causing hits disarm opponent next
Articulated stick turn on 5+
Feng Huo Lun Base 1 *** 0 5 Damage causing hits disarm opponent next
Wind and fire turn on 5+. Add 1 Mokuso every second turn
wheels
Naginata 1” D3+1 -1 4 +1 to attack roll
Sword on a stick
Lance 2” D6 -2 4 Mounted charge only. Faceslap only
Yuèyáchǎn 2” D5 0 Sandy only
Jiǔchǐdīngpá 2” D5 -1 Pigsy only
Wishing Staff 2” D6 0 Monkey
only
Nagamaki Base 2 0 3
Half sword half
stick
MISSILE WEAPONS
Blowpipe 6 0 *** -1 1 May be poisoned
Sling 12 1 -1 1
Shuriken 8 D2 *** -1 1 1AP to load
Crossbow 20 D2+1 +1 4 3AP to load
Laminate Bow 18 D3 +0 4 2AP to load
Diekyu Bow 18 D2 -1 3
Simple short bow
Rockets 5xD6 D6 +2 5 +2 to hit rolls

MODERN WEAPONS
MISSILE Range Damage Armour save Points Special
Pistol 18 2-3 No-save 6
SMG 18 2-3 No save 10 Auto fire 3 shots @ separate targets -1 to
hit
Shotgun 8 D6 +0 10 -1 to hit rolls
Assault Rifle 30 D6+2 No save 18 Auto fire 3 shots @ separate targets -1 to
hit
Flash-bang 5 Nil Nil 5 Successful hit stuns all within 1” of target
for 1 turn
Grenade 5 D3 +0 5 Disposable: Affects all targets within 2” of
target for d2 damage and pushes them 2”
away from target. Target directly hit is
pushed d6” randomly.

Boldface type indicates two handed weapon

26
ITEMS
Name Points Action Effect
Cost points
cost
Salve 2 1 Heals 2 hit points. Destroy after use
Sake 3 1 Restores 2 KI. Destroy after use
Special-Brew Sake 3 1 Restores 4 Ki. User is stunned next turn.
Sandals of the Cat 1 0 Take half falling damage
Cape of the B- 3 0 Any Ashiguru or Henchman may not make
movie rear attacks on the wearer. They may only
stand about twirling weapons waiting to get
smacked.
Shield 3 Permanently reduces Action points by 1
when held. Adds 1 to defence. May not
wield two handed weapons when carried
Ancestral weapon 2 0 +1 to hit with designated weapon
Ground Blade 2 0 + 1 to opponents armour save roll on hits
with designated weapon
Sandals of the 3 Add 1 action point for movement purposes
eagle only
Master crafted 2 0 Samurai, Ronin, or Henchmen only. +1 to
armour armour
Swanfeather 3 0 - 1 to hit rolls with ranged attack. (Bows
arrows only)
Fortune Cookie 1 0 Re roll any one of your dice. Destroy after
use
Heroic potion 3 1 Return your character to life for one last turn
with one health point remaining. Your
character dies (again) at the end of that
turn)
Sandals of 5 0 Double leaping distances.
Wirework
Lips of the Badly 3 1 “Daughter of a lordless goat!” Confuses one
lip-synched opponent within 6” reducing their AP next
trashtalk round by 1
Wire Cutters 3 0 A character in base to base with a character
that has wire cutters may not leap.
Second really, 5 1 Return your character to life for one really,
really heroic potion. really final last turn with one health point
remaining. Your character dies (yet again)
at the end of that turn) Only usable if they
have used a heroic potion this game.

Scenarios

27
Here are stand-alone scenarios suitable for your first few games of Chinese Takeout.
Further Scenarios and Ideas will be available at www.freewebs.com/tommiatkins

Day of Dishonour
Background: Fat Man Pai is Shogun Nin Ten Doh’s top Sumo wrestler. He is on his
way to Biong Pen, for the 1455 Sumo Championships. Rather a lot of yen is resting
on him winning. A lot of Ten Dohs Yen. His rival Lee Bruce plans to make sure Fat
Man Pai never makes it to the tournament.
As fat Man and his escorts camp down for the evening, assassins wait in the shadows.

Forces:
Fat Man Pai: SUMO
Chun Ki Munki: Escort leader. Samurai with Katana and Sheild
Hai tu Yu : Yamabushi Monk with Naginata Sake and Salve
Henchman with Yari
Henchman with Yari
Henchman with Yari

Inja Bac : Ninja with katana, Paralysing poisoned Shuriken, Sandels of


wirework
Nowyu Dai : Ninja with Katana
Suki Yu: Geisha with Paralysing poisoned wheels of wind and fire, Blowpipe

Setup
Board size is 36” X “36”. Central is a 6” area of about 4 high trees. A statue of
the Bhudda about 6” tall is central to the south edge. A Small barn is central on
the north edge. The rest of the board is lightly wooded, at least 20 trees outside
the central wooded area.
Fat man’s forces set up first in or on the edge of the woods.
Inja and Nowyu set up after at least 12” from any of Fats forces. Suki has
approached the camp and may set up 4” from any table edge for each successful
roll off on D6 against Fat’s player. Example; she wins or draws 3 rolls and so sets
up 12” in from the edge. Example; she loses the first roll and sets up on the table
edge.This represents how close to the camp she can get before Fat Mans side
realise that she is hostile. If Suki reaches base contact without being discovered
hostile she may not be attacked until the Ninjas are spotted or she herself
attacks.

Victory:
Inja’s force wins if Fat Man dies.
If Fat Man is dazed, He may be tied up by an adjacent opponent for 4 AP he
from then may be rolled along by an adjacent figure at 1” per 2AP.
If Fat man is captured in this way and exits the table, Inja’s team scores a
magnificent victory.
Fat Mans force wins if all opponents die or retreat off table without Fat.

28
Vengence on the Grandfather

Background: Pu-Hi Kazi Is retired. He tends his apple orchard reflecting on a life of
adventure as a Wudan Monk. But now once again for Pu, danger lurks in The
Shadow. The local Bandit Chief Chu On Dis requires revenge. Revenge for the death
of his bandit chief father, Wha yu Wan. And to steal the gold that Pu took that was
rightfully Chu’s loot.

Forces:
Pu-Hi Kazi: Wudan Monk,unarmed.
Tentu Tu: Shaolin Monk with Katana
Chu On Dis : Ronin with Katana
6 Ashiguru with Yari’s

Setup.
Board Size is 24” X 24”. It is mostly covered with trees in straight rows. Like a
blinking orchard really! There is two or three carts with piles of apples on them.
There is the obligatory statue to Bhudda,(might as well use scenery if you have
it). Central is a hut where Pu keeps his wheelbarrow and tools.
Pu starts central on the table.
Chu’s forces may enter from any edge.
After 4 turns Pu’s old Shaolin Monk friend comes by on a random board edge
for some green tea and a chat. On seeing the Bandits he may rush to Pu’s
defence.

Victory:
Pu Wins if he survives
Chu Wins if he kills Pu. Chu may claim a marginal victory if both he survives
and a figure from his team enter the hut remain there a turn and exit the table
with a bag of swag from the hut!

29
CHINESE TAKEOUT!
Greetings Honourable player. Prepare to enter a world of
mayhem, magic and moustaches, a world of Flying kicks
and improbable physics.
In the shadows of the Palace Ninjas lurk, Geishas stroll
past cherry blossom trees. Samurai stand as sentinels to
their Shogun, who towers all powerful over the land
advised by venerable Monks.
Ancient artefacts sought for centuries are wielded by the
righteous and the malevolent in the final battle for…

Yeah enough of that old tosh.

Chinese Takeout! Is a Skirmish game set in the world of


Wuxia- Wirework and Martial arts.
Each player takes control of one or more characters and
drawing on a massive range of abilities spells and attacks.
Games last around 30 minutes are easy to learn and turns
are fast paced.
Draw your Nunchucks and FIGHT!

30

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