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Buildings, Doors and Windows Unless a scenario states otherwise, or players decide otherwise, assume the following: Warriors cannot see or shoot into or out of a building unless the warrior inside has taken up a defended position (see below). Warriors cannot charge into or out of a building unless the warrior inside has taken up a defended position at the door (see below) Ifboth warriors are inside already, they can attack each other following the normal rules. DEFENDED POSITIONS ‘Warriors are wise to make good use of terrain to protect themselves, by taking up position behind an ‘obstacle, at a window or doorway, or at the corner of a building. A warrior can take a defended position in the following places: 1. Touching a barrier up to.1” high. 2. Inside a building, touching the wall in position to see out a window. 3. Inside a building, within 1” of a door. 4. Outside, touching the wall at the corner of a building, in position to see round the edge. Being in a defended position has the following effects: + The barrier or building does not block the warrior’s line of sight or hinder the warrior’s own shooting or charging. + The warrior counts as being visible and so can be shot at or charged. + The warrior may take shelter from enemy attacks as described below. Taking Shelter in a Defended Position ‘A warrior who has taken up a defended position is better able to block or dodge enemy attacks. He may choose to use whatever he is sheltering behind to avoid any attack as a free action (even if he has no actions left) Instead of a normal Test of Agility, roll 4 dice (*, for the test, regardless of the warrior’s Agility stOre. Bonuses and Fumbles on this roll have no effect. ‘Obviously, this rule assumes that the barrier or building forming the defended position lies between the defender and attacker: If the attacker has managed to work his way behind the position then the benefits are lost. CAVALRY AND TERRAIN Mounted models have the following exceptions to the normal terrain rules: + Mounted models can only climb heights up to 1" (representing an upward jump). + Mounted models cannot enter buildings. + Mounted models cannot take up defended positions. NEW SCENARIO RULES The following rules are used in specific scenarios, particularly sneaky raids and dastardly ambushes. The rules for darkness are a special case in that they can be applied to pretty much any scenario. Players can agree if theyid like to make their game a night-time battle, The effects will certainly make the battle a different experience, and may make particular scenarios easier or harder! DARKNESS Inanight time battle it is much more difficult to spot anyone at a distance. Ifa battle is taking place in darkness, the following rules apply: Any time a warrior needs to see another warrior (ie in order to charge or shoot at them), he must first pass a Test of Wi ‘6 to see through the darkness. Only one attempt to see through the darkness can be made per action, Ifthe test is failed, the other warrior cannot be seen. ‘Choose the warrior’ action all over again, as ifthe ‘other warrior was not there at all - you can change the target of his action to the nearest warrior who ccan be clearly seen (see below), or even choose a different action altogether, but you cannot test again to see through the darkness or target an enemy who isnot the closest. Unseen warriors can be ignored for purposes of determining which enemy is nearest, do not block line of sight and do not hinder attacks If the test is passed, then the other warrior can be seen until the end of the current action. Clearly Seen Individual warriors who are currently within 6” can be clearly seen even in the darkness — no test is needed to see them. Groups and mounted warriors can be clearly seen within 9°. Of course, other models and terrain can still block line of sight as normal. Lanterns Unless otherwise noted in the scenario, ifa battle takes place at night, then four lanterns are placed on the battlefield. ‘The lanterns are set down after the terrain and any objectives have been placed, but before home table ‘edges have been determined. They cannot be moved during the battle, If the scenario has an obvious attacker and defender then the defender gets to position the lanterns wherever he wishes. Otherwise the players take turns (flip a coin to see who goes first). ‘Any warrior within 3” of a lantern does not count as in darkness ~ they can be clearly seen. DARKNESS VS FURTHER AWAY When choosing a target in a night-time battle the following rules apply. | A warrior can target the nearest clearly seen enemy. OR A warrior can take a Test of Wits to target a further away enemy who can also be clearly seen. OR A warrior can test to see through the darkness to the nearest unseen enemy. You cannot attempt to see through the darkness to a further away unseen enemy. RANDOM MOVEMENT In certain scenarios warriors may wander about aimlessly, to while away the boredom of their guard duty or perhaps even because they've been blindfolded. To represent this, the models move around randomly rather than directed by the player, using the special Random Movement action: ‘The warrior it is moved 2D6" in a random direction, NB, Ifyou dont have a directional dice handy, you can spin a Fate token and see which way the lightning bolt is pointing. Ifthis move would take the warrior into an obstacle, building, the edge of the table or another warrior then they stop. UNAWARE OF THE ENEMY ‘Sometimes a surprise attack may catch the enemy completely unaware that they are in afty danger at all, The following rules apply to unaware warriors. 1 Action. Unaware warriors can only make a single action per turn, Remove any extra tokens for samurai from the bag until they become aware. Random movement ‘When assigned an action token, unaware warriors can only make the Random Movement action as described above. Easy Targets ‘Unaware warriors are easier to hit (attackers gain +1 dice (-*)) on their Strike roll for both melee and shootifig attacks) and cannot attempt to avoid attacks. Test to Become Aware ‘When an action is assigned to an unaware warrior (before making his Random Movement action) he may be able to make a Test of Wits (SP to see if he has realised something is amiss, HowEver he can only test if he has spotted something suspicious. If the testis failed, the warrior stays unaware and acts as described above. Any of the following allow a warrior to make the test, Iftwo or more suspicious things apply then the warrior gains +1 dice on the Test of Wits oO . A warrior within 12" and in view has been cut down (it helps to leave cut down models Iying face down on the battlefield when the Unaware rule is in use). + Anenemy is in view within 12" (15" for a group or mounted). + An aware friend is in view within 12". + Anyone charges or fires a gun within 12" (even if not in view). Note that in the dark, all these distances are reduced by 6" (unless the suspicious thing is within 3" of a lantern). Unaware warriors cannot test to see through the darkness. ‘Warriors become aware automatically if the following occurs: + They suffer any wound from a missile weapon. + They have been charged and attacked (NB. they become aware at the end of the action). Once a warrior becomes aware the owning player can control the model as normal. Remember to add any remaining action tokens into the bag for samurai. CARRYING Warriors may need to carry items during a scenario. Use an objective marker to represent the item, moving it alongside the model carrying the item. Ifthe warrior is forced back or cut down by an enemy melee attack then the attacker takes control of the iten Ifthe warrior carrying the item loses his nerve or is cut down by shooting, then the item is dropped ~ place an objective marker of some kind to mark its location until another warrior moves into contact to pick it up VICTORY POINTS Ifyou need a tie-breaker in a drawn battle, or just want to have a simple fight to the death, this rule helps you determine who has done best based on which models have been cut down. For each enemy model that you have cut down during the battle, add up their Recruitment point cost as shown on the Recruitment cards. For Groups that have had 1 or 2 warriors cut down, add points as follows: + point Goup (ie Spearmen), 1 or 2 cut down: 1 point + 3+ point Goup (ie Bowmen), 1 cut down: I point + 3+ point Goup (ie Bowmen), 2 cut down: 2 points Ifany rules were used that gave a reduction to the Recruitment cost (special campaign rules, etc), these are ignored - use the full cost. played by any force ~ as attacker or defender. } | A stealthy band of attackers has approached an enemy encampment without raising suspicion, and is poised to launch a surprise assault. Caught unawares the defenders will have to get | organised and act fast to drive off their foes before they are overwhelmed. | ‘Terrain Lay out the terrain as shown (add or substitute your own scenery if you prefer). Place three objective markers at the entrances to the buildings. They should all be at least 12" from the edge of the playing area. NEW SCENARIOS ‘The scenarios presented here are designed to make use of the new rules, and to showcase the less honourable behaviour of the warriors in this set. However, they are exciting battles that can be SUDDEN ATTACK Recruitment Limit Players should agree a limit of between 15 and 20 points. The defending player can spend 3 extra points Deployment ‘The defending player deploys all his warriors anywhere at least 6" from the edge of the table. ‘The attacking player chooses any table edge and deploys all his warriors within 3” of that edge. The attacker draws the first token, Unaware of the Enemy ‘The defenders start the battle unaware of the enemy, using the rules described in this booklet. Objectives Seize and maintain control of the objectives ~ representing control of the encampment. Controlling an Objective To control an objective a warrior must be within of it and there must be no enemy warriors within 3' Control can change sides multiple times during the battle Ending the Battle The battle ends at the end of Turn 5, as darkness. falls. Whichever force controls the most objectives at this point is the winner ~ the other side flees. AMBUSH IN THE DARK A force of brave men have been tasked with delivering a strongbox of coin to the local clan lord. But the forest road at night is a dangerous place, for there are eyes watching from the shadows waiting to spring a tra SET Terrain Lay out the terrain as shown (add or substitute your ‘own scenery if you prefer). ‘The defending player places 4 lanterns as described in the Darkness rules. Recruitment Limit Players should agree a limit of between 15 and 24 points. Deployment Flip a coin to decide who starts on which side of the board. Players take turns deploying their warriors up to 12" onto the table, starting with their samurai hero, then any other samurai and lastly commoners ‘The defending player can choose the warrior who is carrying the strongbox, placing the objective marker at the same time as that warrior. ‘The defending player draws the first token. Objectives Keep or take control of the strongbox and carry it to the opposite table edge from your starting edge. Darkness Use the Darkness rules described in this booklet. Carrying Use the Carrying rules described in this booklet. Ending the Battle ‘As soon as any warrior carrying the strongbox reaches the opposite table edge from where he started, his force has won - the battle ends immediately. Scenario Options This scenario works just as well without the Darkness rules (just a bit less atmospheric!) | Unseen in the darkness, a small group of stealthy infiltrators creep into enemy territory, set on stealing a valuable item - perhaps a chest of | coin, secret documents or even a priceless family heirloom. Either way, the key to success will be | speed and silence! TT Terrain Lay out the terrain as shown (add or substitute your own scenery if you prefer). Place an objective marker inside each of the three central buildings. They should all be at least 1 from the edge of the playing area. The objective markers represent possible locations for the valuable item. ‘The defending player places 4 lanterns as described in the Darkness rules. Before deployment the defending player must secretly write down which objective is the location of the valuable item, Recruitment Limit ‘The defending player has 24 points. The attacking player has 15 points. In this scenario the attacker does not have to spend any points on commoners, UNDERCOVER RAID Deployment ‘The defending player deploys all his warriors anywhere at least 6" from the edge of the table. ‘The attacking player chooses any table edge and deploys all his warriors within 3" of that edge. The attacker draws the first token Unaware of the Enemy “The defenders start the battle unaware of the enemy, using the rules described in this booklet. Objectives ‘The attacking player must search the objectives looking for the valuable item. When an objective is searched successfully the defender must reveal if, this is in fact the item's location. If not, then remove the marker ~ the attacker must keep on searching. Ifitis, the objective marker now becomes a token representing the item, carried by the warrior. Remove the other objective markers from the table. Darkness Use the Darkness rules described in this booklet. Carrying Use the Carrying rules described in this booklet Ending the Battle Ifone of the attacker's warriors carries the valuable item to the any table edge, he has won - the battle ends immediately. Ifall of attacker’s samurai are cut down, the defender has won - the battle ends immediately. Scenario Options You can also try this scenario without the Darkness rules. In this case the defender can spend only 20 Recruitment points. ASSASSINATION Out of the night, a band of killers launch their attack with murderous intent. The defenders’ only hope is to eliminate enough of the foe to make them flee. errr rere Terrain Lay out the terrain as shown (add or substitute your own scenery if you prefer), The defending player places 4 lanterns as described in the Darkness rules. Recruitment Limit Both players receive 24 Recruitment points. In this scenario both sides must recruit at leas (including the hero). 2 samurai Deployment ‘The defending player deploys all his warriors anywhere at least 6” from the edge of the table. ‘The attacking player chooses any table edge and deploys all his warriors within 3" of that edge. The attacker draws the first token. Unaware of the Enemy The defenders start the battle unaware of the enemy, using the rules described in this booklet, Objectives ‘The attackers must eliminate all the enemy samurai. ‘The defenders must drive off the attack by cutting down as many enemies as possible. Darkness Use the Darkness rules described in this booklet. Carrying Use the Carrying rules described in this booklet. Ending the Battle If the attackers cut down all the defender's samurai, the attackers have won - the battle ends immediately. If the defenders cut down enemy models worth 12 victory points (see the rules in this booklet), the defenders have won ~ the battle ends immediately. Scenario Options You can also try this scenario without the Darkness rules. In this case the defender can spend only 20 Recruitment points.

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