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.