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LDZA Timelines: – Sengoku-jidai/Hakyokubi Character Types -- • Cavalryman (Blaster) replaces SWAT. All other base classes are allowed from Seasons and LDZA, as is the Tracker class from Timelines. The Gunfighter class is replaced by Kensei. The Sumo Wrestler class is new.

• When assigning classes, consider the character's role and not their official title. While a miniature of a wandering Ronin is definitely a warrior of some kind, he could have been a Cavalryman, be reduced to a Goon or even a Crony in the employ of gamblers and merchants, or serve as the Everyday Hero reluctantly leading a handful of peasants away from his Lord's fallen castle. In the same way, a Samaritan and their Inspiring Presence skill could be anything from a Shinto priest to a peasant hero or a skilled musician and dancer (although if the person is not skilled in combat, you might want to consider using the Kid or Crony profiles).

Kensei – Trained -- 15 SP Kensei throw themselves into the study of weapon combat to the exclusion of all else. AP 6, CQ 4, FA 2, St 4, En 3, DC 3, C3, I3 Skills: Athletics, CQC. Special: May start the game with your choice of Dual-wield, Martial Arts, or Dirty Fighter. May not wear armor. The Kensei will not perform manual Jobs (Gather Food, Building, etc) unless they are Hungry, Thirsty, or Freezing.

Sumo Wrestler – Neutral -- 12 SP Whether a gifted amatuer who only sees the ring on harvest day or a professional prize fighter, Sumo wresters focus all of their enormous power and speed into a split-second charge. AP 5, CQ 4, FA 2, St 4, En 3, DC 4, C3, I2 Skills: CQC. Begins the game with Heavy Lifter (1), Subdue, and Charger. Sumo Wrestlers must pay double the normal price for armor, and likewise need two Meals between games to avoid or recover from the Hungry status.

Charger: CQC Skill. The character has learned to make swift, furious charges to knock their opponent off- balance. When the model has spent at least one AP on movement this turn and is fighting in base contact, their CQ attacks gain Knockback (2) against Zombies and a +1 bonus to Subdue

--Weapons, Close Quarters-- /Tanto - as Knife (use for any miscellaneous short, sharp things like Sai) - as Throwing Knife, no melee profile, 1pt per round of fire /ninjato - +1, +1, Lobo (1), 3pt Kanabo/Tetsubo - As Heavy Club , , - as Heavy Blade - as Nagae-Yari - As Spear, Reach 3" but Heavy 1 - S+1 CQ+1 Reach 2", 4pts Bo - CQ +0, S+1, Reach 1", 2 Pts (use profile for misc. tools with Reach) Knives, Clubs, Bo, Axes, and Heavy Clubs are common among the lower classes. Other weapons are generally restricted to warriors, but this is the end of days.

--Weapons, Ranged -- - As bow, with "Versatile". Teppo - As Musket - Rng 18", Dmg 3, ROF X, KB 2, Noisy (1), One-Shot, Matchlock* Pistol - As Single-Shot Pistol Grenade - S3, all other stats identical Firebomb - As Molotov

* Japanese Firearms are matchlocks, and may not be used in any Rain, Ice Storm, or Blizzard weather. A model carrying a loaded firearm also adds 2" to all enemy Spotting distances at night, due to the lit matches they must carry.

--Armor-- Armor is common, and comes in several grades. /Garrison Plate - +1 End against CQ Attacks -- 10 SP Do-maru - +2 End against Yumi and CQ attacks, Heavy (1)-- 15 SP Nanban-maru (armor of Proof) - +2 End against all CQ and FA attacks -- 25 SP

--Special Equipment -- Fireworks (as Noisemaker, but Scatters and always goes off on the same turn it's shot) Flare - Limited-Use, not Incendiary. Lantern - Occupies one hand. May be used as an Incendiary CCW with a fixed Strength of 1 and Limited-Use (1). Extends enemy LoS to this model to 24", but also allows models to see anything within 6" of this model from up to 18" away in a Night scenario.

Mikoshi - A portable Shrine. Warbands containing Sohei may purchase a Portable Shrine as a Special Item for 20 SP. It is Heavy (4), may be carried by 2 models in base-to-base with each other, and otherwise functions as a sanctuary. If the Mikoshi is lost, the warband takes a -5 on its next Zombie Attack roll.

-- New Terrain items -- Torii -- The space between the posts functions as a Fence for all Zombie miniatures and supernatural creatures, but as Clear Terrain for Humans and Animals

Rice Paddy - Replaces Field. Up to 6x6", treat as Difficult Terrain during Spring, Summer, and Fall. Generally have a 1" Bank at the edge; models in contact with a bank may count it as Light Cover • In any scenario with the "Unseasonably Cold", "Freezing", "Blizzard", or "Ice-Storm" Weather, it bcomes Ice. • In "Wet and Sloppy", "Monsoon", and "Flash Flood" Weather, treat a Paddy as Impassable Terrain Standing Lanterns - Terrain item. 4" radius, unaffected by Wind and Rain conditions. Rules otherwise as Beacon Fires from Seasons. Lanterns may be attacked, with an Endurance of 4 and 2 Wounds. Sanctuary -- Includes Shimenawa (sacred natural objects, such as a large tree or rock, usually marked with a distinctive paper rope) and Hokora (small shrines or Impassable buildings, up to 3"x3" in size). Supernatural beings treat a 3" area centered on the object or shrine as Difficult Terrain. Shrines are ineffective in the month of October.

--New Refuges--

Shinto Temple -- Size 10, Spaces 2 (replaces Church) Often centered around sacred relics and ancient holy trees, stones, and other habitations of spirits. • Whenever fighting on the Shrine's premeses, gain one each of the Torii and Sanctuary terrain pieces. • Chose one: Granary (as Cold-Cellar), Spring (as Rain-Collectors), or the "Remote" Trait.

Merchant's Warehouse – Cap 10, Slots 3 Modified Mall. Storehouse, Windows.

Tea-House As Bar (Seasons)

Smithy – As Mine Office (Blaster)

Farm House -- As updated in Seasons

Hill Fort -- As Fort from Blaster

Woodcutter's Cottage – As Cabin in the Woods (Seasons)

Campsite -- As Seasons. Doctor's Mansion – Infirmary, Fences, Apothecary Daimyo's Second Residence – As Prison. Perks - As standard in a Timelines campaign, characters may exchange any Starting Perk for a Hearth or Woodstove. Horses, however, were much less common in the treacherous mountains of Japan. Remote locations are not allowed to begin the game with a Stable. • Cold-cellar • Rain-barrels • Smithy • Armory (for arrows, powder, etc.) • Bunks • Escape Vehicle • Fences • Paddy Fields (see Terrain section, otherwise treated as Fields) • Shuttered Windows, Reinforced Structure • Signalling Drum or Bell -- As Radio Tower. • Apothecary - With the right facilities, healing herbs and chemicals can be compounded to improve their effectiveness. If a character with the First Aid or Surgeon skills Works in the Apothecary, they can treat two Sick people with a single dose of Medicine. A Naturopath may create 2d3 Doses of medicine by Working in the Apothecary

TO DO : Salvage Tables.