Daishō Reference Sheet V1

Daishō Reference Sheet V1

Daishō Reference Sheet v1 Turn Sequence Armour 1. Initiative Armour Rating Roll 1d10 and add Leadership. Re-roll ties. None (ordinary clothes) 7 Light armour 8 2. Movement Light armour & jingasa 9 Figures in Heavy Armour lose their Speed bonus. Partial ninja chainmail 9 Figures in Medium or Heavy Armour cannot Run. Light armour & kabuto 10 Any figure already engaged in a Fight cannot move Full ninja chainmail 10 other than to Disengage (3.2.4). Medium armour 11 A figure may be moved in any direction. Medium armour & jingasa 12 Its movement may be slowed by the terrain (4.1). Medium armour & kabuto 13 Heavy armour (o-yoroi) 14 3.Shooting Heavy armour & kabuto 15 Roll 1d10 + SV + Weapon + other modifiers. Common Shooting Modifiers Modifier Attack Karma Target moved 3” or more this turn -2 Shooting Weapons Bonus Range Modifier Target has run this turn -3 Imp. thrown weapon +0 3” +1 Shooter moved 3” or more this turn -4 Dagger (aiguchi, tantō) +1 6” -1 Shooting at a target that is in a Fight -4 Throwing stars +1 6” -1 Volley fire: each additional shooter +1 (shuriken) adds Javelin (yari-nage) +2 9” -1 Target is in Difficult terrain (type -1/-2/-3 Short bow (han-kyu) +2 12” -1 1/2/3) Long bow (dai-kyu) +3 16” -1 Target is currently Knocked Down +2 Arquebus (teppô) +3 20” -2 Pistol +2 6” -2 4. Fighting Roll 1d10 + FV + Weapon + other modifiers. Attack Karma Fighting Weapons Bonus Modifier Common Fighting Modifiers Modifier Unarmed – unskilled +0 +1 If you outnumber an opponent +1 Martial Artist – Basic +1 +0 Mobbing: each additional fighter adds +1 Martial Artist – Intermediate +2 +0 Martial Artist – Advanced +3 +0 Fumble Improvised weapon +0 +1 If the d10 roll for the attack is a natural 1, the attacker Improvised weapon, large +0 +0 automatically misses and this is a potential Fumble. Club (jo, tonfa, kiseru, pistol +1 +0 Roll another 1d10. If the result is a second natural 1, butt) the weapon is unusable for the rest of the game Club, large (teppô butt) +2 +0 (though this cannot affect a figure’s ability to fight Quarterstaff, wood (bo) +3 +0 unarmed as a Martial Artist). Quarterstaff, metal +3 -1 (tetsubo, kanabō) Karma rolls (3.5) Dagger (aiguchi, tantō) +1 -1 Each time a figure is hit immediately make a Karma roll. Dagger, disarming (jitte, sai) +1 -1 This roll may be modified if attacker’s weapon has a Battleaxe (masakari) +2 -1 Karma Penalty. Greataxe (ono) +3 -2 If the result is greater than Karma, figure is OK. Javelin (yari-nage) +2 -1 If it is equal to Karma, figure is Knocked Down. Spear (yari) +3 -2 Long sword (katana, ninjato, If it is less than Karma, figure is out of the game. +3 -1 A natural, i.e. unmodified, roll of 1 is always a failure, a tachi) natural roll of 10 is always a success. Short sword (wakizashi) +2 -1 Two-handed sword +4 -2 (nodachi, ōdachi) Halberd / polearm +4 -2 (naginata, nagamaki) Rice flail (nunchaku) +2 0 Sickle (kama) +1 -1 Sickle and chain (kusari-gama) +2 -1 © The Ministry of Gentlemanly Warfare February 2015 Daishō Reference Sheet v1 Difficult terrain (4.1.1) Poison (5.2.6) Type Examples Poison can be applied to all cutting Fighting weapons 1 Open woodland, orchards, fences, low walls, and to penetrating Shooting weapons except firearms. wooden buildings, streams, tall crops, snow It imposes a -2 modifier on the Karma roll for any hit drifts, banks of paddy fields, paper screens by the weapon which is cumulative with any penalty inside buildings, encampment cloth screens imposed by the weapon itself. 2 Dense woodland, bamboo thickets, mixed Neither samurai nor ronin can use poison as it is wood & stone buildings, ditches, shallow against the code of bushido. rivers and their banks, piles of goods, impromptu barricades, carts or wagons, The Golden Rules (1.6) haystacks Respect 3 Solid stone buildings, dense forest, rocky All players should bow respectfully to each other at outcrops and boulders the beginning and end of each skirmish; this is a game for those of true samurai spirit, not for uncouth Equipment (5.3) peasants. To bow correctly place the palms of your Item Description hands on the front of your upper thighs and, with feet o Grenade, fire A hit by this grenade (3.3.7) sprays together, bow from the waist to about 45 . burning oil in all directions; this Conduct results in a Fire attack (5.3.2) at +2 This is only a game and, although having a certain on everything in a 1” radius. level of passion is all well and good, intemperate Grenade, If this grenade hits it unleashes a language or behaviour is not the mark of a true flash bright flash and a loud bang. All samurai – though the occasional spirited shout of figures within 2” must make a ‘banzai!’ is only to be expected. Karma roll, with a Modifier of -1, or If players struggle to behave appropriately then be Knocked Down. perhaps less sake should be consumed before the Grenade, If this grenade hits it explodes; roll game? gunpowder an attack, with a bonus of +5 (but The Power of Rules not counting the Shooter’s SV), Rules are for the obedience of fools and the guidance against every figure in a 2” radius. of sensei. Every figure hit must make a Karma If there is a rule in this book which you and your roll with a Karma Modifier of -1. fellow bushi dislike, or which doesn’t fit the scenario you are playing, then change it to suit yourselves. Grenade, This grenade, if it hits, creates a 3” However, do not make a change unless all the players smoke radius cloud of smoke which grants Type 3 cover. The cloud persists for agree to it. Agreement 1d10 turns unless there is a strong If you encounter a situation in the game in which the wind, in which case it disperses at the start of the next turn. rules do not work and common sense seems to be in short supply, roll 1d10 and give an even chance to Martial Arts These devices are only usable by a each possible outcome. enhancer figure that has the Martial Artist – After the game discuss the situation further and come Advanced Skill. They grant a Karma a mutually acceptable agreement for future games. If Modifier of -1 to the figure’s Martial that fails, contact the Daishō Sensei through the blog. Artist attacks. Decisive Play Storm lantern This lantern provides light in a 3” This game is an evening’s entertainment, not planning radius. It takes a Shooting action to for the invasion of China. You should carry out your light and can be extinguished at will. actions boldly and decisively so as not to delay the It is not extinguished by inclement actions of your fellow players. weather of any kind. Losing with Honour Normal These torch both have the same This is only a game. If you lose, but followed the lantern or characteristics as a Storm Lantern guidance above, the Daishō Sensei believe that there torch except that they can be extinguished is no need to attempt seppuku or to undertake a quest by inclement weather. to restore your honour. © The Ministry of Gentlemanly Warfare February 2015 .

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