Terrain
Kyoto is the capital and major city in Japan, with everything from the Emperor's palace to merchant quarters, pleasure quarters, samurai mansions and huge temples. In this crowded city you can set up a terrain similar to Mordheim as long as you have enough buildings. However, it is also situated in the Kansai area with one of the two big plains of Japan, while simultaneously surrounded by hills and mountains covered by lush forest. The types of terrain that is used in Empire in Flames can just as well represent the rice paddies, bamboo woods and small creeks.
Warbands: Samurai Warbands
The Samurai Warbands
Times of turbulence are seen as a golden opportunity for samurai, whether they are nobles who want to gain a reputation as great warriors and expand their realms or if they are ronin down on their luck. Because of the power vacuum after Nobunaga’s demise there’s plenty of powerful lords ready to throw coins and lands at those who prove useful. When you start a samurai warband you get to choose from three different types of warbands.The first warband is the retinue of a samurai of great battlefield prowess who aims to make a name for himself and be recruited as a general by one of the powerful warlords. The second is the retinue of a rich samurai ruling prosperous farmlands who is willing to fight anyone to expand his wealth and power. The third warband is a gang of masterless ronin samurai who muster around a ronin of great renown, looking for revenge, redemption or simply just drinking money.
SPECIAL RULES
The battle hardened warband: The samurai in these warbands are accustomed to the demands of military discipline and have a strongly developed loyalty between officers and men. To represent this, fighters may use their Captain’s Leadership if within 12" rather than the usual 6". A strong tradition of martial training is also responsible for the high standards of archery amongst the samurai. All Marksmen therefore add +1 to their Ballistic Skill, whether they are recruited when the warband is first formed or added later.
The wealthy landowning warband: due to contacts with and leverage over local merchants the landowning warband receive a +1 bonus when attempting to find rare items (see the Trading section for rules). To reflect their wealth landowning warbands start off with and extra 100 gold crowns (600 in total) when fighting in a campaign. In a one-off game they are permitted an extra 20% gold coin when recruiting a warband. For example, in a 1000 gold coin game a landowning warband will have 1200 gc.
Masterless samurai gang: Only the toughest of the tough manage to scrape by in these cut-throat times without the protection of a powerful clan. To not only survive but to lead a gang of these desperate men is something only the most resilent of veterans can due. The survival of the fittest results in ronin Captains and Champions starting out with Strength 4 instead of Strength 3.
Choice of warriors
A Samurai warband must include a minimum of three models. You have 500 gold crowns available to spend. The maximum number of members in the warband may never exceed 15.
Captain: Each Mercenary warband must have one Captain: no more, no less!
Champions: Your warband may include up to two Champions.
Youngbloods: Your warband may include up to two Youngbloods.
Ashigaru: Your warband may include any number of ashigaru.
Ashigaru Marksmen: Your warband may include no more than seven ashigaru Marksmen.
Samurai Swordsmen: Your warband may include no more than five samurai Swordsmen.
Starting experience
The Captain starts with 20 experience.
Champions start with 8 experience.
Youngbloods start with 0 experience.
Henchmen start with 0 experience.
Mercenary skill tables
Battle hardened warband
Captain: Combat, Shooting, Academic, Strength, Speed
Champion: Combat, Shooting, Strength
Youngblood: Combat, Shooting, Speed
Landowning Warband
Captain: Combat, Shooting, Academic, Strength, Speed
Champion: Combat, Shooting, Speed
Youngblood: Combat, Shooting, Speed
Ronin Warband
Captain: Combat, Shooting, Academic, Strength, Speed
Champion: Combat, Strength, Speed
Youngblood: Combat, Strength, Speed
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Samurai Warband Equipment List
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . 1st free/2 gc
Staff . . . . . . . . . . . . . . . . . 3 gc
Axe . . . . . . . . . . . . . . . . . . 5 gc
Sword . . . . . . . . . . . . . . . 10 gc
Double-handed weapon . . 15 gc
Spear . . . . . . . . . . . . . . . . 10 gc
Naginata . . . . . . . . . . . . . . 10 gc
Missile Weapons
Pistol . . . . . . . . . . . . . . . . 15 gc (30 for a brace)
Handgun. . . . . . . . . . . . . . .30 gc
Bow . . . . . . . . . . . . . . . . . 10 gc
Long Bow . . . . . . . . . . . . . 15 gc
Armour
Light armour . . . . . . . . . . 10 gc
Heavy armour . . . . . . . . . . 25 gc
Helmet . . . . . . . . . . . . . . .5 gc
MARKSMAN EQUIPMENT LIST
This list is for Marksmen only
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . 1st free/2 gc
Staff . . . . . . . . . . . . . . 3 gc
Sword . . . . . . . . . . . . . . . 10 gc
Missile Weapons
Pistol . . . . . . . . . . . . . . . . 15 gc (30 for a brace)
Bow . . . . . . . . . . . . . . . . . 10 gc
Long bow . . . . . . . . . . . . . 15 gc
Handgun . . . . . . . . . . . . . 30 gc
Hunting rifle . . . . . . . . . . 200 gc
Armour
Light armour . . . . . . . . . . 10 gc
Helmet . . . . . . . . . . . . . . . 5 gc
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Heroes
1 Samurai captain
60 gold crowns to hire
The captain of a samurai warband, no matter if he is a local nobility or a rough masterless warrior, is a seasoned fighter who has proven his worth on many battlefields. He holds his warband together either through blood ties and authority or simple charisma and his orders go unquestioned.
M WS BS S T W I A Ld
4 4 4 3 3 1 4 1 8
Weapons/Armour: A samurai Captain may be equipped with weapons and armour chosen from the Samurai Equipment list.
SPECIAL RULES
Leader: Any warrior within 6" of the samurai Captain may use his Leadership characteristic when taking Leadership tests.
0-2 Champions
35 gold crowns to hire
In any samurai warband there is one warrior who is bigger, stronger (and often uglier) than his comrades. These men are called Champions. Champions are amongst the toughest and the best fighters in the warband. They often act as the lieutenant of the warband leader and, after the Captain, they get the pick of any equipment and loot.
M WS BS S T W I A Ld
4 4 3 3 3 1 3 1 7
Weapons/Armour: Champions may be equipped with weapons and armour chosen from the
Samurai Equipment list.
0-2 Youngbloods
15 gold crowns to hire
These are young samurai who are still inexperienced, but eager to win their spurs in the savage fighting.
M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 6
Weapons/Armour: Youngbloods may be equipped with weapons and armour chosen from the
Samurai Equipment list.
Henchmen
Ashigaru soldiers
25 gold crowns to hire
Ashigaru, or ‘light feet’, form the bulk of the armies of Japan. They are the lowest rung on the ladder of the warrior caste and carry weapons, dig trenches and build walls. However they are not to be underestimated as they also form the fearsome spear and musket units on the battlefield. Peasants turned professional soldiers, the ashigaru are a useful resource for any samurai lord.
M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
Weapons/Armour: Ashigaru soldiers may be equipped with weapons and armour chosen from the Samurai Equipment list.
0-7 Ashigaru Marksmen
25 gold crowns to hire
The archers and handgunners of Japan are famed for their skill. Most samurai warbands have a number of ashigaru marksmen who give valuable support as the samurai close in with their swords.
M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
Weapons/Armour Marksmen may be equipped with weapons and armour chosen from the Marksman Equipment list.
0-5 Samurai Swordsmen
35 gold crowns to hire
Samurai swordsmen are professional warriors, experts at taking on and beating several opponents at once. They are much sought after by samurai lords, who spends lots of money and give out parts of their lands for the fealty of competent samurai who fill out their retinue.
M WS BS S T W I A Ld
4 4 3 3 3 1 3 1 7
Weapons/Armour: Samurai Swordsmen may be equipped with weapons and armour chosen from the Samurai Equipment list.
SPECIAL RULES
Expert Swordsmen: Samurai swordsmen are so skilled with their weapons that they may re-roll any failed hits when charging. Note that this only applies when they are armed with normal swords, and not with doublehanded swords or any other weapons.
Armour
Light Armour
Light armour can be the mass produced protective gear given out to conscripted foot soldiers or a random assortment of shin guards and breast plates looted from a battlefield. Putting on a few items of armour goes a long way to survive an arrow or a sword cut.
ARMOUR SAVING THROW
Save: A warrior who is wearing light armour has a basic D6 saving throw
of 6.
Save: A warrior who is wearing light armour has a basic D6 saving throw
of 6.
Heavy Armour
Samurai armour is made out of layers of metal strips tied together with strong chords, and laquered wood. Big plates mounted at the shoulders and waist give excellent protection from arrows and blows.
SPECIAL RULES
Save: A warrior that is wearing heavy armour has a basic D6 saving throw of 5+.
Movement: A warrior that is armed with both heavy armour and a shield suffers a -1 Movement penalty.
Bullet-proof Armour
This expensive type of armour is fashioned to give the best possible protection from bullets. It is a more modern type of armour that is influenced by the finest Spanish steel plates that can be imported.
ARMOUR SAVING THROW
Save: Bullet-proof Armour gives the wearer a 4+ basic save.
ARMOUR SAVING THROW
Save: Bullet-proof Armour gives the wearer a 4+ basic save.
Shield
Shields are mostly forgotten since ancient times since Japanese warfare has been dominated by archery and two handed weapons. However, across the Japanese Sea there are other forces that eye the wealthy nation...
ARMOUR SAVING THROW
Save: A model with a shield has a basic save of 6 on a D6.
Shields are mostly forgotten since ancient times since Japanese warfare has been dominated by archery and two handed weapons. However, across the Japanese Sea there are other forces that eye the wealthy nation...
ARMOUR SAVING THROW
Save: A model with a shield has a basic save of 6 on a D6.
Helmet
When sharp metallic objects fly all around you, it is not wise to leave your head exposed. SPECIAL RULE
Avoid stun: A model that is equipped with a helmet has a special 4+ save
on a D6 against being stunned. If the save is made, treat the stunned
result as knocked down instead. This save is not modified by the
opponent’s Strength.
Ranged Weapons
Short Bow
Bow
The short bow is rare in Japan, but sometimes used by samurai when hunting game from horseback or by nefarious plotters who value concealment and ease of transportation over effectiveness.
Maximum Range: 16"; Strength: 3; Special Rules: None
Maximum Range: 16"; Strength: 3; Special Rules: None
Bow
The bow has been the staple weapon of Japanese warfare for almost a thousand years. While muskets have recently dominated the battlefields all samurai are still well trained in firing bows, as are many of the peasants living in the forested hills and mountains of Japan.
Maximum Range: 24"; Strength: 3; Special Rules: None
Maximum Range: 24"; Strength: 3; Special Rules: None
Long Bow
These large compound bows of laminated bamboo and wood are a true warrior's weapon. They were originally developed for use from horseback but can be just as threatening when used on foot.
Maximum Range: 30"; Strength: 3; Special Rules: None
Legendary Bow
Not all bows are created equal. Some are so strong that ordinary mortal men are told to be unable to pull them, and a arrow fired from these bows are said to pierce rock. While many of these tales are just fairy tales, some bows made by master craftsmen can be truly impressive.
Maximum Range: 30"; Strength: 3; Special Rules: -1 Save modifier
Throwing star/knife
SPECIAL RULE
Thrown weapon: Models using throwing stars or knives do not suffer penalties for range or moving as these weapons are perfectly balanced for throwing. They cannot be used in close combat.
Maximum Range: 30"; Strength: 3; Special Rules: None
Legendary Bow
Not all bows are created equal. Some are so strong that ordinary mortal men are told to be unable to pull them, and a arrow fired from these bows are said to pierce rock. While many of these tales are just fairy tales, some bows made by master craftsmen can be truly impressive.
Maximum Range: 30"; Strength: 3; Special Rules: -1 Save modifier
SPECIAL RULE
Save modifier: A Legendary Bow has a -1 save modifier on armour saves against it.
Save modifier: A Legendary Bow has a -1 save modifier on armour saves against it.
Throwing star/knife
Throwing stars and knives are used when a bulky bow would be too cumbersome. They are usually meant to be more of a distraction to put an enemy off their guard, but in the hands of a trained thrower they can be deadly.
Range: 6"; Strength: As user; Special Rule: Thrown weapon
SPECIAL RULE
Thrown weapon: Models using throwing stars or knives do not suffer penalties for range or moving as these weapons are perfectly balanced for throwing. They cannot be used in close combat.
Pistol
Pistols are still very rare weapons owned only by the wealthiest men. They are difficult to reload, expensive and have terrible range, but their deadliness once fired is enough to make them highly valued.
Maximum Range: 6"; Strength: 4; Special Rules: Prepare shot, Save modifier, Hand-to-hand
SPECIAL RULES
Prepare shot: A pistol takes a whole turn to reload, so you may only fire every other turn. If you have a brace of pistols (ie, two) you may fire every turn.
Save modifier: Pistols are even better at penetrating armour than their Strength value of 4 suggests. A model wounded by a pistol must take its armour save with a -2 modifier.
Hand-to-hand: Pistols can be used in hand-to-hand combat as well as for shooting. A model armed with a pistol and another close combat weapon gains +1 Attack, which is resolved at Strength 4 with a -2 save modifier. This bonus attack can be used only once per combat. If you are firing a brace of pistols, your model can fight with 2 Attacks in the first turn of close combat. These attacks are resolved with a model’s Weapon Skill like any normal close combat attack
and likewise may be parried. Successful hits are resolved at Strength 4 and with a -2 save modifier, regardless of the firer’s Strength.
Maximum Range: 6"; Strength: 4; Special Rules: Prepare shot, Save modifier, Hand-to-hand
SPECIAL RULES
Prepare shot: A pistol takes a whole turn to reload, so you may only fire every other turn. If you have a brace of pistols (ie, two) you may fire every turn.
Save modifier: Pistols are even better at penetrating armour than their Strength value of 4 suggests. A model wounded by a pistol must take its armour save with a -2 modifier.
Hand-to-hand: Pistols can be used in hand-to-hand combat as well as for shooting. A model armed with a pistol and another close combat weapon gains +1 Attack, which is resolved at Strength 4 with a -2 save modifier. This bonus attack can be used only once per combat. If you are firing a brace of pistols, your model can fight with 2 Attacks in the first turn of close combat. These attacks are resolved with a model’s Weapon Skill like any normal close combat attack
and likewise may be parried. Successful hits are resolved at Strength 4 and with a -2 save modifier, regardless of the firer’s Strength.
Handgun
These black powder weapons were introduced by Portuguese traders and quickly became popular among Japan's warlords. So popular that in a few decades there will be more firearms in Japan than all of Europe combined. These noisy weapons are feared for their uncanny ability to disregard the laquered wooden samurai armour.
Maximum Range: 24"; Strength: 4; Special Rules: Prepare shot, Move or fire, Save modifier
SPECIAL RULES
Prepare shot: A handgun takes a complete turn to reload, so you may only fire it every other turn.
Move or fire: You may not move and fire a handgun in the same turn, other than to pivot on the spot to face your target or stand up.
Save Modifier: Handguns are even better at penetrating armour than their Strength 4 suggests. A warrior wounded by a handgun must take its armour save with a -2 modifier.
Maximum Range: 24"; Strength: 4; Special Rules: Prepare shot, Move or fire, Save modifier
SPECIAL RULES
Prepare shot: A handgun takes a complete turn to reload, so you may only fire it every other turn.
Move or fire: You may not move and fire a handgun in the same turn, other than to pivot on the spot to face your target or stand up.
Save Modifier: Handguns are even better at penetrating armour than their Strength 4 suggests. A warrior wounded by a handgun must take its armour save with a -2 modifier.
Hunting Rifle
Sometimes wealthy samurai will commission elaborately crafted handguns that shoot with greater precision. The care invested means that they cost a small fortune, but their ability to deal death at long range is unequaled.
Maximum Range: 48"; Strength: 4; Special Rules: Move or fire, Prepare shot, Pick target, Save modifier
SPECIAL RULES
Move or fire: You may not move and fire a hunting rifle in the same turn, other than to pivot on the spot to face your target or stand up from knocked down.
Prepare shot: A Hunting rifle takes a complete turn to reload, so you may only fire it every other turn.
Pick target: A model armed with a Hunting rifle can target any enemy model in sight, not just the closest one.
Save modifier: Hunting rifles are even better at penetrating armour than their Strength 4 suggests. A warrior wounded by a long rifle must make his armour save with a -2
modifier.
Maximum Range: 48"; Strength: 4; Special Rules: Move or fire, Prepare shot, Pick target, Save modifier
SPECIAL RULES
Move or fire: You may not move and fire a hunting rifle in the same turn, other than to pivot on the spot to face your target or stand up from knocked down.
Prepare shot: A Hunting rifle takes a complete turn to reload, so you may only fire it every other turn.
Pick target: A model armed with a Hunting rifle can target any enemy model in sight, not just the closest one.
Save modifier: Hunting rifles are even better at penetrating armour than their Strength 4 suggests. A warrior wounded by a long rifle must make his armour save with a -2
modifier.
Close Combat Weapons
Weapons that are altered from the Mordheim rulebook or are added in this setting are marked with red.
Many desperate fighters have kicked, punched and bitten his enemy after his bow is broken and his sword has been lost in the slippery mud of the battlefield.
Note: this only effects warriors who have been disarmed. Animals and other unarmed creatures ignore these rules. A disarmed fighter can only make one attack per turn.
Range: close combat; Strength: as user-1; Special Rule: target gets +1 armour save
Various types of daggers and short blades are carried by both peasants and samurai. They are used both as tools and for attacking when the spear, sword or bow is broken or lost.
Range: close combat; Strenght: as user-1; Special Rule: target gets +1 armour save
While uncommon on the battlefield, a walking staff, farming tool or just a big stick found by the roadside can be an effective weapon in the right hands.
Range: Close Combat; Strength: As user; Special Rule: Concussion
SPECIAL RULE
Concussion: Hammers and other bludgeoning weapons are excellent to use for striking your enemy senseless. When using a club or staff, a roll of 2-4 is treated as stunned when rolling to see the extent of a model’s injuries.
While no samurai would consider going to battle wielding an ax, for many villagers these tools are the most lethal instrument they can scrounge up in a hurry.
Range: Close Combat; Strength: As user; Special Rule: Cutting edge
SPECIAL RULE
Cutting edge: An axe has an extra save modifier of -1, so a model with Strength 4 using an axe has a -2 save modifier when he hits an opponent in hand-to-hand combat.
The bow and the spear were always the main weapons of the samurai on the battlefield, but the sword was carried as a secondary weapon for close combat and fighting in cramped conditions. Other than a weapon it was also a signal of social status, as carrying two swords was a privilege reserved for the samurai. His bow and spear might not be close at hand, but his swords will always be tucked in by his side.
Range: Close Combat; Strength: As user; Special Rule: Parry, Long Hilt
SPECIAL RULE
Parry: Swords offer an excellent balance of defence and offence. A
model armed with a sword may parry blows. When his opponent rolls
to hit, the model armed with a sword may roll a D6. If the score is
greater than the highest to hit score of his opponent, the model has
parried the blow, and that attack is discarded. A model may not parry
attacks made with double or more its own Strength – they are simply
too powerful to be stopped.
Long Hilt: a katana has a long hilt that enable the wielder to either fight with two swords or wield the sword with two hands for more powerful attacks. Handling the katana with two hands will give the attacks +1 Strength but prevents any use of extra weapons or equipment that requires a free hand. The model also lose the parry ability and strike last.
These huge farming tools where not considered suitable for the battlefield but could prove deadly when wielded by an angry mob.
Range: Close Combat; Strength: As user +2; Special Rules: Heavy, Two-handed
SPECIAL RULES
Heavy: A flail is extremely tiring to use and thus the +2 Strength bonus applies only in the first turn of each hand-to hand combat.
Two-handed: As a flail requires two hands to use, a model using a flail may not use an additional weapon or tool in close combat. If the model has a shield he still gets a +1 bonus to his armour save against shooting.
A long stick with a sword blade mounted at the end, the Naginata was a stable in the Japanes martial tradition. It was the favourite weapon of samurai wives for defending their homes, and the warrior monks were legendary for their skills with the weapon.
Range: Close Combat; Strength: As user +1; Special Rule: Two-handed
SPECIAL RULE
Two-handed: A model armed with a naginata may not use an additional weapon or tool in hand to hand combat. If the model has a shield he still gets a +1 bonus to his armour save against shooting.
As technology evolved, pikes became increasingly dominant as a battlefield weapon. However the weapons is very unwieldy and useless once the enemy gets close and personal.
Range: Special, see below; Strength: As user, Special Rule: Poke!, Two-handed
SPECIAL RULE
Poke!: a model armed with a pike can make a single attack in the close combat phase against a model within 4" that is not in base to base contact with the wielder. This includes models that are in hand to hand combat and models that are on other levels of terrain as long as they are within 4”. If an enemy moves into base to base contact the model armed with a pike must temporarily drop the pike and therefor does not get to attack with it as long as he is locked in combat.
Two-handed: A model armed with a naginata may not use an additional weapon or tool in hand to hand combat. If the model has a shield he still gets a +1 bonus to his armour save against shooting.
Range: Close Combat; Strength: As user +2; Special Rules: Two-handed, Strike last
SPECIAL RULES
Two-handed: A model armed with a double-handed weapon may not use a shield, buckler or additional weapon in close combat. If the model is equipped with a shield he will still get a +1 bonus to his armour save against shooting.
Strike last: Double-handed weapons are so heavy that the model using them always strikes last, even when charging.
Unarmed attacks
Many desperate fighters have kicked, punched and bitten his enemy after his bow is broken and his sword has been lost in the slippery mud of the battlefield.
Note: this only effects warriors who have been disarmed. Animals and other unarmed creatures ignore these rules. A disarmed fighter can only make one attack per turn.
Range: close combat; Strength: as user-1; Special Rule: target gets +1 armour save
Daggers
Various types of daggers and short blades are carried by both peasants and samurai. They are used both as tools and for attacking when the spear, sword or bow is broken or lost.
Range: close combat; Strenght: as user-1; Special Rule: target gets +1 armour save
Clubs and Staffs
While uncommon on the battlefield, a walking staff, farming tool or just a big stick found by the roadside can be an effective weapon in the right hands.
Range: Close Combat; Strength: As user; Special Rule: Concussion
SPECIAL RULE
Concussion: Hammers and other bludgeoning weapons are excellent to use for striking your enemy senseless. When using a club or staff, a roll of 2-4 is treated as stunned when rolling to see the extent of a model’s injuries.
Axes and picks
While no samurai would consider going to battle wielding an ax, for many villagers these tools are the most lethal instrument they can scrounge up in a hurry.
Range: Close Combat; Strength: As user; Special Rule: Cutting edge
SPECIAL RULE
Cutting edge: An axe has an extra save modifier of -1, so a model with Strength 4 using an axe has a -2 save modifier when he hits an opponent in hand-to-hand combat.
Swords
The bow and the spear were always the main weapons of the samurai on the battlefield, but the sword was carried as a secondary weapon for close combat and fighting in cramped conditions. Other than a weapon it was also a signal of social status, as carrying two swords was a privilege reserved for the samurai. His bow and spear might not be close at hand, but his swords will always be tucked in by his side.
Range: Close Combat; Strength: As user; Special Rule: Parry, Long Hilt
SPECIAL RULE
Parry: Swords offer an excellent balance of defence and offence. A
model armed with a sword may parry blows. When his opponent rolls
to hit, the model armed with a sword may roll a D6. If the score is
greater than the highest to hit score of his opponent, the model has
parried the blow, and that attack is discarded. A model may not parry
attacks made with double or more its own Strength – they are simply
too powerful to be stopped.
Long Hilt: a katana has a long hilt that enable the wielder to either fight with two swords or wield the sword with two hands for more powerful attacks. Handling the katana with two hands will give the attacks +1 Strength but prevents any use of extra weapons or equipment that requires a free hand. The model also lose the parry ability and strike last.
Flails
These huge farming tools where not considered suitable for the battlefield but could prove deadly when wielded by an angry mob.
Range: Close Combat; Strength: As user +2; Special Rules: Heavy, Two-handed
SPECIAL RULES
Heavy: A flail is extremely tiring to use and thus the +2 Strength bonus applies only in the first turn of each hand-to hand combat.
Two-handed: As a flail requires two hands to use, a model using a flail may not use an additional weapon or tool in close combat. If the model has a shield he still gets a +1 bonus to his armour save against shooting.
Naginata
A long stick with a sword blade mounted at the end, the Naginata was a stable in the Japanes martial tradition. It was the favourite weapon of samurai wives for defending their homes, and the warrior monks were legendary for their skills with the weapon.
Range: Close Combat; Strength: As user +1; Special Rule: Two-handed
SPECIAL RULE
Two-handed: A model armed with a naginata may not use an additional weapon or tool in hand to hand combat. If the model has a shield he still gets a +1 bonus to his armour save against shooting.
Pike
As technology evolved, pikes became increasingly dominant as a battlefield weapon. However the weapons is very unwieldy and useless once the enemy gets close and personal.
Range: Special, see below; Strength: As user, Special Rule: Poke!, Two-handed
SPECIAL RULE
Poke!: a model armed with a pike can make a single attack in the close combat phase against a model within 4" that is not in base to base contact with the wielder. This includes models that are in hand to hand combat and models that are on other levels of terrain as long as they are within 4”. If an enemy moves into base to base contact the model armed with a pike must temporarily drop the pike and therefor does not get to attack with it as long as he is locked in combat.
Two-handed: A model armed with a naginata may not use an additional weapon or tool in hand to hand combat. If the model has a shield he still gets a +1 bonus to his armour save against shooting.
Spear
Even a sharpened bamboo stick is a lethal instrument, and samurai train with spears both on foot and on horseback. When not in cramped situations, the superior range of a spear can be very deadly.
Range: Close Combat; Strength: As user; Special Rules: Strike first, Unwieldy, Cavalry bonus
SPECIAL RULES
Strike first: A warrior with a spear strikes first in the first turn of
hand-to-hand combat.
Unwieldy: A warrior with a spear may only use a shield or a buckler in his other hand. He may not use a second weapon.
Cavalry bonus: If using the rules for mounted models, a mounted warrior armed with a spear receives a +1 Strength bonus when he charges. This bonus only applies for that turn.
SPECIAL RULES
Strike first: A warrior with a spear strikes first in the first turn of
hand-to-hand combat.
Unwieldy: A warrior with a spear may only use a shield or a buckler in his other hand. He may not use a second weapon.
Cavalry bonus: If using the rules for mounted models, a mounted warrior armed with a spear receives a +1 Strength bonus when he charges. This bonus only applies for that turn.
Double handed weapon
Two handed swords have not been seen on a battlefield in many centuries, abandoned in favour of more easily wielded weapons. They still crop up now and then in the hands of bandits who prefer the scary looking monstrous blades, or lords carrying a family heirloom sword. While not efficient in a battle formation, a large sword or a woodsman's ax can cut a swath of destruction in a skirmish.Range: Close Combat; Strength: As user +2; Special Rules: Two-handed, Strike last
SPECIAL RULES
Two-handed: A model armed with a double-handed weapon may not use a shield, buckler or additional weapon in close combat. If the model is equipped with a shield he will still get a +1 bonus to his armour save against shooting.
Strike last: Double-handed weapons are so heavy that the model using them always strikes last, even when charging.
Legendary Blade
Some rare swords are crafted by master smiths from the best iron. The heated iron is carefully folded and refolded dozens of times to the sound of Buddhist monks chanting sutras that protect the blade from evil spirits. The resulting weapon is often used for gifts between powerful warlords and are priceless family heirlooms.
Some rare swords are crafted by master smiths from the best iron. The heated iron is carefully folded and refolded dozens of times to the sound of Buddhist monks chanting sutras that protect the blade from evil spirits. The resulting weapon is often used for gifts between powerful warlords and are priceless family heirlooms.
Only a sword, spear, naginata or two handed sword can be a legendary weapon. A legendary weapon can either be crafted for superior strength, gaining an extra -1 save modifier, or for a delicate swiftness, giving the user an extra +1 to Initiative in hand to hand combat. A strong blade costs four times the original price of the weapon, and a swift blade costs three times the original price. You may choose which type of hand-to-hand weapon is offered to you as explained in the Trading section.
Introduction
For hundreds of years no Shogun or Emperor has been strong enough to keep the lands in control. Local rulers have looked to their own personal power and fought their neighbors. Farmers have feared for their lives as the horses of both their lords and enemy clans trample across their fields, pressing them into servicing their armies as foot soldiers. The Samurai caste has used the untold battlefields for forging their careers, growing in might and reputation until the day they themselves become one of the bloody corpses left behind for scavangers to loot.
This was until the last two decades. A new warlord, Oda Nobunaga, rose to a far stronger position than any previous warlord. He has extinguished the legendary Takeda clan with gunpowder and fierce tactics. He has defied the very Gods themselves by demolishing the Enryaku-ji temple and its rebellious monks with fire. He has secured his borders by bringing the Tokugawa clan to his lap with diplomacy.
However, tonight everything will change. The sticky smell of smoke is slowly spreading in the hot and humid summer night. All over Kyoto people are looking towards the Honnoji temple just outside the city where hungry flames are reaching towards the heavens. Inside the temple Oda Nobunaga is committing ritual suicide, betrayed by his own general Mitsuhide. Just like the monks of Enryaku-ji his corpse will be consumed by the fire, never to be found.
All over Japan the former generals of Nobunaga are frantically hurrying to secure their positions. It will take another two decades before matters are finally settled, and until then Japan will remain a country of great perils and greater rewards. Peasants, monks and samurai will all be involved in the climax of centuries of civil war. Not only the temple of Honnoji but all of Japan will truly be in flames.
Japan in Flames is an alternative setting for the Games Workshop game of Mordheim. The time is right after the assassination of Oda Nobunaga in 1582, and the place is in and around the capital Kyoto. However the players need no more historical expertice than to know that it is all about small groups of samurai, outlaws and other groups who try to carve out a small piece of reputation, power or just a handful of gold coins in a chaotic time of civil war.
Unless otherwise noted, all the rules from the basic rulebook and the expansion, Empire in Flames, are used. These rules are available as free pdf downloads on Games Workshop's Specialist Games website. Japan in Flames is mostly about slightly changing the original game to be more suitable for samurai skirmish campaigns with new warbands, new weapons and equipment, some changes to costs and some new missions and exploration tables.
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