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Yume no Bushi Samurai skirmish action with a difference

Yume no Bushi loosely translates as the dreams of warriors and conveys the feeling I wanted to portray in the rules. I grew up being fascinated by Japanese Bujutsu (martial techniques). Long before the Kung Fu craze I was hunting down books on self defence written by people who had lived in Japan around the turn of the 1900s. These books show jujutsu, judo and cane (instead of traditional stick) techniques. Next came a book by Honor Blackman of the Avengers fame showing jujutsu self defence techniques, by the age of 6 in 1968 Id already given my father a dead leg he was never going to completely recover from, was doing judo with a guy who learnt it after being stationed in Japan after the war and was to soon to become friendly with a Chinese boy whose father basically wanted a big kick bag for his son to learn his Gung Fu on! T he seeds were set for a 35 year (so far) journey that has seen me spending time in different parts of the world, doing every conceivable martial art I could lay my hands on, and for the last 20 years a Japanese form of traditional bujutsu which encompasses nine martial traditions which is called the BUJINKAN. A potentially unhealthy obsession with Role Playing in my teenage years saw me either screwing every game to an Oriental slant or playing Bushido. Along side this became an sub obsession with the Japanese equivalent of Spaghetti Westerns the Chanbarra movie. Big characters, loads of extras dying in spectacular ways (remember way before digital special effects the Japanese movie industry were using slightly unethical ways to portray gore. The least offensive method being using animal intestines wrapped in gut put around the actors bodies and being sliced through by semi live blades!), a real emphasis (although like spag westerns these got somewhat blurred) on right versus wrong and spectacularly brutal and quick sword work. There was little of the theatrical leaps and unrealistic fight scenes of Chinese entertainment (dont get me wrong I love these movies), the fights were quick, if they lasted any length it is because the hero is fighting lots of people, or the two characters are waiting for an opening to strike. Ive always wanted an excuse to write a set of r ules that specifically represents these films. The Steve Barber 42mm samurai gave me that excuse. Dont expect a super detailed set of skirmish rules giving you which bit of the lung was punctured by the thrust of the sword. In Chanbarra the audience dont need to know this. All they are concerned with is if the character is out of the action or can carry on. Hopefully this is what is delivered. Another design objective was to produce a game that can be played (even with 42mm figures) on a small area. 4 foot square is fine, with 28mm figures even 2 foot square will be OK. The game is designed to last an hour or less and have plenty going on. As well as one of fun games I designed them with a mind to eventually developing a character advancement and campaign system which currently work in progress. On first glance there seems to be a lot of Japanese terminology. I make no apologies for this. As a Primary School teacher I use technical terms and vocabulary all the time so the students get used to it, hopin g it will sink in over time. Same with this game, you dont need to use the terms, you dont need them for the game, but in the end they will sink in. Yume is a work in progress, what follows are the core rules. Indeed within the scenario you also get more advanced stealth rules are introduced. The weapons and figure types revolve around the figures you can get in 42mm at present. As more types come out Ill add them to the rules. Also in the very near future I will give stats for mythical creatures and characters from folklore to add to your games. My over all objective is to produce a game which is fun to play and will get you dreaming of being that warrior hero I know you really wish you were.

Rich Jones

CHANBARRA DESU ! skirmish cowboy samurai action

The actual core structure of feudal Japan remained remarkably stable throughout its history until the introduction of Christianity and western influences. T here existed a caste system which governed actions throughout society, moulded everyone into set role and spawned the saying, The nail whose head sticks up, gets hammered down. However the country saw centuries of civil war as one faction vied for power over another. Sometimes there was a strong central government run by proxy power from the Emperor, who was regarded as divine. At other times a local feudal ruler grew in power until they ruled the country as the Shogun. You can base your games in any period that takes your fancy. Maybe the Shogunate is weak and the local Daimyo see the opportunity to build wealth and power, maybe even going for the Shogunate itself. Maybe the Government is strong and unrest low. Materless, out of work samurai (ronin) wander the land looking for employment. Some may turn to crime and join the building Yakuza or gangster class. In other scenarios the Shogunate may be corrupt and ruthless, ninja and yaukuza figures may then become Robin Hood type characters. Read the manga, watch the chanbarra videos and scenarios will be rife! The aim of the rules is not to give a super realistic combat game with detailed location tables giving you an amount of guts flowing out of a sword wound. Instead we aimed to give a fast play samurai based skirmish game. Played with up to 10 figures a side, it is affordable and easy to set up. The action is based on the happenings in, chanbarra films the Japanese equivalent of the western. Chanbarra films spawned a lot of Hollywood western films such as The Magnificent Seven and even action films such as the Star Wars series. T he on screen and even the on board action revolves around larger than life charismatic figures, these are surrounded by retainers whose life expectancies rival a Star trek extras screen time. Combat is quick and usually brutal, without the prolonged combat of kung fu films and without superhuman feats. Another aim of the rules was to have games lasting no longer than 40 minutes, allowing it to be a filler on our club nights. Your main character or characters will be members of the BUKE, the military aristocracy. This includes all Samurai classes from the Daimyo who is head of the clan to Ronin who is masterless , wandering fighters trying to make a name. The warriors surrounding him will be retainers, usually Ashigaru, clothed and armed by their Lords and who remain fiercely loyal to him. Sometimes your characters will be of the lower castes, and you cant get much lower than the yakuza and ninja. T he terms gangsters and assassins are usually bandied about (maybe not in their direct presence), yet medieval Japan is full of tales of members of these two castes being Robin Hood style characters.

BUILDI NG YOUR RETI NUE


You build your retinue using a points system. A normal 30 minute 1 hour game sees you having 60-80 points to spend. Its up to you how your retinue is made up. However it must contain one leader character and one yojimbo a right hand man cum bodyguard/champion. Points are spent according to the following table: OBJECT PO INTS NO TES Leader or yojimbo 4 Samurai or Ninja Retinue members 2 Ashigaru or group members Others 1 Includes peasants and other chanbarra extras Weapon 1 Includes main weapon and extra main weapons. Ashigaru or light chain armour 1 Light chain can be worn under normal attire Samurai armour 2 Includes helmet Bugei skill (per level) 2 Bugei will have restricted levels Only main characters limited to one extra, except ninja Extra card in pack (if permitted) 3 jonin (leader) who may add two Okuden (secret teachings) 4 Will require prerequisite bugei skill level

Your leader is the main character of your group. Usually it will be a samurai of high standing, a Daimyo (Local lord) or even the Shogun (Ruler/King). However if you are playing the darkside then the figure will be a Ninja Jonin (leader) or Yakuzza (boss). Their right hand man will be a combination of bodyguard/champion/ advisor called in this game the yojimbo. T his character will be fiercely loyal to the leader, throwing their life down to protect them. The yojimbo will normally be the groups ass kicker. The rest of the group will be the vassels of the leader. Samurai, ashigaru and ninja figures may be hatimoto loyal to the leader. The retinue of yakuzza differ slightly, they may be fiercely loyal to the boss but on the other hand may be bound to them only by fear. Once these followers see proof that someone may be even harder they may well defect. Weapon skills may only be purchased up to a skill level of 2. Higher skill levels than this are scenario of character advancement driven (campaign rules to follow).

BUGEI warrior skills


NAME Kenjutsu Iaijutsu Bojutsu Kyujutsu Sojutsu Shurikenjutsu T essenjutsu Kusurijutsu Daikentaijutsu
PERMITTED LEVEL

DES CRIPTION
Sword skill must have level one to use sword. At level 2 you get -1 on hit roll. Then a further 1 for every level. Allows you to draw and cut in 180 degree arc in one action At level 2 you may draw and cut in a 360 degree arc. Then a further 1 for every level. Stick fighting - must have level one to use sticks except for improvised weapon. At level2 you get -1 on hit roll. Then a further 1 for every level. Archery - must have level one to use bow. At level 2 you get -1 on hit roll. Then a further 1 for every level. Spear fighting - must have level one to use spear except for improvised weapon. At level2 you get -1 on hit roll. Then a further 1 for every level. Throwing stars and spikes skill level 1 allows use of throwing spikes and stars. Level 2 allows -1 on hit or taking wound level up one. Only up to level 2 allowed. Small club fighting - must have level 1 to use the variety of small weapons Ability to strike with flexible weapons such as chains and weighted ropes. Applies to weapons such as kusurifundo (chain) and to chains and ropes attached to other weapons. At level 2 you get-1 on hit. Then a further 1 for every level. Unarmed striking skills uses taijutsu (body technique) to fight. At level 2 you get 1 on hit. Then a further 1 for every level.

2 2 2 2 2 2 1 2 2

OKUDEN

Okuden are the secret oral transmissions of the Ryuha (martial schools) they were only taught to a few students. Therefore only Samurai and Ninja leaders or Yojimbo are allowed to buy Okuden. T he point cost for each okuden is 4. O KUDEN Lightening strike Reverse cut hurling strike Returning strike Genkotsujutsu DESCRIPTIO N
Immediate second strike at +1 to hit. Only allowed if first strike hits. Allows 360 degree strikes without changing face Can throw any normal hand weapon 4 for normal damage Allows user to strike with chain weapon attached to other weapon and ret rieve the end in one action. Precision striking, allows +x on wound chart in exchange for +x to hit.

INITIATIVE & ACTIONS


The game is based on a card based initiative system. Each side has a number of cards that are shuffled into a pack. The cards are turned over one by one. The figure whose card is turned gets to perform two actions. T he pack is reshuffled when all the cards are turned. Note that there are TWO packs and a card from each is turned over simultaneously. You must have the same number of cards in each deck. If one deck has less cards then add buffer cards to make them the same. Each deck also contains a ku card being the Japanese elemental name for void this card allows one action to any figure of the players choice! If there is a chance that one characters action may interfere or dictate the other phasing characters action then they throw a number of D10 equivalent to the number of cards they have at present. The highest total gives that character an action first, the second character then gets an action before the first gets the second action. FIGURE Leader or yojimbo Others BASE NUMBER O F CARDS 2 1

Leaders may buy one more card out of their points allowance. Ninja leaders may buy up to two more cards.

ZANSHI N OPTIONAL I NITIATIVE RULE


In classical budo zanshin refers to the ability to focus fully on the situation at hand, waiting for the opportune moment to act. In game terms this means that a Samurai, Yakuzza Boss or yojimbo and ninja jonin or yojimbo can keep an initiative card in hand. This card can then be played in front of the any ACT ION that occurs that whole deck turn. Only one zanshin card can be held at a time and you only get ONE action when it is played. Basically it allows you to pre-empt attacks, move towards a character that is about to hit the leader etc. In WW2 terms it is akin to being on overwatch. Of course a zanshin card can be trumped by another zanshin card!

ACTIONS
In one action the figures can: MOVE see chart below ST RIKE strike with any weapon PREPARE WEAPON drawing sword, getting into suitable kamae (stance) with any other weapon. A weapon must be prepared to be used and all characters start the game with unprepared weapons. AIM used with projectile weapons to increase chance to hit 2 on throw. T HROW OBJECT used for any object. RECOVER use d when figure is demoralised. Make a normal save. RECOVER FROM OR GO T O A PRONE POSIT ION RET RIEVE retrieve weighted chain distance weapon . PICK UP OBJECT pick up any suitable object, If the object is deemed to be normally to heavy/big etc make a save throw (at agreed modifications). NOTE: to drop any weapon or object is free. SPRINT see movement section. Ranges are given in inches and are for 42mm figures, but have been play tested with 28mm figures and give a good game. Alternatively you could divide figures by 75 percent.

MOVEMENT
Movement per action are shown below. Sprint Action When a character sprints it is a risk, they may stumble and fall etc. To simulate this the character throws a D6 and consults chart below: 1 2 3 4 5 6 Character moves an extra 4 Character moves an extra 3 Character moves an extra 1 No extra Minus 1 on move Minus 2 on move

Only one sprint action can be used per card unless the character is unarmoured. Obstacles throw D6 for obstacles up to head height. 1 Full movement over obstacle 2 Half movement over obstacle 3,4 & 5 Just move over obstacle 6 Failed, no move MO VE Heavy armour Light armour Unarmoured Kimono attired
Open Ground Rough Ground Track or Road Wood Area Fording Steep Incline Crawl / Climb Leap Ver/Hor

5 5 5 3

3 4 4 2

6 7 7 4

3 4 4 2

3 4 4 2

3 4 4 1

1 3 3 1

1/2 1/3 1/3 NA

COMBAT
Combat is decided in two stages. Firstly your strike is judged to be on target or not. Failing the roll shows a misjudgement on your part. Maybe your MAI (combat distancing) was off due to a distraction etc. To add colour to the battles think of a roll equal to the base number required as just being a strike on target. The further towards 10 you get the worse the strike. The nearer to one you roll the better the quality of the strike. A throw of 1 means it was a superb strike and in game terms it has negated any saving throw! If a strike is on target your opponent then tries to negate the strike, either by taijutsu (natural movement) or by the armour deflecting the strike. In other words they get a saving throw, which is modified. A natural one is always a save, a natural ten on the die is always a fail. T he base number required for a strike to be on target is dependent on the intrinsic skill that you have with the weapon and the skill of your target. The table below shows which number you must equal or throw under on a D10 under to ensure your strike is on target. TARG ET Leade r / Yojimbo Group membe r Commone r Leader/Yojimbo 6 8 10 Group member COMMONER 4 7 9 1 4 8
+1 on roll for displaying flashy bugei work. MODIFIER -2 on roll if ranged weapon is aimed on previous card.

There may be an obstacle in your way when attacking an opponent, they may be defending a wall for instance. Approximate (best done before game so all terrain features are rated) percentage of body cover the obstacle gives. Minus 2 0 percent if the figure hit over the obstacle on their last action. If the strike is an aimed projectile minus 10 percent. If the obstacle is soft cover that would only hinder the strike then halve and round down the dice throw needed. Convert the percentage to a D10 roll (eg 60 percent becomes a 6) and this is the number that has to be beaten for strike to miss obstacle. NOTE: this negates having a modifier to save roll for cover. If a hit is inflicted then the target must roll under the figure below to try and negate the strike. Look up base save and add any modifiers. Roll D10 any roll UNDER base figure negates the strike. Modifie rs to base save : Leader or Hero +1 Heavy armour +2 Light armour +1 Ninja +1 Advantageous fighting position e.g. height advantage +1 Hit from the rear 1 Attacked from more than one direction 1 Being stunned 1 Being prone 1 Having a heavy wound 2 Any natural die roll of 1 for strike 1 Fighting on last card 1 Fighting on last 2 cards -2

Le ade r / Yojimbo

Group membe r

Commone r

If the strike inflicts damage the attacking player rolls on the wound table. This may be modified by +1 by some bugei or okuden. Roll 1 2 3 4 5 6 7 8 9 10 Effe ct Flesh wound -no effect Stunned Stunned and disarmed Light wound Light wound and prone Heavy wound Very Heavy wound Kill Kill Gory death +1 for : Any piercing wound wounds inflicted by yari at full combat distance. Sword strike on a hit roll of 2 or 3. -1 for : Being leader or yojimbo -2 for : Any wooden weapon. Any blunt weapon. Any improvised weapon

EFFECTS on targe t Flesh wound BAKA! - laugh in your opponents face! Stunned Dame Desu Neh ! +1 on saving throw and to hit until you regain composure , this takes a card and a save throw. Disarmed drop primary weapon. Light wound Itai Desu! As well as being stunned you also now lose your free spin. If thats already gone then you lose an initiative card. Prone the force of the blow put you down on the floor, if hit from behind you are on your stomach! Heavy wound Lose free spin , if this has gone lose initiative card. +1 on ALL rolls Very heavy wound Dai Itai, boku ga baka desu. Immediate loss of 1 initiative card. +2 on ALL rolls. Kill lets hope you visited a shrine lately! Gory Death while you cant personally appreciate the sight, bits of your body were flying around everywhere. If you are a leader this has an effect on any member of your retinue that come within 6 of the bits! Optional combat rule a leader or yojimbo may opt to make all damage none lethal in a combat. They must stipulate this before the combat begins. On a heavy wound to Kill result the opponent is subdued (knocked senseless).

Specific Weapon Characteristics


Katana The samurai long sword. Extremely manoeuvrable, and of course extremely sharp. Built with a flexible core and a hardened edge these swords are excellent. Enables a skilled user to parry blows and counter-strike. In game terms this is represented as giving the user a roll to deflect the strike. On a D10 you must roll under 2 +skill level to deflect strike the down side is if you use this ability there is an outside chance that the katana may break. Roll two D6 on a Double 1 the sword is broken! This will have a dire effect on the figures ON rating. To use your katana in this manner you must have the kenjutsu bugei (skill). Daikatana The katanas big brother! About a third longer than the katana and a lot heavier built. Mainly a battlefield weapon for chopping off horses legs. In game terms it is harder to hit with than the katana and does not have an extra parry roll. You must 1 on your base hit number when you use a daikatana. However any hit negates any armour modification on the targets save throw! Also any hit may make the target prone- roll a D10 on a 1 the figure is knocked down. To use your daikatana in this manner you must have the kenjutsu bugei (skill). Yari/Naginata/Rokushakubo (spear, halberd, 6 stick) These are all weapons that work more effectively at a distance. Mai is the Japanese term for combat distance and all weapons have a mai, th at if you can get inside off negates some of the weapons strengths. When a figure closes on an opponent with a weapon with a greater mai they have to stop at the point (if the figure is represented with the weapon in an upright kamae (stance) then stop the figure with a base distance (40mm) between the figures. Any attack by a distance weapon at this range will be a thrust (see damage chart). So the first attack on a figure with a distance weapon will be to get inside the mai (basically to get past the point). An unsuccessful attack will leave them outside of their mai (still at the pointy business end!). Once inside the defending figure is engaged and must make a successful attack to extend the mai yet again. If preferred the distance weapon figure may make an attack with the rest of the weapon (counts as minus 2 levels on the wound chart wooden weapon). T wo distance weapons must go through the same procedure of getting inside the point to attack. Kusurimono some weapons come with an additional chain or rope extra. T hese weapons may make a distance attack of 6 as an action. Note that these are blunt weapons (being a weight or metal ring) and therefore move down two levels on the wound chart. It takes an action to retrieve the weapon (reel it in)

unless you have the specific okuden (special skill). Being a projectile weapon the figure may aim with one action to give a 1 on hit roll. Kyu (bow) the longer samurai bow was a fine example of craftsmanship and very powerful. The samurai used different types of arrow head including an armour piercing head. However this is outside the scope of the game. Playing on a four foot table range is LOS. However the firer gets a modifier on his hit roll depending on range. First 8 there is no modifier. However every 6 increment after that is at +1 to the HIT ROLL with the proviso that a natural 1 is ALWAYS a hit. Then a further 1 for every level. Shuriken shuriken or shaken are thrown blades. T hey are star shaped, dart shaped or like double pointed 6 nails. Anyone can use them, they were not as depicted a NINJA weapon. Nor were they dipped in poison as this would be impractical. The fact that they poisoned people was a result of tetnus rather than poison. Shuriken were rarely fatal when thrown and were more of a distraction. However a skilled practitioner could throw up to 5 in a very quick time (certainly in one action game wise). This multi shuriken attack is represented as one attack in the game. Range is 5. Any hit on a figure gets taken down one wound level. Metsubishi this was the use of blinding powder. Usually a concoction of ash, sand, spices and nettle hairs it was kept in a container (often a blown egg) which was smashed on the body and then thrown is a fan like motion. Another usage was to have it at the bottom of your saya (scabbard) and use this in one hand to fan the powder out. Again not just a ninja weapon although I suggest if a samurai uses it they receive 1 ON. Treat as a normal stike. If it is successful the target suffers a +1 point penalty on there saving and hit rolls until their next initiative card. The cost of the Metsubishi is 1 point per strike amount and must be bought in the initial figure set up stage. Ninja I have included these optional ninja rules. One must be careful not to make the ninja too super human. In fact in Chanbarra they usually die as easily as the next piece of cannon fodder. If you like though Ninja have an extra 4 night vision. Any one ninja may be represented as using disguise and deceptive techniques. In reality these ranged from dummy figures that were triggered to move to pre placing hiding places (either fake rocks or covered foxholes) to make it seem the ninja had disappeared. If one figure is chosen to use this skill it will cost 2 extra set up points. T he ninja may then be represented on the table with 2 figures. T hese must stay within 12 of each other. One must be marked under the base as the real ninja but this is not revealed until one of the figures is attacked or attacks. At this point the illusion/confusion is over and the dummy figure is removed.

Figures in chanbarra movies live by their reputation. In game terms the characters collect and lose ON. T his reflects the characters reputation. Obviously samurai figures would need to be seen to be honourable and courageous. Yakuza bosses could go either way and Ninja need to live up to their reputation (although obviously all these get some what blurred.) DIFFERENC E 1-5 6-8 9-10 11 12+ ACTIO N Mutual respect/loathing no ON effect Members must make save to have courage to attack leaders or yojimbo Group members run away, or on a roll of 10 on D10 swap sides Yojimbo questions your ability if samurai they will commit seppuka, all others will challenge leader to duel. Leader must commit seppuka.

ON - honour and prestige (or when to slash your stomach)

Starting amounts The ON figure is for the whole group and based on the actions of the leader and his yojimbo. The initial amount is the point cost of your leader and yojimbo added toget her and divided by 2 (rounded up). Then add one point for every other figure making up the retinue. The figure that matters is the DIFFERENCE between the various groups involved in the altercation. The action occurs to side with lesser ON points

Collecting and losing O N There are various ways to collect and lose ON, some are outlined below, but remember that it is rather subjective and the rules cant hope to cover all eventualities. I suggest you award or minus On at other times, worked out between you (after all this is a fun, friendly game) or by a third party. CO LLECTING O N Flashing weapon play + 1 to ON if a leader or yojimbo show expert skills with a weapon the prestige of the group will be enhanced. In order to do this they must take a +1on the hit rolls and manage to kill their opponent. If they use flashing weapon play and their opponent manages to escape, or they miss 2 strikes (as in miss, not the opponent saved) in a row they receive 1 ON. Insult throwing whenever a leader or yojombo comes within 8 of another leader or yojimbo they may hurl insults at each other. These gutteral comments may add ON or if the opponent has a suitable quip to reply with it may result on them gaining ON. Its obviously better to see the players standing their insulting each other and the gathered crowd deciding who gets the point. However in reality a dice may be thrown and the highest score wins the ON point. A character may only insult another character once in the game. Optional rule if 2 leaders are slagging off throw a D6 each and have the ON points awarded to winner relating to the difference in scores (be aware this may have a 5 point effect to your On difference). Losing a group member 1 to ON Losing a yojimbo 2 to ON Losing a yojimbo to a group member in single combat 4 to ON Losing a leader 6 to ON of group members. On a roll of 4 or less on D10 a samurai yojimbo will go berserk on loss of leader and will get every roll he makes enhanced for the good by 1 point for rest of game. On a 5 -9 he will commit seppuka, on a 10 the group will recognise him as the new leader. For ninja and yakuzza the yojimbo may become leader. Note all this may be mute if the On difference was enough to make the group members run away! Honourable task during the course of a game a character may have a chance to do an honourable task, if they are samurai and fail to do the task they may lose a point of ON. If you are playing the ninja or yakuzza as being basically foul characters they may lose On if they do not act appropriately. T wo examples may be a samurai would lose ON if they did not help out a friendly character in distress, a yakuzza would lose ON if they did not walk into a bathouse/saki house and abuse or rough up the owner etc. basically you are on your own with this one. Think samurai movie, or if you have never seen one think cowboy film, they amount to the same. Humiliating an opponent Samurai would make their opponents LOSE ON by humiliating them. So everytime you subdue an opponent and then humiliate them, eg by peeing on them the opposing side lose 2 ON points. An optional rule would be to have a sliding scale between 1&3 points depending on level of humiliation. Line of Sight Using 40mm figures and a 4 square table distance is not an issue. U se a laser pointer or ruler to determine if an object is blocking a figures LOS or weapon attack line. Refer to combat section if an object is blocking attack in any way. A caveat to this would be if the scenario occurs at night. At night throw a D6 and times by 4 to get how far you can see. If a figure is hiding in shadows throw a basic save throw to spot them once they are within sighting range. This can also be used for figures hiding out of sight during the day (eg in bushes or a ninja on the ceiling or as in the famous case in the cess pit under the toilet!). HOW TO INSULT IN NIHONGO! For those players wanting to use the insult phase as an opportunity to yell abuse at your opponent I have included the following phrases:

Nanka yo do you want something? Use with a stare. Baka yaro you stupid xxxx Usotsuki LIAR Oshaberi big mouth Kochi koi yo come here! Damare yo shut up Kono kuso ttare you really dont want to know this one Kono imo peasant Gaki short arse Yowa mushi weedy insect Konjoo nashi you have no testicles Buta pig Okama of dubious sexual orientation Namenna yo dont mess with me Hayaku kiena go away (or words to that effect) Kutabare as above Bukkoroshite yaru Im gonna kick your ass. Nani teme who do you think you are? Shita ni! bow down Nanda yo What do you want! Sonna koto icha dame dayo - you really shouldnt say things like that! Jaa yaroo Lets start. Moo owatta finished already? Using 28mm figures As most people may want to start in 28mm I have tested the rules and the ranges work out OK. 10 for a normal move per card is in line with a lot of skirmish 28mm rules. However if the main reason for playing in 28mm is to keep the board size down to 2 by 2 or there about then I suggest you halve the distances. For 15mm just use cm instead of inches.

Most of all have fun with the rules!


Direct questions etccan be directed to me at noserider@longboarder.freeserve.co.uk or via Wargames Journal at admin@wargamesjournal.com

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