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Torii en 1.0

This document provides an overview of the skirmish miniatures game Torii, which is set in feudal Japan. Torii uses miniatures from Zenit Miniatures' Kensei line and is designed for skirmishes between 8-12 miniatures per side. The basics of gameplay are described, including turn structure, measuring, line of sight, attributes, troop types, the action list, and movement. The goal is to provide a concise yet informative summary of the key elements presented in the document.

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Manlio Cipullo
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© © All Rights Reserved
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
214 views

Torii en 1.0

This document provides an overview of the skirmish miniatures game Torii, which is set in feudal Japan. Torii uses miniatures from Zenit Miniatures' Kensei line and is designed for skirmishes between 8-12 miniatures per side. The basics of gameplay are described, including turn structure, measuring, line of sight, attributes, troop types, the action list, and movement. The goal is to provide a concise yet informative summary of the key elements presented in the document.

Uploaded by

Manlio Cipullo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 32

Skirmishes

in Feudal
Japan
Skirmishes
in Feudal
Japan
Created by Editor / Translator Graphic Design
MINIATURAS Y JOE GALVEZ RedPig.es
WARGAMES

Collaboration
ZENIT MINIATURES, PLAST CRAFT GAMES, IMPERIO WARGAMES, CLUB
LANDWEHR, CAOBA ART, JACOBO RIVERA, MIGUEL ROBLES, GUSTAVO
GONZALEZ

Torii is under Creative Commons License


CC Attribution-NonCommercial-NoDerivs (CC BY-NC-ND)

www.miniaturasywargames.com

Apdo. Correos 201, 29692 San Luis de Sabinillas


Málaga, Spain
www.zenitminiatures.es
IJV
Torii is a historical
simulation and
strategy miniatures
game set in Feudal
Japan.

The game has been


designed specifically
by Miniatures and
Wargames to use
with the range of
Zenit Miniatures,
created for its mass
battle game, Kensei.

Torii is a skirmish
game, so you’ll only
need from 8 to 12
miniatures per side.
GAMING has to be made. To activate one of
our miniatures, roll 1D6 and add
MATERIALS its Initiative:

To play a game of Torii, you’ll • From 1 to 3: 1 action.


need some basic materials detailed • 4+: 2 actions.
below:
• 8 to 12 miniatures per side, In addition, 6+ activates the
arranged on square bases (or miniature’s Ki (explained below)
rectangular in case of cavalry and and the miniature gets certain
special miniatures) bonuses.

• One 90 x 90 cm board, mat or


similar.
Success Roll
Roll as many D6 as the attribute to
• 6 to 10 various scenery elements. test to determine the success of the
intended action. Every 4+ result is
• Tokens. considered a success.

• 6 six sided dice (D6) and 1 ten Sometimes, the roll can be
sided die (D10). modified so the number of dice to
be rolled or the required value to
• A tape measure or ruler in cm. achieve a success may vary.

Attribute Test
BASIC CONCEPTS Occasionally, it will be necessary
to make an attribute test. To
To play the game, some rules have do this, roll 1D6. The roll is
to be followed. considered a failure if the result
is higher than the value of the
attribute.
:: ROLLS ::
Broadly speaking, there are Critical
three types of rolls in the game: A result of “6” on your dice roll
Command Roll, Success Roll and is considered Critical. As a basic
Attribute Test. rule, a critical die can’t be re-
rolled or discarded.
Command Roll If a 6 is rolled as part of a re-roll,
To determine how many actions a it’s not considered Critical.
miniature can perform, this roll

~4~
:: MEASURING :: them otherwise.
During the game, pre-measuring is
not allowed. You can only measure :: ATTRIBUTES ::
a distance when the action has
Each miniature has a series of
been already declared.
attributes that define its quality as
To measure the distance between a fighter:
two miniatures, use the distance
•Movement (MOV): The amount
between the two nearest points of
in centimeters (cm.) that a
their bases.
miniature can move around the
game board.
:: VIEW ::
•Attack (AT): The number of
Arc of Sight dice that can be rolled during the
success roll, for melee combat and
Miniatures have defined their shooting.
front, side and rear arcs. A
miniature’s arc of sight is 180° •Initiative (IN). Indicates the
from the rear line of the base miniature’s responsiveness.
forward.
•Harm (HR): Total damage a
Control Zone fighter can withstand before being
knocked out of combat.
The miniature’s Control Zone
(CZ) is a 5 cm radius, measured •Honor (HO): Courage and
from any edge of the base and mental strength of a fighter when
inside its Arc of Sight. facing various difficult situations
in battle.
Line of Sight
•Points (PTS): How much it costs
To determine the Line of Sight to include that miniature in your
(LoS), just draw a straight line group.
between a point of the miniature’s
base to its target. If any miniature
or scenery element obstructs the :: TYPES OF TROOPS ::
line of sight for more than half
In Torii, according to their
of the base (or its height) it is
courage, fighters are classified in
considered hidden.
three types of troops:
For the purpose of the game,
•Heroes: These are the clan
miniatures are considered
commanders.
standing, even if the sculpt shows

~5~
•Elite: Units specialized in the art of
combat.

•Warriors: The main combat force.

GAME PHASES
A game of Torii lasts 5 rounds, unless
mission rules indicate otherwise.

Each round is divided in two turns, one


for each player. One of the players will
act first with all of his miniatures, and
then the other player.

The player that is playing his turn is


called the active player, and the other
is called the reactive player.

The reactive player may act


using the actions listed in the
Reaction list.

Each player’s turn is


divided in two phases:
Maintenance and
Activation.

~6~
:: MAINTENANCE PHASE :: The “Activated” token will only
be placed after the miniature
The first phase of each turn is the has finished all its actions and
Maintenance Phase, in which you reactions from the enemy.
must:
This process continues until all
•Check if your group succeeded miniatures have been activated or
in its primary and/or secondary the active player decides to end his
objectives. turn.
•Calculate if your group has
suffered enough loses to Retreat.

•All Stunned and Activated


BASIC RULES
Miniature tokens are removed.
:: ORDERS ::
Retreat To perform actions with one of
When a group suffers too many your miniatures, you must declare
losses, and has less than half of the action before carrying it out.
its starting amount of miniatures,
A miniature cannot use the same
that group will run away from the
action more than once per order.
battlefield. This is called Retreat.
Furthermore, it can only take one
At that moment, game ends.
combat action per order.

There are two types of actions:


:: ACTIVATION PHASE :: Active and Reactive. Active orders
In the Activation Stage, the active can be performed on your turn and
player selects a miniature from reactive orders on your opponent’s
his group, makes the Command turn.
Roll and assigns the order it will
perform.

An order consists of one or more


actions.

If a miniature receives an order,


from either an active or reactive
player, it will be marked with an
“Activated” token and may not
take more orders that turn.

~7~
Action List indicated value of its movement
attribute (in cm), changing their
facing and trajectory along the
Active Reactive way.
Move Disengage
During their movement, fighters
can jump obstacles with a
Run Flee
maximum height of 2 cm. without
Opportunity counting the height as part of the
Disengage
Charge (combat) movement.
Flee Fight (combat) However, if the movement occurs
through a scenery element
Opportunity Shot
Recharge
(combat)
considered difficult terrain,
the movement of the miniature
Lead through the terrain will be halved.
It is a good idea at the beginning
Interact of the game, to agree with your
opponent which elements are
Capture difficult or blocked terrain.

Charge (combat) Miniatures can only move through


spaces where their bases can fit.
Engage (combat)
In a move action you cannot enter
Intercept close combat with an enemy, since
(combat) there are specific actions for it.
Fight (combat)
Run
Challenge
(combat) Run requires two actions. It works
just like Move, but in this case the
Shoot (combat) miniature moves up to twice its
Move Attribute.

Disengage
A miniature can disengage from a
fight with this action. If successful,
:: MOVEMENT ACTIONS :: roll 2D6 (3D6 if mounted) to
determine the total the amount of
Move cm. you can move in any direction,
Miniatures can move up to the away from the combat.

~8~
As a result, the enemy you were •You must have line of sight
in combat with can make an (although it is partial) at the
opportunity attack (only if it has beginning of the action.
equal or more allied fighters in
•To be able to engage your enemy
base to base contact), but with only
from the back, you must start your
1D6.
charge from behind it.

Flee Opportunity Charge


A miniature that flees will roll
If an enemy moves inside a
2D6 and move that total (in cm)
miniature’s control zone without
away from the enemy, facing away having any intention of attacking
from it. or engaging it, you can react with
When running away from a an Opportunity Charge. It is
charge, if it’s not enough to outrun resolved as a normal Charge.
it, it will be considered an attack The enemy movement will stop
from behind. exactly where it receives the
Opportunity Charge.
:: COMBAT ACTIONS ::
Engage
Chargue The miniature moves as indicated
For a charge, the miniature moves by its normal movement value,
its normal movement value plus trying to get base to base contact
1D6, trying to reach base to base with its enemy.
with the enemy. It is not necessary for the attacker
If unsuccessful, the charge fails to have line of sight with the
and it will only move its movement target. If you can’t reach your
attribute towards the intended target with your full movement,
your action will end, staying as
target.
close to your enemy as possible.
If the charge is successful, the
If you manage to reach the target,
miniature can fight and will add
you will Fight it as usual, but
1D6 (2D6 if mounted), as an
without the bonuses of a normal
attack bonus. In order to take this
charge.
action you must meet the following
requirements:
Intercept
•The target must not be inside a For an intercept, the miniature
small building. moves its normal movement value,

~9~
trying to get base to base with the to leave the board and will remain
enemy. If it reaches the enemy, it facing towards the enemy.
won’t Fight. Instead, the attacker
will do an Initiative Test. If it is However, if the test is successful,
successful, it will stay in base to both heroes will make a Charge
base contact with its opponent. movement towards each other,
If it’s unsuccessful, it will have and other miniatures will not be
to step away half of its movement able to react to this activation in
facing the enemy and away from its any way. If the Charge movement
control zone. is not enough to get them into
base to base contact, it will be
considered as a failed charge
Combat and both miniatures will have to
If a miniature is in base to base return to their starting points.
contact with an opponent, at the The challenger will be considered
beginning of the turn you can use activated. If this Charge is
this action to attack your enemy successful, combat will be held as
(see below). usual.
Miniatures will always be able to This combat will not end until
fight, even if they’re marked as one of the heroes suffers a Wound.
“Activated”. Once this happens, every fighter
from the losing hero’s group
A miniature can only fight up to 4
(including the hero) will have
enemies at the same time.
to pass an Honor Test to avoid
making a complete movement
Challenge towards their deployment zone,
To use the Challenge order, unable to leave the board and
you have to use two actions, and remaining facing towards the
cannot take any other action enemy.
in this turn. Only a hero can
challenge another hero. They Shoot
need to have Line of Sight between
A miniature armed with a
them.
projectile weapon can choose a
The hero that has been challenged valid target and perform a success
must pass an Honor Test. If roll to try to hit (see below).
it fails the test or rejects the
challenge, the miniature and its Opportunity Shoot
entire group will have to make a A miniature armed with a
complete movement towards their projectile weapon can choose a
deployment zone; they’ll be unable valid target and take a success roll

~ 10 ~
to try to hit the enemy. can’t interact.

This Target can only be selected


before or after its movement, not
Capture
during the move itself. If a fighter causes a wound to one
of its enemies in close combat, it
The shooting miniature’s Attack and any other allies that are also
Attribute will be reduced by 1D6 in base to base contact can capture
for this roll. that miniature without using an
additional action.
Reload
Villagers can be captured even
Gunpowder weapons need to
if they are not wounded by the
be reloaded after they are used,
attacker, but only if they aren’t
so you’ll have to use a Reload
already captured.
Action in order to use it again. All
gunpowder weapons are considered The miniatures that have captured
loaded at the start of the game. the same enemy will act as if they
were in the chain of command,
:: INTERACT ACTIONS :: having to choose a miniature that
will act as the hero and have the
Lead leadership. Note that if one of the
captors has already been activated,
A hero can give a combined
it cannot be activated once again.
command to a group of miniatures
of its party, as long as they are The captured enemy will not
within 5 cm. The hero must be able to act by itself, it will
perform the Command Roll, and move along with the miniature(s)
all the miniatures in the area will that captured it. To move with
become active, and they’ll perform a captured enemy reduces the
the same action simultaneously. In captor’s movements by half if it
case the hero activates its Ki in the is not mounted. If two or more
Command Roll, only it will get miniatures have captured a
the bonus. hostage, this movement penalty
does not apply.
Interact
Miniatures will be able to interact If the captor takes a non-
with the different scenery elements movement action, the captured
or miniatures on the battlefield. enemy will free itself. Also, each
turn, the hostage will roll 1D6
In order to interact, you need to for each captor, freeing itself if it
pass a Success Roll, that is, obtain rolls 6 in each die, running away
4+ in 1D6. Mounted miniatures 2D6cm.

~ 11 ~
:: CONFRONTATION :: positively and negatively and in a
cumulative manner. These are:
In Torii, there are two ways
of harming your opponent’s •+2D6 when the charging
miniatures: in close combat and miniature is mounted.
with range weapons.
•+1D6 when the charging
Close Combat miniature is on foot.
When there is a base to base •+1D6 if the
contact between two miniatures attack comes
of enemy groups, they can fight. from an
Any contact between the bases is elevated
enough. position.
To resolve this situation, the •+1D6 when
attacker and defender perform a miniature
a Success Roll with the number fights with a
of dice indicated in their attack long weapon
attribute. against several
opponents.
If the attacker rolls more than
one die during the fight, and
obtains the same result in
each die (only if the roll with
its bonuses is successful), it
will obtain the Crush bonus. •-1D6 when
a miniature
Modifiers can reduce the number fights with
of dice to be rolled to 0. In that a long
case you can roll 1D6 and only if weapon
you obtain a critical hit (a 6), will inside
it be considered as an impact. small
The player that obtains more buildings
impacts wins the fight. The •-1D6
difference between both players’ if the
hits will be the Total Impacts that
have landed.

Combat Modifiers
The amount of dice to be
rolled can be modified both

~ 12 ~
miniature is attacked by an enemy Impacts, or the impact difference
from behind if the target has replied with a
successful Opportunity Shot.
•-1D6 if the miniature has the
“Activated” token The difficulty for a success, and
therefore an impact, is 4+ if there
Shooting is a clear line of sight; 5+ if the
line of sight is obstructed even
When a miniature is
partially.
equipped with a projectile
If the attacker rolls more than one
die to resolve the shot, and all the
results on the dice are the same, he
wins an automatic Fast Recharge
Bonus.

Shooting Modifiers
The amount of dice to be rolled
can be modified as they are for
close combat. These modifiers are
weapon, it can perform accumulative both positively and
ranged attacks. negatively. These are:
For resolving a shot, •+1D6 when shooting short-range
the attacking player weapons
performs a success roll
with the number of •-1D6 when shooting mid-range
dice indicated for weapons, at medium distance.
the attack attribute,
•-1D6 when shooting long-
after determining
range weapons in a short or long
all relevant
distance.
bonuses. All results
that are equal to
or exceeding the Solving Impacts
success value will be Once a combat or shot is
considered Impacts. successful, impacts are calculated
to find out the damage caused to
In this case, the the enemy miniature.
amount of impacts
that the attacker The player that has impacted will
obtains will roll 1D6 and will add the Total
be the Total Impacts to determine the type of

~ 13 ~
damage caused to the enemy: into account when calculating the
amount of wounds that a miniature
• 1 to 4: Stunned can suffer.
• 5 or 6: On the die will always be
considered a wound. At the beginning of each player’s
turn, the stunned tokens are
eliminated.
Modifiers When Solving
Impacts If a stunned miniature receives the
same damage again, the stunned
The rolls for impact solving can
also be modified: token is removed and is now
marked as wounded.
•+2 if it has been damaged with a
gunpowder weapon Wounds are permanent and have
direct effect on the fighter. If the
•+2 if the target has been attacked miniature suffers more wounds
by a mounted miniature that than those in its profile, it will be
was equipped with a long melee knocked out of combat, and will be
weapon. removed from the game.
•-1 if the target was in cover.
:: OFFERINGS TO THE
Suffering Wounds GODS ::
Once the type of damage caused to
Samurai are by definition very
a miniature has been determined,
religious people, and before
mark it with a token.
combat they usually pray to the
Also, if the miniature is wounded, gods and their ancestors for their
it has to perform an Honor Test, favor in battle.
or the wounded miniature will flee
2D6 cm. (3D6 cm. if it’s mounted) A group may obtain the Favor of
away from combat. the Gods before starting the game.
The maximum amount of Favor
If the wound was made in close that you may acquire is 6.
combat and the wounded flees,
the enemy can then follow it During the game, you can use one
by passing an Honor Test. In Favor to repeat a roll (critical
this case, roll 2D6 cm. (3D6 if included), but this can only be
mounted). If the total is enough to done each time per activation.
engage the fleeing target, they’ll
be considered in close combat next If when re-rolling all results
turn. obtained are critical, the Gods are
pleased and you recover the spent
The stunned state is not taken Favor.
~ 14 ~
Playing The required scenery elements that
your missions require.
Game
Starting The Game
:: Preparing The Game :: Both players roll 1D6 and the
winner chooses who will both
Playing Field deploy their group and play first.
The playing field is 90x90 cm. Next, the main and secondary
When you start the game, the field missions of each player are chosen.
must be divided into 3 segments.
Each player has an area of
deployment (20x90) on their own :: Missions ::
side of the field. The central area
is called Combat Zone. Selecting Missions
In a game, both players will share
Scenery a common mission and each player
will have their own mission that
The recommended scenery
will be secret and independent,
elements for your games are a
that must be accomplished in
maximum of 6 area elements
order to win. At the end of the
(houses, trees, ponds, etc.), and 4
game, points will be calculated
lineal elements up to 3 cm. wide
depending on the missions
(fences, hedges, walls, etc.). There
completed.
is no limit for placing other small
elements (boxes, barrels, etc.). To designate the common mission
of the game, you must roll 1D6
Place all buildings with the front
and check the next table:
doors facing the center of the
board. 1.Hostages
2.Recover Sacred Relics
Start by placing the scenery
3.Kidnap villagers
alternately, each player rolls 1D6
4.Find the Sensei
and the winner chooses an element
5.Hunting The Leader
and places it first.
6.Drive out the enemy
Initially the bigger elements will
be placed, and then the smaller To select the secondary Mission,
ones. There must be at least 10 cm you’ll have to use some playing
between area scenery elements. cards. To do this, deal each player
6 cards that go from 1 (ace) to 6.
After the scenery has been placed, Then remove the main mission
you’ll place the miniatures and card selected on the previous roll.

~ 15 ~
After that, each player must draw a objective of the game is to recover
random card from his pile, review them. The markers are placed
the table above for his secondary alternately between the players
mission, and keep it a secret until in the center line of the board,
the end of the game. starting with the player who won
the scenery deployment roll. Each
Some missions may have rules relic must be separated from each
that conflict with the rules in this other by at least 15 cm.
book; in those cases, the rules
described in the missions will To grab a relic, you must be in
always have priority, modifying contact with the marker and take
the standard rules. an interact action (+4). If the
holder of the relic is wounded,
The Missions it will automatically drop the
relic, and it can be taken again
Each mission has two descriptions,
the same way. Once it is in your
depending upon whether it is to be
fighter’s possession, take it to your
used as a main common mission or
deployment area.
a secondary mission.

1. Hostages Main Mission:


•1 point for each relic in your
To earn points you’ll have to try deployment zone.
and capture the enemy, and keep
them in your deployment zone •2 points if your enemy does not
until the end of the game. have any relics in his deployment
zone.
Main Mission:
•1 point for each enemy captured •3 points if you have more relics
in your deployment zone. than your enemy.

•2 points if none of your heroes or Secondary Mission:


elites is captured. •2 points if you have a relic in your
deployment zone.
•3 points if you have more captured
troops than your enemy. 3. Kidnap Villagers
We place four villagers alternately
Secondary Mission:
on the center line of the
•2 points if you have a troop
battlefield. The goal is to capture
captured in your deployment zone.
as many villagers as possible and
2. Recover Sacred Relics bring them to your deployment
zone.
Place four relics on the field. The

~ 16 ~
At the beginning of each player’s 4. Find the Sensei
turn, the non-kidnapped villagers
move 1D10 cm. in a random The goal is to find the Sensei
direction. inside the houses that are not in
the deployment areas.
To capture a villager, you just have
to get into base to base contact To do this, you must enter each
with them. When in contact with house and perform an Interact
the villager, it will move with the Roll; if you get a 6+ the Sensei
captor automatically. will be inside, otherwise, the
Sensei is not in the
If the villager’s kidnapper building, so you can
enters close combat or receives burn it (see below),
any impact, the villager will be and keep looking
released automatically and move inside the other
1D10 cm. in a random direction. houses. You will
always find
Main Mission: the Sensei
•1 point for each villager in your in the
deployment area. last
•2 point if you have a captured
villager in your deployment area.

•3 if you have more kidnapped


villagers than your enemy.

Secondary Mission:
•2 point if you have a villager
in your deployment area.

~ 17 ~
remaining house, no need for an mounted) away from the house in
Interact Roll. the opposite direction.

To capture the Sensei you have to 5. Hunting the Leader


perform an Interact Action (+4).
The goal is to knock out heroes
If the fighter that has the Sensei
from the rival group.
enters close combat or suffers
an impact, the Sensei will be Main Mission:
automatically released, and move •1 point if you have knocked out
1D10cm in a random direction. more heroes than your enemy.
At the beginning of each player’s •2 points for each enemy hero
turn after the Sensei is discovered, knocked out.
it will move 1D10 cm. in a random
direction. •3 points for knocking out all your
enemy’s heroes.
Main Mission:
•1 point for each burnt house. Secondary Mission:
•2 points for each enemy hero
•2 points if your enemy burnt fewer knocked out.
houses than you.
6. Drive Out the Enemy
•5 points for capturing the Sensei
and taking it to your deployment The village will be divided into
area. 3 horizontal lines parallel to the
players’ areas of deployment. The
Secondary Mission: outer zones measure 15cm. and
•2 points for burning a house. the central 20 cm. The objective
is to try and control these zones,
Burning an Objective driving out your enemy, preventing
their control over them. A zone
To burn an objective, the miniature
is considered controlled if you
must be in contact with it and
have more miniatures than your
perform an Interact Roll. From
opponent within it.
the start of the next turn after
burning the objective, the piece Main Mission:
of scenery will block the line of •1 point if the enemy does not
sight within 3 cm radius of the fire control any zone.
and will be considered burnt for
the remainder of the game. If for •2 for each controlled zone.
any reason a miniature enters the
3 cm. area, it will get an automatic •3 points if you control more zones
wound and run 2D6 (3D6 if than your enemy.

~ 18 ~
Secondary Mission: miniatures.
•2 points if your enemy does not
•You must include a hero, or a
have any miniature in the zone
maximum of 2. If there is more
that is closest to your deployment
than 1, they must be different.
area.
•The maximum amount of
miniatures for the group is 12.
The Groups
:: BUILDING THE GROUP :: Profiles
The first thing you need to do to Each miniature is
play a game is to build your group. identified as a troop
To do this you have 100 points to type and it has
choose your fighters. The cost of a number of
each miniature is indicated below, attributes.
along with its profile attributes. Its
When drawing up the list, you
should keep in mind the following
restrictions:

• Less than 50% of the


miniatures of the band
can be equipped with
projectile weapons.

•You can
include up
to four
elite

~ 19 ~
point cost is indicated as well. Medium and Long Range.

troop mov at in ho hr pts Type of Weapons Range


Range (Min-Max.)
Warrior 10/15 2/2 1 3 1 5 Short Blowgun,
0-20
Range Shuriken,…
Elite 10/15 3/3 2 4 1 10
Medium Ozutsu,
0-40
Heroes 10/15 4/3 3 5 2 20 Range Ishitsubute,…

Long
Options: Range
Teppo, Yumi… 0-60

•If the miniature is mounted on a


horse, add +10 points. (Max. 2)

•If the miniature has ranged


Shooting Ranges
weapons, add +5 points. According to the distance between
an attacker and its target, shots
•You can include up to 6 Offerings can be made at 3 different ranges:
for the Gods, at a cost of +5 for
each one. • Short range: 0-20 cm.
• Medium range: 20-40 cm.
MOV: The first value indicates • Long range: 40-60 cm.
the on foot movement, the second
when mounted in a horse. :: Bonuses ::
AT: The first value indicates the Bonuses (or special skills)
close combat skill and the second are divided into two types:
value the attack skill with range General and Permanent bonuses.
weapons. Permanent bonuses will be
indicated by a PB mark between
brackets in the table below, the
Close Combat Weapons rest of them are general.
For the purposes of the game,
we only differentiate long and Permanent bonuses are always
short weapons. All weapons are active and can be combined with
considered short except for the general bonuses in the same turn.
Yari, Naginata, Mitsudogu, Bo, General bonuses are only obtained
Omi Yari, Jumonji Yari, No Dachi if the Ki has been activated in
and Onagamaki. the Command Roll as explained
above, and only once per turn.

In both cases, you can only


Range Weapons activate the bonuses that are
indicated in the miniature’s profile.
Ranged weapons are grouped
according to their range: Short,

~ 20 ~
Types of Bonuses •Chief of the Clan. In the
•Accelerate: Add an additional Command roll you can throw 2D6
+1D6 cm. when running (2D6 and choose one.
if mounted). If someone tries to •Concentration. Add + 1D6 to the
shoot you, the shot will be -1D6. success roll in combat (not when
•Accurate. Add +1 to the damage charge).
roll when shooting. •Countercharge. Launches + 1D6
•Aim: Add + 1D6 to the shooting in when you receive a charge but
action. gets -1 in the following damage
roll if it hits.
•Alert. All of your group’s
miniatures up to 20 cm. from the •Crush. Adds +1 to the damage
miniature that activates this bonus roll in combat.
and that are not in combat can •Deadly Blow. You gain a +2 bonus
change their facing. to the damage roll in combat.
•Apprentice: Loses the close •Deflect blow. Apply -1D6 to your
combat if it’s a draw. enemy’s success roll in combat.
•Armor. Increases the difficulty of •Dodge. The enemy repeats 1D6 of
the damage roll +1. your choice from his success roll in
•Ashigaru Leader. You can use combat.
the Lead action only with the •Evasive. You can avoid shots by
miniatures that have the Ashigaru throwing 1D6 and obtaining a
tag. critical.
•Assassin: Add +1 to the damage •Elusive. + 1D6 to the movement
roll when fighting the enemy from when fleeing.
behind.
•Expert. You can re-roll 1D6 of
•Brave. Never flees. your success roll in combat.
•Brutal. Apply the charge bonuses •Explore. +1 to success rolls with
even when engaging the enemy. interact actions.
•Bushido. +1 to the result of the •Faith. Apply a +1 bonus to one
success rolls in combat. of the dice of the success roll in
•Cautious movement. You cannot combat.
be targeted by ranged weapons. •Fast. Add 1D6 cm. to your
movement whenever you move on

~ 21 ~
the game board.

•Fast Charge. You can move


MOV +2D6cm (+3D6 if mounted)
during the charge action.

•Feint. Cancels the modifiers from


the enemy’s attack.

•First strike. You can repeat the


damage roll.

•Fury. Apply +1 to the success roll


in combat and +1 to the damage
roll.

•Hate… Adds +1 to the result


of the damage roll if the enemy
belongs to the hated group or
type.

•Hated by the gods. The miniature


cannot re-roll any dice.

•Hawk Eye. Reduces the difficulty


of the shot -1 if it does not move or
enters combat.

•Huge. In the combat roll your


enemy needs 2 more successes than
you to win the fight.

•Instinctive shot. You can shoot


miniatures that are not in your
line of sight. To do this, a friendly
miniature must be able to see the
target and also have line of sight
to the miniature that is shooting.
The difficulty of the roll is 6+
without modifiers. Veteran. In
case of a tie in a fight, you win if
you rolled more critical results
than your enemy.

~ 22 ~
•JiuJitsu. You can re-roll 1s on the damage rolls in
combat.

•KenJutsu. You can re-roll 1s in the success roll in


combat.

•Kensei: The “1” results on the success roll in


combat, both Kensei’s and the ones from his
enemy are considered successes towards the
Kensei.

•Last Breath. If this miniature is in combat with


several miniatures, even if it has suffered more
wounds that its profile allows, it won’t die until
al enemies in contact with it have been fought or
until an honor test is failed.

•Leader: All friendly miniatures within 5 cm.


from the Leader will gain +1 bonus to the
Command Roll when it declares the use of this
skill. We recommend indicating this with a token.

•Luck. Repeat 1D6 of any roll, you must keep the


second result.

•Moving target. Ignore the usual penalty when


shooting at a target that is taking the running
action.

•Ninjutsu. You can cancel an impact of the success


roll of the enemy in combat.

•Piercing. A miniature behind the target and


inside a 5cm. radius is hit as well. Roll damage
against it by applying a -1 modifier.

•Point blank: Win a +1D6 bonus for a short range


shot.

•Poisoned weapons. If a fighter receives an impact


from a miniature with this bonus, it cannot take
actions for the rest of the turn.

~ 23 ~
•Quick recharge. At the end of •War cry. When you charge an
the shooting action it recharges enemy, it rolls -1D6 in the success
automatically. roll in combat.

•Shrapnel. Every miniature that •Weak. -1 to the result of the


is within or in contact with the damage roll.
control area of the impacted
miniature rolls 1D6, with a score •Weak point. Apply a -1 modifier
of +4 will also be impacted. You to the difficulty of the damage roll
must perform a damage roll against the enemy.
separately for each target. •Yojimbo. Any enemy that passes
•Skilled. You can re-roll an through its control area must stop
interact action. and fight against this miniature.
Unless the Yojimbo had been
•Stealth. During a move action charged first, this fight will not
your enemies cannot take reactive count as a charge.
actions.
•Zen. It has no rear arc.
•Strategist. You can choose a
friendly miniature per turn within
your control zone and repeat his
Command Roll.

•Surprise attack. -1D6 to the


Combat Roll of your target.

•Tactician. Fighter gets an


additional action.

•Terror. The enemy must pass an


honor test to fight the miniature,
otherwise it will flee.

•Tempered. The miniatures that


charge tempered miniatures reduce
1D6 their bonuses to combat.

•Tough. -1 to the result of your


enemy’s damage roll.

•Trained. Wins the match if it is a


draw.

~ 24 ~
~ 25 ~
~ 26 ~
TROOPS
COMMON

Name Type Extra Bonus


Tempered (PB), Kensei,
Kensei (Samurai) Hero
Tactician

Last breath (PB),


Sensei (Samurai) Hero
Concentration, Expert

Geisha Hero Surprise Attack, Explore

Instinctive shot (PB), Aim,


Kyudo Hanshijudan (Samurai) Hero
Piercing

Daisho ashigaru Hero Kenjutsu (PB), Veteran, Tough

Evasive (PB), Skilled, Cautious


Spy Hero
movement

Strategist (PB), Armor(PB),


Daisho mounted (Samurai) Hero
Fast Attack

Strategist (PB), Armor. (PB),


Daisho (Samurai) Hero
Concentration

Strategist (PB), Armor. (PB),


Daisho (teppo) (Samurai) Hero
Accurate

Strategist (PB), Armor. (PB),


Daisho (long bow) (Samurai) Hero
Point blank

Stealth (PB), Ninuitsu,


Shinobi / Kunoichi Hero
Poisoned weapons

Katana Samurai Elite Armor(PB), Bushido

Samurai Kiba Musha (Cav.


Elite Fast (PB), Bushido
katana)

Samurai Yari Kiba Musha (Cav.


Elite Fast Attack(PB) , Accelerate
Yari)

No Bushi (bow) Elite Accelerate, Aim

Yuri Samurai Elite At Point blank, Aim

Yumi ashigaru Warriors Elusive (PB)

Yari ashigaru Warriors Trained (PB)

Ashigaru (katana) Warriors Veteran (PB)

Ishitsubute Ashigaru (honda) Warriors Fast (PB)

Heishi (onagamaki) Warriors Kenjutsu (PB)

Onna Komuso (Bo) Warriors Trained(PB)

~ 27 ~
KUGE

Name Type Extra Bonus


Chief of the Clan (PB),
Taisho (Samurai) Hero
Poisoned weapons

Hate Otokodate (PB),


Daimyo (Cav. Samurai) Hero
Strategist, Fast Charge

Leader(PB) , Veteran , First


Hero (Samurai) Hero
strike

Weak (PB), Explore,


Heroine (Samurai) Hero
Concentration

Great Guard Kuge (Samurai) Elite Terror (PB), Concentration

Ninja (shuriken) Elite First Strike(PB), Stealth

Ninja Elite Jiujitsu (PB), Stealth

Ninja (blowgun) Elite Poisoned weapons (PB), Stealth

Samurai Yabusame Elite Moving target (PB), Accelerate

Onna Kiba Musha (Cav.


Elite Fast (PB), Weak point
Samurai Naginata)

Weak (PB), Defender (PB),


Samurai Onna-Bushi (naginata) Warrior
Weak point

Teppotai (Ashigaru teppo) Warrior Apprentice (PB)

~ 28 ~
BUKE

Name Type Extra Bonus


Hero (Samurai) Hero Armor. (PB), Leader, Bushido

Hero (naginata) Hero Armor. (PB), Expert, Bushido

Strategist (PB), Cautious


Daimyo Hero
movement, Tactician

Chief of the Clan (PB), Hate


Taisho Hero
Kuge (PB)

Veteran (PB) , Instinctive shot,


Hero with bow Hero
Aim

Kenjutsu (PB), Deadly Blow,


Kengo (Samurai) Elite
Stealth

No Dachi (Samurai) Elite Armor (PB), Crush

O Ban (Cav Samurai) Elite Terror (PB), Crush

Ji Samurai Warrior Brave (PB), Skilled

Yari Samurai Warrior Armor (PB), Weak Point

~ 29 ~
SOHEI

Name Type Extra Bonus


Hero (naginata) Hero Faith (PB), Stealth, Expert

Hero (lance) Hero Faith (PB), War Cry, Leader

Strategist (PB), Leader,


Daimyo Hero
Concentration

Chief of the Clan (PB), Hate


Taisho Hero
Sohei (PB), Luck

Tempered (PB), Cautious


Hero (katana) Hero
movement, Skilled

Leader Ashigaru (PB), Veteran,


Daisho ashigaru Hero
Tough

Ikame Bo Elite Faith (PB), Concentration, Fury

Teppo Sohei Elite Faith (PB), Fast Attack

Yumi Sohei Elite Faith (PB), Accurate

Ama Kihei (Cav) Elite Faith (PB), Accelerate

Mitsudogu Sohei Elite Faith (PB), First Strike

Naginata Sohei Warrior Faith (PB), Weak Point

~ 30 ~
OTOKODATE

Name Type Extra Bonus


Hate Samurai (PB), Weak
Hero (naginata) Hero
Point, Skilled

Hate Samurai (PB), Chief of the


Taisho (naginata) Hero
Clan (PB), Elusive

Hate Samurai (PB), Stealth,


Hero (katana) Hero
Concentration

Daisho ashigaru Hero Kenjutsu (PB), , Veteran, Tough

Teppo Ronin (Samurai) Hero Zen (PB), Expert, Piercing

Assassin Elite Feint(PB), Assassin

Machi Yakko Elite Yojimbo (PB), Concentration

Kyokaku Elite Hate Samurai (PB), War Cry

Ozutzu Warrior Shrapnel (PB), War Cry

Katana Ashigaru Warrior Counterattack (PB)

~ 31 ~
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Skirmishes
in Feudal
Japan

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