By Chris Von Fahnestock
Flow: Draw card. Red is Attacker, Black Defender Use a regular deck of cards. Give the Defender 4 cards, the Attacker 7 cards. You may do three actions:
For Combat: Roll D6. If the Attack Die is equal to opponent's Defense die... no effect If Attack Die is greater than opponent's Defense die.... Defender takes one hit If Attack Die is double or more opponent's Defense die... Defender receives two hits Note: Both opponents may beat each others' die rolls... in this case both receive the damage. A figure rolls one red (Attack die) and one white (Defense die). Add to Attack die roll:
Add to Defense die roll:
If someone receives hits, the one who is hit rolls as below, one D6 per hit.
Add +1 to die roll if:
Subtract -1 on die roll if:
Peasants/Ashiguru may receive two hits before being permanently out of action
Further, Heroes may attempt a break from contact if confronted with several opponents. Roll 1 or 2 and the Hero leaps (sort of like in those low-budget Samurai movies?) out of danger A Hero may also enter a melee and receive one free attack by leaping (somersaults and such?) into the fray... even if a friendly figure is already fighting. Roll a 1-2 to be able to do this... if the roll fails, the Hero is merely next to his opponents. A Hero may try these stunts in both his or his opponent's phase. Special Cases: Battering Ram Log. It takes at least four figures to carry a log. You may use more figures, if you like, in case some become casualties. You may only do a "move" and may not run with a log unless you have 12 figures on the log. Once at a door, the group may use the log to batter down the door. Roll 1D6 +3 per phase to damage the door. Most doors take an average of 50 points before collapsing. Only Heroes and Ninja may scale sheer walls. A move is two inches an action. Roll each time the figure moves roll 1D6, a "6" and the figures slips and falls to his demise. Burning arrows may burn through doors. Roll 1D6 for each shot for damage. Once a door is broken open/burned through, roll one more time. A "6" starts a major fire and the castle/structure starts to burn! EVERYONE MUST Run FOR IT! Axes/Ashigurus (special polearm) may attempt to chop down doors. Roll 1D6 -1 each attack to determine damage to the door. Back to MWAN # 124 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 2003 Hal Thinglum This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |