A Cut Above the Rest Samurai in Action Samurai Skirmish Rules

15mm to 25mm Scales

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:

  • Move (1D6 x inches)
  • Run (add 4", only allowed after a "move")
  • Sprint (add 8", only allowed after a "run")
  • Attack (maximum of two attacks in a row)
  • Nock arrow
  • Load Musket (takes three actions)
  • Fire a missile weapon
  • Ninja and Mounted figures versus a foot enemy receive one additional action

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:
+1 for polearm
+2 for Missile Fire (vs. non moving target)
+1 (each) for outnumbering Defender
+1 for not moving before melee
+1 for being Hero
+1 for two weapons
+2 for being mounted and
+1 for Missile Fire vs. moving target ( conduct during other's move... counts as one action!)

Add to Defense die roll:
+1 Higher than Attacker
+1 (each) for outnumbering Attacker
+2 for Cover when fired at
+1 for Cover vs. melee
+1 for being Hero
+1 for two weapons
+1 for being mounted and Opponent no Opponent not.

If someone receives hits, the one who is hit rolls as below, one D6 per hit.
5,6 is a kill
2-4 wounded
1, no damage, just stunned, lose one action next time you get a card

Add +1 to die roll if:
Attacker is Hero and Defender is not.
Hit by Hammer
Ninja is Attacker (not valid vs. Hero)
Attacker has two weapons

Subtract -1 on die roll if:
Defender is Hero and Attacker is not.

Peasants/Ashiguru may receive two hits before being permanently out of action
Regular Samurai may receive three hits
Hero Samurai may receive four hits.

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