Wednesday, 16 October 2019

Bushi No Yume 4 Cartoon capers! Bucky vs the Baron.


This my first grapple with the (quick) design process, although there's a lot done for you.
I couldn't resist the rabbits from Battle Valour.  For balance all the Baron's side are from the Sengoku (and other) ranges from Alternative Armies.  I resisted using the Barons usual retinue of Bakemono as these had been used twice already.  Couldn't find the usual Baron figure, so substituted a rather apt one.


You'll notice that a small cluttered table works well for this game.  the cake board I used.  Lashings of PVA and no more nails, very wet papier mache.  Warping?  Not one bit.  Well found that Tony! 

Today we were mostly eating teacakes.

I also have war foxes from Battle Valour (yes, honest-  ) and a petite fox-spirit in the Chinese pack from Splintered Light.  I have another, larger (dog?) fox from an unknown source.  Watch this space!

Bucky O'Hare was a fictional character and the hero of a comic and TV series.


The storyline of Bucky O'Hare follows a war between the United Animals Federation and the sinister Toad Empire.

Hares vs Toads. Got it?  The names of the following have been changed to protect the guilty.

Baron Greenback is the villain from Dangermouse (not the Bond series) cartoon series. 




I cleverly flocked a couple of boards and the pass.  Then I realised that I'd failed to get extra hold hairspray.  So they're a bit "fluffier"  than they should be, as were the flocking comments.

The Plot.  The rabbits are making an offering to the local Kami when Shogun (Baron) Greenbacku and crew turn up.







We used to sell these netsuke incence burners.




Rabbits.  There should be other species included, but – well, do it your way!

Further reference:  https://www.youtube.com/watch?v=88ZAuGkttzI

Shuryou Willu Duwatto  Full Armour. Kyu 2+ Bu3 Daisho +1 13 Koku

Shuryou * (Leader)
Command Distance of a Long Length.
Group Order’ and enhance a character’s Kyu Grade (-1) if the character is activated within the Command Distance and Line of Sight of the Leader.

Yuuki immune to the effects of gory deaths and test for morale at -1 to their Kyu Grade.


Youjinbou Bucky Oharu (Green) Partial Armour. – Kyu 2+ Bu3 Daisho +1
Cost 9 Koku

Gunshin * automatically pass one die roll on a 6 for activation, task and morale purposes.
May cause a reroll of any one set of dice for their force or the opponents per game.

Yuuki – the character is fearless, they are immune to the effects of gory deaths and test for morale at -1 to their Kyu Grade.

Juukan Striking while moving past an opponent. They may strike at any point of their movement action. So long as the character does not lose the combat the character may continue moving.

Iai jutsuDrawing and cutting with their weapon while they are moving. The character can strike with their weapon at the end of a movement action at -1.

Sakki – the character can sense danger and can not be surprised or ambushed.

Menkyo Kaidan * – may make more than one attack per activation, using an action to make each attack.


Jennu (white) Hatamoto Hanchou – Kyu 3+ Bu3. Daisho +1. 13 Koku

Yuuki – the character is fearless, they are immune to the effects of gory deaths and test for morale at -1 to their Kyu Grade.

Hanchou * – the character is the Leaders ‘right hand man’ and has a Command Distance of a Short Length. Within this Command Distance a character will act as one better Kyu Grade during activation and Morale.

Hicho – the character can attack as they use a flying movement action past an opponent. They must use an action to perform the attack but so long as they win the combat they may continue their move action. They do not suffer a ‘disengage’ attack.

Mahoutsuka  magic user. Gakusho** - Shinto priest.
Protection spell - the target receives +2 on any losing combat roll for the players activation phase.

Healing spell – the target recovers from being wounded to just being ‘prone’. The target must not be in combat at the time of healing. At any time if a magic user rolls a ‘1’ on the attack die the energy has been deflected back to them … they become ‘fazed’.

Medium Length Energy Push (G) – the target is pushed back a medium stick, unless they make 2+ passes on a 3d6 Kyu Grade Test, and is made prone. Range -

** (Women act as  temple stewards and shamans, or miko in Shinto)  

Brusu  (Dark green) 2x Katana +1. Kyu3 Bu3 Cost 11 Koku.

Hicho – the character can attack as they use a flying movement action past an opponent. They must use an action to perform the attack but so long as they win the combat they may continue their move action. They do not suffer a ‘disengage’ attack.

Hitabashiri – one Long Length movement action per activation.

Ni-to Jutsu – the character is skilled at fighting with two weapons, often a long and a short sword. This offsets the fighting multiple opponents penalties. However, no superior weapon modifier may be claimed.


Deadeye (red) Partial Armour. – Kyu 3 Bu3 Daisho +1. Cost 8 Koku

Yuuki – the character is fearless, they are immune to the effects of gory deaths and test for morale at -1 to their Kyu Grade.

Ikari – has a hatred for the Baron. In combat against +1 to the Combat Total.



Blinky  (Red) Ashigaru – Kyu 4+ Bu2 Katana +1. Cost 6 Koku

Hitabashiri – the character is very swift, they may make one Long Length movement action per activation.

Hicho – the character can attack as they use a flying movement action past an opponent. They must use an action to perform the attack but so long as they win the combat they may continue their move action. They do not suffer a ‘disengage’ attack.



Shogun Greenbacku Partial armour Kyu2 Bu3 Cost 13 koku

Shuryou * (Leader)
Command Distance of a Long Length. (As per other rules, we allow that to pass along a chain)
Group Order’ and enhance a character’s Kyu Grade (-1) if the character is activated within the Command Distance and Line of Sight of the Leader.

Suijin – the creature is equally at home on land or in water and may cross any water type terrain with no movement or combat penalty.

Taijutsu/jujutsu – the character is skilled in unarmed combat. They can choose to put the opponent on the floor, prone, instead of making them recoil.
Tenjiru – the character is a master at distracting their opponent. Can use the ‘Tenjiru’ spell.
Tenjiru/Saminjutsu target is fixed in place in place unless they roll 3 passes on a 3d6 Kyu Grade Test. It takes two actions to shake of the effects. Range – Short.

Oki – the character is very large (Dai-oni for example). They receive an additional +1 in close combat against characters who are not themselves classed as ‘Oki’. Any ranged attack on an Oki character receives a +1 to the Combat Total.

Yadome-jutsu – the character has been trained in an okuden (oral transmission) which has enabled them to be able to cut ranged weapons from the air. If a ranged attack hits the character rolls 1d6. On the roll of a 5+ the missile has been cut from the air.

Hanchou Aiguchi (a Tengu) Kyu2 Bu3 Dagger +1 Cost 15 Koku

Hanchou * – Command Distance of a Short Length. Within this a character will act as one better Kyu Grade during activation and Morale.

Ansatsusha * – the character is highly trained in assassination techniques. Any hit inflicted by the character will cause a wound and doubling the opponent means they will test on the wound table against a ‘6’.

Mukon no Jutsu – the character is stealthy. As long as the character stays within a base width of concealing terrain they count as being ‘hidden’. Moving between objects and keeping the hidden status is possible. It is a normal Task Roll.

Hicho – the character can attack as they use a flying movement action past an opponent. They must use an action to perform the attack but so long as they win the combat they may continue their move action. They do not suffer a ‘disengage’ attack.

Aiguchi – thrusting knife, B+0,when being used against a floored opponent when it counts as B+2

Tanto – this is the Japanese dagger, it may also be thrown as a B+1 Short Length ranged weapon. B+1

Yamabushi Neru Kyu2 Bu4 10 Koku

Binshou – the character is very agile and their Kyu Grade is at -1 for tasks that require agility. In addition to this, any ranged projectile attack on the character is at -1.

Dokuyaku – the creature or weapon is poisonous. Every time a poison attack hits on a roll of a ‘6’ the target’s Kyu Grade is increased by one. If it ever exceeds 6 the target tests on the wound table against a ‘6’.

Hitabashiri – the character is very swift, they may make one Long Length movement action per activation.

3 Mukade (giant centipede) – Kyu 5+ Bu3 Long move. 3 Koku = 9

Oki – the character is very large. They receive an additional +1 in close combat against characters who are not ‘Oki’. Any ranged attack on an Oki character receives a +1 to the Combat Total.

2 Tengu –Kyu 4+ Bu2 Sword B+1 7 Koku = 14

Juukan – the character is adept at striking while moving past an opponent. They may strike at any point of their movement action. So long as the character does not lose the combat the character may continue moving.

Hicho – the character can attack as they use a flying movement action past an opponent. They must use an action to perform the attack but so long as they win the combat they may continue their move action. They do not suffer a ‘disengage’ attack.

 The Game.

I took the rabbits and set the scene.  Willu Duwatto and Jennu are near the shine.  Young Blinky is on sentry go and the rest are resting.


Giant centipedes approach!  Bucky hears their rustling.


Dead Eye is the first to engage.



Aiguchi (stilleto) bows to the statue.


The Tengu swoop forward and issue a challenge!


The Baron strolls down the road.


My big tactical mistake, sending Jennu around the flank.


A centipede swarms up the statue and strikes at the lad!


 Willu Duwatto attacks the Tengu's and they send him back. 



Brusu dashes in, two swords flashing and drives one Tengu back.



Dead Eye and Bucky take on the other 2 centipedes.




Aiguchi sneaks in, stabs Dead Eye in the back then hides.


He's down, wounded and surrounded by foes!


There's Nero, looking for an opening.


The Baron moves up.  Evidence of mint penguins in the area.  Warband coming soon?


Dead Eye is up, and true to his ikari (hatred) attacks the Baron.


The Baron is pushed back, a centipede intercedes and Brusu slays a Tengu!


Dead Eye gets away, Brusu pushes on.



The centipedes do well as holders, they move fast and are difficult targets.



The Baron throws Dead Eye down.


The last centipede pushes Jennu steadily back.



Dead Eye is wounded.


With the leader engaging the centipede, young Blinky dashes in.



Now Nero comes forward and engages Blinky, biting him.



Now my leader is pushed back.



Meanstwhile, Jennu is still going back.  That's 2 of mine isolated-.


Dead Eye is hurt and faces a centipede.


Jennu manages to push hers away, so she can use her magic to repel it.



The Baron uses his magic to paralyses Brusu, but he shrugs it off before he's hit.


Jennu tries to rejoin the party, but Aiguchi sneaks past the combatants and strikes her down!  She's badly wounded.



Dead Eye goes down to the centipede!  young Blinky, poisened by the bite, runs.  Jennu drags herself away.


My leader faces Nero, and gets bit and pushed back.



Brusu has struck the Tengu down at last!  He moved on to Nero who kills him!




The Tengu is badly wounded, but up.


I'm down to 2 effectives, both engaged with centipedes.


That worked well!  Magic adds flavour but isn't overpowering.  The 2 unusual characters added wild cards to the outcome.  Nero bit 2, reducing their effectiveness and killed 1.  Stilleto wounded 2.

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