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