Samurai - Tsuwamono No Michi Samurai Rules

Games - Miniatures Rules
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Price: $ 6.95
Sale Price: $ 3.95



File Type: zip

File Size: 297 KB

Pages in main/rules file: 36

Game System:

Players: 2+

Designer(s): Martin Brierley



demo: No demo available

 

A set of small scale skirmish action rules based in Japan between the years 1550 to 1620 Sengoku Jidai - The Age Of The Country At War.
Become a Daimyo "Warlord" and control your Samurai and Ashigaru, gain help from Sohei "Warrior Monks" and Ronin "Men Of The Waves".
But be cautious other Daimyo are plotting your downfall, the populous are not to be trusted and Akuto "Evil Lawless Bandits" seek every opportunity to strike.
Remember to keep your Shinobi "Ninja" close by and ready to use.

A very fast, furious and fun set of rules that will allow you to become totally engrossed within this period of Japanese history. Tsuwamono No Michi is not a set of rules for the faint hearted!
Figures are readily available and an excellent range of Two Dragons Miniatures can be purchased online from Stronghold Miniatures.

Contents of Rules
Combatants
Armour
Armour Agility Bonus
Armour of Combatants
Weapons
Equipment
Turn Sequence
Before the Game
Winning the Game
Initiative
Ambush
Normal Movement
Difficult Terrain
Impassable Terrain
Slippery Surfaces
Movement Restrictions
Weather Conditions
Turning and Pop Ups
Prone Combatants
Stunned Combatants
Blind Combatants
Unconscious Combatants
Crossing Obstacles
Climbing Obstacles
Jumping Down
Leaping Gaps
Crossing Rivers
Agility Roll
Special Movement
Retreat Movement
Surprise Movement
Rush Movement
Dismounting
Remounting
Recovering A Lost Horse
Critical Fall Hit
Zones of Control
Exceptions
Attack Rolls
Missile Attacks
Close Combat Attacks
Surprised Opponents
Multiple Missile Attacks
Multiple Combat Attacks
Multiple Weapon Attacks
Combined Attacks
Honour
Bodyguard
Tsukai-Ban
Hero's
Missile Fire
Special Missile Fire
Contact Missile Fire
Surprise Missile Fire
Visibility
Acquiring Opponents
Firing into Close Combat
Effects of Cover
Slight Cover
Moderate cover
Severe Cover
Extreme Cover
Close Combat
Segregating Combatants
Resolving Close Combat
Push Backs
Combat Movement
Retreating from Combat
Surrounded/Trapped
Prone Combatants
Unarmed Close Combat
Primary Weapons
Secondary Weapons
Disruptive Weapons
Disruptive & Wounding
Capturing Opponents
Defending Obstacles
Wounding Roll
Disarming Hits
Exceptional Hits
Fire
Burning Brands
Flaming Arrows
Setting Fire to Buildings
Extinguishing Fires
Fire Beacons
Fire Damage
Shinobi Combatants
Special Abilities Concealed/Surprise
Disappearing Movement
Special Weapons
Nage Teppo - Grenade
Area of Effect
Igniting Grenades
Deviation
Wind Direction
Concussion Grenade
Incendiary Grenade
Smoke Grenade
Explosive Grenade
Flash Grenade
Random Nage
Teppo Roll
Special Equipment
Nekode - Hand Claw
Snorkel Tube
Special Skills
Arming A Shinobi
Surprise Missile Fire
Contact Weapons
Swapping Weapons
Equipment & Skill List
Poisons
Grand Master
Conclusion

 

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Comments from customers
Reviewer Value Quality Overall Comments
vincent-xavier Biguet 7 7 7
BENET ERIC 9 10 9 VERY GOOD AND EASY TO PLAY
 
 

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