Samurai

By Billy

 

Starting as a Nippon Samurai

M

WS

BS

S

T

W

I

A

L

WP

DD

PN

SK

NE

4

4

5+

3

3

1D6+8

3

1

0

4

1

5+

0

0

Equipment

Katana - does 1d6+S damage.
Wakizashi - does 1d6 damage, may not make deathblows.

Armor - +1T.

Torinoko Grenades 
Starts out with d3+1 grenades. Each grenade can be thrown up to 4 squares and does d6+2 damage with no modifiers. Each model adjacent to the target takes d6 damage with no modifiers except for T. Use BS when throwing.

SKILL

Daisho Technique

While wielding both the katana and wakizashi, if the samurai rolls a 5+ to hit, he may strike with the wakizashi doing an extra 1d6 damage. If a monster is killed after this attack, continue on to the next monster with the death blow.

Special Rules

Treasure

a Nippon samurai may use only non-weapon treasure available to the barbarian and elf. He may not use elf, dwarf, or wizard only items.

Daisho (katana and wakizashi) 

if a Nippon samurai is ever in a situation where he would lose his katana, he doesn’t lose it automatically. Instead roll 2d6. On a double 1 or double 6, he loses it, and commits seppuku, or ritual suicide, and is dead.

Settlement Rules

-A samurai must pay more than normal living expenses. He pays 3 for a village, 4 for a town, and 5 for a city.

Foreigner

Since samurai aren’t that common, he must roll a 3+ on a 1d6 to enter a location after he has found it.

-He may visit the alehouse (no modifiers), the gambling den, temple, armorer (he will never buy a shield), the fletcher, animal trader, the general store, and at least once per settlement, he must visit the sake house.

Sake House

Anyone attempting to find a sake house must roll 1d6 in a town, and 2d6 in a city. 
A sake house can be found on an 8+, and are only found in towns and cities. 
A samurai adds 2 to the roll. A samurai doesn’t need to roll a 3+ to enter the sake house, he is quite welcome. A samurai must buy some sake there, which costs 50 gold. =
Once inside, roll 1d6 (a samurai adds 1, all others subtract 1):

1

You are given hard looks as you enter the sake house. A couple samurai approach your warrior and demand you leave or else.

2

You end up very drunk from the strong rice wine and end up d6x50 gold short the next day.

3

A mystical, priest-type person follows you to your seat and offers to sell an orange liquid filled flask. He will sell it for 100G. If drunk, you will be able to do an extra 1d6 damage for one whole combat round in the next adventure.

4

A big burly samurai challenges you to a duel. If you are a samurai, you will win on a 3+, if not, you will win on a 5+. If you win, you receive d6x50 gold. If you lose, you will lose d6x100 gold.

5

You have perfect etiquette while in the house, and while you stay at this settlement, anything you buy will be at ½ price on a 4+, 3+ if you are buying from a Nippon merchant.

6

A band of brigands try to raid the bar. If you roll a 4+ on a d6, you kill them and win d6x100 gold. If you fail, you are kicked out of the bar.

7

You are greeted by some geisha and taken to a small geisha house after your stay at the sake house. You are treated very well and given a warm steam bath. You feel very refreshed, so refreshed, that you add +1 to your starting wounds score.

Battle Level Chart

M

WS

BS

S

T

W

I

A

L

WP

DD

PN

SK

NE

4

4

5+

3

3

1D6+8

3

1

0

4

1

5+

0

0

4

5

5+

3

3

+1D6

3

1

1

4

1

5+

1

2

4

5

5+

4

3

---

3

2

1

4

1

5+

2

2

4

5

4+

4

4

+1D6

4

2

1

4

2

5+

3

2

4

6

4+

4

4

+1D6

4

2

2

5

2

5+

4

2

4

6

4+

4

4

+1D6

4

3

2

5

2

4+

5

2

4

6

4+

4

4

---

4

3

2

5

2

4+

6

2

4

7

3+

4

4

+1D6

5

3

3

5

3

4+

7

2

4

7

3+

4

4

+1D6

5

4

3

6

3

4+

8

2

4

7

3+

4

4

+1D6

5

4

3

6

3

4+

9

2

-At battle level 1 he is a novice, 2-4 he’s a samurai, 5-8 he’s a daimyo, 9-10 he’s a shogun.
-Cost to go up a level is the same.
-A samurai trains at a Nippon dojo. He will find it on a 4+ rolling 2d6 in towns, and 3d6 in cities.

Nippon Merchant

-May be found in any settlement on a 6+. Roll 1d6 for villages, 2d6 for towns, and 3d6 for cities.

*Items for Sale:

Item Effect Stock Cost

Light Armor

+2T

7

900G.

Heavy Armor

+3T

8

3000G

Kabuto Helmet

+2T

8

1000G

Jingasa Helmet

+1T

4

500G

Dai-Kyu Bow 

S5

8

500G

Yumi Bow

S3
2 shots per turn

8

500G

D3 Fire Arrows

See fletcher

9

100G for the d3

Arrows

Enough for one adventure

3

20G

Katana

1d6+S damage

5

200G

Wakizashi

1d6 damage

5

50G

No-Dachi

1d6+S damage
+2S
 cannot be used with Wakizashi

8

500G

Tessen (war fan)

6+ ignore blow if attack is from the front

9

1000G

D6 Torinoko Grenades

See above

8

100G each

1D3 Sake Drinks

Heals 1d6 wounds
Roll after use : if 1-3 runs out different than sake from sake house

6

100G

Fire Starter Kit 

Used to start fires - enough for 4 fires

3

15G

3 Scrolls

Used to write on

2

30G

Pen and Ink - 

Enough ink for 6 scrolls

4

10G

Naginata (spear) - 

+1S
May attack up to 2 squares away

8

400G

Die Tsuchi (hammer) - 

+1S
Ignore the first 3 points of armor

8

400G

Ono (axe) - 

+3 damage if to hit roll was 4+

8

500G

Tetsubo (hammer stick) - 

+1S
Ignore blow and ignore pain have no effect

8

500G

Samurai Skills (SK on level chart)

*Roll 2d6:

2

Kyudo

When this warrior has a bow, he may shoot a number of times equal to his number of attacks.

3

Soul of the Katana

Once per turn, on a 4+, all warriors within 2 squares will be healed d6 wounds and will be up at 0 if they were killed.

4

Ancestral Guidance

Roll a d6 at the start of each adventure. 1-+1S, 2-+1Luck, 3-+1A, 4-+1Toughness, 5-+2T, 6-+1damage dice. The effects last for the whole dungeon.

5

Parry

Parry 6+

6

Two Hands

He has learned to use both hands when wielding weapons. He gains a permanent +1S when using both hands, and causes and extra dice damage on a 5+ when rolling to hit.

7

Kharmic Healer

If the samurai does nothing for one turn, he may heal himself 1d6 wounds per battle level on a 5+.

8

Blade Grasp

Ignore blow 5+. Will only work on enemies that carry weapons.

9

Ni-To-Kendo

Your samurai may use 2 weapons and may attack up to 2 enemies.

10

Focus Strength

You may sacrifice all your attacks for a focused attack. You suffer -1 to hit, but do triple damage for one turn per adventure.

11

Shin-Ken Sho-Bu

Once per dungeon, you may sacrifice all attacks to attack all enemies in adjacent squares.

12

Ambush

When monsters are first placed, roll a d6: on a 5+ the warriors go first even if the enemy ambushes automatically.

Nemuranai (NE on level chart)

-When a samurai goes up a battle level, he will also have a chance to get some Nemuranai (magical items). After going up a level roll 1d6. On a 3+ you get a Nemuranai. Roll a second d6 after the first roll. On a 5+ you gain another. Once you have determined how many Nemuranai you will receive, roll a d66 to see what you are offered.

11

Obi or Protection 

+1T, magic resistance 5+.

12

Masamune 

You may reroll each missed attack once per turn, does +2d6 damage against monsters with T5+

13

Fan of Command 

5+ ignore blow if from the front, if a 6 is rolled, the blow hits the attacker.

14

Oni Mempo 

Automatically pass all fear and terror tests, monsters suffer -1 to hit you

15

Eye of Jade 

Source of light, same effect as lantern, may re-roll power phase once per dungeon.

16

Elixir of Life 

One use, heals 1d6 wounds, if a 5+ is rolled, it heals a further 1d6 wounds until a 5+ is not rolled.

21

Murasame 

+1A, ignores all but magical armor.

22

Genji Armor 

+1T, 5+dispel.

23

Hell Fist 

While using missile weapons, you may re-roll 1s when determining damage, if a 6 is rolled to hit, add your battle level to your strength.

24

Shadowblade Wakizashi 

When a 5+ is rolled to hit, does 1d6+S, and ignores all but toughness.

25

Mantle of Mists 

+1M, +1I
Roll a d6 after being hit: 
   1-4 : normal damage
   5 : half damage
   6 : ignore blow

26

Crystal Ring 

Heals 1 wound per square moved up to 4 per turn.

31

Kenchi, the Bloodsword 

+1d6 damage, add +1 to your damage roll for each kill each room, once all monsters in the room are killed, start over.

32

Imperial Armor 

+2T, immune to all poison, chill attacks, tomb rot, web, and petrify attacks.

33

Dragon Pearl 

If there is more than one enemy in the same room, roll a d6 and choose an enemy with a gold value less than or equal to 1000, on a 5+ the monster will fight on your side for d3+1 turns, cannot be used on sorcerers.

34

Temujin’s Coin 

Items cost ½ normal price on a 4+, roll for every purchase, add 2 when rolling for stock.

35

Stone Amulet 

+1T, +1S, +1 on all pinning rolls.

36

3 Windbreaker arrows 

Each arrow shot becomes d6 arrows, all hit same target.

41

Mizuko’s Origami Crane 

Gain 1 luck, you may re-roll the dice on hazard, catastrophic and settlement events, alehouse, and all treasure tables.

42

Kiyomori 

+1A, +1 to hit.

43

The Opal Tear 

Heals d6 wounds on self on 4+, must be the only thing done in the turn.

44

Han-Kyu bow 

S5, does d6+ battle level wounds, can only be dodged

45

Dragon Armor 

+2T, immune to all breath attacks, dragons suffer -2 to hit.

46

3 Dragontail arrows 

+2 damage, each warriors’ phase does extra d3 wounds.

51

The Burning Blade Naginata 

Attack up to 3 squares away, +1S, ignores T and normal armor.

52

Shinzen Cherry Blossoms 

Turns any weapon into a magical weapon, does double damage on a 6 to hit.

53

Shogun Armor 

+4T

54

Ki-Rin Horn 

Magical spell uses WS if hits, does 1d6 wounds with no deductions, cannot cast spells on 5+ for one turn, can only be used on magic users.

55

Night Fist 

+1 to hit, +1S with non-missile weapons

56

Tengu Claw 

Uses BS to throw up to 4 squares, if hits, does 1d6 wounds with NO deductions for anything, cannot be dodged, the monster cannot attack or be harmed in any way for one turn.

61

Jade Kitsune 

At the start of the adventure becomes exact duplicate of any magic item of party that can be used by samurai, cannot copy Nemuranai or Hammer of Sigmar, at the start of previous adventures, it can be changed into another item on a 4+.

62

Kasumi’s Bonsai Tree 

Gain 2 permanent wounds, add 2 to your dice roll when rolling for wounds when going up levels, you may re-roll the dice when determining what Nemuranai you will receive

63

Soden’s Katana 

On a 6 to hit does +1d6+double S damage.

64

Phoenix Dust 

Add +1 to power phase roll, 1s still cause triggered events, friendly wizards adjacent to samurai get +1 power per turn.

65

"Heaven" Wakizashi 

Daisho technique raised to 4+, does +1d6+S+2.

66

The Rising Sun Medallion 

Whenever you are dropped to 0 wounds or below, roll d6: on a 4+ you regain 2d6 wounds and are conscious, will revive self if killed on a 5+ (back to 1 wound).