The Samurai Warrior is an honorable fighter who has left his army in a disgrace. Framed for commanding an army, which laid waste to a friendly town, he has lost honor. He chases the true person far to the west, in an attempt to claim his honor back.
The warrior traveled far from the East. With his lethal curved edged sword, the Samurai deals death where ever he goes. In his country he was a powerful man who was respected, now he must face the horrors of the dungeon to show his true bravery and honor and win his respect back.
Wounds | 1D6+7 |
Move | 4 |
Weapon Skill | 5 |
Ballistic Skill | 5+ |
Strength | 3 |
Toughness | 3 (4) |
Armor | +1 Toughness |
Initiative | 6 |
Attacks | 1 |
Damage | 1D6 |
Willpower | 6 |
Luck | 1 |
Pinning | 3+ |
The Samurai Warrior may use any items that Barbarians and Elves can use, including Barbarian Only but not Elf Only items.
The Samurai starts with the following equipment.
Lantern, Rope.
Samurai Sword (D6+ S damage).
Warrior armor.
Parry
The warrior can force the enemy to re-roll all
his attack dice in close combat. Must accept the
second result.
Swordsman
The Samurai is an honorable
warrior. Therefore he uses the honorable rules as for the
Bretonian Knight. Also, for every sword the warrior has he adds
one to his attacks. The warrior can only take up to 4 swords to
an adventure. These must be declared before the adventure. When
using swords he cannot make a different sword attack. They must
all come from the same sword.
The Warrior may enter any Human settlement without problem. Although the warrior feels that normal swords made in Blacksmiths are no good. To him they are just metal. Because of this the warrior can never buy a sword. However, he has experience in crafting his own weapons although they still cost and he needs the resources so he can only do it in a settlement. Also he can pick some up during an adventure. The swords he picks up cannot be used in that adventure. He must give it a good look over before hand. They do not increase his attacks. He can pick up any number of swords.
Uneventful days for the Warrior are rare, so when one is rolled, roll 2D6 on the following table:
1 |
The Warrior spends his day cleaning his sword(s), and checking armor. |
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2 |
The warrior talks to one of the locals. Due to a bad accent, the warrior is misunderstood and a fight ensues. Roll a D6. On 3-6 the warrior wins and the locals respect. He may choose any 1 item from a shop worth up to 200 gold. On a 2 they part exhausted but both earn each other's respect. They both leave for a rather long talk about old adventures. The warrior may do nothing in this settlement. On a 1, the warrior looses. He looses 2D6 honor and 1 wound permanently. |
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3 |
The Day Passes without incident. |
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4 |
A person who challenges his honor approaches the Samurai. He strikes up the idea of a swordsman contest, with the winner winning 300 Gold from the other. If he does accept then both of them walk just outside of town where the Warrior takes 1D6 cans. The Warrior then throws them all up in the air. You must then roll 1D6 and get equal to or under the WS on the warrior. A 6 always misses. This is the number sliced in half. Now the same amount of cans taken for the rival Swordsman, who must also roll 1D6 to see how many he's cuts down. (on a 5+). The warrior who cut the most down wins. If it is a draw then repeat the procedure. They then part ways and return to the settlement. |
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5 |
The Warrior comes across two drunken men
molesting a young lady. If he wishes to intervene roll 1D6:
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7 |
Walking down the main street of town, the Warrior is avoided by most people. Finally he comes to a large man who actually steps into his path. Glaring into the man's eyes the Warrior says nothing. Roll 1D6. On a 1-3, the large man says, "Youre a trouble maker! Ive seen you before, youre the one who killed my friends!" With that he attacks. Fight a battle with the man. Treat him as a level one barbarian. Collect 1 treasure card from the man, from what the man had on him. On a 4-6 the Samurai's piercing eyes cause fear in the man and he steps aside. |
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8 |
The Samurai remembers the past and all the people he has helped and slain. Clearing these thoughts from his mind he continues on. Roll 1D6. On a 1 he is at 1 Luck next adventure, on a 6 he is at +1 Luck for the next adventure. |
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9 |
Deciding to catch up on some sword practice the Samurai goes just outside of town and finds a large rock to stand on. He starts whirring his blade casting a noble shadow on the ground. For the next adventure he may re-roll on attack dice or take a free parry. |
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10 |
Along the Samurai's travels in the settlement he comes across an excellent Blacksmith he may buy any item. |
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11 |
The weary Samurai is stopped by a woman on the street who chats on about meaningless rubbish while he says nothing. Finally she moves on and the Samurai only finds out later that 1D6x50 Gold has been stolen from him, perhaps from an accomplice to the woman. |
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12 |
Seeing a robbery in progress the Samurai steps in the doorway of the bank, blocking their exit. The three robbers turn to run out, only to be greeted by the chiseled silhouette of the Samurai in the doorway. They all raise their crossbows to fire at him. Roll 1D3 to see how many he manages to shoot down before they let loose their bolts. Any remaining robbers fire a crossbow bolt causing 1D6+4 damage. He then shoots the remainder down, and is rewarded by the bank 1D6x70 Gold for his efforts. |
The Samurai gain new skills through the experience of adventuring. Every battle level the Samurai achieves may result in him gaining a skill, listed below. Roll 2D6:
2 |
Once per adventure the warrior may question his foe's honor. He cannot do this to animals or beasts (For they have no honor). He declares "You have disgraced yourself. Kill yourself, and prove you still have honor " The creature kneels down and sobs his admittance and kills himself. Although you do not gain gold for this you gain a tenth of this value in honor points. Also this skill cannot be employed against objective room characters. |
3 |
Whirring and spinning makes him very deadly. He can make one combo attack for every 2 hits. The sword does three times the normal damage with normal reductions. |
4 |
The Samurai has developed an uncanny knack of finding sub-dungeons. When ever in a dungeon room the Samurai may search for a Sub-dungeon. One is found on a double on 2D6. If he finds one he MUST do it. Others may join if they wish. Only one sub-dungeon can be done at a time (No Sub-sub-sub-dungeons please!) |
5 |
The Samurai has become so used to his swords that using two of them has become au courant. He may attack with any number of swords as he has attacks. |
6 |
The Samurai may follow up after he wins combat. Roll a D6. This is how far he can go. He may move and engage another enemy with which he fights immediately. Or he may move back to find a more secure place. |
7 |
The Samurai has grown extremely accurate when using his swords He may re-roll 1 attack dice per turn. Also he may add +1 when rolling on the Samurais unexpected settlement event 5. |
8 |
The Samurai has become honed to the thick of battle. Whenever a trap is triggered he may avoid the effect on a 4+ if the trap is monsters then he must fight as normal but they dont get ambush. Also when travelling to a settlement he and his party may avoid up to one event per excursion. Treat as uneventful. |
9 |
The Samurai shouts a blood-curdling scream. All the members of his party wherever they are get the bonus. Everybody gets double normal attacks with close combat weapons only and if they manage to kill their opponent they can move up to one square to engage another. If that combat is won then continue unless the creature attacked does not die. All attacks are resolved immediately. Only once per adventure. |
10 |
The Samurai has become skilled at removing weapons and items from peoples hands and belts. Once per battle he may attempt this. If the attack hits then the weapon is thrown D3 in a random direction. When the enemy is unpinned it will move to the weapon and pick it up, costing one whole phase. While unarmed, a Monster will use a normal sword instead. If the monster is killed then he may claim one free treasure card for him only. |
11 |
When the party looses a member the Samurai may claim vengeance. With this he automatically stops what he's doing and attacks the creature that killed his comrade. Even if this means leaving combat. All attacks are resolved immediately. His normal number of attacks are doubled for that turn only. |
12 |
Once per adventure the Samurai may, when rolling a 6 to hit, behead the creature. Regardless of wounds the creature is dead. |
Barge Aside |
0 |
Bluff Enemies |
+2 |
Climb on Shoulders |
0 |
Climb Wall |
0 |
Construction |
+2 |
Crawl |
0 |
Difficult Shot |
+1 |
Disarm Enemy |
+2 |
Disarm Trap |
+2 |
Distract Enemy |
+1 |
Duck |
+1 |
Fight Defensively |
+2 |
Hide |
-1 |
Hold Door |
0 |
Identify |
0 |
Improvise Weapon |
+1 |
Interrogate |
+2 |
Jump |
0 |
Kick Over |
+1 |
Leap |
0 |
Lift Trapdoor |
0 |
Listen at Door |
-1 |
Loosen/Tie Bonds |
+1 |
Make Bandages |
0 |
Make Rope |
0 |
Move Heavy Objects |
0 |
Pick Lock |
0 |
Play dead |
-4 |
Read |
-2 |
Search Object |
+2 |
Search Rooms |
+2 |
Start Fires |
+2 |
Stun Enemies |
+1 |
Swing on Rope |
+1 |
Take Cover |
+3 |
Understand Speech |
-2 |
Wait/Interrupt |
+1 |
Wedge Door |
+1 |
ITEM | COST (Make) | COST (sell) | DESCRIPTION |
Sword | 200 | 50 | This is a basic sword. He comes with one. |
Sharp Sword | 400 | 80 | The Sharp Sword ignores armor. |
10 Manner Sword | 600 | 150 | The Samurai must have completed 2 adventures to make this sword. With the sword the creature behind the target creature can be hit. |
Dark Sword | 1000 | 200 | The Dark sword is especially messy when it cuts. Armor counts as double but wounds count double. The warrior must have done at least 3 adventures with the 10 Manner sword. |
Executioner Sword | 1500 | 250 | The Executioner sword is the most powerful sword. For every wound inflicted on a 6 a further D6 wounds are inflicted. On a 6 again another D6 wounds are inflicted and so on until no more 6's are rolled. Roll one dice at a time. |
Flying Star (1D3) | 100 | 20 | A small disc shaped metal object, which is extremely sharp. The only weapon the Samurai can throw without loosing honor. Hit cause 2D6 damage with no reductions. |
Poison Flying Star (1D3) | 900 | 100 | Same as above with the fact that hits cause the target to loose D6 damage with no reductions per turn until it dies. There is no cure but does not effect Chaos creatures. One use only. |
Wide Stars (1D3) | 1000 | 250 | The Samurai throws one star that attacks every creature in the room including his own party. Roll to hit for every person. Hits cause D6 + strength with normal deductions. Only one per turn may be thrown. One use only. |
Smoke Bomb (1D3) | 400 | 80 | This fills the room with smoke. It is done before the Samurai moves. All combats cease for that turn. All models except for the Samurai stagger D6 in a random direction. The Samurai can move as normal. One use only. |
Disguise | 400 | 80 | You disguise yourself as an enemy model. It lasts until you reveal yourself. With it you may move past the enemy as normal and can adventure further into the dungeon if you wish. When the Samurai reveals himself all the enemy shout D'OH" and kick themselves. All unoccupied creatures chase after the Samurai even if it means running miles. Use once then discard. |
Mine | 500 | 120 | Write on your warrior sheet where you place it. It costs one move point to drop. Anything moving over it takes an unmodified 3D6 damage. Use once then discard. |
Warrior Helm | 900 | 300 | This helmet gives you +1 WS as long as you are wearing it. Also you may carry as many swords as you like but never have more than 4 extra attacks. While wearing the helm all orcs hate you and get one extra attack dice against you. |
Armor plate | 500 | 120 | This can be bought as many times as you like. Every 1 increases your toughness by 1. But for every 2 plates bought your pinning roll increases by 1 and for every 4, your movement decreases by one. |
Speed Scroll | 100 | Cannot be sold | An ancient script when uttered gives the warrior an extra D6 movement for that turn. Use once then discard. |
Battle Level |
Gold | Title | Move |
WS |
BS |
Str |
Dam. Dice |
T |
Wounds |
I |
A |
Luck |
WP |
P |
1 |
0 | Thug | 4 |
4 |
5+ |
3 |
1 |
3 |
1D6+7 |
6 |
1 |
1 |
6 |
3+ |
2 |
2,000 | Novice | 4 |
4 |
5+ |
4 |
1 |
3 |
2D6+7 |
6 |
1 |
1 |
6 |
3+ |
3 |
4,000 | Samurai | 4 |
5 |
5+ |
4 |
1 |
3 |
2D6+7 |
6 |
2 |
1 |
6 |
3+ |
4 |
8,000 | Samurai | 4 |
5 |
4+ |
4 |
2 |
4 |
3D6+7 |
6 |
2 |
2 |
6 |
3+ |
5 |
12,000 | Honorable Samurai | 4 |
6 |
4+ |
4 |
2 |
4 |
3D6+7 |
6 |
3 |
2 |
6 |
3+ |
6 |
18,000 | Ninja | 5 |
6 |
4+ |
4 |
2 |
4 |
4D6+7 |
6 |
3 |
2 |
6 |
3+ |
7 |
24,000 | Ninja | 5 |
6 |
4+ |
4 |
3 |
4 |
4D6+7 |
7 |
3 |
3 |
7 |
2+ |
8 |
32,000 | Master Ninja | 5 |
6 |
3+ | 4 |
3 |
4 |
5D6+7 |
7 |
3 |
3 |
7 |
2+ |
9 |
45,000 | Master Ninja | 5 |
6 |
3+ |
4 |
3 |
5 |
5D6+7 |
7 |
4 |
3 |
7 |
2+ |
10 |
50,000 | Grand Master Ninja | 6 |
7 |
2+ |
5 |
4 |
6 |
6D6+7 |
8 |
4 |
4 |
8 |
A |