English edition v1.3.3

#Combat Flow (戰鬪進行)

Contents

The count ticks down. The enemy moves too. Which technique will you choose with your breath?

Related Entries: Energy and Breath · Maneuver System · Zone Tactics · Weapon Catalog


#Round Structure

┌─ ① Round Starts ──────────────────┐
│ Everyone resets to maximum Energy│
│ Maintained stances stay maintained │
└──────┬─────────────────────────────┘
    ▼
┌─ ② Count Progression ─────────────┐
│ Descend from the highest Energy │
│ Whoever has that Energy → one breath (base limit 5)│
│ Choose a technique/Kata from the maneuver list │
│ + reserve defense techniques (optional) │
│ Spend Energy → next count    │
│ Reactions are possible between enemy breaths │
└──────┬─────────────────────────────┘
    ▼
┌─ ③ Lull Phase ────────────────────┐
│ Everyone reaches Energy 0    │
│ Perform upkeep maneuvers     │
│ Clear states, handle environment variables │
└──────┬─────────────────────────────┘
    ▼
   Next round (back to ①)

#② Count Progression Details

#Law

  1. Start the Count: Start from the highest Energy among all units.
  2. Initiative Modifier: Initiative +N is added only to the action count of the first breath at the start of combat. If an effect specifies the start of a particular round, apply it to that round's first breath in the same way. The initiative modifier is not real Energy. When the first breath ends, remove it and return to the original Energy minus the amount spent on that breath.
  3. Matching Count: Units whose current Energy is at least the current count take a breath. Units that still have an initiative modifier resolve only their first breath using the modified count.
  4. Ties: Descending Finesse (技). If still tied, allies act first.
  5. Take a Breath: Choose maneuvers within one breath (base limit 5).
  • Choose an attack technique (weapon Attack A or Attack B, as the situation fits)
  • Choose a defense technique reservation (prepaid)
  • Execute a Kata (trait maneuver)
  • Choose a movement maneuver (walk, run, stealth movement, breakthrough, etc.)
  • Declare or release a stance
  • Total ≤ base limit 5 (Overload if exceeded)
  1. Reduce Energy: Reduce Energy by the amount spent. The next count is the highest remaining Energy.
  2. React: Even when it is not your count, you can act if you have remaining Energy plus a reserved defense technique.
  3. Repeat: Continue until everyone reaches 0.

#Example

Genzaburo (Energy 11, uchigatana):
 Count 11 → breath: Horizontal Cut (2) + Horizontal Cut (2) + parry reservation (1) = 5 → Energy 6

Oni (Energy 10, kanabo):
 Count 10 → breath: Heavy Blow (3) → at Genzaburo!
  → Genzaburo: has a parry reservation → executes parry with 0 Energy
 Oni Energy 7

Kuro (Energy 12, ninja-to):
 Count 12 → breath: Stealth Movement (3) + Stroke of Fire (2) = 5 → Energy 7
 Count 7 → breath: Reverse-Grip Cut (1) + Reverse-Grip Cut (1) + emergency evasion reservation (1) = 3 → Energy 4

#Tactical Meaning of Maneuver Choice

#Not "What Do You Do," But "Which Technique Do You Use"

Even for the same "attack":

  • Horizontal Cut (Courage): standard damage. Reliable.
  • Thrust (Finesse): [Pierce]. Effective against heavy armor.
  • Quick Draw (Licensed): bonus immediately after transition. A heavy blow right after changing stance.

Even for the same "defense":

  • Parry: complete nullification. Success chance depends on Finesse.
  • Back-of-Blade Block: complete nullification + enemy penalty. Depends on Physique.
  • Emergency Evasion: reduces damage even on failure. A safety net.

More choices = richer combat.

#Zones Change Techniques

  • Front Zone: yari techniques +1, unlock mounted techniques, tanto -1
  • Core Zone: short weapons -1, long weapons +1, grappling/shoving +2
  • Rear Zone: ranged +1, upkeep -1 Energy
  • Flank Zone: Infiltration +2, unlock ambush
  • High ground: ranged +2, enemy melee -1

→ See Zone Tactics for details.


#Ambush (奇襲)

#Scent — The Unseen Blade

The most terrifying thing on the battlefield is not the enemy you can see, but the unseen blade. Even the chaos of the Core Zone and the yari wall of the Front Zone cannot answer a move that comes from behind.

#Law — Rule

Ambush Conditions (any of the following):

ConditionSourceEffect Stage
First attack while infiltratingInfiltration skill or shinobi traitbasic ambush
Move from Flank Zone to an adjacent zone + attackZone Tactics §Flank Zonebasic ambush
Move from Outside Zone to anywhere + attackZone Tactics §Outside Zoneenhanced ambush

Ambush Effects:

StageEffectApplies To
Basic AmbushFirst attack check +2.Flank Zone entry, first infiltrating strike
Enhanced AmbushFirst attack check +2 + target cannot use reaction techniques (neither reserved nor improvised defense can be used against that attack).Outside Zone entry only

"Automatic Critical Hit" is used only by explicit class/trait effects: a basic ambush is a first-attack modifier. Use true automatic Critical Hits without a check only when the text says so, such as the shinobi rank 3 trait [Ambush].

Interactions Between Ambush and Traits:

  • Shinobi rank 3 trait [Ambush]: first attack while infiltrating = automatic Critical Hit with no check required. It replaces basic ambush and does not inflict additional Defenseless.
  • When using weapon licenses/masterwork techniques: apply ambush effects regardless of technique type. Whether the maneuver is a weapon-license technique or a masterwork technique, the first-attack modifier works the same if the ambush condition is met.
  • When using school licenses/secret arts: same. Ambush is not an attribute of the attack itself, but an attribute of the situation, so it applies to any maneuver as long as the ambush condition is met.

Ambush Immunity:

ConditionImmunity Effect
General trait [Danger Sense]immune to ambush (always)
Perception skill Master (4 points)can also detect ambushes from the Outside Zone

#③ Lull Phase (小康)

#Law

Automatic Handling:

  1. Energy → reset to maximum at the start of the next round. Apply Overload penalties.
  2. Remove Defenseless.
  3. All reservations expire.
  4. Reset counts for limited maneuvers written as "N rounds."

Perform Upkeep Maneuvers (no Energy cost):

  • Only upkeep-type traits/techniques can be performed.
  • Entertainer "Flower of the Battlefield": recover 1 Wound or Cohesion +1.
  • Onmyoji: reposition shikigami.
  • Pure Land Monk: maintain prevention of Cohesion collapse.
  • Reload (teppo types can automatically reload during the lull).

Environment Variables (GM judgment):


#④ Retreat (戰場離脫)

#Scent — When You Fall Back

The Sengoku era praised the stance of not fearing death as a warrior's virtue. But the logic of battle does not always align with that virtue. A lord's secret order, someone who must be protected, strategic necessity — sometimes falling back is victory, and survival is the mission.

For most classes, retreat is a natural tactical choice. But for those who stand in the shadow of bushido, and for those whose faction or school has made it taboo, retreat leaves weight behind.

#Law — Retreat Maneuver

  • Energy Cost: 3
  • Prerequisite: You must be in your side's Flank Zone or your side's Rear Zone. In any other zone, you must first move to the Flank Zone or Rear Zone.
  • Effect: Leave the battlefield. You can no longer act in that combat. The scenario consequences are up to the GM.

#Retreat with a Squad

If an allied squad is in the same zone, it can retreat with you.

  • 1 Cohesion Check: 2d10 + Presence >= 11.
  • Success: the squad retreats normally.
  • Failure: the squad remains on the battlefield in Rout state (it becomes a pursuit target from the next round).

#Pursuit Check

If enemy units are in a zone adjacent to your zone, make 1 opposed check at the moment of retreat.

  • Retreater: 2d10 + Finesse
  • Pursuer: 2d10 + Finesse (represented by the adjacent-zone unit with the highest Finesse)
  • Retreater wins or ties: retreats safely.
  • Pursuer wins: retreat fails. Defenseless + all Energy lost + next round Energy -3 (exhaustion).

#Follow-Up Handling — Honor and Discipline

The combat procedure for retreat ends here. However, depending on the retreater's class, affiliation, and school, a post-combat follow-up check may apply.

  • Non-honor class: no follow-up penalty.
  • Honor class / conditional honor class / bearer of external discipline: post-combat penalty or additional responsibility check.

For detailed classification, exemption conditions, and follow-up penalties, see ../co-04-character/co-04-07-classes/co-04-07-00-index.md §Honor Classification and Retreat Follow-Up.

#Quick Reference

ItemNumber/Result
Retreat maneuver Energy3
Prerequisite zoneyour Flank Zone or your Rear Zone
Pursuit check2d10 + Finesse opposed
Failed pursuit defenseDefenseless + all Energy lost + next round -3
Squad retreat Cohesion check2d10 + Presence >= 11
Honor follow-upseparate post-combat check
Follow-up rule locationco-04-character/co-04-07-classes/co-04-07-00-index.md

#Combat End Conditions

ConditionResult
All lords/commanders on one side incapacitatedthat faction loses
All squads on one side routed + lord isolatedeffective defeat
Scenario objective achievedvictory
Retreat (one side declares retreat)retreating side exits · remaining side controls the battlefield
both sides agreecombat stops

The count ticks down. Choose a maneuver. That is your combat. Falling back is also a choice — and that choice leaves its name behind.