English edition v1.3.3

#Zone Tactics (區域戰術)

Contents

Three empty ground zones suggested by stones and rope arcs, no grid, no labels, tactical space shown as silence.

Zones are not distance labels. They are the battlefield form that determines which maneuvers shine and which tactics are blocked.

Related Entries: Energy and Breath · Maneuver System · Zone Layout · Zone Gimmicks

Zones are where characters stand, and the tactical conditions that decide which weapons and Kata become favorable. The same katana feels different on the Front Zone and in the Core Zone, and even the same squad requires different orders in the Flank Zone and the Rear Zone.


#1. Maneuver Modifiers by Zone (Final)

#Front Zone (前列)

ModifierEffect
Yari Techniques EnhancedAll yari techniques gain +1 bonus. Spear Wall stance grants additional Domination +1.
Mounted Techniques UnlockedMounted charge techniques can be used only on the Front Zone.
Tanto Techniques WeakenedTanto attack techniques suffer -1 penalty (the Front Zone has more distance).
Front Zone↔Front Zone EngagementTechniques with "range: adjacent" can be used against enemies in the opposing Front Zone.

#Core Zone (心府)

ModifierEffect
Long Weapon Techniques WeakenedYari/nodachi techniques cost Energy +1.
Short Weapon Techniques EnhancedTanto/unarmed techniques cost Energy -1 (minimum 1).
Friendly Fire RiskWhen using ranged techniques from outside→inside, make a friendly fire check.
Domination CancellationDomination bonuses from stances are nullified.
Grapple/Push EnhancedUnarmed grapple/push techniques gain +2 bonus (crowded press).

#Rear Zone (後列)

ModifierEffect
Ranged Techniques EnhancedTeppo/Archery techniques gain +1 bonus (stable shooting posture).
Melee Techniques RestrictedIn the Rear Zone, melee techniques cannot be used unless enemies have entered.
Upkeep Techniques EnhancedUpkeep techniques used in the Rear Zone (loading, treatment, etc.) cost Energy -1.

#Flank Zone (外廓)

ModifierEffect
Infiltration Techniques EnhancedInfiltration-related techniques gain +2 bonus.
Ambush UnlockedMove from Flank Zone to adjacent zone + attack = basic ambush (first attack check +2).
Squads DisadvantagedSquad order techniques cost Energy +1 (spread-out deployment).

#Outside Zone (外部)

ModifierEffect
Entry RestrictedCan enter only through specific techniques/traits.
Enhanced AmbushOutside Zone→anywhere movement + attack = enhanced ambush (first attack check +2, target cannot use reaction techniques).

#High Ground (高所)

ModifierEffect
Ranged +2All ranged techniques +2.
Melee -1Enemy melee techniques targeting this zone suffer -1.
Leap Attack UnlockedLeap attack techniques can be used from high ground→adjacent zones (requires Lightness Skill or Horsemanship).

#Water (水場)

ModifierEffect
Unarmed Combat +2Grapple/push enhanced (using the water's resistance).
Firearms UnavailableTeppo/fire-attack techniques cannot be used.
Movement +1 EnergyAll movement techniques cost more Energy.

#2. Zone Control and Tactical Monopoly

Zone control is not merely a rule that forces Breakthrough checks. The side that controls a zone enjoys its tactical advantages first, and the opponent cannot fully exploit those advantages.

Control StateAllied ManeuversEnemy Maneuvers
Allied Controlzone modifiers apply normallyenemy does not receive the benefits of that zone's modifiers (penalties still apply)
Stalemateboth sides normalboth sides normal
Enemy Controlallies gain no benefitenemy normal

Example: If allies control the Front Zone, allied yari receive the Front Zone bonus (+1), but enemy yari do not. If the Front Zone is taken, the reverse is true.

This becomes the reason to control zones. Beyond simply "a Breakthrough check is required," allies monopolize that zone's tactical advantages.


#3. New Category: "Battlefield Terrain Traits"

Some traits have conditions that trigger only in specific zone types.

TraitCondition ZoneEffect
Immovable Formation (samurai)Front ZoneDomination +4. Only +1 if not on the Front Zone.
Seal of Asura (esoteric monk)Core Zonemelee technique Energy -1. Does not apply outside the Core Zone.
Shadow Crossing (shinobi)Outside Zone0 Energy movement. Cannot be used outside the Outside Zone.
Spear Wall (yari license)Front ZoneDomination +3. Only +1 if not on the Front Zone.
Slip Inside (tanto B technique)Core Zone[Pierce 3]. Only [Pierce 1] outside the Core Zone.

→ Depending on character build, "this character is strongest on the Front Zone" or "this character is strongest in the Core Zone" becomes clear. Zone choice is build choice.


#4. Zones and Movement

Movement Energy costs and common definitions are covered in Energy and Breath. The Zone Tactics document organizes what battlefield situations make each movement maneuver meaningful.

SituationCommon Maneuver UsedMeaning in Zone Tactics
ordinary adjacent movementWalk / Runbasic axis for repositioning among adjacent zones such as Front Zone, Rear Zone, and Flank Zone
entering/leaving high groundLeaphigh ground is entered and exited by leaping, making landing attacks or shooting advantage easy to create
movement while maintaining infiltrationStealth Movementcore of Flank Zone operations. Handles movement and maintaining infiltration together
entering the Core ZoneFree Core Zone Entry / Forced Core Breakthroughcost and risk differ by class and skill
Outside Zone operationsOutside Zone Entryspecial entry axis centered on shinobi and Infiltration Masters
squad redeploymentSquad Ordersquad movement demands both command cost and tactical choice

→ Movement costs belong to 03-04; tactical meaning by zone belongs to 03-08.


#5. Pincer Attack (挾攻)

#Scent — Strike from Front and Back at Once

Allies press the same enemy zone from both adjacent sides at once. The enemy does not know where to point the blade. The instant they raise it toward one person, their back opens; the instant they guard their back, the front opens. That is the essence of a pincer attack.

#Law — Rule

#Trigger Conditions (all 3 required)

  1. For the same enemy zone, allies must occupy both adjacent zones
  2. Both sides must perform attack actions within the same round (merely occupying the positions does not trigger a pincer attack)
  3. Both sides must activate [Kata] or [technique] at least 1 time (including squad volley fire)

A shinobi merely flanking to the Flank Zone does not trigger a pincer attack. The pincer is established only if they also attack from the Flank Zone → forces additional Energy spend.

#Effects

  • Enemy squads/units in the pincered zone suffer Defense -2 (attention split to both sides, Defense -N)
  • Enemy squad Cohesion checks suffer -1 penalty
  • Enemy Breakthrough checks inside the pincered zone suffer +2 (escape is difficult)

#Release

  • If allies in one adjacent zone all retreat or are removed, the pincer immediately ends
  • Pincer effects refresh by round — both sides must attack again on the next round to maintain it

#Example

Deployment:
 [Allied Front Zone] — [Enemy Front Zone = pincer target] — [Enemy Rear Zone (occupied by flanking shinobi)]

Round 1:
 Allied samurai uses katana Horizontal Cut [Kata] (against enemy Front Zone)
 Shinobi who flanked through the Flank Zone uses kunai [technique] (against enemy Front Zone)
 → simultaneous attacks from both sides + both adjacent sides occupied → pincer triggers
 → enemy Front Zone squad **Defense -2**, Cohesion check -1

Round 2:
 Samurai only declares a duel (no attack)
 → pincer ends (simultaneous attack condition not met)

#6. Summary: Why Zones Matter Again

  1. Maneuver Modifiers: available techniques change by zone.
  2. Control Monopoly: if you control a zone, allies monopolize maneuver benefits.
  3. Build Linkage: character build determines "which zone am I strongest in?"
  4. Movement Linkage: movement costs stay in the higher-level rule, and the zone document defines their tactical meaning.
  5. Zone Binding of Stances: maintaining a stance prevents movement → you "take root" in a zone.
  6. Pincer Pressure: simultaneous attacks from both sides split the enemy and weaken them.

The battlefield is a stage. Where you stand decides what you can do.