English edition v1.3.3

#Core (心府, Core Zone)

Contents

An extreme melee zone where friend and foe cannot be told apart. A high-risk, high-reward special zone that decides the outcome of battle.

Related Entries: Zone Layout · Domination · Breakthrough · Weapon Compendium · Attributes

Supporting Premise: Premise 5 (Zone Battlefield)


#What Is the Core Zone?

#Scent — The Meat Grinder

The "meat grinder" zone: a tangled melee in a breached wall-gap, overlapping spear-shafts, one dagger raised as the dominant blade

An asura-field where the Front Zone collapses and both armies knot together. The heart of a giant yoma. The top of a cart that must be taken at all costs. In the Core Zone, the control rules of ordinary zones break down, and only a fight for survival remains.

In this hellish melee, where blood stench and screams make it impossible to tell who is on your side, long and heavy weapons become burdens, while short, lethal daggers become kings. Regular formations mean nothing here. Only survival instinct and close-combat skill offer a way to live.

Mastering Example: "The Front Zone ashigaru have tangled with yokai inside a broken wall gap (the Core Zone). Between the blood stench and the screams, they cannot tell friend from foe! Arquebusier on the Flank Zone, do you take the shot? If you fail, you hit an ally."

#Law — Rules

The Core is a special zone that can be entered from both Front Zones and the Flanks. In Zone Layout, it is placed below the Front Zones. Normal movement rules do not apply; it has its own entry, exit, and combat rules.


#Entry Conditions (Class Differences)

#Scent — A Leap Into Hell

Not everyone can enter the Core Zone. The only people willing to throw themselves into chaotic melee are born beasts, or those trained to fight there.

#Law — Rules

TargetEntry MethodEnergyCheck
Free-entry classes (listed below)Free entry2none
Other Lords/ElitesForced Breakthrough32d10 + Courage(勇) >= 13 (fixed Target Number. Because of the Domination offset rule, the normal Breakthrough Target Number structure (11/13/15) does not apply). On failure, cannot move + Defenseless.
Minion/Veteran squadsSquad order onlycommand Energy + 1Enter automatically. Cohesion -1 (stragglers occur).

Core free-entry classes:

ClassBasis
ronin1st-dan Wind Blade [aptitude] — free Core Zone entry/exit.
shinobi1st-dan Shadow Crossing [aptitude] — free movement from Outside Zone to anywhere, including the Core Zone.
esoteric monk1st-dan Shura Seal [aptitude] — grants free entry along with a -1 Energy bonus to melee in the Core Zone.
shugenjaAusterity system — crosses spiritual boundaries by cutting down own Wounds. Free Core Zone entry.
wildlander1st-dan Kamuy's Hand [aptitude] — free Core Zone entry/exit through beastlike instinct.
hanyoYoma Blood [aptitude] — free Core Zone entry through half-yoma physiology.

The Core free-entry axis is shared by a total of 6 classes. The puppeteer is not part of this axis; only the puppet has a separate exception.

Puppeteer (傀儡師): The puppeteer themself needs Forced Breakthrough; only the puppet (doll) has free entry. The puppeteer themself is not a free-entry class.


#The Exit Swamp (脫出の沼)

#Scent — Easy to Enter

The moment you step into the Core Zone, enemies cling from every side. Show your back and try to run, and a blade goes into it. To get out of the Core Zone, you must shake enemies off, push through with raw Physique(體), or pour in more Energy than you can easily spare.

#Law — Rules

TargetExit MethodEnergyCheck
ronin / shinobiFree exit2none
OthersChecked exit22d10 + the higher of Finesse or Physique >= 11. On failure, cannot move + Defenseless.
OthersForced exit4Guaranteed exit without a check.
SquadSquad ordercommand Energy + 1Cohesion -1 (additional stragglers).

#Combat Modifiers

#Misidentified Fire (誤認射擊)

#Scent

Shooting an arrow or bullet from outside the Core Zone at an enemy inside it is a gamble. In that knot of enemies and allies, are you certain you can hit only the target you want?

#Law

When attempting a ranged attack(bow/arquebus) from outside the Core Zone against an enemy inside the Core Zone:

  1. If the attack check misses(fails):
  2. Misidentified Fire check: roll d101~3 = hit 1 random ally inside the Core Zone (1 Wound). GM decides.

#Domination Offset (Zero-Sum)

#Scent

In the Core Zone, raising shields and forming ranks is impossible. Everything is tangled, so each side's initiative grinds down the other's.

#Law

  • All Domination bonuses inside the Core Zone are invalid (yari Front Zone bonus, Checking Stance, shield wall, etc.).
  • Allied Domination and enemy Domination offset: subtract one side's value from the other, then treat any negative value as 0.
  • The Core's Domination is always marked "unstable."

#Weapon Matchups (Inside the Core Zone)

#Scent

Swing a long spear (yari) in a cramped, crowded melee and you may hit an ally's head. A fighter with a dagger, by contrast, slips into the enemy's guard and drives into vital points.

#Law

Weapon SizeCore Energy ModifierNote
Short weapon (dagger, kodachi, ninjato, etc.)-1 (minimum 1)Energy 1 weapons are not reduced; instead, Combo Fatigue is reduced by -1 (03-04 Rule 4).
Standard (katana, vajra, etc.)±0No change.
Long weapon (yari, nodachi, rokushakubo, tetsubo)+1Hard to swing in tight quarters.
Ranged (bow, arquebus)Can only shoot from outside the Core Zone. Risk of Misidentified Fire.

Integrated Core Modifier Quick Reference (check whenever someone enters the Core Zone):

1. Domination: all bonuses invalid → both sides offset(Zero-Sum) → negative values become 0.

2. Stances: Front Zone-based stance Domination is invalid (Immovable Formation +4, etc.).

3. Weapon Energy: short weapon -1(minimum 1, or Combo Fatigue -1), long weapon +1.

4. Ranged: only from outside the Core Zone. On a miss, check Misidentified Fire (d10 1~3 = ally hit).

5. Shura Seal (esoteric monk): additional -1 to Core Zone melee Energy (minimum 1).

6. Core free-entry classes: ronin/shinobi/esoteric monk/shugenja/wildlander/hanyo (puppeteer: puppet only).

Esoteric monk talent "Shura Seal": all melee attacks inside the Core Zone gain an additional -1 Energy. Dagger + esoteric monk = 0 Energy attacks are not allowed (minimum 1 Energy remains).

Stacking with the short-weapon Core Zone bonus — even if short weapon -1 and Shura Seal -1 overlap, the minimum 1 rule still applies. Combo Fatigue reduction is also only -1 (effects with the same name do not stack, Principle 1). Shura Seal does not disappear; when another factor increases Energy cost (long weapon in Core +1, improvised defense 1.5 times, squad-order additional cost, etc.), it remains active as a -1 reduction. Detailed calculation: Energy and Breath §Rule 4.


#Those Who Rule the Core Zone

#Scent — Kings of Hell

The ones who shine in the Core Zone are not regular soldiers, but heretics.

  • Ronin: free entry/exit. Leaps into the Core Zone with a dagger and carves enemies apart with 1 Energy attacks.
  • Esoteric monk: free entry. Shura Seal makes attacks cost -1 Energy. A butcher of the Core Zone.
  • Shinobi: free entry/exit. Can break directly into the Core Zone from Outside Zone (Shadow Crossing).
  • Wildlander(expansion): master of unarmed combat. Breaks necks in melee even without weapons.

#Drawing Into the Core Zone (心府引き入れ)

#Scent — Grab the Collar and Drag Them Down

A samurai spreads Immovable Formation in the Front Zone. Your blade cannot reach. Then drag him out of that place. Grab the collar, slam a shoulder in, and force him step by step into a cramped space. That is drawing in: the technique of throwing a giant of Domination into a narrow alley and making him an ordinary person.

#Law — Rules

ItemContent
Type[Kata] (forced movement maneuver)
User ConditionThe user and target must be in the same zone. The user must be a Core Zone free-entry class, or already inside the Core Zone.
Space ConditionThe Core must be adjacent to that zone, or exist in the same zone.
Energy Cost3 Energy (movement + forced action)
Check2d10 + Physique(體) + Ninjutsu/Unarmed Combat >= 11 + target's Domination contribution
Frequency1 time per range

#Bonuses

SourceEffect
Core free-entry class (ronin/shinobi/esoteric monk/shugenja/wildlander/hanyo)Check +3
User is already inside the Core ZoneCheck +2
Target is DefenselessCheck +4

#Defense Reservation Triggers First (B1)

If the target of drawing in has [Defense Reservation], Defense Reservation triggers first.

  • The user makes a 2-stage check: their draw-in check vs the target's Defense Reservation check
  • If they cannot break through Defense Reservation, the draw-in itself is invalid (only Energy is spent)
  • If they break through Defense Reservation, proceed with the normal draw-in check

If a samurai is holding both Immovable Formation + a Parry reservation, the one attempting to draw them in must break through 2 checks → natural counterplay.

#Effect

ResultEffect
SuccessThe target is forcibly moved into the Core Zone. All of the target's stances are released (Immovable Formation and the like become invalid). The target's Domination contribution disappears from the original zone → immediately recalculate that zone's Domination. The target is Defenseless until their next count.
FailureOnly the user moves into the Core Zone (target remains). The user gains Defenseless (their posture collapses from the wasted effort).

#Example

Situation:
 Enemy samurai (Immovable Formation +4, Domination contribution 5.5) occupies the enemy Front Zone.
 Allied shinobi (Core free entry) has infiltrated the same zone (enemy Front Zone).
 The Core is adjacent to the enemy Front Zone.

Target number: 11 + 5.5 → 17 (round)
Shinobi roll: 2d10(7+8=15) + Physique(2) + Ninjutsu(3) = 20
Bonus: Core free entry +3 → 23
Target not Defenseless → no additional bonus

Check result: 23 >= 17 → success!

Check target samurai's Parry reservation → held!
Samurai reservation check: 2d10(6+5=11) + Courage(2) + Swordsmanship(3) = 16
Shinobi's 23 vs samurai's 16 → shinobi advantage → Defense Reservation broken

→ Drawing in succeeds: samurai forcibly moves into the Core Zone
→ Immovable Formation released (stance collapses)
→ Enemy Front Zone Domination 5.5 → 0 (only the samurai was present)
→ Allied Front Zone Breakthrough suddenly becomes free

#Rewards for Holding the Core Zone (心府掌握の恩賞)

#Scent — Hold One Point and the Battlefield Breaks

The Core is a meat grinder — whoever survives at its center to the end takes hold of the battlefield's balance. Holding it for 1 range is pressure. Holding it for 3 consecutive ranges is balance collapsing outright — the Core Zone is no longer lawless ground, but allied territory.

#Law — Rewards by Stage

#Holding for 1 Range (壓迫)

If allies maintain superior Domination over the enemy in the Core Zone for 1 range:

  • Allied Front Zone Domination +1 (while control is maintained)
  • All allied squads recover Cohesion +1 (1 time in that lull)

If control breaks (the enemy regains superiority), this immediately disappears. If allies hold for 1 range again, apply it again.

#Holding for 3 Consecutive Ranges (Core Dissolution)

If allies maintain superior Core Zone Domination for 3 consecutive ranges, the Core Zone dissolves — it is no longer the Core Zone.

Dissolution Effects:

  • Incorporation: the former Core location becomes part of the allied formation (absorbed into the Front Zone or Rear, GM decides)
  • The zone's Domination offset(zero-sum) rule ends → stance/formation bonuses apply normally

1-time major bonus:

  • Enemy overall Cohesion -3 (front collapse begins)
  • Allied overall Cohesion +2
  • The first attack by every ally in the next range automatically gains critical expansion (doubles + adjacent pips)
  • 1 enemy Rear Zone squad automatically collapses (decisive blow from lack of protection; GM chooses 1 enemy)

#Scenario Meaning

  • Standard objective for a "Core occupation" scenario: maintain for 3 ranges → Core dissolves → scenario clear
  • A dissolved Core means that zone is no longer lawless ground, but fully allied territory
  • A new Core can be generated elsewhere (see §Regeneration Conditions below)

#Core Regeneration Conditions

After a Core Zone dissolves, a new Core can be generated under the following conditions:

  1. Drawing Into the Core Zone is reactivated — someone tries drawing in again in the same or another zone and succeeds
  2. Scenario event trigger — the GM's narrative decision (large melee erupts, giant yoma appears, seal is released, etc.)
  3. No natural occurrence — after control, the area goes quiet. Someone must create chaos again.

#Scenario Uses for the Core Zone

#Scent — The Core as an Objective

The Core is not a fixed center. Its position and character change by scenario.

#Law — Rules

Scenario TypeRole of the Core ZoneVictory Condition
Normal battleMelee between both armies' Front ZonesDefeat the enemy main force
Giant yoma huntYoma vital point(heart, weakness)Deal 3 or more Wounds to the vital point in the Core Zone
Escort/seizure battleTarget location (cart, secret text)Completely hold the Core Zone (enemy Domination 0)
Defense battleCastle gate, main-camp entranceStop enemy entry into the Core Zone
Core occupationDecisive single pointHold for 3 consecutive ranges → Core dissolves


#Core Use Strategy — Detailed by Type

The Core is not "always an asura-field." Strategy changes completely depending on the 6 types defined in Zone Gimmick Compendium.


#Use 1: Standard Melee — "Meat Grinder"

The asura-field where both Front Zones collide and tangle. The most basic Core Zone.

Strategy Points:

  • Dagger/unarmed builds are king. Attack repeatedly at Energy -1. Sweep enemies away before Combo Fatigue.
  • Long-weapon characters do not enter the Core Zone. Stay in the Front Zone, use Checking Stance, and catch enemies around the Core Zone.
  • Ranged fire risks Misidentified Fire(33%). In many cases, not shooting is the correct answer.

Combat Example:

Situation: Both armies' Front Zones collide. Core appears.
Allies: Masamune(samurai 5th dan), Hayame(ronin 3rd dan), Kage(shinobi 2nd dan)
Enemy: ko-oni squad(5) + oni warrior(Veteran, Wounds 3)

Range 1 —
 Hayame: free Core Zone entry(2 Energy). Dagger flurry.
  Dagger(1 Energy) x3 + dodge reservation(1) = 4 Energy. Within Breath 5.
  Eliminates 3 ko-oni. "The Core is my yard."

 Masamune: holds Front Zone. Immovable Formation(stance). Domination+3 (Front Zone+4).
  "I hold the bridge."

 Kage: Outside Zone→directly breaks into Core(Shadow Crossing, 0 Energy).
  Enhanced ambush from behind the oni warrior. Opening attack +2, no reaction. Double hit becomes critical → 2 Wounds.
  "From where you cannot see."

Range 2 —
 Hayame + Kage flank the oni warrior inside the Core Zone.
 Oni warrior: kanabo smash(3+1 Core Zone=4 Energy). Inefficient.
 Hayame dagger: 1 Energy. Kage kunai: 2 Energy. Total 5 attacks.
 Oni warrior incapacitated. Core held.

Key Lesson: In the Core Zone, Energy efficiency is everything. Repeated 1 Energy attacks are stronger than waiting on 3 Energy.


#Use 2: Objective Point — "Hold This"

The Core is a key point that must be held: a cart, altar, well, and so on.

Strategy Points:

  • Maintain Domination in the Core Zone for 3 consecutive ranges = objective achieved. This is a time fight.
  • To raise Domination, commit units — but the Domination offset rule applies inside the Core Zone.
  • Do not send squads into the Core Zone (Cohesion -1). A Lord-grade character should enter directly and raise Domination.

Combat Example:

Situation: cart escort. The cart is in the Core Zone (narrow path, cap 3).
Allies: Renge(Pure Land monk 3rd dan), Hayame(ronin 3rd dan), ashigaru spear squad(Minion 5)
Enemy: bandit squad(Minion 5) x2 + bandit chief(Veteran, Wounds 2)

Strategy:
 Renge stands beside the cart in the Core Zone and manages Cohesion.
  Amida's Shield(aptitude) maintains squad Cohesion.
  Each lull, Flower of the Battlefield(upkeep) gives Cohesion+1.

 Hayame handles enemy bandits in the Core Zone. Dagger flurry.

 Spear squad waits in the Front Zone outside the Core Zone. Since Core cap is 3, entering would hit the Domination cap.
  Instead, they block enemy squads trying to break through from the Front Zone.

Ranges 1~3:
 Hayame destroys 1 bandit squad. Engages bandit chief.
 Renge maintains Domination beside the cart — allied Domination 3 (cap) vs enemy Domination 1.
 Maintains Domination for 3 consecutive ranges → cart escort succeeds!

Key Lesson: In an objective-point Core, the goal is always to maintain control. You do not need to annihilate the enemy; maintaining Domination is enough.


#Use 3: Boss Lair — "Drag Them From the Throne"

A giant yoma or enemy general occupies the Core Zone and recovers Wounds every range.

Strategy Points:

  • As long as the boss is in the Core Zone, it automatically recovers 1~2 Wounds every range. A long battle is impossible.
  • You must drag the boss out of the Core Zone: wildlander shove, geomancer forced movement, samurai duel provocation.
  • Entering the Core Zone is itself dangerous — many bosses have techniques that grow stronger in the Core Zone.
  • Diversion plan: pressure the boss from the front while a shinobi destroys the spiritual vein/seal stone behind the Core Zone from Outside Zone.

Combat Example:

Situation: an oni king sits on a throne (Core). Seal stones stand on both pillars.
Allies: Masamune(samurai 5th dan), Kage(shinobi 3rd dan), Enku(esoteric monk 4th dan)
Enemy: great oni(Lord, Wounds 6, Defense 16) + ko-oni squad(5) x2

Lord-grade special: while on the throne, recovers Wounds +2 every range.

Strategy:
 Masamune: Breaks through from the front and enters the Core Zone.
  Forced Breakthrough(3 Energy+Courage check). Success.
  Declares duel(Kata) against the great oni → induces the great oni to ignore other units.

 Kage: Approaches seal stone 1 from Outside Zone(underground passage).
  Destroy seal stone(2 Energy, durability 2). Requires 2 ranges.

 Enku: free Core Zone entry(2 Energy). Shura Seal gives Energy-1.
  Katana(1 Energy) flurry attacks the great oni's flank.

Range 1:
 Masamune vs great oni: katana attack(2 Energy) + defense reservation(1 Energy) = 3.
  Great oni kanabo smash: 2 Wounds. Painful.
 Enku: in the Core Zone, katana(1 Energy) x3 + reservation(1) = 4. Deals 2 Wounds to great oni.
 Great oni: Wounds 6-2(Masamune)-2(Enku) = 2. But at lull, recovers +2 → 4.

 Kage: attacks seal stone 1. Durability 2→1.

Range 2:
 Masamune+Enku: continue attacking in the Core Zone. Great oni Wounds 4→1.
 Kage: destroys seal stone 1! Great oni recovery drops from +2→+1.

Range 3:
 Kage: moves to seal stone 2. Starts destruction.
 Masamune: Katori Shinto-ryu Heaven-Earth-Man(3-hit chain, 4 Energy, 1 time per range).
  All 3 hits land → 1+1+1+2(Flurry bonus) = 5 Wounds!
  Great oni: Wounds 1+1(recovery)-5 = -3. Incapacitated!

Key Lesson: In a Lord-grade lair Core, cut off the recovery source first. You cannot win by frontal attack alone.


#Use 4: Moving Core — "The Advancing Calamity"

The Core moves across the battlefield. If it reaches the allied Rear Zone, you lose.

Strategy Points:

  • Core Zone movement = 1 zone toward allies every 2 ranges. Time limit.
  • You must stop or push back the Core Zone: geomancer zone alteration, barricades, barriers.
  • Fighting inside the Core Zone while trying to stop its movement is extremely hard — blocking it from outside the Core Zone is realistic.

Combat Example:

Situation: a giant yoma (hundred-legged mukade) advances. Body = moving Core Zone.
Allies: Ryun(geomancer 4th dan), Maria(gaijin 3rd dan), Tetsu(artisan 3rd dan)
Enemy: mukade(Lord, Wounds 7) + leg squad(Veteran x3)

Core Zone movement: every 2 ranges, 1 zone toward allies. If it reaches allied Rear Zone, defeat.

Strategy:
 Ryun: blocks movement path with barricade+barrier.
  Twist Leyline(stance) alters zone — adds "high ground" gimmick in front of mukade.
  Movement +1 Energy = mukade's movement delayed by 1 range.

 Maria: arquebus sniping from the Rear Zone. Prioritize legs(Veterans).
  Nanban-ryu Foreign Design(range 3 zones) fires from afar.
  Destroy 1 leg = mukade movement speed reduced(to every 3 ranges).

 Tetsu: builds barricade(artisan technique). Wall on mukade route.
  Karakuri Position(form, 3 Energy) → automatic barricade(durability 5).

Ranges 1~2: Maria destroys 1 leg. Mukade movement slows.
Ranges 3~4: Ryun alters zone + Tetsu builds barricade. Mukade stops.
Range 5: while mukade is stopped, everyone focuses fire. Wounds 7→0.

Key Lesson: For a moving Core Zone, blocking movement comes before fighting it directly.


#Use 5: Multiple Cores — "Two Places at Once"

There are 2 or more Cores on the battlefield. The party is forced to split its strength.

Strategy Points:

  • Victory requires holding both Cores at the same time (for example, exposing a Lord-grade enemy's weakness).
  • Split the party into 2 teams. Communication/coordination tools are key (scholar Energy Transfer, onmyoji shikigami scouting).
  • If you focus on one side, the other collapses. Even allocation of strength is the answer.

Combat Example:

Situation: Yamata no Orochi's 2 heads are each a Core Zone.
Core A(left head): below the left side of the Front Zone.
Core B(right head): below the right side of the Front Zone.
Hold both for 3 ranges simultaneously → vital point(body) exposed.

Allies: Masamune(samurai), Hayame(ronin), Enku(esoteric monk), Sosui(scholar)
Enemy: Orochi head A(Elite, Wounds 4) + head B(Elite, Wounds 4) + body(Lord, Wounds 8, no Core present)

Team split:
 Team A: Masamune(Front Zone checking) + Hayame(Core Zone entry)
 Team B: Enku(Core Zone entry) + Sosui(rear support/Energy Transfer)

Sosui: every range, Energy Transfer(3 Energy) → Enku gains +3 Energy.
 Enku has Energy 11+3 = 14 and can make 4 attacks each breath in the Core Zone.

Both held simultaneously → body exposed → everyone focuses fire!

Key Lesson: Multiple Cores are all about party splitting and coordination. Support types such as scholar/onmyoji shine here.


#Use 6: Conditional Core — "The Battlefield Changes"

When a specific condition is met, an ordinary zone converts into a Core Zone.

Strategy Points:

  • Predicting Core emergence is key. Identify the condition with a scholar's Read the Truth or an onmyoji's Astral Observation.
  • You can also intentionally trigger the condition and create the Core Zone at a favorable timing.
  • Once it becomes a Core Zone, weapon matchups change — dagger builds suddenly gain advantage, and yari builds become disadvantaged.

Combat Example:

Situation: castle gate zone. If both sides' Domination is 3 or higher at the same time, it converts to a Core Zone (stalemate→melee).
Allies: Masamune(samurai, yari), Hayame(ronin, dagger)
Enemy: enemy samurai(Elite, yari) + enemy squad(Minion 5)

Range 1: both sides engage in the Front Zone. Yari vs yari. Even.
 Allied Domination 3, enemy Domination 3.
 → Condition met! The castle gate **converts into a Core Zone**.

Range 2: Core rules apply!
 Masamune(yari): Energy +1 penalty. Yari thrust 2+1 = 3 Energy. Inefficient.
 Enemy samurai(yari): same penalty.

 Hayame(dagger): Energy -1 bonus! Dagger 1-1 = minimum 1 Energy. Flurry!
 "While the spearmen struggle, the dagger runs wild."

 Hayame carves through the enemy squad in the Core Zone. The enemy samurai also struggles with the yari disadvantage.
 Allied-favorable battle state — the result of **intentionally triggering** a conditional Core Zone.

Key Lesson: If allies can control the timing of a conditional Core Zone's emergence, they can reverse the flow of battle.


#Combining the Core Zone with Schools

School maneuvers that shine especially brightly in the Core Zone.

SchoolCore Strategy
Yagyu Shinkage-ryuMuto(disarm) to seize the enemy weapon → counterattack with the enemy's weapon in the cramped Core.
Takenouchi-ryuUltimate joint lock(complete suppression). In the Core Zone, Unarmed Combat +2 → grappling almost automatically succeeds.
Hozoin-ryuJumonji Stance(stance) for checking+disarm. In the Core Zone, long weapons cost +1 Energy, but checking itself remains valid. A strategy of "guarding the Core Zone entrance."
Shugendo-ryuPlace Goma Formation(Holy Fire) in the Core Zone, and every yoma in the Core Zone takes 1 Wound each lull. Essential when attacking a Lord-grade yoma lair.
Iga-ryuKilling Fragrance(zone poison mist). If you lay poison mist in the Core Zone, enemy squads automatically disappear. Allies need antidotes.

The Core is the eye of the battlefield and the meat grinder. Only those who leap into it decide the battle.