English edition v1.3.3

#Quick Reference

Contents

Everything needed during combat on one page.

Summary. This document is a quick-reference summary of the core rules. If this document conflicts with Canon documents(co-03-04-action-points.md, co-03-09-non-combat.md, co-05-03-breakthrough.md, co-06-06-squads.md), Canon takes precedence. When in doubt, follow the reference link for each item. Authority system: co-99-meta/co-99-01-authority.md.

Finding maneuvers: To search by name, see the Maneuver Catalog(1,226-item alphabetical index); for printable reference, see Maneuver Cards.


#Checks

2d10 + ability + proficiency >= Target Number

  • General difficulty Target Number: 11 | easy 7 | hard 13 | extreme 17
  • Fixed combat values: Defense, Breakthrough/Blockade/Core Zone, Overload, and condition resistance follow the fixed values in each rule.
  • Attack: 2d10 + ability + proficiency >= Defense (the ability differs by technique!)

#Doubles (10%)

  • Success + double = Critical Hit (usually 2 Wounds)
  • Failure + double = Fumble (Defenseless)
  • 10-10 = Heavenly Mandate / 1-1 = Karmic Retribution (see d100)

#Fate Intervention

After 2d10, adjust one d10 by ±1. Uses per combat equal Fate modifier, minimum 1 use. Post-combat life-or-death checks are 2d10 + the higher of Physique or Fate >= 11.

#Round Structure

all Energy maximum → count descending → one breath(default 5) → alternate with enemies → everyone 0 → lull

#Count Progression

  1. Round start: reset everyone's Energy to maximum.
  2. Start from the combatant with the highest remaining Energy, descending. Anyone at or above that count breathes.
  3. Ties: Finesse(技) descending → allies first.
  4. After a breath, Energy decreases → next count = highest remaining value.
  5. A character can breathe multiple times inside a round (as long as Energy remains).

#One Breath

  • Base limit: Energy 5. Can be expanded by Fast Resolution, Speed, and special effects.
  • Exceeding the limit = Overload: 2d10+Physique-excess >= 11.
  • Success: performed; immediately after, 1 breath limit becomes 3.
  • Failure: performed; all remaining Energy in the round is lost + Defenseless.
  • Reservation: prepay defensive technique → 0 when executed. Improvised → 1.5 times.

#Maneuver Types

TypeDescriptionExamples
TechniqueFrom weapon/equipmentHorizontal Slash, Parry, Reload
KataActive traitDeclare Duel, Kiai
AptitudePassiveWind Blade, Tough
UpkeepLull onlyFlower of the Battlefield, Lotus Posture
StanceMaintained type (only 1)Immovable Formation, Spear Wall, Thunder Emperor

#Defense Bypass and Pierce Tags

Defense-bypass effects are written in the 3 families [Pierce], [Direct], and [Incorporeal]. Defense -N is a debuff. [Break] is a supplementary equipment-damage effect that keeps the listed [Pierce N] reduction until repair. Details: co-03-05 §Defense/Pierce System.

TagEffectMinimum floor
[Pierce N]Ignores N points of armor/shield addition (N=number or all). No effect against unarmored enemies.10 (skin)
[Direct N]Ignores N points of evasion, stance, barrier, terrain, or sorcery bonus. Armor and shields remain as-is.10 + armor/shield addition
Defense -N (brackets ✗)Binding/weakening debuff. Reduces final Defense itself by -N. Not an attack tag.2 (automatic-hit grade)
[Incorporeal]Bypasses Defense itself. Defender applies the Exorcism tier exemption table.none=10 / beginner=normal -2 / license+=complete
[Break]Permanently applies the listed [Pierce N] reduction until repair. Executing equipment grade ≥ target equipment grade required.same as [Pierce]

Keep check formulas in the single >= Defense form; write tags in the effect area: 2d10+Finesse+Swordsmanship >= Defense | [Pierce 2]. 1 Wound.

#Weapon Technique Slots

SlotCondition
Attack A (primary ability)Basic
Attack B (secondary ability)Basic
Defense / ReloadBasic
Weapon license techniqueskill license(3 points)+
Masterwork techniquemasterwork weapon + Master(4 points)+

#Common Maneuver Costs

ManeuverEnergy
Walk2
Dash3
Leap3
Mounted dash1
Stealth move3
Breakthrough3 + Courage check (Target Number 11/14)
Break Blockade (narrow path)3 + Courage check, Target Number 15. On failure, Defenseless + bounced out
Free Core Zone entry2
Force Core Zone breakthrough3 + Courage check Target Number 13 (fixed)
Enter Outside Zone0~2
Leave battlefield (retreat)3 (from Flank Zone/Rear Zone)
Squad command (basic action)2 (Wisdom+2→1)
Squad tactic (Kata/Stance/Aptitude)squad command cost + tactic Energy (by tactic)
Declare stanceby stance
Drop stance0

#Unit Wounds

GradeWounds
Mob0 (instant death)
Minion1
Veteran2~3
Elite3~4
Lord3+Physique

#Zone Maneuver Modifiers

ZoneAdvantageDisadvantage
Front Zoneyari+1, mounted unlockedtanto-1
Core Zoneshort weapons-1, grappling+2long weapons+1
Rear Zoneranged+1, upkeep-1melee restricted
Flank Zoneinfiltration+2, Surprise Attacksquad+1

Front Zone↔Front Zone: adjacent. Range:adjacent techniques can engage without Breakthrough.

#Domination Contribution

UnitContributionUnitContribution
Mob0.5Elite+4
Minion squad+2Lord+1.5 + Presence aura
Veteran squad+3Veteran individual+1

Core Zone special: all Domination bonuses are invalid. Both sides offset(allies-enemies).

#Armor

TypeDefenseEnergy penalty
None10
Light armor12
Fast Resolution11— (one breath+1)
Heavy armor14-1
Super-heavy armor16-2

#Ranged Weapon Basic Range (General Techniques)

WeaponRapid / direct fireArc fire
hankyu (short bow)adjacentadjacent
daikyu (longbow)2 zones3 zones
yumiya (squad bow)adjacent (volley fire)
tanegashima (standard teppo)adjacent2 zones
nitchoho (dual pistols)same zone
ozutsu (cannon)designate zone (area)
mortar (small howitzer)2 zones
bayonetadjacent
  • School expansion: Kan-ryu Spearmanship 2 zones, Nanban-ryu teppo 3 zones, Ogasawara Archery secret art unlimited, etc. See School Quick Reference.
  • Masterwork expansion: One Shot, One Kill, long-range sniping, etc. have unlimited range. See Masterworks Compendium.

#Intangible / [Incorporeal]

#One-Breath Limit Changes (baseline cap 7, no absolute cap)

SourceBonus
Speed license / Fast Resolution armor+1 (→6)
Speed Master / Asura(Core Zone) / Kamuy Descent+2 (→7)

Different sources stack. Official balance uses 7 as the baseline cap, but the system has no absolute cap. The Overload threshold also changes to match the actual limit.

#School Quick Reference

SchoolSkillSchool license (replaces skill-license maneuver)School secret art (replaces Master-stage maneuver)
KatoriSwordsmanshipFirst Strike Stance (Stance, +3 first attack)Heaven-Earth-Man (3-hit chain, +2 Wounds)
YagyuSwordsmanshipMuto (disarm)Katsujinken (nonlethal)
JigenSwordsmanshipTonbo-no-Kamae (+5 first attack)First Stance (automatic Critical Hit)
NitoSwordsmanshipNiten Ichi-ryu (simultaneous dual wield)Ganryu (3 Wounds)
HozoinSpearmanshipJumonji (harry+disarm)Guren (3 Wounds to yoma)
Kan-ryuSpearmanshipIssou Kanten (range 2 zones)Man-so (everyone in zone)
TakenouchiUnarmed CombatUltimate Joint Lock (complete suppression)Musatsu (disable without reducing Wounds)
IgaNinjutsuPoison Master (poison 2 times)Killing Fragrance (zone poison mist)
KogaNinjutsuTrap chainMechanical Ninjutsu
OgasawaraArcherySeiza Shooting Method (+3 shot)Thousand-Year Arrow (unlimited range)
GassenArcheryInstinct Shot (Fate-based)Musosha (maintain infiltration)
AbeSorceryGreat Shikigami Art (shikigami enhancement)Hyakki Summoning (5 entities)
TsuchimikadoSorceryCurse (check -3)Astronomical Observation (reveal enemy action)
ShugendoExorcismGoma Formation (sacred fire zone)Great Seal (seal yoma)
ShingonExorcismDainichi Mantra (zone exorcism)Vajra Shot (3 Wounds+curse removal)
InatomiArcheryRapid Fire Method (reload 1 Energy)Three-Stage Firing (3-shot burst, 4 Wounds)
NanbanArcheryForeign Design (range 3 zones)Cannon (2 Wounds to everyone in zone)
ManaseMedicineAcupuncture (2 Wounds+condition removal)Battlefield Surgery (return from incapacitation)

#Noncombat Check Quick Reference

Check typeFormulaBase Target NumberNotes
Negotiation2d10+Presence+Negotiation >= Target Number7(friendly) / 11(neutral) / 13(wary) / 17+(hostile)gold offer +1~3
Intimidation2d10+Courage+Intimidation >= Target Number11(civilian) / 13(soldier) / 15(Elite-grade)+1 for higher Wounds
Texts/knowledge2d10+Wisdom+field skill11(common) / 13(rare) / 15(secret)suitable skill such as Geography, Stratagem, Sorcery, Bearing
Perception2d10+Finesse+Perception >= Target Number11(search) / 13(spot stealth) / 15(illusion/intangible)night -2
Infiltration2d10+Finesse+Infiltration >= Perception Target Numberopposed against target's Perception checkarmor penalty applies
Medicine2d10+Wisdom+Medicine >= Target Number11(emergency) / 13(poison removal) / 15(return from incapacitation)herbs +2
Disable/repair2d10+Finesse+Disable or suitable livelihood proficiency11(common) / 13(complex) / 15(instant craft)tools +2
Trackingbetter of: 2d10+Wisdom+Survival, 2d10+Finesse+Scouting11(plain) / 13(forest) / 15(city)rain -2, snow +2(tracks)
Yoma negotiation2d10+Presence+Negotiation >= 1717(basic) / 15(yoma marked negotiable)Enryo Etiquette faction trait +3
Detoxificationbetter of: 2d10+Physique, 2d10+Wisdom+higher of Medicine or Poisoncraft proficiencydiffers by poisonantidote automatic success

#Squad Command Cost

Wisdom(智)Command EnergyNatural language
+1 or lower2"low Wisdom makes it expensive"
+2 or higher1"high Wisdom makes it cheap"

#Bonus Stacking Rules

  • Effects with the same name: do not stack (highest only).
  • Numeric bonuses from different sources: add together.
  • Stance + Tactic:Stance: separate (can be maintained together).

#Energy Cost Handling (4 Rules)

  1. Absolute floor: every maneuver costs at least 1 Energy. 0 Energy only for explicit exceptions.
  2. Offset first: calculate base cost + penalty - bonus first; if lower than 1, raise to 1 Energy.
  3. Short weapons in Core Zone: a 1 Energy weapon converts Energy -1 → chain-attack fatigue -1.
  4. 0 Energy active: automatically gains a [1/round] limit. Maximum 2 uses per round.

Exceptions: scholar Energy transfer(received Energy = ordinary Energy), dropping a stance, permanent [Aptitude], reserved defense activation.

#Fraction Handling

Round all values. No exceptions.

#Surprise Attack (奇襲)

  • Basic Surprise Attack (Flank Zone→adjacent move+attack, first infiltration hit): first attack check +2
  • Enhanced Surprise Attack (Outside Zone→anywhere): first attack check +2 + target cannot use reaction techniques
  • Shinobi [Surprise Attack] 3rd dan trait: true automatic Critical Hit (no check). No added Defenseless
  • Weapon license/masterwork techniques and school license/secret arts can also apply Surprise Attack (regardless of maneuver type)
  • Surprise Attack immunity: [Danger Sense] trait, Perception Master

#Squad Volley Fire — Scales by Hit Strength

Hit rollMinionVeteran+Elite/Lord
Miss0
Hitremove 1Cohesion -11 Wound
Total 13+remove 2Cohesion -1 + 1 Wound1 Wound
Total 17+remove 3Cohesion -2 + 1 Wound1 Wound + Defenseless
Critical Hit (double)remove 3Cohesion -2 + 1 Wound2 Wounds
Heavenly Mandate (10-10)allCohesion -3 + 2 Woundsinstant death / 3 Wounds

#Breakthrough / Forced Charge / Pincer

  • Breakthrough: enter a zone where enemy Domination is superior. 3 Energy + 2d10+Courage ≥ 12.
  • Chain breakthrough: entering the Rear Zone is not a separate rule. The Target Number is the higher of Front Zone Domination and Rear Zone Domination.
  • Forced Charge [Kata]: 5 Energy. Go straight to the enemy Rear Zone in one breath. Target number = Front Zone+Rear Zone Domination+5. On failure, Defenseless in the middle of the enemy Front Zone + Energy 0 + next round Energy −3 (exhaustion). Details: co-05-03-breakthrough.md.
  • Pincer: both sides adjacent + both sides attack simultaneously. Enemy Defense -2, Cohesion check -1.

#Pull Into Core Zone [Kata]

  • 3 Energy. 2d10+Physique+Unarmed Combat ≥ 12+target Domination contribution.
  • Reserved defense triggers first (2-layer check).
  • Success: forcibly move target into Core Zone + drop stance + Defenseless.

#Core Zone Control Rewards

  • Control for 1 round: allied Front Zone Domination +1 (while maintained). Cohesion +1 (1 use).
  • 3 consecutive rounds: Core Zone disappears. Enemy Cohesion -3, allied Cohesion +2, next round Critical Expansion(adjacent numbers also critical), 1 enemy Rear Zone squad automatically collapses.

#Leaderless Squad (when commander dies)

  • Immediately Cohesion -1. 5-type differential table (regular/defensive/fanatic/conscripted/frenzied).
  • Veteran in the same zone can take temporary command.
  • Decide table at scenario start → maintained until end.

#4 Support Squad Types

  • Supply unit: Cohesion recovery +1/lull. Must be protected.
  • Military band: stance that grants immunity to Cohesion -1. Drumbeat gives Cohesion +1.
  • Medical unit: returns incapacitated combatants during lull. Emergency treatment.
  • Standard-bearer unit: Domination +1 aura. If captured, army Cohesion -2.
  • Kagura Domain exception: no standard-bearer unit. Regular military discipline is built in.

#Battle Scaling

  • 5-person squad = 1 unit. 100-person force = 1 Minion squad. 5-thousand army = compressed into one point.
  • 5 key battle-state types: control key point / kill commander / surprise headquarters / break vanguard / defend key point.

#Trait Slots — Lower Dan Selection Allowed

When advancing in dan, you can select traits from lower dan. A 7th dan can additionally choose the 1st dan trait "Tough."

#Dual-Wielding Separation

  • [Aptitude] Dual Wielding: can use two weapons in one breath
  • [Kata] Dual-Wield Strike: Energy = combined Attack A of two weapons (example: katana 2+kodachi 1=3). Simultaneous two-hand strike. 1/round.