# Quick Reference
Contents Checks Doubles (10%) Fate Intervention Round Structure Count Progression One Breath Maneuver Types Defense Bypass and Pierce Tags Weapon Technique Slots Common Maneuver Costs Unit Wounds Zone Maneuver Modifiers Domination Contribution Armor Ranged Weapon Basic Range (General Techniques) Intangible / [Incorporeal] One-Breath Limit Changes (baseline cap 7, no absolute cap) School Quick Reference Noncombat Check Quick Reference Squad Command Cost Bonus Stacking Rules Energy Cost Handling (4 Rules) Fraction Handling Surprise Attack (奇襲) Squad Volley Fire — Scales by Hit Strength Breakthrough / Forced Charge / Pincer Pull Into Core Zone [Kata] Core Zone Control Rewards Leaderless Squad (when commander dies) 4 Support Squad Types Battle Scaling Trait Slots — Lower Dan Selection Allowed Dual-Wielding Separation
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
Round start: reset everyone's Energy to maximum. Start from the combatant with the highest remaining Energy , descending. Anyone at or above that count breathes. Ties: Finesse(技) descending → allies first. After a breath, Energy decreases → next count = highest remaining value. 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
Type Description Examples Technique From weapon/equipment Horizontal Slash, Parry, Reload Kata Active trait Declare Duel, Kiai Aptitude Passive Wind Blade, Tough Upkeep Lull only Flower of the Battlefield, Lotus Posture Stance Maintained type (only 1) Immovable Formation, Spear Wall, Thunder Emperor
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 .
Tag Effect Minimum 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
Slot Condition Attack A (primary ability) Basic Attack B (secondary ability) Basic Defense / Reload Basic Weapon license technique skill license(3 points)+ Masterwork technique masterwork weapon + Master(4 points)+
# Common Maneuver Costs
Maneuver Energy Walk 2 Dash 3 Leap 3 Mounted dash 1 Stealth move 3 Breakthrough 3 + Courage check (Target Number 11/14) Break Blockade (narrow path)3 + Courage check, Target Number 15 . On failure, Defenseless + bounced outFree Core Zone entry 2 Force Core Zone breakthrough 3 + Courage check Target Number 13 (fixed) Enter Outside Zone 0~2 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 stance by stance Drop stance 0
# Unit Wounds
Grade Wounds Mob 0 (instant death) Minion 1 Veteran 2~3 Elite 3~4 Lord 3+Physique
# Zone Maneuver Modifiers
Zone Advantage Disadvantage Front Zone yari+1, mounted unlocked tanto-1 Core Zone short weapons-1, grappling+2 long weapons+1 Rear Zone ranged+1, upkeep-1 melee restricted Flank Zone infiltration+2, Surprise Attack squad+1
Front Zone↔Front Zone : adjacent. Range:adjacent techniques can engage without Breakthrough.
# Domination Contribution
Unit Contribution Unit Contribution Mob 0.5 Elite +4 Minion squad +2 Lord +1.5 + Presence aura Veteran squad +3 Veteran individual +1
Core Zone special : all Domination bonuses are invalid. Both sides offset(allies-enemies).
# Armor
Type Defense Energy penalty None 10 — Light armor 12 — Fast Resolution 11 — (one breath+1) Heavy armor 14 -1 Super-heavy armor 16 -2
# Ranged Weapon Basic Range (General Techniques)
Weapon Rapid / direct fire Arc fire hankyu (short bow) adjacent adjacent daikyu (longbow) 2 zones 3 zones yumiya (squad bow) adjacent (volley fire) — tanegashima (standard teppo) adjacent 2 zones nitchoho (dual pistols) same zone — ozutsu (cannon) designate zone (area) — mortar (small howitzer) — 2 zones bayonet adjacent —
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)
Source Bonus 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
School Skill School license (replaces skill-license maneuver) School secret art (replaces Master-stage maneuver) Katori Swordsmanship First Strike Stance (Stance, +3 first attack) Heaven-Earth-Man (3-hit chain, +2 Wounds) Yagyu Swordsmanship Muto (disarm) Katsujinken (nonlethal) Jigen Swordsmanship Tonbo-no-Kamae (+5 first attack) First Stance (automatic Critical Hit) Nito Swordsmanship Niten Ichi-ryu (simultaneous dual wield) Ganryu (3 Wounds) Hozoin Spearmanship Jumonji (harry+disarm) Guren (3 Wounds to yoma) Kan-ryu Spearmanship Issou Kanten (range 2 zones) Man-so (everyone in zone) Takenouchi Unarmed Combat Ultimate Joint Lock (complete suppression) Musatsu (disable without reducing Wounds) Iga Ninjutsu Poison Master (poison 2 times) Killing Fragrance (zone poison mist) Koga Ninjutsu Trap chain Mechanical Ninjutsu Ogasawara Archery Seiza Shooting Method (+3 shot) Thousand-Year Arrow (unlimited range) Gassen Archery Instinct Shot (Fate-based) Musosha (maintain infiltration) Abe Sorcery Great Shikigami Art (shikigami enhancement) Hyakki Summoning (5 entities) Tsuchimikado Sorcery Curse (check -3) Astronomical Observation (reveal enemy action) Shugendo Exorcism Goma Formation (sacred fire zone) Great Seal (seal yoma) Shingon Exorcism Dainichi Mantra (zone exorcism) Vajra Shot (3 Wounds+curse removal) Inatomi Archery Rapid Fire Method (reload 1 Energy) Three-Stage Firing (3-shot burst, 4 Wounds) Nanban Archery Foreign Design (range 3 zones) Cannon (2 Wounds to everyone in zone) Manase Medicine Acupuncture (2 Wounds+condition removal) Battlefield Surgery (return from incapacitation)
# Noncombat Check Quick Reference
Check type Formula Base Target Number Notes Negotiation 2d10+Presence+Negotiation >= Target Number 7(friendly) / 11(neutral) / 13(wary) / 17+(hostile) gold offer +1~3 Intimidation 2d10+Courage+Intimidation >= Target Number 11(civilian) / 13(soldier) / 15(Elite-grade) +1 for higher Wounds Texts/knowledge 2d10+Wisdom+field skill 11(common) / 13(rare) / 15(secret) suitable skill such as Geography, Stratagem, Sorcery, Bearing Perception 2d10+Finesse+Perception >= Target Number 11(search) / 13(spot stealth) / 15(illusion/intangible) night -2 Infiltration 2d10+Finesse+Infiltration >= Perception Target Number opposed against target's Perception check armor penalty applies Medicine 2d10+Wisdom+Medicine >= Target Number 11(emergency) / 13(poison removal) / 15(return from incapacitation) herbs +2 Disable/repair 2d10+Finesse+Disable or suitable livelihood proficiency 11(common) / 13(complex) / 15(instant craft) tools +2 Tracking better of: 2d10+Wisdom+Survival, 2d10+Finesse+Scouting 11(plain) / 13(forest) / 15(city) rain -2, snow +2(tracks) Yoma negotiation 2d10+Presence+Negotiation >= 17 17(basic) / 15(yoma marked negotiable) Enryo Etiquette faction trait +3 Detoxification better of: 2d10+Physique, 2d10+Wisdom+higher of Medicine or Poisoncraft proficiency differs by poison antidote automatic success
# Squad Command Cost
Wisdom(智) Command Energy Natural language +1 or lower 2 "low Wisdom makes it expensive" +2 or higher 1 "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)
Absolute floor : every maneuver costs at least 1 Energy. 0 Energy only for explicit exceptions.Offset first : calculate base cost + penalty - bonus first; if lower than 1, raise to 1 Energy.Short weapons in Core Zone : a 1 Energy weapon converts Energy -1 → chain-attack fatigue -1.0 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 +2Enhanced Surprise Attack (Outside Zone→anywhere): first attack check +2 + target cannot use reaction techniquesShinobi [Surprise Attack] 3rd dan trait : true automatic Critical Hit (no check). No added DefenselessWeapon 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 roll Minion Veteran+ Elite/Lord Miss 0 — — Hit remove 1 Cohesion -1 1 Wound Total 13+ remove 2 Cohesion -1 + 1 Wound 1 Wound Total 17+ remove 3 Cohesion -2 + 1 Wound 1 Wound + Defenseless Critical Hit (double) remove 3 Cohesion -2 + 1 Wound 2 Wounds Heavenly Mandate (10-10) all Cohesion -3 + 2 Wounds instant 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.