English edition v1.3.3 · ex-doc

#Combat in Peacetime

Contents

Scene Tool. A guide for moving co's small-unit combat onto the Edo stage.


#Scent — Quiet Steel

Edo combat doesn't beat a war drum. Someone blocks the road on a bridge, a wooden sword breaks on a dojo floor, hushed footsteps go silent in a mansion corridor. Blood may fly and the next day's ledger can still read "no disturbance."

#Law — Combat Scale

  • Maintain co's zone combat and squad operations, but also establish the social meaning of the battlefield.
  • Minion and Veteran squads take on Edo faces: dojo students, constables, Yakuza Enforcers, temple workers.
  • After a combat victory, resolve arrest, flight, witnesses, records, and site damage.

#Scene Commentary — What Remains After Combat

Peacetime combat doesn't end at Wounds 0. An enemy downed in a pleasure-quarter corridor becomes gossip among the guests; a brawl on a bridge becomes a tighter checkpoint the next day; a dojo melee becomes a student's revenge. The GM must prepare the aftermath as carefully as the enemy placement.

co's zone combat works well in Edo. The key is reading zone meaning socially. The Core Zone may hold the enemy commander, but in a mansion it is the family archive, and in a theater it is backstage. The Front Zone is where blades meet; the Outer Zone is where witnesses flee.

Combat prep checklist:

  • Write down both the victory condition and the failure fallout.
  • Place at least one civilian, witness, or recordable object.
  • Make the outcomes of killing versus capturing the target meaningfully different.

#Session Application — Give Each Combat a Different Purpose

  • First scene: killing the enemy is the easiest path, but the client wants a capture or evidence recovery.
  • Complication: a civilian flees during the fight, and that witness determines the next scene.
  • Final question: did the PCs win — or can they bear what winning means?

#Combat Types

  • A fight where you must take someone alive.
  • A fight where you must not kill.
  • A fight that must not enter the record.
  • A formal duel fought in public view.
  • A sealing ground no one must witness.

#Why Large-Scale War Is Rare

co's core rules support squad combat well. This raises the question: should Edo settings have frequent unit-level battles? The answer is the form changes.

In the Edo period, daimyo cannot deploy armies freely. War is a challenge to the shogunate's order, and private troop mobilization becomes a political crisis. So instead of open pitched battles, small force appears more often: arrest squads, escort units, bands of students, Yakuza Enforcers, temple guards, secret inspector detachments.

When you want squad combat, think "collective pressure," not "army."

Battlefield Squad SenseEdo Translation
Soldiers form a battle lineDojo students surround the courtyard
Enemy unit blocks the roadCheckpoint guards confiscate travel papers
A yoma horde chargesHundred-Tale Society low-rank yoma spirit away witnesses
A commander gives ordersThe assistant instructor, doshin, and oyabun control the scene

With this shift, the core combat rules stay intact while the fight becomes narrow and social in the Edo way.


#Not War — An Incident

Edo combat is closer to an incident than a war. Even when one side wins, the problem isn't over. Bodies remain, witnesses remain, weapons remain, records remain. When designing a combat, the GM prepares the victory condition and the aftershock together.

CombatVictory ConditionAftershock
Arrest fightCapture target aliveWho interrogates; where it is recorded
Dojo brawlDeplete opponent's Wounds or force surrenderDojo honor and revenge
Mansion infiltrationRecover item from the Core ZoneFamily face and cover-up
Road escortProtect the procession or goodsRoadside rumors and tighter checkpoints
Sealing groundHold out until the ritual completesScene record and witness handling
Pleasure quarter / theater fightMinimize civilian casualtiesIncident spreads as Kaidan and entertainment

#The Edo Face of Squads

co's squads remain valid in Edo. The names just change.

Warring-States SquadEdo Equivalent
Ashigaru squadDoshin auxiliaries, lower-ranked domain samurai, dojo students
Ninja squadFuma remnants, informants, black-market trackers
Warrior monksTemple guards, mountain-temple practitioners
Merchant-escort squadWarehouse guards, ferry guards, smuggling escorts
Yoma hordeHundred-Tale Society low-rank yoma, Hidden Hannya test subjects

A squad is pressure, not an army. It seals an alley, traps witnesses, disrupts a ritual, and stops PCs from focusing on a single target.


#Combat Feel by Location

LocationKey
AlleyBlockade, pursuit, civilian witnesses
BridgeNarrow path, forced movement, right of passage
DojoFormal duels and student interference
MansionRooms and corridors, documents or objects in the Core Zone
BathhouseWeapon restriction, witnesses, absurd terror
TheaterStage and audience, rumor spread
Ferry landingLogistics, smuggling, escape by boat

Combat carries the social meaning of the place. The same swordfight is a traffic-blocking incident on a bridge and a Kaidan the next day in a theater.


"Edo combat is quiet. That is why the rumors it leaves behind last longer."