#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 Sense | Edo Translation |
|---|---|
| Soldiers form a battle line | Dojo students surround the courtyard |
| Enemy unit blocks the road | Checkpoint guards confiscate travel papers |
| A yoma horde charges | Hundred-Tale Society low-rank yoma spirit away witnesses |
| A commander gives orders | The 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.
| Combat | Victory Condition | Aftershock |
|---|---|---|
| Arrest fight | Capture target alive | Who interrogates; where it is recorded |
| Dojo brawl | Deplete opponent's Wounds or force surrender | Dojo honor and revenge |
| Mansion infiltration | Recover item from the Core Zone | Family face and cover-up |
| Road escort | Protect the procession or goods | Roadside rumors and tighter checkpoints |
| Sealing ground | Hold out until the ritual completes | Scene record and witness handling |
| Pleasure quarter / theater fight | Minimize civilian casualties | Incident spreads as Kaidan and entertainment |
#The Edo Face of Squads
co's squads remain valid in Edo. The names just change.
| Warring-States Squad | Edo Equivalent |
|---|---|
| Ashigaru squad | Doshin auxiliaries, lower-ranked domain samurai, dojo students |
| Ninja squad | Fuma remnants, informants, black-market trackers |
| Warrior monks | Temple guards, mountain-temple practitioners |
| Merchant-escort squad | Warehouse guards, ferry guards, smuggling escorts |
| Yoma horde | Hundred-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
| Location | Key |
|---|---|
| Alley | Blockade, pursuit, civilian witnesses |
| Bridge | Narrow path, forced movement, right of passage |
| Dojo | Formal duels and student interference |
| Mansion | Rooms and corridors, documents or objects in the Core Zone |
| Bathhouse | Weapon restriction, witnesses, absurd terror |
| Theater | Stage and audience, rumor spread |
| Ferry landing | Logistics, 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."