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"Legends of the Rising Sun rules" Topic


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740 hits since 9 Jan 2018
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Comments or corrections?

Charlie Dozen09 Jan 2018 7:27 a.m. PST

Where can I get a copy of "Legends of the Rising Sun" rules by Aaron Loomis? I've got the 5 page "Gang Lists" but that's all I've managed to find so far.

Lion in the Stars09 Jan 2018 5:39 p.m. PST

I just ran with a copy of the Legends of the Seven Seas rules. File off a few serial numbers, call it good.

I've only got that in hard-copy, though.

Charlie Dozen10 Jan 2018 6:23 a.m. PST

Thanks Aaron for that information. Legends of the High Seas seems to be somewhat difficult to obtain at this point and rather pricey.
I'm wondering if Necromunda could be modified for samurai skirmishing.

Lion in the Stars14 Jan 2018 6:06 a.m. PST

LotHS is based on the Lord of the Rings SBG (now sold as The Hobbit SBG), which is still in print. The LotHS version has the advantage of having rules for firearms already figured out.

Lion in the Stars16 Jan 2018 4:52 p.m. PST

Hah, found my copy of LotHS. I'm going to assert Fair Use for the firearm-specific rules and reproduce them here.

Jamming and Reloading (pg 22):
Unless stated in their description, missile weapons may be subject to jamming or a misfire on occasion, due to weather conditions, dirt in the mechanism, or simply a design flaw. This places their user in a precarious position.

Whenever a model rolls a 1 to hit, the weapon has jammed or misfired. The weapon may not be fired this turn or the next until the jammed weapon has been cleared. If the weapon may only normally fire every other turn because it is a slow reload (see page 33), then it incurs no additional penalty for jamming as the act of reloading in itself clears the jam.

Clearing or reloading a jammed weapon takes one entire Shooting Phase. No weapon may be fired or thrown during the phase in which the model clears the jammed weapon. Place a dice or some sort of jammed weapon marker next to the model to remind you that it may not fire.

A Sailor whose weapon jams may still fire any other weapon he has in subsequent turns instead of clearing the jammed weapon. However, when he wishes to fire a jammed weapon again, he must forego a Shooting Phase in order to ready it. This single Shooting Phase will clear any and all jams on weapons that require it.

Missile Weapons (pg 33)
Flintlock Pistol
pistols have a maximum range of 8" and are Strength 3. Due to the time to reload them, pistols have a movement restriction. A model may only move up to half its total distance and fire a pistol. Also it is a Slow Reload, which means that the pistol may not be fired next turn, instead the Sailor spends time reloading it as stated in the Shooting Phase.

Double Barreled Pistol
Some pistols have two barrels and two separate locks, one for each barrel. A model armed with a double barreled pistol may either fire a single barrel as a normal pistol or may fire both barrels at one target or each barrel at separate targets. If firing a single barrel a turn, the half movement penalty applies as normal. If both barrels are fired together, then there is a full movement penalty. The roll of a 1 when firing either or both barrels causes a jam, preventing the weapon (either barrel) from being fired during the following turn. Also, it is a slow reload, which means that the double barreled pistol may not be fired in the next turn, instead the Sailor spends time reloading as stated in the Shooting Phase.

Flintlock Musket
Muskets have a maximum range of 18" and are Strength 3. Muskets take longer to reload than pistols, so a Sailor may not shoot a musket if he moved during the Movement Phase. The musket is a Slow Reload weapon which means that it may not be fired next turn, instead the Sailor spends time reloading as mentioned in the Shooting Phase. Additionally, a musket may be used in a fight as an improvised weapon. If a musket is equipped with a bayonet, it may be used in a fight using the same rules as for a spear.

Blunderbuss
Blunderbusses use the tear-shaped template and are Strength 2. The main purpose of the blunderbuss was for close action firing. The blunderbuss would fire a spread of pellets and they required less accuracy to use in a fire fight. The spread of shot led to these weapons becoming known as scatterguns. Blunderbuss' are also Slow Reloads as mentioned above.

Spread: Before firing the blunderbuss, roll a D6. On the roll of a 1, the weapon has misfired or has jammed. If it has not jammed, then place the spread template with the narrow end touching the firer's base with the wide end towards the target(s). You may position the template between models, if you wish, to maximize the number of targets in the spread. Ignore any terrain that is in the way, as the spread makes it highly unlikely that the entire shot will be blocked by intervening terrain. Any model wholly or partially under the template will be hit by the spread of pellets on a roll of 4 or more on a D6, regardless of the firer's Shooting value. Once all victims of the shot have been determined, roll to wound each model separately. Remember that most Sailors will be unable to take the shot if they risk hitting a friend.

Swivel Guns
Swivel guns or patarero were small cannons usually mounted along a ship's rails, giving them a stable platform from which to fire. They were usually used to repel boarders or to clear the decks of a ship before boarding. Swivel guns are relatively small and ineffective at long ranges, but can be devastating at close range. They use the same rules as the blunderbuss with the exception of being Strength 5. Also, they must be secured to a stable platform in order to fire, so they have a full movement penalty. Due to the time taken for reloading, the Swivel Gun is considered a Slow Reload.

Grenades
A primitive form of the grenade was used in this time period and they were unstable, destructive weapons that were sometimes as deadly for their users as for the intended victim. Grenades have a variable Strength and the range is double the throwers Strength value in inches (so a model with a Strength of 4 may throw a grenade 8"). To throw a grenade, simply roll to hit exactly as if using a thrown weapon. If the grenade hits, place the small template over the target. If the hole of the template touches the target, it suffers a Strength 5 hit. Any models wholly or partially under any other portion of the template suffer a Strength 3 hit. All models under the template, whether wounded or not, are knocked down by the blast.

If a 1 is rolled to throw the grenade, the fuse is too short and it explodes in the thrower's hand! Work out the effects of the grenade as normal with the hole of the small template placed on the user. If the thrower has any Fame, the roll may be modified to avoid accidents. If the explosive misses on any roll other than a 1, then it either misses entirely or lands and fails to detonate.

Note that models armed with Grenades are assumed to have enough to last the whole battle and may be thrown as many times as needed during the game. They will also be assumed to have more for the next battle and not need to repurchase them. If a 1 is rolled it is assumed that the rest explode as well and should the user survive, he no longer has any grenades for that game and they would need to be purchased again for use in future games should the player wish.

The Hobbit SBG uses different terms than Fame and Fortune used in the Legends of the… games. It's been so long that I don't remember the Hobbit's terms.

Fame is the ability to modify a die roll, spend one point of fame to adjust the die roll by +-1. Roll a 3 and you can spend 2 points of Fame to increase that to a 5. Fame also lets you make a Heroic Action.

Fortune points let you recover a lost wound on a roll of 4+.

I should note that the Japanese never actually went with flintlocks, they used Matchlocks from 1542 until the 1860s, but grenades were used in small numbers before then (usually by ninja). But while flintlocks aren't as finnicky as the 1-in-6 chance of oops makes them in game, matchlocks were rather finnicky at the best of times (so the 1-in-6 chance of oops should be fine).

I figure that all the other rules from the Hobbit SBG could be used as-is.

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