
Hello, folks. My work situation has let up a bit, so I will begin running this ACE gamebook. Anyone interested in joining this adventure is welcome. I will try to update this thread on a twice per day basis, although this frequency is far from guaranteed due to the risk of heath or work issues throwing serious obstacles. I will be out of town with family from May 23 to May 25, so I cannot reliably provide any updates within that time period.
Preface
RONIN 47 is unlike other books. In fact, it is an interactive science fiction novel, inspired by the Legend of the Forty-Seven Ronin from 18th century Japan. And rather than reading it from cover to cover, you will discover that at the end of each narrative section you will be presented with a series of choices that allow you to control the course of the story.
As well as the book itself, you will need two dice (or a standard pack of playing cards), a pencil and an eraser. Using these tools, and a simple set of game rules contained within the book, you will undertake a dangerous mission to avenge a terrible wrong, whilst piloting a twenty-metre-tall robot war-machine.
YOU decide which route to take, which perils to risk, and which of the monstrous creatures and rogue mechs you will meet along the way to fight. But be warned – whether you succeed in your quest, or suffer a terrible fate yourself, will be down to the choices YOU make.
2021 – A new hottest-ever temperature is recorded in the southern polar region of Antarctica.
2030 – Global emissions of greenhouse gases peak after policy makers fail to curb climate change.
2040 – Global warming continues, resulting in widespread droughts and rising sea levels.
2051 – With the world facing the ‘Hothouse Earth’ scenario, the United Nations sign the Gaia Treaty.
The people of Earth combine their scientific knowledge in an attempt to restore balance to the natural world. Plans are put into action to ensure the relentless destruction of the biosphere ceases for good.
In many parts of the world, Mother Nature needs a helping hand to repair the damage done to the planet by the human race, and so Project Proteus is born, with geneticists and marine biologists developing the K-Compound to restore the coral reefs.
At first, it is hailed as a success, as the corals quickly return, and the seas around them soon teem with life. But the genetically modified Corallium novum continues to grow and multiply, laying claim to coastal communities. Growing in size all the time, it evolves to combat whatever obstacles stand in its way.
Those creatures that feed on the coral also begin to absorb enough K-Compound to start mutating. The beneficial properties of the unintentionally created bio-weapons pass up the food chain, and the kaiju are born.
A ‘Scorched Earth’ policy is adopted, but in the long term, this only serves to make the situation worse. Bombing runs, or attacks against the creatures utilising heavy ordnance, help to spread the K-Compound farther afield. Something is needed that can get right to the heart of the problem, meeting the kaiju head on in single combat.
In Japan, this dire need leads to the development of the Guardian Programme – building giant robots that can resist the monsters – which is subsequently copied by other nations. But it is too little too late. The islands of Japan are among the first to fall to the kaiju, and Tokyo itself is destroyed.
Those Guardians that survive go their separate ways, some banding together to seek vengeance against the kaiju.
Introduction
For the purposes of this thread, the RONIN 47 Adventure Sheets will be hand-made and periodically displayed.The year is 2121, and the apocalypse has been and gone. Amidst the ruins of the old world, the human race fights for survival against the gigantic, hyper-evolved kaiju. Humanity’s most effective weapons against the monsters are the colossal mechs developed by the Guardian Programme.
In RONIN 47 you take on the role of Commander Oishi, a Samurai class mech pilot and leader of Phoenix Squad, operating out of Ako Base in the Philippine Sea. You decide which route to take, which perils to risk, and which of the monstrous creatures and rogue mechs you will meet along the way to fight.
Success is by no means certain, and you may well fail to complete the adventure at your first attempt. However, with experience, skill, and maybe even a little luck, each new attempt should bring you closer to your ultimate goal.
In addition to the book itself, you will need two six-sided dice, or a conventional pack of 52 playing cards, a pencil, an eraser, and a copy of the RONIN 47 Adventure Sheets (spare copies of which can be downloaded from www.acegamebooks.com).
Two six-sided dice will be used to play though this adventure, unless a majority of posters requests otherwise.There are three ways to play through RONIN 47. The first is to use two six-sided dice. The second is to use a conventional pack of 52 playing cards. The third is to ignore the rules altogether and just read the book, making choices as appropriate, but ignoring any combat or attribute tests, always assuming you win every battle and pass every skill test. (Even if you play the adventure this way, there is still no guarantee that you will complete it at your first attempt.)
If you are opting to play through RONIN 47 using the game rules, you first need to determine your strengths and weaknesses.
You have three attributes that you need to keep track of during the course of the adventure. Some of these will change frequently, others less so, but it is important that you keep an accurate record of the current level for all of them.
• Agility – This is a measure of how athletic and agile you are. If you need to leap across a chasm or dodge a deadly projectile, this is the attribute that will be employed.
• Combat – This is a measure of how skilful you are at fighting, whether it be in unarmed combat, wielding your keen-edged katana, or using a blaster.
• Endurance – This is a measure of how physically tough you are and how much strength you have left. This attribute will vary more than any other during your adventure.
Unlike some adventure gamebooks, in RONIN 47 your strengths and weaknesses are not determined randomly. Instead, you get to decide what you are good at and, conversely, what you might not be so good at.
Your Agility and Combat attributes start at a base level of 6. Your Endurance score starts at a base level of 20. You then have a pool of 10 extra points to share out between Agility, Combat and Endurance as you see fit, but you can only add up to 5 points to each attribute. Therefore, the maximum starting score for Agility and Combat is 11, and the maximum starting score for Endurance is 25. (You must apportion all 10 points one way or another and cannot leave any unused.)
For example, you might choose to add nothing to your Agility score, 5 points to your Combat score, and allocate the remaining 5 points to your Endurance score, making you a mighty warrior and giving you the following starting profile for the game:
Agility = 6, Combat = 11, Endurance = 25.
Alternatively, you might want to add 4 points to your Agility and Combat scores, and the remaining 2 points to your Endurance score, making you more of an all-rounder, and giving you this starting profile:
Agility = 10, Combat = 10, Endurance = 22.
Having determined where your strengths and weaknesses lie, record the value of each attribute in the appropriate box on your Adventure Sheet in pencil, and make sure you have an eraser to hand, as they will doubtless all change at some point as you play through the adventure.
There are limits on how high each of your attributes can be at the start of the adventure, but there are also limits on how high they can be raised during the course of the adventure, dependent upon bonus points you may be awarded. Neither your Agility score nor your Combat score may exceed 12 points, while your Endurance score may not exceed 30 points. However, should your Endurance score ever drop to zero, or below, then your adventure is over, and you should stop reading immediately; if you want to tackle the quest again, you will have to start from the beginning, determining your attributes anew and starting the story from section 1 once more.
At various times during the adventure, you will be asked to test one or more of your attributes.
If it is your Agility or Combat that is being tested, simply roll two dice. If the total rolled is equal to or less than the particular attribute being tested, you have passed the test; if the total rolled is greater than the attribute in question, then you have failed the test.
If it is your Endurance score that is being tested, roll four dice in total. If the combined score of all four dice is equal to or less than your Endurance score, then you have passed the test, but if it is greater, then what is being asked of you is beyond what you are capable of and you have failed the test.
There are various ways that you can restore lost attribute points or be granted bonuses that take your attributes beyond their starting scores, and these will be described in the text.
However, an easy way to restore lost Endurance points is to consume Rations or use a Medi-Pack. You begin the adventure with 5 Ration Packs and 3 Medi-Packs. One Ration Pack will restore up to 4 Endurance points, while one Medi-Pack will restore up to 6 Endurance points.
Sometimes you may find a way to replenish your Rations or Medi-Packs. Make sure that if you do find any supplies of this nature you record them on your Adventure Sheet.
You will repeatedly be called upon to defend yourself, during the course of your adventure. Sometimes you may even choose to attack an enemy yourself. After all, as they say, the best form of defence is attack.
When this happens, start by filling in your opponent’s Combat and Endurance scores in the first available Oishi Encounter Box on your Adventure Sheet.
Whenever you engage in combat, you will be told in the text whether you or your enemy has the initiative; in other words, who has the advantage and gets to attack first.
1. Roll two dice and add your Combat score. The resulting total is your Combat Rating.
2. Roll two dice and add your opponent’s Combat Score. The resulting total is your opponent’s Combat Rating.
3. For each Combat Round, add a temporary 1 point bonus to the Combat Rating of whichever of the combatants has the initiative for the duration of that round.
4. If your Combat Rating is higher than your opponent’s, you have wounded your enemy; deduct 2 points from your opponent’s Endurance score and move on to step 7.
5. If your opponent’s Combat Rating is higher, then you have been wounded; deduct 2 points from your Endurance score and move on to step 8.
6. If your Combat Rating and your opponent’s Combat Rating are the same, roll one die. If the number rolled is odd, you and your opponent deflect each other’s attacks; go to step 10. If the number rolled is even, go to step 9.
7. If your opponent’s Endurance score has been reduced to zero or below, you have won; the battle is over, and you can continue the adventure. If your opponent is not yet dead, go to step 10.
8. If your Endurance score has been reduced to zero or below, your opponent has won the battle. If you want to continue your adventure you will have to start again from the beginning. However, if you are still alive, go to step 10.
9. You and your opponent have both managed to injure each other; deduct 1 point from both your Endurance score and your opponent’s Endurance score. If your Endurance score has been reduced to zero or below, your adventure is over; if you want to play again you will have to start again from the beginning. If you are still alive but your enemy’s Endurance has been reduced to zero or below, you have won; the battle is over, and you can continue the adventure. If neither you nor your opponent are dead, go to step 10.
10. If you won the Combat Round, you will have the initiative in the next Combat Round. If your opponent won the Combat Round, they will have the initiative. If neither of you won the Combat Round, neither of you will gain the initiative bonus for the next Combat Round. Go back to step 1 and work through the sequence again until either your opponent is dead, or you are defeated.
Sometimes you may find yourself having to fight more than one opponent at the same time. Such battles are conducted in the same way as above, using the ten-step process, except that you will have to work out the Combat Ratings of all those involved. As long as you have a higher rating than an opponent you will injure them, no matter how many opponents you are taking on at the same time. Equally, any opponent with a Combat Rating higher than yours will be able to injure you too.
However, if you are fighting two or three opponents simultaneously, you must deduct 1 point from your Combat Rating for the duration of the battle. If you are facing four or five opponents at the same time, you must deduct 2 points from your Combat Rating. And if you ever have to fight six or more opponents at the same time, deduct 3 points from your Combat Rating!
For example, if you find yourself having to fight two Giant Spider Crabs, for the duration of that fight you must deduct 1 point from your Combat Rating. If you were fighting three Giant Spider Crabs at the same time, you would still only have to deduct 1 point from your Combat Rating. But if there were four Giant Spider Crabs attacking you at the same time, you would have to deduct 2 points from your Combat Rating, for the duration of the battle.
Please note, if even just one of your opponents makes a successful strike against you during a Combat Round, you will not have the initiative against any of them in the following Combat Round – if you are still alive!
Unless a majority requests otherwise, I will have Commander Oishi fire as many shots as possible before engaging in hand-to-hand combat.As well as a sword, your katana, you are also armed with a gun, in the form of an energy blaster.
If you find yourself in battle, and you have the initiative in the opening Combat Round, you may choose to fire your gun before engaging in hand-to-hand combat. Take a Combat test and if you pass the test, you cause your opponent 3 Endurance points of damage; if you fail the test you have simply wasted your shot.
If you hit your opponent, you may take a second shot, by Taking another Combat test, but no more after this.
When facing multiple opponents, you must choose which one you want to target in ranged combat. However, if you pass the initial Combat test, you may target a different opponent with your bonus second shot.
Rather than rolling dice, you may prefer to determine random numbers during the game using a pack of playing cards.
To do this, when you are called upon to roll dice, simply shuffle a standard 52-card deck (having removed the Jokers) and draw a single card. (If you are asked to roll four dice, draw two cards.) Number cards are worth the number shown on the card. Jacks, Queens and Kings are all worth 11, and if you draw an Ace, it counts as being worth 12 (for example, if you are engaged in Combat), and is an automatic pass if you are testing an attribute – any attribute.
After drawing from the deck, you can either return any cards you have drawn or, using the Pontoon method, leave those drawn cards out of the deck. Both styles of play will influence how lucky, or unlucky, you may be during the game, when it comes to determining random numbers.
If the text asks you to roll one die, simply pick a card and if its face value is greater than 6, or it is a picture card, it still counts as a 6.
In RONIN 47, you do not only have to keep track of your own attribute scores, you also need to keep an accurate record of the stats for your Samurai-class mech. These are as follows:
• Speed – This is a measure of how quickly the mech is able to move. The more heavily-armoured a robot is, the slower it will be.
• Artillery – This is a measure of how powerful the robot’s long-range, heavy ordnance weapons are. However, the more artillery weapons a mech has, the less effective it will be in hand-to-hand combat.
• Melee – This is a measure of how effective the mech is in close combat.
• Upgrades – This is actually an inventory of the items carried by the Samurai-class mech.
• Reactor – This is a measure of how effectively the mech’s nuclear power core is operating.
• Armour – This is a measure of how heavily-armoured the robot is.
• Integrity – This stat keeps track of how much damage the mech has suffered.
As with your own attributes, your mech is fully customisable; you decide whether it is faster, or more heavily-armoured, whether it is better at long-range combat or at close-quarters fighting. While the machine’s Reactor and Integrity starting scores are fixed, you determine everything else. However, balance is the name of the game when it comes to customising your mech, as certain stats work in pairs.
Speed and Armour work as one pair, based on a sliding scale, but you must have a minimum of 1 point in each attribute.
Look at the example below:
Three blocks have been shaded in at the Speed end of the scale. This means that the mech has a Speed score of 3 and an Armour score of 3, which would be typical of a standard Samurai-class mech.
Now consider this example:
This would better suit a Ninja-class mech, which is much faster and more agile, with a Speed score of 5, but which is also much less well-armoured, with an Armour score of only 1.
Equally, Artillery and Melee also work as a pair on the same sliding scale. Once again, you must have at least 1 point in each attribute.
The example above would be best suited to an Oni-class heavy ordnance mech since it has an Artillery score of 4 but a Melee score of just 2.
Using the sliding scales on your mech’s Adventure Sheet, work out your war-machine’s Speed, Armour, Artillery and Melee scores, and then record them in the appropriate boxes.
Your mech’s Reactor score starts at zero and may not drop below this level. However, if the Reactor score reaches 3 points, the nuclear core will suffer a catastrophic failure that will destroy your mech and you along with it. If this happens you must stop reading immediately; if you want to try to complete your quest again, you will have to start from the beginning once more, determining the strengths and weaknesses of you and your mech anew.
Your mech’s Integrity score starts at 50. If its Integrity drops to zero or below, your war-machine has been destroyed and you have been killed. If you want to continue your adventure you will have to start again from the beginning, determining your own strengths and weaknesses, as well as those of your mech, all over again. It is much harder to recover lost Integrity points than it is to recover lost Endurance points, so make sure you take care of your mech.
All of your mech’s Speed, Armour, Melee, Artillery, and Integrity scores may rise above their starting level, under certain circumstances. However, please note that its Speed, Armour, Melee, Artillery scores may never exceed 5 points, or drop below zero points.
At various times during the adventure, you will also be asked to test one or more of your mech’s attributes.
If it is the mech’s Speed, Armour, Melee or Artillery that is being tested, simply roll one die. If the total rolled is equal to or less than the attribute being tested, your mech has passed the test; if the total rolled is greater than the attribute in question, then it has failed the test.
If it is your mech’s Integrity score that is being tested, roll one die and multiply the number rolled by 10. If the total is equal to or less than your mech’s current Integrity score, your mech has passed the test; but if it is greater, then the robot has failed the test.
There are various ways that you can restore lost attribute points or be granted bonuses that take your mech’s attributes beyond their starting scores, and these will be described in the text.
Fighting other mechs or kaiju with Samurai 47 is more complicated than determining the outcome of battles you are involved in without your mech being present and takes place in two distinct phases; the Long-Range Combat phase followed by the Close Combat phase.
Start by filling in your opponent’s Speed, Armour, Melee, Artillery, and Integrity scores in the first available Mech Encounter Box on your Adventure Sheet.
Next, before Long-Range Combat can commence, you must determine how far away you are from your opponent.
Long-Range Combat is worked out over a number of Combat Rounds, and you need to start by determining how many, based on how close Samurai 47 is to your opponent.
1. Roll one die and add 5. (Alternatively, pick a card, and if it is a 7 or higher, it is worth 6, and then add 5.) The total is the measure of the Distance between you and your opponent.
2. Add your mech’s Speed score to your opponent’s Speed score. (If you are fighting more than one opponent, use the Speed score that is the highest of all your opponents.)
3. Deduct the combined Speed scores from the Distance. This is how many Combat Rounds of long-range combat you need to fight before commencing Close Combat.
4. If, having deducted the combined Speed scores from the Distance, the total is zero or a negative number, go straight to the Close Combat phase.
Long-Range Combat is conducted using Samurai 47’s artillery weapons and heavy ordnance.
1. Roll two dice and add your mech’s Artillery score. The resulting total is your mech’s Artillery Rating.
2. Roll two dice and add your opponent’s Artillery score. The resulting total is your opponent’s Artillery Rating.
3. For each Combat Round, add a temporary 1 point bonus to the Artillery Rating of whichever of the combatants has the initiative for the duration of that round. (In the first Combat Round, this will be the mech or monster with the highest Speed score, unless your mech’s Speed score is that same as its opponent’s, in which case no bonus point is awarded.)
4. If your mech’s Artillery Rating is higher than your opponent’s you have wounded your enemy; determine how much damage your mech has caused (as described under Determining Damage on page 28), and then move on to step 7.
5. If your opponent’s Artillery Rating is higher, then you have been wounded; determine how much damage has been inflicted against your mech (as described under Determining Damage on page 28), and then move on to step 8.
6. If your Artillery Rating and your opponent’s Artillery Rating are the same, your mech and your opponent have both managed to injure each other; determine how much (as described under Determining Damage on page 28). If your opponent’s Integrity score has been reduced to zero or below, you have won the battle and can continue on your way, but if your opponent is not yet dead, go to step 10. If your mech’s Integrity score has been reduced to zero or below, your opponent has won the battle and your adventure is over, but if your mech is still operational, go to step 10.
7. If your opponent’s Integrity score has been reduced to zero or below, you have won; the battle is over, and you can continue on your way. If your opponent is not yet dead, go to step 10.
8. If your mech’s Integrity score has been reduced to zero or below, your opponent has won the battle. If you want to continue your adventure you will have to start again from the beginning, determining your attributes anew. However, if you are still alive, go to step 9.
9. If there are no more Long-Range Combat Rounds left to fight, and your opponent is still alive, the battle now moves to the Close Combat phase. However, if you still have more Combat Rounds of Long-Range Combat left to conduct, go to step 10.
10. If you won the Combat Round, you will have the initiative in the next Combat Round. If your opponent won the Combat Round, they will have the initiative. If neither of you won the Combat Round, neither of you will gain the initiative bonus for the next Combat Round. Go back to step 1 and work through the sequence again.
Close Combat works in a similar way to battles fought by Commander Oishi without the aid of a 20-metre tall mech. Sometimes, the text will tell you to go straight to the Close Combat phase.
1. Roll two dice and add your mech’s Melee score. The resulting total is your mech’s Melee Rating.
2. Roll two dice and add your opponent’s Melee score. The resulting total is your opponent’s Melee Rating.
3. For each Combat Round, add a temporary 1 point bonus to the Melee Rating of whichever of the combatants has the initiative for the duration of that round. (In the first Combat Round, this will be the mech or monster with the highest Speed score, unless your mech’s Speed score is the same as its opponent’s, in which case no bonus point is awarded.)
4. If your mech’s Melee Rating is higher than your opponent’s, you have wounded your enemy; determine damage (as described under Determining Damage on page 28) and go to step 7.
5. If your opponent’s Melee Rating is higher, then you have been wounded; determine damage (as described under Determining Damage on page 28) and go to step 8.
6. If your mech’s Melee Rating and your opponent’s Melee Rating are the same, roll one die. If the number rolled is odd, your mech and your opponent deflect each other’s attacks; go to step 10. If the number rolled is even, go to step 9.
7. If your opponent’s Integrity score has been reduced to zero or below, you have won; the battle is over, and you can continue on your way. If your opponent is not yet dead, go to step 10.
8. If your mech’s Integrity score has been reduced to zero or below, your opponent has won the battle. If you want to continue your adventure you will have to start again from the beginning, determining your attributes anew. However, if you are still alive, go to step 10.
9. Your mech and your opponent have both managed to injure each other. If your opponent’s Integrity score has been reduced to zero or below, you have won the battle and can continue on your way, but if your opponent is not yet dead, go to step 10. If your mech’s Integrity score has been reduced to zero or below, your opponent has won the battle and your adventure is over, but if your mech is still operational, go to step 10.
10. If you won the Combat Round, you will have the initiative in the next Combat Round. If your opponent won the Combat Round, they will have the initiative. If neither of you won the Combat Round, neither of you will gain the initiative bonus for the next Combat Round. Go back to step 1 and work through the sequence again until either your opponent is dead, or your mech has been defeated.
You determine damage caused during Long-Range Combat and Close Combat in the same way.
Roll as many dice as the winner of the Combat Round has Artillery points (in the case of Long- Range Combat) or Melee points (in Close Combat). Only those dice that have a score that is equal to or higher than the loser’s Armour score cause damage. Each damaging dice does 2 points of Integrity damage.
Alternatively, pick as many cards as the winner of the Combat Round has Artillery points (in Long-Range Combat) or Melee points (in Close Combat). Any that have a score that is equal to or higher than the loser’s Armour score cause 2 points of Integrity damage.
Occasionally you may find yourself having to fight more than one opponent at once. Such battles are conducted in the same way as above, using the ten-step process, except that you will have to work out the Artillery/Melee Ratings of all those involved. As long as you have a higher rating than an opponent you will injure them, no matter how many opponents you are taking on at the same time. Equally, any opponent with a Artillery/Melee Rating higher than yours will be able to injure you too.
In mech combat, there are no penalties applied for fighting more than one opponent at the same time. However, initiative bonuses do not apply either.
If you wish to reduce the amount of time taken by mech combat, you can use the Quick Mech Combat rules instead. In this case, ignore the rules about determining distance and the Long-Range Combat and Close Combat Phases. Instead, follow this ten-step process.
1. Roll two dice and add your mech’s Artillery and Melee scores. The resulting total is your mech’s Combat Rating.
2. Roll two dice and add your opponent’s Artillery and Melee scores. The resulting total is your opponent’s Combat Rating.
3. For each Combat Round, add a temporary 1 point bonus to the Combat Rating of whichever of the combatants has the initiative for the duration of that round. (In the first Combat Round, this will be the mech or monster with the highest Speed score.)
4. If your mech’s Combat Rating is higher than your opponent’s, you have wounded your enemy; determine damage (as described under Determining Damage on page 28) and go to step 7.
5. If your opponent’s Combat Rating is higher, then you have been wounded; determine damage (as described under Determining Damage on page 28) and go to step 8.
6. If your mech’s Combat Rating and your opponent’s Combat Rating are the same, roll one die. If the number rolled is odd, your mech and your opponent deflect each other’s attacks; go to step 10. If the number rolled is even, go to step 9.
7. If your opponent’s Integrity score has been reduced to zero or below, you have won; the battle is over, and you can continue on your way. If your opponent is not yet dead, go to step 10.
8. If your mech’s Integrity score has been reduced to zero or below, your opponent has won the battle. If you want to continue your adventure you will have to start again from the beginning, determining your attributes anew. However, if you are still alive, go to step 10.
9. Your mech and your opponent have both managed to injure each other. If your opponent’s Integrity score has been reduced to zero or below, you have won the battle and can continue on your way, but if your opponent is not yet dead, go to step 10. If your mech’s Integrity score has been reduced to zero or below, your opponent has won the battle and your adventure is over, but if your mech is still operational, go to step 10.
10. If you won the Combat Round, you will have the initiative in the next Combat Round. If your opponent won the Combat Round, they will have the initiative. If neither of you won the Combat Round, neither of you will gain the initiative bonus for the next Combat Round. Go back to step 1 and work through the sequence again until either your opponent is dead, or your mech has been defeated.
This is an optional rule that you can use to speed up Mech Combat, or make Quick Mech Combat even quicker.
If you roll a double when calculating your mech’s Combat Rating, your machine automatically causes its opponent a severe wound; deduct 10 points from your enemy’s Integrity score.
Your mech is armed with a ten-metre-long Electro-Katana and various rocket batteries. However, it also comes with a number of customisable Upgrades. When determining your war-machine’s strengths and weaknesses, you may also choose one Upgrade from each of the three categories below.
Combat Computer Upgrades
Enhanced Interface – adds 1 point to your Melee Rating when the mech is in close combat*.
Enhanced Targeting – adds 1 point to your Artillery Rating when engaged in long-range combat*.
Enhanced Scanners – deducts 1 point to your opponent’s Armour score when engaged in close combat*.
Robot Upgrades
Upgraded Actuators – adds 1 point to your Melee Rating when the mech is in close combat*.
Upgraded Stabilisers – adds 1 point to your mech’s Speed score.
Upgraded Hull – adds 1 point to your mech’s Armour score and 5 points to its Integrity score.
Deployable Upgrades**
Depth Charges – anti-submarine underwater explosives.
Drones – unmanned aerial vehicles used primarily for reconnaissance.
Flares – pyrotechnics that produce bright light and intense heat.
* These bonuses apply to Quick Mech Combat as well, and also when determining damage.
** Your chosen upgrade from this category may be used up to 3 times during an adventure.
Please note that the effects of Upgrades are cumulative. For example, if you selected the Enhanced Interface and the Upgraded Actuators, you will be adding 2 points to your Melee Rating when your mech is in close combat.
Record the Upgrades you have selected on the Samurai-class mech’s Adventure Sheet, along with the Electro-Katana, in the Upgrades box.
You start your adventure wearing a protective, Kevlar-weave, armoured bodyglove, and carrying a blaster. You are also armed with a Katana; the iconic curved sword of the Japanese Samurai warrior class, famed for its keen cutting edge. During your quest, you will no doubt acquire other items that may be of use to you later on. Anything that you do collect should be recorded on your Adventure Sheet, including any clues, as well as weapons, provisions, and other miscellaneous objects.
Any items that provide bonuses for any of your attributes, or those of your mech – such as a weapon that adds 1 point to the giant robot’s Melee score – only provide those bonuses when the item in question is in use.
And don’t forget, you also begin the adventure with 5 Ration Packs and 3 Medi-Packs.
There is more than one path that you can follow through RONIN 47, to reach your ultimate goal, but it may take you several attempts to complete the adventure successfully. Make notes and draw a map as you explore. This map will doubtless prove invaluable during future attempts at completing your quest and will allow you to progress more speedily, in order to reach unexplored regions.
Keep a careful eye on your attributes throughout the game. Beware of traps and setting off on wild goose chases. However, it would be wise to collect useful items along the way that may aid you later on in your quest.
Please keep all spoilers covered out of respect to those who want a blind experience. I will use personal instinct to break any ties.There are several ways that your adventure can end. If your Endurance score ever drops to zero or below, your trials have exhausted and overcome you. If this happens, stop reading at once.
There may also be occasions where you are prevented from progressing any further thanks to the choices you have made, or if you meet a sudden and untimely end. In all of these cases, if you want to have another crack at completing the adventure you will have to start again with a new Adventure Sheet and begin the story afresh from the beginning.
There is, of course, one other reason for your adventure coming to an end, and that is if you successfully complete your quest, the very same quest that awaits you now…
Please vote on the following:The scream of the dropship’s thrusters, and the hum of your mech’s reactor, are reduced to almost nothing by the audio dampeners operational in the cockpit of the Samurai.
As the Tatsu maintains position over the atoll, you instinctively check your harness straps one more time, and put a hand to the hilt of the katana clamped to the side of your seat.
“Commander Oishi,” the voice of the dropship’s pilot crackles over the comm, “we are over the drop zone.”
“Understood, Lieutenant Tsunenari,” you respond and then, broadcasting on all channels, address your team. “Phoenix Squad, sign in!”
One by one, the five other members of Phoenix Squad do as you command.
“Takanao reporting, Commander. Samurai 16 is ready to deploy.”
“Masatane. Samurai 23 is also ready, Commander.”
“Norikane, Commander! Samurai 39 is good to go!”
“Sadayuki. Samurai 41 firing on all cylinders, Commander.”
“The supreme art of war is to subdue the enemy without fighting,” Shigemori’s voice echoes within the cockpit. “Samurai 52 is primed for battle.”
“Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt,” you reply, quoting Sun Tzu’s The Art of War back at him.
“Weapons hot!” you bark into the comm, bringing both your own mech’s long-range artillery and close combat weapons online. “The Tengu Array had pinpointed this location as a hotspot of kaiju activity, so stay alert.”
The doors in the belly of the dropship yawn open and an alert starts to chime on the helm-display in front of you.
“Release docking clamps on my mark,” you say, your hand hovering over the touchscreen control panel. “Mark!”
Tapping a virtual button on the screen, you feel the vibration as the docking clamps holding the great war-suit in place snap open, and a split second later your stomach is in your mouth as the Samurai freefalls from the belly of the hovering Tatsu.
Turn to 1.
Should we follow the gamebook’s rules? If so, should we use dice or a pack of playing cards (specify whether you want to return or leave out any drawn cards if you vote to use playing cards)?
How should we use the 10 extra points towards our hero’s Agility, Combat, and Endurance?
Do you wish to make any changes on how Commander Oishi’s energy blaster should be used whenever our hero has the initiative in the opening Combat Round?
What should the mech’s starting Speed, Armour, Melee, and Artillery scores be?
Should Mech Combat follow the Long-Range Combat and Close Combat Phase rules, or follow the Quick Mech Combat rules?
Should the Double Damage rule be applied when carrying out Mech Combat?
Which Upgrades should the mech be outfitted with?
Please make your decisions before 9:00 AM PDT to guarantee that they will be counted.













