Although the Iron Warriors are the most well-known public face of the Daidoji family, they also study a style of warfare specialized in scouting, ambush, and precision strikes against vulnerable enemy assets like commanders and supply caravans. Daidoji Scouts readily employ traps and surprise attacks, accepting a certain amount of dishonor in their own conduct for the sake of the greater good of the Crane Clan. They rely on the rest of the clan to provide them with political cover for their questionable actions.
Rank One: Surveying the Land
The Daidoji scouts are masters of observation and pursuit, tracking their opponents, harassing them, and delaying them with traps and ambushes. You gain +1k0 with Stealth and Hunting skill Rolls. Any rural/improvised traps you create are exceptionally deadly, inflicting +1k1 extra damage.
Rank Two: Scouring the Shadows
Daidoji scouts strike from concealment, hitting their opponents with swift and devastating attacks. When attacking an unaware opponent you gain a bonus of +2k0 to your attack roll.
Rank Three: Weaken the Resistance
The Daidoji learn to strike with precision, hitting their opponents in weak spots and evading their armor. You may ignore any Reduction your opponent gains from wearing armor or from school techniques. (You cannot ignore the natural Reduction of creatures, or Reduction bestowed by magical or supernatural effects.) If you attack an opponent who has no Reduction from armor or techniques, you gain +1k0 to your damage rolls.
Rank Four: Strike and Move
The Daidoji scout strikes with the swiftness of the wind itself. You may make attacks as a Simple Action instead of a Complex Action when wielding a katana, wakizashi, knife, or bow. Your traps now inflict +2k1 extra damage.
Rank Five: Cunning of Daidoji
The true master of the Daidoji scout school needs only a single strike, for his opponent never survives to see the second one. During a skirmish, you may spend a Void Point as a Free Action to attempt a deadly precision strike on your next attack (this may be done with a melee or a ranged attack, but cannot be done more than once in the same Turn). Any Maneuvers called on this attack require 1 less Raise (to a minimum of 1 Raise), and if you successfully hit you gain a bonus of +1k1 to your Damage roll. Furthermore, if your opponent is unaware of you, your Raises on this attack are not limited by your Void.