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The Empire of Rising Sun
Versio 1.0 by Markus Vilander
This document is completely unofficial and in no way endorsed by Games Workshop Limited. No challenge to their status intended. All Rights Reserved to their respective owners.
INTRODUCTION...........................................3 Land of Nippon................................................4 FORCES OF NIPPON...................................5 Samurais of the Empire of Rising Sun............5 Rules of Samurai......................................5 Daimyo.........................................7 Daimyo's Chosen..........................7 Samurai.........................................8 Veterans........................................8 Daimyo's Honour Guard...............8 Ronin........................................................9 The Ashigaru.................................................10 Ashigarugashira..........................10 Ashigaru......................................10 Ashigaru Scouts..........................11 Mounted Ashigaru......................12 Dogs of War................................12 Realm of the Kami.........................................13 Servants of Shinto.......................13 Request for Kami............14 Shrines........................................15 Kami Mounts..............................16 The Ninjas..............................................17 Ninja Missions............................18 Attention: Hired Services...........18 SUMMARY...................................................32 NIPPONESE ARMY LIST...........................25 Lords.......................................................26 Heroes.....................................................28 Core Units...............................................29 Special Units...........................................30 Rare Units...............................................31 Items Blessed by Kami..................................19 Common Magic Items............................19 Magic Armours.......................................19 Magic Weapons......................................20 Talismans................................................21 Enchanted Items.....................................21 Scrolls.........................................22 Banners ..................................................23 Kami ......................................................24
The Empire of Rising Sun is isolated island kingdom surrounded by Cathay in west and high seas in every other cardinal point. And even island upholds quite small population, their have been able to keep themselves unconquered, regardless forces they have forced to face. This book is made to bring life for small country who keep standing against the odds. Country that can be truly said to be blessed by the spirits. Country that allows players field one of the most iconic type of warriors: samurais. Of course, we haven't forgotten ninjas but they aren't seen on battlefields – if they would be seen, they would be true ninjas, right? Material in this book is not official and may have serious errors or imbalances. Any thoughts, experiences, questions and feedback would be highly valuabled. I wish happy gaming and enjoyable time with the Nippon – The Empire of Rising Sun.
Land of Nippon
Nippon is isolated island with high mountain range divining it in the half and temperate weather. Clouds brought from seas do not pass them easily but rains to the slopes instead. All this makes slopes well suitable for farming rice and majority of Nippon's small populance do live from the land – either cultivating it or using its natural products as a building materials or medicines. Strange long but durable grass which is easily mistaken to tree has become single corner of Nippon's everyday life because its qualities and ability to be used almost anything needed, even as a food. Yet no other material could support so plending form of architecture so flexible way. Also, all kind of herbs and flowers collected right way are highly priced as there is some usage for almost any plant encountered. However, dealing with many of wanted plants is art of their own as even sligtly mistake can result death. Somehow, this haven't still stopped Nipponese to trying find alternate methods and usages. However, while mountains offers plenty of natural resources, they also offer cover and hiding places for bandits as well as many different beasts that roams in lands of Nippon. So it is not surprise that land do not lack men who are more than able to defend themselves and their homes. Most famous of Nipponese warriors are the samurai – men who are almost lost their humanity for sense of duty to their lord. Many of the lords are samurai themselves, serving even greater masters in hierachry, up to the ruler of whole Nippon, the Emperor. Yet, even samurai don't seems to have feelings or needs of their own, they have high understanding for morals; immoral lord may find himself soon without samurais, either because they have gone to search worthier 4 master or commit ritual suicide as a protest against poor orders and commands. Land of Nippon is also filled with the spirits and minor gods known simply as a Kami. They belong every Nipponese every day life as well as food – or case of famine – even more than food. Kami are everywhere. In rivers, in forests, in structures, even in fireplaces tend to have their own kami. As long as nothing bad happens, they are well thanked and if when something goes wrong, instead being cursed, people will try to appease or support them. Nipponese do believe that they are under guidance and protection of Kami and only reason why bad things happen is either that local Kami is displeased or it is battling something evil so powerful that struggle drains all its powers, thus leaving people unprotected against lesser evils. Nobody understand Kami better than priests devoded whole their lives for serving Kami. Sometimes people are simply chosen by Kami and thus even young childs unable to write can be leaders of temples. Kami do have their reasons and non should questioning them.
FORCES OF NIPPON
This section of the book details the forces from Nippon, the Empire of Rising Sun. It provides rules neccessery to use all elements of the army in your games of Warhammer. Every regiment and character is descripted here. Any special rules that apply to a particular model are given here.
Samurais of the Empire of Rising Sun
Have you heard stories of stubbornness of Dwarves? Or stories about brave of Bretonnian knights? Or love for music and art of elves of Ulthuwe? Oh, I see you have heard them all. Very well my young friend, in your thirst of stories I have to draw my ace from my sleeves. I’m sure that you have not heard about Samurais who live on far-off land in direction of Rising Sun? No, no, no. Samurai is not a race unknown for you. They are humans as we are. Don’t look that disappointed – even they are humans, they have all those qualities I mentioned while I spoke about elves and dwarves and those knights of Bretonnia. Yes. They do have all those merits, even their name means in our language “to Serve”. They are warriors who live and die in name of their masters. Well asked and yes, they will give no square of ground freely. However, even dying is part of their duty and honour but they do not seek their death as slayers you mention. Image what kind of man would be perfect warrior and you are quite close what samurais are. Of course not! I’m not telling you lie! You haven’t just heard about them because they live far away and live in isolated island and they are very cautious with outsider. So, there are few things you should know about them as you never know where Winds of Fate will lead you...
Rules of Samurai
All models that are samurai will be affected by following Special Rules: Way of the Warrior All samurais are stubborn and ignores panic caused non-samurai models. If joined by general, they also become Immune to Fear. However, they may never refuce from challanges and any samurai run down, fleeing or fled at end of the battle is worth one and half times its normal victory point value. Binded Banners Banners are not automatically lost if model with banner flees or breaks and no other model in unit may re-claim banner if model with banner is killed. However, if model with banner is caught while broken or fleeing, banner is worth double of its normal victory point value. Big and Small Every samurai is always armed with katana and additional hand weapon. Katana is hand weapon with Poison and Armour Piercing special rules. Weapon Techniques Samurais armed with long bow (Dai-Kyu) may always shoot from single additional rank. If samurai on foot is fighting with naginata (halberd) or yari (spear) and chooses Hold as a charge reaction, opponent's ability to strike first due charge is ignored. Mounted samurai armed with naginata (halberd) gains additiona +1 to strenght on turn he charges.
Designer’s Notes What are trademarks of samurai? Lots of things. I found Nippon army very similar to armies of Bretonnia – clear upper military class with very powerful yet similar troop choices and then clearly weaker ‘commoner’ type troops. Someone could call that Feudal system. Bushido, I mean, Way of the Warrior is something what makes samurais totally different from average elite soldier. I wanted also add them backpack banner instead of normal ones because I can’t remember any pictures were samurais would be with traditional banners, only those linked to their armours. From same reason, usage of such banner requires heavy or heavier armour to be used. While Bretonnian knights do have their virtues, samurais have Bushido. Bushido is superior to any virtue maybe except Grail Virtue. However, to gain everything out of it samurai units and characters, they should stay within 12” from Daimyo and Hatamoto. Additionally, failing even single of leadership can cause serious impact to end result of the battle. Lets say, there is unit of samurai worth of 200 points with banner. If they fight and die to the last man, it is just 200 victory points to their enemy (200 from troops, none from the banner). However, if they do break and are hunted down before rallying, opponent scores 500 points (One and half time the unit’s cost and twice the normal from the banner 1,5 x 200 + 2 x 100; 300 + 200 = 500). That is two and half times the original point value of unit. Anything that can auto-break units become really terrifying.
While Shogun may be the Emperor and highest author, Daimyos is Lords of the Land in Nipponese world. Even they are liability to ruling Shogun, Daimyos usually acts very independently and those acts are mainly powered by their own motives and desires. While in the Empire elector counts are leaders of their provinces and land, Daimyos is leaders of their clan and people and thus weak Daimyo can be the ends of his dynasty. Many of Daimyos has been samurais before ‘promotion’ and they still keep following the Code of Bushido. While they are now Masters instead Servants, there is always Shogun and Kami who can be served, in principle at least, and thus Virtues of Bushido are not lost. Daimyo M WS BS S T W I A Ld 4 6 5 4 4 3 6 4 9 Daimyo's Chosen
Daimyo's chosens are so brave and skilled samurais that they has gained their master's attention throught their deeds. These men forms daimyo's inner circle and gains special duties as carrying their master's personal banners to battle, command forces in his name or act as bodyguards on diplomatic missions as well as on the battlefields. They also act as their master's council of military advisors if ever requested – and even extremely loyal to their master, most of these men do dare and will to disagree with their master instead following him blindly if there is good reason to do so. Title of Daimyo's Chosen is not given or taken slightly and such name will inspire respect in samurais – even in those samurais who serve rival daimyo. M WS BS S T W I A Ld 4 6 5 4 4 2 6 3 9
Master and His Servants Daimyo is always general if present and he may only join units of samurai. Additionally, any samurai model able to use general's leadership is allowed to roll additional dice when making any leadership tests, discarding the highest.
Ruling Elite Daimyo's Chosen is samurai and may only join units of samurai. Hatamoto Battle Standard Bearer. All samurais able to benefit from Battle Standard Bearer are also allowed to re-roll any failed psychology test.
Samurai is professional soldier and part of upper military class. They follow the Way of the Warrior and are more willing to give their life than suffer shame of failing his duties. Trained to live like a samurai since their birth as part of their heritage – turning them slowly masters of both in skills of combat and social situations. Even if they are professional killers, they still know how to be behaviour. On battlefields, they are trained to fight on foot as well as mounted and thus every samurai can become mounted warrior if needed. Lack of horses is rarely the issue as riding is luxury that most samurais enjoy during their journeys – marching is something that doesn't belong life of samurai. And as skilled as they are in riding, they are good using Naginatas or Yaris. Even not much more than simple polearm for average man, samurais can cause real surprise for anyone who charges them without better knowledge. Samurai Sensei M WS BS S T W I A Ld 4 4 3 3 3 1 4 1 7 4 4 3 3 3 1 4 2 7
Veteran samurais are gone throught dozens and dozens of battle and still they have managed to continue without giving up the Way of the Warriors – or their life. Most of them have personally faced death more than once and still managed to walk away. Their bond towards their master has got only deeper and their master also know that he can rely on them, regardless the situation. M WS BS S T W I A Ld 4 4 4 3 3 1 4 1 8 Veteran Sensei 4 4 4 3 3 1 4 2 8 Veteran Samurai Veterans are samurai.
Daimyo's Honour Guard
Only few can archive status being part of Daimyo’s Honour Guard. Only the finest of samurais are chosen for this duty and many times only deeds is not the only reason but physical might also. They are typically strong, tough men yet they fight with finesse instead sheer strength. As many Nipponese are small in size, these men are easily noticed even if surrounded by other samurais. And of course, there are also countless exceptions of this but generally everyone of honour guard has strength to cut man in half – and his mount as well. Honour Guard Captain M WS BS S T W I A Ld 4 4 4 4 4 1 4 1 8 4 4 4 4 4 1 4 2 8
Samurai Samurais are samurai. Who could have expected without this special rule note?
Great Yoroi Yorois and Great Yorois are extremely detailed, laminated armours of Nippon. Great Yoroi gives a 4+ armour save to its wearer.
Samurai Honour Guards are samurai. Strenght of Oni When using Great Weapon, honour guard is treated to having Killing Blow ability.
Ronin are samurais without master. This is because they have failed their duty or acted against their former master’s will, but mostly because clan of daimyo they were serving was come to end and these samurais were not willing to start serving the new ruler nor make ritual suicide similar. While many of these samurais without master become no more than mere bandits or bodyguards and hired thugs for anyone who have money to pay from their services. Even if they have far fallen away from what they were while still serving their master, no situation can force samurai to leave the Way of the Warrior. It said that spirit of true samurai never change even times would do. Ronin is downgrade option for Daimyo's Chosens, Samurais and Veterans to take and they will follow thse additional special rules: Masterless No ronin can carry standard of any kind. Additionally, while all ronin do benefit from all samurai's special rules, they are not treated as samurais for any other purpose. Ronin does not cause panic in samurais or benefit from Daimyo's Master and his Servants rule for example. Limited Supplies All upgrades cost one and half time the normal cost, rounded down. Cost of senseis, magic items and Kami mounts are unaffected. Distrusted Number of ronin units may never be higher than number of other units. If army is lead by samurai, ronins may not excess the number of identical samurai units. Hired Service Daimyo's Chosen that has become ronin loses his Ruling Elite rule. Additionally, he may never become army general if other characters are present. However, if he indeed become general, ignore Distrusted special rule.
Ah. There you are. Why do you look so worried? No, fear not. Not every soldier in Nippon is deadly as elf, stubborn as dwarf or brave as knights of Bretonnia. Yes and no; while they are similar to those men-at -arms serving Bretonnian lords, they are still more solidiers like those Empire's state troops than mere armed peasants. That was very insightful from you, clad that you realised. They indeed are backbone of many Nipponese armies – samurais are only the elite force. By the way, they are called ashigaru and they live, fight and die like anyone else. Except when we fight, we get better payment than they ever would. So are you feeling any better? Good.
Ashiguragashiras are leaders of Ashigaru and they belongs somewhere between elite samurais and low-grade ashigarus in social hierachry: while they are noticed by local lords and payed yearly wages that are not cut even during times of peace yet still they are not allowed enjoy privileges of samurai. Outside of battlefields, they are often important person within local population, either fulfilling duties as captain of debuties or even as leaders of villages. While many ashigarugashiras are heads of families who have served family of their samurais masters for generations, thus such special duties are granded as a reward, there are also those who are skilled and trusted individuals and thus gained popularity among the citizens. Regardless their backgrounds and affinity towards ruling elite, they are skilled persons that inspires ashigarus to do their best.
Asgiharu are lowest caste in military hierarchy – if even that – and they are more mercenaries and opportunists than full-time soldiers. They are called together whenever local leaders need manpower and are willing to pay for it. While many of ashigaru do perform as deputies or guards for anyone who pay enought, many of them do work at farms of their families, helping towards common good. And because farming is seasonical work and even if minority of ashigarus would be truly working at farms, all ashigarus do know when it is good season to demand highers payments for the job to replace loses caused due their absence from farms. Even seemingly unreasonable demands, many lords do delay their integral military campaigns to more cheaper seasons. This results much more peaceful periods during key times of farming, allowing Nippon Empire to enjoy far better harvest it otherwise could. Most ashigarus fight with polearms if possible while some of them are armed with bows. And even crossbows and handguns are known in Nippon, no proud and self-respectng man would use those. Ashigaru Captain M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 4 3 3 3 3 1 3 2 7
M WS BS S T W I A Ld 4 4 4 4 4 2 4 2 8
Low in Hierarchy Ashigarugashiras may not join samurai units and no samurai may ever use ashigarugashira's leadership. Also, he may never use heavy or great yoroi equilavent armours.
Ashigaru scouts are actually merely highly skilled hunters and trappers – or sometimes bandits – who are rarely looking forward to be enlisted as mercenary. They live long periods in the wilderness, sometimes even their whole life and disputes between rival lords are rarely their concern. However, their skills of moving unseen and silently are well-known and sometimes they are even mistaken to ninjas when they emerge from their paths and thus caused false alarms. They are often ordered to serve their masters, sometimes even season before actual date of attack, just to be sure that word has reached them in time. They are valuable not only for reconnaissance but as a troops as well even they lack formal military training. Wildernsess of Nippon is dangerous place and only those who are skilled enough will survive. Commoners rarely question why those men actually do anwer the call to arms, as for them, serving lord is unquestionable duty. However, reasons to answer are often much more deeper – those may include serious threats towards their family if left unanswered, restoring honours or maybe remission for outlaw. Regardless the reason, promises of wealth rarely have any weight among these men. They are usually fighting for themselves, not for lord hired them, making them unreliable in tough situations – unlike samurais, they are not risking their life if odds doesn't favour them and they are good in measuring such odds. Still, wise generals shouldn't get themselves fooled, however, as they scouts are braver and more cunning they seems to be. Scout Pathfinder M WS BS S T W I A Ld 4 4 4 3 3 1 3 1 6 4 4 4 3 3 1 3 2 7 Feint Flees Even not actually cavalry, Ashigaru Scouts do benefit from fast cavalry's feint flee rule. Encircle Instead being placed on table, unit may try to encircle the enemy. During any own Start of the Turn phase, unit may try to emerge. Unit rolls 2d6 and add number of units with scout rule in opponent's army and then reduce number of current turn from the result. If final result is equal than unit's leadership value, they are placed within difficult or very difficult terrain piece nearest to opponent's table edge and they are free to act normally starting from following movement phase. If check is failed, unit suffer automatic d3 wounds for each point check was failed. Nonemerged units counts as fled when counting victory points.
Oni No Yari Oni no yaris are very long spear typically used by ashigaru infantry. When used in masses, those from near-unpenetrable wall of blades. Oni no yari is two-handed spear that allow attack in two additional ranks instead one when not charging. If used against enemy on turn it charged to front of unit, enemy must re-roll all its successful armour saves rolls.
Riding is privilege that generally belongs only for samurais and nobility. However, this is not enforced by law but is simply result of price of horses – only the rich can keep mounts suitable for battle. Even work-horses are expensive and bringing such in the battle is really expensive invest, yet speed that horse bring can save man's life or even bring victory. Thus time to time, riding ashigarus are seen on the battlefields, often fighting alongside their masters. Many of these riders are men whose family is binded to serve family of their samurai masters and they are ready to follow their masters to the battle, even mounted if master request so. Fact that they are allowed to ride alongside their master is reward in itself and one of highest honours ashigaru may hope. To contrast, another large group of mounted ashigarus is formed from bandits. For them, mount is essential tool for quick raids, withdraws and aid for carrying all the looted goods. They are also reason why most villagers are afraid of mounted ashigaru, even more than ronins; sometimes only method to regonize these two form each others is katanas carried by ronins and even that doesn't guarantee identity of rider for sure.
Mounted Ashigaru Mounted Captain
Dogs of War
Nippon is isolated land and Nipponese are gladly to keep it that way. People there don't trust outsiders as most of them lack clear sense of duty or true respect for Kami. Yet Dogs of War are hired mercenaries beyond direct authory of ruling lords. Hiring such mercenary bands are often seen as a sight of weakness as it suggest shortage on manpower but bold move as well. Even most daresome lord wouldn't dream to hire just anyone and their options of suitable foreigns are quite limited: High elves are only outside force Nippon has opened trade-lines and even few hundred years later relations towards Elves of Ulthuan are merely polite instead truly friendly. However, rulers access to mountain ranges do still have another source of manpower. Mountais do hide many secrets and at least six ogre tribes – or oni as they are locally called – do resident between mountain tops. Oni are seen as powerful evil spirits that hunger human flesh and who manifest especially during times of strife and bloodshed – and are one of those rare things that even bravest samurais do hesitate to face. Oni are indeed often drawn towards such conflicts, wanted or not, and they are often hired by cunning lords to make sure that rival's samurais do not prevent his plans or simply to lure Oni away from troubling his lands and property.
M WS BS S T W I A Ld 8 3 3 3 3 1 3 1 7 8 3 3 3 3 1 3 2 7
Realm of the Kami
So, there you are again. Did you managed to get any method how you could deal with ashigaru surported samurais? Hmm. Yes. Yes. True. I see where is your point. Even their culture is more close dwarves than humans of Old World and even they do not have wizards nor natural resistance against magic like dwarves do, don't be fooled to think that they are helpless against powers of wizardry. While not having wizards in their aid, they do have priests and priestess of Shinto. Ah. Good question. Shinto itself means the Way of the Gods. They are able to attract Kami – common name for all gods and spirits – and gain their aid. Yes, those powers are similar to our priests, yet much more powerful as they have many of gods and spirits as their aid. Well, that was interesting though. But no, they are not necromancers more than priests of Morr are. Servants of Shinto just draw attraction of spirits who want to help them. Think them more like... Hmm. Like those forest spirits that are said to guarding Forest of Loren, those who turn you mad if they don't like you but the opposite. You look troubled again. Maybe we just continue tomorrow, so go get some rest now.
Servants of Shinto
Land of Rising Sun has always attracted spirits and other unseen forces. Nipponese on other hand are always listened and respected these un seen beings – such powerful beings should be respected as there is nothing one can do against wrath of Kami. Shinto priests and priestesses are people serving the Kami. They have hallowed their life for serving them as well as serving the people who want show their respect to Kami – priests prepare ceremonies, they take care of shrines and other public locations believed to be home of Kami and help people if they have troubles how the serve Kami right way. Even Kami do not demand dress code, most priests wears white, making them easily noticed by people and Kami alike. Sometimes Kami even choose certain persons and once picked, person fate is sealed to become High Priest: No gender, status or age has meaning and once chosen, Kami do listen their own. Priest High Priest M WS BS S T W I A Ld 4 2 2 3 4 2 3 1 8 4 2 2 3 4 3 3 1 9 Request During magic phase, Servants of Shinto, even in close combat, are able to express requests for Kami. Requests are treated as bound spells with Power Level 4. Priest may express single and high pirest may express two request per magic phase. Ceremonies Two or more request can be combined to single ceremony as long as all servants of shinto taking part to ceremony are outside of combat and within 6” each other. Nominate single servant as a ceremony master. If he success in leadership test, ceremony success, otherwise request are wasted. All disctances are counted from ceremony master. Ceremonies are bound spells with Power Level 10 and each additional request sacrificed to ceremony after first two increases Power Level by 2 and ceremony master's Leadership by 1. Shrines Servants of Shinto that are within 6” number of shrines can perform additional request per magic Additionally to bougth shrines, all terrain features are treated as a shrine. of any single phase. special
Spiritual Protection Priests generate single and high priests generate two dispel dices per turn.
Request for Kami
Shelter of Spirits Remains in Play This Request provides 4+ ward save against non-magical ranged attacks for single model within 12”. If Ceremony is used to cast this Request, it provides 5+ Ward Save for whole unit instead. Blessed Renew This Request heals one character within 6” from all wounds he has suffered during the battle. If Ceremony is used to cast this Request, all friendly characters are healed to their full wounds within 12”. Ward against Evil Last one turn Place 3” template over the Priest. Any Undead or Daemon model or unit wishing move to that area must pass Leadership test to do so. Models already inside the area must immediate take Leadership test and if failed, they have to flee 1d6 away from priest. If Ceremony is used to cast this Request, use 5” template and Leadership test suffer penalty equal to Request sacrificed to cast Ceremony. Morning Mist Remains in Play This Request covers single character within 6” to mist and he may not be targeted with ranged attacks of any kind and all melee strikes against him will hit only with natural 6s. If Ceremony is used to cast this Request, charge distance against mist-covered character and unit he is within is reduced by 1d6”. This may cause charge to become failed. Travel with Kami Remove the Servant of Shinto from the table. In start of his next magic phase he reappears and is placed to anywhere on the table as long as he is more than 2” away of enemies. Time he is away he is counted as dead (generate no dispel dices etc). If Ceremony is used to cast this Request, not only the Leader of Ceremony is effected of description above, but also unit he is within.
Decripter's Notes As you can see, Servants of Shinto are very similar to Warrior Priests of Sigmar. However, while priest were essential for Nippon list, I still wanted them to be really different and Ceremonies were my answer for set dilemma. They fit the feel really well. Now lone shinto priests are far weaker than warrior priests – both in physical and spiritual. Unlike warrior priests, however, shinto priests become potent force once they begin ceremony: Their powers do not only challenge warrior priest's equivalent, they challenge wizards as well. Using ceremonies isn't cheap or easy. They requires either shrines or multiple priests and opponent has methods to mess whole thing up and with good reason: If left unchecked, they can cause nasty surprise for careless or unlucky opponent.
Shrines are essential part of Nipponese everyday life. Every household have at least one and keeping good care of it doesn't just bring honour for the owner of the household but blessing of Kami as well. All location thought to be sacred or has high important have their own shrines as well, so it is not surprising that there are shrines around Nippon almost everywhere, at least if you know where to look from. There are also many shrines are centuries old and forgotten in the past yet those are still habited by Kami. Any fool who damages their home without their permission will usually face fate worse than death as death doesn't give chance a repent their actions. However, only few can truly cheat the Kami so even if someone else managed cheat other to do dirty job for them, they are not out of harm's way: As if cheated honestly believes that Kami approves their action, Kami are known to haunt the real culprits to brink of destruction. Shrine 5+ Ward M WS BS S T W I A Ld - - - 6 6 - - Terrain Shrines are actually terrain instead part of Nipponese army. Once all terrain pieces are placed but before deployment zones are chosen, owning player places shrines on table. Shrines may be placed in base contact or within any other terrain pieces. If so, whole terrain piece is treated as part of shrine. Because terrain, shrines do not hold victory points and are ignored by nonvoluntary actions, like frenzy, related to enemy models. Due Shrine's immobile structure, it is also affected following special rules: Immune to Psychology, Unbreakable and Flaming. Kami's Revenge Any model or unit (friend or woe) that directed any kind of attacks towards shrine must take leadership test afterwards. If failed, model or unit suffer d6 wounds without armour saves randomized as missile hits. Any hit is caused by 'accidentally' (scattered artillery, breath weapon etc), model or unit is treated to having Leadership 10 for the check as long as initial target wasn't within the shrine.
Kami are spirits and gods. They can be found everywhere if they just have place to stay. Woods, rivers and fields are as good places as temples and other commonly sacred areas. And not every of Kami are independent supernatural being; features of one’s soul can be also be spoken as Kami. Warrior’s fighting spirit is part of warrior itself even his fighting spirit is Kami also. They should be respected and well treated, otherwise they may forsake those who were once close to them or even bring misfortune. Sometimes powerful Kami are manifested during time of need, lenting its power and aid. M Tough Kami 2 Lethal Kami 6 Fast Kami 9 Large Target Spirit All Kami are spirits and have following special rules: Cause Fear, Immune to Psychology, Magical Attacks and 5+ Ward against non-magical attacks. Unique Beings Unlike most monsterous mounts, there too many different kinds of Kami out there to make one for every belief. For this reason Kami mounts are costom made and may have following special qualities:
Fly Kami has Ability to Fly Ethereal Gate No moment penalties from any terrain. Lightning Instead normal move, move Kami 18” in straight line to single direction; any model under the path is treated like hit with cannon ball with S4; if move ends in base-to-base contact with enemy, move counts as charge. Electrical For every full 5” Kami charges, it deals 1d3 S4 impact hits. Does not work with fly move. Horn Gives +2 strength on turns Kami charges. Furious Kami doubles its Attack on turn it charges Unstoppable If Kami’s attack wounds, it gains additional attack. Ccontinue until it fails to hit or wound its target. Boulder When charging, Strength of Kami is doubled. Poisonous All attacks counts as poisonous. Piercing Extra –1 modifier to opponent’s Armour Save. Swift Kami gains Always Strike First rule. Fiery Kami's attacks counts as Flaming Magical Resistance Kami gains Magic Resistance (2) Protected Ward Save of Kami is increased to 4+. Holy Kami may perform Request: Ward Against Evil as a Shinto Priest. Draining All models in base contact with Kami, including rider, suffer automatic wound without Armour Saves on roll of 6. Any wound caused heals Kami up to its full wounds. This power is works like Bound spell with Power Level 3. Uneasiness All enemy units in Base-to-Base contact with Kami suffer –2 penalty to their leadership unless Immune to Psychology. Terror Kami Causes Terror
WS 4 5 4
BS 0 0 0
S 5 4 4
T 6 4 4
W 6 3 2
I 2 5 5
A Ld 1 9 3 8 2 7
So you planned to sneak and try to make own research, eh? You have to learn patence or at least become more careful. No, I'm not discipline you because you woke me up but lets see how well you can sleep after I tell you about Nipponese assassins. Yes, they indeed do have hired killers. Yes, men like Vespero but even more lethal I fear – if their identity would become known, like Vespero's is, they would already dead. All I know that they only persons within such clans with known identity is their leaders, so unless able to kill leader in their art, known identity is same as death penalty. No, you got it wrong. They are still honourable as any Nipponese. If their aid is requested from the master, he or she... Yes, they can be women also. Good boy, start breathing! Where I was. Yes. Master decides if victim is worthy target. Regardless is request acceptable or not, clan still keeps the payment. Yes, they get their payment in advance or at least so I was told. Absolutly no! For Shallyan's sake, you shall become fair mercenary prince, not mere killer for hire. Beside, I doubt that they are allowed to enjoy their wealth same way we can, as it could reveal their identity. Yes indeed. They truly sit on pile of gold and cannot enjoy from it. So image the fate you just wished. Cruel ins't it? Off you go and try to get some sleep... Ninjas are extreme specialized heroes of Nippon armies. Unlike most of troops and heroes in any army, ninjas actually show themselves on battlefields only in direst need – if even then. However, their impact to battles is huge, sometimes even crucial. They act behind the scenes by gathering knowledge, infiltrating and even dealing with enemy’s most important persons when they least expect it. Ninjas are greatly feared by those who know about them. However, they act secretly and are moved by either payments or bonds they have. Even they are trained from child for these deadly missions where own life means nothing if that is only thing that would prevent mission to be accomplished. Ninja masters are like living shadows even only persons in their clan with known identity. It was them who taught skaven of Clan Eshin and even then those masters kept deepest secrets of their art by themselves. If ever personally taking part to any mission, their targets simply die. And while common explanations for those incident are daemons but those few who know better are filled with even greater fear. M WS BS S T W I A Ld Ninja 4 6 6 4 3 2 6 3 10 Ninja Master 4 6 6 4 3 3 6 4 10 Behind the Scenes Ninjas and ninja masters are hired to fulfil mission, not open warfare. After deed is done, ninja have no other impact to battle. Thus statistics above are only needed if all players wants to play the ”Assassination” instead simply rolling for it. Each ninja can be given more than single missions but same mission can’t be given twice for same ninja. Ninja master are extreme skilful in what they do and thus they gain +2 bonus on any roll as long as roll affect them or is related to their mission. If hacing multiple orders, progress in following order: Access to Plan, Gain Vital Info, Sabotage, Assassination and Bribes. If any of actions is failed, remaining orders are also wasted. Unless all missions success, ninja is counted as casaulty for victory points. Even if all go smoothly, opponent is still awarded half of their worth: hiring ninjas always hurt the treasury regardless how well plans go...
Assassination Ninja is send after single important character of opponent’s army. After all models are placed but before battle begins, state what character ninja is targeting. Assassination attempt works on 4+ against Heroes and 6+ against Lords or army General. If attempt success, targets suffer 1d6 wounds. No regeneration, armour or ward saves can protect against these wounds. Sabotage Ninja is sent to eliminate some serious risk of opponent’s army. After all models are placed but before battle begins choose single unit of any kind (any Core, Special or Rare unit). On 4+ the sabotage attempt is successful. Infantry unit suffers 2d6 wounds; mounted units, monsters or crew of war machine suffers 1d6 wounds. No regeneration, armour or ward saves can protect against these wounds. Access to Plan Ninja is sent to find any information that could help hirer or gives misleading information for enemies. On roll of 3+ ninja successes in his mission. If success, side that hired ninja gains +2 to both rolls when rolling who chooses table edge and who can take first turn. Obviously, this bonus is revealed before either of those rolls is made. Multiple bonuses do stack. Gain Vital Info Ninja is sent to find out to be finds out everything of army’s arsenal. On roll 5+ ninja manages to get all information about what units and heroes opponent have, where hidden models do situated and list of all magic items opponents have. In other words, ninja gains access to opponent’s Roster Sheets! Bribes Ninja is sent to bribe – or threat - those who not too loyal but still have some importance. Ninja marks single enemy champion. Once chosen champion makes base contact with unit belonging ninja's side, champion must take leadership test. If failed, champion is replaced to first rank of opponent's unit. He still uses his own statistics and weapons he was originally carrying. Champions those are frenzied, stupid or immune to psychology pass leadership test automatically. Models with hatred can be bribed but they may re-roll failed leadership test.
Attention: Hired Services
It is important to notice that all armies do have access to pre-battle plotting, not only Nipponese. Anyone may hire ninja or similar professional for the job. However, other generals are limited only hero-level performances and each professional may perform only single mission with 150% price. Skaven and Dark Elf assassins as well as Wood Elven waywatchers (and any other 'assassin' type character) are exception: They may take multiple missions with normal prices. However, if failed, model may not take any futher part to the battle. Only lord-level characters may take and perform missions as a ninja master, otherwise only hero level performances are avaiable.
Items Blessed by Kami
In this section the common magic items are listed first (see page 122 of the Warhammer rulebook for a complete description). ‘Nippon only’ magic items are also listed and these can only be used by models from this book. Any magic items chosen must be selected within the point limitations set by the army list section. All the rules on magic items presented in Warhammer rulebook also apply to the ‘Nippon only’ magic items.
Common Magic Items
Sword of Striking:...……………..…… 30 pts Weapon; +1 To Hit. Sword of Battle:……...………..……… 25 pts Weapon; +1 Attack. Sword of Might:…...………….……… 20 pts Weapon; +1 Strength. Biting Blade:..………………..……….. 10 pts Weapon; -1 Armour save. Talisman of Protection:....…………… 15 pts Talisman; 6+ Ward save. War Banner:..................……………… 25 pts Banner; +1 Combat Resolution.
Cursed Daemon Armour 50 points Model on Kami Mount only These huge armours are more like living war machines than simply suits of protection. Even there are many of those armours with different shapes, one thing is sure: the hero shall fall on that day he suit the armour, as his spirit will be trapped to armour itself. Character and his Kami mount are counted as single large creature: Number of wounds and attacks are counted together while better of two values are used for the rest statistics. Additionally, model benefits from all special rules, items and abilities that model or Kami has. Regardless model's actual fate, model is always counted as slain at end of the battle. Grand Yoroi 50 points Grand Yoroi is something totally different of common armours. Whispers tell that even cannons can’t harm this suit. This suit of armour provides 3+ armour save and 4+ ward save against any non-magical attack. Cover of Mist 30 points This simple looking white dress is easily forgotten. Many simply fail to notice it or its wearer. It don't offer directly much protection but helps to avoid conflicts all together. Light Armour. Model wearing this armour benefits from Morning Mist request until he attacks or shoots. Shinto Priest may also wear this armour.
Strike of Storm 65 points As bolt of lightning / from heaven it fall upon / bringing justice. Long Bow. Each hit counts as d6 hits and any wound it causes ignores armour save. Katana of Millennium 50 points Samurai and Ronin Only Every century has single weapon smiths with superior talent to compare others, yet there is only one masterpiece among the masterpieces that is above all of works of all those ten genius. Katana. No armour saves are allowed against any wound caused by this weapon. This weapon is not magical, just superior quality. Jo’s No-Dachi 50 points Samurai and Ronin only Great was height and weight of samurai and so it was his katana’s. With one arm he was able to use his weapon yet three horses needed to move it. And with one cut he did slay the dreaded leviathan that swallowed his ship but swim he couldn’t and so he died. Great Weapon. Character gains killing blow ability that works also against Large Creatures Katana of Century 25 points Samurai and Ronin only It is said that every hundred year there would be one weapon smith who has skill and talent above of all. No other katanas have such great cutting edges than in these rare masterpieces. Katana. No armour saves are allowed against automatic wounds caused by katana’s poison ability. This weapon is not magical, just superior quality. Twisting Blade 20 points Winds of Magic are always dangerous; especially those who try to control it or needs it just to be. Sometimes Kami twisting unseen world is enough to cause serious troubles for such beings. If this weapon hits spellcaster, undead or daemon, instead rolling to wound roll miscast table and ably any affects it causes. This weapon may not harm any other targets. Black Blade 20 points At night it rose / strong and fast sure it was / blade of darkness. Halberd. Gives +2 to Initiative. Bringer of Dishonour 20 points Ashigarugashira and Ronin only To slay the hero / dishonourable weapon / was bought to battle. / Loud cry and blood was flowing / when swift blow cut the coward. Non-magical Handgun. Model may always stand and shoot. Blessed Tantõ 10 points Tantõ is short sword which blade’s length is longest legal anyone to carry. Many of these are blessed by Servants of Shinto to be useful in self-defence against ghost and daemons as well as mortal threats. Weapon has no other benefits that all attacks made with it are counted as magical.
Shell of Tortoise 30 points Tortoises live old and wise, and are common symbol for living outside of time but also for survivability and protection. Character with this item is immune to poison. Shogun’s Signet Ring 25 points Anyone who carries one of these rings is surely brave and trusted. And any action they do, are closely followed. Nobody can refuse from challenges stated by character carrying this ring – and he cannot refuse from challenges either. Trick of Kami 10 points Nippon is full of these simply looking stones with silver decoration. Greatly valued even those don't have much of power other than being sligtly warm even during coldest nights. First time when something destroys any single item carried by character with this amulet, amulet is destroyed instead. Ever Cold Stone 25 points Not heat of forge / can stay warm if near is a / stone ever cold. 4+ Ward against flaming attacks.
Token of Heroish 25 points Determination for fighting superiour woes has bought fame for certain heroes. Surest marking of such braverity is special tokens gifted by powerful lords. Opponent is never counted outnumbering model or unit he is within. Wanderer’s Robe 25 points Many Servants of Shinto and masterless samurais – ronins – wear only simple robes, making travelling easy and swift In moment phase character can be always moved, as he would be alone and outside of combat. Character may not be mounted. Fogo Meal 15 points One use only Fogo is traditional Nipponese food made from very poisonous snake. It is famous being extreme nourishing and tasty – and deadly if cook has made even slightest mistake. May be used at start of any phase. On roll of 4+ the character is healed to his full wounds and gains +1 to his toughness for rest of the turn. On roll of 1 character is removed from battle as casualty. Sacred Incense, 10 points One use Only These rare herbs and other materials are famous for their ability to attract Kami when burnt. May be used at any point of any magic phase. User gains +3 to his next dispel attempt or power level of his next request / ceremony is increased by 3.
Scrolls are special case of enchanted items that are usable only Servants of Shinto. These scrolls can 21
be used instead of normal list of request available for the priests and thus dispelling is possible. Each scroll can be used only once but model and/or army can have multiple copies of same scroll. Scroll of Kamikaze, 50 points limited to 1 per army
Scroll of Kamikaze keeps inside powerful request that raises strong wind strong enough to tear trees.
Scroll of Hallowing Remains in Play
There are many place where Kami are strong yet sleeping or in the slumber. Scroll of Hallowing will call them, trying woke them up.
Ceremony is required to activate this scroll instead of normal request. Flying moves are impossible, all shooting suffer -2 to hit penalty and all units in watery terrain suffer automatic d6 wounds from turbulent water at every start of their moment phase as long effects last. Once cast, this Request cannot be dispelled. At start of each players turn, roll d6: if 6 are rolled, effects of this scroll ends. Scroll of Cleansing Rain 50 points
Cleansing rain shall heal the land; curing the wounds it suffered, blushing away the dirt, and like a river, it become unstoppable once gained its strength.
Servant of Shinto must be within terrain feature he tries to Hallow; natural terrain features with lot of life (forests, springs etc) or sacred areas (graveyard, temples etc) will become hallowed on 3+, all other areas are affected only 5+. If succeed, hallowed areas are counted as having affected with Ward against Evil. Scroll of Duty 25 points
Sense of duty is something what Nipponese seems to calculate worth of man and on battle field requests that inspires that sense are extreme useful.
Ceremony is required to activate this scroll instead normal request. While raining, line of sight is limited to 5d6”, attacks with flaming special rule lose that power and black powder weapons requires 4+ on d6 in order to shoot. Effect will last until 4+ are rolled at beginning of any magic phase. Scroll of Banishment 50 points
Scrolls of Banishment are most famous within commoners and cursed by those who use forbidden arts.
All friendly units on the tabletop that are fleeing may do rallying test. If ceremony is used to cast this scroll, all fleeing units will rally automatically. Scroll of Dispelling 25 points
Similar to scrolls used by spell-casters of other forces, Scrolls of Dispelling calls Kami to negate effects of magic.
Works like normal dispel scroll: Automatically dispel an enemy spell. Scroll of Morning Mist 20 points
In the evening / and time of early morning / mist move on fields.
When succesfully used, nominate any single daemon / undead / spirit model within 6”, even inside of unit. Both Servant of Shinto and the target roll d6 and add their leadership to the result. If opponent win or result is even, priest suffers single wound. Otherwise target is successfully banished and removed from the battle. If Ceremony is used to cast this scroll, target suffer Leadership penalty equal the number of Requests sacrificed.
All unit within 3” from watery terrain feature, they are treated to be in soft cover. If Ceremony is used to cast this scroll, cover becomes hard and watery terrain features will block line of sight.
Unlike most of armies, many samurai have binded banners bound to their armours. Any character with such banner may choose magic banners additional to any other magic items as long as he has enought points to do so. Prowess of Samurai 75 points Even among the samurai are those who are superiors to others of their kind. While it is only just excepted that no samurai will turn and run even facing hordes of enemies, only few can show such feats of combat that even the surrounding hordes are not enough to stand against it. Only wounds caused and suffered by character carrying banner are counted towards the combat resolution. Sacred Banner of Banishment 50 points It is said that these Sacred Banners are bane of anyone who deny the Laws of Kami. Unit who carries this banner is immune to fear and terror caused by non-living creature. When losing a combat, daemons are forced to roll Break Test with three dices, ignoring the lowest and undead who loses against this unit suffer twice the number of wound it would normally suffer for losing a combat. Banner of Suppressing 25 points Many of the Kami have power over winds of magic - or items that radiates those powers far away. If unit with this banner gets base-to-base with opponent’s unit(s) with magical banner, benefits of opponent’s magic standards become useless as long as they stay contact with unit carrying this banner. The Mark of Worthiness 25 points Ashigaru Only Usually only samurais are gifted with blessed banners. Sometimes, however, villages or mercenary groups are favoured by local nobles and are gifted with personal banner. These banners are carried proudly to make sure that men under the blessed banner are worth of it. Unit with this banner may always use General’s Leadership even if not within 12” from general. Single Ashigaru unit may take this banner as long as they have standard bearer in unit – even they don't normally have option for magic standards. Banner of Heroism 15 points Legends tell story of eight samurais who were defending gates of their master’s castle. To secure wide gate they were so far away from each other that two men could have room to fight between them yet no enemy managed to enter yard of that castle. This banner is vowed to memory of those brave for those who fight far away from their comrade. Unit with this banner gain ability to Skirmish. Enchanted Banner 10 points Sometimes samurai are bestomed personal banner to bring him luck or abilitity to avoid most of harmful effects of battlefields. Character's existent armour save is improved by +1.
While Kami may part of character's own spirit or helpful kami supporting them, they are treated like any other magic item and their worth is counted towards the point limit of magical items. However, unlike normal magic items, Servants of Shinto may possess more than single Kami. Because nature of Kami, their effectiviness is heavily related state of character possessing them. Any changes are applied only after current situation is dealt; there is no need to roll every attack one at time, just roll all attack coming simultaneously and ably any changes after that. In case character is healed, all benefits from lost wounds are negated. Spirit Renew 45 points Even if struck down, character stand up time after time – spirit too stubborn to leave the body behinds. Character gains regeneration special rule. Unrivalled Fighting Spirit 30 points All warriors are lethal when full in strenght yet still only few can manifest their fighting spirit to increase their prowness. When fighting in challenges, Character gains additional attacks equal to his wounds remaining. Stubborness of River 30 points Sometimes there are people who don't know how to give up or compromise. While generally annoying feature, it becomes much more useful on the battlefields. For each wound character has lost, his toughness is increased by one. Fury of Wounded 30 points Most humans will panic once injured badly enough. Still, some of them – maybe protected by spirit of boar – become just much more dangerous. For each wound character loses, his strength is increased by one. Character adds her remaining wounds to Spell Level of Requests. This doesn't affect spell level of any Ceremonies she is performing. Quelling Spirit 30 points Kami seeping away from Character is alone enough to quell winds of magic blowing in the area. Character generates one additional dispel dice for each wound he has suffered. Second Wind 30 points Sometimes everything seems to be lost already. Heroes are fallen and everything is over. And then, even after dozen cuts, rises the man to challenge his opponent once more. If character is slain in challenge, roll d6 when calculating victory points. On 4+ character is still alive and offer no victory points after all. Unseen Guide 30 points Instead relying simply on their skills, great heroes often listen their inner voice to known right moment to react. Character gains bonus to his Initiative value equal to wounds remaining. Spirit Bound 30 points Character is closely related to Kami – her spirit attarcts Kami like light do attracts nigthly butterflies. As long as her spirit stays strong, she is well noticed.
NIPPONESE ARMY LIST
This section is here to build your own army. As descripted in Warhammer rulebook, the army list is divined into four sections: Characters (Lords and Heroes), Core Units, Special Units and Rare Units.
Characters are divined into two gategories: Lords and Heroes. The maximum number of characters an army can include is shown on the chart below. Of these, only certain number can be lords. Arny Point Max Total Max Value Character Lords Less than 2000 3 0 2000 or more 4 1 3000 or more 6 2 4000 or more 8 3 Each +1000 .+2 .+1 Max Heroes 3 4 6 8 .+2
Army List Entries
Profiles: The characteristic profile for the model(s) in each unit are provided as a reminder. Where several profiles are included, these are also given even if they are optional. Unit Size: Each troop entry specifies the minimum number size for each unit, which is smallest number of models needed to form that unit. In some cases, this also includes the maximum number of models. Equipment:Each entry lists the standard armours and weapons for that type of unit. The cost of those items is included the base point value. Additional or optional equipment cost extra and are covered in the Options section of the unit entry. Special Rules: Many troops have special rules that are fully descripted earlier in this book. The names of these rules are listed as a reminder. Options: Many entries list different armours, weapons and equipment options, along with any additional point cost for giving then in the unit. This includes magic items and other upgrades for characters. It may also include the option to upgrade unit member to chaption, musicant or standard bearer.
Nipponese army must always have one character to act as a general. Unless Daimyo is present, character with highest leadership is treated as general. If multiple characters with equal leaderships, player is free to choose who is leading.
The number of each type of unit allowed and required depends on the army's point value Arny Point Core Value Units Less than 2000 .4+ 2000 or more .6+ 3000 or more .8+ 4000 or more .10+ Each +1000 .2+ Special Units 0-4 0-5 0-6 0-7 +0-1 Rare Units 0-1 0-2 0-3 0-4 +0-1
90 points Daimyo Warhorse M WS 4 6 8 3 BS 5 0 S 4 3 T 4 3 W I 3 6 1 3 A 4 1 Ld 9 5 Options May be armed with halberd (+6 pts), great weapon (+6 pts), spear (+3 pts) and/or long bow (+10 points). May have light armour (+3 pts), heavy armour (+6 points) or great yoroi (+12 pts). Can be mounted on warhorse (+12 points), which may have barding (+10 points) or on Kami mount (no point limit). May choose up to 100 points of magic items chosen from Nippon or Common magic items. May become samurai (+30 pts). Additionally, if wearing any armour equilavent to heavy armour or great yoroi, daimyo may add binded banner (+15 pts) to his armour.
Special Rules Master and his Servants
Equipment Hand Weapon
Shinto High Priest
120 points. M WS BS S Shinto High Priest 4 2 2 3 Special Rules Spiritual Protection Requests, Ceremonies Shrine T 4 W I 3 3 A 1 Ld 9 Options Can be mounted on Kami mount (no point limit). May choose up to 100 points of magic items chosen from Nippon or Common magic items.
Equipment Hand Weapon
Varies depending missions taken Ninja Master Special Rules Behind the Scenes, Missions M WS BS S 4 6 6 4 T 3 W I 3 6 A 4 Ld 10 Options May be hired for following missions: Assassination (150 pts), Sabotage (120 pts), Access to Plan (100 pts), Gain Vital Info (200 pts) and/or Bribe (80 pts). Can be mounted on Kami mount (no point limit). May choose up to 100 points of magic items chosen from Nippon or Common magic items. Ninja master is surely happy about such tribunes.
Equipment Hand Weapon
Tough Kami Lethal Kami Fast Kami Special Rules Large Target, Spirit Unique Being M WS BS S 2 4 0 5 6 5 0 5 9 4 0 4 T 6 5 4 W I 6 2 3 5 2 5 A 1 3 2 Ld 9 8 7 Cagetory Basic Type Movement Fly Ethereal Gate Lightning Charge Horn Furious Unstoppable Boulder Electrical Combat Poisonous Piercing Swift Fiery Protective
Equipment Hand Weapon
100 20 -
60 20 -
20 20 30
Options Kami mount must choose base type. Kami mount may have up to two qualities from different gategories. Kami mount may have two additional qualities from unused categories or one additional quality from category already chosen by spending single hero slot.. If ability doesn't have point value, it cannot be chosen for kami mount of that type. Kami mounts are based on monster bases (40mm x 40mm). However, there is no single appearance for kami yet they usually have appearance that descripts their qualities. Be free to use unicorns (fast), eagles (any flying), boars (lethal or tought), stags (lethal), wolves (fast or lethal), snotlings (uneasiness or comedy), snakes (any of them), ogres (lethal or tought) or whatever feels suitable. Options are almost endless.
15 25 40 -
15 45 50
15 5 15
45 15 50 45
30 10 30 30
Protected Aura Holy Draining Uneasiness Terror
20 30 40 30
20 30 40 60
20 30 40 -
100 points Daimyo's Chosen Special Rules Samurai Hatamoto M WS BS S 4 6 5 4 T 4 W I 2 6 A 3 Ld 9 Options: May have great weapon (+4 pts), halberd (+4 pts), spear (+2 pts) and/or long bow (+10 points). May have upgrade his heavy armour to great yoroi (+4 points) and/or add binded banner (+15 pts). May be mounted on warhorse (+8 points), which may have barding (+6 points) or on Kami (worth up to 100 points). May choose up to 50 points of magic items chosen from Nippon or Common magic items. May become ronin (-20 pts) and downgrade his heavy armor to light armour (-2 pts) or become unarmoured (-4 pts). Single Daimyo's Chosen may become Hatamoto (+50 pts) and he may have single magic standard without point limits additional to any other magical gear he has. .
Equipment Hand Weapon, Katana Additional Hand Weapon Yoroi (Heavy Armour)
30 points Ashigarugashira Special Rules Low in Hiearchy M WS BS S 4 4 4 4 T 4 W I 2 4 A 2 Ld 8 Options May have additonal hand weapon (+4 pts) great weapon (+4 points), flail (+4 pts) or halberd (+4 pts). Mau have bow (+6 pts) or long bow (+8 pts). May be mounted on warhorse (+8 points) or on Kami mount (worth up to 100 points). May choose up to 50 points of magic items chosen from Nippon or Common magic items.
Equipment Hand Weapon Light Armour
60 points. Shinto Priest M WS BS S 4 2 2 3 T 4 W I 2 3 A 1 Ld 8 Options Can be mounted on Kami mount (worth up to 100 points). May choose up to 100 points of magic items chosen from Nippon or Common magic items.
Special Rules Spiritual Protection Requests, Ceremonies Shrine
Equipment Hand Weapon
Varies depending missions taken Ninja Special Rules Behind the Scenes, Missions M WS BS S 4 6 6 4 T 3 W I 2 6 A 3 Ld 10 Options May be hired for following missions: Assassination (80 pts), Sabotage (70 pts), Access to Plan (60 pts), Gain Vital Info (100 pts) and/or Bribe (50 pts).
Equipment Hand Weapon
10 points per model Samurai Sensei Warhorse Unit Size 5+ Special Rules Samurai M WS BS 4 4 3 4 4 3 8 3 0 S 3 3 3 T 3 3 3 W I 1 4 1 4 1 3 A 1 1 1 Ld 7 7 5 Options May have spears at +1 pts/model or halberds +2 pts/model May have long bows at +2 pts/model. May be mounted on warhorse at +8 pts/model. Mount may have barding at +6 pts/model and rider may upgrade their heavy armour to great yoroi at +2 pts/model. One samurai may be promoted to sensei at +12 pts and he may have binded banner at +6 pts. May become ronin (-1 pts/model) and have downgrade light armour (-1 pts/ model) or become unarmoured (-2 pts/model).
Equipment Hand Weapon, Katana Additional Hand Weapon Yoroi (Heavy Armour)
4 points per model Ashigaru Captain Unit Size 10+ M WS BS S 4 4 3 3 4 4 3 3 T 3 3 W I 1 4 1 4 A 1 1 Ld 7 7 Options May have halberds at +1 pts/model, oni no yaris at +4 pts/model, flails at +2 pts/model, bow at +3 pts/model or long bow at +4 pts/model. One ashigaru may be promoted to standard bearer at +10 pts One ashigaru may be promoted to mucician at +5 pts One ashigaru may be promoted to captain +10 pts.
Equipment Hand Weapon Hara-Ate Dou (Light Armour)
12 points per model Veteran Veteran Sensei Warhorse Unit Size 5+ Special Rules Samurai M WS BS 4 4 4 4 4 4 8 3 0 S 3 3 3 T 3 3 3 W I 1 4 1 4 1 3 A 1 1 1 Ld 8 8 5 Options May have spears at +1 pts/model or halberds +2 pts/model May have long bows at +2 pts/model. May be mounted on warhorse at +8 pts/model. Mount may have barding at +6 pts/model and rider may upgrade their heavy armour to great yoroi at +2 pts/model. One veteran may be promoted to sensei at +12 pts and he may have binded banner at +6 pts. Magical standard worth up to 50 points can be added to binded banner. May become ronin (-1 pts/model) and have downgrade light armour (-1 pts/ model) or become unarmoured (-2 pts/model). If armour is downgraded, mounted ronin gains Fast Cavalry special rule.
Equipment Hand Weapon, Katana Additional Hand Weapon Yoroi (Heavy Armour)
12 points per model. Mounted Ahrigaru Mounted Captain Unit Size 5+ M WS BS S 8 3 3 3 8 3 3 3 T 3 3 W I 1 3 1 3 A 1 2 Ld 7 7 Options May be armed with spear at +1 pts/model, halberds at +2 pts/model or bow at +2 pts/model. One mounted ashigaru may be promoted to captain at +10 pts. One mounted ashigary may be promoted to musician at +5 pts. One mounted ashigary may be promoted to standard bearer at +10 pts.
Equipment Hand Weapon Hara-Ate Dou (Light Armour)
75 points Shrine Unit Size 1 M WS BS S - T 6 W 6 I A Ld Options None Note Shrines can differ heavily in size. Shrine can be placed on quadrangle basement of any size.
Special Rules 5+ Ward, Kami's Revenge, Terrain
14 points per model Honour Guard Guard's Captain Warhorse Unit Size 5+ Special Rules Samurai, Strength of Oni M WS BS 4 4 4 4 4 4 8 3 0 S 4 4 3 T 4 4 3 W I 1 4 1 4 1 3 A 1 1 1 Ld 8 8 5 Options May have spears at +1 pts/model, great weapons at +2 pts/model and/or halberds +2 pts/model May have long bows at +2 pts/model. May upgrade heavy armour to great yoroi at +2 pts/model. May be mounted on warhorse at +8 pts/model. Mount may have barding at +6 pts/model. One honour guard may be promoted to guard's captain at +12 pts and he may have binded banner at +6 pts. Magical standard worth up to 75 points can be added to binded banner.
Equipment Hand Weapon, Katana Additional Hand Weapon Yoroi (Heavy Armour)
10 points per model Ashigaru Scout Pathfinder Unit Size 5-15 M WS BS S 4 4 4 3 4 4 4 3 T 3 3 W I 1 3 1 3 A 1 2 Ld 6 7 Options May have additional hand weapon at +2 pts/model May have light armour at +1 pts/model. Equipment Hand Weapon, Bow One scout can be promoted to mucician at +10 pts. One scout can be promoted to Pathfinder at +15 pts.
Special Rules Feint Flees, Encircle, Scout, Skirmish
Dogs of War Army of Nippon may include any Dogs of War unit with Ogre or High Elven origin as long as they do not utilize black powder weaponry. No other Dogs of War units may be hired.
Lords Daimyo Shinto High Priest Ninja Master Heroes Daimyo's Chosen Ashigarugashira Shinto Priest Ninja Troops Samurai Sensei Samurai Veteran Veteran Sensei Samurai Honour Guard Guard's Captain Ashigaru Captain Mounted Ashigaru Mounted Captain Ashigaru Scouts Pathfinder Mounts Warhorse Tough Kami Lethal Kami Fast Kami Other Shrine M 4 4 4 M 4 4 4 4 M 4 4 4 4 4 4 4 4 8 8 4 4 M 8 2 6 9 M WS 6 2 6 WS 6 4 2 6 WS 4 4 4 4 4 4 3 3 3 3 4 4 WS 3 4 5 4 WS BS 5 2 6 BS 5 4 2 6 BS 3 3 4 4 4 4 3 3 3 3 4 4 BS 0 0 0 0 BS S 4 3 4 S 4 4 3 4 S 3 3 3 3 4 4 3 3 3 3 3 3 S 3 5 5 4 S T 4 4 3 T 4 4 4 3 T 3 3 3 3 4 4 3 3 3 3 3 3 T 3 6 5 4 T 6 W 3 3 3 W 2 2 2 2 W 1 1 1 1 1 1 1 1 1 1 1 1 W 1 6 3 2 W 6 I 6 3 6 I 6 4 3 6 I 4 4 4 4 4 4 3 3 3 3 3 3 I 3 2 5 5 I A 4 1 4 A 3 2 3 4 A 1 2 1 2 1 2 1 2 1 2 1 2 A 1 1 3 2 A Ld 9 9 10 Ld 9 8 8 10 Special Rules Master and his Servants Spiritual Protection, Reguests, Ceremony, Shrine Behind the Scenes, Missions Special Rules Ruling Elite, Hatamoto Low in Hierarchy Spiritual Protection, Reguests, Ceremony, Shrine Behind the Scenes, Missions
Ld Special Rules 7 Samurai 8 8 8 8 7 7 7 7 7 7 Ld 5 9 8 7 Samurai Samurai, Strenght of Oni
Scout, Skirmish, Encircle, Feint Flees Special Rules Unique Being, Spirit (Cause Fear, Immune to Psychology, Magical Attacks, 5+ Ward against non-magical attacks), Large Target
Ld Special Rules - 5+ Ward, Kami's Revenge, Terrain
Great Yoroi Armour. Gives 4+ armour save. Katana Hand Weapon. Poison and Armour Piercing. Oni No Yari Two-handed weapon. Allows models strike from two additional ranks. On turn when charged to front, opponent must re-roll all succesfull armour saves he makes.
Assassination Works on 4+/6+/6+ on Heroes/Lords/General. Success causes 1d6 wounds. No saves of any kind. Sabotage Works on 4+. Target infantry takes 2d6 wounds; other targets 1d6 wounds. No saves of any kind. Access to Plan Works on 3+. +2 to Deployment and Going First roll-offs. Gain Vital Info Works on 5+. Legal access to opponent's Roster Sheets. Bribes Nominated enemy champion takes Leadership test once in close combat. If failed, champion shifts the side. Frenzy, stupidy and immunity to psychology negates this effect. Hatred offers re-roll.
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