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Coral Beach Center Mishima Army 1/13

general restrictions for buying a force drawn from the armies of any of the thee

Choosing An Army Lord Heir and Overlord are as follows:

• You may not have more Tokugawa Squads than you have Kamakura
When choosing a Mishima army you will need to decide from which one of the
three Lord Heirs or Overlord your force will be drawn. Although composed of Squads.
a mixture of the same Unit types each of the Heir’s armies contains certain • You may not have more Support Squads than Standard Squads of the
Units that are superior or organized differently to those of the other heirs, or same type.
that can be customized or enhanced in some way. The following sections • You may not have more Individuals than you have Squads.
show how to buy your army and detail the differences: in the various Heir
forces. The Ki powers, customizations and constraints that apply to particular armies
and Units take precedence over the general restrictions. they are described in
the following sections and in the profiles of the various Units. Grey ones are
Unit Types only for indicativ purpose and are ever bought by the correspondant Units.
Regardless of your choice of heir your army will be made up of a combination
of three basic Unit types Kamakura Squads, Tokugawa Squads and
individuals. Ki Powers
Ki Power Effect Point cost
Kamakura Squads Rhino’s Impregnable Skin +2 A 3 points
Kamakura Squads are the common soldiery of a Mishima army. Good trained
Hooded Viper Style +1 Extra RC Attack 3 points
and poor equipped, Mishima Kamakura regiments have a reputation of canon
Weapon link +1 to Hit 2 points
meat Units. They are good at ranged combat, capable and well disciplined and
Crow’s Piercing Glance +2 ST 2 points
form the backbone of any force. A well ronded army will contain a good
Adamentum Will +2 PW 2 points
proportion of Kamakura Squads.
Yurogi’s True Sight The model has keen 3 points
senses. Stalking
Tokugawa Squads models within 6 inches
Tokugawa Squads are Units belonging to the various Tokugawa regiments of are detected and must
the Mishima armies. They are often veteran troops who have been equipped be revealed and placed
and trained to an extremely high standard often for more specific battlefield on the tabletop. Models
roles than the Kamakura. Each of the Lord Heirs has their own special forces with Unseen Assaillant
of Tokugawa Squads representing the finest of their type. Special Ability may not
be placed within 6
inches of the model
Individuals Chameleon’s Camouflage Stalk SA 7 points
Individuals can be any one of a variety of Unit types. They can be single Kenjitsu +1 Extra CC Attack 2 points
soldiers operating independently, heroic or famous characters, or vehicles. Dragon Spirit Enhanced Charge SA 2 points
Examples of individuals include Heroes of the various Kamakura and Deathblow Killing Stroke SA 3 points
Tokugawa regiments, Yojimbo and similar well known characters, and the
Kuru vehicle and its crew.
When buying Ki powers for Units you may only purchase a specific power
once for any particular model. You must buy the specific power and apply the
Kamakura Squads Support Squads Squad linked Individuals point cost for ALL members of the Unit. When buying powers for a vehicle this
Ashigarus HMG Squad includes all the crew.
Ronins Mortar Team Hero, Sniper
Samurais Hero Overlord Lord Heir Moya
Bushido Dragonrider Ki powers allowed Ki powers allowed
Yurogi’s True Sight Hooded Viper Style
Tokugawa Squads Weapon Link Crow’s Piercing Glance
Suicide Warheads Rhino’s Impregnable Skin Adamentum Will
Combat Warheads
Dragon Tigers Special Rules Special Rules
Samurai Units may puchase the Samurai Units may puchase the
Shadow Walkers Deathbringer Special Ability Climb and a Grappling Special Ability Jungle Fighter for the
Hatamotos Hero hook launcher for the cost of 2 points cost of 2 points per model. All or none
Crimson Devils HMG Team per model. All or none models in the models in the Unit purchase this.
Banshee’s Schrieck Unit purchase this.
May purchase Shadow Walkers
Tengu Hero May purchase Hatamoto Units Units
Shinobi Hero
Meka Battlesuits
Individuals Lord Heir Maru Lord Heiress Mariko
Demon Hunter Ki powers allowed Ki powers allowed
Adamentum Will Rhino’s Impregnable Skin
Mishimese Dragonbike
Yurogi’s True Sight Hooded Viper Style
Kuru Troop Carrier Crow’s Piercing Glance Yurogi’s True Sight
Moto Yakamochi
Amateratsu Special Rules Special Rules
Samurai Units may puchase the Samurai Units may puchase the
Hachiman Masadoko
Special Ability Jungle Fighter for the Special Ability Desert Fighter for the
Toshiro cost of 2 points per model. All or none cost of 2 points per model. All or none
Yojimbo models in the Unit purchase this. models in the Unit purchase this.
Tatsu
May purchase Tengu Units May purchase Shinobi Units
Buying your army
There are some restrictions on the proportions and make up of the various
Unit types you may buy for your army. These constraints give armies their
own particular style and flavor, and you will need to give some thought to the
design and construction of your army.
The rules governing your choice of troops consist of general restrictions that
apply to all armies of the three Lord Heirs and Overlord, and special
restrictions and customizations that apply only to certain, armies or Units. The
Coral Beach Center Mishima Army 2/13

Unit roster Ashigarus HMG Squad


Ashigaru HMG squads play a powerful supporting role in the Ashigaru Corps.
Given a clear 'fire corridor" they are able to lay down a lethal and accurate hail
of suppressive fire even at long range. Ronin leaders are expert at positioning
HMG Squads singly or in groups with interlocking field of fire, in order to break
Ashigarus up enemy attacks or to support assaults. These Squads are deployed to
Ashigaru are warriors drawn, en masse, from the ranks of Mishima particular effect when fulfilling a defensive roll in Mishima's Forces
commoners. Like Samurai they swear obedience to their liegelord. At the time Ashigaru HMG Team Cost 52
of this writing only Lord Heir Maru of Venus and his retainers have accepted
them in any numbers among their forces. Ashigaru are becoming more These two man teams provide support in the form of long-range covering fire
commonplace and accepted among the societies of Mars and Venus. from the tripod-mounted Dragonfire heavy machine guns they transport into
Although poorly armed, trained, and equipped, they are fanatically loyal to their battle. Both members of the team receive intensive training in the use and
master. They normally have only the lightest of body armor so as not to maintenance of the Dragonfire enabling them not only to fire the gun but to
impede their martial arts speed and flexibility an assault rifle and a bayonet. maneuver it and field strip it. This training is essential for the smooth operation
Unless promoted to Samurai they will never posses ceremonial blades or the of the gun.
battle suits of the ruling class. Crew
All Ashigaru in the service of Maru wear white uniform kimonos over blark
personal body armor. These are tied with a belt sash that indicates their rank. CC RC PW LD AC W ST MV A S
These are white for a warrior, red for leader. 6 6 6 9 3 1 7 3 7 2
Ashigaru Cost 17 Ronin Leader Cost 19
CC RC PW LD AC W ST MV A S
CC RC PW LD AC W ST MV A S
6 6 6 9 3 1 7 3 7 2 9 8 8 12 3 1 7 3 8 2
LMG Specialist Cost 20 Structure:
CC RC PW LD AC W ST MV A S SQUAD
6 6 6 9 3 1 7 3 7 2 1-2 HMG Teams
Up to 1 Ronin Leader
GL Specialist Cost 26 Equipment:
CC RC PW LD AC W ST MV A S
Crew: Machine Pistol
6 6 6 9 3 1 7 3 7 2 Ronin Leader: Machine Pistol, 2 Katanas
Dragonfire Mounted HMG
Medic Specialist Cost 19 Special Abilities:
CC RC PW LD AC W ST MV A S
Ronin Leader: Tactical Sense, Enhanced Charge
6 6 6 9 3 1 7 3 7 2
Special Rules:
Bannerman Cost 20 The crew of the tripod-mounted Dragonfire must pack the weapon in order to
CC RC PW LD AC W ST MV A S transport it around the battlefield. It takes only one of the crew to move the
Dragonfire but it can be moved more quickly if both crewmembers move it
6 6 6 9 3 1 7 3 7 2 together, and the following rules apply:
• In order to move the Dragonfire all crew wishing to participate most
Ronin Leader Cost 24 be in base contact with it at the start of their Turn.
CC RC PW LD AC W ST MV A S • Before the Dragonfire can be moved all participating crew must
9 8 8 12 3 1 7 3 8 2 simultaneously expend one Action to pack the weapon ready for
transporting.
Structure: • When the Mounted Dragonfire is being moved all participating crew
expend actions simultaneously. If two crew members are
SQUAD participating the weapon and crew move as a group with MV 3. The
4-12 Models MV is halved if only one crew member is participating.
Up to 12 Ashigarus • After being moved all crew transporting the Dragonfire must
Up to 1 LMG Specialist simultaneously expend one Action to unpack the weapon before it can
Up to 1 GL Specialist be fired.
Up to 1 Medic Specialist • Models transporting the mounted Dragonfire may not Wait, Charge or
Up to 1 Bannerman Countercharge.
Up to 1 Ronin Leader The Mounted Dragonfire requires a crew of two operators to fire at maximum
May include a maximum of 1 Specialist for every 5 non-specialist models. efficiency, one functioning as the gunner, and the other as loader. Any member
Equipment: of the squad (including the Ronin Leader) may fulfill either of these rolls, but
may only perform one of the functions in any one of their turns. All operators
Ashigaru: Assault Rifle must be in base contact with the weapon to fire it, and must expend their
LMG Specialist: LMG actions simultaneously. The following rules apply:
GL Specialist: Grenade Launcher, Machine Pistol • When rolling to hit with the Dragonfire, use the RC stat of the gunner.
Medic Specialist: Assault Rifle • The Dragonfire has a Firing Arc of 90 degrees. The operators may
Bannerman: Assault Rifle spend one Action to turn the Mounted LMG up to 90 degrees.
Ronin Leader: Assault Rifle , 2 Katanas • The Dragonfire provides cover to the crew from incoming fire
Special Abilities: originating within its Firing Arc.
If the crew of the Dragonfire has taken casualties or you wish to operate the
Medic Specialist: Medic weapon with a reduced crew, then the following rules apply:
Bannerman: Motivate Troops • The Dragonfire cannot be fired if it has no gunner.
Ronin Leader: Tactical Sense, Enhanced Charge • If the Dragonfire is being fired without a loader the gun will jam on any
Special Rules: to hit roll of 19 or 20, and cannot be fired again until the jam has been
cleared. Place a Jam counter next to the gun. The operator may
None attempt to clear the jam by making a successful Leadership Test.
Each attempt requires one Action, and if successful the jammed
mechanism is cleared.
The weapon itself cannot be targeted or damaged. If rammed it is simply
knocked to one side causing no damage to the ramming vehicle. When all the
crew are killed simply remove the weapon from play.
Coral Beach Center Mishima Army 3/13
Ronin Sniper Cost 36
Ronins CC RC PW LD AC W ST MV A S
Ronin are disgraced Samurai who largery renouced bushido code to combine
modern fire weapons to traditional close combat techniques . Their martial 8 8 7 9 3 1 7 3 8 2
skills made them the nearest soldiers issued from other corporations
Structure:
Ronin Cost 22 INDIVIDUAL
CC RC PW LD AC W ST MV A S 1 Ronin Sniper
8 7 7 10 3 1 7 3 8 2 Equipment:
HMG Specialist Cost 27 Sniper Rifle
CC RC PW LD AC W ST MV A S Special Abilities:
8 7 7 10 3 1 7 3 8 2 Sniper, Camouflage
Special Rules:
GL Specialist Cost 33
You may purchase Ronin Snipers just like any other Individuals as long as you
CC RC PW LD AC W ST MV A S have at least one Squad of Ronins in your army.
8 7 7 10 3 1 7 3 8 2

RL Specialist Cost 46 Ronins Mortar Team


CC RC PW LD AC W ST MV A S The Ronin Mortar Team provides the fire support needed in large battles.
8 7 7 10 3 1 7 3 8 2 These are used to support other Units advanced. The high quality of gunner
assur few casualties inflicted among friendly troopers.
Bannerman Cost 25 Ronins Mortar Team Cost 56
CC RC PW LD AC W ST MV A S The teams that make up Mortar Teams consist of two crewmen. Both of them
8 7 7 10 3 1 7 3 8 2 are trained to act as either gunner or loader.

Ronin Leader Cost 24 Crew


CC RC PW LD AC W ST MV A S
CC RC PW LD AC W ST MV A S
8 7 7 10 3 1 7 3 8 2
8 8 8 12 3 1 7 3 8 2

Structure: Structure:
SQUAD SQUAD '
4-12 Models 1 Gunner
Up to 12 Ronins 1 Loader
Up to 1 HMG Specialist Equipment:
Up to 1 GL Specialist Gunner: Machine Pistol, 2 Katanas
Up to 1 RL Specialist Loader: Machine Pistol, 2 Katanas
Up to 1 Bannerman Mortar
Up to 1 Ronin Leader
May include a maximum of 1 Specialist for every 5 non-specialist models. Special Abilities:
Equipment: Loader: Tactical Sense, Enhanced Charge
Gunner: Tactical Sense, Enhanced Charge
Ronin: Assault Rifle , 2 Katanas
HMG Specialist: HMG, 2 Katanas Special Rules:
GL Specialist: Grenade Launcher, 2 Katanas The crews of the mortar must pack the weapon in order to transport it around
RL Specialist: Rocket Launcher, 2 Katanas the battlefield. It takes only one of the crew to move the mortar but it can be
Bannerman: Assault Rifle, 2 Katanas moved more quickly if both crewmembers move it together, and the following
Ronin Leader: Assault Rifle, 2 Katanas rules apply:
Special Abilities: • In order to move the mortar all crew wishing to participate must be in
base contact with the it at the start of their turn.
Ronin: Enhanced Charge • Before the Mortar can be moved all participating crew must
HMG Specialist: Enhanced Charge simultaneously expend one Action to pack the weapon ready for
GL Specialist: Enhanced Charge transporting.
RL Specialist: Enhanced Charge • While the Mounted mortar is being moved all participating crew
Bannerman: Enhanced Charge, Motivate Troops expend actions simultaneously. If two crew members are
Ronin Leader: Enhanced Charge, Tactical Sense participating the weapon and crew move as a group with MV 3. The
Special Rules: MV is halved if only one crew member is participating.
• Models transporting the mortar may not Wait, Charge or
None Countercharge.
A mortar requires a crew of two operators to fire at maximum efficiency, one
Ronin Hero Cost 33 functioning as the gunner, and the other as loader. Any member of the squad
may fulfill either of these rolls, but may only perform one of the function in any
CC RC PW LD AC W ST MV A S
one of their turns. All operators must be in base contact with the weapon to fire
10 9 9 13 3 2 8 3 8 2 it, and must expend their actions simultaneously. The following rules apply:
• When rolling to hit with the mortar, use the RC stat of the gunner.
Structure: • A mortar has a Firing Arc of 90 degrees to its front facing.
INDIVIDUAL • The operator may spend one Action to turn the mortar up to 90
1 Ronin Hero degrees.
If the crew of the mortar has taken casualties or you wish to operate the
Equipment: weapon with a reduced crew, then the following rules apply:
Assault Rifle, 2 Katanas • The mortar cannot be fired if it has no gunner.
• If a mortar is being fired without a loader the gunner suffers an RC
Special Abilities: penalty of -3.
Enhanced Charge, Tactical Sense, Ki Powers (1) The weapon itself cannot be targeted or damaged. If rammed it is simply
Special Rules: knocked to one side causing no damage to the ramming vehicle. When all the
crew are killed simply remove the weapon from play.
You may purchase Ronin Heroes just like any other Individuals as long as you You may buy one sandbag emplacement for each Mortar Team. The sandbag
have at least one Squad of Ronins in your army. emplacement cost 15 points and provides Hard Cover for the crew. The
sandbang emplacement is placed around the Mortar Team when the Unit is
deployed.
Coral Beach Center Mishima Army 4/13

Bushido Samurais Bushido Dragon Riders


Samurai lack ranged combat, considered coward; they insist to fight enemy in Dragon Riders are Bushido Cavalry. The Dragon mounts ridden by the
close combat, in spite of heavy casualties trained by this tactic. However, few Bushido Cavalry are extremely agile and can deliver a warrior to the thick of
are people who can stand against them at katana range. the fighting in next to no time. Only male Dragons are chosen for combat duties
because they have a large, bony crest on their heads, which they normally use
Bushido Samurai Cost 18 to head-butt other male Dragons. In addition to the katana the rider also carries
CC RC PW LD AC W ST MV A S a Power Naginata for taking on tougher opponents.
9 6 7 11 3 1 8 3 8 2 Bushido Dragon Rider Cost 44
CC RC PW LD AC W ST MV A S
Grenadier Specialist Cost 22
9 6 7 11 3 1 8 3 9 4
CC RC PW LD AC W ST MV A S
9 6 7 11 3 1 8 3 8 2 Leader Cost 45
CC RC PW LD AC W ST MV A S
FT Specialist Cost 52
10 6 8 13 3 1 8 3 9 4
CC RC PW LD AC W ST MV A S
9 6 7 11 3 1 8 3 8 2 Structure:
SQUAD
Bannerman Cost 21 3-6 Models
CC RC PW LD AC W ST MV A S Up to 6 Bushido Dragon Riders
9 6 7 11 3 1 8 3 8 2 Up to 1 Leader
Equipment:
Bushido Samurai Leader Cost 19
Dragon Rider: Power Naginata, 2 Katanas
CC RC PW LD AC W ST MV A S Leader: Power Naginata, 2 Katanas
10 6 8 13 3 1 8 3 8 2
Special Abilities:
Structure: Dragon Rider: Enhanced Charge, First Strike, 1 Extra CC Attack, High
SQUAD Morale +2, Jungle Fighter
4-12 Models Leader: Enhanced Charge, First Strike, 1 Extra CC Attack, High Morale +2,
Up to 12 Bushido Samurais Jungle Fighter, Ki Powers (1)
Up to 1 Grenadier Specialist Special Rules:
Up to 1 FT Specialist
In Close Combat the Dragon butts opponents with its bony crest and lashes at
Up to 1 Bannerman
them with its tail. When rolling to hit in Close Combat roll one extra dice in
Up to 1 Bushido Samurai Leader
addition to the usual number, using the rider's CC stat and applying his weapon
May include a maximum of 1 Specialist for every 5 non-specialist models
modifiers to all of the dice. Players must indicate which dice applies to the
Equipment: mount and if this attack hits then the target must make an Armor Roll against
Dam 9. For example the Samurai attacks with his swords so roll 1 dice for
Bushido Samurai: 2 Katanas
him and one for the Dragon using the same CC and weapon modifiers. Dragon
Grenadier Specialist: 2 Katanas, Hand Grenades
Riders may not Dive for Cover or go Prone.
FT Specialist: Flame-Thrower, 2 Katanas
Bannerman: 2 Katanas
Bushido Samurai Leader: 2 Katanas
Special Abilities:
Suicide Warheads
Suicide Warheads are Mishimeses disgraced who give their life to the
Bushido Samurai : Enhanced Charge, First Strike, 1 Extra CC Attack, High corporation to restor their lost honor. Their people are equipped with an
Moral (+2) explosive gear which is triggered by its owner for the glory of the corporations.
Grenadier Specialist: Enhanced Charge, First Strike, 1 Extra CC Attack, These kamikase may make large holes in enemy defences and are feared for
High Moral (+2) their complete lack of fear.
FT Specialist: Enhanced Charge, First Strike, 1 Extra CC AttackHighd Moral
(+2) Suicide Warhead Cost 14
Bannerman: Enhanced Charge, First Strike, 1 Extra CC AttacHighed Moral CC RC PW LD AC W ST MV A S
(+2) 5 5 6 8 3 1 6 3 6 2
Bushido Samurai Leader: Enhanced Charge, First Strike, 1 Extra CC
Attack, High Moral (+2) Structure:
Special Rules: SQUAD
None 4-8 Suicide Warheads
Equipment:
Samurai Hero Cost 27 Explosiv Gear, Tanto Knife
CC RC PW LD AC W ST MV A S Special Abilities:
11 6 9 14 3 2 8 3 8 2
High Moral (+4)
Structure: Special Rules:
INDIVIDUAL They may, for the cost of one action, trigger the explosive gear. See the
1 Samurai Hero Explosive Gear weapon in Armory section for more details.
Equipment:
2 Katanas
Special Abilities:
Enhanced Charge, First Strike, 1 Extra CC Attack, High Morale (+2), Ki
Powers (1)
Special Rules:
You may purchase Samurai Heroes just like any other Individuals as long as
you have at least one Squad of Damurais in your army.
Coral Beach Center Mishima Army 5/13
Bushido Samurai Leader: SMG, Power Naginata
Combat Warheads Special Abilities:
Combat Warheads are large walking powersuits weapon platform. The
Dragon Tiger : Enhanced Charge, First Strike, Jungle Fighter, Motivate
wariors which ake place in these armors are fearless and support effectively
Troops
samurai front with their awesome fire power. In spite of this, Samurai don’t
Grenadier Specialist: Enhanced Charge, First Strike, Jungle Fighter,
consider them as honorable and abandon easily them in combat where they
Motivate Troops
are oftenly submerged by opponents.
LFT Specialist: Enhanced Charge, First Strike, Jungle Fighter, Motivate
Combat Warhead Cost 27 Troops
CC RC PW LD AC W ST MV A S Bushido Samurai Leader: Enhanced Charge, First Strike, Jungle Fighter,
Motivate Troops, Ki Powers (1)
7 8 8 13 3 1 8 3 10 2
Special Rules:
GL Specialist Cost 33 None
CC RC PW LD AC W ST MV A S
7 8 8 13 3 1 8 3 10 2
Shadow Walkers
RL Specialist Cost 54 Shadow Walkers are the feared assassin of Mishima and more precisely Lord
CC RC PW LD AC W ST MV A S Heir Moya. Their fanatism and their loyalty to the corporation isn’t discussed
but their ambigous relationship with Dark Legion make them feared by all the
7 8 8 13 3 1 8 3 10 2 corporation they defend.
Structure: Shadow Walker Cost 35
SQUAD CC RC PW LD AC W ST MV A S
2-6 Models 9 7 8 10 3 1 7 3 7 2
Up to 6 Combat Warheads
Up to 1 GL Specialist Grenadier Specialist Cost 38
Up to 1 RL Specialist CC RC PW LD AC W ST MV A S
May include a maximum of 1 Specialist for every 2 non-specialist models
9 7 8 10 3 1 7 3 7 2
Equipment:
Combat Warhead: HMG, 2 Katanas LFT Specialist Cost 50
Grenadier Specialist: Grenade Launcher, 2 Katanas CC RC PW LD AC W ST MV A S
RL Specialist: Rocket Launcher, 2 Katanas 9 7 8 10 3 1 7 3 7 2
Special Abilities:
Structure:
Combat Warhead: Tactical Sense
Grenadier Specialist: Tactical Sense SQUAD
RL Specialist: Tactical Sense 4-6 Models
Up to 6 Shadow Walkers
Special Rules: Up to 2 Grenadier Specialist
None Up to 1 LFT Specialist
May include a maximum of 1 Specialist for every 2 non-specialist models
Equipment:
Dragon Tigers Shadow Walker: Machine Pistol, 2 Katanas
The Mishima Tiger Dragon unit is comprised of tall, muscular, resilient
Grenadier Specialist: Machine Pistol, 2 Katanas, Hand Grenades
members of the Mishiman armed forces. Experts on using their physical
LFT Specialist: Light Flame-Thrower, 2 Katanas
stature to their advantage in close combat, they are deployed on special
sabotage missions behind enemy lines in the dense Venusian Jungle. Their Special Abilities:
presence on battlefield inspire all other Mishima forces in an inspiring bravery
Shadow Walker: Stalk, Enhanced Charge, First Strike, Camouflage
Dragon Tiger Cost 28 Grenadier Specialist:Stalk, Enhanced Charge, First Strike, Camouflage
CC RC PW LD AC W ST MV A S LFT Specialist:Stalk, Enhanced Charge, First Strike, Camouflage
10 6 8 12 3 1 8 3 10 2 Special Rules:
You may have only one Squad of Shadow Walkers in your army. Shadow
Grenadier Specialist Cost 32 Walkers are purchased only in a Lord Heir Moya’s army
CC RC PW LD AC W ST MV A S
10 6 8 12 3 1 8 3 10 2 Deathbringer Cost 93
CC RC PW LD AC W ST MV A S
LFT Specialist Cost 38
11 7 9 11 3 2 9 3 8 2
CC RC PW LD AC W ST MV A S
10 6 8 12 3 1 8 3 10 2 Structure:
INDIVIDUAL
Dragon Tiger Leader Cost 29 1 Deathbringer
CC RC PW LD AC W ST MV A S
Equipment:
11 6 9 13 3 1 8 3 10 2
Machine Machine Pistol, Katana
Structure: Special Abilities:
SQUAD Unseen Assaillant, Enhanced Charge, First Strike, Camouflage, 1 Extra CC
4-8 Models Attack, Killing Stroke, Ki Powers (1)
Up to 8 Dragon Tigers
Up to 1 Grenadier Specialist Special Rules:
Up to 1 LFT Specialist You may purchase Dethbringer once per army as long as you have at least one
Up to 1 Dragon Tiger Leader Squad of Shadow Walkers in your army.
May include a maximum of 1 Specialist for every 3 non-specialist models
Equipment:
Dragon Tiger: SMG, Power Naginata
Grenadier Specialist: SMG, Power Naginata, Hand Grenades
LFT Specialist: Light Flame-Thrower, Power Naginata
Coral Beach Center Mishima Army 6/13
you have at least one Squad of Hatamotos in your army.
Hatamotos
Htamotos are the greater achievment in the samurai life. These wariors are
the Veteran issued from nobility which protect the Overlord himself. Their Crimson Devils
blade mastery and their honor isn’t demonstrated more. These colorful and ornatly dressed warriors are trained and destined to bring
fear and respect into the enemy from the front rank.
Hatamoto Cost 28
CC RC PW LD AC W ST MV A S Crimson Devil Cost 25
CC RC PW LD AC W ST MV A S
10 7 8 13 3 1 8 3 9 2
8 8 8 11 3 1 7 3 9 2
Grenadier Specialist Cost 31
CC RC PW LD AC W ST MV A S Grenadier Specialist Cost 28
CC RC PW LD AC W ST MV A S
10 7 8 13 3 1 8 3 9 2
8 8 8 11 3 1 7 3 9 2
HMG Specialist Cost 34
CC RC PW LD AC W ST MV A S HMG Specialist Cost 31
CC RC PW LD AC W ST MV A S
10 7 8 13 3 1 8 3 9 2
8 8 8 11 3 1 7 3 9 2
FT Specialist Cost 48
CC RC PW LD AC W ST MV A S RL Specialist Cost 57
CC RC PW LD AC W ST MV A S
10 7 8 13 3 1 8 3 9 2
8 8 8 11 3 1 7 3 9 2
Bannerman Cost 31
CC RC PW LD AC W ST MV A S Bannerman Cost 28
CC RC PW LD AC W ST MV A S
10 7 8 13 3 1 8 3 9 2
8 8 8 11 3 1 7 3 9 2
Hatamoto Leader Cost 29
CC RC PW LD AC W ST MV A S Crimson Devil Leader Cost 29
CC RC PW LD AC W ST MV A S
11 7 9 14 3 1 8 3 9 2
8 8 8 11 3 1 7 3 9 2
Structure:
SQUAD Structure:
4-8 Models SQUAD
Up to 8 Hatamotos 4-8 Models
Up to 1 Grenadier Specialist Up to 8 Crimson Devils
Up to 1 HMG Specialist Up to 1 Grenadier Specialist
Up to 1 FT Specialist Up to 2 HMG Specialist
Up to 1 Bannerman Up to 1 RL Specialist
Up to 1 Hatamoto Leader Up to 1 Bannerman
May include a maximum of 1 Specialist for every 3 non-specialist models. Up to 1 Crimson Devil Leader
May include a maximum of 1 Specialist for every 3 non-specialist models.
Equipment:
Equipment:
Hatamoto: Assault Rifle , 2 Katanas
Grenadier Specialist: Assault Rifle, Hand Grenades, 2 Katanas Crimson Devil: Assault Rifle , 2 Katanas
HMG Specialist: HMG, 2 Katanas Grenadier Specialist: Hand Grenades, 2 Katanas
FT Specialist: Flame Thrower, 2 Katanas HMG Specialist: HMG, 2 Katanas
Bannerman: Assault Rifle, 2 Katanas RL Specialist: Rocket Launcher, 2 Katanas
Hatamoto Leader: Assault Rifle, 2 Katanas Bannerman: Assault Rifle, 2 Katanas
Crimson Devil Leader: Assault Rifle, 2 Katanas
Special Abilities:
Hatamoto: First Strike, 1 Extra CC Attack, Enhanced Charge Special Abilities:
Grenadier Specialist: First Strike, 1 Extra CC Attack, Enhanced Charge Crimson Devil: Enhanced Charge, High Morale (+2)
HMG Specialist: First Strike, 1 Extra CC Attack, Enhanced Charge Grenadier Specialist: Enhanced Charge, High Morale (+2)
FT Specialist: First Strike, 1 Extra CC Attack, Enhanced Charge HMG Specialist: Enhanced Charge, High Morale (+2)
Bannerman: First Strike, 1 Extra CC Attack, Enhanced Charge, Motivate RL Specialist: Enhanced Charge, High Morale (+2)
Troops Bannerman: Enhanced Charge, High Morale (+2), Motivate Troops
Hatamoto Leader : First Strike, 1 Extra CC Attack, Enhanced Charge, Ki Crimson Devil Leader: Enhanced Charge, High Morale (+2), Tactical Sense
powers (1) Special Rules:
Special Rules: None
You may purchase Hatamotos Units only in an Overlord’s army.

Hatamoto Hero Cost 53


CC RC PW LD AC W ST MV A S
12 7 10 15 3 2 9 3 9 2

Structure:
INDIVIDUAL
1 Hatamoto Hero
Equipment:
HMG, 2 Katanas
Special Abilities:
First Strike, 1 Extra CC Attack, Enhanced Charge, Tactical Sense, Give
Orders, Ki Powers (2)
Special Rules:
You may purchase Hatamoto Heroes just like any other Individuals as long as
Coral Beach Center Mishima Army 7/13

Crimson Devils HMG Team Banshee Schrieck


Crimson Devils HMG teams play a powerful supporting role in the Banshee schrieck is a weapon based on mishima sonic technology. This
Mishimese Corps. Given a clear 'fire corridor" they are able to lay down a artiellery piece deliver a powerfull sonic energy blast to distant opponents with
lethal and accurate hail of suppressive fire even at long range. Crimson Devil a great precision the sonic phase are melted to start a resonance effect. This
leaders are expert at positioning HMG Teams singly or in groups with effect bypassed any armor and destroy flesh, bones and all delicate mecanism.
interlocking field of fire, in order to break up enemy attacks or to support The phase melt allow to reach a target without destroying other obstacle
assaults. These Teams are deployed to particular effect when fulfilling a between the weapon and the target. The name is due to the scream which
defensive roll in Mishima's Forces result when using this weapon
Crimson Devils HMG Team Cost 68 Banshee Schriek Cost 130
These two man teams provide support in the form of long-range covering fire The Banshee Schrieck is towed into position by a powerfull dragon. The twin-
from the tripod-mounted Dragonfire heavy machine guns they transport into paneled station is operated by 4 Crimson Devils and fires a concentrated blast
battle. Both members of the team receive intensive training in the use and of sonic energy. Although the weapon does make a considerable amount of
maintenance of the Dragonfire enabling them not only to fire the gun but to noice, only the target is adversaly affected by the blast
maneuver it and field strip it. This training is essential for the smooth operation
of the gun.
Crew
CC RC PW LD AC W ST MV A S
Crew 8 8 8 11 3 1 7 3 9 2
CC RC PW LD AC W ST MV A S
8 8 8 11 3 1 7 3 9 2 Leader
CC RC PW LD AC W ST MV A S
Structure:
8 8 8 11 3 1 7 3 9 2
SQUAD
1 Gunner Dragon
1 Loader CC RC PW LD AC W ST MV A S
Equipment: 6 N/A 6 7 3 1 9 5 8 3
Gunner: Machine Pistol, 2 Katanas
Loader: Machine Pistol, 2 Katanas Structure:
Dragonfire Mounted HMG SQUAD
Special Abilities: 3 Crew
1 Leader
Gunner: Tactical Sense, Enhanced Charge 1 dragon
Loader: Tactical Sense, Enhanced Charge
Equipment:
Special Rules:
Crew: Machine Pistol, 2 Katanas
The crew of the tripod-mounted Dragonfire must pack the weapon in order to Leader: SMG, 2 Katanas
transport it around the battlefield. It takes only one of the crew to move the Banshee Schrieck
Dragonfire but it can be moved more quickly if both crewmembers move it
together, and the following rules apply: Special Abilities:
• In order to move the Dragonfire all crew wishing to participate most Leader: Tactical Sense
be in base contact with it at the start of their Turn.
• Before the Dragonfire can be moved all participating crew must Special Rules:
simultaneously expend one Action to pack the weapon ready for The Banshee Schrieck can be moved in one of two ways, either towed by the
transporting. dragon under the control of one of the crew, or manhandled by at least two of
• When the Mounted Dragonfire is being moved all participating crew the crew. The following rules apply:
expend actions simultaneously. If two crew members are • To enable the Banshee Schrieck to move, either one of the crew and
participating the weapon and crew move as a group with MV 3. The the saurian, or two of the crew must be Unactivated and in base
MV is halved if only one crew member is participating. contact with it at the beginning if their Turn.
• After being moved all crew transporting the Dragonfire must • Before moving the Banshee Schrieck the weapon must be prepared
simultaneously expend one Action to unpack the weapon before it can for towing or manhandling. Both models towing or manhandling it
be fired. must simultaneously expend one Action.
• Models transporting the mounted Dragonfire may not Wait, Charge • While the Banshee Schrieck is being moved all participating crew
or Countercharge. expend Actions simultaneously, and the weapon and crew move
The Mounted Dragonfire requires a crew of two operators to fire at maximum together as a group. The group has MV 3 if a dragon is towing the
efficiency, one functioning as the gunner, and the other as loader. Any member weapon with a crewman and MV 2 if no crewmen are manhandling it.
of the squad (including the Ronin Leader) may fulfill either of these rolls, but • After being moved, the Banshee Schrieck must be set up and
may only perform one of the functions in any one of their turns. All operators prepared before it can be fired. Both models towing or manhandling it
must be in base contact with the weapon to fire it, and must expend their must simultaneously expend one Action to do so.
actions simultaneously. The following rules apply: • Models towing or manhandling the Banshee Schrieck may not Wait,
• When rolling to hit with the Dragonfire, use the RC stat of the gunner. Charge or Countercharge.
• The Dragonfire has a Firing Arc of 90 degrees. The operators may
spend one Action to turn the Mounted LMG up to 90 degrees. The Banshee Schrieck requires a crew of two operators to fire at maximum
• The Dragonfire provides cover to the crew from incoming fire efficiency, one functioning as gunner, another as spotter. Any member of the
originating within its Firing Arc. crew, including the sergeant may fill any one of both roles, but may only
If the crew of the Dragonfire has taken casualties or you wish to operate the perform one of the functions in any one of their Turns. All operators must be in
weapon with a reduced crew, then the following rules apply: base contact with the Banshee Schrieck to fire it, and must expend their
• The Dragonfire cannot be fired if it has no gunner. Actions simultaneously. The following rules apply:
• If the Dragonfire is being fired without a loader the gun will jam on • When rolling to hit with the Banshee Schrieck use the RC stat of
any to hit roll of 19 or 20, and cannot be fired again until the jam has whichever crewmember is currently functioning as gunner,
been cleared. Place a Jam counter next to the gun. The operator may • The Banshee Schrieck has a Firing Arc of 90 degrees. By spending an
attempt to clear the jam by making a successful Leadership Test. Action the operators may tum the weapon up to 90 degrees.
Each attempt requires one Action, and if successful the jammed • The Banshee Schrieck may not be fired from Wait.
mechanism is cleared.
The weapon itself cannot be targeted or damaged. If rammed it is simply If the crew of the Banshee Schrieck has taken casualties or you wish to operate
knocked to one side causing no damage to the ramming vehicle. When all the the weapon with a reduced crew, then the following rules apply:
crew are killed simply remove the weapon from play. • The Banshee Schrieck cannot aim if it has no spotter.
• The Banshee Schrieck cannot fire if it has no gunner.
The weapon itself cannot be targeted or damaged, if rammed it is simply
knocked to one side causing no damage to the ramming vehicle. When all the
crew are killed simply remove weapon from play.
Coral Beach Center Mishima Army 8/13

Tengu Shinobi
Tengu are the appanage of Maru Venusian Navy. Their ability to operate The Shinobi warriors are the arrowhead unit and pride of Lord Heir Mariko,
behind enemy lines make them perfect to their sapping job. specially used for covert operations against Capitol and Imperial on the
Martian Battlefields. Honed for their exceptional Infiltrating ability, notorious
Tengu Cost 30 and feared for their mystical powers.
CC RC PW LD AC W ST MV A S
Shinobi Cost 28
8 7 8 11 3 1 7 3 8 2
CC RC PW LD AC W ST MV A S
Grenadier Specialist Cost 32 8 7 8 11 3 1 7 3 7 2
CC RC PW LD AC W ST MV A S
Grenadier Specialist Cost 30
8 7 8 11 3 1 7 3 8 2
CC RC PW LD AC W ST MV A S
LMG Specialist Cost 34 8 7 8 11 3 1 7 3 7 2
CC RC PW LD AC W ST MV A S
LMG Specialist Cost 32
8 7 8 11 3 1 7 3 8 2
CC RC PW LD AC W ST MV A S
LFT Specialist Cost 45 8 7 8 11 3 1 7 3 7 2
CC RC PW LD AC W ST MV A S
FT Specialist Cost 48
8 7 8 11 3 1 7 3 8 2
CC RC PW LD AC W ST MV A S
Tengu Leader Cost 31 8 7 8 11 3 1 7 3 7 2
CC RC PW LD AC W ST MV A S
Shinobi Leader Cost 29
9 8 9 13 3 1 7 3 8 2
CC RC PW LD AC W ST MV A S
Structure: 8 7 8 13 3 1 7 3 7 2
SQUAD
4-8 Models Structure:
Up to 8 Tengu SQUAD
Up to 1 Grenadier Specialist 4-8 Models
Up to 1 LMG Specialist Up to 8 Shinobi
Up to 1 LFT Specialist Up to 1 Grenadier Specialist
Up to 1 Tengu Leader Up to 1 LMG Specialist
May include a maximum of 1 Specialist for every 3 non-specialist models. Up to 1 FT Specialist
Up to 1 Shinobi Leader
Equipment: May include a maximum of 1 Specialist for every 3 non-specialist models.
Tengu: SMG, 2 Katanas
Grenadier Specialist: SMG, Hand Grenades, 2 Katanas Equipment:
LMG Specialist: LMG, 2 Katanas Shinobi: SMG 2 Katanas
LFT Specialist: Light Flame Thrower, 2 Katanas Grenadier Specialist: SMG, Hand Grenades, 2 Katanas
Tengu Leader: SMG, 2 Katanas LMG Specialist: LMG, 2 Katanas
FT Specialist: Flame Thrower, 2 Katanas
Special Abilities: Shinobi Leader: SMG, 2 Katanas
Tengu: Parachute Deployment, Enhanced Charge
Grenadier Specialist: Parachute Deployment, Enhanced Charge Special Abilities:
LMG Specialist: Parachute Deployment, Enhanced Charge Shinobi: Infiltrate, Enhanced Charge
LFT Specialist: Parachute Deployment, Enhanced Charge Grenadier Specialist: Infiltrate, Enhanced Charge
Tengu Leader: Parachute Deployment, Enhanced Charge, Tactical Sense LMG Specialist: Infiltrate Enhanced Charge
LFT Specialist: Infiltrate, Enhanced Charge
Special Rules: Shinobi Leader: Infiltrate, Enhanced Charge, Tactical Sense, Ki Powers (1)
You may purchase Hatamotos Units only in a Lord Heir Maru’s army.
Special Rules:
You may purchase Shinobi Units only in a Lord Heir Mariko’s army.
Tengu Hero Cost 51
CC RC PW LD AC W ST MV A S
Shinobi Hero Cost 68
10 9 10 14 3 2 7 3 8 2
CC RC PW LD AC W ST MV A S
Structure: 9 7 10 14 3 2 7 3 7 2
INDIVIDUAL
1 Tengu Hero Structure:
INDIVIDUAL
Equipment: 1 Shinobi Hero
SMG, Hand Grenades, 2 Katanas
Equipment:
Special Abilities: Flame-Thrower, 2 Katanas
Parachute Deployment, Enhanced Charge, Tactical Sense, Give Orders , Ki
Powers (1) Special Abilities:
Infiltrate, Enhanced Charge, 1 Extra CC Attack, Ki Powers (2)
Special Rules:
You may purchase Tengu Heroes just like any other Individuals as long as you Special Rules:
have at least one Squad of Tengu in your army. You may purchase Shinobi Heroes just like any other Individuals as long as
you have at least one Squad of Shinobi in your army.
Coral Beach Center Mishima Army 9/13

Meka Battlesuits Mishimese Dragonbike


The ultimate expression of Mishima philosophy regarding personal combat The Dragonbike has been specially adapted for warfare in the polluted,
are the gigantic Meka battlesuits. While these resemble great humanoid suits waterfilled caverns of Longshore and in the swamps and jungles of Venus. It is
of powered armor, they are in fact much closer to tanks and other war decorated with an ornate dragon head. Because it is powered by a mighty Kirin
machines. They are huge, heavily armored, and boast similar weapons to Type 4 Hydrojet propulsion system, it can mount a heavy machine gun in the
tanks and aircraft. Their armor is inches thick and they mobilized with head with twin rocket-launchers in the rear weapons pods.
incredibly complex and powerful hydaulic systems. Some are equipped with
shouider mounted rocket launchers, others have enormous built in anti-tank Dragonbike Cost 117
guns. They can reach up to 15 feet tall and weigh ten tons. MP W MV A S
Meka Battlesuit Cost 55 3 4 5 12 5
CC RC PW LD AC W ST MV A S Pilot
10 8 8 11 3 2 10 4 13 4 CC RC PW LD AC W ST MV A S
8 7 7 10 3 1 7 3 8 2
RL Specialist Cost 65
CC RC PW LD AC W ST MV A S Structure:
10 8 8 11 3 2 10 4 13 4 INDIVIDUAL
1 Mishimese Dragonbike
HFT Specialist Cost 77
Type:
CC RC PW LD AC W ST MV A S
Open / Hovered
10 8 8 11 3 1 10 4 10 4
Hit location:
Structure: 1-16 Vehicle hit
SQUAD 17-20 Crew hit
2-6 Models
Up to 6 Meka Battlesuits If the vehicle is hit and damaged, roll a d20 and see below for any additional
Up to 1 RL Specialist effects:
Up to 1 HFT Specialist 1-10 No additional damage.
May include a maximum of 1 Specialist for every 2 non-specialist models 11-13 Engine damaged. When attempting to drive the vehicle the pilot
must roll 10 or less on a d20. If the roll is failed the pilot still expends
Equipment: an Action in the attempt, but the vehicle remains stationary. A
Meka Battlesuit: LMG, Heavy Hammer second hit in this location causes the vehicle to explode killing the
RL Specialist: LMG, Heavy Hammer, Rocket Launcher crew. Center the Large Explosion Template on the vehicle, all
HFT Specialist: Heavy Flame-Thrower, Heavy Hammer models touched by the template take a Dam 9 hit, and the vehicle is
removed to play.
Special Abilities: 14-15 Steering damaged. Whenever it is Activated the vehicle may take
Meka Battlesuit: Enhanced Charge, High Morale (+4) only one turn. A second hit in this location immobilizes the vehicle.
RL Specialist: Enhanced Charge, High Morale (+4) 16-18 Twin Rocket Launcher damaged. To successfully fire the twin
HFT Specialist: Enhanced Charge, High Morale (+4) rocket launcher the gunner must roll 10 or less on a d20. If the roll is
failed the gunner still expends an Action in the attempt, but the
Special Rules: weapon does not fire. A second hit in this location destroys the
Meka Battlesuits have extremely heavy armor. Because of this,if they are hit weapon (become a single rocket launcher).
by a weapon without anti-tank capabiilities you may roll 2 dice when making 19-20 Mounted HMG damaged. To successfully fire a vehicle mounted
an Armor Roll selecting the better of the two scores. LMGs, Heavy flame- weapon the gunner must roll 10 or less on a d20. If the roll is failed
Throwers and Rocket Launchers are attached to the Battlesuit and can the gunner still expends an Action in the attempt, but the weapon
therefore be used one handed. Mekas may not Dive for Cover or go Prone. does not fire. A second hit in this location destroys the weapon.
Equipment:
Demon Hunter Vehicle: Mounted HMG, Twin Rocket Launcher
Pilot: SMG
From the dark and gloomy depths of the Underground Ocean on Mercury,
rises a great black peak perpetually shrouded by mist. High atop this peak is Special Abilities:
the foreboding monastery of the feared order of Demon Hunters. No one who Vehicle: Weapon Immunity 5
sets foot on this island every leaves there again, unless they are a Demon Pilot: None
Hunter themselves or on the business of the master of the order.
Within this enormous spire, thousands are trained, tested and put through Special Rules:
incredible ordeals, each seeking to become part of the order. Here, desperate Pilot has a 180 degrees Firing Arc from the front facing of the vehicle.
and bitter men and women are taught all the secret arts of demon hunting, and The mounted HMG and Twin Rocket Launcher have a 90 degrees Firing Arc
then set forth to face the Darkness. In huge dojos hundreds of neophytes hone from the front facing of the vehicle.
their martial arts skills to levels that seem impossible to less driven mortals.
Demon Hunter Cost 55
CC RC PW LD AC W ST MV A S
11 9 9 14 3 2 9 3 8 2

Structure:
INDIVIDUAL
1 Demon Hunter
Equipment:
HMG, 2 Katanas
Special Abilities:
Infiltrate, Enhanced Charge, First Strike, Blowing Stroke, Immune to fear, Ki
Powers (2)
Special Rules:
None
Coral Beach Center Mishima Army 10/13
vehicle.
Kuru Troop Carrier If the Kuru is destroyed or crippled, surviving crewmembers may abandon the
wreck, form a small squad and continue fighting.
Mishima has a very large number of hand to hand troops, and a need to move
them quickly. Not desiring to use top equipment, seeing those resources spent
better elsewhere, Mishimeses engineers made the Kuru Troop Carrier. This
hovered barge where the soldiers pile on until the engagement, at which point Moto Yakamochi
they pile out as fast as possible, hoping the fragile vehicle isn’t ripped appart Moto Yakamochi serves Lord Heir Maru which is his best friend . In spite of
by enemy weapon’s fire before that point.. accept evolution in the navy military, Moto prefered to stay in the Dragon Tiger
legion where he serves well the Lord Heir of Ocean.
Kuru Troop Carrier Cost 130
MP W MV A S Moto Yakamochi Cost 51
3 5 5 12 6 CC RC PW LD AC W ST MV A S
13 8 10 15 3 2 9 3 11 2
Pilot
Structure:
CC RC PW LD AC W ST MV A S
8 7 7 10 3 1 7 3 8 2 Individual
Moto Yakamochi
Gunner Equipment:
CC RC PW LD AC W ST MV A S No Dashi
8 7 7 10 3 1 7 3 8 2
Special Abilities:
Structure: Jungle Fighter, Enhanced Charge, First Strike, Motivate Troops, 2 Extra CC
INDIVIDUAL Attacks, Ki Powers (2)
1 Kuru Troop Carrier Special Rules:
1 Pilot
1 Gunner You may purchase Moto Yakamochi only if you play a Lord Hair Maru Force.
You may have only one Moto Yakamochi per army.
Type:
Open / Hovered
Hit location: Amateratsu
1-13 Vehicle hit Amateratsu is one of the hight priestess on Mars where she serves Lord
14-18 Passengers hit if present, otherwise vehicle hit Heiress Marariko . Despite the philosophy changes observed in martian army
19-20 Crew hit if present she continue fighting with hand to hand favorite No Sashi an heirloom weapon
of huge power.
If the vehicle is hit and damaged, roll a d20 and see below for any additional Amateratsu Cost 57
effects:
CC RC PW LD AC W ST MV A S
1-10 No additional damage.
11-14 Engine damaged. When attempting to drive the vehicle the pilot 12 8 10 15 3 2 8 3 10 2
must roll 10 or less on a d20. If the roll is failed the pilot still
expends an Action in the attempt, but the vehicle remains Structure:
stationary. A second hit in this location causes the vehicle to INDIVIDUAL
explode killing the crew. Center the Large Explosion Template on Amateratsu
the vehicle, all models touched by the template take a Dam 9 hit,
and the vehicle is removed to play. Equipment:
15-17 Steering damaged. Whenever it is Activated the vehicle may take HMG, 2 Katanas
only one turn. A second hit in this location immobilizes the vehicle.
18-20 Mounted weapon damaged. To successfully fire a vehicle mounted Special Abilities:
weapon the gunner must roll 10 or less on a d20. If the roll is failed Desert Fighter, Enhanced Charge, First Strike, 1 Extra CC Attack, Medic, Ki
the gunner still expends an Action in the attempt, but the weapon Powers (2)
does not fire. A second hit in this location destroys the weapon.
Special Rules:
Equipment:
You may purchase Amateratsu only if you play a Lord Heir Mariko Force. You
Vehicle: Mounted HMG may have only one Amateratsu per army.
Crew: Machine Pistol
Special Abilities:
Vehicle: Weapon Immunity 5 Hachiman Masadoko
Pilot: None Hachiman Masadoko is loyal to the death to Lord Heir Moya. Mounted on his
dragon beast he is a dangerous close combat opponent. Despite his Lord Heir
Special Rules: reputation, Hachiman is highly respected for his unswerving profesionalism.
Kuru Troop Carrier can be used to transport Units around the battlefield. The
following rules apply: Hachiman Masadoko Cost 68
• Kuru may carry a maximum of 8 models of size 2 or smaller in CC RC PW LD AC W ST MV A S
addition to the crew (support weapons may not be fired when 12 7 9 15 3 2 9 3 11 4
aboard).
• Kurus may be deployed with Units abord them. Place models on Structure:
them.
• Kurus can be used to transport all or none of a Unit; it may not INDIVIDUAL
transport partial Units. Hachiman Masadoko
Passengers aboard the vehicle are NOT effectively part of the vehicle crew. In Equipment:
which case the Kuru and its passengers function like two distinct Units in the
same location. No Dashi
• At any point during the Squad Turn, passengers may expend one Special Abilities:
Action to disembark.
• At any point during its Turn a friendly model in base contact with a Jungle Fighter Enhanced Charge, First Strike, 2 Extra CC Attack, High Morale
Kuru may expend one action to climb aboard the vehicle. (+2), Ki Powers (2)
• If a template weapon hit the vehicle, consider the vehicle and the Special Rules:
passengers as two distinct Units.
In Close Combat the Dragon butts opponents with its bony crest and lashes at
Passengers have normal LOS restrictions when aboard the vehicle, it
them with its tail. When rolling to hit in Close Combat roll one extra dice in
provides a hard cover for its passengers.
addition to the usual number, using the rider's CC stat and applying his weapon
The mounted HMG has a 90 degrees Firing Arc from the front facing of the
modifiers to all of the dice. Players must indicate which dice applies to the
Coral Beach Center Mishima Army 11/13
mount and if this attack hits then the target must make an Armor Roll against Tatsu is equipped with Grappling hook launcher which allow him to Climb
Dam 9. For example Hachiman attacks with his swords so roll 1 dice for him twice the normal distance per Action spent climbing.
and one for the Dragon using the same CC and weapon modifiers. Hachiman
Masadoko may not Dive for Cover or go Prone.
You may purchase Hachiman Masadoko only if you play a Lord Hair Moya
Force. You may have only one Hachiman Masadoko per army. Armory
Tanto Knife
Toshiro
Toshiro is one of the most notorious Shadow Walkers - feared even among CC P.B. Short Med Long Ext
his own ranks as he is used for internal affair matters requiring, how should it Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam
be said - delicacy. Toshiro is a rithless and brutal assassin completely lacking -1 ST-1 - - - - - - - - - -
empathy. He is loyal beyond belief and “earning” that reputation at young age
when he brutally assassinated his own corrupt father. For Toshiro, honor and Type:
loyalty to his grand heir is all. One-Handed, Melee Weapon
Toshiro Cost 76 Special Rules:
CC RC PW LD AC W ST MV A S None
11 11 13 16 3 2 8 3 8 2

Structure: Katana
INDIVIDUAL CC P.B. Short Med Long Ext
Toshiro
Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam
Equipment: +1 ST+1 - - - - - - - - - -
Machine Pistol, Katana
Type:
Special Abilities: One-Handed, Melee Weapon
Enhanced Charge, Stalk, First Strike, Blowing Stroke, 2 Extra CC Attacks, Ki Special Rules:
Powers (1)
None
Special Rules:
You may have only one Toshiro per army. No Dashi

Yojimbo Hit
CC
Dam Hit
P.B.
Dam
Short
Hit Dam Hit
Med
Dam Hit
Long
Dam Hit
Ext
Dam
Yojimbo was the Tatsu weapon master, his battles are uncountless and his -1 ST+3 - - - - - - - - - -
reputation reaches the other megacorporations . He is the lone stranger warior
to be incorporated in seval capitolian movies. Type:
Yojimbo Cost 60 Two-Handed, Melee Weapon
CC RC PW LD AC W ST MV A S Special Rules:
13 8 12 15 3 2 9 3 11 2
None
Structure:
Power Naginata
INDIVIDUAL
Yojimbo
CC P.B. Short Med Long Ext
Equipment: Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam
Flame Thrower, 2 Katanas +0 ST+2 - - - - - - - - - -
Special Abilities:
Type:
Enhanced Charge, First Strike, Blowing Stroke, 1 Extra CC Attack, Ki Powers
Two-Handed, Melee Weapon
(2), Rally Others
Special Rules: Special Rules:
A model using this weapon in Close Combat gets +1 Dam for each additional
You may purchase Yojimbo only if you play an Overlord Force. You may have
action spent to increase its chance to hit.
only one Yojimbo per army.

Tatsu Giant Hammer


Tatsu, charismatic weapon masterfull, has staved the death several times is
known today and respected to every levels of the corporation. CC P.B. Short Med Long Ext
Tatsu Cost 46 Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam
+0 ST+2 - - - - - - - - - -
CC RC PW LD AC W ST MV A S
12 9 11 14 3 2 9 3 10 2 Type:
Structure: Mounted, Melee Weapon

INDIVIDUAL Special Rules:


Tatsu None
Equipment:
LMG, 2 Katanas
Special Abilities:
Enhanced Charge, First Strike, 1 Extra CC Attack, Give Orders, Climb, Ki
Powers (1)
Special Rules:
You may purchase Tatsu only if you play an Overlord Force. You may have
only one Tatsu per army.
Coral Beach Center Mishima Army 12/13
Machine Pistol Ronin Rocket Launcher Damyo
CC P.B. Short Med Long Ext CC P.B. Short Med Long Ext
Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam
+2(x2) 8 +2(x2) 8 0(x2) 8 - - - - - -
- - - - -3 14(x3) -4 14(x3) -5 14(x3) -6 14(x3)

Type: Type:
One-Handed, Direct Fire, Missile Weapon Two-Handed, Anti-Tank, Direct Fire, Missile Weapon
Special Rules: Special Rules:
None None
SMG Windrider

CC P.B. Short Med Long Ext Hand Grenades


Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam
CC P.B. Short Med Long Ext
-1 9 +2(x2) 9 +0(x2) 9 -2 8 - - - -
Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam
- - 0 10 -2 10 - - - - - -
Type:
Two-Handed, Direct Fire, Missile Weapon Type:
Special Rules: One-Handed, Indirect Fire, Ranged Template Weapon
None Special Rules:
Uses Small Explosion Template
Assault Rifle Shogun
Grenade Launcher
CC P.B. Short Med Long Ext
Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam CC P.B. Short Med Long Ext
-2 10 +2 10 +1 10 -1 9 -3 8 - - Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam
- - - - 0 10 -2 10 -4 10 -6 10
Type:
Two-Handed, Direct Fire, Missile Weapon Type:
Special Rules: Two-Handed, Indirect Fire, Ranged Template Weapon
None Special Rules:
Uses Small Explosion Template
Sniper Rifle Archer
Explosive Gear
CC P.B. Short Med Long Ext
Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam
CC P.B. Short Med Long Ext
-3 10 +2 10(x2) +1 10(x2) 0 10(x2) -2 10(x2) -3 9
Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam
Type: - - - - - - - - - - - -

Two-Handed, Direct Fire, Missile Weapon Type:


Special Rules: Special
None Special Rules:
LMG Kensaï A model armed with Explosive Gear may spend 1 Action to try to blow himself.
Roll a d20 and apply the result from the table bellow:
1-18 Explosives detonate, killing automatically the model. Center the
CC P.B. Short Med Long Ext Small Explosion Template on the model. All models caught under
Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam take Dam 10(x2) hit.
-3 11 +3(x3) 11 +1(x2) 11 -2 10 - - - - 19-20 Explosives fail to detonate, they can’t serve during the rest of the
game.
Type:
Two-Handed, Direct Fire, Missile Weapon Light Flame-Thrower
Special Rules:
None CC P.B. Short Med Long Ext
Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam
HMG Dragonfire +0 12 - - - - - - - - - -

Type:
CC P.B. Short Med Long Ext
One-Handed, Directly Placed Template Weapon
Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam
-4 13 +3(x3) 13 +1(x2) 13 -2 12 - - - - Special Rules:
The Light Flarne-Thrower uses the Light Flamer Template DAM 12. The Light
Type: Flame-Thrower is an incendiary weapon. When a model is hit by an
One-Handed, Direct Fire, Missile Weapon incendiary weapon it is set on fire and must make a succesful Arrnor roll or
take a Wound. If it has more than one Wound it must continue to make rolls
Special Rules: until it succeeds or dies.
None
Coral Beach Center Mishima Army 13/13
Flame-Thrower Banshee Schrieck

CC P.B. Short Med Long Ext CC P.B. Short Med Long Ext
Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam
- - - - - - - - - - - - - - - - - - -3 Special -4 Special -6 Special

Type: Type:
Two-Handed, Directly Placed Template Weapon Mounted, Indirect Fire, Ranged Template Weapon
Special Rules: Special Rules:
The Flarne-Thrower uses the Flarmer Template DAM 12. The Flame- Uses the Four-Bursts Template (see Mars FoW p63). All models covered by
Thrower is an incendiary weapon. When a model is hit by an incendiary the template must roll a die under 10 or less or loose 1 Wound. They make as
weapon it is set on fire and must make a succesful Arrnor roll or take a many rolls as they have Wounds left. Armor and Weapon Immunity are
Wound. If it has more than one Wound it must continue to make rolls until it bypassed by the weapon’s effect.
succeeds or dies.

Heavy Flame-Thrower

CC P.B. Short Med Long Ext


Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam
- - - - - - - - - - - -

Type:
Mounted, Directly Placed Template Weapon
Special Rules:
The Heavy Flame-Thrower uses the Heavy Flamer Template DAM 13. The
Heavy Flame-Thrower is an incendiary weapon. When a model is hit by an
incendiary weapon it is set on fire and must make a succesful Arrnor roll or
take a Wound. If it has more than one Wound it must continue to make rolls
until it succeeds or dies.

Mounted HMG Dragonfire

CC P.B. Short Med Long Ext


Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam
- - 0(x2) 13 +3(x3) 13 +1(x2) 13 -1(x2) 13 -3 11

Type:
Mounted, Direct Fire, Missile Weapon
Special Rules:
None

Mortar

CC P.B. Short Med Long Ext


Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam
- - - - 0 12 -2 12 -3 12 -5 12

Type:
Mounted, Indirect Fire, Ranged Template Weapon
Special Rules:
Uses Small Explosion Template

Twin Rocket Launcher

CC P.B. Short Med Long Ext


Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam
- - - - -4 14(x3) -4 14(x3) -5 14(x3) -6 14(x3)

Type:
Mounted, Direct Fire, Missile Weapon
Special Rules:
This weapon fires twice per Fire Action. They hit the same target and each of
them has an hit roll.

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