0% found this document useful (0 votes)
166 views40 pages

Warhammer - Nippon 1.3

Uploaded by

Thomas Rousseau
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
166 views40 pages

Warhammer - Nippon 1.3

Uploaded by

Thomas Rousseau
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 40

WARHAMMER ARMIES:

NIPPON

By Mathias Eliasson
v.1.3
UNOFFICAL ARMY LIST
1
CONTENTS
ARMY SPECIAL RULES ................................................ 3 Sumo Warriors ................................................... 20
CLAN MON ......................................................................... 4 Onna Bushi ........................................................ 20
Ronin ................................................................. 21
MAGIC ITEMS.................................................................... 5 Yabusame .......................................................... 21
Magic Weapons ....................................................5 Komainu Riders ................................................. 22
Magic Armour ......................................................5 Fire Rockets ....................................................... 23
Talismans .............................................................5 Ozutsu Ashigaru ................................................ 23
Arcane Items ........................................................6 Wako Pirates ...................................................... 24
Enchanted Items ...................................................6 Kabuki Dolls...................................................... 24
Magic Standards ...................................................6 Ninja .................................................................. 25
LORDS .................................................................................... 7 Tengu ................................................................. 25
Oni ..................................................................... 26
Daimyo .................................................................7
Master Onmyoji ...................................................8 RARE UNITS ...................................................................... 27
HEROES ................................................................................. 9 Great Guard ....................................................... 27
Mikoshi Shrine .................................................. 28
Taisho ...................................................................9
Taiko Drum........................................................ 28
Hatamoto ............................................................10
Mangonel ........................................................... 29
Onmyoji ............................................................. 11
Cannon .............................................................. 29
Kensai ................................................................ 11
Flaming Arrow .................................................. 29
Yamabushi ..........................................................12
Kitsune .............................................................. 30
Shinobi ...............................................................13
Mizuchi.............................................................. 30
CHARACTER MOUNTS ............................................. 14
SPECIAL CHARACTERS (LORDS) ....................... 31
Warhorse ............................................................14
Tokudaira Ieyasu ............................................... 31
Komainu .............................................................14
Empress Himiko ................................................ 32
Kirin ...................................................................14
Odari Nobuhide ................................................. 33
CORE UNITS..................................................................... 15 Takai Katsuyori ................................................. 34
Samurai Warriors................................................15 Dawate Tadamune ............................................. 35
Samurai Archers .................................................15 Uesigo Norimasa ............................................... 36
Samurai Cavalry .................................................16 SPECIAL CHARACTERS (HEROES) ....................37
Ashigaru Spearmen ............................................17
Sanada Naomasa................................................ 37
Ashigaru Archers................................................17
Hitomi Gozen .................................................... 37
Ashigaru Slingers ...............................................18
Akashi Sho ........................................................ 38
Peasant Levy ......................................................18
Minamoto Kenshin ............................................ 39
SPECIAL UNITS .............................................................. 19 Sarutori Hanzo ................................................... 40
Warrior Monks ...................................................19 O-Sayumi .......................................................... 40
Warrior Monk Cavalry .......................................19

2
ARMY SPECIAL RULES
This section of the book describes all the different units GRAPPLING HOOKS
used in a Nipponese army, along with any rules Models equipped with grappling hooks can move over
necessary to use them in your games of Warhammer. impassable terrain like walls, rocks and buildings, but
Where a model has a special rule that is explained in not water and the like. Note that they still may not end
the Warhammer rulebook, only the name of that rule is their move within impassable terrain.
given. If a model has a special rule that is unique to it,
that rule is detailed alongside its description. However, HORO CLOAK
there are a number of commonly recurring ‘army Horo Cloaks have the following profile:
special rules’ that apply to several Nipponese units, and
these are detailed here. Combat: Missile: Special Rules:
- +1/6+ -
DEATH BEFORE DISHONOUR
Whenever a unit comprised wholly of models with this
special rule is required to take a Break Test, they may
KATANA
choose to do so using 3D6, discarding the highest dice. A katana counts as a hand weapon. If the wielder is on
However, if this test is failed, you must remove the entire foot, they may choose to use it as a two-handed weapon
unit as a casualty. The enemy then cannot pursue or which Requires Two Hands. If they choose to do so, they
overrun, but may reform as normal. gain +1 Strength, though this extra Strength does not
inflict any additional penalties on armour saves.
WAY OF THE WARRIOR
Models with this rule must always accept challenges and
MANTLETS
re-roll all failed Psychology tests. In addition, they ignore Units with mantlets must place them on separate bases in
Panic caused by friendly units with the Loner special rule front of the unit. Every model in the front rank must have
and with a lower unmodified Leadership value (excluding a mantlet base in front of it, which must also be set up
any characters) than them. within the army's deployment zone. A unit with mantlets
gains a 4+ armour save against missile attacks to its front
CALTROPS arc (except template attacks). However, if the unit moves
or reforms during the game, the mantlets are removed
Caltrops may be used as a Stand and Shoot reaction. from play.
All models in the enemy unit charging them has to take
a Dangerous Terrain test as soon as it comes within 4" SMOKE BOMBS
of the Ninja unit.
A unit with Smoke Bombs may use them at the end of
any Close Combat phase in which they take part. On a
4+, the unit may disengage the combat by making a
flee move. If they do so, the enemy cannot pursue them
and they will rally automatically in their next turn.

3
CLAN MON
Human units that do not have the Expendable or Loner special rules in your army may have a Clan Mon, as
detailed below. You are not required to take Clan Mon on all units that can do so. You may not have multiple
different Clan Mons in the same army.

MON OF THE CHOTOSA CLAN MON OF THE ODARI CLAN


Characters 5 points Units 1 point per model
Units 1 point per model Ashigaru only. Models with this Mon gain +1 to their
Models with longbows only. Models with this Mon Leadership.
may re-roll 1's when rolling to Hit with longbows.
MON OF THE HOJIZU CLAN
MON OF THE DAWATE CLAN War Machines 15 points
Characters 15 points War Machines only. War Machines with this Clan Mon
Units 1 point per model may re-roll one failed To Hit roll or one Artillery Dice
Models with great weapons only. Models with this once per battle.
Mon do not suffer any penalties to their Initiative if
armed with great weapons. MON OF THE TAKAI CLAN
Characters 10 points
MON OF THE HATTIGA CLAN Units 1 point per model
Characters 20 points Cavalry only. Models with this Mon may re-roll one
Units 1 point per model dice when determining their charge distance, and re-
Each Shinobi adds +1 to deciding which table side to roll 1's when rolling To Wound on the charge.
deploy on and whether or not to deploy Scouts first or
second. In addition, Ninja, Kabuki Dolls and Shinobi MON OF THE UESIGO CLAN
gain +1 Attack in the first round of combat. Characters 20 points
Units 1 point per model
MON OF THE SHISUMA CLAN Warrior Monks with this Clan Mon gain the Stubborn
Characters 10 points special rule. If they are already Stubborn, they instead
Units 1 point per model become Unbreakable. Shugenja add +1 to their casting
Infantry only. Models with this Mon using katanas gain result.
the Parry (6+) special rule.

4
MAGIC ITEMS
This section contains the rules for some of the most iconic and powerful magical artefacts used by the Nipponese.
These may be used in addition to the magic items found in the Warhammer rulebook. Any magic weapon that
counts as a hand weapon follow the rules for katanas.

MAGIC WEAPONS MAGIC ARMOUR


DRAGON CLAW KATANA 55 points YORITOMO'S ARMOUR 50 points
Katana. When fighting in challenges, the wielder gains Heavy armour. The wearer gains a Ward save (5+). In
the Killing Blow special rule and may re-roll all failed addition, if there are any other friendly characters
rolls To Hit and To Wound. In addition, for every point within 12" of the wearer, the wearer also add +1 to
of unmodified Leadership that the wielder exceeds that their Strength.
of any one enemy model in base contact, they gain one
additional Attack. ARMOUR OF IMPERIAL RULE 40 points
Heavy armour. Enemies must re-roll 6’s when rolling
GRASS-CUTTING SWORD 55 points To Wound against the wearer. Enemies who fail their
Great weapon. Instead of attacking normally, this rolls To Wound suffer a Strength 4 hit.
weapon may automatically inflict a single Hit on all
enemy models in the front rank of any unit the wielder ARMOUR OF OSANO-WO 25 points
is in base contact with. Medium armour. The wearer is completely immune to
all effects from spells.
DIVINE SLASHING BLADE 40 points
Katana. All hits with this weapon automatically IKOMA'S WARFAN 25 points
Wound. Armour saves are taken as normal. Buckler. All enemies attacking the wielder in close
combat suffer a -1 To Hit penalty.
CRESENT MOON BLADE 35 points
Katana. The wielder always counts their Strength MEMPO OF HONOUR 20 points
characteristic at least one higher than that of any enemy This item gives the wearer a 6+ armour save. Enemies
models in base contact. In addition, they have the attacking the wearer in close combat must re-roll
Multiple Wounds (D3) special rule. successful rolls To Hit. However, if the wearer flees for
any reason, they are immediately removed as a casualty
HEAVENLY NAGINATA 35 points after making their flee move.
Polearm. This weapon gives the wielder +1 to Hit in
close combat and Flaming Attacks. In addition, on a To ISAWA'S HELM 15 points
Hit roll of a 6, that attack is multiplied into D3 hits. This item gives the wearer a 6+ armour save. In
addition, the wearer may re-roll 1's when taking armour
MASAMUNE'S WAKIZASHI 35 points saves.
Additional hand weapon. The wielder gains the Always
Strike First special rule. In addition, they may re-roll TALISMANS
failed Parry saves.
BRONZE TOKEN 35 points
DAEMON CUTTER 25 points
The wearer gains a Ward save (4+) against Magical
Katana. No Ward saves can be taken against attacks Attacks. In addition, the wearer may re-roll one failed
made by this weapon. armour save each turn.
AUTUMN RAIN 20 points HAKAMA OF THE IDE FAMILY 25 points
Longbow. The wielder may fire as many shots as they Enemies attempting to strike the bearer in Close
have Attacks on their profile and ignore all shooting Combat must first pass a Leadership test. If failed, they
modifiers. may not attack this turn.
YARI OF RIGHTEOUSNESS 15 points THE RAINBOW CLOAK 25 points
Light lance/spear. Only one enemy model in base Enemies shooting at the bearer or any unit they are
contact may attack the wielder in Close Combat. The with suffer -1 to hit.
attacking player chooses which model may attack. In
addition, no enemy unit can claim the Outnumber HENSHIN'S AMULET 20 points
bonus against the wearer and any unit they are with.
This item gives the wearer a Ward save (6+). In
addition, they may re-roll one dice to Hit, to Wound or
a failed armour save each turn.

5
ARCANE ITEMS JADE MIRROR 20 points
The bearer gains the Inspiring Presence (6) special rule.
CANDLE OF THE VOID 30 points However, if they flee for any reason, other friendly
units may not use their Leadership at all for the
The Candle of the Void may be placed within 12" of
remainder of the game.
the caster at the start of the game (use a small marker
on a round 25mm base), but it may not be moved MANTLE OF FIRE 20 points
during the game and counts as impassable terrain.
The wearer gains +1 To Wound with their Close
Combat attacks.
The caster can choose to cast any spell through the
candle rather than themselves. If they do so, measure
MEISHODO AMULET 20 points
the spell's range from the candle. The candle can draw
At the start of each of your turns, the bearer of this item
Line of Sight in any direction and has a Line of Sight
may increase one characteristic of their choosing by +1
value of 1. The caster can use this to cast any spell type
even if they are engaged in close combat. If a spell cast by passing a Leadership test. This bonus lasts until the
through the candle is miscast, the result of the miscast start of your next turn.
is applied to the caster as normal.
BONSAI PINE OF IUCHI RAMATSU 10 points
INCENSE OF CONCENTRATION 25 points This item may be used at the start of any of your turns.
When activated, the bearer and any unit they are with
The model carrying this item may adjust the dice roll
of one power dice by 1 (either up or down) when halve their Line of Sight value (rounded down, to a
casting spells once per turn. minimum of 1). They may return to their normal Line
of Sight value at the start of any of your turns.
CHIME OF HARMONY 25 points
BRASS GONG OF OTAKU MASERO 10 points
The bearer of this item may re-roll failed casting rolls,
as long as they are not in Close Combat or have not All friendly units within 12" of the bearer gain +1 to
moved earlier in that turn. their Leadership when taking Rally tests.

SACRED MAGATAMA 15 points MAGIC STANDARDS


This item allows the bearer to attempt to cast the same
spell twice in a single turn if the first attempt fails or is MIRUMOTO'S BATTLE STANDARD 75 points
dispelled. The unit carrying this standard adds +1 To Hit and To
Wound in the first round of close combat.
ENCHANTED ITEMS
IMPERIAL STANDARD 65 points
DRUM OF WATER 40 points The bearer gains the Hold Your Ground (6) special
rule. In addition, the unit carrying it gains +D3 to their
The bearer and any unit they are with gains the
combat resolution.
Devastating Charge special rule.

CURSE OF THE MIDNIGHT FLIES 35 points ANCESTRAL WAR STANDARD 40 points


One use only. The character may use the Curse of the All combats with at least one friendly unit involved
Midnight Flies in the Shooting phase. It has a range of within 6" of the unit carrying the banner receive +1 to
their combat resolution bonus.
24" and causes 3D6 automatic Strength 3 hits.

FAN OF COMMAND 35 points BANNER OF AMATERASU 35 points


Once per game, the bearer and any unit they are with The unit carrying this standard take all Break tests
may make a free reform in the beginning of the using a single D6. This cannot be combined with Death
Movement phase. In addition, they automatically pass Before Dishonour.
any test to reform, march and restrain from pursuit.
STANDARD OF THE
DRAGON PEARL 25 points VERMILLION BIRD 30 points
At the start of the close combat phase, the bearer may All friendly Wizards within 12" of this standard gain
transform the Dragon Pearl into an exact replica of any +1 to cast spells.
magic item carried by an enemy character in base
contact, retaining all of its abilities for as long as it
STANDARD OF THE IRON CRANE 30 points
stays in base contact. The unit carrying this standard gains the Dodge (6+)
special rule.
SERENITY LANTERNS 25 points
The bearer and any unit in base contact with them
BANNER OF THE
gains the Immunity (Psychology) special rule. In ROARING TEMPEST 15 points
addition, they lose any Hatred or Frenzy special rule The unit carrying this standard counts as having one
they might have while they remain in base contact. more rank than normal for the purposes of rank bonus.
Note that the unit must have at least one complete rank.
6
LORDS
DAIMYO
Profile M WS BS S T W I A Ld Points
Daimyo 4 6 5 4 4 3 6 4 9 100

TROOP TYPE: Infantry (Character, Human)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Katana, medium armour

OPTIONS:
• May choose one of the following:
- Additional hand weapon free
- Buckler free
- Spear free
- Light lance +4 points
- Great weapon +4 points
- Polearm +4 points
• May choose one of the following:
- Longbow +5 points
- Handgun +5 points
- Pistol +6 points
• May take heavy armour +9 points
• May take a Horo cloak +3 points
• May be mounted on one of the following
- Warhorse +18 points
- Komainu +30 points
- Kirin +48 points
- Mizuchi +300 points
• May take Magic Items up to a total of 100 points

SPECIAL RULES: Death before Dishonour, Way of the Warrior

7
LORDS
MASTER ONMYOJI
Profile M WS BS S T W I A Ld Points
Master Onmyoji 4 3 3 3 4 3 3 1 8 165

TROOP TYPE: Infantry (Character, Human)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon

MAGIC: A Master Onmyoji is a Level 3 Wizard which can use spells from the Lore of Fire, Life, Heavens, Light,
Shadows or Death.

OPTIONS:
• May be upgraded to a Level 4 Wizard +35 points
• May be mounted on one of the following
- Warhorse +18 points
- Kirin +48 points
• May take Magic Items up to a total of 100 points

8
HEROES
TAISHO
Profile M WS BS S T W I A Ld Points
Taisho 4 5 5 4 4 2 5 3 8 70

TROOP TYPE: Infantry (Character, Human)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Katana, medium armour

OPTIONS:
• May choose one of the following:
- Additional hand weapon free
- Spear free
- Light lance free
- Great weapon +3 points
- Polearm +3 points
• May choose one of the following:
- Longbow +5 points
- Handgun +5 points
- Pistol +6 points
• May take heavy armour +6 points
• May take a Horo cloak +2 points
• May be mounted on one of the following
- Warhorse +12 points
- Komainu +20 points
- Kirin +32 points
• May take Magic Items up to a total of 50 points

SPECIAL RULES: Death before Dishonour, Way of the Warrior

9
HEROES
HATAMOTO
Profile M WS BS S T W I A Ld Points
Hatamoto 4 4 4 4 4 2 4 2 8 50

TROOP TYPE: Infantry (Character, Human)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Katana, medium armour

OPTIONS:
• One Hatamoto may carry the Battle Standard +25 points
• May choose one of the following:
- Additional hand weapon free
- Spear free
- Light lance +2 points
- Great weapon +2 points
- Polearm +2 points
• May choose one of the following:
- Longbow +3 points
- Handgun +3 points
- Pistol +4 points
• May take heavy armour +6 points
• May take a Horo cloak +2 points
• May be mounted on one of the following
- Warhorse +12 points
- Komainu +20 points
• May take Magic Items up to a total of 50 points

SPECIAL RULES: Death before Dishonour, Way of the Warrior


• Sworn Bodyguard: If you have any Characters with the Way of the Warrior special rule (that are not
Hatamoto) in your army, you may nominate one of them for the Hatamoto to protect at the start of the game.
The same character may not be nominated by several Hatamoto. Whenever the nominated character suffers a
Wound (before saves are taken) and the Hatamoto is in the same unit as them, roll a D6. On a 1, the Wound is
resolved as normal, but on a 2+ the Wound is intercepted, and re-allocated to the Hatamoto. No more than one
Wound can be re-allocated to each Hatamoto in each phase. Wounds in a challenge cannot be re-allocated.

UPGRADES:
• Battle Standard: The Battle Standard Bearer can have a magic banner with no points limit. However, a model
carrying a magic standard can only carry other magic items up to a total of 25 points.

10
HEROES
ONMYOJI
Profile M WS BS S T W I A Ld Points
Onmyoji 4 3 3 3 3 2 3 1 7 65

TROOP TYPE: Infantry (Character, Human)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon

MAGIC: An Onmyoji is a Level 1 Wizard which can use spells from the Lore of Fire, Life, Heavens, Light, Shadows
or Death.

OPTIONS:
• May be upgraded to a Level 2 Wizard +35 points
• May be mounted on a Warhorse +12 points
• May take Magic Items up to a total of 50 points

KENSAI
Profile M WS BS S T W I A Ld Points
Kensai 4 7 5 4 4 2 7 3 8 120

TROOP TYPE: Infantry (Character, Human)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Katana

OPTIONS:
• May take an additional hand weapon +2 points
• May take Magic Items up to a total of 50 points

SPECIAL RULES: Death before Dishonour, Killing Blow, Parry (5+), Way of the Warrior
• Iaijutsu: A Kensai must always issue and accept challenges if possible. At the start of each round of close
combat, he may choose to utilize one of the following duelling techniques. He may not use the same technique
two rounds in a row.
- Drawing the Void: The Kensai gains +1 To Hit and To Wound.
- A Single Moment: The Kensai gains the Always Strikes First Special rule.
- Ritual of Steel: The Kensai gains +D3 Attacks.

NOTES:
• A Kensai may never be the Army General.

11
HEROES
YAMABUSHI
Profile M WS BS S T W I A Ld Points
Yamabushi 4 4 4 4 4 2 4 2 8 95

TROOP TYPE: Infantry (Character, Human)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Katana

OPTIONS:
• May choose one of the following:
- Great weapon +2 points
- Polearm +2 points
- Longbow +3 points
- Handgun +4 points
• May choose one of the following:
- Light armour +2 points
- Medium armour +6 points
• May be mounted on a Warhorse +12 points
• May take Magic Items up to a total of 50 points

SPECIAL RULES: Immunity (Psychology), Magic Resistance (1)


• Light of the Sun Goddess: Enemy units in base contact with the model suffer -1 to their Weapon Skill.
• Prayers of the Kami: A model with this special rule know the four Prayers listed below. They may attempt to
use one at the start of each of your turns by taking a Leadership test on their own unmodified Leadership. If
passed, the prayer is answered and take immediate effect. A unit can only be under the effect of one Prayer at a
time.
- Be the Mountain: The model and any unit they are with gain the Stubborn special rule until the start of
your next turn.
- Strike of the Flowing Waters: The model and any unit they are with gain the Always Strikes First special
rule until the start of your next turn.
- Fiery Wrath: Every enemy unit in base contact with the model suffers 2D6 Strength 4 hits with the
Flaming Attacks special rule.
- Borne on the Wind: The model and any unit they are with gain the Fly (6) special rule until the start of
your next turn.

12
HEROES
SHINOBI
Profile M WS BS S T W I A Ld Points
Shinobi 5 6 6 4 4 2 6 3 8 95

TROOP TYPE: Infantry (Character, Human)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Two hand weapons, throwing weapons

OPTIONS:
• May choose any of the following:
- Blowpipe +5 points
- Caltrops +4 points
- Grappling hook +4 points
- Smoke bombs +4 points
• May choose one of the following:
- Night Milk +10 points
- Snake Venom +20 points
- Spider Venom +20 points
- Fauntei Shi +30 points
• May take Magic Items up to a total of 50 points

SPECIAL RULES: Dodge (5+), Hidden, Loner, Poisoned Attacks, Scouts

UPGRADES:
• Fauntei Shi: A model wounded (after saves) by Fauntei Shi must pass a Toughness test or lose all remaining
wounds.
• Spider Venom: Single unit models and characters wounded (after saves) by spider venom must pass a
Toughness at the start of their turns for the rest of the game, or lose 1 Wound with no saves allowed.
• Snake Venom: A model that takes a wound (after saves) from snake venom will lose one Attack and gains the
Always Strikes Last special rule for the remainder of the game.
• Night Milk: Any To Hit roll of 6 made by a model with their weapon coated in Night Milk automatically
Wounds.

13
CHARACTER MOUNTS
WARHORSE
Profile M WS BS S T W I A Ld Points
Warhorse 8 3 0 3 3 1 3 1 5 -

TROOP TYPE: War Beast (Animal)

BASE SIZE: 25x50 or 30x60

OPTIONS:
• May take barding +5 points

KOMAINU
Profile M WS BS S T W I A Ld Points
Komainu 7 4 0 4 5 2 3 2 7 -

TROOP TYPE: War Beast (Animal)

BASE SIZE: 25x50 or 30x60

OPTIONS:
• May take barding +5 points

SPECIAL RULES: Fear, Magic Resistance (1)

KIRIN
Profile M WS BS S T W I A Ld Points
Kirin 8 4 0 4 4 2 4 2 7 -

TROOP TYPE: War Beast (Animal)

BASE SIZE: 25x50, 30x60, 40x40, 40x60

SPECIAL RULES: Fear, Fly (9), Magical Attacks, Natural Armour (6+)
• Impale: Mounts with this special rule gain the Mighty Blow (1) special rule when they charge.

14
CORE UNITS
SAMURAI WARRIORS
Profile M WS BS S T W I A Ld Points
Samurai 4 4 4 3 3 1 4 1 8 8

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Katana, medium armour

OPTIONS:
• May choose one of the following:
- Spears free
- Polearms +1 point/model
- Great weapons +1 point/model
• May take heavy armour +1.5 points/model
• May upgrade one Samurai to a Leader +5 points
• May upgrade one Samurai to a Musician +5 points
• May upgrade one Samurai to a Standard Bearer +10 points
- May take a Magic Standard worth up 50 points

SPECIAL RULES: Death before Dishonour, Way of the Warrior

SAMURAI ARCHERS
Profile M WS BS S T W I A Ld Points
Samurai 4 4 4 3 3 1 4 1 8 13

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Katana, longbow, medium armour

OPTIONS:
• May replace longbows with handguns +1 point/model
• May choose one of the following:
- Heavy armour +1.5 points/model
- Mantlets +1.5 points/model
• May upgrade one Samurai to a Leader +5 points
• May upgrade one Samurai to a Musician +5 points
• May upgrade one Samurai to a Standard Bearer +10 points
- May take a Magic Standard worth up 50 points

SPECIAL RULES: Death before Dishonour, Way of the Warrior

15
CORE UNITS
SAMURAI CAVALRY
Profile M WS BS S T W I A Ld Points
Samurai 4 4 4 3 3 1 4 1 8 15
Warhorse 8 3 0 3 3 1 3 1 5

UNIT SIZE: 5+

TROOP TYPE: Cavalry (Human)

MOUNT: Warhorse (Animal)

BASE SIZE: 25x50

EQUIPMENT: Katana, medium armour

OPTIONS:
• May choose one of the following:
- Light lances +1 point/model
- Polearms +2 points/model
- Longbows +3 points/model
• May take heavy armour +1.5 points/model
• May take Horo cloaks +1 point/model
• May upgrade one Samurai to a Leader +5 points
• May upgrade one Samurai to a Musician +5 points
• May upgrade one Samurai to a Standard Bearer +10 points
- May take a Magic Standard worth up 50 points

SPECIAL RULES: Death before Dishonour, Fast Cavalry, Way of the Warrior

16
CORE UNITS
ASHIGARU SPEARMEN
Profile M WS BS S T W I A Ld Points
Ashigaru 4 3 3 3 3 1 3 1 7 3,5

UNIT SIZE: 20+

TROOP TYPE: Infantry (Human)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Spear, light armour

OPTIONS:
• May replace spears with one of the following:
- Pikes +1.5 point/model
- Polearms +1.5 point/model
• May take medium armour +1 point/model
• May upgrade one Ashigaru to a Leader +5 points
• May upgrade one Ashigaru to a Musician +5 points
• May upgrade one Ashigaru to a Standard Bearer +10 points
- May take a Magic Standard worth up 25 points

ASHIGARU ARCHERS
Profile M WS BS S T W I A Ld Points
Ashigaru 4 3 3 3 3 1 3 1 7 8

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Katana, longbow, light armour

OPTIONS:
• May replace longbows with handguns +1 point/model
• May choose one of the following:
- Medium armour +1 point/model
- Mantlets +1.5 points/model
• May upgrade one Ashigaru to a Leader +5 points
• May upgrade one Ashigaru to a Musician +5 points
• May upgrade one Ashigaru to a Standard Bearer +10 points
- May take a Magic Standard worth up 25 points

17
CORE UNITS
ASHIGARU SLINGERS
Profile M WS BS S T W I A Ld Points
Ashigaru 4 3 3 3 3 1 3 1 7 8

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Katana, sling, light armour

OPTIONS:
• May upgrade one Ashigaru to a Leader +5 points
• May upgrade one Ashigaru to a Musician +5 points

SPECIAL RULES: Skirmishers

PEASANT LEVY
Profile M WS BS S T W I A Ld Points
Peasant 4 2 2 3 3 1 3 1 5 2

UNIT SIZE: 20+

TROOP TYPE: Infantry (Human)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon

OPTIONS:
• May take spears +0.5 point/model
• May upgrade one Peasant to a Leader +5 points

SPECIAL RULES: Expendable

18
SPECIAL UNITS
WARRIOR MONKS
Profile M WS BS S T W I A Ld Points
Warrior Monk 4 4 4 3 3 1 4 1 8 9

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Katana, polearm, light armour

OPTIONS:
• May replace polearms with one of the following:
- Longbows +4 points/model
- Handguns +5 points/model
• May take medium armour +1.5 point/model
• May upgrade one Warrior Monk to a Leader +5 points
• May upgrade one Warrior Monk to a Musician +5 points
• May upgrade one Warrior Monk to a Standard Bearer +10 points
- May take a Magic Standard worth up 50 points

SPECIAL RULES: Immunity (Psychology), Magic Resistance (1)

WARRIOR MONK CAVALRY


Profile M WS BS S T W I A Ld Points
Warrior Monk 4 4 4 3 3 1 4 1 8 17
Warhorse 8 3 0 3 3 1 3 1 5

UNIT SIZE: 5+

TROOP TYPE: Cavalry (Human)

MOUNT: Warhorse (Animal)

BASE SIZE: 25x50

EQUIPMENT: Polearm, light armour

OPTIONS:
• May take medium armour +1 point/model
• May upgrade one Warrior Monk to a Leader +5 points
• May upgrade one Warrior Monk to a Musician +5 points
• May upgrade one Warrior Monk to a Standard Bearer +10 points
- May take a Magic Standard worth up 50 points

SPECIAL RULES: Fast Cavalry, Immunity (Psychology), Magic Resistance (1)

19
SPECIAL UNITS
SUMO WARRIORS
Profile M WS BS S T W I A Ld Points
Sumo Warrior 4 4 3 4 4 1 3 1 8 12

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human)

BASE SIZE: 25x25 or 30x30

EQUIPMENT: Great weapon, light armour

OPTIONS:
• May take medium armour +1 point/model
• May upgrade one Warrior Monk to a Leader +5 points
• May upgrade one Warrior Monk to a Musician +5 points
• May upgrade one Warrior Monk to a Standard Bearer +10 points
- May take a Magic Standard worth up 50 points

SPECIAL RULES: Death before Dishonour, Way of the Warrior

ONNA BUSHI
Profile M WS BS S T W I A Ld Points
Onna Bushi 4 4 4 3 3 1 4 1 8 9

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Katana, polearm

OPTIONS:
• May replace polearms with longbows +4 points/model
• May choose one of the following:
- Light armour +0.5 point/model
- Medium armour +1.5 points/model
• May take mantlets +1.5 points/model
• May upgrade one Onna Bushi to a Leader +5 points
• May upgrade one Onna Bushi to a Musician +5 points
• May upgrade one Onna Bushi to a Standard Bearer +10 points
- May take a Magic Standard worth up 50 points

SPECIAL RULES: Death before Dishonour, Stubborn, Way of the Warrior


• Stalwart Defence: If the majority of models in the unit has this special rule and are garrisoning a building or
fighting behind a defended obstacle, they may re-roll failed Break tests.

20
SPECIAL UNITS
RONIN
Profile M WS BS S T W I A Ld Points
Ronin 4 4 4 3 3 1 4 1 8 7

UNIT SIZE: 5-30

TROOP TYPE: Infantry (Human)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Katana

OPTIONS:
• May take additional hand weapons +1 point/model
• May take longbows +4 points/model
• May take light armour +0.5 point/model
• May upgrade one Ronin to a Leader +5 points

SPECIAL RULES: Loner, Stubborn, Skirmishers, Way of the Warrior

YABUSAME
Profile M WS BS S T W I A Ld Points
Yabusame 4 4 4 3 3 1 4 1 8 17
Warhorse 8 3 0 3 3 1 3 1 5

UNIT SIZE: 5+

TROOP TYPE: Cavalry (Human)

MOUNT: Warhorse (Animal)

BASE SIZE: 25x50

EQUIPMENT: Katana, longbow

OPTIONS:
• May upgrade one Yabusame to a Leader +5 points
• May upgrade one Yabusame to a Musician +5 points
• May upgrade one Yabusame to a Standard Bearer +10 points
- May take a Magic Standard worth up 50 points

SPECIAL RULES: Death before Dishonour, Fast Cavalry, Way of the Warrior
• Way of the Bow: Yabusame do not suffer penalties to Hit for moving and shooting and can fire Multiple Shots
even when moving that turn. In addition, when firing from within 6", all their missile attacks have the Armour
Piercing (1) special rule.

21
SPECIAL UNITS
KOMAINU RIDERS
Profile M WS BS S T W I A Ld Points
Samurai 4 4 4 3 3 1 4 1 8 34
Komainu 7 4 0 4 5 2 3 2 7

UNIT SIZE: 5+

TROOP TYPE: Cavalry (Human)

MOUNT: Komainu (Animal)

BASE SIZE: 25x50 or 30x60

EQUIPMENT: Katana, medium armour

OPTIONS:
• May choose one of the following:
- Light lances +1 point/model
- Polearms +2 points/model
- Longbows +3 points/model
• May take heavy armour +3 points/model
• May take Horo cloaks +2 points/model
• May upgrade one Samurai to a Leader +5 points
• May upgrade one Samurai to a Musician +5 points
• May upgrade one Samurai to a Standard Bearer +10 points
- May take a Magic Standard worth up 50 points

SPECIAL RULES: Death before Dishonour, Fear, Magic Resistance (1), Way of the Warrior

22
SPECIAL UNITS
FIRE ROCKETS
Profile M WS BS S T W I A Ld Points
Samurai 4 4 4 3 3 1 4 1 8 15

UNIT SIZE: 5-10

TROOP TYPE: Infantry (Human)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Katana, fire rocket, medium armour


• Fire Rocket: Fire rockets have the following profile:
Range: Strength: Special Rules:
24" 4 Flaming Attacks, Ponderous

Each Hit from a fire rocket is multiplied into D3 Hits.

OPTIONS:
• May take heavy armour +1.5 points/model

SPECIAL RULES: Death before Dishonour, Skirmishers, Way of the Warrior

OZUTSU ASHIGARU
Profile M WS BS S T W I A Ld Points
Ashigaru 4 3 3 3 3 1 3 1 7 11

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Katana, ozutsu, light armour


• Ozutsu: Ozutsu have the following profile:
Range: Strength: Special Rules:
18" 5 Armour Piercing (1), Ponderous

OPTIONS:
• May take mantlets +1.5 point/model

23
SPECIAL UNITS
WAKO PIRATES
Profile M WS BS S T W I A Ld Points
Wako Pirate 4 3 3 3 3 1 4 1 7 4

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Katana

OPTIONS:
• May choose one of the following:
- Spears free
- Longbows +3 point/model
- Handguns +4 point/model
• May take light armour +0.5 point/model
• May upgrade one Wako Pirate to a Leader +5 points
• May upgrade one Wako Pirate to a Musician +5 points
• May upgrade one Wako Pirate to a Standard Bearer +10 points

SPECIAL RULES: Ambushers, Loner

KABUKI DOLLS
Profile M WS BS S T W I A Ld Points
Kabuki Doll 5 4 4 3 3 1 5 1 7 11

UNIT SIZE: 5-20

TROOP TYPE: Infantry (Human)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon, war fan


• War Fan: A war fan may be used in two ways: it can either be used as an additional hand weapon with the
Jidaimono style or as a buckler in close combat with the Sewamono style.

OPTIONS:
• May upgrade one Kabuki Doll to a Leader +5 points

SPECIAL RULES: Loner, Poisoned Attacks, Skirmishers


• Kabuki Dance: You must choose one of the two dances for the kabuki Dolls to perform at the start of each
close combat phase. Each effect lasts for the duration of the close combat round.
- Jidaimono: The Kabuki Dolls have the Always Strikes First special rule.
- Sewamono: The Kabuki Dolls have the Dodge (5+) special rule.

24
SPECIAL UNITS
NINJA
Profile M WS BS S T W I A Ld Points
Ninja 5 4 4 3 3 1 5 1 8 10

UNIT SIZE: 5-20

TROOP TYPE: Infantry (Human)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Two hand weapons, throwing weapons

OPTIONS:
• May choose any of the following:
- Grappling hooks +1 point/model
- Blowpipe +2 points/model
- Caltrops +2 points/model
- Poisoned Attacks +2 points/model
- Smoke bombs +2 points/model
• May upgrade one Ninja to a Leader +5 points

SPECIAL RULES: Dodge (6+), Loner, Scouts, Skirmishers

TENGU
Profile M WS BS S T W I A Ld Points
Tengu 5 4 3 3 3 1 5 1 8 12

UNIT SIZE: 5-20

TROOP TYPE: Infantry (Beastman)

BASE SIZE: 25x25

EQUIPMENT: Katana

OPTIONS:
• May take polearms +1 point/model
• May take light armour +0.5 point/model

SPECIAL RULES: Fly (10), Loner

25
SPECIAL UNITS
ONI
Profile M WS BS S T W I A Ld Points
Oni 6 5 3 5 4 3 5 3 7 52

UNIT SIZE: 3+

TROOP TYPE: Monstrous Infantry (Daemon)

BASE SIZE: 40x40 or 50x50

EQUIPMENT: Hand weapon

OPTIONS:
• May choose any of the following:
- Additional hand weapons +3 points/model
- Great weapons +6 points/model
• May take light armour +1.5 points/model
• May upgrade one Oni to a Leader +5 points

SPECIAL RULES:
• Daemonic: Models with this special rule have the Magical Attacks and Unstable special rule. In addition, they
have Ward save (5+) which is reduced to a Ward save (6+) against Magical Attacks.

26
RARE UNITS
GREAT GUARD
Profile M WS BS S T W I A Ld Points
Great Guard 4 5 4 4 3 1 4 1 8 40
Kirin 9 4 0 4 4 2 4 2 7

UNIT SIZE: 3-10

TROOP TYPE: Cavalry (Human)

MOUNT: Kirin (Animal)

BASE SIZE: 25x50, 30x60, 40x40, 40x60

EQUIPMENT: Katana, medium armour

OPTIONS:
• May choose one of the following:
- Light lances +1 point/model
- Polearms +2 points/model
• May take heavy armour +3 points/model
• May take Horo cloaks +2 points/model
• May upgrade one Great Guard to a Leader +5 points
• May upgrade one Great Guard to a Musician +5 points
• May upgrade one Great Guard to a Standard Bearer +10 points
- May take a Magic Standard worth up 50 points

SPECIAL RULES: Death before Dishonour, Devastating Charge, Fear, Fly (9), Impale (see Kirin), Magical
Attacks (Kirin only), Natural Armour (6+), Stubborn, Way of the Warrior

27
RARE UNITS
MIKOSHI SHRINE
Profile M WS BS S T W I A Ld Points
Mikoshi Shrine 4 4 4 4 4 6 4 4 8 120

TROOP TYPE: Shrine (Human)

BASE SIZE: 40x60 or 50x75 or 50x100 or 60x100

EQUIPMENT: Polearm, light armour

SPECIAL RULES: Immunity (Psychology), Magic Resistance (1), Ward Save (4+)
• Holy Relic: A Mikoshi Shrine adds +1 Power Dice to your power pool in each of your Magic phases. In
addition, a Mikoshi Shrine and any unit of Warrior Monks joined by it, has the Stubborn special rule. Unlike
other Shrines, it does not need to be in the front rank of the unit.
• Blessings of the Kami: Blessings of the Kami are innate bound spells (power level 5). All Blessings are
augment spells with a range of 12". The effects of each Blessing lasts until the start of the next Nippon Magic
Phase.
- Blessing of Strength: The unit may re-roll all failed To Wound rolls in close combat.
- Blessing of Persistence: Enemies attacking the unit suffer -1 To Wound.
- Blessing of Swiftness: The unit may re-roll the distance moved when charging and pursuing.

However, if a unit with an active Blessing flees for any reason, they immediately lose the Blessing and suffer
D6 Strength 4 hits.

TAIKO DRUM
Profile M WS BS S T W I A Ld Points
Taiko Drum - - - - 5 - - - - 50
Drummer 4 3 3 3 3 1 3 1 7

TROOP TYPE: War Machine

CREW: 1 Drummer (Human)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon, light armour

OPTIONS:
• May take an additional Drummer +7 points

SPECIAL RULES:
• Vigour Rhythms: At the start of any of your Movement phases, you may choose to have your Taiko Drum
give out one of the following abilities to all friendly units within 18" which lasts until the start of your next
Movement phase:
- Bravery and Courage: The units gain +1 to their Leadership when taking Psychology and Break Tests.
- Strategy and Discipline: The units may roll 3D6 for Leadership tests to Reform, Restrain from Pursuit
and March, discarding the highest result.
- Charge! The units may re-roll one of the dice that determines their charge distance.

28
RARE UNITS
MANGONEL
Profile M WS BS S T W I A Ld Points
Mangonel - - - - 7 - - - - 90
Crew 4 3 3 3 3 1 3 1 7

TROOP TYPE: War Machine (Stone Thrower)

CREW: 3 Crew (Human)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon, light armour

SPECIAL RULES:
• Flaming Ammunition: All shots from a Mangonel have the Flaming Attacks special rule.

CANNON
Profile M WS BS S T W I A Ld Points
Grand Cannon - - - - 7 - - - - 85
Crew 4 3 3 3 3 1 3 1 7

TROOP TYPE: War Machine (Cannon)

CREW: 3 Crew (Human)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon, light armour

FLAMING ARROW
Profile M WS BS S T W I A Ld Points
Flaming Arrow - - - - 7 - - - - 65
Crew 4 3 3 3 3 1 3 1 7

TROOP TYPE: War Machine (Bolt Thrower)

CREW: 3 Crew (Human)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon, light armour


• Flaming Arrows: Flaming Arrows fire using the following profile. If you roll a 1 To Hit, roll a D6 and consult
the Black Powder Misfire chart in the Warhammer rulebook.

Range: Strength: Special Rules:


60" 8 Flaming Attacks, Multiple Wounds (D3)
29
RARE UNITS
KITSUNE
Profile M WS BS S T W I A Ld Points
Kitsune 9 5 0 4 4 2 6 2 9 80

TROOP TYPE: War Beast (Spirit)

BASE SIZE: 25x25 or 25x50 or 40x40

MAGIC: A Kitsune is Level 1 Wizard that uses spells from the Lore of Shadow.

SPECIAL RULES: Forest Strider, Magical Attacks, Scouts, Ward Save (5+)

MIZUCHI
Profile M WS BS S T W I A Ld Points
Mizuchi 6 6 0 6 6 6 3 5 8 300

TROOP TYPE: Monster (Dragon)

BASE SIZE: 50x75 or 50x100

SPECIAL RULES: Aquatic, Fly (7), Natural Armour (3+)


• Poison Breath: This is a Strength 3 Breath Weapon with the Poisoned Attacks special rule.

30
SPECIAL CHARACTERS
(LORDS)
TOKUDAIRA IEYASU
Shogun of Nippon
Profile M WS BS S T W I A Ld Points
Tokudaira Ieyasu 4 7 5 4 4 3 6 5 10 270

TROOP TYPE: Infantry (Special Character, Human)

BASE SIZE: 20x20 or 25x25

MAGIC ITEMS:
• Blade of the Silver Moon: Magic Weapon. Katana. All attacks that Hit will Wound automatically and have the
Multiple Wounds (D3) special rule.
• Armour of Iron Resolve: Magic Armour. Heavy armour. The wearer gains a Ward save (3+) against mundane
attacks, which becomes a Ward save (5+) against Magical Attacks

OPTIONS:
• May be mounted on one of the following
- Warhorse +18 points
- Komainu +30 points
- Kirin +48 points
- Mizuchi +300 points

SPECIAL RULES: Death before Dishonour, Way of the Warrior


• Great Guard: One unit of Samurai Warriors in an army led by Tokudaira Ieyasu may be upgraded to Great
Guard on foot for a cost of 4 points per model. Great Guard have +1 Weapon Skill and Strength as well as the
Devastating Charge and Stubborn special rules. This unit counts as a Special choice.
• Shogun: Tokudaira Ieyasu must be the Army General. He has the Inspiring Presence (18) special rule rather
than Inspiring Presence (12). An army led by the Shogun ignores the restriction on not allowing multiple Clan
Mons in the army.

31
SPECIAL CHARACTERS
(LORDS)
EMPRESS HIMIKO
Daughter of Amaterasu
Profile M WS BS S T W I A Ld Points
Empress Himiko 4 3 3 3 3 3 3 1 9 370

TROOP TYPE: Infantry (Special Character, Human)

BASE SIZE: 20x20 or 25x25

MAGIC: Empress Himiko is a Level 4 Wizard who can use spells from the Lore of Heavens or Light.

EQUIPMENT: Hand weapon

MAGIC ITEMS:
• Sacred Jewel of Eight: Talisman. The Sacred Jewel of Eight causes enemy units in base contact with the
bearer to suffer -1 To Hit.
• Eight Span Mirror: Arcane Item. If an enemy spell targets Empress Himiko or the unit she is with and is
subsequently dispelled by her, she may immediately cast the spell back at the enemy caster just like a Bound
Spell, using the same casting value as the enemy Wizard.

SPECIAL RULES: Death before Dishonour, Way of the Warrior


• Empress of Nippon: Any unit with the Way of the Warrior special rule joined by Empress Himiko becomes
Unbreakable as long as she is in it. In addition, she benefits from a 3+ "Look Out, Sir!" roll in close combat.
• Supreme Onmyoji: Himiko may re-roll failed channelling rolls. In addition, she may re-roll one dice when
casting and dispelling each turn.

32
SPECIAL CHARACTERS
(LORDS)
ODARI NOBUHIDE
The Daemon King, Daimyo of the Odari Clan
Profile M WS BS S T W I A Ld Points
Odari Nobuhide 4 6 5 4 4 3 6 4 9 200

TROOP TYPE: Infantry (Special Character, Human)

BASE SIZE: 20x20 or 25x25

MAGIC ITEMS:
• Guard Breaker: Magic Weapon. Katana. Attacks made with Guard Breaker have the Ignores Armour saves
special rule, and no Parry saves may be taken against it.
• Achala's Ward: Magic Armour. Heavy armour. Achala’s Ward grants the wearer a Ward save (4+) and the
Immunity (Killing Blow) special rule.

OPTIONS:
• May be mounted on one of the following
- Warhorse +18 points
- Komainu +30 points
- Kirin +48 points
- Mizuchi +300 points

SPECIAL RULES: Death before Dishonour, Mon of the Odari Clan, Way of the Warrior
• Daemon King: Friendly Ashigaru units that uses Odari Nobuhide's Inspiring Presence special rule may roll
3D6 for their Panic and Break tests, and discard the highest result.
• Daimyo of the Odari Clan: Ashigaru units in an army led by Odari Nobuhide must take the Odari Clan Mon.

33
SPECIAL CHARACTERS
(LORDS)
TAKAI KATSUYORI
The Red Tiger, Daimyo of the Takai Clan
Profile M WS BS S T W I A Ld Points
Takai Katsuyori 4 6 5 4 4 3 6 4 9 225

TROOP TYPE: Infantry (Special Character, Human)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Katana

MAGIC ITEMS:
• Sunset Defender: Magic Armour. Heavy armour. Sunset Defender gives the wearer +1 Toughness. In addition,
for every successful Armour save the wearer makes in Close Combat, they gain +1 to their Combat Resolution
that round.
• Takai War Fan: Magic Armour. Buckler. The Takai War Fan gives the bearer the Inspiring Presence (6)
special rule. In addition, units using their Leadership may re-roll failed Leadership tests.

OPTIONS:
• May be mounted on one of the following
- Warhorse +18 points
- Komainu +30 points
- Kirin +48 points
- Mizuchi +300 points

SPECIAL RULES: Death before Dishonour, Mon of the Takai Clan, Way of the Warrior
• Brilliant Tactician: Once per turn, Takai Katsuyori may attempt to issue one of the following commands to a
friendly unit within 12" that is not fleeing or in combat. This unit must take a Leadership test; if failed, the
command has no effect this turn. If passed, the command works as intended.
- Brace Yourselves! Issue as a Charge Reaction. Enemies charging the unit to its front lose all charging
bonuses.
- Fall back! Issue as a Charge Reaction. The unit may use Feigned Flight like Fast Cavalry/Skirmishers.
- Reform! Issue in the Remaining Moves phase. The unit may make a normal Reform and still move this
turn.
• Daimyo of the Takai Clan: Cavalry models in an army led by Takai Katsuyori must take the Takai Clan Mon.

34
SPECIAL CHARACTERS
(LORDS)
DAWATE TADAMUNE
The One-Eyed Dragon, Daimyo of the Dawate Clan
Profile M WS BS S T W I A Ld Points
Dawate Tadamune 4 6 5 4 4 3 6 4 9 175

TROOP TYPE: Infantry (Special Character, Human)

BASE SIZE: 20x20 or 25x25

MAGIC ITEMS:
• Saddle-Cutter: Magic Weapon. Great weapon. Saddle-cutter gives the wielder the Killing Blow special rule
against Cavalry or Monstrous Cavalry which applies on the roll of a 5+ rather than 6+.
• Armour of the Night Ocean: Magic Armour. Medium armour. The Armour of the Night Ocean grants the
wearer the Natural armour (4+) special rule. In addition, enemy models suffer -1 to Hit against them in close
combat.

OPTIONS:
• May be mounted on one of the following
- Warhorse +18 points
- Komainu +30 points
- Kirin +48 points
- Mizuchi +300 points

SPECIAL RULES: Death before Dishonour, Mon of the Dawate Clan, Way of the Warrior
• Daimyo of the Dawate Clan: Models with great weapons in an army led by Dawate Tadamune must take the
Dawate Clan Mon.
• Reckless Abandon: Dawate Tadamune has the Devastating Charge special rule. In addition, for every
successful Wound caused on a turn he charges he gains an additional attack. These additional attacks do not
generate any further attacks.

35
SPECIAL CHARACTERS
(LORDS)
UESIGO NORIMASA
Avatar of Bishamonten, Daimyo of the Uesigo Clan
Profile M WS BS S T W I A Ld Points
Uesigo Norimasa 4 6 5 4 4 3 6 4 9 170

TROOP TYPE: Infantry (Special Character, Human)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Medium armour

MAGIC ITEMS:
• Bishamonten's Might: Magic Weapon. Polearm. Attacks made with this weapon gain +1 To Hit. In addition,
for every Hit inflicted with it, an enemy model of your choice in base contact loses an Attack.
• Chalice of Bishamonten: Enchanted Item. One use only. The Chalice of Bishamonten can be used at the start
of any round of close combat. When used, Uesigo Norimasa gains +1 to his Weapon Skill, Strength,
Toughness, Initiative and Attacks as well as a Ward save (5+) for the remainder of the turn

OPTIONS:
• May be mounted on one of the following
- Warhorse +18 points
- Komainu +30 points
- Kirin +48 points
- Mizuchi +300 points

SPECIAL RULES: Death before Dishonour, Immunity (Psychology), Magic Resistance (2), Stubborn, Way of
the Warrior
• Daimyo of the Uesigo Clan: Units of Warrior Monks, Shugenja and Yamabushi in an army led by Uesigo
Norimasa must take the Uesigo Clan Mon. Warrior Monks count as a Core choice. However, no Wako Pirates,
Ninjas or Shinobis may be taken.

36
SPECIAL CHARACTERS
(HEROES)
SANADA NAOMASA
The Red Oni, Leader of the Red Devils
Profile M WS BS S T W I A Ld Points
Sanada Naomasa 4 6 5 4 4 2 5 3 8 190
Warhorse 8 3 0 3 3 1 3 1 5

TROOP TYPE: Cavalry (Special Character, Human)

MOUNT: Warhorse (Animal)

BASE SIZE: 25x50

MAGIC ITEMS:
• Divine Wind: Magic Weapon. Light lance. Divine Wind gives the wielder +1 Strength and the Devastating
Charge special rule.
• Red Daemon Armour: Magic Armour. Medium armour. The Red Daemon Armour gives Sanada Naomasa a
Ward save (5+) and the Fear special rule. In addition, only one enemy in base contact (chosen by Naomasa)
can choose to allocate their attacks against him in close combat.

SPECIAL RULES: Death before Dishonour, Frenzy, Way of the Warrior


• The Red Devils: The Red Devils are a unit of Samurai Cavalry with an additional +1 Strength and the Frenzy
special rule. Naomasa must deploy in this unit and may not leave it.

HITOMI GOZEN
Lady of War, the First Onna Bushi
Profile M WS BS S T W I A Ld Points
Hitomi Gozen 4 5 5 4 4 2 6 3 8 90

TROOP TYPE: Infantry (Special Character, Human)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Medium armour, longbow

MAGIC ITEMS:
• The Thundering Blade: Magic Weapon. Polearm. All attacks with this weapon have the Lightning Attacks
special rule.

OPTIONS:
• May be mounted on a Warhorse +12 points

SPECIAL RULES: Death before Dishonour, Stalwart Defence, Stubborn, Way of the Warrior
• Onna Bushi Commander: If Hitomi Gozen is included in your army, one unit of Onna Bushi may be taken as
a Core Unit instead of a Special Unit.

37
SPECIAL CHARACTERS
(HEROES)
AKASHI SHO
Pillar of Tradition, Grand Yokozuna of Nippon
Profile M WS BS S T W I A Ld Points
Akashi Sho 4 6 5 5 5 3 5 3 8 205

TROOP TYPE: Infantry (Special Character, Human)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Medium armour

MAGIC ITEMS:
• Oni-Kanabo: Magic Weapon. Great weapon. The Oni-Kanabo gives the wielder the Multiple Wounds (D3)
special rule.
• Tsuna Belt: Talisman. The Tsuna Belt grants Akashi Sho a Ward save (5+) and the Magic Resistance (1)
special rule.
• Purifying Salt: Enchanted Item. The Purifying Salt may be used whenever Akashi Sho issues or accepts a
challenge. For the duration of the challenge, he may re-roll 1's To Hit, To Wound and when taking armour and
Ward saves.

SPECIAL RULES: Death before Dishonour, Sworn Bodyguard (see Hatamoto), Way of the Warrior

38
SPECIAL CHARACTERS
(HEROES)
MINAMOTO KENSHIN
Wandering Kensai, Legendary Ronin
Profile M WS BS S T W I A Ld Points
Minamoto Kenshin 4 8 5 4 4 2 7 3 8 210

TROOP TYPE: Infantry (Special Character, Human)

BASE SIZE: 20x20 or 25x25

MAGIC ITEMS:
• The Nameless Blades: Magic Weapon. Two hand weapons. The wielder may re-roll all failed To Hit rolls. In
addition, any successful Parry or Dodge saves must be re-rolled.
• Headband of the Second Sun: Talisman. The Headband of the Second Sun allows Minamoto Kenshin to re-
roll Parry saves while fighting in challenges.

SPECIAL RULES: Iaijutsu, Killing Blow, Parry (5+), Way of the Warrior
• Uncouth Challenger: When Minamoto Kenshin issues a challenge, the opponent cannot choose to refuse it.
Furthermore, the Nippon player nominates which enemy character will accept the challenge.
• Path of the Blade: For each successful Parry save made, Minamoto Kenshin immediately gets to make an
additional attack back against the enemy that struck the blow.

NOTES:
• Minamoto Kenshin may never be the Army General.

39
SPECIAL CHARACTERS
(HEROES)
SARUTORI HANZO
Shinobi Assassin
Profile M WS BS S T W I A Ld Points
Sarutori Hanzo 5 8 6 4 4 2 8 3 9 200

TROOP TYPE: Infantry (Special Character, Human)

BASE SIZE: 20x20 or 25x25

MAGIC ITEMS:
• Biting Wind: Magic Weapon. The wielder causes an automatic Strength 4 hit on all models in base contact in
addition to his normal attacks. In addition, any model wounded, but not killed, loses all their attacks for the
duration of the turn.
• Kage Mask: Talisman. The wearer of this mask causes Fear. In addition, they automatically pass any
Characteristics tests they might be required to take.

SPECIAL RULES: Dodge (4+), Fauntei Shi (see Shinobi), Hidden, Poisoned Attacks, Scouts, Mon of the
Hattiga Clan
• Shadow Flight: Innate Bound Spell (power level 3). Shadow Flight is an augment spell that Sarutori Hanzo
can cast on himself. He may immediately make a Fly move up 10", even if engaged in close combat, as if it
were the Remaining Moves sub-phase.

O-SAYUMI
Legendary Geisha
Profile M WS BS S T W I A Ld Points
O-Sayumi 4 4 3 3 3 2 4 2 7 140

TROOP TYPE: Infantry (Special Character, Human)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon, war fan

MAGIC ITEMS:
• Karyukai Tea Set: Enchanted Item. One use only. O-Sayumi may use this item at the start of any of your
turns. O-Sayumi and any unit she is with becomes Unbreakable until the start of your next turn.
• Samisen of Oracular Vision: Enchanted Item. O-Sayumi may use this item at the start of any of your turns.
Target one friendly unit within 12". That unit gains +1 To Hit in close combat until the start of your next turn.

SPECIAL RULES: Poisoned Attacks, Kabuki Dance (see Kabuki Dolls)


• Legendary Geisha: Any friendly unit joined by O-Sayumi may re-roll all failed Leadership tests. Against
enemy characters, O-Sayumi may re-roll failed rolls To Wound and has the Killing Blow special rule.

NOTES:
• O-Sayumi may never be the Army General.

40

You might also like