The Nippon Army List

This armylist was written by Mark Havener The HTML Coversion and the Graphics are by Mike Marshall


It was last updated on 18th April 1996


Welcome to the Nipponese Army List. This list has the following sections : -

The Nippon Bestiary
The Nippon Warmachines
The Nippon Equipment List
The Nippon Army List
The Heros of Nippon
The Magic Items of Nippon
The Spells of Nippon

If you have any comments regarding this list or any artwork that would be suitable for inclusion in it then e-mail them to me

The Nippon Bestiary


Included in the Bestiary are the following

Seppuku Ronin
Sohei Ninja Assassins
Ninja Scouts Kamikaze Suicide Bombers
Temple Dogs Ki-Rin
Celestial Dragons Lesser Kami

Seppuku

Disgraced Samurai typically commit ritual suicide, called Seppuku. Sometimes, however, a Daimyo will not allow his warriors to kill themselves in this manner. Instead, he will give them a chance to erase the mark upon their honor by seeking a glorious death in combat. These warriors tie tourniquetes around their arms and legs, so that they will not die of blood loss before being cut to ribbons by the enemy. Such warriors are known as "Seppuku Warriors", and are a fearsome sight on the battlefield, as their quest for death drives them to deeds unimaginable by normal men. More than one lord in Nippon has gained victory through the efforts of such warriors.

Profile M WSBS S T W I A Ld
Seppuka 4 4 3 4 4 1 3 2 10

SPECIAL RULES
PSYCOLOGY
Seppuku Warriors are not affected by Panic, Fear, Terror, or any of the psychology rules. These warriors have embraced their fate, and are beyond caring about such matters.

COMBAT
Seppuku Warriors will fight on in hand-to-hand combat regardless of circumstances. They never need to take a Break test in hand-to-hand combat. They never flee from combat, and are more than willing to fight to the death.

DEATH SEEKERS
Seppuku Warriors seek to cleanse their honor by dying gloriously. To this end, they tend to rush into combat as quickly as possible. A unit of these troops must always move towards the enemy as quickly as possible, and must Charge the enemy if they are within charge distance.

Ronin

Ronin are masterless Samurai. They have somehow lost their Daimyo and been cast adrift in the world. Ronin frequently turn to banditry in order to survive, and bands of them roam across the countryside of Nippon, killing and looting whoever they meet. They may also serve as mercenary troops, hoping to gain enough personal glory to be invited to serve a new House. Samurai tend to have an intense dislike for Ronin (perhaps because Ronin represent the depths to which a Samurai may sink?), and the feeling is mutual. Though the Samurai typically has too much discipline to let this dislike show too overtly, Ronin are more willing to let their true feelings out, and therefore suffer special Animosity rules, detailed below.

Profile M WSBS S T W I A Ld
Ronin 4 4 3 3 3 1 3 1 7

SPECIAL RULES
RONIN ANIMOSITY
At the start of each of the Nipponese player's turns, and Ronin units that are within 12" of a Samurai unit must make an Animosity test (roll 1d6, a roll of "1" is a failure). In the event of a failed animosity test, roll 1d6 and consult the table below

1 - 2 The Ronin are filled with fury at the sight of the nearby Samurai. If they are within charge range, they will charge the Samurai unit and engage in one round of combat with them. If they are out of charge range of the unit, they will advance threateningly, moving as close as possible to the Samurai unit.
3 - 4 The Ronin decide to let the Samurai die on their own. They will not move from their present position, and will not fight unless attacked themselves. They will continue in this fashion until a successful leadership test is made (use the unit's basic leadership for this) at the start of any subsequent Nipponese turn (roll once each turn).
5 - 6 The Ronin have decided to show the Samurai what true bravery is all about! They may immediately make 1 extra move towards the nearest enemy (this may be a march, charge, or normal move, as appropriate). This is not considered part of the Movement Phase, so it is possible for a Ronin unit to move twice in one turn.

Sohei

Sohei are the fighting monks of Nippon. They are members of various religious orders of Nippon that have cropped up over the past few decades. Ignored at first because they tended to fight only among themselves, the power of these religious orders could not be denied when they began to burn cities when they were displeased. Though typically poorly armed and armored, it is not too unusual for Sohei to wear armor under their robes, or even take to the battlefield in armor outright!

Profile M WSBS S T W I A Ld
Sohei 4 3 3 3 3 1 3 1 7
Sohei Champion 4 4 4 4 3 1 4 2 7
Sohei Hero 4 5 5 4 4 2 5 3 8
Lord Abbot 4 6 6 4 4 3 6 4 9

SPECIAL RULES
FRENZY
All Sohei are subject to Frenzy as described in the Warhammer rulebook.

MARTIAL ARTS
Sohei are trained from an early age in the martial arts. Sohei Champions have the Whirlwind Attacks ability, Hero's have Whirlwind Attacks and Gentle Breeze whilst Lord Abbots have all three abilities.

The abilities are

Distant Death : The Sohei may make an attack during the Shooting Phase. This attack represents a projection of Chi (inner power). It has a range of 12", a Strength of 4, and inflicts not one but 1d3 wounds. It is treated as shooting, except that the Sohei may attack a specific character directly, even if the character is in a unit.

Gentle Breeze : His training makes the Sohei harder to hit by missile weapons, as he either deflects or dodges missile attacks. Any missile attacks directed at the Sohei are successfully dodged (e.g. no damage is incurred) on a d6 roll of 4-6. This includes missile attacks from War Engines, and is not an Armor Save, and is therefore not modified by Armor Save modifiers.

Whirlwind Strike : The Sohei may make special "Whirlwind" attacks. This doubles the Sohei's Attacks characteristic (so a frenzied Sohei using this ability gets 3X his Attacks characteristic, not 4X).

Ninja Assassins

The Ninja of Nippon are an ancient order of assassins. Originally taught by the master assassins of the Dark Elves, the Ninja Clans broke free of the "benevolent tutelage" of the Dark Elves in order to preserve their growing power base. After many years of warring between the two groups, the Ninja were eventually granted their independence by their former masters. Since that time, the assassin style the Ninja practice has deviated somewhat from its Dark Elf roots, to the extent that the Dark Elves are no longer recognized as the patriarchs of their former students. Ninja particularly favor gimmickry and poisons, and have infiltrated every level of life in Nippon, from street beggars to the Royal Court, establishing a spy network in Nippon that has no equivalent in the Known World.

Profile M WSBS S T W I A Ld
Ninja 4 5 5 4 3 1 8 2 8

SPECIAL RULES
POISON ATTACKS
A Ninja's weapons are poisoned. All attacks made by a Ninja inflict not 1 but 1d3 Wounds (roll a d6: 1-2 = 1, 3-4 = 2, 5-6 = 3)

DISGUISE
At the start of the game Ninjas are hidden in Nipponese units (infantry units only). You may hide one Ninja in each unit--make a note to indicate which units have Ninja in them. Ninja are not placed on the table until Revealed (see below), and are assumed to travel along with wahtever unit they are with. Your enemy should not know where your Ninja are until they are ready to attack.

ATTACK
Ninja may be Revealed once their unit is fighting in hand-to-hand combat. The player declares that his unit contains a Ninja and places the model amongst the ranks where it can fight, removing another model from combat if necessary. The Ninja can choose to attack any model his base touches. Because of their ability to attack quickly and unexpectedly, Ninja always attack first, even when the enemy has charged.

FURTHER FIGHTING
Enemy models may attack the Ninja in the normal way. Once the Ninja has been revealed he moves in company with the unit and continues to fight as described. In any round of hand-to-hand combat the Ninja can always choose where he wants to fight, moving from one place to another to take on whomever he wishes. However, Samurai hate Ninja, and will not tolerate them once their presence has been revealed. For this reason, a Ninja placed in a Samurai unit (does NOT include Ronin units) will be killed by the rest of the unit after the combat in which he is revealed is over. Also, the death of a Ninja in a Samurai unit does NOT count against the unit for purposes of combat resolution.

LEADERSHIP
Ninja are not leaders but merely exceptional individuals, so units that contain a Ninja may never use the Ninja's Leadership for any leadership-based tests. A Ninja (unlike a Dark Elf Assassin, for example) may not switch units if the unit he is with is forced to flee.

Ninja Scout

Among the first skills a Ninja is taught are how to blend in with his surroundings, and how to observe. Early in his career, a young Ninja's first assignments will be scouting and sabotage missions. The Ninja are among the best spies and scouts in the world, and are highly sought after for these attributes. Such ability does not come cheap, however, and it is a rare and powerful individual indeed who can afford to keep more than a small handful of Ninja "on retainer".

Profile M WSBS S T W I A Ld
Ninja Scout 5 4 4 3 3 1 6 1 7

SPECIAL RULES
POISON ATTACKS
A Ninja Scouts weapons are poisoned. All attacks made by a Ninja inflict not 1 but 1d3 Wounds (roll a d6: 1-2 = 1, 3-4 = 2, 5-6 = 3)

INFILTRATE
Ninja Scouts are set up after the enemy has placed all his units on the table. The Scouts may be placed anywhere on the table so long as they are outside the enemy's deployment zone and out of sight of enemy models at the start of the game.

SKIRMISHERS
Ninja Scouts may Skirmish.

Kamikaze Suicide Bombers

Kamikazes are impossibly brave warriors who are willing to sacrifice their lives to kill as many of the enemy as possible. These individuals go into battle as human bombs, carrying either a cask of powder or bandoliers loaded with individual charges. They light these explosives and then rush at the enemy, hoping to reach them before the charges detonate.

Profile M WSBS S T W I A Ld
Suicide Bomber 4 3 3 3 3 1 3 1 7

SPECIAL RULES
DISGUISE
Kamikazes are hidden in infantry units prior to the battle exactly as Ninja, except up to two may be placed in each unit. Kamikazes may not hide in Samurai units, however (though they may be hidden in units of Ronin), as suicidal Samurai have a different way of meeting a glorious death (see "Seppuku Warriors", above). In addition, they may not hide in Ninja Reconnaisance Units, because they lack the proper skills to Infiltrate.

ATTACK
Kamikazes are revealed as soon as an enemy approaches to within 8" of the concealing unit. When this happens, the Kamikazes light their fuses and rush towards the enemy (use a similar procedure as with Goblin Fanatics). The enemy unit is halted and the Kamikaze rushes forward his full charge movement of 8" (though terrain may reduce this). When the Kamikazes are revealed, roll a d6 for each one. On a a 3-6 they move normally (as above), and the explosives detonate at the end of their movement. however, on a 1 or 2 something has gone wrong. Roll another d6 and consult the table below

1 - 2 The fuse goes out. The Kamikaze turns on his heels and runs back into his unit. He may try again next turn.
3 - 4 The fuse is too short - the charge explodes prematurely. Roll a d6 to see how far the warrior travels before he detonates.
5 - 6 The fuse is too long - The warrior reaches the end of his movement but fails to explode! As long as the warrior reached the unit he must fight a round of combat; if he survives this, he may relight the fuse and detonate the charge at the beginning of the next turn (opponent's or Nipponese).

When a Kamikaze explodes place a 2" diameter template directly over the model. All models that are even partially covered by the template suffer one automatic Stength 6 hit. There is no saving throw for armor. The kamikaze is killed automatically, of course.

If the enemy unit was charging when the Kamikazes were revealed, and as long as there are no Kamikazes left in contact with the chargers, the charge may continue where it left off.

Temple Dog

Temple Dogs are stone statues that are found guarding temple entrances in the lands of Nippon and Cathay. They resemble a cross between a giant Pekinese and a lion. In times of war, the power of the temple gods is channeled into these statues to animate them. To be allowed to ride on of these creatures is a great honor, indicating that the rider has found favor with the gods.

Profile M WSBS S T W I A Ld
Temple Dog 5 5 0 5 5 3 3 3 8

SPECIAL RULES
STONE BODY
Temple Dogs are creatures made entirely of stone. Because of this, most weapons simply bounce off their hide. A Temple Dog has a natural armor save of 5+. This armor save is not reduced by saving throw modifiers for the strength of the attack.

CRUSHING ATTACK
Their great weight makes Temple Dogs very effective in hand-to-hand combat; as they charge they literally smash their opponents to the ground, crumpling armor and breaking bodies. Whenever a Temple Dog charges into combat it may fight with a Strength of 10 during that round. This only applies when the creature charges; in subsequent rounds of combat its strength reverts to normal.

MAGIC ATTACKS
All attacks from a Temple Dog are considered to be magical for the purpose of cancelling Daemonic Saving Throws, etc.

FEAR
Temple Dogs cause Fear, as described in the Warhammer rulebook.

Ki-Rin

The Ki-Rin is the Celestial Dragon Horse, and is a symbol of supreme good fortune. They are creatures of the air, and can be seen riding the roaring winds and storm clouds, bellowing like thunder and screaming great cracks of lightning through the air. In appearance, a Ki-Rin appears like a cross between an Oriental Dragon and a Unicorn, and is roughly the same size and shape as the latter.

Profile M WSBS S T W I A Ld
Ki-rin 8 4 0 5 4 2 7 3 8

SPECIAL RULES
HORN ATTACK
Whenever it charges into combat, a Ki-Rin uses its horn to impale its opponents. To represent this, a Ki-Rin has a +2 Strength bonus when it charges into combat (as with a Lance). This only applies during the first round of combat; during subsequent rounds the Ki-Rin's attacks are at its normal Strength of 5.

MAGIC ATTACKS
A Ki-Rin is a magical creature, and its attacks are considered magical for the purposes of nullifying Daemonic Saving Throws, etc.

FLY
A Ki-Rin can Fly as described in the Warhammer Rulebook.

Celestial Dragons

The dragons of Nippon are known as "Celestial Dragons", because they serve the Heavenly Court. Celestial Dragons are the servants of the Great Kamis (the most powerful of the Nipponese Gods), and when they are sent to the Earthly plane it is usually on some heavenly errand. Celestial Dragons differ greatly from other Dragons in the Warhammer world, in that they are more than just mortal creatures--they are a form of Kami, and a powerful one at that. Though they have no proper wings, celestial dragons can fly, and they love to jump from cloud to cloud, treating them as if they were solid land. A Celestial Dragon's ability to fly is obviously magical, and is rumored to stem from a magical pearl near the Dragon's brain. Celestial Dragons never allow themselves to be ridden by mortals, with the Emperor being the one exception to this rule.

Profile M WSBS S T W I A Ld
Ki-rin 6 6 0 6 6 7 8 7 7

SPECIAL RULES
TERROR
Celestial Dragons are huge and frightening creatures and cause Terror as described in the Warhammer Rulebook. Note that creatures that cause Terror also causeFear.

SPIRITATUL SAVE
Celestial Dragons are armored with a tough hide. In addition to this, Celestial Dragons are spirit creatures and their bodies are not totally substantial in the material world. Both of these factors combine to give Celestial Dragons a Spiritual Save of 4-6 on a d6. This save is treated exactly as a Daemonic Save.

FLY
Celestial Dragons can Fly as described in the Warhammer Rulebook.

SPELLCASTING
As Celestial Dragons are Kami, they naturally have some control over the spirit world and the elements. This is represented by treating a Celestial Dragon as a Nipponese Wizard of level 2. The Dragon may choose 2 Nipponese spells, may use Dispels and other special cards from the Magic deck, etc.

SENSE OF HONOUR
A Celestial Dragon will never use magic items, and is not considered a character in most respects (a unit may not use his leadership, etc.). However, Celestial Dragons are extremely reasonable creatures, with their own rigid code of honor. To represent this, a Celestial Dragon may be Challenged as a character. Note, however, that a Celestial Dragon that is ridden by the Emperor is still considered his mount, and if one is Challenged, both may fight the Challenge.

Lesser Kami

Nippon is known as the "Land of a Million Gods" because of the Kami that reside there. All of the Greater Kami choose Nippon as their favored land, and choose to reside there when not in Heaven. However, there are Lesser Kami in Nippon also, and they are not so discerning. Although less common in other lands, Lesser Kami do exist outside of Nippon, though only the people of Nippon know how to communicate with them and gain their favor.

Lesser Kami have relatively small areas of influence, and many are tied to a specific place; these are known as Kami of Place. The place of power for a particular Kami of Place could be a section of woods, a rock formation, a waterfall or river, or even a building. The other types of Lesser Kami are Kami of Elements. These Kami reside in one of the five elements (Wood, Water, Earth, Fire, or Water) instead of a particular place, and are much more mobile (for example, if you wished to talk to the Kami of a particular river, you would go to that river and talk to a Kami of Place; if you took a barrel of water from that river to another place and wished to use it to summon a Kami, it would be a different one that the Kami of the river...it would be a Kami of the Element water).

Before a battle, a Nipponese Wizard may make the correct sacrifices and summon a Lesser Kami to fight beside the army. Lesser Kami in other lands generally feel neglected (because no one knows they're there), and are very happy to be called upon to explain their indignation. For the most part, Kami are not subtle beings, and tend to do their explaining in very forceful terms. No matter what type of Lesser Kami is summoned, for game purposes they all have the same abilities. Lesser Kami look somewhat like 3-4' tall Japanese midgets, with some aspect of their manner or dress representing their sphere of influence (A Lesser Kami of Water may have blue robes or even blue skin!, a Lesser Kami of some rocky Place may have particularly rough-cut features, grey hair, etc).

Profile M WSBS S T W I A Ld
Kami 6 7 4 6 6 6 7 5 9

SPECIAL RULES
FEAR
hough normally such a powerful creature would cause Terror, Kami do not look nearly threatening enough to pull this off. Instead, they radiate an unnatural aura of unease. This translates into causing Fear in game terms.

SPIRITATUL SAVE
Kami are spirit creatures and their bodies are not totally substantial in the material world giving them a Spiritual Save of 4-6 on a d6. This save is treated exactly as a Daemonic Save.

FLY
Kami can Fly as described in the Warhammer Rulebook.

SPELLCASTING
Kami are spirit creatures, and therefore have some control over both the spirit world and the elements. A Lesser Kami casts spells as a Nipponese Wizard of Level 3. Note, however, that a Lesser Kami is not a character, and may never use magic items, lead units, etc. Also note that Lesser Kami are much more mischievous, and much less concerned with outward appearances than Celestial Dragons; therefore, a Lesser Kami may never be Challenged.


Nippon War Machines


SKY ROCKETS

Simple tubular rockets have been used for centuries in Cathay and the east to provide colorful entertainment during nighttime celebrations. The military version of these devices is significantly larger and more dangerous, but the basic design is the same. Rockets are launched from specially constructed frames. The typical skyrocket crew is two, and the frame is light enough to carry. The warmachine may be moved at the speed of the crew in the Movement Phase.

MoveRangeStrengthDamageSave Mod.
Direct Hit4"0-30"6d4-3
Other Hits4"0-30"51-2
Firing the Rocket
Each crew and launcher (and any rocket models) represents a team and a supply of rockets. So long as the rocket launcher remains intact, the crew may continue to fire rockets; it is assumed that there are enough rockets to last throughout the battle. The team may not move and fire in the same turn.

To fire the rocket, pivot the model to face the intended target. Then guess the range to the target (up to 30"). You must do this without measuring the distance to the target. Once you have guessed the range, place the missile template (the 3" diameter stone-thrower template) directly over the spot where you have guessed. The Scatter die and the Artillery die are then rolled together (exactly as if a stone-thrower were being fired) to determine if the shot lands on target. However, skyrockets are not terribly accurate; in fact, they're even less accurate than stone-throwers. To represent this, if the player rolls a "Hit" on the Scatter die, RE-ROLL the Scatter die. If the second roll is also a "Hit", then the shot has landed on target, figure damage from the chart above. If the shot scatters, it will veer off in the direction of the arrow a number of inches equal to the number indicated on the Artillery die. Place the template at this point, and figure damage for any troops unlucky enough to be hit, as above.

If the Artillery die shows a "Misfire" instead of a number, then something has gone wrong when the crew attempted to fire the rocket--roll a D6 and consult the Misfire Table below. A Misfire result totally cancels out the whole shot regardless of the Scatter die result.

d6Result
1-2DESTROYED! Something is wrong with the rocket in the frame and it explodes, igniting all of the other rockets in the process. The skyrocket team is killed, and the frame is destroyed. In addition, any units or single models within 2-12" (roll 2D6) suffer 1D6 Strength 5 hits (with a -2 save modifier) from randomly firing explosives.
3-4FRAME DAMAGED. The frame catches fire or gets knocked over by a careless crewman. The engine doesn't fire this turn and cannot fire next turn either while the damage is repaired
5-6 FUSE GOES OUT. The engine may not shoot this turn, as the crew must re-light the fuse.

SPECIAL RULES

  1. A skyrocket team that loses one crew member may only fire every other turn. In addition, a single crewman can only move the machine's frame at half his movement rate. If both crew are lost, remove the machine as a casualty, as it can no longer be fired. The skyrocket team may never march move, and may not move and shoot in the same turn.
  2. The light frame that the team uses does not count as a Large Target for the purposes of missile fire.
  3. If the team is hit with flaming missiles (including fire-based spells), the rockets will explode (exactly as ifa Misfire result of 1-2 were rolled for the engine) on a D6 score of 6.

ROCKET KAMIKAZES

At some point in the distant past, some erudite Nipponese scholar made the brilliant leap of combining the Mipponese Kamikaze with the Skyrocket. Brave volunteers allowed huge skyrockets to be tied to their backs, enabling them to soar through the sky towards their targets. Guided by the Kamikaze twisting his body and flapping his arms about, the rockets proved far more accurate than normal skyrockets.

A Nipponese army that contains skyrockets may contain up to 6 Rocket Kamikazes as well. If several Skyrocket teams are included in the army, the Kamikazes must be allocated to specific rocket teams when the army is first set up on the battlefield. Rocket Kamikazes have the profile of a normal skyrocket crewman, but their movement characteristic is reduced by 1 (to a M of 3) due to the enormous rocket strapped to their backs. Kamikazes may be moved separately from the team they have been allocated to, and in fact may move to a new team, but must be within 2" of a skyrocket frame to be "fired" (see below). In fact, if a skyrocket is eliminated, do NOT remove the Kamikazes that were allocated to it, unless there are no other skyrocket teams in the army, as the Kamikazes may be.
fired by another team.

SPECIAL RULES

  1. A skyrocket team that has Kamikazes allocated to it may fire a Kamikaze instead of a normal rocket duringthe Shooting Phase. Kamikazes are fired exactly as with a normal skyrocket, except that the Kamikaze may guide his missile during the last moments of flight. If the Kamikaze's rocket scatters, after determining the new position of the template, the Kamikaze's controller may move the template back towards the original target. Roll a D6 and move the template back the number of inches indicated. If the D6 is more than the distance that the rocket veered, then the Kamikaze has over-compensated and the template is moved over and beyond the target the full distance rolled. A Kamikaze is instantly killed when he hits the ground.
  2. If a skyrocket team sustains missile casualties, Kamikazes may be hit by the shots. Randomize any missile casualties between Kamikazes and regular crewmen.
  3. A unit armed with missile weapons (NOT war machines) with long range greater than 20 inches may fire at an incoming Kamikaze rocket, similar to the charge reaction "Stand and Fire". The unit may not be engaged in HTH combat, and must be the target of the rocket. The unit suffers a total -3 'to hit' modifier and must pass a LD test before it is allowed to fire. If the Kamikaze is killed, he may not guide the missile, which then lands just like a normal rocket. If flaming missiles are used and the Kamikaze is killed, the rocket explodes harmlessly above the unit. Other than flaming missiles, the rocket itself will not be harmed or stopped by these missile attacks.

Nippon Equipment


The following is a list of all the equipment that a Nipponese characters may choose from. Note that all items are Nipponese versions of items found elsewhere in the Warhammer world (except the Katana, which is described below), and the rules for their use may be found in the Warhammer Rulebook.

HAND-TO-HAND COMBAT WEAPONS
Katana.................2 points (or 1 if given instead of a hand weapon)
Hand Weapon............free (may be a Wakizashi, Sai, Tonfa, etc.)
Additional Hand Weapon.1 point (as hand weapon)
Double-handed Weapon...2 points (may be No-dachi, Ono, Tetsubo, etc.)
Flail..................1 point (Nunchaku or Manriki-gusari)
Halberd................2 points (Naginata)
Spear..................1 point (Yari)

MISSILE WEAPONS
Bow....................2 points (Han-kyu)
Longbow................3 points (Dai-kyu)

ARMOUR
Light Armor............2 points (partial body armor, as worn by Ashigaru)
Heavy Armor............3 points (full Samurai armor)
Barding for Steed......4 points (rare, but not unknown)

Note that some items may be used by troops that is not available on the list above. This is because such equipment is deemed below a Samurai (such as Handguns, Torinoko Grenades, and Shuriken).

Some items are also unique to the Nipponese list. These items are described below

Katana : The Katana is the Nipponese longsword, and the soul of a Samurai. Only Samurai are permitted to carry a Katana, and the weapon has an almost religious significance in Nippon. Non-Samurai found carrying a Katana are given summary executions.

Though made of inferior quality metals to swords found in the Old World, the methods of construction used for a Katana make it a far superior weapon. The greatest blades are painstakenly crafted, with the metal being folded thousands of times. Capable of cutting through the finest steel, the Katana enables its bearer to damage an opponent even through the heaviest armor. This fact, coupled with the fact that Nipponese warriors are taught to strike at the vulnerable joints of a suit of armor, rather than the body, explains why Samurai armor is usually much lighter than its Old World equivalents. The Samurai realizes that the best protection is to be somewhere else when the sword strikes.Special Rules: A Katana is treated as a hand weapon, but with one added ability--a fighter using a Katana has a -1 armor save modifier, in addition to any modifiers for Strength.

Torinoko Grenades : Torinoko Grenades are special weapons used by the Ninja of Nippon. They are made from an eggshell filled with explosives or flash powder. Torinoko Grenades use the following special rules:



The Army List


Characters 0 - 50% Up to half the points value of the army may be spent on characters. This includes the cost of a monster ridden by a character.
Regiments 25%+ At least a quarter of the total points value of the army must be spent on regiments. This does not include the cost of champions, who are paid for out of the character allowance.
War Machines 0 - 10% Up to a tenth of the points value of the army may be spent on war machines.
Monsters 0 - 25% Up to a quarter of the points value of the army may be spent on monsters.
Allies 0 - 25% Up to a quarter of the points value of the army may be spent on allied troops chosen from the Dark Elf list

CHARACTERS

No Nipponese Character may ever use a shield, magical or otherwise

1 GENERAL.......................Varies

The army must include a General to lead it. The General may either be a Daimyo (170 pts) or a Lord Abbot (235 pts).

Profile M WSBSS T W I A Ld
Daimyo 4764436410
Lord Abbot 466443649
Horse 8--------

EQUIPMENT : A Daimyo is armed with the Dai-Sho (Katana and Wakizashi) and a Lord Abbot is armed with a hand weapon (sai or tonfa).

WEAPONS/ARMOUR : The General may be armed with any combination of weapons/armor allowed on the equipment list. Note that a Lord Abbot is not a Samurai, and therefore may not use a Katana

MAY RIDE : A Nipponese General may ride a Horse (free) a Ki-Rin (+75 points), or a Temple Dog (+85 points).

MAGIC ITEMS : The General is a Lord character and is entitled to up to three magic items.

SPECIAL RULES : A Daimyo is a Samurai, and follows any appropriate rules for Samurai. A Lord Abbot is not a Samurai, but a Sohei, and follows the appropriate rules for Sohei. If a Lord Abbot is chosen as the Army General, Daimyo's Guards may not be taken for the army. In addition, the Lord Abbot is a master in the martial arts, and has the special abilities detailed in the bestiary

0 -1 BATTLE STANDARD.......................Varies

IThe army may include a Battle Standard. The Battle Standard may either be a Samurai (90 pts) or a Sohei (105 pts)..

Profile M WSBSS T W I A Ld
Samurai 4 5 4 4 3 1 4 2 8
Sohei 4 4 4 4 3 1 4 2 7
Horse 8 - - - - - - - -

EQUIPMENT : A Samurai Battle Standard Bearer is armed with a Dai-Sho (Katana and Wakizashi), while a Sohei Battle Standard Bearer is armed with a Hand Weapon (sai or tonfa, etc).

WEAPONS/ARMOUR : A Battle Standard Bearer may be armed with any combination of weapons/armor allowed by the Equipment List. However, note that a Sohei is not a Samurai and may not use a Katana.

MAY RIDE : A Battle Standard Bearer may ride a horse (free), a Ki-Rin (+75 points), or a Temple Dog (+85 points).

MAGIC ITEMS : The Battle Standard is a Champion character and is entitled to one magic item. This may be a Magic Standard.

SPECIAL RULES : A Samurai Battle Standard Bearer is a Samurai, and therefore follows the appropriate rules for Samurai. A Sohei Battle Standard Bearer is not a Samurai, but a Sohei, and follows the special rules for Sohei instead. In addition, the Sohei Battle Standard Bearer is a master in the martial arts, and has the special abilities detailed in the bestiary

HEROS.......................Varies

The army may include as many Heros as you wish within the normal limitations of the points available. Yours heros may either be Samurai Heros (75 points) or Sohei Heros (115 points)

Profile M WSBSS T W I A Ld
Samurai Hero 4 6 5 4 4 2 5 3 9
Sohei Hero 4 5 5 4 4 2 5 3 8
Horse 8 - - - - - - - -

EQUIPMENT : A Samurai Hero carries the Dai-Sho (Katana and Wakizashi), while a Sohei Hero carries a hand weapon (sai, tonfa, etc).

WEAPONS/ARMOUR : A Nipponese Hero may be armed with any combination of weapons/armor allowed by the Equipment List. Note that a Sohei Hero is not a Samurai, and thus cannot use a Katana

MAY RIDE : A Nipponese Hero may ride a Horse (free), a Ki-Rin (+75 points), or a Temple Dog (+85 points).

MAGIC ITEMS : A Nipponese Hero is entitled to up to two magic items

SPECIAL RULES : A Samurai Hero is a Samurai, and therefore follows the appropriate rules for Samurai. A Sohei Hero is not a Samurai, but a Sohei, and follows the special rules for Sohei instead. In addition, the Sohei Hero is a master in the martial arts, and has the special abilities detailed in the bestiary

CHAMPIONS.......................Varies

Samurai Champions are 42 points, Sohei champions 55 points and Ashigaru champions 30 points. Ashigaru Champions may only be part of Ashigaru regiments, and Sohei Champions may only be part of Sohei regiments. Samurai Champions may be part of any regiments except Sohei regiments. A Samurai Champion that is a member of a Ronin regiment is really just an especially heroic Ronin, and does not trigger Ronin Animosity

Profile M WSBSS T W I A Ld
Samurai 4 5 4 4 3 1 4 2 8
Sohei 4 4 4 4 3 1 4 2 7
Ashigaru 4 4 4 4 3 1 4 2 7
Horse 8 - - - - - - - -

EQUIPMENT : A Samurai Champion carries the Dai-Sho (Katana and Wakizashi). Sohei and Ashigaru Champions are armed with a Hand Weapon (sai, tonfa, etc).

WEAPONS/ARMOUR : A Nipponese Champion must be armed as the rest of the unit, with the following exceptions: a) Sohei and Ashigaru Champions are not Samurai, so may never use a Katana. b) A Samurai Champion must always carry a Dai-Sho, and always has the option of wearing Light Armor (+2 points) or Heavy Armor (+3 points), no matter what the rest of the unit is armed with.

MAY RIDE : A Samurai Champion that is part of a cavalry unit may ride a horse (free).

MAGIC ITEMS : A Nipponese Champion is entitled to one magic item

SPECIAL RULES : A Samurai Champion is a Samurai, and therefore follows the appropriate rules for Samurai. A Sohei Hero is not a Samurai, but a Sohei, and follows the special rules for Sohei instead. In addition, the Sohei Champion is a master in the martial arts, and has the special abilities detailed in the bestiary

WIZARDS
The army may include as many Wizards as you wish within the usual limitations of points costs.

Wizard.................................................... 56 points
Wizard Champion.................................... 118 points
Wizard Master........................................ 190 points
Wizard Lord............................................ 287 points

Profile M WSBSS T W I A Ld
Wizard 4 3 3 3 4 1 4 1 7
Wizard Champion 4 3 3 4 4 2 4 1 7
Wizard Master 4 3 3 4 4 3 5 2 7
Wizard Lord 4 3 3 4 4 4 6 3 8
Horse 8 - - - - - - - -

EQUIPMENT : A Nipponese Wizard carries a Hand Weapon

WEAPONS/ARMOUR : A Wizard may be armed with any combination of weapons/armour allowed to any of the troop types in this list (see Equipment List for points values

MAY RIDE : A A Nipponese Wizard may ride a Horse (free), a Ki-Rin (+75 points), or a Temple Dog (+85 points).

SPELLS : A Wizard may have one spell, a Wizard Champion two spells, a Wizard Master three and a Wizard Lord is entitled to up to four spells. Nippon Wizards may take their spells from the Nippon Spell decks.

MAGIC ITEMS : A Wizard may have one magic item, a Wizard Champion two items, a Wizard Master three and a Wizard Lord is entitled to up to four magic items


REGIMENTS

0 - 1 UNIT OF DAIMYO'S GUARD......................38 points per model

Nippon is a mountainous country and cavalry, though present, is not used extensively in battle. It is also expensive to transport horses over water, and therefore only the most wealthy or influential Samurai tend to have them away from Nippon. A Daimyo will typically outfit his personal guard with all of the best equipment however, including horses, to maximize their effectiveness in battle. Nipponese horses tend to be smaller than Old World varieties.

Profile M WS BS S T W I A Ld
Samurai 8 4 4 4 3 1 3 1 8

EQUIPMENT : Guard members wear Light Armor and carry the Dai-Sho. They ride horses

SAVE : 5+

OPTIONS : A Daimyo's Guard may wear Heavy Armor for +2 points per model. The regiment may be equipped with Yari (Spear, +2 points), Naginata (Halberd, +4 points), or Dai-Kyu (Longbow, +6 points). The regiment may have barding for their horses for +8 points per model. The regiment may take a Magical Standard, which may be chosen from the appropriate Magic Item cards.

1 + UNITS OF SAMURAI ......................10.5 points per model

Samurai are the ruling class of Nippon, similar to knights in many countries in the Old World. They are the basis for all Nipponese armies. Early in their training, Samurai are taught to accept the fact that they will die in battle, and this tends to make them fearless in battle.

Profile M WS BS S T W I A Ld
Samurai 4 4 3 3 3 1 3 1 8

EQUIPMENT : Samurai wear Light Armor and carry the Dai-Sho (Katana and Additional Hand Weapon).

SAVE : 6+

OPTIONS : Samurai may wear Heavy Armor for a cost of +1 point per model. They may be armed with Naginata (halberd, +2 points), No-Dachi (2-handed weapon, +2 points), or Dai-Kyu (Longbow, +3 points). Any unit of Samurai may carry a Magic Standard chosen from the appropriate Magic Item cards.

0 -1 UNITS OF SEPPUKU ......................11 points per model

Disgraced Samurai typically commit ritual suicide, called Seppuku. Sometimes, however, a Daimyo will not allow his warriors to kill themselves in this manner. Instead, he will give them a chance to erase the mark upon their honor by seeking a glorious death in combat. These warriors tie tourniquetes around their arms and legs, so that they will not die of blood loss before being cut to ribbons by the enemy. Such warriors are known as "Seppuku Warriors", and are a fearsome sight on the battlefield, as their quest for death drives them to deeds unimaginable by normal men. More than one lord in Nippon has gained victory through the efforts of such warriors.

Profile M WS BS S T W I A Ld
Seppuka 4 4 3 4 4 1 3 2 10

EQUIPMENT : Seppuka wear Light Armor and carry the Dai-Sho (Katana and Additional Hand Weapon).

SAVE : 6+

SPECIAL RULES : See the Bestiary

RONIN......................9.5 points per model

Ronin are masterless Samurai. They have somehow lost their Daimyo and been cast adrift in the world. Ronin frequently turn to banditry in order to survive, and bands of them roam across the countryside of Nippon, killing and looting whoever they meet. They may also serve as mercenary troops, hoping to gain enough personal glory to be invited to serve a new House. Samurai tend to have an intense dislike for Ronin (perhaps because Ronin represent the depths to which a Samurai may sink?), and the feeling is mutual. Though the Samurai typically has too much discipline to let this dislike show too overtly, Ronin are more willing to let their true feelings out, and therefore suffer special Animosity rules

Profile M WS BS S T W I A Ld
Ronin 4 4 3 3 3 1 3 1 7

EQUIPMENT : Ronin wear Light Armor and carry the Dai-Sho (Katana and Additional Hand Weapon).

SAVE : 6+

OPTIONS : Ronin may be armed with the No-Dachi (2-handed Weapon, +2 points).

SPECIAL RULES : See the Bestiary

ASHUGARU....................8 points per model

Ashigaru ("Light Feet") are warriors of the lower classes trained by the Daimyo to fight alongside the Samurai. They fulfill basic support roles, and are typically armed with spear, bow, or arquebus.

Profile M WS BS S T W I A Ld
Ashigaru 4 3 3 3 3 1 3 1 7

EQUIPMENT : Ashigaru wear Light Armor and carry the Yari (Spear) and a Hand Weapon.

SAVE : 6+

OPTIONS : INSTEAD OF the Yari, any unit of Ashigaru may be equipped with any one of the following: Naginata (Halberd, +1 point), Han-Kyu (Bow, +1 point), or Handgun (+2 points).

SOHEI............6 points per model

Sohei are the fighting monks of Nippon. They are members of various religious orders of Nippon that have cropped up over the past few decades. Ignored at first because they tended to fight only among themselves, the power of these religious orders could not be denied when they began to burn cities when they were displeased. Though typically poorly armed and armored, it is not too unusual for Sohei to wear armor under their robes, or even take to the battlefield in armor outright! A unit of Sohei on the field represents an Order favoring a Daimyo with their support for his cause.

Profile M WS BS S T W I A Ld
Sohei 4 4 3 4 3 1 4 1 7

EQUIPMENT : Hand Weapon

SAVE : None

OPTIONS : Any unit of Sohei may wear Light Armour for +2 points per model. Any unit may be armed with Yari (Spear, +1 point), Naginata (Halberd, +2 points), or Ono (2-handed Weapon, +2 points)

SPECIAL RULES : Sohei are subject to Frenzy

NINJA ASSASSINS............40 points per model

The Ninja of Nippon are an ancient order of assassins. Originally taught by the master assassins of the Dark Elves, the Ninja Clans broke free of the "benevolent tutelage" of the Dark Elves in order to preserve their growing power base. After many years of warring between the two groups, the Ninja were eventually granted their independence by their former masters. Since that time, the assassin style the Ninja practice has deviated somewhat from its Dark Elf roots, to the extent that the Dark Elves are no longer recognized as the patriarchs of their former students. Ninja particularly favor gimmickry and poisons, and have infiltrated every level of life in Nippon, from street beggars to the Royal Court, establishing a spy network in Nippon that has no equivalent in the Known World.

Profile M WS BS S T W I A Ld
Ninja 4 5 5 4 3 1 8 2 8

EQUIPMENT : Ninjato (Hand Weapon)

SAVE : None

OPTIONS : A Ninja may wear Light Armor (+2 points), carry a Kusari-gama (flail, +1 point), Shuriken (Darts, +1 point), or Torinoko Grenades (+5 points).

SPECIAL RULES : See the Bestiary

KAMIKAZE SUICIDE BOMBERS............30 points per model

Kamikazes are impossibly brave warriors who are willing to sacrifice their lives to kill as many of the enemy as possible. These individuals go into battle as human bombs, carrying either a cask of powder or bandoliers loaded with individual charges. They light these explosives and then rush at the enemy, hoping to reach them before the charges detonate.

Profile M WS BS S T W I A Ld
Kamikaze 4 3 3 3 3 1 3 1 7

EQUIPMENT : Big Bombs

SAVE : None

OPTIONS : None

SPECIAL RULES : See the Bestiary


WARMACHINES

Although gunpowder has been in Nippon for some time, it has only recently been adapted for war. Though lacking the great technological advances of the armies of the Old World, Nipponese armies may still utilize some basic types of War Machines.

CANNONS............100 points per model

Three crew armed with Hand Weapons

See the Rule book for details.

SKYROCKETS............50 points per model

Two crew armed with Hand Weapons

See theNippon Warmachines for details

0 - 6 ROCKET KAMIKAZES............10 points per model

See theNippon Warmachines for details

MONSTERS

The Nipponese Army May use the following Monsters

Special Characters for the Nippon Army


The Special Characters are

The Emperor of Nippon
Miyamoto Musashi
Muso Gonnosuke
Sun Tzu
Yorimitsu
Yamato Takeru


No Nipponese Character (including Sun Tzu) may ever use a shield, magical or otherwise

THE EMPEROR OF NIPPON..............230 points
.......Heavenly Armour +50 points
.......Tengu +40 points
.......Mirror of Amaterasu +70 points

The Emperor of Nippon rarely leaves his sacred isle, but in the past when the need has been great, he has personally lead the armies of Nippon into battle. The Emperor is a magical creature, being a direct descendant of the Great Kami Amaterasu Omikami, chief among the Gods of Nippon. This fact gives him prowess in battle which often seems impossible for a mortal man. The mere presence of the Emperor inspires his troops as well, and he serves as an unshakable rallying point for his host. Because of his divine lineage, he is also the only non-kami who has ever been allowed to ride a Celestial Dragon. You may include the Emperor in your Nipponese Army, and if you do he leads the army, replacing the normal General from the list.

ProfileMWSBSS T W I A Ld
Emperor4765547410

WEAPONS/ARMOUR : The Emperor wears the Heavenly Armor and carries the Katana "Tengu" into battle. He also carries a Wakizashi (Additional Hand Weapon), and a Dai-Kyu (Longbow).

MAY RIDE : The Emperor may ride a Horse (free), a Ki-Rin (+75 points), a Temple Dog (+85 points), or a Celestial Dragon (+450 points). He is the only character allowed to ride a Celestial Dragon.

MAGIC ITEMS :The Emperor carries three magic items. These must be the items listed above.

SPECIAL RULES
DISPEL ABILITY : Though the Emperor is not himself a Mage, his ties to the spirit world give him some limited control over magical forces. To represent this, the Emperor may use Dispel cards from the Magic Deck as a fourth level mage, and may also use the special cards Escape, Destroy Spell (though he may never add Power to this), and Rebound. He may never take Mage-only items, however (in fact, his magic items are locked in, but this is just a precaution).

DIVINE CALM : The Emperor radiates an aura of calm control which affects the morale of his troops. The Emperor and all friendly troops within 12" of him are immune to psychology (this includes Frenzy, so keep Sohei away from him!).

THE HEAVENLY ARMOUR : The Imperial Armor was given to the Imperial line by Amaterasu herself, and was manufactured by Kami. It appears to be beautiful Heavy Armor, but gives the wearer an armor save of 2-6. If this save is ever failed, the bearer may make another save of 5-6, but this second save is never reduced by the Strength of the attacker. EMPEROR ONLY

TENGU : This magnificent Katana was created for the Emperor by the mysterious Tengu, a race of spirits that have the ridiculous appearance of a cross between a man and a bird, but who are actually quite skilled in all things martial. The sword acts as a normal Katana, giving the bearer a -1 save modifier on opponents' armor saves. It also carries the skill of the Tengu in it, whispering to its bearer the best places to strike the enemy, and at times even twisting in its bearer's grip to strike a cleaner and more deadly blow. To represent this, all hits by Tengu cause double wounds. The blade is especially effective versus spirit creatures (Kami, Undead, Daemons), and against these opponents, the Wounds are not doubled but tripled. EMPEROR ONLY

THE MIRROR OF AMATERASU :This is another item that was given to the Emperor's line by Amaterasu Omikami, as a keepsake for her descendants to remember their ancestor. It is far more than a normal keepsake however, and can be used in battle to aid the Emperor. The Mirror hold the light and splendor of the Sun, and can be used by the Emperor to blind and his enemies. Enemy missile shots and hand-to-hand blows against the bearer or the unit he is with suffer a -1 to hit penalty. In addition, any gaze-type attack (i.e. Cockatrice or Gorgon stone gaze attacks) has no effect on the bearer, and any such attack directed at the bearer is reflected back at its originator. EMPEROR ONLY

MIYAMOTO MUSASHI..............245 points
The greatest swordsman Nippon has ever known, Musashi killed his first man in a duel at the age of thirteen. He has only been bested once in combat, by a warrior whose life he spared (and who later spared his life) in their first meeting, Muso Gonnosuke (see below). Musashi has learned in his life to quit the grasping struggle for material things that consumes most men. He has also developed his technique to such a degree that it is no longer a challenge for him use a sword when facing an opponent. For these reasons, Musashi only uses wooden swords, and can frequently be seen cutting new swords from nearby tree branches (or oars, or whatever is handy) right before the battle. Musashi cares for nothing besides the perfection of his technique, which is why he is known as a Kensai ("Sword-Saint") to the people of Nippon, and why he refuses to lead other men into battle--a position of authority will not bring him closer to his goal.

In battle, Musashi appears as an unkempt middle-aged man wielding either one or two wooden swords. He lives the life of a hermit, but will come when challenged or called in times of dire emergency.

ProfileMWSBSS T W I A Ld
Musashi4964536410

WEAPONS/ARMOUR : Musashi carries a wooden sword into battle (treat as a hand weapon), and wears no armor. He may wield a second wooden sword (additional hand weapon) at a cost of +1 point.

MAY RIDE : Musashi prefers to travel and fight on foot.

MAGIC ITEMS :Mushashi carries no magic items, preferring to trust in his skill rather than magic to protect himself.

SPECIAL RULES
WON'T LEAD : Though Musashi may associate with friendly units, he refuses to lead them. Friendly troops may never use Musashi's LD.

VICIOUS KILLER : Musashi has killed dozens of opponents in personal combat, and has thoroughly studied the human form. As a result, he knows exactly where to strike to do the most damage. When Musashi hits in close combat, all hits cause D3 wounds.

FIND WEAKNESS :Musashi knows where all the strong and weak points of armor are, and also the most effective way to profit from this knowledge. As a result, all hits from Musashi are at a -2 save modifier, in addition to the bonus for his Strength (for a total of -3).

DEFLECTION : Musashi has attained a level of mastery in hand to hand combat such that he is much harder to hit than a normal man. Many an opponent has anticipated striking Musashi a killer blow, only to find his sword deftly knocked away. To reflect this, Musashi gains a save of 4-6 in H-T-H combat. This saving throw is not modified by the Strength of the opponent or other effects (and, in fact, counts as magic armor against weapons that allow no save for normal armor). This save is only effective against melee attcks, however.

PSYCHOLOGY : Musashi has seen much in his lifetime, both agonizing defeats and tremendous victories. In addition to this, Musashi has trained himself over the years to ignore anything unrelated to his art. As a result of this, Musashi is immune to Panic and Fear, and treats Terror as Fear. Even if a unit that he is in flees due to the effects of Panic or Fear, the player controlling Musashi may choose to have him stay and fight rather than run away.

CHOOSE ALLIES CAREFULLY : Musashi will not fight for an army that contains Dark Elves, as he would consider any alliance with such an honorless race a black mark upon his honor

MUSO GONNOSUKE..............125 points
Muso Gonnosuke was a Samurai warrior of some renown who chose the Bo (a 6' long staff) as his chosen weapon. Muso had only one defeat, at the hands of the legendary Miyamoto Musashi. Musashi, using two swords (steel, this was earlier in Musashi's career), trapped Muso's weapon in such a way that he could not withdraw it safely. Musashi spared Muso's life, so that he could meditate on his defeat.

After this defeat, Muso did indeed meditate...and the result of his meditation was to develop a shorter staff and a fighting style to go with it. This staff Muso developed is the Jo staff, and called his style 'shindo muso ryu jojutsu'. At their second duel, Muso defeated Musashi with his new staff and he, also, spared his opponent's life.

ProfileMWSBSS T W I A Ld
Muso475442559

WEAPONS/ARMOUR : Muso normally wears no armor and carries a Jo staff. He may wear light armour for +2 points, or heavy for +3 points. He may use a Longbow for +3 points

MAY RIDE : Muso may ride a Horse (free) or a Warhorse (+3 points). He may also ride a Ki-Rin (75 points) or a Temple Dog (85 points).

MAGIC ITEMS :Muso may carry up to two magic items. These magic items may be chosen from the Nipponese Magic Items, or they may be chosen from the normal magic items as normal.

SPECIAL RULES
BLOCK AND STRIKE : Muso excels at using his opponent's force to power his own strikes. To reflect this, Muso automatically parries one of his opponent's attacks in each round of combat. This parry works as the magic weapon Parrying Blade, giving an opponent in H-T-H combat with Muso -1 Attack.

INOFFENSIVE WEAPON : Muso's Jo staff is surprisingly effective for its looks, and as such is frequently misjudged the first time it is encountered in combat. To reflect this, for the first round of any combat that Muso is in, he has effective WS 9. This is only for the purposes of hitting or being hit in H-T-H; for any other purpose, his WS is its normal 7. In later rounds, his WS is treated as normal.

SUN TZU..............140 points
Your army may include Sun Tzu if you wish. If Sun Tzu is included in your army he may lead the army, and if so he replaces the normal General given in the list.

Sun Tzu is actually from Cathay, but has chosen to travel to Nippon after several attempts were made upon his life in his homeland. Even in Nippon Sun Tzu is famous for his skill at military strategy and tactics and is highly sought after because of this. Though normally Samurai would be loath to allow a non-Samurai (and particularly a foreigner!) to lead them, such is Sun Tzu's reputation that he is considered the exception to this "rule".

ProfileMWSBSS T W I A Ld
Sun Tzu4653314310

WEAPONS/ARMOUR : Sun Tzu may be equipped with Light Armor (+2 points) or Heavy Armor (+3 points). He carries a Hand Weapon, and may be equipped with a Bow (+2 points).

MAY RIDE : Sun Tzu may ride a Warhorse (+3 points), which may be Barded (+4 points), or he may ride a Horse (free).

MAGIC ITEMS :Sun Tzu may carry up to 4 magic items. These may be chosen from the normal Magic Item cards, but no Nipponese items may be chosen for Sun Tzu.

SPECIAL RULES
IMMUNE TO PANIC : Sun Tzu is unshakable in his faith in his Tactics, and is thus immune to Panic. Because of this, and because of Sun Tzu's fame for enforcing strict discipline, any units which Sun Tzu leads also gain this immunity to Panic. If Sun Tzu leads the Nipponese army, any units that are within his leadership radius also gain this immunity.

UNCONQUERABLE STRATAGY : Sun Tzu's knowledge of strategy and tactics are unmatched in the Warhammer World. This not only allows him to use his army efficiently, it also allows him to second-guess his opponent's strategy. Because of this, any army that includes Sun Tzu (whether he is General or not), sets up all of its units last, after the opposing army is set up.

YORIMITSU..............165 points
........Bow of Yorimitsu +50 points

You may include Yorimitsu in your army if you wish. If Yorimitsu is in your army he may act as the army General, in which case he replaces the General normally allowed on the list.

Yorimitsu is known throughout Nippon as a vanquisher of enchanted creatures. For his many victories over evil beings that have threatened the people of Nippon, Yorimitsu has been favored by the Gods, and given increased endurance and speed (his sword is said to be swifter than a striking serpent). He is an expert archer, and has been given a magic bow to greater increase his ability.

ProfileMWSBSS T W I A Ld
Yorimitsu466453749

WEAPONS/ARMOUR : Yorimitsu wears Heavy Armor and carries a Katana and Wakizashi.

MAY RIDE : Yorimitsu may ride a Warhorse (+3 points) or a Horse (free). He may also ride a Ki-Rin (75 points) or a Temple Dog (85 points).

MAGIC ITEMS :Yorimitsu may carry up to two magic items, one of which must be the Bow of Yorimitsu. The other item may be chosen from the appropriate Nippon or normal magic item cards.

SPECIAL RULES
BOW OF YORIMITSU : This bow has the same properties as the Bow of Loren (see Arcane Magic).

MONSTER FIGHTER : Yorimitsu has been blessed by the Gods of Nippon in order to help him vanquish creatures that might prey on his people. Because of this, Yorimitsu gains the ability to hit creatures that would normally only be hit with magic weapons, even if he is not using one. In addition, Yorimitsu Hates enchanted creatures, and thus follows the rules for Hatred when facing any of the following: Undead, Daemons, and Kami.

YAMATO TAKERU..............150 points
Your army may include the famous Nipponese Hero Yamato Takeru if you wish. Even though he is only 15 years of age, Takeru is famous for his tremendous physical strength; he is considered the embodiment of natural force. When his brother betrayed their father, Takeru took it upon himself to track his brother down and recover his family's honor. After he had tracked down his brother, Takeru proceeded to crush him to death with his bare hands; after this he pulled off his brother's limbs and threw them away.

Takeru is also skilled at disguise. One of the missions that his father sent him on involved killing two mighty brothers. As Takeru arrived at their house, he found it surrounded by rows of warriors. To gain entry to the house, Takeru disguised himself as a girl. He was invited to sit between the two brothers, who were feasting. At the height of the feast, Takeru seized one of the brothers by the collar and stabbed him through the heart. As the second brother tried to run, Takeru caught him and killed him too.

ProfileMWSBSS T W I A Ld
Yamato466643649

WEAPONS/ARMOUR : Takeru is armed with a Katana and Wakizashi, and wears Light Armor. He may carry a Longbow (+3 points). He may wear Heavy Armor instead of Light (+1 point).

MAY RIDE : Takeru may ride a Warhorse (+3 points) or a Horse (free). He may also ride a Ki-Rin (75 points) or a Temple Dog (85 points).

MAGIC ITEMS :Takeru may carry up to two magic items chosen from the appropriate Nippon or normal magic item cards.

SPECIAL RULES
DISGUISE : Instead of setting Takeru up at the start of the game with the rest of the army, a player who has Takeru in his army may nominate (write this down on a piece of scratch paper) an enemy unit at the start of the game...this is the unit that Takeru is in. At the start of any of his turns, the player who controls Takeru may reveal that he is in the enemy unit. When he is revealed, one of the normal rank and file members (Takeru's controller's choice, though it cannot be a character, monster, or war machine) of the unit is "killed"--remove that figure as a casualty--and Takeru is put in his/her place; he throws off his disguise (including any armor, weapons, mounts, etc that weren't paid for) and proceeds to fight the members of the unit. Combat begins in the next combat phase, and neither side counts as charging. A monster may not be disguised with Takeru in this fashion, so if a monster mount is purchased for Takeru, he must be set up with the army as normal, and cannot use his disguise ability. The unit that Takeru hides in can be infantry or cavalry, and it may be of any of the following races: Human, High Elf, Wood Elf, Dark Elf, Zombie, Chaos Warrior. When Takeru is revealed, a d6 is rolled to see if he has been discovered before the battle--on a 1 or 2 he has been discovered and killed before the battle (opponent gets VPs), on a 3-6 he has hidden within the unit successfully.


Nippon Magic Items


The following are some magic items that were specifically designed for use with an Nipponese Army. Though most magical items in the Warhammer world have their Nipponese equivalents (except magical shields), Nippon has its share of unique magic also. The magic of Nippon is much more focused on interaction with the spirit world, and their magic items reflect this. Items are sometimes given to heroes by Kami or other spirits. Some of these items are listed below. All of the swords listed below are Katanas, but they do not give the normal Katana benefit (-1 save modifier), as their normal abilities are replaced with magical ones. Note also that Samurai characters (not Wizards) may use a Wakizashi (additional hand weapon) with a magical sword (this is due to the way Samurai are trained, and it is also to make up somewhat for their inability to use magical shields). They may still never use two magical swords at the same time, however.

Mallet of Daikoku..............10 points - NIPPON ONLY ONE USE ONLY

Daikoku is the Nipponese God (Kami) of wealth and luck. He sometimes travels the land of Nippon disguised as a ragged monk or beggar. During these travels he has been known to find favor with a particularly virtuous mortal. Upon these mortals he bestows his magical mallet, which can be used to grant minor wishes to its bearer. The mallet is usable once per game, and allows the bearer to re-roll any single dice roll once during the game and add +1 or -1 to the result. After this use, the mallet disappears.

Drums of Susanowo..............50 points - NIPPON ONLY THREE USES ONLY

Susanowo is the God (Kami) of storms. He uses a set of drums to generate the thunder. Sometimes Susanowo will give a lesser copy of these drums to a favored mortal. Three times per battle, these drums may be used to cause panic in beasts. The drums force all enemy cavalry and monsters (except Dragons, who are too smart for that) within 24" to take a Panic test at -2 or flee. The Drums are used in the Magic Phase, and are considered a Spell item.

Helm of Hachiman..............75 points - NIPPON ONLY NON WIZARDS ONLY

Hachiman is the God (Kami) of war, and sometimes blesses mighty warriors with him Helm and/or Sword (see below). The Helm appears to be a simple iron helm with a snarling mask, but it is much more than it looks. The Helm of Hachiman gives its wearer a 4-6 armor save that is in addition to his normal armor save, and is not modified by the strength of the attack. In addition, the Helm adds one to the wearers Attack characteristic.

Sword of Hachiman.......................125 points - NIPPON ONLY NON WIZARDS ONLY
This Katana appears as an unadorned, though servicable Katana. As with the Helm of Hachiman, however, the Sword of Hachiman is much more than it appears. The Sword of Hachiman perfects its bearers skills in hand-to-hand. The bearer of this blade has a WS 10 in hand-to-hand combat, and all hits from this sword Wound automatically, there is no need to roll.

Exorcism Blade......................50 points - NIPPON ONLY

This blade has been infused with power against spirits through hours of ritual and blessings. The bearer of this sword has his Strength doubled (up to a maximum of 10) and inflicts double wounds when fighting against spirits (Undead, Kami, and Daemons). Against non-spirit creatures, the sword counts as magical, but has no other powers.

Sword of Fudo Myoo......................30 points - NIPPON ONLY NON WIZARDS ONLY

This blade is sometimes given by the God Fudo Myoo (a protector of Zen) to a particularly worthy warrior. The sword bursts into flame in combat, giving the bearer +1 Strength and causing double Wounds against flammable targets.

Black Lotus......................30 points - NIPPON ONLY WIZARDS ONLY

In Nippon, the Lotus flower is well known for its potent magic. In battle, a Nipponese Wizard may eat the petals of the Black Lotus to gain extra power to cast spells temporarily. The wizard may eat the Black Lotus during any magic phase. During that magic phase the Black Lotus grants the consuming Wizard the ability to cast all of his spells at one less Power (similar to a Wand of Jet). A Power 3 spell may be cast for 2 Power, a Power 2 for 1 Power, and a Power 1 spell may be cast for free. The wizard may cast any or all of his spells during that magic phase at the reduced Power cost.

Talisman--Bar Spirits......................75 points - NIPPON ONLY THREE USES ONLY

This minor magical item is created by Nipponese Wizards to protect individuals or households that are bothered by evil spirits. Spirits are notoriously limited in patience, and if kept at bay for long enough will frequently leave the afflicted individual alone. This talisman may be used three times per battle, and is used in the magic phase. When used, it causes an invisible barrier to spirits to be erected around the bearer and the unit he is with. When the barrier is up, no spirits (Undead, Kami, or Daemons) may approach within 12" of the bearer; if the bearer is in a unit, the radius of the barrier is 12" from the unit. If a spirit is already within this area when the barrier is erected, it must be immediately moved to the closest spot that is outside the barrier. Once erected, the barrier stays up until the beginning of the next magic phase, when it may be turned on again, if desired. The talisman is a spell item and so the barrier may be dispelled in the magic phase as normal.

Talisman--Drain Spirits......................50 points - NIPPON ONLY

Similar in appearance to the Talisman of Barring Spirits (above), the Talisman of Draining Spirits is somewhat different. It's main functions is to protect against more patient spirits (eg, when the above Talisman fails). Any spirit in contact with the bearer of this talisman (or the unit he is with) suffers 1 automatic Wound at the beginning of each Magic phase. This power may not be dispelled. No armor save is possible against wounds from the Talisman of Draining Spirits.

Mask of the Oni......................60 points - NIPPON ONLY SAMURAI ONLY

This item is a facemask (meant to be attached to a samurai's helmet) of ghastly appearance. The mask is so horrible to look upon, and radiates such an aura of dread that the wearer causes Terror in his foes. For a description of the effects of Terror, see the Psychology section of the Warhammer Rulebook.

Fan of Command......................25 points - NIPPON GENERAL ONLY

This item is a fan of exquisite workmanship. The bearer of this item has such a commanding presence that troops under his command are inspired to new heights of loyalty. A general carrying this item has his raidus of influence doubled. Any unit with members within 24" of the bearer of this item can use his leadership for any leadership-based tests, instead of their own.

Arrow of Heaven......................40 points - NIPPON ONLY ONE USE ONLY

This arrow has a head of gold, and the fletching is made from a magical bird of unknown origin. When fired, minor kami of the earth and air guide the shaft to its target with deadly accuracy. The warrior firing the arrow must first know the name of his target, and must whisper this to the arrow right before firing it. If the Nipponese army contains Ninja, this item may be used against any character in the opposing army (the Ninja have spied out the identities of all important figures in the enemy army). If there are no NinjA in the Nipponese army, however, the Arrow of Heaven may only be fired against Lord-level characters (for example, Mage Lords, Grey Seers, army Generals, etc.), as these characters typically have well-known reputations. The arrow is fired straight up into the air, and seeks out its target wherever he may be on the battlefield (though it cannot piercE the roof of a building, so characters in buildings are safe from its effects). When it strikes its target, the arrow bursts into flames, inflicting D6 Strength 6 hits, with no saving throw allowed, even for magic armor. The guiding influence of the kami is represented by a BS of 5 (roll to hit the target, agaisnt a BS of 5), and the arrow has unlimited range (treat the shot as having been fired at short range), irrespective of the normal range of the weapon that fired it.


The Nipponese Magic Deck


The following is the Nipponese Spell Deck. Nipponese magic is based on the five elements--Fire, Wood, Water, Earth and Metal--and on contact with and control over the spirit realm. Nipponese spellcasters keep the people safe from Daemons and evil spirits through the use of charms and rituals of banishment. Most of their battlefield magic is concerned with one of the five elements, as anything but the weakest spirit contact takes too long to cast to be of any use.

Arrow's Eyes - Power 2 - Range 12" Spell of Sizes - Power 2- Range 6"
The caster charms the arrows of a unit, so that they are more likely to hit for a short time. For the next shooting phase, the BS of the unit is increased by the caster's level. The spell remains in play until the unit shoots, and the caster *may* cast it again during the magic phase of the turn that the unit fires their blessed arrows. Another Wood spell, this enchantment can be used to increase the size of a single target. A single model is doubled in size. The target's Strength and Toughness are also doubled (up to a maximum of 10), Move also doubles, but Weapon Skill and Initiative *decrease* by 2 each (down to a minimum of 1). This spell does not affect war machines. This spell remains in play until dispelled, the caster dies, the target dies, or the caster decides to end it.
Encircling Mire - Power 1- Range 24" Shield against Sorcery - Power 1
This Water spell allows the caster to turn the ground of an area into mud. The caster places a 3" diameter template anywhere within 24", and the area under the template is changed to very difficult ground. Any terrain features already on the area remain, and may cause cumulative movement penalties, except difficult or very difficult ground is merely changed to very difficult ground with this spell. In other words, an area of "very very difficult ground" can't be created. This spell may be cast directly under a unit. The spell remains in play until dispelled, the caster dies, or the caster decides to end it. This Earth spell protects the caster from hostile magics. Roll a d6 when any spell is cast against the caster or the unit he is with while this spell is in play; on a roll of 4-6 the enemy spell is dispelled. This spell remains in play until it is dispelled or the caster dies.
Invisible Armour - Power 1 Kamikaze (The Divine Wind) - Power 3 - Range 24"
Another Earth spell. When cast this spell surrounds the wizard with an invisible aura of protective magic. This aura, though invisible, is enough to turn even the strongest blows. This spell gives the caster an armor save of 4-6, which is not modified by the Strength of the attacker. This armor save is also effective against attacks that normally do not allow an armor save, such as hits from war machines. This Earth spell causes a small "typhoon" to spring into being. The area affected is represented by a 3" diameter template. Any model under the template sustains a Strength 3 hit from the force of the winds, Strength 4 for cavalry models (as their horses shy and they are thrown to the ground; when rolling saving throws for cavalry, discount bonuses due to barding or being mounted; they do not apply). In addition, affected models which wish to move must roll equal to or under their Strength on 2d6 (just roll once for each unit, using the lowest affected Strength in the unit). Units which have models affected by this spell may not move or shoot. If engaged in hand-to-hand, both sides are at -1 to hit due to heavy winds and flying debris.
Stone Death - Power 2 - Range 8" Wings of Heaven - Power 1
This Metal spell allows the caster to turn one target to stone, similar to the gaze attack of a Cockatrice. The target of this spell is a single model, who may attempt to escape being turned to stone by rolling under his Initiative characteristic on a d6 (a roll of "6" always fails this test). If this roll is failed, the target is turned to stone and killed; remove the model. This Fire spell causes the caster to be encircled in magical flame. These flames do not harm the wizard, but instead move him at incredible speeds. The caster maybe moved from his present location to anywhere on the battlefield (though this is not normal movement, it *is* considered flying for the purposes of such effects as the High Magic spell Tempest, which will keep the caster from moving). The caster may be moved into hand-to-hand combat, in which case he fights as normal from the next combat phase onwards and counts as charging for the first round of combat.
Flaming Doom - Power 3 - Range 18" Spear against Spirits - Power 2 - Range 24"
Another Fire spell, this spell brings down magical fire upon its victims. The spell may be cast at a unit or single model. The affected target suffers 3d6 hits, which wound on a 4-6 on a d6. No armor saving throw is allowed for this spell, except for magical armor, which saves as normal. This spell creates a spear of magical energy which is effective against spirits (Undead, Kami, and Daemons). The spear is hurled by the caster and hits the first spirit target in its path (it passes through material creatures with no affect, continuing on its path). The target receives a single Strength 7 hit, causing not one but d6 Wounds. Nipponese wizards are trained to sense the presence of spirits, and therefore a wizard using this spell may throw the spear at a spirit creature even if the line of sight is blocked by a unit of troops. However, a wizard may not hit a spirit that he cannot see if the LOS is blocked by a terrain feature (wall, hill, building, etc).


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By Doran Amos © 1997


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