WARHAMMER ARMIES -
NIPPION

SPECIAL CHARECTERS:

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 he replaces the normal General.

Profile M WS BS S T W I A LD
Emperor 4 7 6 5 5 4 7 4 10

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

MAY RIDE: The Emperor may ride a Horse (free), Ki-Rin (+75 pts), Temple Dog (+85 pts) or Celestial Dragon (+450 pts).

MAGIC ITEMS: The Emperor carries the following magic items:

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+. If this save is ever failed, the bearer may make another save of 5+, but this second save is never reduced by the Strength of the attacker.

Tengu: This magnificent Katana was created for the Emperor by the mysterious Tengu race. The sword acts as a normal Katana, giving the bearer a -1 save modifier. Also all hits by Tengu cause double wounds. The blade is especially powerful against Kami, Undead and Daemons, against these opponents the Wounds are tripled.

The Mirror of Amaterasu: This was given to the Emperor's line by Amaterasu Omikami, as a keepsake for her descendants to remember their ancestor. The Mirror hold the light and splendor of the Sun, and can be used by the Emperor to blind 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.

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 and Rebound.

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.

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. 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. 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 in times of dire emergency.

Profile M WS BS S T W I A LD
Musashi 4 9 6 4 5 3 6 4 10

WEAPONS/ARMOUR: Musashi carries a wooden sword into battle (as hand weapon). He wears no armor. He may wield a second wooden sword (+1 point).

MAY RIDE: Fights on foot.

MAGIC ITEMS: Mushashi carries no magic items.

SPECIAL RULES

WON'T LEAD: Though Musashi refuses to lead units. Friendly troops may never use Musashi's LD.

VICIOUS KILLER: Musashi has killed dozens of opponents and has studied the human form. 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 all the strong and weak points of armor. As a result, all hits from Musashi are at a -2 save modifier(-3 including Str).

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.

Profile M WS BS S T W I A LD
Muso 4 7 5 4 4 2 5 5 9

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.

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.

Profile M WS BS S T W I A LD
Yorimitsu 4 6 6 4 5 3 7 4 9

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.

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

SPECIAL RULES

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.

Profile M WS BS S T W I A LD
Yamato 4 6 6 6 4 3 6 4 9

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.

ITTO OGAMI..............120 points
Sword of Masamune +25 points
Baby Cart of Death +20 points

Itto Ogami was once a respected swordmaster who served the Emperor of Nippon as a decapitator. After that Ogami had been falsly accused of high treason, by a rivalising samurai clan (Yagyo), he found himself on the run with his only living son. All of his other family members had been brutally slaughtered by Ninja and the evil Yagyo-clan. Father and son (sometimes called Lone Wolf with Cub) travels through Nippon, carving a bloody path whenever Ninja spies or Samurai of the Yagyo-clan intercept their route. Ogami is a master swordsman who always takes his son into battle in a scythed baby cart!

Profile M WS BS S T W I A LD Save
Itto Ogami 4 7 5 4 4 2 5 3 7 -
Modifiers +1 * +1/+4
Baby Cart - - - 5 4 4 - * - -
Child - - - 1 2 1 4 - - 6

WEAPONS/ARMOUR: Itto Ogami carries the Dai-Sho (Katana and Wakizashi) which gives him four attacks, such is his skill that even when he fights with them both (additional hand weapon), he gets the Katana strength bonus (S=5) for all attacks. He has throwing daggers hidden in the cart handle. He never wears armour.

BABY CART OF DEATH: The baby cart is furnished with scythed wheels, given it almost the profile of a chariot. When fighting Ogami, roll a D6 for each hit scored and consult the chart below. The difference reflects that no warrior would even consider to strike at the child in hand to hand combat. The child is tucked under heavy pelts, providing cover equivalent to light armour.When Ogami charges the carriage inflicts D6+2 strength 5 hits. ITTO OGAMI ONLY

SHOOTING H-2-H
1-3 Itto Ogami 1-4 Itto Ogami
4-5 Baby Cart 5-6 Baby Cart
6 Child - Child

MAY NOT RIDE: Ogami always travels and fights by foot.

MAGIC ITEMS: Ogami carries a sword forged by master swordsmith Goro Nyudo Masamune of Sagami. The Sword of Masamune is equal to The Sword of Swift Slaying giving its bearer the opportunity to always strike first, even when charged (due to the nito-fighting technique of Ogami, the attack from the additional hand weapon is also worked out first). Being a two handed sword it also boosts Ogamis strength by one for a total of 5. Ogami may have an additional magic item chosen from the appropriate Nippon or normal magic item cards.

SPECIAL RULES

WON´T LEAD: Though Ogami may join a friendly army if the battle serves his purposes, he will never lead a unit.

CARE FOR HIS SON: Ogamis low Leadership value represents that he might flee from a battle to save his son. He will never abandon the baby cart if his son is alive unless the cart is destroyed or stuck in some terrain, in which case he will flee with his son in his arms. If his son is slain Ogami will go into Frenzy, giving him 7 Attacks (and he will continue charging with the cart...) -a truly fearsome opponent! Normal rules for Frenzy applies with one exception: When in a frenzied state Ogami cannot be broken in H-2-H combat. ITTO OGAMI ONLY

CHOOSE ALLIES CAREFULLY: Ogami will never fight for an army that contains Ninja or members of the Yagyo-clan as they were responsible for the death of his family. ITTO OGAMI ONLY

HATRED: Ogami hate Ninja and members of the Yagyo-clan. Normal rules for Hatred apply.

STAND AND THROW: If Ogami is charged, he may Stand and Throw. He will then release two throwing daggers from the cart handle and throw them at the charging enemy. Throwing Knife: Range 6" (which makes them useless against chargers that charges from >12"), Strength=4. The knifes are only used as a defence when charged. Rumours claim that Ogami has even thrown Katanas at charging enemies occassionally. A Katana would be Strenght=5 if thrown. He will NOT however throw the Masamune Blade as it is far to valuable and delicate. ITTO OGAMI ONLY

DECAPITIATOR: Ogamis former profession sometimes shows in battle. If any of the dice rolls to wound the target are a 6, then the Masamune Blade has taken the opponents head off at the shoulders, killing him instantly! Saving throws as normal. ITTO OGAMI ONLY

CHINZEI HACHIRO AMETOMO..............110 points
Bow of Tametomo +30 points

Chinzei Hachiro Tametomo is a master bowman with few equals. With his great strength and 8,5 feet Dai-Kyu he dominates the battles in which he takes part.

Profile M WS BS S T W I A LD
Tametomo 4 5 8 6 4 2 5 3 9

WEAPONS/ARMOUR: Tametomo is a Samurai and always armed with Dai-Sho and The Bow of Tametomo. He wears do-maru laced in white silk (heavy armour).

MAY RIDE: Tametomo prefers to fight on horseback, displaying his Yabusame/Ba-jutsu skills.

MAGIC ITEMS: Tametomo carries a mighty bow. The Bow of Tametomo is so powerful that it has the following characteristics: Range 40", Strength=5. Tametomo may have an additional magic item chosen from the appropriate Nippon or normal magic item cards.

SPECIAL RULES

KYUDO SENSEI: Tametomo is a grandmaster bowman, capable of shooting 3 arrows/turn.

TSUTSUI NO JOMIO MEISHU..............145 points
Naginata-blade of Kanemitsu +50p
Hail of Doom Arrow +25p

The warrior monk Tsutsui no Jomio Meishu is a true hero, a master in the way of the bow and sword. He gained his reputation in the Gempei-wars, especially at the battle of Uji-river:

"And loosing off 20 arrows like lightning flashes he slew 12 of the Taira samurai and wounded 11 more. One arrow yet remained in his quiver, but flinging away his bow, he stripped off his quiver and threw that after it, cast off his footgear, and springing barefoot on to the beams of the bridge he strode across. All were afraid to cross over, but he walked the broken bridge as one who walks along the street Ichijo or Nijo of the capital. With his Naginata he mows down five of the enemy, but with the sixth the blade snaps asunder in the midst and flinging it away he draws his long sword wielding it in the zigzag style, the interlacing, cross, reverse dragonfly, waterwheel and eight-sides-at-once style of fencing, and cutting down eight men. But as he brought down the ninth with an exceedingly mighty blow on the helmet, the blade snapped at the hilt and fell splash into the water beneath. Then seizing his dagger, which was the only weapon he had left, he plied it as one in a death fury."

Profile M WS BS S T W I A LD
Meishu 4 7 7 4(5) 4 2 6 8-11 8

WEAPONS/ARMOUR: Meishu carries a Naginata, Katana and a Dai-Kyu. He wears heavy armour and monk robes.

MAGIC ITEMS: Meishu carries two magic items, listed here.

The Naginata-blade of Kanemitsu: The blade of the Naginata is forged by master swordsmith Kanemitsu and is equal to Blade of Leaping Bronze giving its bearer +2 on his attack characteristics. Meishu always uses the Naginata to gain maximum strength and never uses the pommel to gain an extra Attack, this gives him a +1 strength bonus. He delivers 8 Strength 5 attacks (when not in a frenzied state) due to the Kanemitsu Blade and Whirlwind Strike.

Hail of Doom Arrow: One magically constructed arrow which splits into multiple shafts in flight. 3xD6 arrows of Strength 4.

SPECIAL RULES

KYUDO SEMPAI: Meishu is a master bowman, capable of shooting 2 arrows/turn (3xD6+1 arrows when he uses the Hail of Doom Arrow -like at Uji-river).

FRENZY: Meishu is a Sohei and subject to Frenzy, which together with the martial art skill Whirlwind Strike triples his basic Attack characteristics giving him a maximum of 11 attacks when frenzied!

MARTIAL ARTS: Meishu is a Sohei Hero with two Martial Arts skills.

Arrow Cutter/Gentle Breeze: Meishu is a master in the art of Naginata-jutsu and can even cut down arrows in flight. He therefore has a saving throw against arrows of 3-6 (3+). Note that these rules apply in addition to the Gentle Breeze rules, i.e. he saves against arrows on 3+, against all other missiles 4+.

Whirlwind Strike: See notes above, under THE NAGINATA-BLADE OF KANEMITSU and FRENZY.

MINAMOTO NO YOSHITSUNE..................100 points
Arrow of Heaven +40p
Jade Amulet +25p

BENKEI................................................170 points
The Naginata of Benkei +90p

Also known under the names of Yukio and Jebu, Yoshitsune and Benkei are definitely among the most famous of all heroes in Nippon. Travelling together thru the world they are rightfully feared for their extreme martial skills. They always fight together, although they are often assigned to lead a Samurai-unit into battle. Yoshitsune is a Samurai of the Minamoto-clan and is said to have been taught swordsmanship by Tengu. He is infact a master in the way of the sword. His close friend and bodyguard Benkei is a massive Sohei of great strength. Taller than almost any other human inhabitant of Nippon, he is sometimes mistaken for an Oni.

Profile M WS BS S T W I A LD Save
Yoshitsune 4 7 6 4 4 2 5 3 9 5
Benkei 4 6 5 6 6 2 5 (6/9) 8 5-6

WEAPONS/ARMOUR: Yoshitsune wears a beutiful heavy armour and carries Dai-Sho and a Dai-Kyu. Benkei wears monk robes over an old heavy armour and wields his mighty Naginata.

MAY RIDE: Yoshitsune and Benkei may ride (horses, free).

MAGIC ITEMS:

Arrow of Heaven: Yoshitsune carries one magical arrow. Se the Nippon Magic Items section for rules.

Jade Amulet: Yoshitsune has a very powerful amulet made of Jade. It has the profile of an Amber Amulet: At the start of their turn a character wearing the amulet automatically recovers wounds they have suffered previously in the battle. Only 1 wound may be recovered each turn, and the character may never have more wounds than they began the game with. If the character is slain outright, the Amulet has no power to regenerate wounds.

The Naginata of Benkei: Benkei carries a Naginata whose blade were forged in the Kamakura period by master swordsmith Goro Nyudo Masamune of Sagami. Being a Masamune blade it is equal to The Sword of Swift Slaying giving Benkei the opportunity to always strike first, even when charged. He uses its blade only, giving a total S of 6 (no extra attack with the pommel). It also has magical powers similar to those of The Axe of Grom., i.e. any wounds caused are doubled and no armour saving throw is allowed. Benkei never carries any other weapon or magical items besides his beloved Naginata.

SPECIAL RULES

KYUDO SEMPAI: Yoshitsune is a master bowman, capable of shooting 2 arrows/turn (one of which can be the Arrow of Heaven).

FRENZY: Benkei is a very calm warrior, the only thing that could trigger his Frenzy is if Yoshitsune is slain, in which case Benkei would become subject to Frenzy as described in the Warhammer rulebook, giving him 9 attacks.

MARTIAL ARTS: Benkei is a Sohei Hero with two Martial Arts skills.

Arrow Cutter/Gentle Breeze: Benkei is a master in the art of Naginata-jutsu and can even cut down arrows in flight. He therefore has a saving throw against arrows of 3-6 (3+). Note that these rules apply in addition to the Gentle Breeze rules, i.e. he saves against arrows on 3+, against all other missiles 4+.

Whirlwind Strike: Due to the Whirlwind Strike, Benkei has a normal Attack characteristic of 6, and 9 when in a Frenzied state.

ZATOICHI ..............125 points

Zatoichi, known as The Blind Swordsman, was a blind masseur who got outlawed. Despite the numerous attempts by villains and bountyhunters to kill him, he is still wandering through Nippon. He has a sword hidden in his cane and wears monk robes or the clothes of a peasant.

Profile M WS BS S T W I A LD
Zatoichi 4 7* 5 4 4 2 5 5 9

WEAPONS/ARMOUR: Zatoichi carries a blind mans cane. No armour or other weapon are allowed.

MAY NOT RIDE: Zatoichi always fights and travels by foot.

MAGIC ITEMS: Zatoichi may carry up to two magic items. These magic items may be chosen from the Nipponese Magic Items, or the normal magic items. They cannot be weapons as he only uses the Cane Sword. Nor can he use magic items who demand "line of sight" as they are obviously not suited for a blind man...

SPECIAL RULES

IMMUNE TO PANIC: In some situations the blindness works in Zatoichis favour, he is totally immune to panic (as he has little or no knowledge of what is happening on the battlefield).

BLIND: Beeing blind, he cannot be targeted by gaze-type attack.

BLIND CUT: Zatoichi is a sword master, a KenSensei, dispite his blindness. He excels in delivering lightning fast cuts at all enemies within his range (he claims to separate friend from foe by scent, but few allies risk beeing close to him when in close combat). Zatoichi has a 360° charge sector, i.e. he might even charge backwards...

HIDDEN WEAPON: Zatoichi's blind appearance and cane-disguised sword are frequently misjudged when encountered in combat. To reflect this, for the first round of any combat that Zatoichi 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.

INSHUN ..............270 pointsYour army may include Inshun -Lord Abbot of Hozoin if you wish. If Inshun is included in your army he may lead the army, and if so he replaces the normal General given in the list.

This legendary warrior monk has few equals in combat and is famous for his skill at military strategy and tactics.

Profile M WS BS S T W I A LD
Inshun 4 8 4 4 4 3 6 4 9
+4/+8

SPECIAL RULES

FRENZY:Inshun is subject to Frenzy as described in the Warhammer rulebook.

MARTIAL ARTS: Inshun is a Sohei Lord Abbot with three Martial Arts skills.

Distant Death : Inshun 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 Inshun may attack a specific character directly, even if the character is in a unit.

Gentle Breeze : His training makes Inshun harder to hit by missile weapons, as he either deflects or dodges missile attacks. Any missile attacks directed at Inshun 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 : Inshun always makes special "Whirlwind" attacks. This doubles his Attacks characteristic (Due to the Whirlwind Strike, Inshun has a normal Attack characteristic of 8, and 12 when in a Frenzied state).

SASAKI KOJIRO..............125 points
Drying Pole Sword +120 points

Sasaki Kojiro, also known as Ganryu, is a Shugoysha who nearly got killed in a battle with Musashi on the Funashima island. After that battle he is suffering from constant headaches and has sworn to end Musashis life. Ganryu travelled to the Old World where he somehow got a Master Rune Of Death inscribed upon his very long Katana.

Profile M WS BS S T W I A LD
Kojiro 4 8 3 4 4 2 6 3 8
+1/+3 -/-3

WEAPONS/ARMOUR: Kojiro normally wears no armor. He may wear light armour for +2 points, or heavy for +3 points.

MAY RIDE: Sasaki Kojiro may ride a Horse (free) or a Warhorse (+3 points).

MAGIC ITEMS:

DRYING POLE SWORD: Sasaki Kojiro always carries a long Katana inscribed with the Master Rune Of Death. In addition to the sword Kojiro may carry one magic item. This may be chosen from the Nipponese Magic Items, or the normal magic items.

SPECIAL RULES

SWALLOW CUT: Before a round of combat the player controlling Ganryu may declare that he is going to use the powerful technique known as The Swallow Cut. This cut gives Kojiro a +3 Strength bonus (instead of the Katana +1) -totalling S=7. However the The Swallow Cut lowers his Iniative to 3. MAY NOT BE USED WHEN CHARGING OR CHARGED.

JUBEI KIPAGAMI..............100 points

Jubei, is a masterless swordmaster who travels the land alone, hiring his services to those with gold...or a worthy cause. He prefers to leave his sword sheated until he attacks, when it is whipped out in a powerful cutting motion. Jubei uses a technique of drawing the sword from the saya and slaying an enemy in one fluid motion. This technique is called Iaijutsu.

Profile M WS BS S T W I A LD
Jubei 4 8 3 4 4 2 6 3 8
+1

WEAPONS/ARMOUR : Jubei normally wears no armor. He may wear light armour for +2 points.

MAY RIDE : Jubei may ride a Horse (free).

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

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