WARHAMMER ARMIES -
NIPPION

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 Rulebook for details.

KAKAE ZUTSU............37 points per model
Kakae zutsu is a large-caliber musket originally designed for attacking fortifications. Fires a wooden rocket-shaped projectile filled with blackpowder. Rules as the Warplock Jezzail (see Rulebook). The Kakae zutsu have a crew of one Samurai (shooter) and a Ashigaru (loader).

Two crew (one Ashigaru with Hand Weapon and one Samurai with Dai-Sho)

SKYROCKETS............50 points per model
Two crew armed with Hand Weapons

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.

Move Range Strength Damage Save Mod.
Direct Hit 4" 0-30" 6 d4 -3
Other Hits 4" 0-30" 5 1 -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.

d6 Result

1-2 DESTROYED! 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.

3-4 FRAME 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 if a Misfire result of 1-2 were rolled for the engine) on a D6 score of 6.

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

At some point in the distant past, some erudite Nipponese scholar made the brilliant leap of combining the Nipponese 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 during the 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

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.

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