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. Morethan 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:
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......................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:
SKIRMISH: Ronin may Skirmish
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.
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). Or they can carry a shild with their Yari (+1 point).
SOHEI............9 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), Ono (2-handed Weapon, +2 points), Katana (+2) or No-Dachi (+2).
SPECIAL RULES:
FRENZY: Sohei are subject to Frenzy.
SKIRMISH: Sohei may Skirmish.
PEASANTS....................3 points per model
Whenever there is going to be a larger fight, or an outright war, poor peasants and town people gather to join the side which they believe is stronger. They hope to get rich by reaping the spoils of the battlefields, looting the dead bodies on everything valuable.
Profile M WS BS S T W I A LD
Peasant 4 2 2 3 3 1 2 1 6
EQUIPMENT: A unit of Peasants is typically armed with axes, clubs, spears, sai, tonfa and kama -in battle this counts as all having a hand weapon. They never wear armour but may use shields(+1/2 points).
SAVE : -/6+
SPECIAL RULES:
COWARDS: As the Peasants are well aware of their lack of combat skills, they always test on their own Ld (6), regardless of the presence of friendly characters or magical items/spells.
SMALL UNITS: Peasants usually form units of 5-10 men, as bigger units demands better discipline. Peasants are seldom lead by Champions or Heroes.
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:
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.
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:
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.
TENGU....................30 points per model
A Nipponese army may include up to one regiment of Tengu. Tengu are half man - half bird creatures with exeptional weapon skills. They have a bird like head, wings and clawed feet.
Profile M WS BS S T W I A LD
Tengu 4 9 2 4 2 2 2 2 6
EQUIPMENT: Tengu form units with a mix of hand weapons, preferably Katana and Yari. In battle they count as all having a hand weapon.
SAVE: None
SPECIAL RULES:
FLY: Tengu may fly as described in the Warhammer Rulebook. Flocks of Tengu may circle over the battlefield, swooping down to cut their foes to ribbons with their sharp weapons.
NO COMMAND: Tengu units never have champions, standards or musicians and cannot be led by character models.
NO WEAPON BONUS/RESTRICTION: Due to their somewhat strange weapon techniques Tengu ignore weapon rules, i.e. neither Katana strength bonus nor fighting in two ranks with Yari.