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.