WARHAMMER ARMIES - NIPPION

ARMY LIST
Characters 0-50%
Regiments 25%+
War Machines 0-10%
Monsters 0-25%
Allies 0-25%

Allies:
Nippion may allie with Cathay, Ungol, Inhdya and Dark Elves.

EQUIPMENT LIST:

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).

Naginata: The Naginata is a weapon consisting of an ovate, wooden shaft some six feet in length. It is topped with a curved blade sharpened on a single side. The blade itself may vary in length from ten inches to three feet and may or may not be separated from the shaft by a tsuba. The butt end is encased by a metal pommel, the Ishizuki. Before each round of combat the player can decide whether to attack with both blade and pommel (giving +1 Attack) or cut with full strength (+1 Strength bonus on all hits).

Katana Uchi Gatana: A very sharp and well balanced two-handed sword. Confer a +1 strength bonus on all hits. Initiative rules as normal hand weapon, i.e. fighters equipped with Katana strikes first when charging but last when charged -in H-2-H initiative decides. The weapon was tucked into the belt (obi) and worn with the edge up. When worn with a Wakizashi the two swords are called Dai-Sho and is a sign of Samurai rank.

Wakizashi: A short sword (or long dagger...). The weapon was tucked into the belt (obi) and worn with the edge up. When worn with a Katana the two swords are called Dai-Sho and is a sign of Samurai rank.

Dai-Sho "Long and Short": a pair of swords having matching mounts, normally a Katana and a Wakizashi, which only Samurai were permitted to wear. Note that a Sohei may carry a Katana or a Wakizashi but not Dai-Sho.

Bokken Bokuto: A wooden Katana. Rules as a Hand weapon.

Yari: A long spear, often with the spearhead sharpened on both sides. Often used together with shield by Ashigaru. Rules as normal spear.

Arquebus: A handgun. See Warhammer Rulebook for details.

Dai-Kyu A longbow: Strength 4, range 36". See Warhammer Rulebook for details.

Han-Kyu: A bow. See Warhammer Rulebook for details.

Nunchaku: Two sticks connected by rope or chain, treat as hand weapon. A basic harvesting tool used by peasants.

Kama: A sickle, treat as hand weapon. A basic harvesting tool used by peasants.

Kusari-Gama: A Kama equipped with a chain, treat as flail. A basic tool for ninja.

Shuriken Small throwing stars, daggers or darts: range 6", strength as thrower. Ninja only.

Torinoko Grenades: Small explosives (black powder) which spread poisoned gas when they explode. Rules as Skaven poison wind globes (range 6", 1" template, scatters D3", hits on 4-6, each hit cause 1 wound), see Battle Bestiary for rules. Ninja only.

Nagamiki: A short Naginata, rules as a Katana.

No-Dachi: A very long and heavy double-handed sword. Confer a 2+ strength bonus on all hits. Always strike last.

Ono: A large halberd/axe. Rules as 2-handed weapon.

Tachi: An old Samurai sword, often with a longer and/or more curved blade than a Katana. It is worn slung at the left hip edge downwards.

Bo: A long (approx 2 m) staff.

Jo: A short (128 cm) staff.

Tetsobu: A large wooden bat with metal reinforcements. Rules as 2-handed weapon.

SPECIAL RULES

SAMURAIS Challange:
Before a battle, a heroic Samurai can step forward and issue a challange to the opposing army. That army may then choose wether to accept the challange and send one of their own characters to meet the Samurai in mortal combat or to ignore the challange and begin the battle.

If the challange takes place both charecters are placed in the centre of the board. A challenge then takes place with the highest 'I' going first. The fight continues until one charecter is killed. The winner gets double VPs for killing the charecter. Then the main battle starts.

SOHEI 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).