1 Daimyo.............................111 points
A Daimyo is a powerful warlord, the leader of one or more provinces, and a great warrior. He has been trained from childhood to lead armies and to follow Bushido.
M | WS | BS | S | T | W | I | A | Ld |
4 | 6 | 6 | 4 | 4 | 3 | 6 | 4 | 10 |
Weapons: Daisho(counts as 2 hand weapons)
Armour: Oyori(4+)
May Ride: The Daimyo may ride a warhorse(+3 points), or a monster (see separate Monsters list).
Magic Items: The Daimyo may carry 3 Magic Items (see Warhammer Magic).
Samurai or Ronin Heroes..............................85 points
Heroes are the great samurai and ronin. They are the finest and bravest warriors. They follow Bushido, and they are members of the Bugei (warrior caste). Your army may include as many Heroes as you wish, up to the maximum allowed by points.
M | WS | BS | S | T | W | I | A | Ld |
4 | 6 | 6 | 4 | 4 | 2 | 6 | 3 | 9 |
Weapons: Daisho
Armour: Oyori (4+)
May Ride: The Hero may ride a Warhorse(+3 points), or a monster (see separate Monsters list).
Magic: The Hero may carry 2 Magic items.
Samurai or Ronin Champions...........................................38 points
Your army may include as many Champions as you wish, up to the maximum allowed by points. Champions are a part of their unit and may never leave their unit.
M | WS | BS | S | T | W | I | A | Ld |
4 | 5 | 5 | 4 | 4 | 1 | 5 | 2 | 9 |
Equipment: Champions are always equipped the same as the rank and file members of their unit (see Equipment List for points).
Magic: Champions may have 1 magic item.
Yamabushi Heroes.............................95 points
Heroes are the great warrior monks. They are the finest and bravest warriors. They follow Bushido, and they are members of the Bugei (warrior caste). Your army may include as many Heroes as you wish, up to the maximum allowed by points.
M | WS | BS | S | T | W | I | A | Ld |
4 | 6 | 6 | 4 | 4 | 2 | 8 | 3 | 10 |
Weapons: Daisho
Armour: Oyori (4+)
May Ride: The Hero may ride a Warhorse(+3 points), or a monster (see separate Monsters list).
Magic: The Hero may carry 2 Magic items.
Special: A Warrior Monk will always strike with a Strength equal to his opponent's Toughness up to a Strength of 8 maximum. A Warrior Monk recieves a special 5+ unmodified save due to his martial skills. This is not an armour save. Rather, it is due to his skill at avoiding blows.
Yamabushi Champions...........................................42 points
Your army may include as many Champions as you wish, up to the maximum allowed by points. Champions are a part of their unit and may never leave their unit.
M | WS | BS | S | T | W | I | A | Ld |
4 | 5 | 5 | 4 | 4 | 1 | 7 | 2 | 9 |
Equipment: Champions are always equipped the same as the rank and file members of their unit (see Equipment List for points).
Magic: Champions may have 1 magic item.
Special: A Warrior Monk will always strike with a Strength equal to his opponent's Toughness up to a Strength of 8 maximum. A Warrior Monk recieves a special 5+ unmodified save due to his martial skills. This is not an armour save. Rather, it is due to his skill at avoiding blows.
Hero..............................76 points
Heroes are the great samurai, warrior monks and ronin. They are the finest and bravest warriors. They follow Bushido, and they are members of the Bugei (warrior caste). Your army may include as many Heroes as you wish, up to the maximum allowed by points.
M | WS | BS | S | T | W | I | A | Ld |
4 | 5 | 5 | 4 | 4 | 2 | 5 | 3 | 9 |
Weapons: Daisho
Armour: Oyori (4+)
May Ride: The Hero may ride a Warhorse(+3 points), or a monster (see separate Monsters list).
Magic: The Hero may carry 2 Magic items.
Champion...........................................33 points
Your army may include as many Champions as you wish, up to the maximum allowed by points. Champions are a part of their unit and may never leave their unit.
M | WS | BS | S | T | W | I | A | Ld |
4 | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 8 |
Equipment: Champions are always equipped the same as the rank and file members of their unit (see Equipment List for points).
Magic: Champions may have 1 magic item.
Shinobi Hero...................................70 points
You may include as many Shinobi heroes as you include Shinobi regiments. These are the natural leaders and the fiercest fighters amongst their clans.
M | WS | BS | S | T | W | I | A | Ld |
4 | 5 | 6 | 4 | 4 | 2 | 5 | 3 | 8 |
Weapons: Ninjato(hand weapon), and shuriken(throwing knives)
Armour: none( may wear yori for +3 pts)
May Ride: The Shinobi hero may not ride.
Magic: The Shinobi hero may carry 2 magic items.
Special: Shinobi characters and regiments may be deployed after the enemy has set up. They must be deployed outside the enemies deployment area. Shinobi units may skirmish.
Shinobi Champions.............................30 points
Your army may include as many Shinobi Champions as you wish, up to the maximum allowed by points. Shinobi Champions are a part of their unit and may never leave their unit.
M | WS | BS | S | T | W | I | A | Ld |
4 | 4 | 5 | 4 | 3 | 1 | 4 | 2 | 7 |
Equipment: Shinobi Champions are always equipped the same as the rank and file members of their unit (see Equipment List for points).
Magic: Shinobi Champions may have 1 magic item.
0-1 Shinobi Assassins...................................160 points
These are the greatest Ninja. They are the outstanding members of their clans, the ones that are called upon when the target must be eliminated.
M | WS | BS | S | T | W | I | A | Ld |
5 | 7 | 7 | 4 | 4 | 3 | 9 | 4 | 10 |
Weapons: Ninjato(hand weapon), and shuriken(throwing knives)
Armour: None( may wear yori for +3 pts)
Magic: The Shinobi Assassins may carry 3 magic items.
Special: A Shinobi Assassin may take the place of any enemy model, as he is a master of disguise, only revealing himself when he strikes his blows at his target.
Shinobi Assassins are always loners, and may never join or lead any unit. Shinobi Assassins are immune to all psychology and never need to take Ld tests. If they are ever called upon to take a Ld test, they will pass the test automatically, so no dice roll is made.
Shikenja (Magicians)
The army may include as many battle wizards as you wish within the normal limitations of the points available. Shikenja may be selected from any of the four levels of wizards at the appropriate points cost shown below.
Mage (magic level 1).....................................56 points
Mage Champion (magic level 2)................118 points
Master Mage (magic level 3).......................190 points
Mage Lord (magic level 4)............................287 points
Profile | M | WS | BS | S | T | W | I | A | Ld |
Mage | 4 | 3 | 3 | 3 | 4 | 1 | 4 | 1 | 7 |
Mage Champion | 4 | 3 | 3 | 4 | 4 | 2 | 4 | 1 | 7 |
Master Mage | 4 | 3 | 3 | 4 | 4 | 3 | 5 | 2 | 7 |
Mage Lord | 4 | 3 | 3 | 4 | 4 | 4 | 6 | 3 | 8 |
Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
Magic: A Shikenja has one Battle Magic spell per magic level.
Equipment: Sword
Weapons/Armour: A Shikenja may be armed with any combination of equipment allowed by the Equipment List. See the separate Equipment List for summary and point values. If Shikenja wear armour they are unable to cast spells so they so not normally do so.
May Ride: A Shikenja may ride a warhorse (+3 points), a chariot, or a monster (see separate Monster List for points values).
Magic Items: A Mage character is entitled to magic items chosen from Warhammer Magic. The number of magic items the Mage can have depends on their level and is indicated below:
Mage........................1 magic item
Mage Champion.....2 magic items
Master Mage...........3 magic items
Mage Lord...............4 magic items
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