These are the Samurai (Servant) Warriors of the Daimyos and the Shogun, sworn to the Code of Bushido, and to the service of their Daimyo.
The Army of Nippon may ally with armies from: Human(Empire and Brettonian), Elven(High and Wood), or Dwarven(not Chaos) armies. It has been rumored that some Clans have trained the Skaven in the arts of Asassination.
Standard Rules for the Distribution of Points is to be followed (up to 50% chars etc.)
Weapons: Daisho(counts as 2 hand weapons)
Ride: The Shogun may ride a warhorse(+3 points), or a monster(see list included with Warhammer-The Game of Fantasy Battles)
Magic Items: The Shogun may carry 3 Magic Items(see Warhammer Magic)
Armour: Oyori (4+)
Ride: The Daimyo may ride a Warhorse(+3 points), or a monster
Magic: The Daimyo may carry 2 Magic items.
Ride: The champion may ride a warhorse(+3 pts), or a monster.
Magic: Campions may have 1 magic item
Weapons: Ninjato(hand weapon), and shuriken(throwing knives)
Armour: none( may wear yori for +3 pts)
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.
Weapons: Ninjato, and shuriken
Armour: none, yori may be worn for +3 points.
Ride: Shinobi characters mat not ride.
Magic: Shinobi Champions may have 1 magic item.
Magicians follow all of the rules presented in Warhammer Magic for Imperial Wizards. Including dealing priority, and spells allowed. Points also follow standard Imperial wizard point values.
Weapons: Daisho, additionally units may carry Yari(lances +4 pts.), or Daikyu(long bows +6 pts.), but not both.
Armour: Oyori (3+, this includes cavalry bonus)
Ride: Samurai Cavalry ride unbarded Warhorses.
Magic: Any unit may have a Magic Standard.
Special: Samurai are not affected by panic tests when units of peasant troops flee past them. The samurai do not consider the Peasants as "real" warriors. Peasants are expected to run away when the going gets tough.
Weapons: Daisho, optionally they may have Yari(Spears +1 point) or Daikyu(Long Bows +3 pts.), but not both.
Armour: Oyori (4+)
Magic: Any regiment may carry a magic standard.
Special: see samurai cavalry
Peasant footmen (Ashigura)
Weapons: Hand Weapons(never swords), may carry Spears(+1 point) or Halberds(+2 points).
Armour: padded cloth armour (6+).
Magic: No unit may have a magic standard.
Peasant Musketeers (Ashigura)
Weapons: hand weapon, and hand gun.
Armour: padded cloth armour (6+).
Special: Peasant Musketeers are not allowed to use the CREEPING tactic usable by Imperial Gunners, they are not trained enough.
Weapons: Ninja to, and shuriken. May carry Short bows(+1 point), or Yari(+1 point)
Armour:none, but may have yori(+3 points).
Magic: Shinobi units never carry standards.
Bolt Thrower: 44 pts.
Stone Thrower: 71 pts.
First created by Priestly, Ansell, and Halliwell, updated by Bruce
With a scream of "TENOHANA BANZAI" a fuse is lit and religious fanatic is vaulted into the air to guide his rocket bomb of death into the enemies of his Emperor.
The Rocket Kamikaze is purchased out of the WarMachines allowance.
The Kamikaze has the following stats
For firing purposes:
Max range you may guess: Anywhere on the table
Damage for direct hit: 10
indirect hits: 7
Template: The Stone thrower template is to be used
special rules: after stating the nominating the initial landing point roll an artillery die and a scatter die. Move your marker to that spot. The Rocketeer may change his glide path by up to 1d6 inches. In the event of a misfire consult the following chart.
1-3 ground burst, place the template over the launch point and figure damage.
4-6 air burst, little pieces of a Nipponese Kamikaze fall rather harmlessly to the Earth.
Points: 25 each. One use only
Musashi (The Sword Saint (No Kamiken))
Weapons: Musashi carries a Daisho. He never uses any other weapons.
Armour: Musashi never wears any armour, but has a 4+ save(unmodified) against any attack. This special save represents a dodge, and even works against spells with Physical effects(fireballs, squish etc.)
Magic: Musashi never carries any magic items. He is always testing himself against things of the world.
Ride: Musashi may ride a warhorse(+3 points), he may never ride a monster.
Special: Musashi will never join or lead any regiment. He always fights as a single model. Musashi is immune to all Psychology, he will never break, ever.
Buntaro (No Kamikyu)
Weapons: daisho, and daikyu
Magic: Buntaro carries 2 magic items. One is a suit of Oyori which counts as one grade higher for reasons of protection(2+ save instead of 3+, including the +1 mounted bonus). Buntaro also carries a Magical Daikyu which gives him a +2 to hit with that weapon only.
Ride: Buntaro may ride a warhorse(+3 points)
Special: Buntaro may join a samurai or samurai cavalry unit as long as the unit is equipped with Daikyu.
Additional Troops and Weapons
Warrior Monks.............................................22 points
Weapons: Daisho (katana and wakasashi). May be given daikyu at +2 or yari at +1 or naganata at +2.
Armour: None. May be given yori (light armour) at +3.
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.
naginata = a halberd
daikyu = a longbow that can be fired from horseback due to its offset grip, the weapon was originally designed to be used by mounted samurai
O yori = heavy armour that is so flexible that it carries no movement penalty with a better savings throw (4+) (cost = 4 points)
yori = very flexible light armour with better savings throw (5+) (cost = 3 points)
The above list has been revised and edited by Ragnar.
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