SAMURAI INFANTRY. Name QUA TYP STR RES WOR ARM WEA MOV SAV TER BAD PTS UPG MIN MAX. Infantry Poor Disc md 2h 15 no no night 3 +1med 5 20

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SAMURAI The Samurai belong to the faction known as "Good". Allies, Mercenaries and Auxiliaries: The army of the Samurai can deploy either the Ikko-Ikki or the Ninja as regular units and characters of the army. They will not fight together in the same army. This army does not hire Mercenaries, but can deploy a long Eastern dragon in the Warchief s command for each 2000 points. This army can deploy Mujinto Giants as Auxiliaries. Disciplined and fanatics: The Samurai are disciplined by night and fanatics by day. Pavises and mantelets: Men of Mikado use very often pavises and mantelets for their troops, so there are no limitations to the number of these equipment purchased. Weapons: hw Kodachi Short sword. Secondary weapon. 2h Katana Long slightly curved sword. Polearm Naginata Spear with a curved sword blade on it similar to European glaive. Pike Nagae yari Long spear. Ashigaru formation weapon. 5-6m long. Spear/Lance Mochi yari Hand spear. Used by Samurai in individual fighting. 2-4m long, with a broad, straight blade. Lb/Sb Yumi Slender laminated bow. Hg Tanegashima Musket. INFANTRY Ashigaru (base size 2.5x2.5cm) Infantry Poor Disc - - 1 md 2h 15 no no night 3 +1med 5 20 Infantry Poor Disc - - 1 md lanc 15 no no night 2 +1med 5 20 Samurai (base size 2.5x2.5cm) Samurai Med D/F - - 1 hvy 2h 15 no no night 6 +3vet 10 30 Samurai Med D/F - - 1 hvy pole 15 no no night 7 +3vet 10 30 Samurai Med D/F - - 1 hvy lanc 15 no no night 5 +3vet 10 30 Samurai Med D/F - - 1 hvy pike 15 no no night 6 +3vet 10 30

Samurai Chosen (base size 2.5x2.5cm) Samurai Vet D/F +1-1 hvy 2h 15 no no night 10 +4el 10 30 Samurai Vet D/F +1-1 hvy pole 15 no no night 11 +4el 10 30 Samurai Vet D/F +1-1 hvy lanc 15 no no night 9 +4el 10 30 Samurai Vet D/F +1-1 hvy lanc 15 no no night 10 +4el 10 30 Samurai Berserker: the "Red Devils" (base size 2.5x2.5cm) Berserker Vet Fan +1-1 hvy 2h 15 no no night 23-6 12 Berserker Vet Fan +1-1 hvy pole 15 no no night 24-6 12 Berserker Vet Fan +1-1 hvy lanc 15 no no night 22-6 12 Bloodlust Elite Fan +2-1 2 hvy pike 20 7 no night - - - - Max one unit per 1,000 points army. The following special rules apply: "berserker". The Samurai "Red Devils" can be armed in three different ways, the Bloodlust profile applies for all three types with the only difference that the weapon will be that of the base profile. They may have a Champion: See Character Individual. Their clothing, armor, helmet and other protection must be red with ornaments of gold embroidery. Their banners must be red. Guards of the Shogun and Daimyo. (base size 2.5x2.5cm) Guards of the Shogun and Daimyo Samurai are the most loyal and faithful to their masters and will fight to the end to protect them from enemies. Guards El Disc +1-1 2 hvy 2h 15 7 no night 32-3 8 Guards El Disc +1-1 2 hvy pole 15 7 no night 33-3 8 Max 1 per unit per 2,000pt of army. Must be in Warchief s command. Immune to Threat, Combat and Casualty tests.

UNITS WITH MISSILE WEAPONS Samurai Archers (base size 2.5x2.5cm) Archer Vet D/F - - 1 hvy lb/2h 15 no no night 13 _4el 5 20 Ashigaru Archers (base size 2.5x2.5cm) Archer Poor Disc - - 1 md lb/hw 15 no no night 6 +1med 5 10 Ashigaru Gunners (base size 2.5x2.5cm) Archer Poor Disc - - 1 md hg/hw 15 no no night 5 +1med 5 10 Max one unit per 1,000 points army. CAVALRY Samurai on Horse (base size 2.5x5cm) Samurai vet D/F - - 1 hvy 2h 30 7 no night 21 +8el 5 20 on Horse +1-1 2 h&h They may have a lance for +1 points per model. Archer on Horse (base size 2.5x5cm) Archer vet D/F - - 1 hvy lb/h w 30 7 no night 24 +8el 5 20 on Horse +1-1 2 h&h Chosen Samurai on Horse (base size 2.5x5cm) Warrior vet fan +1-1 hvy 2h 30 7 no night 39 +8el 3 10 on Horse +2-2 2 h&h 1st Round -1 3 They may have a lance for +1 points per model. All giants follow the special rules linebreaker" "1st round profile"

INDIVIDUALS Warchief & Battle Leaders WC/BL El D/F +1-2 hvy 2h 15 7 no night 30+C - - - on Horse +2-1 4 30 6 yes night 64+C - - - Can have a longbow for +3 points. Individuals Hero EL D/F +1-1 5 hvy 2h 15 7 1w no night 85 - - - on Horse El D/F +2-2 8 2h 30 6 2w no night 179 - - - Courier Vet D/F - - 1 med 2h 15 7 no night 45 - - - Scout Vet D/F - - 1 med lb/2h 15 7 no night 68 - - - Herald Vet D/F - - 1 hvy 2h 15 7 no night 41 - - - on Horse Vet D/F +1-1 2 hvy 2h 30 7 no night 50 -- - - Banner Vet D/F - - 1 hvy 2h 15 7 no night 51 - - - on Horse Vet D/F +1-1 2 hvy 2h 30 7 no night 60 - - - Heralds and banners must be no more than 10 cm away from their General or Leader. Champion of Red Devils Champion El Fan +2-1 3 hvy 2h 20 7 no night 46 - - - Max 1 Champion for each unit of Samurai "Red Devils". Must be deployed with a unit of Samurai "Red Devils". May only join Samurai "Red Devils". Will become the leader of a unit when joining it. Unless killed as a special, will be the last survivor. If left alone, act as an individual ignoring any morale effects except Bloodlust. If present the Samurai "Red Devils" will gain a +1 to morale tests. When the Champion is joined to the unit it must move at least 15cm until it has no enemy units or it enters Bloodlust. Like other "Red Devils" Samurai his clothing, armor, helmet and other protection must be red with gold embroidery.

Magic Users Wizard Vet D/F - - 1 lt hw 20 7 no night 11+M - - - Elementalist Vet D/F - - 1 lt hw 20 7 no night 11+M - - - Astrologer Vet D/F - - 1 lt hw 20 7 no night 11+M - - - Shamen Vet D/F - - 1 lt hw 20 7 no night 11+M - - - Soothsayer Vet D/F - - 1 lt hw 20 7 no night 55 - - - Priest Vet D/F - - 1 lt hw 20 7 no night 86 - - - Cleric Med D/F - - 1 lt hw 20 8 no night 50 - - - Master Forger Vet D/F +1-1 med hw 15 7 no night 13 - - - Up to 2 clerics can accompany each priest. If in contact with the priest, give +1 to prayer tests. If killed, they do not trigger a command test. If their priest is killed by the gods, so are his praying clerics. Elementalist has the same powers as a Druid Elemental, but has access only to the magic of the Elementals. You can deploy Ninjia (Magic Eastern), provided that you do not deploy a Demiurge (Magic of Good) or Yamabushi (Magic of the East), and vice versa. IKKO-IKKI Ikko-Ikki warrior monks may be used as auxiliaries by Samurai armies provided there are no Ninja present in the army. Ikko-Ikki Novice Med Disc - - 1 lt 2h 20 no no night 3 +3vet 10 30 Novice Med Disc - - 1 lt pole 20 no no night 4 +3vet 10 30 Monk Vet Disc +1-1 med 2h 15 no no night 8 +4el 5 20 Monk Vet Disc +1-1 med pole 15 no no night 9 +4el 5 20 Berserker Vet Fan +1-1 med 2h 15 no no night 25-5 20 bloodlust El +2-1 2 20 7 no night - - - - Archer Vet Disc - - 1 lt lb/hw 20 no no night 3 +3vet 10 30 Gunner Vet Disc - - 1 lt hg/hw 20 no no night 3 +3vet 10 30 Berserker monks may swap the 2h/Katana for the lance/naginata. Max one unit of gunners per 1,000 points army.

Ikko-Ikki Characters Hero El Disc +2-1 6 med 2h 15 7+1w no night 99 - - - Champion Monk EL Fan +2-1 3 hvy 2h 20 7 no night 46 - - - Scout Vet Disc - - 1 med lb/2h 15 7 no night 68 - - - Courier Vet Disc - - 1 med 2h 30 no no night 45 - - - Banner Vet Disc - - 1 hvy 2h 15 no no night 51 - - - Herald Vet Disc - - 1 hvy 2h 20 no no night 41 - - - Heralds and banners: Must be no more than 10 cm away from their General or Leader. Champion: Max 1 per Ikko-Ikki unit. Must be deployed with unit. If joined to an Ikko-Ikki unit, gains +1 to morale tests. May only join Ikko-Ikki units. Will become the leader of a unit when joining it. Unless killed as a special, will be the last survivor. If left alone, act as an individual ignoring any morale effects except Bloodlust. MUJINTO GIANTS Half-Giant (base size 5x5cm) Giant med fan +4-3 5 med 2h 20 6+2w yes night 103-1 1 War Giant (base size 12.5x12.5cm) Giant med fna +14-9 18 med 2h 30 6+4w yes night 762-1 1 May hurl boulders. Start with 2 boulders. May purchase up to 2 more for 25p each.

NINJA Stealthy: At night, Ninja may sneak attack. Any attack automatically dis-organises their target. Shooting at Ninjas requires a test during the Threat Phase. D6, plus the unit s quality modifier Score of 6+ (or a natural 6) means unit may be targeted counts as in light cover. Score of less than 6 means the Ninja unit cannot be seen. Fighting Ninjas requires a test during the Threat Phase. D6, plus the unit s quality modifier Score of 5+ (or a natural 6) means the unit may be attacked. Score of less than 5 means the Ninja unit cannot be located. Agile: Ninja may use the rule transiting impassible terrain. Explorers: Units of Ninja may be upgraded to scouts for 53pt. They contribute 2D6 to scouting. Light Troops: Ninja are light troops, unsuited for static battles. They may not use pavises or other field defences. Ninja may never have musicians or standards but may purchase up to 2 additional Champions (for the usual +10pt). If the leader is killed a champion may take over duties. They will not contribute their extra die to combat, but will give Leader bonuses instead. Forward deployment: If the army wins exploration, then the Ninja can be deployed outside the area of deployment of the army but not in the deployment zone of the opponent. Shuriken: Ninja may use Shuriken throwing stars. Range is always short and limited to 15cm. May throw volleys of up to 4. Impact is equivalent to a short bow. Ninja only count value 1 when throwing. Cost 1 point per model, for 6 stars. Lotus Poison: Shuriken and arrows may be poisoned for 20pt per round. Ninja Ninja El Disc +1-2 none 2h 25 no no no 24-5 10 Ninja El Disc +1-2 none lanc 25 no no no 25-5 10 Ninja El Disc +1-2 none lb/hw 25 no no no 27-5 10

Ninja Characters Master El Disc +1-1 4 none 2h 25 6+1w no no 82+M - - - Assassin El Fan +2-2 1/6 med bp/2h 25 7+1w no no 225 - - - Fighter El Disc +1-1 3 light 2h 25 7+1w no no 48+M - - - Possession of magical skills (and hence purchase of MP) is optional for Ninja characters. Specialist Spells: Illusionary Duplicate Cost: 2d6 MP If 6+, success. Gain two duplicate figures to left and right. Attackers must roll D6; 1-2 Distracted into attacking the illusion on the left! 3-4 Penetrate the illusion and attack the character. 5-6 Distracted into attacking the illusion on the right! Illusion dissipates at the end of the combat phase. Spell of Freezing Cost: d6 for each worth of the target. +1MP per 12 of range. Must have LOS to target. If unit has shields or pavises, add +2 to the worth. If result >3x the target worth, success. Target frozen as ice forever. Saves are permitted, but if failed, target is frozen regardless of wounds. Flying units fall on things like a V8 S-8 catapult shot. May be Spellbroken. Assassin; Is armed with a blowpipe with poisoned darts. Counts as a scout for scouting rolls. Has the Mastery of Poisoning skill and may purchase poisoned artifacts for the army. See the Alchemists rules. May deploy after opponent, and may deploy forward within 40cm of any enemy character.