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Nippon
Nippon Bestiary

The following Special rules apply to a Nippon army.

Razor Sharp: Models equipped with a Katana or Daisho receive a -1 armour save modifier. This is in addition to any modifiers from strength.

Nitten: Nitten is the art of fighting with two swords. Also known as Daisho technique (literally "long and short"), the wielder attacks in an unpredictable wave of slashes, stabs, and thrusts. Experts at parrying enemy blows, models equipped with a Daisho set receive an extra +1 armour save in hth combat (no use waving two swords at an arrow coming for your head!) as well as the usual benefit of an additional hand weapon.

Honorable: All Samurai caste characters (this does not include Shugenja or Ninja) are honorable and hold personal honor high above all else, sometimes even life. Samurai characters may never refuse a challenge and must always challenge the enemy leaders in combat if possible. Note that if there are several characters in the same unit, the owning player may decide which Samurai character offers challenge.

Sashimo - The armies of Nippon make use of standards and musicians much as the armies of the rest of the old world do. However, the Sashimo is a unique form of standard to the Nipponese army. Crafted as a back banner, they are attached to, rather than carried by, the standard bearers of their unit.

Due to the construction of the back banner it is impossible to drop the unit's standard as a unit flees. Thus, unless a unit is caught while fleeing from combat or destroyed completely (all rank and file models), the unit's banner can never be captured by the enemy.

Creatures of the Nippon Army:

Kirin
M WS BS S T W A I L
8  4  0 4 4 3 2 3 6

Special Rules:
Fly; Horn Attack: Kirins use their horns to impale enemies. To represent this, a Kirin will receive +2 strength on the charge. All attacks from a Kirin are considered magic for the purposes of wounding Daemons and Ethereal creatures.


Celestial Dragon
M WS BS S T W A I L
8  6  0 6 6 6 5 5 8

Special Rules:
Fly; Terror; Large Target. A Celestial Dragon is capable of breathing fire in the shooting phase. This is resolved using the tear-drop shaped template. All hits are resolved at a strength of 4.


Characters:

Lords:

Warlord (Shogun) ....................................140 pts

M WS BS S T W A I L
4  6  5 4 4 3 4 6 9
Warhorse
M WS BS S T W A I L
8  3  0 3 3 1 1 3 5

Weapons and Armour: Hand weapon, light armour.

Options:

   May choose either a Katana at a cost of 3 points, a full Daisho set at a cost of 10 points, or a No-Daichi (great weapon) at a cost of 6 points.
   May carry a Dai-kyu(longbow) at a cost of 15 points.
   May upgrade to heavy armour at a cost of 3 points.
   A Warlord may ride a Celestial Dragon at a cost of 360 points or a Kirin at a cost of 65 points. A Warlord may ride a warhorse at a cost of 15 points which may have barding at a cost of 6 points. If mounted, may have Uma-Yari (lance) at a cost of 6 points.
   May have up to 100 points of magic items chosen from the common magic item list or the Nippon item list. If he buys magic armour it will replace his light armour.

Special Rules:
Honorable.


Shugenja, Elemental Master ..........................175 pts

M WS BS S T W A I L
4  3  3 3 4 3 1 3 8

Magic: An Elemental Master is a level 3 Sorcerer.  May be upgraded to a level 4 sorcerer at
a cost of 35 points.

Weapons: Wakizashi (hand weapon).

   An Elemental Master may ride a Kirin at a cost of 65 points.  May ride a warhorse at a cost of 15 points which may have barding at a cost of 6 points.  An Elemental Master may not have other equipment besides barding for his steed.
   May have up to 100 points of magic items chosen from the common magic item list or the Nippon item list.


Heroes:

Samurai Warrior ...................................55 points

M WS BS S T W A I L
4  5  4 4 4 2 3 6 8

Weapons and Armour: Hand Weapon, Light armour.

Options:

   May choose either a Katana at a cost of 2 points, a full Daisho set at a cost of 8 points or may have a No-Daichi (great weapon) at a cost of 4 points.
   May carry a Dai-kyu(longbow) at a cost of 10 points.
   May upgrade to heavy armour at a cost of 2 points.
   A Samurai may ride a Kirin at a cost of 65 points or a warhorse at a cost of 12 points which may have barding at a cost of 4 points. If mounted, may have Uma-Yari (lance) at a cost of 4 points.
   May have up to 50 points of magic items chosen from the common magic item list or the Nippon item list. If he buys magic armour it will replace his light armour.
   Up to one Samurai in your army may be designated as an Army Standard Bearer at a cost of 25 points. Nippon army standard beaerers carry Noburi (extremely tall, hand held standards) that count as normal standards and do not use the Sashimono rules. They may not have any equipment other than heavy or light armour. They may choose a magic standard with a value of up to 100 points. If they do choose a magic standard, they may choose no other magic items.

Special Rules:
Honorable.


Ninja Assassin .................................110 points

M WS BS S T W A I L
5  7  5 4 4 2 3 6 8

Weapons and equipment: Ninja-to and wakizashi (two hand weapons). Throwing stars (counts as poisoned attacks).

Options:

   May have a Kusarigama at a cost of 9 points.
   May have Smoke Pots at a cost of 10 points.
   May have up to 50 points of magic items chosen from the common magic item list or the Martial Arts items and skills list.

Special Rules:
Hidden; Leadership.


Shugenja ………............................…60 points

M WS BS S T W A I L
4  3  3 3 3 2 1 3 7

Magic: Level 1 Sorcerer. May be upgraded to a level 2 sorcerer at a cost of 35 points.

Options:

   May ride a warhorse at a cost of 12 points which may have barding at a cost of 4 points. An Shugenja may not have other equipment besides barding for his steed.
   May have up to 50 points of magic items chosen from the common magic item list or the Nippon item list.


Core Units:

Peasant Levy .........................….2 points per model

M WS BS S T W A I L
4  2  2 3 3 1 1 3 6
Nikutai
M WS BS S T W A I L
4  2  2 3 3 1 2 3 6

Unit size: 20+

Weapons and Armour: Scythes, hoes, pitchforks (counts as hand weapons).

Options:

   May have yari (spears) at a cost of 1 point per model.
   Upgrade one peasant levy to a a musician at a cost of 5 points.
   Upgrade one peasant levy to a Sashimo bearer at a cost of 8 points.
   Promote one peasant to a Nikutai at a cost of 6 points.

Special Rules:
Peasants. All friendly units, except other peasant levy, are immune to panic caused by this unit breaking. You may have no more units of Peasant Levy than you have units of Ashigaru or Bushi.


Ashigaru .................................5 points per model

M WS BS S T W A I L
4  3  3 3 3 1 1 3 7
Gunso
M WS BS S T W A I L
4  3  3 3 3 1 2 3 7

Unit size: 10+

Weapons and Armour: Hand weapons, light armour.

Options:

   May have Yari(Spear) at cost of 1 point per model or Naginata (Halberd) at a cost of 1 point per model.
   May have heavy armour at a cost of 1 point per model.
   Upgrade one Ashigaru to a musician at a cost of 5 points.
   Upgrade one Ashigaru to a Sashimo bearer at a cost of 10 points.
   Promote one Ashigaru to a Gunso at a cost of 10 points.


Ashigaru Archers .........................8 points per model

M WS BS S T W A I L
4  3  3 3 3 1 1 3 7
Marksman
M WS BS S T W A I L
4  4  3 3 3 1 1 3 7

Unit size: 10-20

Weapons and Armour: Yumi(Longbow) and hand weapons.

Options:

   Upgrade one Ashigaru Archer to a Marksman at a cost of 6 points.


Ashigaru Teppo...........................8 points per model

M WS BS S T W A I L
4  3  3 3 3 1 1 3 7
Marksman
M WS BS S T W A I L
4  3  4 3 3 1 1 3 7

Unit size: 10-20

Weapons and armour: Hand gun and hand weapons.

Options:

   Upgrade one Ashigaru Teppo to a Marksman at a cost of 6 points.


0-1 Horse Archers.......................15 points per model

M WS BS S T W A I L
4  3  4 3 3 1 1 3 7
Sureshot
M WS BS S T W A I L
4  3  5 3 3 1 1 3 7
Warhorse
M WS BS S T W A I L
8  3  0 3 3 1 1 3 5

Unit size: 5-10

Weapons and Armour: Warhorse, hand weaons, light armour and Dai-kyu.

Options:

   May have either a Katana at a cost of 1 point per model or a Yari at a cost of 2 points per model.
   May upgrade one Horse Archer to a Musician at a cost of 6 points.
   May upgrade one Horse Archer to a Sashimo bearer at a cost of 12 points.
   May promote one Horse Archer to a Sureshot a cost of 12 points.

Special Rules:
Fast Cavalry.


Bushi .................................…7 points per model

M WS BS S T W A I L
4  4  3 3 3 1 1 4 8
Gunso
M WS BS S T W A I L
4  4  3 3 3 1 2 4 8

Weapons and Armour: Katana, Light armour.

Options:

   May have heavy armour at a cost of 1 point per model.
   May upgrade one Bushi to a musician at a cost of 5 points.
   May upgrade one Bushi to a Sashimo bearer at a cost of 10 points.
   May promote one Bushi to a Gunso at a cost of 10 points.
   Imperial Legion. Up to one unit of Bushi in your army may be upgraded to Imperial Legion at a cost of two points per model. Members of the Imperial Legion are armed with Naginata (halberd) or Spears. A Sashimo bearer from a unit of Imperial Legion have have a magic banner of up to 25 points. All attacks by the Imperial Legion are considered Razor Sharp.

Special Rules:
Razor Sharp.

Special Units:

Kensai...................................10 points per model

M WS BS S T W A I L
4  5  3 3 3 1 1 4 8
Chui
M WS BS S T W A I L
4  5  3 3 3 1 2 4 8

Unit size: 10+

Weapons and Armour: Daisho. Heavy armour.

Options:

   Upgrade one Kensai to a musician at a cost of 6 points.
   Upgrade one Kensai to a Sashimo bearer at a cost of 12 points.
   A Sashimo bearer may carry a magic banner worth up to 50 points.
   Promote one Kensai to a Chui at a cost of 12 points.

Special Rules:
Razor Sharp.

Temple Dogs..............................34 points per model

M WS BS S T W A I L
6  3  0 4 4 2 2 4 8
Celestial Guardian
M WS BS S T W A I L
6  3  0 4 4 2 3 4 8

Unit size: 5-10

Weapons and armour: Claws and teeth.

Options:

   Promote one Temple Dog to a Celestial Guardian at a cost of 18 points.

Special Rules:
Pounce! Temple dogs charge into combat with great leaps and bounds, often landing directly on their foes, claws and teeth tearing. Temple dogs recieve +1 strength on the charge. Due to their magical nature all attacks from Temple Dogs are considered to be magical for the purpose of  wounding ethereal or daemon creatures.

Rocket Teams.............................80 points per model

Rocket Launcher
M WS BS S T W A I L
-  -  - - 6 3 - - -
Crew
M WS BS S T W A I L
4  3  3 3 3 1 1 3 7

Number of Crew: 3.
Crew's Weapons and Armour: Hand weapons.

Special Rules: See page 122-123 of Warhammer rulebook, entry "Small Stone Thrower".


Ninja ………………………11 points per model

M WS BS S T W A I L
5  4  4 3 3 1 1 5 7
White Ninja
M WS BS S T W A I L
5  4  4 3 3 1 2 5 7

Unit size: 5-15

Weapons and Armour: Ninja-to and Wakizashi (counts as additional hand weapon).

Options:

   May exchange their hand weapons for Kusarigama(counts as a Daisho set) at a cost of 2 points per model.
   May have throwing stars at a cost of 4 points per model (counts as poisoned attacks) or be armed with bows at a cost of 3 points per model.
   May purchase smoke grenades at a cost of 2 points per model.
   Promote one Ninja to a White Ninja at a cost of 11 points.

Special Rules:
Infiltrate; Skirmish.


Tengu……............................12 points per model

M WS BS S T W A I L
4  3  3 3 3 1 1 4 6

Weapons and Armour: Two hand weapons.

Special Rules:
Flying; Vicious temper. Tengu are vicious unruly creatures.  As such Tengu must always test using their own leadership value and may never use the leadership of the army general or any other character.


Elite Heavy Cavalry................25 points per model

M WS BS S T W A I L
4  4  3 4 3 1 1 4 8
Gunso
M WS BS S T W A I L
4  4  3 4 3 1 2 4 8
Warhorse
M WS BS S T W A I L
8  3  0 3 3 1 1 3 5

Weapons and Armour: Uma-Yari(lance), heavy armour and barded Warhorse.

Options:

   May swap Uma-Yari for a No-Daichi(Great Weapon) at a cost of 2 points per model.
   May upgrade one Elite Heavy Cavalry to a musician at a cost of 8 points.
   May upgrade one Elite Heavy Cavalry to a Sashimo bearer at a cost of 15 points.
   May promote one Elite Heavy Cavalry to a Gunso at a cost of 15 points.


Rare:

Mezu - Elemental terrors.…..........105 points per model

M WS BS S T W A I L
6  5  3 5 5 3 3 4 8

Weapons and Armour: Claws and teeth.

Special Rules:
Terror; Large target; Regeneration; Bound: Must be accompanied at all times by a Shugenja.  If not, must make immediately monster reaction test.


0-1 Cannon ……............................90 points per model

Cannon
M WS BS S T W A I L
-  -  - - 7 3 - - -
Crew
M WS BS S T W A I L
4  3  3 3 3 1 1 3 7

Number of Crew: 3.
Crew's Weapons and Armour: Hand weapons.

Special Rules: See page 122-123 of Warhammer rulebook, entry "Small Cannon". Use cannon misfire chart.


0-1 House Guard..........................14 points per model

M WS BS S T W A I L
4  5  3 4 3 1 1 4 8
Chui
M WS BS S T W A I L
4  5  3 4 3 1 2 4 8

Unit size: 10+

Weapons and Armour: Katana, Heavy armour.

Options:

   May have No-Daichi (great weapons) at a cost of +2 points per model.
   May upgrade one House Guard to a musician at a cost of 6 points per model.
   May upgrade one House Guard to a Sashimo bearer at a cost of 12 points per model.
   A Sashimo bearer may carry a magic standard worth up to 50 points.

Special Rules:
Stubborn; Razor Sharp.


Ogres………...........................35 points per model

M WS BS S T W A I L
6  3  3 4 4 3 3 2 7
Ogre Bushi
M WS BS S T W A I L
6  3  3 4 4 3 4 2 7

Unit size 3+

Weapons and armour: Hand Weapons.

Options:

   May have light armour at a cost of 3 points per model or heavy armour at a cost of 6 points per model.
   May have additional hand weapons at a cost of 6 points per model or great weapons at a cost of 6 points per model.
   Upgrade one Ogre to a musician at a cost of 10 points.
   Upgrade one Ogre to a Sashimo bearer at a cost of 15 points.
   Promote one Ogre to a Bushi at a cost of 15 points.

Special Rules:
Cause Fear.


Elemental Magic

Nippon wizards (Shugenja) use a specialized form of magic called Elemental Magic. Each spell within this list reflects and aspect of the 5 elements (rings), with the last spell reflecting the fury of all 5 elements combined.

1. Essence of Air. Range: 12". 5+ to cast. The casting Shugenja or any friendly model (not mounted) may make an immediate normal fly move (20"). This may be used to charge enemies within LOS but may not move a model out of hth combat. Line of sight is not required and this spell can move a model out of a friendly unit.

2. Essence of Earth. Range 12". 6+ to cast. The caster nominates one friendly unit with range. That unit  receives a +1 to their armour save or a 6+ armour save if the unit has no armour. Lasts until dispelled, the caster is slain, or the caster chooses to end the spell.

3. Essence of Fire. Range 18". 7+ to cast. Magic missile. One enemy unit withing LOS suffers 1d6 S5 hits. Flaming attacks.

4. Essence of Water. Range 18". 9+ to cast. The caster nominates one enemy unit or war machine within range, that unit is drenched in torrential rains. The target unit is reduced to half its normal move (this may change a unit to 2d6 flee/pursue).  In addition, missile troops will suffer a -1 to all their to hit rolls (this includes war machines that use ballistic skill to hit). Lasts until the end of the next turn.

5. Essence of Spirit. Range 18". 9+ to cast. The caster nominates one friendly unit within range, that unit becomes immune to Psychology. If the unit was broken, the unit immediately rallies. Last until dispelled or the caster is slain or the caster chooses to end it.

6. Fury of the Elements. Range 24". Magic missile. 11+ to cast. The caster targets one enemy unit to unleash the Fury upon. The earth shakes, waters rise and fire erupts. That unit immediately suffers 2d6 strength 5 hits. Any unit that suffers at least one wound has its will have its WS and BS reduced by 1 (cannot go below 1). This effect lasts until dispelled, the caster is slain or the caster chooses to end it.


Magic Items

Common Magic Items:

Sword of Striking - 25 points
Sword of Might - 25 points
Sword of Battle - 25 points
Talisman of Protection - 15 points
Dispel Scroll - 20 points
Power Stone - 25 points
Staff of Sorcery - 45 points
War Banner - 25 points

Magic Weapons:

Ran! The Sword of Destruction. Cost: 75 points. The wielder of Ran the Sword of Destruction gains +1 attack, +1 WS, and +1 strength.

Thunder Die-Tsuchi (War Hammer). Cost: 40 points. Requires to hands to use. Grants the wielder +2 strength.

Yari of the Elements. Cost: 35 points. The wielder of the Yari of the Elements receives +1 strength and magic resistance (1). This resistance will extend to any unit the wielder is with.

Obsidian Daisho. Cost: 25 points. The wielder of the Obsidian Daisho attacks with lightning speed and is able to parry blows with a near perfect defense. Counts as a Daisho (and is therefore Razor Sharp) and grants the wielder a further +1 save in hth combat (for a total of +2).

Yoshida's War Bow. Cost: 25 points. Treat Yoshida's War Bow as a Dai-kyu (longbow). Allows the bearer to fire 3 times in each of his or her shooting phases. Resolve hits at a strength of 4.


Magic Armour:

Pearl Armour of the Stars: Cost: 40 points. Counts as heavy armour and may be combined with other equipment normally. All attacks at the wielder in close combat are at -1 to hit.

Mempo of Command. Cost: 30 points. The wearer of the Mempo of Command receives a +1 to their armour save. All friendly units within 12" of the model may use that model's leadership as if that model were the army's general. If a unit has a choice between the wearer of the Mempo and the army's normal general, the owning player may decide which leadership value to use.

Mempo of Steel. Cost: 30 points. The wearer of the Mempo of Steel receives a +1 to their armour save. In addition the wielder gains +1 strength from the magical energies held within.

The Jade Armour. Cost: 30 points. The wearer of the Jade Armour has a 1+ armour save that cannot be improved by any means.

Mempo of the Scorpion. Cost: 25 points. The wearer of the Mempo of the Scorpion receives a +1 to their armour save and gains poisened attacks.

Mempo of the Dragon. Cost: 15 points. The wearer of the Mempo of of the Dragon receives a +1 to their armour save and is immune to fire based attacks.

Martial Arts Skills and Artifacts:

Dim Mak (The Death Touch). Cost: 30 points. The model gains the Killing Blow special ability.

Skin of Steel. Cost 25 points. The model gains a 4+ armour save in hth combat.

Ki-Yah! Cost 25 points.  The model is able to shout out with a deafening tone each time he strikes.  All enemy models in base to base contact with the wielder receive a -1 to hit penalty.  Does not affect undead or daemons.


Magic Sashimo:

Sashimo of Fire. Cost: 35 points. The bearer and any unit he is with receives a +1 to hit on the first round of any hand to hand combat.

Sashimo of Water. Cost: 30 points.  Any unit attempting to charge a unit or model bearing the Sashimo of Earth must subtract d3" from its charge distance.

Sashimo of Air. Cost 40: points. All missile fire directed against the unit is -1 to hit.

Sashimo of Earth. Cost 20: points. The unit gains Magic Resistance(1).

Sashimo of Spirit. Cost: 75 points. The unit is immune to psychology.

The Emperor's Divine Standard. Cost: 100 points. All units with 12" of the standard receive +1 to their combat resolution on the first round of combat, and are immune to panic.


Arcane Items:

The Falcon Staff. Cost: 30 points. May be used at the start of the bearer's magic phase. Roll a d6: 1 - Nothing happens. 2-3 bearer gains one power die. 4-6 bearer gains two power dice. Dice gained by the Falcon staff are usuable only by bearer.

The Obsidian Pendant. Cost: 15 points. The Pendant gives the mage +1 Dispel dice in each of their enemies magic phases.

Pearl Charm: Cost: 15 poins. Once per battle the bearer can re-roll one Dispel dice.

Enchanted Items:

The Black Pearl. Cost: 40 points. Any wizard within 12" of the bearer of the Black Pearl must re-roll the highest die when casting any spell. The can cause miscasts and ultimate force.

The Jade Crow. Cost 30: points. Power level 3. Bound spell.
The Jade Crow may cast its spell once per magic phase like an ordinary spell. The spell requires no Power dice to cast, all power required is held withing the statue. A flock of magic birds decends upon the enemy of the wielder. A single enemy unit withing 18" and line of sight is hit with 2d6 strength 2 hits.

The Golden Collar. Cost: 25 points. Nippon wizard only.
So long as the holder of the Golden Collar remains with 12" of a Mezu (elemental terror) that creature is never required to make a Monster Reaction test. In additional, any friendly monster within 12" taking a Monster Reaction test may re-roll the required leadership test once.

Talismans:

The Coral Amulet. Cost: 40 points. Grants the wearer a 4+ ward save.

The Jade Crown. Cost: 30 points. The bearer of the Jade Crown gains a 5+ ward save.



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