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====Named Characters==== *'''Yoritomo Ieyasu:''' 270/288/315pts. Shogun of Nippon; strong combatant with an auto-wounding sword and ward saves (3++ vs. mundane, 5++ against magic). His main appeal is he can allow for you to have an army of mixed mons. All this elite specialization will cost you a lot of points on top of the base 270 needed to field him. *'''Empress Himiko:''' 370pts. Former Empress of Nippon, master Shugenja, and the closest thing Nippon gets to a [[Sigmar]]. As a high caster, she gets to channel power dice on 3+, Dispel Dice on 5+, and can reroll one die during each magic phase, and my immediately cast any spell that targets her or her units as her own bound spell. She renders any unit she's with unbreakable and can benefit from Look Out Sir on a 3+ in close combat. However, she has the caster's lack of armor with only a talisman that grants magic resistance 2 and a -1 to hit her in b2b. *'''Odari Nobuhide:''' 205/223pts. He is named Deamon King for his Devilish bargains and sadistic tactics. A Daimyo tyrant over a forced conscripted army, with all Ashigaru bearing his clan's Mon, and under his Inspiring Presence, they may roll 3D6 for their Panic and Break tests and discard the highest result. No armor or Parry protects from His Katana and has bought full plate armor from the old world and got it blessed with a 4+ ward and Immunity (Killing Blow). He is a tanky lord, a good fighter, and organizes a robust Ashigaru backbone. *'''Takai Katsuyori:''' 225/243pts. The tactical and battle-loving Daimyo of the Cavalry Clan. He is a named character being a general in the truer sense, as he helps you outmaneuver your opponent. In addition to his fan-buckler giving him a 18" inspiring presence with leadership rerolls, and he allows one of his units within 12 "each turn to force an enemy charging in the front to lose all charge bonuses or feigned flight as a charge reaction or to make a normal reform maneuver and still move. He has no particular offense, and Defensively, His Sunset Defender Heavy armor gives him toughness 5 and gives +1 to Combat Resolution for each armour save he passes. *'''Dawate Tadamune:''' 175/193pts. The Reckless Daimyo of the Giant sword clan. The more traditional Warhammer-fied version rather than the one that wealed six swords wolverine style. When he charges, he unleashes a butt load of attacks, and his Great weapon, Saddle-cutter, will cleave in half all kinds of calvery with his 5+ Killing blow, which is what you should send him against. Well protected by his Armour of the Night Ocean, but is not superly durable compared to tanker lords, especially when trying to slay monstrouse calvery, so have a Yamabushi nearby. *'''Uesigo Norimasa:''' 200/218pts. The warrior Priest Daimyo. He has artifacts dedicated to Nippon's war god. With the Chalice of Bishamonten granting himself +1 WS, S, T, I, A, and 5+ ward save for a turn in addition to his polearm giving him +1 to hit and causing a model in base contact to lose an attack from each hit he lands. He makes Uesigo Clan Warrior Monks a core choice but can't abide by the presence of Wako Pirates, Ninjas, and Shinobis. *'''Sanada Naomasa:''' 155pts. Captain of the Red Devils, a pack of berserker samurai Cavalry, his men are hitting with 13 S5 spear attack on the charge. Sanada is also pulling his weight with his Fear and 5 S6 attacks. He is also protected with his armor, only letting one mook in base contact of his choice attack him each combat round. Taking him to unlock your Inner circle knight equivalents with S4 and frenzy, and will probably be given additional magic standards to make them a better shock calvery, also nothing currently stopping Sanada's Red Devils being Takai. *'''Hitormi Gozen:''' 90/102pts. First of the Onna Bushi and thus makes one Onna Bushi unit core if she is included. She has a Lightning Attack Polearm. Good in Smaller games and want to fill the front line with cheaper and stubborn Samurai. *'''Akashi Sho:''' 205pts. The master of sumo, this Hatamoto fights like an Exalted Hero. He Hits like a truck and rerolls 1s to hit, wound, armor, and ward saves during challenges. Makes for a bodyguard and generalized dualist hero. *'''Minamoto Kenshin:''' 210pts. A Kensai among Kensai, besting even dualist of the old world. Powerful when in duals, Demanding to fight any of whom of his choosing, with a Killing blow, a rerollable 4+ parry produces more attacks. At the same time, enemies muse reroll their own Parry and Dodge saves in addition to Iaijutsu. *'''Sarutori Hanzo:''' 200pts. Hattori Hanzo? Naaaahhhh. Alongside being a ninja, he's also got Mon of the Hattiga, cast Steed of Shadows on himself, and carries Fauntei Shi. In addition to his basic attacks, he deals S4 hit to everyone in b2b and robs the wounds of their attacks, which cripples in a challenge. His mask makes him even more dangerous with Fear and the ability to PASS ANY CHARACTERISTIC CHECK. Vortex? Fuck that. Resolute? FUCK THAT. However, his price is contentious, as he's a hero priced well over a generic Lord's price. *'''O-Sayumi:''' 140pts. A master courtesan and poisoner. Any unit she joins can reroll Leadership checks and a single-use dosage of Unbreakable. She gives one unit within 12" a +1 to hit each turn. Against characters, she's scary with rerolls to hit and wound on top of her poisoned attacks, Killing Blow, and Kabuki Dance.
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