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==Army Units== ===Lords & Heros=== ====Named Characters==== *'''Yoritomo Ieyasu:''' 400pts. 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 350 needed to field him, so you'd best save for grand armies. *'''Empress Himiko:''' 315pts. Former Empress of Nippon, master Shugenja, and the closest thing Nippon gets to a [[Sigmar]]. As a high caster, she gets to channel die on a roll of 3+ and can re-roll one die during each magic phase. She renders any unit she's with unbreakable and can benefit from Look Out Sir on a 3+. 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. *'''Hitormi Gozen:''' 110pts. First of the Onna Bushi and thus makes Onna Bushi core if she is your general. Her Halberd has Piercing 1 and counts as S6 on a hit roll of 6. Good in Smaller games, or want to fill the front line with Onna Bushi to counter lance chivalry and ogre armies. *'''The Red Ronin:''' 200pts. A terrifying renegade samurai who can never be general and can only accompany Ronin. The only thing more terrifying is his 200-point cost above even a Daimyo. He similarly carries Unbreakable and also comes with Hatred, while his armour gives a 5+/5++ save and makes him Frenzied and cause Fear. His sword, while awesome for re-rolling wounds and counter-attack for any wounds dealt with him before saving, also cripples him with stupidity. *'''Sarutori Hanzo:''' 200pts. Hattori Hanzo? Naaaahhhh. Alongside being a ninja, he's also got Mon of the Shinzei, can cast Steed of Shadows on himself, and carries Fauntei Shi and Night Milk. On top of his basic attacks, he also deals an instant S4 hit to anyone in b2b and robs anyone he wounds of their attacks, which can cripple 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. His price is contentious though, as he's a hero priced at well over a Lord's price. *'''O-Sayumi:''' 165pts. A master courtesan and poisoner. Any unit she joins can re-roll Leadership checks triggered by characters (ie stuff like Fear) as well as a single-use dosage of Unbreakable. She has a pseudo-spell that gives one unit within 12" a +1 to hit for the turn. Against characters, she's scary with re-rolls to hit and wound on top of her poisoned attacks and KB. ====Generic Characters==== *''' Daimyo/Taisho:''' Your basic Human heroes, competent with weapons and able to take heavy armour. **Daimyo with Bronze token + silvered steel + Heavenly naginata is a decent well-rounded setting *'''High Shugenja/Shugenja:''' Your wizards. Can take Lore of Fire, Heavens, Life, Shadows, and Kami. Can't take a mount. *'''Hatamoto:''' You can grab a bodyguard similar to the Tomb Heralds, down to the ability to be BSB. The issue is that the Hatamoto's charge has to survive in order to get some extra VP or else they'll commit sudoku for failing their master. Unlike the heralds, though, you can buy multiple and then have one replace the other upon death. use them to protect your wizards. *'''Kensai:''' A samurai duelist hero with 7 WS/I and killing blow, putting them a peg above most equivalent heroes ad a price only barely above a Daimyo. During combats, he may choose a style to gain a special perk each turn so long as it's non-consecutive (+1 to hit and wound, ASF, or d3 more attacks). They canβt take armor so putting on Ward Saves and magic weapons to add longevity to your investment. *'''Yamabushi:''' A warrior priest based on Warrior Monks, but all his Prayers target allied characters. Keep him close to your HeroHammer to empower them. Kensai will be your favorite customers. **'''Invigoration:''' Heal all wounds lost?!! HELLO PERPETUAL DUEL! **'''Protection:''' 4++ Ward save, your means of compensating for the lack of overall protection for your men. **'''Potency:''' Re-roll failed hit and wound combat attacks. Unlike the other spells, this one lasts until you say so, so this is perfect when you have multiple characters to tend to. *'''Shinobi:''' The dishonorable Assassin of the Common Man to your Honorable Kensai of noble Samurai. Though they can never join any samurai, they can hide in practically any other unit and grab some poisons to cripple enemy characters. ====Mounts==== *'''Warhorse:''' The gold standard of mounts everywhere. *'''Kirin:''' Kirins are a step up, with magical attacks, fly, stubborn, impale, a charge bonus, making it comparable to Imperial Pegasi crossed with Unicorns. ===Core Units=== *'''Samurai Warriors:''' A core elite unit and the selling point of this faction, having 4 in WS and initiative to beat out other humans. It has been recommended to never place all your Samurai in one basket, so taking them in MSUs is advised. They start with a Katana for parrying. you would rather grab Halberds for free makes them a useful anti-armor unit in a pinch with paying for Great Weapons for more heft, while spears can be left to the Ashigaru for cheaper. Long Bows when you want to get some shooting done before going into melee or want archer with more amour and better aim. *'''Samurai Cavalry:''' Samurai Warriors on Fast Cavalry horses for almost double the price. Their options are almost identical, but they lack great weapons. Do Fast Calvalry things like Vangaurding, peppers enemies and changing their squishy flanks. *'''Ashigaru:'''MEN-AT-ARMS, humans with 6 Leadership and them running away is not a problem for Samurai as they are considered expendable. All units have light armor but no Shields. **'''Ashigaru Spearman:''' Bretonnia Men-At-Arms spearmen with an option for Halberdiers is 1 point cheaper(free). take about 50 of them to tarpit problematic enemy linemen. **'''Ashigaru Bowmen:''' Empire longbowmen with light armour. To shoot over troops and amass arrow fire, with 30" also out ranging most other armies. **'''Matchlock Ashigaru:''' Empire handgunners with light armour. Your ranged Armour punching option. ===Special Units=== *'''Warrior Monks:''' Samurai-likes who re-roll 1s to hit and wound with Immunity (Psychology) & magic resistance 1. They can take Bows instead of Halberds but the lack of armor compared to Samurai for the same price makes it questionable and Ashigaru Bowmen are far cheaper. They should be mixed with lines to provide more of a front line punch. *'''Sumo Warriors:''' Samurai doing their best Ogre impression, though their Impact Hits fall flat against anything bigger than them. They have Great weapons in addition to the +1 S/T over the basic Samurai, but lack katanas and -1I. This will mow through standard linemen they bumrush. *'''Onna Bushi:''' Female samurai with halberds and trade +1 armor for charge Negation and re-roll break tests. If you can set them up, they can be a good way to protect your Samurai from ogres and Knights. *'''Ozutsu Ashigaru:''' Ashigaru gunners with badder guns. These guns are of shorter range, but they're S5, letting them punch through a good deal more armour. *'''Kabuki Dolls:''' Similar to Wood Elf dancers with poisoned attacks and can either get ASF with AHW or having a Shield while forcing enemies to re-roll hit rolls against them. *'''Yabusame:''' Mounted archers that can move and shoot and have armour piercing 1 on their longbows. Have the same role as any Fast cavalry archers, except being able to shoot up to 30" and AP on a Longbow can make a difference as Wood elfs can potest. Get [[Farsight Enclaves|Danger Close]]. *'''Red Devils:''' These berserker samurai are your equivalent to the elite frenzy Knights of other armies. With Fear on the charge and Frenzy, they can make a very big dent on whatever they hit with number of attacks. *'''Ronin:''' Dishonored ex-samurai with Unbreakable and Skirmisher, but lack all the equipment of basic samurai. They're essentially samurai you can throw dual wielding on and then see how long it takes before they die for their redemption. *'''Wako Pirates:''' Ambush Ashigaru with katanas and can take bows. Samurai consider them Desperate Allies, Making them essential Expendables that can be hit by friendly fire. like many cheap Ambushers, use to put a distraction in the opponent's backfield. *'''Ninja:''' Wouldn't be a Japanese army without a few of these. They're barely armored, but they are skirmishing scouts and can throw their shurikens when charging or fleeing. *'''Oni:''' Hulking Unbreakable Daemon Trolls with the grace of elves, but they are expensive and fragile. You can grab great weapons to capitalize on their strength and make them splat anything like mini-ogres-Bruiser. They can hit many things hard but are easily tarpited. *'''Tengu:''' Bird Warriors. They and the rest of the army will ignore each other when breaking. Send the armorless birdboys over the lines to attack the backlines. ===Rare Units=== *'''Great Guard:''' Heavy Samurai Cavalry on top of Kirins. They're almost equivalent to Demigryph knights in stats with less armour but they can Fly and are Stubborn. More Excellent then Demigryphs at the devastating flank because of their mobility from Fly and skirmishers. *'''Mikoshi Shrine:''' A Mystic Shrine that grants different blessings to units. However, if the blessed unit flees for any reason, they get shot in the back with d6 S4 hits. **'''Strength:''' re-roll to-wound rolls in cc. **'''Persistence:''' attackers suffer -1 to wound. **'''Swiftness:''' re-roll the distance when charging and pursuing. *'''Kitsune:''' Monstrous Beast that is Ethereal when out of combat. They can bring hurt in addition to lowering an enemy's WS and Initiative when in b2b, and them fleeing forces the enemy to roll a 4+ on a d6 or else restrain from pursuing. Bring them around the flanks and have them support by debuffing pesky elite alongside your can openers. *'''Mizuchi:''' A flightless Sun Dragon. It isn't quite Aquatic, though it has river strider and is -1 to hit while in water. It also has a bigger stomp that deals 2d6 damage. *'''Mangonel:''' a Fire Stone Thrower. *'''Flaming Arrow:''' A scary as hell fire-cannon that fires d3 S7 wounds that punch through ranks like a bolt thrower rather than bounce along the floor.
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