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===Warband=== *'''Miyamoto Mushashi:''' Miyamoto is another CC focused mercenary character. He isn't taken quite as frequently as say Shinobu or Yojimbo (smoke grenades are so incredibly useful for such a close-range army), but he is still a very capable fighter. For only 24pts you get a VERY fast trooper (6-4 movement and Kinematica L2) able to demolish anyone in CC. He's a soft target but has V:NWI. Though he only has a Chain Rifle and a Pistol for range, he's also got a WIP15 Flash Pulse for ARO (he actually has the highest WIP in JSA, so in missions with a Datatracker he makes for a good button pusher). And in CC, he can take down even the heaviest trooper with Dual Wield, CC25, MA5, and AP CCW+EXP CCW (like Neko, he causes as much damage as a D-Charge against structures). Miyamoto is irregular however, which is reflected in his low costs (24pts). Has plenty of different models to choose from due to also being an Aristeia! character. **'''Haris:''' For an extra 4pts and 0.5SWC Miyamoto's Haris option turns his discipline from Irregular to Regular (so can actually take part in Coordinated Orders with the rest of the army or be nominated as your DataTracker in certain ITS missions), and he can be accompanied by a pair of Tankos. They can provide the long range fire support while Miyamoto takes thing close and personal. Though Miyamoto has V:NWI, he's still a very squishy target; Let the Tankos do the gun fighting (just watch out for hackers who may come after your HI buddies). A useful option if you've already taken a core fireteam, but want to put the Tankos in a team so they stop being impetuous and can benefit from partial cover mods. *'''Yojimbo, Sword for Hire:''' Yojimbo is an incredible mercenary trooper. For a DIRT CHEAP 21pts (you'll see this guy in most JSA lists online), you get a 8-6MOV Biker, Smoke Grenades and Smoke LGL, Martial Arts L4, Nanopulser, 2 Crazy Koalas!, and V:NWI. Yojimbo has CC24, BS12, and PH14 as well. Martial Arts L4 makes him the only biker with Stealth (just keep in mind that his pet Koala bombs don't, so will still provoke AROs when moving through enemy zones of control). Yojimbo also brings a whole lot of board control with the Crazy Koalas (great for minesweeping and triggering other perimeter weapons) and Smoke Grenades. In close combat, Yojimbo is able to cover his advance with Smoke, Stealth his way up to base contact, and he hits hard with PH14 and DACCW. He's got very little for ranged combat, as he's armed with only a short-ranged Contender. However, he can Smoke Dodge with great accuracy (generally on a 17 if he just drops a grenade at his feet). Unfortunately, he's both Irregular and Extremely Impetuous (and doesn't have Mimetism like the Aragoto), but that is reflected in his low costs. Note that setting a Koala into Stand By Mode counts as an attack, so can be done as part of his Impetuous order if need be. As the only Extremely Impetuous model in JSA, he's a prime candidate for being held back during deployment and placed last, so you can better anticipate which enemy he's going to start the game gunning towards (his smoke grenades aren't going to do much good if he immediately zooms out into the sights of an MSV2 sniper and gets killed in his first order) and lower the likelihood of having to burn a regular order to rein him in from a suicide run.
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