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====Elite==== * '''Ninjas'''' Ninjutsu, Loners, Projectiles, Harassers. Light Armor, Shinobi Gatana and Shuriken. No Hata-Jirushi option. Unit size of 3-10. Ninja have special deployment, after all other models are placed (other than other Ninja) in a terrain piece that isn't in Line of Sight of enemy models and isn't in their deployment zone. You don't place anything on the field, just write down on their card where they are. When you decide to move them, you then show the other player their card and take their turn. Otherwise, the first enemy Unit within 5 centimeters of them suffers a surprise attack as the Ninja make a successful Charge. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 5 || 4 || 2 || 5 || 5 || 7 || 60 |} </center> ** Trained Assassin: Combat Ability, can gamble half your Combat Dice in a Ki test. If passed, you can allocate those Combat Dice to a Character in the Unit. If failed, you lose the dice. ** Vanishing: Action Ability, in the Orders and Actions Phase the Ninja make a Ki test. If passed, they make a free Movement away from the Unit they are engaged with, with the enemy not being allowed to Chase. If they fail, they suffer -4 Initiative for a turn. Ninja are very useful, and can be used in a number of ways such as setting up to ambush from behind and eliminate a whole Unit, to deny enemies access to an important terrain like a Graveyard or Construction, or to slow an enemy that you REALLY don't want to engage yet. The Clandestine Practices Taisho ability can force an enemy to choose between halting their advance or losing their ranged support. * '''Yabusame''' Samurai Projectile Harasser Cavalry wearing no Armor, bearing Bows and Katanas. They cannot take a Hata-Jirushi. Unit size 3-10. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 5 || 4 || 2 || 4 || 4 || 3 || 46 |} </center> ** Firing On The Move: No modifiers to your Attack due to Movement. ** Critical Shot: Action Ability, Crit on 8+. ** Running Away And Shooting: Action Ability, react to a Charge by Running Away and shooting with a penalty of +2 Attack. Basically a Unit of mounted Kyudo Hanshi Judan, they can't survive melee so they need to stay out of range for Charges while circling foes. The fact they are Harassers means you don't need to waste time reforming to make sharp turns or reverse direction, which is a great help. Beware Ishitsubute Ashigaru.
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