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====Elite==== * '''Ikame Bo (Terrific Bonzo)''' Infantry, Sohei, Great Warrior (+1 Honor), Harasser, Loners. Equipped with Kanabo-Tetsubo and Medium Armor. Unit Size 1-4, cannot take Hata-Jirushi. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 4 || 5 || 3 || 7 || 5 || 5 || 55 |} </center> ** Revolving Hit: Combat Ability, when Charging they gain 1 more Combat Dice for every model in the enemy Unit. ** Remain Steadfast: Action Ability, used when Charged. Make a Ki roll against the opponent, if successful they lose all bonuses from Charging. A subversion on the usual Tarpit concept, being a somewhat expensive model type that has flexible movement, is fairly durable with decent damage output, and is good both on attack and defense. You'll never need many, but taking one or two on the flanks is advisable. They're also a cheap way to keep enemies from instantly destroying you with a front and back attack by crushing puny Ninja! Against Cavalry, they won't be much more than a damaging speedbump though. Once you're safe from flanking feel free to wheel them into the biggest Unit you can. Their weapon effect, -1 Armor to what they hit, is great with all their possible attacks. * '''Teppo Sohei''' Infantry, Sohei, Projectiles. Equipped with Teppo, Katanas, and Light Armor. Unit size 5-15. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 5|| 4 || 1 || 5 || 4 || 4 || 38 |} </center> ** Wooden Shields: Action Ability, while active they have Heavy Cover against ranged attacks but have half Movement speed. ** Alternated Shot: Action Ability, costs an Action Point on top of the one for actually making the shooting Action. Gain 2 more Combat Dice for every four models in your Unit. A much more costly but superior version of the Kuge Teppotai. Since you can deploy your shields whenever it behooves you to get your Teppo Sohei where you want them as quickly as possible, although if you aren't facing return fire from other ranged enemies you don't need to bother. You can still move with shields active but the slowdown isn't pleasant to deal with, and if you plan on Alternated Shot you don't want to have to move. You'll also want your Teppo at numbers divisible by four unless you want extra to have some casualty buffer (at that price, you don't want it most likely). If you don't want to bother using the shields and stay on the move, taking them as multiple Units of 5 will force your opponent to choose what to shoot. Remember the 50% Defense reduction of Teppo on targets is great, meaning you'll want to aim for the most durable things your enemy has. As Sohei, they'll shred any expensive Death or Undead enemies.
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