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====Elite==== * '''Kyokaku''' Infantry, Harasser, Heinin, Projectiles, Duelist, Loner. Equipped with a Yumi, a Katana, and Light Armor. Unit size 1-5. Cannot take a Hata-Jirushi. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 5 || 5 || 2 || 5 || 5 || 6 || 57 |} </center> ** The Way Of Kykotsu: Combat Ability, when active the Kyokaku gains 2 Combat Dice in Confrontations. ** Hate For The Samurai: Combat Ability, in Combat gain 1 Combat Dice for every 2 enemy Samurai in the same Combat. ** Defenders Of The People: Every friendly non-Samurai within 30 centimeters has +1 Initiative. Moderately useful options, given almost every player in the game will be taking some form of Samurai. They can't take damage and are very expensive in Koku, so you must defend them and count on getting them into the flanks of an enemy rather than a head-on fight. Duelist is their greatest advantage, since you can keep challenging until the enemy is dead or demoralized. By taking these in large numbers, you're dedicating your strategy to their use since losing them to a cavalry charge or arrows is easy and as damaging as losing a large Unit. The bonus to Initiative will help you with this. By only taking one however, you've paid a mere 57 points to make most of your army faster and giving you a simple protection from being attacked on the flanks or from behind. Mitigating the risk is their double Wounds at least. * '''Assassins''' Infantry, Harasser, Duelist, Loner, Ronin. Equipped with Katanas and Light Armor. Unit size 1-5, no Hata-Jirushi option. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 4 || 5 || 3 || 5 || 5 || 6 || 60 |} </center> ** Eliminate The Lord: Combat Ability, in a Confrontation each Assassin will take the place of the last if killed until there are no more Assassins in the Unit. Only then does the Confrontation end. ** Alternative Weapons: Combat Ability, can use one of the following instead of the Katana in Confrontations and Close Combat. '''Sai''', adds +1 to the Attack of enemies using any sword weapon. '''Claws''', deals -1 Defense to hit enemies. ** Foul Play: Combat Ability, deal crits on 8-10. They're what you expect them to be. A very, very good way to make sure a specific character dies, or that a small elite Unit gets wiped our or crippled. They suck up Koku, and to get the most out of them you want to take as many as possible in a Unit. Taking more than one Unit is more pricy, and has very little additional use.
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