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==Special rules== *'''Way of the Warrior:''' First Samurai rule. Must accept all challenges, but can reroll failed Psychology tests, treats ignore panic from non-characters with lower unmodified Leadership (i.e., Ashigaru, Peasants, Oni, Warmachine), and treat Disonable units as expendable (i.e., ninjas, Ronin, and pirates). *'''Death Before Dishonor:''' Second Samurai rule. When taking a Break test, you can risk it and roll 3d6 discard the Highest, but the whole unit will die on the spot if you fail. The chance to lose an entire unit on the spot is always risky, but sometimes you need to hold, and most of the time, if you flee, that unit will probably not contribute to the rest of the game, so why not. The sudden disembowelment gives the enemy pause, denying them a pursue or Overrun move, which may be worth sending a worn-out samurai squad on a kamikaze run to deny them ground. ===Clan Mon=== An upgrade that you can give to your units. They affect specific units or weapons. An army can't have more than one kind of clan mon unless you take ... the SHOGUN OF NIPPON. *'''Chotosa Clan:'''(Characters: 5pt, Unit: 1pt per model) The longbow faction. Models reroll 1's to hit with longbows. Superb for longbow build, especially if many of them are on horses. (the Chosokabe in Total War Shogun 2) *'''Dawate clan:'''(Characters: 15pt, Unit: 1pt per model) The large Cleaver faction, so tangentially fans of sumo warriors. Models don't suffer Initiative penalties from Great weapons, making them better polearms with no downsides. For Superheavy samurai and sumo builds. (The Date Clan in Total War Shogun 2) *'''Hattiga Clan:'''(Characters: 20pt, Unit: 1pt per model) The Ninja faction. Each Shinobi hero gives you a +1 on rolls to decide table sides and who deploys Scouts first. Ninjas, Kabuki Dolls, and Shinobi gain +1 attack on the first round of combat. (The Hattori Clan in Total War Shogun 2) *'''Shisuma Clan:'''(Characters: 10pt, Unit: 1pt per model) The Katanas faction. Infantry using only Katanas get gets parry(6+). (The Shimazu Clan in Total War Shogun 2) *'''Odari Clan:'''(Units: 1pt per model) The Bretonnian faction. Ashigaru Becoming more like well-drilled Bretonnian men-at-arms, they gain +1 LD and receive Command Presence from any Samurai Character within 6". (The Oda Clan in Total War Shogun 2) *'''Hojizu Clan:'''(War Machines: 15pt) The [[Gunpowder (Warhammer Fantasy)|big guns]] faction. War machines may reroll an Artillery Dice once per battle. (The Hojo Clan in Total War Shogun 2) *'''Takai Clan:'''(Characters: 10pt, Unit: 1pt per model) The Cavalry faction. may reroll a single charge distance dice and reroll 1's to wound on charge for cavalry. (The Takeda Clan in Total War Shogun 2) *'''Uesigo Clan:'''(Character: 20pt, Unit: 1pt per model) The Religious faction. Warrior Monks become Stubborn or unbreakable if they are already, and Shugenja and Yamabushi add +1 to their casting rolls. (The Uesugi/ Ikko Ikki Clan in Total War Shogun 2) ===Equipment=== *'''Katana:''' These are the main weapon of samurai, and they count as Hand weapons. An infantry model can two-hand them and gain +1 Strength that does not affect armour saves. Remember that all foot samurai with Longbows use Katanas, so they are better at fending off attacks than the usual shooting unit. *'''Horo Cloaks:''' Lesser Sea Dragon Cloak grants 6+ armor against shooting attacks for Samurai Cavalry. It gives a 4+ save against shooting without sacrificing their Fast Cavalry. *'''Mantlets:''' You think an army that refused to use shields was weak against counter shooting. THe Nippones R&D department was hard at work and discovered that bundles of bamboo on a rack could stop bullets. You are now one of the better-shooting factions. Not only can you outrange the opponent and have both cheap bowmen and self-sufficient samurai that are just as good as [[Lothren Sea Guard]]. But now, most of your shooting troopd hide behind premade barricades for a 4+ armor when shot in the front (as long as it is not a stone thrower. it also weirdly falls apart if the units move or turn for any reason; no reusable cover for you). It gives a 3+ armour save against counter shooting to Ashigaru and 2+ for Samurai Warrior. **Mantlets won't protect from stone-throwers, Direct damage spell, and Lore of heavens were made to destroy Mantlets. ====Ninjutsu==== Equipment for the Ninja unit and character: *'''Blowpipe:''' additional ranged weapon. 4" more than throwing weapons. Taking this over giving Ninjas Poisoned Attacks when distance is not a factor depends on whether the enemy has toughness greater than 4 or is predominantly immune to poison. *'''Caltrops:''' Make a charger take a Dangerous Terrain test then they get within 4" of Ninjas as their Stand and Shoot reaction. *'''Grappling Hooks:''' Lets you ignore penalties to climb ('''Not Swim''') across impassable terrain. Become pseudo Tengu, but Ninjas excel more at shooting than melee. *'''Smoke bombs:''' Ninjas can disengage without being followed on a 4+ and auto Rally. It gets them out of fights they don't stay in (Even those they purposefully start). ====Poisons==== Only equipable by the shinobi hero, act like other poison upgrades you would find on other factions Assassin. *'''Fauntei Shi:''' (30 pts) if wounded, they must pass a Toughness test or Die. Most melee characters will have high toughness, but there is always a chance to instant kill on a lousy roll... *'''Spider Venom:''' (20 pts) Every enemy player turn, the wounded character must make a Toughness test or lose one wound. Cheaper and more likely to happen than Fauntei Shi. It could End a hero on their last legs. *'''Snake Venom:''' (20 pts) If wounded, the enemy attacks gains ASL for the rest of the game. *'''Night Milk:''' (10 pts) poison attacks Auto wound on 6+ to hit. The old Poison rule increases the chances to maim by bypassing rolling to wound altogether. ====Vessels of the Kami==== *'''Dragon Claw Katana;''' 55pts. In Challenges, gains KB and reroll all rolls to failed Hit and Wounds. On top of all this, the wielder gains extra attacks. *'''Heavenly Naginata:''' 35pts. A fire Halberd with +1 to hit and Hit rolls of 6 explode into d3 hits. *'''Armour of Imperial Rule:''' 40pts. Heavy armour that re-rolls enemy wounds of 6 and deals S4 hit to enemies that fail to wound. *'''Mempo of Honour:''' 20pts. A helm with 6+ armour that forces enemies to reroll to hit the wearer. However, the moment that wearer ever flees, he dies immediately. *'''Bronze Token:''' 35pts. 4++ ward save against magic and allows a reroll of one failed armour save each turn. *'''Candle of the Void:''' 30pts. Place a token within 12" of a Shugenja at the start of the game. Your shugenja can now cast from that point, which goes a good way to compensate for their pitiful mobility and affect units on the other side of the board. *'''Fan of Command:''' 35pts. A special fan gives a free reform once per game and instantly passes reform, march, pursuit, and redirects tests. *'''Dragon Pearl:''' 25pts. when base to base at the start of CC phase with an enemy character and while in contact, the User gains a Copy of one Magic item they have. Wanna deck Karl Franz with Ghal Maraz? Wanna laugh as you kill Archaon with his own Slayer of Kings? Well howdy. *'''Imperial Standard:''' 65pts. Price makes this BSB exclusive. boost the bearer's Hold Your Ground to 18", which is vital for keeping more Samurai innards inside. The bearer's unit also adds +d3 to combat resolution. *'''Mirumoto's Battle Standard''': 50pts. It gives +1 to hit and wound during the first round of combat.
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