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==Special rules== *'''Way of the Warrior:''' Must accept all challenges, but can re-roll failed Psychology tests and treats not-samurai as Expendable. *'''Death Before Dishonor:''' 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. The act of sudden disembowelment does give 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. *'''Katana:''' These are the main weapon of samurai and they count as Hand weapons. Suppose to make up for the lack of shields. If on foot, a model can two-hand them and gain a 6++ Parry and will counter-attack on a Ward roll of 6. Ok but will replace it with a proper weapon when available or when used as an enchanted hand weapon. *'''Sashimono:''' (20pts) You can buy units extra banner that makes the unit count as a rank bigger for the purposes of combat resolution. Considered expensive for what it does. *'''Horo Cloaks:''' grants protection against any non-blackpowder or flaming shooting attacks(-1 Str). can't also have a Sashimono. ===Clan Mon=== An upgrade that you can give to your units. They affect specific units or weapons. If taking a mon, your general must take one if possible. An army can't have more than one kind of clan mon unless you take ... the SHOGUN OF NIPPON. *'''Ashiwara Clan:'''(Characters: 5pt, Unit: 2pt per model) The longbow faction. models count 15" as short-range when using longbows. (translates to +1 to hit). Superb for longbow build especially if many of them are on horses. (the Chosokabe in Total War Shogun 2) *'''Uruchi clan:'''(Characters: 15pt, Unit: 2pt per model) The big weapon sumo faction. and models don't suffer Initiative penalties from Great weapons. For Superheavy samurai and sumo builds. (The Date Clan in Total War Shogun 2) *'''Shinzei 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 first. Ninjas, Kabuki Dolls, and Shinobi gain +1 attack on the first round of combat. (The Hattori Clan in Total War Shogun 2) *'''Daimtzu Clan:'''(Characters: 15pt, Unit: 1pt per model) The Katanas work faction. infantry using only Katanas can re-roll Parry and 1's to Hit. Make only using Katanas on foot and mounted more viable. (The Shimazu Clan in Total War Shogun 2) *'''Mushagi 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) *'''Batake Clan:'''(War Machines: 15pt, Unit: 5pt per model) The [[Gunpowder (Warhammer Fantasy)|gunpowder]] faction. War machines may reroll an Artillery Dice once per battle. Samurai Warriors also with the mon get a Handgun but no other equipment, Giving you a gun line with that is more accurate and durable than Ashigaru. (The Otomo Clan in Total War Shogun 2) *'''Taneka Clan:'''(Characters: 10pt, Unit: 2pt per model) The Calvary faction. may re-roll a single charge distance dice and re-roll 1's to wound on charge for cavalry. (The Takeda Clan in Total War Shogun 2) *'''Horumi Clan:'''(Character: 20pt, Unit: 2pt per model) The Religious faction. Warrior Monks become Stubborn and Shugenja and Yamabushi add +1 to their casting rolls. (The Uesugi/ Ikko Ikki Clan in Total War Shogun 2) ===Ninjutsu=== Equipment for the Ninja unit and character *'''Blowgun:''' Short range, S3, poisonous, quickfire, Multishot 2. *'''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. *'''Smoke bombs:''' Ninjas can disengage without being followed on a 4+ and auto Rally. ====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 the chance to instant kill on a bad roll... *'''Dripping Poison:(one Use per Army)''' (30 pts) one Enemy character starts with one less Wound. Makes killing Tyrion one Wound easer *'''Spider Venom:''' (20 pts) Every enemy player turn, the wounded character must make a Toughness test of loss one wound. cheaper and more likely to happen than Fauntei Shi. Could End a hero on their last legs. *'''Snake Venom:''' (20 pts) if wounded, the enemy attacks last for the rest of the game. *'''Night Milk:''' (20 pts) poison attacks Auto wound on 4+ to hit instead of 6s. (with how poison rule changed, use an older version of the rules, or wait until the Nippon update )
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