Warhammer Army Project/Nippon: Difference between revisions
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*''' Daimyo/Taisho:''' | *''' Daimyo/Taisho:''' | ||
*'''Shugenja:''' your wizards. Can take Lore of Fire, Heavens, Life, Shadows, and Kami. | *'''High Shugenja/Shugenja:''' your wizards. Can take Lore of Fire, Heavens, Life, Shadows, and Kami. | ||
*'''Kensai:''' a samurai duets hero with 7 WS and I, and killing blow. During combats, he may choose a style to gain +1 to hit or wound, strike first or d3 more attacks. Must cycle through all your styles. They can’t take armor so putting on Ward Saves and magic weapons is an investment. | *'''Kensai:''' a samurai duets hero with 7 WS and I, and killing blow. During combats, he may choose a style to gain +1 to hit or wound, strike first or d3 more attacks. Must cycle through all your styles. They can’t take armor so putting on Ward Saves and magic weapons is an investment. | ||
Revision as of 19:35, 12 February 2019
Nippon: Warhammer Army Project, 9th Edition Tactica
Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the units, nations, and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing.
It should also be noted that Eliasson is constantly updating his work, so don't expect this page to stay current forever. If anyone wishes to actually update this page and the items that need it, later on, go ahead.
Why Play WAP Nippon
Pros
Cons
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 Dishonour: When taking a Break test, you can risk it and roll 3d6 take 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 sacrificing worn out samurai to deny them ground.
- Katana: they are the main weapon of samurai and they count as Hand weapons. Making up for the lack of shields, if on foot, a model can two-hand them and gain Parry and a counter-attack on a parry roll of 6.
- Sashimono: (20pts) the unit counts as 1 complete for rank bigger for the purposes of complete resolution.
- Horo Cloaks: grants Samiria cav protection agenst non-gun/fire shooting attacks(-1 Str). can't also 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, which can be circumvented by making a non-samurai your general. an army can't have more than one kind of clan mon unless you take ...
YORITOMO IEYASU, SHOGUN OF NIPPON.
- Ashiwara Clan:(Char: 5pt, Unit: 2pt per model) modles count 15" as short range when using long bows. (translte +1 to hit).
- Uruchi clan:(Char: 15pt, Unit: 2pt per model) models don't suffer Initiative penalies from Great weapons.
- Shinzei Clan:(Char: 20pt, Unit: 1pt per model)
- Daimtzu Clan:(Char: 15pt, Unit: 1pt per model) infantry with using only Katanas can re-roll Parry and 1's to Hit and
- Mushagi Clan:(Unit: 1pt per model) Ashigaru gain +1 LD and can get Command Presence to form any Samurai Character within 6".
- Batake Clan:(War Machine: 15pt, Unit: 5pt per model) War machine may reroll an Artillery Dice once per battle. Samurai Warriors also WIth the mon can only take a Handgun, Giving you a gun line with that is more accurate and durable.
- Taneka Clan:(Char: 10pt, Unit: 2pt per model) may re-roll a single charge distance dice and re-roll 1's to wound on charge.
- Horumi Clan:(Char: 20pt, Unit: 2pt per model) Warrior Monks become Stubborn and Shugenja and Yamabushi add +1 to their casting rolls.
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 takeable by the shinobi hero, act like other poison you would find on other factions Assassin
- Fauntei Shi: if wounded, they must pass a Toughness test or Die. Most melee character will have high toughness, but the chance to instant kill on a bad roll...
- Dripping Poison:(one Use per Army) one Enemy character starts with one less Wound. Makes killing Terion one Wound easer
- Spider Venom: Every enemy player turn, the wounded character must make a Toughness test of loss one room. cheaper and more likely to happen than Fauntei Shi. Could End a hero on their last legs.
- Snake Venom: if wounded, the enemy attacks last for the rest of the game.
- Night Milk: poison attacks Auto wound on 4+ to hit instead of 6s.
The Lore of Kami
- (Attribute) Invocation of the Kami: make a Leadership test, the Kami gives +1 to casting on double rolls, Fail the Kami your caster in the face.
- (Signature) Light of the Sun Goddess: (8+)
- Be The Mountain: (7+)
- Strike of the Flowing Waters:(9+)
- Fiery Wrath:(9+)
- Borne on the Wind:(10+)
- Void of Emptiness:(11+)
- Call of the War God:(15+)
Vessels of the Kami
- Dragon Claw Katana
- Heavenly Naginata
- Armour of Imperial Rule
- Mempo of Honour:
- Candle of the Void
- Fan of Command:
- Dragon Pear:
- Imperial Standard:
- Mirumoto's Battle Standard:
Army Units
Lords and Heros
Named Characters
Generic Characters
- Daimyo/Taisho:
- High Shugenja/Shugenja: your wizards. Can take Lore of Fire, Heavens, Life, Shadows, and Kami.
- Kensai: a samurai duets hero with 7 WS and I, and killing blow. During combats, he may choose a style to gain +1 to hit or wound, strike first or d3 more attacks. Must cycle through all your styles. They can’t take armor so putting on Ward Saves and magic weapons is an investment.
- Hatamoto:
- Yamabushi: a war priest based on a warrior Monks but all his Prayer only target Characters. Keep him close to your HeroHammer to empower them. Kensai will be your favorite customer
- Invigoration: heal all wounds lost?!!
- Protection: Ward save(+4)
- Potency: re-roll failed hit and wound coos combat attacks.
- Shinobi: the dishonorable Assasin of the Common Man to the Honorable Kensai of Samurai. Can Be equipped with poison to Disability and quickly kill heroes.
Mounts
- Warhorse:
- Kirin:
Core Units
- Samurai Warriors: A core elite unit and selling point of this faction. It has been recommended to never place all your Samurai in one basket, so place them in smaller units. Maby also getting a Sashimonos to make them one rank bigger for combat resolutions.
- (free) Halberds: WS4 with S4 for no additional cost.
- (free) Spears: to absorb charges but don't have space or trust to let Ashigaru do it or want 3+ ranks of Samurai.
- (1 pts per model) Great Weapons:
- (4 pts per model) Long Bows: when you want to get some shooting done before going into melee or need archer with more protection.
- Samurai Cavalry: Samurai Warriors on Fast Cavalry horses.
- (1pts)Spears:
- (2pts)Halberds:
- (2pts) Longbows:
- Ashigaru: Imperial State infantry but with 6 Ld. Them Running way is not a problem for Samurai they are expendable to them. All units have light armor but no Shields.
- Ashigaru Spearman: Imperial State spearmen/Halberdiers.
- Ashigaru Bowmen: Imperial State longbowmen with light armor.
- Matchlock Ashigaru: imperial state handgunners with light armor.
Special Units
- Warrior Monks: Samurai-likes who hit harder in combat, with Immunity (Psychology) & magic resistance. can take Bows instead of Halberds but the lack of armor compared to Samira warriors is not advisable.
- Sumo Warriors:Samurai doing their best Ogre impression. Taking Great weapons with +1 S and T, and impact hit against infinity. this will mow throw standard line men.
- Onna Bushi: FemSamuria with halberds and trade +1 armor for charge Negation and re-roll break tests. can be Core if Hitomi Gozen is your general.
- Ozutsu Ashigaru: Ashigaru gunners with a Strength 5, Ap -3 gun.
- Kabuki Dolls: poison attack elves-likes that can either be in Duel weapon First strike mode or shields that double take on hitting them mode.
- Yabusame: mounted archers that can move and shoot and have armor piercing on longbows.
- Red Devils: Berserking Samurai with Fearsome Charge.
- Ronin: Unbreakable Skirmishing Sammirai but have less armor.
- Wako Pirates: Ambush Ashigaru with katanas and can take bows. Samurai considers them Desperate Allies.
- Ninja:
- Oni: Hulking Unbreakable Daemon Trolls with the grace of a Highelf. they are the grate mulchers.
- Tengu: Bird Warriors. They and the rest of the army will ignore each other when braking. Send the armorless birdboys over the lines to attack the backlines.
Rare Units
- Great Guard: Almost equivelent to Dymigriph knights that can Fly and are Stubborn.
- Mikoshi Shrine: a Shrine that grants blessing to units, but if the Blessed flee for any reason, they get shot in the back.
- Strength: re-roll combat wounds rolls.
- Persistence: attackers suffer -1 to wound.
- Swiftness: re-roll the distance when charging and pursuing.
- Kitsune: Monstrous Beast that is Ethereal out of combat. They can bring hurt in addition to lowing base contact enemy's WS and I. Bring them around the flanks and have them support dealing with pesky elite alongside your can openers.
- Mizuchi: a flightless Sun Dragon.
- Mangonel: a Fire Stone Thrower.
- Flaming Arrow: A Fire cannon that hits and bounces like a Bolt Thrower