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LORE O F THE KA MI

The Five Elements, Go dai

LIGHT OF THE SUN GODDESS (Signature Spell)

INVOCATION OF THE KAMI (Lore Attribute)

If the Kami is appeased by the Shugenja through prayer or sacrifice, they might take to h eart and heed their wishes. If the prayer is too weak however, the Kami might hurt the Shugenja for her weak display of affection. The Shugenja may attempt to appease the Ka mi at the start of the Magic phase by passing a Leadership test. If passed, the Shugenja may add +D3 to her casting roll whenever a 6 is rolled when casting a spell. If failed however, she will take a Strength 4 hit with no armour save allowed.

Cast on 8+

The Shugenja summons the power of A materatsu, scorching her enemies with divine light. Those who survive will instead be blinded, their sight replaced with a stunning white shine.

Light of the Sun Goddess is a magic missile with a range of 24” and causes D6 Strength 4 hits. Enemies that suffer a casualty suffer -1 to their Weapon Skill and Ballistics Skill until the start of the caster’s next magic phase. The caster can choose to increase the range of this spell to 48”. If she does so, the casting value is increased to 10+.

________________________________ ___________________________________________ _____________________

1. BE THE MOUNTAIN

Cast on 7+

4. BORNE ON THE WIN D

Cast on 10+

The caster calls upon the Earth Kami to give their determination and unwavering loyalty to the troops in battle, sometimes going so far as to cover their skin in stone to withstand stronger blows.

Remains in play. Be the Mountain is an augment spell with a range of 12”. Whilst the spell is in effect, the affected unit will be Stubborn. The caster may increase the power of this spell to include giving the unit a 5+ Scaly Skin save. If she does so, the casting value is increased to 10+.

The Shugenja lifts her allies high up in the air, allowing them to run across the clouds for a brief period of time before setting them down behind the unsuspecting enemy.

Borne of the Wind is an aug ment spell with a range of 12”. The affected unit may i mmediately make a Fly move up to 20”. They may not use this to charge an enemy or if they are engaged in close combat. The caster may increase the rang e of this spell to 24”. If she does so, the casting value is i ncreased to 13+.

2. STAND AGAINST THE WAVES Cast on 8+

The Shugenja empowers her allies with the might of the Water Kami, allowing them to stand ag ainst the onslaught of the enemy. She can even ta ke this power further, allowing them to flow around t he foe, striking without pause.

Stand Against the Waves is an augment spell with a range of 12”. Until the start of the caster’s next Magic phase, all enemy attacks directed at the unit suffer a -1 penalty to their Strength. The caster may increase the power of this spell to include giving the unit the Always Strikes First special rule. If she does so, the casting value is increased to 12+.

3. FIERY WRATH

Cast on 9+

The caster conjures mighty flames with a prayer to the Fire Kami, causing a burning inferno all around her to incinerate her foes to a crisp.

Fiery Wrath is a direct damage spell th at affects the D3 closest enemy units of the caster as long as they are within 12” of the caster. Each unit suffer D6 Strength 4 hits. These are Flaming Attacks. The caster may increase the range of this spell to 24” an d the number of units affected to D6. If she does so, the casting value is increased to 15+.

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5. VOID OF NOTHINGN ESS

Cast on 11+

The caster shreds the mind of her enemies, rendering them helpless and unable to either move or think.

Void of Nothingness is a hex spell with a range of 18”. Until the start of the caster’s next turn, the affected unit may not do anything and will be Unbreakable. The caster may increase the rang e of this spell to 36”. If she does so, the casting value is i ncreased to 15+. This spell has no effect on units th at are Immune to Psychology.

6. CALL OF THE WAR GOD

Cast on 15+

The Shugenja calls upon the might of Bishamonten, the war god of Nippon, to invigorate her allies with supernatural strength.

Call of the War God is an au gment spell that affects all friendly units with the Way o f the Warrior special rule within 12” of the caster. Unt il the start of the caster’s next turn, the affected units g ain the Devastating Charge special rule and may re-roll all failed rolls To Wound. The caster may incr ease the range of this spell to 18”. If she does so, the cas ting value is increased to 21+.

CLAN MON

Mon is a term used for Nipponese fa mily crests. They are either associated with a particular family, or an individual who had achieved some variety of public recognition. Your army may be asso ciated with one of the Greater Clans below. Buying a Clan Mon will allow your army to use special abilities on the battlefield that reflects their famous Clan.

Some units in your army may have a Clan Mon, as detailed in the army list. If possible, yo ur General must always have a Clan Mon if one is chosen. You may not have multiple Clan Mons in the same ar my.

MON OF THE ASHIWAR A CLAN

Characters

5 points

Units

1 point per model

Our archers are admired b y all. No arrow flies true than the Ashiwara shaft. They will cover the sky, our enemies will fear death from afar, and with it we shall be victorious!

A Character or unit with this Mon ignor e penalties for shooting at long range and may re-roll 1 ’s when rolling To Hit with bows and long bows.

MON OF THE URUCHI CLAN

Characters

15 points

Units

2 points per model

We do not walk the same path as other clans. We are revered and strong, indep endent, and brave in battle. Our warriors are feared , our skills with the no-dachi unrivalled. In battle, we terrify the foe!

A Character or unit with this Mon do n ot have the Always Strikes Last rule if armed with great weapons.

MON OF THE SHINZEI CLAN

Characters

20 points

Units

1 point per model

All clans fight, but not all c lans fight by the same rules. We embrace the darkne ss. We embrace the shadows. The Shinzei are silent. De adly. We will strike unseen, sowing dissention and fal ling upon our foe before they can even blink.

Each Shinobi adds +1 to deciding whic h table side to deploy on and whether or not to deploy units (including scouts) first or second. In addition, unit s of Ninja, Kabuki Dolls and Shinobi gain +1 Atta ck in the first round of combat.

MON OF THE BATAKE CLAN

 

Units

15 points

Our castles are strong, the envy of Nippon. We are rightly ad mired as master

builders. Strong walls, strong souls. Our siege engines are equally mighty, nothing stands before them! The enemy’s walls shall crumble before their eyes!

War Machines only. War Machines in the army may re-roll the Artillery Dice once per battle.

MON OF THE MUSHAGI CLAN

Units 1 point per model

Others may cov et titles, but Ashigaru, common spearm en, are the bedrock of

Mushagi might. All know us, the commanders of a thousand spears. It is an honour to lead such men. Our generals are battle-scarred v eteran of righteous strength! Do not look down upon your common man; but embrace him, and together our foes stand no chance!

Ashigaru only. All units with this Mon gains +1 to their Leadership and may use the Leadership of any character with the Way of the Warrior rule within 6”.

MON OF THE DAIMATZU CLAN

Characters

15 points

Units

1 point per model

We trace a line back to the first Shogun. Loyalty runs deep in among the Daimutzu. It is in our blood, our traditions, and in battle our swordsmen are the envy of Nippon. No blade is swifter or more feared than ours!

Infantry only. A character or unit with this Mon may re-roll 1’s when rolling To H it while using Katanas.

MON OF THE TANEKA CLAN

Characters

10 points

Units

2 points per model

To be Taneka, i s to be born in the saddle. We are master horsemen, our cavalry astound all. Let other march, we ride. We fly , like storms in the mountains. We thunder in ba ttle! We will ride down our foes and bring us glorio us victory!

Cavalry only. A character or unit with this Mon may re-roll one dice when determining their charge distance, and re-roll 1’s whe n rolling To Wound on the charge.

MON OF THE HORUMI CLAN

Characters

20 points

Units

2 points per model

We are indomit able in our faith, for without it we are nothing. Fa ith is our strength, our wellspring. Let others be corrupted, we have the guidance of Heaven. Our mo nks pray, but they also fight – and fight well!

Warrior Monks with this Clan Mon are Stubborn. Shugenja and Yamabushi ma y add +1 to their casting rolls.

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VESSELS OF THE KAMI

This section contains the rules and background for some of the most iconic and powerful magical artefacts used by the Nipponese. These may be used in addition to the magic items found in the Warhammer rulebook.

DRAGON CLAW KATANA

75 points

ARMOUR OF IMPERIAL RULE

40 points

Magic Weapon

 

Magic Armour

 

According to legend, the Dragon Claw Katana was a blade crafted by the Void Dragon from one of its own claws, before it withdrew from the mortal realm to allow mankind to realize its own destiny. Before departing, the enigmatic Void Dragon gave the blade to Agasha Ashiko, a pious and introspective woman with a latent talent for Void magic. Ever the dutiful wife, Ashiko gave the blade to her husband, Daidoji Kedamono. He, in turn, gave it to his Daimyo.

Katana. When fighting in challenges, the wielder gains the Killing Blow special rule and may re-roll all failed rolls To Hit and To Wound.

In addition, for every point of basic Leadership that the wielder exceeds that of any enemy model in base contact, he gains one additional Attack.

HEAVENLY NAGINATA

40 points

Magic Weapon

The naginata appears to be an unremarkable weapon, but when the wielder is threatened, its blade begins to glow as brightly as the sun. This acts as a sort of alarm, as well as a rallying point for any friendly troops in the vicinity. During times of crisis, the naginata will be removed from the Imperial chambers and typically used by the most powerful samurai into battle.

Halberd. This weapon gives the wielder +1 to Hit in close combat and Flaming Attacks. In addition, on the To Hit roll of a 6, that attack is multiplied into D3 hits.

This distinctive armour was designed for Nippon’s imperial family and their highest-ranking and most loyal samurai. This intricate suit of heavy armour is made of various pieces of different shades of blues and grays, trimmed with black and gold leather, silk, and steel pieces. Although the suit itself offers a fine display with all the complex designs that decorate its torso, it is the kabuto that completes it, which looks most impressive. The dark blue helmet covers almost the entire face, masking it with the dreadful visage of a mighty warrior. From the front of it, a wide pair of ivory horns protrudes, forming strange, white Wings that stand above the helm.

Heavy armour. This armour contains a helmet, giving the wearer a 4+ armour save. Enemies must re-roll 6’s when rolling To Wound against the bearer. Enemies who fail their rolls To Wound suffer a Strength 4 hit.

MEMPO OF HONOUR

30 points

Magic Armour

This golden mask takes the form of an Oni's jaw, elaborately tooled and covered in small mirrors that catch the sun and shine it back into the enemy's eyes. On the field of battle, the mempo shines brightly, enabling anyone, including enemies, to find the wearer. Only the boldest Samurai have ever been granted the right to wear the mempo into battle.

The Mempo gives the wearer a 6+ armour save that may be combined with other armour as normal. Enemies attacking the wearer in close combat must reroll successful rolls To Hit.

However, if the wearer flees for any reason, spirits will return from the Realm of the Ancestors with the express purpose of killing him to remove the stain of his delinquency. Remove the model as a casualty.

BRONZE TOKEN

35 points

Talisman

These items, known as Tokens of Bronze or simply Bronze Pendants, are simple-looking yet very impressive magical items. Each Token is a small round plate of bronze with strange magical designs on one side and holy symbols on the other. Typically, the Tokens are tied around their wearers' necks with lengths of silk.

The wearer gains a +4 Ward save against Magical Attacks and spells. In addition, the wearer may re-roll one failed amour save each turn.

83

CANDLE OF THE VOID

20 points

Arcane Item

Initiates of the Shugenja Schools learn to craft these items as part of their regular training. T hey take the form of candles, imbued with faint but v ery practical elemental magic. Although they outwar dly appear to hold only the power of Fire, each Candle of the Void actually incorporates all of the Elements. These magical candles are made of black wax. They are extremely thick and usually about one f oot long when newly created. Imbued with faint but very practical elemental magic, it can greatly aid the Shugenja in casting.

The Candle of the Void may be placed within 12” of the Shugenja at the start of the game, bu t may not be moved during the game. The Shugenja may use it to cast spells, using it for purposes of line and sight and range.

FAN OF COMMAND

35 points

Enchanted Item

Discovered long ago by a merchant, the Fan of Command is a war fan of exquisite qual ity. No one knows who created this item, but the Fa n of Command has passed through many hands since it was originally found - especially ronin hands. The Fan of Command appears as a typical war fan made of steel and overlaid with dark red lacquer. Fifteen branches , build like small dark spears, cut the lacquered steel of the fan, giving the item a sombre look.

War Fan. Once per game, the bearer an d any unit he is with may make a free reform in the beginning of the Movement phase. In addition, they automatically pass any test to reform, march, re-direct charges and restrain from pursuit.

DRAGON PEARL

25 points

Enchanted Item

The Dragon Pearl is one of many dang erous artefacts collected during the period after the Cl an War, when the clans scoured Nippon for potentiall y dangerous nemuranai. It is presumed to be a remn ant of some sort of the dragon P'an Ku, an entity whose purpose in the Celestial Order is unknown because it was driven mad and eventually destroyed, in the time before man came to exist in Nippon.

Enchanted Item. At the start of the clos e combat phase, the bearer may transform the Dragon Pe arl into an exact replica of any magic item carried by an enemy character in base contact, retaining all of its abilities for as long as it stays in base contact.

IMPERIAL STANDARD

65 points

Magic Standard

The Imperial Standard is an ancient artefact. Many believe it holds a small portion of the essence of Hantei. The standard is mad e of the purest white silk and can never be soiled by normal means, so it is always clean and vibrant. Th e Chrysanthemum flower of the Imperial Families is woven upon it in golden threads. The item remains on e of the most cherished possessions of the Imperial C ourt, for not only is the Imperial Standard imbued with potent magic, but it is also a distinctive symbol the Emperors of Nippon.

All friendly units within 18” may re-roll failed break tests, rather than the normal 12”. In addition, the unit carrying it is gains +D3 to their combat resolution.

MIRUMOTO'S BATTLE STANDARD 50 points

Magic Standard

The battle standard of the Mirumoto Family is an imposing flag made from layers of white silk, decorated with a golden dragon coiled inside a narrow ring of gold upon a night blue sky. T his nemuranai is always attached to a pole shaped as an inverted L. This allows the standard to be tied on one of its sides as well as on its top, ensuring it remains open and visible even when there is no wind.

The unit carrying this standard adds +1 To Hit and to Wound in the first round of c lose combat.

84

POISONS

The use of poison as a weapon is an extremely dishonourable practice generally associated with ninja. However, poisons can be quite an effective tool. All too often the results of poison resemble a natural death, so investigators cannot spot foul play. When properly applied, a poison can remove enemies without suspicion. It is not even necessary to kill one's enemies

– a general can be made too sick to lead effectively, a duellist overcome by nausea, or a courtier consumed by a wracking cough that leaves him speechless during the sessions at the Imperial Court.

Those of the Shinzei's Sarutori Family are the undisputed masters of poison lore, and in their gardens bloom a variety of beautiful and deadly herbs. Naturally their interest in the matter is purely academic, at least as far as the rest of Nippon is concerned.

Fauntei Shi

30 points

The deadliest poison in the arsenal of the Shinobi, a trace of Fauntei Shi can kill even the most robust victim. The poison is a secret held dearly by the Shinobi, and few ktow the methods by which it is crafted. Fauntei Shi is employed only when the Shinobi need to be absolutely certain their target will die.

A model wounded (after saves) by Fauntei Shi must pass a Toughness test or lose all remaining wounds.

Stolen breath

30 points

A somewhat obscure poison, Stolen Breath enjoys near anonymity outside circles that make use of the toxin. Stolen Breath is usually mixed in a victim's food or drink the night before a battle. The victim of the poison feels a slight tingle in his throat after an hour, and his voice becomes raspy. A full day after ingestion, or after a night's rest, the victim's throat is too dry to talk. The best the victim can muster is a low, painful whisper.

At the start of the game, choose one character in the enemy army to be poisoned. The character suffers a -1 to his Leadership for the entire game.

Dripping Poison

25 points

A staple of an assassin's arsenal, dripping poison must be swallowed. It is usually administered by hanging a thread over a sleeping victim's mouth and dripping the poison down the thread from a hidden place in the ceiling. Dripping poison is especially deadly because it is administered at night, and usually allowed to go untreated for hours while the victim sleeps.

One enemy character, chosen by the Nippon player, starts the game with -1 Wound.

85

Spider Venom

25 points

Not as deadly as snake's toxin, a spider's bite can nonetheless create significant problems if left untreated. Most spiders are so small that their bites are harmless, but some larger or deadlier varieties are able to kill children and even grown men.

A model wounded (after saves) by spider venom loses 1 Toughness at the start of each of his turns for the rest of the game.

Snake Venom

20 points

Snake venom may be inflicted by a serpent's bite, gathered and administered internally, or synthesized by crafting a poison with similar effects. The venom attacks the victim's motor skills, lowering his agility and reflexes.

A model that takes a wound (after saves) from snake venom will lose one Attack and gains the Always Strikes Last special rule for the remainder of the game.

Night Milk

20 points

One of the first poisons developed by the Shinzei Clan, Night Milk foregoes devious and disabling effects for sheer brutality.

Night Milk allows the Shinobi’s Poisoned Attacks to automatically wound on a to hit roll of 4+, instead of the normal 6.

Hot Madness

20 points

A poison that attacks the victim's mental faculties, Hot Madness heats the victim's scalp and makes it nearly impossible for him to concentrate.

A model wounded (after saves) by Hot Madness must re-roll all successful rolls to hit for the remainder of the game.

Wish You Dead

20 points

One of the poisons devised by the Shosuro family of the Scorpion Clan, Wish You Dead has spread to other hands over the centuries.

A model wounded (after saves) by Wish You Dead deducts 1 from his Strength and Toughness for the remainder of the game.

Fire Biter

15 points

Often painted onto edged weapons by unscrupulous ninja, Fire Biter wracks the victim's joints with painful spasms, causing physical damage as well as hampering the victim's ability to defend himself.

A model wounded (after saves) by Firebiter may not attack and is automatically hit the next Close Combat Phase.

THE

NI PPON

A RMY

LIST

The armies o f Nippon are some of the most disciplined i n entire world, with each clan vying for su premacy and upholding their own virtues. As commander of the Nippon army, it is by your honour and leadership that the war riors of Nippon will face their foes and do battle for honour and their clan.

This section of the book helps your turn your collection of Nippon miniatures into an army of brave warriors, ready for a tabletop battle. At the back of this section, you will als o find a summary page, which lists every u nit’s characteristics profile, for quick and easy reference during your games of Warhammer.

USING THE ARMY LIST

The army list is used alongside the 'Cho osing an Army' section of the Warhammer rulebook to pick a force ready for battle. Over the following pages you will find an entry for each of the models in your army. These entries give you all of the gaming infor mation that you need to shape your collection of models into the units that will form your army. Amongst othe r things, they will tell you what your models are equi pped with, what options are available to them, and their points costs.

UNIT CATEGORIES

As described in the Warhammer rulebook, the units in the army list are organised in to five categories: Lords, Heroes, Core Units, Special Units and Rare Units.

ARMY LIST ENTRIES

Each army list entry contains all the information you need to choose and field that unit at a glance, using the following format:

SAMURAI WARRIORS

 

 

 

 

 

 

 

 

 

10 points per model

Profile

M

WS

BS

S T W I A Ld

Troop Type

Samurai Warrior

4

4

4

3

3

1

4

1

8

Infantry

Samurai Chui

4

4

4

3

3

1

4

2

8

Infantry

Unit Size: 10+

Special Rules:

Options:

 

 

 

Way of the Warrior

One Samurai Warrior may be upgraded to a Sa murai Chui.......

10 points

Equipment:

Kenjutsu

One Samurai Warrior may be upgraded to a musician...............

10 points

Katana

Death before

One Samurai Warrior may be upgraded to a st andard bearer....

10 points

Heavy armour

Dishonour

-

A unit of Samurai Warriors with a standard

 

 

 

 

 

bearer may carry a magic standard worth up to......................

 

25 points

 

 

The entire unit may be armed with one of the following:

 

 

 

-

Additional hand weapons..........................................

1 point per model

 

 

-

Halberds........................................................ .............

1 point per model

 

 

-

Spears...............................................................................................

 

free

 

 

-

Great weapons...........................................................

1 point per model

 

 

- Long bows................................................................

2 points per model

 

 

The entire unit may be equipped with Sashimo nos....................

 

30 points

1.Name. The name by which the unit or character is identified.

2.Profiles. The characteristic profiles for the model(s) in each unit are provided as a reminder. Where several profiles are required these are also given, even if they are optional (such as unit champions).

3.Troop Type. Each entry specifies the troop type of its models (e.g. 'infantry, monstrous cavalry' and so on).

4.Points value. Every miniature in the Warhammer range costs an amount of points that reflects how effective it is on the battlefield For example, a Yari Ashigaru costs 4 points, whilst the powerful Yoritomo Ieyasu costs a whopping 360 points!

5.Unit Size. This specifies the minimum size for each unit, which is the smallest number of models needed to form that unit. In some cases units also have a maximum size, or can even comprise just a single model.

6.Equipment. This is a list of the standard weapons and armour for that unit. The cost of these items is included in the basic points value.

7.Specia l Rules. Many troops have special rules that are fully described earlier in this book or in the Warhammer rulebook. The names of these rules are listed here as a reminder.

8.Option s. This is a list of optional weapon s and armour; mounts, magic i tems and other upgrades for unit s or characters, including the poi nts cost for each particular option. Many unit entries include the opt ion to upgrade a unit member to a champion, standard bearer or musician. Some units may carry a magic standard or take m agic items at a further points cost.

88

LORDS

YORITOMO IEYASU, SHO GUN OF NIPPON

 

 

360 points

Profile

M WS BS S T W I A Ld

Troop Ty pe

Yoritomo Ieyasu

4

7

5

4

4

3

6

5

10

Cavalry (Special Character)

Warhorse

8

3

0

3

3

1

3

1

5

-

Equipment:

Special Rules:

 

 

 

 

 

 

 

 

 

Blade of the Silver Moon

Way of the Warrior

 

 

 

 

 

 

 

 

Armour of Iron Resolve

Kenjutsu

 

 

 

 

 

 

 

 

 

Death before Dishonour

Shogu n

EMPRESS JINGU

 

 

400 points

Profile

M WS BS S

T W I A Ld

Troop Typ e

Empress Jingu

4 3 3 3

3 3 4 1 9

Infantry (S pecial Character)

Magic:

Empress Jingu is a Level 4 Wizard. She may use spells from the Lore of Fire, Lore of the Heavens, Lore of Life or Lore of Shadows.

Equipm ent:

Special Rules:

Hand weapon

Supreme Shugenja

Headdress of the Imperial

Empress of Nippon

Family

 

89

LORDS

DAIMYO

 

 

 

135 points

Profile

M

WS BS S T W I A Ld

Troop Typ e

Daimyo

4

6 5

4 4 3 6 4 9

Infantry (Character)

Equipment:

Special Rules:

Options:

 

Katana

Way of the Warrior

May be armed with one of the following:

Heavy armour

Kenjutsu

-

Spear.....................................................

............................3 points

 

Death before

-

Halberd.................................................

............................6 points

 

Dishonour

-

Additional hand weapon.......................

............................3 points

 

 

- Great weapon………………………........………............6 points

 

 

- Long bow..............................................

............................5 points

 

 

May wear a Horo cloak............................

............................5 points

 

 

May be mounted on one of the following:

 

 

-

Warhorse...............................................

..........................18 points

 

 

-

Kirin......................................................

..........................50 points

 

 

May take one Clan Mon and/or

 

 

magic items up to a total of......................

........................100 points

HIGH SHUGENJA

 

 

150 points

Profile

M WS BS S

T W I A Ld

Troop Typ e

High Shugenja

4 3 3 3

3 3 3 1 8

Infantry (Character)

Magic: Equipment:

A High Shugenja is Hand weapon a Level 3 Wizard.

She may use spells from the Lore of Fire, Heavens, Life, Shadows or Kami.

Options:

 

May be upgraded to a Level 4 Wizard.....

..........................35 points

May take one Clan Mon and/or

 

magic items up to a total of..............................................

100 points

CHARACTER MOUNTS

Profile

M WS BS S T W I A Ld

Troop Typ e

Warhorse

8

3

0

3

3

1

3

1

5

Warbeast

Kirin

9

4

0

4

4

3

5

2

8

Monstrous Beast

Special Rules:

Kirin: Fly, Magical Attacks, Impale A ttack

90

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