| Unit Name |
## |
Mv |
ATN |
W |
Stk |
Att |
Dam |
RAt |
RDm |
TL |
Mor |
Hon |
Glo |
Air |
Eart |
Fire |
Wtr |
Void |
VP1 |
VP2 |
VP3 |
Cost |
| Hida House
Guard |
12 |
4 |
7 |
2 |
1 |
+1 |
+2 |
- |
- |
5 |
6 |
1 |
- |
- |
- |
- |
- |
- |
5 |
10 |
14 |
574 |
| Kiso: Will
not rout while leader is alive and honorable.; Skills; Defense
3; Traits; Fearless; Infantry; Equipment; Heavy Armor; Tetsubo |
| Hida Sukune |
1 |
4 |
8 |
5 |
2 |
+3 |
+4 |
- |
- |
6 |
5 |
3 |
6 |
4 |
5 |
6 |
4 |
3 |
5 |
|
|
[310] |
| Kiso: May
perform Hiruma Withdrawal. Ability (SO): Sukune may lose 1 Wound
in order to gain +1 #S until the end of the turn.; Unit Commander;
Skills; Battle 4; Countercharge; Defense 3; Hiruma Withdrawal;
Iaijutsu 2; Leadership 3; Traits; Infantry; Equipment; Heavy
Armor; Tetsubo; Army General |
| Hantei's Tessen |
Nemuranai; Kiso: This personality
rolls two Damage for each hit in Close Combat and keeps the highest
results equal to the number of hits scored. Example: If this
personality hits twice during a turn, he would roll four Damage
dice (two for each hit) and keep the two dice with the highest
results. |
[50] |
| Chikara - Crab
Ancentral Katana |
Nemuranai, Weapon; Kiso: When
engaged with a unit that contains at least one Tainted model,
this personality gains +2 ATT and +2 DAM.Kiso: When dueling a
Tainted model, this personality rolls two additional Damage dice. |
[50] |
| Unit Name |
## |
Mv |
ATN |
W |
Stk |
Att |
Dam |
RAt |
RDm |
TL |
Mor |
Hon |
Glo |
Air |
Eart |
Fire |
Wtr |
Void |
VP1 |
VP2 |
VP3 |
Cost |
| Hiruma Medium
Elite |
15 |
4 |
7 |
1 |
1 |
+1 |
+1 |
- |
- |
5 |
5 |
2 |
- |
- |
- |
- |
- |
- |
6 |
11 |
16 |
597 |
| Ability:
Fast Strike during Close Combat.; Skills; Defense 3; Traits;
Fearless; Infantry; Equipment; Heavy Armor; Yari; Mounted models
gain +1 DAM when equipped with a yari |
| Hida Unari (Expd) |
1 |
4 |
8 |
6 |
2 |
+3 |
+4 |
- |
- |
6 |
5 |
2 |
6 |
3 |
5 |
5 |
4 |
3 |
5 |
|
|
[312] |
| Kiso: May
perform Hiruma Withdrawal. Ability: When Unari's unit Charges
an enemy unit that unit may not produce, or benefit from, effects
that provide combat modifiers (including skills and Defensive
Reaction cards such as Countercharge, Defensive Position, etc.).
This ability has no effect when Unari's unit performs a normal
engaging movement.; Unit Commander; Skills; Battle 3; Charge;
Countercharge; Defense 3; Hiruma Withdrawal; Leadership 3; Traits;
Fearless; Infantry; Equipment; Heavy Armor; Tetsubo |
| Yari of Air |
Elemental, Nemuranai, Weapon;
Kiso: This personality gains Fast Strike during Close Combat.
Kiso: Ranged Attacks targeting this personality's unit suffer
-1 ATT. Kiso: Every model in this personality's unit gains a
+1 modifier to all Resistance tests. Kiso: When engaged with
one or more models that have the Elemental trait, every model
in this unit gains +1 ATT in Close Combat. |
[65] |
| Fan of Command |
Nemuranai; Kiso: This personality
gains Tactician 1. If the personality already has the Tactician
skill, add +1 to the skill rating. |
[30] |
| Unit Name |
## |
Mv |
ATN |
W |
Stk |
Att |
Dam |
RAt |
RDm |
TL |
Mor |
Hon |
Glo |
Air |
Eart |
Fire |
Wtr |
Void |
VP1 |
VP2 |
VP3 |
Cost |
| Crab Berserkers |
9 |
4 |
6 |
1 |
1 |
0 |
+1 |
- |
- |
7 |
7 |
0 |
- |
- |
- |
- |
- |
- |
10 |
19 |
28 |
297 |
| Ability:
When this unit enters an engagement as the attacker, it may become
Berserk until the end of the turn. While Berserk, every model
in this unit gains +1 ATT, +2 DAM and may ignore all Morale tests.
Immediately upon this unit becoming unengaged, every model in
this unit becomes spent.; Skills; Defense 3; Traits; Fearless;
Infantry; Equipment; Various 2-Handed Weapons |
| Hida Amoro |
1 |
4 |
7 |
6 |
2 |
+1 |
+3 |
- |
- |
7 |
6 |
0 |
5 |
5 |
5 |
3 |
5 |
2 |
3 |
|
|
[198] |
| Unit Commander;
Skills; Battle 2; Charge; Defense 4; Frenzy; Leadership 2; Traits;
Fearless; Infantry; Equipment; No-dachi |
| Shuriken of Serpents |
Ranged: 8" close. Destroy
the Shuriken of Serpents. Roll five Attack dice. No modifiers
are applied to this attack. This may be used for Reactionary
Fire. |
[25] |
| Unit Name |
## |
Mv |
ATN |
W |
Stk |
Att |
Dam |
RAt |
RDm |
TL |
Mor |
Hon |
Glo |
Air |
Eart |
Fire |
Wtr |
Void |
VP1 |
VP2 |
VP3 |
Cost |
| Hiruma Scouts |
8 |
4 |
6 |
1 |
1 |
0 |
0 |
+1 |
0 |
7 |
6 |
2 |
- |
- |
- |
- |
- |
- |
7 |
13 |
19 |
153 |
| Kiso: Ignore
movement penalties for Woods and Brush; Crab Chui; Battle 2;
Leadership 2; Defense 3; Stalwart Defender; Skills; Defense 3;
Traits; Infantry; Equipment; Light Armor; Yumi (12") |
| Unit Name |
## |
Mv |
ATN |
W |
Stk |
Att |
Dam |
RAt |
RDm |
TL |
Mor |
Hon |
Glo |
Air |
Eart |
Fire |
Wtr |
Void |
VP1 |
VP2 |
VP3 |
Cost |
| Hiruma Scouts |
8 |
4 |
6 |
1 |
1 |
0 |
0 |
+1 |
0 |
7 |
6 |
2 |
- |
- |
- |
- |
- |
- |
7 |
13 |
19 |
153 |
| Kiso: Ignore
movement penalties for Woods and Brush; Crab Chui; Battle 2;
Leadership 2; Defense 3; Stalwart Defender; Skills; Defense 3;
Traits; Infantry; Equipment; Light Armor; Yumi (12") |
| Unit Name |
## |
Mv |
ATN |
W |
Stk |
Att |
Dam |
RAt |
RDm |
TL |
Mor |
Hon |
Glo |
Air |
Eart |
Fire |
Wtr |
Void |
VP1 |
VP2 |
VP3 |
Cost |
| Shugenja
Unit |
0 |
- |
- |
- |
- |
- |
- |
0 |
0 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
|
|
|
155 |
| Skills; Traits; Equipment |
| Kuni Watanabi (Tokei) |
1 |
4 |
6 |
2 |
1 |
+1 |
0 |
0 |
0 |
7 |
7 |
2 |
3 |
4 |
2 |
3 |
4 |
3 |
2 |
|
|
[136] |
| Skills; Magic
4; Battle 2; Leadership 1; Traits; Infantry; Equipment; Wakizashi;
Oath of Fealty |
| Fires of Purity |
Special Action: Target a personality
that you control who has an Honor of at least 3. This may not
target an airborne personality. Until the end of the turn, the
target personaity gains +2 ATT and +2 DAM. Range: 18". Rank:
2. |
[10] |
| Gust of Wind |
Special Action: Target a unit
that you control. Once during this turn, that unit may target
a Ranged Attack directed against it. That Ranged Attack is negated
- no Attack dice are rolled.The casting shugenja becomes Spent
immediately after this spell is cast. Range: 18". Rank:
2. |
[18] |
| The Path to Inner
Peace |
Special Action: Target a personality
that you control. For every three points of the casting shugenja's
Ring of Water (rounding up), The Path to Inner Peace heals 1
Wound taken by the target personality (e.g., Water of 1-3 heals
one Wound, Water of 4-6 heals two Wounds, Water of 7+ heals three
Wounds.). Range: 12". Rank: 2. |
[15] |
| Yojimbo |
1 |
4 |
7 |
2 |
1 |
+1 |
+1 |
0 |
0 |
7 |
6 |
0 |
- |
- |
- |
- |
- |
- |
4 |
8 |
12 |
[19] |
| Removed from play if all personalities
are removed from their unit; May enter a Duel on behalf of a
personality of their unit, always rolling two dice for Damage;
Skills; Traits; Infantry; Equipment; Heavy Armor; Two-Handed
Weapons |
| Unit Name |
## |
Mv |
ATN |
W |
Stk |
Att |
Dam |
RAt |
RDm |
TL |
Mor |
Hon |
Glo |
Air |
Eart |
Fire |
Wtr |
Void |
VP1 |
VP2 |
VP3 |
Cost |
| Shugenja
Unit |
0 |
- |
- |
- |
- |
- |
- |
0 |
0 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
|
|
|
117 |
| Skills; Traits; Equipment |
| Kuni Sensin |
1 |
4 |
6 |
5 |
1 |
+1 |
0 |
0 |
0 |
7 |
6 |
2 |
3 |
3 |
4 |
3 |
3 |
3 |
2 |
|
|
[98] |
| Skills; Magic
4; Defense 3; Leadership 2; Traits; Infantry; Equipment; Wakizashi |
| Counterspell
(Earth) |
When an shugenja uses a spell
or innate ability, and either he or the target of the spell are
within range, make an immediate test (TN [6 - difference between
Magic skill levels]) to negate the target spell. If the test
succeeds, the spell is negated (otherwise nothing happens). When
casting counterspell at a counterspell, you must be within range
of the enemy shugenja casting counterspell. When casting counterspell
at a counterspell, you must be within range of the enemy shugenja
casting counterspell. Range: 18". Rank: 1. |
[20] |
| Fury of the Earth |
Magical Attack; Special Action:
Target an enemy unit. This may not target an airborne unit. The
target unit must make an immediate Resistance test (TN 7). If
the test fails, the unit becomes unformed.This scroll is destroyed
immediately after use. Range: 12" (LOS). Rank: 4. |
[0] |
| Yojimbo |
1 |
4 |
7 |
2 |
1 |
+1 |
+1 |
0 |
0 |
7 |
6 |
0 |
- |
- |
- |
- |
- |
- |
4 |
8 |
12 |
[19] |
| Removed from play if all personalities
are removed from their unit; May enter a Duel on behalf of a
personality of their unit, always rolling two dice for Damage;
Skills; Traits; Infantry; Equipment; Heavy Armor; Two-Handed
Weapons |
| Unit Name |
## |
Mv |
ATN |
W |
Stk |
Att |
Dam |
RAt |
RDm |
TL |
Mor |
Hon |
Glo |
Air |
Eart |
Fire |
Wtr |
Void |
VP1 |
VP2 |
VP3 |
Cost |
| Tactical Deck |
0 |
- |
- |
- |
- |
- |
- |
0 |
0 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
|
|
|
0 |
| Bad Kharma;
Qty: 2; ; Charge; Qty: 2; ; Defensive Position; Qty: 2; ; Focus;
Qty: 3; ; Grim Determination; Qty: 3; ; Kharmic Strike; Qty:
2; ; Know the Terrain; Qty: 2; ; Loss Of Face; Qty: 3; ; Resist
Magic; Qty: 3; ; Superior Tactics; Qty: 3; ; Turtle Shell; Qty:
3; ; Waves Break, The; Qty: 2; ; Skills; Traits; Equipment |