| 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 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
|
|
|
153 |
| Skills; Traits; Equipment |
| Morito Tokei |
1 |
4 |
6 |
2 |
1 |
+1 |
0 |
0 |
0 |
7 |
7 |
2 |
3 |
4 |
2 |
3 |
4 |
3 |
2 |
|
|
[129] |
| Skills; Magic
4; Battle 2; Leadership 1; Traits; Infantry; Equipment; Wakizashi |
| Fury of Osano
Wo |
Magical Attack, Ranged Attack;
Ranged Attack (magical): Target an enemy unit. Roll a number
of Attack dice equal to the casting shugenja's Ring of Fire.
This attack has +1 ATT and +1 DAM. Determine hits and apply Damage
normally. Range: 30" (LOS). Rank: 2. |
[15] |
| 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] |
| Counterspell
(Air) |
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] |
| Mounted Yojimbo |
1 |
4 |
7 |
2 |
1 |
+1 |
+1 |
0 |
0 |
7 |
6 |
0 |
- |
- |
- |
- |
- |
- |
4 |
8 |
12 |
[24] |
| 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; Cavalry; Mounted; 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 |
| Otaku Archers |
12 |
5 |
6 |
1 |
1 |
0 |
0 |
0 |
0 |
7 |
7 |
2 |
- |
- |
- |
- |
- |
- |
8 |
16 |
24 |
181 |
| Skills; Traits;
Infantry; Equipment; Light Armor; Yumi (15"); Unicorn Chui;
Battle 2; Leadership 2; Charge; Fearless |
| Unit Name |
## |
Mv |
ATN |
W |
Stk |
Att |
Dam |
RAt |
RDm |
TL |
Mor |
Hon |
Glo |
Air |
Eart |
Fire |
Wtr |
Void |
VP1 |
VP2 |
VP3 |
Cost |
| Ki-Rin Wardogs |
8 |
5 |
6 |
1 |
1 |
0 |
+1 |
- |
- |
7 |
5 |
0 |
- |
- |
- |
- |
- |
- |
8 |
15 |
22 |
235 |
| Kiso: This
unit and its leader ignore all of the effects of having/being
a dishonored leader. Ability: When Ki-Rin Wardogs enter an engagment
as the attacker, the defending enemy unit becomes unformed and
may not reform during this engagement. Ability: At the end of
the Primary Movement phase, any unit engaged with the front of
the Wardogs unit must make a Maneuver test. If the test fails,
the unit becomes unformed. Unformed units ignore this test.;
Skills; Charge; Traits; Animal; Cavalry; Infantry; Equipment;
Light Armor |
| Shinjo Sanetama |
1 |
5 |
7 |
4 |
1 |
+1 |
+3 |
- |
- |
6 |
6 |
2 |
4 |
3 |
4 |
3 |
5 |
3 |
2 |
|
|
[123] |
| Kiso: While
engaged with Sanetama's unit, enemy units have a -2 modifier
on all Maneuver tests.; Unit Commander; Skills; Battle 2; Beastmaster
3; Defense 3; Leadership 2; Traits; Cavalry; Mounted; Equipment;
Light Armor; Yari; Mounted models gain +1 DAM when equipped with
a yari |
| Unit Name |
## |
Mv |
ATN |
W |
Stk |
Att |
Dam |
RAt |
RDm |
TL |
Mor |
Hon |
Glo |
Air |
Eart |
Fire |
Wtr |
Void |
VP1 |
VP2 |
VP3 |
Cost |
| Shinjo House Guard |
14 |
5 |
7 |
2 |
1 |
+1 |
+1 |
- |
- |
5 |
5 |
2 |
- |
- |
- |
- |
- |
- |
4 |
7 |
11 |
754 |
| Kiso: Will
not rout while their leader is alive and honorable. Kiso: The
Shinjo House Guard are always the last unit placed during army
placement. Ability: The Shinjo House Guard need not make a Maneuver
test to perform an Overrun Attack.; Skills; Traits; Cavalry;
Mounted; Equipment; Heavy Armor; Katana |
| Shinjo Yasamura
(Expd) |
1 |
5 |
8 |
6 |
2 |
+3 |
+3 |
- |
- |
6 |
5 |
2 |
7 |
4 |
6 |
5 |
5 |
4 |
5 |
|
|
[348] |
| Ability (SA):
Discard a Tactical card, either from your hand or attached to
Yasamura, and draw another from your Deck.; Unit Commander; Skills;
Battle 4; Charge; Countercharge; Defense 2; Iaijutsu 2; Leadership
4; Stalwart Defender; Tactician 2; Traits; Cavalry; Mounted;
Equipment; Heavy Armor; Katana; Army General |
| Hayai - Unicorn
Ancestral Katana |
Nemuranai, Weapon; Kiso: This
personality gains Defense 1 and Tactician 1. If the personality
already has the Defense and/or Tactician skills, add +1 to their
current skill rating. |
[60] |
| Unit Name |
## |
Mv |
ATN |
W |
Stk |
Att |
Dam |
RAt |
RDm |
TL |
Mor |
Hon |
Glo |
Air |
Eart |
Fire |
Wtr |
Void |
VP1 |
VP2 |
VP3 |
Cost |
| Battle Maidens |
12 |
5 |
8 |
2 |
1 |
+1 |
+2 |
- |
- |
5 |
5 |
2 |
- |
- |
- |
- |
- |
- |
3 |
6 |
9 |
751 |
| Kiso: Battle
Maidens may not contest enemy maneuvers in Close Combat, but
gain +1 ATT until the end of the turn when an enemy performs
such a maneuver. Kiso: When an enemy engaged with the Battle
Maidens leaves combat, the Battle Maidens must take parting shots
if possible. Kiso: When making parting shots, all models in this
unit gain +1 ATT and +1 DAM until the parting shots are resolved.;
Skills; Traits; Cavalry; Mounted; Equipment; Heavy Armor; Yari;
Mounted models gain +1 DAM when equipped with a yari |
| Otaku Kamoko |
1 |
5 |
9 |
6 |
2 |
+2 |
+3 |
- |
- |
5 |
5 |
3 |
7 |
4 |
6 |
5 |
5 |
4 |
5 |
|
|
[343] |
| Kiso: Kamoko
may only lead a Mounted unit. She will never associate with a
unit. Kiso: When recruiting Battle Maidens for Kamoko's unit,
their cost is reduced by 2 koku each. Ability: Kamoko's unit
automatically passes all Morale tests during a turn in which
it entered an engagement as the attacker. Ability: Fast Strike
during Close Combat. Ability: Kamoko rolls two Damage dice for
each hit when making a parting shot.; Unit Commander; Skills;
Battle 4; Charge; Countercharge; Go Master; Leadership 3; Traits;
Cavalry; Fearless; Mounted; Equipment; Heavy Armor; Umayari |
| Daitan - Unicorn
Ancestral Wakizashi |
Nemuranai; Kiso: Opponents
in a duel suffer a -2 modifier to all 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 |
| Tactical Deck |
0 |
- |
- |
- |
- |
- |
- |
0 |
0 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
|
|
|
0 |
| All or Nothing;
Qty: 1; ; Amaterasu's Smile; Qty: 1; ; Martyr; Qty: 1; ; Indirect
Fire; Qty: 1; ; Another Time; Qty: 1; ; Hopelessly Outnumbered;
Qty: 1; Order of Play: Special Action; Focus: 3; Target an engaged
unit that you control. Any single models engaged with this unit
(excluding personalities with the Individual trait) which are
outnumbered by at least 4 to 1 are removed as casualties at the
end of the Close Combat phase this turn. Ignore base equivalency
rules for purposes of Hopelessly Outnumbered.; Beyond Your Mastery;
Qty: 1; ; Student of Akodo's Leadership; Qty: 1; ; Loss Of Face;
Qty: 1; ; Bad Kharma; Qty: 1; ; Banzai Charge; Qty: 1; ; Return
of Courage; Qty: 1; ; Arrow Knows The Way, The; Qty: 1; ; No
Mercy; Qty: 1; ; Resist Magic; Qty: 1; ; Burst of Speed; Qty:
1; ; Know the Terrain; Qty: 1; ; Pieces of Jade; Qty: 1; ; Ride
Until Dawn; Qty: 1; ; Strike At The Tail; Qty: 1; ; Unfocused
Chi; Qty: 1; ; Nemesis; Qty: 1; ; Grim Determination; Qty: 1;
; Focus; Qty: 1; ; Charge; Qty: 2; ; Turtle Shell; Qty: 1; ;
Parade Ground Practice; Qty: 1; ; Kharmic Betrayal; Qty: 1; ;
Countercharge; Qty: 1; ; Skills; Traits; Equipment |