2050 Koku - Crane Army Coordinated Crack Canadian Crane Contingent by James Lippens

Unit Name ## Mv ATN W Stk Att Dam RAt RDm TL Mor Hon Glo Air Eart Fire Wtr Void VP1 VP2 VP3 Cost
Doji House Guard 16 4 7 2 1 +2 0 0 +1 6 6 2 - - - - - - 4 8 12 805
Kiso: Will not rout while their leader is alive and honorable.; Skills; Traits; Infantry; Equipment; Heavy Armor; Katana; Yumi (15")
Eat it, bizsnatch.
  Kakita Toshimoko (Expd) 1 4 8 5 2 +3 +2 +0/2 +0/1 6 5 4 7 5 5 4 4 6 5 [373]
Kiso: Toshimoko cannot refuse a duel. Ability (SO): Once during each engagement involving his unit, Toshimoko may challenge a personality in the enemy unit to an Iaijutsu duel (Void based). If the enemy personality refuses the duel, he is dishonored and every model in his unit receives a -1 ATT and -1 DAM until the end of the turn. A dishonored personality may not decline this challenge.; Unit Commander; Skills; Battle 3; Defense 3; Double Chi; Iaijutsu 7; Leadership 3; Traits; Infantry; Equipment; Light Armor; Katana; Ranged Weapon; Gives this personality a ranged weapon equivalent in all respects to those used by the unit being led; Army General
    The Emerald Armor Armor, Nemuranai; Kiso: When this personality is involved in a duel, no effect (including Unfocused Chi) may reduce the number of Damage dice this personality rolls or their modifier. Ability: Opponents in a duel may not use Focus or Kharmic Strike Tactical cards. [25]
    Prophecies of Asako Yurito Target an enemy effect as it is produced. The Prophecies may target an effect generated by a card, personality, unit, spell, or item. Destroy the Prophecies of Asako Yurito to cancel the target effect. [45]
Unit Name ## Mv ATN W Stk Att Dam RAt RDm TL Mor Hon Glo Air Eart Fire Wtr Void VP1 VP2 VP3 Cost
Crane Elite Archers 9 4 6 1 1 0 -1 +2 0 6 6 2 - - - - - - 6 12 18 168
Generic Gunso; Battle 1; Leadership 2; Defense 1; Skills; Traits; Infantry; Equipment; Light Armor; Yumi (15")
Unit Name ## Mv ATN W Stk Att Dam RAt RDm TL Mor Hon Glo Air Eart Fire Wtr Void VP1 VP2 VP3 Cost
Crane Elite Archers 13 4 6 1 1 0 -1 +2 0 6 6 2 - - - - - - 6 12 18 414
Skills; Traits; Infantry; Equipment; Light Armor; Yumi (15")
  Doji Kuwanan 1 4 7 5 2 +2 +1 +0/1 +0/1 6 5 3 5 3 5 4 4 4 4 [193]
Unit Commander; Skills; Battle 3; Defense 3; Iaijutsu 2; Leadership 3; Tactician 1; Traits; Infantry; Equipment; Heavy Armor; Katana; Ranged Weapon; Gives this personality a ranged weapon equivalent in all respects to those used by the unit being led
    Star of Laramun Nemuranai; Kiso: This personality gains the Double Chi skill. [30]
Unit Name ## Mv ATN W Stk Att Dam RAt RDm TL Mor Hon Glo Air Eart Fire Wtr Void VP1 VP2 VP3 Cost
Mantis Budoka (yr) 28 4 6 1 1 +1 0 - - 6 6 1 - - - - - - 9 18 27 386
Ability (SA): Once per engagement this unit may discard a Tactical Card. The Focus value of the discard is added to each of this unit's Damage totals until the end of the engagement. This counts as the unit's Damage Focus for each Close Combat phase of the engagement.; Doji Chomei; Skills; Traits; Infantry; Equipment; Nunchaku
  Doji Chomei 1 4 7 5 2 +2 +1 - - 6 6 3 5 3 5 4 4 4 3 [162]
Unit Commander; Skills; Battle 3; Defense 3; Iaijutsu 1; Leadership 3; Traits; Infantry; Equipment; Light Armor; Katana
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 - - - - - - - - - 136
Skills; Traits; Equipment
  Asahina Tomo 1 4 6 2 1 +1 0 0 0 7 6 2 3 4 2 3 3 4 2 [117]
Skills; Magic 4; Battle 1; Iaijutsu 2; Leadership 1; Traits; Infantry; Equipment; Wakizashi
    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. [10]
    Wind Borne Speed Special Action: Target a unit that you control. Until the end of the turn, the target unit gains the Cavalry trait and may move during the Cavalry Movement phase. Rank: 3. [15]
    Abomination Magical Attack; Special Action: Target an unengaged enemy unit. This may not target an airborne unit. The target must make an immediate Resistance test (TN 6). If the unit fails the test, the unit must move away from the spell's caster, in as direct a course as possible, until the end of the turn. This movement cannot result in the unit leaving the battlefield - if the unit reaches the table edge, it stops immediately. Units that cause Fear and units with the Fearless trait are immune to the effects of Abomination (they ignore all effects of the spell). This scroll is destroyed immediately after use. Range: 18" (LOS). Rank: 4. [10]
  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 - - - - - - - - - 139
Skills; Traits; Equipment
  Asahina Utuko 1 4 6 2 1 +1 +1 0 0 7 6 2 3 4 2 2 5 3 2 [120]
Skills; Magic 4; Battle 1; Leadership 1; Traits; Infantry; Equipment; Wakizashi
    Counterspell (Water) 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. [15]
    Ebb and Flow Special Action: Target a unit that you control. The target unit is immediately moved 4" in any direction. The unit's facing and frontage are not affected. The target unit may not enter an engagement or be moved out of the battle (off the table) in this way. If the unit targeted with Ebb and Flow of Battle is engaged, one enemy unit in the engagement may make an immediate Resistance test (TN 8) to negate this spell. If the target unit is moved out of an engagement, all enemy units may make parting shots as normal. This scroll is destroyed immediately after use. Range: 18" (LOS). Rank: 4. [20]
    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. [10]
  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
Focus; Qty: 1; ; Focus; Qty: 1; ; Focus; Qty: 1; ; Grim Determination; Qty: 1; ; Grim Determination; Qty: 1; ; Grim Determination; Qty: 1; ; Iaijutsu Duel; Qty: 1; ; Iaijutsu Duel; Qty: 1; ; Iaijutsu Duel; Qty: 1; ; Superior Tactics; Qty: 1; ; Superior Tactics; Qty: 1; ; Parade Ground Practice; Qty: 1; ; Parade Ground Practice; Qty: 1; ; Parade Ground Practice; Qty: 1; ; Know the Terrain; Qty: 1; ; Know the Terrain; Qty: 1; ; Kharmic Betrayal; Qty: 1; ; Kharmic Betrayal; Qty: 1; ; Kharmic Betrayal; Qty: 1; ; Loss Of Face; Qty: 1; ; Loss Of Face; Qty: 1; ; Loss Of Face; Qty: 1; ; Bad Kharma; Qty: 1; ; Bad Kharma; Qty: 1; ; Bad Kharma; Qty: 1; ; To Do What I Must; Qty: 1; ; To Do What I Must; Qty: 1; ; To Do What I Must; Qty: 1; ; Nemesis; Qty: 1; ; Turtle Shell; Qty: 1; ; Skills; Traits; Equipment
Total Army Cost: 2048 Koku.
Notes:
Total Honor: 22
Validation Results:
Roster satisfies all enforced validation rules

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