| 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 |