| Unit Name |
## |
Mv |
ATN |
W |
Stk |
Att |
Dam |
RAt |
RDm |
TL |
Mor |
Hon |
Glo |
Air |
Eart |
Fire |
Wtr |
Void |
VP1 |
VP2 |
VP3 |
Cost |
| Hiruma Archers |
10 |
4 |
6 |
1 |
1 |
0 |
0 |
+1 |
0 |
6 |
7 |
1 |
- |
- |
- |
- |
- |
- |
7 |
13 |
19 |
185 |
| Crab Chui;
Battle 2; Leadership 2; Defense 3; Stalwart Defender; Skills;
Defense 3; Traits; Infantry; Equipment; Light Armor; Yumi; Range:
15" close, 30" extended (-2 ATT) |
| 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; Range: 12"
close, 24" extended (-2 ATT) |
| 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; Range: 12"
close, 24" extended (-2 ATT) |
| Unit Name |
## |
Mv |
ATN |
W |
Stk |
Att |
Dam |
RAt |
RDm |
TL |
Mor |
Hon |
Glo |
Air |
Eart |
Fire |
Wtr |
Void |
VP1 |
VP2 |
VP3 |
Cost |
| Yasuki Family Guard |
9 |
5 |
6 |
1 |
1 |
0 |
+1 |
+1 |
+1 |
7 |
6 |
1 |
- |
- |
- |
- |
- |
- |
8 |
15 |
22 |
254 |
| Skills; Defense
3; Traits; Infantry; Equipment; Light Armor; Nage-yari |
| Hida Tampako |
1 |
4 |
8 |
6 |
2 |
+1 |
+4 |
- |
- |
6 |
6 |
1 |
4 |
3 |
5 |
3 |
5 |
2 |
2 |
|
|
[128] |
| Kiso: Once
per battle when leading a unit, Tampako targets his unit when
an enemy unit declares an engaging movement against it. Until
the end of the turn, his unit ignores all Morale tests (including
Morale tests caused by Fear effects or flank attacks). Ability:
When leading a unit as it enters an engagement as the defender,
Tampako targets the engaging attacker. Until the end of the turn,
the target enemy unit suffers -1 ATT.; Unit Commander; Skills;
Battle 2; Defense 4; Leadership 3; Traits; Infantry; Equipment;
Heavy Armor; Tetsubo |
| Unit Name |
## |
Mv |
ATN |
W |
Stk |
Att |
Dam |
RAt |
RDm |
TL |
Mor |
Hon |
Glo |
Air |
Eart |
Fire |
Wtr |
Void |
VP1 |
VP2 |
VP3 |
Cost |
| Crab Heavy Elite |
9 |
4 |
8 |
2 |
1 |
+1 |
+2 |
- |
- |
6 |
6 |
1 |
- |
- |
- |
- |
- |
- |
4 |
8 |
12 |
481 |
| Skills; Defense
3; Traits; Infantry; Equipment; Heavy Armor; Various 2-Handed
Weapons |
| Hida Unari (Expd) |
1 |
4 |
8 |
6 |
2 |
+2 |
+3 |
- |
- |
6 |
5 |
2 |
6 |
3 |
5 |
5 |
4 |
3 |
4 |
|
|
[247] |
| 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 |
| 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 Heavy Infantry |
15 |
4 |
7 |
1 |
1 |
+1 |
+1 |
- |
- |
6 |
6 |
1 |
- |
- |
- |
- |
- |
- |
8 |
15 |
22 |
570 |
| Skills; Defense 3; Traits;
Infantry; Equipment; Heavy Armor; Various 2-Handed Weapons |
| Hida Yakamo |
1 |
4 |
9 |
8 |
2 |
+2 |
+4 |
- |
- |
6 |
4 |
2 |
8 |
5 |
7 |
5 |
5 |
4 |
4 |
|
|
[360] |
| Kiso: While
engaged against Yakamo or his unit, all abilities and combat
modifiers from Weapon Items being used by an enemy model are
negaged. While engaged against Yakamo or his unit, enemy units
lose Fast Strike, First Strike and/or Mounted bonuses. Kiso:
No model in base-to-base contact with Yakamo may roll more Attack
dice than Yakamo during Close Combat (this kiso does not restrict
add-rolls).; Unit Commander; Skills; Battle 4; Countercharge;
Defense 3; Leadership 4; Tactician 1; Traits; Fearless; Infantry;
Equipment; Heavy Armor; Claw; Tetsubo; Army General |
| 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 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
|
|
|
249 |
| Skills; Traits; Equipment |
| Kuni Yori |
1 |
4 |
7 |
5 |
1 |
+1 |
0 |
0 |
0 |
7 |
6 |
2 |
4 |
5 |
4 |
3 |
3 |
3 |
2 |
|
|
[230] |
| Innate: Target
a personality immediately after he announces a Special Action/Order
(excluding spells or innates), and Yori becomes spent to negate
the SA/SO (target has still used the SA/SO).; Skills; Magic 4;
Defense 2; Iaijutsu 1; Traits; Fearless; Infantry; Equipment;
Wakizashi |
| 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. |
[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. |
[15] |
| Stagnant Air |
Magical Attack; Special Action:
Place the 3" x 3" Stagnant Air template on the battlefield
within range of the casting shugenja. This must be placed on
the battlefield (not in the air) so it may not affect airborne
units. Any unit that moves into the Stagnant Air during movement,
or begins a Movement phase within the area of the spell, must
make an immediate Resistance test (TN 7). If the template is
placed on any portion of an engagement, all units within the
engagement must make the Resistance test. If the test fails,
the unit's movement ends immediately and the unit suffers -1
ATT to all Attack rolls until the end of the turn. The ATT penalty
is not cumulative for multiple failures of this test during a
turn. Range: 18" (LOS). Rank: 3. |
[25] |
| Jade Strike |
Magical Attack, Ranged Attack;
Ranged Attack (magical): Target an enemy unit which contains
one or more Tainted models. Jade Strike has +2 ATT and +2 DAM.
Roll five Attack dice, resolving hits normally. Range: 18"
(LOS). Rank: 3. |
[15] |
| Writ of the Elements |
Writ; Kiso: As this personality
casts a spell, target the spell and destroy this Writ. The target
spell does not count as this personality's spell for the turn,
though other results of the spell casting (destroyed scroll,
spent caster, etc.) remain unaltered. |
[25] |
| 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 |
| Another Time;
Qty: 3; ; Coordinated Fire; Qty: 2; ; Turtle Shell; Qty: 2; ;
Superior Tactics; Qty: 3; ; Grim Determination; Qty: 3; ; Frenzy;
Qty: 2; ; Charge; Qty: 2; ; Beyond Your Mastery; Qty: 3; ; All
or Nothing; Qty: 3; ; Desperate Times; Qty: 1; ; Failing Strength;
Qty: 2; ; Inner Fire; Qty: 1; ; Parade Ground Practice; Qty:
3; ; Skills; Traits; Equipment |