2000 Koku - Crab Army R'kTaktik's Shooty Crab

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 15 4 6 1 1 0 0 +1 0 6 7 1 - - - - - - 7 13 19 440
Skills; Defense 3; Traits; Infantry; Equipment; Light Armor; Yumi; Range: 15" close, 30" extended (-2 ATT)
  Hiruma Kage 1 4 7 5 2 +2 +3 +0/1 +0/2 6 5 2 6 4 4 5 5 4 3 [200]
Kiso: May perform Hiruma Withdrawal. Ability: When dueling a Tainted model, rolls three extra Damage dice. Ability: While engaged with a unit that contains Tainted models, gains +1 ATT and +1 DAM.; Unit Commander; Skills; Battle 4; Defense 3; Hiruma Withdrawal; Iaijutsu 3; Leadership 3; Stalwart Defender; Traits; Fearless; Infantry; Equipment; Light Armor; No-dachi; Ranged Weapon; Gives this personality a ranged weapon equivalent in all respects to those used by the unit being led
Hiruma Archers 15 4 6 1 1 0 0 +1 0 6 7 1 - - - - - - 7 13 19 392
Skills; Defense 3; Traits; Infantry; Equipment; Light Armor; Yumi; Range: 15" close, 30" extended (-2 ATT)
  Hiruma Yoshi 1 4 8 5 2 +1 +2 +0/1 +0/2 6 5 3 5 3 4 3 5 3 3 [152]
Kiso: May perform Hiruma Withdrawal.; Unit Commander; Skills; Battle 2; Hiruma Withdrawal; Iaijutsu 2; Leadership 3; Stalwart Defender; 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
Defenders of the Wall 11 4 7 1 1 +1 +1 0 0 7 6 1 - - - - - - 6 11 16 429
Ability: While benefiting from the cover of a linear obstacle during an engagement, all models in this unit gain +1 ATT and +1 DAM. In addition, this unit gains +2 to all Morale tests while within cover or within 6" of a battle objective. Ability: Defenders receive Rank and Overlap advantages normally when fighting across a linear obstacle.; Skills; Defense 3; Traits; Infantry; Equipment; Heavy Armor; No-dachi; Yumi; Range: 15" close, 30" extended (-2 ATT)
  Hida Unari 1 4 8 5 2 +2 +3 +0/1 +0/1 7 5 2 5 3 4 5 3 3 4 [220]
Kiso: May perform Hiruma Withdrawal.; Unit Commander; Skills; Battle 3; Countercharge; Defense 3; Hiruma Withdrawal; Leadership 3; Traits; Infantry; Equipment; Heavy Armor; Tetsubo; Ranged Weapon; Gives this personality a ranged weapon equivalent in all respects to those used by the unit being led
    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]
    Writ of Command Writ; Kiso: Destroy this Writ immediately before this personality or his unit makes a Maneuver or Morale test. The personality or unit gains a +2 modifier to the test. [20]
Hiruma Scouts 10 4 6 1 1 0 0 +1 0 7 6 2 - - - - - - 7 13 19 185
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)
Hiruma Scouts 10 4 6 1 1 0 0 +1 0 7 6 2 - - - - - - 7 13 19 185
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)
Command Group 0 - - - - - - 0 0 - - - - - - - - - 369
Skills; Traits; Equipment
  The Great Bear 1 4 7 3 1 +1 +2 - - 4 3 2 4/9 5 3 3 3 4 5 [90]
While in a Command Group, The Great Bear has effective Glory 9; Ability: When projecting a skill from the Command Group, the target gains that skill with an additional +2 to the rating. Example: If The Great Bear projects Battle 5 to a personality in his army, that personality gains Battle 7; Ability: Instead of projecting a skill, The Great Bear can project the Fearless trait to a personality as if projecting a skill.; Skills; Battle 5; Defense 5; Leadership 4; Traits; Fearless; Infantry; Equipment; Tetsubo; Army General
  Hatamoto 5 4 6 1 1 0 0 0 0 6 6 1 - - - - - - 3 6 9 [125]
Ability: While in the Command Group, each Hatamoto add +1 to the army general's effective Battle skill.; Skills; Traits; Infantry; Equipment; Light Armor; Katana
  Signal Corps 4 4 5 1 1 0 0 0 0 6 6 1 - - - - - - 5 10 15 [40]
Skills; Traits; Infantry; Equipment; Flags; Wakizashi
  Yojimbo 6 4 7 2 1 +1 +1 0 0 7 6 0 - - - - - - 4 8 12 [114]
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
Tactical Deck 0 - - - - - - 0 0 - - - - - - - - - 0
All or Nothing; Qty: 3; ; Arrow Knows The Way, The; Qty: 3; ; Coordinated Fire; Qty: 3; ; Defensive Position; Qty: 3; ; Focus; Qty: 3; ; Grim Determination; Qty: 3; ; Indirect Fire; Qty: 3; ; Parade Ground Practice; Qty: 3; ; Superior Tactics; Qty: 3; ; Beyond Your Mastery; Qty: 3; ; Skills; Traits; Equipment
Total Army Cost: 2000 Koku.
Notes:
Total Honor: 13
Validation Results:
Roster satisfies all enforced validation rules

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