Katana
Close Combat Weapon
Hand Weapon. Attacks made with this weapon gain +1 Strength, +1 Offensive Skill and ignore Parry
Close Combat Weapon
Hand Weapon. Attacks made with this weapon gain +1 Strength, +1 Offensive Skill and ignore Parry
Armour Equipment
Sode grant +1 Armour and can be enchanted with Shield Enchantments from the Common Special Equipment section
Universal Rule.
All models in a unit containing one or more models with this rule gain +1 Agility.
Universal Rule.
Friendly units in 6″ gain Aegis (5+, against Ranged Attacks).
Additionally, the model may cast Ancestral Aid (Evocation) as a Bound Spell with Power Level (4/8).
Attack Attribute – Close Combat
The model’s Poison Attacks wound automatically on a roll of 5+ instead of 6+.
Attack Attribute.
Catapult (3×3), Range 12–48″, Shots 3, Str 4, AP1, Flaming Attacks. The model changes its Height to Large.
This weapon treats all results on the Misfire Table as Malfunction (each shot can cause a Misfire).
The total number of simultaneous hits from this weapon cannot exceed the number of models in the target unit.
Universal Rule.
Enemy models in units in Base Contact with one or more Kitsune suffer -1 Offensive Skill and -1 Defensive Skill.
Universal Rule.
The model loses Scoring and gains Hard Target (1), Light Troops and Skirmisher.
Attack Attribute.
At step 5 of the Round of Combat Sequence, a the model must use one of the following fighting techniques and apply its effects until the end of the Round of Combat. The model cannot choose this technique again until either the model is no longer Engaged in Combat or the model has chosen a different technique.
• Drawing the Void: +1 to wound with Close Combat Attacks.
• Ritual of Steel: +2 Armour Penetration with with Close Combat Attacks.
• A single Moment: Lightning Reflexes.
Universal Rule.
The model must choose one of the two dances to perform at step 2 of the Round of Combat Sequence and apply its effects until the end of the Round of Combat. All Kabuki Dolls in the unit must choose the same dance:
• Jidaimono: +1 Armour Penetration. The War Fan counts as Paired Weapons with this dance.
• Sewamono: Distracting. The War Fan counts as a Shield with this dance.
Attack Attribute – Close Combat
For every X successful to-hit rolls against the same Health Pool, an additional hit is caused. Count seperately for each Character and each Initiative Step. While fighting in a Duel, the model part decreases the value of X by 1 until the Duel ends (up to a minimum of 1). If a model has multiple instances of Kenjutsu (X), use the one with the lowest value for X.
Attack Attribute – Close Combat
For every X successful to-hit rolls against the same Health Pool, an additional hit is caused. Count seperately for each Character and each Initiative Step. While fighting in a Duel, the model part decreases the value of X until the Duel ends (up to a minimum of 1). If a model has multiple instances of Kenjutsu (X), use the one with the lowest value for X.
Kyudo: Attack Attribute – Shooting.
The Shooting Attack gains Shots 2.
Additionally, when shooting from Short Range, the attack gains +1 Armour Penetration.
Universal Rule.
Kensai cannot join units that contain another Kensai. Unless another model does so first, a Kensai must issue a Duel.
Universal Rule.
The model can cast the following Spells from Cosmology as Bound Spells with Power Level (4/8). These spells
can only target the Yamabushi’s unit or enemy units in base contact with the Yamabushi.
• Altered Sight
• Perception of Strength
• Unity in Divergence
Universal Rule.
Shinobi cannot join or be deployed in units that contain another Shinobi
If more than half of the models in a unit have this rule, dispelling rolls from your opponent against any spell targeting models with this rule suffer a -1 modifier. This also affects Bound Spells.
Each side with 5 or more models with Sashimonos adds +1 to its Combat Score. Large models with Sashimonos count as 2 models for this purpose. These models do not have to be in the same unit. In addition, a character with Sashimonos may take a single additional Banner Enchantment (using the Special Item allowance as normal).
Universal Rule.
The model loses Devastating Charge (+1 Att) and Scoring, and gains Light Armour, Yumi (Longbow, 3+), Feigned Flight, Vanguard(12″) and Light Troops.
Universal Rule.
The Shinobi cannot be deployed during the Deployment Phase. Instead, at the start of any Player Turn, the
owner may choose a friendly Standard Infantry unit that is not Fleeing and apply the following rules:
• Remove a R&F model from the chosen unit’s front rank as a casualty. Deploy the Shinobi in the position of
the removed model.
• You cannot remove the last R&F model from a unit, and removing the model never causes a Panic Test.
• The Shinobi cannot voluntarily leave its unit during the Player Turn in which it was deployed.
• If the Shinobi is not deployed by the end of Game Turn 4, it counts as a casualty and cannot be deployed
for the rest of the game.
Universal Rule.
The model cannot benefit from Commanding Presence or Rally Around the Flag
Universal Rule.
The model gains War Platform, +1 Resilience, changes its Base to 60×100 mm and must be deployed in a friendly infantry unit. It can never voluntarily leave its unit.
You cannot refuse a Duel if a model with Way of the Warrior could accept it. If at least half of the models in a unit have this rule, the first Break Test taken by the unit in each Close Combat is subject to Minimised Roll. A unit or Character with this rule that fails a Break Test during the game counts as a Shattered Unit, unless it is already a Destroyed Unit, when determining Victory Points.