Nippon

Nippon

Correspondence of translations with another language

Rules and Equipments used by the army

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Way of the Warrior
You cannot refuse a Duel if a model with Way of the Warrior could accept it. Models with this rule must re-roll failed Panic tests. If at least half of the models in a unit have this rule, any Break Tests taken by the unit are subject to Minimised Roll. Any unit or Character with this rule that fails a Break Test during the game commits Seppuku (suicide) at the end of the game. It counts as a Destroyed Unit when determining Victory Points (including extra points for Defeated General and Defeated Battle Standard Bearer). This does not interact with the Secondary Objective (i.e. the unit can still score Secondary Objectives, does not count as destroyed for Capture the Flags, etc.).
Way of the Warrior
You cannot refuse a Duel if a model with Way of the Warrior could accept it. Models with this rule must re-roll failed Panic tests. If at least half of the models in a unit have this rule, any Break Tests taken by the unit are subject to Minimised Roll. Any unit or Character with this rule that fails a Break Test during the game commits Seppuku (suicide) at the end of the game. It counts as a Destroyed Unit when determining Victory Points (including extra points for Defeated General and Defeated Battle Standard Bearer). This does not interact with the Secondary Objective (i.e. the unit can still score Secondary Objectives, does not count as destroyed for Capture the Flags, etc.).
Sashimonos
A unit with one or more models with Sashimonos adds +1 to its Combat Score.
Sashimonos
A unit with one or more models with Sashimonos adds +1 to its Combat Score.
Samurai's Drill
Attack Attribute. Units of Ashigaru Bowmen and Matchlock Ashigarumay use Shooting Attacks from the 3rd rank (in addition to the 1st and 2nd).
Samurai's Drill
Attack Attribute. Units of Ashigaru Bowmen and Matchlock Ashigarumay use Shooting Attacks from the 3rd rank (in addition to the 1st and 2nd).
War Fan
Close Combat Weapon. The War Fan always counts as a Shield against Ranged Attacks (and can be used differently depend- ing on the chosen Dance, see Kabuki Dance).
War Fan
Close Combat Weapon. The War Fan always counts as a Shield against Ranged Attacks (and can be used differently depend- ing on the chosen Dance, see Kabuki Dance).
Aegis
Aegis
Tall
Tall
Harnessed
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
Harnessed
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
Fear
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Fear
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Wizard Apprentice
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Wizard Apprentice
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Bow
Bow
Handgun
Range 24″, Shots 1, Str 4, AP 2, Unwieldy
Handgun
Range 24″, Shots 1, Str 4, AP 2, Unwieldy
Hand Weapon
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
Hand Weapon
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
Light Armour
Armor +1
Light Armour
Armor +1
Heavy Armour
+2 Armor
Heavy Armour
+2 Armor
Paired Weapons
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Paired Weapons
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Breath Attack
Breath Attack
Poison Attacks
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
Poison Attacks
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
Magical Attacks
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Magical Attacks
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Vanguard
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
Vanguard
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
Blessings of the Kami
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).
Blessings of the Kami
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).
Blessing of the Crescent Moon
Universal Rule. All models in a unit containing one or more models with this rule gain +1 Agility.
Blessing of the Crescent Moon
Universal Rule. All models in a unit containing one or more models with this rule gain +1 Agility.
Hard Target
Hard Target
Move or Fire
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during the current Player Turn.
Move or Fire
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during the current Player Turn.
Channel
During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
Channel
During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
Cannot be Stomped
Cannot be Stomped
Horo Cloaks
Armour Equipment The bearer gains +1 Resilience against Ranged Attacks. This has no effect on Flaming Attacks or Toxic Attacks.
Horo Cloaks
Armour Equipment The bearer gains +1 Resilience against Ranged Attacks. This has no effect on Flaming Attacks or Toxic Attacks.
Scoring
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon: Scoring can be lost during the game: - A unit that is Fleeing loses Scoring for as long as it if Fleeing. - An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring. - A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
Scoring
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon: Scoring can be lost during the game: - A unit that is Fleeing loses Scoring for as long as it if Fleeing. - An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring. - A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
Devastating Charge
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
Devastating Charge
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
Fight in Extra Rank
Fight in Extra Rank
Fearless
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
Fearless
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
Professional Courtesy
Universal Rule. Shinobi cannot join units that contain another Shinobi.
Professional Courtesy
Universal Rule. Shinobi cannot join units that contain another Shinobi.
Strider
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Strider
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Kabuki Dance
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.
Kabuki Dance
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.
Exotic Poisons
Attack Attribute – Close Combat, Shooting. The attack gains Poison Attacks and Multiple Wounds (2, against Standard). Additionally, the Poison Attacks wound automatically on a successful to-hit roll of 5+ instead of 6+. Furthermore, the model gains +1 Armour Penetration for every automatic wound caused with Poison Attacks until the end of the phase.
Exotic Poisons
Attack Attribute – Close Combat, Shooting. The attack gains Poison Attacks and Multiple Wounds (2, against Standard). Additionally, the Poison Attacks wound automatically on a successful to-hit roll of 5+ instead of 6+. Furthermore, the model gains +1 Armour Penetration for every automatic wound caused with Poison Attacks until the end of the phase.
Feigned Flight
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Feigned Flight
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Fly
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Fly
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Fox Fire
Universal Rule. Enemy models in units in Base Contact with one or more Kitsune suffer -1 Offensive Skill and -1 Defensive Skill.
Fox Fire
Universal Rule. Enemy models in units in Base Contact with one or more Kitsune suffer -1 Offensive Skill and -1 Defensive Skill.
Ghost Step
The model treats all Terrain Features as Open Terrain for movement purposes, but must abide by the Unit Spacing rule upon the completion of its moves.
Ghost Step
The model treats all Terrain Features as Open Terrain for movement purposes, but must abide by the Unit Spacing rule upon the completion of its moves.
Horo Cloak
Models equipped with Horo Cloaks gain +1 Resilienceagainst Ranged Attacks.This has no effect on Flaming Attacks orToxic Attacks.
Horo Cloak
Models equipped with Horo Cloaks gain +1 Resilienceagainst Ranged Attacks.This has no effect on Flaming Attacks orToxic Attacks.
Skirmisher
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Skirmisher
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Iaijutsu
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. • Ritual of Steel: +1 Strength and +1 Armour Penetration. • Feather in the Wind: Aegis (4+). • A single Moment: +1 Attack Value and Attacks ignore Parry.
Iaijutsu
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. • Ritual of Steel: +1 Strength and +1 Armour Penetration. • Feather in the Wind: Aegis (4+). • A single Moment: +1 Attack Value and Attacks ignore Parry.
Set Ablaze
Attack Attribute – Shooting. Before shooting, the model may choose to gain Flaming Attacks for its Shooting Attack. The effect lasts for the duration of the phase.
Set Ablaze
Attack Attribute – Shooting. Before shooting, the model may choose to gain Flaming Attacks for its Shooting Attack. The effect lasts for the duration of the phase.
Summonend from the Underworld
Universal Rule. The model cannot benefit from Commanding Presence or Rally Around the Flag.
Summonend from the Underworld
Universal Rule. The model cannot benefit from Commanding Presence or Rally Around the Flag.
Katana
Close Combat Weapon Attacks made with this weapon gain +1 Strength and +1 Offensive Skill. Katanas can be enchanted as if they were Hand Weapons.
Katana
Close Combat Weapon Attacks made with this weapon gain +1 Strength and +1 Offensive Skill. Katanas can be enchanted as if they were Hand Weapons.
Not a Leader
The model cannot be the General.
Not a Leader
The model cannot be the General.
Kenjutsu
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 gains Kenjutsu (2) until the Duel ends. If a model has multiple instances of Kenjutsu (X), use the one with the lowest value for X.
Kenjutsu
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 gains Kenjutsu (2) until the Duel ends. If a model has multiple instances of Kenjutsu (X), use the one with the lowest value for X.
War Machine
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all. When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms. When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
War Machine
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all. When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms. When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
Kyudo
Attack Attribute – Shooting. The Shooting Attack gains Shots 2. Additionally, when shooting from Short Range, the attack gains +1 Armour Penetration.
Kyudo
Attack Attribute – Shooting. The Shooting Attack gains Shots 2. Additionally, when shooting from Short Range, the attack gains +1 Armour Penetration.
Light Troops
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position. If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
Light Troops
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position. If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
Lightning Reflexes
Close Combat A Close Combat Attack with Lightning Reflexes gains a +1 to-hit modifier. Model parts with this Attack Attribute wielding Great Weapons do not gain this +1 to-hit modifier, but strike with the Great Weapon at the Initiative Step corresponding to their Agility instead of always striking at Initiative Step 0.
Lightning Reflexes
Close Combat A Close Combat Attack with Lightning Reflexes gains a +1 to-hit modifier. Model parts with this Attack Attribute wielding Great Weapons do not gain this +1 to-hit modifier, but strike with the Great Weapon at the Initiative Step corresponding to their Agility instead of always striking at Initiative Step 0.
Supernal
Supernal
Naginata (Halberd)
Naginata (Halberd)
Prayers of the Kami
Universal Rule. The model can cast the following Bound Spells with Power Level (4/8), Type: Caster′s Unit and Augment, and Duration: One Turn. Multiple instances of the same Prayer are not cumulative. • Prayer of the Gleaming Sun: The target gains Swiftstride, +1 Offensive Skill, +1 Defensive Skill and +1 Agility. • Prayer of the Rising Star: The target gains +1 Strength and +1 Armour Penetration. • Prayer of the Waning Moon: All to-Wound rolls against the target suffer a -1 modification. This applies to both Melee Attacks and Ranged Attacks.
Prayers of the Kami
Universal Rule. The model can cast the following Bound Spells with Power Level (4/8), Type: Caster′s Unit and Augment, and Duration: One Turn. Multiple instances of the same Prayer are not cumulative. • Prayer of the Gleaming Sun: The target gains Swiftstride, +1 Offensive Skill, +1 Defensive Skill and +1 Agility. • Prayer of the Rising Star: The target gains +1 Strength and +1 Armour Penetration. • Prayer of the Waning Moon: All to-Wound rolls against the target suffer a -1 modification. This applies to both Melee Attacks and Ranged Attacks.
Towering Presence
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Towering Presence
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Ritual Meditation
Dispelling rolls from your opponent against any spell targeting models with this rule suffer a -1 modifier. This also affects a Yamabushi’s Prayers of the Kami Bound Spells and the Bound Spell from the Mikoshi Shrine, but no other Bound Spells. This rule only takes effect if the total number of affected models with Ritual Meditation is higher than the number of affected models without this rule (this is also true for Aura spells).
Ritual Meditation
Dispelling rolls from your opponent against any spell targeting models with this rule suffer a -1 modifier. This also affects a Yamabushi’s Prayers of the Kami Bound Spells and the Bound Spell from the Mikoshi Shrine, but no other Bound Spells. This rule only takes effect if the total number of affected models with Ritual Meditation is higher than the number of affected models without this rule (this is also true for Aura spells).
River Lord
Universal Rule. If the model touches a Water Terrain feature at the beginning of any of its movements, it can choose to gain Fly (7′′, 14′′) until the end of the Phase.
River Lord
Universal Rule. If the model touches a Water Terrain feature at the beginning of any of its movements, it can choose to gain Fly (7′′, 14′′) until the end of the Phase.
Sashimonos
If there are either at least 3 models with Standard Size or 2 models with Large Size in a unit equipped with Sashimonos, the unit countsas having one more Rank than normal. Note that the maximum Rank bonus for the Combat Score is +3. If at least half of the models of a unit have Light Troops, the unitadds+1 to itsCombat Score instead.
Sashimonos
If there are either at least 3 models with Standard Size or 2 models with Large Size in a unit equipped with Sashimonos, the unit countsas having one more Rank than normal. Note that the maximum Rank bonus for the Combat Score is +3. If at least half of the models of a unit have Light Troops, the unitadds+1 to itsCombat Score instead.
Shuriken
Shooting Weapon Range 12′′, Shots: 2, Strength as user, Armour Penetration as user, Quick to Fire.
Shuriken
Shooting Weapon Range 12′′, Shots: 2, Strength as user, Armour Penetration as user, Quick to Fire.
Sode
Armour Equipment Sode grant +1 Armour and can be enchanted with Shield Enchantments from the Common Special Equipment section.
Sode
Armour Equipment Sode grant +1 Armour and can be enchanted with Shield Enchantments from the Common Special Equipment section.
Strike from the Shadows
Universal Rule. The Shinobi cannot be deployed during the Deployment Phase. Instead, at the start of any Player Turn, the owner may choose an unengaged friendly Standard Infantry unit that is not Fleeing and apply the following rules: • Remove a non-Champion R&F model from the chosen unit and deploy the Shinobi inside that unit. • 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.
Strike from the Shadows
Universal Rule. The Shinobi cannot be deployed during the Deployment Phase. Instead, at the start of any Player Turn, the owner may choose an unengaged friendly Standard Infantry unit that is not Fleeing and apply the following rules: • Remove a non-Champion R&F model from the chosen unit and deploy the Shinobi inside that unit. • 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.
Yari
Close Combat Weapon. When used by infantry models, Yari count as Spears. Mounted model parts using a Yari gain +1 Armour Penetration and have their Strength set to 5 for as long as they are charging.
Yari
Close Combat Weapon. When used by infantry models, Yari count as Spears. Mounted model parts using a Yari gain +1 Armour Penetration and have their Strength set to 5 for as long as they are charging.
Yumi (Longbow)
Yumi (Longbow)

Magic Items usable by the army

PL EN
Prayer Bead of the Inner Fire
Yamabushi only. All models in the bearer’s unit gain Ritual Meditation.
Prayer Bead of the Inner Fire
Yamabushi only. All models in the bearer’s unit gain Ritual Meditation.
Bronze Token
All enemy model parts gain -1 Attack Value while fighting in a Duel with the bearer.
Bronze Token
All enemy model parts gain -1 Attack Value while fighting in a Duel with the bearer.
Alchemist's Alloy
The wearer gains +1 Armour and suffers −2 Offensive Skill.
Alchemist's Alloy
The wearer gains +1 Armour and suffers −2 Offensive Skill.
Destiny's Call
The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
Destiny's Call
The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
Dragon Claw
Attacks made with this weapon become Magical At- tacks, gain +1 Strength, +2 Armour Penetration and Lightning Reflexes.
Dragon Claw
Attacks made with this weapon become Magical At- tacks, gain +1 Strength, +2 Armour Penetration and Lightning Reflexes.
Rod of the Horizons
The range of Aura spells cast by the Wizard is increased by 3′′, and the range of all other spells cast by the Wizard is increased by 6′′. Spells with the type Caster or Caster’s Unit and Bound Spells are not affected.
Rod of the Horizons
The range of Aura spells cast by the Wizard is increased by 3′′, and the range of all other spells cast by the Wizard is increased by 6′′. Spells with the type Caster or Caster’s Unit and Bound Spells are not affected.
Rod of Battle
The bearer can cast a Bound Spell, Power Level (4/8): Type: Augment. Range 18″. Duration: One Turn. The target gains +1 to hit with its Close Combat Attacks.
Rod of Battle
The bearer can cast a Bound Spell, Power Level (4/8): Type: Augment. Range 18″. Duration: One Turn. The target gains +1 to hit with its Close Combat Attacks.
Basalt Infusion
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
Basalt Infusion
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
Dragon Staff
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
Dragon Staff
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
Binding Scroll
One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence). When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
Binding Scroll
One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence). When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
Black Demon Essence
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration and become Magical Attacks. If the wielder causes one or more unsaved wounds with this weapon while charging, all models in the target unit suffer -1 to-hit until the end of the Round of Combat.
Black Demon Essence
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration and become Magical Attacks. If the wielder causes one or more unsaved wounds with this weapon while charging, all models in the target unit suffer -1 to-hit until the end of the Round of Combat.
Blessed Inscriptions
Attacks made with this enchanted weapon become Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
Blessed Inscriptions
Attacks made with this enchanted weapon become Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
Book of Arcane Mastery
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
Book of Arcane Mastery
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
Ranger's Boots
The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
Ranger's Boots
The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
Crystal Ball
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
Crystal Ball
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
Shield Breaker
Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Shield Breaker
Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Candle of the Void
Whenever a friendly model casts a non-Attribute spell within 12′′ of the bearer, the bearer immediately casts Evil Eye (Witchcraft), which always targets the bearer’s unit.
Candle of the Void
Whenever a friendly model casts a non-Attribute spell within 12′′ of the bearer, the bearer immediately casts Evil Eye (Witchcraft), which always targets the bearer’s unit.
Lucky Charm
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
Lucky Charm
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
Magical Heirloom
The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
Magical Heirloom
The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
Cleansing Light
At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
Cleansing Light
At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
Hero's Heart
The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
Hero's Heart
The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Crown of Autocracy
The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
Crown of Autocracy
The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
Dusk Forged
The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
Dusk Forged
The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
Curse of the Wind God
Attacks made with this weapon become Magical At- tacks. The wielder always shoots before all other models in his unit. For every successful to-hit roll of attacks with this weapon, choose one of the follow- ing Attack Attributes (Shooting), which apply to all other friendly models making Shooting Attacks with a Yumi (Longbow) or a Bow against the target unit in this phase: • Natural to-hit rolls of ‘1’ must be rerolled. • Natural to-wound rolls of ‘1’ must be rerolled. • The Armour Penetration of the attack is set to 1
Curse of the Wind God
Attacks made with this weapon become Magical At- tacks. The wielder always shoots before all other models in his unit. For every successful to-hit roll of attacks with this weapon, choose one of the follow- ing Attack Attributes (Shooting), which apply to all other friendly models making Shooting Attacks with a Yumi (Longbow) or a Bow against the target unit in this phase: • Natural to-hit rolls of ‘1’ must be rerolled. • Natural to-wound rolls of ‘1’ must be rerolled. • The Armour Penetration of the attack is set to 1
Dance of the Cherry Blossoms
Attacks made with this weapon become Magical At- tacks, and gain +1 Armour Penetration. Additionally, the bearer gains Kenjutsu (2) and +1 Attack Value.
Dance of the Cherry Blossoms
Attacks made with this weapon become Magical At- tacks, and gain +1 Armour Penetration. Additionally, the bearer gains Kenjutsu (2) and +1 Attack Value.
Death Cheater
The wearer gains +1 Armour and Fortitude (4+).
Death Cheater
The wearer gains +1 Armour and Fortitude (4+).
Supernatural Dexterity
The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
Supernatural Dexterity
The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
Dragonfire Gem
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
Dragonfire Gem
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
Essence of a Free Mind
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Essence of a Free Mind
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Essence of Mithril
The wearer’s Armour is set to 5 and can never be improved beyond this.
Essence of Mithril
The wearer’s Armour is set to 5 and can never be improved beyond this.
Titanic Might
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
Titanic Might
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
Willow's Ward
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
Willow's Ward
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
Nobunaga's Honour
The bearer gains +1 Armour and ignores the first un- saved wound it suffers. This can prevent all wounds from an attack with Multiple Wounds. If the bearer suffers several wounds at the same time, choose which one is ignored.
Nobunaga's Honour
The bearer gains +1 Armour and ignores the first un- saved wound it suffers. This can prevent all wounds from an attack with Multiple Wounds. If the bearer suffers several wounds at the same time, choose which one is ignored.
The Tide Jewels
All friendly models gain Strider (Water Terrain) for as long as the bearer is alive. Right before the battle (during step 7 of the Deployment Phase Sequence), the bearer must place a single Water Terrain Feature (that must be no larger than 10′′ in length and 6′′ in width) on the Battlefield, not in contact with any other Terrain Feature, more than 1′′ away from all enemy units, and with its centre within 12′′ of the bearer.
The Tide Jewels
All friendly models gain Strider (Water Terrain) for as long as the bearer is alive. Right before the battle (during step 7 of the Deployment Phase Sequence), the bearer must place a single Water Terrain Feature (that must be no larger than 10′′ in length and 6′′ in width) on the Battlefield, not in contact with any other Terrain Feature, more than 1′′ away from all enemy units, and with its centre within 12′′ of the bearer.
Kimono of the Flowing Waters
The bearer gains +2 Defensive Skill.
Kimono of the Flowing Waters
The bearer gains +2 Defensive Skill.
King Slayer
The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
King Slayer
The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
Lightning Vambraces
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
Lightning Vambraces
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
Mempo of Blood
The bearer gains Fear and enemy units cannot choose Stand and Shoot as a Charge Reaction when reacting to Charges made by the bearer’s unit.
Mempo of Blood
The bearer gains Fear and enemy units cannot choose Stand and Shoot as a Charge Reaction when reacting to Charges made by the bearer’s unit.
Mempo of Honour
The bearer must always issue a Duel whenever pos- sible, and Duels issued by the bearer must always be accepted. The bearer’s model can score up to +4 Overkill Combat Score instead of +3.
Mempo of Honour
The bearer must always issue a Duel whenever pos- sible, and Duels issued by the bearer must always be accepted. The bearer’s model can score up to +4 Overkill Combat Score instead of +3.
Obsidian Rock
The bearer gains Magic Resistance (2).
Obsidian Rock
The bearer gains Magic Resistance (2).
Potion of Strength
One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
Potion of Strength
One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
Potion of Swiftness
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
Potion of Swiftness
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
Sceptre of Power
One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
Sceptre of Power
One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
Symbolof of Imperial Rule
The wearer gains +2 Armour and +1 Resilience.
Symbolof of Imperial Rule
The wearer gains +2 Armour and +1 Resilience.
Talisman of Shielding
The bearer gains Aegis (5+).
Talisman of Shielding
The bearer gains Aegis (5+).
Talisman of the Void
The bearer gains Channel (1).
Talisman of the Void
The bearer gains Channel (1).
Touch of Greatness
Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks. Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
Touch of Greatness
Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks. Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).

Magic Standards usable by the army

PL EN
Aether Icon
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
Aether Icon
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
Banner of the Relentless Company
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
Banner of the Relentless Company
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
Flaming Standard
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit. The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
Flaming Standard
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit. The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
Legion Standard
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
Legion Standard
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
Stalker's Standard
The bearer’s unit gains Strider.
Stalker's Standard
The bearer’s unit gains Strider.
Rending Banner
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
Rending Banner
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
Mirumoto's Battle Standard
Natural to-hit rolls of ‘1’ from all Close Combat At- tacks of model parts in the bearer’s unit must be re-rolled.
Mirumoto's Battle Standard
Natural to-hit rolls of ‘1’ from all Close Combat At- tacks of model parts in the bearer’s unit must be re-rolled.

Units od the army

PL EN
Daimyo
Daimyo
Hatamoto
Hatamoto
Shugenja
Shugenja
Yamabushi
Yamabushi
Kensai
Kensai
Shinobi
Shinobi
Warhorse
Warhorse
Tatsu
Tatsu
Kirin
Kirin
Battle Kago
Battle Kago
Mizuchi
Mizuchi
Samurai Warriors
Samurai Warriors
Samurai Cavalry
Samurai Cavalry
Ashigaru
Ashigaru
Ashigaru Bowmen
Ashigaru Bowmen
Matchlock Ashigaru
Matchlock Ashigaru
Warrior Monks
Warrior Monks
Oath Keepers
Oath Keepers
Kabuki Dolls
Kabuki Dolls
Red Devils
Red Devils
Yabusame
Yabusame
Ninja
Ninja
War Machine
War Machine
Great Guard
Great Guard
Mizuchi
Mizuchi
Kitsune
Kitsune
Oni
Oni
Mikoshi Shrine
Mikoshi Shrine