Warhammer
Nippon

Army List






LORDS
 
 
Samurai Lord                                                                                             Points/model: 110
 
M
WS
BS
S
T
W
I
A
Ld
Samurai Lord
4
6
5
4
4
3
6
4
10

Weapons: Katana (+1 S)

Armour: Samurai Armour (4+ save)

Options:

  • May chose either a spear (+4 pts), a great weapon (+6 pts), a halberd (+6 pts), or a second hand weapon (+4 pts).
  • May also chose a longbow (+15 pts)
  • May ride a warhorse (+15 pts), Ki-Rin (+60 pts) or a Temple Dog (+ 60 pts)
  • May chose magic items from the Common or Nippon magic items lists with a maximum total value of 100 pts.
Special Rules:
General. A samurai lord must always be your first Lord choice, and will be the general.

 

HEROES
 
 
Samurai Hero                                                                                             Points/model: 60
 
M
WS
BS
S
T
W
I
A
Ld
Samurai Hero
4
5
5
4
4
2
5
3
9

Weapons: Katana (+1 S)

Armour: Samurai Armour (4+ save)

Options:

  • May chose either a spear (+4 pts), a great weapon (+6 pts), a halberd (+6 pts), or a second hand weapon (+4 pts).
  • May also chose a longbow (+15 pts)
  • May ride a warhorse (+15 pts), or a Temple Dog (+60 pts)
  • May chose magic items from the Common or Nippon magic items lists with a maximum total value of 50 pts.
Special Rules:

 
 
Sohei Hero                                                                                               Points/model: 55
 
M
WS
BS
S
T
W
I
A
Ld
Sohei Hero
4
5
4
4
4
3
4
3
9

Weapons: Hand Weapon

Armour: Heavy Armour

Options:

  • May chose either a great weapon (+6 pts) or a halberd (+6 pts)
  • May upgrade to Samurai Armour for + 8 pts.
  • May ride a Temple Dog (+60 pts)
  • May chose magic items from the Common or Nippon magic items lists with a maximum total value of 50 pts.
Special Rules:

 
 
Wizard                                                                                                         Points/model: 60
 
M
WS
BS
S
T
W
I
A
Ld
Wizard
4
3
3
3
3
2
3
1
7

Weapons: Hand Weapon

Armour: None

Options:

  • May be upgraded to a Level 2 Wizard for + 35 points
  • May ride a warhorse (+15 pts) or a Ki-Rin (+60 points)
  • May chose magic items from the Common or Nippon magic items lists with a maximum total value of 50 pts.
Special Rules:

 

CORE UNITS
 
 
Ashigaru Speamen                                                                                       Points/model: 6
 
M
WS
BS
S
T
W
I
A
Ld
Ashigaru
4
3
3
3
3
1
3
1
7
Gunso
4
3
3
3
3
1
3
2
7

Unit Size: 10+

Weapons: Hand Weapon, Spear

Armour: Light Armour

Options:

  • Upgrade one Ashigaru into a Musician for +5 points
  • Upgrade one Ashigaru into a Standard Bearer for +10 points
  • Promote one Ashigaru to a Gunso for +10 points


Special Rules:
 


 
 
Ashigaru Handgunners                                                                                  Points/model: 8
 
M
WS
BS
S
T
W
I
A
Ld
Ashigaru
4
3
3
3
3
1
3
1
7
Gunso
4
3
4
3
3
1
3
1
7

Unit Size: 10+

Weapons: Hand Weapon, Handgun

Armour: Light Armour

Options:

  • Upgrade one Ashigaru into a Musician for +5 points
  • Upgrade one Ashigaru into a Standard Bearer for +10 points
  • Promote one Ashigaru to a Gunso for +10 points


Special Rules:
 


 
 
Ashigaru Bowmen                                                                                       Points/model: 8
 
M
WS
BS
S
T
W
I
A
Ld
Ashigaru
4
3
3
3
3
1
3
1
7
Gunso
4
3
3
3
3
1
3
2
7

Unit Size: 5+

Weapons: Hand Weapon, Bow

Armour: Light Armour

Options:

  • Promote one Ashigaru to a Gunso for +10 points


Special Rules:
Skirmishers.
 


 
 
0 - 1 Peasant Spearmen                                                                                  Points/model: 3
 
M
WS
BS
S
T
W
I
A
Ld
Peasant
4
2
2
3
3
1
3
1
5
Peasant Champion
4
2
2
3
3
1
3
2
5

Unit Size: 20+

Weapons: Hand Weapon, Spear

Armour: None

Options:

  • Upgrade one Peasant into a Musician for +5 points
  • Upgrade one Peasant into a Standard Bearer for +10 points
  • Promote one Peasant to a Champion for +10 points


Special Rules:
No Confidence. May not charge unless led by a samurai hero.
Cowardly. Peasants fear any unit they do not outnumber.
 


 
 
Samurai Cavalry                                                                                         Points/model: 19
 
M
WS
BS
S
T
W
I
A
Ld
Samurai Cavalry
4
4
4
3
3
1
4
1
8
Champion
4
4
4
3
3
1
4
2
8
Warhorse
4
3
0
3
3
1
3
1
5

Unit Size: 5+

Weapons: Katana (+1 S), Spear

Armour: Samurai Armour (4+ save, 3+ mounted)

Options:

  • Upgrade one Samurai into a Musician for +6 points
  • Upgrade one Samurai into a Standard Bearer for +12 points
  • Promote one Samurai to a Champion for +12 points
  • A standard bearer may carry a magic standard worth up to 50 points.


Special Rules:
You may only include one samurai unit for every unit of ashigaru in your army.
 


 
 
Samurai Infantry                                                                                     Points/model: 12
 
M
WS
BS
S
T
W
I
A
Ld
Samurai
4
4
4
3
3
1
4
1
8
Champion
4
4
4
3
3
1
4
2
8

Unit Size: 10+

Weapons: Katana (+1 S)

Armour: Samurai Armour (4+ save)

Options:

  • Any unit may be equipped with spears for +1 point per model
  • OR any unit may be equipped with halberds at no cost
  • 0-1 unit may be equipped with longbows for +3 points per model
  • Upgrade one Samurai into a Musician for +6 points
  • Upgrade one Samurai into a Standard Bearer for +12 points
  • Promote one Samurai to a Champion for +12 points
  • A Standard bearer may carry a Magic Standard worth up to 50 points
Special Rules:
You may only include one samurai unit for every ashigaru unit in your army.

 

SPECIAL UNITS
 
 
Sohei Monks                                                                                               Points/model: 9
 
M
WS
BS
S
T
W
I
A
Ld
Sohei
4
4
3
3
3
1
3
1
8
Champion
4
4
3
3
3
1
3
2
8

Unit Size: 10+

Weapons: Halberd

Armour: Heavy Armour

Options:

  • Upgrade one Monk into a Musician for +5 points
  • Upgrade one Monk into a Standard Bearer for +10 points
  • Promote one Monk to a Champion for +10 points
  • One unit may be equipped with Hold Relics for 50 points


Special Rules:
 


 
 
0 - 1 Tengu                                                                                                        Points/model: 20
 
M
WS
BS
S
T
W
I
A
Ld
Tengu
4
4
0
3
3
1
4
1
7

Weapons: Hand Weapon

Armour: None

Special Rules:
Fly.
May not be led by a character, and cannot use the general's leadership. 

 


 
 
Ki-Rin                                                                                                           Points/model: 60
 
M
WS
BS
S
T
W
I
A
Ld
Ki-Rin
8
3
0
4
4
3
4
2
7

Special Rules:
Fly.
Magical.
Horn. Because of it's horn, all attacks by the Ki-Rin are at +2 strength when charging. 

 
 
Giant Centipede or Spider                                                                          Points/model: 50
 
M
WS
BS
S
T
W
I
A
Ld
Giant Centipede or Spider
5
3
0
4
4
3
4
2
7

Special Rules:

 
 
0 - 1 Great Cannon                                                                                     Points/model: 100
 
M
WS
BS
S
T
W
I
A
Ld
Crew
4
3
3
3
3
1
3
1
7
Cannon
7
3

Number of Crew: 3

Weapons: Hand Weapon

Armour: none

Special Rules:
See pages 122-123 of the warhammer rules.
 


 
 
Rocket Launcher                                                                                          Points/model: 50
 
M
WS
BS
S
T
W
I
A
Ld
Crew
4
3
3
3
3
1
3
1
7

Number of Crew: 2

Weapons: Hand Weapon

Armour: Samurai Armour (4+ save)

Special Rules:
Rocket launchers are fired as per the stone thrower rules, with a range of 48". Instead of a template, they cause d6 S5 hits on a unit they hit. Use the following misfire chart: 
 

  • 1 Explosion! The rocket misfires, and ignites all of the remaining ammunition. d6 rockets are launched in random directions, travelling 6d6" before exploding. 
  • 2 - 4 Misfire. The rocket explodes just after leaving the launcher, having no effect. The crew are busy diving for cover, and may not fire next turn. 
  • 5 - 6 Dud. The rocket is a dud, and may not fire this turn. 

 

RARE UNITS
 
 
Elemenals                                                                                                 Points/model: 
 
M
WS
BS
S
T
W
I
A
Ld
Fire Elemental
6
4
3
4
4
3
3
3
10
Earth Elemental
4
4
3
5
5
3
3
3
10
Air Elemental
-
4
3
3
4
3
3
3
10
Fire Elemental
6
4
3
4
4
3
3
3
10

Special Rules:
Magically Bound. For each elemental in your force, you must sacrifice one wizard's spell. This spell is lost before spells are rolled.
  • Fire Elementals may cast _______ in the magic phase. All attacks from Fire Elementals are flaming attacks.
  • Earth Elementals may cast _______ in the magic phase. All attacks from Earth Elementals cause 2 wounds.
  • Air Elementals may cast _______ in the magic phase. Air Elementals fly.
  • Water Elementals may cast _______ in the magic phase. Water Elementals may cross water terrain features at no pernalty.

 
 
Giant                                                                                                          Points/model: 205
 
M
WS
BS
S
T
W
I
A
Ld
Giant
6
3
3
6
5
6
3
S
10

Special Rules:

 
 
Celestial Dragon                                                                                        Points/model: 450
 
M
WS
BS
S
T
W
I
A
Ld
Celestial Dragon
6
6
0
6
6
6
4
5
10

Magic: Level 2 wizard. May take additional wizard levels at a cost of +45 per level. May Chose from the following Lores: Fire; Beasts; Heavena; Light; Life.

Special Rules:
A celestial dragon counts as BOTH a Rare and a Lord choice.
Large Target.
Fly.
4+ armour save. 

 


 

MONSTEROUS CREATURE RULES:
 
 
Temple Dog                                                                                                 Points/model: 60
 
M
WS
BS
S
T
W
I
A
Ld
Temple Dog
6
3
0
4
5
3
2
2
7

Special Rules:
Charge. Temple Dog's are animated stone, inhabited by spirits. When they charge into combat, they crash into opponents with an incredibly force. They recieve +2 to their strength on the turn they charge. 
Save. Temple dogs have a 4+ saving throw.

 

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