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Nipponia

Lähetetty: La 05.02.2005 22:58
Kirjoittaja SirKaarlo
Vanhan Nipponia-ketjun hautauduttua kaikenkarvaiseen keskusteluun katanan aitoudesta ja todellisestä luonteesta kyllästyin katselemaan sitä ja jatkoin projektia hiljaisuudessa. Joten jatkan aivan tyhjältä pohjalta. Toivottavasti modet eivät pistä pahakseen "turhaa" topikkia. Vanha täytyy tuhota, jos tämä saa elää.

Eli kiitokset Grand Admiral Thrawnille englannin kielisestä käännöksestä ja Half-Breedille ansiokkaasta mukana olosta ja sääntö- sekä yksikkökehitelmistä. Samoin toki kaikille muille panoksensa antaneille.

Tämä ei kuitenkaan ole loppu, ideoita, vääryyksien korjaamisia yms. kaivataan. Samoin jos jotakuta kiinnostaisi vaikka kirjoitella pieniä tarinanpätkiä tai jotain aineistoa niin se olisi tervetullutta.

Tätä listaa saa myös koepelata. Tuloksia sitten esiin. ;)

Viimeisenä mutta ei vähäisimpänä toivomuksena, pistäkää muutkin samuraisuunnittelijat ideanne tänne, niin saadaan jotakuinkin toimiva lista. On hulluutta tehdä viisi eri listaa täysin samasta aiheesta. Jokainen varmaan ymmärtää sen.
Tietysti en voi mitään asialle jos joku haluaa yksin kunnian uuden listan teosta. Sitten täytyy vain keksiä toinen aihe.

- Kieliasua ja fluffia päivitetty 22.2.
- Listaa taas muokattu aika lailla, tengut taas uusiksi 30.3.

The Samurai Army of Nippon


Army Special Rules:


Seppuku

Should the army of Nippon lose the game by a solid loss or massacre loss result, and should the army general survive the battle, all that remains for the shamed general is to commit ritual suicide, known as the seppuku. In this event the victory points for the game are counted again and the points value of the Nipponian general is included in the winning army’s victory point total.

Bushido

Samurain Vala
"Minulla ei ole vanhempia, teen taivaasta ja maasta vanhempani. Minulla ei ole jumalallista voimaa, teen vilpittömyydestäni jumalallisen voiman. Minulla ei ole taikavoimia, teen persoonallisuudestani taikavoiman. Minulla ei ole ruumista, teen kieltäytymisestä ruumiini. Minulla ei ole silmiä, teen salamasta silmäni. Minulla ei ole korvia, teen herkkyydestä korvani. Minulla ei ole periaatteita, teen itsepuolustuksesta periaatteeni. Minulla ei ole strategiaa, teen oikeudesta tappaa ja oikeudesta palauttaa elämä strategiani."

Bushido on periaate, jota samurai noudattaa elämässään. Sana bushi tarkoittaa soturia ja do on tie. Joidenkin historioitsijoiden mukaan sana do on viittaus kunfutselaiseen käsitykseen hyveestä eli bushido pitäisi tosiasiassa kääntää "soturin hyveeksi". Bushidoa noudattavien periaatteisiin kuului olla oikeudenmukainen, oikeamielinen, rohkea, kestävä, urhea ja myötätuntoinen.

Oikeudenmukaisuus on voimaa päättää tietystä käyttäytymisestä mielekkäällä tavalla, horjumatta: kuolla, kun on oikeata kuolla, iskeä, kun on oikeata iskeä.
Rohkeus on yksi soturin perusperiaatteita. Nuorta samuraita on karaistettu lapsesta asti mm. viemällä häntä yöllä hautausmaalle ja osallistumaan teloituksiin. Toisinaan pojille annetaan määräys käydä yöllä teloituspaikalla ja jättää julkiselle paikalle nähtäville asetettuun päähän merkki, että paikalla on todella käyty.
Kestävyyttä pyritään kasvattamaan pitämällä heitä nälässä ja lähettämällä paljain jaloin oppitunnille. Myös talvella.
Urheutta on kuvattu mm. seuraavalla tavalla: "Todella urhea mies on tyyni ja levollinen, hän ei koskaan ylläty; mikään ei hätkäytä hänen mielensä tasapainoa. Taistelun tuoksinnassa hän säilyttää viileytensä, katastrofien keskellä hänen mielensä on vakaa. Hän saattaa tuhon jo uhatessa laatia runon, tai hyräillä katsoessaan kuolemaa silmiin."
Samurain ei kuitenkaan tullut olla pelkästään luja ja urhea, vaan hänessä täytyi olla myötätuntoa ja valmiutta sääliin. Ilmaisu oli ''bashi no nasake'' eli soturin armeiliaisuus, jonka perusteella samurai saattoi säästää käsiinsä joutuneen vihollisen, ehkä kokiessaan tappamisen tarpeettomaksi tai tuntiessaan kunnioitusta tätä kohtaan. Periaatteena oli, että samurain osoittama valta tappaa tai armahtaa ei saanut olla pelkkä päähänpisto, vaan siihen piti aina sisältyä harkintaa oikeudenmukaisuudesta.


Bushido

The Samurai Oath
“I have no father, no mother, I make the sky my father and the earth my mother. I have not divine strength, I make a divine strength out of my sincerity. I have no magical power, I make a magical power out of my character. I have no body, I make my body out of self-denial. I have no eyes, I make my eyes out of the lightning. I have no ears, I make my ears out of sensitivity. I have no principle, I make self-defence my principle. I have no strategy, I make the right to slay and the right to return life my strategy.”

Bushido is a principle that every samurai is subject to in his life. The word bushi stands for “warrior”, the word do standing for “way”. According to some historians, the word do is a reference to the Confucian view of virtue, meaning bushido ought rather to be translated as “the warrior’s virtue”. To live by the principle of bushido is to be just, courageous, hard, brave and compassionate.

Justice is the strength to decide on a certain course of action in a sensible way, without wavering: to die, when it is just to die, to strike, when it is just to strike.
Courage is one of the basic principles of the warrior. A young Samurai will have been hardened from childhood, by, for example, taking him to visit the graveyard at night or having him take part in executions. Sometimes boys are ordered to visit the site of execution at night and inscribe a mark in a head left out for public display, so as to prove they have actually done the deed.
The hardness of these boys is honed by keeping them hungry and sending them to participate in their studies barefoot, even in wintertime.
Being brave has been described, amongst others, in the following way: “A truly brave man is calm and at ease, never caught by surprise, his balance of mind never disturbed. When faced with the terror of battle he retains his calm, in the midst of catastrophe his mind is ever steady. Even as his doom creeps closer to him, he may compose a poem; or hum a tune while looking in the eyes of death.”
Nevertheless, the samurai was to be more than merely hard and brave, but he was to have compassion and readiness for pity. The expression was bashi no nasake, that is the mercifulness of the warrior, through which the Samurai might spare a foe already at his mercy, perhaps feeling that killing was unnecessary, or out of respect. The principle was that the power displayed by the Samurai - to kill or have mercy - was not to be subject to mere whim, but should always be governed by a sense of justice.


Any unit subject to bushido is immune to panic and is allowed to roll all psychology-based leadership tests using three dice and leaving out the highest score.



Samurai bodyguard upgrade

One unit of Kendo Samurai or Samurai Cavalry may be upgraded to Samurai Bodyguard for +6 points per Kendo Samurai or +10 points per Samurai Cavalry, but only if there is one unit of the same type and of equal or higher unit strenght in the army as well. Samurai Bodyguard get +1 to their WS, I and LD, and have the Bodyguard special rule. The Samurai Bodyguard unit is a Special unit choice, though it still counts as a normal unit of Kendo Samurai/Samurai Cavalry towards the mainstay rule.

Bodyguards

These Samurai have been chosen to protect the general due to their exceptional devotion, and are willing to lay down their lives for him. The army general must join Samurai Bodyguard unit, and the unit has the Stubborn special rule as long as the general remains with the unit.

If the general is removed as a casualty when he is part of the unit, this is a very bad thing as it means the Samurai Bodyguard have failed to protect him and are bound by their honour to commit Seppuku after the battle is over! In this event the opposing player gets full victory points from the Bodyguard unit, even if the unit is above half strenght and not fleeing at the end of the battle. Note that the general’s death by Seppuku does not count for this purpose (in this case the Bodyguard will actually help him to die, and suffer no shame themselves).


Defensive walls

Any unit of Kyudoka samurai may be upgraded to have walls with them, they cost 1 point per model in unit and offer a soft cover, but they do not count as defensive obstacle. Also unit with them must be deployd on open terrain. If the unit moves for any reason they leave the cover afforded by walls, remove the walls from the game.




The armoury of Nippon



Katana

The katana is more than a mere weapon, it is part of the Samurai who treads the path of the warrior. The most refined form of the art of killing, the katana is fascinating in its perfection and beauty. The more beautiful the blade, the keener its deadly edge. The blade of the katana is sharp from one side and is slightly curved. Not built to break through a foe’s armour, the katana is adept at cutting and slicing at weak spots with a single fluid motion of the skilled swordsman.

A warrior wielding a katana adds +1 to his to wound rolls. Katana is double-handed weapon.

Naginata


The weapon used by infantry against cavalry. The naginata was also the favoured weapon of the wives of Samurai as well as the Samurai Monks.

A warrior wielding a naginata may always strike first. A naginata also gives +1 S when fighting against cavalry.

Tai-Doa
Long handled broad sword. The longer handle was at first use by fighters on horseback. The swordsman was fully armored and riding on horseback, the lower body movement is being replaced by the horse. That is why the swordsman does not have to suffer from the weight and length of the weapon. The Tai-Doa comes in different lengths from a two foot handle to over six feet. The longer handle Doa's can be compared to the Japanese Nagenata, a weapon used by the samari worriers wife to protect the home in the absentsce of the her husband.


Tanto

A Nipponian dagger, the tanto counts as a hand weapon.

Yari

A long wooden staff with a steel blade, sharpened from both sides, at one end.

The yari counts as a spear.


Yumi

The yumi is exceptionally tall, surpassing the height of the archer (kyudoka). Yumis are traditionally made of bamboo, wood and leather using techniques which have not changed for centuries.

The yumi counts as a longbow.




Ancient Heirlooms


"This was the Sword of my Fathers"

"This blade was wielded by my father, and my grandfather and great-grandfather before him..."

Some of the oldest katana swords wielded by the Nipponian nobles hold within their steel
the spirit of a powerful ancestor. These spirits, called Kami, empower the katanas with magical properties.

Just as they were in life, every Kami is still an individual and thus, every such magical katana is a unique masterpiece. The effects of the mystical powers bestowed upon the katana
are dependent upon the personality of the Kami empowering it.


Rules: Only characters with a katana may use these weapon upgrades. You cannot take the same personality twice for the same katana and you cannot include any duplicates of a particular combination in the same army. A single katana may possess up to three personality traits. Katana with personalities do not count as magic weapon.

Personalities:

Fierce: +1 attack. 25 pnts

Swift: Always Strikes first. 25 pnts

Precise: +1 to To Hit-rolls 20 pnts

Cautious: Enemy suffer -1 to To Hit rolls against the wielder. 25 pnts

Disciplined: The wielder gains +1 WS and +1 Ld. 25 pnts

Mighty: The wielder gains +1 S. 20 pnts

Furious: The wielder is affected by Frenzy. 30 pnts

Heroic: The wielder can re-roll failed To Wound-rolls and is Immune to Psychology. 50 pnts

Vengeful: The wielder Hates all enemies. 15 pnts

Fearsome and Fearless: The wielder causes Terror. 50 pnts

Keen: This katana has a very keen edge, giving it the Killing Blow ability. 30 points


Magic Armors

Tennô no Kabuto ya Mempo 75pts

The model have 4+ward save and 6+armour save and model cause fear. Can be combined with other armour as normal.

Miyamoto Masuhashi no Kabuto pnts: 65

This terrifying helm is decorated with a bestial faceplate and horns. Those who look upon it are owerhelmed with fear.

Offers a 6+ armour save that can be combined with other armour as normal. The wearer causes fear and enemy suffer a -1 Ld penalty when testing for fear caused by this helm.


Daisho Kake Helmet 35pts.
The wearer counts as wearing samurai armour (5+armour save) which can be combined with other equipment normally. In addition, he may re- roll any failed armour saves.

Takeda Shingen Full Armor 30pts.
Confers 1+armour save that cannot be improved in any way.




Enchanted Items



Gong

M- WS- BS- S- T6 W3 I- A- LD-

Any unit of monks may possess a single gong for +150 points. While the gong remains with them, the unit is unable to move volunteraly. If the monk unit flees for any reason they will leave the gong behind. Gong with no "crew" left may be "re-crewed" by another friendly monk unit that moves 2" or closer to it. Monk unit with a Gong receives a +1 Ld bonus. The gong may be played at the end of the Nippon player’s movement phase. If you decide to play it, roll one or two dice and check the result from the table below. If you roll any double other than a double 1, the spirits have become wild with power and the gong may only be played using one dice next turn; the gong's effect will be worked out as normal. If you roll a double 1 then disaster has struck: the gong is shattered (remove it from play) and the monk unit using it takes 2d6 strenght 5 hits. In addition, all friendly units on the table must take a panic test (even if immune to panic) with a -1 penalty to their Ld.
In order to play the gong, the unit playing it must contain at least two monks that are still alive.


1-2.
The spirits are feeling rebellious and pay no attention.

3.
Friendly spirits are drawn to the sound of the gong, their blessings guiding the actions of the samurai in battle.

One unit with Bushido may re-roll all missed attacks until the end of the turn.

4.
The sound of the gong attracts spirits that possess the weapons of the samurai.
All attacks from one friendly unit are counted as magical until end of the turn.

5.
The spirits summoned by the gong place a lethal curse upon the blades of the samurai.
One friendly unit may re-roll all failed rolls to wound until end of the turn.

6.
The relentless pounding of the gong paralyzes the enemy with fear.
All non-fleeing enemy units must take a leadership test. If they fail, they are unable to move voluntarily in their next movement phase.

7-8.
The sound of the gong fills the hearts and minds of the samurai with pride and courage.
One fleeing friendly unit rallies immediately or (the Nipponese player may choose) one friendly unit may re-roll all failed Leadership-based tests until the start of your next turn.

9.
The mischievous spirits confuse the flow of magic, making supernatural energies unpredictable and difficult to hold on to.
Until the start of your next turn, remove one power dice from the power dice pool in both your and your opponents magic phase.

10.
The souls of dying warriors are invigorated by the gong, enabling them to hold on to the mortal world even when their hearts would otherwise have ceased to beat.
All models (your and your enemy’s) who are removed as casualties in close combat may immediately make an extra attack using their basic strength without any bonuses or penalties for weapons.


11.
The swirling tides of magical power are confused by the spirits, making it more difficult for creatures who rely on such energies to maintain their existence in this world.
All daemons on the battlefield must take a Leadership test and, if they fail, they must flee away from the gong (even if they are normally unable to flee). They rally automatically at the end of the move. Any undead on the battlefield must take a Leadership test as if their general or hierophant had just died (the general’s Leadership, if he is “alive”, may still be used)


12.
Attracted to the battlefield by the shedding of Nipponese blood and the relentless sound of the gong, the spirit of a mighty ancestor assails the mind of an enemy warrior with terrible potency.

Choose one enemy model (not a chariot or war machine) within 24" of the gong. The model immediately suffers a number of wounds equal to 2d6+2-LD minus the model’s Leadership value with no armour save possible. This even affects models who are immune to psychology or cause fear/terror.



Jade Dragon 35 pnts

Wearer gains a 5+ ward save and is immune to poison.


Heart of Samurai: The symbol of Samurai

The heart of samurai gives the wearer and the unit he is with Magic resistance ( 2 ).



Inori no sho
Prayer Scrolls

The long-winded and complex prayers chanted by Nipponese monks to gain aid and protection from the ancestors are inscribed on scrolls called inori no sho. Sometimes, the spirits of the ancestors answer the prayers...

Unless otherwise stated, these protective prayers may be cast on any any friendly unit within 12" from the Monks, including units already in close combat. Any one unit may only be under the effects of a single prayer at a time: any new effects from a prayer completely replace the old ones.


1. Telekinesis 10 pnts

One single character up to 12" from the group of Monks can make one flying move. Character can not engage to close combat with this move. Cast on 3+

2. Doragon no hi, 15 pnts

D3+1 S3 hits, magic missile, this prayer can be cast any enemy unit within 24" of the casting unit of Monk. cast on 5+


3. Vengeance of the Ancestors

This prayer may be cast on a friendly unit that is engaged in close combat and which is within 24" of the casting unit of Monks. If succesfully cast then models in the target unit which fall casualty in close combat can fight back even as they die, stabbing at the enemy with their last strength.
The prayer lasts for the duration of that turn's Close Combat phase. Any model in the affected unit which is removed as a casualty during the combat may make one futher attack with its basic strength before it is removed - this takes place regardless of whether the model has already fought or not. In the case of mounted models, models riding chariots or monsters and so forth, only the rider may strike back. 25 pnts


4. Protection of the Ancestors

This prayer may be cast on a friendly unit that is within 24" of the casting unit of Monks.The protected unit may re-roll all failed armour saving throws. Cast on 6+, 20 pnts


5. Prescience of the Ancestors

The enemy must re-roll all succesfull rolls to hit against the protected unit. " Cast on 7+, 25 pnts


6. Will of the Ancestors

This prayer may be cast on a one enemy unit that is within 24" of the casting unit of Monks. The enemy unit must re-roll all succesull rolls to wound against troops of Nipponia. Range 24" Cast on 9+, 35 pnts



Ancestral relic 125 pnts

The ancient relic once carried to battle by a mighty and renowned ancestor is a precious heirloom of great symbolic significance, one whose falling into enemy hands would be a dishonour too great to bear...

All units within 12" of unit bearing the Ancestral Relic are Unbreakable. If this relic is in hands of enemy of Nipponia at the end of game all units with Seppuku must do ritual suicide, even if Army of Nipponia would be winning side. Their points is now counted to opposing player victory points.


Lord

Daimyo

The Daimyo is the Nipponese feudal lord. He owns the land and summons his loyal Samurai to fight on behalf of himself or his own master. The Daimyo is the head of a powerful clan and his rule can extend to many provinces, depending on the size and status of his clan.

On the battlefield, the Daimyo is much too important a person to be risked in combat, and he will usually command his troops from a rear camp, giving orders through messengers and signals such as drums, bells and various banners.



Taishô points cost: 135

The Nipponese feudal army is not organised as regiments, brigades or even divisions. It is instead a coalition of various feudal lords and their retinues placed under the overall command of a Daimyo or some other high ranking lord.

Each of these lords will come to battle with his own men and, of course, the vassals of his clan. The might of such a clan army is largely dependent on the lord’s wealth and prestige, as well as the strength of his loyalty to his master! A Taishô might therefore be in command of anything from a few dozen Ashigaru to hundreds of well-equipped fighting men.



Taishô

M 4 Ws 5 Bs 5 S 4 T 4 W 3 I 5 A 3 Ld 10

Options : Katana, heavy armour
-Magic items up to 100 pts
-May ride warhorse

Special Rules: Bushido



Hero


Samurai Sensei 60 pts.

M4 WS5 BS5 S4 T4 W2 I5 A3 LD9

Equipment: Heavy armour, Katana
May take magic items and/or Weapon personalities for 50 points.
Options: may take warhorse for +8 points, Yari for +4 points, Naginata for +5 points and/or Yumi for +4 points.

Special rules: Bushido, Seppuku



Mystic points cost: 50

M4 WS3 BS3 S3 T3 W2 I3 A1 Ld8


Weapons: Tanto

Options:
- Magic items up to 50 pts.

Magic:
-A mystic is a Level 1 Wizard. He does not have spells. (see below).

Special rules:
-Scroll magic: Even though a wizard, the Mystic does not initially know any spells. In order to be able to cast spells he must buy them as prayer scrolls. A Mystic may cast any spell he knows normally.



Monk Master points cost: 50

M 6 WS 4 BS4 S4 T4 W2 I6 A3 Ld 10


Weapons: naginata

Options:
- Magic items up to 50 pts.
- May choose either an additional hand
weapon 4 pts, or naginata 4 pts.
-Monk Master may join to unit of Monks.

Special rules:
-Defensive fighting: 5+ Ward save.
-Leadership: Only warrior monks may benefit from a
Master's leadership. A Monk Master may not be the army general.
- Immune to Psychology.



Core Units


Ashigaru points cost: 4

Ashigaru are recruited from amongst the peasantry of Nippon to fight under their lord's banner. The peasants are not entitled to bear a katana or any other sword and are usually equipped with either yari or yumi. As a peasant levy composed of otherwise non-militant men, ashigaru are not bound by the Samurai ideals and code of honour.

m 4 ws 2 bs 2 s 3 t 3 w 1 i 3 a 1 ld 6

Unit size: 20+

Equipment: Yari, tanto, light armour

Ashigaru may be equipped with Naginata weapons at the cost of +2 points per model

Special Rules: Mainstay



Kendo Samurai points cost: 15

M4 WS4 BS4 S3 T3 WI I4 A1 Ld8

Unit size: 7+

Equipment: Katana, tanto, heavy armour

Special Rules: Bushido, mainstay, guardians


Kyudoka points cost: 13

M4 WS4 BS4 S3 T3 WI I4 A1 Ld8

Unit size: 10+

Equipment: Yumi, tanto, light armour

Special Rules: Bushido, mainstay, defensive walls



Samurai Cavalry points cost: 21

Samurai M4 WS5 BS4 S3 T3 W1 I4 A1 LD9
Warhorse M8 WS 3 BS0 S3 T3 W1 I3 A1 LD6

Unit size: 5+

Equipment: Katana, Yari, Light armour

Options: may take Rienforced armour for free, but will lose Fast cavalry special rule.

Special rules: Bushido, mainstay, Fast cavalry

Rienforced armour

Some very skillfull blacksmiths invented to make armours like this, after blackpowder weapons were introducet to Nippon.

This is an armour that gives 4+ armour save, also armour piercing has no effect on armoursave of wearer.



Special Units



Kensai Points cost: 60

Kensai are warriors who have dedicated their lives to the martial arts.

M5 WS6 BS3 S4 T4 I3 W2 A3 Ld9

Unit Size 3+

Equipment: Katana, Heavy armour

Special rules: Skirmish




Monks pst: 10

Monk: M:4 WS:3 BS:0 S:3 T:3 W:1 I:3 A:1 Ld:8
WarMonk: M:4 WS:4 BS:0 S3 T3 W1 I:4 A:1 Ld:8

Equipment: Tanto. Warrior Monks also have Naginata.

Unit size: 5+. The unit may be made up of any combination of the two kinds of monks.

Magic: A unit of monks counts as a level 1 wizard if it has
Unit strenght 5 or more, or as a level 2 wizard if Unit strenght 10 or more. Warrior monks do not count for this purpose.

Options: May take prayer scrolls, "inori no sho", worth up to 50 pts.

Special Rules:
-Skirmish
-Defensive fighting: Warrior monks have a 6+ Ward save
in close combat.
-Immune to Psychology.
-The group of Monks have magic resistance 2.
-Mixed Unit: In combat, form the unit so that warrior monks make up the front ranks and form up the other monks behind them.

For the purposes of casting spells, the unit strength of the Monk unit is calculated at the start of the magic phase. Any characters other than Mystics do not count. At the start of the battle the monks may be deployed into a magical circle. As long as the circle remains unbroken, the Monks receive a +1 bonus to all casting rolls.


0-1 Ronin points cost: 45


Ws:5 Bs:3 S:4 T:4 I:5 W:1 A:2 LD:10

Unit size 1-5 (If only 1 then Treated as Character and may join units but then are not Skirmisher and unit may not be deployed as scout. Note if Ronin is Treated as Character he may have personalities in his katana.)

Options: Katana, home made armour (5+ armour save may
reroll all failed armour saves)
Special rules: Immune to psygolochy, Skirmishers, Scouts

May change Katana to Naginata

One Ronin may be upgraded to Master Ronin(1+A and I+1) 15+pts


Rare Units




0-1Ninja Points cost: 60

A select group of men and women from amongst the common people, taken away from their parents as small children, who have since been specially trained to carry out acts of assassination and espionage. A daimyo would use his ninja to bring about the deaths of his foemen or to infiltrate an enemy stronghold in secret.

M5 Ws4 Bs5 S4 T4 I5 W2 A2 Ld9

Unit size: 1-3

Weaponry: Ninja are armed with two hand weapons and a variety of envenomed missiles - treat these as poisoned throwing weapons with 3x multiple shots.

Stealth training & blessings of the Shadow Gods: Ninja are deployed as scouts, but can be placed in the open if more than 18" away from any enemy model. Anyone attempting to shoot at a Ninja receives a -2 penalty on top of any other penalties. Ninja have magic resistance [2].




0-1 Guardian Statue

These mysterious statues stand at the gates of monasteries,
guarding the monastery against invaders. In times of great danger,
the Kami send them to protect the lands of Nippon.



Guardian Tiger points cost: 125
M:7 WS:4 BS:0 S:5 T:4 W:3 I:4 A:3 ld:8

Unit Size: 1

Special Rules: Cause Fear, Stony Skin (4+)


Guardian Dragon points cost: 205
M:6 WS:4 BS:0 S:5 T:6 W:4 I:3 A:5 Ld:10

Unit size: 1

Special Rules: Unbreakable, Cause Terror, Stony Skin (4+)





0-1 Tengu 75 pst

M:5 WS:5 BS:0 S:5 T:4 W:2 I:3 A:3 Ld:9

Unit size: 1-5

Equipment: Katana

Options:
-May take katana personalities up to 50 pts.

Special Rules:
-Cause Fear
-Bushido
-Skirmish
-Swordsman Supreme: Enemy must re-roll all succesfull To hit-rolls in close combat.
-Ghost like: Tengus are spirits and their physical form is more like shadow than real body, -1 to hit when shooting.

Lähetetty: La 05.02.2005 23:03
Kirjoittaja elector
Tuo "Seppuku" on hauska sääntö! :D Nostaisin Kensaiden unit size 5, koska eihän 3 unit strenght 1 äijää oikein pärjää.

Lähetetty: La 05.02.2005 23:14
Kirjoittaja Zherec
Tengu hieman ihmetyttää minua. En osaa kuvitella linnun näköistä metsänpeikkoa johtamassa armeijaa. Mielummin näkisin tengun rare valintana.

Lähetetty: La 05.02.2005 23:38
Kirjoittaja SirKaarlo
Zherec, olet oikeassa ja minun piti itseasiassa se tehdäkin. Unohtui vain. :)

elector, eli haluat tehtävän yksikön jonka minimihinta on 300 pistettä 5 miehellä? Tuskin kukaan sitä tulee käyttämään.
Kensai on minun suuressa visiossani pikemminkin tukiyksikkö kuin varsinainen blokkiporukka. Skirmish mahdollistaa noille 10" liikkeen aina. Jossain vaiheessa jopa harkitsin ampumisasetta heille, mutta olisiko se jo liian tehokas.

Lähetetty: La 05.02.2005 23:38
Kirjoittaja tirehtööri
Eikös tengu ole kuolleen samurain henki? Eikä minunkaan mielestäni sovi armeijan heroeksi/lordiksi, koska sehän on lintu jolla on inhottavan ihmismäiset kasvot. :D

Lähetetty: La 05.02.2005 23:53
Kirjoittaja SirKaarlo
mmm... tuo tengu on kyllä ongelmallinen.. 3 woundia, ei armour savea, t4.. se ammutaan alas. 350 pistettä Bye bye. Olisiko liian kova esimerkiksi joku suojeleva aura ampumista ja taikomista vastaan? Lähiksessä sen läpi voisi kävellä ja näin ollen ei tehoa.

Lähetetty: Su 06.02.2005 00:06
Kirjoittaja Zherec
Ota Tengu kokonaan listasta pois, sillä kaikki ongelmat selviävät. Ja samalla tuolta lohikäärmepatsaaltakin voi ottaa BS:ässä olevan kakkosen pois, mihin se sitäkin tarvitsee.

Lähetetty: Su 06.02.2005 00:28
Kirjoittaja Sutenööri
Ja tuo taikominen aika kiinnostavaa, onko scrolleja sitten ostettua loputon määrä vaiko vain se yksi? Ei ainakaan sanota mitään siitä joten oletan että vain yksi, joten nuo munkit (mm'm jostain kumman syystä mieleeni pullahtaa herkullisen näköinen punaisella mönjällä kuorrutettu pitkulainen "jokin") ovat aika turhia.

Lähetetty: Su 06.02.2005 02:43
Kirjoittaja SirKaarlo
Hmmm.... hyvä kysymys, jota en itse edes huomioinut. Jos noista tekee kertakäyttöisiä, hintaa on laskettava aika lailla. Tai vaihtoehtoisesti munkkien skrollikapasiteettia nostettava. Yksi vaihtoehto olisi tietyn rukouksen lunastaminen kovaan hintaan, mutta kääröt olisivat halpoja.
Tai sitten käärö on ikuinen. Pitää miettiä.

Lähetetty: Su 06.02.2005 02:56
Kirjoittaja Empire rulez
hmmm...jotenkin tuo katana ei iske..+1 wound rolliin?eli huomattavasti huonompi kuin halberd esimerkiksi,ja ehkä noitten samuraitten pointti määrää voisi laskea sinne 13 pointtiin jos katana ei tuosta parane

Lähetetty: Su 06.02.2005 18:24
Kirjoittaja tirehtööri
Eikö Tengu/t voisi toimia samalla tavalla kuin harpiet? Voisivat olla juuri semmoisia sotakoneiden kiusaajia mitä listasta puuttuu.

Lähetetty: Su 06.02.2005 19:52
Kirjoittaja jts
Tengu on ongelmallinen siksi että taktisesti se toimisi parhaiten juuri harpyijoiden kaltaisena sotakoneen metsästäjäyksikkönä,
mutta ainakin edellisessä ketjussa (sivu 14) monet tyrmäsivät tämän mahdollisuuden heti, joten Tengusta tuli daemon princen tapainen
lentävä mättöcharru. Tämäkään vaihtoehto ei näy saavan tuulta alleen.

Vaihtoehtoisesti ne voisivat olla tällaisia:

Tengu Warriors pts/model: 35?

M:5 WS:5 BS:3 S:4 T:4 W:2 I:6 A:2 Ld:9

Unit Size: 3-5

Equipment: Katana

Special Rules:
-Bushido
-Flying Unit
-Unit Strenght 2

Niille jotka ihmettelevät miltä se Tengu näyttää:
http://lesseraphinsdesusano.free.fr/Tengu.jpg

Scrolleista sen verran että alunperin tarkoitus oli että loitsijat valitsevat spellinsä etukäteen, jo armeijalistaa tehdessä,
mutta joutuvat maksamaan niistä.
Nämä eivät siis ole Rulebookin sääntöjen kuvaamia scrolleja, vaan niillä valitaan mysticin spellit.
Ne voisi ehkä selvyyden vuoksi nimetä uudestaan, jos joku tietää sopivan japaninkielisen nimen.

Lähetetty: Su 06.02.2005 20:02
Kirjoittaja Gilaelin
Tuosta Sword of my fathers rulesta: Käytetäänkö sitä kääpiöiden riimujen tapaan, eli samaa, vaikka tuota ws:ä korottavaa personalitia saisi olla kaksi, jolloin ws nousisi kahdella, vai ei?

Lähetetty: Su 06.02.2005 20:06
Kirjoittaja Cutter
Ei näköjään:
Rules: Only characters with a katana may use these weapons. You
cannot take the same personality twice for the same katana
and
you cannot include any duplicates of a combination in the same
army. A katana may have up to three personality traits.

Lähetetty: Su 06.02.2005 20:13
Kirjoittaja Zherec
Ehkä Tengu kannattaisi vaihtaa Karuraan. Siitä ainakin voisi tehdä ihan suosiolla jonkin Hero ja rare slotin vievän tuomiopäivänmasiinan.

Lähetetty: Su 06.02.2005 20:15
Kirjoittaja Cutter
Karura?

CutterEdit: Ai, kiinalainen/japanilainen (koskaan muista) jumalolento. Olis pitänyt googlettamaan ennen kuin lähettää tyhmän kyssärin...

Lähetetty: Su 06.02.2005 21:15
Kirjoittaja SirKaarlo
jts, siis unit str 2 koko porukalle? Vai yhtä figua kohden?

Zgerec, nyt täytyy myöntää, että Karura on minulle oudompi tapaus. Kerrotko enemmän kyseisestä oliosta/esineestä?

Mahdolliset prayer scrollit on lueteltu tuolla taikaesinelistassa. Niitä pitäisi keksiä lisää, mutta toistoa välttäen.

Muutan scrollit rukouskirjoiksi, japaniksi "inori no sho". Onneksi on nyt tämä suomi-japani-suomi sanakirja. :)

Lähetetty: Su 06.02.2005 21:23
Kirjoittaja Karvahurtta
Humm. Mielestäni shogun on täysin eri asia kuin daimio, toisin kuin tämän keskustelun aloittajaisessa mainittiin; Shogun/Daimio. Shogun oli 'ylijohtaja' Japanissa, suurin ja mahtavin arvo, jolla mikään oleva muoto pystyi istumaan. Daimio taas oli, again minun mielestäni, kylän johtaja, joka oli vastuussa kyläläisistään.

Lähetetty: Su 06.02.2005 21:28
Kirjoittaja SirKaarlo
Shogun = kenraali, menee yksi yhteen. Daimio oli käsittääkseni maakunnan johtaja, jolla tosin saattoi olla omia joukkoja. Ei kuitenkaan johtanut sotaa omakätisesti.

Lähetetty: Su 06.02.2005 21:29
Kirjoittaja Zherec