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Warhammer: Nippon

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A fan-made army book for Nippon for use in Warhammer. For the latest updates, visit http://warhammerarmiesproject.blogspot.com

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NIPPON

By Mathias Eliasson

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CONTENTS

INTRODUCTION .................................................... 7 THE LAND OF THE RISING SUN .................. 9 The Nipponese ........................................................... 10 History of Nippon ...................................................... 22 Timeline of Nippon.................................................... 31 The Great Clans ......................................................... 33 Map of Nippon ........................................................... 37 The Land of Nippon................................................... 38 WARRIORS OF NIPPON .................................. 49 Army Special Rules ................................................... 50 Commanders .............................................................. 51 Shugenja .................................................................... 52 Hatamoto ................................................................... 53 Samurai Warriors ....................................................... 54 Samurai Cavalry ........................................................ 56 Ashigaru .................................................................... 57 Warrior Monks .......................................................... 58 Yamabushi ................................................................. 59 Sumo Warriors ........................................................... 60 Onna Bushi ................................................................ 61 Kabuki Dolls .............................................................. 62 Yabusame .................................................................. 63 Red Devils ................................................................. 64 Ronin ......................................................................... 65 Wako Pirates .............................................................. 66

Ninja ........................................................................... 67 Shinobi ....................................................................... 68 Great Guard ................................................................ 69 War Machines ............................................................ 70 Mikoshi Shrine ........................................................... 71 Oni ............................................................................. 72 Tengu ......................................................................... 73 Kitsune ....................................................................... 74 Ryujin ......................................................................... 75 Yoritomo Ieyasu ......................................................... 76 Empress Jungi ............................................................ 77 Hitomi Gozen ............................................................. 78 The Red Ronin ........................................................... 79 Sarutori Hanzo ........................................................... 80 O-Sayumi ................................................................... 81 Lore of the Kami ........................................................ 82 Clan Mon ................................................................... 83 Ninjutsu ...................................................................... 84 Vessels of the Kami ................................................... 85 THE NIPPON ARMY LIST ............................... 89 Lords .......................................................................... 91 Heroes ........................................................................ 92 Core Units .................................................................. 95 Special units ............................................................... 97 Rare Units ................................................................ 100 SUMMARY ............................................................. 102

Compiled, Edited & Partly Written by: Mathias Eliasson

Cover Art: Craig Mullins

Art: Legend of the Five Rings by various illustrators, Paizo Publishing by various illustrators, Wayne Reynolds, Angus MacBride, Creative

Assembly, Emilio, Björn Hurri, Tom Edward, Genzoman, kerembeyit, Andreas von Cotta, Miguel Coimbra, Michal Ivan, Nate Barnes, Steve Argyle,

Rowiel, Zvezda, chagan, James Paick, vimark, Sengoku Game, epson361, stevegoad, shima99, ColdFlame1987, alp, BeneOctavian, jgskectch22, Dreamlord, vladlegostayev, krypt, GBrush. Mariusz Kozik, Hangman801, DiosdadoMondero, artoflinca, Zenzzen, Wen M, One Vox, vablo,

camilkou, Neil Bruce, diegogisbertllorens, crutz, reau, agnidevi, raynkazuya, capprotti, MaBuArt, vladgheneli, jubjubjedi, artifart, devjohnson,

obrotowy, skaya3000, artozi, chaser226. Noah Bradley, sundragon83, Nordheimer, J Wilson Illustration, coolart, clovery, funkychinaman, DiegoGisbertLlorens, Rob Alexander, Fenghua Zong. Book Design: Mathias Eliasson. Rules Development: Mathias Eliasson. Original Material:

Legend of the Five Rings by Shawn Carman and others, Andrew Fawcett, Arne Dam, Bill Ward, Shogun: Total War & Total War: Shogun II by

Creative Assembly, Aldebrand Ludenhof, Tito Leati, Dave Morris, Jamie Thomson, Thomas Heasman-Hunt, Stefan Barton-Ross, Simon Sullivan.

Special Thanks To: All the players that have contributed with feedback and ideas.

This book is completely unofficial and in no way endorsed by Games Workshop Limited. The Chaos devices, the Chaos logo, Citadel, Citadel Device, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Forge World, Games Workshop,

Games Workshop logo, Golden Demon, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Keeper of Secrets, Khemri, Khorne, Lord

of Change, Nurgle, Skaven, the Skaven symbol devices, Slaanesh, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tzeentch, Warhammer, Warhammer Online, Warhammer World logo, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters,

vehicles, locations, units, illustrations and images from the Warhammer world are either ®, TM and/or © Copyright Games Workshop Ltd 2000-

2013, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights

Reserved to their respective owners.

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INTRODUCTION Welcome to Warhammer: Nippon, your indispensable guide to the mysterious realm of the

east. This book provides all the information you’ll require o play with a Nippon army in

games of Warhammer.

WHY COLLECT NIPPON? The Empire of Nippon demands much of its samurai:

service to one‘s lord, service to one‘s Clan, and service

to one‘s Emperor. Bushido‘s staunch and unyielding

code of conduct binds samurai to duty, strengthening

their character and defining their choices.

A Nipponese army is a magnificent sight, filled with

colour and variety. Samurai form the main battle line,

supported by the lowly Ashigaru and brave Warrior

Monks. Sumo Warriors march with them, as do the

Clans‘s greatest warriors and the mysterious Kabuki

Dolls. Daemonic Oni summoned by the Shugenja

accompany them, followed by deadly Ninja. The

armies of Nippon are lead by the Daimyo and the

Taisho, the clan leaders, all sworn to the sovereignty of

the Shogun.

HOW THIS BOOK WORKS Warhammer army books are split into sections, each of

which deals with different aspects of the titular army.

Warhammer: Nippon contains:

The Land of the Rising Sun. This section

introduces the Nipponese and their part in the

Warhammer world. It includes their society and

history. You will also find information on the land

of Nippon, the Emerald Empire of the east.

Warriors of Nippon. Each and every troop type in

the Nippon army is examined here. You will find a

full description of the unit, alongside the complete

rules for any special abilities or options they

possess. This section also includes the Vessels of the

Kami – magical artefacts that are unique to the army

– along with rules to use them in your games.

Nippon Army List. The army list takes all of the

characters, warriors, monsters and war machines

from the Warriors of Nippon section and arranges

them so that you can choose an army for your

games. Units are classed as characters (Lords or

Heroes), Core, Special or Rare, and can be taken in

different quantities depending on the size of the

game you are playing.

FIND OUT MORE While Warhammer: Nippon contains everything you

need to play the game with your army, there are other

books and updates to be found. For the other books in

the series and the latest rules updates, visit:

www.warhammerarmiesproject.blogspot.com

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THE LAND OF THE

RISING SUN

A samurai is a servant, first and foremost,

and according to tradition, their first and

most sacred duty is to die in the name of their

lord if necessary. It is a fate to which most

bushi aspire, and even though those who

follow the path of a shugenja are ostensibly

people of peace, there are many among their

number who would relish a similarly

honourable death.

Fortunately - or unfortunately, depending

upon whom you ask - the Empire's history

has been full of war and conflict, giving the

samurai of Nippon plenty of opportunity for

self-sacrifice.

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The Nipponese

SOCIAL CLASSES AND THE CELESTIAL ORDER The Nipponese believe all living beings, indeed all of

existence, are organized into a hierarchy set in place by

the will of the Celestial Heavens. This hierarchy –

known as the Celestial Order – was revealed to the

Nipponese by the Kami at the founding of the Empire,

and they regard it as the sacred and unquestioned

expression of divine will. To ignore or violate the

Order is to blaspheme against the cosmos itself. Thus,

the citizens of the Land of the Rising Sun are organized

into three distinct castes, each of which is divided into

several smaller ranks and sub-castes. Typically, a

person is born into a caste and remains within that

caste for their entire life, although exceptions are

possible.

At the top of the social order are the samurai, the rulers

of Nippon. They are the only ―real people‖ of Nippon,

and have complete power and rights over all below

them. The samurai caste itself is, of course, divided

into social ranks of its own – the Kuge (nobility) and

the Buke (those who serve). The Kuge include the

Emperor, the various high Imperial officials and

daimyo, the Clan Champions who rule over the various

clans of the Empire, and the daimyo of the various

families within each clan. All other samurai belong to

the Buke. Of course, there is considerable social

striation within the buke as well, ranging from the top

tier of provincial daimyo and city governors, down

through magistrates, advisors, military officers, and

other officials, and ending in the vast numbers of

simple warriors, courtiers, and priests who serve the

Empire – the so-called ―ji-samurai.‖ In general, a

samurai is not permitted to question or oppose

someone of a higher social rank without the strongest

possible justification.

Conversely, a samurai can easily lord it over those of

inferior social rank, and it is expected that such abuse

will be endured honourably. Samurai are supposed to

always treat each other with extreme respect and

politeness, even if they are actually bitter enemies, for

to fail in public manners is to violate Courtesy and

possibly even ―lose one‘s face,‖ an unforgivable social

error.

Below the samurai are the Bonge – the common folk,

also known as heimin or ―half-people.‖ These comprise

the vast majority of Nippon‘s population, and are the

ones who keep the nation and economy running. They

are generally not permitted to use weapons, although

exceptions are made for specific duties such as

Ashigaru (peasant military levies) or budoka (personal

armed retainers to samurai). Samurai can demand

anything from a heimin without recompense, and can

kill any heimin who disobeys or fails to show respect.

However, the Celestial Order also dictates that there

are responsibilities between the different castes of

society, something emphasized in writings like the

Articles of Heaven. So while it is the heimin‘s duty to

produce and obey, it is the samurai‘s duty to protect

and administer. Nevertheless, the life of the bonge is a

hard one, full of difficult labour and suffering. Only a

few commoners are fortunate enough to serve a

samurai who truly cares about them – for the most part,

their lords treat them with indifference, if not outright

cruelty. Naturally, heimin are always respectful and

obedient toward samurai, since the alternative is to earn

their wrath, but they seldom feel anything toward their

masters other than fear and wary respect.

However, the rare samurai who goes out of his way to

fulfil his duties to the heimin caste will soon draw their

notice, and such exceptionally compassionate samurai

are often rewarded in turn by extra loyalty and effort.

Even within the ranks of the bonge, there are social

striations. The highest-ranking of the heimin are the

peasants, for they grow the food which all the Empire

needs to survive. Slightly below the peasants are the

artisans and craftsmen – carpenters, blacksmiths,

stonemasons, brewers, seamstresses, and so forth.

Although they do not grow food, these persons still

create things of use and value, and truly skilled heimin

artisans can actually earn the respect of samurai who

admire their work. (In fact, some samurai are artisans

themselves, although they pursue rarified arts such as

painting and sword-making rather than simple things

like building furniture or forging horseshoes.) At the

bottom of the bonge‘s ranks are merchants. Merchants

are regarded with contempt by samurai, since they do

not actually make anything for themselves – they

simply buy and sell things made by others. However,

commerce is important to the Empire‘s economic

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health, and many clans rely on commercial activity to

swell their coffers – a contradiction which troubles

more than one samurai. To get around this problem,

some samurai appoint themselves as ―merchant

patrons,‖ watching over and supervising the activities

of commoner merchants, thereby allowing them to

conduct commerce without directly dirtying their own

hands with such distasteful activities.

Monks occupy a peculiar position within the social

order. They are not samurai, and by strict interpretation

of the Nipponese social system they cannot be

considered anything other than heimin.

However, their role as upholders of the Empire‘s

religious traditions affords them a respect which other

commoners do not enjoy. Most samurai treat monks

with a certain deference, and prominent members of

the monks are sometimes invited to court to provide

counsel and guidance to daimyo.

If the position of monks is peculiar, that of ronin –

those samurai who have no lord, no clan or family to

call their own – is far more difficult. A ronin is

technically still of the samurai caste, but with no lord

or clan to protect or care for him, he must make his

own way through the world, tossed by the waves of

fate – hence the name ronin, or ―wave-man.‖ Since

ronin cannot rely on a stipend or household, most of

them are forced to work as mercenaries or bodyguards,

earning food and lodging by the strength of their

swords. Some ronin ultimately must engage in manual

labour to earn their keep, but as samurai they consider

this bitterly shameful, and many of them resort to

crime or banditry rather than live like common folk.

Below the bonge are the lowest of Nippon‘s social

order, the hinin or ―non-people,‖ who are born into

those tasks which the Nipponese consider to be

intrinsically spiritually impure. Primarily, this involves

any activity which leads to touching ―unclean‖

substances such as blood, garbage, or dead flesh.

Morticians, leatherworkers, and refuse collectors

(known collectively as eta) form the bulk of the hinin

caste. Such persons are regarded as less than nothing,

and even peasants look down on them and abuse them.

The eta‘s life is bitter and unpleasant, and their only

hope under the rules of the Celestial Order is to fulfil

their duties well enough to be reborn into a higher

station in their next life. The rest of Nippon ignores the

eta as much as possible. Nevertheless, these people

have a vital role, performing the ―unclean‖ jobs no one

else will touch.

Although most of the hinin are eta, the ranks of this

caste also include a few other individuals. Torturers,

who must constantly inflict harm and touch blood and

sweat, are also considered hinin, although they are

permitted to serve samurai more directly than the eta.

Finally, geisha – women who offer samurai

entertainment and companionship – are considered to

be hinin, although unlike eta and torturers they are

accorded certain fame and respect by the rest of

society.

RITUALS OF LIFE All samurai life is ritual, and a samurai‘s standard day

is simply moving from one ritual to another. This is

true for all samurai, whether they be trained as bushi,

courtiers, or shugenja.

Although the rituals may differ from clan to clan and

family to family, the respect a samurai has for them

does not. Even a clan as militaristic and pragmatic as

the Crab has all manner of rituals which its samurai

follow with care and devotion.

The rituals of samurai life begin at birth. Whenever a

samurai child is born, special blessings and religious

ceremonies are held to ensure that evil spirits are

driven away, lest they curse the child or bring bad

fortune upon it. Portents are also taken from the

positions of the stars, and all possible omens are

examined for hints at the child‘s destiny. One month

after birth, the new samurai child is taken to the nearest

shrine to be blessed and recorded in that shrine‘s rolls.

Nippon does not have anything resembling a true

census, but a dedicated researcher can learn much

about a province‘s population by consulting the birth

records at local shrines.

Children enjoy care-free lives in their younger days,

although dedicated parents will make sure to remind

them of the samurai duties which await when they

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grow older. They do learn to read and write, as well as

the basics of etiquette and proper behaviour. A key

transition point comes when the child is old enough to

begin training in one of his or her clan schools. This

usually happens between the ages of 10 and 12,

although true prodigies may begin their training two or

three years earlier. The decision of which school a

samurai child should attend is a momentous one, since

it typically sets the samurai‘s path for life. Almost all

samurai attend a school, as failure to do so implies a

lack of the skill and dedication expected of them, and it

is quite rare for a samurai to be able to switch from one

school to another. Thus, parents carefully consider their

family‘s traditions and the needs of their lord and clan,

as well as their child‘s visible talents (if any). Priests

and astrologers may also be consulted to determine

where a child‘s path should lie. The wishes of the child

are seldom if ever considered. A family which has

served the clan as bushi for ten generations is liable to

continue to do so, regardless of what their child might

wish.

Schooling typically lasts four years, although it can be

shorter or longer depending on the talent of the student.

When a student has mastered the first Technique of the

school, he or she is considered ready for a gempukku,

or coming-of-age ceremony, one of the most important

rituals in a samurai‘s entire life. The gempukku ritual

varies greatly from one clan, school, or family to

another, but in general, it is both a celebration of

change (from child to adult) and a testing to prove what

the child has learned. Typically, the child will be

expected to demonstrate mastery of the school‘s first

Technique, as well as to perform other actions which

show dedication to family and clan traditions. Once the

ritual is complete, family and friends offer gifts to the

newly-made adult, who is permitted to choose a

personal name. Some prefer to keep their childhood

name, but many take a new name to symbolize their

hopes for the future or their dedication to family,

friends, allies, clan, or Empire.

The next great ritual in a samurai‘s life is marriage. In

Nippon, marrying is a duty, typically undertaken at the

command of family or lord. Marriages are treated

almost as a business matter, and are typically arranged

(a process called mi-ai) by the parents of the couple,

often with the help of a middleman, or even a

professional matchmaker known as a nakado.

Mi-ai traditionally begins with a formal interview

between the parents of the prospective bride and

groom. Samurai seek pairings which can better their

family‘s station, increase their lands or prestige, or

cement some long-term political or personal goal

through blood ties, as well as seal bargains or alliances

between clans and families. It is not expected for the

couple to be in love, or even to know one another prior

to their wedding. The process of arranging a marriage

can take anywhere from a few months to several years,

and a mi-ai interview is not considered an immediate

guarantee of success – rather, these preliminary

meetings are done to make sure both sides are

comfortable with a future pairing, ensuring an

ultimately successful union. If the two families live far

apart, a nakado or other go-between will be enlisted to

help ferry messages and gifts back and forth. Among

truly high-ranking families it is not uncommon for

children to be betrothed long before they reach

adulthood.

One of the most basic purposes of the Imperial Court is

to bring people together in marriages that create

alliances and cement bargains for the following year.

Fathers and mothers of noble lineage always bring their

most gifted children to the Imperial Court, hoping they

will catch some royal eye. Weddings themselves are

very elaborate rituals, performed with the presence and

supervision of both daimyo and priests, and many

blessings and prayers are made to prevent bad fortune,

remove evil spirits, and bring harmony and fertility to

the match. Usually the ceremony is held privately, with

only the immediate family and a presiding priest, but

this is followed by an elaborate public reception in

which guests enjoy a magnificent feast and offer

numerous gifts to the new couple. The bride

traditionally wears white, the colour of death, at the

beginning the wedding, symbolizing that she is dead to

her old family. After the ritual is complete and she

emerges for the reception, she removes the white

kimono to reveal a red one underneath – the colour of

life, showing she is reborn into her new family. Once

the ceremony is done, the newly wedded couple often

spends a month apart, meditating on what it means to

be married, before they take up their new household

together.

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When a samurai reaches the age of forty, it is

traditional for him or her to retire from active service to

the clan. This is not mandatory, however, and samurai

in the more active and pragmatic clans will often

continue to actively serve their lords long after

reaching their fortieth year. High-ranking nobles and

daimyo also tend to stay active longer than the normal

time. A samurai who does retire will most commonly

choose to join the monks, taking a new name and

beginning a new life as a monk or nun. Such retirement

is accompanied by an extended ritual celebration, in

which family and friends commemorate the samurai‘s

deeds and bid him goodbye. At the conclusion of this

ritual, the samurai shaves his head, a transformation

symbolizing his entering a new life of religious

contemplation. Not all retiring samurai join the monks,

however – some of them instead remain with their

families or their lords, living quiet but honoured lives,

and offering advice and counsel when it is sought.

Retired samurai may also sometimes return to active

service, taking up their swords once more when a crisis

or threat requires their attention.

The last ritual of every samurai‘s life is their funeral.

These, like everything else in Nippon, follow a strict

protocol. By Imperial Law, all bodies must be

cremated. Traditionally, a funeral takes place four days

after death, and those four days are filled with prayers,

as well as the burning of special scrolls filled with ―last

words‖ which are the final parting words of the living

to the dead. The body is anointed and purified by eta,

then kept in state with an honour guard until the day of

the cremation itself. Special foods are prepared on that

day, and relatives and friends gather to observe the

funeral pyre, which is also blessed by shugenja and

monks. Once the body has been burned, even more

prayers are spoken, to speed the spirit of the departed

on its journey to the afterlife. The immediate relatives

gather at the pyre and use special chopsticks to remove

the remaining fragments of bone from the ashes – these

are placed in a crematory urn, which is kept in a place

of honour for 35 days before finally being buried, an

event accompanied by a final round of prayers, chants,

and blessings.

RELIGION The official religion of Nippon is called Jinto and has

been so for thousands of years. During Nippon's history

it has existed as an amorphous mix of nature worship,

fertility cults, divination techniques, hero worship, and

shamanism and unusually it has no recognised founder.

It is a religion of nature and spirituality and the belief

that human nature is inherently good, and evil is

thought to stem from the individual's contact with

external forces or agents that pollute their pure nature

and cause them to act in ways which are disruptive.

Jinto worship is centred on the reverence of the gods or

kami. Kami may be anything that is extraordinary and

that inspires awe or reverence. Consequently, a wide

variety of kami exist in Jinto: there are kami related to

natural objects and creatures -- the spirits of mountains,

seas, rivers, rocks, trees, animals, and the like; there are

guardian kami of particular locales and clans; also

considered kami are exceptional human beings,

including many emperors. Evil spirits are also known

in Jinto, but few seem irredeemably so. While a god

may first call attention to its presence through a display

of rowdy or even destructive behaviour, generally

speaking, the kami are benign. Their role is to sustain

and protect.

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In a way Jinto is similar to the Old World religion in

that it consists of a pantheon of deities. However, the

priests of Jinto worship all the gods or kami as one

rather than there being any single clerics of a particular

god. Although some gods are more popular than others,

such as the Sun Goddess Amateratsu for example, it is

highly unusual for anyone to take on a monotheistic

perspective. There are hundreds, perhaps even

thousands, of gods in the Jinto pantheon which are

discussed further in this chapter but suffice to say the

Sun Goddess Amateratsu is one of the most pre-

eminent of the kami as well as the divine couple

Zanagi and Zanami who were said to have created

Nippon.

THE TENETS OF BUSHIDO All samurai are supposed to live according to a strict

and demanding set of ethical principles known as

Bushido (literally, the ―way of the warrior‖). They

quickly came to be accepted by all the clans in Nippon,

and as the roles of samurai evolved to include courtiers

and artisans, the Code of Bushido evolved into a

complete philosophical view of the role and duty of the

samurai. In modern Nippon, Bushido is integral to

almost every aspect of a samurai‘s life, and the proper

way to uphold the Code is a subject of continual

discussion and debate among all samurai.

Bushido is comprised of seven Virtues: Courage,

Compassion, Courtesy, Duty, Honesty, Honour, and

Sincerity. These virtues are held to represent the proper

way in which samurai should live and serve their lords.

In its ideal form, Bushido values each of these virtues

equally, and a samurai is expected to adhere to all of

them with equal vehemence. In practice, however, few

samurai can live such spotless lives. Moreover, every

clan in Nippon views Bushido in a slightly different

way, according to their respective views of duty,

honour, and life. The true nature of Bushido is

constantly debated within the courts of Nippon, and the

true way to uphold its Virtues is seldom fully agreed

upon even within the same clan. Every clan, has its

idealists who try to uphold every Virtue no matter the

cost, just as every clan contains a few dark souls who

laugh at Bushido and flout its principles.

Compassion Compassion teaches samurai that, as the warrior elite

of society, it is their duty to protect and guide the lesser

folk of Nippon. In its most obvious form, this means

offering military protection, guarding the commoners

against bandits, criminals, foreigners, and the monsters

of Haikido.

It is this form of Compassion which is most widely

respected and revered in Nippon, for all clans

recognize the importance of keeping their peasants

alive and productive. Bullying or abusing those of

lower station is an act unworthy of a samurai, even if

the social order allows it. Some clans take Compassion

more fully to heart, however, and seek to offer

guidance and help to the lower castes.

Courage Courage is in many ways the most basic and universal

of all the Bushido virtues, since every samurai is

expected to be ready and able to die at a moment‘s

notice. The central importance of courage to a

samurai‘s life cannot be understated. A samurai must

be prepared to fight and die without hesitation, whether

at his lord‘s command or simply due to unavoidable

circumstance. Indeed, it is popular to say that a samurai

lives at all times three feet from death, since that is the

reach of a katana. But in truth there is no clan which

ignores courage. All recognize that courage is

important if their samurai are to fulfil their duties

properly.

It should be noted that courage does not mean

foolhardiness. After all, a samurai‘s life belongs to his

lord, not to him. A samurai who throws his life away in

a useless and selfish gesture is not behaving

honourably, but rather is failing in his duty to lord and

clan. Indeed, there are many times when retreating

from a fight requires more courage than merely staying

and dying.

Courtesy Samurai are civilized men and women, not barbarians,

and are expected to behave with courtesy and proper

manners at all times. A samurai who shows undue

emotion or rudeness is not only violating Courtesy but

is also losing his face (on), disrespecting those around

him and shaming himself. A true samurai remains

courteous and well-mannered at all times, even when

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facing his bitterest sworn enemy, or provoked with vile

insults and malignant behaviour. A samurai who

openly insults others is showing his own weakness,

which is why Nipponese courtiers endlessly practice

the art of the subtle and indirect insult. Conversely,

when a samurai is confronted with failures of Courtesy

by those of higher station, his own honour is

demonstrated by his ability to endure such

provocations and avoid drawing attention to others‘

failures. Nipponese as a whole make a point of

ignoring those who engage in uncouth and improper

spectacles, since to draw attention to such discourteous

behaviour is to make matters even worse.

As one might expect, those who serve their clans in

politics and the courts tend to place a very strong

emphasis on Courtesy, since it is a vital element of

social and political negotiation. The most heavily

political clans place a special value on Courtesy,

although for some this is more for the Virtue‘s tactical

value in court than due to any moral commitment to it.

Duty If there is a Virtue which competes with Courage for

universal acceptance, it is Duty. A samurai must

always be ready to serve his lord in whatever way is

required, no matter what the cost. Death is the least that

a samurai may face – he must be prepared to endure

humiliation, dishonour, shame, and failure for the sake

of Duty. He must remain faithful to lord, family, clan,

and comrades no matter what temptations may fall in

his path. A samurai who violates loyalty to his lord or

clan is violating Duty, and such untrustworthy

individuals are hardly worthy of the title ―samurai.‖

Duty is the reason why love is so problematic for

samurai, since a samurai in love will feel a conflicting

loyalty to his (or her) beloved which may disrupt or

diminish the fulfilment of duty.

Honesty Honesty is in principle the simplest of the virtues of

Bushido, but also perhaps the most troublesome.

Ideally, it would seem obvious that an honourable

warrior should always tell the truth, and indeed, there

are some families and clans which embrace Honesty

with the same fervour as the rest of the virtues.

Honesty is also strongly associated with justice, and

thus tends to be a virtue admired by magistrates (or at

least by those magistrates who take their duties to

heart).

However, many other samurai, especially those who

serve their clans in court, find that Honesty is often a

virtue which must be danced around, or perhaps even

violated, in order to fulfil their duties. Almost all those

samurai who serve in the arena of court and politics

practice the art of deceiving or manipulating their

opponents while still remaining technically truthful,

and some families make almost an art form of

employing such tactics while still satisfying themselves

that they are behaving honourably. Most highly

political schools and families quietly accept that

sometimes they will simply have to lie for their clan,

and therefore tend to emphasize Sincerity far more than

Honesty in their approach to Bushido, counting on their

adherence to the other virtues to make up for their

sometimes erratic observance of this one. The

Scorpion, naturally, ignore Honesty altogether, and

exhibit almost open contempt for samurai who strive to

tell the truth or who follow the path of justice.

Honour Both the subtlest and the most basic of the virtues,

Honour teaches that every samurai stands in judgment

over himself, at all times. Bushido is not merely

enforced by social convention or superior authority, but

by each samurai‘s own heart and soul. A samurai

without Honour cannot truly follow the other virtues of

Bushido, for he is merely acting as others expect, not

as his own sense of honour demands. Conversely, a

samurai with true Honour will follow the ways of

Bushido even when the society around him becomes

corrupt and his superiors expect him to behave

dishonourably solely because they command it.

Almost all samurai in Nippon respect Honour, for it

lies at the very heart of Bushido.

Sincerity Samurai are taught from childhood that they must

express absolute sincerity in both word and deed. A

samurai who speaks on behalf of his lord in court, but

does so in a lackadaisical or unconvincing manner, is

serving his lord as badly as if he refused to speak at all.

A samurai who shows a lack of dedication in his

actions, who acts and behaves without absolute

commitment, is a samurai who fails his lord and his

clan. Sincerity is regarded with particular admiration

by political clans and families, but most samurai

respect it.

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The Concept of Face Face is a vitally important aspect of samurai culture. It

is intrinsic to the belief that samurai are exceptional

persons, chosen by birth to serve the Empire in ways

that mere peasants cannot. A samurai is expected to

maintain self-discipline at all times, to control himself

and to never show the sort of open emotions and out-

of-control behaviour that characterizes ―lower people.‖

A samurai who cannot control his emotions is a

samurai who cannot serve his lord with honour and

trust, for his emotions will override his judgment and

loyalty. Thus, maintaining dignity and self-control is

vital to a samurai‘s life.

The ability to maintain this self-control, never showing

one‘s true feelings, is referred to as maintaining one‘s

on or ―face.‖ A samurai who maintains face is a

samurai who cannot be manipulated, a samurai who

can deceive his enemies, a samurai who serves his clan

without fail. By contrast, a samurai who loses face,

who loses self-control, shames both himself and,

worse, his family and clan.

Face is a purely samurai concept, one that is not

expected of peasants and other common folk.

Maintaining face is sometimes compared to wearing a

mask, a mask which must be kept on every hour of

every day, concealing one‘s true feelings beneath on.

SHAME AND DISGRACE A samurai who is shamed by dishonourable actions or

loss of face will be expected, at the very least, to offer

deep and sincere apologies for such actions. Typically,

if the disgrace was fairly modest, the samurai will be

punished in a non-permanent way – assignment to less

prestigious duties, for example, or expulsion from the

castle, court, or city where he misbehaved. Although

such punishments are not lethal, they nevertheless

represent a deep and profound shame for the samurai

involved, who may well spend the rest of his life trying

to redeem himself for his failure.

More extreme failures, such as a violent outburst, an

attack or serious insult against someone of higher

station, or a breach of duty or loyalty, are punished

much more severely. A samurai who commits such acts

is quite likely to be ordered to commit seppuku (if he

does not offer seppuku himself out of shame). On other

occasions, such disgraced samurai may be expelled

from family and clan, and thus made ronin. A samurai

may also forsake his fealty and become ronin by his

own choice rather than face the prospect of punishment

or seppuku, particularly if he feels he is not actually

guilty.

Seppuku Seppuku is a form of ritual suicide which samurai

perform when they have been irretrievably

dishonoured. By performing the ceremony and thus

dying honourably, the samurai wipes away the stain of

dishonour and leaves his or her family name clean and

untarnished. It is important to remember that the main

purpose of seppuku is to protect the family, rather than

the individual. In Nippon a family is the repository of

all the collective deeds and accomplishments of its

members, and it is commonly said, ―I have borrowed

my name from my ancestors. I must return it to them

untarnished.‖ A dishonoured person thus brings

dishonour and shame to the entire family. By

committing seppuku, a samurai spares his family from

the shame of his deeds.

A samurai who is committing seppuku in a formal

setting dresses entirely in white (the colour of death),

and traditionally writes a final poem, a death-haiku,

before taking up his wakizashi to commit suicide. The

ritual may be witnessed by the samurai‘s friends or

relatives, representatives from his daimyo, or other

individuals. The actual suicide is usually performed by

means of the wakizashi, the blade which symbolizes a

samurai‘s honour (although another blade can be

substituted in a pinch). The samurai kneels and makes

three cuts across his belly, disembowelling himself. In

order for the ritual to be properly completed, the

samurai must not flinch or cry out in pain. Since this is

extremely difficult, by long-standing tradition seppuku

is assisted by another individual, a ―second,‖ whose

task is to complete the ritual by beheading the samurai,

ensuring he dies with honour. Serving as a samurai‘s

second is an important and honourable task, and the

sword used to behead the victim is carefully cleansed

with water beforehand. Seppuku is usually not something a samurai can do at

will. Samurai who are facing total battlefield defeat or

the military annihilation of their bloodline, however,

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will sometimes commit seppuku immediately rather

than face the eternal shame of utter defeat. Indeed,

entire samurai families have been known to commit

suicide under such circumstances. More normally,

however, permission to commit seppuku must be

granted by the samurai‘s daimyo, and cruel or

intolerant daimyo have been known to deny seppuku

and force their samurai to live with their shame.

Aside from acting to preserve family honour, the other

form of permissible seppuku is to protest unjust orders

from one‘s lord. This form of protesting seppuku is

known as kanshi, and must still be authorized by the

daimyo. Most daimyo don‘t care for such an act, but it

is considered quite dishonourable and ill-mannered to

refuse one‘s samurai permission to commit kanshi.

Women of the samurai caste who are not bushi are

permitted to kill themselves in a less painful fashion,

known as jigai, in which they stab themselves in the

throat with a knife. This is generally reserved for

women who are courtier or shugenja. Given the chance,

they will bind their ankles together before performing

this act, so as not to shame themselves with wild

kicking during their death throes.

POLITICS The way of the samurai is often considered

synonymous with the way of the warrior. But in the

Land of the Rising Sun, samurai do not serve their

clans solely on the battlefield. Politics has been a vital

element of Nippon‘s history since its founding, and the

negotiations and manoeuvres of courtiers have changed

the Empire as often as war, if not more so. Indeed,

skilful courtiers can sometimes alter the outcomes of

wars after the battles are fought.

Although some bushi look down on courtiers and the

subtle arts of politics, those who must serve their clans

in court reject the notion that they are any less samurai

than their warrior cousins. Courtiers must pursue their

diplomatic struggles with the same courage and zeal as

a bushi in combat, for their failures can be as

catastrophic as a lost war, and their victories can bring

glory and success to their clan without the need to fight

a war at all. Failure in court can mean death as certain

as failure in combat – courtiers must walk a perpetual

knife-edge, working to obstruct, undermine, and

destroy their opponents without falling prey to the

same fate themselves. Seasoned bushi who get re-

assigned to court are often forced to admit it is just as

taxing a field of conflict as warfare itself.

In Nippon, politics takes place primarily in the various

courts of the Empire. Every daimyo and governor

maintains a court in their castle or palace, inviting

emissaries and visitors from other families and clans to

attend and meet as their guests. The higher- ranking the

host, the more prestigious the court, and the more

important will be the political discussions and

negotiations which take place there. The most

prestigious court in the Empire, of course, is the

Imperial Court, hosted by the Emperor and his chief

advisors. Many courtiers spend a lifetime trying to win

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an appointment there. The heaviest political activity

takes place during the winter, and just as the Imperial

Court is the most important and prestigious of political

postings, the Imperial Court is the most desirable of all

courts to spend the snow-bound months.

Court, more than any other part of Nipponese life, is

suffused with delicate etiquette and indirect speech.

After all, diplomats speak for their clan, and have the

weight and prestige of that clan behind them. A minor

daimyo who insults or ignores a courtier without

legitimate cause could well be forced to commit

seppuku for his breach of etiquette. Nor is anyone so

uncouth as to openly discuss alliances or treaties in

open court. Trained diplomats employ hints and subtle

conversational gambits to suggest a possible topic of

discussion. Much of the truly important and crucial

negotiation at court takes place in private meetings,

rather than in open chambers where others might

overhear it.

Political agreements in Nippon are seldom expressed as

written treaties, save when both sides wish to present a

formal agreement to the rest of the Empire. More

commonly, negotiations are handled through personal

commitment and word of honour. Clans trust their

courtiers to handle delicate situations, and courtiers in

turn can call on the trust of their clan to give their word

great weight. Indeed, minor daimyo or provincial

officials may well have difficulty keeping their

positions if a powerful, influential courtier speaks out

against them to their feudal lord – especially if the

courtier‘s accusations turn out to be true.

A major part of politics in Nippon is the exchange of

letters, and experienced courtiers spend much time and

effort each day in composing and sending such

missives to each other. A good courtier can maintain a

steady flow of correspondence with dozens of people

from across the Empire, dropping small tidbits of

information to them and carefully reviewing the

snippets of gossip they send him in return. For many

courtiers, this network of correspondents can be just as

important as the allies in their own court.

Correspondence can build an alliance that lasts

generations or begin a feud that lasts centuries. Indeed,

a timely piece of information from the far side of the

Empire can turn the entire course of negotiations, and a

courtier‘s fame and fortune can be founded, built, or

shattered by a single letter.

Within the courts themselves, critics and blackmailers

alike employ letters as their weapon of choice, and

lovers use them as their most subtle but most direct

gift. This continual flow of correspondence within a

court is known as the ―Game of Letters.‖ Unlike letters

sent to and from those outside court, these letters are

designed primarily to display skill and to manipulate

others rather than to convey information.

DUELING Nippon is a society ruled by a caste of armed warriors

who follow a strict code of honour and etiquette. When

a samurai is insulted or maligned, and even more so if

his (or her) family, clan, or lord is the target of such

insults and slanders, he will usually respond by issuing

a challenge to a duel. Duels are considered the

appropriate and socially acceptable response for any

situation where a samurai feels that honour or

reputation has been threatened or compromised.

Indeed, failing to issue a duel means the original insult

or slander is left unanswered, in effect making it true.

Conversely, once a challenge has been issued, the other

samurai must either back down and apologize,

retracting whatever slander he issued, or else defend

his words with steel. Backing down, of course, is a

tremendous loss of prestige and face, and a wise

samurai will never issue an insult or accusation without

being prepared to back it up in a duel.

Duels are not always to the death. Samurai are not

supposed to throw their lives away without cause, and

when the insult or offense which caused the duel is not

of great magnitude, a duel to first blood, or until one

combatant acknowledges defeat, will be considered

sufficient. When the insult is serious, however, duels

are always lethal, and end only when one (or both)

participants are dead.

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Regardless of whether it is to first blood or to the

death, a truly honourable duel must be authorized by

higher authority. Typically, this requires the permission

of each samurai‘s daimyo, but other high-ranking

samurai such as Imperial officials and district

governors can often approve duels as well, especially

duels to first blood. Magistrates also have the power to

authorize duels to prove the guilt or innocence of an

accused criminal. This is not to say that a duel cannot

be fought without such permission. Unauthorized duels

are a regular feature of Nipponese life, especially

where samurai passions become involved, and while

such duels are considered socially scandalous and

improper, they are not punished in the same way as a

murder. Typically, the samurai is subjected to little

more than house arrest or a public reprimand.

Traditionally, any samurai who wears a katana is

signifying his ability to defend himself, and if he is

challenged to a duel, he must fight on his own behalf.

A samurai who carries only a knife or a wakizashi

(such as the typical courtier or shugenja) is signifying

that he is not a warrior and cannot fight his own duels.

If he is challenged, he can call for a champion to fight

on his behalf. Likewise, if such a samurai issues a

challenge to another, he is expected to have a champion

available to fight for him. Usually, daimyo will supply

champions for their samurai, although they may refuse

to do so if they consider the duel to be fought over

insufficient justification. Once the duel is resolved, the

losing party is expected to share the fate of their

champion, committing seppuku if it was a duel to the

death.

Once a challenge has been issued and accepted, the

challenged party will be permitted to specify the time

and place of the duel (a custom known as the ―rights of

the challenged‖). When passions are high, the duel may

be accepted and fought immediately, but more

typically the challenged party will choose a symbolic

or beautiful location at some noteworthy time, such as

dawn. In theory, a duel can be held weeks or months

after acceptance – sometimes as much as a year, though

never more than that – but delaying a duel in this

manner is often considered a sign of lack of self-

confidence or even cowardice.

WAR IN NIPPON The Code of Bushido is also known as the ―Way of the

Warrior,‖ and although the Nipponese religion often

focuses on peace and compassion, most samurai of the

Empire are bushi, raised in the path of arms and taught

to seek glory and fame on the battlefield. Minor wars

and border skirmishes are a constant reality of life in

the Land of the Rising Sun, where the different clans

are constantly jockeying for power and influence, and

major wars erupt with some regularity. During periods

of crisis, such as the eras of the Clan War, war is near-

constant and major clashes of arms become a regular

part of every samurai‘s life.

Armies and Tactics Nipponese armies are primarily infantry forces. The

native Nipponese pony is not hardy enough to support

full-scale cavalry warfare, although it can be used

effectively for scouts or mounted infantry.

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Thus, the only samurai who employ true cavalry tactics

in Nippon are the Taneka, who imported full-size

horses from Cathay. Other Nipponese armies

developed some degree of anti-cavalry training and

tactics, but their lack of full-size horses prevented them

from deploying any large-scale cavalry force of their

own.

When armies go into battle, regardless of their strength,

it is the smaller units – legions and companies – which

form the primary units of tactical manoeuvre. They

usually deploy in rectangular blocks, wider than they

are deep. However, the Nipponese generally do not

have concepts like phalanx fighting or maintaining a

―shield wall.‖ It is expected that once two enemy units

collide on the battlefield, the soldiers on each side will

engage each other in personal combat. Consequently,

the Nipponese march and advance in a more dispersed

and open formation than Old World armies, and once

contact is made with the enemy, any formation will

quickly break down into a sprawl of hundreds of small

melees. Thus, battlefield tactics tend to focus more on

pre-contact manoeuvring, bringing more troops to bear

on the decisive point through effective scouting and

skilful march and deployment, and wearing down the

enemy with archery and magical attack prior to

engagement, as well as on successfully withdrawing

and rallying units after combat.

FOREIGN RELATIONS Basically-speaking Nippon is not a very open society

and distrusts all foreigners, save those from Cathay

perhaps, and all Old Worlders are viewed as hairy

savages. When Shogun Yoritomo Ieyasu rose to power,

and re-united the warring states of Nippon, he imposed

certain restrictions on foreigners as well as restricting

his own people from leaving the island. Most

foreigners are confined to sealed off areas in whichever

city they are occupying and dealings with them is often

conducted by lower class characters, such as

merchants.

The Empire There have been very few dealings with the Empire

and few Imperial merchant ships have ever made the

long and arduous journey to the Far East. However, the

Empire is anxious to change this not least because of

Marienburg‘s enviable position with Nippon and the

Far East as a whole. They do not want to be barred

from the riches of the Far East as they are from Lustria,

although this has more to do with Marienburg‘s

alliance with Ulthuan than anything else. Emperor

Karl-Franz therefore sent a diplomatic mission to

Nippon in order to cement some kind of an alliance or

treaty. Unfortunately progress has been painfully slow

as they try to get to grips with Nippon customs. The

fact that they are confined to sealed off foreign quarters

in the capital of Hyudo also possess problems as many

days can go by without any meetings with Nipponese

officials and what is more is that the translators present

at all of the meetings are Marienburgoise Clerics of

Haendryk. It is rumoured that they are economical with

the truth when relaying back to the Nipponese what the

Imperials want and can give in return. However, the

Imperials have been successful in converting a few

people to the cult of Sigmar both in and outside the

city. Sigmar‘s appeal to the new converts is one of

strength and unity and they view him as another kami

or god. With dozens of Nipponese Sigmarites created

maybe the Empire can make some gains?

Estalia Estalia, especially the great seaport of Magritta, is in

competition with Marienburg when it comes to

securing trade with the Far East. This has even

amounted to clashes in the Ind Ocean between Estalian

ships and those of Marienburg. As these incidences are

very embarrassing both sides have conveniently chosen

to brush them under the carpet. The Estalians haven‘t

been as successful as the Marienburgers in their

dealings with Nippon but they occupy a bit of the

merchant quarters in the port of Tokaido. The

Marienburgers are unhappy with their presence and

rumour has it that both sides are seeking to sabotage

each other‘s trade.

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Marienburg The most important Old World trading partner is

Marienburg. It was Marienburg who introduced

firearms into Nippon some twenty years ago and one of

the merchant houses, the den Euwe, has an heir married

to a daimyo's daughter Lady Katsi Okumoto. It is not

presumptuous to say that Marienburg has a firm

foothold on Nippon. Although they are, like the

Imperials, confined to sealed off quarters of Hyudo for

most of the time, they also occupy a small island just

off the port city called Dejim. The tiny island is

complete with its own set of quays so that ships can

anchor there and if anything the island is a piece of

Marienburg transported some seven thousand miles

across the globe. The Marienburgers were given the

island when they first came to Nippon to keep their

influences away from the populous as the Jinto priests

viewed them with distain because they were merchants.

But on Dejim the Marienburgers are free to do as they

please although the Shogun isn‘t without his eyes and

ears there, as a shrine to Jinto attended by several

priests testifies along with the fishermen who often

moor their boats on the island. The Marienburgers,

while they are happy to join them in their religious

ceremonies, do not trust them. Nippon itself has a little

community in the city of Marienburg. It was there quite

a few years before the present Shogun made it harder

for people to leave his island. While he was opposed to

it at first Yoritomo has grown used to the arrangement.

Ulthuan High Elves used to live in several of the cities of

Nippon pre-Incursions of Chaos, but when Tor Elithis

was attacked by the forces of Chaos the vast majority

of the Elves left to defend it. Small communities lived

on in some of the cities but over the subsequent years

they gradually left. Most chose to go back to Ulthuan

but those who did not decided to go to the Gates of

Calith and reinforce the garrison there against sporadic

attacks from Chaos armies. To this day that is where

they remain. The High Elves are welcome in Nippon

although they are often feared.

The Phoenix King, although he would like to regain

Tor Elithis, is more concerned with keeping his island

territories in the vast ocean between Cathay and the

southern tip of the Southlands which are: the Fortress

of Dawn, Tower of Stars, Tor Elasor and the Tower of

the Sun. In truth, King Finubar is not too bothered

about Nippon and sees the Kingdoms of Ind and

Cathay as more valuable. However, this has not

prevented High Elf clippers from exploring the ocean

east of Nippon, as in the past, though long ago, the

Dark Elves of Naggaroth sailed a Black Ark from the

western New World to the coast of Cathay. Fortunately

the Black Ark was destroyed therefore preventing a

probable Druchii invasion.

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History of Nippon

Like many peoples, the Nipponese see themselves as

the children of the gods. Nippon came into being when

the gods Zanagi and Zanami stood on the bridge of

heaven and stirred the waters of the Earth with a spear.

The drops of water that fell from the spear tip gathered

together to become the islands of Nippon. The pair

then descended and raised the spear as the centre pole

of their house. Nippon had been created.

Zanagi and Zanami had many children, which would

be known and worshipped as the Kami. Amateratsu,

the Sun Goddess was the first-born of these.

Amateratsu inherited the earth and would rule Nippon

and guide its people through her palace in the sky.

Even so, the land was far from unified, with many

different clans vying for power and fighting against

each other for thousands of years.

THE FOUNDING OF NIPPON Around -13 I.C., Emperor Yamayakyuki was the agent

of an important change in Nipponese history. Nippon at

this time was composed of many clans, of which the

strongest was the Imperial Yamayakyuki family. The

Yamayakyuki were one clan amongst many — but they

claimed the right to rule because they were descended

directly from the Sun Goddess, Amateratsu.

When Yamyakyuki was finally declared ruler of Usaki

he was already an imposing man of some thirty years.

The story goes that on more than one occasion his

opponents surrendered before a sword was drawn due

to his defeating charisma and leadership alone. But

already as a young man Yamyakyuki proved himself a

man second to none. Before his twentieth year he

ventured alone into the Kanto-Yoshida Mountains to

the east, where he returned sixty days later carrying the

Ryatso Katana and flying on one of the legendary

Kirin. This wondrous magical mount stayed with him

until the day he died.

The Jinto priests took these events as proof of

Yamyakyuki's ancestry that he was indeed of

Amateratsu‘s blood. The Ryatso Katana, a sword of

true craftsmanship lost in the wars against the

Korgians, was to become the staff of office for all

future Emperors of Nippon and Yamyakyuki was

worshipped as the divine descendant of Amateratsu. He

declared that he had a vision from Amateratsu: he must

gather all of Nippon into a single empire, to bring

peace and harmony back to all of the Sun Goddess‘

people or die in the attempt.

Yamyakyuki mustered a mighty army and finally

conquered all of Nippon, though the campaign took a

full twelve years to achieve. The defeated armies were

given the choice of submitting to the rule of

Yamyakyuki or die; only in two cases did an enemy

choose the latter. These were the warlords of the

Ichymoni and Koijo clans respectively, whose

warriors, cousins and their families were decapitated in

days; it was a blood bath.

By -1 I.C. resistance had been broken and in the same

year representatives of all the clans of Nippon gathered

at a coronation feast at Mount Fuji where Yamyakyuki

was proclaimed the First Emperor of all Nippon. On

the first day of the coronation Yamyakyuki entered the

cave in Mount Fuji. When Yamyakyuki emerged from

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the cave it is said that the sun shone so brightly that the

gathered masses turned their eyes lest they be blinded.

During the early period of Yamayakyuki‘s rule the

influence of the mainland began to be felt in Nipponese

culture. Cathay had already advanced to a

comparatively high level of civilisation, and thanks to

the relative ease of travel and trade from Cathay, iron,

writing, literature and philosophy came to Nippon.

Nippon was divided in ten regions which were further

divided in a total of 66 provinces. Yamyakyuki ruled

Usaki, while the rule of the other nine regions were

given to the most capable and loyal of the Kamato clan

leaders, who had fought as generals in Yamyakuyuki‘s

army. The individual provinces remained under the

rule of the local clans who had accepted Yamyakyuki

as their liege lord, though one province was given to

each of the nine region rulers.

Yamyakyuki retained a firm and just rule of Nippon

until his death in -12 I.C. His oldest son, also named

Yamyakyuki, ascended the Imperial throne as

Yamyakyuki II. Unfortunately, he had not inherited his

father‘s leadership skills. The Daimyo saw the

opportunity to increase their own power within their

provinces. The strongest Daimyo, lead by Mitsusaki

Onokate, pressed the weak emperor to grant them tax

liberation of their personal lands. Others seeking tax

evasion became vassals of these governors and thus

avoided tax payments to the Imperial coffers.

As the years passed, the loss of tax revenues and the

increasing strength of governors undermined the

central Imperial authority. Already during the reign of

Yamyakyuki‘s grandson, Yamyakyuki III, the emperor,

though still the formal ruler of all Nippon, only

effectively controlled the Imperial Province, home of

the capital Edo. Nippon had dissolved into feuding

chiefdoms lead by ambitious clan leaders.

By the 9th century the Emperors were actually pulling

back from the day-to-day business of ruling a country.

They were becoming symbols of power rather than the

wielders of power. As the Emperors retired from

government, control passed to the court officials. The

Emperors continued to reign, but they no longer ruled

the country.

This period was a time when Nipponese culture came

into its own, leaving its Cathayan-dominated roots

behind. At the same time, this changed the way that

Nippon was governed. The central government became

corrupt and weak. Land ownership started shifting to

great estates. The nobles who held government offices

were given tax-free hereditary estates as payments.

Many peasants and lesser landholders were only too

happy to hand over their property to these estates to

escape from the heavy taxes levied on them!

THE RISE OF THE SAMURAI At around the same time, the samurai were coming to

prominence as more than just another group of fighting

men. Like the knights of the Old World, the samurai

were the leaders of common foot soldiers. Like the

knights it was possible to win promotion to the ranks of

the samurai. And like the knights, to be samurai also

implied a degree of service to a superior. In the case of

the samurai, this service was to the Emperor, a noble or

a warlord.

The Imperial government found the samurai incredibly

useful in putting down rebellions, but with the shift in

power to mighty land-owners, the loyalties of the

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samurai also shifted. The samurai came to serve and

protect the great lords, fighting against other great

landlords, bandits and rebellious locals. Although some

of these samurai were from humble families, the clans

that prospered and attracted allies could trace their

ancestors back for centuries, often to some (minor)

Imperial relative banished from Court to seek his

fortune elsewhere. Among these clans of aristocratic

samurai were the Mirumoto in the east and the Hotomo

in the south west of Nippon. No longer content to

merely serve, the samurai began to interfere in

government politics.

THE IMPERIAL WAR In 1155 there was a crisis in the Imperial succession,

when the current Emperor was found poisoned without

a clear heir. This led to heavy arguments of whom

would take the trone, with the Emperor‘s uncle

Hirakawa and cousin Jozun being the most suitable

candidates. The Mirumoto supported the cousin and the

Hotomo the uncle, each of which were positively

inclined to either clan respectively. That meant that

whoever would have their candidate become Emperor

would have a great boon at having their will go through

at the Imperial Court. Naturally, there would not be a

peaceful solution to the matter.

The Mirumoto and Hotomo were now in open war with

each other. At the Battle of Hogo, the Mirumoto

samurai were defeated, with the majority of them being

executed for their defiance by order of the would-be

Emperor Hirakawa. Among these were the old

Emperor‘s cousin and many of the chief members of

the Mirumoto clan. However, rather than allowing their

enemies to execute them, they cut their own stomach

with their swords in the first seen display of seppuku.

This victory allowed helped the Hotomo clan to rise

rapidly to power in the Imperial Court, and Hirakawa

declared himself Emperor. The Mirumoto, though

beaten, were not defeated, and longed for revenge.

This time, the civil war that followed was a

straightforward fight between the Hotomo and the

Mirumoto. Although the war seemed to go well

initially for the Mirumoto, events soon turned against

them. The Hotomo attacked the Mirumoto

headquarters, and then lured them into a counter-attack

that failed when Mirumoto Yorimasa refused to join in

because he could not violate his duty to the Emperor.

The surviving Mirumoto were pursued and slaughtered

without mercy.

Mirumoto Yoshitomo fled with three of his sons one of

whom, was so badly wounded that he begged his father

to kill him so that the others could flee with more

speed. Yoshimoto did this, but to no avail. He was

caught and murdered in his bath, taken when he

thought he had outrun his pursuers. Hotomo Kiyomori

then beheaded the Mirumoto clan – literally.

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Hotomo Kiyomori was seemingly unassailable. He had

beaten his samurai rivals and was now the most

powerful Daimyo in Nippon. However, he had not

quite killed all the Mirumoto and in twenty years the

survivors had become strong enough to challenge him

once again.

The Imperial War would last for another five years.

Once again, the Mirumoto opposed the Hotomo, but

this time they were supported by the sohei, warrior

monks from the temples of Kumano. However, the

Hotomo were initially successful again, defeating the

Mirumoto army at the battle of Mount Fuji.

In 1183 the course of the war began to turn for the

Mirumoto clan under the leadership of Daimyo

Mirumoto Nobunaga. They won a series of brilliant

victories, culminating in 1185 with the Battle of Sano-

Iru. Both the Hotomo and Mirumoto clans aboard fleets

of warships and headed into the straits north of Usaki.

In the middle of the Hotomo fleet was the newly

crowned, Emperor Ontaku. He was still very young

and the symbol of Hotomo and Imperial legitimacy,

and thus an important element of the Hotomo claim to

rule Nippon. What happened at the Battle of Sano-Iru

was virtually a land battle fought from ship to ship. The

sea is supposed to have run red with blood during the

battle as the Mirumoto smashed the Hotomo army. The

unfortunate Emperor Ontaku was drowned.

His military victory secured, Mirumoto Nobunaga did

not bother with any of the political manoeuvring at

Court that the Hotomo had used. His power was based

on his armies, not on any Imperial family connections.

The Emperor was forced into retirement, becoming a

mere symbol. Nobunaga took the title and office of

Shogun, becoming the true leader of Nippon‘s power.

Nobunaga also moved the centre of power from Usaki

to Hyodo. The old Imperial Court was ignored and

became largely irrelevant to the running of the country.

The Mirumoto clan would hold Nippon in an iron grip

for many centuries to come.

HUNG INVASION In 1745, the Hung amassed a great horde and assailed

the Cathayan province of Han Kou. After running

rampant throughout the land, The Hung set their eyes

upon Nippon. Wanting to conquer all the kingdoms of

the east, the Hung Warlord ordered his army to

construct a great fleet of several hundred ships, to sail

to conquer the islands.

Nippon at this time was still strong under Mirumoto

control, but severely outnumbered by the Hung. The

Shogun of the time, a rash man who attacked first and

thought later, ordered the entirety of the Nipponese

fleet to meet the Hung head on. Only a dozen ships

returned, and the Shogun, shamed by the defeat of his

mighty fleet, performed seppuku.

However, not all was lost. The Empress Jungi, though

but a symbol like the Emperors before her had been for

many centuries, was an extremely powerful Shugenja.

With the Shogun gone, she rallied her people and took

to the battlefield herself. Stunned by this expected

show of courage, the Nipponese followed her. She took

the Imperial Ship with her closest bodyguard to protect

her, and sailed towards the approaching Hung fleet.

With all her might, she summoned a huge tidal wave

that swept across the Hung fleet, capsizing their ships

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and drowning the marauders in the murky depths. Over

two thirds of the Hung fleet was destroyed in one

strike, though Empress Jungi almost perished from

fatigue, for such was the exertion caused by the spell.

She did not let that stop her though, and personally led

the Nipponese armies against the parts of the Hung

fleet that managed to land on the coast. Nippon was

saved from the Chaos menace, and Empress Jungi was

hailed as its saviour. The other clans rallied behind her

and proclaimed her the true ruler of Nippon. The

Mirumoto Shugonate was soon overthrown, and

Empress Jungi would be the first ruler in the period

that would be known as the Imperial Restoration.

WAR OF THE COURTS Though Empress Jungi actually managed to restore the

Imperial administrative system and did away with the

Shogunate, this would not last. When she mysteriously

disappeared some ten years later and the throne was

ascended by her son Daigo, there was soon talk about

rebellion. Daigo did not possess the same level of

leadership qualities as his mother, and some rumours

even spoke about him having her assassinated to get to

the throne himself.

The Ujimasa were the first to take advantage of this,

rallying several of the clans and openly accusing the

weak Emperor of murder. They drove Emperor from

Hyodo and set up another Emperor under their direct

control. The Wars of the Courts" dragged on for 56

years as Daigo and his heirs fought against the Ujimasa

and their Emperors. In 1792, however, an Ujimasa

ambassador convinced the true Emperor to abdicate.

With the Ujimasa puppets now seen as the rightful

Emperors, their Shoguns came into their own, but their

power was to be relatively short-lived. The Ujimasa

period was one of great refinement of manners, of great

art and literary works. However, during this period real

power passed from the Shogun to the other great clans.

The Ujimasa shoguns were never able to control these

clans, and this failure was to lead to a century of

terrible violence.

CHAOS INCURSION Long ago, a warpstone meteorite had crashed in the

northern part of Haikido, and the once prosperous

island instead became a lair of evil. A terrible fate

began to afflict the people of Haikido as the clouds of

warp dust blew into the towns and villages. They began

to mutate and became things much less than human.

The castle of Kamakura was inhabited by foul beings,

with many of the people turning to the worship of the

dark gods. For millennia, those pure in spirit would

fight against the Chaos forces of Haikido, holding them

off from moving south into Koshu.

In 2302, the forces of Chaos were on the march over

the entire world. Though it was the Old World in the

west that bore the worst brunt of it, all was not quiet in

Nippon either. From their Castle of Decay in Haikido,

the Chaos worshippers known as the Black Samurai

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marched south, aided by many Oni that were able to

traverse into the material plane through a newly opened

warpgate.

The clans of Nippon would set their differences aside

for the first time since the time of Empress Jungi, and

gathered to face the forces of Chaos. On what would be

known as the Fields of Death in Haikido, the armies of

Emperor Naganori, Shogun Ujimasa Horotome and his

Samurai would battle the largest Chaos incursion ever

seen in Nippon‘s history. It was a brutal battle as Chaos

Warrior fought Samurai in bitter combats. For the first

time the Nipponese were to experience the horror of

magic cast by the Chaos Sorcerers; many of these foul

wizards had come across the seas from the West. The

Nipponese could not hope to win being pitched against

such a devastating weapon. But just when the Chaos

forces were to gain the upper hand the ground began to

rumble as great cracks opened up directly underneath

the main Chaos column. Within seconds the column

was swallowed by a great earthquake, separating it

from the main battle in the process. The Nipponese saw

this as a sign from the Kami and fought with renewed

vigour as they finally destroyed the followers of Chaos.

It was a great, but costly, victory for Emperor Naganori

and Shogun Ujimasa Horotome.

The surviving forces of Chaos retreated back north.

Unable to pursue them among the warp dust, the

Nipponese have never been able to fully eradicate the

forces of Chaos from their position at the Castle of

Decay. It is said they still plot and plan to overthrow

Nippon once more, though that day has not yet come to

pass.

ARRIVAL OF GUNPOWDER In 2322 the first Old Worlders arrived in Nippon, when

a group of Marienburgers traders landed in Konshu.

The Marienburgers brought with them one thing that

would greatly affect the future of Nippon‘s warfare:

effective gunpowder weapons.

Gunpowder weapons were not a complete mystery to

the samurai. They certainly knew about Cathayan

artillery, but gunpowder hadn‘t really arrived in

Nipponese warfare, until now. The guns that the

Marienburgers brought to Nippon were handguns or

matchlocks. They were light enough to be used by one

man and relatively safe. The handgun had a slow rate

of fire on the battlefield, but it did have one massive

advantage that was recognised in Nippon as quickly as

it had been spotted in the Old World. Training as an

archer takes years of dedicated work. Learning to use a

handgun takes days, at most. The Ashigaru were a pool

of soldiers in every army ready and waiting for an

easy-to-use missile weapon.

Given the level of skill that Nipponese swordsmiths

and armourers exhibits, it‘s hardly surprising that it

took remarkably little time before the handgun was

being produced in Nippon, and that it was adopted

enthusiastically by the Daimyo for their armies.

However, although everyone could see that the

handgun was a useful addition to the armoury, it would

take time before someone would integrate a substantial

force of Matchlock Ashigaru into his army in a

tactically effective manner.

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WAR WITH CATHAY In 2355, Shogun Ujimasa Hideyoshi became Shogun

after killing his predecessor in a duel. Hideyoshi was a

ruthless man, who saw the decline of the Ujimasa

Shogunate and the rivalling Daimyo as a pest that must

be eradicated. In an effort to once again rally Nippon in

more than just words of peace on a paper, he called for

an invasion of Cathay to increase the borders and

wealth of his glorious land. Cathay had been hit hard

by the Hung and Kurgan during the Great War Against

Chaos, and had not quite recuperated as well as

Nippon. Now was the perfect time to strike.

He constructed a huge fleet of thousands of ships

which would take his troops across the Far Sea to

Cathay. Over 250 000 troops was sent across the

treacherous waters, making landfall near Fu Chow on

the eastern coast.

This sudden attack was a large surprise for the

Cathayans, who were quickly overtaken by the

Nipponese forces. Hideyoshi‘s armies established a

foothold with Fu Chow as a base from where they

could take in more supplies and fresh troops from

Nippon. The Nipponese would prove to be

unstoppable, beating back every Cathayan army sent

against them and conquering more and more cities on

the eastern coast. The Cathayans became more and

more desperate, resorting to hiding in the woods and

attacking supply caravans rather than facing the

Nipponese on the field of battle.

The war would rage on for a total of 120 years, until

the Cathayans and Nipponese would face off at the

battle of Xenyong. As the Nipponese forces tried to

engage the Cathayans, they were constantly lured

closer and closer into a valley, where the Cathayans

had planned an ambush. As the Nipponese cavalry

charged into the Cathayan army, they were shot down

by dozens of rocket batteries, so many that the sky

could barely be seen for all the arrows that covered it.

The Cathayan Emperor even cut of the head of

Hideyoshi, who was leading the assault, and sent it to

Hideyoshi‘s brother who was governor of Fu Chow.

When news of this defeat reached the rest of the

Nipponese forces, they began to lose heart. City after

city was taken aback by the Cathayans, until only Fu

Chow remained. Hideyoshi‘s brother ordered his

remaining forces to take the ships back to Nippon. The

war was lost.

This defeat was the greatest in Nipponese history, and

would ultimately cost the Ujimasa the power of the

Shogunate. Certain that the Ujimasa were too weak to

lead Nippon after the defeat against Cathay, the clan

Daimyo once more began plotting against each other

and the Shogunate.

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THE TIME OF THE WARRING CLANS In 2487, Nippon was a powder keg waiting to explode.

The Ujimasa Shoganate was at an all time low,

spending more of their time arguing and performing tea

ceremonies than leading the country. It hardly came as

a surprise when full-on civil war broke out.

The weak Shogun did nothing to prevent this, and soon

rioting became prevalent in Usaki.

It did not take long until the rest of the clans followed

suit. Each of the great clans attempted to invade their

neighbours, minor clans were trampled underfoot and

destroyed, and burning fires could be seen every night.

As the war spread throughout Nippon, Daimyo took the

opportunity to settle old scores (and gain territory at the

expense of their neighbours) with mixed results.

The central government had, for all intents and

purposes, vanished. The Daimyo were free to wage as

many wars as they wanted or could afford. The lesser

samurai families were quite free to dream of greater

power and steal land from each other as well.

A shifting pattern of rivalries and alliances emerged.

One clan would ally with another against the threat

from a third, only to find that their allies had become

just as great a threat, or that previously loyal underlings

were now more dangerous than any external threat.

Samurai warfare had always used dirty tricks,

assassination and outright treachery but during earlier

conflicts, such as the Gempei War, the clans who had

behaved in this fashion were widely regarded as

villains. In the Warring Clans period, however, all was

fair in love and war. A quick murder was as acceptable

as winning a battle. The daimyo, of course, had access

to the ninja, who saw much use during the war. It was a

wise man who took precautions against assassination,

even if he did not plot the deaths of his rivals and

superiors.

YORITOMO IEYASU During this time, the Yoritomo clan was another one of

those small samurai families who had managed to gain

control of a province during the time of the Warring

Clans. In 2506, the grim Yoritomo Ieyasu became head

of the clan.

When the Batake marched towards Hyodo, taking

advantage of the fact that the Horumi and Taneka were

busy fighting each other, they came upon Ieyasu‘s

province. Fiercely defending his home, Ieyasu decided

to attack. After a brilliant bit of trickery, he managed to

convince the Batake that his army was camped in one

place, and then ambushed the main Batake force in a

gorge. The battle lasted minutes rather than hours. The

Batake Daimyo was killed, and only realised at the last

minute that the samurai who were attacking were not

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part of his own force who were the worse for drink.

Yoritomo Ieyasu was now a real power in the land.

The temptation to march on Hyodo must have been

there for Ieyasu as well, but he bided his time and

secured alliances with his neighbours by marrying off

his daughter and younger sister. Soon his route to

Hyodo and the Shogunate was open.

Yoritomo Ieyasu entered Hyodo in November 2508,

taking the city with little resistance from the

Shogunate. Now, all he needed was to defeat the rest of

the great clans. In 2508, he fell upon the Mushagi and

fought the indecisive, but victorious Battle of

Onogawa. While his forces won the day, they didn‘t

crush the Mushagi who pulled back to consolidate their

strength. Troubles now multiplied for Ieyasu and he

rapidly found he was facing not only the Mushagi, but

the Horumi and Taneka as well.

The Taneka moved against him, almost trapping Ieyasu

in his castle. Ieyasu was faced with a simple choice:

stay where he was and fail in his duty to prevent the

Taneka from reaching Hyodo, or fight. He chose to

leave the castle and met the Taneka army in the snow

on a stretch of open moors near the Ekawasaki River.

The battle that followed was a triumph for Yoritomo

Ieyasu and for the arquebus. Ieyasu organised his 3000

best shooters into a single unit and placed them in three

lines behind a palisade of stakes. When the Taneka clan

charged across a very waterlogged battlefield blasts of

gunfire tore them to pieces. Those that survived the

gunfire were cut down by Ieyasu‘s other soldiers. His

victory was a fact. Having heard of this, the Horumi

and Mushagi soon capitulated and swore fealty to

Yoritomo Ieyasu.

Ieyasu‘s army now turned its full power towards the

Ashiwara. He made steady progress, and besieged their

castle at Izumo. The entire Ashiwara clan gathered to

try and lift the siege, and Ieyasu summoned

reinforcements when he realised exactly what he was

facing. The Ashiwara were defeated, and they too

swore fealty to Ieyasu.

The stage was now set for the confrontation between

Ieyasu and the Daimatzu clan. The battle was fought

near Nagashige, and when it was over, Ieyasu sat down

to count almost 2500 heads taken from an enemy army

of around 9000 soldiers. His army‘s losses were around

600 men. With Ieyasu‘s army standing outside their

city, the Daimatzu surrounded.

Ieyasu was in a position to conquer the rest of Nippon.

That he managed this as quickly as he did is a tribute

not only to his military skills, but also to his political

skills. When facing the Shinzei clan, there was little

point in fighting to the bitter end in the mountainous

regions of Haikido. Instead, Ieyasu was more political

and cunning. He was generous towards his enemies,

letting them keep their holdings. He left them in charge

as they had been, having first secured their loyalty. As

a result, he managed to add the armies of the Shinzei to

his own forces and grow stronger over time.

Now, there was only one clan left to conquer – the

warlike Uruchi to the west of Koshu. During the time

of the Warring clans, they had been relentlessly

attacking the castles of the Batake, but to no avail.

Even being as outnumbered as they were, diplomatic

discussion was fruitless – the heads of Ieyasu‘s

messengers were simply sent back in a basket. Ieyasu

gathered his armies and prepared for the final

confrontation.

In what would be known as the Battle of the Sundered

Realm, the two sides met, or almost blundered into

each other in the fog, in damp and miserable

conditions. Both armies were soaked through and

neither side could see the other because of dense fog.

In the early part of the day, however, the fog lifted and

the battle commenced as one huge, mud-soaked brawl.

The Uruchi, however, were both disorganized and

outnumbered, and stood little chance against Ieyasu‘s

disciplined troops.

By mid-afternoon, Ieyasu was again counting the heads

of his defeated enemies. The captured Uruchi Daimyo

challenged Ieyasu to a final personal duel. Ieyasu

accepted, and promptly cut his head off. The Uruchi

immediately submitted afterwards. From this day on,

Yoritomo Ieyasu knew that he would be the undisputed

ruler of Nippon.

In 2517, he was declared Shogun, the title having been

unused for nearly 30 years after the removal of the last

of the Ujimasa clan. Now, Nippon is officially united.

Even if enmity and smaller conflicts between the clans

still exists, the land is officially at peace. The courts

whisper of what Ieyasu will do to keep it, and with that,

his power. Some even whisper of gathering the armies

of all clans in a new attempt at invading Cathay...

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Timeline of Nippon

Time in Nippon is measured in several ways. The seasons are the most obvious division of time, as the weather in

Nippon switch from oppressive heat during the summer months to crippling snow in the winter. A more formal

system of months and days also exists, dividing the year into twelve months of 28 days. Additionally, the years

themselves can be counted by another system: the Emperor's Right, which refer to the year of the reign of the

Emperor and is the official method of recording the passage of time in Nippon. For convenience though, all dates

here are written using the Imperial Calendar of the Old World.

Date Event Date Event

C-5900 Zanami and Zanagi create Nippon. They give

birth to many children who would be known

and worshipped as the Kami, with their first

born being the Sun Goddess Amateratsu.

C-5600 Amateratsu inherits Nippon, and becomes its

guide for thousands of years. Though the

people worship her as the Sun Goddess, the

many warring clans fight amongst

themselves for territory without a proper

leader to unify them.

C-1500 A large Warpstone meteorite crashes in the

north of Haikido. Humans and animals begin

to mutate into horrid Beastmen, and daemons

and chaos worshippers begin to spread across

the island.

C-1350 Skaven are first sighted in Haikido. They

strike a bargain with the predecessors to the

Shinzei Clan, learning the art of Ninjitsu in

return for refined Warpstone.

-87 Dark Elf ships start raiding the coasts of

Cathay and Nippon.

-13 Yamayakyuki is declared to be the

descendant of Amateratsu and begins a large

campaign of conquest to unite the clans of

Nippon.

-1 Emperor Warlord Yamayakyuki founds the

Imperial Family and unites Nippon for the

first time as one nation. Jinto becomes the

state religion.

8 The Great Temple of Amaterasu is built and

the Imperial Palace is completed in Usaki.

12 Emperor Yamayakyuki dies.

753 Dark Elf raiders are sighted off the coast of

Nippon. Many coastal villages are raided and

the populace are taken as slaves.

C850 The power of the Emperors is losing its hold.

The Emperors are soon rulers in name only,

with powerful clan warlords taking control

instead.

860 The Dark Elf Black Ark Talon of Agony is

over-turned and sunk of the coast of Cathay.

The people of Nippon believe this to be the

cause of the Ryujin, summoning a massive

tidal wave to destroy the invaders.

1063 An unknown Ronin comes to a town divided

by two criminal gangs and decides to play

them against each other to free the town. He

succeeds in his endeavor, killing off all but

one of the bandits who lives to tell the tale.

The Ronin then leaves, never to be seen

again.

1103 The Dark Elf Laithikir Fellheart begins a

century of merciless raids around the coast of

Nippon.

1155 The Imperial War. The Mirumoto and

Hotomo clans fight in civil war, each

supporting their own candidate for the

Imperial thrones.

1162 Battle of Hogo. The Mirumoto samurai are

defeated, with the majority of them being

executed for their defiance by order of the

would-be Emperor Hirakawa.

1185 Battle of Sano-Iru. The Mirumoto defeats the

Hotomo in a great sea battle, killing their

Emperor. Yoritomo Nobunaga becomes the

first Shogun of Nippon.

1186 Imperial Capital is moved to Hyodo, with

Shogun Mirumoto Nobunaga taking up seat

in Usaki castle.

1256 A poor village under attack by Beastmen

recruits seven unemployed samurai to help

them defend themselves against marauding

Beastmen. The Samurai all succumb in

battle, but the village is saved.

1377 Hitomi Gozen becomes the first female

Samurai and Daimyo, inspiring thousands of

women to take up arms and become Onna

Bushi.

1442 A group of assassins attempt to kill the ruling

Shogun. They are ultimately unsuccessful

and slain during the attempt, but the Shogun

dies from illness soon after. Rumors of this

merely being a cover up soon spread through

the Imperial Court.

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C1550 Increased raids by Nipponese Wako Pirates

against Cathayan ports. Cathay blames

Nippon and demands action to be taken.

Animosity between the two nations

increases, with many minor skirmishes

between them to follow.

C1600 The famous Ronin and Kensai, Toyotomi

Samushi, wanders Nippon for many years,

engaging in over 60 duels, winning them all.

He writes a treatise on war, strategy and

tactics, rivalling that of the Cathayan Tzu-

Sun.

1745 Hung raiders invade Nippon with thousands

of ships. However, thanks to Empress Jingu,

two thirds of the Hobgoblin fleets are

destroyed at sea, and the Nipponese armies

are able to defeat the remaining forces that

manage to land.

1746

The time of Imperial Restoration and fall of

the Mirumoto Shogunate. Supported by the

clans, Empress Jungi becomes the sole ruler

of a unified Nippon, and peace settles during

her reign.

1757

Empress Jungi mysteriously disappears.

Imperial rule is once again weakened.

1813 The Ujimasa takes control after a coup

against the Imperial Family and establish the

second Shogunate.

1939 74 Ronin set out to avenge the death and

dishonour of their master. Successful in there

endeavour, the Ronin then turn themselves in

to Shogunate forces, where they are allowed

to perform seppuku like honourable Samurai.

2011 Emperor Mifune is found assassinated in his

chambers. There is no sign of a break-in, and

the assassin is never found.

2387 A Nipponese army is ambushed by Oni and

Beastmen in Kamayama forest. They are

mysteriously saved by what appear to be fox

spirits erupting from the foliage, causing

disarray among the Beastmen ranks, allowing

the Samurai to gain the upper hand and drive

them off.

2302 Chaos warbands known as the Black Samurai

from Haikido invade Nippon during the

Great War Against Chaos. They are

eventually driven back after a great battle on

the Fields of Death, and the Warpgate used to

summon Daemonic Oni into the mortal realm

is closed.

2322 Ships from Marienburg arrive in Nippon.

Gunpowder is introduced, and many years of

trade ensue.

2325 Wako Pirates attempt to seize the trade

cargo of the great "Black Ship" of

Marienburg. They are ruthlessly dispatched

by its many cannons and allied Imperial

Nippon Bune.

2347 Samurai rebelling against the increasing

industrial development of Nippon are

defeated by Shogunate and Marienburger

forces. The rebels are slain to man using the

newly introduced firearms.

2355 Nipponese forces under the second

Shogunate invade Cathay. Start of 120 year

war between the two great Empires.

2392 Evil Necromancers take the opportunity to

attack while a majority of Nipponses forces

are fighting overseas. The dead are raised

from their slumber, and lay siege to Usaki.

They are defeated by the many Shugenjas

residing in the Imperial Court who manage to

dispel the evil magics, allowing the Shogun's

Great Guard to break through the Undead

hordes with a decisive charge.

2475 Nipponese Shogunate forces are forced to

withdraw from Cathay after defeat at

Xenyong. The Ujimasa Shogunate is severely

weakened. The Great Clans start plotting for

themselves on how to increase their

influence.

2487 The time of the Warring Clans. Each of the

Great Clans of Nippon vies for power in a

bloody civil war.

2508 Yoritomo Ieyasu captures Hyodo from the

Shogunate, establishing himself as one of the

major players among the Clans.

2516 Battle of the Sundered realm. Yoritomo

Ieyasu defeats the Urichi clan in a great

battle, finally ending the time of the Warring

Clans.

2517 After 30 years of infighting, Nippon is united

by Yoritomo Ieyasu, who is declared Shogun

after emerging victorious at the Battle of the

Sundered Realm.

2518 Imperial Capital is moved back to Usaki,

with Hyodo becoming the seat of the new

Shogunate.

2521 Shogunate armies begin to muster for new

campaigns. Some speak of a new attempt at

invading Cathay, others that the Black

Samurai of Haikido are growing in power

once more, yet others talk of corruption in

the Imperial Court and that certain clans will

soon attempt to seize power. The future of

Nippon will be decided soon…

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The Great Clans

THE ASHIWARA CLAN The Ashiwara have a long and proud history, claiming

descent from the first Cathayan Emperor Chung I-

Hsien, whose family travelled to Nippon long ago.

Ashiwara Kunichika, the daimyo, is certainly bold and

brave enough to have imperial blood in his veins: he

once jumped off a castle wall on a dare!

Regardless if whether or not their heritage is true, they

certainly know how to act like nobility. The Ashiwara

diplomats are among the most prominent at the

Imperial Court, and have won many of their battles in

the courtrooms rather than the battlefield.

They are a mostly peaceful clan, and have made few

open transgressions in the past, instead preferring to

solve conflicts through diplomacy rather than open

battle – their favourite method being of forging

alliances with other clans to fight their battles for them!

That said, the Ashiwara do not shy away from a fight

when faced with one. Opting for defence over offence,

they have perfected their skill with the bow over many

years, becoming the best in Nippon.

The Ashiwara generally have a good standing with the

other clans, if only due to their wise choice of words in

meeting with them. Some would perhaps consider them

cowardly due to their non-warlike manners and dislike

for close combat, though this is hardly the case. The

way the Ashiwara see it, mind wins over matter, and

theirs is the strongest by far.

THE URUCHI CLAN The Uruchi clan was founded by Uruchi Tomomune

when he was given control of Okakama by the first

Shogun Mirumoto Nobunaga at the end of the 12th

Century. The clan steadily gained influence until

recently, when fighting broke out within the clan over

the issue of a marriage alliance with the Horumi clan.

Uruchi Harumune quarrelled violently with his own

father, Tanemune, over plans to marry off his younger

brother: a large number of the Uruchi retainers and

warriors agreed with Harumune and the old man was

removed.

The Uruchi are known for their aggressive behaviour,

both towards other clans and members of their own.

They respect only strength and bravery in battle, and

look down upon the other clans whom they consider

weaker. The Uruchi have often been at the forefront of

many conflicts, and have probably been the catalyst for

more conflicts in Nippon than any other clan.

Other clans consider the Uruchi rather barbaric in their

ways and mostly stay away from them if possible.

Uruchi warriors have fierce and unforgiving natures.

Their foes learn this on the battlefield, shortly before

they die. They favour the no-dachi sword which they

swing with reckless abandon, barely being slowed

down despite the length of the blade. They are famous

for their Sumo Warriors, and have the largest Sumai

dojo in all of Nippon.

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THE SHINZEI CLAN The Shinzei reside in Haikido in the north of Nippon, a

place where few men dare travel. Despite the large

amount of daemons, Beastmen and undead dwelling

there, the Shinzei have kept their old realm for

themselves. Residing high up in the mountains, their

fortresses are virtually impenetrable to attack, and thus

they have been able to survive any serious attacks from

the island‘s fell inhabitants.

Indeed, Haikido‘s foul reputation is even beneficial to

the Shinzei, who have their secrets to keep. They

developed a school of martial arts, the ninjutsu, which

combined martial arts, assassination techniques and

unconventional warfare tactics. They used their

ninjutsu to keep their independence, and then to make

themselves wealthy as swords-for-hire to the other

clans, for there are no greater Ninja than those of the

Shinzei clan. The tradition of independence, however,

has remained strong among the Shinzei. Ninjutsu

remains a dark art, passed down through families and

jealously guarded from outsiders eyes. It is not

surprising, then, that their ninja also have more

expertise, both on and off the battlefield. The exception

to this has been their ancient trade agreement with the

Skaven, whom they taught the art of ninjutsu in return

for refined warpstone they could use to increase the

potency of their poisons.

The Shinzei are generally distrusted by the other clans,

both due to their residence and their reputation for

assassinating those who would seek to oppose them.

THE BATAKE CLAN The Batake began their rise to power modestly enough

on the Kanto plain, taking advantage of civil war and

the troubles of others to establish themselves.

Takamura Shinkuro, a powerful official in the

shogunate, founded the clan, but it was his son who

adopted the name Batake.

The Batake control the coast north of Tokaguchi,

where they often battle against the Wako Pirates who

pursue their raids against the region. Their fortresses

are the steadiest in Nippon, and one of the reasons so

few has ever tried to invade their lands. Some say the

Batake castles protecting their borders the only reason

the Uruchi clan has not tried to invade anyone during

the past ten years.

The Batake are considered rather haughty and arrogant

by the other clans, for they consider themselves the

future of the Nippon whose technology will outlast the

traditions of old. They spend most of their time

researching new technology, developing their engines

of war and iron industry, and have access to far more

gunpowder than any other clan.

The Batake are the greatest builders in Nippon and

produce better siege weapons than any other clan. On

the battlefield, they use their war machines to rain

death on their foes from afar before engaging them in

combat to mop up the remaining forces. Though this

might seem dishonourable, the Batake have garnered

great successes using this tactic, and are confident it

will one day win them the Shogunate of Nippon.

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THE MUSHAGI CLAN From his castle in Hydo, Mushagi Nobuhide

commands a clan with a formidable reputation. The

Mushagi are rightly respected for their skills as

inspiring battlefield commanders of Ashigaru.

Originally retainers of the Hita clan, the Mushagi grew

as the Hita faded, but this only led to decades of strife

within the family for supremacy. Eventually, a branch

of the family came to prominence and eventually

changed the clan name to Mushagi, a respectful

acknowledgement of their ancestor of the same name.

The Mushagi are looked favourably upon by the

common people, for their samurai almost treat the

lowborn as equals. Well, at least as equal as they could

be without lowering their standards in the Celestial

Order anyway!

The other clans can certainly respect the forces at the

Mushagi‘s command, for theirs is the largest armies in

Nippon, though some also consider them ―peasant-

lovers‖ behind their backs, thinking they let the simple

Ashigaru bask in the same glory as the samurai on the

field on battle. That said, the Mushagi Ashigaru are the

most well drilled in Nippon, who fight on against great

odds out of devotion for their commanders.

THE DAIMATZU CLAN The Daimatzu are a proud clan, with a long history

worthy of their pride. To the Daimatzu, loyalty is

everything, and their generals are less likely to develop

ambitions of their own. Failure to adhere to the bushido

code is much more strongly looked down upon than by

any other clan, and for this reason, more Ronin can be

found originating from Daimatzu lands than anywhere

else.

The clan can trace its ancestry back to Mirumoto

Nobunaga, the founder and first shogun of Nippon. In

1187, Nobunaga appointed his son, Tadahisa, as

military governor of northern Koshu. The young man

took the name of Daimatzu in Sumata province, his

seat of government, as his own. Thanks to a well-

organised army and administration, abundant local

resources, and a certain distance between Nagashige

and the Imperial court, the Daimatzu clan became rich

and powerful.

The Daimatzu considers themselves the most

honourable of the clans, and they adhere to the strict

traditions of old more than anyone else. They have a

strong dislike for trade outside Nippon, and generally

shun the use of gunpowder and missile weapons,

instead favouring the use of the katana above any other

weapon. Their samurai are among the most skilled in

Nippon, and they are great duellers and wielders of the

blade. The best swords in Nippon are made by

Daimatzu sword smiths, for which the clan are famous

for and earn much of their income from.

Other clans usually respect the Daimatzu for their

dedication to the way of the sword, though their

behaviour border on being arrogant towards those who

think Nippon needs to advance technologically to

survive in the future.

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THE TANEKA CLAN Taneka warlords have ruled from their home province

since the 12th Century, but they have known little

peace. Clan infighting, a long series of struggles

against repeated invasions and wars against the Batake

and Mushagi clans saw to that. They have however,

mastered diplomacy as well as horses, and have

achieved peace on occasions.

The Taneka Clans reside on the many fertile plains of

the region, where their many horses can wander freely

and graze to their hearts content. The Taneka take great

pride in their horses, which is their most valuable

possession. Originally imported from the steppe

nomads of Cathay long ago, the Taneka horses are the

finest steeds in Nippon, able to outpace any others

when pressed.

It is hardly surprising then, that the Taneka have built

most of their armies around cavalry, of which they are

widely famous for. No other clan can match them in

speed and ferocity, and the Taneka‘s ambitious nature

has resulted in many attempted expansions into other

clan territories.

The other clans respect the Taneka‘s strength and

courage, but do consider them rather too impetuous for

their own good. Still, the Taneka possesses a fair

number of skilled diplomats which has helped in

quelling open conflict on more than one occasion, for

the benefit of all.

THE HORUMI CLAN The Horumi are proud of their faith. Despite this

religious solidarity, the history of the Horumi is not

tranquil. The current Horumi leaders were originally

the Nagado clan, and were vassals to the Horumi clan,

who fought against themselves in a bitter dispute.

Weakened by a war with the Mushagi, the Horumi

were forced to seek help from the Nagado lord,

Kagetora. His help included adopting the name of

Horumi, and taking control of the whole Horumi clan!

He was an adherent follower the war god, and took

religious vows that his descendants have followed ever

since.

The Horumi are known for their piety and religious

devotion, and have far more Warrior Monks in their

armies than any other clan. Hardly surprising though,

since their lands are high up in the Kanto Sanchi

Mountains, home to many monasteries and wandering

Yamabushi. Their faith is reflected in their magic as

well, for their Shugenja are the most adept wielders of

the five elemental magics in Nippon.

While the other clans have no official qualms about the

Horumi, many see them as zealots who are best

avoided if possible, while others admire their strong

dedication to their religion. To the Horumi, all others

are basically heathens, who should all bow down to the

might of the Kami and their heavenly guidance.

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Map of Nippon

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The Land of Nippon

Nippon is a land of diverse geography, ranging from

open plains and fertile farmlands to rugged mountains

and tropical islands. For the most part, the climate is

temperate, with a long and fairly warm summer but a

surprisingly bitter winter – all of continental Nippon

experiences significant snowfall during the winter

months, and travel slows to a crawl during that time.

GEOGRAPHY Nippon consists of two islands situated 300 miles, at

the closest point, off the east coast of Cathay. A

backbone of mountains lies in the centre of the main

island, Koshu, where some active volcanoes still

remain to belch poisonous gases and burning lava.

Within the natural boundaries created by river, hill, and

mountain, are many semi-autonomous provinces and

castles ruled by powerful warlords called daimyo.

Pride of place in Nippon is the province of the shogun,

the military dictator of all Nippon. His province is the

most productive and the largest fief in the kingdom. On

its borders lies the provinces of the martial governors

who are tied to the shogun through blood and/or oath

and these are known as the Exalted-daimyo. Further

still from the provinces of the Exalted-daimyo come

the provinces of the outer-daimyo; warlords the shogun

would rather have as far away from him as possible, or

those who are of little use to him. This is established

through a census of each lord's wealth; the wealthier

daimyo near to the shogun and the less wealthy, or

those with small armies, as far away as possible from

him.

HAIKIDO

Haikido is a large island to the north of Koshu. It is a place shunned by many of the inhabitants of Nippon. The island is situated

just to the north of Honshu and seems to be a focal point for Dark Magic. Mutants roam the forests and hills and ghouls haunt the

cemeteries. Undead creatures have also been seen in places. It is not unknown for the

despicable beings from Haikido to raid the other parts of Nippon. Not surprisingly there

is no law here, it was destroyed in the Incursions of Chaos of 2271 IC.

Haikido is a place where even criminals on the run dare not venture to, although the most determined will try their luck here.

Some of these criminals will become Champions of Chaos and lead bands of

Beastmen against the small coastal settlements of Honshu. The terrible Black

Samurai are seated in the decaying castles of the once proud island, waiting for the time

when they shall conquer Nippon and create a kingdom of darkness.

Nippon is rich in natural resources. There are many

rivers and streams, with plentiful supplies of fish, large

forested areas - much of Nippon is heavily forested,

providing ample wood for construction and burning -

and mountainous regions rich in precious minerals. The

land can be roughly divided into three geographical

regions: forests, mountains and hills.

The forests of Nippon contain a wide variety of trees

because of varying zones of temperature. Western and

southern Koshu (the main island of Nippon) is home of

broad-leaved evergreen forests; characteristic trees are

shii and kashi, both a type of oak. Northern Koshu and

southern Haikido are home to beech trees because of

the relatively cool temperature. Central and northern

Haikido are home to pine trees because of the much

colder climate. Not surprisingly the people stay clear of

the forests preferring instead to stick to their

settlements for protection against bandits and

rampaging beastmen; the latter are more common in

the cooler regions of northern Koshu and Haikido,

where they are many.

The mountains dominate the central spine of the main

island of Koshu and the centre of the island of Haikido.

They are largely uninhabited by Humans, however

there are many isolated communities of Yamabushi and

temples and shrines to the Nippon pantheon. There are

also many empty temples and auxiliary castles that

have, as yet, not been reclaimed due to the inevitable

impracticalities of traversing through the treacherous

mountains. However, many daimyo, due probably to

their own failed attempts, have dismissed the notion of

trying to reclaim any lost temples and castles. Aside

from the unnatural dangers of beastmen and bandits

there is also the danger of occasional volcanic

eruptions and the odd earthquake. These natural

occurrences also unwittingly serve to protect some of

the most unwholesome creatures who lurk in the

mountains.

Mount Fuji is the most sacred of mountains in Nippon,

it rises to over 14,000 feet and is surrounded by the

nature god's sanctuaries. Many make pilgrimages to see

Mount Fuji and to climb her, though women are not

allowed to do the latter. It lies in the stretch of

mountains known as Kanto-Sanchi that travel 400

miles down the centre of the island. Some peasants

claim to have seen the ancient Kirin galloping across

the heavens of Mount Fuji. Isolated temples to the gods

lie in these mountains. The mountains aren't without

their dangers, Chaos creatures, there since the

Incursions of Chaos, sometimes enter the lowlands and

attack villages and even the mountain temples - should

it be a particularly large monster.

The hills are physically less dangerous to traverse than

the mountains but can still be, nevertheless, awkward

due to bandits and beastmen. Dangerous regions ofhills

are known as 'Hill Country' to most, which is a

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broad ring of hills surrounding the main mountain

spine of Kanto-Sanchi in the centre of Koshu. The hills

of Haikido are similarly known.

FLORA AND FAUNA As mentioned briefly above, Nippon has a wide range

of temperatures and significant rainfall, which make for

a rich abundance of flora whose foliage changes colour

from season to season. The highlands of Koshu and the

island of Haikido are characterised by alpine plants

such as komakusa and subalpine plants of Sakhalan fir

and Yesso spruce. Pine (Matsu) and cedar (Sugi) are

common throughout Nippon - even in warm southern

regions. The pine trees make for splendid scenery and

the large pines, of which can grow to 40 metres in

height, sometimes serves as windbreaks in coastal

areas. Small pines are used as bonsai, garden trees and

materials for houses and furniture. Pines are also

considered to be holy trees. Most Nipponese are awed

by nature and see in plants and trees symbols of divine

spirits. At times, for example, it is common to worship

evergreen trees such as pine, cedar and cypress because

they are thought to provide habitation to heaven-sent

deities.

Other flora includes the sakura or cherry tree, plum

tree, and bamboo. The plum tree carries beautiful

blossoms in the spring. Bamboo grows very fast and is

also an evergreen. Bamboo wood is used for various

handicrafts and constructions and young bamboo plants

(takenoko) are also eaten. Trees are commonly used for

naming three items like, for example, three different

dishes of sushi: pine for the deluxe version, bamboo for

the medium dish, and plum tree for the small portion.

The fauna is richly diverse because of the widely

differing climatic conditions from north to south. The

tropical sea off the western coast is home to coral fish,

turtles, sea snakes, dugong and the black finless

porpoise. Horseshoe crabs, the giant spider crab, and

the frilled shark can also be found in Nipponese waters.

The waters off the coast of more northerly areas are

home to sea lions, fur seals and beaked whales. Even

walrus are known to visit the cooler island of Haikido

from time to time.

On land, western Koshu is inhabited by the crested

serpent eagle, flying fox and the variable lizard.

Wandering the rest of the lands of Nippon are raccoon

dogs, foxes, copper pheasants, giant salamander (one

of the largest amphibians), wild boar, deer, bears, hazel

grouse, the common lizard, and the macaque (a race of

small monkey).

Rivers, especially those of warmer climbs, are

inhabited by sea snakes and freshwater sharks. While

these creatures are not wholly dangerous to people they

have been known to attack when disturbed or

provoked. Some sea snake, for example, possess a

poisonous bite and the freshwater shark is able to tear

flesh with its razor sharp teeth. Some rural people catch

these creatures and eat them.

The Kanto-Sanchi Mountains and hills dominate the

main area of the island of Koshu. Its southern peaks

overlook the wealthy provinces of the Shogun and the

Exalted-daimyo. The most mountainous areas lies in

the centre and further away the mountains merge into

Hill Country. Close to the origin of several rivers, and

the sites of dormant volcanoes, there are areas of

boiling water and calcified tubes, which intermittently

spew forth jets of the bubbling liquid. Sometimes these

plumes are as little as one to three yards high but can

be as much as twenty yards. On occasion, an iridescent

rainbow will rise out of the spume making for a

splendid sight. Geysers such as this are rare and can

only be found in a few places in the whole of Nippon.

The region of hills surrounding the Kanto-Sanchi

Mountains is commonly known as Hill Country. While

some parts of it are picturesque and peaceful,

combining luscious forests with volcanic ash, there are

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as many parts that are deadly to any unprepared

travellers and perilous even to larger groups. Beastmen

and bandits are known to lurk in this region and safe

passage through can only be guaranteed in very large

numbers.

RIVERS There are many rivers and streams throughout Nippon.

Major waterways are maintained and guarded by gate-

keepers and garrisons of soldiers. This means that such

rivers can be easily fished by local farmers who may

go about their business without fear of attacks from

bandits, although they too often find their cargoes

confiscated by ruthless gate-wardens to supplement

their own greediness.

The Ekawasaki is one of the longest rivers in Nippon.

It runs through Hyodo, and passes across the northern

boundary of Akita, after which it finishes its journey

when it meets lake Kiri-Ko high in the Kanto-Sanchi

Mountains. The major river crossing is guarded by an

auxiliary fort and a small garrison of troops, ever

vigilant for any signs of trouble that could

endanger the bridge. Anyone is allowed to cross the

bridge as long as they can pay the toll.

The Moruto flows along the northern boundaries of

Yoshida province. Its spring lies deep within the

Kanto-Sanchi Mountains where its flow joins the River

Sakuma as it forks westwards into the bay of

Kumayama-Wan.

The Hita forms the northern boundary of Izumo

province and the southern one of Munoguchi

province. It provides, like so many of the waterways of

Nippon, vital irrigation for the many rice paddies along

the river's route.

The Komato runs down from the north out of

Munoguchi-Wan, almost symmetrical to the Yodo.

The Yodo serves as the southern boundary for

Munoguchi province. It is one of the largest rivers in

Nippon and flows some way through Hill Country

before it abruptly ceases at the Ikawa spring. Close to

this spring is the Nakano Geyser.

The Onachi river flows through the Okakama forest

and separates the provinces of Wakakawa and

Yamakama at the western most region of Nippon. The

river is known for an abundance of fish but also for

freshwater shark and the odd sea snake.

FORESTS Much of Nippon is covered in forest with trees ranging

from broad-leaved evergreen to beech and pine.

People, usually peasants, tend to steer clear of the

forests, not because they can be dangerous, but because

they believe that the animals that live there have

supernatural powers, such as the raccoon-dog and the

red fox especially. This is why only the buke tend to

hunt and the peasants stick to catching fish and

growing rice.

The Okakama Forest occupies the northern region of

Wakakawa province and practically fills up the entirety

of Yamakama province to the east. The River Onachi

flows through it on its western side and continues its

journey until it reaches the Hida-Sanchi Mountains.

The Okakama is dominated by evergreen trees and is

inhabited by the Nipponese macaque and copper

pheasant as well as the giant salamander and dragonfly.

The Yamanashi Forest smothers much of Yamanashi

province with a mixture of evergreen and deciduous

trees. Where the forest meets the southern slopes of

Kanto-Sanchi, pine trees grow.

The Kumayama Forest is one of the largest forests in

Nippon. It is a mixture of evergreen and deciduous; the

latter dominates the mountain and hill regions of the

northern half of the forest. One of Nippon's major

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highways passes through this forest and just because it

lies within the Shogun's province it does not mean it is

safe. Because of the fact that many nobles use it to

travel to and fro from the capital to Izumo, many

bandits lurk in the trees ready to pounce upon any

travellers they deem as 'rich pickings'. Only daimyo,

with the escort of a small army, which they do, can

pass through this forest safely. There is only so much

that the gate-wardens can achieve on the Moon

Highway.

The Forest of Haikido is perhaps the most dangerous in

all of the lands of Nippon. The forest is a mixture of

pine and cedar variety and in its depths lurk foul

beastmen and mutants and some of the most vicious

warbands of cut-throats, who are almost certainly in

league with the Gods of Chaos. There also remain

isolated communities of the Ainu who, with their

unsurpassed knowledge of the forest and its secret

ways, can survive adequately enough against these

unnatural threats. They do not greet trespassers,

whether fair or foul, with much warmth. Aside from

the unnatural threats comes the natural ones of the

great Haikido brown bear which can grow to a height

of fifteen feet and is easily angered if it is provoked.

CITIES & TOWNS The towns and cities are sited close to the Shogun's

own province. The further one goes away from the

capital the more scattered the towns are, as wealth

concentrates in and around the Shogun's province and

the provinces of the Exalted Families. Riots and dissent

are not wholly uncommon in town and city streets,

though they are ruthlessly repressed.

In the cities, and large towns, the civilian population

has developed several professional classes which

consist primarily of a number of ruling landlords,

wealthy wholesalers, and moneylenders, who lord over

the various guilds and corporations of merchants,

craftsmen, tenant-farmers, and servants in near-slavery.

At the bottom of this social stratification are the

entertainers, porters, foreigners, the destitute, and,

below even these groups and outside society, the

unmentionable outcasts.

Usaki The Kamato region is the spiritual birthplace of

Nippon, where the first Emperor ruled thousands of

years ago. The very first settlers of Koshu came to this

region and it is believed that Usaki was one of the first

true settlements.

Usaki is a prosperous city and has, arguably, the finest

centres of education in the whole of Nippon. The

fortified mansions of the great lords lie perched upon

steep hills where, it is said, that the occupants keep an

eye on the citizens, for the Shogun's bakufu or

government have residences here. The Imperial Palace

of Usaki itself lies in a flat basin. Surrounding it are

hills where garrisons of the Shogun's troops are

stationed. The Emperor's palace is garrisoned mostly

by the Shogun's troops but some of the Emperor's own

household also help to guard its halls and picturesque

garden paths.

Usaki castle is home to the Emperor and is the capital

of Nippon. It is the largest of the castles of Nippon

whose tall pagoda topped towers can be seen for miles.

The battlements are patrolled day and night by the

Emperor's loyal troops. At regular intervals, the

battlements are fixed with bolt throwers and the odd

cannon. The many keeps in Usaki are home to the

Great Guard, the most elite samurai in the entire realm.

These soldiers accompany the Emperor to places all

over Nippon.

Underneath the castle are the labyrinths that contain

many terrible and deadly traps along with equally

dangerous monsters and confusing illusions. This is the

final training ground for the Emperor's ninja assassins

who train in secret dojos throughout Kamato. Only the

greatest of the ninja come out of the labyrinths all in

one piece, only then is he given the honour of a

mission. Surrounding the great castle is a bustling

population of 15 000 souls, the largest single

population in Nippon.

Hyodo To the east of the Kanto-Yoshida Mountains lies the

region of Edo. The entire western half of the region is

nothing but volcanic ash. Centuries ago Edo was the

seat of the Emperor, but now the Shogun resides here

in the castle of Hyodo. Hyodo is the second largest

castle in Nippon and is almost as impressive as Usaki,

after all it was the residence of the Emperor in

centuries gone by.

Castle Hyodo lies atop a series of steep hills built in the

traditional Nipponese way whereby if one part of the

castle is lost it can be closed off relatively easily

thereby keeping the invaders away from the rest of the

castle. Even then, surrounding this area is a series of

moats and trenches stretching some nine miles in

length. The inner most moat is one and a half miles

long, and their scarps are built up with colossal blocks

of granite. Even the gardens within these walls, with all

their sophisticated elegance, cannot conceal the

military nature of the roads and paths leading to the

central buildings. They constitute a labyrinth whose

very pattern is a closely guarded secret, and they pass

beneath bridges and are, in many places, lined with

bastions in such a way as to expose any unwanted

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42

guests, regardless of their number, to a concentrated

attack with bows and arrows, crossbows, or firearms.

The Shogun's castle is more like a veritable city itself

with mansions, to accommodate the daimyo, plus

residences for the hatamoto and the gokenin, covering

its 180 acres.

Omari Omari is the hold of the Mushagi Clan, and one of the

greatest cities in Nippon. From here rules Daimyo

Mushagi Nobuhide, who can often be seen standing

watch personally at his castle walls, overlooking the

busy nature of the city.

Less than six centuries ago Omari was nothing but a

port-city but ever since the rise of the shogun, and

being wealthier than all other cities in Nippon through

maritime trade, it has grown in power and eminence.

Now, through a series of long and bloody civil wars,

From Omari the famous Three Roads branch out for

hundreds of miles until they greet the city of Tokaido,

to the west, Kumano, to the north (continuing to

Usaki), and lastly Hyodo, to the east. The road to the

west travels through the Celestial Portal, the road to

Kumano travels through the Wagtail Portal, and the

road to Izumo travels through the Moon Portal.

The chief trading port in Nippon, it boasts a mile long

wharf from which a multitude of junks sail every day

to other Nipponese ports and beyond. The port of

Omari-Wan is a hive of activity, especially when a

Black Ship comes (any merchant ship not of Nipponese

or Cathayan origin), when there are boats to be

unloaded of their cargo and then taken to the city.

Tokaido This is another port-city similar to the country's capital

of Hyodo some four-hundred or so miles to the east,

where one of the Three Roads ends. It lies in Yoshida

province at the top of the gulf of Tokaido-Wan. From

the castle of Tokaido, rules the Daimyo Taneka

Shengin, a distant cousin of Shogun Yoritomo Ieyasu.

Travellers to Tokaido almost always enter through the

east gate (known more commonly as the Shark Portal)

although many, mainly fishermen - Tokaido has a

thriving fishing community - will enter through

Tokaido-Wan. Fishermen from Tokaido often fish in

the warmer waters of Ishiguchi-Nada and bring back

plentiful stocks of shark. Nothing is wasted as the fins

and teeth are used as well as sharkskin, which is used

for some items of footwear and armour. The island off

the coast of Yoshida, Mikura-Jima, is a place of

thriving fishing villages. However, it is not an

independent province and is part of Yoshida itself.

The best horses in the empire come from the region‘s

ranches, with a large part of them being sold to the

Shogunate armies. In part because of the city‘s

association with the nation‘s military, canny farmers

along the Moruto River have turned much of their rice

crop over to the production of sake.

Kumano Closest to the Nippon capital is the city of Kumano. It

lies in a horseshoe of hills and has an impressive

landscape of mountains at its north-easterly point.

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43

Furthermore it lies close to a plain of volcano ash and

the north Road passes directly through it. Many are the

times one can see the sulphurous gases rising from the

ash dunes. Kumano rose from a prospecting camp back

in the midst of time. It has suffered many natural

mishaps in the past, earthquakes and volcanic

eruptions, and has been rebuilt many times. So far, for

a century and a half, the nearby volcano of Shirani-San

has remained dormant, only reminding the inhabitants

of Akita province of its power by minor eruptions

every decade or so.

The ruler of Kumano and Akita province, of which the

city lies in, is the Daimyo Horumi Kenshin. Some

years ago Nobunaga was but a mere warlord of a castle

in some desolate region of the province until he saved

the Shogun's life in an assassination attempt. For his

act of valour, courage and, above all, loyalty to the

shogunate, Nobunaga was made an Daimyo and given

Castle Kumano as a reward. This did not prove to be a

problem for the then present Daimyo as he died seven

days before the assassination attempt on the Shogun

from a wasting disease contracted while on a hunt in

Hill Country. Kenshin accepted the reward and made

the former servants of the late Daimyo lords in their

own right.

Kumano is a walled city and the old castle of Kumano

itself can be seen rising from its centre. Travellers can

only enter from the southern gate (the Phoenix Portal)

and the northern gate (Dragon Portal) from Hyodo.

Izumo Lying along the River Hita is the city of Izumo, the

realm of the Daimyo Ashiwara Kunichika. The city

thrives on trade from the other major ports of Nippon,

including Hyudo itself and even faraway Okakama.

The extensive mudflats here form several small islands.

The farmers have exploited these in the form of dozens

of rice paddies. Where the earth is firmer is the castle

of Izumo itself, just a little way up the river and away

from the extensive rice paddies of the Ekawasaki delta.

The river passes through the town's wards and onwards

to lake Kiri-Ko. It is possible for ocean-going vessels

to traverse the waters of the delta, through Izumo, and

then a little further up the River Ekawasaki. However,

rarely do they travel more than fifty or so miles away

from Izumo. Typically, goods are bought and sold at

the city and the ships depart just as swiftly as they

arrived. Then there is the danger of fog. In the winter

and spring, at times, thick fog gathers enveloping the

entire delta in pea soup making it next to impossible

for anyone, who doesn't know the area well, to leave.

Sometimes this fog moves until it threatens even the

little island of Taran-Jima in the Izumo-Wan. Even

without the fog, wrecks on this island are not

uncommon, especially when there are dangerous reefs

to avoid on the approach to the Izumo-Wan. The

granary of Nippon, Izumo‘s countryside hosts the most

productive rice paddies in the empire. The city itself

has seen the coming and going of thousands of Tian

immigrants, recruited to work as farmhands in the rich

estates of the local feudal lords.

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44

Tokaguchi Tokaguchi is the seat of the Batake Clan, led by the

enigmatic Batake Ujimasa. A large fortress city, built

on a favorable landing on an otherwise treacherous

coast, the concentric terraces of Tokaguchi climb the

hills that overlook the narrow shoreline.

The lowest terraces lean on the ruins of a stone fortress

built millennia ago, whose ancient stone walls—

adorned with reliefs of ancient warriors—are almost

completely hidden by modern structures. Tokaguchi is

famous for trading in silver and pearls. Silver is

extracted in the nearby Kanto Sachi Mountains, where

several fortresses protect the mines from bandits and

evil humanoids. Pearls are fished along the entire

northwestern coast, where an abundance of coral reefs

and natural lagoons favor the growth of oysters and

conches.

Tokaguchi grew rich on the copper-mining activity in

the hills south of town and the manufacture of bronze

objects, which are exported to Kasai together with the

raw material needed for the empire‘s coinage. With

frightening unpredictability and varying organization,

Wako Pirates attack ships as they leave Tokaguchi‘s

port, dragging metal goods and sailors alike back to

their hidden ports. In response, the city‘s harbor patrol

has grown into a veritable navy, captained by daring

samurai and their students, who train endlessly with a

variety of pole arms.

Okakama Located in the subtropical west, Okakama is one of the

major towns in the region and lies within Wakakawa

province of which it is its capital. The ruler is Daimyo

Uruchi Harumune. His castle lies three miles away

from the coast and can only be reached by walking

along the River Path, which is basically a pavement of

stone slabs meandering this way and that until it

reaches the gates of Castle Okakama itself. The River

Path runs through a humid forest of evergreen trees

which is inhabited by a large population of macaques.

They are no threat to people but they have been known

to steal food from unwary travellers.

The warm waters of Okakama-Wan are home to coral

fish, turtles, sea snakes, dugong , black finless

porpoise, horseshoe crabs, giant spider crab, and the

frilled shark. It is a common sight to see peasants in

small boats catching many of these aquatic creatures in

their nets and taking them to market to trade. The town

of Okakama itself is basically a collection of villages

along the coast of Okakama-Wan. However, the town

is still separated into wards with gate-keepers stationed

at appropriately placed intersections.

Nagashige Sumata is a wealthy province on the northern end of

Koshu. Home to the Daimatzu clan, it has a long and

impressive swordsmithing tradition. Its remote location

and good trading links make it a good place for foreign

trade.

Travellers usually come and go by ship to the well

protected harbour or along the road from Usaki. They

are always checked by gate-wardens along the route

and any discrepancies, such as the absence of a sekisho

(pass), are usually dealt with harshly. Once inside the

city, the traveller is met by small patrols of doshin

(police) and segregated town wards. At night the wards

are closed off by gates and anyone walking around

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45

after dark is arrested and detained. During the day

Nagashige is quite pleasant with farmers selling their

rice at the markets and artisans openly forging weapons

in the streets. There is a strong otokodate presence in

many of Nagashige's wards, which is why the people

here are seldom bothered too much by the doshin

(police) although at night this changes quite starkly.

The prosperity of Nagashige is mirrored by its culture.

Besides rich shrines and temples, the town boasts a

refined entertainment district that is famous for both its

teahouses and theatres, which are second only to those

in Kasai. The high standard of living of the town‘s

middle class, coupled with the somewhat lenient

attitude of its governor, has allowed the yakuza to

thrive in most of their traditional activities, especially

gambling. The openness and appeal of these games

have become something of an attraction for visitors,

lending the city‘s single yakuza group a measure of

legitimacy not found elsewhere in the country.

Kiroshima This is the major town of Haikido and lies within

Toyakita province. It is ruled by Daimyo Shinzei

Watanabe from Castle Kiroshima. The castle itself lies

upon a mountain of pine forests and steep ravines. At

the foot of one of these lies the town of Kiroshima.

Like so many towns in Haikido, it is protected by a

perimeter ditch filled with water and sharp stakes. The

reason being is that there are more mutants and

beastmen in Haikido than can be found in most of the

dangerous parts of the main island of Koshu. Perhaps it

is because of Haikido's cold climate that so many

beastmen lurk in its pine forests, safe in the fact that

the sparse human population will not venture far from

their settlements because of the inclement, cold

weather?

Outside Kiroshima, the risk of being prey to the many

foul creatures that inherit Haikido grows considerably

larger. For this reason, not many people understand

how the Shinzei can manage to survive like they have

all these years, for few are the merchants who dare

travelling there for trade. No wonder then, they are

known as the most secretive clan in Nippon.

CASTLES The landscape of Nippon is dotted with castles and

fortifications of every possible size and style, which the

provincial warlords have erected wherever it is feasible

to station garrisons of warriors. Every strategic site,

which affords a superior defence against armed attack

and an optimum position for controlling the

movements of people and goods, have been well

fortified. Castles have been erected at the top of a small

mountain, or on the hill between a mountain and a

plain, as well as the plain itself. Military clans have

constructed castles and established garrisons in major

towns, near important temples and shrines, at highway

intersections and markets, near ports and sea inlets,

etc., thus forming that typical balance between military

protection and exploitation on one side and commercial

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46

productivity on the other, which is the salient

characteristic of the medieval Nipponese castle-towns

which actually sprung up around a feudal lord‘s manor.

In structure, the Nipponese castle has evolved into a

sophisticated and practically impregnable fortress. It

was generally designed as a series of concentric

compounds isolated from each other by ramparts,

moats, or walls and comprised such an intricate

network of courts and passages that if one compound

were lost to an invader, it could be recaptured from

either side or totally cut off without substantially

weakening the defensive strengths of the other

compounds. The approaches to its fortified perimeters

are protected by excavations filled with water, by

ditches, by swamps, or by a combination of all three.

Water-filled moats are considered to be the best form

of protection. Earthen walls or stone walls rise

massively from the first defensive line, offering only

two major openings - the heavily fortified main gate

and the equally strong but smaller rear gate, both

usually constructed of large timbers, plated with copper

or iron, and densely studded with large nails. The

passages within, linking one courtyard to another and

each compound to the next, are usually designed in

such fashion as to lead through cleverly arranged

double gates in which one gate is set at right angles to

the second, allowing room enough between them to

contain (and control from the sides and from above)

only a certain number of people - which is usually

considered to be a maximum of 240 warriors or 40

cavalrymen, and never more.

The castle compounds are generally composed of three

units: the main section in the centre, surrounded by the

second section, and then the third section of

fortifications, containing respectively the main tower

and residences of the warlords, the storerooms, and the

living quarters of the garrison. All of these are

elongated structures integrated into massive walls, with

doors and passageways on the inner side and openings

on the outer. The openings are of different sizes and

angles according to the weapons employed to repel an

invader at that point. Rectangular openings for arrows,

circular, triangular, or square for guns, and, for those

that have them, for cannons, among other chute-like

ducts, trapdoors which open wide to send huge stones

crashing down upon the heads of foes beneath.

Towers rise from these compounds. They consist of

structures containing three or more levels, heavily

fortified, with the uppermost functioning primarily as

an observation post, or, in times of peace, as a spot for

contemplating the moon or performing ritual suicide,

depending on the circumstances. These towers are

located at the most strategic point: on the outer

compounds, towards the northern and the western sides

of the horizon; at the corners of the compounds; in the

centre, where they are given poetic names of "guardian

of the sky", or, more prosaically, the "keep", because

this point represents the final defensive position against

invading forces.

Auxiliary Castles Some of the mightiest clans maintain a vast network of

supporting fortress, smaller outposts or auxiliary

castles. These are constructed to form a wide, defensive

line that encircles and protects the boundary line of a

provincial domain and its base castle. These auxiliary

castles can be found in the most unexpected of places

and are generally identified by their primary purpose,

such as boundary surveillance, watch post,

communication, and attack. Encased in this vast

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network of fortifications, lorded over by fiercely

independent clans of warriors, the larger masses of

commoners are, for all intents and purposes, effectively

imprisoned.

Auxiliary castles, being nothing but small military

outposts, are not immune to attack. Many times have

they been destroyed by goblinoid or Chaos warbands,

or rival clans who have then subsequently taken the

outpost for themselves and absorbed it into their

territory. The most vulnerable outposts are those

constructed in the mountains where they sometimes

come under attack from goblinoids and Chaos

beastmen.

VILLAGES Villages predominate Nippon as the majority of the

heimin live outside towns and cities. They are

clansmen, in a way that most Nipponese are, with the

exception of the outcasts and ronin. When there is war

the provincial daimyo will muster his forces from his

villages.

Villages are very important to the ruling clans because

they invariably grow rice and in Nippon he who

controls rice will wield power; rice is still often used as

money. So a province with many, many rice fields

within its boundaries is in an advantageous position

because the whole of the Nippon economy rests upon

the production and distribution of rice.

Heading a village will be a district elder or village

elder, exactly as in the Old World. They are

comparative in rank to the lower ranks of the buke and

their heirs are even allowed an education, which most

of the heimin are denied, and are permitted to carry

swords. A typical village has a population of 10D10

inhabitants and will also have a mix of artisans and

traders, though the latter will almost always be found

in towns or cities.

HIGHWAYS The main land routes linking the cities of the Exalted

Families with Hyudo are known as the 'Three Roads'.

These are highways, together with some of the most

important roads that lead to city-ports, which are under

particular surveillance and inspection. Strategically

placed along these routes are minor outposts where

special inspectors, with the protection of many

warriors, check every traveller. The traveller must be

able to produce his or her pass called a sekisho, which

is issued by their superiors in the clan. The sekisho is

basically a piece of paper that gives the character's

position in society, i.e. a craftsman, merchant etc., and

his or her physical description. If they match the

character in question then he or she can continue with

their journey. If there are any discrepancies then the

character will be detained until the character can

explain himself satisfactorily to the local authorities.

The Shogun's province and the provinces of the Great

Clans, use this method of strict surveillance to keep

movement in their territories regulated. The minor

daimyo may or may not employ these methods, as it is

impossible for even the Shogun to know, even with his

complex network of spies, what they are doing within

their territories.

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WARRIORS OF

NIPPON

The warriors of Nippon are among the finest

in the world. They place honour above

everything else, and gladly sacrifice their

lives to keep it. They are an unstoppable

force on the battlefield, greatly skilled in all

things of war. They fear little, and horrors

that would make any lesser man run in terror

barely affect them. They are the reflection of

the true warrior incarnate, and those who

seek to defy them will perish at their blades.

In this section you section you will find

details for all the different troops, heroes,

monsters, and war machines used by a

Nippon army. It provides the background,

imagery, characteristics profiles, and rules

necessary to use all the elements of the army,

from Core Units to Special Characters.

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Army Special Rules

This section of the book describes all the different units

used in a Nippon army, along with any rules necessary

to use them in your games of Warhammer. Where a

model has a special rule that is explained in the

Warhammer rulebook, only the name of that rule is

given. If a model has a special rule that is unique to it,

that rule is detailed alongside its description. However,

there are a number of commonly recurring ‗army

special rules‘ that apply to several Nippon units, and

these are detailed here.

WAY OF THE WARRIOR The Warriors of Nippon have a strict code which they

live by. Anyone breaking this code is forever shamed

and cast out of society. As a result, the warriors of

Nippon fight with unmatched determinism and valour.

Models with this rule must always accept challenges

and re-roll all failed Psychology tests. In addition, they

ignore Panic caused by friendly units without this rule.

Characters with this rule may only join units that also

have it.

KENJUTSU Kenjutsu is the art of sword fighting practiced by the

Samurai of Nippon. This allows each warrior to

quickly follow up a successful attack with another,

overpowering their foes in a flurry of fast swings.

Each unsaved wound caused by a model with this

special rule generates an additional attack in Close

Combat. These additional Attacks do not generate extra

Attacks.

DEATH BEFORE DISHONOUR When a Samurai is defeated in battle, thus

dishonouring himself, he may choose to perform

seppuku on the battlefield to cleanse himself of his

shame, or to avoid being captured as a prisoner.

Whenever a unit with this special rule is required to

take a Break Test, they may choose do so using 3D6,

discarding the highest dice. However, if this test is

failed, they will immediately perform seppuku, killing

themselves. Remove the entire unit as a casualty.

Enemies may not pursue or overrun against a unit that

performs seppuku.

SAMURAI EQUIPMENT KATANA There is no weapon so revered as the katana. Three to

four feet in length and slightly curved, the katana is a

triumph of design, the midpoint between artistry and

craftsmanship. Specially forged so that the blade is

hard and the inside is soft, the katana combines a

devastating cutting edge with enough flexibility so as to

not shatter when cutting into armour or bone. While

the wakizashi may only be worn by those of the

samurai caste, only warriors carry the katana.

Families pass the swords down through generations;

carrying a famous katana is an honour and pledge. A

katana is not only a weapon of war; it is an expression

of the soul of its bearer.

The Katana counts as a hand weapon. If on foot, the

wielder may choose to use it as a two handed weapon

which requires two hands. If he chooses to do so, he

gains the Parry special rule.

SASHIMONO

Sashimono are small banners worn by Nipponese

soldiers for identification during battles. The

sashimono are usually fitted to the backs of Ashigaru,

samurai, and in special holders on the horses of some

cavalry soldiers.

A unit equipped with Sashimonos counts as having one

more rank than normal for the purposes of Combat

Resolution and Steadfast.

HORO CLOAKS Horo Cloaks are stiffened cloaks fashioned of finely

woven silk and wrapped around the body. Their

primary purpose is to improve the visibility of the

wearer on the battlefield, but they also serve as arrow-

catchers.

Any mundane shooting attack directed at a model

equipped with a Horo Cloak is resolved at -1 Strength.

Horo Cloaks have no effect against black powder

weapons or Flaming Attacks. A model wearing a Horo

Cloak may not have a Sashimono.

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51

Commanders

The Daimyo are the feudal lords of Nippon, outranked

only by the Shogun and the Imperial family. Daimyo

have almost total autonomy in the day-to-day running

of their territory, and it is therefore unsurprising that

civil strife is common as Daimyo fight over resources

and pursue personal vendettas. Though bound by the

Way of the Warrior like all Samurai, Daimyo tend to

be more pragmatic about its application as they involve

themselves in the politics of the Empire.

Although the Emperor owns all land within the borders

of the Empire, he has granted members of the samurai

class the honour of protecting and overseeing his

affairs, acting as his stewards over the vast majority of

land in the Empire. Samurai that have oversight of a

particular area are granted the title "Daimyo" and given

permission to swear other samurai into their service.

Rather than serving the Emperor directly, a Daimyo of

this sort is usually appointed by and subordinate to the

reigning Daimyo of the family or clan that controls the

province within which his land falls.

The primary responsibilities of a Daimyo of this sort

are protecting his assigned territory and ensuring that

the proper taxes are collected for the Emperor. In order

to fulfil these responsibilities he is allowed to take a

portion of the rice and other goods produced in his

province in order to equip and maintain samurai sworn

to his service.

Each family recognized by the Emperor has a

designated leader who is Daimyo of that family.

Family Daimyo are the highest authority within their

own family, although they are subordinate to the

Daimyo of their clan.

Family Daimyo are also the honorary heads of their

family's schools. The actual duties of running the

schools are often delegated to someone more inclined

to teaching, or in the case of families with multiple

schools, someone who is more familiar with the

lessons. Nevertheless, for any matter that would

require the attention of the head of the school, the

family Daimyo's approval would be required, whether

or not he has an active hand in the school's day to day

affairs.

The leader of a clan, whether a Great or Minor clan, is

also given the title Daimyo, although they are more

often referred to as the Champion of the clan. The clan

Daimyo are generally also the Daimyo of their family

within the clan. The clan Daimyo are the most

powerful in the Empire, second only to the Emperor

and Shogun, in both political and military might.

Taisho is a military rank similar to a captain. A Taisho

will have many Chui and their units serving beneath

him, and reports directly to the Daimyo, who command

the force in which the Taisho serves.

M WS BS S T W I A Ld

Daimyo 4 6 5 4 4 3 6 4 9

Taisho 4 5 5 4 4 2 5 3 8

TROOP TYPE: Infantry (Character).

SPECIAL RULES: Way of the Warrior,

Kenjutsu, Death before Dishonour.

The Ten Orders

A leader always carries a text with him. The mind must be exercised as well as the body.

When a lord called his samurai, he ran, fall at his feet and spoke his name loudly and proudly.

Keep one's sword close and ready and clean.

Keep servants only if necessary.

Zanagi and Zanami made a samurai with a left hand and a right hand. In the left hand went the text and in the right hand went the sword.

When a samurai came before a superior, he dropped hands at his sides, and bowed lower than they, showing trust.

Men followed the example of those they admired.

A samurai went to bed early, then, at midnight he would be fresh, rested and ready for any foe who creeped in late hours.

Be clean, because a dirty man must itch and scratch, and an itching and scratching man was slow.

Be ready to die.

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52

Shugenja

The samurai caste holds the keys to the magic realm,

proof that the greatest blessings of the Sun and Moon

are reserved for the nobility. Occasionally, peasants

have a strong affinity for the Kami and in all but the

rarest cases this is the same inner path that the monks

follow. The peasant then goes on to study among the

peaceful Brotherhood of Shinsel. Peasants who show

true magical affinity are quickly granted samurai status

and trained as Shugenja.

Shugenja do more than simply cast spells. They are the

priests of the Kami, their very power a testament to the

wisdom and truth of their beliefs. Shugenja record and

keep the names of the Fortunes, act as intermediaries

between the world of mortals and spirits, and carry the

wisdom set down by the Celestial Heavens. Though

not the official keepers of the Tao of Shinsei, a duty

held by the Brotherhood of Shinsei monks, almost all

Shugenja are familiar with the text, and view it as a

valuable guide to life.

Shugenja bless villages many times during a year, to

help bring about a greater harvest, healthier livestock,

and protect the village against threats both mortal and

supernatural. They also commune with spirits of the

dead, creating a link between the living and the revered

ancestors of the family. Such a duty falls to them as

both a great honour and a staggering burden. as many

souls of the dead are troubled with unfinished business,

and will seek a Shugenja's aid in fulfilling It in return

for their wisdom.

Magic in Nippon, is not simply a Shugenja bending the

elements to her will, magic underlies all activities: the

bird taking flight, and the Sun rising each morning.

Man too comes from the confluence this magic

projected in the blood and tears of the first Moon and

Sun mixing together to create something new. Magic

spirits dwell everywhere, simply waiting to be called

upon.

In a more common definition, however, magic is the

art of Shugenja, and even the monk's kiho. While the

average Nipponese understands that magic surrounds

them every day, it is still a holy practice, and

something to be looked upon with wonder. Shugenja,

the most common practitioners of magic, bring with

their vocation the blessings of the Kami upon the

Empire.

As a force, magic represents a tool and a blessing as a

genuine gift from the Heavens. With the power of

magic, a Shugenja can purify foul water, tell truth from

fiction, hurl fire into their enemies, and convene with

the wisdom of the Celestial Heavens. This immense

power commands respect both for the Shugenja who

wields it, and for the Kami who provide such strength.

Shugenja tend be peaceful women. While most clans

have their Shugenja trained for war and capable of

casting impressive battle magic, the path of the

Fortunes and Kami impresses a Shugenja with a strong

reverence for life in all its forms. Shugenja believe life

is a gift, and should never be squandered for any

reason.

Shugenja stand out as the one exception to the

samurai's usual aversion to surrender. As servants of

the Kami, they are always treated with respect and

offered the option of being taken prisoner when

possible. Most Shugenja realise how rare and precious

their gift is, and how wrong it would be to deny the

clan their gifts, and accept the offer even if the idea of

being held hostage is otherwise intolerable.

Most armies keep at least one Shugenja on hand, both

as a potent weapon against the enemy and to call upon

the blessings of the Fortunes for the battles ahead.

Once the battle is done, they give thanks to the Kami

and purify the taint of blood and dead flesh that

inevitably stains a victorious army.

M WS BS S T W I A Ld

High Shugenja 4 3 3 3 3 3 3 1 8

Shugenja 4 3 3 3 3 2 3 1 7

TROOP TYPE: Infantry (Character).

MAGIC: A Shugenja is a Wizard that uses spells

from the Lore of Fire, Lore of the Heavens, Lore of

Life, Lore of Shadow or Lore of the Kami.

Page 53: Warhammer: Nippon

53

Hatamoto

Those Samurai that distinguish themselves on the

battlefield become part of a Clan‘s inner circle in the

form of Hatamoto. A Hatamoto, or honoured retainer,

is the official representative of the family name. It is

the chief aid and advisor to a daimyo.

The main duty of the Hatamoto on the battlefield is to

protect important members or allies who were not

expected to always defend themselves. People such as

courtiers and Shugenja were most commonly not

trained in the sword, and as such would require

someone to protect them. In the case of duels of

honour, a Hatamoto can often be someone‘s designated

champion, although this is not necessarily always the

case.

At other times, the Hatamoto is usually assigned the

carry his lord‘s banner into battle as his personal

champion. These glorious standards are rich in colour

and highly detailed, made from the finest silk available.

The Hatamoto takes this honour very seriously, and

would rather die than see it fall into enemy hands.

Above else, the Hatamoto acts as the Daimyo‘s

bodyguard, both on the battlefield and in the castle.

The Hatamoto take his given task extremely serious,

for to them there is no greater shame than failure.

Failure to protect the one they have sworn means their

life is forfeit, and there is no other solution than to take

one‘s own life, for a life in shame is completely

unthinkable to them.

M WS BS S T W I A Ld

Hatamoto 4 4 4 4 4 2 4 2 8

TROOP TYPE: Infantry (Character).

SPECIAL RULES: Way of the Warrior,

Kenjutsu, Death before Dishonour.

Yojimbo: A Hatamoto may be assigned as a yojimbo,

meaning bodyguard, to one character in the army (but

not anther Hatamoto).

While in base contact with this character, all failed

"Look Out, Sir" hits are taken by the Hatamoto instead

of the character, and all challenges issues by enemies

are taken up by the Hatamoto.

If the character the Hatamoto is assigned to protect

dies, the Hatamoto will immediately commit seppuku

as per the Death before Dishonour special rule.

Each character that survives the game with a Hatamoto

assigned to it as a Yojimbo gives the Nippon player an

additional 50 Victory points.

A character may only have one Yojimbo assigned to it

at any time, although a new Yojimbo may be assigned

upon the death of another Hatamoto.

Page 54: Warhammer: Nippon

54

Kensai

The Kensai is a duellist who over many years of

practice and dedication has reached spiritual perfection

through use of the sword. He is a master of the tea

ceremony and other arts like handwriting. The Kensai

spends many hours in meditation and has reached the

point where he is almost considered a saint and only

kills when absolutely necessary, without resentment or

pain.

The Samurai of Nippon prides themselves on their

adherence to tradition and their reverence of the brave

warriors that served their clan before them. They pass

down their methods and kata, ensuring that the next

generation of bushi perform them exactly as their

ancestors did years before. The Kensai have mastered

the kata and made the movements a part of their very

souls.

The Kensai have devoted his life to perfecting the skill

of the quick draw, known as Iaijutsu. He focus his

training and meditation into a rapturous perfection of

the use of his katana, channelling his arcane might

through it in a dizzying and deadly dance beyond the

abilities of even the greatest of mundane warriors. The

Kensai are the best of the best, skilled duellists who

epitomise the Way of the Sword. To be a Kensai is to

be one of the fastest blades in Nippon. The Kensal's

speed, skill and dedication to the tenets of bushido are

known throughout Nippon, and even their enemies

must grudgingly accept the strength of the Kensai.

The Kensai are known throughout Nippon for having

an almost supernatural connection with their katana.

They are masters of the duel, earned with hours and

hours of practise. These samurai go from village to

village challenging the different Dojos in order to

increase their knowledge and prestige. The Kensai are

exceptional individuals whose martial prowess makes

them almost invincible in battle. These men are

capable of taking on many opponents at once while

emerging victorious, and often untouched.

M WS BS S T W I A Ld

Kensai 4 7 5 4 4 2 7 3 8

TROOP TYPE: Infantry (Character).

SPECIAL RULES: Way of the Warrior,

Kenjutsu, Death before Dishonour, Killing Blow.

Iaijutsu: A Kensai must always issue and accept

challenges if possible. At the start of each round of

close combat, he may choose to utilize one of the

following duelling techniques. He may not use the

same technique two rounds in a row.

Drawing the Void: The Kensai gains +1 To Hit and

To Wound.

A Single Moment: The Kensai gains the Always

Strikes First Special rule.

Ritual of Steel: The Kensai gains +D3 Attacks.

Wanderer: A Kensai may never be the army's

General.

"The primary thing when you take a sword in your hands is your intention to cut the enemy, whatever the means.

Whenever you parry, hit, spring, strike or touch the enemy's cutting

sword, you must cut the enemy in the same movement. It is essential to attain this. If you think only of

hitting, springing, striking or touching the enemy, you will not be able

actually to cut him."

Page 55: Warhammer: Nippon

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Samurai Warriors

The Samurai assume the highest rank of the Nipponese

social system, as decreed by the Celestial Order. The

word "samurai" means "those who serve". All who

were born in this caste were considered samurai,

regardless of their occupation. The Samurai warriors

make up the bulk of Nippon‘s armies. Greatly skilled

with both sword and bow, and wearing heavy armour,

often with accompanying battle masks, these fearsome

fighters are a match for any opponent.

The Samurai wield a variety of equipment in battle,

and can adapt to any situation. They represent the

height of human martial prowess, and fight according

to a strict code of honour, displaying fanatical bravery

and loyalty on the battlefield.

Unlike Old World nobles, samurai tend to live frugal

lives with little interest in riches and material things,

but rather in honour and pride, though as privileged

persons in society much of their needs are supplied,

and respect and honour fearfully enforced.

Samurai are expected to not only be great warriors but

to be well versed in more classical arts such as

calligraphy, mathematics, and song and dance.

However, it is often the case that these pursuits are

overlooked.

Though it is their duty to wear the daisho and lead

troops into combat, samurai are more than mere

warriors. They are direct vassals of the Emperor, the

ruling class of the Empire. The kuge and buke classes

enforce the law of the Emperor, and hold domain over

the lesser classes.

Samurai are professional warriors, members of the

noble class who are trained in the arts of warfare. They

are not only trained for their role in society, they are

born for it – born into a system of allegiance, loyalty,

and honour that influences every stage of their lives. A

samurai's loyalty to the emperor and his local feudal

lord is unsurpassed, and a samurai that becomes

masterless either from the ruin or fall of his master,

after the loss of his master's favour or privilege, or

otherwise through his own will becomes a Ronin, an

outcast mercenary for hire.

A samurai's first responsibility is obedience to his lord,

usually the head of his family. This is simultaneously

an endless source of adventures and a potential

hindrance to a life of adventure. A low-level samurai's

lord may command him to investigate a mysterious

occurrence or subdue a gang of bandits. If he performs

these duties well, his lord will call on him to deal with

more significant problems. However, a samurai usually

cannot simply disappear on an expedition without his

lord's command or at least permission, and if a

samurai's lord has an important mission for him, he

must make that his top priority.

Samurai are distinguished from ordinary fighters by

their adherence to bushido, a code of honour, loyalty,

and obedience. To a samurai, dishonour is worse than

death, and the loss of his swords is possibly the worst

dishonour imaginable. Bushido, the code of the

samurai, demands strict obedience to standards of

behaviour and honour. Samurai learn their combat

techniques and the principles of bushido in established,

well-organized schools.

The only measure of a samurai that matters is living

life in strict accordance with the code of bushido. This

ancient code was established during the dawn of the

Empire, and although the interpretation of the

individual virtues it describes has changed from time to

time, the code itself has endured the centuries virtually

unchanged.

M WS BS S T W I A Ld

Samurai Warrior 4 4 4 3 3 1 4 1 8

Samurai Chui 4 4 4 3 3 1 4 2 8

TROOP TYPE: Infantry.

SPECIAL RULES: Way of the Warrior,

Kenjutsu, Death before Dishonour.

Page 56: Warhammer: Nippon

56

Samurai Cavalry

Cavalry warfare is traditionally the preserve of the

samurai. Only they have the skill to wield a sword

while steering a horse into battle. Being a mounted

warrior requires wealth and position to sustain the

expense of horses, armour and servants. Despite the

fact that most Samurai go about their business

mounted, generally merely as a sign of their station,

only a very few have truly perfected the art of war

from horseback.

The mounted Samurai are truly deadly warriors and the

scourge of any commander foolish enough to incur the

wrath of a Nipponese army. They eschew the heavy

plate armour and cumbersome barding favoured by the

knights of the Old World in favour of increased speed

and flexibility. They attack in combination with

infantry, using their excellent horsemanship to

outmanoeuvre and strike the enemy from multiple

directions at once.

Bows, spears and katana are all used from horseback

and, if a samurai is wealthy enough, he usually has an

assistant to carry and hand him his weapons as needed.

The katana, although traditionally used with two hands,

can still be effective when used in a one-handed grip

by a horseman. Swung downwards onto an enemy foot

soldier, the sharp, curved blade could easily cut

through a man.

Samurai Cavalry are swift, and can deliver a

devastating charge thanks to their spears, which they

focus all the power of their fearsome charge into the

points of as they smash into enemy cavalry and

infantry alike. Samurai cavalry are extremely well

trained and the weight of their steeds adds to the power

of their charge. Their speed over a battleground comes

in useful when chasing down fleeing troops, or when

they are needed to deliver a final blow to wavering

enemies. After a charge, they remain mounted and can

engage the enemy with their katana keeping a height

advantage over foot soldiers.

A Samurai's Purpose A samurai keeps in mind and heart the

understanding that he must die. Surrendering to ambition, lust, greed, or

any other thing, a samurai will hesitate for that one crucial moment when it comes

time to sacrifice his life for his lord. Samurai live, train to fight and fight to live. Only alive can a samurai fulfil his

Duty and protect his lord. Duty beyond all things is the soul of a true samurai. Living

to fulfil Duty is why a samurai forego ambition, abstain from lust, and sacrifice

his personal morals.

Samurai Cavalry demoralise, harass, and cut down the

enemy ahead of the foot soldiers. Units of specially

trained mounted samurai are also famous for running

daring night time raids on enemy camps and

fortifications, using their lightly armoured horses to

cross rivers and move quickly through woods and

mountains, before striking at the flanks of an

unprepared enemy.

One of the most famous cavalry charges was seen at

the Battle of Xenyong, where the Nipponese cavalry

charged straight into the Cathayan formations through

a rain of crossbow bolts and steel tipped spears. Even

though the Nipponese suffered horrible casualties, their

unwavering morale managed to break the Cathayan

formation, securing victory against the Cathayans.

M WS BS S T W I A Ld

Samurai Cavalry 4 4 4 3 3 1 4 1 8

Samurai Chui 4 4 4 3 3 1 4 2 8

Warhorse 8 3 0 3 3 1 3 1 5

TROOP TYPE: Cavalry.

SPECIAL RULES: Way of the Warrior,

Kenjutsu, Death before Dishonour.

Page 57: Warhammer: Nippon

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Ashigaru

The absolute lowest ranking members of the buke are

Ashigaru, or career soldiers. Technically peasants, they

possess far keener training than the average peasant or

carpenter. While hardly comparable to samurai by any

stretch of the Imagination, Ashigaru are skilled

warriors in their own right. Many Ashigaru families

have served their samurai lords for generations, and

bear themselves with fierce pride and loyalty

comparable to samurai. Most houses have several

families of hereditary Ashigaru, serving as guardsmen,

doshin (soldiers serving magistrates), and scouts during

times of peace.

The majority of most Nipponese armies are composed

of Ashigaru. Unlike the levies of the Old World

though, the Ashigaru are armed with high quality

weapons and are well drilled for battle. Though they

cannot equal the martial prowess of their Samurai

masters, they are effective troops. Their preferred

armament is the yari spear, but they may also march

into battle with the yumi bow and the matchlock

arquebus.

Ashigaru occasionally prove to be deadly when given

sufficient direction and purpose by a competent leader.

After all, arrows in sufficient numbers may maim or

even kill the most highly trained, armed, and armoured

bushi before he gets close enough to even wound

anybody. Even then, however, most samurai look upon

the Ashigaru as mere tools: as Tsuruchi Nobumoto

says, "What we do is art. What peasants do is merely

adequate."

ASHIGARU SPEARMEN The yari is a remarkably flexible weapon in tactical

terms. It can be used in single or mass combat and is

equally effective for attack and defence. Yari Ashigaru

are armed with very long spears that are almost pikes,

and can be used to lead a charge into battle or act as

pincers. They are well-drilled, but lack the skill and

dedication of samurai. Yari Ashigaru are most effective

when they work together as a block, forming a wall of

sharp points. The yari is the most common weapon

issued to Ashigaru, which they use in formation,

particularly against cavalry charges.

M WS BS S T W I A Ld

Ashigaru 4 3 3 3 3 1 3 1 6

Yari Gashira 4 3 3 3 3 1 3 2 6

TROOP TYPE: Infantry.

SPECIAL RULES: Fight in Extra Ranks.

ASHIGARU BOWMEN These soldiers do not possess the prowess or prestige

of samurai archers, but they are still a formidable force.

Perhaps surprisingly, Ashigaru bowmen were not made

obsolete by the arrival of guns. While gunners reload,

archers can continue to fire arrows, provide cover and

maintain the pressure on an enemy. In the same time it

takes to fire and reload a firearm once, these archers

can let loose a dozen arrows upon the enemy.

M WS BS S T W I A Ld

Ashigaru 4 3 3 3 3 1 3 1 6

Yumi Gashira 4 3 4 3 3 1 3 1 6

TROOP TYPE: Infantry.

MATCHLOCK ASHIGARU Estalian merchants arriving in Nippon sold handguns

to the Nipponese, and it didn't take long for them to

produce their own designs. The role of matchlock

Ashigaru is to unleash massed gun volleys upon the

enemy, keeping them confused and, in the process,

weakening them enough for a frontline charge. Once

fired, the guns take a long time to reload, but their

hitting power more than compensates for this lack of

speed.

M WS BS S T W I A Ld

Ashigaru 4 3 3 3 3 1 3 1 6

Teppo Gashira 4 3 4 3 3 1 3 1 6

TROOP TYPE: Infantry.

Page 58: Warhammer: Nippon

58

Warrior Monks

Monks occupy a tenuous position In Nippon's social

order. As a rule, they are not forthcoming about their

past, and it is considered almost blasphemous to

inquire. A monk has left his old life behind. The fact

that some were peasants and others samurai makes

interacting with them difficult, as one never knows

what station should be afforded a monk. Given the

uncertainty and their position as religious figures, the

honourable thing to do when interacting with a monk is

to treat him with respect and admiration. This mindset

is common to all but the most dishonourable samurai.

While samurai feel some uncertainty when interacting

with monks, the peasants simply revere them. Monks

are teachers as much as anything else, and they treat all

people equally. Also, many monasteries send their

adherents into villages and towns to aid heimin and

hinin with menial tasks.

Monks represent the entirety of Nippon's religion,

which is a surprisingly diverse, eclectic, and elaborate

institution with three distinct facets. While an Imperial

decree technically links two of these facets together,

and the third is so widely accepted that none dispute it,

the truth is that the three do not fit together particularly

well. Generally speaking, the average individual,

including monks, selects an aspect he finds most

desirable and uses that as the basis of his devotion.

Deep in the inaccessible areas of Nippon lie the many

mountain retreats of religious warrior monks. In these

martial monasteries, monks not only study religious

and academic texts, but also a variety of martial arts.

The studying of martial arts is seen as a means to

improve oneself mentally and spiritually, not just

physically, and these monks show a skill and

dedication that surpasses even the samurai of the

military aristocracy – and indeed many Samurai

abandon their feudal lord to learn from these master

monks. Warrior monks are the de facto private armies

of the secluded monasteries, and are fundamentally

similar in many respects to the religious templars of the

Old World.

They are more militant than holy, and receive very

little religious instruction. Instead they are trained in

the art of fighting. Warrior Monks defend their

monastery against attacks and advance its political

claims in the outside world. They are subject to the

leader of their temple. They are often charged with

defending their temples in times of conflict, but they

can also expect to strike against enemy incursions, to

hunt down evil monsters terrorizing the countryside, or

to recover a relic that is sacred to their order. They

welcome all challenges as tests of their prowess and,

secondarily, their faith. Warrior Monks mix martial

prowess with divine power that grants them the ability

to heighten their strength and speed in battle, and

protection from mental and bodily harm. Very

experienced sohei can shrug off physical damage and

ignore certain magical effects.

Warrior monks live a life of strict discipline and

obedience to their orders. Many join their orders as

children, and become sohei when they demonstrate

strength of both body and mind that lends itself to the

temple's defence. Often, though, young men and

women who show little promise for the contemplative

life of the monk are the ones selected to become sohei.

M WS BS S T W I A Ld

Warrior Monk 4 4 3 3 3 1 4 1 8

Sohei 4 4 3 3 3 1 4 2 8

TROOP TYPE: Infantry.

SPECIAL RULES: Immune to Psychology, Magic

Resistance (1).

Martial Arts: Warrior Monks are skilled combatants,

studying the old martial arts of Nippon daily. They

have learned to bring use of this to on the battlefield,

fighting with fist and feet as well as any weapon they

might carry.

Warrior Monks may re-roll 1's when rolling To Hit and

To Wound in Close Combat.

Page 59: Warhammer: Nippon

59

Yamabushi

Nippon is inhabited by a people who feel bound to

their land by a sacred ancient duty. The structure of

society is rigid; and so too are Nipponese religious

observances. In monasteries scattered across Nippon,

shaven-headed acolytes toll brazen bells over silent

courtyards. A life of study and ritual under gingko trees

and behind paper panels has gone unchanged for many,

many long years.

The early history of the priesthood is lost in the mists

of time. As far as the peasants are concerned, the moss

grown roads of heavy stone leading to the temples of

the gods have existed since time began. The people of

Nippon know of their religion through hearsay and

grandmothers‘ tales; the monks keep a certain distance

from all the rest of the Nipponese, especially the

peasants. Some monks wander round and preach, going

barefoot from town to town, or even overseas, and are

fairly universally respected.

Besides their ability to affect the gods themselves, and

popular opinion and morale besides, the monks‘

abilities as warriors encourage the samurai clans to

keep as many monasteries as possible on their side.

Monks in the monasteries are principally scholars, but

train bare fisted and barefooted. They can be called

upon to go into battle if lands near their monastery, or

their monastery itself is threatened. More deadly, up in

the mountains of Nippon various warrior sects known

as Yamabushi train more rigorously and more

violently, slaying oni in the blackest depths of the

forests. Their rituals include walking across beds of

red-hot coals, chanting while sitting under ice-cold

waterfalls and hanging from their feet from the edges

of cliffs. The peasantry and even the monks regard

these men with a certain respect, and fear their

supposedly magical abilities.

These hermits are like wandering lay-priests who live

alone in secluded mountains. Those with a smattering

of Nipponese might suppose that "Yamabushi" means

"mountain warrior", but in fact the second character is

written differently and means "one who walks in the

mountains". He seeks mastery of certain arcane combat

techniques and magic arts, the lore of herbs and nature,

and ultimately satori, or Enlightenment, through the

study of Zen.

These men and women trace the origin of their

tradition as a militaristic religious order back to hermits

who went up to the mountain regions in search of

divine inspiration and supernatural powers. They are

more tactically astute and combat trained than their

generally non-martial brothers, but are no less stubborn

in defence of their religion. Their training as warriors

helps teach them the ways of discipline and control of

the mind, and this is looked on well by the daimyo

classes and Shogunate, for various reasons.

M WS BS S T W I A Ld

Yamabushi 4 4 4 4 4 2 4 2 8

TROOP TYPE: Infantry (Character).

SPECIAL RULES: Immune to Psychology, Magic

Resistance (2), Martial Arts.

Prayers of the Kami: Yamabushi know the three

Prayers listed below. Prayers are innate bound spells

(power level 3). All Prayers are augment spells. In

addition, the Yamabushi may channel Power and

Dispel dice just like a Wizard.

Prayer of Invigoration: One friendly character

within 12‖ of the Yamabushi will regain all Wounds

previously lost during the battle.

Prayer of Protection: One friendly character within

12‖ of the Yamabushi will gain a 4+ Ward save until

the start of the caster‘s next Magic phase.

Prayer of Potency: One friendly character within

12‖ of the Yamabushi may re-roll all failed rolls To

Hit and To Wound in close combat. Remains in play.

Page 60: Warhammer: Nippon

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Sumo Warriors

Before Emperor Yamakyuki, many noblemen of

Nippon lived in constant danger of assassination,

whether from the hired killers of other noblemen or the

ambitious members of their own family. In the

complex web of family and group loyalty that is

Nipponese society it was sometimes best to employ

outsiders, individuals who have no clan or family ties

to interfere with their personal loyalty. The Sumo

Warriors were such men, separated from their families

in childhood and raised in special schools they are sold

to any noble who can afford their services. Iron

muscled frames sheathed in mountains of fat, the Sumo

Warriors are the products of a strange bodybuilding

regimen of force-feeding and tortuous strength and

endurance routines.

In the performance of their bodyguard duties Sumotori

was expected to interpose themselves between their

master and potential threats, in effect providing them a

living shield of unyielding flesh. This dedication to

duty and complete lack of concern for their own safety

made them a formidable foe on the battlefield.

After Yamakyuki took the throne and unified Nippon,

the practice of Sumo bodyguards was redundant, as

most Daimyos began to hire their most loyal Samurai

to act as their bodyguards instead. Sumo Warriors

instead became sportsmen in the very popular sport of

Sumai.

Sumo wrestlers go through intense purification and

meditation rituals before a sumo bout, and spectators

come for the ceremony as much as the sport. An actual

bout of sumo is over in seconds, as two massive

wrestlers slam into one another with the intent of

knocking the opponent off his feet or pushing him out

of the ring. Matches are separated into four categories

according to the skill and reputation of the wrestlers. In

ascending order, these are juryo, maegashira, sanyaku,

and yokuzuna. The Imperial Court only allows bouts of

yokuzuna. Sumo tournaments take place between two

teams of wrestlers who perform seventeen bouts before

the Emperor and his entourage.

The Uruchi Sumai is an advanced school of training, and is considered to be a set of clan secret techniques. The Uruchi Clan rarely

makes exceptions to this, and only a few lucky outsiders have been taught them.

Testing their strength is a favourite pastime of many Uruchi samurai, and is one of the more

popular forms of duelling when facing another Uruchi. Sumai is a commonly accepted method of duelling in Nippon, a method with which the Uruchi are very familiar. They respect and rely on this form of competition when dealing with

other clans to a high degree, and have several dojo dedicated to training different techniques.

A beautifully crafted masterwork bow goes to the

victor whereupon they receive an invitation from the

Imperial court to perform bugaku, a complex ritual of

ceremonial songs and dances; the champion dances

while twirling the prize bow.

While the Sumo Warriors are sportsmen most of the

time, they still train like any other Samurai. In times of

war, these massive warriors go into battle wielding no-

dachi swords, easily capable of cutting though a knight

and horse with a single blow, making them excellent

shock troops.

M WS BS S T W I A Ld

Sumo Warrior 4 4 3 4 4 1 3 1 8

Yokosuna 4 4 3 4 4 1 3 2 8

TROOP TYPE: Infantry.

SPECIAL RULES: Way of the Warrior,

Kenjutsu, Death before Dishonour.

Unstoppable Force: When Sumo Warriors charge,

they are an unstoppable force of mass and muscles that

can tear through a regiment with ease.

On any turn that Sumo Warriors charges, the enemy

must re-roll successful Break Tests.

Page 61: Warhammer: Nippon

61

Onna Bushi

In Nippon, a woman's caste, rather than her gender,

constitutes her position in the Celestial Order. As such,

any woman who so wishes may become a samurai,

earning the same rights and respect as their male

counterparts. Nipponese women are trained to defend

their homes in times of war but few take part in open

battle. Those who do though, quickly become legends.

Onna Bushi are treated with the deference due a lady of

their station, unless they are dressed and prepared for

war. If an Onna Bushi is dressed in 'mannish' attire, she

is referred to with her military title. Female samurai are

treated with the same respect as their male counterparts

though they are typically expected to be softer-spoken

and more lady-like in most clans. This varies from clan

to clan, with some families being strictly matriarchal.

Some have in fact higher standards for their Onna

Bushi than they have for their men, an expectation of

chastity and honour not held to many men in the

Empire.

One of the favourite stories of Nipponese poets is of

the sister of a murdered samurai who put on her

brother's armour and took up his sword to avenge him.

"Hitomi‘s Tale" has moved many young women to

become samurai, and has justified the act in the eyes of

many daimyos. The samurai ritual of changing one's

name has brought many Onna Bushi female samurai to

take the name ―Hitomi‖ upon taking the daisho.

One of the vows that some Onna Bushi take during

their initiation ceremony is a vow of celibacy, as a

Onna Bushi cannot he devoted to both a daimyo and a

lover or husband, after all. If a celibate Onna Bushi is

found to have a lover, she often renounces her station

and joins the ranks of a monastery. Of course, the key

word is ―discovered‖ There are many Onna Bushi who

take lovers, and every poet's repertoire has several

stories of samurai and Onna Bushi who doom

themselves for love. Onna Bushi are treated as samurai

warriors in the Celestial Order. They are no different

from male samurai in that regard.

Onna Bushi are usually armed with the naginata, a long

pole arm that is tipped with a deadly curved sword-

blade. They favour a defensive strategy over assault.

Since they lack the physical strength of the men, they

have instead become very proficient at holding their

foes at bay with their naginata until reinforcements can

arrive and finish them off.

M WS BS S T W I A Ld

Onna Bushi 4 4 4 3 3 1 4 1 8

Onna-Bugeisha 4 4 4 3 3 1 4 2 8

TROOP TYPE: Infantry.

SPECIAL RULES: Way of the Warrior, Kenjutsu,

Death before Dishonour.

Stalwart Defence: Enemies charging a unit of Onna

Bushi to the front lose all charging bonuses. In

addition, Onna Bushi may re-roll failed Break Tests.

"Samurai maidens who remain faithful to their lords get their name in the history books. The ones who fall find their names

in tragic love songs."

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Kabuki Dolls Kabuki is one of the most common forms of theatre in

Nippon, and focuses on lively and almost violent

action, dancing and tension. Singers and orchestra

often provide the backdrop for the actors and key

information about the setting. The name Kabuki comes

from the word kabuki-odori which means "stylish and

shocking dances". The plays make use of elaborate

costumes, makeup, sets and special effects to

accompany the story, and the actors move in special

stylized patterns known as kata. The set is changed by

stagehands dressed entirely in black during the show,

and the stage contains many trapdoors and rotating

platforms to aid in this endeavour. There are two major

types of Kabuki plays; the jidaimono, or "rough stuff

style", and the sewamono, the "talk of the town".

Most performers of Kabuki theatre are professional

dancers and actors; however a small and secretive cult

of masked assassins also trains its members in Kabuki,

treating the intricate gestures and extreme posturing of

the dance as the basis for a martial art form. These

Kabuki Dolls, as they are called, receive lifelong

training in diverse arts, from assassination, protection,

and diplomacy, to proficiency with exotic and

traditional weapons like the battle-fan and poisoned

hair needles, as well as skill with a musical instrument,

rhetorical excellence, and of course Kabuki dance.

Kabuki is an ancient stylised dance form of such

complexity and nuance that only the most cultivated of

aficionados can truly appreciate its subtleties.

Revitalized and adapted for the tastes of the more

traditional-minded clan leaders it has become an

iconographic form of status entertainment in Nippon.

Some nobles flaunt their Kabuki Doll escorts when in

public, as it is a great status symbol in society to own

one, and accomplished Kabuki Dolls can command the

price of a small mansion for a single evening‘s

entertainment - or a single, spectacular kill.

The Kabuki Dolls can use the skills of their trade in

battle as well, favouring the two major types of

jidaimono and sewamono. Though the battlefield is not

their ideal environment, units of Kabuki Dolls make

very effective combat troops, and their expertise in the

martial arts, bravery and dedication to duty are second

to none.

M WS BS S T W I A Ld

Kabuki Doll 5 4 4 3 3 1 5 1 8

Dai-jô 5 4 4 3 3 1 5 2 8

TROOP TYPE: Infantry.

SPECIAL RULES: Skirmishers, Poisoned

Attacks.

Kabuki Dance: You must choose one of the two

dances for the kabuki Dolls to perform at the start of

each close combat phase.

Jidaimono: Yelling and braying their often

nonsensical lines, the Kabuki Dolls throw themselves

at the foe in a flurry of death. While performing this dance, the Kabuki Dolls have

the Always Strikes First special rule.

Sewawono: Moving gracefully and without pause, the

Kabuki Dolls dodge strike after strike.

While performing this dance, enemies must re-roll all

successful rolls to Hit against the Kabuki Dolls.

WAR FAN Fans are often used in Nippon by courtiers to hide

their faces, and by generals to signal the troops.

Eventually it was developed into a weapon as well. The

War Fan was primarily developed to be defensive but it

can also be used to strike blows with its sharp, metal

edges.

A War Fan may be used in two ways: it can either be

used as an additional hand weapon with the Jidaimono

style or as a shield in close combat with the Sewamono

style.

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63

Yabusame

The Yabusame are a special caste of Samurai that excel

in the art of Kyudo archery. They train tirelessly daily

to improve their skills while firing from galloping

horseback, and hold great tournaments to find the best

amongst themselves. This is done by riding past three

targets and shooting at them at high speed. They wear

traditional hunting attires while doing so, both in

tournaments and in battle, as a way of signifying their

station as masters of the bow.

A true warrior never stops learning his craft. He should

strive for perfection. Only with death does his

education and his personal quest come to an abrupt

end. Only a foolish and arrogant man believes himself

to be unbeatable. All training, all practice, improves

ability and confidence in battle. Accuracy is all-

important: the best shooter is useless if his arrows fall

wide of the target! Speed is also improved, as a great

master can have one arrow in his hand, one in the air,

and one striking the target.

The Nipponese bow is asymmetric; far longer above

the grip than below, to make it easy to use on

horseback while retaining power. The bow can be

swung from side to side without getting tangled up in

saddle furniture. It has a composite of a wooden core,

covered in layers of lacquered bamboo, making it

strong yet flexible, capable of shooting a wide variety

of arrows. Its beautiful simplicity disguise the fact that

this was a weapon that required tremendous skill,

strength and grace to use effectively.

With both hands occupied by aiming and firing a bow,

these men must use their knees to control and steer

their mounts. Nippon has a long tradition of mounted

"War is inevitable, and in such times a daimyo will call upon his men. A samurai will serve and command, but before that,

a samurai must prepare and study. Victory is not taking the lives of the

enemy, but saving the lives of one’s kin. Those who would falter first would be the first to fall, that the price of defeat

was greater than honour or pride. Learning to win is not enough, it is necessary to learn how not to lose."

archery and these troops remain invaluable despite the

introduction of gunpowder. Matchlocks may be

powerful, but they are also unreliable and inaccurate,

and the Ashigaru who use them simply lack the skills

and mobility of mounted samurai. These cavalry

archers can quickly move to the flanks of an enemy, or

harass the enemy at a distance before retreating away.

M WS BS S T W I A Ld

Yabusame 4 4 4 3 3 1 4 1 8

Bow Master 4 4 5 3 3 1 4 1 8

Warhorse 8 3 0 3 3 1 3 1 5

TROOP TYPE: Cavalry.

SPECIAL RULES: Way of the Warrior, Kenjutsu,

Death before Dishonour, Fast Cavalry.

Kyudo: The mind and sight of any archer must be

trained, as surely as his muscles: a distant target must

be recognised before it can be killed. The Yabusame

are trained to find the weak spot in their opponent‘s

armour with their arrows, all while moving at full

speed around the battlefield.

Yabusame do not suffer penalties to Hit for moving

and shooting. In addition, all their missile attacks have

the Armour Piercing special rule.

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64

Red Devils

The Red Devils are a special order of Samurai,

focusing only on the aspect of war and death,

completely neglecting the other parts of the Way of the

Warrior. They wear blood-red armours and banners,

often decorated with skulls and bones of their fallen

enemies as well as smearing their blood on their

armour. They wear helmets with closed masks, each

with the face of an Oni. They top their helmets with

two large horns, from which they have gotten their

name.

The Red Devils were founded by Taneka Naomasa

from the Taneka Clan. Being obsessed with gaining

honour and glory in battle, he quickly rose in

prominence among the other less offensive generals,

and had soon made a name for himself. His army

swelled with young recruits of impetuous Samurai who

sought to quickly rise to power or was simply

consumed by the lust for battle.

His finest hour was to come at the Battle of Bloodied

Souls, where his unit of bodyguards outpaced those of

other generals, drawing the first blood of that battle.

However, Naomasa was shot down on his horse while

charging together with his bodyguard against the

remnants of the opposing army. All of them died

together with him, but the battle was won, and

Naomasa would forever be remembered for his great

actions, with his son taking upon himself to keep the

code of the Red Devils alive.

Many Samurai would flock to his banner, wanting to

relive those deeds and die honourable in battle like

Naomasa. The combination of the Red Devils‘

unsurpassed abilities with the horse, their singular

skills in battle, and their intense devotion turns these

samurai from simple warriors into something more like

unrelenting forces of nature. The Red Devils have the

speed, mobility, and power of all Taneka cavalry, but

they also have the strength of their convictions.

The Red Devils are very particular about who may join

their ranks. Only samurai with years of service and

outstanding martial skills are accepted, and on top of

those requirements, all successful candidates must

demonstrate truly exceptional piety, as determined by

the sensei of the Red Devil dojo.

Today, the Red Devils have gained a lot of influence in

Nippon, and the order draws in recruits from all the

provinces. The Red Devils are a terrifying foe to face

on the charge, attacking with no disregard for their own

safety, slaughtering anyone who dares stay before them

and fight.

M WS BS S T W I A Ld

Red Devil 4 4 3 4 3 1 4 1 8

Red Devil Chui 4 4 3 4 3 1 4 2 8

Warhorse 8 3 0 3 3 1 3 1 5

TROOP TYPE: Cavalry.

SPECIAL RULES: Way of the Warrior, Kenjutsu,

Death before Dishonour, Frenzy.

Fearsome Charge: The Red Devils‘ gruesome

appearance combined with their fearful battle cry and

reputation means only the most stout-hearted dare

stand against their charge.

Red Devils causes Fear on any turn that they charge.

“He who is intent on dying can be murdered. He who is quick

to anger can be insulted. He who is self-conscious can be humiliated. He who is

compassionate can be troubled. But the commander whose mind

is focused, and whose soul is taken up by the strike, he will

know victory.”

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65

Ronin

No matter how prosperous or beleaguered the Empire

becomes, there are always samurai who serve no

master but themselves. To these samurai, known as

Ronin, or "wave men", the notion of a life without duty

is far worse than death. Some men are born to this lot,

the child of a samurai who chooses not to recognize his

offspring for whatever reason. Others are cast out for

failure, denied even the honourable redemption of

seppuku.

Also known as the "Samurai without masters", for

individual reasons each Ronin has found themselves on

the path of the mercenary. They are renegades, soldiers

of fortune and wandering vagrants, but they are no less

dangerous warriors than normal Samurai for it.

A samurai becomes masterless from the ruin or fall of

his master, or after the loss of his master's favour or

privilege. A samurai is forbidden to become employed

by another master without his previous master's

permission. When the samurai's previous master dies

without an heir, or is stripped of his lands and title, the

samurai is unemployable by other Daimyo.

In addition, a samurai can become Ronin if he is not

recognized as an heir by his samurai parent, is outcast

for a failure and denied seppuku, or is simply someone

who has chosen to abandon his station.

Generally, a samurai will request to commit seppuku to

absolve himself of whatever shame caused him to

become Ronin, though this step could be forbidden by

the samurai's Daimyo, if becoming Ronin were a

punishment. Ronin exist outside the Celestial Order.

They are still samurai, but they are not subservient to

any greater power. They wear the daisho, but they do

not have the protection of even the eta who live under a

Daimyo.

The Ronin roam Nippon seeking their fate in battle and

searching for ever greater tests of their swordsmanship

and honour. If two powerful and well known Ronin

happen to meet they may well duel to the death simply

to test their skills. But despite their bloodthirsty trade,

the Ronin share a deep mutual respect for each other

and will often form into bands to offer their services in

war.

Since there is no reason for a Samurai to exist without

his honour, they want nothing more than to fall in the

field of battle, thus relieving themselves of their shame

by finding a worthy death. Most commanders are

happy to allow them to join the armies of Nippon, as

they fight for practically nothing in return, and

hopefully results in a few less Ronin in the world.

M WS BS S T W I A Ld

Ronin 4 4 3 4 3 1 4 1 10

TROOP TYPE: Infantry.

SPECIAL RULES: Kenjutsu, Skirmishers,

Unbreakable.

Redemption: Every model in a unit of Ronin may

issue and accept challenges as if they were a

Champion.

The Tale of the 74 Ronin A group of samurai who were left leaderless after

their master was forced to commit seppuku for assaulting a court official named Hira Toshinaka.

The Ronin planned to avenge their master's honour after patiently waiting and planning for over a year

to kill Hira. Early in the morning, in a driving wind during a heavy fall of snow, the Ronin attacked

Hira Toshinaka's mansion. According to a carefully laid-out plan, they split up into two groups and attacked, armed with swords and bows. A drum

would sound the simultaneous attack, and a whistle would signal that Hira was dead.

A few days following this event the 74 Ronin

handed themselves in. As expected, the Ronin were sentenced to death. The Shogun ordered them to honourably commit seppuku, instead of having

them executed as criminals. The 74 Ronin did so, having finally redeemed themselves, and thus joined

their ancestors without shame.

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66

Wako Pirates

Pirates have long plagued the coast of Nippon, striking

quickly against lone ships or coastal villages before

retreating back out to sea and their hidden bases.

Wako are men who have forsaken the code of bushido

for a life of plunder and piracy, or peasants who find

themselves tired of the treatment of their lords. Some

successful Wako pirates become so called ―sea lords‖,

and even make out small clans of their own, seizing

large areas as their fiefdoms and ruling them through

their own clan structures. They extort tolls from

passing ships for ―protection‖ if they are feeling

friendly or simply take what they want when the

opportunity arises.

The Wako patrol the coast and inland waterways,

occasionally venturing out to sea in the hope of

waylaying a Cathayan or Old World ship. Sometimes

they even conduct raids on the mainland, carrying off

valuables and people to ransom. They sail in black

junks and are ruthless and fearless fighters, expert in

combat at sea and the boarding of other vessels. Their

bases are islands or hidden ports where they can hide

from justice and the admiral of the Shogun's fleet.

These reavers and their swift craft lurk in isolated

coves and remote islands along the rocky coast and

swoop down on rich merchants and unsuspecting

kobune. Wako are often little better than thieves and

prey upon coastal trade mercilessly. Strangely, they

never prey on the fishing boats, which are perhaps just

too poor to whet a pirate's appetite. But then many a

quiet fishing village holds darker secrets, and the

nimble boats catch more than fish when the

opportunity allows. When crushed by taxes, it is very

tempting to take the riches that sail by, and some

peasant fishermen turn pirate when the need takes

them.

The Nipponese ability to deal with their pirate problem

was hindered by the Clan War and the lack of a strong

central government. The Cathayans, who have on the

receiving end of many Wako depredations, continually

demanded that the Nipponese deal with the pirates, but

each solution only seemed to halt them for a short

while. Attacks on known Wako ports, mass beheadings

and even bans on foreign trade did not seem to make

much difference to the Wako.

However, with the reinstatement of a new Shogun, the

Wako threat has been diminished somewhat. By

forbidding peasants from owning weapons, fewer are

able to become Wako, and thus the threat has lowered,

if not disappeared. While Samurai generally hate the

Wako with a passion, some Clans have seen the

advantages of hiring them as mercenaries in their

armies. With the promise of an Imperial pardon and a

share of the enemy loot, plenty of Wako take up these

offers, knowing most Samurai are too bound by their

honour to break their promises.

The Wako usually sail around the flanks of the enemy

army where they can strike unsuspecting enemy

regiments in the rear as the battle rages on. Wearing

little to no armour and armed with swords and bows,

the Wako can be a large threat if not countered in time.

After the battle, the Wako take their time to plunder the

enemy corpses before disappearing back to their ships,

with many disgruntled looks from the Samurai. Still,

it‘s a low price to pay for being able to hire some of the

most feared sea farers this side of the world.

M WS BS S T W I A Ld

Wako Pirate 4 3 3 3 3 1 4 1 7

Bosun 4 3 3 3 3 1 4 2 7

TROOP TYPE: Infantry.

SPECIAL RULES: Ambushers.

Distrustful: Wako and Samurai are not known for

getting along, even during their brief alliances. Each

side is constantly worried about the possible betrayal of

the other one, which in the case of Wako, is not often

far from the truth!

Friendly units with the Way of the Warrior special rule

and Wako Pirates both suffer -1 to their Leadership if

within 6" of each other. In, addition, Wako Pirates

must re-roll successful panic tests caused by fleeing

friendly units with the Way of the Warrior special rule.

Page 67: Warhammer: Nippon

67

Ninja

When the wealthy and the powerful need an enemy

eliminated quietly and without fail, they call upon the

ninja. When a general needs to sabotage the siege

engines of his foes before they can reach the castle

walls, he calls upon the ninja. And when fools dare to

move against a ninja or her companions, they will find

the ninja waiting for them while they sleep, ready to

strike. These shadowy killers are masters of

infiltration, sabotage, and assassination, using a wide

variety of weapons, practiced skills, and mystical

powers to achieve their goals.

Ninja mostly come from the Shinzei Clan, although it

has been rumoured that other clans have Ninja of their

own. Due to the nature of their duties, Ninja have to

violate the tenets of Bushido at every turn. For this

reason, Ninja groups usually adopt a slightly different

code of honour. These vary from family to family, but

almost always involve some form of the Three Oaths,

originally devised by the Shinzei.

Ninja almost always operate under a cover identity or

another. Often, even their own family does not know

about their covert activities. This protects not only the

Ninja himself, but also his associates. A Ninja can only

depend on his compatriots, and they only on him,

making loyalty even more important than for normal

samurai. He must also be prepared to deny allegiance

to his lord when caught, and face the consequences

alone. A Ninja‘s duty is even more arduous than for

others, as it often alienates him from his friends and

family. In addition, he must be ready to solve difficult

tasks on his own, often at the price of his own life,

without the prospect of eternal glory and veneration a

bushi enjoys.

Due to the need for secrecy, most ninja orders are very

small. Generally, new students are only inducted if a

member dies. How new students are chosen varies

depending on the dojo. The children of ninja are raised

as ninja, and take up the ninja-to to honour the memory

of their ancestors. Vagrant children with a talent for

theft are also likely to catch their eye — they have a

knack for survival, no one will miss them, and they

often come to regard the dojo as a surrogate family.

There is no formalized gempukku ceremony for ninja.

Ninja of the samurai caste, of course, still undergo

gempukku, but this has more to do with their social

status than their role as a ninja. Instead, the true

induction into the order is the ninja's first mission.

During training, young ninja are sometimes allowed to

accompany more experienced agents on scouting

missions, but they never participate. It is the ninja's

first mission that truly gains him equality and

acceptance within the order. Either he fails and dies, or

he succeeds and becomes a full ninja.

The majority of ninja orders place a heavy emphasis on

training. Most ninja dojo have an extensive training

area featuring obstacle courses, target dummies, and

occasionally even complex reproductions of the actual

quarters of important daimyo so that operatives can

practice missions well in advance. In contrast with a

samurai, ninja have greater periods of inactivity (the

lord doesn't always need someone robbed or

assassinated), so maintaining one's skills is critical. A

single mistake while on a mission might not only cost

the ninja his life, but expose the existence of his entire

dojo. Those who are unable to perform adequately in

training are removed from active missions. Such ninja

either aid the sensei in instruction or simply guard the

dojo.

The skills of the Ninja are the product of a lifetime of

intensive training, cunning and the clever use of

misdirection. Though generally distrusted and loathed

by the Samurai, some commanders see past the Ninjas‘

lack of honour and see their uses on the battlefield. The

ability to move about largely unseen on the battlefield

means they appear from nowhere, launch an assault on

an enemy general and then vanish before they are

caught or killed. They are armed with throwing knives

for short-range attacks and their blinding grenades can

disorientate an enemy for a short time, reducing their

fighting ability. Groups of Ninja scouts ahead of the

army, assassinate valuable targets, and harass the

enemy supply lines.

M WS BS S T W I A Ld

Ninja 5 5 4 3 3 1 5 1 8

Shadow Eye 5 5 4 3 3 1 5 2 8

TROOP TYPE: Infantry.

SPECIAL RULES: Skirmishers, Scouts, Ward

save (6+).

Quick Shot: Ninja may use their throwing stars as they

charge or when choosing Flee as a charge reaction (if

the enemy is within range before they make their

move). This counts as moving and shooting as normal.

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68

Shinobi

The Shinobi are the most secretive school in the most

secretive Clan in Nippon, and for good reason. The

Shinobi are spies, and assassins. When diplomacy,

strength of arms, and magic fail, it falls to the Shinobi

to protect the Shinzei's interests.

Most Sarutori students are drafted from the other

Shinzei schools when they begin to show great talent in

stealth or the cold instincts that are so useful for an

assassin. Most are instructed privately while they

continue studies in other schools, adapting guises as

samurai or courtiers as they continue their Shinobi

training.

Optimally, a Shinobi has a full life and duties aside

from those he learns in school. When his Clan calls

upon him, his skills are ready, but until these deadly

samurai hide in plain sight.A Shinobi is trained to

move silently, kill efficiently, and blend effortlessly

into the shadows. They are also knowledgeable in all

aspects of Nippon‘s criminal underworld, for the duties

often require them to seek aid or information there.

Above all else a Shinobi's most prized possession is his

identity. A Shinobi conceals his true nature from any

whom he does not trust completely. The Empire of

Nippon hates ninja and though the Shinobi do not

consider themselves ninja, they do recognize that their

tactics are so similar as to make little difference in the

eyes of their enemies. Shinobi who are exposed must

claim to be acting without the knowledge of the

Shinzei Clan. They reveal nothing about their training

or objectives. If there is no possibility of escape, a

captured Shinobi will take his own life rather than

revealing the Shinzei's secrets under torture.

The Shinobi are the highest ranking of Ninja in

Nippon. They are employed to eliminate enemy

commanders, small units and war machines, and are a

match for anyone in combat.

M WS BS S T W I A Ld

Shinobi 5 7 6 4 4 2 7 3 9

TROOP TYPE: Infantry (Character).

SPECIAL RULES: Always Strike First, Poisoned

Attacks, Ward save (4+), Scout, Quick Shot.

Dishonourable: The Samurai have a great enmity

towards the Ninja of Nippon, and would never lower

themselves to fight side by side with them. Shinobi

may never join any units with the Way of the Warrior

special rule.

Hidden: A Shinobi is a special type of character. He

may begin the game hidden in one of the following

units: Ashigaru, Kabuki Dolls or Ninja. Make a note of

which unit the Shinobi is hiding in.

A hidden Shinobi is not placed on the table during

deployment, but is revealed later in the game. If his

concealing unit is wiped out or flees from the

battlefield before he is revealed, the Shinobi is also lost

and counts as a casualty. There is no other way the

Shinobi can be harmed before he is revealed.

Hidden Shinobi may be revealed at the beginning of

any of your turns, or at the start of any Close Combat

phase. Declare that the unit contains a Shinobi and

place the model in the front rank. Displace a rank-and-

file model to make room for the Shinobi. If the unit is

in close combat, the Shinobi displaces any rank-and-

file model in the unit that is in contact with the enemy.

If there are no rank-and-file models to displace in a

suitable position, a command model or character must

be moved to make room for the Shinobi.

A Killer not a Leader: Although Shinobi are character

models, no units in the Nippon army (except Ninja)

may use a Shinobi's Leadership, and a Shinobi can

never be chosen to be your army's General.

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69

Great Guard

Throughout Nippon‘s history, the Emperors have been

protected by a group of extraordinary warriors hand-

selected by the Emperor and his closest advisors. These

individuals have been known as the Great Guard, and

together they have protected the wives and families of

countless Emperors over the course of more than one

thousand years.

These greatest of Samurai are usually recruited from

Hatamoto or aspiring Taishos whom have proven

themselves worthy in battle by protecting their liege

above all else. They are then selected through a great

tournament held in the Imperial Courtyard once a year

to determine which ones are deemed most fit to protect

the Emperor. At least half of the potential recruits

usually perish during this tournament, and as such only

a few dozen Great Guards exists at any time.

These prestigious soldiers are then presented with the

finest armour and weapons available in Nippon. Their

lacquered steel armour covers their entire person, and

offer significantly more protection than the normal

armour worn by samurai. Likewise, their katanas have

each been folded several hundred times during many

months by the master smiths of Nippon, giving them a

sharpness unmatched by any other weapon, allowing to

cut through steel with ease.

Rounding off their arsenal are there resplendent

mounts, the Kirin, said to be among the most noble and

virtuous of beasts. Atop these mighty creatures, the

Great Guard takes to the field in times of need, riding

upon the wind, and descending upon their enemies

with unrelenting fury and determination to their cause.

M WS BS S T W I A Ld

Great Guard 4 5 4 4 3 1 4 2 8

Citadel Sentinel 4 5 4 4 3 1 4 3 8

Kirin 9 4 0 4 4 3 5 2 8

TROOP TYPE: Monstrous Cavalry.

SPECIAL RULES: Way of the Warrior, Kenjutsu

(Great Guard only), Death before Dishonour,

Armour Piercing (Great Guard only), Fly, Stubborn.

KIRIN According to the legends of Nippon, the Kirin were

born of a union of Air and Earth when the world was

young. The story is typical of Nippon, and hence

manifestly fanciful, but does reflect accurately the

potency of these creatures. Kirin are creatures of

wholly unnatural composition, although appearing not

unlike normal flesh and blood. They live amongst the

devastating forces of lightning, storms and thunder.

Kirins are aerial creatures who ride the roaring winds

and storm clouds, bellowing like thunder and

screaming great cracks of lightning through the

electric-charged air.

Kirins have horse-like bodies with long, flowing manes

spun with sparks and slivers of lightning. In the centre

of the creature‘s forehead sprouts a long silver horn

used to impale its foes. They are truly celestial beings

of great intelligence and wisdom, and a symbol of

swiftness and good fortune.

Kirins are noble creatures that roam the sky in search

of good deeds to reward or malefactors to punish. A

kirin superficially resembles a unicorn; it has the body

of a stag, covered with luminous golden scales, a thick

mane and tail of darker gold colour, deep violet eyes,

and a pinkish horn and hooves. Kirins sometimes

establish lairs on high mountains or plateaus, simple on

the outside but with luxuriant interiors. More often,

however, they simply fly with the wind, never settling

in any place for long.

M WS BS S T W I A Ld

Kirin 9 4 0 4 4 3 5 2 8

TROOP TYPE: Monstrous Beast.

SPECIAL RULES: Fly, Magical Attacks.

Impale Attack: The Kirin attacks with +1 Strength

when it charges into combat.

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War Machines

MANGONEL The Mangonel is the most widespread of all modern

Nipponese siege weapons: a large counterweight

propels missiles long distances via arcing fire.

Because of its small size and limited throwing ability,

the Mangonel does not have the power of a cannon, so

rather than destroying the walls of a castle, it simply

ignores them by hitting what‘s on the other side. The

Mangonel's projectiles are small earthenware bombs,

filled with gunpowder and placed in the bucket at the

end. The fuse is then lit and the bomb is thrown in an

arc over any obstacle. Hopefully, when the bombs hit

the ground they explode, spreading flames everywhere,

panicking anyone nearby and setting fire to any

surrounding buildings.

M WS BS S T W I A Ld

Mangonel - - - - 7 3 - - -

Crew 4 3 3 3 3 1 3 1 6

TROOP TYPE: War Machine (Stone Thrower).

SPECIAL RULES: Fire Bombs: All shots fired by a Mangonel have the

Flaming Attacks special rule.

FLAMING ARROW In I.C. 2343, the Nipponese had their first contact with

the Estalians, who soon established the ‗nanban‘ trade,

providing the Nipponese with arquebuses and cannons.

The Flaming Arrow is a light Nipponse cannon that

wreaks havoc on enemy units. The weapon is exactly

what its name suggests; a barbed projectile fired, in

most cases, from an Estalian cannon, as the Nipponese

have not yet developed effective artillery of their own.

Each arrow is wrapped with a flammable covering and

ignited, ripping straight through a regiment with ease.

Flaming Arrows are slow to fire and relatively

inaccurate, but anyone unfortunate to be hit will find

himself skewered with immense force and set ablaze.

M WS BS S T W I A Ld

Flaming Arrow - - - - 7 3 - - -

Crew 4 3 3 3 3 1 3 1 6

TROOP TYPE: War Machine (Cannon).

SPECIAL RULES: Flaming Arrows: Flaming Arrows are fired using the

rules for Cannons. However, hits are resolved like that

of a Bolt Thrower (D3 Wounds, loses 1 Strength for

each model slain) with Strength 7. All hits from a

Flaming Arrow have the Flaming Attacks special rule.

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Mikoshi Shrine

A shrine is a structure whose main purpose is to house

the spirit of one or more Kami. A shrine is usually

characterized by the presence of a sanctuary, where the

Kami is enshrined. The sanctuary may however be

completely absent, as for example when the shrine

stands on a sacred mountain to which it is dedicated, or

when there are nearby altars that can serve as a more

direct bond to a Kami.

Smaller, more portable shrines are called Mikoshi. The

followers of the Kami believe that it serves as the

vehicle of a divine spirit in Nippon at the time of a

parade of deities. Often, the mikoshi resembles a

miniature building, with pillars, walls, a roof, a veranda

and a railing. The body, which stands on two or four

poles for carrying, is usually lavishly decorated, and

the roof might hold a carving of a Phoenix.

During festivals, the people bear a mikoshi on their

shoulders by means of the two or four poles. They

bring the mikoshi from the shrine, carry it around the

neighborhoods that worship at the shrine, and in many

cases leave it in a designated area, resting on blocks,

for a time before returning it to the shrine. Some

shrines have the custom of dipping the mikoshi in the

water of a nearby lake, river or ocean. At certain

festivals, the people who bear the mikoshi wave it

wildly from side to side.

Shrines dedicated to the Kami can be found

everywhere in Nippon, scattered across the land.

The blessing of the Kami is an important aspect to the

Nipponese, and as such, it has become an increasing

sight to see on the battlefield. Mikoshis are carried into

battle by Warrior Monks who fight to the death to

protect it. The presence of these shrines is not just a

boost of the morale to the soldiers, but a potent weapon

as well. Warriors true of heart may benefit from its

blessings, giving them strength and purpose for the

task at hand. However, those that spoil their gifts and

are weak hearted should beware, for no sooner than

they have received their blessing may it turn upon

them.

M WS BS S T W I A Ld

Shrine of the Kami 4 4 4 4 4 6 4 4 8

TROOP TYPE: Unique.

SPECIAL RULES: Stubborn, Immune to

Psychology, Ward save (4+).

Blessings of the Kami: The shrine houses the spirits of

the Kami within it, each of which has their own

blessing to bestow.

At the start of your turn, you may use up to D3

Blessings as detailed below. Each Blessing may be

given to a friendly unit within 18‖ that is not fleeing. A

unit may only be affected by one Blessing at a time,

and each Blessing may only be used once per turn. The

effects of each Blessing lasts until the start of the next

Nippon turn.

However, if a unit with a Blessing flees for any reason,

they immediately lose the Blessing and take D6

Strength 4 hits.

Blessing of Strength: The unit may re-roll all failed

rolls To Wound in close combat.

Blessing of Persistence: Enemies attacking the unit

suffer -1 To Wound.

Blessing of Swiftness: The unit may re-roll the

distance moved when charging and pursuing.

Blessing of Courage: The unit may roll 3D6 for all

Leadership tests and discard the highest result.

“I borrow my name from my ancestors. I must return it to them unharmed. I borrow my

honour from my descendants. In shaming myself, I shame them

as well.”

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Oni

Oni are ferocious daemons that use their awesome

strength and magical abilities to dominate and terrorize

the regions they inhabit. They are thickly muscled

giants with arms and legs covered in coarse hair. Their

hands end in dirty, thick talons, and hooked toenails

grow from their wide feet. Their skin is usually red, but

can also be green, black, orange, or purple. They have

one, two, or three bulging eyes, one or two large horns,

and broad, pointed ears. Their hair is usually long and

may be silver, black, or green. They have long fangs of

gold or ivory colour. They dress in a manner similar to

the local population inherit they reside, but always

appear filthy and ragged.

Most common Oni are bloodthirsty and cruel. Not only

do they attack for food (for they delight in eating

humanoid flesh), but also for the sheer pleasure of

hurting and bullying other creatures. Hungry or

enraged Oni typically attack by charging, slashing with

its claws like an uncontrollable beast.

Oni make up the most powerful forces of Haikido. Many Oni gain physical form in the Realm of Mortals

either as the spawn of an Oni Overlord or by being

summoned from Jigoku by someone willing to share

her name in exchange for power. In either case, an

Oni's motivation and location is practically unlimited,

though they are more frequently encountered in the

Haikido. Usually, summoned Oni remain inside Nippon during their period of servitude and only for a

little while after gaining their freedom from their

would-be master. A newly-freed Oni generally

expresses its joy through wanton destruction, and then

eventually migrates to Haikido.

An Oni's personality is rooted in its bestial nature – it is

a living expression of the will of Jigoku – but can be

influenced by the personality of the Oni Overlord or

Shugenja that brought it to the mortal world. An

Overlord's spawn tends to have the exact nature of its

master, while a summoned Oni becomes more and

more like its summoner the longer the two co-exist.

While the Oni more often than not acts as enemies to

the warriors of Nippon, the Shugenja have unlocked

the secrets of summoning them for their own agendas.

Summoning an Oni seems very simple at first. The

Shugenja will have to take the risks necessary to learn

the maho knowledge needed and seek out the

summoning scrolls.

The ritual requires the caster to have a proper name for

the future Oni (See Naming an Oni. The Shugenja must

first draw a circle of powdered bones on the ground. At

the centre of the circle, the summoner must then put a

scroll with a name of a living human being on it. While

the summoner spills blood all over the name scroll, the

ritual described on the summoning scroll will proceed,

destroying the scroll at the end of the ritual. At this

moment a gate to Jigoku will open to let loose one of

the spirits inside. The Shugenja must then name the

spirit, declare power over the oni and make his

demand. There is no way to know which form will take

an Oni before it is summoned.

The Oni will then obey, argue the demand or even

rebel against the Shugenja. If its will is weaker than

that of the summoner, the Oni is compelled by the

summon to carry out the demand of the Shugenja. If its

will is stronger, the Oni can escape back to Jigoku. A

summoned Oni becomes more and more like its

summoner the longer the two co-exist. Oni are brought

to battle as beasts of war obeying their summoner‘s

will, which usually involve crushing her foes into a

bloody pulp. Oni strike terror in all who lay eyes upon

them. They attack mainly with great sweeps of their

massive, clawed hands, and a solid strike by an Oni can

crush a man's bones to powder. While they lack skill

and strategic cunning, their strength and stamina are

great, and it may take a dozen or more men to bring it

down by normal means.

M WS BS S T W I A Ld

Oni 6 5 0 5 4 3 5 3 8

Overlord 6 5 0 5 4 3 5 4 8

TROOP TYPE: Monstrous Infantry.

SPECIAL RULES: Fear, Unbreakable, Unstable,

Magical Attacks, Ward save (5+)

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Tengu

Tengu are humanlike beings with reddish faces, often

featuring round cheeks and long, beak-like noses. They

possess black-feathered wings, which they sometimes

conceal beneath a robe or cloak. Tengus often dress in

loose, simple clothing bound tighter around their arms

and ankles, with only a small bit of adornment. Among

their own kind they relax these styles and flaunt

whatever adornments they can find, purchase, or pilfer,

especially favouring rings on both fingers and toes.

Though rarely sharing their culture and its workings

with outsiders, they happily integrate aspects from

other cultures in the same way crows pilfer bits of

twine and shiny baubles. Tengu revere their elders, and

when they gather together, they defer leadership to age

just as much as to experience. Their bones, though very

strong, are hollow in the avian manner, which makes

them significantly lighter than a human of equivalent

size would be. Tengu usually have dark hair, which

grows grey or white with age, and many of the males

sport beards and moustaches. Tengu ages slower than

humans, and as such can live much longer – some

Tengu have been known to live for upwards of 300

years. They remain vigorous even in old age.

Tengu are mysterious, and often reclusive, mountain

and forest spirits of Nippon. Many are content to live

in near-solitude in distant places; it is not unusual to

find Tengu watching over small mountain

shrines. Younger Tengu, who are more impulsive, are

more likely to be drawn to adventure. Tengu

adventurers tend to be motivated by a search for lost

knowledge or by the opportunity to hone their skills

with a blade, rather than by material wealth – although

they are also very curious, and they have an

appreciation for beautiful and well-crafted objects,

especially swords.

Tengu expect much of themselves and their

companions, and often are prone to treating those they

meet as lessers until they have proven

themselves. However, they feel a strong sympathy

toward children and the helpless, and their loyalty,

once gained, is unwavering. Despite their own pride,

many tengus see it as an obligation to punish pride in

others, particularly in those priests and monks whose

doctrine includes humility.

Tengu are a race of avian humanoids that resemble

crows or ravens, and often bear much of the same

stigma. Though they frequently choose to live among

other races in densely populated cities, their society is

tight and closed, and they rarely allow others to see its

inner workings. Tengu often band together in small

groups to create roosts in vacant warehouses or

condemned buildings, and these raucous gathering

places are generally assumed to be thieves‘ guilds by

outsiders—an assumption that‘s correct roughly half

the time.

Like the crows they share physical traits with, Tengu

are naturally covetous, especially of shiny or colourful

items, and prone to bouts of good-natured kleptomania

if they don‘t carefully keep themselves in check. Vain

and prideful creatures, they are easily persuaded with

flattery.

They are rarely seen in nature, but they can't resist

battle or duel, and thus they appear in battlefields

clashing through the woods and behind the rocks,

disappearing after the battle the same way they came.

Many stories are told of these creatures, such as their

ability to shift shapes, and they are also told to tempt

samurai and monks to their settlements and punish

them from ignorance and misuse of their power.

M WS BS S T W I A Ld

Tengu 5 5 3 3 3 1 5 2 8

Elder 5 5 3 3 3 1 5 3 8

TROOP TYPE: Infantry.

SPECIAL RULES: Fly.

Independent: Tengu are not affected to Panic caused

by friendly units except other Tengu and do not cause

Panic to them either. They may never use the

Leadership of the army‘s General.

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Kitsune

The Kitsune are fox spirits, perhaps the most famous

denizens of Chikushudo, the Realm of Animals.

Though they are often mischievous and overly bold,

they are generally good-natured with an insatiable

curiosity about the ways of mortals. They often visit

Nippon, sometimes joining samurai in their travels to

study their strange ways.

The Kitsune are known throughout Nippon for their

love of art, beauty, and whimsical trickery.

A kitsune has two forms—a single human form and its

true form, that of a humanoid fox. In their human

forms, kitsune tend toward quickness and lithe beauty.

In all forms they possess golden, amber, or brilliant

blue eyes. In their true forms, they are covered with a

downy coat of auburn fur, although more exotic

coloration is possible. Kitsune society is enigmatic, as

kitsune prize loyalty among their friends but delight in

good-natured mischief and trickery. Kitsune take

pleasure in the pursuit of creative arts and in all forms

of competition, especially the telling of stories

interwoven with tall tales and falsehoods.

Kitsune live in tightly-knit family units, with a

dominant male and female directing the efforts of the

rest of the pack. Even those that wander free from their

homes still maintain a strong connection to their home

pack, and will someday return. Kitsune believe in

personal duty to one's clan and to one's self. Though

proud, they are not vain and try not to show off their

reputation too much. Kitsune believe in humility and in

dignity, and it is everyone‘s duty to remind each other

of those values through trickery and humiliation. If a

Kitsune becomes too proud or haughty he will often

find himself being bombarded with a variety of jokes,

pranks, illusions and other things that would embarrass

him. Kitsune learn to let their actions speak for

themselves and enjoy a good puzzle or riddle to

exercise their wits. They value those who can confuse

their enemies with verbal trickery and confusing

conundrums. Ironically as much as kitsune deceive and

trick they try to be logical and real with themselves. If

they see someone who is more skilled than they, they

will admit it. If a fight goes awry they will not hesitate

to run if their abilities are not up to par. Though easy

going they do not take mortal insults or infringements

lightly, especially to family members, and will demand

compensation for the misdeed or start seeking out

revenge themselves.

The Kitsune worship and revere their chief god

Taichiro, the Thousand Tailed Fox God of Illusions

and Protection. He is both wise and elusive, and loves

both riddles and hidden meanings to the world. The

kitsune believe that they are the direct result of the

illusions once made by Taichiro. These illusions were

made so life like, so tangible that they became the first

kitsune.

When subtlety and guile are required, these shape

shifters take on their human form and blend into human

society. In battle, however, they take on their war

aspect - that of a giant, ferocious fox. The Kitsune are

also powerful magic-users and many fear the spells and

charms that a Kitsune can visit upon them. It is with

much caution and respect that the people of Nippon

treat the Kistune. That is, if they know who or what

they are dealing with in the first place.

The Kitsune serve as Taichiro's eyes and ears both

abroad as well as within the Isles of Nippon. They

bring precious information to the Lords of Nippon,

endeavouring to further their patron kami's goals

through them. The capricious nature of these spirits,

however, calls for careful handling of the information

they provide, for they care not how their master‘s

wishes are fulfilled, only that they are.

Kitsune are peaceful creatures, but have been known to

strike out violently at those who prove themselves to be

without honour. They are especially defensive of their

home forest. They use spell-like abilities to confuse

and distract foes when possible, leaving them to perish

in the woods.

M WS BS S T W I A Ld

Kitsune 9 5 0 4 4 3 6 3 9

TROOP TYPE: Monstrous Beast.

SPECIAL RULES: Ethereal.

Trickster Magic: Any enemy models in base contact

with a Kitsune suffer a -D3 penalty to their Weapon

Skill and Initiative.

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Ryujin

The Ryujin Dragons of Nippon are close relatives of

the Celestial Dragons of Cathay. They are slightly

smaller, but also have long serpentine bodies, and do

not have wings. They live in the deep oceans beneath

Nippon; often sleeping under smouldering volcanoes or

in dark caverns. Infused with the power of waves and

storms, Ryujin are draconic protectors of oceans and

their creatures. Possessing tempestuous natures, the

Ryujin wander widely, sometimes claiming thousands

of miles of ocean and coastlines as their protectorates.

Their origin is not known, but it is widely believed that

they have inhabited the world since the beginning of

time from when the Kami created Nippon. Stories tell

that the Ryujin saw the creation of the Children of the

Earth and were fascinated. They offered gifts to those

they thought worthy, and even brought mortal souls to

live among them in the Celestial Heavens.

Zanagi and Zanami however, soon grew jealous.

Concerned that the Dragons' interest would lead to the

destruction of the Empire, they lifted the Celestial

Heavens away from the firmament of Nippon and

created Earth and Sky, and banished the Ryujin to live

beneath the waters. But the Dragons still watch the

lands and see the Empire as it grows above them. They

know little of humans and their Empire, so they try to

learn as best they can without violating the separation

of Earth and Sky.

Like their counterparts in the west, they are ancient and

wise creatures and revered by the Nipponese. At some

point in history the two races befriended each other and

have become allied in protecting the Island Realm from

invaders. It is said the Ryujin hide some other secret

deep within Nippon that they do not share with even

their human allies. This matters not to the brave

THE TIDE JEWELS

According to legend, many centuries ago the Empress Jungi planned an invasion of Cathay. She prayed to the Ryujin and was given some magical Tide Jewels by the Ryujin. The Nipponese fleet then set sail towards Cathay and the Cathayan

fleet sailed out to confront them. When she saw the approaching fleet, Jungi quickly threw the Low Tide Jewel into the sea so that the tide receded at once and the Cathayan fleet was

beached. The Cathayans all jumped out onto the mudflats but at that moment the empress threw

the High Tide Jewel and a tidal wave drowned the men. The tidal wave carried the Nipponese fleet on to the coast, into the harbour and to victory.

Daimyo who is able to seek out and successfully

entreat a Ryujin for aid, for they are mighty and

terrifying warriors on the battlefield.

The Ryujin control the tidal flows, the seas and the

waves, and anyone passing into their domain would do

well to respect them lest their ship would be capsized

and sunk to the bottom of the ocean. For this reason, it

is customary for many Nipponese, especially sailors

and fishermen, to give offerings of food to the Ryujin

to please them and keep the seas calm. More than once

have the Ryujin thwarted invading ships from Cathay,

Wako Pirates and Dark Elf raiders.

M WS BS S T W I A Ld

Ryujin 6 5 0 5 6 5 3 4 8

TROOP TYPE: Monster.

SPECIAL RULES: Fly, Large Target, Terror,

Breath Weapon (Strength 4), Scaly Skin (4+), River

Strider.

Lord of Tides: As long as a Ryujin is in a water

feature, it is at -1 to be Hit with missile weapons, and

causes 2D6 hits with its Thunderstomp attack.

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Yoritomo Ieyasu Shogun of Nippon

The position of ―shogun‖ (approximated in Old

Worlder as ―General against barbarians‖) is the title

granted to Nippon‘s top military commander by the

emperor. For the last three or four centuries it has

become the most powerful position in the country so

much so that it has taken over the Imperial court and,

as a result, government.

The shogunate is highly coveted, as one can imagine,

and there have been many a war over its succession.

The title is usually hereditary, passed on from father to

son, but sometimes, as the past has amply shown, there

have been endless disagreements over the succession.

But sometimes the Shogun‘ s family would become

weak and a rebel leader would seize power from them,

after which he would be named shogun and would start

a new ruling family.

When Yoritomo Ieyasu, the son of a powerful Daimyo

warlord, was born, Nippon was in the midst of a

decades-long civil war. With no ruling Emperor and

the Shogunate weak, rival clans battled for dominance

and the whole land suffered. As Yoritomo came to

manhood, he formed an alliance with the neighbouring

clan and began a long campaign of unification. When

his closest ally died in battle, Yoritomo not only

avenged him, but also incorporated his lands into his

own, securing his power base further. Eventually, after

many wars, Yoritomo's power was unmatched, and he

finally defeated the last of his enemies in the Battle of

the Sundered Realm. The Emperor named Yoritomo

Shogun following his final victory, and he has reigned

unopposed ever since. Yoritomo was instrumental in

opening up Nippon to trade with the Old World and

embracing the military advances of the distant western

lands.

Yoritomo Ieyasu is a ruthless military dictator and a

harsh disciplinarian. As Shogun, he controls the

combined might of Nippon‘s armies. All the Clan

Daimyo are subject to him, and he answer to no one

other than the Emperor. Known as the greatest warrior

of his time, he has all but put an end to the civil war

between the Clans, and Nippon has grown stronger

than ever during his reign, where he rules with both

charisma and an iron fist.

M WS BS S T W I A Ld

Yoritomo Ieyasu 4 7 5 4 4 3 6 5 10

TROOP TYPE: Infantry (Special Character).

SPECIAL RULES: Way of the Warrior,

Kenjutsu, Death before Dishonour.

Shogun: Yoritomo Ieyasu must be the army‘s General.

His Inspiring Presence rule is 18‖ rather than the

normal 12‖. An army led by the Shogun ignores the

restriction on not allowing multiple Clan Mons in the

army.

MAGIC ITEMS: Blade of the Silver Moon (Magic Weapon)

The Blade of the Silver Moon is one of the most potent

weapons in Nippon, a blade of dull but deadly power.

The moon can be seen constantly reflected in its blade,

destroying everything in its wake.

Katana. All attacks that hit wound automatically, and

have the Multiple Wounds (D3) special rule.

Armour of Iron Resolve (Magic Armour)

Created specifically for the protection of the Shogun,

this armour surrounds the wearer with a faint aura of

light that can reflect any blow.

The Armour of Iron Resolve gives Yoritomo a 4+

armour save. In addition, he gains a 3+ Ward save

against mundane Attacks, negated to a 5+ Ward save

against magical Attacks.

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Empress Jungi

The Empress Jungi is the only sole female ruler

throughout Nippon‘s history, but that is far from the

reason she is still remembered today. She was the most

powerful Shugenja of her time, being blessed by the

Sun Goddess Amaterasu herself. Her magical powers,

once discovered at a young age, were unrivalled after

only a few years of proper schooling by the court

magicians.

At the age of twenty her father died from illness, and

Jungi, having no male siblings, became Empress of

Nippon. She was a wise and benevolent ruler despite

her youthfulness and inexperience, and Nippon saw a

great influx in prosperity during her time, with

abundant harvest and little civil conflict.

That‘s not saying all was well during her reign, as the

Hung tribes, believing Nippon to be weak during the

reign of a woman, invaded with a large fleet in 1745.

However, they soon felt the power of her magic, as she

singlehandedly sunk most of their ships off the coast of

Nippon, summoning massive tidal waves to bring the

Hung vessels to the bottom of the sea.

Unlike most of Nippon‘s Imperial family, Empress

Jungi could often be seen on the battlefield, where she

would personally lead her bodyguard of samurai

against her foes. She managed to unite Nippon under

Imperial rule for the first time since Emperor

Yamayakyuki, defeating the Mirumoto shogunate that

had held the power for several hundred years. Peace

would then follow during the remainder of her reign.

Under mysterious circumstance, Empress Jungi

disappeared some ten years later, and details on how or

why are still scarce. The people say she was uplifted to

the Heavens by the Kami themselves, where she now

watches over her subjects for eternity. She is celebrated

as one of the most glorious of all of Nippon‘s leaders

throughout the ages, and many people still give their

prayers to her in many of Nippon‘s shrines.

M WS BS S T W I A Ld

Empress Jungi 4 3 3 3 3 3 4 1 9

TROOP TYPE: Infantry (Special Character).

MAGIC: Empress Jungi is a level 4 Wizard. She may

use spells from the Lore of Fire, Lore of the Heavens,

Lore of Life, Lore of Shadow or Lore of the Kami.

SPECIAL RULES: Supreme Shugenja: Empress Jungi may channel up to

three Dice in each Magic phase. In addition, she may

re-roll one dice for when casting and dispelling each

turn.

Empress of Nippon: As the Empress, the warriors of

Nippon are sworn dying to protect her. Any unit joined

by Empress Jungi becomes Unbreakable as long as she

is in it. In addition, she benefits from a 3+ ―Look Out,

Sir!‖ roll in close combat.

MAGIC ITEMS: Headdress of the Imperial Family (Talisman)

This headdress has been used by the Empress of

Nippon for as long as anyone can remember. It

radiates a faint aura around the wearer, which can

blind enemies who gets too close.

Talisman. Enemy models in base contact with the

Empress suffer -1 To Hit. In addition, it gives her

Magic Resistance (2).

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Hitomi Gozen The First Onna Bushi

The tale of Hitomi Gozen is one of the most famous in all of

Nippon, for she would become the first Onna Bushi, the first

female samurai. Hitomi proved that she was special when but

a small child, for were normal girls were playing with dolls in

the gardens, Hitomi wanted to fight with the boys. This was

naturally not approved by her father, a stern Daimyo with

conservative views who spent his time trying to teach his son,

and Hitomi‘s older brother, to be a true warrior.

While Hitomi was overlooked by her father who refused her

wishes of becoming a warrior, her brother was more inclined

to help her. Every day, he would train her in secret in the

same way he had been taught himself, and Hitomi proved to

have a natural ability for quickly picking up his lessons.

As the years went by, she would almost become as good a

warrior as he was, all without her father knowing.

However, one day shortly after Hitomi‘s eighteenth birthday,

the Gozen lands were invaded by another clan under the

command of a Taisho of rarely seen ruthlessness. Hitomi‘s

brother and father gathered their troops and set out to meet

this foe on the battlefield. Unbeknownst to them, Hitomi‘s

followed, hidden in a weapons cart.

Here Hitomi‘s brother challenged the rival Taisho to a duel to

the death to determine the victor rather than spend the lives of

his men. The rival Taisho mockingly accepted. He was a

giant of a man, clad in steel armour from top to toe, and

wielding a massive no-dachi sword. The duel was fast paced,

but despite his efforts, Hitomi‘s brother could not best the

Taisho, and was struck down with a blow that cut right

through his shoulder, killing him instantly.

Hitomi‘s father cried out and rushed to his son. The

victorious Taisho laughed as he withdrew his sword from the

body, only to throw it straight through the chest of Daimyo

Gozen. With their lord dead, the Gozen army began to waver.

At this point, Hitomi rushed from her hiding place and

screamed in fury towards the Taisho who murdered her

family. He simply tried to swat her aside with his massive

armoured arm. But Hitomi was faster and dodged his blow by

rolling under him. She picked up her brother‘s naginata from

where he had fallen, and before the Taisho could react and

turn, she had pushed the weapon with all her might through

the back of her foe, the shimmering blade protruding from his

ribcage. The Taisho grasped at the blade in shock as he fell to

his knees and died. With that, Hitomi called her army,

invigorated by the sight of the last Gozen defeating the

enemy leader, and they crushed the rival demoralized clan in

a bloody battle.

After this, Hitomi would become leader of her house, and her

father‘s samurai would loyally fight for her. News of her

victory spread throughout Nippon, and inspired by her deeds,

many women sought to join her army, to the point where

most part of her forces consisted of female samurai who

called themselves Onna Bushi.

Though Hitomi eventually perished in battle against an army

of Oni, her legacy would live on. The Onna Bushi are still a

significant force today, with many young women seeking to

honour, and possibly become, the next Hitomi Gozen.

M WS BS S T W I A Ld

Hitomi Gozen 4 5 5 4 3 2 6 3 8

Warhorse 8 3 0 3 3 1 3 1 5

TROOP TYPE: Cavalry (Special Character).

SPECIAL RULES: Way of the Warrior, Kenjutsu,

Death before Dishonour.

Onna Bushi Commander: If Hitomi is the General of your

army, units of Onna Bushi may be taken as Core instead of

Special.

MAGIC ITEMS: The Thundering Blade (Magic Weapon) The thundering blade is the ancestral weapon of the Gozen

family, once belonging to Hitomi’s brother. She now wields

this weapon herself, each strike a reminder of her love for

her brother.

Halberd. All attacks with this weapon has the Armour

Piercing special rule. On the To Hit roll of a 6, the attack is

resolved at Strength 6.

Daikyu of Commanding Presence (Magic Weapon) This asymmetric longbow is made of laminated bamboo,

wood, and leather with a grip crafted from the hide of an

imperial dragon.

Long bow. Once per game, Hitomi may fire a special arrow.

If this arrow hits, any other missile attacks targeted at the

same unit may re-roll failed rolls To Hit for the duration of

the turn.

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The Red Ronin

The real name of the Red Ronin is no longer known,

for he cast it off as become honourless, no more the

same man as he was before. He was already a Taisho at

the age of seventeen, and showed a huge amount of

promise for his future. His promising future was

destroyed when he was manipulated into killing his

master.

His downfall began when his master sent him to deal

with a band of ronin bandits that were plaguing the

locals. Although the leader of the bandits was easy to

dispatch to Jigoku, one of the bandits‘ followers battled

with unnatural speed and power, and proved a

challenge to destroy. When the bandit leader died, the

strange follower turned to the Red Ronin and swore

that he would get revenge, upon which he melted into

black smoke. The Red Ronin reported the incident to

his master and was commended for his actions.

Unknown to him, the strange follower was a

shapeshifter, and posed as the Red Ronin's master to

present him with a new sword, a sword that he stated

was the true sword of the Red Ronin's father. This was

the bloodsword Revenge. After taking up his new

sword, the Red Ronin's master began to act out of

character, insulting the sensei of the dojo and

disrespecting his ancestors. Soon after this he ordered

the Red Ronin to attack a samurai outpost.

Before the Red Ronin followed the orders, he realised

that the bandit's follower must have been a changeling

and replaced his master. The Red Ronin challenged his

master and in the struggle slew him with Revenge. His

master did however not melt into shadow though, but

lay bleeding at the Red Ronin's feet. The shapeshifter

had been impersonating the Red Ronin's second in

command, goading him into action against his master,

and revealed his actions upon the Red Ronin's master‘s

death before vanishing into smoke. The Red Ronin

swore he would find the true killer of his master, and

he would know that man by his eyes.

Since that day, the Red Ronin has been travelling the

lands of Nippon as an honourless Ronin, searching for

his master‘s killer to exact his revenge and restore his

honour. He is a menace to all whom he faces on the

battlefield, filled with hate and equipped with Revenge,

he slays anyone that comes within range of his blade.

M WS BS S T W I A Ld

The Red Ronin 4 6 4 4 4 2 6 3 10

TROOP TYPE: Infantry (Special Character).

SPECIAL RULES: Kenjutsu, Unbreakable,

Hatred.

Loner: The Red Ronin has no master, and no

honourable samurai would ever follow him into battle.

He may never be the army‘s General, and he can only

join units of Ronin.

MAGIC ITEMS: Revenge (Magic Weapon)

The bloodsword Revenge was forged by Asahina

Yajinden in 508 on the Anvil of Despair. It was the first

of four bloodswords forged by Yajinden.It grants the

wielder great power, but threatens to destroy his mind

from within with its sinister force.

Katana. Revenge allows the Red Ronin to re-roll all

failed rolls to wound. In addition, for every Attack that

Hits and Wound (before saves) the Red Ronin in Close

Combat, he may make an extra Attack back

immediately.

Armour of the Cursed (Magic Armour)

The Red Ronin took this blood red armour from an Oni

while venturing to the north of Haikido. Sensing its

dread powers, he donned it himself, thinking its

constant whispering voices a fitting punishment for his

failure until he could prove himself worthy again.

However, its fell powers almost drive him insane, and

he must always try to muster his all his willpower to

control himself.

Heavy Armour. This armour gives the Red Ronin a 5+

Ward save. The armour makes the Red Ronin subject

to Frenzy. In addition, he causes Fear.

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Sarutori Hanzo Shinobi Assassin

Sarutori Hanzo is the greatest Shinobi in entire Nippon,

his skills putting the rest of his brothers to shame.

During the Clan War, he assisted Shogun Yoritomo

Ieyasu in claiming the seat of power from his

adversaries by assassinating his rivals.

Hanzo was born a member of the Sarutori family in the

city of Kiroshima, and was trained in the arts of the

ninja like all his family members before him. He soon

gained fame as a talented spy and imaginative assassin,

and was eventually recruited into the Shinobi.

Slimly built and of below average stature, Hanzo is

hardly impressive physically. An attentive observer,

however, might notice an unusual, almost inhuman

agility in his every move. When in the vicinity of

others, Hanzo is always sharp and attentive. He tends,

however, to alternate between moments of lucidity and

periods of melancholy. During these latter periods, he

embraces seclusion as a form of defense, and can hide

away from the world for weeks.

Now an agent of the Shogun, Hanzo follows his

master‘s will, eliminating anyone who might seek to

overthrow the current ruler. As long as Hanzo is the

Shugon‘s side, few would even consider rising against

the Shogunate at risk of finding themselves with a

blade across their throat.

Appearing as nothing but a quick shadow in battle,

Hanzo quickly moves between his foes, swing his

chain sickle in lethal arcs before moving in for the kill.

Few can match him in battle, and fewer still who have

tried have survived to tell the tale.

M WS BS S T W I A Ld

Sarutori Hanzo 5 8 6 4 4 2 8 3 9

TROOP TYPE: Infantry (Character).

SPECIAL RULES: Always Strike First, Poisoned

Attacks, Ward save (4+), Scout, Dishonourable,

Hidden, A Killer not a Leader, Mon of the Shinzei

Clan.

Shadow Magic: Hanzo is skilled in the ways of

deception, and can disappear in the heat of battle at

will. He may cast the Steed of Shadows spell from the

Lore of Shadows as an innate Bound Spell (power level

3) on himself. He may use this spell even if engaged in

close combat.

POISONS: Fauntei Shi, Night Milk.

MAGIC ITEMS: Biting Wind (Magic Weapon)

This chain-sickle sweeps through the air, cutting at

anyone within its reach. Those unfortunate enough feel

the sting of its blade find their strength to fight quickly

diminished.

The wielder causes an automatic Strength 4 hit on all

models in base contact in addition to his normal

attacks. In addition, any model wounded, but not

killed, loses all their attacks for the duration of the turn.

Kage Mask (Talisman)

The cloth of a Kage Mask is not remarkable in any

fashion, except that one cannot easily identify which

type of material it is. When looking at a Kage Mask in

its true form, some think the item to be made of silk or

velvet, while others see it as simple cotton or rough

wool. A closer inspection, however, will reveal the

strange material has a texture and feel that doesn't

closely resemble any mundane fabric.

The wearer of this mask causes Fear. In addition, he

automatically passes any characteristics tests he might

be required to take.

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O-Sayumi Legendary Geisha

O-Sayumi, made an orphan while but a babe, was

given to be brought up by other Geishas in a tea house

in Makudo, an elegant building with shiny brass gutters

in the entertainment district. Here she learned to play

the samisen and began training to become a geisha.

O-Sayumi is a master of traditional geisha skills,

including song, classical music, dance, song, and the

tea ceremony. O-Sayumi is a virtuoso performer on the

samisen, and is also an accomplished practitioner of the

geisha fan dance, which she has modified into her

personal fighting style. Her weapons are two folding

fighting fans that she normally carries in her sash. O-

Sayumi loathes violence, however, and fights only in

self-defence.

A beautiful young woman in her early twenties, O-

Sayumi bears a striking resemblance to her mother.

With her noble features, jet-black hair, and slender

body, O-Sayumi cuts a stunning figure. An epitome of

the geisha spirit, O-Sayumi believes in peace and

goodness, and is exquisitely mannered and gentle, at

least to outsiders.

While appearing as but a frail girl, O-Sayumi‘s training

as a Geisha means more than just being able to perform

tea ceremonies or play the samisen for entertainment.

She is well-versed in combat with her two war fans,

being able to quickly strike down unsuspecting foes

with her poisoned hair pins or razor sharp fan edges.

For this reason, she sometimes appears in Nippon‘s

armies, where her skills as a Geisha can both be a boon

to her allies, and a distraught to her enemies.

M WS BS S T W I A Ld

O-Sayumi 4 4 3 3 3 2 4 2 7

TROOP TYPE: Infantry (Character).

SPECIAL RULES: Poisoned Attacks.

Legendary Geisha: Any friendly unit joined by O-

Sayumi may re-roll all failed Leadership tests. Against

enemy characters, O-Sayumi may re-roll failed rolls To

Hit and To Wound, and have the Killing Blow special

rule.

MAGIC ITEMS: Karyukai Tea Set (Enchanted Item) This tea set includes an array of utensils, painted with

pictures of willows and flowers, used in traditional tea

ceremonies: a small teapot, three bowls of various

sizes and shapes, six cups, bamboo utensils (a ladle, a

scoop, and a whisk), and several smaller containers,

all stored in a wooden box.

One use only. O-Sayumi may conduct a special tea

ceremony at the start of the Nippon player‘s turn. This

has a calming effect on all around her, putting them

into an almost dreamlike state. O-Sayumi and any unit

she is with becomes Unbreakable until the start of the

next Nippon turn.

Samisen of Oracular Vision (Enchanted Item)

This elegant, long-necked samisen is crafted of cat skin

stretched over a wooden frame. The samisen’s three

silken strings are magically keyed to the past, present,

and future.

O-Sayumi may play her samisen once in each Nippon

Magic phase. Target one friendly unit within 12‖. That

unit gains +1 To Hit in close combat until the start of

the next Nippon turn.

The crane soars higher; its wings brush cherry blossom; my soul flies with it.

- Death Poem

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Lore of the Kami

INVOCATION OF THE KAMI (Lore Attribute) If the Kami is appeased by the Shugenja through prayer or

sacrifice, they might take to heart and heed their wishes. If

the prayer is too weak however, the Kami might hurt the

Shugenja for her weak display of affection.

The Shugenja may attempt to appease the Kami at the start of

the Magic phase by passing a Leadership test. If passed, the

Shugenja may add +D3 to her casting roll whenever a 6 is

rolled when casting a spell. If failed however, she will take a

Strength 4 hit with no armour save allowed.

LIGHT OF THE SUN GODDESS Cast on 8+ (Signature Spell) The Shugenja summons the power of Amateratsu,

scorching her enemies with divine light. Those who

survive will instead be blinded, their sight replaced

with a stunning white shine.

Light of the Sun Goddess is a magic missile with a

range of 24‖ and causes D6 Strength 4 hits. Enemies

that suffer a casualty suffer -1 to their Weapon Skill

and Ballistics Skill until the start of the caster‘s next

magic phase. The caster can choose to increase the

range of this spell to 48‖. If she does so, the casting

value is increased to 10+. 1. BE THE MOUNTAIN Cast on 7+ The caster calls upon the Earth Kami to give their

determination and unwavering loyalty to the troops in

battle, sometimes going so far as to cover their skin in

stone to withstand stronger blows.

Remains in play. Be the Mountain is an augment spell

with a range of 12". Whilst the spell is in effect, the

affected unit will be Stubborn. The caster may increase

the power of this spell to include giving the unit a 5+

Scaly Skin save. If she does so, the casting value is

increased to 10+.

2. STRIKE OF THE FLOWING WATERS Cast on 9+ The Shugenja empowers her allies with the might of the

Water Kami, giving them to power and suppleness of a

swiftly flowing river.

Strike of the Flowing Waters is an augment spell with

a range of 12". Until the start of the caster‘s next Magic

phase, the target unit gains the Always Strikes First

special rule, and the enemy must re-roll successful

armour save roll of 6's. The caster may increase the

power of this spell to include all units within 12"

instead. If she does so, the casting value is increased to

16+.

3. FIERY WRATH Cast on 9+ The caster conjures mighty flames with a prayer to the

Fire Kami, causing a burning inferno all around her to

incinerate her foes to a crisp.

Fiery Wrath is a direct damage spell that affects the

D3 closest enemy units of the caster as long as they are

within 12‖ of the caster. Each unit suffer D6 Strength 4

hits. These are Flaming Attacks. The caster may

increase the range of this spell to 24‖ and the number

of units affected to D6. If she does so, the casting value

is increased to 15+.

4. BORNE ON THE WIND Cast on 10+ The Shugenja lifts her allies high up in the air,

allowing them to run across the clouds for a brief

period of time before setting them down behind the

unsuspecting enemy.

Borne of the Wind is an augment spell with a range of

12‖. The affected unit may immediately make a Fly

move up to 20‖. They may not use this to charge an

enemy or if they are engaged in close combat. The

caster may increase the range of this spell to 24‖. If she

does so, the casting value is increased to 13+.

5. VOID OF EMPTINESS Cast on 11+ The caster shreds the mind of her enemies, rendering

them helpless and unable to either move or think.

Void of Emptiness is a hex spell with a range of 18‖.

Until the start of the caster‘s next turn, the affected unit

may not do anything and will be Unbreakable. The

caster may increase the range of this spell to 36‖. If she

does so, the casting value is increased to 15+. This

spell has no effect on units that are Immune to

Psychology.

6. CALL OF THE WAR GOD Cast on 15+ The Shugenja calls upon the might of Bishamonten, the

war god of Nippon, to invigorate her allies with

supernatural strength.

Call of the War God is an augment spell that affects all

friendly units with the Way of the Warrior special rule

within 12‖ of the caster. Until the start of the caster‘s

next turn, the affected units gain the Devastating

Charge special rule and may re-roll all failed rolls To

Wound. The caster may increase the range of this spell

to 18‖. If she does so, the casting value is increased to

21+.

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Clan Mon

Mon is a term used for Nipponese family crests. They

are either associated with a particular family, or an

individual who had achieved some variety of public

recognition. Your army may be associated with one of

the Greater Clans below. Buying a Clan Mon will

allow your army to use special abilities on the

battlefield that reflects their famous Clan.

Certain units in your army may have a Clan Mon, as

detailed in the army list. If possible, your General must

always have a Clan Mon if one is chosen. You may not

have multiple Clan Mons in the same army.

MON OF THE ASHIWARA CLAN Characters 5 points Units 1 point per model Our archers are admired by all. No arrow

flies true than the Ashiwara shaft. They will cover the

sky, our enemies will fear death from afar, and with it

we shall be victorious!

A Character or unit with this Mon ignore penalties for

shooting at long range with long bows.

MON OF THE URUCHI CLAN Characters 15 points Units 2 points per model We do not walk the same path as other

clans. We are revered and strong, independent, and

brave in battle. Our warriors are feared, our skills with

the no-dachi unrivalled. In battle, we terrify the foe!

A Character or unit with this Mon do not have the

Always Strikes Last rule if armed with great weapons.

MON OF THE SHINZEI CLAN Characters 20 points Units 1 point per model All clans fight, but not all clans fight by

the same rules. We embrace the darkness. We embrace

the shadows. The Shinzei are silent. Deadly. We will

strike unseen, sowing dissention and falling upon our

foe before they can even blink.

Each Shinobi adds +1 to deciding which table side to

deploy on and whether or not to deploy units (including

scouts) first or second. In addition, units of Ninja,

Kabuki Dolls and Shinobi gain +1 Attack in the first

round of combat.

MON OF THE BATAKE CLAN Units 15 points Our castles are strong, the envy of

Nippon. We are rightly admired as master

builders. Strong walls, strong souls. Our siege engines

are equally mighty, nothing stands before them! The

enemy’s walls shall crumble before their eyes!

War Machines only. A War Machine with this Clan

Mon may re-roll the Artillery Dice once per battle.

MON OF THE MUSHAGI CLAN Units 1 point per model Others may covet titles, but Ashigaru,

common spearmen, are the bedrock of

Mushagi might. All know us, the commanders of a

thousand spears. It is an honour to lead such men. Our

generals are battle-scarred veteran of righteous

strength! Do not look down upon your common man;

but embrace him, and together our foes stand no

chance!

Ashigaru only. All units with this Mon gains +1 to their

Leadership and may use the Leadership of any

character with the Way of the Warrior rule within 6‖.

MON OF THE DAIMATZU CLAN Characters 15 points Units 1 point per model We trace a line back to the first Shogun.

Loyalty runs deep in among the Daimatzu. It is in our

blood, our traditions, and in battle our swordsmen are

the envy of Nippon. No blade is swifter or more feared

than ours!

Infantry only. A character or unit with this Mon may

re-roll 1‘s when rolling To Hit with Katanas.

MON OF THE TANEKA CLAN Characters 10 points Units 2 points per model To be Taneka, is to be born in the saddle.

We are master horsemen, our cavalry astound all. Let

other march, we ride. We fly, like storms in the

mountains. We thunder in battle! We will ride down

our foes and bring us glorious victory!

Cavalry only. A character or unit with this Mon may

re-roll one dice when determining their charge

distance, and re-roll 1‘s when rolling To Wound on the

charge.

MON OF THE HORUMI CLAN Characters 20 points Units 2 points per model We are indomitable in our faith, for

without it we are nothing. Faith is our strength, our

wellspring. Let others be corrupted, we have the

guidance of Heaven. Our monks pray, but they also

fight – and fight well!

Warrior Monks with this Clan Mon are Stubborn.

Shugenja and Yamabushi may add +1 to their casting

rolls.

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Ninjutsu

A disgraceful practice, ninjutsu is the art of using

specialized weapons created specifically for use by the

deadly assassins and shadow warriors known as ninja.

No honourable warrior would ever humiliate himself

and his ancestors by demonstrating knowledge of such

a shameful nature, and indeed many samurai, when

confronted with the bizarre implements of the ninja,

have difficulty fathoming their use altogether, other

than as crude and relatively ineffective weapons.

BLOWGUN Blowguns firing poisoned darts are among the Ninja’s

favourite weapons, able to cripple to toughest foe.

Range Strength Special Rules

12" 3 Quick to Fire,

Poisoned Attacks,

Multiple Shots (2)

CALTROPS Caltrops are an antipersonnel weapon made up of two

or more sharp nails or spines arranged in such a

manner that one of them always points upward from a

stable base.

The Caltrops may be used as a Stand and Shoot

reaction. The enemy unit charging them deducts D6"

from its charge move, as they must be careful not to

trample on the caltrops scattered on the ground.

GRAPPLING HOOKS Ninja use grappling hooks to scale walls and buildings

otherwise impassable for them.

Ninja equipped with grappling hooks ignores penalties

for impassable terrain like walls, rocks and building,

but not water and the like. Note that they may still not

end their move within impassable terrain.

SMOKE BOMBS The smoke bomb of the Ninja is a small eggshell filled

with blinding powder, used to facilitate escape.

At the end of any Close Combat phase in which a unit

of Ninja take part, they may choose to use their Smoke

Bombs. On a 4+, the unit may disengage the combat by

making a flee move. If they do so, the enemy cannot

pursue them and they will rally automatically in their

next turn.

POISONS The use of poison as a weapon is an extremely

dishonourable practice generally associated with ninja.

However, poisons can be quite an effective tool. All

too often the results of poison resemble a natural death,

so investigators cannot spot foul play. When properly

applied, a poison can remove enemies without

suspicion.

Those of the Shinzei's Sarutori Family are the

undisputed masters of poison lore, and in their gardens

bloom a variety of beautiful and deadly herbs.

Naturally their interest in the matter is purely

academic, at least as far as the rest of Nippon is

concerned.

Fauntei Shi 30 points The deadliest poison in the arsenal of the Shinobi, a

trace of Fauntei Shi can kill even the most robust

victim. The poison is a secret held dearly by the

Shinobi, and few ktow the methods by which it is

crafted. Fauntei Shi is employed only when the Shinobi

need to be absolutely certain their target will die.

A model wounded (after saves) by Fauntei Shi must

pass a Toughness test or lose all remaining wounds.

Dripping Poison 30 points A staple of an assassin's arsenal, dripping poison must

be swallowed. It is usually administered by hanging a

thread over a sleeping victim's mouth and dripping the

poison down the thread from a hidden place in the

ceiling. Dripping poison is especially deadly because it

is administered at night, and usually allowed to go

untreated for hours while the victim sleeps.

One enemy character, chosen by the Nippon player,

starts the game with -1 Wound.

Spider Venom 25 points Not as deadly as snake's toxin, a spider's bite can

nonetheless create significant problems if left

untreated. Most spiders are so small that their bites are

harmless, but some larger or deadlier varieties are

able to kill children and even grown men.

A model wounded (after saves) by spider venom loses

1 Toughness at the start of each of his turns for the rest

of the game.

Snake Venom 20 points Snake venom may be inflicted by a serpent's bite,

gathered and administered internally, or synthesized by

crafting a poison with similar effects. The venom

attacks the victim's motor skills, lowering his agility

and reflexes.

A model that takes a wound (after saves) from snake

venom will lose one Attack and gains the Always

Strikes Last special rule for the remainder of the game.

Night Milk 20 points One of the first poisons developed by the Shinzei Clan,

Night Milk foregoes devious and disabling effects for

sheer brutality.

Night Milk allows the Shinobi‘s Poisoned Attacks to

automatically wound on a to hit roll of 4+, instead of

the normal 6.

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Vessels of the Kami This section contains the rules and background for some of the most iconic and powerful magical

artefacts used by the Nipponese. These may be used in addition to the magic items found in the

Warhammer rulebook. DRAGON CLAW KATANA 75 points Magic Weapon

According to legend, the Dragon Claw Katana was a

blade crafted by the Void Dragon from one of its own

claws, before it withdrew from the mortal realm to

allow mankind to realise its own destiny. Before

departing, the enigmatic Void Dragon gave the blade

to Agasha Ashiko, a pious and introspective woman

with a latent talent for Void magic. Ever the dutiful

wife, Ashiko gave the blade to her husband, Daidoji

Kedamono. He, in turn, gave it to his Daimyo.

Katana. When fighting in challenges, the wielder gains

the Killing Blow special rule and may re-roll all failed

rolls To Hit and To Wound. In addition, for every point

of basic Leadership that the wielder exceeds that of any

enemy model in base contact, he gains one additional

Attack.

HEAVENLY NAGINATA 40 points Magic Weapon

The naginata appears to be an unremarkable weapon,

but when the wielder is threatened, its blade begins to

glow as brightly as the sun. This acts as a sort of

alarm, as well as a rallying point for any friendly

troops in the vicinity. During times of crisis, the

naginata will be removed from the Imperial chambers

and typically used by the most powerful samurai into

battle.

Halberd. This weapon gives the wielder +1 to Hit in

close combat and Flaming Attacks. In addition, on the

To Hit roll of a 6, that attack is multiplied into D3 hits.

ARMOUR OF IMPERIAL RULE 40 points Magic Armour This distinctive armour was designed for Nippon’s

imperial family and their highest-ranking and most

loyal samurai. This intricate suit of heavy armour is

made of various pieces of different shades of blues and

greys, trimmed with black and gold leather, silk, and

steel pieces. Although the suit itself offers a fine display

with all the complex designs that decorate its torso, it

is the kabuto that completes it, which looks most

impressive. The dark blue helmet covers almost the

entire face, masking it with the dreadful visage of a

mighty warrior. From the front of it, a wide pair of

ivory horns protrudes, forming strange, white Wings

that stand above the helm.

Heavy armour. This armour contains a helmet, giving

the wearer a 4+ armour save. Enemies must re-roll 6‘s

when rolling To Wound against the wearer. Enemies

who fail their rolls To Wound suffer a Strength 4 hit.

MEMPO OF HONOUR 30 points Magic Armour

This golden mask takes the form of an Oni's jaw,

elaborately tooled and covered in small mirrors that

catch the sun and shine it back into the enemy's eyes.

On the field of battle, the mempo shines brightly,

enabling anyone, including enemies, to find the wearer.

Only the boldest Samurai have ever been granted the

right to wear the mempo into battle.

The Mempo gives the wearer a 6+ armour save that

may be combined with other armour as normal.

Enemies attacking the wearer in close combat must re-

roll successful rolls To Hit. However, if the wearer

flees for any reason, spirits will return from the Realm

of the Ancestors with the express purpose of killing

him to remove the stain of his delinquency. Remove

the model as a casualty.

BRONZE TOKEN 35 points Talisman

These items, known as Tokens of Bronze or simply

Bronze Pendants, are simple-looking yet very

impressive magical items. Each Token is a small round

plate of bronze with strange magical designs on one

side and holy symbols on the other. Typically, the

Tokens are tied around their wearers' necks with

lengths of silk.

The wearer gains a 4+ Ward save against Magical

Attacks and spells. In addition, the wearer may re-roll

one failed amour save each turn.

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CANDLE OF THE VOID 20 points Arcane Item Initiates of the Shugenja Schools learn to craft these

items as part of their regular training. They take the

form of candles, imbued with faint but very practical

elemental magic. Although they outwardly appear to

hold only the power of Fire, each Candle of the Void

actually incorporates all of the Elements. These

magical candles are made of black wax. They are

extremely thick and usually about one foot long when

newly created. Imbued with faint but very practical

elemental magic, it can greatly aid the Shugenja in

casting.

The Candle of the Void may be placed within 12‖ of

the Shugenja at the start of the game, but may not be

moved during the game. The Shugenja may use it to

cast spells, using it for purposes of line and sight and

range.

FAN OF COMMAND 35 points Enchanted Item

Discovered long ago by a merchant, the Fan of

Command is a war fan of exquisite quality. No one

knows who created this item, but the Fan of Command

has passed through many hands since it was originally

found - especially ronin hands. The Fan of Command

appears as a typical war fan made of steel and overlaid

with dark red lacquer. Fifteen branches, build like

small dark spears, cut the lacquered steel of the fan,

giving the item a sombre look.

War Fan. Once per game, the bearer and any unit he is

with may make a free reform in the beginning of the

Movement phase. In addition, they automatically pass

any test to reform, march, re-direct charges and restrain

from pursuit.

DRAGON PEARL 25 points Enchanted Item

The Dragon Pearl is one of many dangerous artefacts

collected during the period after the Clan War, when

the clans scoured Nippon for potentially dangerous

nemuranai. It is presumed to be a remnant of some sort

of the dragon P'an Ku, an entity whose purpose in the

Celestial Order is unknown because it was driven mad

and eventually destroyed, in the time before man came

to exist in Nippon.

Enchanted Item. At the start of the close combat phase,

the bearer may transform the Dragon Pearl into an

exact replica of any magic item carried by an enemy

character in base contact, retaining all of its abilities for

as long as it stays in base contact.

IMPERIAL STANDARD 65 points Magic Standard

The Imperial Standard is an ancient artefact. Many

believe it holds a small portion of the essence of

Amateratsu. The standard is made of the purest white

silk and can never be soiled by normal means, so it is

always clean and vibrant. The Chrysanthemum flower

of the Imperial Families is woven upon it in golden

threads. The item remains one of the most cherished

possessions of the Imperial Court, for not only is the

Imperial Standard imbued with potent magic, but it is

also a distinctive symbol the Emperors of Nippon.

All friendly units within 18‖ may re-roll failed break

tests, rather than the normal 12‖. In addition, the unit

carrying it is gains +D3 to their combat resolution.

MIRUMOTO'S BATTLE STANDARD 50 points Magic Standard

The battle standard of the Mirumoto Family is an

imposing flag made from layers of white silk, decorated

with a golden dragon coiled inside a narrow ring of

gold upon a night blue sky. This nemuranai is always

attached to a pole shaped as an inverted L. This allows

the standard to be tied on one of its sides as well as on

its top, ensuring it remains open and visible even when

there is no wind.

The unit carrying this standard adds +1 To Hit and to

Wound in the first round of close combat.

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THE NIPPON ARMY LIST

The armies of Nippon are some of the

most disciplined in entire world, with

each clan vying for supremacy and

upholding their own virtues. As

commander of the Nippon army, it is by

your honour and leadership that the

warriors of Nippon will face their foes

and do battle for honour and their clan.

This section of the book helps your turn

your collection of Nippon miniatures into

an army of brave warriors, ready for a

tabletop battle. At the back of this section,

you will also find a summary page, which

lists every unit’s characteristics profile,

for quick and easy reference during your

games of Warhammer.

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USING THE ARMY LIST The army list is used alongside the 'Choosing an Army'

section of the Warhammer rulebook to pick a force

ready for battle. Over the following pages you will find

an entry for each of the models in your army. These

entries give you all of the gaming information that you

need to shape your collection of models into the units

that will form your army. Amongst other things, they

will tell you what your models are equipped with, what

options are available to them, and their points costs.

UNIT CATEGORIES As described in the Warhammer rulebook, the units in

the army list are organised into five categories: Lords,

Heroes, Core Units, Special Units and Rare Units.

ARMY LIST ENTRIES Each army list entry contains all the information you

need to choose and field that unit at a glance, using the

following format:

SAMURAI WARRIORS 10 points per model Profile M WS BS S T W I A Ld Troop Type

Samurai Warrior 4 4 4 3 3 1 4 1 8 Infantry

Samurai Chui 4 4 4 3 3 1 4 2 8 Infantry

Unit Size: 10+ Special Rules: Options:

Equipment:

Katana

Heavy armour

Way of the Warrior

Kenjutsu

Death before

Dishonour

One Samurai Warrior may be upgraded to a Samurai Chui.......10 points

One Samurai Warrior may be upgraded to a musician...............10 points

One Samurai Warrior may be upgraded to a standard bearer....10 points

- A unit of Samurai Warriors with a standard

bearer may carry a magic standard worth up to......................25 points

The entire unit may be armed with one of the following:

- Additional hand weapons..........................................1 point per model

- Halberds.....................................................................1 point per model

- Spears............................................................................................... free

- Great weapons...........................................................1 point per model

- Long bows................................................................2 points per model

The entire unit may be equipped with Sashimonos....................30 points

1. Name. The name by which the

unit or character is identified.

2. Profiles. The characteristic

profiles for the model(s) in each

unit are provided as a reminder.

Where several profiles are

required these are also given,

even if they are optional (such as

unit champions).

3. Troop Type. Each entry specifies

the troop type of its models (e.g.

'infantry, monstrous cavalry' and

so on).

4. Points value. Every miniature in

the Warhammer range costs an

amount of points that reflects how

effective it is on the battlefield

For example, a Yari Ashigaru

costs 5 points, whilst the powerful

Yoritomo Ieyasu costs a

whopping 350 points!

5. Unit Size. This specifies the

minimum size for each unit,

which is the smallest number of

models needed to form that unit.

In some cases units also have a

maximum size, or can even

comprise just a single model.

6. Equipment. This is a list of the

standard weapons and armour

for that unit. The cost of these

items is included in the basic

points value.

7. Special Rules. Many troops have

special rules that are fully

described earlier in this book or

in the Warhammer rulebook. The

names of these rules are listed

here as a reminder.

8. Options. This is a list of optional

weapons and armour; mounts,

magic items and other upgrades

for units or characters, including

the points cost for each particular

option. Many unit entries include

the option to upgrade a unit

member to a champion, standard

bearer or musician. Some units

may carry a magic standard or

take magic items at a further

points cost.

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Lords

YORITOMO IEYASU, SHOGUN OF NIPPON 350 points Profile M WS BS S T W I A Ld Troop Type

Yoritomo Ieyasu 4 7 5 4 4 3 6 5 10 Cavalry (Special Character)

Equipment: Special Rules: Options:

Blade of the Silver

Moon

Armour of Iron Resolve

Way of the Warrior

Kenjutsu

Death before

Dishonour

Shogun

May be mounted on one of the following:

- Warhorse............................................................18 points

- Kirin...................................................................50 points

EMPRESS JINGU 400 points Profile M WS BS S T W I A Ld Troop Type

Empress Jingu 4 3 3 3 3 3 4 1 9 Infantry (Special Character)

Magic: Equipment: Special Rules:

Empress Jingu is a Level

4 Wizard. She may use

spells from the Lore of

Fire, Lore of the

Heavens, Lore of Life or

Lore of Shadows.

Hand weapon

Headdress of the Imperial

Family

Supreme Shugenja

Empress of Nippon

DAIMYO 135 points Profile M WS BS S T W I A Ld Troop Type

Daimyo 4 6 5 4 4 3 6 4 9 Infantry (Character)

Equipment: Special Rules: Options:

Katana

Heavy armour

Way of the Warrior

Kenjutsu

Death before

Dishonour

May be armed with one of the following:

- Spear.................................................................................3 points

- Halberd.............................................................................6 points

- Additional hand weapon...................................................3 points

- Great weapon………………………........………............6 points

- Long bow..........................................................................5 points

May wear a Horo cloak........................................................5 points

May be mounted on one of the following:

- Warhorse.........................................................................18 points

- Kirin................................................................................50 points

May take one Clan Mon and/or

magic items up to a total of..............................................100 points

HIGH SHUGENJA 150 points Profile M WS BS S T W I A Ld Troop Type

High Shugenja 4 3 3 3 3 3 3 1 8 Infantry (Character)

Magic: Equipment: Options:

A High Shugenja is a

Level 3 Wizard. She may

use spells from the Lore

of Fire, Heavens, Life,

Shadows or Kami.

Hand weapon May be upgraded to a Level 4 Wizard...............................35 points

May take one Clan Mon and/or

magic items up to a total of..............................................100 points

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92

Heroes

HITOMI GOZEN, THE FIRST ONNA BUSHI 145 points Profile M WS BS S T W I A Ld Troop Type

Hitomi Gozen 4 5 5 4 3 2 6 3 8 Cavalry (Special Character)

Warhorse 8 3 0 3 3 1 3 1 5 -

Equipment: Special Rules:

Katana

The Thunderous Blade

Daikyu of Commanding

Presence

Heavy armour

Way of the Warrior

Kenjutsu

Death before Dishonour

Onna Bushi Commander

THE RED RONIN 230 points Profile M WS BS S T W I A Ld Troop Type

The Red Ronin 4 6 4 4 4 2 6 3 10 Infantry (Special Character)

Equipment: Special Rules:

Revenge

Armour of the Cursed

Kenjutsu

Hatred

Unbreakable

Loner

SARUTORI HANZO, SHINOBI ASSASSIN 280 points Profile M WS BS S T W I A Ld Troop Type

Sarutori Hanzo 5 8 6 4 4 1 8 3 9 Infantry (Special Character)

Equipment: Special Rules: Poisons:

Katana

Biting Wind

Kage Mask

Always Strike First

Ward save (4+)

Infiltrate

Dishonourable

Hidden

A Killer not a Leader

Shadow Magic

Mon of the Shinzei Clan

Fauntei Shi

Night Milk

O-SAYUMI, LEGENDARY GEISHA 165 points Profile M WS BS S T W I A Ld Troop Type

O-Sayumi 4 4 3 3 3 2 4 2 7 Infantry (Special Character)

Equipment: Special Rules:

Hand weapon

War fan

Karyukai Tea Set

Samisen of Oracular

Vision

Poisoned Attacks

Legendary Geisha

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HEROES

TAISHO 85 points Profile M WS BS S T W I A Ld Troop Type

Taisho 4 5 5 4 4 2 5 3 8 Infantry (Character)

Equipment: Special Rules: Options:

Katana

Heavy armour

Way of the Warrior

Kenjutsu

Death before

Dishonour

May be armed with one of the following:

- Spear.................................................................................3 points

- Halberd.............................................................................6 points

- Additional hand weapon...................................................3 points

- Great weapon....................................................................6 points

- Long bow..........................................................................5 points

May wear a Horo cloak........................................................5 points

May be mounted on one of the following:

- Warhorse…………….....................................................12 points

- Kirin………………..……..............................................50 points

May take one Clan Mon and/or

magic items up to a total of................................................50 points

SHUGENJA 65 points Profile M WS BS S T W I A Ld Troop Type

Shugenja 4 3 3 3 3 2 3 1 7 Infantry (Character)

Magic: Equipment: Options:

A Shugenja is a

Level 1 Wizard. She

may use spells from

the Lore of Fire,

Heavens, Life,

Shadows or Kami.

Hand weapon May be upgraded to a Level 2 Wizard...............................35 points

May take one Clan Mon and/or

magic items up to a total of................................................50 points

KENSAI 130 points Profile M WS BS S T W I A Ld Troop Type

Kensai 4 7 5 4 4 2 7 3 8 Infantry (Character)

Equipment: Special Rules: Options:

Katana

Way of the Warrior

Kenjutsu

Death before

Dishonour

Killing Blow

Iaijutsu

Wanderer

May take an additional hand weapon……………………...3 points

May take magic items up to a total of………………........50 points

CHARACTER MOUNTS Profile M WS BS S T W I A Ld Troop Type

Warhorse 8 3 0 3 3 1 3 1 5 Warbeast

Kirin 9 4 0 4 4 3 5 2 8 Monstrous Beast

Special Rules:

Kirin: Fly, Magical Attacks, Impale Attack

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HEROES

HATAMOTO 50 points Profile M WS BS S T W I A Ld Troop Type

Hatamoto 4 4 4 4 4 2 4 2 8 Infantry (Character)

Equipment: Special Rules: Options:

Katana

Heavy armour

Way of the Warrior

Kenjutsu

Death before

Dishonour

Yojimbo

May be armed with one of the following:

- Spear.................................................................................2 points

- Halberd.............................................................................4 points

- Additional hand weapon...................................................2 points

- Great weapon....................................................................4 points

- Long bow..........................................................................5 points

May wear a Horo cloak........................................................5 points

May be mounted on a Warhorse........................................12 points

May take one Clan Mon and/or

magic items up to a total of................................................50 points

YAMABUSHI 60 points Profile M WS BS S T W I A Ld Troop Type

Yamabushi 4 4 4 4 4 2 4 2 8 Infantry (Character)

Equipment: Special Rules: Options:

Hand weapon.

Immune to

Psychology

Magic Resistance (2)

Martial Arts

Prayers of the Kami

May be armed with one of the following:

- Halberd.............................................................................4 points

- Long bow..........................................................................5 points

May wear heavy armour......................................................4 points

May take one Clan Mon and/or

magic items up to a total of................................................50 points

SHINOBI 125 points Profile M WS BS S T W I A Ld Troop Type

Shinobi 5 7 6 4 4 2 7 3 9 Infantry (Character)

Equipment: Special Rules: Options:

Two hand

weapons

Throwing weapon

Always Strike First

Poisoned Attacks

Ward save (4+)

Scout

Dishonourable

Hidden

A Killer not a Leader

May be armed with any of the following:

- Blowgun...........................................................................5 points

- Caltrops.............................................................................5 points

- Grappling Hook................................................................5 points

- Smoke Bombs.................................................................10 points

May take poisons up to a total of.......................................50 points

May take one Clan Mon............................................no points limit

ARMY BATTLE STANDARD One Hatamoto in the army may carry the

Battle Standard for +25 points. The

Hatamoto carrying the Battle Standard can

have a magic banner (no points limit) but

if he carries a magic banner he cannot

carry any other magic items. A Hatamoto

carrying the Battle Standard can never be

the army's General.

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Core Units

SAMURAI WARRIORS 10 points per model Profile M WS BS S T W I A Ld Troop Type

Samurai Warrior 4 4 4 3 3 1 4 1 8 Infantry

Samurai Chui 4 4 4 3 3 1 4 2 8 Infantry

Unit Size: 10+ Special Rules: Options:

Equipment:

Katana

Heavy armour

Way of the Warrior

Kenjutsu

Death before

Dishonour

One Samurai Warrior may be upgraded to a Samurai Chui.......10 points

One Samurai Warrior may be upgraded to a musician...............10 points

One Samurai Warrior may be upgraded to a standard bearer....10 points

- A unit of Samurai Warriors with a standard

bearer may carry a magic standard worth up to......................25 points

The entire unit may be armed with one of the following:

- Additional hand weapons..........................................1 point per model

- Naginata (halberds)....................................................1 point per model

- Yari (spears)................................................................................. ....free

- No-dachi (great weapons)..........................................1 point per model

- Long bows................................................................2 points per model

The entire unit may be equipped with Sashimonos....................30 points

The entire unit may take one Clan Mon.............................no points limit

SAMURAI CAVALRY 16 points per model Profile M WS BS S T W I A Ld Troop Type

Samurai Cavalry 4 4 4 3 3 1 4 1 8 Cavalry

Samurai Chui 4 4 4 3 3 1 4 2 8 Cavalry

Warhorse 8 3 0 3 3 1 3 1 5 -

Unit Size: 5+ Special Rules: Options:

Equipment:

Katana

Heavy armour

Way of the Warrior

Kenjutsu

Death before

Dishonour

One Samurai Cavalry may be upgraded to a Samurai Chui...10 points

One Samurai Cavalry may be upgraded to a musician...........10 points

One Samurai Cavalry may be upgraded to a standard bearer.10 points

- May carry a magic standard worth up to......................25 points

The entire unit may be armed with one of the following:

- Yari (spears)...........................................................1 point per model

- Naginata (halberds)..............................................2 points per model

- Long bows............................................................2 points per model

The entire unit may wear Horo cloaks.....................2 points per model

The entire unit may be equipped with Sashimonos................30 points

The entire unit may take one Clan Mon.........................no points limit

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CORE UNITS

ASHIGARU SPEARMEN 5 points per model Profile M WS BS S T W I A Ld Troop Type

Ashigaru 4 3 3 3 3 1 3 1 6 Infantry

Yari Gashira 4 3 3 3 3 1 3 2 6 Infantry

Unit Size: 20+ Special Rules: Options:

Equipment:

Hand weapon

Yari (spear)

Light armour

Fight in Extra

Ranks

One Ashigaru may be upgraded to a Yari Gashira.....................10 points

One Ashigaru may be upgraded to a musician...........................10 points

One Ashigaru may be upgraded to a standard bearer.................10 points

The entire unit may be equipped with Sashimonos....................30 points

The entire unit may take one Clan Mon.............................no points limit

ASHIGARU BOWMEN 6 points per model Profile M WS BS S T W I A Ld Troop Type

Ashigaru 4 3 3 3 3 1 3 1 6 Infantry

Yumi Gashira 4 3 4 3 3 1 3 1 6 Infantry

Unit Size: 10+ Options:

Equipment:

Hand weapon

Bow

Light armour

One Ashigaru may be upgraded to a Yumi Gashira...................10 points

One Ashigaru may be upgraded to a musician...........................10 points

One Ashigaru may be upgraded to a standard bearer.................10 points

The entire unit may skirmish........................................1 point per model

The entire unit may take one Clan Mon.............................no points limit

MATCHLOCK ASHIGARU 9 points per model Profile M WS BS S T W I A Ld Troop Type

Ashigaru 4 3 3 3 3 1 3 1 6 Infantry

Teppo Gashira 4 3 4 3 3 1 3 1 6 Infantry

Unit Size: 10+ Options:

Equipment:

Hand weapon

Handgun

Light armour

One Ashigaru may be upgraded to a Teppo Gashira..................10 points

One Ashigaru may be upgraded to a musician...........................10 points

One Ashigaru may be upgraded to a standard bearer.................10 points

The entire unit may take one Clan Mon.............................no points limit

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Special units

WARRIOR MONKS 11 points per model Profile M WS BS S T W I A Ld Troop Type

Warrior Monk 4 4 4 3 3 1 4 1 8 Infantry

Sohei 4 4 4 3 3 1 4 2 8 Infantry

Unit Size: 10+ Special Rules: Options:

Equipment:

Hand weapon

Naginata

(halberd)

Heavy armour

Immune to

Psychology

Magic Resistance

(1)

Martial Arts

One Warrior Monk may be upgraded to a Sohei........................10 points

One Warrior Monk may be upgraded to a musician..................10 points

One Warrior Monk may be upgraded to a standard bearer........10 points

- A unit of Warrior Monks with a standard

bearer may carry a magic standard worth up to......................25 points

The entire unit exchange halberds for long bows...............................free

The entire unit may take one Clan Mon.............................no points limit

SUMO WARRIORS 14 points per model Profile M WS BS S T W I A Ld Troop Type

Sumo Warrior 4 4 3 4 4 1 3 1 8 Infantry

Yokosuna 4 4 3 4 4 1 3 2 8 Infantry

Unit Size: 5+ Special Rules: Options:

Equipment:

Hand weapon

No-dachi

(great weapon)

Light armour

Way of the Warrior

Kenjutsu

Death before

Dishonour

Unstoppable Force

One Sumo Warrior may be upgraded to a Yokosuna................10 points

One Sumo Warrior may be upgraded to a musician..................10 points

One Sumo Warrior may be upgraded to a standard bearer........10 points

- A unit of Sumo Warriors with a standard

bearer may carry a magic standard worth up to......................50 points

The entire unit may take one Clan Mon.........................no points limit

ONNA BUSHI 11 points per model Profile M WS BS S T W I A Ld Troop Type

Onna Bushi 4 4 4 3 3 1 4 1 8 Infantry

Onna-bugeisha 4 4 4 3 3 1 4 2 8 Infantry

Unit Size: 10+ Special Rules: Options:

Equipment:

Katana

Naginata

(halberd)

Light armour

Way of the Warrior

Kenjutsu

Death before

Dishonour

Stalwart Defence

One Onna Bushi may be upgraded to an Onna-bugeisha……...10 points

One Onna Bushi may be upgraded to a musician……………...10 points

One Onna Bushi may be upgraded to a standard bearer……....10 points

- A unit of Onna Bushi with a standard

bearer may carry a magic standard worth up to……………..25 points

The entire unit may be equipped with Sashimonos……………30 points

The entire unit may take one Clan Mon………………….no points limit

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SPECIAL UNITS

KABUKI DOLLS 12 points per model Profile M WS BS S T W I A Ld Troop Type

Kabuki Doll 5 4 4 3 3 1 5 1 8 Infantry

Dai-jô 5 4 4 3 3 1 5 2 8 Infantry

Unit Size: 5+ Special Rules: Options:

Equipment:

Hand weapon

War fan

Light armour

Skirmishers

Poisoned Attacks

Kabuki Dance

One Kabuki Doll may be upgraded to a Dai-jô....................10 points

The entire unit may take one Clan Mon.......................no points limit

YABUSAME 17 points per model Profile M WS BS S T W I A Ld Troop Type

Yabusame 4 4 4 3 3 1 4 1 8 Cavalry

Bow Master 4 4 5 3 3 1 4 1 8 Cavalry

Warhorse 8 3 0 3 3 1 3 1 5 -

Unit Size: 5+ Special Rules: Options:

Equipment:

Katana

Long bow

Way of the Warrior

Kenjutsu

Death before

Dishonour

Fast Cavalry

Kyudo

One Yabusame may be upgraded to a Bow Master...................10 points

One Yabusame may be upgraded to a musician.........................10 points

One Yabusame may be upgraded to a standard bearer...............10 points

The entire unit may take one Clan Mon.............................no points limit

RED DEVILS 20 points per model Profile M WS BS S T W I A Ld Troop Type

Red Devil 4 4 4 4 3 1 4 1 8 Cavalry

Red Devil Chui 4 4 4 4 3 1 4 2 8 Cavalry

Warhorse 8 3 0 3 3 1 3 1 5 -

Unit Size: 5+ Special Rules: Options:

Equipment:

Katana

Yari (Spear)

Heavy armour

Way of the Warrior

Kenjutsu

Death before Dishonour

Frenzy

Fearsome Charge

One Red Devil may be upgraded to a Red Devil Chui.........10 points

One Red Devil may be upgraded to a musician...................10 points

One Red Devil may be upgraded to a standard bearer.........10 points

- A unit of Red Devils with a standard

bearer may carry a magic standard worth up to................50 points

The entire unit may wear Horo cloaks...................2 points per model

The entire unit may be equipped with Sashimonos..............30 points

The entire unit may take one Clan Mon.......................no points limit

RONIN 11 points per model Profile M WS BS S T W I A Ld Troop Type

Ronin 4 4 4 4 3 1 4 1 10 Infantry

Unit Size: 5-30 Special Rules: Options:

Equipment:

Katana

Kenjutsu

Skirmishers

Unbreakable

The entire unit may be armed with additional hand

weapons.................................................................2 points per model

The entire unit may wear light armour……………1 point per model

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SPECIAL UNITS

WAKO PIRATES 5 points per model Profile M WS BS S T W I A Ld Troop Type

Wako Pirate 4 3 3 3 3 1 4 1 7 Infantry

Bosun 4 3 3 3 3 1 4 2 7 Infantry

Unit Size: 10+ Special Rules: Options:

Equipment:

Two hand

weapons

Ambushers

Distrustful

One Wako Pirate may be upgraded to a Bosun....................10 points

One Wako Pirate may be upgraded to a musician................10 points

One Wako Pirate may be upgraded to a standard bearer......10 points

The entire unit may wear light armour....................1 point per model

The entire unit may swap one hand weapon for a bow.................free

The entire unit may skirmish.........................................................free

NINJA 12 points per model Profile M WS BS S T W I A Ld Troop Type

Ninja 5 5 4 3 3 1 5 1 8 Infantry

Shadow Eye 5 5 4 3 3 1 5 2 8 Infantry

Unit Size: 5-20 Special Rules: Options:

Equipment:

Two hand

weapons

Throwing

weapon

Skirmishers

Ward save (6+)

Scout

Quick Shot

One Ninja may be upgraded to a Shadow Eye.....................10 points

The entire unit may be armed with any of the following:

- Poisoned Attacks................................................2 points per model

- Blowguns............................................................2 points per model

- Caltrops................................................................1 point per model

- Grappling Hooks..................................................1 point per model

- Smoke Bombs....................................................2 points per model

The entire unit may take one Clan Mon......................no points limit

ONI 55 points per model Profile M WS BS S T W I A Ld Troop Type

Oni 6 5 3 5 4 3 5 3 8 Monstrous Infantry

Overlord 6 5 3 5 4 3 5 4 8 Monstrous Infantry

Unit Size: 3+ Special Rules: Options:

Equipment:

Hand weapon

Fear

Magical Attacks

Unbreakable

Unstable

Ward save (5+)

One Oni may be upgraded to an Overlord...............................10 points

The entire unit may be armed with great

weapons....................................................................8 points per model

The entire unit may wear light armour.....................3 points per model

TENGU 11 points per model Profile M WS BS S T W I A Ld Troop Type

Tengu 5 5 3 3 3 1 5 2 8 Infantry

Elder 5 5 3 3 3 1 5 3 8 Infantry

Unit Size: 5-20 Special Rules: Options:

Equipment:

Hand weapon

Fly

Independent

One Tengu may be upgraded to an Elder................................10 points

The entire unit may be equipped with light armour...1 point per model

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Rare Units

GREAT GUARD 62 points per model Profile M WS BS S T W I A Ld Troop Type

Great Guard 4 5 4 4 3 1 4 2 8 Monstrous Cavalry

Citadel Sentinel 4 5 4 4 3 1 4 3 8 Monstrous Cavalry

Kirin 9 4 0 4 4 3 5 2 5 -

Unit Size: 3+ Special Rules: Options:

Equipment:

Katana

Imperial

armour (4+

save)

Way of the Warrior

Kenjutsu (Great Guard only)

Death before Dishonour

Armour Piercing Great

Guard only)

Fly

Stubborn

Magical Attacks (Kirin only)

Impale Attack (Kirin only)

One Great Guard may be upgraded to a Citadel

Sentinel……………………………………………….10 points

One Great Guard may be upgraded to a musician…...10 points

One Great Guard may be upgraded to a standard

bearer…………………………………………………10 points

- A unit of Great Guard with a standard

bearer may carry a magic standard worth up to........50 points

The entire unit may wear Horo cloaks..........5 points per model

The entire unit may be equipped with Sashimonos......30 points

MIKOSHI SHRINE 150 points per model Profile M WS BS S T W I A Ld Troop Type

Mikoshi Shrine 4 4 4 4 4 6 4 4 8 Unique

Unit Size: 1 Equipment: Special Rules:

Hand weapon Immune to Psychology

Stubborn

Ward save (4+)

Blessings of the Kami

KITSUNE 75 points per model Profile M WS BS S T W I A Ld Troop Type

Kitsune 9 5 0 4 4 3 6 3 9 Monstrous Beast

Unit Size: 1-3 Equipment: Special Rules:

Claws and teeth Ethereal

Trickster Magic

RYUJIN 250 points per model Profile M WS BS S T W I A Ld Troop Type

Ryujin 6 5 0 5 6 5 3 4 8 Monster

Unit Size: 1 Equipment: Special Rules:

Claws and teeth Fly

Large Target

Terror

Breath Weapon (Strength 4)

Scaly Skin (4+)

River Strider

Lord of Tides

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RARE UNITS

MANGONEL 90 points per model Profile M WS BS S T W I A Ld Troop Type

Mangonel - - - - 7 3 - - - War Machine (Stone Thrower)

Crew 4 3 3 3 3 1 3 1 6 -

Unit Size: 1 Equipment (Crew): Special Rules:

Crew: 3 Crewmen Hand weapon

Light armour

Fire Bombs

FLAMING ARROW 50 points per model Profile M WS BS S T W I A Ld Troop Type

Flaming Arrow - - - - 7 3 - - - War Machine (Cannon)

Crew 4 3 3 3 3 1 3 1 6 -

Unit Size: 1 Equipment (Crew): Special Rules:

Crew: 3 Crewmen Hand weapon

Light armour

Flaming Arrow

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SUMMARY

LORDS M WS BS S T W I A Ld Type Page

Daimyo 4 6 3 4 4 3 6 4 9 In 53

Empress Jingu 4 3 3 3 3 3 4 1 9 In 78

High Shugenja 4 3 3 3 3 3 3 1 8 In 54

Yoritomo Ieyasu 4 7 5 4 4 3 6 5 10 Ca 77

- Warhorse 8 3 0 3 3 1 3 1 5 -

HEROES M WS BS S T W I A Ld Type Page

Hitomi Gozen 4 5 5 4 4 2 6 3 8 Ca 79

- Warhorse 8 3 0 3 3 1 3 1 5 -

Hatamoto 4 4 4 4 4 2 4 2 8 In 53

Kensai 4 7 5 4 4 2 7 3 8 In 54

O-Sayumi 4 4 4 3 3 2 4 2 7 In 82

The Red Ronin 4 6 4 4 4 2 6 3 10 In 80

Sarutori Hanzo 5 8 5 4 4 2 8 3 9 In 81

Shinobi 5 7 6 4 4 2 7 3 9 In 69

Shugenja 4 3 3 3 3 2 3 1 7 In 54

Taisho 4 5 5 4 4 2 5 3 8 In 53

Yamabushi 4 4 4 4 4 2 4 2 8 In 60

CORE UNITS M WS BS S T W I A Ld Type Page

Bow Ashigaru 4 3 3 3 3 1 3 1 6 In 58

- Yumi Gashira 4 3 4 3 3 1 3 1 6 In

Samurai Warrior 4 4 4 3 3 1 4 1 8 In 56

- Samurai Chui 4 4 4 3 3 1 4 2 8 In

Samurai Cavalry 4 4 4 3 3 1 4 1 8 Ca 57

- Samurai Chui 4 4 4 3 3 1 4 2 8 Ca

- Warhorse 8 3 0 3 3 1 3 1 5 -

Matchlock Ashigaru 4 3 3 3 3 1 3 1 6 In 58

- Teppo Gashira 4 3 4 3 3 1 3 1 6 In

Yari Ashigaru 4 3 3 3 3 1 3 1 6 In 58

- Yari Gashira 4 3 3 3 3 1 3 2 6 In

SPECIAL UNITS M WS BS S T W I A Ld Type Page

Onna Bushi 4 4 4 3 3 1 4 1 8 In 62

- Onna-bugeisha 4 4 4 3 3 1 4 2 8 In

Kabuki Doll 4 4 4 3 3 1 5 1 8 In 63

- Dai-jô 4 4 4 3 3 1 5 2 8 In

Ninja 5 5 4 3 3 1 5 1 8 In 68

- Shadow Eye 5 5 4 3 3 1 5 2 8 In

Oni 6 5 0 5 4 3 5 3 8 MI 73

- Overlord 6 5 0 5 4 3 5 4 8 MI

Sumo Warrior 4 4 3 4 4 1 3 1 8 In 61

- Yokosuna 4 4 3 4 4 1 3 2 8 In

Tengu 5 5 3 3 3 1 5 2 8 In 74

- Elder 5 5 3 3 3 1 5 3 8 In

Red Devil 4 4 4 4 3 1 4 1 8 Ca 65

- Red Devil Chui 4 4 4 4 3 1 4 1 8 Ca

- Warhorse 8 3 0 3 3 1 3 1 5 -

Ronin 4 4 4 4 3 1 4 1 10 In 66

Wako Pirate 4 3 3 3 3 1 4 1 7 In 67

- Bosun 4 3 3 3 3 1 4 2 7 In

Warrior Monks 4 4 4 3 3 1 4 1 8 In 59

- Sohei 4 4 4 3 3 1 4 2 8 In

Yabusame 4 4 4 3 3 1 4 1 8 Ca 64

- Bow Master 4 4 5 3 3 1 4 1 8 Ca

- Warhorse 8 3 0 3 3 1 3 1 5 -

RARE UNITS M WS BS S T W I A Ld Type Page

Flaming Arrow - - - - 7 3 - - - WM 71

- Crew 4 3 3 3 3 1 3 1 6 -

Great Guard 4 5 4 4 3 1 4 2 8 MC 70

- Citadel Sentinel 4 5 4 4 3 1 4 3 8 MC

- Kirin 9 4 0 4 4 3 5 2 8 -

Kitsune 9 5 0 4 4 3 5 3 8 MB 75

Mangonel - - - - 7 3 - - - WM 71

- Crew 4 3 3 3 3 1 3 1 6 -

Mikoshi Shrine 4 4 4 4 4 6 4 4 8 Un 72

Ryujin 6 5 0 5 6 5 3 4 8 Mo 76

MOUNTS M WS BS S T W I A Ld Type Page

Kirin 9 4 0 4 4 3 5 2 8 MB 70

Warhorse 8 3 0 3 3 1 3 1 5 WB var.

Troop Type Key: In = Infantry, WB = War Beast,

Ca = Cavalry, MI = Monstrous Infantry, MB =

Monstrous Beast, MC = Monstrous Cavalry, Mo =

Monster, Ch = Chariot, Sw = Swarms, Un = Unique,

WM = War Machine.

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NIPPON The Empire of Nippon demands much of its samurai: service

to one’s lord, service to one’s Clan, and service to one’s

Emperor. Bushido’s staunch and unyielding code of conduct

binds samurai to duty, strengthening their character and

defining their choices. Eight Great Clans form the heart of

Nippon’s culture. Each is defined by its own principles, values,

and agendas. Each sees the Code of Bushido in its own way.

Each seeks to serve the Emperor with its own unique talents.

Now is the time for heroes, in a world where Honour is a force

more powerful than Steel.

Inside you will find:

A Bestiary describing every unit, monster,

hero and war machine in your army.

An army list to arrange your collection of

miniatures into a battle-ready force.

A comprehensive section that details the land

of Nippon, their culture and their history.

Warhammer: Nippon is one of a series of

supplements for Warhammer. Each book

describes in detail an army, its history and its

heroes.