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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,
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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.
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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
15
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.
16
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,
17
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
18
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.
19
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.
20
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.
21
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.
22
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
23
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
24
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.
25
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
26
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
27
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.
28
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.
29
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
30
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...
31
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.
32
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…
33
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.
35
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.
36
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.
37
Map of Nippon
38
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
39
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
40
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
41
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
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.
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.
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
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
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
47
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.
48
49
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.
50
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.
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.
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.
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.
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."
55
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.
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.
57
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.
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.
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.
60
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.
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."
62
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.
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.
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.”
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.
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.
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.
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.
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.
70
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.
71
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.”
72
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+)
73
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.
74
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.
75
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.
76
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.
77
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).
78
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.
79
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.
80
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.
81
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
82
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+.
83
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.
84
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.
85
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.
86
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.
87
88
89
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.
90
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.
91
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
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
93
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
94
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.
95
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
96
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
97
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
98
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
99
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
100
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
101
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
102
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.