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Nippon: An Unofficial Wyrdwars Warband by Wyrdwars - Admin

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Nippon

an
Unofficial Wyrdwars Warband
by Wyrdwars_Admin

Nippon v.1.0
Warband Special Rules

Warband Special Rules

Death Before Dishonour!

Geisha Arts

When taking panic tests (but not fear tests),


warriors with this rule roll an extra D6 and discard
the highest result. However, if a warrior with this
rule fails a panic test, he does not flee, but goes
straight out of action. Enemies will not gain
experience for his demise.
Warriors that are taken out of action this way
permanently lose the Death Before
Dishonour rule and gain the Treacherous
rule instead. They also lose the Leader rule
if they have it.

Warriors with this rule suffer no penalties for


fighting unarmed and may never use other missile
weapons than the ones on their starting equipment
list (not even if a training skill would otherwise
allow them to do so).

Way of the Warrior


Warriors with this rule:
May re-roll their first natural 1 to hit in each
close combat phase (i.e. also the opponents).
May not leave close combat voluntarily.
Have an additional +1 modifier on the critical
hit chart to all critical hits scored with
Oriental Longswords (stacks with other
modifiers).
Should a warrior with Way of the Warrior ever
acquire Rogue skills of any kind, he will
permanently lose this rule.

Poisonous Attacks
All of this warriors attacks may re-roll natural 1s to
wound. (Except where his attacks could not be
poisoned, such as with Slings.)

Massive Charge (+1 S)


Warriors with this rule have +1 Strength the turn
they charge.

Sumo Slap
Warriors with this rule suffer no penalties for
fighting unarmed and may re-roll their first failed
roll to hit in each close combat phase (i.e. also
opponents) while they are fighting unarmed. The
re-roll has a -1 modifier. (Re-rolled dice cannot
cause critical hits.)

Faith in Pure Land (6+)

This warrior may never use the Leadership of


friendly warriors with the Leader ability.

Whenever a warrior with this rule is taken out of


action, roll a D6: On a roll of 6+, the warband gains
1 Power Dice that may be used by any wizard or
priest in the warband.

Stubborn

Spectral

Treacherous

This warrior may re-roll failed fear and panic tests.

Heirloom
Warrior has this item when hired. It may not be
swapped or sold, but may be robbed and discarded
as normal.

Warriors with this rule may move through walls and


other solid objects (but not other warriors).
This ability has no effect on jumping down.

Stealth
While this warrior is in cover, enemy shooting at
him suffers an additional -1 to hit.

Warband Special
Equipment
Blade-Spear 5gc
Close Combat Weapon: Spear: Is affected by
anything that would affect a Spear, and can be used
by anyone who can use normal Spears.
Initiative Bonus: +2 I in first round of combat.
Armour Piercing (1)
Two-handed.

Oriental Longsword 10gc


Close Combat Weapon: Great Weapon (Sword):
Is affected by anything that would affect a Great
Weapon (Sword), but is a separate proficiency from
normal Great Swords.
Strength Bonus: +1 S in all rounds of combat.
Initiative Bonus: +1 I in all rounds of combat.
Two-handed.

Smoke Bombs 5gc


Special Equipment: Use at the start of a close
combat phase, before any blows are struck: This
warrior may flee that close combat without his
enemies gaining Free Hacks against him. Can only
be carried by warriors with access to Rogue skills.
One use only.

Back-Banner 10gc
Special Equipment: Wearer cannot hide, loses
Stealth if he has it and gains +1 Ld on profile.
May be given to henchmen, but may not be carried
by warriors with the Treacherous rule.

Giorgos Magakis

Nippon Skill Lists


Daimyo
Retainer
Priest
Wizard
Geisha

Combat
V
V
V
(+10gc)
V

Shooting
V
(+10gc)
(+10gc)
V

Academic
V
V
V

Strength
V
V

Speed
V
V
V
V
V

Rogue

Nippon Equipment Lists


Daimyo, Retainer,
and Samurai
Close Combat
Hand Weapon
Great Weapon
Blade-Spear
Halberd
Oriental Longsword
Shooting
Bow
Long Bow

Yamabushi Priest

Shugenja Wizard

Close Combat
Hand Weapon
Great Weapon
Blade-Spear
Halberd

Close Combat
Hand Weapon
Great Weapon

Shooting
Sling
Bow

Shooting
Sling
Armour
None

Armour
Light Armour

Armour
Light Armour
Heavy Armour

Geisha

Ashigaru

Ikko Fanatic

Close Combat
Hand Weapon
Fighting Claws

Close Combat
Hand Weapon
Great Weapon
Blade-Spear
Halberd

Close Combat
Great Weapon
Blade-Spear
Flail

Shooting
Throwing Knives / Stars
Crossbow Pistol
Blowpipe
Armour
Light Armour

Sumo Warrior
Close Combat
Great Weapon
Shooting
Sling
Armour
Light Armour

Shooting
Handgun
Bow
Armour
Light Armour

Shooting
Sling
Bow
Armour
Light Armour

HEROES

HENCHMEN

0-1 Daimyo

Ikko Fanatics

40gc to hire
Starting Experience: 18
Race: Human
M WS BS S T W I A
4
4
4
3
3
3
4
1
SPECIAL RULES
Leader (6), Death Before Dishonour!,
Way of the Warrior

15gc to hire
Starting Experience: 0
Race: Human
M WS BS S T W I A Ld
4
2
2
3
3
3
3
1
6
SPECIAL RULES
Treacherous, Stubborn, Faith in Pure Land (6+)

Ld
8

Ashigaru Soldiers

0-2 Samurai Retainers


30gc to hire
Starting Experience: 12
Race: Human
M WS BS S T W I A Ld
4
4
3
3
3
3
3
1
8
SPECIAL RULES
Death Before Dishonour!, Way of the Warrior

0-1 Shugenja Wizard


30gc to hire
Starting Experience: 6
Race: Human
M WS BS S T W I A Ld
4
2
2
3
3
3
3
1
7
SPECIAL RULES
Wizard (Fire, Heavens, Life, or Shadow): Starts
with 1 spell.

0-1 Yamabushi Priest


35gc to hire
Starting Experience: 12
Race: Human
M WS BS S T W I A Ld
4
3
2
3
3
3
3
1
8
SPECIAL RULES
Priest (Lore of Kami): Starts with 1 prayer.

0-2 Geisha Assassins


20gc to hire
Starting Experience: 4
Race: Human
M WS BS S T W I A
4
2
2
3
3
3
4
1
SPECIAL RULES
Stealth, Poisonous Attacks, Geisha Arts,
Treacherous

Ld
5

25gc to hire
Starting Experience: 6
Race: Human
M WS BS S T
4
3
3
3
3

W
3

I
3

A
1

Ld
7

A
1

Ld
7

0-2 Sumo Warriors


35gc to hire
Starting Experience: 8
Race: Human
M WS BS S T W I
4
3
2
3
4
3
3
SPECIAL RULES
Sumo Slap, Massive Charge (+1 S)

0-3 Samurai Warriors


40gc to hire
Starting Experience: 14
Race: Human
M WS BS S T W I A Ld
4
4
4
3
3
3
3
1
8
SPECIAL RULES
Death Before Dishonour!, Way of the Warrior
Heirloom: Heavy Armour

0-3 Kitsune Foxes


30gc to hire
M WS BS S T W I A Ld
6
4
3
3
3
4
1
5
SPECIAL RULES
Spectral
Animals (Cannot Hide; Flee 3D6; Cannot use the
Leaders Ld; Cannot Capture Scenario Objectives;
Fight Unarmed; No Promotion.)

Lore of Kami
Signature: Onis Embrace D5+

5 Draw the Void D6+

Wrathful fire-spirits hang over the monks enemies.

The monk focuses himself by melting into

Range: 24
Effect: Target suffers 1 flaming Strength 4 hit if it
moves or is moved, other than to pivot on the spot.
Lasts Until: The beginning of your next turn.

Range: 6 or caster.
Effect: Warrior has +2 BS on profile.
Lasts Until: Warrior moves or is moved (other
than to pivot on the spot).

1 Be the Mountain D4+ / D9+

6 Borne by Wind D7+

Rock spirits descend from the snow-clad speaks of


Nippon to fortify the casters comrade.

The monk is lifted off the ground by two ivory-white


wind spirits and carried wherever he wants to go.

Range: 6 or Caster
Effect: Target has a 4+ special save vs. Critical
Hits. (If successful, treat as a normal hit instead.)
Augment (D9+): Target also has Scaly Skin (6+).
Remains in Play.

Range: Caster.
Effect: Caster may immediately move to anywhere
within 8. He may use this ability to enter close
combat, in which case he counts as charging. If he
uses this ability to leave close combat, enemies gain
free hacks as normal.

2 Void of Emptiness D4+ / D6+


The monk calls out and manifests a sense of the
infinite void in the mind of his enemies.
Range: 18, cannot target Undead or Daemons.
Effect: Target suffers -1 Ld.
Augment (D6+): Target also fears all enemies. (No
effect if target is immune to fear.)
Remains in Play.

3 Strike with Flowing Water D8+


Azure water spirits materialize and flash forth
alongside the warriors blows.
Range: 6 or caster.
Effect: Warrior may re-roll 1 failed roll to hit
each turn (i.e. including in the opponents), whether
in shooting or close combat. (Re-rolled dice cannot
cause critical hits.)
Remains in Play.

4 A Single Moment D4+ / D6+


With the aid of the Kami, the warrior focuses all his
life-force on striking down his enemies.
Range: 6 or Caster
Effect: Target gains +1 Strength.
Augment (D6+): All of targets close combat
attacks have an additional +D3 modifier to all
Critical Hits.
Remains in Play.

Giorgos Magakis

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