Team Roster
Qty | Ally | Type | Cost | M | St | Ag | Ar | Skills | Comp |
---|---|---|---|---|---|---|---|---|---|
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16 | 4 | Ashigaru | 50 000 | 6 | 3 | 3 | 8 | None | G |
2 | 0 | Thower | 70 000 | 6 | 3 | 3 | 8 | Sure Hands, Pass | G+P |
2 | 0 | Samurai | 80 000 | 6 | 3 | 3 | 9 | Block | G+F |
2 | 0 | Ninja | 110 000 | 8 | 3 | 4 | 7 | Dodge, Catch | G+A |
Rerolls cost : 60 000 Gp
Apothecary : Yes
Sorcerer : No
Allied : Bretonnians, Gnomes,
Halflings, Humans, Tuaregs.
Special Rules
Samurais can't make any cheating, neither aggression, nor to support an aggression. One will samurai which would be devoted to such exactions, would become immediately an Ashigaru.
Senseï (50.000 Po):
Once by part, a player inspired by Senseï can act as if it had competences Châtaigne, Bond and Hypnotic Glance. The coach can indicate which player is inspired by Senseï at any time of the play. The player remains inspired until the end of the turn.
Priest Shinto (200.000 Po):
In addition to the 3 basic fates of very good magician who respects himself, a Shinto priest can call " the Spirit of Kami " on Samurai. This one will gain +1 in the 4 characteristics (movement, force, agility, armour) and will be subject to the influence of the Spirit until the end of the turn. Launch 1D6 to know that it will be the nature of the Spirit which will have taken possession of your Samurai.
1-2 | Malicious Kami | Player can pill on with dirty player skill (they don't become Ashigaru) |
3-4 | Nice Kami | Sprint + Sure Feet |
5-6 | Kami Berserk | Frenzy + mighty Blow |