Choosing An Army: Unit Types
Choosing An Army: Unit Types
Choosing An Army: Unit Types
general restrictions for buying a force drawn from the armies of any of the thee
• You may not have more Tokugawa Squads than you have Kamakura
When choosing a Mishima army you will need to decide from which one of the
three Lord Heirs or Overlord your force will be drawn. Although composed of Squads.
a mixture of the same Unit types each of the Heir’s armies contains certain • You may not have more Support Squads than Standard Squads of the
Units that are superior or organized differently to those of the other heirs, or same type.
that can be customized or enhanced in some way. The following sections • You may not have more Individuals than you have Squads.
show how to buy your army and detail the differences: in the various Heir
forces. The Ki powers, customizations and constraints that apply to particular armies
and Units take precedence over the general restrictions. they are described in
the following sections and in the profiles of the various Units. Grey ones are
Unit Types only for indicativ purpose and are ever bought by the correspondant Units.
Regardless of your choice of heir your army will be made up of a combination
of three basic Unit types Kamakura Squads, Tokugawa Squads and
individuals. Ki Powers
Ki Power Effect Point cost
Kamakura Squads Rhino’s Impregnable Skin +2 A 3 points
Kamakura Squads are the common soldiery of a Mishima army. Good trained
Hooded Viper Style +1 Extra RC Attack 3 points
and poor equipped, Mishima Kamakura regiments have a reputation of canon
Weapon link +1 to Hit 2 points
meat Units. They are good at ranged combat, capable and well disciplined and
Crow’s Piercing Glance +2 ST 2 points
form the backbone of any force. A well ronded army will contain a good
Adamentum Will +2 PW 2 points
proportion of Kamakura Squads.
Yurogi’s True Sight The model has keen 3 points
senses. Stalking
Tokugawa Squads models within 6 inches
Tokugawa Squads are Units belonging to the various Tokugawa regiments of are detected and must
the Mishima armies. They are often veteran troops who have been equipped be revealed and placed
and trained to an extremely high standard often for more specific battlefield on the tabletop. Models
roles than the Kamakura. Each of the Lord Heirs has their own special forces with Unseen Assaillant
of Tokugawa Squads representing the finest of their type. Special Ability may not
be placed within 6
inches of the model
Individuals Chameleon’s Camouflage Stalk SA 7 points
Individuals can be any one of a variety of Unit types. They can be single Kenjitsu +1 Extra CC Attack 2 points
soldiers operating independently, heroic or famous characters, or vehicles. Dragon Spirit Enhanced Charge SA 2 points
Examples of individuals include Heroes of the various Kamakura and Deathblow Killing Stroke SA 3 points
Tokugawa regiments, Yojimbo and similar well known characters, and the
Kuru vehicle and its crew.
When buying Ki powers for Units you may only purchase a specific power
once for any particular model. You must buy the specific power and apply the
Kamakura Squads Support Squads Squad linked Individuals point cost for ALL members of the Unit. When buying powers for a vehicle this
Ashigarus HMG Squad includes all the crew.
Ronins Mortar Team Hero, Sniper
Samurais Hero Overlord Lord Heir Moya
Bushido Dragonrider Ki powers allowed Ki powers allowed
Yurogi’s True Sight Hooded Viper Style
Tokugawa Squads Weapon Link Crow’s Piercing Glance
Suicide Warheads Rhino’s Impregnable Skin Adamentum Will
Combat Warheads
Dragon Tigers Special Rules Special Rules
Samurai Units may puchase the Samurai Units may puchase the
Shadow Walkers Deathbringer Special Ability Climb and a Grappling Special Ability Jungle Fighter for the
Hatamotos Hero hook launcher for the cost of 2 points cost of 2 points per model. All or none
Crimson Devils HMG Team per model. All or none models in the models in the Unit purchase this.
Banshee’s Schrieck Unit purchase this.
May purchase Shadow Walkers
Tengu Hero May purchase Hatamoto Units Units
Shinobi Hero
Meka Battlesuits
Individuals Lord Heir Maru Lord Heiress Mariko
Demon Hunter Ki powers allowed Ki powers allowed
Adamentum Will Rhino’s Impregnable Skin
Mishimese Dragonbike
Yurogi’s True Sight Hooded Viper Style
Kuru Troop Carrier Crow’s Piercing Glance Yurogi’s True Sight
Moto Yakamochi
Amateratsu Special Rules Special Rules
Samurai Units may puchase the Samurai Units may puchase the
Hachiman Masadoko
Special Ability Jungle Fighter for the Special Ability Desert Fighter for the
Toshiro cost of 2 points per model. All or none cost of 2 points per model. All or none
Yojimbo models in the Unit purchase this. models in the Unit purchase this.
Tatsu
May purchase Tengu Units May purchase Shinobi Units
Buying your army
There are some restrictions on the proportions and make up of the various
Unit types you may buy for your army. These constraints give armies their
own particular style and flavor, and you will need to give some thought to the
design and construction of your army.
The rules governing your choice of troops consist of general restrictions that
apply to all armies of the three Lord Heirs and Overlord, and special
restrictions and customizations that apply only to certain, armies or Units. The
Coral Beach Center Mishima Army 2/13
Structure: Structure:
SQUAD SQUAD '
4-12 Models 1 Gunner
Up to 12 Ronins 1 Loader
Up to 1 HMG Specialist Equipment:
Up to 1 GL Specialist Gunner: Machine Pistol, 2 Katanas
Up to 1 RL Specialist Loader: Machine Pistol, 2 Katanas
Up to 1 Bannerman Mortar
Up to 1 Ronin Leader
May include a maximum of 1 Specialist for every 5 non-specialist models. Special Abilities:
Equipment: Loader: Tactical Sense, Enhanced Charge
Gunner: Tactical Sense, Enhanced Charge
Ronin: Assault Rifle , 2 Katanas
HMG Specialist: HMG, 2 Katanas Special Rules:
GL Specialist: Grenade Launcher, 2 Katanas The crews of the mortar must pack the weapon in order to transport it around
RL Specialist: Rocket Launcher, 2 Katanas the battlefield. It takes only one of the crew to move the mortar but it can be
Bannerman: Assault Rifle, 2 Katanas moved more quickly if both crewmembers move it together, and the following
Ronin Leader: Assault Rifle, 2 Katanas rules apply:
Special Abilities: • In order to move the mortar all crew wishing to participate must be in
base contact with the it at the start of their turn.
Ronin: Enhanced Charge • Before the Mortar can be moved all participating crew must
HMG Specialist: Enhanced Charge simultaneously expend one Action to pack the weapon ready for
GL Specialist: Enhanced Charge transporting.
RL Specialist: Enhanced Charge • While the Mounted mortar is being moved all participating crew
Bannerman: Enhanced Charge, Motivate Troops expend actions simultaneously. If two crew members are
Ronin Leader: Enhanced Charge, Tactical Sense participating the weapon and crew move as a group with MV 3. The
Special Rules: MV is halved if only one crew member is participating.
• Models transporting the mortar may not Wait, Charge or
None Countercharge.
A mortar requires a crew of two operators to fire at maximum efficiency, one
Ronin Hero Cost 33 functioning as the gunner, and the other as loader. Any member of the squad
may fulfill either of these rolls, but may only perform one of the function in any
CC RC PW LD AC W ST MV A S
one of their turns. All operators must be in base contact with the weapon to fire
10 9 9 13 3 2 8 3 8 2 it, and must expend their actions simultaneously. The following rules apply:
• When rolling to hit with the mortar, use the RC stat of the gunner.
Structure: • A mortar has a Firing Arc of 90 degrees to its front facing.
INDIVIDUAL • The operator may spend one Action to turn the mortar up to 90
1 Ronin Hero degrees.
If the crew of the mortar has taken casualties or you wish to operate the
Equipment: weapon with a reduced crew, then the following rules apply:
Assault Rifle, 2 Katanas • The mortar cannot be fired if it has no gunner.
• If a mortar is being fired without a loader the gunner suffers an RC
Special Abilities: penalty of -3.
Enhanced Charge, Tactical Sense, Ki Powers (1) The weapon itself cannot be targeted or damaged. If rammed it is simply
Special Rules: knocked to one side causing no damage to the ramming vehicle. When all the
crew are killed simply remove the weapon from play.
You may purchase Ronin Heroes just like any other Individuals as long as you You may buy one sandbag emplacement for each Mortar Team. The sandbag
have at least one Squad of Ronins in your army. emplacement cost 15 points and provides Hard Cover for the crew. The
sandbang emplacement is placed around the Mortar Team when the Unit is
deployed.
Coral Beach Center Mishima Army 4/13
Structure:
INDIVIDUAL
1 Hatamoto Hero
Equipment:
HMG, 2 Katanas
Special Abilities:
First Strike, 1 Extra CC Attack, Enhanced Charge, Tactical Sense, Give
Orders, Ki Powers (2)
Special Rules:
You may purchase Hatamoto Heroes just like any other Individuals as long as
Coral Beach Center Mishima Army 7/13
Tengu Shinobi
Tengu are the appanage of Maru Venusian Navy. Their ability to operate The Shinobi warriors are the arrowhead unit and pride of Lord Heir Mariko,
behind enemy lines make them perfect to their sapping job. specially used for covert operations against Capitol and Imperial on the
Martian Battlefields. Honed for their exceptional Infiltrating ability, notorious
Tengu Cost 30 and feared for their mystical powers.
CC RC PW LD AC W ST MV A S
Shinobi Cost 28
8 7 8 11 3 1 7 3 8 2
CC RC PW LD AC W ST MV A S
Grenadier Specialist Cost 32 8 7 8 11 3 1 7 3 7 2
CC RC PW LD AC W ST MV A S
Grenadier Specialist Cost 30
8 7 8 11 3 1 7 3 8 2
CC RC PW LD AC W ST MV A S
LMG Specialist Cost 34 8 7 8 11 3 1 7 3 7 2
CC RC PW LD AC W ST MV A S
LMG Specialist Cost 32
8 7 8 11 3 1 7 3 8 2
CC RC PW LD AC W ST MV A S
LFT Specialist Cost 45 8 7 8 11 3 1 7 3 7 2
CC RC PW LD AC W ST MV A S
FT Specialist Cost 48
8 7 8 11 3 1 7 3 8 2
CC RC PW LD AC W ST MV A S
Tengu Leader Cost 31 8 7 8 11 3 1 7 3 7 2
CC RC PW LD AC W ST MV A S
Shinobi Leader Cost 29
9 8 9 13 3 1 7 3 8 2
CC RC PW LD AC W ST MV A S
Structure: 8 7 8 13 3 1 7 3 7 2
SQUAD
4-8 Models Structure:
Up to 8 Tengu SQUAD
Up to 1 Grenadier Specialist 4-8 Models
Up to 1 LMG Specialist Up to 8 Shinobi
Up to 1 LFT Specialist Up to 1 Grenadier Specialist
Up to 1 Tengu Leader Up to 1 LMG Specialist
May include a maximum of 1 Specialist for every 3 non-specialist models. Up to 1 FT Specialist
Up to 1 Shinobi Leader
Equipment: May include a maximum of 1 Specialist for every 3 non-specialist models.
Tengu: SMG, 2 Katanas
Grenadier Specialist: SMG, Hand Grenades, 2 Katanas Equipment:
LMG Specialist: LMG, 2 Katanas Shinobi: SMG 2 Katanas
LFT Specialist: Light Flame Thrower, 2 Katanas Grenadier Specialist: SMG, Hand Grenades, 2 Katanas
Tengu Leader: SMG, 2 Katanas LMG Specialist: LMG, 2 Katanas
FT Specialist: Flame Thrower, 2 Katanas
Special Abilities: Shinobi Leader: SMG, 2 Katanas
Tengu: Parachute Deployment, Enhanced Charge
Grenadier Specialist: Parachute Deployment, Enhanced Charge Special Abilities:
LMG Specialist: Parachute Deployment, Enhanced Charge Shinobi: Infiltrate, Enhanced Charge
LFT Specialist: Parachute Deployment, Enhanced Charge Grenadier Specialist: Infiltrate, Enhanced Charge
Tengu Leader: Parachute Deployment, Enhanced Charge, Tactical Sense LMG Specialist: Infiltrate Enhanced Charge
LFT Specialist: Infiltrate, Enhanced Charge
Special Rules: Shinobi Leader: Infiltrate, Enhanced Charge, Tactical Sense, Ki Powers (1)
You may purchase Hatamotos Units only in a Lord Heir Maru’s army.
Special Rules:
You may purchase Shinobi Units only in a Lord Heir Mariko’s army.
Tengu Hero Cost 51
CC RC PW LD AC W ST MV A S
Shinobi Hero Cost 68
10 9 10 14 3 2 7 3 8 2
CC RC PW LD AC W ST MV A S
Structure: 9 7 10 14 3 2 7 3 7 2
INDIVIDUAL
1 Tengu Hero Structure:
INDIVIDUAL
Equipment: 1 Shinobi Hero
SMG, Hand Grenades, 2 Katanas
Equipment:
Special Abilities: Flame-Thrower, 2 Katanas
Parachute Deployment, Enhanced Charge, Tactical Sense, Give Orders , Ki
Powers (1) Special Abilities:
Infiltrate, Enhanced Charge, 1 Extra CC Attack, Ki Powers (2)
Special Rules:
You may purchase Tengu Heroes just like any other Individuals as long as you Special Rules:
have at least one Squad of Tengu in your army. You may purchase Shinobi Heroes just like any other Individuals as long as
you have at least one Squad of Shinobi in your army.
Coral Beach Center Mishima Army 9/13
Structure:
INDIVIDUAL
1 Demon Hunter
Equipment:
HMG, 2 Katanas
Special Abilities:
Infiltrate, Enhanced Charge, First Strike, Blowing Stroke, Immune to fear, Ki
Powers (2)
Special Rules:
None
Coral Beach Center Mishima Army 10/13
vehicle.
Kuru Troop Carrier If the Kuru is destroyed or crippled, surviving crewmembers may abandon the
wreck, form a small squad and continue fighting.
Mishima has a very large number of hand to hand troops, and a need to move
them quickly. Not desiring to use top equipment, seeing those resources spent
better elsewhere, Mishimeses engineers made the Kuru Troop Carrier. This
hovered barge where the soldiers pile on until the engagement, at which point Moto Yakamochi
they pile out as fast as possible, hoping the fragile vehicle isn’t ripped appart Moto Yakamochi serves Lord Heir Maru which is his best friend . In spite of
by enemy weapon’s fire before that point.. accept evolution in the navy military, Moto prefered to stay in the Dragon Tiger
legion where he serves well the Lord Heir of Ocean.
Kuru Troop Carrier Cost 130
MP W MV A S Moto Yakamochi Cost 51
3 5 5 12 6 CC RC PW LD AC W ST MV A S
13 8 10 15 3 2 9 3 11 2
Pilot
Structure:
CC RC PW LD AC W ST MV A S
8 7 7 10 3 1 7 3 8 2 Individual
Moto Yakamochi
Gunner Equipment:
CC RC PW LD AC W ST MV A S No Dashi
8 7 7 10 3 1 7 3 8 2
Special Abilities:
Structure: Jungle Fighter, Enhanced Charge, First Strike, Motivate Troops, 2 Extra CC
INDIVIDUAL Attacks, Ki Powers (2)
1 Kuru Troop Carrier Special Rules:
1 Pilot
1 Gunner You may purchase Moto Yakamochi only if you play a Lord Hair Maru Force.
You may have only one Moto Yakamochi per army.
Type:
Open / Hovered
Hit location: Amateratsu
1-13 Vehicle hit Amateratsu is one of the hight priestess on Mars where she serves Lord
14-18 Passengers hit if present, otherwise vehicle hit Heiress Marariko . Despite the philosophy changes observed in martian army
19-20 Crew hit if present she continue fighting with hand to hand favorite No Sashi an heirloom weapon
of huge power.
If the vehicle is hit and damaged, roll a d20 and see below for any additional Amateratsu Cost 57
effects:
CC RC PW LD AC W ST MV A S
1-10 No additional damage.
11-14 Engine damaged. When attempting to drive the vehicle the pilot 12 8 10 15 3 2 8 3 10 2
must roll 10 or less on a d20. If the roll is failed the pilot still
expends an Action in the attempt, but the vehicle remains Structure:
stationary. A second hit in this location causes the vehicle to INDIVIDUAL
explode killing the crew. Center the Large Explosion Template on Amateratsu
the vehicle, all models touched by the template take a Dam 9 hit,
and the vehicle is removed to play. Equipment:
15-17 Steering damaged. Whenever it is Activated the vehicle may take HMG, 2 Katanas
only one turn. A second hit in this location immobilizes the vehicle.
18-20 Mounted weapon damaged. To successfully fire a vehicle mounted Special Abilities:
weapon the gunner must roll 10 or less on a d20. If the roll is failed Desert Fighter, Enhanced Charge, First Strike, 1 Extra CC Attack, Medic, Ki
the gunner still expends an Action in the attempt, but the weapon Powers (2)
does not fire. A second hit in this location destroys the weapon.
Special Rules:
Equipment:
You may purchase Amateratsu only if you play a Lord Heir Mariko Force. You
Vehicle: Mounted HMG may have only one Amateratsu per army.
Crew: Machine Pistol
Special Abilities:
Vehicle: Weapon Immunity 5 Hachiman Masadoko
Pilot: None Hachiman Masadoko is loyal to the death to Lord Heir Moya. Mounted on his
dragon beast he is a dangerous close combat opponent. Despite his Lord Heir
Special Rules: reputation, Hachiman is highly respected for his unswerving profesionalism.
Kuru Troop Carrier can be used to transport Units around the battlefield. The
following rules apply: Hachiman Masadoko Cost 68
• Kuru may carry a maximum of 8 models of size 2 or smaller in CC RC PW LD AC W ST MV A S
addition to the crew (support weapons may not be fired when 12 7 9 15 3 2 9 3 11 4
aboard).
• Kurus may be deployed with Units abord them. Place models on Structure:
them.
• Kurus can be used to transport all or none of a Unit; it may not INDIVIDUAL
transport partial Units. Hachiman Masadoko
Passengers aboard the vehicle are NOT effectively part of the vehicle crew. In Equipment:
which case the Kuru and its passengers function like two distinct Units in the
same location. No Dashi
• At any point during the Squad Turn, passengers may expend one Special Abilities:
Action to disembark.
• At any point during its Turn a friendly model in base contact with a Jungle Fighter Enhanced Charge, First Strike, 2 Extra CC Attack, High Morale
Kuru may expend one action to climb aboard the vehicle. (+2), Ki Powers (2)
• If a template weapon hit the vehicle, consider the vehicle and the Special Rules:
passengers as two distinct Units.
In Close Combat the Dragon butts opponents with its bony crest and lashes at
Passengers have normal LOS restrictions when aboard the vehicle, it
them with its tail. When rolling to hit in Close Combat roll one extra dice in
provides a hard cover for its passengers.
addition to the usual number, using the rider's CC stat and applying his weapon
The mounted HMG has a 90 degrees Firing Arc from the front facing of the
modifiers to all of the dice. Players must indicate which dice applies to the
Coral Beach Center Mishima Army 11/13
mount and if this attack hits then the target must make an Armor Roll against Tatsu is equipped with Grappling hook launcher which allow him to Climb
Dam 9. For example Hachiman attacks with his swords so roll 1 dice for him twice the normal distance per Action spent climbing.
and one for the Dragon using the same CC and weapon modifiers. Hachiman
Masadoko may not Dive for Cover or go Prone.
You may purchase Hachiman Masadoko only if you play a Lord Hair Moya
Force. You may have only one Hachiman Masadoko per army. Armory
Tanto Knife
Toshiro
Toshiro is one of the most notorious Shadow Walkers - feared even among CC P.B. Short Med Long Ext
his own ranks as he is used for internal affair matters requiring, how should it Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam
be said - delicacy. Toshiro is a rithless and brutal assassin completely lacking -1 ST-1 - - - - - - - - - -
empathy. He is loyal beyond belief and “earning” that reputation at young age
when he brutally assassinated his own corrupt father. For Toshiro, honor and Type:
loyalty to his grand heir is all. One-Handed, Melee Weapon
Toshiro Cost 76 Special Rules:
CC RC PW LD AC W ST MV A S None
11 11 13 16 3 2 8 3 8 2
Structure: Katana
INDIVIDUAL CC P.B. Short Med Long Ext
Toshiro
Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam
Equipment: +1 ST+1 - - - - - - - - - -
Machine Pistol, Katana
Type:
Special Abilities: One-Handed, Melee Weapon
Enhanced Charge, Stalk, First Strike, Blowing Stroke, 2 Extra CC Attacks, Ki Special Rules:
Powers (1)
None
Special Rules:
You may have only one Toshiro per army. No Dashi
Yojimbo Hit
CC
Dam Hit
P.B.
Dam
Short
Hit Dam Hit
Med
Dam Hit
Long
Dam Hit
Ext
Dam
Yojimbo was the Tatsu weapon master, his battles are uncountless and his -1 ST+3 - - - - - - - - - -
reputation reaches the other megacorporations . He is the lone stranger warior
to be incorporated in seval capitolian movies. Type:
Yojimbo Cost 60 Two-Handed, Melee Weapon
CC RC PW LD AC W ST MV A S Special Rules:
13 8 12 15 3 2 9 3 11 2
None
Structure:
Power Naginata
INDIVIDUAL
Yojimbo
CC P.B. Short Med Long Ext
Equipment: Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam
Flame Thrower, 2 Katanas +0 ST+2 - - - - - - - - - -
Special Abilities:
Type:
Enhanced Charge, First Strike, Blowing Stroke, 1 Extra CC Attack, Ki Powers
Two-Handed, Melee Weapon
(2), Rally Others
Special Rules: Special Rules:
A model using this weapon in Close Combat gets +1 Dam for each additional
You may purchase Yojimbo only if you play an Overlord Force. You may have
action spent to increase its chance to hit.
only one Yojimbo per army.
Type: Type:
One-Handed, Direct Fire, Missile Weapon Two-Handed, Anti-Tank, Direct Fire, Missile Weapon
Special Rules: Special Rules:
None None
SMG Windrider
Type:
CC P.B. Short Med Long Ext
One-Handed, Directly Placed Template Weapon
Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam
-4 13 +3(x3) 13 +1(x2) 13 -2 12 - - - - Special Rules:
The Light Flarne-Thrower uses the Light Flamer Template DAM 12. The Light
Type: Flame-Thrower is an incendiary weapon. When a model is hit by an
One-Handed, Direct Fire, Missile Weapon incendiary weapon it is set on fire and must make a succesful Arrnor roll or
take a Wound. If it has more than one Wound it must continue to make rolls
Special Rules: until it succeeds or dies.
None
Coral Beach Center Mishima Army 13/13
Flame-Thrower Banshee Schrieck
CC P.B. Short Med Long Ext CC P.B. Short Med Long Ext
Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam
- - - - - - - - - - - - - - - - - - -3 Special -4 Special -6 Special
Type: Type:
Two-Handed, Directly Placed Template Weapon Mounted, Indirect Fire, Ranged Template Weapon
Special Rules: Special Rules:
The Flarne-Thrower uses the Flarmer Template DAM 12. The Flame- Uses the Four-Bursts Template (see Mars FoW p63). All models covered by
Thrower is an incendiary weapon. When a model is hit by an incendiary the template must roll a die under 10 or less or loose 1 Wound. They make as
weapon it is set on fire and must make a succesful Arrnor roll or take a many rolls as they have Wounds left. Armor and Weapon Immunity are
Wound. If it has more than one Wound it must continue to make rolls until it bypassed by the weapon’s effect.
succeeds or dies.
Heavy Flame-Thrower
Type:
Mounted, Directly Placed Template Weapon
Special Rules:
The Heavy Flame-Thrower uses the Heavy Flamer Template DAM 13. The
Heavy Flame-Thrower is an incendiary weapon. When a model is hit by an
incendiary weapon it is set on fire and must make a succesful Arrnor roll or
take a Wound. If it has more than one Wound it must continue to make rolls
until it succeeds or dies.
Type:
Mounted, Direct Fire, Missile Weapon
Special Rules:
None
Mortar
Type:
Mounted, Indirect Fire, Ranged Template Weapon
Special Rules:
Uses Small Explosion Template
Type:
Mounted, Direct Fire, Missile Weapon
Special Rules:
This weapon fires twice per Fire Action. They hit the same target and each of
them has an hit roll.