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CHAPTER 1: HYMUKAI

RULEBOOK 2.0

INDEX
CHAPTER 1: HYMUKAI......................1
WARRIOR'S CREED..........................10
GONGYE CHANG'S LETTER TO HSIANG, DUKE OF SUNG.

11

HYMUKAI........................................13
RYUNOKANI....................................13
THE TENNO..................................14
THE SAMURAI.................................14
HEIAN-JO, THE CAPITAL..................15
THE CLANS.....................................15
THE KUGE.......................................16
THE BUKE........................................18
THE SOHEI.....................................20
THE OTOKODATE.............................22
RELIGION IN HYMUKAI....................26
SHINTO "THE WAYS OF THE GODS". . .26
BUTSUDO "THE WAY OF THE BUDA". . .26
SHUGENDO.....................................27
THE ONMYODO................................27
FORMS OF MAGIC............................28
KOTOTAMA: THE POWER OF WORDS...28
KUJI-IN: SEALS OF THE NINE SYLLABLES

28

O-FUDA: KANJI MAGIC.....................29


ONMYODO: THE WAY OF YING AND YANG 29
THE THREE PLANES..........................30
THE CELESTIAL PLANE: AMA.............30
THE INTERMEDIATE PLANE: KUNI......30
THE UNDERWORLD: YOMI.................30
REINCARNATIONS AND THE WHEEL OF DHARMA

31

SUPERNATURAL BEINGS...................32
KAMI..............................................32
TENNIN..........................................32
YOKAI............................................32

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SHURA...........................................32
YUREI.............................................33
GAKI..............................................33
BASIC RULES..................................34
WHAT DO I NEED?..........................34
THE UNIT.......................................34
PROFILE:........................................35
ATTRIBUTES...................................35
AT ATTACK.....................................35
DF DEFENSE...................................35
W WOUNDS....................................36
KI SPIRIT.......................................36
HR HONOR......................................36
IN INITIATIVE...............................36
FORMATION...................................36
DC COMBAT DICE............................37
DD FIRING DICE.............................37
PM COMMANDMENT POINTS............37
AC ACTION POINTS........................37
VIEWING ANGLE.............................37
LINE OF SIGHT...............................38
TYPES OF ROLL...............................38
ATTRIBUTE TEST............................38
ATTRIBUTE ROLL.............................38
MOVEMENT ROLL.............................38
OPPOSED ROLLS..............................38
MEASURING....................................39
THE BATTLE...................................40
PHASES AND TURNS........................40
DEPLOYMENT OF TERRAIN PIECES....40
DEPLOYMENT OF THE ARMY.............40
COMMAND ROLL..............................40
ORDERS AND ACTIONS PHASE.........40
COMBAT AND RESOLUTION PHASE. . .41
VICTORY CONDITIONS....................41

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DEPLOYMENT..................................42
HIDDEN DEPLOYMENT......................42
DEPLOYMENT CARD..........................42
DEPLOYMENT ROLLS........................42
DEPLOYMENT ZONE.........................42
DEPLOYING CARDS..........................43
CHARACTERS' DEPLOYMENT.............43
OCCUPYING TERRAIN.......................43
ORDERS AND ACTIONS....................44
ACTIVATE TAISHO ABILITIES.........44
REGROUPING UNITS RUNNING AWAY

44

STRATEGIC ORDERS........................45
DELIVERING A WARNING ORDER......45
GENERIC ORDERS............................45
COUNTERMANDS.............................45
GENERAL RULES..............................46
ACTIONS........................................46
ACTION POINTS (AC)......................47
ACTIVATION ORDER........................47
OCCUPYING.....................................47
BUILDINGS.....................................47
SPECIAL ABILITIES.........................47
ACTION OF OPPORTUNITY...............48
COMPLETING ACTIONS....................48
MOVEMENT.....................................49
PERFORMING THE MOVEMENT..........49
SPECIAL MOVEMENTS......................50
HARASSERS AND LONELY CHARACTERS 50
MOVING THROUGH UNITS...............50
OVERCOMING AN OBSTACLE............51
INFANTRY UNITS...........................51
CAVALRY UNITS..............................51
SHOOTING.....................................51
LOADING WEAPONS........................51
SHOOTING.....................................52

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FIRING DISTANCE..........................52
FIRING DICE (DD)...........................52
FIRING ROLL...................................53
GREATER PRECISION.......................53
MULTIPLE SHOT..............................53
MOVEMENT AND SHOOTING............53
DEFENSE TEST................................53
DAMAGE ROLL.................................54
CRITICAL DAMAGE..........................54
REMOVING LOSSES.........................54
ACCUMULATED DAMAGE...................54
THE SPIRITUAL ACTION..................55
SPELLCASTING................................55
KI TEST.........................................55
CONCENTRATION............................55
MEDITATION..................................55
RESULT OF THE SPELLCASTING........56
BLOCK............................................56
KI TEST.........................................56
DURATION......................................56
EFFECTS.........................................57
TYPES OF ROLL...............................57
THE CHARGE...................................58
DECLARING THE CHARGE..................58
REACTION TO THE CHARGE..............58
WITHSTAND AND COMBAT..............58
WITHSTAND AND SHOOT................58
THE COUNTER-CHARGE....................58
RUN AWAY.....................................59
BONUSES GRANTED BY A CHARGE. . . .59
TYPE OF UNIT................................59
PERFORMING THE CHARGE...............59
TYPES OF CHARGE...........................60
DIRECT CHARGE..............................60
INDIRECT CHARGE...........................60

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ZONE OF CHARGE............................60
CHARGE TOWARDS A DIRECT ZONE. .61
CHARGE TOWARDS AN OBLIQUE ZONE 61
RULE FOR THE IMPACT....................61
ZONE OF CHARGE AND HARASSERS. .62
DIRECT ZONE.................................62
OBLIQUE ZONE...............................62
FAILED CHARGE..............................62
POSTING THE UNIT........................62
MULTIPLE CHARGES.........................63
CHARGE AND OBSTACLES.................63
NORMAL AND HIGH OBSTACLES.......63
VERY HIGH OBSTACLES:..................63
IMPASSABLE OBSTACLES:................63
COMBAT.........................................64
COMBAT SCHEME............................64
ACTIVATION OF ABILITIES.............65
DEFENSIVE POSITION.....................65
RESOLUTION OF THE INITIATIVE. . .65
INITIATIVE ROLL...........................65
THE ATTACK...................................66
DC COMBAT DICE............................66
MODIFIERS TO DC..........................66
COMBAT DICE DISTRIBUTION..........66
CHARGING UNIT.............................66
FOCUSING YOUR DC........................67
LONELY CHARACTER........................67
THE ATTACK ROLL...........................67
DEFENSE TEST................................67
THE DAMAGE ROLL..........................67
REMOVAL OF MINIATURES..............68
ACCUMULATED DAMAGE...................68
DESTROYING A UNIT......................68
RESTRUCTURATION.........................68
COMBAT RESOLUTION.....................68

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CONFRONTATION VALUE.................68
DAMAGE DIFFERENCE......................68
RESULT OF THE COMBAT.................69
VICTORY.........................................69
DRAW.............................................69
DEFEAT..........................................69
RUN AWAY.....................................70
THE UNIT DOES NOT REGROUP........70
AS A REACTION TO A CHARGE.........70
BECAUSE OF ENEMY FIRE................70
DEFEAT IN COMBAT........................71
CHASE............................................71
DESTROYED....................................72
CLASH WHILE RUNNING AWAY........72
LEAVING THE BATTLEFIELD.............72
TYPES OF UNIT...............................73
INFANTRY......................................73
CAVALRY.........................................73
HARASSERS....................................73
CREATURES.....................................73
CHARACTERS...................................74
TYPES OF CHARACTER.....................74
JOINING OR LEAVING A UNIT.........75
CHARGE..........................................75
REACTION TO THE CHARGE..............75
SHOOTING AND CHARACTERS..........75
FIRING CHARACTER.........................75
CHARACTER TARGETED BY SHOTS. . . .75
CHARACTER IN COMBAT..................76
CHARACTER'S DC.............................76
DAMAGING A CHARACTER................76
SURVIVING THE UNIT.....................76
RUN AWAY FROM COMBAT...............76
CHARACTER'S CONFRONTATION......77
DECLARING THE CONFRONTATION...77

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LONELY CONFRONTATION...............77
THE CONFRONTATION....................77
REJECTING THE CONFRONTATION...78
END OF THE CONFRONTATION........78
THE TAISHO...................................79
COMMANDMENT POINTS (PM)..........79
POSITION OF CONTROL..................79
TAISHO'S DEATH............................79
TAISHO ABILITIES.........................80
GENERAL ABILITIES........................80
FOREST OF SPEARS.........................80
BANZAI..........................................80
ASHIGARU'S GENERAL.....................80
MASTER IN CALLIGRAPHY................80
KUGE TAISHO.................................80
FULFILL YOUR DUTY........................80
CLANDESTINE PRACTICES................80
BUKE TAISHO.................................81
EXPERT STRATEGIST.......................81
BUSHIDO LAW................................81
SOHEI TAISHO...............................81
THE WHEEL OF DHARMA..................81
DIVINE WIND.................................81
OTOKODATE TAISHO.......................81
BUYING THE ENEMY........................81
HATE TO SAMURAI.........................81
TRAIT............................................82
COMMANDMENT..............................82
HEININ..........................................82
DUELIST.........................................82
SAMURAI........................................82
PROJECTILES..................................82
LONER............................................82
SOHEI............................................82
ASSASSIN......................................83

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GREAT WARRIOR.............................83
LEGENDARY.....................................83
RONIN...........................................83
BOW MASTER..................................83
HIDDEN..........................................83
NINJUTSU......................................83
NO COMBAT....................................83
MARTIAL ARTS...............................83
FLYING...........................................84
FEAR..............................................84
ETHEREAL.......................................84
TERROR..........................................84
SMALL............................................84
BIG................................................84
UNDEAD.........................................84
WEAPONS AND ARMORS..................85
WEAPONS AND EQUIPMENT.............85
BOW..............................................85
OZUTSU.........................................85
SHURIKEN......................................85
SLING (ISHITSUBUTE).....................86
TEPPO.............................................86
BLOWPIPE.......................................86
FIRETHROWER................................86
TILLAGE.........................................87
ONAGAMAKI...................................87
JUMONJI YARI...............................87
ONO (AXE)......................................87
NAGINATA.....................................87
OMI YARI.......................................87
YARI..............................................88
KATANA.........................................88
JINGAMA.......................................88
BO.................................................88
SHINOBI GATANA...........................89

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MITSU DOGU..................................89
SABER............................................89
KANABO-TETSUBO..........................89
IGNEOUS ATTACK...........................89
WAKIZASHI....................................89
CLAWS AND JAWS..........................90
NO-DACHI......................................90
KUSARIGAMA..................................90
HATA-JIRUSHI...............................90
ARMOR...........................................91
AR ARMOR......................................91
ARMOR TYPES.................................91
SPELLS...........................................92
SPELL PROFILE................................92
ONMYOUJI SPELLS..........................92
CELESTIAL SPELLS..........................92

BOOK OF LIGHT..............................92
Spheres of light (Selected level).........92
Power word (Lv1)..............................92
Spheres of protection (Lv 2)...............93
Blind LV2.........................................93
Path to victory LV3...........................93
Burning light LV4..............................93

BOOK OF TIME................................93
Physical disruption (Selected level).......93
Fleeting moment LV1.........................94
Walk over reality LV2........................94
Disorientate LV2...............................94
Ripping the veil LV3...........................94
Cloak of ashes LV4...........................94
INFERNAL SPELLS...........................95

BOOK OF WAR.................................95
Projectiles of fire (Selected level).......95
Cloak of terror LV1...........................95
Warlord LV2....................................95

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Channel of fire LV2...........................95


Rain of blood LV3.............................96
Deflagration LV4...............................96

BOOK OF RAGE................................96
Tongue of destruction (Selected level). .96
Ikari's rage LV1...............................96
Ikari's servant LV2...........................97
Guiding arrows LV2............................97
Infernal explosion LV3.......................97
Sacrifice LV4...................................97
EARTH SPELLS................................98
BOOK OF ANIMALS..........................98
Poisonous projectile (Selected level).....98
Essential energy LV1.........................98
FLYING LV2....................................98
Bolt the mount LV2...........................98
Calling the birds LV3.........................99
Swarm of insects LV4........................99
BOOK OF NATURE...........................99
Throwing stones (Selected level)..........99
Vines LV1........................................99
Changing nature LV2..........................100
Favorable winds LV2..........................100
Stealing energy LV3..........................100
Forces of nature LV4........................100
DEATH SPELLS................................101
BOOK OF SHADOWS........................101
Lashes of dark energy (Selected level). 101
Armor of shadows LV1.......................101
Ghostly mount LV2............................101
Dark claws LV2.................................101
Eternal night LV3..............................102
Well of the forgotten LV4..................102
BOOK OF THE DEAD.........................102
Projectile of corruption (Selected level) 102

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Weakness LV1..................................102
Shiryo LV2......................................103
Mekubare LV2..................................103
Opening the Nekara LV3....................103
Breath of the dead LV4.....................103
TERRAIN PIECES.............................104
TYPES OF TERRAIN.........................104
COVER............................................104
SHOOTING.....................................104
Light cover:.....................................104
Heavy cover:....................................105
COMBAT.........................................105
Light cover:.....................................105
Heavy cover:....................................105
TERRAIN PIECES.............................105
WALLS, BUSHES OR FENCES............105
Normal height:.................................105
Very high:.......................................105
FOREST..........................................106
Edges..............................................106
Deep forest.....................................106
CONSTRUCTIONS............................106
HOUSE...........................................107
PAGODA (TEMPLE)............................107
CLAN'S CASTLE...............................107
ALTAR............................................107
CEMETERY.......................................107
TORII............................................108
BRIDGE...........................................108
RUINS............................................108
HILL...............................................108
On the hill.......................................108
RIVER, LAKE, SWAMP......................109
STREAMS, BROOKS AND BOGS, RIVER FORDS 109
THE ARMY LIST..............................110

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SELECTING A WAY..........................110
LEVEL OF THE BATTLE.....................110
VALUE IN KOKUS............................110
LIMITATIONS.................................110
UNIT LIMITS..................................111
UNITS: BASIC, SPECIAL, CREATURES AND ELITE.

111

CHARACTER LIMITS.........................111
VIRTUE OF THE WAY.......................111
GAME WITH MAGIC.........................111
SPIRITUAL CHARACTER....................111
CLANS AND HIDDEN POWERS...........112
LIMITATIONS.................................112
TWO ONMYOUJI IN THE SAME ARMY

112

TWO ONMYOUJI WITH THE SAME KNOWLEDGE


LEVEL OF THE SPIRITUAL CHARACTER

112

112

LEGENDARY CREATURES...................113
TABLE OF LEVEL, KOKUS, UNITS AND CREATURES.

114

TABLE OF LEVEL AND LIMITATIONS OF CHARACTERS 114


UNITS' PROFILES...........................115
BASIC UNITS..................................115
YARI ASHIGARU (ASHIGARU WITH SPEAR)

115

HEISHI (LOW RANK WARRIORS).......115


YUMI ASHIGARU (ASHIGARU WITH BOW)

115

KATANA SAMURAI (SAMURAI WITH KATANA) 116


YUMI SAMURAI (SAMURAI WITH BOW) 116
KIBA MUSHA (CAVALRY WITH KATANA) 116
YARI KIBA MUSHA (LIGHT CAVALRY) 116
ISHITSUBUTE ASHIGARU (ASHIGARU WITH SLING)

117

NO BUSHI (SKIRMISHER ARCHERS)...117


KURO (PEASANTS)...........................117
ONNA KOMUSO (WARRIOR NUNS)....118
KUGE UNITS...................................119

KUGE SPECIALS...............................119
ONNA-BUSHI..................................119
TEPPOTAI (ASHIGARU WITH TEPPO). 119

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KUGE GREAT GUARD.........................120


ONNA KIBA MUSHA.........................120

ELITE KUGE....................................121
NINJAS..........................................121
YABUSAME......................................122
BUKE UNITS...................................123

BUKE SPECIALS...............................123
NO-DACHI SAMURAI (SAMURAI WITH DAIKATANA)

123

YARI SAMURAI (SAMURAI WITH YARI) 123


JI SAMURAI...................................124
O BAN............................................124

BUKE ELITE.....................................125
KENGO............................................125
YUMI KIBA MUSHA..........................125
SOHEI UNITS.................................126

SOHEI SPECIAL...............................126
NAGINATA SOHEI (MONKS WITH NAGINATA) 126
AMA KIHEI (NUNS ON HORSEBACK)..126
MITSU DOGU SOHEI (MONKS WITH WEAPONS MITSU DOGU)

127

YUMI SOHEI (MONKS WITH BOW)....127

SOHEI ELITE..................................128
IKAME BO (TERRIFIC BONZO)..........128
TEPPO SOHEI (MONKS WITH TEPPO).128
OTOKODATE UNITS.........................129

OTOKODATE SPECIAL......................129
KATANA ASHIGARU (ASHIGARU WITH KATANA)
TEPPO RONIN (RONIN WITH MUSKET)

129

129

OZUTSU (OTOKODATE WITH CANNON) 130


MACHI YAKKO.................................130

OTOKODATE ELITE..........................131
KYOKAKU (DEFENDERS OF PEOPLE)....131
ASSASSINS....................................131
CHARACTERS...................................133
BUSHI HEROES...............................133
DAIMYO.........................................133

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SHIREI-KAN...................................133
BUSHO HATAMOTO.........................134
SAMURAI DAISHO...........................134
ASHIGARU DAISHO (BUGYO)............134
SPECIAL CHARACTERS......................135
KENSEI..........................................135
GEISHA..........................................135
SPY................................................136
WEAPON MASTER (SENSEI)..............136
KABUKIMONO..................................137
KAGEMUSHA...................................137
KYUDO HANSHI JUDAN...................138
SHINOBI / KUNOICHI.....................138
SPIRITUAL CHARACTERS..................140
THE ONMYOUJI..............................140
THE SHIKIGAMI..............................140
CELESTIAL ONMYOUJI....................141
SHIKIGAMI.....................................141
YATARAGATSU................................141
KITSUME........................................141
EARTHLY ONMYOUJI.......................142
SHIKIGAMI:....................................142
KAMAITACHI..................................142
KODAMA.........................................142
INFERNAL ONMYOUJI.....................143
SHIKIGAMI:....................................143
INUGAMI........................................143
TSUCHIGUMO..................................143
ONMYOUJI OF THE DEATH..............144
SHIKIGAMI:....................................144
NEZUMI.........................................144
NEKOMATA.....................................144
CREATURES.....................................145

INFERNAL CREATURES.....................145
AMANOJAKU (Lv1)...........................145

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ONIBI (Lv1)....................................145
SHIKOME (Lv2)................................146
USHI ONI (Lv2)...............................146
ONI (Lv3)........................................147
NUE (Lv3)........................................147
JOROGUMO (Lv4).............................148
HIDERIGAMI (Lv4)...........................148

CELESTIAL CREATURES....................149
RAIJU (Lv1)....................................149
BASAN (Lv1)....................................149
KOMAINU (Lv2)...............................150
TENNYO (Lv2).................................150
BYAKKO (Lv3)..................................151
KIRIN (Lv3).....................................151
SUZAKO (Lv4)..................................152
BAKU (Lv4)......................................152

EARTHLY CREATURES.......................153
TANUKI (Lv1)..................................153
KAPPA (Lv1).....................................153
KARASU TENGU (Lv2).......................154
DAI-TENGU (Lv2).............................154
GENBU (Nv3)...................................155
SESHO-SHEKKI (Lv3).......................155
MIZUCHI (Lv4)................................156
DAIDAROBOTCHI (Lv4).....................157

CREATURES OF DEATH.....................157
GAKI (Lv1)......................................157
ONRYO (Lv1)...................................158
GORYO (Lv2)....................................158
HONNE SAMURAI (Nv2)...................159
GAIKOTSU (Lv3)..............................159
ONMORAKI (Lv3).............................160
SHINIGAMI (Lv4)............................160
JUBOKKO (Nv4)...............................161
MARKERS........................................162

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TAISHO MARKERS............................162
ACTION MARKERS............................163
REACTION MARKERS........................164
RUN AWAY MARKER..........................164
ALERT MARKER................................164
MAGIC MARKERS..............................165
DEFEAT MARKER..............................165
REMOVING MARKERS........................165

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WARRIOR'S CREED
I have no parents, I make the heavens and earth my parents
I have no home, I make awareness my home
I have no life or death, I make the tides of breathing my
home
I have no divine power, I make honesty my divine power
I have no means, I make understanding my means
I have no magic secrets, I make character my magic secret
I have no body, I make endurance my body
I have no eyes, I make the flash of lightening my eyes
I have no ears, I make sensibility my ears
I have no limbs, I make promptness my limbs
I have no strategy, I make "unshadowed by thought" my strategy
I have no designs, I make "seizing the opportunity by the forelock" my design
I have no miracles, I make right-action my miracles
I have no principles, I make adaptability to all circumstances my principles
I have no tactics, I make emptiness and fullness my tactics
I have no talents, I make ready wit my talent
I have no friends, I make my mind my friend
I have no enemy, I make carelessness my enemy
I have no armor, I make benevolence and righteousness my armor
I have no castle, I make immovable-mind my castle
I have no sword, I make absence of self my sword

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GONGYE
CHANG'S
LETTER
HSIANG, DUKE OF SUNG.

TO

Sir, I have been away from the green prairies of Shenshi for 23 years, wandering through this wide world
full of perils. Your majesty cannot imagine how I yearn to see the gardens bloom in the summer palace
and to feel your august presence. Not a day goes by that I do not wipe away my tears with my sleeves
recalling my children and my yearned wife. Now my feet have brought me to the kingdom of Wa, also
known as the Himukai Empire (as its inhabitants call it since they believe themselves the center of the
world), which is in the archipelago known as Ryunokani or the "Dragons' Realm". The exhaustion before
so much misfortune and the latest events that have taken place in these lands make me beseech him, beg
him, to allow me to come back to Sung and to free me from the exile, which I was deservedly punished
with.
As Your Excellency knows, the kingdom of Wa (Himukai) has lived indifferent to the rest of the world and
in peace for innumerable centuries, governed by Sujin, heir of the divine blood of the empress Jingu, who
he succeeded when he ascended the Celestial Realms. According to the elders, this emperor has lived for
more than a thousand years, and nobody has lived enough to check it. From palace, Akai guaranteed that
the darkness and the beings from the underworld remained confined further away the Infernal Gates. This
provided the Ryunokani lands with such prosperity that the arts flourished and the great capital of HeianJo became one of the most gleaming places of Ashihara (as the Intermediate World is known in the
language of the Isles). In this sparkling city, nobles spent their time enjoying the luxuries offered by a life
devoted to the court and great celebrations. In the meanwhile, merchants sent their ships further away the
Ancient Empire and increased their wealth both exporting and importing all sort of exotic items. Even the
peasants enjoyed the abundance of food. It was known even in the distant lands of Nishi. However, as we
all know, this city could never be compared to our marvelous capital, Lo Yang, which, with its wisdom,
glows over all the cities in the Seven Realms and it is even admired in the Celestial Prairies. In this
situation, nobody could presage that prosperity and stillness was ending, for the Great Spider never stop
weaving (pray the gods to keep her away from our beloved lands). Then, he narrated the events that have
taken Hymukai to the present situation.
Every year, Sujin, the considered Celestial Sovereign (Tenno), went on a pilgrimage to the Nijiyama
Mountain, where he spent forty days in solitude in the temple of the "Sacred Well" (Mi) to enter in contact
with the Kami. When he was returning from his last trip, the imperial convoy disappeared without a trace
when crossing the Kashiwara forest. Confusion spread through the Empire like a virus. According to the
rumors, the emperor had been assassinated, and that the four sacred treasures had disappeared.
In view of this unexpected event and the suspicions that Sujin was dead, the Kuge families, the rightful
successors to the emperor and lords of the Hymukai lands, plunge themselves in a long argument over
who would be the rightful successor, who would have to recover the sacred objects and if the same person
would be the one to carry out both responsibilities. However, there was no hero among the courtiers,
nobody brave enough to carry out both tasks; despite of this, the different candidates strived bitterly to
become the chosen one. All of them wanted to be appointed Tenno (Celestial Sovereign); all of them
desired the power and none the responsibility that would endanger their comfortable lives. Thus a power
vacuum extended more than anyone could have desired.
It was then when the Buke, indignant about the situation and the weakness showed by the Kuge, stopped
paying tributes to the court and started organizing their own armies, with whom to defend what they
called "their lands". The first independent lords started to arise. These, from their new castles, wished
more and more power and started to dream about their neighbors lands. Now, the different clans
previously united under the same banner, started living under the sign of distrust. Nobody seemed to
remain loyal to his lord anymore, and the invisible threads, which kept cordiality and respect, blended in

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a fire of colossal dimensions, which threatened to spread through every nook and cranny of the
consciences. The laws of Heaven started not to be observed and when this happens, disaster is reaped.
- They have gone too far! It is time to crush these rebels and force them to retreat, or else we risk losing
everything! these were the words of some of the most respected Kuge However, it was too late, damage
had already been done, and they would never be able to impose order.
Thus, after several months of deliberation, and fearing the loss of all their belongings, the Sujin
descendants gave up any hope of achieving an agreement and they came back to the lands they still
dominated to stifle rebellion. Most pull themself together in the cities, from which they controlled trade
and purchased new devices for the forthcoming war. There they had palaces where they could imitate the
life in court. Soon, that gentle peace of yesteryear had been replaced by fear and, even more rapidly, the
war drums started to roll; this sound would ride with the wind all over Himukai, announcing the
desolation of the islands by the ruthless clutches of death.
Before this chaos, the Sohei, the monks that gazed at the world from their temples, started to preach the
advent of a new era of darkness and to create their own feuds. There they protected the old faith and the
peasants from the abuse of the Daimyio and the advance of darkness. A lot of Buke, disillusioned by
everything around them, clipped their hair and become monks who joined forces. The previously modest
temples soon became fortresses, and mere monks became fierce warriors joined in armies under the
banners of the different sects.
After the heat of a thousand battles already carried out and others to come, the territory has inevitably
divided in small Shugo (feuds) selfgoverned by a family or clan (Uji) belonging to the different castes,
either Kuge, Buke or Sohei. No authority governs over them anymore or pushes them to join forces. The
absence of government has led these new powers to show respect for nobody, so each of them governs
and grants their own laws in their land. These, conscious of their own instinct only, as fierce beasts, have
started to supply their armies and to contemplate the neighboring lands with desire. Each one of them,
deep inside, is looking forward to being the following Supreme Lord of Hymukai, even if blood must
water the earth.
The peasants now entrust themselves to the Kami, the spirits of forests, stones, rivers, and mountains,
afraid of the return of the Yokai and the creatures of the underworld, that made the most of the ancient
realm of darkness to impose fear. Some declare that the night gives shelter to strange shadows, that
voices and laughs can be heard in the Cloister Palace; and some peasants have disappeared from their
villages without a trace. Even nature has become threatening, the previously protective spirits of the
forest have closed their eyes at this. Lakes and forests are not safe places anymore, people is afraid of
mountains and in coastal villages, some claim to have seen snakes with a human body. In the freezing
North, the temple of Akeru and the fortress of Unebi are now mysteriously devastated and in dead silence.
A pilgrim described what he found there: heads hanging from towers, monks assassinated in the cruelest
ways in sacred altars. Even the Golden City of Heian-Jo has become an unsafe place, a no-man's land, a
city self-governed by criminals and unscrupulous merchants. Numerous fires destroyed most of their
houses, turning them into ruins where only vermin and the most undesirables can live. The Imperial
Palace is now said to be the home of the Tengu and the Oni. A lot of the city inhabitants have left due to
food shortages, taking refuge in the lands of the new lords or in cities were the have protection.
New dark days approach and war has started to devastate the once green meadows. All the isles have
become overnight a vast battlefield for innumerable warlords and their armies. Until today, no Daimyo
have dared to cross the Heian-Jo walls and occupy the throne afraid of the rest to join forces against.
Therefore, your humble servant, tired and sick of so many disasters, ask for your permission to leave
these lands of death and to go back to our beloved native country, where your Majesty reigns and keeps
the Sacred Order. I pray for your mercy and for you to release me from this horrible punishment you
impose me.

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HYMUKAI
RYUNOKANI
Hymukai is "the sun-kissed land," whose fate was regulated by the Emperor or "Tenno." This Empire is
on the Ryunokani archipelago, formed by a series of islands isolated from the Ashihara continent. This
has caused their culture to withdraw into itself, conditioning their whole world.
The main island is called Shikotan and has a central moon-shaped bay granting natural protection to the
capital, Hejian-Jo, and the main harbors against any possible approach of an enemy fleet from the sea.
This is due to the narrow entrance that grants access to the inner bay and the rapid spread of the news
about the attack. At the center of the bay, there is a small sacred island where the temple to Hachiman,
the Defender, raises.
The Path of the North is a spit of ice connecting the continent, surrounded by a wall of mountains;
crossing this fearsome path take the terrible Shura to the land. The constant scourge of the frozen wind
and the presence of these terrible creatures turn it into a very dangerous place which nobody dares to
walk through. These mountains and valleys are inhabited b the Emishi people, who praise the Kami of
wind and snow, and who were forgotten by Ayanami.
In the southeast of the main island, there are other four great islands: Awaji, Omi, Naru and Kikai. The
latter is on the sacred hill of Nijiyama, one of the Emperor's sites of pilgrimage. To the northwest there
is a desolated island, called Miyako, with an active volcano and whose only inhabitants are the monks
and the poor peasant that work for them, in addition to some hidden Wako harbors. It is believed that
this place was inhabited by the terrible snake Osore and thus, the ground is poisoned and almost
nothing grows on it.
There is a vast number of small islands in the archipelago that do not appear on the maps and that have
never been explored. Some pirate clans take advantage of them to hide themselves or as starting point
for their incursions.

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THE TENNO
The Emperor's lineage was linked to Hikari, the Goddess of Light; thus, he was considered a Kami, so
he was worshipped as such and was treated as sacred. Almost no one has seen him in person and he
hardly ever appeared in public. From his imperial palace of Akai in the capital and from Asai in
summer, which hides in the center of a lake surrounded by mountains, he governed delivering his
orders to a bunch of priests and nobles.
He offered protection against the hidden forces with his predecessors' four sacred objects, which he
kept: the Katana, which represents the strength to reply and attack any threat; the O-Yoroi, which
represents the kingdom's endurance against adversity, the preservation of traditions and the established
order; the Joyel, symbol of the wealth of the Empire; the Mirror, with is the knowledge of oneself, the
spirituality without which it would be impossible to rule. These symbols also reflect the four main
classes of the Empire: the Buke, the Kuge, the Otokodate and the Sohei.

THE SAMURAI
The samurai are warriors who protect the interests of the lord they serve. These are the main class over
the other inhabitants, submitted to the established laws in their territories.
Thanks to their belonging to the clans and the possibility of sharing their experiences, these fierce
warriors turn into an elite with the passing of time, for they spend generations transmitting their
wisdom from father to son. Among the knowledge in which they stand out, there are the arts of war, the
use of weapons and the way of the warrior or "Bushido," a strict code of honor.
The samurai can reach his status by birth or for his feats on the battlefield. In the first case, his training
in the clan starts in the from early childhood, moment when they begin being taught the Bushi values
and they are trained in martial arts. By the age of 5, their master gives them a wooden saber in a
ceremony and by seven, they already master a number of skills, among others, archer and hunting.
During this time, the child has to suffer grave deprivations and make continuous combat exercises. The

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aim of these is increasing control over themselves, vigilance and calm. Thus, he is deprived of food for
long periods of time and must overcome the fear of death watching the executions and tortures of the
captured enemies. The last ceremony, called Genpuku, takes place when they turn 15, when the
teenager is given his first katana, symbol of the spirit of the samurai and which he must bear his whole
life.
Thanks to this strict formation the samurai become lethal warriors who do not fear fighting an opponent
in close combat. Thus, it is frequent that they compete with each other to enter in combat first or that
they make the Seppuku to repair an action of dishonor. The latter is a ritual by which the samurai
commits suicide with a short sword, while an assistant chops his head. The saber must penetrate the
womb from left to right and after raising up to the heart. This is hardly ever necessary, for the assistant
will provide relief to the man long before. In the case of children, the sword is usually replaced by a fan
which they must use symbolically.
Within the clans there are different status established according to the position of responsibility held by
the samurai. Similarly, this difference in status is also present between clans, depending of the clan's
potential influence. Normally, in times of piece, the samurai are in charge of the administrative
management of a piece of territory or other works for the clan, so they receive a stipend with which
they are rewarded, without diminishing their military training.
In this era of peace, to show the class to which they belong, they always bear two swords at his waist:
the katana and the wakizashi. In times of war, the best of these warriors ride their horses and bear
katana, bow and arrows. Moreover, the samurai usually have available infantry soldiers that do not
belong to their class, called Ashigaru.
Eventually, the warrior caste has been imbuing all the spheres in the life of the Hymukai; step by step,
they have reached positions of power, so many have become lords by heritage, by marriages and
military rewards. Additionally, many of the old families have adopted the samurai way of life and
values. This has turned the samurai into the main class.

HEIAN-JO, THE CAPITAL


This is the capital of the Hymukai Empire. A symmetrical city where most buildings are made of wood.
The Imperial Palace is at its center and around it the main Kuge families have their great mansions.
Several temples rise in the city, each dedicated to a different Kami. Moreover, at the outskirts, in the
nearby mountains, the two principal temples of Hymukai are, whose monks are famous for their
ferocity and for confronting each other in numerous combats, the Hojon-Ji and the Zacuten-Ji.
The city of Heian-Jo has always been the center of trade and culture of the islands, focusing and
accumulating in them the riches coming from every corner of the Empire.

THE CLANS
The clans are the most important social organization in Hymukai, these are led by a lord or Daimyo,
who all those in his domains owe loyalty. At the same time, he owes vassalage to the Emperor or other
Lord to whom he owes his position. Thus, it is highly hierarchical, so that each member of the clan
knows the status and the position of the others.
When the Empire was unified by Ayanami and it started to organize, it soon arose a nobility from the
Empress's descendants. This nobility started to occupy the positions of the government and to feel
superior over the rest of the population in the islands. Some of these nobles, who fall from grace before
the Emperor for conspiring or any other cause, were expelled to manage regions far away from the
capital as a punishment and ended up becoming rural families.

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Thus, the Empire soon divided into noble and rural families who soon after needed warriors to protect
their interests and keep control over the peasant population. This gave rise to a new warrior class that
started to gather around this powerful families, who, in exchange for their protection, were given lands
and sustenance. This led these new groups to become out of the Emperor's control and caused the
appearance of the clans. This was how it soon emerged an elite of warriors called samurai.
The territory of the Empire is divided into administrative regions controlled by the Buke, Kuge and
Sohei clans. The Kuge court class was bound to the Emperor by ancient lines of succession; this entails
that it holds greater government posts and it is the only one who is allowed to be in the presence of the
Emperor. These gather in the capital and spend most of their time living in the court, where they enjoy
all the pleasures. From there, they rule trade through the networks of Otodake trading clans, while the
Buke clans do the hard work of the fields, the militar training and to collecting the tributes from the
peasant population, part of which they send to the capital to maintain the its inhabitants' way of life.
The Sohei are an independent power in itself, these have their own lands with which they provide for
their monasteries, from which they keep alive the Empire's spiritual traditions. These monasteries are
independent from one another and each of them worships a different Kami or deity, causing numerous
conflicts among them.

THE KUGE
The Kuge consider themselves the head of government. Together with the emperor, whom they were
related to, they made the great decisions on the fate of the Empire. They have dominated the trade
routes and the diplomatic relations with distant places for years gone by, so most of the big cities were
under the Kuge families rule.
The Kuge clans assure that they are direct descendants of the Emperor and, while he was alive, they
went with him around the Court in the Imperial City spending most of their time with court intrigues.
They were served and maintained by the taxes payed by the Buke and the Sohei from rural areas. Thus,
they got rich thanks to trade and speculation and fatten up at the expense of others' work.
After the Emperor's death, their excessive ambition and the arrogance due to their believing themselves
superior prevented them from reaching an agreement. Step by step the trail of death and betrayal in the
Imperial City forced them to trust nobody. They all went back to their respective hometowns and to the
lands they ruled from a distance to isolate and protect themselves from the intrigues of the rest of their
caste. They built their own palaces at those rural redoubts, where they imitated life in court, and
surrounded themselves with vassals who know how captivate them with their praises. There they lived,
each of them believing themselves to be the chosen one to succeed to the golden throne.
The Kuge consider themselves to be honorable simply because divine blood flows through their veins
and they are certain of their not having to prove their honor. Thus, they will not doubt to use the most
dishonorable methods to reach their goals.
They are experts on intrigue and on the use of ninjas, who seek protection behind darkness to carry out
their plans. Moreover, to obtain foreign weapons, they have started to to let Gaijin preachers in the
islands, and these bring with them a strange religion based on sacrifice, and weapons from the distant
Nishi.
There are five Kuge clans who accumulate power and who are the most decisive families. At the same
time, other minor clans who have to bow down to them belong to these families. These five families
are:
The Kurozuka, who spread their power over the central lands near lake Omi. These also control the
Takame harbor.

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The Munemori, one of the oldest families, believe that Takeshi Munemori is the Emperor's legitimate
heir and, although he is just a child, they protect him in their fortress of Soda from any possible attack
from other clans.

THE WAY OF THE KUGE


Hikary Yaku tied his soft, ocher-colored silk obi, fitting in his daisho before going out onto the
nightingale floor of the hall in front of his personal chambers. He was wearing his mempo depicting
an Oni's face, which was his Daimyo's personal present, and which honored him with his complete
trust among the other vassals. Moreover, he was allowed to wear bangs and a long ponytail. Just
twelve samurai had been granted the privilege to bear that venerable mempo, and Yaku was one of
those proud to be chosen. Nevertheless, his willingness, attitude and expression were totally different
to that of the other distinguished Kuge. He had devoted his whole life to Bushido, becoming the butt
of most of his kind's jokes.
The Kuge had weaved, from the founding of the Empire times, an intricate web of lies, manipulations
and riches from which no inhabitant in the nation could run away. Most trade, positions in the court
and travel taxes belonged to them, thus being immensely rich. In addition, they did not hesitated
when the time came to use those resources to hire armies entirely made of mercenaries, supply their
troops with the infamous Gaijin gunpowder or pay assassins to do their dirty work. However, Yaku
was born a samurai and, being a rare individual in his clan, he has deeply assimilated the teachings
of the way of the warrior. Although he did not agree with the methods of his lineage, his great sense
of honor made him look after any obscure issue his Daimyo could hatch. Due to this, he had become
the right-hand man of his lord.
He had been called for at those ungodly hours in which wind whistled in a strange way, in the
darkness of the night. When he reached Munemori's private chamber, he knelt before him, leaving
his katana at his right side and he bowed until he touched the floor with his forehead. Kurozuka
Munemori, a lean man of sharp and bright eyes, waited for his loyal vassal, seated and pensive. He
watched him as he bowed with satisfaction, thinking on his place in the project approaching. The
Kurozuka family had governed the province of Ume for centuries, but he expected to go down in
history as the greatest ancestor among generations to come.
- Yaku... my good Yaku... What news do we have from the lands of Takara?
The samurai was momentarily confused by the question. Takara had been, for a long time, a dull
place where people prospered in relative harmony. Although surrounded by enemy provinces, the
area had ironically maintained an almost permanent state of peace thanks to a tacit agreement
established by the main factions, and by which none of them dared to gain ultimate control over
these lands, fearing serious losses.
- Takara is still a province in no-man's land, my lord. I know that the Siraki, a Buke family, have
deployed an important contingent in the area, led by the powerful warlord Atasuke.
He looked at his lord for an instant, trying to guess the intentions hidden under his face. Although, as
always, they were a complete enigma. He suddenly felt something changing, his sharp senses tensed,
looking around.
- Don't be afraid - Munemori said at his reaction - I have called an envoy from Suzu.
Suzu, that province housed some of the most terrible ninja families at the service of the Kurozuka. In
the darkness formed by the poor light of the oil lamps that illuminated the chambers, a figure
enveloped in black clothes appeared. He could hardly be seen because of the absence of light.
I have been called for by your servants, great lord Munemori. The mysterious figure said.

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- The Saotome clan has served the Kurozuka family loyally since they gained control of Suzu. Honor
your lineage - Munemori said.
The mission had been entrusted, the ninja just needed to hear the few phrases that Yaku and the
Daimyo exchanged. Before any of them could notice the exact moment in which the discussion had
finished, he left to fulfill his duty.
The samurai had witnessed the brief encounter with disgust, but he would never dare to question his
lord's will. Moreover, that was why Munemori valued so much having Yaku at his service. A lot of
Kuge samurai plotted under the table to usurp the prominent positions, but the strict code of honor of
the bearer of the mempo made him stupidly predictable, and that was something to be appreciated
among vassals. He smiled looking at him as he fanned himself.
- War will soon break out, Yaku-san. That province hides something invaluable to me. Something
that will raise me over common men and that will raise my name to the highest position. I want you
to start organizing our army to face the conflict... Hire pirates, buy gunpowder, do anything... but I
want Takara under my control before the following season.
Yaku looked at him for an instant with those deep dark eyes that gazed from his fearsome mempo,
which depicted the jaws of an oni.
- That will be done.
Then he bowed again until he touched the mat with his forehead and he moved backwards picking up
his katana. He stood up and turned around in order to leave.
He had a task, and he was to be the only one among his family to carry that burden with absolute
and unswerving loyalty. He would be the only one to lead the Yami towards the victory his lord
longed for. Nevertheless, his heart was only filled with clouds of sadness.

THE BUKE
The Buke have protected and farmed for centuries the land of the islands, paying vassalage to the
Emperor. They were considered the arms of the Empire, the strength and the sword. Since most of them
were rural samurai, a class lower than the Kuge, they were despised. While the Emperor was alive, they
were honored simply because they could serve him, bound by their strict code of honor. But after his
death they were taken aback.
After much discussion on who should be the following emperor, a lot of Kuge re-considered their
loyalty, and this led, over time, to the appearance of new clans governed by the Buke families. These
new rebellious Daimyo started to act on their own, stopped paying tribute to the Kuge and pulled
themselves together in their territories.
Now, these new Daimyo are imposing the belief that the Kuge are corrupted and weak. They have
started to build great castles to protect themselves from the old lords and from others like them. From
their walls, they gaze at their neighbors' lands and plan their conquer to increase their power. They are
resolved to start a new era in which the samurai govern the islands, a new order in which the Emperor
would be a mere puppet managed by the warriors' real strength.
These rural samurai are tough fighters, hardened from life in the mountains, who follow the ancestral
warrior's code, the Bushido. As children, they are trained in the art of swordplay and they consider the
use of foreign firearms dishonorable. They are great riders and archers; one of the most fearful warriors
in the Intermediate World.

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THE WAY OF THE BUKE


The rain was falling on the battlefield, covering the inert corpses in mud, as well as the bodies of
those standing on them. The roar of the drops falling on the battlefield, together with the spinechilling sound of bolts, could suffocate neither the groans of the dying, nor the metallic din of the
weapons colliding. The explosions thundered, surrounded by the fog condensed in the dark dusk,
when the coward Kuge used the infamous Gaijin gunpowder, in a futile attempt to compensate their
mediocre competence for weapons. The brooks evaded the corpses, collecting the water spilled and
accumulating it under the soles of those who were still able to take up their weapons.
Among them, in the middle of the battlefield, Hoshi Takeshi was standing on a mountain of corpses.
The Hoshi family had served the Siraki with fervent devotion for several generations. Being the
second son of this lineage, he was called that way because of his great constitution and terrible
temperament. A young and promising man, famous for his strict performance of the Bushido code
and for his explosions of violence.
He gave a powerful war cry as he attacked the enemies that crowded the right flank of his line of
attack. He let the tip of an accurate spear slip through the epaulet of his thick armor and he took up
his ancient Kohaku katana with both hands. The blow he gave threw the entrails of that wretch over
the ground and he sent him with the other corpses to the Realm of the Dead. When the blade had just
come out of his body, the soldier jumped forward and buried his katana deeply in the rear lancer's
left shoulder. A third one fell to the ground with a leg severed under that maelstrom of fury and steel.
Takeshi felt the warm blood together with the rain drops splashing his face, his heart beating in his
temple. He looked around with his eyes popping out of his head due to the euphoria, raising his
katana, and he pointed at his enemy.
Tear them to pieces! - he roared at his men. Inflamed by his commander's performance and courage,
they roared forward and into attack with renewed energy. He gazed at his samurai with satisfaction.
The Buke embodied the harshest, the most martial and the most aesthetic aspects of the Samurai
Code; they were all willing to give their lives for the sole purpose of honoring their Clan.
Takara had become a flaming hell since three nights ago the warlord Siraki Atasuke had been
dishonorably assassinated while he was sleeping. Those cowards knew that if they had faced him
honorably, they would have been annihilated. Thus, they decided to blacken the name of the samurai
caste sending their infamous assassins. The Siraki's response came swiftly. The oldest brother of the
Hoshi family must occupy the position of his deceased Daimyo since three years ago he had married
Siraki Keiko, lord Atasuke's only daughter. Takeshi, as the second in the line of succession, was at
the command of the armies. After being sworn in as Rikugunshokan, the first order given by his
brother had been taking exemplary reprisals against the province of Takara, where suspicious
movements had been detected among the Kuge. The cowards were waiting for their movement (one
more clue of their guilt in Takeshi's eyes), but his first incursion had been a complete success. They
could incur as many despicable tricks as they wished: assassins, gunpowder, pirates... the Buke's
iron martial discipline, wrought for centuries by their ancestors, would override any shameful trick.
Little by little, the enemy redoubts disappeared or left for positions that were more favorable. In less
than an hour, they had vacated the Kurozuka troops and they had pulled themselves together in the
northern area of Takara.
However, the counterattack would arrive sooner rather than later, and Takeshi knew it. The
Kurozuka had not post those troops and ordered them to assassinate lord Atasuke if they had not a
plan. They always were always working on a trick and their coward tongues were sharp. As the
storm abated until it became a soft drizzle, the Rikugunshokan raised a prayer thanking his ancestors
in the tent and headquarters where he rested his luckily unimportant wounds.

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In silence, three men waited for him to finish paying his respects. Hotaru Kei, Kawanamiya's sensei;
Kosuke Masato, Daisho of cavalry; and Shunsuke Hiroki, Daisho of the Twilight Guard. They set up
the General's High Council, and although they had washed themselves to have an appropriate
appearance, they all bore their own battle marks.
- The assault is a complete success, great Takeshi sama. Although keeping such an important
detachment away from the capital will require great resources, - Hotaru started. In general, he had
the privilege of speaking the first, in respect of his being the oldest counselor.
- In that case, we should soon gain the control of the lands surrounding the province. The peasants
will do their duty and feed the samurai for them to be ready for battle.
- We must deal with that issue urgently - Hiroki continued with a pensive look -. The Oyuki Temple is
nearby, controlled by the Chiharu sect.
The Chiharu were well known in the area because the most fearful Sohei were in their ranks.
Although they were peaceful people in general, their religious fervor and their extravagant (and, for
the Buke and the Kuge, sometimes insulting) belief about social order could turn them into a
dangerously unstable people.
The Rikugunshokan banged his tessen on his seat.
- I will not let a handful of mad monks prevent the peasants to do the duties imposed by Heaven!
These will feed this war and, in exchange, they will have our protection, as it has always been and
will continue to be.
The council agreed, tense but satisfied. Things should return to normal... whatever the price.

THE SOHEI
They consider themselves the heart of the Empire. In the Dragons Islands, the Sohei have always been
a separate power, keeping their privileges in front of the Kuge and the Buke. For several centuries, they
have trained warrior monks to protect them from any interference they consider as opposed to their way
of life or their morality.
When the conflict between the Kuge and the Buke started to devastate the fields, the peasants, helpless,
had to seek shelter and beseech Sohei monasteries and temples to help them. As they contemplated the
people's suffering they started to position themselves beside them, "in favor of the most
disadvantaged". Then they started to preach about a new era of darkness and about the need to protect
themselves from that era. Thus they were increasing their power and attracting more and more people
who entrusted the Kami of that temple with their souls. They imposed their own rules over their
territories, based on religion, and the stopped following the Imperial Law. Some Buke Daimyo, sorry
for their way of life joined their cause and they were ordained monks, built temples on their fields and
give shelter to the refugees coming from other lands. The first Sohei clans were arising.
The Sohei consider themselves the protectors of faith and tradition in the Dragon's Islands as opposed
to foreign preachers, who sell firearms to the Kuge, and the Buke oppressors, who believe themselves
superior to the Heinin. But these clans are divided into uncountable sects, who struggle among
themselves for trivial issues such as who is to be in charge of the performance of the spring ritual. It is
famous the confrontation between the main temple complexes in the Heian-Jo mountains to see who
was in charge of the Ayanami millennial rites. A lot of temples were burnt to ashes in this clash, some
of the most famous rooms and the Great Statue of Ayanami. Moreover, more than five thousand bonze,
both men and women, died, most of them because of the blade of the spears. It was an irreversible loss
for both the temples and the art in the islands.

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THE WAY OF THE SOHEI


Kaneda was born into a Buke ronin vassal family. As their descendant, he learned everything about
war and its arts. Blessed with a natural passion, he had devoted himself to everything he has found
in his life with perseverance and wishes to improve. He had been proud, that is right. Who was not in
youth? Thirsty for glory, he had traveled to countless battlefields in search for their rewards. In
search for his own satisfaction, he had snatched dozens of men's lives using those arts they have get
to manage so magnificently. One day, when he was twenty-one, he was walking to the province of OMasu, after two weeks of rest in the Aka-Mon Red District. Nothing pleased Kaneda more than being
surrounded by sake and beautiful women after getting the rewards for the blood shed by his katana.
He had never refused any pleasure this world could give him, but it was rumored that, at Masu, a big
Buke army was gathering with the aim of crushing the peasant's rebellion in the province. The young
ronin knew it would be an easy job, and the reward would be high.
As he predicted, the battle soon went from a conflict between two factions to a massacre. However,
the peasants, harsh people used to suffering, could not equal the discipline and technique of men that
had devoted their whole life at the control of weapons. One by one, they fell under the spears, bows
and sables, while they brandished farm tools and the few weapons they could steal. Kaneda had
already finished eight of them when he saw a small chapel entrusted to the Goddess of the Harvest.
There great quantities of food were often stored to honor the powerful spirits; the plunder will be
substantial.
His hands covered with blood left blurred red prints in the doors when he opened them to enter the
place. Only one person kept it, an old monk too worn out to fight by time, too wise to be willing to do
it. His wrinkled eyes fixed on those of Kaneda, who could barely feel the weight of the spirit,
- Who are you? - he asked with a harsh and severe voice.
The young samurai was really taken with the figure, but that just made him show more external
anger.
- I am Kaneda... A samurai!... A Buke!... We have come to restore reason and remind you about your
place!...
The old monk went on looking at him in the same way for some quiet seconds in which the air
seemed warmer and stickier.
- Samurai? You are not a samurai.
Kaneda seemed to burst into anger at the hearing of those words, putting curses on the air while
holding his katana in a threatening way, walking towards him.
- How is that you dare to question me, old man! I have killed more than twenty men and been
involved in more than eight duels! Do you say I am not a samurai?!
The monk saw the boy's gestures and heard his words without turning a hair. He went on looking at
him with a severe expression.
- That is not being a samurai. You do not understand the meaning of that word... Your heroic deeds
just turn you into a strong man. That is what you are... a strong man. However, as the years go by
and strength made room for old age... tell me... what will you be then?
Kaneda stopped, looking at him. He felt that behind the old man's words there was a truth hidden
beyond what he could understand. He was not a wise man, he was so young for that. However, he
was selfless and perceptive, and there, under that roof of planks and poor straw, he felt as looking
his own soul face to face...

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Almost twenty years had passed since he left the old man's chapel with his tail between his legs. He
had seen the destruction caused by the army in the village. Those women who had survived death
and sacking were crying regretting their fate of their husbands and children. The cries of the dying
and the smell of blood... he had felt them dozens of times but he had never paid attention to them.
Horrified, he suddenly decided to pilgrimage throughout the whole country in search for his place.
Finally, he arrived to the Temple of Oyuki, where his martial abilities and his willingness for inner
peace were accepted warmly. He decided to shave his head and to be ordained a monk in order to
find harmony. Since then he has gone on practicing the arts he knew, among many others, either
related or not to the world of war or only to the world of men. He reflected on all those experiences
while the relentless and freezing waterfall fell on his naked body. There, in full lotus position and
with his eyes closed, he had been meditating since dawn. Now, by nightfall, the voice of one of his
apprentices took him out of the trance he was plunged into. He opened his eyes to gaze at the boy's
pale and altered face. He felt a mixture of anger and worry.
- Master Kaneda, Takara has witnessed a slaughter between armies of the clan Kurozuka and the
clan Siraki! Now they are advancing in order to try to share out the province to supply their armies,
plundering our peasants. Men and women have come to us willing to fight as we had taught them.
They beg for our help.
Kaneda nodded, getting up slowly. While living in the world of men, it was necessary to look after
the problems of men. They could not stay inactive while peasants died and paid for the egotism of
those around them. He walked on saying nothing while the apprentice run after him waiting for his
instructions. He went into his chambers, looking at his sharp naginata, Chiheisen, a gift from lord
Hotaitaka.
- Warn our allied samurai clans. We will organize a resistance and gather our levies and ashigarus.
The boy rushed out the moment he received his orders, crying throughout the temple while the monks
got moving. Kaneda bore Chiheisen, feeling its weigh. After almost twenty years, he would brandish
his weapons against living men. Today, it was a sad day.
War had started.

THE OTOKODATE
The time of samurais and aristocracy has ended and a new class arises from the ashes of old clans that
have disappeared because of the war. Many port cities have risen up against their lords, declaring their
independence and that of the surrounding lands. These new regions are ruled by old families of
Hymukai traders who have taken advantage of the power vacuum created by the disappearance and
weakening of many lords.
The samurai have always considered traders a wretched class and they have committed all sort of
abuses against them. Now, in order to avoid the increasingly frequent looting and attacks they have
organized into family clans called Otokodate. Some of them even have their own moral rules, different
from Bushido, known as Kikotsu. Their main aim is to grant safety and trade, expanding their power as
a web which their enemies cannot escape from. The constant threats have led to the creation of their
own armies, which defend the new laws passed for their personal convenience.
In general, the Otokodate blame the samurai for the oppression and chaos in Hymukai, but they do not
hesitate to use those who have become Ronin and adopt their same behavior. The Ronin, or lord-less
samurai, are abundant in a time in which families rise and fall at the same speed as seasons change.
The Otokodate have long controlled trade with faraway lands and have granted Hymukai wealth. Many
have already savored the sweetness of power and now they dream of governing Hymukai; in order to

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achieve that, they will not hesitate in using anything at their disposal. They will not fear facing the
samurai armies to carry out their plans.

THE WAY OF THE OTOKODATE


Several months had passed since the battle of Takara, after which many samurai where ended lordless with the disappearance of the Arakawa clan, annihilated by because they were a nuisance for
the Kurozura and Siraki clans. The death of lord Arakawa Ritsuo granted Nobuyoshi with the perfect
opportunity to seize complete control over the city of Higuchi and its harbor, as well as the
surrounding lands. To do that, he only had to eliminate the few men who were still loyal to the clan
and one of his sons together with his whole family. The rising was quick and easy because, de facto,
he dominated the city already. The men who came back from war had little choice but to enter the
service of this small men who never belonged to the samurai class and who now dressed up and
behave as one of them. After this, Ikeda Nobuyoshi had proclaimed himself Daimyo of the province,
something unprecedented that only an era of great upheaval could have allowed, and it seems that it
was taking place in other provinces dominated by big traders. Without the emperor and lord-less, a
new power was rising and proclaiming its place in Hymukai against the traditional samurai powers.
Nobuyoshi contemplated the garden calmly while his servant, Kaito, stood at his right, almost
immobile, with a brush in his hand which slided on the papyrus, moved by the words of his lord. The
letter was addressed to Kamo Satsuma, a trader from the island of Uji with whom he kept business
relations for years and who he now ask for submission.
"...The time of the old lords has come to an end. Trade is power and he who control trade can pay
for armies and hire Ronin to defend his cause. Our city follows just our rule and we will spread to
the rest of the Hymukai lands with fire and blood. The fire provided by the new Gaijin weapons and
the blood is of those men who need a lord to feed themselves. The latter is endless, like rain in these
years of war..."
His writing was interrupted by the steps of a man who approached through a corridor. At that
moment, a panel of the room slided, uncovering a man solidly built dressed up as a samurai. The
man knelt and bowed until his forehead touched the floor.
- Lord Nobuyoshi, the Black Scorpio has just docked in our harbor, lord Ernesto Rodrguez ask
permission to step on the harbor and he wishes a meeting with you to show you the new items which
will make us unbeatable.
- Umm... Prepare everything in the reception hall. Make four of our best men to escort him and his
retinue.
- Yes, sir.
The man slided rearward and closed the panel again. Nobuyoshi bowed on one of his knees and
rubbed his chin with his hands, pensive. It would be a fruitful meeting, for he has longed for meeting
Captain Ernest and he had certain curiosity to know how is that he was one of the Gaijin lords. He
nimbly sit up and tightened his Obi.
- Let's go Kaito, we will have to finish this letter later.
Captain Ernesto Rodrguez walked off the bridge that led him to the harbor of the Higuchi port. He
fitted his wide-brimmed hat and looked the guards with suspicion. His ship, the Black Scorpio,
creaked after him for his heavy load. Three hundred musket units and several barrels of gunpowder
ready for a new owner and an old sea-dog waiting to earn some wealth. From below he delivered
some instructions to his men to unload the sample cargo. One of the sailors walked off the bridge
with an elaborated wooden box and after him, Doji the interpreter, a converted native who had
become Fray Leopold's favorite. Despite he had sold weapons to the Ikeda clan a couple of times, he

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had never visited the city and met its lord Nobuyoshi. The first transactions were carried out thanks
to Leopold and his monks, who had already achieved to build a small church with the consent of the
Ikeda clan, establishing a web of informants and a stable link for commerce. In reality, this last
reason had been the only cause for the open attitude of lord Nobuyoshi.
The convoy escorted by four soldiers of the guard, captain Ernesto and his two crewmen went over
the streets of the city until they reached the entrance of the stunning castle. It was magnificent, its
walls made it seem impregnable and had several defense towers and inner rings. The walk seemed
labyrinthine until they eventyally arrived to the main tower, where they were asked to take off their
shoes and, after passing several halls, they reached the entrance of the reception hall. Two guards
opened the sliding doors for them and move to the side by stepping into the room. Ikeda Nobuyoshi
stood at the end of the big hall, sitting on a flooring that put him over the other men, who sat
motionless from right to left. From there, he watched them enter in silence. One of his men
approached him and, kneeling, he invited the guests to come in. Then, with a gesture Nobuyoshi told
captain Ernesto to come closer. Their rough movement, the smell and dirt that pervaded them did not
go unnoticed by any of those present, who look at them patronizingly and with some disgust,
although their faces did not seem to reflect that.
- Salute, my lord Nobuyoshi, my name is Ernesto Rodrguez, captain of the Black Scorpio and
servant of his imperial majesty Fernando. It is my honor to meet you in person-. He bowed at
Nobuyoshi taking his hat. Many were surprised by this sudden gesture, moving imperceptibly. "I am
thankful and glad about being able to call you friend and trade partner and I hope to be able to
fulfill your expectations with this new delivery." He made a gesture with his hand for his man to
approach with the cargo.
While the interpreter was still translating, his companion moved forward with the wooden box in his
hands and placed it on the floor. The guards moved with the intention of intervening, but Nobuyoshi
stopped them with a little gesture, feeling curious. The man went on abruptly opening the box and
taking out a hand-carved musket with golden inlays. Ernesto delivered the order and the man started
to load his teppo skillfully and quickly . Those who sat both sides took their swords and suddenly
stood up; while Nobuyoshi stepped back, the guards moved forward to cover their lord. The only
sound heard was one similar to that made by the wind when moving along a narrow place and, in the
blink of an eye, the sailor was lying on a crimson puddle, headless. Only Kaito stood next to his body
while the bloody katana was dripping still warm blood. When Ernesto realized his mistake, he paled;
deep inside him he knew that could mean his and his men's death. The interpreter, who was also
terrified, remained knelt without lifting his head from the floor. Nobuyoshi regained composure and
told them to bring him the weapon. Kaito picked up the teppo and crossed the room to hand it to his
lord.
The sovereign took the weapon and aimed at the place where Ernesto was. The captain could do
nothing, he felt an idiot and his mouth seemed sealed by terror. Then an explosion was heard and he
thought that his time had come. As in a dream, he heard a cry of pain; then he turned his head to
have a look and he saw Doji, the interpreter, knocked down in a ridiculous posture; the man was
holding his abdomen and moaned. The musket was emanating smoke and Nobuyoshi looked at it
impressed.
- Very well, how much? -said Nobuyoshi in Gaijin. Ernesto was surprised that he spoke his
language, unaware that Nobuyoshi got advantage of his monks to learn more about the Gaijin
culture and that, in this way, he prepared himself for a possible future confrontation.
- Three hundred as ordered, with them, we deliver thirty barrels of gunpowder; besides the transfer
of a little terrain next to the church to create a small monastery in your city - Ernesto said, ignoring
the event that has just taken place and controlling himself.

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- His monks are a nuisance, but that won't be a problem. I'm impressed, Captain; if the whole load is
of the same quality, I see a long and profitable business relation, as long as you don't do anything
like what you've done today - he smiled slightly -. Learn some manners if you want to be alive for a
long time in these lands -. He handed in his musket to one of his men who was already kneeling next
to him -. Captain, I hope that you enjoy your residence in Higuchi, have a bath and enjoy the
company of one of our geishas. You are my guest, so don't hesitate to explore the castle and the city;
you can stay here as long as you wish, I would like to talk someday and that you tell my stories of
your land. One of my servants will take care of all your needs and wishes. Please, excuse me now,
for there are urgent matters that need my time -. Ernesto bowed and vanished with politeness.
Gracefully, he wore his hat back and left the chamber, escorted by two guards. He felt he had been
born again, but his feelings were contradictory, they went from gratitude to cholera and incredulity.
This way he cursed the barbarians he could not understand yet. The closed the sliding doors behind
him.
- Kaito, make sure to check the weapons and pay this man as usual. He and his crew must get the
best Sake in Higuchi and, as a gesture of his gratitude and friendship, they will receive twenty units
of purple silk - he looked at the two men who were lying on the tatami -. Give the monks the sailor's
corpse; regarding that, use him to try my new katana. No wicked man will help the Gaijin again
without my permission -. Then he left to the indoor gardens.
Oguro Netsuma entered the calm garden and he approached his lord making enough noise to make
his presence felt.
Maybe, Oguro was one of his lord's few confidants and one of his most loyal servants, together with
Yasuhiro Kaiito. He was an ugly and thin man whose face had several scars. He was orphaned of
father and her mother had committed suicide after being repudiated by her family, so, although he
had samurai origin, he would have never been able to claim a position higher than that of informant.
Now, by the side of Nobuyoshi, he had achieved a certain status and his lord considered him the
leader of the clan's assassins and spies. Between them there was no need of behaving for they knew
their origin and they had been friends since they could utter a single word. He assassinated Shiro
Arakawa and ended with the remains of his family. That way he helped the Ikeda clan, which had
adopted him since his childhood, gain power over the city. Many considered this man almost as
dangerous as Nobuyoshi himself.
- So... Did he bring enough? - he asked straight away...
- Yes, he did... all in order. Nothing to complain about, at least in this.
- The son of his cousin Ikeda Kijohiro arrived one hour ago. Are you sure that he still wants me to
direct his forces against the buke clan Dazai? Maybe...
- Yes, I'm sure! - he interrupted - you know, I saw this type of weapons in the battle of Takara... Men
were brushed aside, even great samurais perish not even entering in combat. The Dazai won't have a
chance against their destruction and we cannot afford to waste this advantage. In the meanwhile,
you must go north to meet the clan Saeki and offer them an alliance. If lord Saeki wants a reliable
proof, I can reward him with a high position in my army and give him the Kaimei castle. My
authority still walks on a thin layer of ice and I must reinforce it. It is imperative that we end up with
the Dazai and that we establish a natural frontier in river Megumi.
Inspired and based on The Trade by Jan Zimmer.

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RELIGION IN HYMUKAI
Magic and religion in Hymukai are closely connected and one is not understood without the other. In
Hymukai there are several sects and beliefs of various types, which also come from different religious
trends, some of which are quite violent and others which devote themselves to contemplation and peace
of mind. Originally, the main religion in Hymukai was the Shinto religion, which claimed the belief
that everything has a sacred spirit and that hundreds of Kami look after every living being; but trade
and migrations with the Celestial Empire and Baejke's kingdom have brought other religions from
beyond the sea, such as the Bodhisatva Amitabha's butsudo teachings and the mystic belief in Ying and
Yang energies spread by Laozi and Zhuangzi. These have become ingrained and have fused in many
cases with the old Shinto beliefs, creating a complex web of sects and religious groups. Therefore,
disputes among these groups are not infrequent and it is even usual that blood is shed. In many cases,
monasteries of rival sects have been burnt to ashes and all the inhabitants have been killed.
With the arrival of the Namban, apart from bringing their precious fire weapons and some new
technologies, the Monks of the One God, who preached that there is only one god and that the world
has a beginning and an end planned by him. These beliefs have become ingrained into the hearts of
some of the island's inhabitants and some Daimyo have adopted it as official religion, something that
has granted them a relation of privilege with the Namban against their rivals. But this has had a cost for
them, for the clans despise them and the inhabitants of their lands often leave them. However the work
of the Namban monks has achieved to create a tide of fervent believers ready to die, not only for their
lord, but for their religion too.

SHINTO "THE WAYS OF THE GODS"


It is the ancient religion of Hymukai. According to it, any natural object or element is bestowed a spirit
and it can be worshiped as such. Thus, everything has an inner intelligence, a divine spirit which can
manifest by means of the appropriate rituals and the invocation of its actual name. Some of these are
considered Kami and are in a parallel plane called Shinkai, thanks to which they connect with the
world. These are hundreds of gods with whom on can interact by means of priests who intermediate
between them and he who needs their help.
Apart from this, the Shinto religion believes in the direct interrelation between the world of the living
and of the dead, as well as in the state of trance to communicate the different planes of reality and in the
possibility of the abandonment of the body by the spirit during sleep. The cult to the Kami promotes the
worshiping to the ancestors and the spirits who rule the different places.
Their main priests are Shamans who connect the world of the spirits and the Kami with the world of the
living by means of rituals, dances and hymns. Between them there are the Miko (priestess who devote
themselves to use the power of the Kami and divination) and the Geki (their masculine counterpart).
The Shinshoku o Kanushi is with them; he transmits the words of the gods.
Most Kuge keeps follow these beliefs, for they grant them a divine origin they do not want to give up.
All these families have their origin in a ancestor who is considered a Kami. To them they built temples
in which they are worshiped together with other gods. It is also usual to find small altars signaling
sacred places consecrated to the Kami of the place in paths, forests or unsuspected locations.

BUTSUDO "THE WAY OF THE BUDA"


This religion comes from the far away region of Terai, in the kingdom of Licham, under the giant hills
of the gods. It has its origin in one of the princes born there, Sakyamuni, of the Shankya dynasty.
During a trip out of his palace, he saw the suffering of the world. From that moment on, he resolved to

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leave everything behind, his family, his palace, his belongings and riches, to start a new inner search to
get away of his suffering. Therefore, after a long time and great hardship, he became the first human
being to reach the Nirvana or Enlightenment, achieving spiritual peace by means of the removal of the
three causes of suffering, both from his mind and from his heart; this way he reached the Buda state and
could be considered Arhat, "worthy or noble." Once at this level of conscience and this knowledge, he
went back to the men's world and he started preaching around the Kingdom of Angma and Licham.
After his death, his followers spread his teachings, compiled in the sacred texts, called Sutra, in other
lands such as the Celestial Empire and Baejke. Then, from there and on merchant vessels, the first
Buddhist monks arrived in Hymukai.
It became ingrained thanks to the emperor X permission, who created several official positions and
allowed the monks to create its monasteries and temples, from where they impart their teachings to the
inhabitant of the empire. This religion spread rapidly in the territory and monastic communities started
to emerge, organizing around the temples. For a certain time there were some conflicts with the Shinto
sects, until each of them occupied their place. With the passing of time, this led these beliefs to merge
and it was not rare for someone to believe in the Kami and in Sakyamuni's teachings at the same time.
Some sects even merged the teaching of other religions.
According to their beliefs, Hymukai is in a era of Dharma decline, and this makes that, although Buda's
teachings spread, beings are unable to reach Enlightenment. This is an era which lasts more than ten
thousand years and makes the world become a place of corruption.

SHUGENDO
Shugendo is a kind of magic which borns from the merging of the butsudo tendency with the influence
of taoist alchemy and Shinto magic. Those who practised this knowledge are known as Shugendo or
Yamabushi No-Gyoia (those who sleep at below the mountain). Their shelters are both in the isolation
of impregnable forests and on the top of certain mountains considered magical.
The entrance to this hidden path is scrupulously closed to the non-initiates and its access is solely
reserved to those who are actually ready, filled with moral purity and sincere desire for service, willing
to pass horrible tests. The price to pay is high; leaving family, friends, riches, identity, selfish
aspirations, lust for power, and ambition. The reward cannot be wished either, but it is spiritual growth
and development of incredible powers in the service of the defenseless and the most disadvantage.
To achieve the latter, the Shugenja devotes part of his life to sacrifices and exercises established by a
series of rules called Shugen, which describe forms of training and esoteric asceticism. Thus, by means
of exercise, sacrifice and experience of meditation in the mountain, they become certain of their union
with the spirits of nature and with the Kami, in addition to the control over his inner energy and that
around them, obtaining magical powers from them. These and many other techniques, together with the
knowledge about herbs and medicine, astronomy and psychology turn them into a type of supernatural
beings with an exceptional inner strength.
The Shugenja's suffering and austerity are aimed at surpassing human nature; they are a means of
purifying karma, as well as the debts acquired in this or previous lives. This is symbolically represented
by the entrance in the mountain. Isolated from the world, the Shugenja takes, in life, responsibility on
the torments of the ten lives from the afterlife. In one of their meditation exercise, the ascetics have to
identify themselves with different deities. In another of these techniques they have to sit on a rock and
visualize mental combats with animals fiercer each time, even losing conscience.

THE ONMYODO
The main book of the beliefs about Ying and Yang was written in the Celestial Empire by old Laozi.
This is the DAODEJING "Book of the Path and the Power." This book and its teachings base on the

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existence of two opposing forces in nature which complement each other and which form everything in
our reality; with them, there is another force which contains them, the Tao. By means of the control
over these forces, human beings can carry out incredible feats, such as controling reality. These are
known in Hymukai as Onmyo forces and in the Celestial Empire as Ying and Yang. Zuang Zi would
write "The Interior Chapters" which increased the knowledge about these forces; moreover, many other
books dealt with the alchemy of these energies to achieve greater powers.
Dao manifests itself both in the body and in the universe in the form of these two forces, which are
complementary and, at the same time, opposing. These two forces are always in interaction, searching
equilibrium in constant movement; when one of the forces decrease, the other increase and so on. Thus,
they combine with certain demonstrations in the cosmos and in the beings. The Ying is associated,
among others, with passive energy, the moon, the feminine, darkness, introversion, cold and water, and
it is inside the human being combined with blood. In the opposite side, the Yang associates with the
activity, sun, the masculine, extroversion, warmth and fire and in the human being it relates to the flow
of the vital Ki energy. All beings and elements have both forces. That is why these two energies are
relative forces that cannot exist without the other.
The five elements which integrate any form of life are composed by the Ying and the Yang. The five
elements associated to the seasons of the year, colors, internal organs, tastes and even emotions. Both
human Ki and its state of health are linked to the equilibrium of these five elements.
In the lands of Hymukai these teachings have been absorved by some highly intelligent people and
when mixing with the other Shinto and Butsudo beliefs have given rise to a new class of wizards who,
by means of these techniques, make powerful spells, in addition to making works of divination and
invocation of the Kami. These are the masters of the Ying and the Yang, called Onmyouji.

FORMS OF MAGIC
KOTOTAMA: THE POWER OF WORDS
Words are powerful, they can change reality and be used magically to achieve the goals proposed by
the spiritual character. Mystical powers in Hymukai are in words. Their sound can change reality and
affect objects magically. Kototama is the use of the spiritual power of words. To invoke their hidden
power by means of the enhancement of the "Kototage's" voice, their direct use to achieve the
"Kotomuke" submission, and its use to perform "Jumon" incantations and spells. All those who use the
hidden powers use this knowledge to carry out their magic, the Onmyouji, the Shinto monks and the
followers of Buddha, in addition to many warriors in the use of martial arts.
By means of combinations of mantras, the Onmyouji can invoke the world's hidden powers and attract
their energy and use it in their favor or to help those by their side. Similarly, with these words they
control their Shikigami and can use them.

KUJI-IN: SEALS OF THE NINE SYLLABLES


The Kuji-In, or "seals of the nine syllables," are the nine "mantra" hymns and "mudra" hands postures,
by means of which incantations are performed. These are used by the Shinto and Buddhist priests, as
well as the Onmyouji and the ninja. In practice, the Kuji-In symbolize all the forces in the universe and
their union against evil; thus, people often use it as a protection, but they can also been used
maliciously, depending on the number of symbols used, odd or even.
These nine seals are created either with the right or the left hand and can be made in the air, as well as
on a paper or object with a brush; in this latter case, it is normally used to seize control of the person or
object and to grant protection or magical power by performing magical gestures and inscription of the
seals on the person or object.

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The performance of the gestures related to the symbols either in the air or on a paper or object with a
brush is called Kuji-Kiri. Both hands have their importance and their function. Whereas the left hand
"Takotai" has a receptive nature, the right hand "Kongokai" is of emitting nature. This gestures are
normally made continuously and coordinated with the syllables with which they relate lengthening
them if necessary so both last the same. By its combination, the priest or Onmyouji can create an
opening in the reality and other planes of existence and conscience. Thus, he gets to invoke the power
and energy of the jaho "Ying" or the kobudera "Yang."

O-FUDA: KANJI MAGIC


The O-Fuda is a form of magic that is used by the Shinto priests, the Onmyouji and the Buddhist
monks. It is a type of holy writing, which grant protective powers by the used of talismans and papyri.
It consists on engraving the name of a Kami which one wants protection from on a paper or on a piece
of cloth, wood or metal. This protects the place where the O-Fuda is, either a temple, a house, a specific
place or a person. Then, the O-Fuda protects all his family and anyone living in this place. It is also
used to prevent illness and to heal the ill. Apart from being used to repel the Yokai and evil spirits, or
even to prevent fires.
Another form of O-Fuda is the Omamori, which can be carried in a bag with inscriptions and was
created by the Onmyouji, although it is equally used by priests. This is used more as an element
granting benefits to its bearer. With them it is also possible to exorcise the Yokai and the Yurei as long
as he can place himself inside his body.

ONMYODO: THE WAY OF YING AND YANG


The magical derivation of the taoist knowledge is alchemy, which includes cosmological theories, rules
for the maintenance of health, chemistry, metallurgy and esoteric traditions, destined to ease
communication with the Kami and the acquisition of supernatural powers. In Hymukai these techniques
have been absorbed and applied by the Onmyouji, wizards who devote their life to the study of the way
of Ying and Yang, called Onmyodo. This have been the main method of internal meditation in Taoism
for more than a thousand years. In Hymukai, the Onmyouji have merged this techniques with the
Kodotama and the Kuji-In. The most important secrets in this magical school are never revealed in
texts, they depend on oral tradition and must be learned directly from an enlightened master.
In this alchemical spiritual process, the Onmyouji's body and soul purify simultaneously, transforming
him into a more evolved person, free from any scum acquired from his life experience and able to
perform incredible spells. The wizard's duty recovering the purity of the energy prior to Heaven,
something that can only be achieved by means of practices of deep contemplative meditation. His final
goal is the reunification of corporeal energies.
Other of the more characteristic skills of these wizards is the Kenki skill, which grants them the ability
to feel the presence of the supernatural beings around them. Thus, they can see that which simple
mortals cannot; those Kami that move hidden between planes of existence, in the Shinkai. Creatures
which he can force out of the world by means of magical techniques.
These powerful wizards are used by some Daimyo to make works of divination and to protect their
homes from the Yurei who look for vengeance beyond death. Moreover, by means of rituals and
ceremonies, they can invoke creatures that inhabit hidden between the worlds to help him and his lords.
They usually have a kind of pet called Shikigami which, although apparently harmless, it is a spirit of
great power linked to their owners.
Although in most cases this knowledge is used for good, there are some Onmyouji and lords that have
seen in their dark aspect and in the alliance with the beings of the underworld an opportunity to
overcome their enemies. Even at the cost of great sacrifices.

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THE THREE PLANES


The hidden forces of Hymukai are in constant silent fight that almost no one can perceive. There are not
few stories about great heroes and it is not rare that, sometimes, someone mentions that in a village
over there mysterious creatures have appeared; but myths and legends are even more alive that what
their inhabitants could expect.
Reality is divided into three planes of existence communicated through celestial bridges and the gates
to the underworld. Hymukai is in the earthly plane, also called Kuni, which divides the celestial lands
from the underworld. Among the inhabitants of the latter, there are some the most terrible and heartless
beings, always willing to ascend in the plane of existence, most of the time not for their spiritual merits,
but for their force.

THE CELESTIAL PLANE: AMA


Ama is a perfect world. It is a higher world beyond the hidden bridge of Niji. This world is divided in
kingdoms inhabited by the Kami and the Tennin. It is an endless world full of supernatural waterfalls
and places. In it, there are hundreds of paradises appropriate for those living there, which satisfy all
their needs and fulfill their wishes. It is believed that when a spirit reaches great veneration in the
earthly sphere and it is pure, a kingdom emerges for him in that land and becomes a Kami. Those
who worship him as a Tennin will go to this new kingdom.
This higher world is protected by the celestial guardians, who prevent other lower beings can enter
without deserving it. Always watching the bridge of Niji and looking down at inferior worlds if
darkness emerges again.

THE INTERMEDIATE PLANE: KUNI


Kuni is the intermediate world, the place where human beings live and where Hymukai is. It is an
apparently normal world where hundreds of animal and insect species live. Rich in nourishment, but
imperfect in certain aspects.
Even so, this land is riddled with strange and magical places. Places which are enchanted and that
belong more to "the other world" than to this one, gates to the Shinkai or hidden world of the Kami.
These are usually impossible crags on which trees cling to void, forests of millennial trees whose
tops seem to touch the clouds, waterfalls and lakes hidden in stunning views, dark caves and grottoes
of endless depth, crystalline beaches of golden sand which can only be accessed by ship, rivers and
gorges at the top of high mountains, places whose beauty escapes imagination. But these places can
also be the home of supernatural beings who once were gods, the Yokai.

THE UNDERWORLD: YOMI


When a being dies, he crosses the Sanzu river, which splits the underworld in two, up to the place
where his destiny in the following life is decided. There, he is judged and it is decided where he is
sent. If his soul is pure, he is found innocent or a Kami intercedes for him, he will be able to
reincarnate in the intermediate world as a human being or animal and, in special cases, he will be
able to ascend to the land of Ama. Otherwise, he will be sent to the Nekara, the world of the dead or
hungry spirits, where he will be purified until he is allowed to go back to the intermediate world. If
the worst comes to the worst, he will incarnate in a terrible Shura or he will be sent to Jigoku or
Nekara, a place inhabited by demons. This is the judgment of the dead, only those who reach divinity
in life can avoid it. Some spirits that have suffered a lot in life remain tied by this suffering and
escape judgment. Among them are the Shiryo, the Onryo and the Goryo, vengeful spirits that wander
around Hymukai, trying to end with those who made them suffer in life.

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REINCARNATIONS AND THE WHEEL OF


DHARMA
All these beings of the three worlds are tied to the wheel of reincarnations, also known as the wheel
of Dharma. Their spirits are linked to this universe and have to reborn once and again to learn, until
they ascend to a higher conscience and release from the spiral of birth, suffering, death and reborn
which they are doomed to. At the time of his death, the spirit is dragged to the Sanzu river through
the underworld, where Datsue-Ba undressed them and Keneo throws his clothes to a branch next to
the river where his inclination will indicate the severity of his sins. After this, he must crossed to the
other side, then they will appear after Emma-O, protector of the wheel of Dharma, he who is in
charge of judging the acts they carried out in life. Depending on their verdict is sent to reincarnate in
a higher, lower or intermediate plane of existence.
In this universe there are six birth spheres and the spirits can be re-born in any of them.
The Jigoku-Do, or path of the demonic beings, where torture and aggression is continuous, where
there is neither relief nor sleep for the spirits that have fallen there because of rage and rancor. Until a
great gesture of kindness can make them ascend and escape that place.
The Gaki-Do, or path of the hungry spirits who suffer with anguish and hunger for those wishes they
were drugged into in life. These are doomed to the Nekara, a labrynth of underground dungeons
where souls are treated according to their sins of their previous life. In this region there are ten Kings
who judge the spirits and decide the appropriate punishment for their previous life. After suffering all
these calamities and repenting, the spirit can have the drink forget and rise up to a new life.
The Shikusho-Do, or the way of animals and organic beings, a state that is just a step away, but
thousands from the sphere of the human beings. In this state there are many beings of many different
types and the spirit can keep on reincarnating for several eras from one animal to another until his
time comes to ascend to the Nin-Do.
The Ashura-Do, or path of the Demigods. They can adopt any imaginable form. Among them, there
are some who, like human beings, can choose between good or evil, who live in the depths of the
forests, rivers, oceans or high mountains. While others, the Shura, are semi-demonic being in
constant war between them and other celestial beings. They usually have several appearances and
terrible forms. Although they are not demons from the Gigoku, they are beings thirsty for power and
dominated by their desires, rage, arrogance and an untiring need for fighting. They live beyond the
frozen north, at the foot of hill Meru, where they are led by kinglets called Shurendra.
The Nin-Do, or path of the human beings. The human being is a state just a step away from
ascending the higher celestial plane but, at the same time, it is the only step in which the higher
consciousness and release themselves from the wheel of Dharma. But in their life they go through
thousands of temptations and desires that move them away from their way to ascension and
Enlightenment.
The Ten-Do, or path of celestial deities. In this sphere spirits live in constant delight and pleasure, a
world full of pleasures and feelings of power. But the greater this, the greater their misery and what
could seem their greater good is their worst enemy, for they do not escape the wheel of Dharma.
Thus, this feeling of power makes them proud and blind them by making them suffer, until they
eventually die for any cause and they must be born again, many of them falling into lower states of
existence.
All souls are tied to the Samsara, the cycle of rebirth. All spirits go through the wheel of Dharma.
Even gods, so in one life, one can be an insect and in other, a celestial being. Therefore, the spirit can
reincarnate in a kami in the higher plane, as well as in a human being, animal or insect in the

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intermediate plane. Then, he can end up either as Yokai or terrible Shura doomed to fight endless
battles, or as a hungry spirit doomed to the Nekara to experience torment in many different forms or
become a terrible creature in the infernal lands or Jigoku.

SUPERNATURAL BEINGS
KAMI
The Kami are considered noble and sacred spirits of great power. They are benevolent gods or spirits
and they are with the creative essence that inhabit the three worlds. This name includes from great
gods to spirits living in nature. These are hidden from human view in a parallel plane of existence
called Shinkai, always in the kingdom of Ama and the intermediate world of Kuni. Only a few live in
the underworld, in charge of judging the spirits of the dead.
It is not frequent that a human being is called Kami, but as other beings his spirit can become worthy
of being called that way. These are the spirits of those people who have reached great veneration in
life because of their feats. All the great clans are considered to have their origin and fundation in a
Kami, who they worship as their divine ancestor.

TENNIN
The Tennin are other inhabitants in the higher world of Ama. They are the spirits of those who, in
life, earned the right to ascent to the celestial plane. They usually live together with the Kami and can
be considered equal to them. Moreover, they usually act as assistant of the gods. They are beings of
light who wear elaborated kimonos that make delicate forms as they move. With them are the
Tennyo, the celestial maids, who are their female counter-part.
They normally spend time enjoying an apparently endless happiness, dancing, resting or playing an
instrument. At least, that is how Hymukai inhabitants imagine it. But they do not devote themselves
to these functions, because they played a decisive role in the war against Ikari.

YOKAI
The Yokai are old Kami who have become corrupted, being expelled from the land of Ama,
degenerating from their divinity into a lower state because they yield to their desires. Some are no
longer worshiped when man forgot them. Although they were Kami before, they are disregarded and
are doomed not to enter the land of Ama. Many of these Yokai inhabit the intermediate world and do
not have to be necessarily evil, being more accessible to human beings. But those who have fallen on
the worst of miseries are in the Jigoku or Nekara, consumed for their suffering and desire; these are
usually cruel demons who is better not to meet.
They can have adopted any imaginable form. Some hide themselves in the appearance of mere
animals such as cats, badgers or dogs. Others, live hidden in rivers, in the form of snakes. Some live
in high mountains and in the depths of forests.

SHURA
The Shura are Iraki's descendents, demonic demigods doomed to fight constant battles between them
and against celestial beings. They usually have several appearances and terrible forms. They are
beings thirsty for power and dominated by their desires, rage, arrogance and an untiring need for
fighting. They live in the intermediate plane, beyond the frozen north, at the foot of hill Meru, where
they are led by kinglets called Shurendra.

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A soul can eventually reincarnate into one of these terrible beasts. It is said that this is the end of the
souls of those who anxiously looked for power in life. Also of those who found pleasure in war and
the destruction of their enemies, as well as those who imposed over others using violence.

YUREI
In Hymukai there are some places where it is better not to spend the night or simply approach,
because he who does not respect them can be involved in a real horror story. These places are
covered by death and suffering and are usually the perfect link for those spirits who have not reached
well-earned rest.
The Yurei are specters that wander around the underworld, tortured by their sins, in addition to those
who refuse to leave the intermediate world. The latter, those who do not find relief because in life
they had a tragical death or suffered great calamities. This rancor is what keep them tied and allow
them to run away from the land of hungry spirits in the underworld. They usually appear in places
which were decisive in their life or chase those people who were responsible of their disgrace. But
some has sworn to seek vengeance against humanity; these are more dangerous, for they will turn
anyone in the wrong place into their victims.

GAKI
The Gaki, or "hungy spirits," suffer endless hunger and thirst. They eat what they can, even their own
children. Hunger and longing are their whole existence. Their omnipresent desire, unable to find
satisfaction. Their desire makes their fingertips tremble. It makes their eyes to stand out, scrutinizing
the horizon in search of a bite, something to feed of. Their big and deep to be able to perceive the
movement of any prey. Their bellies are big, relaxed and round, but not precisely little happy bellies,
but on the contrary, furious hollows, full air and repugnant gases, like acids. Enraged and hungry,
their belly takes them from one side to the other, searching and searching.
This is the punishment of those who wasted food in a previous life and of those misled by their
wishes. It is sometimes said that they get to leave the dark underworld to the world of the living
where, although they can eat anything, they prefer human flesh and blood.

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BASIC RULES
Kensei is a wargame for two or more people, in which different armies fight to seize power over
Hymukai. In this game you can play from small skirmishes to huge battles with a great number of
miniatures.
Characters and stories are inspired in eastern mythology, resulting into a fantastic universe which is very
similar to our world's historical past. Hymukai is just a small archipelago of this world which will go on
growing and increasing.

WHAT DO I NEED?
In addition to this rulebook, in order to play your games you need:
MINIATURES: The miniatures in Kensei represent different types of characters, soldiers, creatures and
artifacts involved in the battle. Each miniature has its specific rules and its attributes indicated in their
profile. When you get a Kensei miniature, you can see that it indicates the type of miniature it can
represent.
10-SIDED DICE: We will use 10-sided dice, from now on called D10.
GAME BOARD: To represent our battles, we will need a flat and resistant surface measuring between
120x120 cm and 120x180 cm.
ARMY SHEET: It must include of the details of your army; the units involved in combat, the number of
miniatures in each unit, characters, their profile and relevant details...
TERRAIN PIECES: You will need terrain pieces to represent those landscape elements in the battle.
These elements have their own rules. Thus, they will become obstacles for our units, protection elements,
elevated terrain, etc.
KENSEI MARKERS: Throughout the whole game we will have a number of markers which will remind
us our decisions.
DEPLOYMENT CARDS: Deployment in Kensei is secret. To carry it out you will need the deployment
cards.
TAPE MEASURE: In Kensei, distances are measured in cm, so we will need a tape measure.

THE UNIT
The unit is the combination of several miniatures of the same type that move and act as if they were a
single one. This group shares the same attributes and abilities. Moreover, its members cannot act
independently, that is, they cannot leave the unit, move without the rest of the group or keep on fighting
while the rest run away.

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PROFILE
Units and characters have a profile to determine their behavior throughout the game. The profile of each
unit and character shows:
Name: Character's or unit's name.
Description: It is a brief introduction to the character or unit.
Attributes: These determine their rolls.
Type: It indicates the class it belongs to, determining its movement and other behaviors.
Treatments: Treatments are special rules that differ one unit from another.
Armor: This determines the unit's endurance to damage.
Weapon: The weapon that the unit bears will grant some benefits or others when attacking enemies.
Special Abilities: These grant them some advantages over enemy units during combat or in the
performance of actions.
Cost: When we form a unit, we have to take into account its cost. Each miniature in a unit has a
value in kokus. The addition of all the miniatures results on the global value of the unit.
Size: The description of the unit indicates the maximum number of miniatures that can form the unit,
including the standard-bearer.

ATTRIBUTES
Units and characters have a number of attributes which determine how they behave throughout the game.
Attributes are used at different points in the game to solve the situations taking place. Each type of
character or unit has some different attributes that distinguish them from the rest and represent its
qualities.
They are used to determine the result of their actions and combats throughout the game. These are Attack,
Defense, Wounds, Ki, Honor and Initiative.

AT

DF

KI

HR

IN

AT ATTACK
AT represents the difficulty of a unit or character to perform a successful attack. The lower the unit's
AT, the greater its ability with weapons and its chances to hit the enemy and to inflict damage.

DF DEFENSE
It represents a unit's ability to defend itself from, repel, or dodge an enemy attack. The defense roll is
performed by the unit receiving the attack in order to avoid damage.

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W WOUNDS
Each miniature in the game has a number of wounds representing the miniature's vitality and
endurance. When a miniature loses all its wounds, it is considered dead, so it is removed from the
game.

KI SPIRIT
Ki is the energy inside all beings, it is also considered the spirit of the warrior or unit. It is used to
carry out special skills, as well as casting spells and it is decisive in the endurance of magical
damage.

HR HONOR
This represents the unit's will, its sense of duty, its heroism and its ability to remain in the front line
when everything goes wrong. This is modified if inside the unit there is a Bushi Hero or a Standard
Bearer. It is decisive in a Commandment Roll, in the Run Away Roll, in the activation of Taisho
Abilities, to determine in which side of the battlefield each army deploys and in special cases.

IN INITIATIVE
This represents a unit's ability to react and carry out its action before the opponent. We normally use
it to determine which of the units attacks first in a combat.

FORMATION
Formation is the position taken by the miniatures of a unit in the battlefield during deployment. Infantry,
cavalry and creature units normally deploy in square or rectangular formation, whereas harasser units do
not keep formation, but they usually cover a deployment radius. Any miniature behaves as a harasser unit
when it is only one miniature.
Units, depending on their type and basic unit, have a minimum front and flank. A character cannot enter
in a unit the formation of which is complete.
Infantry units: These have a minimum front of 3 miniatures and a maximum of 5 miniatures. The
maximum number of rows are 4.
Cavalry and creature units: These have a minimum front of 2 miniatures and a maximum of 5
miniatures. The maximum number of rows are 3.
Harassers: A harasser unit has neither front nor flank, but its miniatures have to keep a maximum
distance of 3cm from one another and they have to be within a diameter of 15cm.
Artifacts: In the case of artifacts, its staff must stay keep at a maximum distance of 5cm from the
machine they control.
The maximum number of miniatures that form a unit is indicated on its profile. This maximum does not
include heroes and characters.

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DC COMBAT DICE
DC are the dice rolled when performing a hand to hand combat with a unit, character or creature. These
reflect the combat power of each miniature in the unit. For each miniature included, it is added a number
of DC which will depend on the type of miniature forming our unit and its characteristics.

DD FIRING DICE
DD are the dice rolled when making an attack of projectiles with one of our units with this trait. These
represent our unit's firepower and depend on the number of miniatures and the type we include.

PM COMMANDMENT POINTS
Commandment points (PM) are used to assign Special Orders to our units in the Phase of Orders and
Actions. We will have a specific number of them for each of our turns, depending on the army's general.

AC ACTION POINTS
These determine the limit of actions that the unit or character can carry out in a single turn: running,
charging, shooting, etc. These actions have a cost in Action Points (AC) and their combination exhausts
these points.

VIEWING ANGLE
Viewing Angle refers to the area a unit, character or creature can see.
Infantry, cavalry and creature units in formation: Viewing Angle is of 180 in front.

Harasser units, creatures and individual characters: Harassers, characters and creatures behaving
individually has a 360 Viewing Angle.

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Artillery units and artifacts: Artifacts such as cannons will also have a 180Viewing Angle. This type
of units has a staff to control it and one has to determine how this angle is traced. In order to determine
this angle, we trace it from the base front of the main artifact.

LINE OF SIGHT
In Kensei, units on the battlefield need to "see" the target of their shots and
other actions in certain occasions. Line of sight is "real," that is, we place
ourselves at the height of our miniature, or unit and check if we can see its
target. It must be within our miniature's viewing angle.
In the case of units, we can check its line of sight from any miniature of the
unit.
Basic rule: A unit can only charge or shoot at a unit within its viewing angle at
the start of the Orders and Actions Phase. Moreover, it must be within its line
of sight.

TYPES OF ROLL
Any action has a great deal of chance. Throughout this rulebook references to different types of rolls will
be made.

ATTRIBUTE TEST
That in which the roll of 1D10 has to be equal to or lower than the specific value of an attribute. DF
and HR tests are examples of attribute tests.

ATTRIBUTE ROLL
That in which the roll of 1D10 has to be higuer to than the specific value of an attribute. The AT roll
is an attribute roll.

MOVEMENT ROLL
The result of this roll indicates the number of cm that our unit will move in the case of carrying out
an action requiring it. We normally make the Movement Roll in two specific cases: when performing
a Charging action or when Running Away.

OPPOSED ROLLS
In this type of rolls both players roll 1D10 and add the indicated attribute to the result. The player
rolling the greater result wins the roll. If there is a tie, they must repeat the roll. The Commandment
Roll, the Initiative Roll and some ability rolls require an opposed roll in order to determine the result.

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MEASURING
All measures in this game are represented in cm. Measures can only be taken in the actions phase and for
the action requiring it. Always at the moment of carrying out the action, never before. That is, it measures
cannot be taken during the declaration of orders.
We can also take some measures in some situations such as checking if a unit is under the effects of the
presence of a general or of the use of an ability.
Example: We cannot measure the distance of a shot or charge during the declaration of the action, but at
the moment of performing it.

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THE BATTLE
PHASES AND TURNS
A battle of Kensei divides into game turns and, at the same time, they divide into two Phases of Orders
and Actions (one for each player), one Combat and the Resolution phase common for both players.
Turns are not alternate, instead, at the beginning of each turn, the players make a Commandment Roll to
obtain the Initiative of the Turn. One turn is a full round with its three phases. The game turn divides
into:
Orders and Actions Phase
Player A's Orders and Actions phase
Player B's Orders and Actions phase
Combat and Resolution Phase

DEPLOYMENT OF TERRAIN PIECES


In the deployment of terrain pieces we will form the battlefield. The deployment of terrain pieces on the
game board will be carried out following one of these two general rules; however, players are free to
apply any other which they agree on.
A third impartial person decides the deployment of terrain pieces on the battlefield.
Each rival takes turns to place terrain pieces until both have placed at least two. When one of the rivals
wants to stop deploying terrain pieces, his rival can deploy a final terrain piece if he wishes. No elements
can be placed within 15 cm from another or from an edge of the board. Similarly, each player must
choose a type of terrain piece different from the one he deployed immediately before.
Any other system agreed by both players.

DEPLOYMENT OF THE ARMY


Armies are deployed in secret. This implies that the players must not show their army list to their
opponent until the end of the battle, moment when the player can check the list. We have to trust our
rival's honor until the end of the battle. If the list is wrong or it does not match with what that player
deployed, the player will lose the game and his opponent will win. (SEE DEPLOYMENT)

COMMAND ROLL
This roll is made at the beginning of the turn to determine who has the initiative in the different phases. It
is an opposed HR roll between two Taisho characters.

ORDERS AND ACTIONS PHASE


There are two Orders and Actions Phases, one per player on the battlefield.

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The winner of the Commandment Roll will decide which player will carry out his Orders and Actions
Phase.
In this phase, first we will have to deliver what we call "Taisho Orders" and "Special and Generic
Orders;" then, we will carry out any actions derived from these orders with our units and characters.
Once the player ends his turn, his opponent carries out his Orders and Actions Phase or we will move to
the Combat Phase if both players have ended this phase.

COMBAT AND RESOLUTION PHASE


In this phase all the combats which have been caused in the Orders and Actions Phase. Any unit starting
this phase engaged to enemy units are forced to fight.
There is only one Combat and Resolution Phase per turn. The general who wins the Command Roll will
decide the first combat to solve. Then, the other general decides and so on, in turns, until all combats are
solved.

VICTORY CONDITIONS
Victory conditions will depend in many cases of the type of game in play, otherwise we can choose
among one of these three conditions before the start of the battle.
Pitched battle: A battle to death between to opposing armies. No special rules, lasting 6 turns. The player
with more points at the end battle wins, being the score the addition of all the defeated units and
eliminated characters.
Assassination: In this battle, the first player to eliminate the opposing general wins. No maximum
number of turns.
Head hunt: The player who eliminates more enemy miniatures before the 6th turn. These miniatures
have the following values:
- Characters: Bushi Heroes, Taisho 9 points, Clan hero 7 points, Busho 5 points, Daisho Samurai 3
points, Daisho Ashigaru 2 points. Special characters 6 points. Spiritual characters 7 points. If a player
eliminates all the opponent's characters, immediately wins.
- Units Infantry miniature 1 point, cavalry miniature 2 points. Lonely miniature 3 points. Creatures
cost as many points as the number of their wounds.
Territorial control: In this type of battle the player who controls a greater part of the battlefield wins.
After the 5th game turn, the terrain divides into four parts and the players count the number of army
points in each quadrant, the player with more points being considered the controller of the quadrant. The
player with the greater number of quadrants wins the game.
Building control:In this type of battle one or several elements on the battlefield are considered the main
targets in the game. The player with more points by occupying buildings at the end of the game wins the
game.
Castle.: 4 points.
Temple...: 4 points.
Tori: 2 points.
House.: 2 points.
Cemetery: 2 points.

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Seize command post: In this game, both players deploy their armies in a Taisho camp with their
command group. The first player to seize that position wins the game.
Seizing the sacred objects: Four sacred objects are spread on the battlefield on altars consecrated to the
Kami. These objects must be two at each side of the players' terrain, the players placing the objects on the
battlefield. When the units enter in contact with them, they can obtain them. Once seized, another unit can
seize them away by their destruction. At the end of the game, the player with more objects wins the battle.

DEPLOYMENT
HIDDEN DEPLOYMENT
In Kensei the deployment of units in the beginning of the game is performed in secret, that is, units are
not placed on the board in the beginning of the game; instead, deployment cards are placed.

DEPLOYMENT CARD
Each player has a Deployment Card for each of the units of his army and for the characters deploying
out of them. The description of the unit it belongs to, the number of miniatures that forms the unit and
if it includes any character.
The other side shows the Kensei logo or that of the faction the army belongs to, as well as a line
indicating the front of the unit.
Cards will have a standard size of 13 cm x 5 cm.

DEPLOYMENT ROLLS
In the deployment, two rolls are made:
Area Roll: It determines where in the battlefield each player deploys. Both players make an opposed
HR roll between their Taisho. The winner of the roll chooses which side of the battle he wants to
deploy in.
Advantage Roll: Determines which army has arrived in the battlefield first. The generals make an
opposed IN roll. The one who wins the roll is the first to enter the battlefield and the first to deploy his
or her army.

DEPLOYMENT ZONE
The territory is normally divided into two deployment zones.
The first one is within 30 cm from the edge of the battlefield
for the army deploying first.
The second deployment zone is within 20 cm from the opposite
edge of the battlefield for the army deploying second.
This represents that one of the armies has arrived before the
other to the battlefield, so it has taken a stronger position.

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DEPLOYING CARDS
Once determined the Deployment Zone and advantage, the first player places one of his deployment
cards face down, in any position, and this will later be occupied by the unit. His or her opponent places
one of his; both players go on taking turns in placing their cards until both have placed all their cards.
No unit can be deployed outside his Deployment Zone or without the use of the cards, but those with a
special ability stating otherwise. In this last case, its deployment card must be hidden, indicating on it
where the miniature is hidden.

CHARACTERS' DEPLOYMENT
Characters can deploy either within units or out of them, solitarily.
Within units: The deployment card must indicate, next to the type of unit, the carcter or characters
within that unit.
Solo deployment: Characters which are not included within a unit are deployed as units. For their
deployment we also use a deployment card which indicates the character that is going to be deployed.
Special deployment: Some characters have special deployment rules, like the Shinobi. In this case, a
separate card must indicate where it is and it has to be placed face down on one side of the table.

OCCUPYING TERRAIN
Once both players have deployed their cards, both players occupy the terrain with their miniatures.
Now both players turn the cards face up and replace them with the units and characters described on
each card. There is no needed of taking turns for this.
Each player must describe his unit to his opponent and its number of members, as well as any
characters included, but in the case of hidden characters or of those with a special rule.
The players place units with their front occupying any of the two long edges of the card, placing as
many miniatures as possible within the space occupied by the card and looking at the direction their
controller wants. Harasser units and lonely characters can deploy at any point of the space occupied by
their card.

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ORDERS AND ACTIONS


At the beginning of the Orders and Actions Phase, the player taking the turn must declare all the orders
that his units are going to carry out. These are declared in the following order:
SPECIAL ORDERS: Special orders have a cost in Commandment points (PM); the number
available depends on the Taisho of the army. These are the first orders that players must declare;
moreover, they will follow the order below when they are declared.
1.

Activating Taisho Abilities

2.

Regrouping units running away

3.

Assigning Strategic Orders

4.

Delivering a Warning Order.

GENERIC ORDERS: After declaring the Special Orders, the Generic Orders of the other units in
the army.
COUNTERMANDS: These are a type of Special Orders which the opponent can deliver during our
Orders and Actions Phase, or viceversa.

ACTIVATE TAISHO ABILITIES


The Taisho has a series of abilities he can activate at the start of his Orders and Actions Phase to grant his
units a number of advantages.
In order to activate one of these abilities, a Taisho KI test is required. A successful roll, activates the
ability, granting the benefits indicated.
Only on Taisho Ability can be activated per turn, although the player can attempt to activate it more than
once. This costs 2 PM.

REGROUPING UNITS RUNNING


AWAY
Units running away in the beginning of the Orders and Actions Phase can be regrouped. Once regrouped,
the general can assign them Generic Orders. Only those units which have not started running away that
turn can regroup.
There is no limit to the number of times that a player can attempt to regroup a unit in a single turn; the
player must use one PM and make a regroup roll when declaring the order (if he still has PM for that).
In order to regroup, the unit must pass a HR test. If the test is successfully passed, it faces any direction
wished and spends 1 AC.
All units with the possibility to regroup and which did not achieve to regroup must carry on running
away. This runaway is solved at the beginning of the units' activation before carrying out any other
action.

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STRATEGIC ORDERS
This is a type of special order which can only be assigned by the Taisho. This type of order requires the
Taisho to make a Ki roll and requires the unit to which the order is assigned to have a Bushi Hero
This order allows a unit which does not have a viewing angle or line of sight at an enemy unit to carry out
actions which would not be allowed to normally, such as to declare a charge or shoot against a unit which
is not within its line of sight at the beginning of the phase.
For this to be possible, both the enemy unit and the allied unit must be within the Taisho's or a Spy's line
of sight.
Firing unit: The firing unit can move in search of line of sight to the enemy unit and shoot.
Charging unit: A unit can declare to charge another unit which is not within its line of sight.
If the Ki roll fails, the unit receiving the order loses 1 AC for this turn. Assigning a Strategic Order costs
2 PM.

DELIVERING A WARNING ORDER


This order does not have any cost in action points, but it costs 1 PM from the Taisho. The Warning Order
allows the to carry out an Action of Opportunity in the opponent's Orders and Actions Phase. A unit can
be assigned one Generic Order and one Warning Order. This allows the unit, for example, to occupy a
position and to stay in alert in order carry out an Action of Opportunity.

GENERIC ORDERS
These orders have no cost in PM. The general has to decide, and let his or her opponent know, what each
of his units is going to do and how many actions each of them is going to use. The orders are:
1.

Performing Movement Actions.

2.

Performing Firing Actions.

3.

Performing Spiritual Actions.

4.

Performing Special Actions.

5.

Performing Charging Actions.

6.

Casting Spells.

COUNTERMANDS
They are those which the general can assign during the opponent's Orders and Actions Phase. These must
be declared when the opponent declares the order. These are:
Reactions to the charge: When the rival declares a charge against one of our units, we must declare how
we will react to it.
Blocking spells: When the rival declares the order to cast a spell, we declare if we intend to block it, if
possible.

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Action of Opportunity: This is an order which is carried out interrupting the opponent's Orders and
Actions Phase. Thus, this order does not take place during the declaration of orders but while the
opponent performs any of them.

GENERAL RULES
Description: The general must always complete his declaration of orders for a unit before starting with
the next one. He must describe, one after the other, all the actions that unit is going to carry out.
Generally, any action which has not been indicated at this step cannot be carried out later, with the
exception of Warning Orders.
This description does not have to be detailed, the general is only required to indicate what is the unit
spending his AC on and which is going to be its sequence of actions. No measures can be taken during the
description of actions.
Ex.: The unit A of Ashigaru receives the the order of running and shooting an enemy unit. We do not
have to declare the whole movement in detail, we only have to say that the unit is going to move and the
type of movement; then, we indicate which enemy unit the shot is aimed at.
No way back: Once we have described the orders of a unit and we start to describe those of the following
unit, we cannot go back and correct the one we gave previously. So we can only modify our orders while
we are delivering the orders to that unit.
A unit that has been assigned orders will follow these orders blindly; it will always carry out the actions
derived from them, without any chance of canceling them, even if these lead them to destruction.
Failed order: It is that order which, despite being assigned properly, once it starts, it is noticed that it is
against any of the game rules or it is impossible to be carried out. The unit is blocked at the point in
which this failure takes place.
Ex. A unit A receives the the order of running and shooting an enemy unit. The unit starts its running
action and when the moment comes to shoot, we realize that its weapons are not loaded. Thus, this firing
order is a failure and it is not carried out. The unit does nothing else.
Out of Commandment: Units in this situation cannot be assigned orders or carry out actions, only those
considered compulsory. They are considered out of Commandment:
A unit that has run away as a reaction to a charge or any other cause during the current turn.
A unit running away because of a previous turn and have not been regrouped yet is also considered out of
Commandment.
A unit that has been blocked for any reason derived from a special rule, like a spell.
Unit not receiving orders: A unit which is not assigned any orders can only act with countermands.

ACTIONS
After all orders have been declared and assigned, we will have completed the orders sequence and we will
move to the Activation of our units.
Once all actions have been carried out, we will move on to the opponent's phase or to the beginning of the
Combat Phase if the opponent have already completed his Orders and Actions Phase.

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ACTION POINTS (AC)


These represent the number of actions a unit or character can perform in a single turn.
Depending on the type of unit activated, it will have a certain number of AC.
INFANTRY, CAVALRY, NORMAL AND SMALL CREATURES: They have 2 AC.
HARASSERS, CHARACTERS, LONELY UNITS, BIG CREATURES: They have 3 AC.
VALUE OF ACTIONS: Each action has a value in AC, so the unit must have enough AC to carry out
all the orders assigned. Otherwise, it will carry out all those it can in the order declared.
Once the unit has spent all its AC , it must wait for the following turn to be able to act.

ACTIVATION ORDER
To start activating our units, we will first choose one of them, and then with the others in any order.
If we forget to activate any of our units and we end our phase, there is no way back; the unit does not do
anything, with the only possibility to react to enemy charges.

OCCUPYING
An Infantry unit can occupy a terrain piece if possible. To do that, its base must be in contact with the
element and it must spend 1 AC to occupy it.
If this AC is not used, this element grants no benefits. It is simply by its side, but it has not been occupied
by the unit.

BUILDINGS
In order to fight against a unit occupying a building, the only option is that the unit willing to
fight carries out another occupy action. A building can be occupied by a maximum number of
units of the same army equal to the size of that army.
1.

Castle: 3 units

2.

Temple: 2 units

3.

House: 1 unit.

To leave a building or element, as well as to occupy it, 1 AC must be spent. When the unit
leaves, it will stay by the door, looking at the front.

SPECIAL ABILITIES
Many units have special abilities; there are 3 type of abilities.
Action abilities: the activation of these abilities must be declared in the player's Orders and Actions
Phase and for this to take effect, a Ki test must be performed; if it is successful, the ability activates. They
consume 1 AC. When resolving the orders, if the unit does not have any action points, this ability cannot

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be carried out. If the unit cannot carry out the ability for any reason - for example, the target is out of
range - the AC point will be consumed as if its activation was successful.
Ex.: Ashigaru and samurai spearmen units can create the forest of spears, which makes them close their
formation and grants them a bonus against a later charge. Other units, such as the teppo, can build
palisades to protect themselves from enemy shots.
Combat abilities: these abilities can only be activated when the unit is engaged in combat to a rival unit.
Its activation must be indicated before making any Initiative Rolls of the combat. These abilities do not
consume AC. Only one ability per combat round can be activated (if the unit has more than one). The
effect of a combat ability lasts only one turn (unless the ability specifies otherwise).
Traits: traits are permanent abilities, that is, the unit that have them starts the game with them and it is
not necessary to make any rolls or to activate the trait for it to take effect.

ACTION OF OPPORTUNITY
The Action of Opportunity is a type of action which will allow us to carry out, during our opponent's
Orders and Actions Phase, an action of "charge," "movement and charge" or "shot of opportunity" against
a rival unit which has completed the actions declared in the Orders and Actions Phase. In our rival's
Orders and Actions Phase we can "activate" or declare it, immediately after he ends his actions with a unit
or character; then, we can decide if one of our units in alert carries out one of the 3 actions previously
mentioned. If we do it, we will interrupt our rival's turn and we will carry out the action our choice
("charge," "move and charge" or "shot of opportunity") following the usual rules to "complete and carry
out an action." Once finished our Action of Opportunity, our opponent goes on with its Orders and
Actions Phase.
We can set more than one unit in "state of alert" (by means of "warning orders") although we can only
carry out one Action of Opportunity per turn. We can only take one of the following actions against a unit
which has fulfilled its actions.
Shot of opportunity: This shot will follow the usual rules for shots, but the viewing angle and the line of
sight that must be taken into account are those in the moment of resolving the action.
Charge: The charge is performed following the usual rules for this type of action. As in the previous
situation, it is taken into account the sight at the moment of carrying out this action.
Movement and charge: This is only possible in case our unit has not carried out any actions. In this case,
the unit can make a march movement and a later charge. This charge cannot be indirect and it costs 2 AC.
Ex.: A unit with projectiles could move and set in alert in other point of the battlefield to be able to make
a shot of opportunity in the opponent's phase. Similarly, a cavalry unit could remain in alert in a position
or move to set itself in alert at any other place. In the first case, it could perform a movement and charge
Action of Opportunity; in the second case, just the charge, for it has made a movement before.

COMPLETING ACTIONS
While performing the actions, each unit of our army will carry out the actions that we have declared for it.
These have to keep the order established by the general in his declaration, that is, a unit can move and
shot or shot and move.
An activated unit must fulfill all its actions. Once we start activating another of our units it is impossible
to go back to a previously activated unit, even if there still are orders to carry out with this unit and
enough AC available.

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MOVEMENT
The movement order allows us to move our units around the battlefield, advancing, turning around,
facing...Then, when we declare that our unit will carry out a movement order, we must indicate how and
where it will move to. When carrying out the Movement action, we can move all cm possible, being its
player who decides how much to move, although he can correct the movement declared with the order.
The charge and the runaway, although they imply a movement, are considered another type of order and
action, so they are independent.
Each unit can only carry out 1 Movement action per turn and this costs 1 AC. When we assign a
Movement order to a unit, we declare which type of movement it performs (marching or running).
Marching: The unit moves, at most, the number of cm indicated for that type of unit.
Running: The unit moves, at most, double of the cm indicated for that type of unit.
The movement capacity of a unit depends on the type of unit it is, as well as the movement performed.
Some special rules can affect the number of cm a unit moves. Units cannot end their movement within 5
cm of an enemy unit, with a few special cases.
TYPE OF UNIT

MOVEMENT

INFANTRY

10

CAVALRY

15

SMALL & NORMAL CREATURES

10

LARGE CREATURES

13

HARASSERS: Harasser units add up 2 cm to their base movement.


Example: A harasser infantry unit has a movement of 10+2=12 cm.

PERFORMING THE MOVEMENT


To take any measures for movement with a unit, we place the tape measure in its central front axis and
from that point, we measure to the point to which we want the unit to move. Then, we move the unit to
that point with the front perpendicular to the direction we have taken. The unit uses as many cm as the
player wishes. Depending on how we make that movement, it can be:
Advancement: The unit moves within the 180 degrees viewing angle. The unit can make up to one
change of direction during that movement. Changes of direction imply reaching a point, and then
measuring again to a point within its 180 degrees viewing angle.
Backward movement: The unit moves to a point which is out of its 180 degrees viewing angle.
This movement does not allow any changes of direction during the movement and the unit faces
the direction it moves towards.
Change of direction: When a unit reaches a point in the performance of its movement, it stops and
measures again within 180 degrees of its new viewing angle. Then, the unit moves towards that
new point, changing its direction.

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SPECIAL MOVEMENTS
Before it starts moving again or once its movement ends, the player can also make one of the following
special movements, spending cm to do that.
Facing: The unit can end its movement ficing the point it wishes, within its 180 viewing angle,
turning itself on the unit's central front up to 90. This costs 2 cm.
Pivoting:In order to look at a completely opposite direction or to its flank, the unit must turn
around. This makes the unit to change the direction it heads toward completely. To do that, we
raise the unit and turn it around, its front occupying the same place as its rearguard. This costs 3
cm.

HARASSERS AND LONELY


CHARACTERS
This type of units and characters, given their features, have a special way of moving, for they can move in
any direction within their 360 degrees viewing angle, using any of the unit's miniatures as reference.
To take this measure they just have to choose the edge they wish of the chosen miniature. We measure
from there and we start the movement, the miniature moving the Cm indicated. None of the other
miniatures can exceed this maximum distance.
The unit will always keep coherence, so from one miniature and the other they
must keep a maximum separation of 4 cm and they have to be deployed within
an imaginary circumference with a maximum diameter of 15 cm.

Change of Direction: A harasser unit can make


movement to a point within its 360 degrees
will stop and measure again to the new direction
Once the movement is completed stops

a
direction
in
its
viewing angle. The unit
it wants to move towards.
definitively.

MOVING THROUGH UNITS


An infantry or cavalry unit can move through a friendly unit which has not make any action in that phase
by spending 1 AC and having IN-2 for the rest of the turn. The unit which has been moved through also
loses 1 AC and IN-2. The unit moved through also halves its movement.

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In order to carry out this action, the unit moving through the other must move towards the friendly unit
and have enough movement for all the unit to end its movement on the other side. If this is not possible, it
will end up 3 cm from the unit it attempted to move through, as if it has not surpassed the unit and both
units will suffer a penalty for moving through units.

OVERCOMING AN OBSTACLE
Climbing and overcoming an obstacle normally has a cost in cm for the unit attempting to do so. These
cm are the cost to be able to go on moving from the obstacle. So the movement is taken from the unit
before it overcomes the obstacle. Once these cm are subtracted. The unit must have enough remaining cm
to end completely on the other side. Otherwise, it cannot overcome the obstacle.

INFANTRY UNITS
Normal and High Height: The unit must spend 2 cm to overcome the obstacle.
Very High: In order to overcome a very high obstacle, such as the wall of a castle, 10 cm are
employed to overcome it.
Once at the other side it can continue moving.
Ex.: A samurai unit with katana is ordered to run up to a wall and overcome it. The unit can run up to
20 cm because it is an infantry unit. When it reaches the obstacle, it has moved 13 cm; it spends 3
extra cm to overcome the obstacle. It continues its movement and spend the 4 remaining cm, ending
at the other side of the obstacle. If, for example, in the same case, after moving and using the 3 cm to
overcome the obstacle, it only had a movement of 2 cm to continue and the some of the miniatures
end their movement in contact with the obstacle, it is considered that the unit has not overcome it.

CAVALRY UNITS
Normal and High Height: It must spend a movement of 3 cm to overcome it. This unit will avoid
the obstacle by jumping over it and it can continue its movement. This is only possible if the cavalry
unit has enough movement to end at the other side of the obstacle.
Very High: A wall considered Very High can never be overcome by a cavalry unit, so it must be
gone around.

SHOOTING
There are two types of firing actions the units can perform: shooting shooting and loading weapon.

LOADING WEAPONS
All weapons are loaded when the game starts. A unit which has fired its weapon has to spend 1 AC to
load it again before firing once more.
This action, as the others, has to be declared when describing the orders, and if you do not do it, you
cannot fire your weapon later, when you attempt to perform the action. The opposing general has to
denounce this on time.

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Ex.: General A has moved and shot the previous turn with a unit. The following turn, he declares to move
and shoot. When the time comes to carry out the actions, general B indicates that he or she has not loaded
his or her weapon, so the unit cannot fire its weapon.
Ex.: General A has fired and load his or her weapon in a previous turn with an archer unit. The following
turn, he declares to move and shoot. When the time comes to carry out the action, he moves and shoots.
There is no problem because he loaded his weapon the previous turn, after the shot.
Ex.: A unit with 3 AC declares it is going to shoot, charge and shoot again. Later, it declares it is going to
load its weapon, move and shoot. There is no problem in any of these cases.

SHOOTING
A firing unit or lonely characters can shoot at an enemy unit within its line of sight in the beginning of the
Orders and Actions Phase, provided its weapon is loaded. A firing action costs 1 AC.
A firing unit cannot seek the line of sight and shoot unless it uses a Strategic Order, but it can move and
shoot at a unit which was within its line of sight when the phase started.
A firing unit cannot shoot at a unit engaged in combat, with the exception of some exceptional cases.

FIRING DISTANCE
Before shooting, we measure whether the enemy unit is within our weapons' range. In order to do that, we
measure from any point of our unit's base to the nearest point of the opposing unit.
If the enemy unit is beyond our range, the shot fails automatically. If on the contrary, it is within the
maximum range of our weapons, we make the Attack Roll.
Ex.: General A orders a unit of 10 samurai archers to load and shoot at a unit of 5 samurai cavalries B.
Before the shot is performed, measurements are made; the enemy unit's nearest miniature is 58 cm away.
The bows maximum range is 60 cm, so the shot performed.
Depending on its distance from the enemy unit and on the characteristics of the weapon used, the AT is
modified accordingly. There are 3 distances to which a weapon can be shot: short, medium and long.
Short distance. -1 to AT.
Medium distance. This is the standard firing distance, so no modifiers are applied.
Long distance. +1 to AT.
In some weapons, these modifiers can be applied differently by the special characteristics of the same.

FIRING DICE (DD)


In the Firing Roll the unit rolls as many Firing Dice as WOUNDS it has. For example, a unit of 3 cavalry
unit rolls 6 dice.
Ex.: One of our units have 10 Yumi ashigaru, each of them with 1 H, so we will have 10 DD to make any
Firing Roll. One of our units is a cavalry unit with bows which has 3 miniatures, with 2 H each, so we
will have 6 DD.

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A unit can lose wounds throughout the game and still not losing any miniature, we will continue in this
case looking at the number of H to know how many DD we will roll.
Ex.: Our unit of three cavalries with bows loses 1 H because of an enemy attack; it now has 5 H, but it
has not lost any miniatures. This unit can only roll 5 DD.
Some weapons and traits can grant more Firing Dice per miniature, regardless the H. The Ozutsu, for
example, grants +1 DD per miniature. So if we have 3 Ozutsu miniatures, we will have 6 DD, although it
only adds up 3 H, but for each miniature we lose, we reduce 2 DD.

FIRING ROLL
In the Firing Roll an AT roll is made with the unit (or character), using all the Firing Dice it has
available, rolling the dice of the character within the unit independently. For each die higher than the AT
it gains 1 damage die. To this difficulty, the following modifiers are applied:

GREATER PRECISION
A unit or character can carry out a firing action by spending 2 AC instead of 1. This grants the unit a
-1 AT bonus.

MULTIPLE SHOT
A unit can shoot, load and shoot again if it has enough AC for that and choosing different targets
withing line of sight. This causes a penalty of +1 AT in each shot.

MOVEMENT AND SHOOTING


Any action implying the unit's movement before shooting has a penalty of +1 to AT. If the unit runs,
it has a penalty of +2 to AT instead of +1.
These modifiers are cumulative.
Ex.: In the previous example, the unit A of samurai archers has 10 miniatures which grants 10 Combat
Dice. The unit B of samurai is at a very long distance, so the difficulty for the AT is increased by a very
long distance so the AT difficulty increases by 1. The archer unit has AT 6, so it now has AT 7. General
A rolls 10 dice and gets: 6, 5, 7, 8, 4, 2, 5, 9, 0 and 3. 8, 9 and 0 have passed the AT roll, so we will have
3 damage points.

DEFENSE TEST
The main aim of this roll is to prevent damage. Once the Firing Roll is made, the target unit makes a
defense roll (DF) for each damage dice got by the enemy unit. For every check DF successfully, we
subtract 1 die of damage to opponent.
The defense test is always made by the attacked unit's general. The defense of the unit can be modified by
different circumstances.
Roll 0 in the AT roll: For each 0 rolled by the projectile unit in the AT roll, the defending unit must roll
one of its rolls with a modifier of -1 to DF. A 1 in the DF roll is always a success.

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Ex.: When shooting, we have gained 3 Damage Dice, one of them with a modifier of -1 to the opponent's
DF. The defending unit has DF 4. First, it makes the DF test for two of the dice with a modifier of -1 for
arrows; it rolls 1 and 0. Then, it makes the final roll with a modifier of -1 to its DF, for the 0 obtained and
the -1 for the arrows, reducing its DF to 2. He rolls 3. So only 1 Damage Die is removed from the enemy.

DAMAGE ROLL
For this roll, the unit performing the attack rolls the as many damage as the opponent has not achieved
to remove in the DF roll.
In this roll, each point over the enemy unit's armor inflicts 1 wound (W).
A unit can never reduce its armor to 0 for the modifiers taking applied. Thus, a result of 1 in the roll will
never cause wounds.

CRITICAL DAMAGE
This happens when the player rolls 0 in the damage roll. When this takes place, 2 W are made
instead of 1 W.
Some weapons increase the possibility to cause critical damage. Then, to cause it, the general must
obtained the result indicated by the weapon.

REMOVING LOSSES
Each miniature has a certain number of Wounds. Once you have added up all the Wounds got in the
attack, you have to remove the equivalent number of miniatures that represent this.

ACCUMULATED DAMAGE
Damage accumulates on the unit's total so, although you do not reach the number of Wounds
required to eliminate a miniature in a single round, they accumulate for the next round.

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THE SPIRITUAL ACTION


Casting or blocking a spell is a type of action and as such, it has a cost in AC.
Casting a spell must be declared in the Orders and Actions Phase, how many spells are going to be cast
and in which order; after this, the rest of the orders are declared. The opposite character must declare
immediately his reaction to the casting of the spell.

SPELLCASTING
In order to cast a spell, the character must use 1 AC. Moreover, the target of the spiritual character must
be within his line of sight (unless stated otherwise in the description of the spell).
A spiritual character can only cast spells of a level equal to or lower than his level +1.

KI TEST
When we want to cast a spell, we must make a Ki test, modified according to his level and the number of
spells cast in the turn. Moreover, any additional modifiers assigned are added up.
Casting more than one spell in a single turn: An spiritual character can cast a maximum of three spells in
a single turn. Similarly, he can cast the same spell as many times as possible.
SPELLCASTING MODIFIERS (KI TEST)
LEVEL 1

-1 KI

LEVEL 2

-2 KI

LEVEL 3

-3 KI

LEVEL 4

-4 KI

TWO SPELLS

-1 KI

In each test roll.

TREE SPELLS

-2 KI

In each test roll.

CONCENTRATION
Concentration is an action which can be used both to block a spell and to cast it. Concentration must
be declared when declaring the casting or blocking of the spell.
This implies that our character uses 1 additional AC in the casting or blocking of the spell. You can
never use more than 1 AC.
Concentration in spellcasting increases our KI in +1 when testing the casting and in the blocking
rolls.

MEDITATION
By spending 1 AC to meditate, the spiritual character increases the range of the spell by +10 cm; in
order to do that, he must make a KI test to check success.

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RESULT OF THE SPELLCASTING


Success: Our spell is successful if we roll a result equal to or higher than the spellcasting difficulty and it
is not blocked by our rival. A spell cast successfully will be effective from that moment on.
Fail: Our spell fails if our result is lower than the spellcasting or it is blocked by our rival. Then, the
player goes on carrying out any remaining actions.

BLOCK
In order to block the cast of a spell we must have at least one spiritual character in our army, and this
must have as many AC available as spells we want to block. Blocking any spell requires 1 AC.
By blocking the spell we can prevent an enemy spell to take effect on the battlefield. The blocking of the
spell must be declared when the opponent declares its casting and it is done after he makes the roll to
check if it is successful. However, if the caster do not get to cast the spell because he has not rolled the
result needed, we will lose the AC although the block was not needed.

KI TEST
To block the spell, we roll 1d10 and we must pass its blocking difficulty, which is equal to our spiritual
character's Ki minus the level of the spell we are trying to block, as described in the casting. If we are
successful, we make a Ki opposed roll with our rival. If both rolls are successful, the spell is blocked.
Depending on the level of the spell:
BLOCK MODIFIERS (KI TEST)
LEVEL OF THE SPELL

CHARACTER'S KI

1
2
3
4

-1
-2
-3
-4

DURATION
Instantaneous: They are spells which take effect automatically and do not last in time.
Variable: Any spell of variable duration has a minimum duration of 1 turn, but we cannot keep them
active for a longer time. Then, at the beginning of the turn immediately after, before the Commandment
Roll, we must decide if we are going to keep it active and, in affirmative case, apply to our Onmyouji any
penalties applicable for the rest of the turn.
To keep this type of spells active, it is required to sacrifice AC and KI as long as its effects last.
Moreover, it provokes that the character cannot meditate and it counts with the maximum number of
spells that can be cast in the turn. These penalties are applied during the extra turn that the spell is active.

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PENALTIES FOR DURATION


LEVEL OF THE SPELL

KI

AC

-1

-1

-2

-1

-3

-1

-4

-2

EFFECTS
If the spell has been cast successfully and it has not been blocked will have a series of effects that will be
described in the spell. These efects sometimes require another series of rolls to be determined.

TYPES OF ROLL
Magical damage rolls (DM): The caster rolls as many magical damage dice as indicated by the spell
cast. Each die passing the opponent's KI causes 1 wound.
Magical resistance test: The target of the spell tries to resist its effect, so a KI test is required.
Opposed rolls: In this roll, both players roll one die to which their KI is added up. The player with the
greater result wins the opposed roll.

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THE CHARGE
DECLARING THE CHARGE
A charge allows to engage enemy units in combat
A unit must have declared a Charge Action to attack an enemy unit. For a unit to declare a charge towards
an enemy unit, it must be within its line of sight in the beginning of the Orders and Actions Phase.
Otherwise, it must use a Strategic Order. As the rest of the units, a character can perform a charge to enter
combat.
If a unit does not declare the charge, it cannot move less than 5 cm away from the enemy units, unless the
enemy units are behind an unoccupied obstacle.
A unit that has performed a Charge Action cannot carry out any Movement action and its only Reaction
to the Charge available is withstand and combat. Then, it cannot run away or counter-charge.

REACTION TO THE CHARGE


When our opponent declares that one of our units is the target of a charge, we have to declare our reaction
to the charge.

WITHSTAND AND COMBAT


This reaction implies waiting for the enemy's charge. A unit which has charged during the turn or
engaged in combat can only react with "Withstand and Combat." This reaction allows to assign
orders to our unit in case it is not reached.

WITHSTAND AND SHOOT


Units bearing projectile weapons which are charged at their viewing angle can react by shooting at
the enemy unit, as long as the have their weapon loaded and enough AC available. This reaction also
allows to assign later orders to our unit if it is not reached, but we have to take into account the AC
expenditure.
This shot is made before the enemy unit starts the charge action. It will have a modifier to the shot of
+2 to AT. Moreover, it will also have this modifier for the later combat due to that charge.

THE COUNTER-CHARGE
The counter-charge is a meant to prevent the enemy unit to hit your unit with its charge. If the unit's
charge fails, your unit can face to it freely and advance its movement attribute.
Units can declare to counter-charge providing they still have AC available and that the unit is within
their line of sight before they start any movement. This reaction costs 1 AC.
The unit performing the counter-charge is granted the bonuses to the charge +2DC. However, if you
have declared to counter-charge and the enemy unit reaches your unit, the enemy unit is granted
+2DC.

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RUN AWAY
Any unit can react by running away from an enemy performing a charge towards them, unless it has
performed a charge in that turn or it is out of game.

BONUSES GRANTED BY A CHARGE


When a unit performs a charge, it makes a highly violent movement that takes it towards the enemy the
intention of hitting to fight. This violence translates into an increase of some of their qualities.
A unit performing a charge against other modifies its combat dice depending on the type of unit it is.

TYPE OF UNIT
Infantry and creatures: An infantry or harasser unit on foot receives, when performing a charge, +2
to IN and -1 to AT.
Cavalry: A cavalry or mounted harasser unit receives, when performing a charge, +2 to IN and -2 to
AT.

PERFORMING THE CHARGE


The charge action is resolved by means of a die roll, wich is different depending on the type of unit. In
this movement turns are not allowed and it must be completely straight.
Infantry, Small and Medium Creatures: Charge 1D10 cm
Cavalry and Large Creatures: Charge 2D10 cm
In the charge, three circumstances must be taken into account:

THE TYPE OF CHARGE


There are two types of charge which determine how the charge is performed: the direct charge and
the indirect charge.

THE ZONE OF THE CHARGE


According to the type of charge and where the unit is in that precise instant, the
rule for direct zone or oblique zone is applied.
FRONT, FLANK AND REARGUARD OF THE UNIT RECEIVING
THE CHARGE: A unit has a front, a flank and a rearguard, which are
extremely important when performing a charge. The front is always the
place which the unit faces towards.

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TYPES OF CHARGE
According to the movement performed before the charge is carried out, this may be direct or indirect,
and depending on the zone the charge is performed, direct or oblique.

DIRECT CHARGE
If you have declared to "march and charge" or "run and charge", and
with the normal movement you reach the enemy unit, the charge roll
is not necessary to engage with it as long as your unit moves directly
towards the enemy unit, that is, you can only perform a turn or pivot
movement to face the enemy unit before you start the advance
movement. If, once the advance movement has started, we turn or
pivot at any point of its movement, it is considered an indirect charge.

INDIRECT CHARGE
If, throughout your advance movement previous to the charge, you
pivot or turn (in the case of harassers) at any point, we must stop 5 cm
away from the enemy unit, even if you still have some advance
movement left; then, you must make the charge roll, at the risk of
failing if you do not roll at least a 5.

Ex.: Your cavalry unit has MV 10 cm and it is 20 cm away from your opponent samurai unit. If you
declare a Direct Charge, with its movement it gets to perform the charge without making the charge
roll. However, if you declare an "Indirect Charge" , you have to stop your unit less than 5cm away from
the enemy unit and make the charge roll to determine if you get to hit with the enemy unit.

ZONE OF CHARGE
The zone of charge is used to determine where the charge comes from.
There are a direct frontal zone and two oblique frontal zones. Two flank
direct zones. There are a direct rearguard zone and two oblique rearguard
zones.

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CHARGE TOWARDS A DIRECT ZONE


The unit is considered to be charging when it is touching a single direct
zone and it will charge towards the indicated zone.

CHARGE TOWARDS AN OBLIQUE ZONE


In an oblique charge the unit which is going to perform the charge is not
touching any of the direct zones in that moment or it is touching both
zones at the same time. In this situations the impact is taken into
account, as described below.

RULE FOR THE IMPACT


In a charge towards an oblique zone, in order to determine in
which side the charge has taken place, an imaginary line is drawn
forming an 180 angle in the frontal or in the rear side, depending
on the oblique zone where the charge started. Once this line is
drawn, check to which side of the line most of the miniatures are
when the contact between units occur, this point being considered
to be the place the charge is performed towards. Thus, in case the
charge starts in the oblique frontal zone, if most of the miniatures
are in the frontal zone when it hits the other unit, it is considered a
frontal charge. Otherwise, if most of the miniatures are in the flank
zone, it is considered to have performed the charge towards the
flank. Once this is determined, the unit groups to fight in that zone.
If the unit doubts when charging, the charge is always made
towards the place granting less benefits.

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ZONE OF CHARGE AND HARASSERS


A harasser unit charges following the rules for those zones with some special characteristics.

DIRECT ZONE
In the case of direct zones, if at least one of the unit's
miniatures touches a direct zone when starting the charge,
the charge is performed towards that zone.

OBLIQUE ZONE
If all the units are in an oblique zone or touching two direct zones at the same time before the charge
starts, they have to group forming a compact unit In order to do this, the closest unit faces the enemy
miniature of the closest unit. Then, the other harasser units group around it, tending to the side with
more miniatures and following the rules for frontal and flank minimum and maximum.

FAILED CHARGE
A failed charge is that which does not reach its target. In case a charge results in a failure, the unit ends up
5 cm away from the enemy unit, no matter if it had been closer with its roll.
The unit performing the failed charge can only move in the following turn, it cannot run.
A unit performing a charge cannot carry out any actions after this in the Orders and Actions Phase; except
for the use of special abilities, any other order is considered a failure.

POSTING THE UNIT


Once a unit has engaged an enemy unit, it must be posted, that is, if it charged towards the frontal side, it
is posted in the frontal side; if it charged towards the flank, it is posted in the flank, etc.

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MULTIPLE CHARGES
Normally, the number of units fighting against a unit is limited to one per side. So, in general, it is not
possible to charge towards a side which is already occupied by a friendly unit.
A unit can only charge towards the frontal or rear zones occupied by a friendly unit when there is enough
space left as to place at least one miniature in contact with that zone. Moreover, when two units occupy a
zone, they have to be posted so they do not leave any more free space.
Otherwise the charge must be performed towards a different free direct zone or towards an oblique zone.
In this latest case the unit always hits the free zone, no matter where it ends its movement following the
Rules for Impact Zone.
The flank can never be occupied by more than one unit. Thus, if two units try to charge towards it, one of
them cannot do it and its charge is canceled as a Failed Order.

CHARGE AND OBSTACLES


NORMAL AND HIGH OBSTACLES
A unit can charge another unit behind an obstacle. Any modifiers for charge or cover must be applied
if applicable.
If the enemy unit is touching the obstacle with its frontal zone, it is considered behind cover. If the
unit performing the charge reaches the obstacle and has enough points to pass it, the charge is
considered successful. Both units will end up touching both sides of the obstacle and the combat will
take place.
In any other case, the unit must have enough cm to pass the obstacle and reach the enemy unit. If the
charge fails and there are not enough cm to end up at the other side, or if the unit is within 5 cm from
the enemy unit and within 3 cm of the obstacle, the unit places as if it had not pass the obstacle,
touching it.

VERY HIGH OBSTACLES:


If the terrain pieces are considered Very High, the charge has no bonuses. As in the previous cases,
the unit must completely pass the obstacle. If there is a unit behind the cover of that obstacle, the
charging unit enters in combat with it.
A cavalry unit can never charge or pass an obstacle higher than 30 mm.

IMPASSABLE OBSTACLES:
A unit with an impassable obstacle at its flank or rear has that side under protection, so it cannot be
charged towards that side if the obstacle is within 5 cm from the unit which the opponent attempts to
charge at.

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COMBAT
In a combat, all the units in contact at the beginning of the combat turn, as well as any characters within
these units, are involved. The combat can be between two or more units and it does not end until all
attacks and subsequent situations are resolved. Once it ends, the result is determined and we can move to
another combat in the battlefield. Two units getting to the Combat Phase engaged must combat.
En un combate participan todas las unidades que estn en contacto entre si al inicio de la Fase de
combate, as como los personajes que se encuentren en su interior. El combate puede darse entre dos o
ms unidades y no terminar hasta que no se resuelvan todos los ataques y situaciones del mismo. Una
vez concluido se determinar el resultado y podremos pasar a otro combate que tenga lugar en el campo
de batalla. Dos unidades que lleguen trabadas a la fase de combate debern obligatoriamente de combatir.

COMBAT SCHEME
1. Activation of Abilities
2. Characters' confrontation
3. Resolution of the initiative
4. Attack
a.

DC distribution

b.

Attack Roll

c.

Defense test

d.

Damage Roll

e.

Removal of miniatures

5. Attacks of the other miniatures


6. Combat resolution
a.

Damage difference

b.

Combat result

c.

Honor test

d.

Runaway

Ex.: General A performs a charge with his samurai unit bearing katanas towards an ashigaru spearmen
unit. This unit decides to withstand the charge. The samurai unit, with its movement, reaches the ashigaru
unit Once the Orders and Actions Phase starts, general B, after noticing that his ashigaru are facing the
samurai, decides to send his harasser light cavalry to help them. His cavalry reaches the samurai unit's
flank. General's B Orders and Actions Phase ends. The Combat Phase starts. These units must fight each
other.
Unit A cannot activate combat abilities. Units B and C cannot do it either. A Bushi character in unit A
decides to challenge a Bushi character from unit B; the confrontation is resolved. An Initiative Roll is
made for the combat, each unit rolls 1 die. Unit A attacks first, it decides to distribute his combat dice
among units B and C. It makes an Attack Roll first against a unit and then against the other. Damage is

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resolved and any miniatures eliminated are removed from the battlefield. Then, units B and C attack in
the order established by the Initiative Roll. When attacks end, the combat resolves. Unit A loses, makes
an Honor Test and fails the roll. This unit starts running away in a direction opposite to combat. The
combat ends and the following combat on the battlefield starts.

ACTIVATION OF ABILITIES
These activate special effects in combat and have to be declared firstly.
Before rolling IN to check who attacks first; characters and units must use their abilities if they wish;
these follow the rules for combat abilities and their effects are applied only if they are activated
successfully. In order to do that, before making the Initiative Roll, the players must declare their use, the
player who won the Commandment Roll being the one declaring their use.
To check if the use of the ability are successful, yo must make the KI test.
Some action abilities can affect the result of the combat or to the unit's behavior in it, so we must take into
account their effects if any of the two players have used any.
Ex.: A unit engaged in combat at the start of the Orders and Actions Phase can declare that it is going to
activate a combat ability. Similarly, a harasser unit with three action points can declare it moves, charges
and uses a combat ability.

DEFENSIVE POSITION
Before their IN roll, each general must decide if he or she is going to sacrifice any of his or her combat
dice to before the subsequent combat. A unit that charges, counter-charges or withstand and shot during
that turn can never adopt this position. The defensive position grants +1DF to the unit adopting this
position, after spending 3 DC.
Units running away are always considered in defensive position.

RESOLUTION OF THE INITIATIVE


INITIATIVE ROLL
Both generals have to decide which units attack first. Thus, they must make an opposed IN roll,
applying any modifiers granted by each unit under their command engaged in the same combat,
indicating which unit the roll belongs to.
Those units with the greatest result gain the initiative, and so on. If two units tie, this is solved by a
new roll between the units involved, this will only affect the order between these units.
Ex.: The ashigaru, samurai and cavalry units roll their dice to determine the order of the attacks. The
samurai unit rolls 5, +3 from its IN, +2 because it performs a charge: 10. The ashigaru unit rolls 4, +2
from its IN, +2 from its spears: 8. The ashigaru unit rolls 3, 4 from its IN, 2 from its spears: 9. The
cavalry unit rolls 3, +4 from its IN, +2 from the charge: 1st the samurai, 2nd the cavalry, 3rd the
ashigaru.

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THE ATTACK
In a combat, each unit or lonely characters will make an attack. Each attack is solved by a series of rolls
which conclude with the removal of casualties. Any units involved in a combat attack according the order
of initiative Once all the attacks are solved, this combat is over.
Ex.: In the previous example, after the Initiative Roll, the samurai attack; after removing any casualties,
the cavalry unit attacks and finally, the ashigaru unit. After this, the combat is resolved.

DC COMBAT DICE
To make an Attack Roll, we must take into account the number of DC our unit has available, apart from
how we will distribute then among enemy units.
Units: Our unit's DC depend on the addition of the number of its units' Wounds. We have 1 DC per H.
Characters: They also have as many DC as Wounds they have in their profile. These DC decrease with
the loss of Wounds.
Weapons and Traits: Some weapons and traits modify the DC granted by a miniature.
Special abilities and magic: Some abilities and spells increase our DC temporarily, granting some
advantage in combat.

MODIFIERS TO DC
Unit's size: A unit that has more miniatures than the opponent's also modifies his combat dice
positively. For this calculation, friendly units in combat are not taken into account, but just the
difference between our unit and the one we want to attack. Moreover, we focus our full attack in that
unit. Heroes within units are not taken into account when calculating Wounds.
Double: If the total amount of Wounds in the unit doubles that of the enemy, the biggest unit
gains +2 DC.
Triple: If the total amount of Wounds in the unit triples that of the enemy, the biggest unit gains
+4 DC.
Losing miniatures: You have to take into account that any miniatures removed as casualties
resulting from your attacks modify the DC a unit can roll, either because now they are not superior in
numbers or because their combat dice are reduced as the result of the loss of miniatures.

COMBAT DICE DISTRIBUTION


If more than two units are engaged in combat or if there is a character within those units, combat dice
must be distributed in order to attack. This distribution is made just before performing the attack.

CHARGING UNIT
You can never spend less than half your DC rounding up against a unit you have charged this turn.
Thus, if several units are involved in a single combat, you can spend half your DC in your other
units. Otherwise, if you wish, you can spend all your DC on the charged unit.

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FOCUSING YOUR DC
A unit fighting more than one unit can choose to focus all its attacks against one of them if it has not
charged or counter-charged during that turn. Likewise, its general can choose to distribute its dice as
he or she wishes among the units it is fighting against.

LONELY CHARACTER
A character behaving as a loner can be attacked as if it was a unit. If it is a multiple combat in which
a unit friendly to the character is involved, the unit fighting against it can only spend up to half its
DC, thus spending the other half in the other unit, or units, involved in that combat.

THE ATTACK ROLL


Each Combat Die must beat a difficulty equal to the AT of the unit performing the attack. Each die
beating that difficulty becomes 1 damage die. So the more dice beat this roll, the greater the chance to
inflict damage.
Some circumstances modify our unit's AT positively or negatively.
Roll 0 in the AT roll: Each 0 takes -1from the DF roll against that specific die.
Ex.: The samurai decide to attack the ashigaru with all their dice. Thus, they make an AT roll with a
modifier to the AT of -1 for the charge and -1 for their katanas. Since the samurai have AT 6, their AT is
now reduced to 4. So they have to roll 5 or more in the difficulty roll.

DEFENSE TEST
The Defense test give an opportunity to the unit suffering the attack to prevent damage either partially or
completely.
Once the number of damage dice are determined by the Attack Roll, the unit suffering the attack must
make a DF test for each damage die obtained by the enemy. Each success in this test removes 1 damage
die.
Ex.: In the previous attack roll, made by the samurai unit bearing katanas, 4 dice passed the AT Difficulty
Roll and became damage dice. Now, the defending ashigaru unit has to roll four dice for the Defense Roll
to check if it removes any of these.

THE DAMAGE ROLL


For this roll the attacker spends as many damage dice as dice are subtracted from the opponent's DF test.
In this roll, each damage die must beat the opponent's armor. Each die beating this difficulty causes: 1
Wound.A result of 1 in the roll will never cause wounds.
CRITICAL DAMAGE
This happens when the player rolls 0 in the damage roll. When this takes place, 2 Wounds are made
instead of 1 Wound.

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Some weapons increase the possibility to cause critical damage. Then, to cause it, the general must
obtained the result indicated by the weapon.

REMOVAL OF MINIATURES
Each miniature has a certain number of Wounds and so the unit has a global number of Wounds. Once
you have added up all the Wounds got in the attack, you have to remove the equivalent number of
miniatures that represent this. If you cannot remove any miniature, that damage is added to the
accumulated damage.
Ex.: The unit with 10 ashigaru has 10 Wounds, one per each miniature. It receives a total of 2 Wounds.
So it has to remove 2 miniatures.

ACCUMULATED DAMAGE
Damage accumulates on the unit's or character's total so, although you do not reach the number of
damage points required to eliminate a miniature in a single round, they accumulate for the next
round.
Ex.: In another example, 10 ashigaru cause 3 Wounds to a cavalry unit. Since each miniature has 2
H, 1 of these miniatures is removed and 1 H is left as accumulated damage.
Ex.: A Bushi has 5 H and it receives 2 H in combat. Since it has not reached its global Wounds, it is
not removed, but the 2 H accumulate for the following turn.

DESTROYING A UNIT
A unit is considered destroyed when it is completely removed from the battlefield. When this occurs in
close combat, any of the units fighting against it can decide to take its place.

RESTRUCTURATION
Once remove all miniatures eliminated, if any of the units or characters disengages from combat because
of this, they must restructure the units so they enter in contact again. Thus, the smaller unit of those which
have disengage moves as close as possible to the enemy unit, always in the area where the combat started.

COMBAT RESOLUTION
After resolvin all attacks, we proceed to determine its result.

CONFRONTATION VALUE
The confrontation value is equal to the number of Wounds of a unit or to the addition of the Wounds
from all the units of a same side involved in combat in the moment of its resolution.

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DAMAGE DIFFERENCE
Once you have solved the attacks performed by the units of each side involved in combat, the
damage difference is calculated Through this, you determine which of both units has caused more
Wounds and how many more than the opponent. The result is "the damage difference."
Ex.: Unit A inflicts 5 Wounds with its attack and unit B causes 2 Wounds. The damage difference
would be 3 Wounds in favor of unit A.
In case a character dies in combat, either in a confrontation or for any other cause, an additional +3
must be added up to the damage difference.

RESULT OF THE COMBAT


Several results are possible according to damage difference.

VICTORY
A unit, or units, is considered to win a combat when the damage difference is in its favor.

DRAW
A combat results in a draw when the damage difference does not favor either units.

DEFEAT
A unit is considered to be defeated when the damage difference is in favor of the enemy unit. Then,
the general must check it meets the circumstances for it to be obliged to run away.

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RUN AWAY
Running away is an action that the unit carries out obligatorily in most cases, or sometimes voluntarily.
There are several situations in which the unit starts running away.

It cannot regroup.

As a reaction to a charge.

Because of enemy fire.

It is defeated in combat.

Because of a spell.

A unit running away makes a Movement Roll to determine its current movement.

Infantry and small and normal Creatures: They roll 2d10 cm.

Cavalry, Large Creatures and Flying: They roll 3d10 cm.

THE UNIT DOES NOT REGROUP


A unit which does not regroup at the beginning of its Orders and Actions Phase by the Taisho must
continue running away in a direction opposite to the closest enemy unit with the greatest number of
Wounds.

AS A REACTION TO A CHARGE
Units can react to a charge by running away. In this case, they do not have to make any HR test.
A unit running away which becomes the target of a charge declaration from another unit can react by
running away if it is not out of the game, that is, if it did not carry out an action of running away that turn.
In order to carry out this reaction, the units will turn around, the charging unit being at their back, and
they will move towards that direction making a Run Away Roll to check how many cm they
move.Running away does not cost any AC.

BECAUSE OF ENEMY FIRE


If the unit, in a single firing attack, suffers half or more of its Wounds, it must make an HR test to check
if it runs away. This rule is not applied when it is caused by an action of Withstand and Shoot. The
Wounds of a character within a unit are not taken into account.
Ex.: The unit A of 10 samurai with katana suffers an attack from a unit B of 10 samurai archers; they
inflict 5 Wounds; after removing casualties, 5 samurai are left. Since the number of Wounds is equal to
the remaining Wounds, the unit A of samurai with katana must make an Honor test.
Ex.: A unit A of 10 samurai suffers an attack of projectiles causing 4 casualties. In the same phase, it
suffers another firing attack causing 2 casualties. Although the unit has suffered 6 casualties, it does not
have to make the Honor test for it has not lost half its units in a single attack, but in two.

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DEFEAT IN COMBAT
Any units defeated in combat must make an HR test to check if they run away in two situations:
If the damage difference is equal to or greater than the confrontation value of all the units involved.
If the damage difference is equal to or greater than the Honor, unmodified, of the defeated unit.
In the first case, all units must make the test; in the second case, only those whose Honor has been beaten
by the damage difference. If it is successful, it has achieved to overcome confusion and fear and will go
on fighting. If it fails, it is considered that the unit must Run Away.
Ex.: A unit formed by 10 samurai fights against 15 ashigaru. The ashigaru cause 7 Wounds to the samurai
unit and they react causing 3 Wounds. The ashigaru have obtained 4 points of damage difference in their
favor. The number of damage points is not greater than the number of remaining samurai, but it is equal
to the samurai's Honor. Thus, since they have been defeated, they must make an HR test.
The unit runs away in the opposite direction to the
enemy unit with more Wounds. Measures are taken
from the point which is the farthest from the unit and
the unit always ends at its back.

CHASE
The victorious unit can chase any units running away. Then, it must declare which of them it will chase in
case more than one runs away.
Then, it rolls the dice for moving, as in the case of running away units.
If a chasing unit hits an enemy unit which is not running away, it is considered a charge, but it is not
resolved until the Combat Phase of the following turn.
REACHING THE UNIT
A unit which is running away can be reached, either in a chase or in a charge performed against it later
on.
In that case, the attacking or chasing unit carries out a Free Attack, that is, it will perform an attack
without any reaction by the enemy unit.
This attack is resolved when it is reached, immediately, no matter if this happens in the Orders and
Actions Phase or in the Combat and Resolution Phase.
If the enemy unit survives, it makes another Run Away Roll and cannot be chased.

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DESTROYED
If the unit is engaged both by the front and by the rearguard, it is defeated
and it must run; it is destroyed automatically because the unit is split up both
sides of the enemy unit and the survivors leave the battlefield.

If a unit forced to run away and it is reached in the chase because its way
blocked by impassable terrain or an enemy unit, it is automatically destroyed.

CLASH WHILE RUNNING AWAY


In this movement, the units ignore friendly units in their way, moving through them. If the unit has not
enough movement to pass move through a friendly unit while running away, we place it just behind it, 3
cm away, as it has overcome the unit.
A unit overcame by a friendly unit running away must make an HR test to check if it runs away, in case
there is not any Bushi heroes within the unit. Otherwise, its HR and IN by -1 for 2 turns.
If a unit running away clashes against an enemy unit, it is engaged in combat, losing initiative
automatically. Moreover, if at any time, an HR test is required, it is considered a failure.

LEAVING THE BATTLEFIELD


A unit moving beyond the edge of the board is considered to have left the battlefield and to been
destroyed. A unit which is not running away automatically stops by the edge of the board.

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TYPES OF UNIT
According to the type of miniatures forming the unit and their rules, these are considered:

INFANTRY
Infantry units move on foot around the battlefield. A miniature of
this type must obligatorily be assembled on a 25 x 25 mm base.

CAVALRY
Cavalry units move on some type of mount. This type of unit
includes the rider and the mount. These two miniatures are
considered a whole and act in unison. The type of base that has to
be used varies depending on whether the mount is a horse, or a
creature of a similar size (25 x 50 mm), or a creature of
a larger size.

HARASSERS
Harassers units can go either "on foot" or "mounted", but they follow some special rules for formation,
deployment, viewing angle and movement which are describe in the appropriate section.

CREATURES
Creatures can be included in your army when you play a game with magic. These are linked to a specific
knowledge and to the caster.
These will be of different sizes, which is represented by the size of the miniature itself and it is indicated
in its profile.
Small Size: The creature is not bigger than 25 mm and it is assembled on a 25 x 25 mm base.
Normal Size: They are between 25 mm and 33 mm and they are assembled on 25 x 25 mm bases.
Large Size: They are 45 mm or more. These creatures are assembled on a 40 x 40 mm base. The size of
the base for creatures bigger than 55 mm depends on the space the creature occupies.

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CHARACTERS
A character is that whose characteristics and abilities set it apart from the rest in
the Kensei game, he represents a more powerful warrior or someone with special
characteristics. They can be included within units.
No more than two characters can be included and they can never belong to the
same type (we can never include a Daimyo and a Bushi, but we can include a
Daimyo and a Geisha, or an Onmyouji). Moreover, a mounted character can
never be included within a unit "on foot" and vice versa.

TYPES OF CHARACTER
Bushi Characters: These high rank warriors grant some benefits to the unit they belong to and they act
with them. However, it can be used independently, acting on their own.
A firing unit can only include a Bushi character if it bears the type of weapon of the unit.
A Bushi within a unit uses the unit's IN modified by the bonus that he grants for combat, so he attacks at
the same time as the unit.
Depending on their level, they grant a bonus to combat and HR tests when included in the unit.
Basic Level: Daisho Samurai or Daisho Ashigaru: +1 to HR and + 1 to IN
Medium Level: Hero:+2 to HR and + 1 to IN
High Level: Taisho/ Daimyo: +3 to HR and + +2 to IN
Special Characters: All those characters whose characteristics are unique, for they have some abilities
and properties that make them special. They do not grant bonuses to the unit. They are considered
independent and they use their own IN. When making the initiative roll, they roll their initiative together
with the units and the attack order is established, according to the result of that roll; thus, they do not have
to attack at the same time as the unit they belong to.
They can use their abilities within a unit. In the Orders and Actions Phase they must indicate which
actions they carry out after the unit they belong to, to check if they still have enough AC.
Spiritual Characters: This type of character can carry out Magical Actions These actions consist on
spell casting, blocking spells and invoking creatures.
This type of character can also fight close combat, but if he decides to hit, they cannot use spell casting or
blocking. Likewise, if he has carried out any magical action that turn, they cannot fight, although he can
be hit.
As the other characters, he can be included within a unit or as a "loner," as described in the general rules.
An army can include only one spiritual character.

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JOINING OR LEAVING A UNIT


A character can leave and enter a unit at any time by spending 1 AC. If the character wants to leave the
unit, it must leave before it has moved. The character moves in the direction desired from where he is. If
his intention for leaving is performing a charge, he must be able to see the unit he charges following the
viewing rules of the unit he is in.
A character can join a unit in combat.

CHARGE
A character can charge as usual if he is acting as a loner.
Bonus: A character is granted a bonus of +1 to IN and -1 to AT.

REACTION TO THE CHARGE


A character can react to the charge either by running away, withstanding the charge, or withstanding and
shooting, following the same rules as units.

SHOOTING AND CHARACTERS


FIRING CHARACTER
A Bushi character must shoot at the same target as the unit he is belongs to. When acting as a loner,
he can choose freely the target of his shots.
A character bearing a projectile weapon has as many Firing Dice as halve his Wounds, rounding
up, either if he is within a unit or acting as a loner. The number of Firing Dice decreases with the loss
of Wounds.
The Firing Dice of any character included within the unit are rolled independently.
Ex.: Our Yumi Kiba Musha unit has three cavalry miniatures and in it there is a Bushi Hero. For each
cavalry miniature we have 2 DD, so our unt has 6 DD. Moreover, the hero has 5 H which, halved and
rounded up, are 3 DD which will be rolled independently.

CHARACTER TARGETED BY SHOTS


A character can be targeted by our shots as long as it is out of the unit; it it is within a unit, it will
always suffer any hits before the character. A character outside a unit is considered to have the lonely
trait (+1 to AT of the unit choosing him as the target of its shots).
A character can only be targeted by shots within a unit if the shooter has the Assassin trait. Moreover,
in this case, there is heavy cover, for their subordinates will defend him from the attack.

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CHARACTER IN COMBAT
CHARACTER'S DC
A character within a unit cannot be targeted by enemy shooting. It can only be attacked by other
characters following the confrontation rules (see Confrontation). However, he can spend his DC to
attack a specific unit. These dice do not count towards the limit established previously for the
distribution of the DC of the unit he belongs to.
The AT for these dice is the character's AT, so it set those dice aside to make the attack roll
independently.
Ex.: The samurai unit now decides how to distribute his combat dice among the two units he is
facing. The samurai unit has 10 DC for the number of miniatures; moreover, it includes a character
with 3 DC. The 3 DC of the characters are free to be spent on the unit the general wishes.

DAMAGING A CHARACTER
A character suffers damage from an attack to its unit only when the unit is entirely destroyed. Thus,
the remaining Wounds become damage dice which will be rolled against the character; those
exceeding his armor become Wounds.
Whenever a destroyed unit contains two characters, the first to receive damage is the special or
spiritual character, and then the Bushi hero.
A character hidden within a unit must reveal when the unit is destroyed and he will suffer damage as
explained above. If the player does not want to reveal him, the character is destroyed automatically.
LOSING WOUNDS: The character's loss of Wounds in a combat or a confrontation translates into a
loss of the number of DC he can roll. For each Wounds lost, he will lose 1 DC.

SURVIVING THE UNIT


A character, in case it survives the unit it belonged, goes on fighting the enemy unit.
A character moving lonely can be attacked by a unit normally.
Whenever a destroyed unit contains two characters, they go on fighting, but the do not form a unit
anymore, so they fight independently. The opponent can choose freely which character to attack or
divide his attack between both.

RUN AWAY FROM COMBAT


This action can only be performed in the Orders and Actions Phase at the players choice.
The character must make an opposed IN roll against the enemy unit with the greater IN of those it is
fighting against, modified by circumstances as by a charge. If he fails the roll, he will stay in combat
and the unit the character belongs to loses all the character's bonuses.
A character that gets to run away automatically leaves the unit and moves 2D10 cm in the direction
of the player's choice. If it does not allow the character to leave, he stays in combat. In order to
measure this distance, we take any point of the unit's exterior. The unit he leaves suffers -1 to HR.

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Chasing: If it runs away from combat, it can be chased by a character within the unit. The unit
declares which character he uses for the chase when the run away is declared and the chase resolves
if the enemy character gets to carry out the run away successfully.
The chaser character must make an opposed IN roll against the enemy unit with the greater IN of
those he is fighting against to determine if he gets to chase.
If he is successful, he will chase the enemy character wherever he goes by rolling 2D10 cm towards
the place where the running away character is. In case the chaser roll is greater than the opponent's,
he reaches the opponent.
Both characters become engaged in confrontation, the chaser having the initiative for the first attack
without the need to make any roll. This confrontation is resolved in that moment.

CHARACTER'S CONFRONTATION
DECLARING THE CONFRONTATION
Confrontation between characters can only be declared between Bushi characters or special
characters with the Duelist or Assassin Trait. Moreover, a player can only declare one confrontation
per turn.
If you want to declare a confrontation between a character in your unit and an enemy character, you
have to do it before carrying out the units' Resolution of the Initiative and resolve the confrontation
before the later combat.
In the character's confrontation, they will fight unit one of them is dead. This means that there will be
as many attack rounds as necessary. In any of these rounds, the character can choose to leave the
confrontation. Moreover, the character challenged in confrontation must choose to reject or accept
the confrontation.

LONELY CONFRONTATION
When a lonely character fights a unit and challenges a character within the unit, the confrontation
between characters is solved first. Once the confrontation ends, the unit can attack the lonely
character if he has killed his opponent.

THE CONFRONTATION
If the challenged character accepts the confrontation, they must fight to death or until one of them runs
away.
Rounds: The confrontation has as many rounds as necessary; in each of them, the characters make
the KI roll to check who attacks first.
Activating abilities in the confrontation: A character can activate an ability at the beginning of
each round by making the necessary test.
Combat: The character who won the KI opposed roll will attack first with the DC he has available.
After resolving this attack, the other character reacts with his Attack Roll if he has not died.
Running Away from confrontation: A character can declare he runs away from confrontation
before the beginning of any round. In this case, an opposed Initiative roll is made. If he wins, he gets

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to run away and hide among his men, the whole unit losing the bonuses he granted. If he loses the
opposed roll, he is reached by the opponent who attacked him first. He can only react with half his
DC.

REJECTING THE CONFRONTATION


In case the confrontation is rejected, the character rejecting the challenge must make an opposed IN roll
with his opponent. If he loses, he is reached by the attacker, who automatically gains the Confrontation
Initiative. From then, they are considered to be in a confrontation, so they must resolve it as describe in
Accepting the confrontation.
If the confrontation does not take place, the chaser goes on granting his HR to the unit. However, the unit
where the coward was is not granted any bonuses by the character. Both characters remain in combat
attacking as usual.

END OF THE CONFRONTATION


Once the character dies, rejects the confrontation or runs away, the confrontation is considered to be over.
From that moment on, the combat between the units can be resolved.
The death of a character within a unit grants +3 to the damage difference in the resolution phase of the
turn in which he dies.

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THE TAISHO
The general in the battle is called Taisho. Every army involved in a battle has this
figure, who has a series of abilities which will be decisive during the game.
The Taisho is always the Bushi character with the greatest level in the army at the
beginning of the battle, regardless it is nos actually a Taisho. Whenever a Taisho roll
is required, this character's attributes are used.
Protect your Taisho for his death will have a terrible impact on your army.

COMMANDMENT POINTS (PM)


At the beginning of the Orders and Actions Phase, the Taisho has to assign what is called Taisho orders,
which consist on using their abilities, regrouping units and indicating the units to act in a specific way.
Some of these orders require the use of what is called commandment points. The character considered the
Taisho in the battle has a number of these points depending on the type of Bushi hero he is.
Daimyo: 4 commandment points.
Shirei-Kan: 3 commandment points.
Hatamoto: 2 commandment points.
Daisho Samurai: 1 commandment point.
Daisho Ashigaru: It cannot become Taisho.

POSITION OF CONTROL
This special situation only takes place when a Taisho is on an elevated position, like a hill. The Taisho in
this situation gains an additional Commandment point while on this hill.

TAISHO'S DEATH
If the Taisho dies, a series of consequences take place:
Any unit within 30 cm from the Taisho must immediately make an HR roll and run away in case he fails
the roll. If this happens in the Combat Phase, the roll must be made after combat resolves.
Taisho Special Orders orders cannot be assigned anymore.
The Taisho's Honor cannot be added up to the Commandment Roll.

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TAISHO ABILITIES
GENERAL ABILITIES
FOREST OF SPEARS
Ashigaru units can use the forest of spears abilities as described in the description of the samurai unit
with spear. This ability is activated at the end of the Orders Phase and remains active for the rest of
the turn. Ashigaru units use the KI of a character within their ranks or of a character with the
Commandment trait within 15 cm.

BANZAI
The general can activate the BANZAI ability in any infantry unit, as if it has this ability (see the
description of the samurai with no-dachi). This ability can only be used successfully once per battle,
although a different unit can be designated if it was not performed by the one designated in a
previous turn. The ability is rolled with the Taisho's Ki.

ASHIGARU'S GENERAL
This ability must be activated in the Orders phase. Ashigaru do not suffer the heinin penalty, so they
can be regrouped when being less than 20 cm away from enemy units. Moreover, they gain -1to their
AT for the rest of the turn.

MASTER IN CALLIGRAPHY
The art of handwriting temper the general's spirit, who is able to keep calm when the battle is at its
words point. If two or more units are running away, no matter how far from him, he can regroup
them automatically. Moreover, regrouping these two units costs only 1 commandment point (PM).

KUGE TAISHO
FULFILL YOUR DUTY
The Taisho urges his troops to remain steadfast and to fulfill their duty (either because of his loyalty
to the clan, or because the terms of their contract). During this turn, HR rolls can be re-rolled. This
ability can only be used once per battle.

CLANDESTINE PRACTICES
The Kuge are experts in using dark tricks to win the battles. A general with this ability can make the
ninja unit or character enter the battlefield from any zone in the board, from the second turn of the
battle. At the beginning of the battle, you have to declare which unit waits outside the board. It can
be activated normally the same turn it enters the battlefield, but its movement has to be measured
from the edge of the board up to the point it moves ahead. This ability can only be used once per
battle and with just a ninja unit or character.

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BUKE TAISHO
EXPERT STRATEGIST
The general is a great strategist, an expert in a thousand battles and a master in the art of war. This
ability is activated at the beginning of the battle, after deploying all the units' cards on the board, but
before being revealed. The enemy general must reveal all his units first, and then, you can swap two
of your cards before revealing them (but keeping the orientation of both cards), as long as they have
not been revealed by a spy.

BUSHIDO LAW
The Buke are great warriors following the bushido. All the units in the army get +2 to IN and +2 to
HR for the turn in wich this ability is activated. This ability can only be used once per game.

SOHEI TAISHO
THE WHEEL OF DHARMA
Life is just one more turn in the wheel of reincarnations. The death of the sohei general does not
provoke any HR and units within his army can go on regrouping and use his HR (although he is
dead). This ability can be declared in any turn and it activates immediately when the general dies.

DIVINE WIND
The sohei seem to be flying and their souls rise with the imminence of death. The sohei units charge
this turn with +3 to their Charge Roll. This ability can only be used once per battle.

OTOKODATE TAISHO
BUYING THE ENEMY
The leader of one of the enemy units has been payed to get confused at the worst time. Choose one of
the opponent's units. The selected unit loses 1 AC automatically. If it was in Alert, this unit cannot
make an Action of Opportunity.

HATE TO SAMURAI
Select on of your units which is not considered samurai or ronin. It can re-roll those failed dice
during an attack to a samurai unit.

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TRAIT
Traits are units' special characteristics, and they are specified in the type of unit description. They are
characteristics that grant a series of advantages and drawbacks automatically. Thus, if the trait contradicts
a general rule, the trait has priority.

COMMANDMENT
Any unit within 15 cm from a character with the commandment trait may use the bonus to HR
granted by the character if it is within the unit, providing that the character is not within a different
unit. If the character is "mounted," this distance increases to 30 cm.

HEININ
The Taisho cannot regroup them when the run away unless they are more than 20 cm away from an
enemy unit.

DUELIST
Special characters with this quality can declare individual confrontations against other characters.
One of the members of a unit with the Duelist trait can behave as a character and challenge a
character of another unit.

SAMURAI
Samurai can use the bonus to the HR granted by characters with the Commandment trait for their
Run Away Rolls if they are less than 25 cm away from the unit, instead of the usual 15 cm.

PROJECTILES
The unit can only perform firing actions. A projectile unit receiving a charge loses Initiative
automatically, so the enemy unit attacks first. Except in the case of units with the Ninjutsu trait.

LONER
A character with the loner trait cannot deploy within a unit. However, any character acting outside
the unit is considered to have the Loner trait to the effects of the modifiers described below.
These characters follow the same rules for movement, AC points and viewing angle than harasser
units. Then, they have 3 AC, 360 viewing angle and +2 to their movement.
If a unit shoots at characters and units with this trait, it suffers +1 to their AT to hit.

SOHEI
Sohei units and characters grant +1 to damage against Undead creatures.

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ASSASSIN
This can carry out projectile attacks against characters within a unit with +2 to the AT because of
heavy cover.

GREAT WARRIOR
The miniature with this trait has +1 extra Wound. This increase does not cause an increase of the
unit's DC, but it is taken into account in the combat resolution.

LEGENDARY
The miniature with this trait gains +1 DC, which are added up to the usual DC of his type.

RONIN
A character or unit with the Ronin is willing to demonstrate he deserves to serve his new lord. Thus,
he can re-roll the HR test to attempt to regroup the unit if he fails the roll without any additional cost
in Commandment points.

BOW MASTER
The character with this trait has as many Firing Dice as Wounds, so he must not half them as usual.

HIDDEN
The character with this trait is deployed hidden within the unit, being revealed when its unit enters a
combat.

NINJUTSU
Ninjutsu is the ninja art of war, based on hidden techniques and knowledge that go from master to
pupil. The miniature with this trait has +1 DC and does not suffer any pensalties for projectiles in
close combat.

NO COMBAT
A character with this trait cannot fight against units normally and it can only attack those characters
or types of unit indicated by its description. If, by any reason, two miniatures with this trait outside a
unit become engaged in combat, the situation is resolved as a confrontation.

MARTIAL ARTS
The knowledge of martial arts allows the use of one's body as a weapon and to know the weak points
of a human being. This makes that he who is apparently unarmed is lethal in close combat.
Critical 8+.(on damage roll).

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FLYING
A creature with this trait ignores and can overcome impassable obstacles and units, but it can never
end its movement on them. Moreover, it is obvious that it does not have to use any cm to overcome
an obstacle of any type, so, when charging towards a unit which is behind the obstacle's cover, it just
have to reach the obstacle for the charge to be successful.

FEAR
A creature with the Fear trait reduces the HR of the units it fights against by 1 point.

ETHEREAL
Projectiles cannot reach ethereal beings. Thus, any shot against this type of creature does not take
effect.

TERROR
Gives -3 HR to enemy units with which it is in contact during the melee combat phase, unless such
treatment have Undead.
Units with the treatment Heinin that charge against a unit dealing with terror, must make HR check.
If the check fails, the Heinin unit will not perform the charge.

SMALL
Small creatures are more difficult to reach by the units' projectiles or shots. Thus, the difficulty to
reach them increases. This implies that the unit's AT increases by 1 when shooting (+1AT) at this
type of creatures.

BIG
Big creatures are more easy to reach by the units' projectiles or shots. Thus, the difficulty to reach
them decreases. This implies that the unit's AT decreases by 1 when shooting (-1AT) at this type of
creatures. But they are also a heartbreaking sight, gets the treatment Terror against enemy units that
are basic, special or small (except units dealing Undead) Creatures troops.

UNDEAD
Units with this treatment does not benefit the modifier will be DOUBLE. In the event that the unit
triple in number of total amount of Wounds in the rival units in combat, you get +2 DC.
Units and characters with this treatment may cant run away, in case a situation that should do is
given, not the affected unit will suffer a number of wounds equal to the difference in the losing battle.
An Undead being increases the difficulty to suffer damage, so its Armor increases by +1.

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WEAPONS AND ARMORS


WEAPONS AND EQUIPMENT
BOW
For centuries, the bow has been one of the essential weapons of the samurai. Since an early age, the
future samurai is trained on the use of the bow and arrows by hunting and shooting at targets. The art
of archery is called Shagei or Kyujujsu.
Distances (in cm):
-1 AT
1

AT
20 21

+1 AT
40

41

60

-1 to the DF of the unit receiving the attack.

OZUTSU
This weapon can destroy buildings. It is a hand cannon which can cause great damages among the
enemy units.
Distances (in cm):
-1 AT
1

AT
20 21

40

Those units bearing this weapon gain +1 DD per miniature.


Half the unit's DF that is under attack.
Critical 7+.(on damage roll).
Damage buildings.

SHURIKEN
The shuriken is a throwing weapon used by the ninjas at short distance taking the advantage of the
enemy being near the ninja throwing the shuriken. The ninjas used poisoned shuriken to cause death
with the slight wound made by this weapon.
Distances (in cm):
-1 AT
1

20

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Only 1 shot per turn is allowed.


-1 to DF to the unit that is under attack.

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SLING (ISHITSUBUTE)
The sling is used to throw stones at the enemy; units bearing this weapon are known as Ishitsubute
Ashigaru. They were units that caused disconcert among cavalry units.
Distances (in cm):
-1 AT
1

AT
20 21

+1 AT
35

36

50

If they inflict cavalry units any damage point. these must make a Ki check or they will move half
their movement in the following turn or movement, in advance as well as in charge. If the infantry
unit suffers any damage, it will have -1 to the IN for the rest of the turn.

TEPPO
Teppo is the name given to the arquebus, a firearm brought by foreign merchants and preachers.
Distances (in cm):
-1 AT
1

AT
25 26

45

Half the unit's DF that is under attack.

BLOWPIPE
This weapon is also used by the ninja to shoot the Fukiya or darts, which were shot at the enemy with
the power of breath. These darts are also considered poisonous.
Distances (in cm):
-1 AT
1

30

Possibility of critical 9+(on damage roll)..

FIRETHROWER
This is a strange weapon formed by a long stick which spits incendiary arrows or flaming rocks at a
long distance. It is a weapong brought from far away lands which a single man can bear on his hand.
Distances (in cm):
-1 AT
1

AT
20 21

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+1 AT
40

41

70

-2 to the DF of the unit receiving the attack.


Possibility of critical 8+.(on damage roll).
Damage buildings.

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TILLAGE
They are all types of tools used at the Hymukai fields. These go from sicles to hoes They do not grant
any modifiers.

ONAGAMAKI
It is a type of naginata, but in this case the handle has the same dimensions as the saber, with its blade
similar to that of the Tachi. The blade and the shaft would measure 120 cm each.

-1 to AR of the unit receiving the attack.

JUMONJI YARI
This is a spear ending in the shape of a cross which allows either blocking the enemy's weapon or
wounding from the side. It is a highly effective close combat weapon. All its blades are sharp, so it
can be used as a regular spear and also cut with the section in the shape of a cross the arm, neck or
tendons in the movement of recovery.

It grants the modifiers of the Yari.


Possibility of critical 9+ (on damage roll)..

ONO (AXE)
This weapon is not frequently used in Hymukai, but some choose it.

Possibility of critical 9+ (on damage roll).

NAGINATA
The naginata is the favorite weapon of women and Sohei monks. It is a saber with an extraordinarily
large handle which makes it look like a halberd. It has a 30 to 60 cm curved blade of a single edge
and a shaft that ranges from 150 to 220 cm long.

-1 to the enemy's DF.

OMI YARI
This type of Yari has a very long blade, longer than that of regular Yaris. This weapon is mainly used
by the great guard.

+1 to IN

Possibility of critical 8+.(on damage roll).

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YARI
This is a big spear frequently used by the armies of Hymukai. Depending on the type of blade, its
length and its wood, it receives different denominations. Artisans forge these blades with the same
care as with swords and their handles are made of excellent wood. The most frequently used by the
Ashigaru is a type of pike called Nagae Yari:
INFANTRY: When a unit bearing Yaris suffers a frontal charge, it gains, for the turn, +3 IN and -1
AT.
If the charging unit is a cavalry unit, it gains: +3 IN and -2 AT.
When a unit bearing Yaris suffers a multiple charge from another place apart from the front, it loses
these modifiers.
- The units with Yaris do not gain modifiers when charging.
CAVALRY: The cavalry bearing spears gains:
- Counter infantry: It has -1 to the AR of infantry units.
- Counter cavalry: If it charges against a cavalry unit, it gains +1 to IN and -1 to AR that turn.
These modifiers accumulate to the usual bonuses granted by charge. Thus, they have to added up to
the latter.

KATANA
The katana is the samurai's soul, the saber of Hymukai. There were two transcendental moments in
the life of a child. In the Mamori-gatana he was given his first sword, an ornate wooden sword. In the
second ceremony, known as Gempuku, he was given his katana, which meant he was accepted as a
Bushi. This will never leave him.

-1 to AT.
No modifiers on buildings.

JINGAMA
This weapon is a battle sickle which is mainly used by the Jusamurai, low level warriors who have
not enough stipend to avoid working in the fields. This weapon is formed by a sickle attached to a
long stick. It is used effectively to cut the reins of their enemies' horses and to destabilise their
enemies.

Take -1 from the DF of the cavalry units and remove the Armor granted by being
mounted.

BO
The bo is a cane with its two sides covered by metal. Skillfully used, it becomes a fearsome weapon,
for it allows to keep the enemy at a distance and hit with both sides.

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+3 to the IN of the unit or character.

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SHINOBI GATANA
It is a saber exclusively used by ninja warriors. It is a saber shorter than those of the samurai and with
a straight blade. It grants greater comfort when the time comes to jump, climb, run or hide.

-2 to the enemys DF.

MITSU DOGU
The sodegamari, sasumata and tsukobo are three types of weapons known as Mitsu Dogu weapons.
These are a real threat even for warriors experts in combat with sabers. Its employment is similar to
other long weapons; they can be used to hit like the Bo, to stab as the Yari, or to make circular
movements like the naginata. But when they touch the enemy's clothes, armor, helmet or weapons,
they can hook them up and pull their enemy down so the lose any offensive or defensive initiative.

-2 to the enemy's IN.

SABER
Although the katana is a type of saber, these can be very different, although their blade is thought to
cut and being used on horse because it is usually more curved and, in some cases, bulkier. This
weapon is very useful in close combat and when used from a horse.

9+ to critical (on damage roll)..

KANABO-TETSUBO
The Kanabo-Tetsubo is a great elongated mace, similar to a metal bar that gets wider to the end and
with some bulges. This weapon is only used by those who can manage its great weight and an armor
can barely protect its bearer from being crushed.

-1 to the AR of the enemy.

IGNEOUS ATTACK
Some creatures combine their attack with flames and fire, which makes it difficult for the enemies to
survive because the damage that is not made by the attack, it is made the flames.

-1 to the unit's DF.


It can use both distance and close combat. Distances (in cm):
-1 AT

AT
15 16

30

WAKIZASHI
It is much shorter than the katana and better for combat in closed places where the katana cannot be
used effectively.

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-1 to AT inside buildings.

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CLAWS AND JAWS


Most creatures use their claws and jaws to attack, because they do not bear any weapons. These do
not grant any bonus or penalty to attack.

NO-DACHI
The No-Dachi, also known as dai katana, is a long saber with a blade more than 1.5 m long. Almost
nobody could use it single-handed.

-1 to AT.
Possibility of critical with 9+.(on damage roll).

KUSARIGAMA
It is a weapon formed by a sickle tied to one side by a metal chain with a heavy iron weight. Among
other things, this weapon can roll around a body part of the opponent, knock him down or disarm him
and then, counterattack. It was effective to attack and to keep the enemy at a certain distance.

-1 to the DF of the enemy.

HATA-JIRUSHI
The Hata-Jirushi is a banner that distinguish the regiment or unit from other units. This banner grants
the unit +1 to HR. In order to bear a Hata-Jirushi, the unit must have spend additional point on its
building.

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ARMOR
AR ARMOR
When a unit has been hit, it still has a possibility to avoid damage. This damage may be avoided by
its armor. It is more difficult to inflict damage to a unit in a heavy armor than to a unit in a light
armor. A damage roll that fails to get a result higher than the unit's armor causes no damage, even if
it had a modifier, for these are only applied once the armor is beaten.

ARMOR TYPES
The samurai in the Dragon's Islands have inherited the ancient art of making and bearing the armor.
Through the study of their clan's ancient books, they make their own types of armor that will protect
them in battle.
No armor: Armor 1.
Light armor (HARA-ATE): Armor 2. A light armor is that that grants a poor protection, such as
the ashigaru's HARA-ATE. This is the armor borne by any type of ashigaru, harasser archer and
slingshooter units, as well as any other unit considered to bear a poor armor. This type of armor is
also worn by those highly skilfull with weapons.
Average armor (HARAMAKI-DO): Armor 3. This is the armor most samurai bear. This armor has
a pair of epaulets, a helmet and first protection for the legs.
Heavy armor (O-YOROI): Armor 4. This is the armor heroes and captains bear. This armor has a
chain-mail, protections in legs and arms, as well as a mask. +1 AR against arrows.
Legendary armor: Armor 4 (5 against projectiles). This is a full heavy armor designed by the
greatest masters, and this makes it extremely effective.
Mounted: A mounted unit receives a+1 to its Armor.

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SPELLS
SPELL PROFILE
In the spell profile we can see:
Name: Denomination of the spell.
Level: Level of the spell which determine its cost in AC and its difficulty.
Description: Description of how the spell works.
Effects: The consequences of the spell on our units or on enemy units.
Distance: This is the maximum distance the target unit must be.
Duration: The spell can be instantaneous or have a greater duration, affecting our units or enemy
units for one or more turns.

ONMYOUJI SPELLS
CELESTIAL SPELLS

BOOK OF LIGHT
Spheres of light (Selected level)
Description: The spellcaster generates a series of energy spheres, the size of a fist, and throws them at his
enemies scorching that with which they come into contact. These impact against a one unit or selected
character.
Effects:
Lv1: The objective of this spell receives an attack of 2 dice Magic damage.
Lv2: The objective of this spell receives an attack of 4 dice Magic damage.
Distance: 60 cm. Duration: Instant.

Power word (Lv1)


Description: The spellcaster hits a ritual blessing on a unit or character. They receive a burst of energy
that comes from heaven, feeling his body filled with power. This unit feels like reality seems to move
more slowly and takes great skill.
Effects: +2 to IN
Distance: 40 cm. Duration: Variable.

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Spheres of protection (Lv 2)


Description: The spellcaster is covered yourself or a character with an aura of energy that protects
against missile attacks and firearms of any kind. This energy causes many of these disintegrate when
trying to cross it.
Effects: The character receives a +1 to DF and +2 to the AR against enemys attacks of projectiles
for a full turn.
Distance: 40 cm. Duration: Variable.

Blind LV2
Description: The spellcaster casts a flash of light towards the projectile unit; those who see the light are
blinded for the whole turn, being unable to shoot.
Effects: The target unit must make a magical resistance roll for each miniature within the unit. For
each failed roll, it loses 1 firing die for any projectile attack it makes this turn.
Distance: 60 cm. Duration: Instantaneous.

Path to victory LV3


Description: The caster makes the ritual of victory that shows all the combatants the way they have to
follow to achieve victory. All soldiers hear his thunderous voice on the battlefield and see signals. A great
light falls from the sky to the battlefield. Those who feel the heat of this celestial light realize deep inside
them that they are capable of anything.
Effects: All human units and creatures within the spell's radius of effect increases their HR by 1 and
gain +1 to their damage roll.
Distance: Unlimited. Duration: Variable.

Burning light LV4


Description: The sky splits in two and a ray of magical energy falls on the enemy, melting everything it
touches. Wretched are those who are touched by that beam of light.
Effects: The unit must make a magical resistance roll for each miniature within the unit. For each
failed roll, it suffers one Wound.
Distance: 50 cm. Duration: Instantaneous.

BOOK OF TIME
Physical disruption (Selected level)
Description: This is a combat spell; the caster creates an energy wave from his hand that push everything
it touches, splitting it up. This wave tear its targets apart.
Effects:

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Lv1: The target unit must roll 3 dice of magical resistance. For each failed roll, it suffers one Wound.
Lv2: The target unit must roll 5 dice of magical resistance. For each failed roll, it suffers one Wound.
Distance: 40cm.Duration: Instantaneous.

Fleeting moment LV1


Description: The spellcaster makes time pass by hastily for the enemy unit of his choice. The unit seems
not to know what has happened, but when it goes back to reality, it has lost a precious time.
Effects: The target unit makes an opposed Ki roll against the caster; if it fails, it suffers -3 to IN for
the rest of the turn.
Distance: 50 cm. Duration: Variable.

Walk over reality LV2


Description: When the caster invokes the forces that rule the universe, everything seems to turn lighter
and that nothing can stop those who have been blessed with their power.
Effects: An infantry unit moves as if it was a cavalry unit at all effects, even for "charging," but it
does not gain the benefits for the charge of a unit of this type.
Distance: 40 cm. Duration: Variable.

Disorientate LV2
Description: The caster makes the enemy unit feel disorientated. The unit seems unable to orientate in
the battle and it finds some difficulties in analyzing the situation it is in or receive orders from its
generals.
Effects: The target unit must make an opposed Ki roll against the caster; if it fails, it loses 1 AC this
turn automatically.
Distance: 50 cm. Duration: Instantaneous.

Ripping the veil LV3


Description: Reality can be folded at the Kami and Onmyouji's will. One only has to know how the thin
veil covering the worlds can rip; the Onmyouji makes a gesture moving whatever he wishes from one
plane to the other.
Effects: The caster makes that a character of his choice rip the veil of reality crossing to another
dimension to appear in a different place of the battlefield. The character cannot end within a unit or
within 5 cm of an enemy unit.
Distance: Both the character and the destination must be within his line of sight and within 40 cm
from the caster.
Duration: Instantaneous.

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Cloak of ashes LV4


Description: The power capable of creating the reality can undo it. Everything is coated by the vital
energy that flows and keeps reality united. The caster has found out how to use this knowledge to destroy
his enemies. The spellcaster casts an ethereal cloak that moves through the wind up to any lonely
character or creature, covering him and tearing all matter apart so, where he was, there is only steaming
remains.
Effects: The character that is covered by this cloak of ashes feels how his life escapes from him and
turns into dust. The creature or lonely characters must roll 8 dice of magical resistance; for each
failure, it suffers one Wound.
Distance: 60 cm. Duration: Instantaneous.

INFERNAL SPELLS

BOOK OF WAR
Projectiles of fire (Selected level)
Description: The Onmyouji joins his fingers and, while praying the secret words of the fire, his hands
ignite. Then, he move them towards his target. From his finger tips emerge projectiles of fire which cross
the air until hitting the enemy unit. These penetrate his victims' armors and flesh, piercing them until they
explode against the ground.
Effects:
Lv1: The target unit suffers an attack with 2 dice of Magical Damage.
Lv2: The target unit suffers 4 dice of Magical Damage.
Distance: 60 cm. Duration: Instantaneous.

Cloak of terror LV1


Description: The spellcaster's ritual covers his allies with an aura of death. These acquire a horrible
appearance that makes anyone trying to fight against them to think that they are going to find death at
their hands.
Effects: Any unit fighting against the unit affected by the cloak of terror reduces his HR by 2 point
for any test.
Distance: 40 cm. Duration: Variable.

Warlord LV2
Description: The target of the spell must be a hero. This is possessed by the terrible desire of fighting and
obtaining the head of one of his enemies. All his will directs to that target. The caster corrupts a Bushi
hero's body and soul. His muscles deforms and he acquires a semi-demoniac aspect. This warrior's thirst
of death becomes unbearable.
Effects: The character gains +2 DC. If the character challenges any enemy during the effects of this
spell, he can repeat the Initiative Roll during the confrontation.
Distance: 40 cm.Duration: Variable.

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Channel of fire LV2


Description: This spell throws a powerful jet of fire in a single direction. It is not real fire, but energy, so
its trajectory is not affected by wind. The jet of fire burns those in its way and it can cross through several
units, causing damage.
Effects: In any direction, the caster throws a jet of fire. Any unit in the way of that jet suffers 3 dice
of magical damage.
Distance: 40 cm. Duration: Instantaneous.

Rain of blood LV3


Description: While the caster invokes the name of the feared goddess, the sky covers with red clouds. All
the warriors look in awe how these expand around the spellcaster. Then, the sky roars and a fine rain of
blood starts falling on the battlefield.
Effects: All infernal creatures gain -1 to AT; likewise, enemy units suffer -1 to HR. These effects last
as the Rain of blood is active.
Distance: Unlimited. Duration: Variable.

Deflagration LV4
Description: From the caster's hands emerge flames forming an arch around him. The members of any
enemy or friendly unit within that area suffer in their bodies the heat of the flames. They burn as if they
were sheets of paper, suffering temperatures that melt metal and flesh.
Effects: Units within this radius suffer an attack of 7 dice of magical damage.
Distance: It affects a radius of 20 cm, the caster being the center and within his viewing angle.
Duration: Instantaneous.

BOOK OF RAGE
Tongue of destruction (Selected level)
Description: This spell makes that from the mouth of the spellcaster emerges a tongue of fire that hit
wildly any target of his choice, catch him, strangle him and throw him at a long distance. Their bodies
smash against the rocks, broken by the violence of the hit.
Effects:
Lv1: The target unit suffers 3 dice of Magical Damage.
Lv2: The target unit suffers 5 dice of Magical Damage.
Distance: 40 cm.Duration: Variable.

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Ikari's rage LV1


Description: The Onmyouji fills with rage the heart of the friendly unit of his choice. This is blinded by
hate and its members become savages capable of anything. Guided by this rage, the throw themselves into
combat against any nearby enemy unit.
Effects: The unit targeted by this spell gains +2 DC for each 5 miniatures that form them. A unit
under the effects of Ikari's rage must declare a charge against the nearest enemy unit automatically,
regardless its distance.
Distance: 40 cm.Duration: Variable.

Ikari's servant LV2


Description: The caster inscribes some dark symbols in the air while he recites the words that accompany
them; his Shikigami's or his muscles or body grow and deform, while his hands transform into terrible
claws.
Effects: The caster or his Shikigami transforms into an Oni, gaining all the features of a creature of
this type. The one who has transformed into an Oni cannot cast spells while in this shape.
Distance: None. Duration: Variable.

Guiding arrows LV2


Description: The spellcaster performs a chant that make the arrows of a unit of his choice reach his
enemies with greater precision. The arrows plow through the air while they whistle as if they wanted to
accompany the terrible song. These hit their enemies stronger than usual.
Effects: The projectile unit gains -1 AT and +1 to damage for the projectile attack made in the turn in
which this spell was cast.
Distance: 40 cm. Duration: Instantaneous.

Infernal explosion LV3


Description: A sphere of light appears in the target area and explodes with a flash of bluish white fire.
The flames consume any element, supernatural beings burn and consume, while if the affected are human
beings, nothing remains.
Effects: All units within the area of effect suffer 5 dice of magical damage. Characters suffer 3 dice
of magical damage if they are within the area of effect.
Distance: Select a point of the battlefield within 50 cm from the caster and affects a radius of 15 cm
from this point.
Duration: Instantaneous.

Sacrifice LV4
Description: The Onmyouji sacrifices those who are weak in the battlefield to the infernal gods. While
he carries out the ritual, their bodies twist and blood spring up from their pores, creating a cloud of
destruction that moves above the battlefield towards the spellcaster's enemies. Those who enter in contact
with this cursed cloud drown in the dead's blood.

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Effects: The Onmyouji must select some Heinin to perform the ritual and declare how many of them
he intends to sacrifice to the infernal Kami. For each sacrificed Wound by the Onmyouji, he can roll
3 dice of magical damage. Thus, he can get up to 12 dice of magical damage.
Distance: Both the target and those sacrificed must be within 40 cm from the caster.
Duration: Instantaneous.

EARTH SPELLS
BOOK OF ANIMALS
Poisonous projectile (Selected level)
Description: This spell creates around the caster a series of projectiles of a shiny green light, similar to
crystals that rise in the air, while he carries out the ritual. When he opens his eyes and points at his target,
the projectiles whistle while plowing through the air. This small crystals embed in the flesh, piercing
armors and those who are hit by them, suffer spasms and die consumed by the poison.
Effects:
Lv1: The target unit or character must roll 2 dice of magical resistance. For each failed roll, it suffers
one Wound.
Lv2: The target unit or character must roll 4 dice of magical resistance. For each failed roll, it suffers
one Wound.
Distance: 60 cm. Duration: Instantaneous.

Essential energy LV1


Description: The energy that moves life invades those the Onmyouji intercedes for. They take action
with an exceptional energy. Their feet become lighter, as well as their reflexes and their capacity of
movement.
Effects: The unit targeted by the spell gains +1 to IN and +5 to MV.
Distance: 40 cm. Duration: Variable.

FLYING LV2
Description: The caster invokes the powers of birds so a character of his choice can move as if he was
flying.
Effects: The unit or character can move around the battlefield with the Flying trait. Thus, he can
overcome any impassable element or structure.
Distance: 40 cm. Duration: Variable.

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Bolt the mount LV2


Description: The earthly Onmyouji talks to the horses and draw symbols on the ground. They can be far
away, but the horses hear their voices clearly. Horse riders lose control over their mounts, which run
wildly at the spellcaster's call.
Effects: Select an enemy cavalry unit and make an opposed Ki roll against it. If the roll is successful,
it moves straight 2D10. The unit does not lose any action points or movement capacity.
Distance: 50 cm. Duration: Instantaneous.

Calling the birds LV3


Description: From a forest emerges a cloud of birds of all sorts which joins to attack a common enemy.
These thousands of birds fly as a ruthless plague towards the target of the caster's hate.
Effects: The wizard makes a cloud of birds to attack a unit if his choice. This suffers 5 dice of
magical damage per each turn it remains active. For each failed roll, it suffers one Wound.
Distance: Both the forest as the target unit must be within 50 cm from the caster.
Duration: Variable.

Swarm of insects LV4


Description: The caster creates a cloud of insects that move around the battlefield. The insects penetrate
all the holes of those wretched souls who are trapped within this cloud. Their throats suffocate and their
bodies swell, lying on the ground with their eyes looking at the space.
Effects: Any unit crossing the cloud, entering it or trapped by the cloud must roll 6 dice of magical
resistance. For each failure it will lose 1 Wound. Units trapped by the cloud can move normally in
their turn, trying to run away.
Distance: The cloud creates up to 30 cm from the caster and it will have a diameter of 15 cm. The
caster can move the cloud straight at the beginning of his turn in any direction, moving 3d10 cm.
Duration: Variable.

BOOK OF NATURE
Throwing stones (Selected level)
Description: This spell raise rocks of different sizes around him and they are catapulted towards the
enemy of his choice. They move a long distance until they hit, causing severe fractures to those they hit.
Effects:
Lv1: The player rolls 4 DC with AT 4 against the unit or lonely character of his choice.
Lv2: The player rolls 6 DC with AT 3 against the unit or lonely character of his choice.
Distance: 60 cm. Duration: Instantaneous.

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Vines LV1
Description: The spellcaster makes the plants around an enemy unit come to live. This tangle around
their feet and prevent them from moving.
Effects: The vines cause that the tangled unit cannot move freely, so every terrain is considered
difficult, even the plainer prairie.
Distance: 40 cm. Duration: Variable.

Changing nature LV2


Description: The Onmyouji invokes the forces of nature and the ground twists at his words. Words
aimed at raising the rocks from the depths or the water hidden in the ground to emerge, turning an area of
terrain into a bog.
Effects: The Onmyouji modifies a piece of terrain of 10 to 15 cm of diameter. This piece of terrain
becomes a natural terrain piece. No matter if it is a swamp or difficult terrain, a forest, a hill or an
impassable rocky formation.
Distance: 40 cm. Duration: Unlimited.

Favorable winds LV2


Description: While the Onmyouji performs his ritual, a wind starts blowing, taking the archers' arrows to
their destination in the chest of his enemies. The Kami of nature are in favor of your army.
Effects: All friendly units near the character gain -1 to AT for their projectile attacks and their reach
increases by +10 cm.
Distance: 20 cm. Duration: Variable.

Stealing energy LV3


Description: Pointing his hands at the target unit, the character absorbs their vital energy, drying their
bodies and stealing their vitality. Their skin sticks to their bones until they collapse as dry trunks on the
ground. Their energy dissolves in the nature that had been provided.
Effects: The target unit suffers an attack with 7 dice of Magical Damage.
Distance: 40 cm. Duration: Instantaneous.

Forces of nature LV4


Description: The Onmyouji triggers the forces of nature, creating a great tornado of magical energy that
moves straight, destroying everything in their way. This tornado moves up to 30 cm from the Onmyouji,
affecting all units it enters in contact with.
Effects: Any unit it enters in contact with this tornado suffers 5 dice of magical damage.
Distance: 30 cm. Duration: Immediate.

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DEATH SPELLS
BOOK OF SHADOWS
Lashes of dark energy (Selected level)
Description: This spell creates some lashes of energy around the spellcaster, forming arches around him,
hitting the targets of his rage. These lashes move at great speed around the battlefield consuming and
extinguishing the life of that they enter in contact with.
Effects:
Lv1: The target unit must roll 3 dice of magical resistance. For each failed roll, it suffers one Wound.
Lv2: The target unit must roll 5 dice of magical resistance. For each failed roll, it suffers one Wound.
Distance: 40 cm. Duration: Variable.

Armor of shadows LV1


Description: A terrible armor formed by darkness covers the skin of the target, making him feel more
resistant to attacks.
Effects: The character casts this spell on an ally or on himself. He receives +1 to AR against close
attacks and +2 to AR against projectiles.
Distance: 40 cm. Duration: Variable.

Ghostly mount LV2


Description: The caster makes some furrows on the ground with his foot and they illuminate while he
recites dark words. Then, he takes a handful of stones and throws them in front of him while singing his
chant. From the ground emerges, twisted, a ghostly horse that moves towards the warrior of his choice to
be mounted.
Effects: A character on foot mounts a terrible undead mount. This unit is considered to be mounted
for the effects of movement, charge and bonuses for charge. The character's VT increase by 2 points.
Distance: 40 cm. Duration: Variable.

Dark claws LV2


Description: The spellcaster creates a shadow from his fingertips some claws, his arms' shadow extends
on the floor until they reach their enemies. They reach their throats and open them watering the ground
with blood.
Effects: The dark claws grant +3 DC and -1 to AT in any close combat in which the spiritual
character is involved.
Distance: None. Duration: Instantaneous.

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Eternal night LV3


Description: The sky covers and the ground hides under a cloak of darkness. Undead creatures feel their
time has come, while human beings feel a great heaviness in their hearts, a deep sense of despondency
that floods their hearts.
Effects: All friendly units gain +1 to damage while the cloak of darkness takes effect whereas enemy
units suffer -1 to IN.
Distance: Unlimited. Duration: Variable.

Well of the forgotten LV4


Description: The Onmyouji raises a gate that absorbs the spirits of the nearby poor wretched souls.
Inside it, there is only the most absolute darkness and eternal void. The gate to one of the worst hells of
the Jigoku has opened.
Effects: This is one of the most powerful spells of the Book of Death. The affected unit makes a
magical resistance roll for each miniature forming the unit, each failure becomes 1 Wound.
Distance: 50 cm.Duration: Instantaneous.

BOOK OF THE DEAD


Projectile of corruption (Selected level)
Description: The spell creates several projectiles that corrupt the body of those reached by them. The
place affected rots and fills in with worms and flies. The necrosis spreads through the affected area and
gangrene affects internal organs. This makes the poor devil reached by this projectile to consume on the
ground.
Effects:
Lv1: The target unit suffers an attack with 2 dice of Magical Damage.
Lv2: The target unit suffers 4 dice of Magical Damage.
Distance: 60 cm. Duration: Instantaneous.

Weakness LV1
Description: The character cast red ashes ti the air and wind leads it the projectile unit of his choice. The
jabs and pain seem to burn inside their arms. The warriors do not know which is the reason for this
weakness. They do not stop trembling and any action of stretching their bows or aim with their rifles is
painful.
Effects: The unit affected by the spell automatically reduces its firing range to medium distance and
the AT increase by 1 point.
Distance: 60 cm. Duration: Variable.

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Shiryo LV2
Description: The line that separates life from death is a thin layer that can be crossed easily by the one
who receives his dark words. His skin becomes ethereal, his bones visible and where there was a person,
now there is an specter.
Effects: The target of the spell becomes an specter that cannot be reached by the enemies' projectiles
(it can become target of spells). The character can ignore any difficult terrain or terrain element, but
if it materializes trapped inside an impassable obstacle, it dies.
Distance: 30 cm. Duration: Variable.

Mekubare LV2
Description: The spellcaster raises from the depths of the underworld the heads of those who died at his
enemies' hands. Then, he leads them towards the enemy unit, which is surrounded by the heads. They
move around it, crying with a tormented voice. Their sorrow make the warriors' legs tremble and a great
terror invades their hearts, thinking in the future that waits for them.
Effects: The affected unit must make an opposed Ki roll against the caster; if the roll fails, it must
start to Run Away.
Distance: 40 cm.Duration: Instantaneous.

Opening the Nekara LV3


Description: This spell opens the gates to the Nekara to rescue from the clutches of death those who have
fallen in the battlefield to fight once more for their lord. The corpses come to live and twist an move
gloomily towards his enemies.
Effects: A human unit that has been destroyed can rise again. This unit has the same attributes than
that which was destroyed, with the exception that its AT increases by 1 point and the rest of its values
decreases by 1 point. This unit dissolves when the spell stops being active or the caster dies.
Distance: The unit comes to life within 25 cm from the caster.
Duration: Variable.

Breath of the dead LV4


Description: The spellcaster opens his mouth and releases a wavy dark hair that moves, at ground level,
towards the target unit. The unit is surrounded by this smoke, from which faces of dead people emerge
crying and twisting. They take shape and start to devour the living.
Effects: The target unit or character suffers 8 dice of magical damage for each turn the spell is active.
Distance: 50 cm.
Duration: Variable.

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TERRAIN PIECES
Our games will take place in fields which, although more or less clear, always have a series of terrain
pieces and accidents which will hinder combat.
These can be from hills or forests, which hinder the enemy's vision, to rivers and other damp areas which
hinder or prevent troops from moving through.

TYPES OF TERRAIN
Some boards can feature different types of terrain which make it more difficult for the units to walk
through. Types of terrain:
Normal terrain:This terrain does not hinders the unit's movement: prairies, etc...
Difficult terrain: Any miniature moving through this terrain moves half its movement: farming
fields, plantations, forests, etc.
Harasser units do not suffer any penalty to movement through difficult terrain pieces.
Impassable terrain: That through which units and characters cannot move: swamps, shallow rivers,
gullies, etc.
Obstacle: This hinders normal movement. The special rules for overcoming obstacles must be
followed.
Mystical terrain:It is that terrain that can inspire warriors to recall their ancestors' feats or why they
are doing this and what can happen if they do not carry on fighting.
A unit which ends its movement within 10 cm from a Mystical terrain and which was running away
regroups automatically as if it had been assigned the appropriate order. Moreover, any unit which is not
running away and which is next to this type of terrain will avoid any Run Away Roll.

COVER
Cover increases difficulty to reach a unit in a ranged attack and the unit's defense in close combat. For
this unit to take place, the circumstances described by the specific terrain piece must take place.

SHOOTING
A unit is considered to be behind cover if when its location on the battlefield in relation to the unit that is
going to open fire against hinders the attack. It takes place in two situations:

Due to a terrain piece or unit that hinder full vision over the target unit.

Due to the rules of the terrain piece.

Light cover:
Penalty of +1 to the AT of the firing unit.

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The object or unit prevents us from seeing all the miniatures that form the unit.

Heavy cover:
The object or unit prevents us from seeing more than half the miniatures that form the unit.
Penalty of +2 to the AT of the firing unit.

COMBAT
Light cover:
+1 to the unit's DF and +2 to its IN.

Heavy cover:
+2 to the unit's DF and +2 to its IN.
For the unit to be behind cover in the close combat, it must have occupied the building or be within 3 cm
from the fence or element that grants cover.

TERRAIN PIECES
WALLS, BUSHES OR FENCES
It represents a wall, bush or fence which can seem to be made of woor or stone and which can have
different heights. This element is considered an obstacle and follows obstacle and follows some special
rules to be overcome, because it limits movement through it.

Normal height:
It is smaller than a humanoid miniature and can be crossed by any type of unit, following the usual
rules for overcoming obstacles.
Sight: This type of element does not hinders sight.
Combat and fire: A unit with its front attached to this terrain piece has Light Cover against attacks
and shots from the opposite side.

Very high:
It is taller than a humanoid miniature, like the wall of a castle, an Ashigaru palisade or a great wall.
Sight: As a general rule, they prevent sight, unless they are walls with loopholes, crenels or shooting
palisades. In the latest case, they grant heavy cover to the units occupying them, which can be
targeted by shots and, moreover, they can see the enemy units' shots.
Combat: The unit attached to or on one of these terrain pieces can be charged through it and it has
Heavy Cover. Even if the unit is not visible, the charge can be performed against the wall or element.
This protection only lasts for the first combat turn.

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FOREST
It is considered Difficult terrain. This element is represented by trees forming an area with a radius of at
least 5 cm. It totally prevents any vision line to be drawn through, that is, a unit at one side of the forest
cannot see the units at the other side.

Edges
This covers 3 cm from the imaginary line drawn within the outer layer of trees.
A unit is considered to be at the forest edges when the edges are touched by some of its miniatures.
Sight: A unit can see and be seen by those unit in their line of sight at that side of the forest.
Units at the linde have light cover against shots. Units in the deep forest, heavy cover if they can be
seen.

Deep forest
It is the inside of the forest, anything that is not the edges. A unit is here when, being inside the
forest, none of its miniatures is touching the edges.
Sight: The unit can only see up to a radius of 15 cm around itself and it cannot be seen by any unit
outside the forest. Shooting from deep forest or at it suffers a penalty of +2 to AT.
Harasser units have Light Cover when fighting in deep forest.

CONSTRUCTIONS
It is considered Impassable terrain.This terrain piece is represented by a building with the dimensions
they wish.
Vision: It totally prevents any vision line to be drawn through, that is, a unit at one side of the forest
cannot see the units at the other side, and vice versa.
A firing unit can shoot to the outside with a 360 viewing angle.
Types: Buildings can be of two types:
Small: They allow seeing through them on a hill. They cannot be occupied by more than 4
miniatures.
They have 10 Wounds and Armor 6.
Big: They do not allow seeing through them in any way. They can be occupied by more than 4
miniatures.
They have 20 Wounds and Armor 7.
Occupying a building: In order to occupy a building a unit must declare an occupy action.
Damaging buildings: They can only be damaged by units having a trait or weapon that enables them to
do it. In order to damage the building an AT roll is made and then, the damage roll because it does not
have any DF. If a building is destroyed, any unit inside it is also eliminated.
Cover: Units inside a building have Heavy Cover for combat.

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It is possible to shoot at units inside a building only if they have shot in the current or previous turn from
inside it. Then, they have Heavy Cover.

HOUSE
A house is considered a small building. This only grants the benefits of occupying a building.

PAGODA (TEMPLE)
The pagoda is a type of sacred building. These enormous temples are not built randomly, but in key
points of Hymukai in order to channel the ancient energies of the earth. Spiritual characters know
that, so when they see a pagoda, they move towards it for these energies to flow inside them.
The pagoda follows the rules for Buildings. Moreover, thanks to their strategic location, any
Onmyouji that has occupied the building and tries to cast a spell while within 10 cm from it is
considered to have Meditated freely (instead of spending 1 AC).
Any lands within 14 cm from a pagoda are considered Mystical terrain.
The pagoda is considered a big building.

CLAN'S CASTLE
The clan's castle has great importance for the samurai. This have several floors and rooms until
reaching the lord's or Daimyo's main chamber. A unit occupying this terrain piece to defend it never
makes HR tests, so it will never Run Away.
The clan's castle is considered a big building.

ALTAR
An altar dedicated to a Kami has an effect on the surrounding terrain, creatures and spiritual
characters.
A radius of 15 cm around it is considered Mystical terrain.
It grants KI +1 to the unit or character occupying it for the following test or roll.
They have 6 Wounds and Armor 5.

CEMETERY
As in a forest, the line traced by the cemetery gravestones between them is considered Mystical
terrain.
The cemetery makes the warrior remember their ancestors and those who died with honor on the
battlefield.
It grants HR +1 to the unit or character occupying it for the following test or roll.

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TORII
The Torii is a bow at the entrance of the Shinto temples. It marks the path to a sacred place.
The Torii's area of effect covers 10 cm around it.
Any unit occupying this position is immune to Fear or Terror while next to the Torii.
They have 7 Wounds and Armor 5.

BRIDGE
A unit crossing the bridge is an easy target for enemy firing units. The bridge prevents units from
moving through it at high speed.
A bridge halves the units' movement.
A unit is considered to be under the effects of a bridge when it is within 5 cm of the bridge or on it.
They have 10 Wounds and Armor 6.

RUINS
They follow all the rules for buildings with the exception that they grant Light Cover against shots
and combat instead of Heavy Cover and it cannot be destroyed.
The temples ruins are considered Mystical terrain.
A group of ruins works as a forest drawing a line between them and forming a circumference which
is considered as that element.

HILL
It is considered Normal terrain. This terrain piece is represented by a high area on the rest of the
battlefield on which miniatures can be placed.
It completely prevents any line of sight to be drawn through, that is, a unit at one side of the hill, but
not on it, cannot see the units at the other side, and vice versa.

On the hill.
A unit is considered to be on the hill when more than half its miniatures is on the terrain piece
representing the hill. It is considered Normal terrain.
Sight: Units on the hill can see beyond units and through terrain pieces which do not prevent line of
sights to be drawn through completely.
Cover: A unit on a hill has Light Cover against shots and in combat if it suffers a charge from
another unit which is not on it. This protection only lasts one combat turn.
Shot distance: The average and long range of any weapon increases by 10 cm. Ex.: In the case of the
bow, the average range goes from 20 to 50 cm and long distance goes from 51 to 70 cm.

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RIVER, LAKE, SWAMP


It is considered Impassable terrain.This terrain piece is represented by an area with the shape of a
lake or swamp. In the case of rivers, it runs through part of the battlefield entering from one side and
leaving by the other. Swampy terrain can be considered Difficult terrain if the players wish. In that
case, it follows the rules for bogs. They do not affect lines of sight to be drawn through.

STREAMS, BROOKS AND BOGS, RIVER


FORDS
It is considered Difficult terrain. Units within a stream can shoot with a penalty of +2 to AT. Units
in combat or targeted by shots have a penalty of DF -2.
Units bearing teppos must make a roll equal to or higher than their Ki; if they are not successful, their
weapons get wet and are rendered useless for the rest of the battle.

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THE ARMY LIST


For some people, composing an army list becomes one of the most interesting features of the game. You
can compose as many lists as you wish by following the instructions detailed below. Before each battle,
you must have agreed with your opponent on the level of the armies taking part and which way each of
them has chosen, as this will have certain effects when composing the list.

SELECTING A WAY
Firstly, you select one of the possible ways: the Buke, the Kuge or the Sohei. Depending on which way
you choose, you have access to certain types of unit.
In order to provide more depth, you can create the complete background of your clan: its name, "mon,"
characters, their lands, their relations - both inner and with other clans.
In Kensei, two generals can belong to the same way and fight in a battle. Thus, it is possible, for example,
that a kuge army fights against another.

LEVEL OF THE BATTLE


Battle size is determined by the level of the armies fighting; this will be chosen by the players before the
game starts.
A battle of low level would be that in which only a few units and characters fight. Whereas in one with a
higher level, we would bring a wider variety of them. Then, depending on which level the game is being
played, we have a number of Kokus Value which have to be spent in order to compose our army list.
The level of the battle also limits the number of Special and Elite units we can include, as well as the
characters.
There are 7 levels of battle we can play, according to the number of miniatures available. So, in principle,
you can play with 20 miniatures, up to almost a hundred in level 7 battles. It all depends on the level you
want to play.

VALUE IN KOKUS
A kokus is the quantity of rice necessary to feed a person throughout a year. In the Dragon Lands it is the
bargaining chip and units and armies are paid with it. Each miniature in the army has a value in koku
which determines the cost to purchase it. Thus, each miniature in a unit has a value indicated by its
profile, and the addition of all of them is the unit's value.

LIMITATIONS
When you create an army list, you have to take into account the size of the battle, for according to this,
you will have a series of limitations when selecting your units and characters.

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UNIT LIMITS
No matter the size of the battle, you can bring as many units as points you have available for the battle,
providing you respect the limitations for the number of units you can bring into battle for that size. There
are also some limitations you can bring into battle depending on if they are special or elite.

UNITS: BASIC, SPECIAL, CREATURES AND


ELITE.
These are the three types of units we will have in order to build up our armies.
The basic ones make up the main body of your army and all the factions have access to it. Special
and elite units make the difference between a faction or another.

CHARACTER LIMITS
The character with the highest rank must become the general, that is, if we include a Daimyo and a
Taisho, the Daimyo will be the general.
Two equal special character cannot be included in the same army.

VIRTUE OF THE WAY


According to the chosen way our units will be modified as follows:
Buke Virtue: All cavalry units have +3 cm to the Action of Movement, whatever its type.
Sohei Virtue: All Heinin basic units (without projectiles) gain AT -1.
Kuge Virtue: All Heinin firing units have AT -1.
Otokodate Virtue: All units and characters included with the samurai trait are considered Ronin.
Moreover, Heinin units have HR.+1.

GAME WITH MAGIC


The decision of playing with magic belongs to the players themselves. If both agree, all the additional
rules described on Magic and creatures are applied.
In order to play a game with magic, both players must include, at least, one spiritual character in their
army which will enable the inclusion of units, creatures and the use of spells.

SPIRITUAL CHARACTER
The clans can include creatures in the deployment of their armies thanks to the inclusion of an
Onmyouji. The other spiritual characters enable the inclusion of units which the players could not
normally include in their armies; moreover, they do not affect the limitations to the type of unit, that
is, a cavalry unit can be included without affecting the maximum number of cavalry units that we can
include in that level of the battle.

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ONMYOUJI: He allows to deploy creatures of the type of hidden power he belongs to.

CLANS AND HIDDEN POWERS


The clans from Hymukai are linked to the cult to the Kamis depending on their history throughout the
years. Most of them have the figure of the Onmyouji, a kind of spellcaster who devotes his efforts to
favor the clan with his knowledge about the occult. Depending on the knowledge selected, we have
access to a type of Onmyouji and creatures, as well as his spells linked to that knowledge. Hidden
powers cannot mix, so we must choose only one of them when creating our clan.
INFERNAL: Some families have raised their prayers to the infernal gods or have allied to those who
bring destruction, desperate to seize power and destroy the new emerging clans. They will not
hesitate to carry out any action uncrupulously to seize the Emperor's Throne. Even if they put
Hymukai at the mercy of the Oni. Their lands are governed with blood and in their castles and
fortresses fear can be felt. Their attacks are the most terrible since they have no survivors and those
who get to survive usually end as slaves in far away lands.
EARTHLY:The depth of nature are inhabited by powerful spirits. In order to enter in contact with
them, many devote their life to meditation and to spiritual exercises. They are sent to the depths of
the forests to meet these creatures and establish relations with them. Thus, these clans are conscious
of nature and the powers it hides. They keep close contact with the forces from these places, which
protect them for practicing spiritual arts.
CELESTIAL:Sujin blood runs through the veins of the oldest families. No one with more rights to
govern Hymukai than those whose wisdom is directly communicated by the celestial Kami. Their
lineage is lost in the history of Hymukai. Those who follow the path to heaven have swore to clean
Hymukai from all that which corrupts it. These clans' Daimyos raise their prayers to Amatsu for her
to grant them their favor in the battlefield. They believe they have received a call to become
emperors.
DEATH: "The real samurai must always be ready to die and before falling in disgrace, he will chose
the latter. Hymukai families have a great sense of their ancestor's value, of man's destiny and of
death, which they have glorified and transformed into the central axis of their norms. These Daimyo
will not hesitate to rip Hymukai to reach glory. They worship the Kami from the underworld and
keep links with the spirits of dead, looking for their knowledge and the domain over darkness.

LIMITATIONS
TWO ONMYOUJI IN THE SAME ARMY
If more than one Onmyouji is included in our army, they must use the same knowledge and the same
spell book.

TWO ONMYOUJI WITH THE SAME


KNOWLEDGE
If they are in the same battlefield, in two different armies, the two Onmyouji belonging to the same
knowledge must make an opposed Ki roll before the game starts. The winner of the roll will select
the spell book of his choice among those possible. The other Onmyouji must content himself with the
other book of knowledge.

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LEVEL OF THE SPIRITUAL CHARACTER


The level of the spiritual character is limited according to the level of the battle. Thus, we cannot
include, for example, a powerful level 3 Onmyouji in a level 1 battle.
Level 1: Any level of battle.
Level 2: Level 3 battle or higher.
Level 3: Level 4 battle or higher.

LEGENDARY CREATURES
There are some creatures as strange as scarce, some of them even unique, which can spend centuries
unseen by any human, but they exist. This type of creatures can only be included in the levels of
battle indicated (with an *); moreover, only one of these creatures can be included. Example: we
cannot include 2 Jorogumo in our army, but we can enlist a Jorogumo and a Hiderigami.

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TABLE OF LEVEL, KOKUS, UNITS AND


CREATURES.
Kokus

Basic
Units

Special
Units

Elite
Units

500

2 or more

0-1

0-1

0-1 (or more thsn Level 1)

1000

2 or more

0-2

0-2

0-2 (or more thsn Level 2 max.)

1500

2 or more

0-2

0-2

0-2 (or more thsn Level 2 max)

2000

3 or more

0-3

0-3

0-3*(or more thsn Level 2 max)

2500

3 or more

0-3

0-3

0-3*(or more thsn Level 3 max)

3000

4 or more

0-4

0-4

0-4*(or more thsn Level 3 max)

3500 - 6000

5 or more

0-4

0-4

0-5*(or more thsn Level 3 max)

LV

Creatures

TABLE OF LEVEL AND LIMITATIONS OF


CHARACTERS
NV

Daymio

Taisho

Busho

Samurai
Daisho

Ashigaru
Daisho

Specials

Spirituals

0 or more

1 or more

1 or more

0 or more

0 or more

0-1

0 or more

1 or more

1 or more

0 or more

0 or more

0-2

0 or more

1 or more

1 or more

0 or more

0 or more

0-2

0-1

0 or more

1 or more

1 or more

0 or more

0 or more

0-2

0-1

0 or more

1 or more

1 or more

0 or more

0 or more

0-2

0-1

0 or more

1 or more

2 or more

0 or more

0 or more

0-2

0-1

1 or more

1 or more

3 or more

0 or more

0 or more

0-2

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UNITS' PROFILES
BASIC UNITS
YARI ASHIGARU (ASHIGARU WITH SPEAR)
Description: Warriors of a lower class which form most of the army of a clan. They are mostly peasants
and city inhabitants, considered Heinin, and they are exposed to the ethic of higher class warriors, whom
they loyally obey in times of peace. These warriors on foot are known as warriors of agile legs (ashigaru).
AT

DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

14

5-20

INFANTRY

HEININ

YARI

LIGHT (2)

HATA-JIRUSHI: (+5 koku to the bearer's value)


ABILITIES: NONE

HEISHI (LOW RANK WARRIORS)


Description: They are low rank warriors who wore a minimum armor, the hara-ate designed to cover just
the chest and body. They are armed with the naginata.
AT

DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

16

5-20

INFANTRY

HEININ

ONAGAMAKI

LIGHT (2)

HATA-JIRUSHI: (+5 koku to the bearer's value)


ABILITIES: NONE

YUMI ASHIGARU (ASHIGARU WITH BOW)


Description: These soldiers armed with bows are not as effective as their shots because they do not
practice shooting with the persistence of a samurai.
AT

DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

15

5-20

INFANTRY

TRAITS

WEAPON

HEININ YUMI PROJECTILES WAKIZASHI

ARMOR
(AR)
LIGHT (2)

HATA-JIRUSHI: (+5 koku to the bearer's value)


ABILITIES: NONE

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KATANA SAMURAI (SAMURAI WITH KATANA)


Description: The samurai is the higher class in the Dragon's Lands. Samurai means "to serve", so these
are the clan's and the Daimyo's most loyal servants. These warriors (bushi) are trained in war since an
early age and live for the honor of their clan. They follow the way of the warrior (Bushido) and they are
willing to sacrifice their own lives unhesitatingly for their lord.
AT

DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

23

5-20

INFANTRY

SAMURAI

KATANA

MEDIUM (3)

HATA-JIRUSHI: (+5 koku to the bearer's value)


ABILITIES: NONE

YUMI SAMURAI (SAMURAI WITH BOW)


Description: Samurai are trained in the use of the bow from an early age.
AT

DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

28

5-20

INFANTRY

SAMURAI PROJECTILES

YUMI KATANA

MEDIUM (3)

HATA-JIRUSHI: (+5 koku to the bearer's value)


ABILITIES: NONE

KIBA MUSHA (CAVALRY WITH KATANA)


Description: The samurai of the highest rank are mounted and they are formidable riders. These samurai
are fearsome when charging an unready enemy. Their speed and ferocity turn them into a fearsome
opponent for the rest of the units. It is not rare to see the Taisho accompanied by these terrific warriors.
AT

DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

33

3-10

CAVALRY

SAMURAI

KATANA

ARMOR
(AR)
MEDIUM &
MOUNTED
(4)

HATA-JIRUSHI: (+5 koku to the bearer's value)


ABILITIES: NONE

YARI KIBA MUSHA (LIGHT CAVALRY)


Description: These samurai are the best riders in the clan. They move at a great speed throughout the
battlefield in search of the weak points of their enemy and breaking havoc within its ranks. They can
attack and vanish from the place in an instant, leaving the terrain full of corpses.
AT

DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

34

3-10

CAVALRY
HARASSER

SAMURAI

YARI

ARMOR
(AR)
LIGHT &
MOUNTED
(3)

HATA-JIRUSHI: NONE

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Page 125

ABILITIES: NONE

ISHITSUBUTE ASHIGARU (ASHIGARU WITH


SLING)
Description: This is a unit quite infrequent in the battlefield and which some generals use to cause
uncertainty among enemy ranks. The also called Mizumata are peasants trained in throwing stones with
their slings. With a scarce armor and protection, they move swiftly throughout the battlefield and hinder
the movement of the armies.
AT

DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

16

5-15

INFANTRY
HARASSER

HEININ
PROJECTILES

SLING

LIGHT (2)

HATA-JIRUSHI: (+5 koku to the bearer's value)


ABILITIES: NONE

NO BUSHI (SKIRMISHER ARCHERS)


Description: No Bushi skirmisher are warriors coming from all social conditions, from high rank
samurais to their most humble followers. They spread on the battlefield and they harass enemy units with
their shots.
AT DF W KI HR IN
6

KOKU
S MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

29

5-10

INFANTRY
HARASSER

SAMURAI
PROJECTILES

YUMI
KATANA

LIGHT (2)

HATA-JIRUSHI: (+5 koku to the bearer's value)


ABILITIES: NONE

KURO (PEASANTS)
Description: These peasants have been brought to the battlefield for conviction or by the force of their
lords. Without any formation for combat, they act massively, trying to outnumber the terrible samurais.
AT DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

5-20

INFANTRY

HEININ

TILLAGE

ARMOR
(AR)
NO ARMOR
(1)

HATA-JIRUSHI: (+5 koku to the bearer's value)


ABILITIES: NONE

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Page 126

ONNA KOMUSO (WARRIOR NUNS)


Description: The pilgrims Komuso nuns were expert in martial arts and followers of the way of Butsudo.
Their combat prowess is exceptional, continuously protected from robbers during their pilgrimages.
AT

DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

19

5-20

INFANTRY

SAMURAI

BO

LIGHT (2)

HATA-JIRUSHI: NONE
ABILITIES: NONE

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Page 127

KUGE UNITS
KUGE SPECIALS
ONNA-BUSHI
Description: These warriors are trained since a very early age to serve the kuge in anything they wish.
They are their favorite guard, so fanatical of their lords that even the samurai pale in comparison to their
fervor. These warriors are experts in the use of the nanigata, with which they are armed since they can
hold it.
AT DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

29

5-15

INFANTRY

SAMURAI

NAGINATA

MEDIUM (3)

HATA-JIRUSHI: (+5 koku to the bearer's value)


ABILITIES:
WARRIOR WOMEN (FEATURE): They cause a funny feeling among the friendly troops which want
to show their bravery before them. Any friendly units within 20 cm gain +1 to their HR, which
accumulates to other modifiers.
CHERRY TREE FLOWERS (COMBAT ABILITY): The onabushi sacrifice themselves for victory.
Each onabushi miniature removed makes 1 damage roll against her enemies' armor.

TEPPOTAI (ASHIGARU WITH TEPPO)


Description: Kuge families do not hesitate in sacrificing the people's religion in order to get foreign
weapons. In exchange of the new weapons brought for beyond the seas, they let the namban to preach in
their lands. Peasants learn faster to use an arquebus than a bow, so they have armed their servants with
this dishonorable weapons which enable a heinin to kill a samurai from a distance.
AT DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

23

5-20

INFANTRY

HEININ
PROJECTILES

TEPPO
WAKIZASHI

LIGHT (2)

HATA-JIRUSHI: (+5 koku to the bearer's value)


ABILITIES:
WALL OF STAKES (ACTION ABILITY): In any turn, before making any shots and by spending 1
action point, the ashigaru create a wall of stakes in front of them which provides a light cover against
shots and heavy for close combat. This wall prevents cavalry units to charge through it.
ALTERNATED SHOT (ACTION ABILITY): The ashigaru can shoot with 2 additional DC for each 4
minutes. In order to carry out this action, you must spend 1 AC to shoot and 1 AC to use the ability.

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Page 128

KUGE GREAT GUARD


Description: The Kuge great guard is the elite among the samurais that worship them. For generations,
these have been selected among the most loyal and outstanding warriors. They are in charge of keeping
their lord's chambers, as well as the inner facilities of his castle. They are experts in several weapons and
they can choose which of them they will use in combat.
AT

DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

39

5-15

INFANTRY

SAMURAI

OMI
YARI

HEAVY (4)

HATA-JIRUSHI: (+5 koku to the bearer's value)


ABILITIES:
TERRIFIC APPEARANCE (FEATURE): The great guard causes terror to one of the units it fights
against. It has HR -1 while fighting against the great guard at all effects, either to determine the battle
result or to make tests.
KNOCKING DOWN ENEMIES (COMBAT ABILITY): With this technique the samurai weaken
their enemies. This grants the target unit DF -1 in combat.

ONNA KIBA MUSHA


Description: The mounted Onna-bushi are a vision from other world on the battlefield that mute
warriors. They have the feeling of perdition and romanticism that makes them one of the favorite units of
the Kuge. Since an early age they are trained to mount, away from their families and totally devoted to the
art of war; these warriors do not have anything to envy to the best Hymukai raiders.
AT

DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

37

3-10

CAVALRY

SAMURAI

NAGINATA

ARMOR
(AR)
MEDIUM &
MOUNTED
(4)

HATA-JIRUSHI: (+5 koku to the bearer's value)


ABILITIES:
WARRIOR WOMEN (FEATURE): They cause a funny feeling among the friendly troops which want
to show their bravery before them. Any friendly units within 20 cm gain +1 to their HR, which
accumulates to other modifiers.
CHERRY TREE FLOWERS (COMBAT ABILITY): The onabushi sacrifice themselves for victory.
Each onabushi miniature removed makes 1 damage roll against her enemies' armor.

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Page 129

ELITE KUGE
NINJAS
Description: Ninja families have been serving the obscure Kuge for centuries. They prefer to use
unorthodox tactics to win their battles, using deception and the most dishonorable tricks without any
remorse. The Kuge do not need to prove their honor because they are the emperor's direct descendants.
Ninjas are their most terrific warriors, they slip into their ranks, unnoticed by their enemies, and they
attack where least expect.
AT DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

60

3-10

INFANTRY
HARASSER

NINJUTSU
LONERS
PROJECTILES

SHINOBI
GATANA SHURIKEN

LIGHT (2)

HATA-JIRUSHI: NONE
NINJA SPECIAL DEPLOYMENT: They can deploy after both players have finished deploying all
their units, but outside the enemy's deployment zone and hidden from their line of sight.
They can hide in any terrain piece. In this case, they are considered hidden, so they must not be placed on
the battlefield. You only have to write down in which element they are deployed in their deployment card
and which have to be shown to the enemy general at the moment of activated them. If an enemy unit
enters the terrain element or is within 5cm, a surprise attack takes place; then, the ninjas are considered to
have charged.
ABILITIES:
TRAINED ASSASSINS (COMBAT ABILITY): In a combat, they can use half their combat dice to
attack a character. In case the KI test is failed, these dice are lost and the attack does not take place.
VANISHING (ACTION ABILITY): A ninja unit starting its Orders and Actions Phase engaged in
combat can choose to evade. The unit can move in a direction opposite to the enemy, disengaging from
combat automatically. If it fails, it will stay in combat with IN -4.

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Page 130

YABUSAME
Description: Yabusame archers are experts on horseback shooting in motion. The best archers are within
their ranks. Every year, the Kuge court made competitions to check who was the best in the Yabusame
art. Now, with the arrival of war, they ride their horses and their targets are not wooden bull's-eyes
anymore, but the wretched enemies which stand in their way.
AT

DF

KI

HR

IN

KOKUS
MINI

46

SIZE

TYPE

TRAITS

WEAPON

ARMOR (AR)

3-10

CAVALRY
HARASSER

SAMURAI PROJECTILES

YUMI KATANA

NO ARMOR &
MOUNTED (2)

HATA-JIRUSHI: NONE
ABILITIES:
FIRING ON THE MOVE (FEATURE): Yabusame archers are experts in firing on the move, so they
can shoot without any modifiers to AT for movement.
CRITICAL SHOT (ACTION ABILITY): The Yabusame completely focus on causing the greatest
damage possible with their arrows, so their probability of critical increases by 8+ in damage rolls.
RUNNING AWAY AND SHOOTING (ACTION ABILITY) This allows the unit to react to a charge
by running away and shooting while moving backwards with AT +2.

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BUKE UNITS
BUKE SPECIALS
NO-DACHI SAMURAI (SAMURAI WITH
DAIKATANA)
Description: This special unit of buke samurai is armed with a sword of large dimensions. These are
chosen among the best warriors in the clan, sons of the great lords, and they are trained to brandish these
huge swords for hours in the battlefield without tiring.
AT DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

43

5-15

INFANTRY

SAMURAI

NO
DACHI

MEDIUM (3)

HATA-JIRUSHI: (+5 koku to the bearer's value)


ABILITIES:
BANZAI (ACTION ABILITY): The samurai make a special charge in which they move 2d10, instead
of the usual 1d10.
FIGHT FOR THE EMPEROR (FEATURE): It allows you to repeat an HR roll once per turn.

YARI SAMURAI (SAMURAI WITH YARI)


Description: The samurai with Yari form most of the Buke armies. These warriors are more disciplined
than ashigaru units and are more effective in close combat. A unit of samurai with spear can finish easily
with any cavalry unit they face and they are very effective protecting the area against their charges.
AT DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

29

5-15

INFANTRY

SAMURAI

YARI

MEDIUM (3)

HATA-JIRUSHI: (+5 koku to the bearer's value)


ABILITIES:
FOREST OF SPEARS (ACTION ABILITY): The unit regroups in close formation when charged at
their front. This position cancels the bonus granted by charge to any unit; moreover, it increases their
defense by 1. It can be carried out as a reaction to a charge.
PROTECT THE LORD (FEATURE): A character within a Yari Samurai unit which has activated the
Forest of Spears ability cannot be challenged by another character for the rest of the turn.

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JI SAMURAI
Description: These are the samurai with the lowest rank in the clan. These samurai have a scarce salary
and when they are not in war, they are forced to work together with the peasants that serve them. This
kind work is not considered honorable, but survival makes them do it. Since they do not have as much
time to train as those of higher ranks, they are armed with spears and they form more compact units,
although they have their katana at their side. Anyway, they have their katanas and some of them are
accompained by a loyal dog.
AT

DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

40

3-10

INFANTRY
HARASSER

SAMURAI

JINGAMA

LIGHT (2)

HATA-JIRUSHI: NONE
ABILITIES:
CHASE (FEATURE): The dogs move and charge as if they were a harasser cavalry.
WARNING THE DOGS (ACTION ABILITY): The Ji Samurai warn their dogs. This enables them to
carry out an Action of Opportunity at any moment of the opponent's phase. This action does not requires
the expenditure of any Commandment points by the Taisho and it does not count towards the limit of
Actions of Opportunity per turn.
DOG UNIT: Each Ji Samurai adds 1 dog to the dog unit. They behave as a harasser infantry unit, but
they must remain within 60 cm from their lords. They must receive their orders immediately after the Ji
Samurai unit.
AT

DF

KI

HR

IN

O BAN
Description: This is the most terrible cavalry in Hymukai. The O-Ban have their faces covered by evil
mempos and a bloody tail on their helmets which make them look like terrible Oni sowing death
wherever them are. They bear the Jumonji Yari, a kind of spear which causes different types of wounds in
their enemies.
AT

DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

51

3-10

CAVALRY

SAMURAI

JUMONJI
YARI

ARMOR
(AR)
HEAVY &
MOUNTED
(5)

HATA-JIRUSHI: (+5 koku to the bearer's value)


ABILITIES:
INTIMIDATE (COMBAT ABILITY): In combat, the samurai intimidate their enemies with shouts and
combat movements. These lose -1 to IN and HR for this turn.
CRUSH WITH THE HORSES (COMBAT ABILITY): The samurai's horses crush their enemies
causing wounds and even death. For each miniature, the unit will roll, when performing its attack, 1
additional combat die with AT 8 and with the trait claws and

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BUKE ELITE
KENGO
Description: This duelist is a samurai on his way to perfection in the art of Kenjutsu. These samurai go
from village to village challenging the different schools in order to increase their knowledge and prestige.
A duelist is a terrific opponent that most samurai prefer to avoid.
AT

DF W

KI HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

62

1-3

INFANTRY
HARASSER

SAMURAI
DUELIST - LONER
LEGENDARY(1DC)

KATANA

LIGHT (2)

HATA-JIRUSHI: NONE
ABILITIES:
TWO SWORDS (COMBAT ABILITY): The duelist uses his two weapons in combat. This increases
his defense by 1. This ability can be used either in combat or in confrontation.
I DARE YOU (COMBAT ABILITY): The duelist is a veteran fighter who needs his colleagues to fight
the enemy. This makes him trust on his abilities and skills, so his AT is reduced to 3 for a confrontation
round.
NO THINKING (FEATURE): Duelists focus on what surrounds them, increasing their reflexes and
their ability to react. Thanks to this ability, when they attack, they reduce their enemy's DF by 1 point.

YUMI KIBA MUSHA


Description: Samurais dedicate a long time to the are to horseback archery. This cavalry is one of the
most dangerous Buke troops, for they can shoot and combat face to face using their katanas. This grants
them a double advanted over their opponents who will see how, before being charged, arrows fall on
them.
AT

DF W

KI HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

53

3-10

CAVALRY
HARASSER

SAMURAI
PROJECTILES

YUMI KATANA

ARMOR
(AR)
MEDIUM &
MOUNTED
(4)

HATA-JIRUSHI: NONE
ABILITIES:
PULLING OUT (FEATURE): These samurai are as skilled and lethal with the bow as with their
katanas. In case of receiving a charge they can combat without applying the penalties for the projectile
trait.
KUBORAYA ARROWS (ACTION ABILITY): These arrows have a dual tip to cause the enemy the
worst wounds possible and they make a threatening buzz which causes a feeling of fear among the units
that receive their attack. Critical damage 9+ (on damage roll).and -1 to the enemy's HR for this turn.

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SOHEI UNITS
SOHEI SPECIAL
NAGINATA SOHEI (MONKS WITH NAGINATA)
Description: Beyond the walls of the gentle temples of the Dragon's Lands, the monks are trained in the
art of the naginata, willing to defend their beliefs from what they consider the decadence of the samurai
class. With their characteristic cloths, they cover their faces and hide their armor. They do not hesitate in
waging war to defend the weakest against the abuses of the samurai class.
AT

DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

31

5-15

INFANTRY

SOHEI

NAGINATA

MEDIUM (3)

HATA-JIRUSHI: (+5 koku to the bearer's value)


ABILITIES:
BATTLE CRY (ACTION ABILITY): It can be used as a countermand or reaction to an opponent's
charge.You must roll an opposed Ki roll with the unit charging at the monks. The monks reduce this unit's
charge by 1d10, which must be rolled by the general charged.
'TILL THE END (FEATURE): The monks cheer each other on. The monks avoid any HR test for one
single turn in the game.

AMA KIHEI (NUNS ON HORSEBACK)


Description: In the Hymukai temples women have the same rights as men and they are considered
capable of fighting and dying in combat with the enemy. These warrior nuns are treated as equals by their
companions of the opposite sex. Their training focuses on combat and they are excellent riders in combat.
AT

DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

39

3-10

CAVALRY
HARASSER

SOHEI

NAGINATA

ARMOR
(AR)
LIGHT &
MOUNTED
(3)

HATA-JIRUSHI: (+5 koku to the bearer's value)


ABILITIES:
OVERWHELMING BEAUTY (COMBAT ABILITY): Nuns know that desire is the source of
suffering. They confuse their enemies by showing their hidden charms in the combat. Their enemies
automatically reduce their AT by 1 point. For it to enter in action, an opposing KI roll is required.
DEATH CHANT (ACTION ABILITY): By spending one action point, the nuns sing a song that
freezes the men's hearts. All enemy units within 20 cm must make an opposed Ki roll with the Ama Kihei
unit. If they are not successful, they fall into a terrible sadness, thus reducing their HR and IN by 1 point.

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MITSU DOGU SOHEI (MONKS WITH


WEAPONS MITSU DOGU)
Description: These sohei are experts in martial arts and in the use of different types of weapons like the
bo or those known as Mitsu Dogu. They spend their time practicing techniques to boost their combat
skills, many samurai underestimate the power of these weapons and before they can notice, they are
defeated on the battlefield.
AT DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

29

5-15

INFANTRY

SOHEI

MITSU
DOGU

LIGHT (2)

HATA-JIRUSHI: (+5 koku to the bearer's value)


ABILITIES:
COMBINED ATTACK (ACTION ABILITY): Monks support each other to boost their attacks against
the enemy. This grant them +2 DC for each four miniatures during the combat.
MARTIAL ARTS (COMBAT ABILITY): These monks' capacity for combat makes them lethal to
their enemies. The monks gain the trait Martial Arts for that turn.

YUMI SOHEI (MONKS WITH BOW)


Description: Beyond the walls of the gentle temples from the Dragon's Lands the monks train in the art
of archery. Their skill is such that it rivals the samurai's. With their faces covered by cloths and the bows
ready, they do not hesitate in releasing a rain of death over those who abuse the weak.
AT DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

34

5-15

INFANTRY

SOHEI
PROJECTILES

YUMI WAKIZASHI

MEDIUM (3)

HATA-JIRUSHI: (+5 koku to the bearer's value)


ABILITIES:
INCENDIARY ARROWS (ACTION ABILITY): It allows to shoot arrows of fire that can damage
buildings and critical 8+ to the damage roll at units.
SOYA WAR ARROWS (ACTION ABILITY): These are arrows made of reinforced iron and can
pierce enemy arrows easily. -2 to the enemy's AR.

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SOHEI ELITE
IKAME BO (TERRIFIC BONZO)
Description: These are the most terrific of the warrior monks. They are colossal and are armed with the
kanabo-tetsubo, a huge club with which they crush the wretches in their way, while they pray to the sutras
for their souls.
AT

DF

KI

HR

IN

KOKUS
MINI

55

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

1-4

INFANTRY
HARASSER

SOHEI
GREAT
WARRIOR
(+1H)
LONER

TETSUBO

MEDIUM (3)

HATA-JIRUSHI: NONE
ABILITIES:
REVOLVING HIT (COMBAT ABILITY): While they charge, they revolve their hammers violently,
wreaking havoc among their enemies. Their DC increase by 1 per miniature.
REMAIN STEADFAST (ACTION ABILITY): The monks strengthen their legs and withstand the
charge as mountains. The enemy charge does not have any effect on them, so the enemy unit does not
receive any bonuses for the charge. This ability must declare when the enemy declares the charge and the
monks must withstand and combat. The monks must make an opposing Ki roll against the unit
performing the charge.

TEPPO SOHEI (MONKS WITH TEPPO)


Description: When the Dogen monk rescued the shipwrech survivor called Francisco, he could not
believe that this was one of the best weapon makers in the Namban lands. After a year of coexistence
with him, as an expression of gratitude, he was taught the production technique of strange weapons. Thus,
this knowledge has transmitted to other monks and temples. The Sohei do not have the same prejudices as
the samura and they have no hesitation in using these weapons they have started to bear in their battles.
AT

DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

38

5-15

INFANTRY

SOHEI
PROJECTILES

TEPPO KATANA

LIGHT (2)

HATA-JIRUSHI: (+5 koku to the bearer's value)


ABILITIES:
WOODEN SHIELDS (ACTION ABILITY): They use big wooden shields in front of them which grant
them heavy cover against projectile attacks. These can move with them, but it halves the unit's movement.
ALTERNATED SHOT (ACTION ABILITY): The monks can shoot with 2 additional DC for each
four minutes. In order to carry out this action, you must spend 1 AC to shoot and 1 AC to use the ability.

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OTOKODATE UNITS
OTOKODATE SPECIAL
KATANA ASHIGARU (ASHIGARU WITH
KATANA)
Description: Warriors of a lower class which form most of the army of a clan. They are mostly peasants
and city inhabitants, considered heinin, and they are exposed to the ethic of higher class warriors, whom
they loyally obey in times of peace. These foot warriors are known as warriors of agile legs (ashigaru).
AT

DF W

KI HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

19

5-20

INFANTRY

HEININ

KATANA

LIGHT (2)

HATA-JIRUSHI: (+5 koku to the bearer's value)


ABILITIES:
BANZAI (ACTION ABILITY): The ashigaru make a special charge in which they move 2d10, instead
of the usual 1d10.

TEPPO RONIN (RONIN WITH MUSKET)


Description: Since the war in Hymukai started, many warriors have lost their lord. Some are not great
warriors, but low rank bureaucrats or samuri, they have started to look for a way of surviving. The
Otokodate are great traders and have recruited and armed these poor warriors with the Teppo. They have
sacrificed their honor to survive his lord's order, although he was not a samurai.
AT DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

38

5-15

INFANTRY

RONIN
PROJECTILES

TEPPO KATANA

MEDIUM (3)

HATA-JIRUSHI: (+5 koku to the bearer's value)


ABILITIES:
WOODEN SHIELDS (ACTION ABILITY): They use big wooden shields in front of them which grant
them heavy cover against projectile attacks. These can move with them, but it halves the unit's movement.
ALTERNATED SHOT (ACTION ABILITY): The ronin can shoot with 2 additional DC for each four
minutes. In order to carry out this action, you must spend 1 AC to shoot and 1 AC to use the ability.

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OZUTSU (OTOKODATE WITH CANNON)


Description: This new weapon is a creation proper of the Otokodate artisans. They have applied the
knowledge obtained from the Teppo weapons to create a much more powerful weapon which can be used
by man. The toughest and strongest men bear this small cannon which causes great damage among their
enemies.
AT

DF W

KI HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

50

3-10

INFANTRY
HARASSER

RONIN
PROJECTILES

OZUTSUKATANA

MEDIUM (3)

HATA-JIRUSHI: (+5 koku to the bearer's value)


ABILITIES:
LONG DISTANCE (ACTION ABILITY): The unit's firing range increases by +15 cm this turn.
BOMBING (ACTION ABILITY): Any units within 30 cm from the Taisho with ozutsu or cannons can
choose to fire a unit out of their line of sight with penalty of +1 to AT. In order to do that, the Taisho or a
spy must be able to see the enemy unit.

MACHI YAKKO
Description: They are bands of warriors created to protect Otokodate regions from the samurai; above
all, they concentrate in great metropolises, where they patrol the streets to keep the law and order
established by their lord. These organized bands also protect their lords' trade and business. They do not
follow the bushido, but they are experts in the use of weapons.
AT

DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

37

5-15

INFANTRY

HEININ

JUMONJI
YARI

MEDIUM (3)

HATA-JIRUSHI: (+5 koku to the bearer's value)


ABILITIES:
PROTECT THE LORD (COMBAT ABILITY): A character within a unit of spears cannot be
challenged by another character for the rest of the turn.
ASSAULT (ACTION ABILITY): The unit launches an assault against any terrain piece and this does
not grant any modifier to the following combat.

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OTOKODATE ELITE
KYOKAKU (DEFENDERS OF PEOPLE)
Description: The kyokaku are warriors that fight directly against the samurai values and their abuse
against the people. They are led by the Kykotsu, which is an honor code alternative to Bushido. These
warriors are usually in rural areas where they are highly respected and appreciated by peasants, whom
they protect from the attacks of outlaws and samurais willing to gain loots easily.
AT DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

57

1-5

INFANTRY
HARASSER

HEININ
PROJECTILES
DUELIST
LONER

YUMI KATANA

LIGHT (2)

HATA-JIRUSHI: NONE.
ABILITIES:
THE WAY OF KYKOTSU (COMBAT ABILITY): When a kyokaku challenges any character in
confrontation and has this ability active, gains +2 DC for the subsequent combat.
HATE FOR THE SAMURAI (COMBAT ABILITY): When fighting against a group of samurais, the
kyokaku gain +1 DC for each 2 samurai miniatures within the enemy unit.
DEFENDERS OF PEOPLE (FEATURE): The kyokaku encourage their non-samurai units to combat
fiercely. Any samurai unit without the samurai trait receive +1 to Initiative if they are within 30 cm from
the kyokaku.

ASSASSINS
Description: These men are the most fearsome among the Otokodate, coming from the city underworld;
formerly, they might be samurai, but they do not follow an ethical code anymore and they are now lethal
assassins, recruited to carry out those dark missions which require going unnoticed. Hidden under their
big hat, they can travel around the Hymukai lands unnoticed. They are chosen among the best and most
ruthless warriors.
AT

DF W

KI HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

60

1-5

INFANTRY
HARASSER

RONIN
DUELIST
LONER

KATANA

LIGHT (2)

HATA-JIRUSHI: NONE.
ABILITIES:
ELIMINATE THE LORD (COMBAT ABILITY): They are specialist in locating the unit's leader and
eliminating him; when you activate this ability in combat and one of the assassins dies in confrontation,
another one replace him and the confrontation goes on.
ALTERNATIVE WEAPONS (COMBAT ABILITY): An assassin can use in combat or confrontation
one of the alternative weapons he has as complementary to his katana:

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Sai: This weapon allows to engage the katanas and prevent the enemy from attacking comfortably: +1 to
the AT of the units bearing any type of sword.
Claws: When the enemy enters a position near the Assassin, he uses his claws to attack an unprotected
area: -1 to the unit's DF.
FOUL PLAY (COMBAT ABILITY): These men have lost any trace of honor they had left; they are
capable of anything to achieving their objective. An Assassin uses dirty techniques to attack his enemies,
even powerful poisons on the blades of their katanas. They gain critic with 8+ (on damage roll)..

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CHARACTERS
BUSHI HEROES
DAIMYO
Description: The Daimyo is the war lord of the Dragon's Islands. It is the undisputed leader of the clan,
served by all the samurai and for whom they would give their lives. A Daimyo will enter battle followed
by great samurai armies. Name your clan and your Daimyo and make of him the Shogun of Dragon's
Islands. A battle in which a Daimyo is involved is a battle of huge dimensions.
CHARACTER

DAIMYO
KUGE
DAIMYO
BUKE
DAIMYO
SOHEI
DAIMYO
OTOKODATE

AT

DF W

KI HR

IN

KOKUS

TYPE

WEAPON

ARMOR (AR)

115

BUSHI HERO
INFANTRY o
CAVALRY
(+35 Kokus)

KATANA, YARI o
NAGINATA
YUMI (+15 kokus)
TEPPO (+20 Kolus
but Buke)

O-YOROI
LEGENDARY
(4 o 5 against
artillery)

TRAIT: Commandment.
ABILITIES: The Daimyo can choose up to 3 Taisho abilities from the following lists; he can select 2
general abilities and 1 clan ability.
If a Daimyo is included in the army, the Taisho cannot be included, for he fulfills the functions of the
general.

SHIREI-KAN
Description: The Clan Hero o The Shirei-Kan is a commander in chief; chosen by the Daimyo himself
among his best warriors, he is sometimes a direct relative, such as a son or brother. The great honor
implied by this title takes most of them to commit sepukku when defeated.
CHARACTER

CLAN HERO
KUGE
CLAN HERO
BUKE
CLAN HERO
SOHEI
CLAN HERO
OTOKODATE

AT

DF W

KI HR

IN

KOKUS

TYPE

WEAPON

ARMOR (AR)

96

BUSHI HERO
INFANTRY o
CAVALRY
(+30 Kokus)

KATANA, YARI o
NAGINATA
YUMI (+12 kokus)
TEPPO (+18 Kolus
but Buke)

O-YOROI
(HEAVY 4)

TRAIT: Commandment.
ABILITIES: Each Clan hero have two Taisho Abilities that must be chosen among the available. He can
choose a general Taisho Ability and another from his faction.

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BUSHO HATAMOTO
Description: The Hatamoto or leader is a outstanding warrior that provide men to the Daimyo's army; he
has lots of lands and has great responsibilities in throughout the battle. They are men of a greater
reputation before the clan's lord and great warriors who have shown their bravery in many battles.
CHARACTER

AT

DF W

KI HR

IN

BUSHO KUGE

BUSHO BUKE

BUSHO SOHEI

BUSHO
OTOKODATE

KOKUS

82

TYPE

WEAPON

ARMOR (AR)

BUSHI HERO
INFANTRY o
CAVALRY
(+20 Kokus)

KATANA, YARI o
NAGINATA
YUMI (+12 kokus)
TEPPO (+18 Kolus
but Buke)
OZUTZU (+22
Kokus only
OTOKODATE)

O-YOROI
(HEAVY 4)

TRAIT: Commandment.
ABILITIES: A Hatamoto chosen as general (Taisho) can select a Taisho Ability among the general ones
and those of his clan.

SAMURAI DAISHO
Description: The Mono-Gashira or Samurai Daisho is a samurai who has a unit under his command and
can have commandment capacity over several at the same time; he has promoted thanks to their merits in
several battles and he is considered an honorable person.
CHARACTER

SAMURAI
DAISHO

AT

DF W

KI HR

IN

KOKUS

75

TYPE

WEAPON

ARMOR (AR)

BUSHI HERO
INFANTRY o
CAVALRY
(+12 Kokus)

KATANA, YARI o
NAGINATA
YUMI (+10 kokus)
TEPPO (+15 Kolus
but Buke) OZUTZU
(+20 Kokus only
OTOKODATE)

MEDIUM (3)

TRAIT: Commandment. ABILITIES: None

ASHIGARU DAISHO (BUGYO)


Description: The Bugyo or Ashigaru Daisho is the official in charge of a Heinin or ashigaru unit. He is a
samurai that have started to stand out over the rest and who can have under his command a group of
warriors. An Ashigaru Daisho still has a lot to show to his lord.
CHARACTER

ASHIGARU
DAISHO

AT

DF

KI

HR

IN

KOKUS

62

TYPE

WEAPON

ARMOR (AR)

BUSHI HERO
INFANTRY

KATANA, YARI o
NAGINATA
YUMI (+10 kokus)
TEPPO (+10 Kolus
but Buke) OZUTZU
(+20 Kokus only
OTOKODATE)

LIGHT (2)

TRAIT: None. ABILITIES: None

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SPECIAL CHARACTERS
KENSEI
Description: The Kensei is a duelist who, after years of training and dedication, has reached spiritual
perfection through the use of the sword. He is a master in the tea ceremony and in other arts like
calligraphy. The Kensei spend hours and hours in meditation and has reached to a point in which he is
considered almost a saint; he only kills if necessary, without hard feelings or pain.
AT

DF W

KI HR

IN

KOKUS
MINI

TYPE

TRAITS

WEAPON

ARMOR
(AR)

110

SPECIAL
CHARARTER
INFANTRY

DUELIST - LONER
LEGENDARY
(+1DC)

KATANA

LIGHT (2)

ABILITIES:
A CLEAN CUT (COMBAT ABILITY): This warriors can cut an enemy into two pieces with a single
cut. This ability reduces the enemy's AR by 2 points.
MY SWORD IS MY ARMOR (COMBAT ABILITY): The Kensei increases his armor by 2 points and
his AT by 1 point.
THE PATH IS VOID (COMBAT ABILITY): The Kensei concentrates in void; he can make highly
precise attacks that reduce the enemy's DF by 1.
STOPPING ARROWS (ACTION ABILITY): The Kensei cuts the arrows aimed at him before they
reach him. This ability grants DF +1 against projectiles.

GEISHA
Description: The geisha is a living work of art. Since an early age she is trained in all arts that satisfy
men. Her presence captivates those who are worthy of her. She is an expert in arouse desire in the heart of
man and take them even to submission. In these dark times, some of them have been trained to act as
assassins for their clan.
AT DF

KI

HR

IN

KOKUS
MINI

TYPE

TRAITS

WEAPON

ARMOR
(AR)

80

SPECIAL
CHARARTER
INFANTRY

HIDDEN - NO
COMBAT

TESSEN

NO ARMOR
(1)

ABILITIES:
INSPIRE (FREE ABILITY): Once the Geisha is uncovered, the unit can repeat any failed attribute roll.
In order to do that, we must make a KI roll and if it is successful, the unit can repeat the failed roll. It can
be used once per turn, but the Geisha cannot use any other ability when using this.
DISTRACT (FREE ABILITY): Once discovered, the Geisha can increase the difficulty of a unit's or
character's special ability within 30 cm. Thus, before making the roll indicated in the ability, an opposed
KI roll against the roll must be made. If she wins, difficulty increases by 3.
ASSASSIN (COMBAT ABILITY): The Geisha is a seductive assassin that uses her charm before
sticking a poniard in the men's hearts. She can attack characters without the need of challenging them.
This is an special attack, independent of the following combat. In order to carry it out, we must make an

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opposed KI roll against the character targeted by our attack. If she is successful in the opposed roll, she
will roll 4 damage dice. If she fails, she will lose 1 Wound.

SPY
Description: Clans use spies to find out the movements and plans carried out by the other clans. They
are experts in finding intruders within their troops, working as a kind of secret police. They travel across
the paths disguised as peasants or monks and the come back with essential information for their clan.
AT

DF

KI

HR

IN

KOKUS
MINI

TYPE

TRAITS

WEAPON

ARMOR
(AR)

98

SPECIAL
CHARARTER
INFANTRY

HIDDEN - DUELIST

KATANA

NO ARMOR
(1)

ABILITIES:
YUTEI (FREE ABILITY): The spy can make up to 3 Ki rolls to reveal enemy units in the Deployment
phase. It must be declared just when the unit card is placed on the board and if the Ki roll is successful,
the enemy player must show which unit is in the card.
METSUKE (COMBAT ABILITY): This character is a specialist in capturing ninjas. Using this ability
when attacking a unit with the Ninja trait, he doubles her DC and gain IN +3.
KAIDEN (ACTION ABILITY): Any hidden unit or character within 30 cm must be revealed.
CAPTURING GEISHA: When they fight against a unit with a Geisha, they try to capture her. In order
to capture the Geisha, he must make an opposed HR roll against the Geisha. If he wins the roll, she will
be captured and she is considered a loss at all effects. This ability must be declared.

WEAPON MASTER (SENSEI)


Description: Each clan has its Weapon Maester. They instruct new troops and perfect the techniques of
the oldest. They are great warriors whose technique, courage and sacrifice for his Clan, are unmatched.
AT

DF

KI

HR

IN

KOKUS
MINI

TYPE

TRAITS

WEAPON

ARMOR
(AR)

111

SPECIAL
CHARARTER
INFANTRY

DUELIST

KATANA

LIGHT (2)

ABILITIES:
IS WITH US (FEATURE): If the Weapon Master is included in a unit, it gets +1 and +2 to IN.
CLEVER (COMBAT ABILITY): The Weapon Master lowers his guard making the enemy be
overconfident on his attack. Because of this, the yojimbo loses 1 DF point, but his AT is reduced by 3 and
his KI and IN increases by 1.
HIGH GUARD (COMBAT ABILITY): The Weapon Master raises his sword over his head, what
makes it more difficult for the enemy to attack him. The yojimbo's DF increases by 1.
STEP BACK (COMBAT ABILITY): The Weapon Master steps back with his sword pointing to the
ground. Thus, he prepare a lethal attack against his enemy. The chances for critic increases to 9+.

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KABUKIMONO
Description: The are also known as "the lunatics" or "deviant". They wear rich clothes and kimonos; they
usually wear extravagant hairstyles and normally, they do not shave themselves. These lord-less samurai
are feared because of their violence and rudeness. They wander around the cities and paths often being
guilty of the sword test with innocent people, as well as of robbing peasants. They are also frequent in
street fights between gangs formed by these warriors.
AT

DF W

KI HR

IN

KOKUS
MINI

TYPE

TRAITS

WEAPON

ARMOR
(AR)

91

SPECIAL
CHARARTER
INFANTRY

DUELIST - LONER

KATANA
Y
KISERU

LIGHT (2)

ABILITIES:
SADIC AND BRAGGART (COMBAT ABILITY): Laughing at their enemies and causing the greatest
suffering possible is a pleasure for the kabukimono; thus, he distracts them from the combat in which they
are involved. This increases the enemy's AT by 1.
DRUNKARD (COMBAT ABILITY): These characters are prone to drinking and to losing propriety.
When the character gets drunk, he cancels 1 Wound that he may suffer in combat, but his AT increases by
1 and his DF decreases by 1.
USING THE KISERU (ACTION ABILITY): The kiseru is a weapon with the shape of a pipe
frequently used by this kind of characters because it can seem harmless, but it can be used at any moment
as a lethal weapon. The kabukimono gains IN +1 if in close combat or KI +2 if in confrontation.

KAGEMUSHA
Description: It is a double completely identical to his lord. In Hymukai it is usual to use a kagemusha
when there is a risk of the lord being assassinated so he attends to the places where his lord should go for
a matter of etiquette. He is also used to encourage the troops when he is not available for any reason. The
kagemusha is a life insurance both for his lord and for his clan.
AT DF

KI

HR

IN

KOKUS
MINI

TYPE

TRAITS

WEAPON

ARMOR
(AR)

SPECIAL
CHARARTER
INFANTRY

SAMURAI

KATANA,
YARI O
NAGINATA.
YUMI (+10)

COST AND ARMOR (*): The same as the character he replaces.


ABILITIES:
DEPLOYMENT: The Taisho is hidden within the unit selected by the general as if he was a normal
Daisho character. This unit cannot be one with a bushi character inside because, once the kagemusha dies
or the unit where the Taisho hides is attacked, the trick must be revealed. Then, replace a miniature within
the unit where the actual Taisho is by a miniature of a Bushi Hero.
DOUBLE: This character is trained to behave as his lord and in the same skills as him. During the battle,
the Taisho Orders will be given through him, although the Commandment points belong to the actual
Taisho.
PROFILE: The profile you must use for this fake Taisho is that of the character he is replacing, even in
the number of combat dice. The only difference is that the kagemusha only has 1 Wound.

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Page 146

KYUDO HANSHI JUDAN


Description: This is the highest rank that can be reached in archery. Bow, arrow and person have become
an invisible unit, like the kensei, who can create void inside him when firing each of his arrows. This
archer has a higher spirit than any other mortal and turns this art into a philosophy of life.
AT

DF W

KI HR

IN

KOKUS
MINI

TYPE

TRAITS

WEAPON

ARMOR
(AR)

105

SPECIAL
CHARARTER
INFANTRY

PROJECTILES
MASTER IN
ARCHERY
LONER

YUMI WAKIZASHI

NO ARMOR
(1)

ABILITIES:
INCENDIARY ARROWS (ACTION ABILITY): It allows to shoot arrows of fire that can damage
buildings and grant +2 to the damage roll.
WAR ARROWS (SOYA) These are arrows made of reinforced iron and can pierce enemy arrows easily.
-2 to the enemy's AR.
KUBORAYA ARROWS (ACTION ABILITY): These arrows have a dual tip to cause the enemy the
worst wounds possible and they make a threatening buzz which causes a feeling of fear among the units
that receive their attack. Critical damage 9+ (on damage roll). and -1 to the enemy's HR for this turn.
FIRING ON THE MOVE (ACTION ABILITY): The kyudo master is an expert in firing on the move,
so they can shoot without any modifiers to AT for movement.
CRITICAL SHOT (ACTION ABILITY): The kyudo masters completely focus on causing the greatest
damage possible with their arrows, so their probability of critical increases by 8+ in damage rolls.
RUNNING AWAY AND SHOOTING (ACTION ABILITY) This allows the unit to react to a charge
by running away and shooting while moving backwards with AT +2.

SHINOBI / KUNOICHI
Description: The shinobi or Kunoichi are ninjas expert in hiding. They acts alone to move easily
amongst the enemy troops and they can kill a great hero or even a general, before no one can do anything
to prevent it.
AT

DF

KI

HR

IN

KOKUS
MINI

TYPE

TRAITS

WEAPON

ARMOR
(AR)

117

SPECIAL
CHARARTER
INFANTRY

PROJECTILES
NIN JUTSU
LONER
ASSESIN

SHINOBI
GATANA o
KUSARIGAMA
SHURIKEN
CERBATANA

LIGHT (2)

SHINOBI DEPLOYMENT ABILITIES


When choosing a shinobi, we have to decide which type of the three available we want him and write it
down on the unit's card.
MITSUMONO. SPECIALIST IN CHANGE OF IDENTITY. The shinobi can pretend to be a monk, a
bushi, a private or any other character. He is deployed within a friendly unit and he can reveal his identity
in any moment. The shinobi does not have the Loner trait and, once he is revealed, he is treated as a bushi
hero within a unit, but he does not grant any bonus to his unit's HR and IN. He cannot be deployed within
a unit with another Bushi character. If he leaves the unit, he starts being treated as a shinobi and he cannot
join another unit.

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Page 147

KAMARI. SPECIALIST IN SURPRISE ATTACKS. The shinobi deploys as the ninja, but with the
difference that if an enemy unit enters a terrain piece where she is hidden, he is not revealed automatically
and his controller will decide if he reveals him or not.
DENUKI. SPECIALIST IN INFILTRATION. The ninja deploys within an enemy troop. This unit is
chosen randomly. In any of our general's Taisho Orders phase, we ask the opponent to shuffle his
deployment cards and, without looking, we choose one of them. Then, the ninja must be revealed, the unit
being paralyzed in combat wherever it is. This is not considered a charge in any case. The ninja places out
of the enemy unit and in contact with its front.
ABILITIES:
RAPPA (ACTION ABILITY): The ninja is a specialist in spreading false information. The ninja
spreads the rumor amongst the enemy troops that the Taisho is dead, this rumor spread within 20 cm from
the ninja; each unit within that distance makes an opposed Ki roll against the ninja. They can use the Ki
value of any character with the Commandment trait within 15 cm. If it does not pass this roll, it will
believe the rumor. The unit must make an Honor roll to check if it starts running away.
VANISHING (COMBAT ABILITY): In combat, a ninja can decide to evade; he can move 2D10 cm in
a direction opposite from the enemy and the other unit cannot chase them. If it fails, he will stay in
combat with -4 to IN.
INCENDIARY BOMB (ACTION ABILITY): The shinobi can throw a bomb at a unit within short
distance by making an AT roll. The bomb causes 3 damage dice. If he fails the AT roll with 1 or 2, the
bomb explodes in his hands, receiving the number of damage dice which he was going to cause. This
ability costs 2 AC.
The Kunoichi can replace one of the Abilities by:
SEDUCTION: Make an opposed Ki roll against a character in a unit within 20 cm from the kunoichi. If
you are successful, the character automatically leaves the unit and moves towards the kunoichi, engaging
in combat with her.

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Page 148

SPIRITUAL CHARACTERS
THE ONMYOUJI
The Onmyouji is someone who manages the art of the Onmyoudo, a magic art brought from ancient times
and which was based on mastery over Ying and Yang forces. Moreover, he is a great connoisseur of
astrology and hidden powers. In Hymukai, the Onmyouji is the links between words, he who attracts the
Kami's power by means of the use of his shikigami; moreover, they are experts in the use of magic.
Our Onmyouji can belong to one of the six hidden powers, depending on the clan we have chosen.
Moreover, he will have access to the different types of Shikigami depending on the hidden power he
serves and he can choose between the two spell books that grant him his knowledge.

THE SHIKIGAMI
Description: These creatures are tied by the Onmyouji at their will; by means of a ritual, they create
a bond between them to serve them. Some of these rituals are so cruel as bonding the creature,
putting a dish in front of it and beheading it when it tries to reach it.
Special rules: In order to include a Shikigami, we must use any mystical points required. The
Shikigami is a prolongation of the Onmyouji's power. This is so that it can cast spells. Moreover,
when we deliver orders, we must give them to both: First, to the Shikigami and immediately after, to
the Onmyouji.
They do not have to keep a minimum distance between them, so they can move freely around the
battlefield. The Shikigami can never have a level greater than the Onmyouji's.
This bond has a price; if the Shikigami dies, at any moment the Onmyouji suffers 1 Wound
automatically. Moreover, once the Onmyouji is dead, the Shikigami vanishes automatically.
All Shikigami are considered small creatures.
Casting a spell through the Shikigami: The Shikigami can cast spells from the book chosen by the
Onmyouji, with the only limitation that they cannot be of a level higher than the creature's and which
cannot be of variable duration. Moreover, it can only cast one spell per turn. To do that, we must use
1 AC from the Onmyouji and as many AC from the Shikigami as the level of the spell.
We follow the usual rules for casting spells, but in this case, we have into account the creature's line
of sight and attributes. This spell does not affect to the maximum number of spells that the Onmyouji
can cast, but he suffers an extra penalty of -1 to KI to cast his spells.

KENSEI

Page 149

CELESTIAL ONMYOUJI
Description: Most kami live in the higher world of Ama, connecting with the intermediate world by
celestial bridges, emong which there is the Ninji bridge. This is divided into realms in the image of the
intermediate world. But it is governed by gods and inhabited by demigods and celestial creature, in
addition to all those who, for their merits deserve to live among them. The Celestial Onmyouji can
connect with other beings, receive their power and invoke them to battle.
LEVEL

AT

DF W

KI HR

IN

KOKUS

TYPE

WEAPON

ARMOR (AR)

61

73

TESSEN

NO ARMOR
(1)

95

SPIRITUAL
CHARARTER
INFANTRY
CELESTIAL
KNOWLEDGE

SHIKIGAMI
YATARAGATSU
Description: The Yataragatsu is a three-legged crow, it is the Amateratsu goddess's messenger.
Moreover, it is the bird that guides the emperor to the gates of heaven and which transmits the gods' will.
This animal is able to cross the skies and move swiftly over the battlefield.
LEVEL

AT DF

KI

HR

IN

KOKUS

TYPE

WEAPON

ARMOR (AR)

SMALL
CRIATURE
FLYING
LONER

CLAWS AND
JAWS

NO ARMOR
(1)

34

43

52

GUIDE OF THE SKIES: With this ability, the Yataragatsu can force the Onmyouji to cast one of his
spells even if it has no sight over its target by using bird's eye view.

KITSUME
Description: The Kitsune has te appearance of a fox, but it is a creature of great magical powers and
intelligence, which increase as it grows older. Its tail then divides; thus, the more tails, the greater the
Kitsune's power.
LEVEL

AT DF

KI

HR

IN

KOKUS

31

40

49

TYPE

WEAPON

ARMOR (AR)

SMALL
CRIATURE
LONER

CLAWS AND
JAWS

LIGHT (2)

HUMANOID SHAPE: The Kitsune can take the humanoid shape. In this shape, it can become part of
any unit and increases its DC by 1, but it loses its Small Creature trait.

KENSEI

Page 150

EARTHLY ONMYOUJI
Description: The Earthly Onmyouji can connect with some of the hidden powers present in the
intermediate world of Kuni. They are all those Kami which govern there, as well as a great quantity of
Yokai that lives there. Among all these creatures are the tengu, the kappa, the spirits of rivers, mountains,
forests and animals. They considered the intermediate world their realm and they are its protectors.
LEVEL

AT

DF W

KI HR

IN

KOKUS

TYPE

WEAPON

ARMOR (AR)

66

78

BO

LIGHT (2)

100

SPIRITUAL
CHARARTER
INFANTRY
EARTHLY
KNOWLEDGE

SHIKIGAMI:
KAMAITACHI
Description: The weasel with the sickle. This animal has cutting blades and it is a spirit which moves at
high speed. It attacks its victims cutting their bodies so swiftly that his victim can only notice that he is
bleeding without any apparent reason.
LEVEL

AT

DF

KI

HR

IN

KOKUS

29

38

47

TYPE

WEAPON

ARMOR (AR)

SMALL
CRIATURE
LONER

CLAWS AND
JAWS

NO ARMOR
(1)

FLEETING ATTACK: The kamaitachi can attack a unit or character within 20 cm with a fleeting attack
which resolves as a projectile attack. The kamaitachi rolls as many dice as its DC in close combat.

KODAMA
Description: They are the tree spirits, they live in the depths of the forests. Each one has its own
personality and appearance. They protect nature from those who try to destroy it. These spirits are very
pacific and calm.
LEVEL

AT

DF

KI

HR

IN

KOKUS

32

41

50

TYPE

WEAPON

ARMOR (AR)

SMALL
CRIATURE
LONER

CLAWS AND
JAWS

MEDIUM (3)

GROW GREEN AGAIN: If the kodama enters a forest, the kodama or the Onmyouji recovers 1 H
immediately; in order to do that they must make a "lower or equal" KI roll. Once the ability is used
successfully inside a forest, it cannot be repeated in the same forest; the kodama must look for another
forest from which absorb its energy.

KENSEI

Page 151

INFERNAL ONMYOUJI
Description: The terrible creatures from the Jigoku or Nekara. Governed by the Infernal Kami, there are
more than 80000 Yokai that miss the celestial world. These Yokai are constantly struggling to dominate
the intermediate world as a first step to cross the Niji bridge by force towards the celestial prairies. In
order to do that, the infernal gates opened by unwary humans eager for power who play gods.
LEVEL

AT

DF W

KI HR

IN

KOKUS

TYPE

WEAPON

ARMOR (AR)

66

78

KATANA

NO ARMOR
(1)

100

SPIRITUAL
CHARARTER
INFANTRY
INFERNAL
KNOWLEDGE

SHIKIGAMI:
INUGAMI
Description: This demonic spirit is one of the most loyal to its creator. In order to create this yokai, the
Onmyouji bury a dog up to the neck and put some food where it cannot reach it. Then, when the dog tries
to reach it, he chops its head. Then, it becomes a spirit loyal and obedient to its lord.
LEVEL

AT

DF W

KI HR

IN

KOKUS

29

38

47

TYPE

WEAPON

ARMOR (AR)

SMALL
CRIATURE
LONER

CLAWS AND
JAWS

SIN
ARMADURA
(1)

INFERNAL DOG: The inugami is a highly fierce infernal beast which can cast a flame of 1 damage die
per level against any unit within 20 cm by spending 1 AC and making an opposed Ki roll to check its
success.

TSUCHIGUMO
Description: This strange giant spider is a corrupted spirit which attacks those it wants to avenge from. It
is said that it can take human shape as other yokai do.
LEVEL

AT DF

KI

HR

IN

KOKUS

30

39

48

TYPE

WEAPON

ARMOR (AR)

SMALL
CRIATURE
LONER

CLAWS AND
JAWS

MEDIUM (3)

PROTECTIVE CLOTH: Around the Onmyouji there is an invisible spiderweb that makes it more
difficult for the arrows to reach him. The Onmyouji and the Tsuchigumo add +1 to DF against projectiles;
this defense increases by 2 in the Shikigami's level 3.

KENSEI

Page 152

ONMYOUJI OF THE DEATH


Description: Emma-O leads a legion of Yurei which have ended in their realm of death, the land of
hungry spirits. They are all those souls that, in their judgment, are considered unworthy of ascending to a
higher plane or going back to the intermediate world. These are sometimes attracted by an Onmyouji
which dominates the secrets of death.
LEVEL

AT

DF W

KI HR

IN

KOKUS

TYPE

WEAPON

ARMOR (AR)

61

73

TESSEN

NO ARMOR
(1)

95

SPIRITUAL
CHARARTER
INFANTRY
KNOWLEDGE
OF DEAD

SHIKIGAMI:
NEZUMI
Description: With the shape of a rat, this spirit knows black magic. It is said that they can be found in old
libraries, literally devouring parchments and books, from which they gain their power and knowledge.
LEVEL

AT

DF

KI

HR

IN

KOKUS

TYPE

WEAPON

ARMOR (AR)

1
2
3

6
5
4

4
5
6

2
3
4

4
5
6

5
5
5

5
5
5

29
38
47

SMALL
CRIATURE
LONER

CLAWS AND
JAWS

NO ARMOR
(1)

CURSE: Tesso can curse a character within 30 cm; to do that, he makes an opposed Ki roll against
himself and spends 1 AC. If he is successful, the character increases his AT by 1 and reduces his DF and
IN by 1. The character can make another opposed Ki roll against Tesso every turn to save the curse. There
can only be one cursed character.

NEKOMATA
Description: This cat with supernatural powers can control the dead to achieve its objectives. Although
loyal and gentle with their owners, many of them have an evil character and it is said that they can devour
human corpses to take their shape.
LEVEL

AT

DF

KI

HR

IN

KOKUS

TYPE

WEAPON

ARMOR (AR)

1
2
3

6
5
4

3
4
5

2
3
4

5
6
7

3
3
3

7
7
7

29
38
47

SMALL
CRIATURE
LONER

CLAWS AND
JAWS

NO ARMOR
(1)

RAISING THE DEAD: The nekomata can bring those fallen in battle back to life. It can raise as many
dead as its level. They form as harassers by its side. In order to do that, it must make a KI test for each
miniature it wants to rise; for each success, it chooses on of the miniatures that has been removed from
the battlefield and it represents a DEAD.
MUERTO

AT

DF

KI

HR

IN

KENSEI

Page 153

CREATURES
INFERNAL CREATURES
AMANOJAKU (Lv1)
Description: Its very name indicates its perversity: "divine evil spirit". The amanojaku make their
enemies commit insane acts; their victims become preys of their darkest desires and they convince them
to carry them out. These small yokai can make anyone hearing its words fall into damnation. The days of
anyone dealing with an amanojaku are numbered.
AT DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

29

3-9

SMALL
CRIATURE

SMALL

AXE

LIGHT (2)

ABILITIES:
TORMENT (ACTION ABILITY): The amanojaku torment their enemies and make them carry out
terrible acts, they start killing each other without mercy. Their target must be a unit within 20 cm from the
amanojaku. The target unit must make a magical resistance roll for each two amanojaku within the unit.
Each failed resistance roll inflicts the target unit one Wound.

ONIBI (Lv1)
Description: In the darkness of the night, the onibi look like lights of spirits moving capriciously in the
distance. They are actually vengeful demons born from dead corpses of men or animals. They are very
cruel and everyone usually move away from the place where those lights are seen, because being too
close to them can mean a terrible death.
AT DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

25

3-9

SMALL
CRIATURE

SMALL

IGNEOUS
ATTACK

LIGHT (2)

ABILITIES:
ONIBI FIRE (ACTION ABILITY): The flames completely wrap the enemy, causing serious burns and
even death. Men seem to burn spontaneously without any apparent reason. It cast a flame attack within 40
cm from the creature. Make a projectile attack as usual in which the AT is equal to the Onibi's KI.

KENSEI

Page 154

SHIKOME (Lv2)
Description: The shikome, "horrible women from hell," are terrible female demons coming from hell to
chase their enemies untiringly until killing them. These creatures appear in the oldest Hymukai legends as
bearers of suffering and harassers of their enemies. If any hero intends to enter the infernal lands to rescue
any of his loved ones, he must be ready to encounter one of these creatures. The most popular legend is
that in which a poor wretched went down looking for his beloved and when he find her, not only she had
transformed into a demon, but, as vengeance for going down to try to rescue her, she cast these terrible
creatures to chase him. Finally, the hero got to run away, but he would never think of her in the same way
again.
AT

DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

47

1-6

NORMAL
CRIATURE

FLYING

CLAWS
AND JAWS

LIGHT (2)

ABILITIES:
CHASE UP TO HELL (ACTION ABILITY):The cruel shikome do not let their victims run away
easily. When a unit within 40 cm is running away from the shikome, if they get to use this ability, they
will fly to this unit, roll 2 free attacks instead of 1 against it and then return to their original position.
FLESH EATERS (FEATURE): The shikome devour their victims, they dismember them and clean
their bones groaning with pleasure. If the shikome unit causes one or more enemy losses in a combat,
they can make a Ki test for each loss. They recover one Wound per each successful roll.

USHI ONI (Lv2)


Description: The ushi oni can be of many types, always being a demon looking like a bull or buffalo,
whereas its body can have the shape of a spider, crab or another type of creature. These creatures can
attack to devour human beings. They usually live in the shores and caves where they accumulate their
victims' bones. It is highly skillful in creating traps which they can attract and leave those who will be
their next dish defenseless. Their cruelty is limitless and are the cause of many legends and stories in
Hymukai.
AT

DF W

KI HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

46

1-6

NORMAL
CRIATURE
HARASSER

FEAR

CLAWS
AND JAWS

MEDIUM (3)

ABILITIES:
ABSOLUTE CRUELTY (ACTION ABILITY): The ushi oni are creatures full of rage and merciless.
They dismember their victims causing terror among anyone looking at them. After destroying an enemy
unit, the ushi oni can activate this unit and, in the following turn, all enemy units which had line of sight
at and within 20 cm from the destroyed unit must make an opposed Ki roll with the ushi oni; if they lose
the roll, the unit's HR is reduced by 2 points until their next turn.
RUSH (ACTION ABILITY): The ushi oni moves at full speed through the battlefield. It charges (as if it
was an charge action) at an enemy unit or character. The ushi oni's attack has +1 DC and +1 to damage, in
addition to the usual bonuses for charge.

KENSEI

Page 155

ONI (Lv3)
Description: The oni are one of the strongest, the most violent and terrible yokai that can be found in
Hymukai. They devour human flesh and torture their victims cruelly. They are not very intelligent, but
that do prevent them from being the Jigoku's cruelest creatures. They sometimes set off through the
Hymukai lands, causing terror and despair among their people. When they escape through the infernal
gates, they wreak havoc among peasants, who tell stories about disappearances and kidnapping in the
night. Many have only found bones and blood remains in houses where there is no trace of their
inhabitants; an unequivocal sign that they have been this cruel beings is the terrible stench to death they
leave behind.
AT DF

KI HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

89

1-3

LARGE
CRIATURE

BIG
FEAR

TETSUBO

MEDIUM (3)

ABILITIES:
WILD CHARGE (ACTION ABILITY): The oni's fury and thirst for blood grant them a tremendous
energy during the charge, after which its enemies can only tremble. They charge violently against their
enemies with a movement of +2d10 to the charge. The oni carry out this brutal charge with the modifiers
of a cavalry unit.
FLESH EATERS (FEATURE): The oni devour their victims, they dismember their victims causing
terror among anyone looking at them. If the oni unit causes one or more enemy losses in a combat, they
can make a Ki test for each loss. They recover one Wound per each successful roll.

NUE (Lv3)
Description: These creatures usually appear among clouds of black omen and even the emperors fear
them because of the evil they bring. The nue seems a horrible composition of different animals, their
claws are those of a tiger, its body that of a tanuki, it has the head of a monkey and its tail is a lethal
snake. The nue is considered to bring bad luck and illness whenever it decides to appear, even its corpse,
which must be destroyed so it cannot attract these calamities.
AT

DF W

KI HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

84

LARGE
CRIATURE

BIG - FEAR
FLYING

CLAWS
AND JAWS

LIGHT (2)

ABILITIES:
NUE'S CURSE (ACTION ABILITY): The nue's curse falls on those it looks at. The warriors seems
enveloped by an aura of nightmares and bad omens. The target of this ability must be a unit within 60 cm
from the nue; the target increases all its difficulty rolls by +1 and reduces all its test rolls by -1. Moreover,
they have -1 to opposed rolls. This ability can only affect an enemy unit; if nue uses the ability on other
enemy unit, the curse stops taking effect on the unit which was affected first.
STROKE OF MADNESS (ACTION ABILITY): The nue creates nightmares in their enemies' minds
and forces them into a state of madness. Select a unit within 40 cm. The unit loses 2 AC for the rest of the
turn.

KENSEI

Page 156

JOROGUMO (Lv4)
Description: This demon emerged from the depths of the Jigoku is one of the most fearsome a hero can
fight against. This creature, half-woman, half-spider, drips evilness in every action. Many legends tell
about a beautiful woman who attracts men to her webs to transform into a giant monster and devour them.
It is one of the most dangerous of those which a human being can find in their way, for it confuses their
victims both with its words and with its abilities. Their victims are uncountable, among which some of
the most skillful samurai and lords are. The origin of these demons is said to be Hikari herself, who is the
oldest than them.
AT

DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

11

115

LARGE
CRIATURE
INFERNAL

BIG
TERROR
LONER

CLAWS
AND JAWS

HEAVY (4)

ABILITIES:
SPIDER WEB (ACTION ABILITY): The Jorogumo cast a spider web on their victims which prevents
them from moving or reacting against any attack. The target unit has to be within 30 cm. Once the KI test
is successfully passes, you must make an opposed Ki roll against the target unit. If you are successful, the
unit is trapped by the spider web and cannot move or run away. In the following turns, the unit can make
an opposed Ki roll per turn to check if it gets to run away.
TORMENT (ACTION ABILITY): The Jorogumo torment their enemies and make them carry out
terrible acts, they start killing each other without mercy. Their target must be a unit within 20 cm from the
Jorogumo. Each member of the target unit must make a magical resistance roll. Each failed resistance roll
inflicts the target unit one Wound.

HIDERIGAMI (Lv4)
Description: This terrible single-eyed creature brings droughts and fire to the fields and forest where it
appears. When it appears in a region, their inhabitants die of hunger and thirst for rivers stops flowing
water, rain stops falling and plants and living beings die. Thus, only one hiderigami can bring wreck and
death to whole cities. When this takes place, the population usually forms watches of heroes to hunt the
creature and bring prosperity back. Many of them die even so, for these creatures also fight and feed on
men.
AT

DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

10

120

LARGE
CRIATURE
INFERNAL

BIG
TERROR
LONER

TETSUBO

MEDIUM (3)

ABILITIES:
DRY THROATS (ACTION ABILITY): The hiderigami makes a terrible thirst to invade those who are
the target of its terrible power. The throats of the poor wretched dry and air becomes unbreathable. Then,
this illness spreads through the rest of its organs and only a dried corpse is left where there was a person
before. This ability only takes effect against units which are not of creatures. The target unit has to be
within 40 cm. The unit suffers 6 dice of Magical Damage.
DRY LAND (FEATURE): The hiderigami can dry a piece of terrain considered swampy or a river.
When the hiderigami crosses, enters in contact or is within 5 cm from one of these types of terrain, this is
considered Normal terrain.

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CELESTIAL CREATURES
RAIJU (Lv1)
Description: "Lightning beast or roaring animal." Its body is formed by light and has the strange
appearance mixing fox, wolf and others. In storms, this creature jumps quickly leaving the marks of its
claws in the trees and anything in its way. This is a very dangerous creature which rapidly descends from
the clouds to fall on their enemies like a lightning bolt.
AT DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

25

3-9

SMALL
CRIATURE
HARASSER

SMALL

CLAWS
AND JAWS

LIGHT (2)

ABILITIES:
RIDE THE LIGHTNING BOLT (ACTION ABILITY):The raiju disappear from the place where they
are to appear in another place of the battlefield. It cannot fall on an enemy unit or enter in combat in this
way, although it can charge after falling.
The player must make a KI test to check if the raiju get to ride the lightning bolt. Then, he choses where
he wants them to appear (never within 5 cm from another unit). After this, he makes a Ki test with Ki +1,
that is, 5.
If it does not pass this roll, the raiju stays in the clouds. Each additional turn, the player must make a test
at the beginning of its Orders and Actions Phase to check if they appear again, adding +1 to KI each extra
turn without appearing; that is, in order to appear the following turn it would be +2, the next +3, etc. This
can vary the appearing point 1d10 in any direction. The raiju reappear with 1 AC available.

BASAN (Lv1)
Description: This benign creature appears preceded by a sound called "basaibaba." They have the shape
of a hen, but they are bigger; some think that it can reach the size of a mountain. They exhale a magical
fire which does not burn those they do not want to damage. The basan is a strange creature which hides
during the day and which appears in the night. Many fear them because they believe them dangerour, but
they would never hurt someone with a kind heard.
AT DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

30

3-9

SMALL
CRIATURE
HARASSER

SMALL
FLYING

IGNEOUS
ATTACK

LIGHT (2)

ABILITIES:
BASAN'S FIRE (ACTION ABILITY): The basan cast magical fire which sticks to their victims'
bodies, causing dead, although no apparent wounds are left. The target of this ability suffers an AT 5
projectile attack and as many Firing Dice (DD) as basan miniatures there are in the unit. The enemy unit
must be within line of sight and within 30 cm. The attack is not modified by the modifiers granted by
cover.

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Page 158

KOMAINU (Lv2)
Description: These two creatures are the guardians of the celestial gates. These lion-dogs defend the
celestial lands and those that invoke the possible attacks from the evil spirits. The komainu sometimes
take the form of a stone, sometimes metallic and sometimes its supernatural form. In many temples from
Hymukai there are statues that represent them in the entrance. The monks say that, if the temple was
attacked, these statues would come back to life and defend it. Maybe these are just old stories, but many
do not dare to test this.
AT

DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

44

1-4

NORMAL
CRIATURE

FEAR

CLAWS
AND
JAWS

MEDIUM (3)

ABILITIES:
TAKE FORM (FEATURE): The komainu starts the game in its supernatural form, which is the profile
described above. During the game, it can change its form as many times as it wishes, but it must declare
which profile it uses at the beginning of the turn, before the Commandment Roll.
Stone: The komainu loses 2 Initiative points, but its armor becomes
heavier.
Metal: The komainu becomes immune to any projectile attack for the rest
of the turn.
Supernatural Form: As the profile above; it is the form it starts with
when deployed.

TENNYO (Lv2)
Description: These are celestial maids which turns the land of Kuni into a place of extreme beauty. In
times of peace, they dedicate to playing music and desire; it is said that they are the spirit of those who
have earn in life the right to live among the gods. They are as close to enlightenment as far from living
surrounded by so many pleasures. When they are required to fight against the corrupted spirits, they
become fierce warriors that, bearing a bow and a katana, fight fabulously against their enemies.
AT

DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

55

2-6

NORMAL
CRIATURE

FLYING

YUMI
KATANA

LIGHT (2)

ABILITIES:
SHOOTING WITH THE SPIRIT (ACTION ABILITY): The tennyo unit using this ability can shoot
at any unit, even if it is not within line of sight or viewing angle to the tennyo unit.
BEYOND LIMITS (ACTION ABILITY): The tennyo shoot their arrows beyond any imaginable limits.
These arrows can reach any miniature in the battlefield, regardless the distance to it, as long as it has line
of sight to the tennyo. The distance is considered long.

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Page 159

BYAKKO (Lv3)
Description: Byakko is the white tiger, one of the four divine creatures guarding one of the cardinal
points. It is the lord of air and lightning, with a roar able to call the tempest and provoke storms. It is one
of the most fearful beings of the whole heaven. It is the guardian of the west, one of those in charge of
preventing the breaking of the scales. In times of peace, it reveals to the emperors, who they give advice
to for the good government. It is a very wise creature and its hair is white as snow, fruit of the thousand
years lived.
AT DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

92

LARGE
CREATURE

BIG
LONER
FEAR

CLAWS
AND
JAWS

MEDIUM (3)

ABILITIES:
CASTING THE LIGHTNING (ACTION ABILITY): Byakko casts the tempest and the clouds with its
roar. From them, a lightning falls on a unit of its choice within 40 cm. Make an opposed Ki roll. If you
are successful, this unit will suffer 3 dice of magical damage.
LORD OF THE TEMPEST (FEATURE): The tiger starts running at high speed towards the enemy;
those who see it only notice its white trail on the terrain. When using this ability, the Byakko seems to fly
more than stepping on the ground; assisted by the winds it is boosted in a swift movement. Every 2 turns,
the Byakko can activate this ability and gain +5 to movement for the rest of the turn. The activation of
this ability can declared at any time.

KIRIN (Lv3)
Description: The kirin is a celestial spirit with the body of a lion, the skin of a dragon and the head of a
deer. It is very similar to unicorns and has a long neck that makes them look like giraffes. These creatures
are closely linked to the gods they worship and whom they are messengers of. It is said that they can
control the Kamis' spirits to act in their favor or to defend them. The kirin usually appear before men to
announce an important event. They are creatures of extreme purity which avoid polluting themselves in
the earthly world, so they usually appear a few times.
AT DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

81

1-2

LARGE
CREATURE
HARASSER

BIG

CLAWS
AND
JAWS

MEDIUM (3)

ABILITIES:
CONTROLLING THE KAMI (ACTION ABILITY): The kirin can try to control an enemy creature
for 1 turn with its sight. In order to do that, make an opposed Ki roll against the creature. If it is
successful, the creature loses 2 AC in its Orders and Actions Phase immediately after the activation of
this ability.
MAGICAL FIRE (HABILIDAD DE ACCIN): The kirin cast a magical fire towards a unit near them.
This magical fire kills anyone it reaches. The unit must be within 40 cm from the kirin and within their
line of sight. The target unit suffers 4 dice of Magical Damage.

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Page 160

SUZAKO (Lv4)
Description: It is an extraordinary bird whose element is fire and that protects the south of the celestial
prairies. In some places it is compared to the Phoenix, whose quality is being reborn from the ashes after
its death, symbol of regeneration and coming back to life. This creature is one of the most important in
the celestial mausoleum; with its flight, it makes the seeds grow in the fields, turning them into big trees.
But it can also bring destruction to those opposed the celestial designs. It is a amazing being whose only
vision mutes the kami themselves. They say it is the symbol of the empress and which guards the sacred
fire of Umi, beyond the crystal lakes. Very infrequently, it has appeared over Hymukai, but they say that
when it does, it is in times of great prosperity or when the world falls into despair.
AT

DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

10

122

LARGE
CREATURE

BIG
LONER
FLYING
TERROR

IGNEOUS
ATTACK

MEDIUM (3)

ABILITIES:
BURNING THE AIR (ACTION ABILITY): The beating of Suzaku's wings makes the air burn and
floods everything with a whirlwind of fire around it. This fire covers a radius of 25 cm around the
creature. Any unit, building or creature within within that distance suffers 4 dice of magical damage,
including friendly units.
BURN TO ASHES (ACTION ABILITY): Suzaku shoots a flame towards any direction at a distance of
up to 40 cm. This can burn a nearby forest or a terrain piece... it even melts the stone of the walls. Any
unit in the way of that flame suffers 4 dice of magical damage. A building or forest starts burning.

BAKU (Lv4)
Description: The baku is a creature that devours dreams and nightmares; they are a kind of chimeras with
the body of a lion and the head of an elephant. This creature is sometimes invoked to protect those who
do it from evil spirits. They are considered benign beings and inhabit the celestial prairies. It is a creature
of a great size whose color varies from black to pink. Its presence in the intermediate world makes other
creatures and kami tremble, for its fierceness against evil is legendary. Moreover, a baku can prevent
spells from taking effect or dissolve the evil created by a spellcaster.
AT

DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

12

118

LARGE
CREATURE

BIG
LONER
TERROR

IGNEOUS
ATTACK

MEDIUM (3)

ABILITIES:
DEVOUR NIGHTMARES (ACTION ABILITY): The baku casts this spell against a spiritual
character. This can have two objectives: Increasing the difficulty to cast spells or dissipate a spell in the
battlefield. In the first case, if it is successful, the character increases its difficulty to carry out any ability
or cast a spell by +2 for the rest of the turn. In the second case, if it is successful, an selected active spell
stops taking effect.
REPEL SPIRITS (ACTION ABILITY): The baku cause terror in non-celestial magical creatures. The
unit targeted by the spell must make an opposed Ki roll against the baku and, if it is defeated, it starts
running away.Celestial creatures are not affected by this spell.

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Page 161

EARTHLY CREATURES
TANUKI (Lv1)
Description: The tanuki is a kind of raccoon famous for being a rogue and a master of disguise. It is
always willing to cheat men and obsessed with sake, food and women. Although it is a little naive, the
tanuki is a being that can reveal its dark side to those who face it. Moreover, it is surrounded by an aura of
good luck, which is represented by the eight elements it bears.
AT DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

27

3-9

SMALL
CRIATURE
HARASSERS

SMALL

CLAWS
AND
JAWS

LIGHT (2)

ABILITIES:
TANUKI'S LUCK (FEATURE): If the tanuki activate this ability, can repeat or make repeat any roll
they consider a bad result. This roll must involve the tanuki itself. The player must keep the second roll,
although only once per turn; they can only reroll 1 die for each 2 tanukis in the unit. They can repeat a
defense test, an attack roll, etc...

KAPPA (Lv1)
Description: This small creature lives in lakes and rivers. It has the head of a turtle and on it, a bowl with
water which must not be spilled. They are considered evil, for they kidnap children to devour them, they
rape the unwary girls who swim in lonely lakes and drown many victims for mere fun. Thus, they are
very dangerous creatures appearing in many stories and legends from Hymukai.
AT DF

KI HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

42

3-9

SMALL
CRIATURE
HARASSERS

SMALL

SABER

MEDIUM (3)

ABILITIES:
TURTLE SHELL (ACTION): The kappa hide inside their turtle shell, so its DF increases by 1.

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Page 162

KARASU TENGU (Lv2)


Description: These creatures live in the mountains, have the head of a crow and claws instead of feet and
hands. The are the dai-tengu messengers and servants. Some stories say that the mountains' monks and
priests were very arrogant and ended up transforming into these beings. Those who reached greater
knowledge became dai-tengu and those who did not achieve great feats in Katengu. Others believe that
this are only legends. Actually, any inhabitant of Hymukai who have walked alone around the hidden
forests or mountains have sometimes heard the sound of the tengu's drums and laughs. Others have been
able to see the phantasmagorical lights in the night, called "tengu lights," or have become victims of the
illusions created by these beings.
AT

DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

50

2-6

NORMAL
CRIATURE
HARASSERS

FLYING

NAGINATA

LIGHT (2)

ABILITIES:
SHADOWS (FEATURE): The tengu move as if they were shadows, any human finds it difficult to see
them while the move swiftly. Any projectile unit increases its difficulty to reach them by +1 to AT.
THROWING "TENGU'S STONES" (ACTION ABILITY): The tengu magically create stones in their
hands and through them on their enemies from the air. They make a projectile attack using small creatures
called "tengu's stones." This attack is resolve as a normal projectile shot with the tengu's AT. The
maximum distance is 40 cm and there are no modifiers to range. These stones cause the same effect in
cavalry than the sling (see sling).

DAI-TENGU (Lv2)
Description: Among all the tengu, these are the most powerful; the leaders who rule the different groups
in Hymukai. There are children and babies that have disappear mysteriously to reappear after years. These
return with amazing abilities and say that the the tengu took and looked after them. The dai-tengu are very
skillful in the use of martial arts and weapons. They usually inhabit the tallest pine trees and cedars and
they can only attack those who desecrate the temples hidden in forests and mountains.
AT

DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

71

1-3

NORMAL
CRIATURE
HARASSERS

FLYING
LONER
DUELIST

KATANA

MEDIUM (3)

ABILITIES:
FLEETING ATTACK (ACTION ABILITY): The Dai-tengu fall by surprise on their victims from the
sky. The attacked unit is off-guard and confused, what makes that they are not ready for combat. This
attack prevents withstanding and shooting at firing units and counts as an attack at the flank.
SWORD MASTERS (COMBAT ABILITY): The Dai-tengu can use the katana more lethally than any
human being can imagine. When a dai-tengu applies martial arts to its attack, it has a chance of critical of
7+ (on damage roll)..

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Page 163

GENBU (Nv3)
Description: This giant turtle whose tail is a snake guards the northe Genbu is the symbol of longevity
and wisdom. Its shell is said to represent the universe vault. It is also known as the black warrior. Few
heroes have achieved to reach to it to ask for advice, for it is said to speak all human languages. Genbu is
a fierce warrior difficult to defeat, able to withstand the most terrible attacks.
AT DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

92

LARGE
CRIATURE
HARASSERS

BIG
LONER
FEAR

CLAWS
AND JAWS

HEAVY (4)

ABILITIES:
SNAKE ATTACK (COMBAT ABILITY): The snake is one more part of the genbu which is forgotten
by some. This joins in to attack the enemies. When using this ability, the gembu can make an extra attack
with 2 DC, which are consiedered posoned (critical 9+ on damage roll).
TURTLE SHELL (ACTION ABILITY): The gembu hide inside their turtle shell, so its DF increases
by 2. This ability lasts a full turn, but the creature's DC are reduced by -3.

SESHO-SHEKKI (Lv3)
Description: These assassin stones are in cliffs, mountains and rocky formations from Hymukai. They
camouflage with the environment and when the poor traveler realizes, he is attacked by a hail of rocks.
They are called assassin stones and it is said that anyone entering in contact with them loses his vital
energy and is at their mercy. Unconsciously, they attack anyone moving near them and they are only
satisfied when they see their enemy crushed.
AT DF

KI HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

85

1-3

LARGE
CRIATURE
HARASSERS

BIG
PROJECTILES
FEAR

STONES
(like the
sling)

MEDIUM (3)

ABILITIES:
THROWING PEBBLES (FEATURE): The sesho sekki throw stones at their enemies causing havoc
among them. The unit receiving this hail of stones suffers a projectile attack against an AT of 4 and with
as many Firing Dice as Wounds the sesho sekki have, unaffected by modifiers to distance and movement.
SWIFT MOVEMENT (ACTION ABILITY): The stones dissolve and roll swiftly to another point of
the battlefield within 40 cm. This is considered a movement, so a later movement action cannot be
performed. This point can be anywhere, even behind a unit or impassable terrain.

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Page 164

MIZUCHI (Lv4)
Description: In the depths of a great lake this big dragon sleeps, one of the most fearsome of all those
who inhabit Hymukai. Many are the legends told about people who have come closer and have
disappeared without leaving a trace. Mizuchi is thought to be a spirit which wakes up to put order in
nature and protect its defenseless beings. Some have seen it appear as like an innocent deer or another
animal, apparently harmless, poor those who believed that this would be their last supper. It is one of the
most powerful and dangerous creatures in Hymukai, whose breathe exhales a highly poisonous cloud of
acid gas. Their are said to be able to provoke rain or bring storm. It should not be confused with the
Kawa-No-Kami or god of the river, which is another powerful creature.
AT

DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

10

118

LARGE
CRIATURE

BIG
LONER
TERROR
FLYING

CLAWS
AND JAWS

MEDIUM (3)

ABILITIES:
ACID CLOUD (ACTION ABILITY): The dragon exhales an acid cloud which kills those reached with
spasms and vomits. The objective of this cloud must be within 40 cm from this miniature. This magical
cloud moves straight to its target and any unit in its way suffers 4 dice of magical damage. The acid cloud
evaporate once taking effect.
CALLING THE RAIN (ACTION ABILITY): The dragon rides the sky making it cover clouds of
storm. Soldiers see it in and out of them as a snake slithering on the water. Then, the sky breaks with a
thunder and it starts raining heavily. Those units using powder, like the teppo, see their fuse wet and they
cannot shoot for a full turn, until they protect and change them (make a load action). Moreover, cavalry
charges are reduced by 1d10 due to the muddy terrain for the rest of the battle, including friendly units'
charges.

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Page 165

DAIDAROBOTCHI (Lv4)
Description: This gigantic kami hides in the depths of the forests, taking many appearances and forms.
You can sometimes walk on it unaware of its presence because it is huge and its body is formed by
waterfalls, trees and stones. This kami is one of the responsibles for the creation of the world and it can
change its shape, move forests, create hills and bring life there where only burnt soil is left. This is a kind
spirit who only looks for the greatest good for the small beings and creatures inhabiting nature, which
condered this spirit a father and protector. The daidarobotchi uses all its fury against those attempting to
cause any damage to environment.
AT DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

13

116

LARGE
CRIATURE

BIG
LONER
TERROR

CLAWS
AND JAWS

HEAVY (4)

ABILITIES:
LORD OF THE FORESTS (ACTION ABILITY): The daidarobotchi casts the powers of nature and
makes the forest move on the battlefield. This forest turns into a mortal trap and anyone in contact with it
suffers an attack of 8 dice with AT 5. The forest moves 3d10 per turn in the direction the player wished.
LORD OF THE GROUND (ACTION ABILITY): The daidarobotchi makes the ground tremble and
crack. The ground rises, trees fall and buildings break down. Any building within 30 cm from the creature
is considered destroyed and any units inside are eliminated. Moreover, any unit within that radius suffers
an attack of 5 dice with AT 5, as if it was a close combat.

CREATURES OF DEATH
GAKI (Lv1)
Description: The gaki or "hungry spirits" are the ghosts of evil men doomed to go back to the world to
devour corpses. They go back as demons of rotten flesh, with claws and eyes which shine in the night.
They are usually seen in cemeteries or, at night, in lands where battles have taken place, devouring the
corpses of those died during the day. Peasants are careful not to leave their doors open at night, for it is
said that more than one baby or family have been devoured while they were sleeping.
AT DF

KI

HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR
(AR)

21

3-9

SMALL
CRIATURE

SMALL
UNDEAD
FEAR

CLAWS
AND JAWS

NO ARMOR
UNDEAD (2)

ABILITIES:
FLESH EATERS (FEATURE): If the gaki have activated this ability, they will devour their victims
viciously. If the gaki unit causes one or more enemy losses in a combat, they can make a Ki test for each
loss. If it is successful, it recovers either one Wound or one miniature that the unit had lost for each
successful roll. (The recovery of miniatures by means of Flesh Eaters us unique of the gakis).

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Page 166

ONRYO (Lv1)
Description: A life of suffering because of men turns the spirit of a woman into a terrible being after
death. This have a great power and get to escape the Yomi to the physical plane to cause suffering to
those they find in their way. These spirits look for vengeance on humanity, torment populations, occupy
places where they make it impossible to live. Many of those who have meet them have died of terror.
AT

DF

KI

HR

IN

KOKUS
MINI

68

SIZE

TYPE

TRAITS

WEAPON

ARMOR (AR)

3-9

NORMAL
CRIATURE
HARASSER

ETHEREAL
UNDEAD
FEAR

JUMONJI
YARI

NO ARMOR
UNDEAD (2)

ABILITIES:
GHOSTLY ADVANCE (FEATURE): The onryo move on the battlefield without stepping on the
ground or finding obstacles. Any terrain piece is ignored, even if it is a wall used as cover. Those hiding
behind it do not have its modifiers. The onryo can move through any terrain piece and friendly or enemy
units and it ignores difficult terrain.

GORYO (Lv2)
Description: These are the vengeful spirits of powerful nobles who died because of the political intrigues
and that, given their hate and rancor towards the living, they have come back to cause great disasters,
diseases and wars. Many have tried to calm them down and have died. Some Onmyouji discover the
goryo's real name and forces it to serve his will. It is believed that a goryo only reaches final rest when it
gets that why it came back to the world; in many cases, vengeance over those who caused their disgrace
or their descendants.
AT

DF W

KI HR

IN

KOKUS
MINI

70

SIZE

TYPE

TRAITS

WEAPON

ARMOR (AR)

1-4

NORMAL
CRIATURE
HARASSER

ETHEREAL
UNDEAD
FEAR

IGNEOUS
ATTACK

NO ARMOR
UNDEAD (2)

ABILITIES:
ETERNAL VENGEANCE (FEATURE): When they activate this ability, the goryo focus their hate in
only one character, who they consider responsible for all its suffering. No one can try to cover or hide
him. The goryo unit can declare, at the beginning of each turn, an enemy character the target of its hate. If
the goryo enters in combat with the unit of the hated character, they can aim their attacks against the
character instead of against the unit. Once a character is designated as the source of their hate, it cannot be
replaced.
GHOSTLY ADVANCE (FEATURE): The goryo move on the battlefield without stepping on the
ground or finding obstacles. Any terrain piece is ignored, even if it is a wall used as cover. Those hiding
behind it do not have its modifiers. The goryo can move through any terrain piece and friendly or enemy
units and it ignores difficult terrain.

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Page 167

HONNE SAMURAI (Nv2)


Description: Warriors who passed away without honor on the battlefield do not find relief. Their spirit
cannot leave their body and remains tied to it. Their corpse, already transformed into a jumble of
uncovered flesh and bones, is a prison of suffering to which their are doomed. It is said that these warriors
can be found inhabiting places where a bloody battle took place. In order to find eternal rest, they will
fight again to reach the honor they could not reach while alive.
AT

DF W

KI HR

IN

KOKUS
MINI

55

SIZE

TYPE

TRAITS

WEAPON

ARMOR (AR)

3-6

NORMAL
CRIATURE
HARASSER

UNDEAD
FEAR

KATANA

MEDIUM
UNDEAD (4)

ABILITIES:
HONOR OF THE DEAD (FEATURE): The honne samurai unit activating this ability never runs away
from the battlefield. Once this ability is activated, it lasts until the unit is required to make an HR roll.
The unit dodges this roll and the ability is deactivated, being able to activate it again from the following
turn on.
VIGOR (ACTION ABILITY): The honne samurai move vigorously towards their enemies, who
observe astonishingly how this jumble of bones moves fiercely. These warriors add up +5 to the
movement of charge. Moreover, the gain critical 9+.(on damage roll).

GAIKOTSU (Lv3)
Description: This gigantic skeleton is formed by the bones of those who died prey to starvation. This
cursed being spend the nights looking for victims. If it finds a human, it seizes and devours him with its
terrible teeth. The only way to anticipate its attack is distinguishing the strange buzz it makes in the ears
of those who are the target of its hunger; they seem to hear bells in the night and they are usually attacked
when they are alone.
AT

DF W

KI HR

IN

KOKUS
MINI

98

SIZE

1-2

TYPE

TRAITS

WEAPON

ARMOR (AR)

LARGE
CRIATURE

GRANDE
NO
MUERTOS
MIEDO

SABER

MEDIUM
UNDEAD (4)

ABILITIES:
FADING (ACTION ABILITY): From the ground, around the gaikotsu, a magical fog emerges which
extends until the gaikotsu vanishes. By means of this ability, the unit can disappear from the battlefield
and reappear within 30 cm. Then, it can carry out any other actions as usual, that is, it can move and
charge.
BELLS OF DEATH (ACTION ABILITY): The gaikotsu walk making sound the bells of death. Those
who have heard this ghostly bells say that they could do nothing but running in the opposite direction.
Any unit within 30 cm must make an opposed Ki roll against this creature. Those defeated in the roll must
make an HR roll or run away.

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ONMORAKI (Lv3)
Description: From the corpses and spirits of those fallen in the battlefield this bird of death arises,
formed by their pain. The onmoraki feeds on the suffering of men in war and gets power by absorbing the
spirit of those who have fallen cruelly in combat. Its dark shape glides as a shadow over the battlefields
and its sight can paralyze a man's heart.
AT

DF W

KI HR

IN

KOKUS
MINI

SIZE

98

1-2

TYPE

TRAITS

WEAPON

ARMOR (AR)

LARGE
CRIATURE

BIG
UNDEAD
FEAR
ETHEREAL
FLYING

CLAWS
AND
JAWS

LIGHT
UNDEAD (3)

ABILITIES:
DISMEMBER (COMBAT ABILITY): The onmoraki are highly skillful in dismembering their victims.
This makes them cause a great suffering to those fighting against them. By activating this ability, the
creature has 8+ to critical for the combat it is involved in or for the next.
SOUL EATERS (FEATURE): The onmoraki absorbs the souls of those fallen and this provides them
with new energy. In combat, they recover 1 Wound for every 2 miniatures eliminated.

SHINIGAMI (Lv4)
Description: Shinigami or "God of Dead," this gigantic kami posses the men's souls before they have
died to make them fall in a meaningless feeling. In this way, it speeds up the passing of men to its
domains, so those possessed commit suicide. When it appears on the battlefield, it carries a pot full of the
souls of the poor wretched who have fallen before him.
AT

DF

11

KI HR

IN

KOKUS
MINI

SIZE

TYPE

TRAITS

WEAPON

ARMOR (AR)

120

LARGE
CRIATURE

BIG
UNDEAD
TERROR
LONER

BO

LIGHT
UNDEAD (3)

ABILITIES:
POT OF SOULS (ACTION ABILITY): The shinigami opens its pot of souls, from which hundreds of
spirits come out looking for those in their way to take them to the world of the dead. The player must
select a unit within 30 cm. The unit must make a magical resistance roll for each miniature forming the
unit, each failure becomes 1 Wound.
THOUGHTS OF DEATH (ACTION ABILITY): The shinigami's voice makes those hearing it to be
prey of a terrible feeling of death. The poor wretched cover their ears and hit their heads trying to shut up
the voices resounding in their mind, but the shinigami's voice comes from their own hearts. There is
nothing they can do to avoid it. Make an opposed Ki roll between the shinigami and a unit within the
shinigami's line of sight and within 50 cm. If you are successful, the unit increases its AT by 1 and
reduces its DF, AR, HR and IN by 1. Moreover, it also halves its movement. The unit can make an
opposed Ki roll against the shinigami per turn to attempt to release from this curse.

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JUBOKKO (Nv4)
Description: The blood spilt on a battlefield penetrates the ground and it is absorbed by a tree which has
witnessed the brutality. When feeding on this blood, the spirit of the tree becomes a jubokko, a vampire
tree feeding on men's flesh and drinks their blood until it reduces them to bones. During the day, the
jubokko seems a normal tree, but if someone sleeps at its feet or meets it in the night, it becomes prey of
its thirst of blood.
AT

DF

13

KI

HR

IN

KOKUS
MINI

120

SIZE

TYPE

TRAITS

WEAPON

ARMOR (AR)

LARGE
CRIATURE

BIG
UNDEAD
TERROR
LONER

CLAWS
AND
JAWS

HEAVY
UNDEAD (5)

ABILITIES:
VAMPIRE (FEATURE): If any unit has been destroyed within 30 cm from the jubokko, it will absorb
its victims' blood, which starts running through its bark, bestowing it with a terrible appearance. This
blood hardens and the jubokko's armor becomes heavy. Moreover, the jubokko recovers or gain 1
additional Wound for each miniature removed from the battlefield within the range of this ability
(maximum 1 additional Wound per turn). The jubokko can increase its Wounds attribute by 1 per turn and
recover as many Wounds as possible up to the maximum it has had throughout the game).
INFERNAL ROOTS (ACTION ABILITY): The jubokko's roots grow under the ground up to a unit
within 30 cm. At all effects, the unit is considered engaged in combat with the jubokko and it is
automatically attracted to it. Thus, the player must move a unit next to the jubokko, which must not be
moved.

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MARKERS
Markers are aimed at recalling which orders you have assigned to each unit, as well as other possible
situations. Thus, they indicate which have been your intentions or your enemy's, as well as the effects
active on the battlefield. Markers are placed in the Orders and Actions Phase in the moment in which we
declare the order for our unit.

TAISHO MARKERS
These markers represent the use of Taisho abilities, Strategic Orders or the Taisho's attempt to Regroup a
unit.

Taisho Ability Marker This marker represents a "Tessen" (fan). It indicates the
use of a Taisho ability. If it is a general ability, it is placed next to the Taisho's unit;
however, if the ability affects a specific unit, it is placed next to that unit.

Strategic Order Marker THis marker represents a "Gumpai." This indicates that
the player is going to attempt strategic order with that unit. This marker is placed
next to the unit that is going to carry out the strategic action.

Regroup Marker This marker means that the unit has regrouped thanks to the
Taisho's regroup roll, thus you must remove the regroup marker (see run away and
regroup markers) and place this one instead.

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ACTION MARKERS
These markers are used in the Orders and Actions Phase.

Movement Marker It is a marker with the shape of a direction


indicator; one arrow indicates that the unit is going to "march"
and two arrows indicates that the unit is going to "run."

Recharge Marker This marker indicates you are going to load


your weapon in that turn. Put the marker next to the shot marker
in your unit. When the time comes to load the weapon, place this
marker on the shot marker. At the end of the turn, remove both
markers.

Shot Marker You must place it next to the unit that is going to
perform the shot and another one next to the unit that is going to
be the target of the shot. Once the shot is performed, you must
remove the marker from the enemy unit, but yours must stay next
to your unit and it can only be removed when you declare you
load your weapon. A unit with this marker by its side cannot
shoot.

Charge Marker Place one next to the unit that is going to


perform the charge and another next to the unit that is going to
receive the charge.

Special Action and Ability Marker This marker indicates we


are going to perform an Special Action or a "Special Ability."
This marker is placed next to the unit that is going to perform
action.

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REACTION MARKERS
It indicates how our unit is going to react to the charge. These markers must be placed immediately after
the other player has placed a charge marker next to our unit.

Withstand an Combat Marker It indicates we are going to withstand and


combat as a reaction to the charge.

Counter Charge Marker This marker indicates that our unit is going to counter
charge the enemy unit.

Withstand and Shoot Marker This marker indicates that our projectile unit is
going to Withstand and Shoot at the enemy unit charging at it.

A unit can also react to the charge by running away, in that case we place the
Run away Marker.

RUN AWAY MARKER


This marker indicates if our unit has carried out a run away action that turn and
if it can try to regroup, since it started its run away during the previous turn.
This marker is placed next to the unit when it declares it runs away or when it
starts running away.

ALERT MARKER
Place this marker next to one of your units set in alert position; thus, you can
remember that it can carry out an Action of Opportunity.

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MAGIC MARKERS
These markers are used to indicate which magical action our spiritual character is going to carry out.
They can be of two types:

Spell Casting It indicates that the character casts a spell. It is placed next to
the spellcaster.

Blocking Spell This marker indicates that the other player attempts to block a
spell. It is placed next to the spellcaster.

DEFEAT MARKER
This marker shows the Kensei symbol. This is placed next to the unit in case
it was defeated during the combat phase. It indicates thatunit must make a HR
test to check if it runs away from combat.

REMOVING MARKERS
Once the turn is completed, we remove all the markers on the battlefield, but Run Away and Shot
Markers which have not been removed with a Recharge Marker.

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