Wargame - SAGA Age of Samurai
Wargame - SAGA Age of Samurai
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Contents
How To Use This Supplement 5
The Samurai 9
The Takeda 13
The Shinobi 17
The Oda 21
The Hojo 29
The Chosokabe 33
The Ronin 37
The Sohei 41
Joseon 45
Yohei 50
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1281… The Mongols, under the great Kublai Khan, invade japan
for the second time, the already weakened nation is forced to again repel
the invasion.
Japan is left vulnerable and the Kamakura Shogunate begins to fall apart,
new powers begin to rise in Japan.
Samurai warlords amass power and raise armies of thousands of men, an
age of turmoil and war begins.
In this era of war, where samurai daimyos and monks raise armies
to fight glorious battles, clans from across Japan’s territories fight
for control and to ensure their line as the next shogunate. The
accomplishments of heroes such as Oda Nobunaga, Takeda
Shingen, and Fujibayashi Nagato cement their names in history,
bringing eternal glory to their clans.
The Factions
This Saga Universe presents 10 different factions. Each of
these factions provides the following information:
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The Legendary Units available to each faction are
there to offer your warband a different gaming
experience, and to fulfill our desires to see these
heroic characters on the battlefield. Their rules
were created for the fun of playing them and may
add additional imbalance to the game, these units
may only be used with your opponent’s consent. ● The basic activation abilities - of which there
are often three - allow you to activate the
New Equipment different types of troops within your army.
When triggering this ability you may activate a
Age of Samurai also offers new equipment options unit belonging to one of the unit types listed by
to represent the weaponry of soldiers of the era. the ability.
● The activation pool, which lets you increase how
Sashimono, War Banners, and the legendary many inactive saga dice you have available. To
weapons like the Katana are a found across many do this, simply trigger it during the orders
factions in this universe. phase and take 2 available saga dice, roll them
and add them to your available saga dice.
The Battle Boards Each faction has a specific set of saga dice,
unfortunately you will not be able to purchase any dice
This book has 10 printable Battle Boards to which display these symbols. So if you would rather
represent the tactics and warfare of the many use standard d6s over making your own dice the
factions. Each faction must use their own battle following chart will be helpful.
board, it would be inappropriate to play the
Takeda with the Ronin battle board!
1-2-3 4-5 6
The advanced abilities of the battle board are
Samurai Dice
further explained in each factions chapter by the
knowledgeable Shinza. But most of the factions’ 6
basic Saga abilities share a common structure. Korean Dice
New Equipment
Katanas Teppo
Katanas were the sword of choice for the Teppo were the matchlocks used in japan, they
samurai, they were long single bladed swords. were wielded by samurai and ashigaru alike
and were very deadly.
Katanas have no special rules but many saga
abilities will require them to be used. Teppos may only be fired once per turn and
have a range of L when shooting. A unit armed
Yari with Teppo reduce their armour against
The Yari was a type of spear used by the shooting and melee by 1. When the defender
samurai and ashigaru. This piece of equipment suffers wounds from the Teppo, the first
has no special rules but some battle board casualty is ignored and instead the enemy unit
abilities will require them. suffers a fatigue.
Naginata
Naginata was a type of polearm with a long
Throwing Weapons
blade attached to a wooden shaft, These These rules represent the throwing knives and
weapons could deal devastating blows and shurikens used in Japan.
repel attacks with ease.
A unit armed with throwing weapons reduce
Naginata reduce the figure’s armour by 1 in their armour in melee by 1.
melee. When charging a figure armed with
Naginata gains +1 to hit on his attack dice rolls. Once during each of its owners turns, when a
At the beginning of a melee in which naginata unit armed with throwing weapons is activated
armed models are the defender, they may not to move, before or after resolving that
close ranks, instead, a unit armed with activation, the unit may be activated for a free
Naginata may discard any number of attack shooting attack which generates no fatigue.
dice. For every 2 discarded gain an additional Throwing weapons have a range of M.
bonus defense die. 7
War Banners
Though sashimono were popular, not all
groups used them at the time, instead
electing to raise more traditional banners and
flags in battle.
Sashimono
Sashimono were a type of Japanese war
banner used by samurai and ashigaru. These
banners often bore symbols of their clan or
phrases and words associated with them.
Sashimono were attached to their backs so
that those wearing them could still use both
hands to fight.
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The
SAMURAI
This faction represents various smaller
Samurai clans, perhaps even those lost to
history.
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T he Samurai were renowned fighters and
way of the warrior and served as a moral code
for the samurai. The Samurai held a high
rightfully so, their skill in swordsmanship and social status in Japan and made up a
mounted archery were unparalleled. Armed significant portion of most armies in the
with Katanas and clad in Karuta, the Samurai period. These mighty warriors did not go into
made for an imposing presence on the battle unsupported however, Samurai were
battlefield. Yet it was not only their skill with often accompanied by contingents of
a Katana that made them deadly but also their Ashigaru, foot soldiers whom the daimyo
skill with bow, from atop mighty steeds they employed. Ashigaru commonly wielded bows
rained fire upon their enemies. Samurai were and Yari, a type of spear. Together the samurai
trained in the Bushido philosophy, it was the and ashigaru formed very effective armies.
Your Warlord is a samurai general, possibly Your Hearthguard may be equipped with
even a shogun. Armed with a Katana and katana, heavy weapon, naginata, yari, or
often clad in Karuta armour, your Warlord horse.
commands your legions of Samurai and
Ashigaru. Warriors may be samurai equipped with
katana, heavy weapon, or yari. They may be
Samurai are represented by your ashigaru with yari or teppo. Teppo units may
Hearthguard. The highest class of warrior in not exceed 8 figures and are limited to 2
Japan, whether afoot wielding deadly katanas units.
or on horse firing volleys of arrows at your
enemies, samurai are a dangerous presence Levies are equipped with bows or yari.
on the battlefield.
Maximum 2 units of 8
Teppos 3(3) 1
figures
LEGENDARY UNIT
HATAMOTO
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The
TAKEDA
This faction represents the Takeda clan,
known for their skill on horse and their
deadly cavalry charges.
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The Takeda clan came about in the 8th warfare in Japan. Before Shingen, the samurai
were primarily used on foot or as horse
century and rose to power over the Kai archers, but Shingen chose to use his cavalry
province. Eventually the Takeda grew in instead as his vanguard, charging into the
strength, becoming the rulers of several enemy lines to crush them with the ferocity of
territories. As the Takeda clan grew so did their their impact. Shingen's revolutionary tactics
hunger for conquest, but it would centuries proved to be very effective and with it he led
before they earned their reputation for their several campaigns into neighboring provinces
heavy usage of cavalry as shock troops. to expand the Takeda’s control. In addition to
In the 16th century Takeda Shingen inherited the cavalry their forces were comprised of units
the Takeda’s lands and lordship, and his of infantry used to support the cavalry’s
military tactics would change the course of crushing advances.
LEGENDARY UNIT
Lead by Example
TAKEDA SHINGEN
If Shingen begins your turn within S of an
Takeda Shingen was lord of the Kai province in
enemy unit, you may reroll up to 3 saga
the 16th century, he led several military dice in your orders phase.
campaigns to conquer territory. Shingen Battle Cry
reorganized the Takeda forces around the use of At the start of your Activation Phase you
heavy cavalry charges. Shingen was a fearless may elect to use Battle Cry, if you do your
leader and his aggressive tactics led his armies we obey may be used up to three times but
and the Takeda clan to glory.
the activated units must charge.
Legendary Unit
Special Rules
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T he Shinobi clans of Japan were famous for them being considered dishonorable by
Samurai and those that relied on more
their expert abilities in the art of assisination
standard methods, giving them a negative
and guerilla warfare. They were often
reputation in Japan. It was not uncommon
recruited by other clans as mercenaries and
for armies to be led against the Shinobi clans
assassins. They made use of shurikens,
to wipe them out. Though it was quite
katanas, short bows, and above all their
unusual for the Shinobi clans to go to battle
training in Ninjutsu. The Shinobi were experts
on an open field it was these incursions into
in stealth and precision, appearing only long
their lands that led them to take up arms in
enough to strike a decisive blow before
numbers in defense of their clan.
retreating back into the shadows. Their
techniques led to
Legendary Unit
Special Rules
Swift
After Fujibayashi completes a melee he may
perform a movement activation which generates no
fatigues.
Iga
Friendly units within M of Fujibayashi do not suffer
the penalties of rough terrain.
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The Shinobi
as seen by Shinza
Shinza, what can you tell us of Is there a limit to the number
the Shinobi clans and their of saga dice that Creeping
tactics? Shadows gives?
There is no limit, but remember
The Shinobi are deadly, they are
That you must have enough available
trained assassins, I hope you need saga dice needed for the ability in order to
never encounter them. They use a variety of trigger it.
weapons including katanas, short bows,
spears and shurikens. Does Moonless Night limit the length of
movement and range or does it just require
the defender to be within S at the beginning
The Shinobi battle board has an emphasis on
of the activation?
stealth and pouncing on isolated and
It just requires the would-be defender to be
vulnerable units. Most abilities only work on within S at the beginning of the activation, if
their elite Hearthguard and Warlord. the defender unit was somehow moved
further away due to an Activation/Reaction
Where’s their levy activation, Shinza? but was still within the maximum charge
distance or range the activation would still
The Shinobi have no levy, replacing their
proceed.
activation ability is “Oshin-Jutsu” a costly
melee ability only defenders may use. This Does Creeping Shadows last through my
ability allows a unit that has no fatigue to opponent’s turn too?
escape from combat, very good to avoid Unfortunately not, Creeping Shadows lasts
unwanted engagements. until the end of the Shinobi player’s turn.
How does Blades In The Night work on my So how does Surrounded work?
Warlord? Your removed units do not count as being
eliminated and instead are put right back on
Before you get ahead of yourself, No, this
the board as if you were deploying them, but
ability does not increase your Warlord’s they may be placed anywhere on the board
resilience to 2. It is therefore best used on so long as they are further than S from
Warriors or Hearthguards. enemy units.,
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The
ODA
This faction represents the Oda clan
during their rise to power under the
leadership of Oda Nobunaga.
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The Oda clan was a fairly insignificant one Nobunaga’s leadership, as he aspired to unify
Japan. Nobunaga defeated several powerful
until the 16th century when Oda Nobunaga
clans including the Takeda in his campaigns.
rose to power within the clan. Despite several
Eventually Nobunaga was betrayed and he
opposing claims Nobunaga succeeded his
committed Seppuku, with the loss of their
father when he died. When the Imagawa clan
legendary leader the Oda clan again faded
went to war against Oda it was certain that
from power and fame, making way for other
the Imagawa clan would be victorious,
clans to take their place. But under
despite this Nobunaga mounted a valiant
Nobunaga the Oda clan had fought with
counter-attack and defeated the Imagawa
ferocity, overcoming great odds to become the
clan’s army. The Oda clan continued to grow
most powerful clan in Japan.
in power under
Katana 5(5) 2 -
Yari 4(4) 1 -
Warriors
Bows 3(3) 1(½) -
Special Rules
Great Conqueror
You may use common dice as if they were rares or
uncommons when using Great Expert Strategy and HATAMOTO
Call Of The Daimyo. An Oda warband may recruit a unit of Hatamoto.
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Their rules may be found on page 11.
The Oda
as seen by Shinza
Shinza, what can you tell us Does the bonus S from Tight
about the Oda clan? Formation apply only to a
At the peak of their power the movement activation or to the charge
Oda were near unstoppable, with a as well?
combination of clever strategies and troops The bonus S applies to the move or
working in unison, the Oda can produce a charge granted by Tight Formation.
fearsome offense in battle.
How exactly does Reinforcement fatigue
The Oda board encourages grouping units placement work?
together for coordinated attacks and ploys. You may place up to the number of fatigues
you removed on any enemy unit(s) within S
Does the unit activated to shoot with of any friendly unit(s) affected by this
Supporting Fire need to be in range? ability. If the number of fatigues were 2, you
Yes, this ability only allows you to ignore could place them both on a single enemy
the line of sight restriction for figures in unit within s of 1 of the friendly affected
the unit, this is helpful so that the figures units or spread them out across 2 enemy
in your defending unit don’t block your units which are within S of either of the
archers line of sight. friendly affected units.
What if the selected yari unit is not in Does Call of the Daimyo activate enemy
range to be charged with Defensive units within L of your warlord as well?
Formation? No, only friendly units are activated.
Then the ability has no effect and the
attacker may charge its intended target. If I have more units that would count for
Taigun then I have available dice, what
If I activate my unit previously affected by happens?
rapid reload to shoot again later in the turn The ability will have no effect. You must
is it still subject to the condition of all hits have the right number of saga dice or more
becoming casualties rather than inflicting a in order to benefit from Taigun.
fatigue?
No, the Teppo unit will shoot as normal
after their activation from Rapid Reload is
resolved
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IKKO IKKI
The
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The Ikko Ikki were made up of peasants, rebellion, increasing their numbers and filling
the places of fallen warriors. By the 16th
priests, and the occasional samurai. They
century the Ikko Ikki had gained enough
were Buddhists who followed a peculiar set of
influence in Japan to draw the attention of
teachings called Jodo Shinshu. These
many powerful individuals including Oda
religious fanatics rebelled against their rulers
Nobunaga, who set his sights on their
making them enemies of those in power, but
destruction. Eventually the Ikko Ikki could
their growing numbers could overwhelm those
not withstand the relentless incursions into
that opposed them. As the Jodo Shinshu
their territories and the might of the Oda’s
belief spread across Japan, so did the Ikko
troops and their allies. Nobunaga defeated
Ikki power, from every village there would be
them but their influence would remain.
those to step up to join them in their
The Warriors in an Ikki Ikki warband have been Levies may be armed with teppos or may have
equipped for battle with ragged weapons, but no equipment. A maximum of 1 levy unit with
they prove their strength in battle. Teppos may be deployed.
Naginata 3() 2 -
Naginata 3(4) 1 -
LEGENDARY UNIT
RENNYO Of The People
Rennyo was the leader of the Jodo Shinshu, his Reduce the cost of Fanatics to a single
leadership inspired people across Japan to convert to common saga die.
Buddhism and rebel against their rulers.
Fanaticism
Legendary Unit The Ikko Ikki battle board has a unique
mechanic called fanaticism. Fanaticism begins
Rennyo is a Legendary unit who replaces your Priest the game at 0, unless you warlord is a Priest in
Warlord for 1pt, he has the following additional rules: which case it will begin at 1. Fanaticism may
Devoted never be reduced below 0 or raised above 6. If
You begin the game with 4 fanaticism. an effect would raise your fanaticism above 6
Out of Nothing the excess points of fanaticism are discarded
Certain battle board abilities will be affected
Your army may only include up to 1 non-hero,
your number of fanaticism or they may increase27
non-levy unit.
or decrease your fanaticism.
The Ikko Ikki
as seen by Shinza
What can you tell us about the Can Faith’s Protection be used
rebellious Ikko Ikki? on a unit which has rested
The Ikko Ikki make use of previously in the turn?
hoards of untrained peasants, they Yes, Jodo does not impact a unit’s
rely purely on numbers, rather than ability to rest and resting does not stop a
skill to win their battles. unit from being affected by Jodo.
The Ikko Ikki board depends on large units Does Faith’s Protection allow me to reroll the
and even more importantly, management of dice already rerolled from Redemption?
their Fanaticism to coordinate powerful No, you may only reroll a die once.
attacks. Failure to manage these elements
will ensure losses on the battlefield. If you trigger Battle Frenzy and your
opponent has less successful attack dice then
Can Rebellion increase my units attack dice? you have Fanaticism, what happens?
Rebellion only affects the number of models The ability would have no affect and no
for the purposes of resolving advanced attack dice would be rerolled.
abilities, it has no effect on the number of
attack dice the unit will generate in the Is Zealous Action free?
melee. In a sense, while this ability costs no saga
dice to use it does cost a point of fanaticism.
If I have less dice inactive saga dice than my
fanaticism -1 what happens?
Then you would gain no benefit, you must
have the exact number of inactive saga dice
or more in order to benefit from the ability.
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The
HOJO
This faction represents the Hojo clan of
the 15th and 16th century, bearing the
mark of The Three Dragon Scales.
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The Hojo clan was first founded in the began to accumulate power. Though never
rising to become as influential as the earlier
12th century. During the mongol invasions
Hojo clan, they still held control throughout
the Hojo clan helped repel the foreign
several provinces. But eventually the Hojo
invaders. Despite not being part of the
clan again would falter, in the 16th century
Shogunate, the Hojo held the true power in
the Toyotomi clan began a campaign to
Japan. But in the 14th century rebels
eliminate the Hojo clan and remove them as
overthrew their rule and the Hojo clan came
a threat to their power. Pushed back to their
to an end, for a time. But the Hojo name was
strongest fortress, the Odawara Castle, the
not gone long, in the late 15th century a new
Hojo clan was besieged by Toyotomi
Hojo clan rose in Japan. Born from the ashes
Hideyoshi’s forces and defeated.
of their namesake, the Hojo clan again
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ODA UNITS
Unit Equipment Options Armor Aggression Special Rules
Melee (Shooting)
Katana 5(5) 2 -
Yari 4(4) 1 -
Yari 4(4) 1 -
Levies
Teppo 3(3) ⅓(½) -
Special Rules
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The Hojo
as seen by Shinza
What can you tell us about the For Superior Tactics, does my
Hojo clan? opponent make their choice in
The Hojo are a tricky clan, they step 7, or is that just when they
focus on deceptive tactics to would become exhausted?
distract the enemy from their army’s Your opponent makes their choice at
advance. the time you trigger the ability, step 7 is just
when they become exhausted should they
The Hojo battle board has a focus on abilities choose that option.
that force your enemy to make tough choices
and punishing them for their decision.
Who chooses the direction and length the
figures in the unit are moved when affected
Does Enoshima count when abilities have
by Poor Leadership?
multiple saga dice on them and when an ability
The Oda player chooses.
takes multiple dice to trigger?
Yes, no matter where the dice are placed this
ability counts only the number of saga dice on If I have more units that fit Taigun’s
their board, not caring how these dice are used. restriction then dice available, what
happens?
Can my opponent choose which ability I remove The Ability would have no effect.
its die/dice from with Influence?
No, the Hojo player would choose what ability
to remove dice from, and this decision is made
after your opponent chooses which of the two
effects will occur.
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As one of the oldest clans in Japan, the Commanding legions of ashigaru as well as
samurai, Chosokabe generals make use of
Chosokabe descended from the first chinese
evasive tactics to keep their vulnerable units
emperor of the Qin Dynasty. With a proud
from harm and made sure to maneuver their
heritage the warriors of the Chosokabe clan
samurai into position for decisive offenses.
fought in numerous wars with rival clans and
Even as great clans rose to power in Japan the
they became well known for their mastery of
Chosokabe endured, maintaining hold over
archery. From the ground or on horseback the
their lands and territories until in the 17th
Samurai of the Chosokabe clan could fire
century when Chosokabe Morichika was
volleys of deadly arrows into their enemies.
captured and executed by the Shogunate and
Even in melee these samurai archers fought
the clan was removed from power.
with unparalleled strength and skill.
Naginata 4(5) 8 -
Katana 5(5) 2 -
Hearthguard
Yari 5(5) 2 -
LEGENDARY UNIT
Bring Them Down
CHOSOKABE MORICHIKA
At the start of your activation phase you may select one
Chosokabe Morichika was the last ruler of the
enemy unit within L of your warlord, until the end of
Chosokabe clan, he was a skilled warrior and
the turn each time a friendly unit shoots or charges
fought in many battles. Morichika fought
that unit they generate 1 additional attack die.
heroically during the Japanese invasions of Korea
where he became well known for his military Recover
tactics. Each time Morichika rests, instead of
removing a fatigue you may select one friendly
This is a Legendary warlord who replaces you unit within M to remove a fatigue.
standard warlord for 1pt. They have the following
characteristics: Graceful in Defeat
When Morichika or another friendly unit
Saga Dice Armor Aggression Equipment within S of Morichika is eliminated, friendly
units do not suffer the usual fatigue.
2 5(5) 8 Katana, Mount:
Horse
HATAMOTO
Special Rules
A Chosokabe warband may recruit a unit of
Bodyguards, Determination, Presence, Pride, Resilience (1), We
Hatamoto. Their rules may be found on page 11. 35
Obey
The Chosokabe
as seen by Shinza
What can you tell us about the
Chosokabe clan?
Explain Attrition please.
The Chosokabe are a mighty Attrition can make the enemy unit
force on the battlefield, their retreat after this shooting activation
samurai take aim with deadly is resolved so long as the enemy unit
precision and their evasive tactics make them
has lost a melee previously this game.
hard to pin down. Chosokabe cavalry can be very
quick yet their aim is not lessened from
horseback.
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The
RONIN
This faction represents the Ronin,
masterless samurai leading bands of
outlaws and commonfolk.
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Ronin were samurai who outlived their consisted of thieves, bandits, and other ronin.
Though small, these warbands could carry
masters, instead of committing Seppuku they
out swift raids before disappearing back into
chose to make it on their own. Roaming the
the countryside. These men were not well
countryside of Japan, the ronin went in
equipped, but the skill of the ronin as warriors
search of work and new masters. Often ronin
and leaders made these forces effective
were hired to swell the ranks of armies but
skirmishers. Fearing uprising and raids,
when no battles were there to be fought, or no
Daimyos gathered armies to seek out these
coin to pay them, ronin often became
ronin’s forces and destroy them, but a
outlaws. Using their skills for their own gain
hundred men are swifter than a thousand and
they gathered war parties to riches for
these outlaws persisted still.
themselves. These bands of criminals
Naginata 4(5) 2 -
Hearthguard
Bow 4(4) 2(1) -
LEGENDARY WARBAND
THE FORTY-SEVEN RONIN - Your Warlord is replaced with
In 1701, Asano Takumi-no-Kami Naganori, the Daimyo of Oishi, who has the usual special
Ako, met with the emperor’s representatives at the Edo rules as a standard warlord but
Castle. The representatives were greedy, wishing for
loses We Obey.
greater gifts for their reception, Asano was angered and
- Every unit in your army gains
drew his dagger to kill the ungrateful servants of the
Determination and Pride.
Emperor. But Asano only wounded them, and he was
sentenced to death. His loyal samurai became ronin and
- If you eliminate the enemy
they vowed vengeance. In 1703 46 ronin gathered under
warlord score 2 additional
the command of the samurai Oishi and attacked, finishing
massacre, survival, or conquest
their old masters deed and avenging him.
points at the end of the game,
This is a Legendary Warband replaces the usual otherwise your opponent scores 2
options available in a Ronin Warband. additional points.
The Ronin battle board is aggressive, but Yes, this ability does not impact a unit’s
lacks the defense often found in other ability to rest or discard fatigue later in the
Samurai boards. With lighter armed units turn.
and smaller numbers, the board makes
these fighters fragile but deadly.
Does Bandits and Thieves last on both my
Does the entirety of the enemy unit need to current turn and my opponent’s next turn?
be within the terrain to use In The Forests? Yes, this ability lasts though the current turn
No, the enemy unit just needs to be partially and the next.
within S of the terrain piece.
Does Overpower count the fatigues that get Yes, the unit will gain fatigue as normal.
spent on my unit?
Any fatigue that was on your unit when the
melee began is counted, regardless if
whether it has been spent by the time
Overpower is triggered.
40
The
SOHEI
This faction represents the Sohei,
warrior monks, often wielding
Naginata with deadly skill.
41
Similar to the Ikko Ikki, the Sohei were the Ikko Ikki.
The different sects of Buddhism often
followers of Buddhism, but rather than armed
clashed in belief, but just as often they
peasants, the Sohei monks were trained so
would clash in battle, resulting in countless
that they would be capable of protecting their
conflicts across japan between rival sects..
temples and monasteries.
From the 10th to the 16th century the
The Sohei warrior monks became well known
warrior monks of the Sohei fought in many
for their skill with the Naginata, a heavy
battles and wars until powerful Daimyos
weapon that could deal decisive blows. The
were finally able to defeat them and
Sohei were elite troops, and while not clad in
restore total control of their provinces.
the karuta armour of the samurai, they were
more heavily armoured than the peasants of
SOHEI TROOPS
The brotherhood of Sohei monks were elite troops
comprised of skilled veterans and newer initiates.
These dedicated monks are very resilient.
FACTION RULES
A Sohei Warlord may ride a horse. When fighting on
foot they may be equipped with katana, naginata, or
great weapon.
Katana 5(5) 8 -
Naginata 4(5) 8 -
LEGENDARY UNIT
PACIFIST MONKS
While the Sohei were warrior monks, there were
those that prioritized the preservation of life.
These monks fight with Naginata, but use them
primarily for defense rather than attack, only
choosing to act in violence when absolutely
necessary.
The Sohei battle board has many defensive If I have less units capable of activating than I
abilities and relies heavily on their Meditation have meditation, what happens?
mechanic.
You must be able to activate as many units as
you have meditation, if you cannot then no units
What is the benefit of using Meditation?
While meditation by itself has no effect, most are activated.
other abilities on the board gain benefit from
having it well stocked.
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The Joseon dynasty ruled over the Korean warriors bravery helped defeat the great
armies of Japan’s samurai clans.
peninsula from the 14th to the 19th century.
In order to support their forces, the Joseon
When Japan’s armies set sail to conquer
dynasty enlisted the help of private armies.
korea it was the armies of the Joseon dynasty
These soldiers were much more heavily
that repelled the foreign invaders.
trained and better equipped than the
Unlike the samurai and ashigaru armies of
kingdom’s army and were paramount in the
Japan, Korea had no large standing armies
defense of the kingdom.
and raised theirs at a moments notice. These
The nobility of Joseon commanded the
troops were farmers who took up arms in the
armies of Korea, and fought with their men to
defense of their own lands and families.
defend their homes.
Poorly armed and with little training these
LEGENDARY UNIT
SHIN RIP Hero of Korea
Any friendly unit may eliminate figures when
Shin Rip was one of the greatest korean generals of the using the bodyguard rule, not only
Imjin War. The Joseon king relied on Shin’s leadership hearthguard.
when the Oda’s armies invaded Joseon. Shin’s military
prowess rivaled that of any samurai warlord in Japan. Stand Your Ground
Reduce the cost of Defend to a single
Legendary Unit uncommon die.
Special Rules
Masterful Defense
When a friendly Joseon unit within M of Shin, is the
defender in a charge or shooting activation they may
reroll any defense dice. 47
Joseon
as seen by Shinza
What can you tell us of the korean
Who gains the fatigue from
armies from across the sea?
The defenders of Joseon are a noble hardened?
people. Though they lack the offensive The attacker does, otherwise it
power of our samurai, they fight hard
would be a pretty poor ability.
when their lands and kingdom are threatened,
even their peasants would give their life in
defense of Joseon. Do you round when calculating the number
of dice gained by Homeland?
The Joseon battle board focuses on defending
in melees and shooting, but these abilities are No, it is for each third figure not equal to a
not solely for preservation, they can allow third of the figures in the unit.
units to fight as hard as charging samurai.
Mercenary Samurai Takeda Shinobi Oda Ikko-Ikki Hojo Chosokabe Ronin Sohei Joseon Mongols
Ninja
Assassins
Priest
Artillery
Ronin
Sharpshooters
Scouts
Ninja Warrior
Ashigaru
Veterans
Mongol
Raiders
Ming Warriors
Disgraced
Samurai
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Ninja Assassins If the warband’s warlord is mounted the priest
may be too, otherwise they are on foot.
These assassins are hired mercenaries tasked we
assassinating your enemies. They are masters in
the art of stealth, walking among your enemies
● Prophetic Visions
warbands they stalk their prey before pouncing at During your Orders phase, a non-exhausted
the right moment. Priest can take a fatigue to modify the face of
one of your inactive Saga Dice. If you do this,
Cost: 1 point you cannot roll any more available saga dice
Size: 4 figures until the end of the phase.
● Inspiration
● Assassins When activated while they have no fatigues, the
This unit contains 4 hearthguard armed with Priest may transfer a fatigue fro, a friendly unit
throwing weapons. within S to themselves instead of resolving their
● Planned Ambush activation.
This unit does not deploy with your warband, ● Meditation
instead at the beginning of your second or When a Priest rests they may discard all of their
third turn deploy them anywhere more than M fatigue markers instead of one, if they do this
away from enemy units. they may not be activated again this turn.
● Camouflaged ● Loyal
This unit cannot be targeted as the defender The Priest may use the advanced saga abilities
of a shooting or charge attack unless the attacker on their warband’s Battle Board. They are
began within S of this unit. considered a standard member of the warband
● Swift in all respects.
This unit does not suffer movement penalties
from terrain during Move or Charge activations. Artillery
This unit may move through, but never end on, Japan had been making use of gunpowder for
impassable terrain. centuries by the time cannons became popular in
the 16th century. But as time progressed the
technology did too, making cannons more accurate
Priest and reliable than ever before.
In the turmoil of endless conflict, armies from
across Japan marched to war appointed by priests. Cost: 1 point
The strength of faith drove soldiers to continue Size: 1 figure
fighting, instead of abandoning their campaigns
and fleeing home. ● Artillery
This unit contains one Hero figure with the
Cost: 1 point
following characteristics:
Size: 1 figure
Saga Dice Armor Aggression Equipment
● Priest
This unit contains one Hero figure with the 1 3(5) 1(*) Unarmed
following characteristics:
Special Rules
● Wild Scouts
Enemy units cannot spend fatigue as normal Scouts are vital for armies on campaign. Often
during this units shooting attack, instead, after from that region of Japan, their knowledge of the
the artillery die is rolled on the table, the enemy terrain and their careful movements allow the
may choose to spend a fatigue to make this unit main body of troops to advance down safe routes,
reroll, this may not be repeated in a single the collection of precious information about the
Activation. enemy, and the thwarting of ambushes - or the
setting of their own…
● Veterans
This unit contains 8 Warriors armed with Yari.
● Yari
When this unit is the defender in a melee, this
unit gains +1 to it’s attack dice rolls.
● Hold The Line
When this unit closes ranks it only loses a
quarter of its attack dice.
Mongol Raiders
Mongols often fought for other warlords and
kingdoms to profit from their deadly skill. These
fierce warriors raided enemy lands, plundering
villages and towns. The Ming Dynasty recruited
53
mongols within their own armies as well.
Disgraced Samurai
A veteran of a dozen wars, servant of a
dozen masters.
Cost: 1 point
Size: 1 figures
● Lone Warrior
This unit contains 1 hero figure with the
following characteristics.
1 5(5) 6(3) -
Special Rules
●Reliable
This unit may be activated for free once
per turn, so long as at the beginning on
that activation this figure is not within M
of any friendly models.
●Unfazed
This unit does not suffer a fatigue at the
end of each melee.
●Martial Arts Master
At the beginning of each melee this unit
may select its fighting style.
Aggressive: Gain +1 bonus to your attack
dice rolls.
Counterattack: Your 6s generate an
additional hit. For each 1 your opponent
rolls on their attack dice, reroll 1 of your
own failed attack dice.
Defensive: Your armor may never be
lowered.
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