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JAPANESE ARMY WEAPONS TABLE Target: Infantry & Unarmoured Vehicles Range Type Nambu pistol Type 99 Arisaka

rifle Type 99 light machine gun Type 97 light machine gun Type 92 medium machine gun Type97 grenade Type 89 light mortar Mortaio leggero Type 89 Close 20 cm +1d6 +2d6 +2d6 +2d6 +2d6 +1d6 NE NE Normal 40 cm NE +1d6 +1d6 +1d6 +1d6 NE NE NE Long 60 cm NE +1d6 +1d6 +1d6 +1d6 NE +1d6 +1d6 Extreme 80 cm NE +1d6 +1d6 +1d6 +1d6 NE +1d6 +1d6 Rate of fire 2 1 4 5 7 1 (A5) 1 (A10) 1 (A10) support weapon support weapon support weapon, ammunition belt, cumbersome indirect fire, minimum range 10, single shot support weapon, only indirect fire, minimum range 40, single shot, cumbersome arma di supporto, distanza minima 40, postazione fissa, solo tiro diretto melee Characteristics

Melee Weapons Type Katana Characteristics lethal, multiple assault, sharp

NEW CHARACTERISTICS Anti-personnel traps: Squads with this weapon get two 25mm-diameter markers for each Trap bought. One represents the Real trap, the other is a Dummy: make sure they are clearly marked so you can see which is which later. All markers (the Real ones and the Dummy ones) are deployed before the Deployment phase and can also be placed in No-mans Land but must be at least 10cm from the enemys Deployment Area and from each other. When an enemy model crosses or stops within 10cm of a marker, turn it over: if its a real one then the trap is sprung, if its a Dummy just remove the marker. The model that triggers the Trap rolls 2d6 and adds his VT: with a total of 11 or more he sees it at the last moment and avoids it (nothing happens in game terms); if he gets 10 or less he is hit. In this case roll 4d6 and apply the result on the Damage Table (with no modifiers). In both cases remove the Trap marker. Banzai charge: a model with this characteristic can perform a Banzai Charge at the start of the turn. From this moment on he is considered a Fanatic (see below) and all models in the same squad within 20cm also become Fanatics. All Fanatic models ignore any Pinned! results and those that are Pinned! will get up immediately without spending any actions. Camouflage: models with this characteristic are trained to Hide. When an enemy tries to spot them they can force him to reroll 1d6 of a successful Spotting Test. Commander: a model with this characteristic can use his action to Indicate a Target just like the squads sergeant. In order to differentiate between different targets use the Commanders Target marker. Fanatic: the men are inspired to acts of incredible courage by their leader or by their beleifs. When the squad reaches its Breakpoint the men test normally but, if they fail, they are not removed but become Fanatics (use markers to remind you). These models can only perform the Assault, Run and Stand Up actions. They each add 1d6 to movement but they must follow the shortest route towards the closest enemy model. Once it becomes a fanatic the model cannot return to being a normal soldier but does get the Trained with the bayonet characteristic. Fanatic models do not perform a Morale Test, but will retreat automatically with the rest of the squad if the Breakpoint is reached for the second time. Jungle specialist: when a model with this characteristic (or armed with a weapon that has this characteristic) moves through wooded or overgrown areas (woods, jungle, cultivated fields) he does not apply the penalties shown on the Terrain Table. Just imagine him hacking through the vegetation. Lethal: the model or the weapon with this characteristic treats Damage as one level more serious (e.g. a Wound becomes a KIA, or Pinned! becomes a Wound). Multiple assault: if you kill an enemy in Melee you can move another 1d6cm. If this movement allows you to reach another enemy consider him as engaged and a new Melee ensues. If the enemy reacts then check Priorities to see who goes first. Sharp: weapons with this characteristic can re-roll 1d6 in a Melee. Stealthy: models with this characteristic are deployed last along with any infiltrators. Since they know the land they can be deployed anywhere, but at least 30cm from all enemy models.

RIFLE SQUAD
Squad Value: 300 points Breakpoint: 5 N. 1 1 1 Model Rifleman Sergeant Machine gunner Rifleman VT 4 3 3 3 Weapons Type 99 Arisaka rifle, Type 97 grenades Type 99 light machine gun, Type 97 grenades Type 99 Arisaka rifle, Type 97 grenades Type 99 Arisaka rifle, Type 97 grenades assistant leader Characteristics

JAPANESE ARMY

10 Riflemen

VARIANTS: The Squad can become Veteran by removing a rifleman. You can add a Lieutenant for +140 points. You can add a Sniper for +90 points. One rifleman per Squad can can buy a Type 89 light mortar for +50 points. One rifleman per Squad can become an Assistant to the Mortar for +10 points. One rifleman per Squad can replace his Type 99 light machine gun with a Type 92 medium machine gun for +10 points; the machine gun gets the Cumbersome characteristic. One rifleman per Squad can become an Assistant to a Type 99 light machine gun or a Type 92 medium machine gun for +10 points. One rifleman per Squad can buy the Medic characteristic for +15 points. One leader per Squad can buy Binoculars for +10 points. You can make the entire Squad Seasoned Fighters for +50 points. Up to 2 riflemen can buy the Camouflage and Stealthy characteristics for +30 points each. All men can buy the Jungle specialist characteristic for +5 points each. You can buy up to 4 Anti-personnel traps for +25 points each. You can buy up to 3 Wait Actions for +40 points each. LIEUTENANT N. Model VT Weapons Characteristics leader, Banzai charge, 1 Lieutenant 5 Nambu pistol, Type 97 grenades, Katana commander SNIPER N. 1 Sniper Model VT 4 Weapons Type 99 Arisaka rifle, Type 97 grenades Characteristics silent weapon, sniper, marksman, infiltrator, sight

SUPPORT FOR ALL SQUADS - You can buy a Type 95 Kurogane Car. - You can buy a Type 2 Truck. - You can buy a Type 97 Te-Ke Half-track. - You can buy an Type 97 Chi-Ha Tank. - You can buy up to 3 Wait Actions for +40 points each.

JAPANESE ARMY SUPPORT

JAPANESE ARMY Type 95 Kurogane Value: 70 points Type: Car - Unarmoured - Wheeled Movement: 35 - 45 - 50 Transport capacity: Up to 2 models Weapon: Characteristics: exposed models, open-topped, troop transporter, AV 3 Crew members No. Model VT Weapon 1 Corporal 4 Type 99 Arisaka rifle 1 Infantry 4 Type 99 Arisaka rifle VARIANTS: The leader can buy binoculars for +10 points. JAPANESE ARMY Type 2 Truck Value: 60 points Type: Truck - Unarmoured - Wheeled Movement: 30 - 35 - 45 Transport capacity: Up to 12 models Weapon: Characteristics: exposed models, open-topped, troop transporter, AV 3 Crew members No. Model VT Weapon 1 Corporal 4 Type 99 Arisaka rifle 1 Infantry 4 Type 99 Arisaka rifle JAPANESE ARMY Type 97 Te-Ke Half-track Value: 200 points Type: Half-track - Armoured - Wheeled Movement: 25 - 30 - 40 Weapon: Main weapon (turret): 37mm Type 94 gun with coaxial Type 97 light machine gun. Characteristics: ammunition store, AV 4, BV 2/0 Crew members No. Model VT Weapon 1 Tank commander 3 Type 14 Nambu pistol 1 Tank crew 3 Type 14 Nambu pistol SPECIAL RULES: You cannot fire with the main weapon if the Tank Commander (or the man acting on his behalf) is Exposed. JAPANESE ARMY Type 97 Chi-Ha Tank Value: 440 points Type: Tank - Armoured - Tracked Movement: 20 - 25 - 30 Weapon: Main weapon (turret): 57mm Type 90 gun Secondary weapon (turret, rear): Type 97 light machine gun. Secondary weapon (lower hull): Type 97 light machine gun. Characteristics: ammunition store, AV 5, BV 3/1 Crew members No. Model VT Weapon 1 Tank commander 3 Type 14 Nambu pistol 3 Tank crew 3 Type 14 Nambu pistol

Characteristics leader

Characteristics leader

Characteristics leader, binoculars

Characteristics leader, binoculars

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