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Japanese Army List '41-45

(Version 6.1)
Japanese Army Special Rules
Drawing on it’s experience in China and a belief in the unwillingness of the European Allies and the United States
to fight for Asia, Japan launched the Asian and Pacific parts of the Second World War with the attack on Pearl
Harbor on December 7th 1941. Initially wildly successful in establishing its ‘Greater East Asian Co-prosperity
Sphere’, the tide turned in 1943 as the Allied forces began the slow process of re-conquest. Stretched to the limit,
Japan was unable to give the Imperial Army much material assistance, the Imperial Navy and the Air Force being
higher priority. As a result, the armies defending Burma and Okinawa in 1945 differed little from the victorious
armies of 1941-42.
Lacking in heavy equipment or modern weaponry, the Japanese made up for these deficiencies by fielding the best
light infantry of the war. Speed, confidence, and fanatical resistance were their hallmarks.
Banzai!
Being imbued with the spirit of Bushido, the warrior code, Japanese soldiers prefer death before dishonor. A unit
faced with impossible odds or heavy casualties will seek death in battle rather than ignoble retreat.
A Japanese unit may Charge up to 12" (+6" more than normal), so long as that Move ends in an Assault on an
enemy unit. In addition, they receive a +1 Attack bonus for Charging in an assault.
In Assaults, Japanese units never take Morale tests, and automatically pass any they would otherwise
automatically fail. If a Japanese unit is required to Fall back, and an enemy unit is within Charge range, then it
automatically Charges the enemy unit instead of Falling back. Move the Japanese unit into Assault, and count them
as Charging on the next Assault phase of either player.
Japanese troops may never use the optional voluntary fall back rules. They will fight to the death instead.
Never Surrender
Japanese units will never Surrender. If a Japanese unit is required Surrender due to a failed Morale or Pinning
check, simply ignore the failed test altogether, the unit automatically passes the test instead.
Senninbari (Stitches by a Thousand)
Japanese mothers often undertook a labor of love by collecting a thousand stitches from individual well-wishers on
a special embroidered headband or belt, often with a Rising Sun emblazoned on it. The band was supposed to
protect the wearer from harm.
Any Japanese model may wear a Senninbari for +1 point each. This gives the model a 6+ Invulnerable save.
Travelling Light
The Japanese were famed for traveling light. A soldier’s ration was often as little as a handful of rice a day.
Everything else had to be captured from the enemy or found locally. This allowed them to move fast through terrain
almost impassable to a conventional army. The effect on more cumbersome enemies was out of all proportion to
their strength.
Fleet of Foot: All Japanese infantry units may move an extra D6” in the shooting phase instead of shooting. This is
identical to “Fleet of Foot” in the 40K rules. Note that this rule does not apply to any crewed weapons teams with a
crew of 3 or more (mortars, AT guns, AA guns, and the like).
Reserves: To reflect the speed with which they arrive and prepare for battle, Japanese armies are allowed to start
rolling for their reserves earlier in scenarios that use the Reserves rule. Start rolling for Japanese reserves on the
first turn of the game, instead of the second turn as is the case with other armies, and add +1 to all Reserve rolls.
Masters of Camouflage
The Japanese Army placed special emphasis on camouflage and concealment in its training. Every Japanese
soldier carried a camouflage net, and was also taught to use natural materials to conceal themselves with in the
field. They wore special footwear designed for silent movement, and even their small caliber, low velocity rifles and
machine-guns, while less effective than most, aided in concealment.
Any Japanese infantry model, except Officers, may add +1 to any Cover Saves they make when in cover on any
turn they do not move (no bonus when not in cover). Note that this gives Snipers in Cover a combined +2 to Cover
Saves.
Infiltrators
Japanese infantry were legendary for their speed, skill, and stealth on the battlefield.
In the right circumstances, Japanese infantry can work their way into a forward position on the battlefield.
Any and all non-vehicle Japanese units may set up using the Infiltrators rule, but only if they have no vehicles and
the mission allows infiltrators to be used. If the mission does not allow troops to use the Infiltrators rule, then the

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Japanese units must set up normally.
Samurai
In accordance with the Samurai tradition, Japanese officers disdain taking cover, and other such ‘base’ or improper
actions.
Japanese Officers and any unit they are part of or join may never receive any benefits from the “Crawl” or “Hit the
Dirt” rules, and may never take saves for Cover.
Japanese Officers underwent extensive martial arts training, in the tradition of the Samurai, hence the higher than
normal Weapon Skill. Because they are armed with both swords and pistols, Japanese Officers have 2 base
Attacks in close combat, at Strength 4. Japanese NCO’s armed with swords and pistols (see below) are subject to
the same “Samurai” rules as officers.
Ashigaru
Ashigaru were the tough peasant spearmen of medieval Japan, and the common Japanese Army soldier was
modeled on them in all respects. Japanese infantry went through extremely brutal training, to emerge as some of
the toughest troops in the world. Their training emphasized decisive hand-to-hand fighting over long-range
shooting. Special emphasis was placed on the use of the bayonet, and troops were exceptionally well-trained in
their use, even at the expense of marksmanship.
In the tradition of spearmen, Japanese soldiers were issued a ridiculously long rifle and bayonet (especially for their
small stature), which was kept on the rifle all the time, even in rear areas. Even Japanese machine guns and
submachine guns were equipped with bayonets!
All Japanese Soldiers and NCOs are treated as if having a Bayonet at all times, even if they do not have a Rifle.
Like Ghosts
Japanese infantry routinely marched dozens of miles a day through some of the worst terrain on earth. Western
armies were stunned again and again by the ease at which Japanese troops passed through what was considered
to be completely impassible terrain, and at speeds and distances unimagined.
All Japanese infantry units may cross Impassible Terrain as if it were Difficult Terrain instead, and may roll an extra
dice when crossing Difficult Terrain and take the most favorable roll.
Night Operations
The Japanese correctly reasoned that night fighting would reduce the effectiveness of enemy firepower against
their aggressive tactics. They trained hard for night operations and used them often.
If the Japanese player wins the strategy roll, they may choose to play the mission at night, even if the mission is
normally played in daylight. The Night Fighting rules apply for the duration of the battle.
Air Superiority (1941 Only)
Prior to 1942, the Nihon Kaigun (Imperial Japanese Navy) ruled the skies over the Pacific and much of Asia, and
possessed total air superiority.
During 1941, a Japanese Army player may spend +25 points to have total air superiority. If this option is taken,
1D3 A6M Zero fighters may fire once at the Rear Armor of each enemy aircraft, immediately before they arrive on
table. A6M Zero fighters are armed with Twin-Linked MMGs (Linked Heavy 3, Strength 3, BS 2) and Twin-Linked
20mm cannons (Linked Heavy 3, Strength 4, BS 2).
Biological and Chemical Warfare (OPTIONAL)
Lacking the Allies or Germans horrific experiences with chemical and biological warfare in the First World War,
Japan showed little compunction in using these technologies.
At the start of the game the Defender rolls a scatter die to determine the wind direction, as with Smoke. The
Japanese player may elect to re-roll the scatter die to generate a new wind direction. Regardless of the result, any
re-roll is final. A roll of ‘hit’ means that there is only a light breeze and chemicals do not drift.
(OPTIONAL) Chemical Shells: A Japanese player may purchase chemical rounds for any barrage weapons, and
any aircraft with bombs, in any game where the scenario allows a preliminary bombardment. Each round costs 5
points.
A chemical shell fills a 5” ordnance blast template with poison gas. Any model under the template is attacked with a
strength of 2. No armor saves or cover saves are possible. Troops suffering any casualties from a chemical warfare
attack must pass a Pinning check or panic and conduct an immediate Fallback move. Note that in this case, you
test against Pinning, not Morale.
Roll a D6 for each chemical round at the end of each player’s turn (except the one in which the chemical was fired).
On a score of 4 to 6, the chemical drifts D6” down wind. On a roll of 1 to 3, the chemical disperses and is removed,
as with Smoke.
(OPTIONAL) Chemical Candles: Any Infantry Unit or Special Attack Unit may have 1 Soldier (Nitto-Hei)
designated as a chemical warfare specialist (gasu gakari hei), for +5 points each. The chemical warfare specialist

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carries red candles filled with choking, vomit-inducing smoke. The specialist can light one of these instead of
shooting and either place it at their feet or throw it up to 6” towards the enemy. If it is thrown, it scatters like a
barrage weapon, and is subject to the same drift and dispersal rules as Chemical Shells (above).
The specialist is well trained in the use of chemical weapons and protective gear, and is immune to the effects of
red candles (as are all German units, which carried gas masks continuously). Other friendly troops are not!
Weapon Range Str AP Notes
Chemical Candles 6" 2 Special Ordnance 1/ Blast
Half-Starved (Pacific Campaign Only)
As the war dragged on, and the Japanese Navy was slowly destroyed, Japanese Army forces in the Pacific found
themselves increasingly isolated, cut off, and out of supply. Famine and disease severely sapped the soldiers’
strength.
Any Japanese army in a Pacific campaign may be downgraded to Half-Starved, which reduces the cost of each
and every non-vehicle model in the army by –2 points, no matter the size or type. The entire army must be
downgraded together.
Half-Starved units suffer the following penalties:
• They may not use any part of the “Traveling Light” rules (“Fleet of Foot” and “Reserves”).
• Their “Banzai” charge distance is reduced to 9”.
• They no longer treat Impassible Terrain as Difficult Terrain. Impassible Terrain is Impassible.
• They become subject to the Surrender rules, and will now Surrender if they meet the requirements.
• They no longer automatically Charge enemy units in range instead of Falling Back.
• All models have a Toughness of T 2.
Special Naval Landing Forces (SNLF) (Pacific Campaign Only)
SNLF, also known as Rikusentai, were the Japanese equivalent of US marines, special elite naval infantry
detachments deployed for amphibious assaults. Although typically a light force, the Rikusentai were a very worthy
adversary that fought with skill and great bravery.
Any Japanese army in a Pacific campaign may be upgraded to SNLF, at a cost of +5 points for each and every
non-vehicle unit in the army, no matter the size or type. The entire army must be upgraded together.
You may not have both “Half-Starved” and SNLF forces in the same army, they are mutually exclusive.
The SNLF upgrade increases the Leadership of all Soldier models in the army to 8 Ld.
All Fast Attack and Heavy Support choices count as Elite choices instead.
SNLF forces may only have "Amphibious" type vehicles. No other types may not be taken.
Up to 1/5 (per unit, rounded down) of all Soldiers in an SNLF force may have Nambu SMGs for +3 points each.
SNLF forces always may always use a Preliminary Bombardment, even if the scenario or mission does not allow it.

Japanese Army Vehicle Upgrades


Heavy Camo
Vehicle is heavily covered with local vegetation and expertly painted to fool even the most astute gunners. In
scenarios using the hidden set-up rules (see the Warhammer 40,000 rules) vehicles carrying heavy camo can be
set up hidden anywhere in their deployment zone, not just in or behind appropriate terrain features. The vehicle
must be properly modeled if this upgrade is chosen.
Track Guards
Track guards protect the vulnerable track mechanism of an armored vehicle. The vehicle treats Immobilized results
as Crew Stunned instead, on a D6 roll of 4+. The vehicle must be properly modeled if this upgrade is chosen.

Japanese Army Infantry Weapons


Weapon Range Str AP Type
Nambu (Type 14) Pistol 12" 2 - Pistol
Arisaka (Type 38 or Type 99) Rifle 24" 3 +1 Rapid Fire
Nambu (Type 100) SMG 12” 2 - Assault 4
Keikikanju (Type 96 or Type 99) LMG 36" 3 +1 Rapid Fire or Heavy 3
Jukikanju (Type 3 or Type 92) MMG 48" 3 +1 Heavy 3

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81mm (Type 97) Mortar G 12”-48" 4 +1 Heavy 1/Blast
Flamethrower Template 4* - Assault 1, Encumbering, Volatile, Fire!
50mm (Type 89) Grenade Discharger G 24" 3 +1 Heavy 1/Blast
Grenade G 12" 3 +1 Assault 1/Blast
Demolition Charges
A model armed with a demolition charge may use it in the shooting phase instead of making its normal shooting
attack.
Only 1 model per unit per turn may use a demolition charge; if a unit has two or more models with charges, only 1
demolition charge may be used per turn.
Demolition charges have a range of 6". The attack is treated the same way as for an ordnance attack, except that
the model throwing the charge can move on the turn the charge is thrown. Place the large Ordnance Blast marker
as you would normally and then roll to see if the charge scatters (due to its extremely short range a demolition
charge is almost as dangerous for the user as it is for the target).
These may be emplaced by having the model carrying the charge spend a full move emplacing the charges
against a building, immobilized AFV, whatever. Emplaced demolition charges never scatter.
Demolition charges are one-shot weapons.
Weapon Range Str AP Notes
Heavy 1/Large Blast
Demolition Charge 6" 5* -1* May move and fire
One shot only

Japanese Army Infantry and Armament


WS BS S T W I A Ld Sv

Taisa 5 2 3/4 3 2 3 1 9 6+
Sho-i 5 2 3/4 3 2 3 1 8 6+
NCO (Gunso) 4 2 3 3 1 3 1 8 6+
Sniper 4 4 3 3 1 3 1 8 6+
Soldier (Nitto-Hei) 4 2 3 3 1 3 1 7 6+
Officers (Taisa and Sho-i) are armed with Nambu Pistols and Swords, and are “Independent Characters”.
Snipers are armed with Arisaka Rifles, unless otherwise noted, and are “Independent Characters”.
NCOs are armed with Arisaka Rifles and Bayonets, or Nambu Pistols and Swords. NCO’s with Pistols and Swords
are subject to the “Samauri” special rule.
Soldiers are armed with Arisaka Rifles and Bayonets.
Up to 1/8 (per unit, rounded down) of all Soldiers may upgrade to Nambu SMGs for +3 points each.
All units have grenades.

Japanese Tank Weapons


Weapon Range Str AP Type
20mm AA 60" 4 -1 Heavy 3
20mm AT 48" 5 -1 Heavy 2
37mm AA 60" 5 -1 Heavy 2
37mm AT 48" 3* +1 Heavy 1/Blast
47mm AT 48" 4* - Heavy 1/Blast
S57mm AT 36” 4* - Heavy 1/ Blast
70mm HE 48” 4 +1 Heavy 1/Large Blast
75mm HE 48” 5 +1 Heavy 1/ Large Blast

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HQ
INFANTRY COMPANY
Infantry Company: 1 Infantry Company HQ
0-2 Anti-Tank Rifle Sections
0-3 Snipers
Infantry Company HQ .................................................................................................45 points
Squad/Weapons: 1 Taisa
1 NCO
4 Soldiers
Options: 1 may have Company Standard (gunki) for +35 points.
1 may have Bugle for +10 points.
May ADD 4 Soldiers for +6 points each.
Leadership: Japanese units within 12” may use the Leadership of the Taisa for all Leadership tests.
SPECIAL RULES:
Bushido: Taisa are completely committed to the samurai code of Bushido, and all it entails.
A Taisa, and any unit joined by him, are considered to be utterly Fearless and never take
Leadership tests of any kind.
Company Any Japanese unit within 12” of the Company Standard (gunki) may re-roll any failed
Standard (Gunki): Leadership tests. The second result must be taken.
Bugler: A Soldier with a Bugle extends the Leadership range (Command Radius) of a Taisa to 18” from
the Infantry Company HQ. Japanese units within 18” may use the Leadership of the Taisa for
all Leadership tests.

0-2 Anti-Tank Rifle Section…………………………………………………………….…....85 points


Squad/Weapons: 1 NCO
1 20mm AT, with a crew of 3 Soldiers
7 Soldiers
Transport: 1 Pack Horse team for +10 points.
A Pack Horse team allows any 1 towed/crewed AT gun/field gun and crew to move as normal
infantry, instead of using the crewed weapon movement rate.

0-3 Sniper (Sogekihei) ..............................................................................................…15 points


Editor’s Note: Most of the snipers reported were in fact ordinary riflemen, but these use the Sniper profile here.
SPECIAL RULES:
Infiltrators: In the right circumstances Snipers have the ability to work their way into a forward position on
the battlefield. To represent this they may set up using the Infiltrators rule but only if the
mission allows for Infiltrators to be used.
If the mission does not allow troops to use this rule then the Snipers must set up normally with
the rest of the army.
Camouflage: A Sniper gains a +1 to any cover save roll when they go to ground
Standard Rifle: A Sniper is armed with a standard rifle (scopes were very rare). Use the characteristics below.
Weapon Range Str AP Type
Arisaka Rifle 36" 3 +1 Heavy 1

ELITES
0-1 MOTOR-BORNE UNIT
Motor-Borne Unit: 1 Motor-Borne HQ
1-3 Motor-Borne Sections
0-1 Grenade Discharger Section
0-1 Machine Gun Sections

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0-2 Anti-Tank Gun Sections
Motor-Borne HQ ...............................................................................….............……....20 points
Squad/Weapons: 1 Sho-i
1 NCO
Leadership: Japanese units within 12” may use the Leadership of the Sho-i for all Leadership tests.
Transport: May use any other unit’s Transport option.

1-3 Motor-Borne Section…………………………………………………………………...80 points


Squad/Weapons: 1 NCO
11 Soldiers, 1 with Keikikanju LMG
Transport: 1 Truck for +15 points.

0-1 Grenade Discharger Section……………………………………………….…………80 points


Squad/Weapons: 1 NCO
11 Soldiers, 2 with Grenade Dischargers
Options: 1 additional Grenade Discharger for +3 points.
Transport: 1 Truck for +15 points.

0-1 Machine Gun Section……………………………………………………………….…..85 points


Squad/Weapons: 1 NCO
2 Jukijanju MMG teams, with a crew of 3 Soldiers each.
4 Soldiers
Transport: 1 Truck for +15 points.

0-2 Anti-Tank Gun Section……………………………………………………………….....35 points


Squad/Weapons: 1 37mm AT gun, with a crew of 3 Soldiers.
Transport: 1 Truck for +15 points.

CAVALRY UNIT (MAINLAND ONLY)


Cavalry Unit: 1 Cavalry HQ
1-4 Cavalry Sections
Japanese Cavalry saw extensive use in China during the 1930’s, and continued to play a role in mainland Asia.
You may have 1 Cavalry Unit per Infantry Company (Mainland Campaign Only).
Cavalry HQ ...............................................................................….............…………....20 points
Squad/Weapons: 1 Sho-I on horseback
1 NCO on horseback
Leadership: Japanese units within 12” may use the Leadership of the Sho-i for all Leadership tests.
SPECIAL RULES:
Cavalry: Cavalry units are Cavalry (see the Warhammer 40K rules).
Note that Cavalry may charge up to 12”.
Trot: Cavalry units may elect to move 9” per turn, but only if they do not charge or otherwise conduct
an assault.
Big Targets: Mounted Cavalry may not Crawl, go prone, or Hit the Dirt so long as they are mounted.
Cover saves for Mounted Cavalry are reduced by -1.
Dismount: Cavalry units may elect to dismount, and fight on foot. If so, replace the mounted models with
infantry on foot. Dismounted Cavalry may not remount.
Cavalry may not embark or be transported by any vehicle while still mounted.

1-4 Cavalry Sections………………………………………………………………………..90 points


Squad/Weapons: 1 NCO on horseback
11 Soldiers on horseback, 1 with Keikikanju LMG

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Options: Any may have Swords for +1 point each.
One Cavalry Section may replace the Keikikanju LMG with 2 Grenade Launchers for no cost.
SPECIAL RULES:
Cavalry: Cavalry units are Cavalry (see the Warhammer 40K rules).
Note that Cavalry may charge up to 12”.
Trot: Cavalry units may elect to move 9” per turn, but only if they do not charge or otherwise conduct
an assault.
Big Targets: Mounted Cavalry may not Crawl, go prone, or Hit the Dirt so long as they are mounted.
Cover saves for Mounted Cavalry are reduced by -1.
Dismount: Cavalry units may elect to dismount, and fight on foot. If so, replace the mounted models with
infantry on foot. Dismounted Cavalry may not remount.
Cavalry may not embark or be transported by any vehicle while still mounted.
Cannot Fire “Heavy” type weapons, such as grenade launchers and machine guns, cannot be fired while
Heavy Weapons mounted. These weapons can only be fired by dismounted units.
While Mounted:

0-2 SPECIAL ATTACK UNIT


Special Attack Unit: 0-1 Special Attack Section
0-1 Manned Bomb Section
Special Attack Section …............................................................................…..………80 points
Squad/Weapons: 1 NCO
12 Soldiers
Options: 1 Keikikanju LMG for +10 points.
1 Flamethrower for +20 points.
4 may have Pole Charges for +2 points each (See Special Rules, below).
4 may have Poison Gas Bombs (Chibi Dan) for +2 points each (See Special Rules, below)
2 may have Demolition Charges for +10 points each.
SPECIAL RULES: May use any other unit’s Transport option.
Pole Charges: These are basically a small demolition charge on a stick.
Treat as Magnetic Mines, but each model using one is automatically killed when it is used, and
the vehicle attacked is automatically hit, regardless.
Poison Gas Poison Gas Bombs are used in assaults on vehicles. Each Soldier has only one attack when
Bombs: using bombs, and rolls to hit as normal. If a vehicle is hit, roll a D6. On a roll of 1 the bomb has
No effect. On a 2-5 the vehicle suffers a Glancing Hit. On a roll of 6, the vehicle suffers a
Penetrating Hit.

Manned Bomb Section …........................................................................20 points per Manned Bomb


Squad/Weapons: 1-3 Manned Bombs (See Special Rules, below)
SPECIAL RULES:
Manned Bombs: A large, buried, and well-hidden aircraft bomb, manned by a volunteer with a rock. Ka-boom!
Manned Bombs may not move, do not take Leadership tests, cannot fight, and cannot be
located, targeted, or attacked in any way (except by Marine dog teams). They just wait......
Hidden Immediately before the game begins, the Japanese player secretly notes the location of each
Deployment: of his Manned Bombs. Any Manned Bomb may be detonated at any time during the game by
the Japanese player, even during the enemy's turn/activation.
Aircraft Bomb: When detonated, the Manned Bomb explodes (see below), and is removed from play.
The Japanese player may center the template anywhere within 6" of the noted bomb location.

Weapon Range Str AP Notes


Ordnance 1/Blast
Manned Bomb 6" 5* - May Pin
One Shot Only

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0-2 FIELD GUN UNIT (ONBOARD)
Field Gun Unit: 1-2 70mm Field Guns
1-2 70mm Field Gun (OnBoard)…….................……………………………………55 points per gun
Squad/Weapons: 1-2 70mm HE Field Guns, with a crew of 5 Soldiers each.
Options: Up to 2 (total) 70mm HE Field Guns may be 75mm HE Field Guns instead, for +15 points each.
Transport: 1 Pack Horse team per gun for +10 points each.
A Pack Horse team allows any 1 towed/crewed AT gun//field gun and crew to move as normal
infantry, instead of using the crewed weapon movement rate.
SPECIAL RULES:
Indirect Fire: Each field gun may fire 'indirectly' at targets it can't see in the same way as a mortar. Field guns that
fire indirectly obey the normal HE gun rules, except that they become Barrage (indirect fire) weapons with a range
of 36"-120" (see the Warhammer 40,000 rulebook). Note that the minimum range for indirect fire is 36".

TROOPS
1+ INFANTRY UNIT
Infantry Unit: 1 Infantry Unit HQ
2-3 Infantry Sections
0-1 Grenade Discharger Section
0-3 Snipers (see Infantry Company entry)
You may have 2 to 3 Infantry Units per Infantry Company.
Infantry Unit HQ .................................................................……............……….….....20 points
Squad/Weapons: 1 Sho-i
1 NCO
Leadership: Japanese units within 12” may use the Leadership of the Sho-i for all Leadership tests.

2-3 Infantry Section……………………………………………………………….………..80 points


Squad/Weapons: 1 NCO
12 Soldiers
Options: 1 Keikikanju LMG for +10 points.
1 may have Pole Charge (see Special Attack Unit entry for details) or small satchel charge (treat
as same) for +2 points.
May ADD 2 Soldiers for +12 points (1943+).

0-1 Grenade Discharger Section…………………………………………………………85 points


Squad/Weapons: 1 NCO
12 Soldiers, 2 with Grenade Dischargers
Options: 1 additional Grenade Discharger for +3 points.
May ADD 2 Soldiers, 1 with Grenade Discharger, for +15 points (1943+).

0-2 MACHINE GUN UNIT


Machine Gun Unit: 1-2 Machine Gun Sections
1-2 Machine Gun Section………………………………………….………………….30 points per MG
Squad/Weapons: 1-2 Jukikanju MMG teams, with a crew of 3 Soldiers each.

0-1 MORTAR UNIT


Mortar Unit: 1 Mortar Section
Mortar Section……………………………………………………………………………….55 points
Squad/Weapons: 2 81mm Mortar teams, with a crew of 3 Soldiers each.

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FAST ATTACK
0-1 TANKS
Tanks: 0-1 Type 89 Chi-Ro Medium Tank
0-2 Type 97 Chi-Ha Medium Tank
May Only Have 1, Total, Of 0-1 Type 1 Chi-He Medium Tank
These Tanks: 0-1 Type 2 Ho-I Medium Tank (1942+)
0-1 Type 1 Ho-Ni Self-Propelled Gun
You may have 1 Squadron of up to 2 Tanks. You may only have a maximum of 1 Tank Total of the last 3
types listed.
Squadron Formation: Japanese Tanks operate as a single vehicle unit, as described in the Warhammer 40,000
rulebook. However, they only need to be within 6" of each other after they have moved, rather than 2" as is
normally the case.
Points Front Armor Side Armor Rear Armor BS
Type 89 Chi-Ro Medium Tank 65 10 9 8 3
Type: Lumbering, Tank.
Crew: 4, Japanese Army.
Weapons: The Chi-Ro is armed with a turret-mounted S57mm AT and MMG, and hull-mounted MMG.
Options: A Chi-Ro has Track Guards as standard equipment, and may have the following vehicle upgrades: Heavy
Camo at +5 pts.
SPECIAL RULES:
Lumbering: Due to the tank's slow speed, it may never move more than 6" per turn.
Points Front Armor Side Armor Rear Armor BS
Type 97 Chi-Ha Medium Tank 80 11 10 9 3
Type: Tank.
Crew: 4, Japanese Army.
Weapons: The Chi-Ha is armed with a turret-mounted S57mm AT and MMG, and hull-mounted MMG.
Options: A Chi-Ha may be a Shinhoto Chi-Cha, with a 47mm AT gun (1942+), for +5 points.
A Chi-Ha may have the following vehicle upgrades: Heavy Camo at +5 pts, Smoke Launchers for +3 pts.
Points Front Armor Side Armor Rear Armor BS
Type 1 Chi-He Medium Tank 100 12 11 10 3
Type: Tank.
Crew: 5, Japanese Army.
Weapons: The Chi-He is armed with a turret-mounted 47mm AT and MMG, and hull-mounted MMG.
Options: A Chi-He can be a Type 3 Ka-Chi (1943+), and be Amphibious, for +5 points.
A Chi-He may have the following vehicle upgrades: Heavy Camo at +5 pts, Smoke Launchers for +3 pts.
SPECIAL RULES:
Amphibious: The Type 3 Ka-Chi treats Impassible water terrain (lakes, rivers, sea, etc.) as Difficult Terrain
instead.
Points Front Armor Side Armor Rear Armor BS
Type 2 Ho-I (or Type 3 Chi-Nu) Medium Tank 110 12 11 10 3
Type: Tank.
Crew: 5, Japanese Army.
Weapons: The Ho-I is armed with a hull-mounted 75mm HE and hull-mounted MMG.
Options: A Ho-I may have the following vehicle upgrades: Heavy Camo at +5 pts, Smoke Launchers for +3 pts.
Points Front Armor Side Armor Rear Armor BS
Type 1 Ho-Ni Self-Propelled Gun 75 11 9 8 3
Type: Tank, Open-Topped.
Crew: 5, Japanese Army.

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Weapons: The Ho-Ni is armed with a turret-mounted 75mm HE.
Options: A Ho-Ni may have the following vehicle upgrades: Heavy Camo at +5 pts.

0-1 TANKETTES
Tankettes: 0-2 Type 92 Osaka Armored Cars
0-2 Type 94 Tankettes
0-3 Type 95 Ha-Go Light Tanks
0-3 Type 97 Te-Ke Light Tanks
You may have 1 Squadron of up to 3 Tankettes.
Squadron Formation: Tankettes operate as a single vehicle unit, as described in the Warhammer 40,000
rulebook. However, they only need to be within 6" of each other after they have moved, rather than 2" as is
normally the case.
Scouts: An Tankettes may be deployed on the board at the start of the battle, even in scenarios where they could
not normally be deployed. If the scenario is one where you can only deploy a limited number of units then any
Armored Recon units you deploy do not count against the limit for the scenario.
Also, after both sides have deployed, Tankette units may make a free 2D6" move before the first turn takes place or
before any rolls to determine who gets the first turn. All of the normal movement rules apply.
Points Front Armor Side Armor Rear Armor BS
Type 92 Osaka Armored Car 45 9 8 8 3
Type: Fast, Tank, Wheeled.
Crew: 3, Japanese Army.
Weapons: The Osaka is armed with a turret-mounted MMG. The MMG may be twin-linked for +5 points.
Options: An Osaka may have the following vehicle upgrades: Heavy Camo at +5 pts.
Points Front Armor Side Armor Rear Armor BS
Type 94 Tankette 30 8 8 7 3
Type: Tank.
Crew: 3, Japanese Army.
Weapons: The Type 94 is armed with a turret-mounted MMG.
Options: A Type 94 may have the following vehicle upgrades: Heavy Camo at +5 pts.
Points Front Armor Side Armor Rear Armor BS
Type 95 Ha-Go Light Tank 60 9 9 8 3
Type: Tank.
Crew: 3, Japanese Army.
Weapons: The Ha-Go is armed with a turret-mounted 37mm AT and MMG, and a hull-mounted MMG.
Options: A Ha-Go may be a Type 2 Mi-Sha (1942+), and be Amphibious for +5 points.
A Ha-Go may be a Type 3 Ke-Ri (1943+), with a 47mm AT gun instead, for +10 points, or a Type 4 Ke-Nu (1943+),
with an S57mm AT gun instead, for +5 points.
A Ha-Go may have the following vehicle upgrades: Heavy Camo at +5 pts.
SPECIAL RULES
Commander/Loader: In some Japanese tanks the loader also served as the commander. Therefore, the tank may
not fire its turret weapons if Unbuttoned (see AWW2 rules).
Amphibious: The Type 2 Mi-Sha treats Impassible water terrain (lakes, rivers, sea, etc.) as Difficult Terrain
instead.
Points Front Armor Side Armor Rear Armor BS
Type 97 Te-Ke Light Tank 40 9 8 8 3
Type: Tank.
Crew: 3, Japanese Army.
Weapons: The Te-Ke is armed with a turret-mounted 37mm AT.
Options: The 37mm AT gun may be an MMG for no cost.
A Te-Ke may have the following vehicle upgrades: Heavy Camo at +5 pts.
SPECIAL RULES

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Commander/Loader: In some Japanese tanks the loader also served as the commander. Therefore, the tank may
not fire its turret weapons if Unbuttoned (see AWW2 rules).

JAPANESE ARMY TROOP CHOICES


You may use any Troops choices as Fast Attack choices.

HEAVY SUPPORT
0-2 ANTI-TANK UNIT
Anti-Tank Gun Unit: 1 Anti-Tank Gun Unit HQ
1-2 Anti-Tank Gun Sections
Anti-Tank Gun Unit HQ…………………………………………………………….……..65 points
Squad/Weapons: 1 Sho-i
1 NCO
7 Soldiers
Leadership: Japanese units within 12” may use the Leadership of the Sho-i for all Leadership tests.

1-2 Anti-Tank Gun Section……………………………………………………………….35 points


Squad/Weapons: 1 37mm AT gun, with a crew of 3 Soldiers.
Options: The gun may be a 47mm AT gun, with 1 additional Solder crew, for +15 points.
Transport: 1 Pack Horse team for +10 points.
A Pack Horse team allows any 1 towed/crewed AT gun//field gun and crew to move as normal
infantry, instead of using the crewed weapon movement rate.

0-1 ANTI-AIRCRAFT UNIT


Anti-Aircraft Unit: 1 Anti-Aircraft Gun Section
Anti-Aircraft Gun Section………………………….........…………..………………….35 points
Squad/Weapons: 1 20mm AA gun, with a crew of 3 Soldiers.
Options: The gun may be a 37mm AA gun, with 1 additional Solder crew, for +5 points (SNLF only).
Transport: 1 Pack Horse team for +10 points.
A Pack Horse team allows any 1 towed/crewed AA gun and crew to move as normal infantry,
instead of using the crewed weapon movement rate.
SPECIAL RULES:
Static: Once fired, a Japanese AA gun cannot be moved for the entire game.
Turntable Mount: Japanese AA guns are mounted on a turntable. Turntables are treated like a turret mount.
Weapons on turntable mounts may freely rotate to fire in any direction, without penalty.
Anti-Aircraft An anti-aircraft mount allows the weapon to shoot at planes without having to add 12" to the
Mount: range or suffer the -1 to hit modifier. Weapons fitted in anti-aircraft mounts suffer a -1 penalty to
hit ground targets, as it is difficult to depress them low enough to shoot at ground targets.

0-2 FIELD GUN UNIT


Field Gun Unit: 1-2 70mm Field Guns
1-2 Type 92 70mm Field Gun ............................................................….…………..….40 points per gun
SPECIAL RULES:
Artillery Strike: Follows the rules for Artillery Barrages. Weapon uses stats below.
Offboard: This unit does not setup on the table, and cannot be targeted by any other unit.
Weapon Range Str AP Type
70mm Field Gun Unlimited 4 +1 Heavy 1/Large Blast, Scatters

0-1 HEAVY FIELD GUN UNIT

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Heavy Field Gun Unit: 1-2 75mm Field Guns
1-2 Type 41 75mm Field Gun ......................................….…………..…………………..55 points per gun
SPECIAL RULES:
Artillery Strike: Follows the rules for Artillery Barrages. Weapon uses stats below.
Offboard: This unit does not setup on the table, and cannot be targeted by any other unit.
Weapon Range Str AP Type
75mm Field Gun Unlimited 5 +1 Heavy 1/Large Blast, Scatters

0-1 AIRCRAFT
Aircraft: 0-1 Mitsubishi KI 51 Sonia Light Bomber
0-1 Nakajima KI 43 Oscar Dive Bomber
0-1 Mitsubishi A6M Zero Fighter Bomber
You may have up to 2 Aircraft as a single choice.
Points Front Armor Side Armor Rear Armor BS
Mitusbishi Ki 51 Sonia Light Bomber 110 10 10 9 2
Type: Flyer (see rules).
Crew: 2, Japanese Army.
Weapons: The Sonia is armed with a 1 x LMG, 2 x rear mounted LMGs, and 4 x Bombs.
Points Front Armor Side Armor Rear Armor BS
Nakajima Ki 43 Oscar Dive Bomber 80 9 9 9 2
Type: Flyer (see rules).
Crew: 1, Japanese Army.
Weapons: The Oscar is armed with Twin-Linked 13mm Machine Guns and 2 x Bombs.
Weapon Range Str AP Type
13mm Machine Gun 48" 4 -1 Heavy 4

Points Front Armor Side Armor Rear Armor BS


Mitsubishi A6M Zero"Fighter Bomber 80 9 9 9 2
Type: Flyer (see rules).
Crew: 1, Japanese Army.
Weapons: The Zero is armed with Twin-Linked MMGs and Twin-Linked 20mm AA.
Options: The Zero may add 2 x Bombs for +10 points.

TRANSPORTS
TRUCK
Points Front Armor Side Armor Rear Armor BS
Truck 15 6 6 6 -
Type: Open-topped, Wheeled.
Crew: 2, Japanese Army.
Weapons: None.
SPECIAL RULES:
Transport: May transport up to 15 models and tow one gun.

You can obtain updated versions of this and other Army Lists from the following web location:
http://games.groups.yahoo.com/group/WWW2alternaterules/files/

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