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===Rare Units=== *'''Great Guard:''' Heavy Samurai Cavalry on top of [[Kirin]]s, A crossbreed of [[Unicorn]] and [[Pegasus]], which somehow resulted in this draconic giraffe. Moving on a Swift 9" by ground or air. Compared to The Britonian Pegasus Knight, they may not have as much armor, but make up for it with how awesome Great Guard are with better baseline stats, Devastating Charge, Impale Attack on impact hits, an inch more movement, being stubborn on top of other samurai leadership gimmick, all while being cheaper. Not saying they can take lances charges, but that goes for everyone, plus your calvery with the Skirmishers rule, so there is no reason for someone to charge them successfully. *'''Mikoshi Shrine:''' 120pts. A Mystic Shrine that grants blessings to units. The shrine can be carried by any infantry unit but grants Stubborn to Warrior Monks if they carry it. In addition to extra Power Dice each turn, The shrine blessings are 12" Innate Bound spells Augments (Power level 4). However, if the blessed unit flees for any reason, they get shot in the back with d6 S4 hits. **'''Strength:''' re-roll to-wound rolls in cc. **'''Persistence:''' attackers suffer -1 to wound. **'''Swiftness:''' re-roll the distance when charging and pursuing. *'''Kitsune:''' 80 pts. A magical trickster fox that learned from the Lore of Shadow. Why not buy another Shugenja for cheaper? One is it's superfast, moving as if a Wood Elf Steed on top of that extra fly(10) every time Smoke and Mirrors goes off. Having Scout allows the Kitsune to deploy within spell casting range on the first turn; if you seize the initiative, ''Mystifying Miasma'' and ''The Withering'' is not a great start for those targeted units. Remember, Kitsune may be stated like a human hero with a ward save but will still die when an entire unit attacks it. Like any successful trickster, Always keep the opponent's line of sight and all available cover in mind, using the move phase to dart out and your lore attribute to fly back behind it. If you see an unfortunately positioned human wizard by their lonesome, the Kitsune can pounce on them, but it's not a good guarantee its teeth and claws will put it down in one turn. *'''Mizuchi:''' 300pts. A Wingless but still levitating Moon Dragon. It is Aquatic, so it is not affected by landing in rivers and lakes while getting cover from being submerged. It has a S3 Poison Breath attack being better suited at killing low armor, high toughness chaff, and monsters (except if they are Animated constructs or Daemons) than the normal dragon fire. *'''Taiko Drum:''' 50 pts. A slow-moving support piece. At the start of your movement phase, you can give all units within their aura range a buff. You think you turtle up dwarf style, but 18" radius is still a large area. **'''Bravery and Courage:''' +1 to their Leadership when Psychology and Break Tests. Stand firm. **'''Strategy and Discipline:''' roll 3D6 for Reform, Restrain from Pursuit and March tests and discard the highest result. Control how your units move **'''Charge!:''' Reroll one dice for charge distance. If you're not using this, you're probably playing ''Bravery and Courage'' as your default. *'''Mangonel:''' 90pts. a Fire Stone Thrower. Shoots over the line of sight blockers to wreck infantry. Having Flamming attack also makes it a some-more menace to warbeasts and Light calvery. *'''Cannon:''' 85pts. its a cannon. *'''Flaming Arrow:''' 50pts. A scary as hell fire-cannon-bolt-thrower that punch through ranks with its S8 Muli wound(D3) Flamming Attack. With the changes to how cannons balls scatter, Flaming Arrow is currently your better option for slaying monsters.
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