Japanese Army

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JAPANESE ARMY WEAPONS TABLE Target: Infantry & Unarmoured Vehicles  Range Type Close 20 cm Normal 40 cm Long 60 cm Extreme 80 cm Rate of fre Characteristics  Nambu pistol +1d6 NE NE NE 2 melee Type 99 Arisaka rie +2d6 +1d6 +1d6 +1d6 1 Type 99 light machine gun +2d6 +1d6 +1d6 +1d6 4 support weapon Type 97 light machine gun +2d6 +1d6 +1d6 +1d6 5 support weapon Type 92 medium machine gun +2d6 +1d6 +1d6 +1d6 7 support weapon, ammunition belt, cumbersome Type97 grenade +1d6 NE NE NE 1 (A5) indirect re, minimum range 10, single shot Type 89 light mortar NE NE +1d6 +1d6 1 (A10) support weapon, only indirect re, minimum range 40, single shot, cumbersome Mortaio leggero Type 89 NE NE +1d6 +1d6 1 (A10) arma di supporto, distanza minima 40, postazione ssa, solo tiro diretto Melee Weapons T ype Characteristics Katana 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-man’ s Land but must be at least 10cm f rom the enemy’s Deployment Area and from each other. When an enemy model crosses or stops within 10cm of a marker, turn it over: if it’s a real one then the trap is sprung, if it’s 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 modiers). 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. Camoufage: models with this characteristic are trained to Hide. When an enemy tries to spot t hem 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 T arget just like the squad’ s sergeant. In order to differentiate between different targets use the Commander’s 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 f ollow 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 elds) he does not apply t he penalties shown on the Terrain T able. 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 rst. Sharp: weapons with this characteristic can re-roll 1d6 in a Melee. Stealthy: models with this characteristic are deployed last along with any infltrators. Since they know the land they can be deployed anywhere, but at least 30cm from all enemy models.

Transcript of Japanese Army

 

JAPANESE ARMY WEAPONS TABLE

Target: Infantry & Unarmoured Vehicles

  Range

TypeClose

20 cm

Normal

40 cm

Long

60 cm

Extreme

80 cm

Rate of 

freCharacteristics

 Nambu pistol +1d6 NE NE NE 2 melee

Type 99 Arisaka rie +2d6 +1d6 +1d6 +1d6 1

Type 99 light machine gun +2d6 +1d6 +1d6 +1d6 4 support weapon

Type 97 light machine gun +2d6 +1d6 +1d6 +1d6 5 support weapon

Type 92 medium machine gun +2d6 +1d6 +1d6 +1d6 7 support weapon, ammunition belt, cumbersome

Type97 grenade +1d6 NE NE NE 1 (A5) indirect re, minimum range 10, single shot

Type 89 light mortar NE NE +1d6 +1d6 1 (A10)support weapon, only indirect re, minimum

range 40, single shot, cumbersome

Mortaio leggero Type 89 NE NE +1d6 +1d6 1 (A10)arma di supporto, distanza minima 40, postazione

ssa, solo tiro diretto

Melee Weapons

Type Characteristics

Katana 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-man’s Land but must be

at least 10cm from the enemy’s Deployment Area and from each other. When an enemy model crosses or stops within 10cm of 

a marker, turn it over: if it’s a real one then the trap is sprung, if it’s 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 modiers).

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.

Camoufage: 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 squad’s sergeant. In order to

differentiate between different targets use the Commander’s 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 elds) 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 rst.

Sharp: weapons with this characteristic can re-roll 1d6 in a Melee.

Stealthy: models with this characteristic are deployed last along with any infltrators. Since they know the land they can be

deployed anywhere, but at least 30cm from all enemy models.

 

JAPANESE ARMY

RIFLE SQUADSquad Value: 300 points

Breakpoint: 5

N. Model VT Weapons Characteristics

1 Rieman Sergeant 4 Type 99 Arisaka rie, Type 97 grenades leader 

1 Machine gunner 3 Type 99 light machine gun, Type 97 grenades

1 Rieman 3 Type 99 Arisaka rie, Type 97 grenades assistant

10 Riemen 3 Type 99 Arisaka rie, Type 97 grenades

VARIANTS:

The Squad can become Veteran by removing a rieman.

You can add a Lieutenant for +140 points.

You can add a Sniper for +90 points.

One rieman per Squad can can buy a Type 89 light mortar for +50 points.

One rieman per Squad can become an  Assistant to the Mortar for +10 points.

One rieman 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 rieman per Squad can become an  Assistant to a Type 99 light machine gun or a Type 92 medium machine gun

for +10 points.

One rieman 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 riemen can buy the Camoufage 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

1 Lieutenant 5 Nambu pistol, Type 97 grenades, Katanaleader, Banzai charge,

commander 

SNIPER 

N. Model VT Weapons Characteristics

1 Sniper 4 Type 99 Arisaka rie, Type 97 grenadessilent weapon, sniper,

marksman, inltrator, sight

 

JAPANESE ARMY SUPPORTSUPPORT 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

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 Characteristics

1 Corporal 4 Type 99 Arisaka rie leader 

1 Infantry 4 Type 99 Arisaka rie

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 Characteristics

1 Corporal 4 Type 99 Arisaka rie leader 

1 Infantry 4 Type 99 Arisaka rie

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 Characteristics

1 Tank commander 3 Type 14 Nambu pistol leader, binoculars

1 Tank crew 3 Type 14 Nambu pistol

SPECIAL RULES:

You cannot re 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 Characteristics

1 Tank commander 3 Type 14 Nambu pistol leader, binoculars

3 Tank crew 3 Type 14 Nambu pistol