EMPIRE OF THE BLAZING SUN ARMY LIST

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1 ARMY LIST The following document details a structure and statistics for your Empire of the Blazing Sun tabletop military force. The document is what we refer to as a living document, meaning it will grow and change over time as new models and unit types are added. Note that some unit types listed are not complete, and will increase in the model types available as new products are released. Please check back regularly to ensure you have the latest version of this document which will hold the most up to date statistics for all models. Please consult the Quickstart Rulebook for full details on constructing your force. PLATOON LIEUTENANT MAINSTAY SECTION 1 MAINSTAY SECTION 2 MAINSTAY SECTION 3 SUPPORTING ARMS VETERAN SUPPORT 1 CHARACTER 1 BATTALION SUPPORT 1 VETERAN SUPPORT 2 CHARACTER 2 BATTALION SUPPORT 2

2 MAINSTAY SECTIONS - STATISTICS TABLES LIEUTENANT Lieutenant Infantry - Officer (Tier 3) Kappon Pistol - 16 Bodyguard Infantry Adjutant, Champion, Duelling Armour 12 1 Lieutenant 0 to 1 Bodyguards UPGRADES A Lieutenant may replace their Kappon Pistol with another weapon chosen from below: Tiger s Claw Shotgun for +2 Points New MAR Adjutant A player can draw ONE additional Game Card at the beginning of each turn for each model in their force with the Adjutant MAR. After the additional Game Cards have been drawn the controlling player MUST immediately discard down to their maximum Hand Size. A Lieutenant may choose up to TWO Command Abilities from those listed below: Focus Fire for Free Force March for Free Go to Ground for Free Rally for Free ASHIGARU SECTION Ashigaru Infantry Dragon s Breath Shotgun Gas Grenades 5 Ashigaru Specialist Infantry Rocket Projector Gas Grenades 6 Army Medic Infantry Medic Ashigaru UPGRADES Up to 2 Ashigaru may be upgraded to an Ashigaru Specialist. Each Ashigaru Specialist may be armed with a Rocket Projector 2 Ashigaru may be upgraded to 1 Heavy Machine Gun Team (see the Heavy Machine Gun entry for details) Note: A Section CANNOT contain BOTH the Specialist and Gun Team upgrades ADDITIONS Up to 1 Army Medic may be added to a Section If an Ashigaru Section numbers between 5 and 8 models, and contains NO Gun Team upgrades, 1 Kote Armoured Carrier may be added to the Section.

3 MAINSTAY SECTIONS - STATISTICS TABLES IMPERIAL RIFLE SECTION Imperial Rifleman Infantry Teppo - 5 Imperial Marksman Infantry Marksman s Teppo Sniper 7 Imperial Sergeant Infantry Dragon s Breath Shotgun NCO Imperial Riflemen UPGRADES Up to 1 Riflemen may be upgraded to a Sergeant Up to 1 Riflemen may be upgraded to a Marksman, armed with a Marksman s Teppo ADDITIONS Up to 1 Army Medic may be added to a Section Teppo 2-1, 2, 3 4 Quick Setup Marksman's Teppo 3-1, 2, 3 4,5 Move or Fire Dragon's Breath Shotgun

4 VETERAN SECTIONS - STATISTICS TABLES SHINOBI ASSASSIN SECTION Shinobi Assassin Infantry Shuriken Shinobi Kyudoka Infantry 7" Yumi Independent, Smoke Pellets, Stealth, Swift Strike Independent, Smoke Pellets, Sniper, Stealth, Swift Strike 9 12 Up to 3 Shinobi Assassins Up to 1 Shinobi Kyodoka may be added to the Section MARs (not in the Quickplay Rulebook) Grapple: If a model with a Weapon with the Grapple MAR begins its Activation in Base Contact with a piece of Terrain, its Section CAN perform a Walk Action ignoring ALL Movement Penalties. The Section CANNOT finish this movement within Impassable Terrain. The Section CANNOT perform a Ranged Attack this Activation. This means that the Section CAN move across Terrain that it would otherwise consider Impassable. The Shinobi are some of the most famous, yet enigmatic, warriors in the service of the Empire of the Blazing Sun. Commonly known by their informal name of ninjas, the Shinobi warriors of the Iga and Koga regions of Japan serve as the Divine Empress s secret service, as well as a lethal asset on the battlefield for regular Blazing Sun forces. Stealthy Shinobi skirmishers can lay thick smoke screens, masking other units and offering them further protection from enemy fire. But when the time is right, the deadly assassins can swiftly decapitate opposing forces, infiltrating positions and cutting down enemy officers without mercy. Shuriken Yumi 3-1, 2 3 Grapple

5 VETERAN SECTIONS - STATISTICS TABLES RYUMA STEAMBIKE Ryuma Steambike Cavalry Quad Barrelled Projector Gas Grenades, Skimming Ryuma Steambikes The elite Samurai who serve as the shock troops of the Empire of the Blazing Sun s Three Armies have many specialisation and areas of expertise. A great amount of effort has gone into allowing these powerful warriors to fight for their Empress in the way that they know best, in accordance with their ancient combat traditions. Many Samurai who claim connections to the old Takeda clan and its offshoots have retained a taste for mounted warfare. These days, Samurai cavalry still serve in the Blazing Sun military, but thanks to the Imperial Alchemical Institute, their mounts are no longer mere horses, but the amazing Type 9 Ryuma Steambike. This extraordinary machine is held aloft by a tiny variant of the repulsine cells used in the Empire s great gyros, and propelled at frightening speed by hissing jets of super-heated steam. The steambikers lead Blazing Sun attacks, swooping down on the foe with bared blades and batteries of deadly shotguns. MARs (not in the Quickplay Rulebook) Skimming: A model with the Skimming MAR CAN move over models and Terrain which is Man-Height or smaller without any Movement Penalty. Additionally, a model with the Skimming MAR is considered to have the Towering MAR. Quad Barelled Projector

6 VETERAN SECTIONS - STATISTICS TABLES ROCKET CORPS SECTION Samurai Aeronaut 5 / Master Samurai Aeronaut - Officer (Tier 1) 5 / Combat Armour, Daunting, Gas Grenades Combat Armour, Daunting, Gas Grenades, Way of the Warrior Samurai UPGRADES Up to 1 Samurai may be upgraded to a Master Samurai NEW MAR Combat Armour - A model with Combat Armour increases its Injury Rating by ONE when engaged in Melee. This model is also considered to have the Duelling Armour MAR.

7 BATTALION SUPPORT - STATISTICS TABLES HEAVY MACHINE GUNS Gun Team Infantry 5" Type 9 Fireball Quick Setup Gun Teams OR 2 Ashigaru in an Ashigaru Section may be upgraded to 1 Gun Team Note: A Section CANNOT contain BOTH the Specialist and Gun Team upgrades Note: A Gun Team is comprised of two models with a single set of Statistics. They are treated as a single model for all purposes and must remain in base contact at all times. However, when the Gun Team loses a life point, rather than gaining a Marker, simply remove the loader model. MARs -(not in the Quickplay Rulebook) Quick Setup If a model with the Quick Setup MAR performs Walk Move Action this Activation it must spend ONE Command Point to perform a Ranged Attack, and its Ranged Attack Dice are reduced by ONE Dice Colour Level. Sometimes, even the Ashigaru s infamous Dragon s Breath Shotguns are insufficient to breech the enemy s defensive line. On these occasions, Blazing Sun Commanders send for the Ashigaru Support Guns. The tripod mounted, Kawachi-Kanpon Type 9 is a double-barrelled, fully automatic heavy shotgun. Loaded with the Alchemical Institute s trademark incendiary shells, the Type 9 has earned the nickname Fireball. As essentially an enlarged version of the infantry weapon, the Fireball shows off the stunning fantastical detail on the weapon s barrel and housing. This captures the ornate, oriental influence that sets the Blazing Sun apart, and makes a full battery look truly intimidating on the tabletop. Type 9 'Fireball' 6-1, 2 3 Spray and Pray

8 BATTALION SUPPORT - STATISTICS TABLES GUN SECTOIN Field Gun Infantry Kawachi-Kanpon Type-17 Launcher Towable, Limited Traverse (Type-17 Launcher) (Forward) 28 Ashigaru Infantry Dragon s Breath Shotgun Gas Grenades 5 1 Field Gun ADDITIONS Up to 3 Ashigaru may be added to a Gun Section. 1 Kote Armoured Carrier may be added to a Gun Section. NEW MARs Indirect Fire A model can make a Ranged Attack with a Weapon with the Indirect Fire WAR against a target to which its Line of Sight is Blocked by intervening models and/or Terrain, however it receives a -1 to hit modifier if it does so. It still CANNOT target Sections which are outside of its Arc of Fire. Rapid Fire (value) During the Ranged Attack Segment, a model with the Rapid Fire WAR may make a number of Ranged Attacks equal to the Rapid Fire value. These Attacks are made separately, and can be at different targets. They are NOT combined into a single Attack and are separate for all purposes, including Game Cards, Command Abilities and the Command Points spent to fire at Long Range. Kawachi-Kanpon Type-17 Launcher Explosive 7-5,4 3 Indirect Fire, Move or Fire, Rapid-Fire (2), Suppression Armour Piercing 6 4 1,2 3 Move or Fire, Rapid-Fire (2) GAME CARD: Gas Cylinders 5-6" - Mine Dragon s Breath Shotgun

9 BATTALION SUPPORT - STATISTICS TABLES ARMOUR KE-HO IRONCLAD Name Type Mv Rv Front Sides Rear HP Weapons ARC MARs and Abilities Points Ke-Ho Ironclad Ironclad 6 / Rocket-Howitzer Fixed Forward Left Sponson Left 180 Right Sponson Right 180 Colossal, NCO, No Gunners (Left Sponson, Right Sponson) (1), Transport Capacity (Infantry)(6) 60 KE-HO IRONCLAD DAMAGE TABLE D6 Name Effect 1, 2 Ping! The Attack bounces harmlessly off the hull of the Ironclad 3 Running Gear Damage The Ironclad s movement is reduced to 4 /6. If this effect is rolled a second time, the Ironclad is immobilised and cannot move or rotate for the rest of the game. 4 Shaken Up The Ironclad misses its next Activation 5 Gun Damaged All Ranged Attacks made by this Ironclad for the rest of the game suffer a -1 to hit modifier. If this effect is rolled a second time, the Ironclad cannot make Ranged Attacks for the rest of the game. 6 Badly Damaged The Ironclad loses ONE Hull Point. Any Embarked Section suffers and immediate Ranged Attack with D6+1 AD. 7 Knocked Out The Ironclad is Destroyed and left as a Wreck. Any Embarked Section suffers and immediate Ranged Attack with D6+3 AD, must Disembark and gains a Shaken Marker. 1 Ke-Ho Ironclad Important Note: A Platoon may only include ONE Ke-Ho Ironclad. UPGRADES A Ke-Ho Ironclad must equip each of its Sponsons with one of the following weapons. The Sponsons do not need to be fitted with the same weapon: A Dragon s Wrath Flamethrower for free A Type 19 Heavy Machine Gun for free A Rocket Battery for free NEW MARs Colossal: The Line of Sight to and from models with the Colossal MAR is NOT Blocked by intervening man-height or Towering models. A model with the Colossal MAR is considered to be larger than man-height. ADDITIONS 2-6 Ashigaru may be added to the Ke-Ho Ironclad Section for 5 Points per model Up to two Ashigaru may be upgraded to Ashigaru Specialists, armed with Rocket Projectors for +1 Point per model. Rocket Howitzer , 2 3 Blast, Limited Traverse (Fixed Forward) Type 19 Heavy Machine Gun 5 3 1, 2 3 Limited Traverse (180 degree Left/Right), Rapid Fire (2) Dragon s Wrath Flamethrower Blast, Limited Traverse (180 degree Left/Right), Spray and Pray Rocket Battery Limited Traverse (180 degree Left/Right), Smoke Launcher (1)

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11 TRANSPORT - STATISTICS TABLES KOTE ARMOURED CARRIER ARMOUR Name Type Mv Rv Front Sides Rear HP Weapons ARC MARs and Abilities Points Kote Armoured Carrier Ironclad 8 / No Crew (1), Open Topped, Towering, Transport Capacity (Infantry)(8), Utility Vehicle 30 KOTE ARMOURED CARRIER DAMAGE TABLE D6 Name Effect 1, 2 Bashed About Any Embarked Section must Disembark. 3, 4 Shaken Up 5, 6 Badly Damaged Any Embarked Section must Disembark. The Ironclad cannot perform any actions or Embark troops during its next Activation. The Ironclad loses ONE Hull Point. Any Embarked Section suffers an immediate Ranged Attack with D6+1 AD. 7 Knocked Out The Ironclad is Destroyed and left as a Wreck. Any Embarked Section suffers an immediate Ranged Attack with D6+3 AD, must Disembark and gains a Shaken Marker. New or Amended MARs Open Topped: Some Ironclads do not have roofs, allowing their occupants to fire freely, but offering them reduced protection in return. Any Section embarked in a transport Ironclad with the Open Topped MAR may make Ranged Attacks despite being embarked in a transport Ironclad. However, an embarked Section CANNOT make a Ranged Attack if their Ironclad made a Full Steam Ahead move action. The embarked Section can also be the target of enemy Ranged Attacks. Range and Line of Sight for any Ranged Attacks involving the embarked Section should be measured from the closest point of the Ironclad they are Embarked within. Sections Embarked in an Ironclad with the Open Topped MAR count as being in Heavy Cover and in Line Formation. Any casualties caused amongst the embarked Section are assigned as chosen by the target s controlling player, obeying the rules for regular and irregular models and removing whole models when required. The Embarked Section CANNOT Charge, make Charge Reactions or be declared as the target of a Charge.

12 TRANSPORT - STATISTICS TABLES Transport Capacity (type)(value) Some Ironclads are designed to ferry troops across the battlefield, safe inside their metal shells. A model with the Transport Capacity MAR may carry a total number of models of the listed type, equal to the listed value, at any one time. A Transport Ironclad is purchased alongside the Section that can be Embarked within it. They are treated as a single Section, however they do not need to remain in Coherency when the Section has Disembarked. Only models from that Section (or an Officer who has Taken Command of them) can Embark onto that Ironclad. Unless specifically stated otherwise, Line of Sight to and from an Embarked Section is Blocked. As such it CANNOT be declared as the target of any action, CANNOT perform any actions that require Line of Sight and CANNOT have Game Cards or Command Abilities used on it. Embarking A Section may Embark onto the Transport purchased for it during the Movement Segment of its Activations, provided each model in the Section can be brought within 2 of the Ironclad. If the Embarking Section began its Activation with all models within 2 of the transport, the transport may now perform any allowed actions (moving, performing Ranged Attacks etc.), but CANNOT make a Full Steam Ahead move action. If the Embarked Section had to perform ANY movement this Activation to Embark, the Ironclad CANNOT perform any actions this turn. Disembarking An Embarked Section may Disembark at any point during the Movement Segment of their Activation, provided the Transport has not made a Full Steam Ahead move action. A Section CANNOT Disembark during the activation that is Embarked. Alternatively, a Section may be forced to Disembark by effects on the transport s Damage table. Disembarking from an Ironclad counts as the Section performing a Walk Move action for the purposes of determining what other actions the Section can perform during its activation. As such a Section that has disembarked during its Activation may still perform a Ranged Attack, but CANNOT Walk, Run or Charge. If the transport Ironclad did not Move prior to it s Section Disembarking, any Ranged Attacks the Section then make are conducted as normal. However, if the transport Ironclad made a normal Move action prior to it s section Disembarking any Ranged Attacks made by the Disembarking Section suffer a -1 to hit Modifier. Split Sections An Embarked Section can elect to Split (Page 36 of the Dystopian Legions Quickplay Rulebook) during the Command Segment of its Activation. One Half-Section may then Disembark, while the other remains in the Transport. Utility Vehicle If a model with the Utility Vehicle MAR begins its Activation with its Rear Arc in Base Contact with a Towable model that has NOT Activated this Turn, the Towable model may move with the Utility Vehicle, remaining in Base Contact at all times. The Towable model CANNOT Activate this Turn. If the Towable model is in a Section with models that CANNOT be Towed (they do not have the Towable MAR and cannot Embark onto an Ironclad in the active Section, or there is not a Utility Vehicle in the active Section positioned to tow them), the Section must immediately Split, costing one Command Point. If it unable to Split the model CANNOT be Towed. All Disembarking models must be placed within 2 of their Ironclad and in Coherency. If there is not enough room to place all models (due to Terrain or other models), a Section CANNOT Disembark voluntarily. If a Section is forced to Disembark any models which cannot Disembark without placing their bases within Impassable Terrain or on top of another model s base, are Killed. If there is no alternative, models forced to Disembark CAN be placed within 1 of an enemy model however the Disembarking Section gains a Shaken Marker. Neither Section is considered to be engaged in Melee and MUST either move outside of 1 or declare a Charge the next time it can perform move actions.

13 CHARACTERS - STATISTICS TABLES MASTER KOZO OKINAWA Master Kozo Okinawa Infantry - Officer (Tier 2) Type 31 Pistol Duelling Armour, Gas Grenades, Way of the Warrior 16 1 Master Kozo Okinawa Important Note: Only ONE Master Kozo Okinawa may be included in a Force. An aloof and joyless man, Master Kozo Okinawa was trained almost from birth for a life of warfare and command, and is famed as one of the greatest swordsmen in the Empire of the Blazing Sun. Although not an inspiring leader in the normal sense Master Okinawa, who holds a staff rank of Lieutenant-Colonel, is a calculating and highly skilled commander weaving the many shifting threads of battle into victory. But he is not merely a tactician when the Master enters combat, it is with a perfectly-timed charge alongside his men. He becomes as a steel tornado, cutting down enemy soldiers like reeds. Type 31 Pistol Kappon Pistol Blast Dragon s Breath Shotgun Rocket Projector Blast Shuriken Tiger s Claw Shotgun Spray and Pray Teppo 2-1, 2, 3 4 Quick Setup Marksman s Teppo 3-1, 2, 3 4, 5 Move or Fire

14 CHARACTERS - STATISTICS TABLES ALCHEMIST TONEGAWA & TAKERA ISAMU Alchemist Tonegawa Infantry Tonegawa Launcher - 26 Takera Isamu Infantry - Officer (Tier 2) Champion, Way of the Warrior - 1 Alchemist Tonegawa 1 Takera Isamu Important Note: Only ONE Alchemist Tonegawa & Takera Isamu may be included in a Force. Although the specialists of the Empire of the Blazing Sun s Imperial Alchemical Institute (IAI) often confine themselves to lab work, the IAI also maintains a corps of Battle-Alchemists. Tonegawa Satoru is one of the foremost of these brave and dedicated individuals, who field-test the IAI s creations in support of the Empress s conventional forces. Tonegawa is a senior member of the IAI, and one of the Institute s most noted experts in poison gas research. He was the leader of the team which worked in concert with Sturm s Prussian military mission, and his breadth of knowledge and combat prowess are both formidable. He frequently accompanies Blazing Sun forces in order to test various experimental chemical weapons, often developed to his own specifications. Accompanied by his faithful bodyguard Takera Isamu, who is responsible for his master s safety, Tonegawa is a figure who strikes fear into opposing forces with barrages of noxious gas-bombs from his specialised grenade launcher. MARs (not in the Quickplay Rulebook) Smoke Launcher (value): A weapon with the Smoke Launcher MAR may deploy a number of Smoke Screen Markers up to the value of the MAR anywhere entirely within Effective Range. Suppression: If ALL the weapons that contribute to a Ranged Attack that causes the loss of one or more Life Points have the Suppression WAR, the target Section MUST IMMEDIATELY take a Morale Check Command Test. Acid Bombs Tonegawa Launcher Gas Bombs Smoke Bombs Smoke Launcher (1) GAME CARD: Alchemical Grenades Spray and Pray, Suppression

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