Clan War Scenario: The Return of the Ki-Rin (Part 1)
By: Alex Wu (DeckofManyThings)
Type: Historical Re-enactment

Word from the Wall had reached Hida Keiko.
"An army approaches sir", the young Crab gunso reports.
Keiko was wondering when the attacks would begin again, the recent lack of activity from the Shadowlands worried him more than the actual attacks.
"Inform all the wall leaders. Ready the siege weapons, we'll cut those evil creatures down not even the Dark Lord himself can bring them back!"
The gunso hesitated.
"What's the matter?" Keiko yelled.
"They're not Shadowland creatures sir, at least we don't think they are?" replied the gunso.
Keiko rushed to the battlements of the Kaiu Wall. Out on the plains, a cavalry army approached. The Hiruma scouts couldn't identify the mon which they rode with.
"Well if they are coming from the heart of the shadows, then it's no consequence what mon they ride with."
Keiko gave the order to fire. Flights of arrow and fire rain down from the Wall onto the unsuspecting strangers. The army retreated outside the range of the siege weapons and started to ride northwest.
Keiko barked the order, "Send word down the Wall! They will not escape the might of the Crab!"

The cavalry army eventually found an end to the formidable Kaiu Wall. They moved with such lightning quickness, the Crab had just enough time to rally an army to block their entrance into the Rokugan. Without hesitation, the cavalry army charged.

Background:

The Unicorn army just having survived the ordeal of trekking through the Shadowlands, finally found safety when they saw the Kaiu Wall. Never before had they seen such an engineering marvel. But before the Unicorn had a chance to parley, they were besieged by the Crab army from the Wall. With their numbers already dwindled, the Unicorn army retreated, staying outside the range of the Crab's assault. The Unicorn, not willing to return to the Shadowlands, rode northwest, trying to find any opening in the Wall. The Crab, not knowing who these strangers were, acted as the Defender of the Realm. To repulse any invaders, be it creatures of Fu Leng, or gaijin barbarians.
The Unicorn army finally reached the end of the Kaiu Wall, but a Crab army had already assembled and readied for them. With no other options, the Unicorn charged the Crab army.

This scenario will be using the standard Clan War Daimyo Edition rule set. If you are not using the pre-defined armies, the player playing the Crab/defender is allowed 2400 points, while the Unicorn/invader is allowed 2100 point. However, the "defender" army must follow the special rules as defined below. Also the "invader" army can only have 80% of the maximum models allowed per unit and total, round up. For example, normally you are allowed 16 Lion Heavy Elites per unit, no more than 24 total. If you are the "invader" army you are only allowed 13 (16 * 80% = 12.8, round up) per unit, no more than 20 (24 * 80% = 19.2, round up) total. This is to reflect the Unicorns dispatching one-fifth of their troops due to taint. No custom characters have been created. The profiles given for the personalities are those defined in Daimyo Edition, just their names have been changed.

Forces:
Crab ArmyTactical Deck
Hida Katsuo (army general)
16 Crab Heavy Elite
626 3x Grim Determination
2x Focus
2x The Waves Break
2x Test of Might
2x Coordinated Fire
2x Parade Ground Practice
2x Charge
2x Superior Tactics
2x Retreat
2x Bad Kharma
2x Another Time
3x Resist Magic
2x Dangerous Misjudgement
2x Loss of Face
Hiruma Inomata
Yumi
18 Hiruma Archers
488
Crab Clan Gunso
20 Crab Heavy Infantry
300
Crab Clan Gunso
20 Crab Heavy Infantry
300
Crab Clan Chui
12 Hiruma Scouts (skirmish)
241
Crab Clan Chui
12 Defenders of the Wall
253
Kuni Junichi
Biting Steel
Fury of the Earth
Jade Strike
194
Total: 2402

Hida Katsuo

Air: 4 ATN: 8 TL: 6 Equipment: Tetsubo, Heavy Armor Earth: 5 Wounds: 5 ML: 5 Traits: Historical, Infantry, Unique Fire: 6 ATT: +2 Glory: 6 Skills: Battle 4, Leadership 3, Defense 3, Water: 4 DAM: +3 Honor: 2 Iaijutsu 2, Countercharge Void: 3 #S: 2 Cost: 210

Crab Samurai
Kiso: May perform Hiruma Withdrawal. Ability (SO): Katsuo may lose 1 Wound in order to gain +1 #S until the end of the turn.
Hiruma Inomata

Air: 4 ATN: 7 TL: 6 Equipment: No-dachi, Light Armor Earth: 4 Wounds: 5 ML: 5 Traits: Fearless, Infantry, Unique Fire: 5 ATT: +2 Glory: 6 Skills: Battle 4, Leadership 3, Defense 3, Water: 5 DAM: +3 Honor: 2 Iaijutsu 3, Stalwart Defender Void: 4 #S: 2 Cost: 192

Crab Samurai
Kiso: May perform Hiruma Withdrawal. Ability: When dueling a Tainted model, Inomata rolls three additional Damage dice. Ability: While engaged with a unit that contains one or more Tainted models, Inomata gains +1 ATT and +1 DAM.
Kuni Junichi

Air: 5 ATN: 7 TL: 7 Equipment: Wakizashi Earth: 4 Wounds: 5 ML: 6 Traits: Fearless, Infantry, Unique Fire: 3 ATT: +1 Glory: 4 Skills: Magic 4, Defense 2, Iaijutsu 1 Water: 3 DAM: +0 Honor: 2 Void: 3 #S: 1 Cost: 135

Crab Shugenja
Innate: Target a personality immediately after he announces a Special Action or Special Order during the Special Action phase (not including spells or innates). Junichi becomes spent to negate the SA/SO. The target personality is still considered to have use the SA/SO.

Unicorn ArmyTactical Deck
Otaku Meiko (army general)
10 Shiotome
633 3x An Unguarded Moment
3x Burst of Speed
3x Charge
3x Crushing Force
3x Delayed Orders
3x Grim Determination
2x Inner Fire
3x Know the Terrain
2x Loss of Face
3x Parade Ground Practice
2x Return to Courage
Shinjo Chikako
Hayai
10 Shinjo House Guards
574
Unicorn Clan Chui
16 Iuchi Scouts
297
Unicorn Clan Gunso
12 Moto Chargers
296
Unicorn Clan Gunso
12 Moto Chargers
296
Total: 2096

Otaku Meiko

Air: 4 ATN: 9 TL: 5 Equipment: Umayari, Heavy Armor, Horse, Earth: 6 Wounds: 6 ML: 5 Horse Armor Fire: 5 ATT: +2 Glory: 7 Traits: Cavalry, Fearless, Mounted, Unique, Water: 5 DAM: +2 Honor: 3 Cavalry base, 5" Movement Void: 4 #S: 2 Cost: 293 Skills: Battle 4, Leadership 3, Charge, Countercharge, Go Master

Unicorn Shiotome, Samurai
Kiso: Meiko may only lead a Mounted unit. She will never associate with a unit. Kiso: When recruiting Shiotome for Meiko's unit, their cost is reduced by 2 koku each. Ability: Meiko's unit automatically passes all Morale tests during a turn in which it entered an engagement as the attacker. Ability: Fast Strike during Close Combat. Ability: Meiko rolls two Damage dice for each hit when making a parting shot.
Shinjo Chikako

Air: 4 ATN: 8 TL: 6 Equipment: Katana, Heavy Armor, Horse Earth: 6 Wounds: 6 ML: 6 Traits: Cavalry, Mounted, Unique, Cavalry Fire: 5 ATT: +2 Glory: 6 base, 5" Movement. Water: 5 DAM: +2 Honor: 2 Skills: Battle 3, Leadership 4, Charge, Void: 2 #S: 2 Cost: 224 Tactician 1

Unicorn Samurai
Shiotome

Air: ATN: 8 TL: 5 Equipment: Yari, Heavy Armor, Horse, Horse Earth: Wounds: 2 ML: 5 Armor Fire: ATT: +1 Glory: Traits: Cavalry, Mounted, Cavalry base, 5" Water: DAM: +2 Honor: 2 Movement Void: #S: 1 Cost: 36 Skills:

Unicorn Unit
Kiso: Shiotome may not contest enemy maneuvers in Close Combat, but gain +1 ATT until the end of the turn when an enemy performs such a maneuver. Kiso: When an enemy engages with the Shiotome leaves combat, the Shiotome must take parting shots if possible. Kiso: When making parting shots, all models in this unit gain +1 ATT and +1 DAM until the parting shots are resolved. Maximum of two units, no more than 14 models per unit.

Setup:

This scenario should be played on a 4 by 6 feet table. The Crab army will have two deployment zones. One will represent the battlefield, while other will be the top of the Kaiu Wall battlements. See special rule about the Kaiu Wall Deployment Zone (see below).

Scenario Objectives:

The Unicorn army's objective is to leave the battlefield on the Crab deployment side. The Kaiu Wall Deployment Zone is not considered (i.e., only the long side of the board is valid). The Crab's objective is to stop the Unicorn army from escaping.

Victory Points Award:

Special Rules:

Kaiu Wall Deployment Zone

The Defenders of the Wall unit (or any one unit, if not using the pre-defined army) is required to be placed in this deployment zone. Any other unit may be placed in this zone if the player so chooses. No units may enter or leave the deployment zone after the battle has started. Units within the deployment zone may not engage or be engaged in Close Combat. Units in this area are considered to be on Higher Ground but gains +8" in extended range and +12" (if any) to extreme range, instead of the regular +4", +8" respectively.

Unicorn Broken/Routed

At anytime any Unicorn unit breaks or routes, it must try to flee towards the closest deployment area, excluding the Kaiu deployment area. For example, they must flee toward the long edge of the table.

Historical Review:

The Unicorn army crashed through the Crab defense. Never had they seen such speed and unconventional tactics from the strangers. The Unicorns rode on, leaving the Crab behind. Hida Keiko commanded his armies to follow, and they did. Right into the lands of the Scorpion...
An STS Production. Copyrighted 2001.