Rules
Samurai Hero Rules
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Your army will be led by a single legendary Samurai warrior who will assist you in your rise to power. Each clan has their own distinct fighting style and your clan allegiance is determined by your army's alignment. All Samurai are worth 200 points, this is added to your 2300 point list to make a total army size of 2500 points.
Samurai Hero: 200 points
Sp 6 | Me 3+ | Ra - | At 6 | De 5+ | Ne 14/16
Infantry/Heavy Infantry, Height 2, Unit Strength 1
Base Size: 20x20, 25x25, or 40x40
Crushing Strength (2), Very Inspiring, Individual, Fury, Mighty, Duelist
Supreme Commander, Seppuku, Samurai Showdown, Divine Protection, Clan Ability, Samurai Objective Ability
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Clan Ability:
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​Good: ​Fox Clan ​
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​Elite, Iron Resolve (2)
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Neutral: ​Turtle Clan
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​Thunderous Charge (1), Regeneration (5+)
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Evil: ​Viper Clan ​​
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​Vicious, Lifeleach (2)
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Supreme Commander:
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Your Samurai Hero is treated as a selection from your main army list, so spells, Inspiring, Auras, Rallying, and other special rules that affect friendly units also work with your Samurai. This applies to both Core & Allied units interacting with your Samurai.
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Seppuku:
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During your Ranged Phase you may order your Samurai Warrior to commit ritual suicide "Seppuku". If you do so, he will be removed from the battlefield as a casualty and your opponent will gain the 200 attrition points for him being slain/routed. Additionally, all enemy units within 6" of the Samurai become disordered. This is not a ranged attack, so can be used even if Disordered or Moving at the Double, but cannot be used when your Samurai is Wavered or while engaged in Melee combat.
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Samurai Showdown:
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​Any Samurai that was charged/counter-charged in the previous turn by the opponent's Samurai must counter-charge that enemy Samurai (honor demands this must be a fight to the death). Additionally, If your opponent's Samurai is routed in a turn that your Samurai charged him, then your Samurai will gain the Dread special rule as he carries his defeated enemy's head as a trophy.
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Divine Protection:
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If your Samurai Hero has his entire base within the Torii Gate terrain base, then your opponent may not target him with any ranged attacks (shooting or spells) . He may only be attacked in combat by another Hero (Individual) that enters the terrain feature; ideally to have a Samurai Showdown!
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Samurai Objective Ability:
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When you select your Samurai Objective Card there will be a special rule at the top of the card. Your Samurai Hero gains this special rule for the duration of the battle.
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In the case of Objective #9, you will lose your Samurai Hero rules completely and utilize the Ninja Hero rules instead. You may use your Samurai model if you did not bring a Ninja for this purpose.​
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No Samurai Objective Card may be used more than once, except for #9. Objective #9 may be used in as many games as you wish.
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Ninja Hero: 200 points
Sp 7 | Me 2+ | Ra 4+ | At 7 | De 4+ | Ne -/16
Infantry/Heavy Infantry, Height 2, Unit Strength 0
Base Size: 20x20, 25x25, or 40x40
Crushing Strength (2), Inspiring (Self), Individual, Duelist, Brutal, Stealthy, Spellward, Strider, Yielding
Shuriken (12" Ranged Attack, Piercing (1)), Covert Operative, Scout (move immediately when Ninja is revealed)
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​Covert Operative:
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The Ninja functions independent from the rest of your army, so Inspiring, spells, Auras, Rallying, etc do not work with him. The Ninja is treated in the same way as you would treat an Allied unit interacting with core units from your main army.​
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Samurai Objective Cards
At the beginning of the battle both players will select a special Samurai Objective that will be worth up to 2 Objective points if completed. You will have a set of 9 Samurai Objective Cards from which to choose and you will choose a different card each game (meaning some cards will not be used at all during the tournament).
Before selecting your cards, choose sides, deploy armies, make Scout moves, and determine which player will take the first turn. The player who won the choice to take the first turn will select and reveal his Samurai Objective to the opponent. After seeing their opponent's objective, the 2nd player selects a Samurai Objective Card and reveals it to his opponent. The battle begins once both players have selected and revealed their objectives. Samurai Objective Points earned will affect the outcome of the Battle Score by up to +2/-2 points.
Objective #1
"Live to Fight Another Day"
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Radiance of Life
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You earn 1 Objective Point if your Samurai is alive at the end of the battle. You earn 1 additional Objective Point if your Samurai is undamaged at the end of the battle (damage taken earlier in the battle that is removed before the end of the game does not prevent you from earning this Objective Point).
Objective #2:
"Duel to the Death"
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Cloak of Death
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You earn 1 Objective Point if your opponent's Samurai / Ninja is routed / dead at the end of the battle. Death by Seppuku counts, but leaving the battlefield as a Messenger does not. You earn 1 additional Objective Point if your Samurai inflicted damage on the opponent's Samurai / Ninja prior to the opponent's Samurai / Ninja being slain.
Objective #3:
"Messenger"
Scout (move when revealed)
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You earn 1 Objective Point if your Samurai is fully within your opponent's deployment zone at any time during the battle. You earn 1 additional Objective Point if your Samurai leaves the battlefield by coming into contact with the opponent's long table edge during your movement phase. Your Samurai is then removed from play, but is not routed, so gives no attrition points.
Objective #4:
"Fearsome Warrior"
Rampage (D3)
You earn 1 Objective Point if your Samurai causes more damage than the opponent's Samurai / Ninja. Keep score of every point of damage dealt by both Samurai / Ninja (damage that is later healed still counts) and compare the totals at the end of the battle. You earn 1 additional Objective Point if your Samurai inflicts at least 2x the damage of your opponent's Samurai / Ninja.
Objective #5:
"One Man Army"
Brutal (2)
You earn 1 Objective Point if your Samurai routes an enemy unit in single combat (meaning no other friendly units charged the Routed enemy during that turn). You earn 1 additional Objective Point if your Samurai routes at least 1 more unit in the same way.
Objective #6:
"Die with Honor"
Aura (Headstrong)
You Earn 1 Objective Point if your Samurai dies by Seppuku before the end of the battle. You earn 1 additional Objective Point if your Samurai is fully within the opponent's deployment zone when he dies from Seppuku.
Objective #7:
"Sacred Ground"
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Rallying (1)
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You earn 1 Objective Point if your Samurai passes under the Torii Gate and ends its move off the terrain piece during the battle. You earn 1 additional Objective Point if your Samurai is touching the Torii Gate terrain piece (any part) at the end of the battle AND the opponent's Samurai / Ninja is NOT touching the Torii Gate.
Objective #8:
"Kaiju Slayer"
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Slayer (D3)
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You earn 1 Objective Point if your Samurai charges a Monster or Titan in single combat (meaning no other friendly units charged the same enemy unit that turn). You earn 1 additional Objective Point if your Samurai routes a Monster or Titan in single combat.
Objective #9:
"Cut Off the Head"
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Use Ninja Rules instead of the Samurai
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You earn 1 Objective Point if your Ninja Deals damage to an enemy unit with Inspiring or Very Inspiring in the same phase that it is routed.
You earn 1 Objective Point if your opponent has no units with Inspiring or Very Inspiring left on the battlefield at the end of the game.
Tournament Scenarios
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Scenarios will be chosen at random from the list of 3rd Edition scenarios found in the main rule book. Before each game the TO will roll a dice to determine which scenario will be next. There will be no modifications to these scenarios (except for Loot, see below). The only scenario that will not be used is "Kill", there will be a bonus for Kills made during your games, so Killing the enemy is already rewarded. Bonus points will be available for completing additional objectives beyond the minimum to win; see the Scoring Section for details. Samurai can't carry Loot Tokens.
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Loot Scenario modification: Each Loot Counter you control is worth 1 additional Victory Point if there are no enemy units within 6" of the unit carrying the Loot Counter. This change will allow players to get full Scenario Bonus Points with our scoring system.
Objective Marker Scenarios:
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​Pillage (7 Objective Markers)
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Raze
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Salt the Earth
Bluff Counter Scenarios:​​
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Fool's Gold
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Smoke and Mirrors
Board Control Scenarios:
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Dominate
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Control
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Invade
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Hold the Line
Loot Counter Scenarios:
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Push (3 Loot Counters Per Player)
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Loot (see scoring modification above)
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Plunder
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Stockpile
Tournament Re-Roll
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The price of tournament admission includes a "Tournament Re-Roll" that will allow you to re-roll a single dice each game of the tournament (a dice that you personally rolled). This dice may be one dice out of a set of dice rolled, like Nerve Tests, but only a single dice out of a set can be re-rolled. This re-roll takes place outside the normal sequence of events and it replaces the original roll and means the re-roll can be re-rolled due to other special rules. [Example: A melee to-hit dice might have rolled a 2, then you use your tournament re-roll and get a result of 1 that replaces the original result of 2, then if that unit has the Elite special rule the new result of 1 will trigger a re-roll to-hit.]
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Game Length & Chess Clocks
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All games will last for 6 full turns per player with the possibility of a 7th turn being played on a D6 roll of 4+ (the player who finished the bottom of turn 6 will roll this dice).
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We are allowing 2.5 hours per game with an additional 15 minutes to get score sheets turned in. Any table that fails to turn in their score sheet on time will have their Sports Score Sheets marked as not maintaining proper time-keeping. If your opponent is slow-playing, notify a Tournament Organizer ASAP, so we can keep an eye on your game. If it is obvious just one player is responsible for the slow play only that player will be docked the point. Any Game that does not complete at least 5 full turns before time is up will result in a loss of Battle Points as if they failed to turn in their scores on time.
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Players are encouraged to use a chess clock to prevent their games from running long. If one player wants to use a clock, then the other MUST accept the clock rules.
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Terrain Rules
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Buildings / Statues = Height 6 (Blocking)
Lava Pools = Height 2 (Blocking)
Hills = Height 3 (Open Terrain)
Walls / Ruined Walls = Height 2 (Obstacles)
Crops & Rocky Ground = Height 1 (Difficult)
Forests (Trees, Bamboo, Tall Grass, Jungle Plants) = Height 7 (Difficult)
Koi Ponds = Height 0 (Difficult, a unit that is Height 3 or less and that has 50%+ their unit base on the terrain may gain cover from enemy shooting)
Torii Gate = Height 0 (Blocking Terrain, Special Rules)
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Treat the flat ground under and around the Torii Gate as Open Terrain for units with the Individual special rule. All other units treat the entire Torii Gate terrain piece as Blocking Terrain.
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This terrain feature does not block line of sight or provide any cover.
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When deploying terrain make sure to confirm with your opponent what each piece is, so there is no confusion. You may choose to play any of the terrain as a different height than the default above if both players agree that it would make for a better game; if you don't both agree then you must use the default rules above.
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Terrain Placement
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Before the game you and your opponent will place the terrain on the battlefield following these rules:
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Dice-off to determine who begins; highest places the first piece.
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Terrain can't be placed any closer than 6" to other terrain.
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Blocking terrain can't be placed within 6" of a board edge.
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Blocking terrain can't be placed within 12" of the center of the battlefield when playing the Dominate scenario.
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The Torii Gate can't be placed within either of the Deployment Zones.
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Hills may be placed in Deployment Zones, but no more than 1 hill can be in each Deployment Zone.
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Obstacles must be placed last and may be placed in contact with other terrain as long as they run perpendicular to the edge of that terrain feature.
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If the terrain is already deployed according to these rules then both you and your opponent can agree to keep it the same as you found it rather than going through the steps above.
Venue Rules​
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Alcohol is available in the lobby / bar area starting at 3:00pm.
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Hotel rules do not allow us to publicly consume alcohol that was not purchased from the hotel.
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Any player caught with alcohol will be required to remove it from sight / the premises.
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The hotel cannot regulate alcohol that is opened out of sight within your home, vehicle, or hotel room.
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The TO & Hotel Staff cannot see through opaque drinking vessels and will assume you are following the rules.
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Anyone obviously intoxicated and causing a scene OR causing physical damage will be removed from the tournament.
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Army Lists: 2300 points
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Submit your army list to ContactDojoGT@gmail.com (please use the Mantic list builder for easier reading).
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Army lists will be built using the Kings of War 3rd Edition Rulebook (3.5 update).
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Official supplemental rules (from Mantic) that have been released at least 60 days prior to the tournament date are also allowed.
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Mantic-approved army lists.
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Campaign books​ with special heroes and formations.
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Clash of Kings Updates.
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Allies: up to 25% of your 2300 point army (575 points)
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All normal Allies rules apply.​
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Withdraw: the optional Withdraw rules will be used (including the -1 modifier for Melee attacks that turn).
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All players must bring a single Infantry Hero to represent their Legendary Samurai Hero; see the "SAMURAI HERO RULES" section for details.
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Miniatures Guidelines
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Miniatures may be produced by any manufacturer.
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3D printed miniatures are allowed.
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"Toys" are allowed, assuming they meet all the other requirements, but they should fit some appropriate theme and look reasonable.
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Proxies are not allowed (no paper cutouts or pipe cleaner stick figures with googly eyes).
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"Counts As" miniatures are allowed as long as they are similar in size to the unit type they are representing.
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Miniatures must be fully assembled with all of the appropriate pieces.
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Miniatures must be painted: At least 3 colors must be painted on ALL models.
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This can be as simple as a base coat, a wash, and a dry-brush highlight. The new GW Contrast paints work great for fast painting.
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Miniatures must be properly based.
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Miniatures must be affixed to their bases and the bases need to be painted at least 1 color or have at least 1 basing material present.
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Unit base sizes must follow the requirements in the official rules.
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Exceptional Base Size for Monsters & Heroes are allowed, but you must use the standard base size if your opponent requests it.
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Players using Exceptional Base Size should bring some blank bases in case this happens to you.
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Preferred Model Count is highly recommended (you earn easy Appearance Points for doing so), but it is not required.
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Anyone who has controversial model choices, or fails to meet the painting/basing standards risks having their model/unit removed from play OR they may be allowed to use the unit, but receive a penalty to compensate for failure to follow the rules.
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If you are unsure if your unit meets these requirements please send photos to ContactDojoGT@gmail.com for a ruling.