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 Playstyle  Edit

Combat Edit

Ranged Edit

Melee Edit

Ki-Feats Edit

Unique Edit

Resilience Edit

Support Edit

Attachments Edit

Arashi's Fan (1) Edit

This model gains Ranged Defense (2) or +2 Ranged Defense

Deep Wisdom (1*) - 10+ rice models only Edit

When this model makes a Wait action, it gains Iron Mind (1) and Force of Will (1) until the End phase.

Greater Destiny (1*) - 10+ rice models only Edit

This Model gains the following Ki Feat:

"Greater Destiny" (I; P) - 2k Edit

  • Once per activation this model gains +1 Ki Stat until the current action resolves.

Glory of Combat (2*) - 3+ Melee and 10+ rice models only Edit

When this model removes an Enemy Model from play with a successful Melee Roll, it gains Ki Tokens equal to the removed model's Ki Stat.

Healing Balm (1) Edit

This Model gains Heal (2)

Kintoki's Salt (1*) Edit

This Model gains the following Ki Feat:

"Kinkoki's Salt" (A;P) - 1k Edit

  • This model gains Strong until the current action resolves. Then discard this card.

Shiki-gami Guardian (1) - 8+ Rice Models Only Edit

When this model is targeted by an Opposed Ki Test, it may spend 2-Ki and discard this card to automatically sicceed an Opposed Ki Test.

Snake Fang (1) Edit

This Model gains the following Ki Feat:

"Gift of the Snake" (A; P) - 1k Edit

  • This model gains Jump Up and Immunity (Poison) until the End Phase. Then discard this card.

Vial of Raijin Breath (1*) Edit

This Model gains the following Ki Feat:

"Raijin's Breath" (A; P) - 1k Edit

  • This model gains +2 Move and Fly until the current action resolves. Then discard this card.

Non-Soulless Only Attachments Edit

Elixir of Vigor (1*) Edit

This Model gains the following Ki Feat:

"Elixir of Vigor" (A; P) - 1k Edit

  • This model's condition improves by One Degree. Then discard this card.

Hotai's Coin (1*) Edit

This model gains; this model can re-roll 1's rolled for a test once per Test. If any of the rerolled dice are rolled 1's, discard this card.

Jurojin's Ring (1*) Edit

This model may discard this to gain Last Stand until the End Phase.

Shujenga Only Attachments Edit

Inu-gami Guardian (1*) Edit

When this model is the target of a Successul Ranged or Melee attack, it may spend 2-Ki and make a difficulty X Ki Test (X = sccess lvl of the attack)

Rangaku's Scroll (1*) - 8+ rice models only Edit

This Model gains the following Ki Feat:

"Rangaku's Law" (A;Ta 8"; no melee/move) - 1k Edit

  • Once per turn Perform an opposed Ki Test with Target Enemy. If successful, the target cannot choose or be forced to re-roll dice until the End Phase.

Tsukiyomi's Eye Diamond (1*) - 10+ rice cost models only Edit

When this model performs a Ki feat it may spend 1-Ki so, until the end of the current activation resolves, the Ki's Feat's range is increased by +2".

Terrain Edit

Hogo-sha Tree (1) - Impassable; Blocking; 40mm Edit

Models within 1" of this Terrain gain Ranged Defense 2"

Spirit Catcher Wind Chime (1) - Unobscuring, 30mm Edit

Kami cannot move within 2" of this Terrain. A model in B2B with the terrain, but not in B2B or ZoC of an enemy model can perform a Simple Action and spend 2-Ki to remove this Terrain from the Battlefield.

Event Edit

Amaterasu's Riddle (2) - Event Edit

Play after Ki Generation.

Until the End phase models cannot gain or spend Ki tokens.

Balance (1) - Event Edit

Play Before the Tactical Roll.

Until the End phase, dice cannot be re-rolled.

Hotei's Blessing (1) Edit

Play during the Starting Phase.

Until the End phase, friendly models may re-roll 1's rolled for any test once per test.

Pre-Ordain (2) Edit

Play at the start of the game.

Roll 2d6 and choose one of the results. Any point during the game when making a dice roll, you may replace one of the dice rolled

Synergy Edit

Alternative/s Edit

How to Counter Edit

Combat Edit

Like all Ninja, Ghost should aim to attack targets in the back to benefit from Assassin to maximize the damage roll.

Additionally his Special Attack, 'Throw Attack (0)', is a powerful offensive tool as its one of the few methods the Shadow Wind Clan have to cause prone. Successfully used on a tired target will have it suffer a -2 MS penalty (-1 for Prone, -1 for Exhausted). Even if no one takes advantage of it, unless the target has Jump Up, it will cost it an activation to remove its Prone condition.

Finally, Ghost's second Ki-feat 'Vitality' is also his most useful since it can be used anytime (being Instant) and regains him an activation. This allows him to:

  • Use as the last enemy activates to gain the last activation of a turn.
  • Use to engage an Exhausted, Prone enemy and take advantage of their MS penalty.

Ghost is also innately Soulless, which makes him Fearless. He has have no issues engaging Fear foes.

Resilience Edit

Like all Ninja, Ghost relies or using cover to avoid being hit. Armor (1) will help reduce the damage, and Side-Step Defense (0) will help him avoid being outnumbered, but a good solid hit will reduce his 6 Wd's to 0.

That said, Ghost is VERY hard to keep pinned in melee as both his 'per-turn' feats lend to this:

  • Dodge (1) should be used when needs to play defensive. It increases his Side-Step Defense and allows him to act as a semi-tank (since he can use Vitality after everyone has acted to end being Exhausted and take action).

Support Edit

Attachments Edit

Disguise Edit

Ghost's name isn't just earned from being intangible, but also the option to be nigh invisible. The combo of Disguise + Soulless is powerful since ONLY Soulless enemies with a Ki of 2+ can attempt to notice Ghost.

Synergy Edit

Weakness Edit

Possibly the most powerful element of Ghost is Vitality. Unfortunately it is limited to 'once-per-turn' and its Ki cost restricts is use. Enemies aware he can use it may aim to Exhaust him fast, then keep attacking to encourage him to burn his Ki in an effort to survive.

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