Mikoshi Shrine

(Unit)
Type: model
Category: Rare
Categories: Rare
EntryId: 924f-f676-07fd-3c53
Hidden: false
Costs: 120 pts
Options (2)
Rules (6)
Blessings of the Kami
Blessings of the Kami are innate bound spells (power level 4). All Blessings are augment spells with a range of 12". The effects of each Blessing lasts until the start of the next Nippon Magic Phase.

However, if a unit with an active Blessing flees for any reason, they immediately lose the Blessing and suffer D6 S 4 hits.
Divine Power
A Mikoshi Shrine adds +1 Power Dice to your power pool in each of your Magic phases.
Holy Relic
A Mikoshi Shrine, and any unit of Warrior Monks joined by it, has Stubborn. Unlike other Shrines, it does not need to be in the front rank of the unit.
Magic Resistance (1)
A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance.

If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.
Immunity (Psychology)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.

Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.

Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology test). However, they may never choose Flee! as a charge reaction (except when using Feigned Flight or Fire & Flee, unless they also have Frenzy).
Ward Save (4+)
The value of a ward save will always be shown in a model's entry. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source; single Ward saves with a better value than 4+ are always specified as such.

Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.

Profiles:

Model MWSBSSTWIALDType
Mikoshi Shrine

4

4

4

4

4

6

4

4

8

Shrine

Spell Spell LevelTypeCasting ValueRange
Blessing of Persistence

Innate Bound Spell

Augment

4+

12"

Enemies attacking the unit suffer -1 To Wound.

Blessing of Strength

Innate Bound Spell

Augment

4+

12"

The unit may re-roll all failed rolls To Wound in close combat.

Blessing of Swiftness

Innate Bound Spell

Augment

4+

12"

The unit may re-roll the distance moved when charging and pursuing.