James Murphy has left trouble in his wake since he left Five-Strings, Kansas at the age of 13. Living on and off the railroads, using only his guile and his whip, James Murphy is his own boss, his own leader, and his own worst enemy. The only thing worse than a man with a whip is a mean man with a whip.
- Life: 5
- Move: 5
- Range: 7
- Attack: 2
- Defense: 2
- Point Value: 75
- Shotgun Blast Special Attack: Range 5. Attack 3.
Choose a figure to attack. Any figures adjacent to the chosen figures are also affected by the Shotgun Blast Special Attack. James only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. James cannot be affected by his own Shotgun Blast Special Attack.
- Whip 12:
After moving and before attacking, choose a small or medium figure adjacent to James. Roll the 20-sided die. If you roll a 12 or higher, the chosen figure cannot roll any defense dice if attacked by James this turn.
- Laglor: Vydar’s Range Enhancement Aura
As Vydar units with a range greater than 4, James Murphy may benefit from Laglor’s Vydar’s Range Enhancement Aura ability.
- Sacred Band: Disciplined Army Defense Bonus
Having a "Disciplined" personality, James Murphy is compatible with the Sacred Band's Disciplined Army Defense Bonus.
Murphy is the ultimate Samurai-Killer, since his special attack can bypass their counterstrike (or anyone else's) and his ability to hit multiple targets, allowing him to potentially kill an entire squad in one blast. When coupled with his whip, Murphy can prevent a Samurai from even rolling for defense. Use Murphy as the perfect counterdraft against armies made up of squads and small or medium size heroes. Murphy can even be used to counter Deathwalker 7000, arguably the best balanced Deathwalker in the game.
When using his special attack, Murphy can potentially hit up to seven(7) figures when attacking a 1-hex figure or hit up to nine(9) figures when attacking a 2-hex figure.