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==Edition Changes== The following is a list of some of the major changes between 1e and 2e that experienced players should note when retooling their strategies and armies from 1e to 2e. Some changes will be noted in their tactics section if they pertain only to that specific model type. * Intermediate is a new skill level of games with more complex rules. Command Cards are used. These allow players to do things like challenge the other player for Initiative, pray for divine aid on dice rolls, and finally spend their cards to command more Units than they normally would be able to in a turn. * Models no longer have unique stats. They share a profile based on their rank (social background for humans, size for Creatures). These ranks also dictate special rules in Intermediate games. ** Samurai may choose to automatically fail an Honor roll, or automatically pass one at the cost of one Wound. During they Maintenance Phase they automatically stop Fleeing. ** Ashigaru roll 3D6 for Flee movement, and can pass through friendly Units as long as they end in a valid position. ** Ninja automatically have the Adaptable and In The Shadows passive abilities. ** Monks are immune to Fear and Terror. ** Undead must take three Stunned markers to receive a Wound. They are immune to Fear, Terror, Panic, and Poison. When failing an Honor roll they do not flee, merely take an extra Stun marker. They cannot Run, Flee, or Disengage. On the Charge they do not add +1D6. Blunt weapons add +1 Damage against Undead. Undead have Regeneration, rolling a D6 for each Unit and on a natural 6 resurrecting a casualty (wound markers are not removed). ** Spectre models automatically have the Adaptable and Agile passive abilities. They are immune to Fear, Terror, Panic, and Poison. They cannot Flee. When failing an Honor roll they do not flee, merely take an extra Stun marker. They can pass through Terrain and Units. Only other Spiritual models can make a Reaction against their Movement Orders. They Climb at their unmodified Movement. ** Peasants lose models equal to the number that they lose Combat by. ** Senshi have no special rules. ** Heroes (H) have 10(Foot)/15(Mounted) Move, 4(Melee)/3(Shooting) Attack, 3 Initiative, 5 Honor, 3 Wounds. ** Elite (E) have 10(Foot)/15(Mounted) Move, 3(Melee)/3(Shooting) Attack, 2 Initiative, 4 Honor, 2 Wounds. ** Warriors (W) have 10(Foot)/15(Mounted) Move, 2(Melee)/2(Shooting) Attack, 1 Initiative, 3 Honor, 1 Wounds. ** Peasants (P) have 10(Foot)/15(Mounted) Move, 0(Melee)/0(Shooting) Attack, 0 Initiative, 2 Honor, 1 Wound. ** Onmyouiji (O) have 10(Foot)/15(Special Movement) Move, 3(Melee)/2(Shooting) Attack, 3 Initiative, 5 Honor, 3 Wounds. ** Komuso (K) 10(Foot)/15(Special Movement) Move, 3(Melee)/2(Shooting) Attack, 3 Initiative, 5 Honor, 3 Wounds. ** Colossal Creatures (C) have 15(Foot)/20(Special Movement) Move, 6(Melee)/5(Shooting) Attack, 4 Initiative, 5 Presence (functionally the same as Honor, but taking a Wound if failed instead of Fleeing), 4 Wounds, 7 Ki. They also have a Monster Skin as their armor, granting -2 to the enemy's Damage Roll. ** Major Creatures (M) have 10(Foot)/15(Special Movement) Move, 5(Melee)/4(Shooting) Attack, 2 Initiative, 4 Presence, 3 Wounds, 5 Ki. They also have Protection Aura as their armor, granting -1 to the enemy's Damage Roll. ** Inferior Creatures (I) 10(Foot)/15(Special Movement) Move, 3(Melee)/3(Shooting) Attack, 1 Initiative, 3 Presence, 2 Wounds, 1 Ki. * Units are no longer automatically destroyed if entirely surrounded. * Units that Flee suffer -1 Honor for the rest of the game. Units with the first two ranks complete do not Flee, but merely Retreat 2D6cm (3D6 if Mounted) in the opposite direction but stay facing their attacker. If the Unit has a Leader they may suffer one Wound to not Retreat or Flee. * Once one player finishes activating Units the other player(s) may only activate one more of their own before the turn ends. * Units can climb vertically across terrain at half their Movement. * Troops in Combat attack at the same time which ensures both Units will take casualties. * Markers are now mandatory. * Each turn is divided into Maintenance (deal with Markers, discard and draw Command cards), Initiative (both players roll D6, the winner chooses which player's Units Activate and is Used first), and Activation (player with initiative chooses a Unit and undergoes the following steps: Unit Activations, Order Rolls, Orders, Mark Used Units, and finally End Of Turn followed by the other player doing the same). * Unit Activation involves both players making a D6 roll for the singular Unit each is activating that turn and adding the result to their Initiative. If the result is 4+ the players have two Activation Orders, if three or less they only have one. If a natural 1 they only get 1 Order, if a 6+ after Initiative they get two and automatically get to use their Ki ability. As a result low Initiative models may only get to do one thing per turn, high Initiative ones may always get two and even their special ability. An Activated Unit suffers -1D6 on their Combat roll to represent exhaustion, and -1D6 if using Combat as a reaction to being attacked. These are cumulative. * In regards to Activation any models in multiple melees (for example you have a Unit is engaged with two enemies) activate each other (so for example your Unit initiates an attack, the two it is engaged in melee with will both Activate in response). * If an attack Hits but does not Wound it causes a Stun effect. Two Stuns become a Wound. Shooting attacks do not Stun. * Running takes two Orders, and they must move a minimum of double their Movement value with a maximum of double their Movement after a D6 roll so R=(M+D6)2. Ranged attacks against Running troops are made at +1 difficulty. * To represent exhaustion, troops can only make one Combat Order each time they are Activated. * All melee, shooting, and damage dice rolls are a success if 4+ and a failure if 3 or lower after modifiers are applied. A natural 1 is always a fail, a natural 6 always a success. If modifiers somehow make the number of dice to be used technically 0, one is still rolled but only a natural 6 will be a success. Honor rolls don't fail or success automatically. * Models are divided into the following Classes: Hero, Elite, Warrior, Peasant, Komuso, Onmyouiji, Colossal Creature, Major Creature, Inferior Creature. In addition they have keywords that grant them other abilities. They also have an indicator of the size of the model, from V1 which is the size of small animals to V4 which is the size of giants. * Models come with many abilities, ones marked PA may be used at will while unmarked ones must be made with a 6+ Order roll. * Models share stats regardless of clan or Unit based on what type of soldier they are. * Lone models have no Flank. * Players who cause casualties get to indicate which models they want to be dead and removed. Models that are Out Of Cohesion (more than the allowed distance from each other in one Unit, 5cm for Skirmishers and 1cm for all else) suffer -1D6 to melee rolls and when not in melee may only Move or Flee until Cohesion is restored. Models that are Out Of Formation (gaps are present in ranks where there is a rank behind them, due to models removed as casualties most often) cannot Run, do not add 1D6 to Combat rolls after a Charge, and when shooting subtract 1d6 from their Shooting Roll. Note that any Unit that starts a Movement out of Cohesion or Formation ends it back in a correct Unit again. Movement in Close Combat is closing the ranks after the front rank takes casualties. * Every Unit in the army may have a Hata-Jirushi (battle standard), although the Hata-Jirushi must have the same Title and Class. The Hata-Jirushi grants +1 Order and +1D6 to the Combat roll when Charging if it is in the first rank. It can become a designated casualty but the model is replaced (another model picked it up) so long as the model was 1 centimeter away (so directly adjacent or diagonal) and was not in direct combat (so the rank behind in most cases). Unit Leaders cannot pick up Hata-Jirushi. Hata-Jirushi bearers cannot shoot and if the last model in a Unit abandon it to pick up a weapon. * Models with Leader are eligible to become General, which you must have, but may also be appointed a Unit Leader of their Unit. It counts as using the equipment as the rest of the Unit unless it becomes no longer part of a Unit. It can only be hurt by a natural 6 while in its Unit. The rest of the Unit uses its Leader's Initiative and Honor and its Attack is added to the Attack role so long as it is in the first rank. The Unit can only have one Leader, it must be of the same type (melee, ranged, cavalry) and it must be equal or one Class higher. Unit Leaders may willingly leave their Unit and join others they qualify for. Each model within 1cm may try to take a Wound for a Leader on a 4+ from a 1D6. * Units can Disengage melee and move 2D6cm directly away. Non-Skirmishers doing this suffer Attacks Of Opportunity from one Unit they are engaged with at 1D6 with only Flanking/Rear modifiers used. * Unmounted non-Skirmishers that do not Move can use the Shelter Order to reduce enemy Combat and Shooting rolls against them by 1 at the penalty of 2D6 to their own melee. * Some terrain can be interacted with by unmounted models using the Interact Order if they have not Moves using 1D6+Initiative on a 4+. If successful they may then make a 5cm Move afterwards. * Models may use the Strengthen Order at add+1 to Combat and Shooting if declared at the same time. * Units can be diagonal a Unit rather than in base contact to be in melee; this is called Supporting Combat. * A Unit can form around an enemy Unit in melee, surrounding them. Models that do this count as Supporting Combat. * When a player loses 75% of their starting points in models, the game automatically ends as their models go into full retreat. They can still win depending on scenario played and victory points attained however.
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