Editing
Kensei/Rules And Tactics/1e
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====Generic Actions==== Like Special Actions, you can perform Generic Actions in any Unit order you want. Every Action costs Action Points. Infantry, Cavalry, and non-Large Creatures have 2 per turn. Harassers, models by themselves, Characters, and Large Creatures all have 3. In order to give an opponent the opportunity to spend their Attacks of Opportunity, you must declare your Orders in full before you execute them as Actions. * '''Movement''': You can make one Movement per turn, plus Occupying a Construction. Each Movement costs 1 Action Point. During Orders you only have to declare the direction you are moving, you can choose the distance as you are taking the Action. Infantry plus any model by itself that isn't Cavalry or Large can move 10 centimeters, Cavalry 15, Large models 13. Some models have a different Movement stat. Harassers and solitary models can spend their Movement in any directions they wish, but each model can only travel a maximum of their Movement. Infantry and Cavalry Units can travel through friendly Units, but the second Unit must not have made their Movement yet, you must clear the second Unit (if it can't, you still suffer penalties and end 3 centimeters from the second Unit), and both Units lose 1 Action Point and 2 Initiative that turn. ** '''Advancement''' is moving in any direction in a 180 degree arc in front of your Unit with one Special Movement allowed before, after, or during the spending of their Movement. *** '''Facing''' is a Special Movement when you spend 2 centimeters in Movement, which lets you change which direction you are facing within 90 degrees (allowing a player making a 2 centimeter shorter Advancement to end the turn facing any direction). *** '''Pivoting''' is a Special Movement which costs 3 centimeters, and is a complete 360 degree about-face. ** '''Backwards Movement''' is when your models move the full distance backwards while facing the same direction. ** Marching: Standard movement. You'll probably use this only when in a condition that forces you to. ** Running: Double the distance of Marching. When you subtract centimeters from your Movement, you subtract them from the Running speed if you are running (for example, Infantry that has a -2 centimeter penalty subtracts it from the 20 for running, not doubling the penalty). ** '''Occupying a Construction''': Occurs as part of Movement and requires one Action Point. To engage occupied Constructions, you too must occupy it. The attacker may put as many models into it as the defender. You can only enter a Construction through base contact with the entrance facing inwards, and to exit you must spend one Action Point to have the Unit placed back at the entrance in base contact facing outwards. ** '''Overcoming an Obstacle''': Models must spend 2 centimeters to get past obstacles. Very High obstacles cost a full 10 centimeters. Cavalry spend 3 centimeters to clear Normal and High Obstacles, but can never clear a Very High one. * '''Ranged Attacks''': Attacking with any ranged attack, like a Teppo or Bow and Arrow. ** Loading: All weapons begin the game loaded, and cosy 1 Action Point to load after firing. This has to be declared in Orders, like all other Actions. ** Firing: Firing costs 1 Action Point, and weapons must be reloaded before being fired again. You cannot fire at things engaged in melee unless a special rule allows you to. It has to have Line of Sight in this phase to shoot unless your Taisho/Spy gave you a Strategic Order allowing you to. You cannot premeasure. Each weapon has its own ranges. If out of range, nothing happens except the ammunition is spent. If at long range, the Attack roll has +1 (higher Attack is bad, remember). If at short range, it has -1. Each model that fires rolls one dice for each Wound it has (for example, three mounted archers have two hit points each while the fourth is wounded, so you roll 7 dice for the Unit to shoot with). To score a hit, you must roll a number higher than the Attack stat of your models (which is why a lower Attack is good). Any result of 10 (or 0, depending on what kind of 10-sided dice you are using) reduces your target's Defense against that shot by one point. By spending two Action Points instead of just one, your shot is made with '''Greater Precision''' which gives you a -1 Attack bonus. If you have enough Action Points to shoot, reload, and shoot again then it counts as '''Multiple Shots''' and the second shot has a penalty of +1 Attack. If your models Marched before shooting, you shoot at a +1 penalty and if they Ran they shoot at a +2 penalty. *** '''Defense''': The models being shot at make a Defense roll for each hit. The Defense rolls are always against the highest ranked model's Defense stat. A die roll of 1 is always a success. The Defense rolls must be lower than their Defense stat (which is why high Defense is good) to block it. ***'''Damage''': For each hit which isn't canceled, you roll one die to determine how much damage that deals. Their Armor is subtracted from the Damage roll to determine damage dealt. A Damage roll of 1 is always a miss, a 10 (or 0) is a Crit and deals double Wounds (so a Crit against an enemy with no armor is a whopping 10 damage!). The opponent allocates the damage the Unit received as they see fit. * '''Spiritual Actions''': Like everything else, you have to declare your Spiritual intent in the Orders phase. Your opponent has a Countermand, attempting to disrupt the spell with their Onmyouiji, but they must announce that they plan to do it during the Order phase as well. You can only cast spells up to one higher level than your Onmyouiji, and each costs 1 Action Point. You can cast the same spell repeatedly. Each spell requires a Ki roll, at a penalty equal to the spell level. Multiple spells are all made at a cumulative penalty (For example, if only casting a single level 1 spell, its made at just -1. Casting a level 1 and a level 3 are made at -2 and -4. Casting three spells at levels 1, 3, and 4 are made at -3, -5, and -6). If the spell requires a target then Line of Sight is needed unless the spell specifically says it is not. Each spell has a difficulty, and your Ki result must be higher than that number for the spell to succeed. Some spells are Instant and work for one turn, others are Variable and reduce the available Ki and Action points the longer they keep it going and it will count as a spell being cast each turn. Every turn the Variable is active, Ki is reduced by 1 to a maximum of -4 while Action Points are reduced by 1, on the fourth turn -2. ** Effects: Some spells deal damage. Each potential hit is represented by a dice roll which must exceed the opponent's Ki with one Wound dealt for each point higher the result it. Spells that the opponent resist give a number the opponent must make a Ki roll higher than to resist. Some spells trigger a battle of wills, with both players making Ki rolls against each other. ** '''Blocking''': Blocking is when an opponent tries to muck up the spell being cast. They must use one Action Point for each spell they try to Block. They must roll a dice higher than the Ki of the Onmyouiji casting the spell, minus the difficulty of the spell, to block it. ** Concentration: By sacrificing 1 Action Point, the character concentrates and adds +1 to their Ki roll. ** Meditation: By meditating, they spend 1 Action Point to make a Ki check; if passed, the spell range is increased by 10 centimeters. * '''Special Actions''': Special Actions come in two types. Every spell cast costs 1 Action Point. ** Action Abilities have to have been declared in the Orders for that turn to be used. They cost 1 Action Point, which is spent regardless of whether it works or not. Each requires a Ki roll to function. ** Combat Abilities do not cost Action Points. They are used before Initiative rolls for combat, and only one can be used per combat round (although a Unit engaged with more than one Unit can use one against each, as that would be a different combat round). Unless otherwise indicated, these last one turn. Traits are not a Special Action, but are permanent active abilities. * '''Charging''': Models have to Charge to enter into melee, [[Meme|one does not simply March into Hokkaido]]. Like everything, Charge had to be an Order before it can be an Action. Otherwise, it can be a Strategic Order. Unless you are in combat, or failed to Charge something, or there is Terrain between you, then you may not be within 5 centimeters of an enemy Unit under any circumstance. Under no circumstance can you make any other Action after a Charge on the same turn. Infantry, Creatures, and Harassers on foot roll 1d10 to determine how far they succeed at Charging and get +2 Initiative and -1 Attack on the Charge while Cavalry and Mounted Harassers roll 2d10 and get +2 Initiative and -2 Attack. Large Creatures Charge 2d10, but only receive the Infantry bonuses. Rolling for Charge is not necessary if you had made a March/Run And Charge Action. If you fail a Charge, you cannot Run next turn. You can Charge over Obstacles, but only if the enemy Unit is further away than 5 centimeters but not touching it. ** '''Front/Flank/Rearguard/Oblique''': Every Unit has a Front, Flanks (sides), a Rearguard (back), and four Obliques (diagonal angles) coming in Frontal and Rear. Unlike most games, you can actually attack an opponent with diagonal base contact although Obliques count as either Front, Flank, or Rearguard depending on which more of the Units models are close to (if even or in dispute, it defaults to whatever provides the least benefits) and the Flank base contact directions can only have one Unit engaged against it (so for example, just because your have a Unit attacking at the Front Right Oblique which counts as a Front doesn't mean you can then stick another Unit on the front proper; the Front space for attackers is filled up). If an attack zone is unoccupied (or only has one of your Units attacking it in the case of the Front and Rearguatd) but you can't fit your models in base contact, it still counts as attacking that zone as if they could. Otherwise, a successful Charge against the fully occupied Front or Rearguard get assigned to a Flank instead. Harasser Units count the model closest to the enemy in regards to what side they hit, and form into an organized base contact Unit for melee. ** '''Direct Charge''': Any Charge where you do not have to pivot the Unit to come into flat base contact is a Direct Charge. ** '''Indirect Charge''': Any Charge where you had to pivot to make flat base contact, or in the case of Harassers had made turns during the Movement portion, is an Indirect Charge. You must stop 5 centimeters away from the enemy target then roll your Charge dice with a result of less than 5 being a failed Charge. ** '''Reaction To Charge''': If Charged, you can make one of several reactions. '''Withstand And Combat''' is when your Unit waits for the enemy to reach them. If the enemy Charge fails, Withstand will allow you to still fulfill your preassigned Orders. If you have made a Charge that turn and are then later Charged in the same turn, your only allowed Reaction is Withstand. '''Withstand And Shoot''' allows a Unit with ranged weapons to make an attack at those Charging them as if in the Shooting phase (costing the same amount of Action Points). Just like Withstand, Shoot will allow you to finish your other Orders so long as you still have Action Points enough to do so. '''Counter-Charge''' is when an enemy Charges you within your Line of Sight but failed its Charge, allowing you to spend an Action Point to make your own Movement speed as a Charge which nets you the combat bonus instead. Declaring a Counter-charge is a gamble relying on your opponent failing their Charge since if the enemy Unit which successfully makes their Charge they get 2 more Attack Dice in Combat on that turn, and if you succeed you get the Attack Dice bonus. '''Run Away''' makes your Unit flee from the attackers, and they will need to be Regrouped as if they had fled against your will. * '''Combat''': Any Unit in base contact with the enemy is considered in Combat. Combat is resolved for all Units involved in a particular Combat before moving onto the next group. Combat follows a specific order of resolution. Players who's Unit did not Charge, Counter-charge, or Stand And Shoot that turn must decide before Combat if they want to sacrifice three Combat Dice to adopt a Defensive Position and gain one Defense Dice. Anything Running Away is always in Defense Position until they Regroup. ** 1) '''Activation of Abilities''': Abilities must be used first. Players make Commandment Rolls against each other to determine who uses theirs first. Every Ability requires a Ki roll. ** 2) '''Character Actions and Confrontations''': Characters can't be hit by shooting or attacks, they can only be attacked when solo or in combat with one another until their entire Unit is destroyed, at which point they become solitary characters functioning as a Unit. Characters can also attack independently of all other models in their Unit, and spend their Attack Dice however they see fit. Otherwise, the attack for them functions as it does for a Unit as below. At any time in Orders or Actions, a character can leave their Unit by making an Initiative roll against the highest Initiative enemy they are in Combat with. The model moves 2d10 centimeters as the player wishes, and the Unit they left loses 1 Honor. If the Character leaves Combat, any Characters in the enemy Unit can choose to Chase them by making an Initiative roll. If they succeed they launch 2d10 centimeters in pursuit, and if the pursuer reaches the retreating Character they launch into a round of Combat just between the two of them where the pursuer has Initiative. *** '''Confrontation''': Confrontations are personal duels between two Bushi Characters. Characters who have the Duelist or Assassin abilities can also duel. Only one Confrontation can occur each turn. It happens immediately prior to Unit Initiative, and the challenge consists of the two combatants making an Initiative roll. If the challenger wins, they have Initiative; otherwise, the other player may let the Confrontation take place with their own character having Initiative, make a different challenge, or skip straight to the rest of Combat. Any time a challenge is rejected, the character who rejected it no longer grants any bonuses to their Unit. Confrontations continue to occur as Character VS Character combat until either one of the combatants is dead or flees, by making an Initiative roll to hide back among their Unit which then loses all bonuses the fleeing character provided it; if they fail the roll to leave the Confrontation, they will only be able to use half their Attack Dice in that next round. At the start of every Confrontation round, the players decide who attacks first by Ki roll rather than Initiative rolls. At the beginning of each round, the players can use any abilities they have. ** 3) '''Resolution of Initiative''': Both players make an Initiative roll for every Unit in the Combat. Any tie is resolved with a second roll just between the tied Units to determine which order the tie goes in. ** 4) '''Attack''': Each Unit gets their own unshared pool of Combat Dice, which is how many Wounds they have after applying modifiers such as buffs and weapon type. If the Unit you are attacking has half the models as an individual Unit, you gain two extra Combat Dice for that specific Unit and if it has a third or less you gain four extra Combat Dice. Only the Unit that outnumbers the other gets a bonus. You must then determine how many Combat Dice each Unit will spend on those attacking it, which can never be less than half for the victim of your Charge (for example, your Unit of Ashigaru Charged your opponent's Ashigaru, but then one of their Samurai Units Charged you. If you have seven total Combat Dice, a minimum of four must be spent on the Ashigaru you Charged, regardless of how bad you want to kill those Samurai). If a solo character is involved in a Combat and there are other Units to attack, you can't spend more than half your Combat Dice on the character. *** '''Attack Roll''': You roll each Combat Die, which must exceed your Attack stat to be a hit. A result of 0 or 10 (depending on your dice) reduces the opponent's Defense by one for that roll. *** '''Defense Roll''': For each hit, the player being attacked makes a Defense roll. If they roll lower than their Defense value, the hit is negated. *** '''Damage Roll''': For each hit that was not canceled by Defense rolls, the attacker rolls a die. If the target's Armor value is lower than the Damage die result then 1 Wound is caused. Rolls of 1 always do nothing. On a 0 or 10, two Wounds are dealt. ** 5) '''Combat Resolution''': Combat Resolution is determined by figuring out two numbers after Combat ends. The first, '''Confrontation Value''', is which player has more Wounds left involved in the fight. The second, '''Damage Difference''', is who managed to inflict more damage in the fight. If a Character is killed, the player who got the kill gets three extra Damage Difference points (this includes when a Character is killed in a Confrontation prior to Combat taking place, whereupon it is added to the end of the first round of Unit to Unit Combat Resolution). Both values are used in determining which, if any, troops begin to Run Away. ** '''Victory''': The player who has a higher Damage Difference. ** '''Draw''': Equal Damage Difference. ** '''Defeat''': The player with a lower Damage Difference. A Unit which suffers this must test whether it Runs Away (see below).
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information