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=Army Building= ==Listbuilding Rules== Every option you can take in the game belongs to a category of what kind of soldier it is. All have an assigned "Koku" number. Koku is a unit used to measure an amount of rice, with rice during time of war being extremely valuable and thus something that can be easily traded for commodities so your available Koku represents you feeding and supplying your force. Functionally, Koku is just a name for the same kind of points values and limits seen in almost any wargame. Each game takes place at one of seven levels of size, which is decided on by the players in advance. This limits how many of certain things you can take and use by category as well as your Koku available. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Level ! Koku ! Minimum Basic Units Required ! Minimum Samurai Daisho Required ! Maximum Special Units Allowed ! Maximum Elite Units Allowed ! Maximum Creature Level Sum Allowed ! Maximum Strength of Spiritual Characters ! |- | Level 1 || 500 || 2 || 1 || 1 || 1 || 1 || 1 |- | Level 2 || 1000 || 2 || 1 || 2 || 2 || 2 || 2 |- | Level 3 || 1500 || 2 || 1 || 2 || 2 || 2 || 2 |- | Level 4 || 2000 || 3 || 1 || 3 || 3 || 3 || 2 |- | Level 5 || 2500 || 3 || 1 || 3 || 3 || 3 || 3 |- | Level 6 || 3000 || 4 || 2 || 4 || 4 || 4 || 4 |- | Level 7 || 3500-6000 || 5 || 3 || 4 || 4 || 5 || 5 |} </center> * At levels 4 and higher, players are allowed to take a Daimyo. * Bushi, Ashigaru Daisho, and Special characters have no upwards limit nor are they required, so use them as you see fit. Legendary Creatures are the Level 4 creatures, and can only be used in battles level size 4 and higher. You can mix and match your maximum allowed creatures, for example in a level 5 battle you have a three point maximum sum of Creatures allowed so you could take three Gaki (Level 1+Level 1+Level 1) or a Gaikotsu (Level 3). Battle size also indicates the maximum power of the Onmyouji in it. The highest rank character is always the General, although to prevent situations where that is unclear; you cannot take the same point value twice on the General. ==Traits== * '''Commandment''': Character grants their Honor bonus to all Units within 15 centimeters, 30 if mounted, as if they were in that Unit. * '''Heinin''': Cannot regroup unless they are at least 20 centimeters away from any enemy. * '''Duelist''': The Character, and any other model in their Unit, can make challenges for Confrontations as if they were a Bushi character. * '''Samurai''': The Honor bonus provided by the Commandment ability of other Characters affects Samurai 10 more centimeters away (25 if the Character is on foot, 40 if mounted). * '''Projectiles''': Can use ranged weapons. Automatically lose Initiative if Charged. * '''Loner''': Cannot join Units. Function the same as Harassers, have 3 Action Points, +2 Movement, and enemies shooting at the model have +1 Attack. * '''Sohei''': Gain +1 to Damage rolls against Undead. * '''Assassin''': Can make ranged attacks specifically against a Character in a Unit, with a Heavy Cover penalty. * '''Great Warrior''': Model has 1 more Wound. This Wound does not give extra Attack Dice, but counts towards Combat Resolution. Some models also gain +1 Honor as well. * '''Legendary''': Model has one extra Attack Die. * '''Ronin''': If a Unit with a Ronin in it fails an Honor roll to not Run Away, they can reroll it. * '''Bow Master''': Model has as many Attack Dice for ranged combat as it has maximum Wounds, regardless of how many they have lost. * '''Hidden''': The model lies in wait in a Unit, appearing as any other model in it, until they get into Combat at which point they reveal themselves to your opponent. * '''Ninjutsu''': Model has one more Attack Dice, and does not suffer any penalties for ranged combat (including those from the Projectiles Trait). * '''No Combat''': Models can only engage specific enemies, or other models with the No Combat Trait which are resolved as Confrontations. * '''Martial Arts''': Scores crits on rolls of 8, 9, or 10 (or 0 depending on the kind of die used) rather than only on a 10 (or 0). * '''Flying''': Model ignores any Terrain or Units it moves over, and automatically passes when attempting to Charge over and Obstacle. * '''Fear''': Any Unit in Combat with models with the Fear Trait lose 1 Honor. This is not temporary. * '''Ethereal''': Model cannot be affected by any projectile or ranged attack. * '''Terror''': Models that are not Undead lose 3 Honor when in Combat with a Unit with a model with Terror. Heinin must pass an Honor roll to Charge a Terror Unit or the Charge fails. * '''Small''': Models attempting to shoot Small models have +1 Attack. * '''Big''': Models attempting to shoot Big models have -1 Attack. All non-Character, non-Big, non-Undead models treat Big models as also having Terror. * '''Undead''': Undead have +1 Armor. Undead cannot Run Away, and if compelled to do so lose Wounds equal to how many points they lose Combat Resolution by. If the enemy Unit has twice as many models as the Unit the Undead model is in, the Undead model gains two Attack Dice. If outnumbered by triple, the Undead gain three Attack Dice. ==Taisho== * The Taisho is the General of your army, who is the highest level Bushi character and can issue special Taisho abilities. If you have a Daimyo, they must be the Taisho. You can have multiple Taisho and only at level 7 battles are you required to have more than one. Consider adding them sparingly, since the death of one is a terrible blow to your army. Commandment Points are awarded based on the level of your highest rank Taisho. Daimyo provide 4, Shirei-Kan provide 3, Hatamoto provide 2, Daisho Samurai provide 1. Daisho Ashigaru cannot be Taisho. Taisho on Hills gain 1 Commandment Point. If the Taisho dies, all friendly Units within 30 centimeters must take an immediate Honor roll or Run Away. Commandment rolls still occur, but the Taisho's Honor is no longer added. Taisho abilities cannot be used anymore. All Taisho can use the following abilities: * '''Forest of Spears''': At the end of the Orders phase, Ashigaru gain the ordinarily Samurai-only "Forest of Spears" ability for one turn using the Ki roll of a character in the Unit or of any character with the Commandment ability within 15 centimeters. * '''Banzai''': Grants any Unit the Banzai ability, normally only available to the No-dachi Samurai. Rolled with the Taisho's Ki. Can only be successfully used once per battle, although it if fails then you can make another attempt. * '''Ashigaru's General''': Used in the Orders phase. Removes the Heinin penalty from all Ashigaru so they can regroup even if under 20 centimeters from an enemy, and grants them -1 Attack. * '''Master In Calligraphy''': If two or more Units are Running Away, the General can immediately attempt to regroup them at the cost of a single Commandment Point. In addition, each Caste Taisho has access to additional abilities. ==Caste== Players must also choose which of the four castes they are playing, as each have army-wide benefits. ==='''Kuge'''=== Heinin ranged weapon attacks have -1 Attack. Kuge Taisho abilities: * '''Fulfill Your Duty''': Once per game, you have a turn where you can reroll all Honor rolls. * '''Clandestine Practices''': At the beginning of the game, you can select a Unit of Ninja which enters from ANY edge of the battlefield on the second turn and can immediately take all actions as any other Unit. ==='''Buke'''=== Cavalry have +3 centimeters to whatever kind of Action Movement they are making. Buke Taisho abilities: * '''Expert Strategist''': At the start of the battle, after all cards are placed, your opponent reveals all of theirs. You can then swap the positions of two of your cards, although their position remains the same. You can't choose any Units that have been <strike>[[Team Fortress 2|sapped]]</strike> revealed by an enemy Spy. * '''Bushido Law''': Once per game, for one turn all Units have +2 Honor and +2 Initiative. ==='''Sohei'''=== Heinin have the same bonus as the Kuge give, but applying to melee rather than shooting. Sohei Taisho abilities: * '''The Wheel Of Dharma''': Sohei Taisho deaths don't cause any Running Away tests, Units can continue regrouping and using his Honor as if he was still alive. * '''Divine Wind''': Once per battle, all Units have +3 to their Charge roll. ==='''Otokodate'''=== All Samurai models gain the Ronin special ability and one more point of Honor (HR). Otokodate Taisho abilities: * '''Buying The Enemy''': One of the enemy Units loses one Action Point, and cannot make an Attack of Opportunity. * '''Hate To Samurai''': One of your Units which isn't a Samurai or Ronin can reroll failed dice when attacking Samurai models for one turn. ==Magic== Players who choose to use magic must first select their alignment from Infernal, Celestial, Earthly, and Death, then which of the two disciplines available to each they will use. If you field multiple Onmyouiji, you must use the same choice for both. Magic cannot be used without an Onmyouiji. Onmyouiji maximum strength available determined by the size of the battle. Even if you can afford the Koku, you can't bring too elite an Onmyouiji to a smaller battle. Shikigami, the two models that come with each Onmyouiji, are extensions of the Onmyouiji. They are purchased with Koku and share the limit on maximum levels for Creatures and Onmyouiji you can field, but give you a special model with nifty abilities that can cast spells like the Onmyouiji and have a better stat/cost ratio than most Creatures. They operate independently of the Onmyouiji, and can go fuck off and do whatever on the battlefield. If the Shikigami dies, the Onmyouiji takes an immediate Wound, if the Onmyouiji dies their Shikigami immediately die as well. If a Shikigami casts a spell, the Onmyouiji loses one Action Point and the spells they themselves cast for the next turn have a penalty of -1 Ki. Shikigami can't cast spells higher level than themselves and can't cast spells with variable durations, but otherwise cast by themselves the same as their master would (but using their own stats), allowing you to gain a whole extra set of spellcasting attempts. ==Gear== ===Melee Weapons=== * '''Tillage''': No bonuses or penalties. * '''Yari''': ** '''Infantry With Yari''': +3 Initiative, -1 Attack for one turn if Charged, only against one Unit per turn. ** '''Cavalry With Yari''': -1 Armor to Infantry targets. If Charging Cavalry, gain +1 Initiative and cause -1 to Armor of targets. * '''Onagamaki''': Causes -1 Armor to the target. * '''Jumonji Yari''': Has the stats of a Yari. Causes a critical hit on 9-10. * '''Ono (Axe)''': Causes a critical hit on 9-10. * '''Naginata''': Causes -1 Defense to target. * '''Omi Yari''': +1 Initiative. Causes a critical hit on 8-10. * '''Katana''': -1 Attack. Cannot have stat penalties or bonuses when attacking enemies in buildings. * '''Jingama''': Causes -1 Defense to Cavalry, and negates mounted bonuses. * '''Bo''': +3 Initiative. * '''Shinobi Gatana''': Causes -2 to Defense of target. * '''Mitsu Dogu (Sodegamari, Sasumata, Tsukobo)''': Causes -2 Initiative to target. * '''Saber''': Causes a critical hit on 9-10. * '''Kanabo-Tetsubo''': Caused -1 Armor to target. * '''Wakizashi''': -1 Attack when fighting inside a building. * '''Claws and Jaws''': No bonuses or penalties apply to attacks. * '''No-Dachi''': -1 Attack. Causes a critical hit on 9-10. * '''Kusarigama''': Causes -1 Defense to target. * '''Hata-Jirushi''': A Battle Standard. Grants +1 Honor to Unit, costs 1 Koku per Unit to equip. The death of the Hata-Jirushi bearer gives your opponent 5 extra points of Koku in game types that use points to determine victory, so bear in mind that a morale booster can work against you. * '''Kiseru''' A weapon used only by Kabukimono. Grants +1 Initiative in battle, +2 Ki in Confrontations. * '''Tessen''': A fan. Can be used to send signals, as a symbol of office, or to fan yourself with. Women and dandy guys (not in space) can use them to show modesty. Having a Character equipped with a Tessen means they can't attack. ===Ranged Weapons=== Ranged weapons have a short range distance that provides -1 Attack, a medium range that is unmodified, and a long range with a -1 Attack penalty. Most ranged weapons reduce the Defense of their targets permanently. * '''Bow''' Short range up to 20 centimeters. Medium range 21-40. Long range 41-60. Causes -1 Defense to target. * '''Ozutsu''': Short range up to 20 centimeters. Medium range 21-40. No long range. Can attack buildings. Each model provides one additional ranged Attack Dice. Causes a 50% Defense penalty to target. Causes a critical hit on 7-10. * '''Shuriken''': Short range up to 20 centimeters. No medium or long range. Can only make 1 shot per turn. Causes -1 Defense to target. * '''Sling (Ishitsubute)''': Short range up to 20 centimeters. Medium range 21-35. Long range 36-70. Cavalry that take Sling damage must make a Ki test to not have their Movement in Movement and Charge cut by half for one turn. Infantry that take Sling damage suffer -1 Initiative for one turn. * '''Teppo''': Short range up to 25 centimeters. Medium range 26-45. No long range. Causes a 50% Defense penalty to target * '''Blowpipe''': Short range up to 30 centimeters. No medium or long range. Causes a critical hit on 9-10. * '''Firethrower''': Short range up to 20 centimeters. Medium range 21-40. Long range 41-70. Causes -2 Defense to target. Causes a critical hit on 8-10. Can attack buildings. * '''Igneous Attack''': Short range up to 15 centimeters. Medium range 16-30. Can be used on Units in ranged or close combat. Causes -1 Defense to target. ===Armor=== * '''No Armor''': 1 Armor Point. * '''Light Armor (Hara-Ate)''': 2 Armor Points. * '''Average Armor (Haramaki-Do)''': 3 Armor Points. * '''Heavy Armor (O-Yoroi)''': 4 Armor Points * '''Legendary Armor''': 4 Armor Points, 5 against ranged attacks. * '''Mounted''': +1 Armor Point.
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