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==General Tactics== * Koku is now Army Points (AP). * Weapons have been altered. ** ''Basic Weapons (Type 0):'' Farming Equipment, Bo, Jingama, and Tanto all reduce Damage rolls by 1. ** ''Polearms (Type 1):'' Jumonji Yari, Omi Yari, Yari, and Lances all grant +1D6 to the Combat Roll VS Cavalry and +1D6 to the Combat Roll unless the enemy has a Type 1 or 2 weapon. ** ''Bladed Polearms (Type 2):'' Mitsudogu and Naginata grant +1D6 to your Combat Roll if any of the models in the Unit are in melee with multiple units and grants +1D6 to the Combat Roll if targeted by a Charge unless the enemy has a Type 1, 2, or 6 weapon. ** ''Katanas (Type 3):'' Katanas grant +1D6 to the Combat Roll VS Type 1 weapons when not charging, and add +1 to the Damage Roll. ** '''Swords (Type 4):'' Shinobigatana and Wakizashi grant +1D6 to the Combat Roll VS Type 1 weapons when not charging. ** ''Blunt Weapons (Type 5):'' Kanabo-tetsubo grant -1 to the Combat Roll and +1 to the Damage Roll. ** ''Long Swords (Type 6):'' Dai Katana, Nagamaki, and No-Dachi grant +1D6 to the Combat Roll VS Type 3 and 4 weapons when not charging. ** ''Short Weapons (Type 7):'' Jitte, Kama, and Sais grant -1 to the Combat Roll when charged by weapons other than Type 1 and 7, and +1 to the Combat Roll against Type 3 weapons when not charging. * Ranged Weapons have been altered. ** ''Short-range:'' Blowpipes, Shuriken, Grenades, and Ishitsubute have a maximum range of 20 cm. ** ''Mid-range:'' Ozutsu, Bo-Hiya, and Arquebus have a maximum range of 40 cm. ** ''Long-range:'' Teppo, Yumi, and Muskets have a maximum range of 40cm. *** In addition Ozutsu, Teppo, Bo-Hiya, Arquebus, and Muskets are Firearms which add +1 to the Damage Roll and ignore Samurai Armor so they Wound on a 3+ regardless of all other modifiers, and must be reloaded. * Armor has been altered. There is now only two types. ** ''Samurai Armor:'' Grants -1 to enemy Damage Rolls. ** ''Cavalry Armor:'' The same as Samurai Armor and is automatically granted to all mounted models. A model can have both Samurai Armor and Cavalry Armor, granting a -1 to enemy Damage Rolls. * Model restrictions are as follows: ** Battles come in three recommended sizes. Vanguard is 200 AP and represents a starter box. Battle is the average game, and is 400 AP. Pitched Battle is 600 AP. ** When building an army, you must choose your Command Level AKA how high ranking you yourself are within your Clan. *** Hatamoto costs 0 AP. You may add +1 to your Strategy Roll before the battle. *** Taisho costs 10 AP. You may add +1 to your Strategy Roll before the battle and draw one extra card from the Command Deck during the Maintenance Phase. *** Daimyo costs 20 AP. You may add +2 to your Strategy Roll before the battle and draw two extra cards from the Command Deck during the Maintenance Phase. ** You must appoint one Clan Hero model as General, which does not count against its troop type limit (so a mounted General doesn't count against your maximum Cavalry). You must have one Leader for every 200 AP, but may have one for every 100 AP (so you can have double the minimum requirement if you want). ** Melee Warriors must be at least 25% of your army. ** You cannot spend more than 25% of your AP on special scenery. ** You cannot spend more than 25% of your AP on War Machines, can only include up to two duplicates of the same War Machine, may only have one Battle Machine per 100 AP, and may only have one Siege Machine per 300 AP. ** Units cannot have less than 3 miniatures, and cannot have more than 15. Skirmishers cannot have more than 10. ** Elite and Creature Units in games under 600 points cannot have duplicate Units, at or above 600 points cannot have more than two duplicate Units. ** Peasant Units must have at least 4 miniatures at the start of deployment, for every 5 points spent on them you must have at least 2 models. ** You may only have one Hata-Jurushi per Unit in the army, and they must stay in their Unit. ** No more than 50% of your AP can be ranged models, no more than 25% can be equipped with firearms. ** No more than 50% of your AP can be Cavalry. ** No more than 50% of your AP can be Creatures. ** No more than 25% of your AP can be Skirmishers. ** Kuge who take a Shinobi Hero can take one multiple model Unit of Warriors or Elite from the Hattori list. ** Kuroi-te cannot take any living models, Inferior Creatures count towards the 25% minimum melee Warriors, can only take Infernal or Death Onmyouiji and cannot take Komuso. ** Hattori cannot take Common Troops. The 25% minimum of Warriors can include ranged models. A maximum of 50% of a Hattori army can be Skirmishers. ===Generic Options=== ====Characters==== ====Units==== * '' * ''Shinobi Ninjutsu'' * ''Shinobi Mimetic'' * ''Ashigaru Kumigashira'' * ''Kyudo Hanshi Judan'' * ''Geisha'' * ''Cavalry Katana'' * ''Light Cavalry Yari'' * ''No Bushi'' * ''Yumi Samurai'' * ''Senshi Bo-Hiya'' * ''Yumi Ashigaru'' Warriors costing 10 points each, armed with a type 0 weapon and a long range weapon. Their passive ability lets them Flee an extra 1D6. They have Ashigaru. They're exactly what you think they are, long ranged dakka that can get away if they get into trouble as long as you're not close enough to the edge of the table for them to be wiped out. * ''Yari Ashigaru'' Warriors costing 5 points each, armed with a type 1 weapon. Their passive makes it so if your melee Combat was tied, you win if you had more Criticals on the Combat Roll. Yari Ashigaru are your standard anvil unit, becoming 1 die more deadly against anything not also using a long weapon and even more deadly by the same amount if charged by cavalry (against Katana Kiba Musha they get a bonus 2 Combat Die for example). * ''Ashigaru'' Warriors costing 5 points each, armed with a type 4 weapon. Their passive lets them win any tie in a melee. Directly countering those pesky yari, ordinary Ashigaru are an anvil designed to get an edge over the other typical anvils in addition to the odd Yari Kiba Musha. Note that they will get the same bonus against you, making any Ashigaru VS Yari Ashigaru fight over quickly for good or ill. Your models may be more likely to deal more damage in melee, but are also more likely to break and Flee as well. Overall Ashigaru are superior against higher skilled troops since their passive is good against anything and more likely to score you hits than one more Combat Die will, but the Yari are less likely to Flee if facing soldiers of equal rank and losing a fight. The Yari are also better against cavalry in crunch but your opponent has to decide to attack you (since you don't get the bonus if you Charge), so generally they'll want to avoid the Yari Ashigaru making it a moot point. * ''Ashigaru Sling'' Warriors costing 10 each, equipped with a type 0 weapon and a short range weapon. Their passive lets them use an extra 1D6 for Movement. They are Skirmishers, and Ashigaru. Skirmishing and that extra movement are nice since you'll be able to get away from any fights they get into thanks to their short range, but you are limited to a maximum unit size of 10. You'll probably want a Hata-Jurushi since you want to be able to keep moving where you need to be and those extra actions will help. They reward aggressive armies that can support or provide target mitigation in the frontline. Just be careful spreading your models too far apart, getting out of cohesion thanks to taking some ranged attacks yourself will require a Movement to fix which might cost you a precious round of throwing rocks. * ''Heishi'' Warriors costing 5 points each, armed with a type 6 weapon. Their passive ability lets them reroll any natural 1 on the Combat Roll, although you must keep any natural 1's on that reroll. These models give every army a cheap bit of Otokodate by being anti-sword, meaning usually anti-Samurai. You'll still want a lot of them since they're still weaker, but you can put a unit of 10 Heishi into a unit of 5 Katana Samurai and come out about even with a slight advantage for the same point value while also paying into your 25% Warrior tax while the Samurai take up Elite slots. That being said, this only applies to a sword-user match-up. Heishi also have the bonus of being Senshi, meaning they don't Flee as far when their morale breaks although this also means you can't intentionally Flee as far as well. * ''Onna Komuso'' Warriors costing 5 points. Armed with a type 0 weapon. Their passive lets them win any tie in a melee. Despite their name they don't get to counter Onmyouiji like their male counterpart, but on the flipside they're cheap and better fighters. They don't have a bonus against anything like the Heishi or Ashigaru do, and are functionally identical to Ashigaru but are also Senshi. The wandering nuns are similar to Heishi since both have the Senshi rule instead of Ashigaru rule. Both passive rules have similar value, giving you a 1/6 better chance at dealing damage although the Onna Komuso version is slightly better since Heishi get a 40% chance to succeed (you have a 1/3 chance to hit, and a 1/6 chance at a reroll that also gives a 1/3 chance) at the Combat Roll and Onna Komuso get a 50%. This comes at the drawback of not having a weapon that is a counter to sword weapons (although since Heishi don't get that when Charging, you can use the Onna Komuso more aggressively with impunity). Ultimately the Onna Komuso are better, unless you think you can put the anvil into a sword unit. * ''Kuro'' Peasants with a type 0 weapon. As Peasants they'll die extra by how much they lose a combat by like Undead in Warhammer Fantasy, and you have to take them in twos (so you can't take the full 15 maximum unit unless you also take a Hata-Jirushi for them, although this isn't generally a good idea since you don't really need an Order Roll or Charge bonus with Kuro whereas those 10 points can be spent on another Unit of 4 Kuro). No positive special abilities either. This means they're the worst at everything, being highly vulnerable and having bare minimum luck-based killing power. The sole reason to take Kuro is in large groups at max unit size of 14, due to the fact that they are the single cheapest models in the game for your Army Points limit. Sadly since they aren't Warriors they won't count towards your minimum 25% tax. You take the 2.5 point each Kuro as an anvil, one that is entirely disposable but won't last long in prolonged combat against anything but other Kuro. Use them to set up flanking, a cavalry charge, a speedbump between your front line and your ranged support, and so on. Two 35 point Units will get you enough time to get full use out of any Teppotai or Yumi Ashigaru you can't afford to let get into melee. ====War Machines==== War Machines are deployed before the rest of the army, with one of the types of ammo allowed for that War Machine selected but hidden from the opponent until first fired and how many Powder Loads it is loaded with to a maximum of two, each of which add D6 to the Shoot roll. The War Machine only has three Powder Loads at the start of the game. The range is a 15 degree arc from the barrel of the War Machine extending a distance equal to the range of the type of War Machine. To fire a marker measuring 2.5x2.5cm is placed on the desired target which must be within Line Of Sight unless the War Machine has the Parabolic Shot rule, then a Shoot roll is performed which is modified by the current Powder Load and type of War Machine with a natural 1 resulting in a Jam and being unable to fire that turn. The result is the number of centimeters that the target marker is moved away (if positive) or closer to (if negative) the War Machine firing it along the firing line; if the target ends up outside the maximum range of the War Machine the shot does nothing. Then the Impact Roll is made which is based on the effects of the type of ammunition used. Finally the Damage Roll, which is based on the Power stat of the ammunition and the number of affected miniatures; any 4+ result is a Wound. After firing a shot the War Machine must spend a time being reloaded, and can be reloaded with any ammunition available to it, indicated by a marker next to it which is not revealed to your opponent until it is fired. War Machines by default have two crew members, and two additional ones can be added. An Engineer may be taken who's Initiative is used for the Order roll, counts as the Unit Leader, and after the Shoot roll enables his War Machine to ignore the result of one die or repeat one of the die rolls a second time. If the Crew has to Flee by reaction or failing an Honor roll the War Machine is destroyed. Crew is always in Cover when being shot. Only War Machines with the Mobile rule can move. In addition, each Clan have special rules regarding War Machines. * Kuge receive one Engineer for free per War Machine. * Buke pay 10 more points per War Machine, but all Crew are Samurai wearing armor. * Sohei can reroll one of the die on the Shooting Roll. * Otokodate pay 10 less points per War Machine. * Kuroi-te can use Infectious Ammunition in any War Machine. * Hattori can deploy their War Machines at the end of the Deployment Phase. ====Magic==== All Creatures now have Terror Immunity passive ability. All Colossal models have the Terror passive ability. * When deciding to play with Supernatural elements, you no longer need to actually field an Onmyouiji or Creatures (meaning you don't have to buy them). Komuso are a Buddhist middle finger to Shinto and represent a single man intending to shut down all of your opponent's monsters and magic (obligatory reference to an [[Inquisitor]], the [[Inquisition]], [[Witch Hunters]], and so forth). When your opponent has invested a lot of money into some Creature models, or has a Kuroi-te army and wants to use their troops as Death Creatures in a different army, you can let your buddy use their tricks without having to dole out cash to match or be NOFUNALLOWED and save your wallet. Strategically Komuso are also a cost-effective way in Koku to match your opponent's magic without having to choose between a beastie or more Samurai. Komuso use the Order Exorcize to remove one Ki from any Onmyouiji within 40cm on a 4+, a natural 6 removing two Ki. Furthermore all Onmyouiji within 20cm require an additional +1 Ki to Invocate. * Onmyouiji no longer cast spells, and they must take both Shikigami. Shikigami cost 5 points each and can no longer attack or use their own special abilities; they just absorb damage until dead, move with their master, and grant a bonus to Ki as long as at least one survives. Ki is stored and used to "Invoke", which is to summon a Creature or enable their special abilities. Onmyouiji can take a Wound to gain 1 Ki instantly or immediately die to gain 2 for one last Invoking. One Ki when an Absorb Ki Order is used, and on a natural 6 Order roll one of the abilities of a Creature may be used for free. Unfortunately all of this together means that there is no point to bringing an Onmyouiji by themselves, you now need to buy Creatures to summon. * Creatures come in three categories. You may summon an infinite number of Inferior Creatures, up to three Major Creatures, and only one Colossal Creature, and only as many Creatures per turn as your Onmyouiji has gained Ki (so a maximum of two, four if suicidal, per turn). * Colossal Creatures entirely block Line Of Sight for anything behind them other than other Colossals. As a result a secondary benefit to summoning any of them is to shield your troops from ranged attacks. =====Komuso===== * Komuso are a category of one with no alternative options. If you want to allow your opponent to use supernatural elements without having a disadvantage or buying around $60+ then get one Komuso and call it good. Unfortunately your Komuso must remain within 40 centimeters to be useful, 20 to be aggressive. This puts him in the line of fire which is especially dangerous against an opponent using both an Onmyouiji AND War Machine. Taking a Komuso as a result will require you to hide him in a Unit and aggressively push into your opponent's zone of control before they can store up enough Ki to bring in something nasty. =====Celestial===== All Celestial models have the Spiritual Fascination passive ability. =====Infernal===== All Infernal models have the Igneous passive ability. =====Earthly===== All Earthly models have the Fortitude passive ability. =====Death===== All Death models have the Putrefaction passive ability. ===Kuge=== ===Buke=== ===Sohei=== ===Otokodate=== ===Kuroi-te=== ===Hattori=== [[Category:Kensei]]
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