Editing
Sensei
(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!
==Sensei Powers== As "Champions of Good", Sensei had their own unique array of mystical abilities and powers they could pick up as they fought on and evolved through the Path to Glory. To start with, the "Mark of the Star Child" grants a Sensei a +d6 bonus to Strength, which is re-rolled ''each time'' a Strength check is made, such as when making hand-to-hand combat roles. The Star Child Rewards table is much smaller than that of any of the [[Chaos Gods]], but aside from one or two rewards that push you towards acting like a goody-goody, they also fuck the Sensei over '''way''' less both in general and in specific instances. Like Chaos Champions, a Sensei can "pass on" Rewards to members of their force, making them stronger to represent the growing power of the Star Child cleansing their allies and making them more sublime. '''Protector:''' Acquired on a 01-10 result, this grants the Sensei and any ally within 6" the ability to re-roll a failed save (of '''any''' kind) once. '''Daemon Slayer:''' Acquired on an 11-15 result, the Sensei's hand-to-hand combat attacks ignore daemonic resistance and cause d6 Wounds per hit on [[daemon]]s. '''Sword Master:''' Acquired on a roll of a 16-30, this grants the Sensei a +1 bonus to Weapon Skill, Attacks and Initiative. None of these traits can be increased above 10 by this reward. '''Marksman:''' Acquired on a roll of a 31-45, this grants the Sensei +1 Ballistic Skill and causes the maximum range of the Sensei's firearms to increase by +10%. Ballistic Skill bonus maxes out at 10 and the Sensei can only double the maximum range of any weapon. '''Endurance:''' Acquired on a roll of a 46-55, the Sensei gains +1 Wound and then rolls a D6; on a 4+, they gain a ''second'' Wound! Oh, and there's '''no limit''' to the number of bonus wounds that this Reward can grant! '''Athletic:''' Acquired on a roll of a 56-60, the Sensei's Charge rate triples their movement value and the Sensei now ignores any movement penalties caused by hand-held heavy weapons. '''Rescuer:''' Acquired on a roll of a 61-65, the Sensei must '''always''' attempt to go to the aid of any ally who is designated a casualty within 3". This is done by rolling a D6. On a 1 the Sensei fails and is so grief-stricken that they cannot move, shoot or attack until the end of their next turn. On a 2, the Sensei succeeds, but is rendered vulnerable; no moving, shooting or attacking until the end of their next turn as they seize the initiative back. On a 3+, the save is pulled off without a hitch. '''Never Kills:''' Acquired on a roll of a 66-75, this means that a Sensei always fights to spare a living opponent ([[daemon]]s, [[undead]], and other unliving monstrosities don't count!) - this has no effect in actual play, but in a campaign, any model taken out of action by the Sensei automatically recovers after the fight. '''Heroic Name:''' Acquired on a roll of a 76-80, this just gives the Sensei a badass name. It counts as a reward for attain Apotheosis, but has no actual game effects. '''Master of Disguise:''' Acquired on a roll of an 81-85, the Sensei gains the power to disguise himself an ordinary human model until either the player chooses to reveal it or it is forced to act by the Rescuer reward. '''Redeemer:''' Acquired on a roll of an 86-90, when the Sensei defeats an enemy hero, if they choose to spare their foe (or ''must'' do so due to Never Kills), there is a chance that the foe will be tempted to join the Sensei's party! Both models roll a D6, with [[Chaos Champion]]s doubling their result; if the Sensei's result is higher, than the hero joins the Sensei's party. Redeemed Chaos Champions renounce their Patron and lose any "disfiguring" Chaos Attributes, but may potentially retain more mystical or subtle powers, which are now fuelled by the grace of the Star Child. '''Apotheosis:''' Acquired on a roll of a 91-00, the Sensei has received the direct attention of the Star Child, and must check their tally of Rewards. If they have 6 or more Rewards, they become a Sensei Master and vanish into the Warp. If they have less than 6 Rewards, they gain +1 Attack and +1 Wound. [[Category:Warhammer 40,000]]
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