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=Tactics= ==Game Types== Kensei battles can be played in multiple scenarios for victory, and both players do not need to have the same victory conditions. For competitive games, it is advised players choose three possible victory conditions for their opponent to select one from as their necessity for victory, then do the same in reverse. It is possible in this way for both players to win, or both to lose. Otherwise, picking what seems fun or fulfills a narrative is the way to go. * '''Pitched Battle''': At the end of six turns, the player who has defeated more Koku worth of models wins. * '''Assassination''': The player who eliminates the enemy General wins. * '''Head Hunt''': Similar to Pitched Battle in that players have six turns to kill as many models as possible, although rather than Koku cost the following points are awarded: Bushi Heroes/Taisho 9 points, Clan Hero 7 points, Busho 5 points, Daisho Samurai 3 points, Daisho Ashigaru 2 points. Special Characters 6 points. Spiritual Characters 7 points. Immediate victory for eliminating all Characters. Infantry=1 point, Cavalry=2 points, Lone Models=3 points. Creatures=their Wounds in points. * '''Territorial Control''': At the end of the fifth turn, the play area is divided into four portions. The player with more Koku worth of models in that quadrant counts as controlling that quadrant, the player who controls more wins. * '''Building Control''': The player who controls more buildings at the end of the game, wins the game. Castle=4 points. Temple=4 points. Tori=2 points. House=2 points. Cemetery=2 points. * '''Command Post''': Both players have an area designated as their camp. The Taisho and their Unit remain there. The player who gains control of the other camp wins. * '''Sacred Objects''': Both players gain two pieces of scenery each, to place on their side of the map as they choose. When a Unit gains control of the special scenery, they gain control of it and by destroying the Unit the object is destroyed as well. The player who controls more scenery wins. ==Model Analysis== ===Basic Units=== * '''Yari Ashigaru''' Your basic Infantry model, Heinin with Light Armor and a Yari which grants +3 Initiative and a bonus of -1 Attack for the first turn against a Charged Unit. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size |- | 7 || 3 || 1 || 3 || 3 || 2 || 14 || 5-20 |} </center> With their horrible attacking power and morale they won't be able to do jack shit and are also going to need a Character to maintain order in their ranks. At only 14 Koku each model and with a minimum Unit size of 5 they can make effective screens for your troops. Their weak durability makes them ineffective as a long-term [[Tarpit]], but they function well in groups of 5 or 10 as Redirectors (small Units of models that sit on the flanks of large Units to protect them). For a Tarpit you'll probably want Heishi unless the other player is aggressive enough that you need the Charge buff. * '''Heishi''' Heinin with Light Armor and an Onagamaki, which causes a -1 Armor debuff to whatever they hit. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size |- | 7 || 3 || 1 || 3 || 3 || 2 || 16 || 5-20 |} </center> Their weapon makes them better at the Anvil role, although as Redirectors you will want the Yari Ashigaru instead for the Attack buff when Charged. The job of Heishi is to soften up something you want to wipe out with something else. When fighting them, avoid sending in your more elite models which need their Armor to survive long enough to justify their point cost. * '''Yumi Ashigaru''' Your basic ranged models. Heinin with the Projectiles Trait. Equipped with Light Armor, a Bow, and a Wakizashi which grants them -1 Attack inside a Building. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size |- | 7 || 3 || 1 || 3 || 3 || 2 || 15 || 5-20 |} </center> The Bow debuff makes any Unit you can pelt with enough arrows is in for a rough night when they make contact with your melee models. When in doubt, when without enough Koku to take your caste's better ranged option, [[Fail|Bow it up]]. * '''Katana Samurai''' Samurai with Medium Armor, equipped with Katana. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size |- | 6 || 4 || 1 || 4 || 4 || 3 || 23 || 5-20 |} </center> Samurai Trait will make them stand up straight and man up when a model with Commandment is nearby, and the Katana reduces their Attack by 1 as well as negates all other bonuses or penalties to their Attack. Your cheap basic Samurai models and basis of comparison. They're a cheap killy option, but they don't have the numbers of Yari or the debuff potential of Heishi. They'll last longer and stick in the fight even beyond that so if you have Morale issues they'll be your preferred option, but otherwise you're going to need to balance them with your other expensive killers. * '''Yumi Samurai''' Samurai with the Projectiles Trait, equipped with Medium Armor, a Bow, and a Katana. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size |- | 6 || 4 || 1 || 4 || 4 || 3 || 28 || 5-20 |} </center> At almost twice the cost of their Ashigaru equivalent, they're situational on value. They carry the Katana as well, meaning you're paying five points to have Katana Samurai who fulfills the role of Yumi Ashigaru when not in melee. If you play very aggressively and need adaptability or prefer a "Come At Me Bro" playstyle where you want to plant yourself somewhere and wait for the enemy to come to you, Yumi Samurai are very worthwhile. But if you favor a cautious approach where you have plenty of support and don't expect your Yumi to get into melee, they're far too overcosted. Yumi Samurai do have a neat advantage over their Bowless kin where if they cause an enemy Unit to Run Away they can make Chase like normal, then the next turn can just fire into the fleeing enemy. * '''Kiba Musha''' Cavalry Samurai with Medium Armor and a Katana. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size |- | 6 || 4 || 2 || 4 || 5 || 4 || 33 || 3-10 |} </center> Your basic Cavalry. Their low Koku cost allows you to get a simple 100 point Cavalry Unit onto the field (the extra point being the Hata-Jirushi). * '''Yari Kiba Musha''' Cavalry Harasser Samurai equipped with Light Armor and a Yari, which causes -1 to the Armor of any Infantry in Combat with you and -1 to the Armor of any model type, plus a +1 Initiative when you Charge. Cannot take Hata-Jirushi. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size |- | 6 || 4 || 2 || 4 || 5 || 4 || 34 || 3-10 |} </center> The addition of a Yari for a single point is a fairly worthwhile expenditure compared to ordinary Kiba Musha, and more importantly they are Harassers meaning you have MUCH more liberal rules in regards to formation and movement. That being said, if you actually plan on engaging enemies head-on with your Cavalry the worse Armor of the Yari Kiba Musha makes them still your second choice for the general Anvil role. If you plan on seriously out-maneuvering your opponent and getting flank Charges constantly, take Yari Kiba Musha. If you think your Cavalry may have to be jousting with other Cavalry or if you need something with more staying power, take ordinary Kiba Musha. If you want to go full Cavalry, take both. * '''Ishitsubute Ashigaru''' Harasser Heinin with Light Armor and a Sling which causes -1 Initiative to Infantry it hits for a single turn, and causes a Ki test against Cavalry it hits to reduce their movement by half for a turn. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size |- | 7 || 3 || 1 || 3 || 4 || 2 || 16 || 5-15 |} </center> Compared to Yumi Ashigaru, look to the weapon difference. The Bow of Yumi deals the same damage but gives a -1 Defense debuff that lasts all game. The Sling of the Ishitsubute causes temporary debuffs. The Medium range of the Sling is five points shorter, the long range ten points longer. Chances are you want to hit the Infantry at shorter range, when your models will be engaging them. Cavalry will be best to aim for at long range when reducing their speed will hurt them the most. The anti-Cavalry role is where the Ishitsubute shine. Crippling their movement not only gives you more time to get into position, but can put you in the position to Charge them with your own to have the advantage. Still, for one point more you're losing out on an extremely useful effect since the Ishitsubute debuffs are less useful as the game goes on. If you plan to take them, just take groups of 5. Taking more gives you a better chance to hit something and cause the debuff, but you should probably just take another Unit for a second target or more Yumi instead. * '''No Bushi''' Harasser Projectile Samurai equipped with Light Armor, a Bow, and a Katana. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size |- | 6 || 4 || 1 || 4 || 4 || 3 || 29 || 5-10 |} </center> Having Harasser is great, and has no drawbacks. Compared to Yumi Samurai, you're paying an extra point for Harasser which will pay off if you need to traverse difficult terrain quickly and have easier movement. Not necessary, but not a bad thing to have. * '''Kuro''' Heinin equipped with Tillage and nothing else. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size |- | 8 || 2 || 1 || 3 || 3 || 2 || 5 || 5-20 |} </center> These SUCK. So why take them? Only 5 Koku each! If you can keep them from running (taking a Hata-Jirushi (unless playing a points game) and putting some kind of Character in is mandatory) then you have a fantastic Tarpit! Not to mention you can swarm foes in small Units, automatically destroying enemies that should tear through them like tissue paper. * '''Onna Komasu''' Samurai with Light Armor, equipped with a Bo. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size |- | 6 || 4 || 1 || 4 || 4 || 3 || 19 || 5-20 |} </center> That +3 Initiative the Bo gives them makes them among the fastest non-Character models in melee possible to field. They have the same basic stats as Katana Samurai, although the downside is the lower Armor and inability to take a Hata-Jirushi. That being said, they only cost 19 Koku putting them just slightly above the Ashigaru range for something that's got a better statline, making Kensei [[Sisters of Battle|one of the few games to reward you for playing Nuns]]. ===Basic Heroes=== ====Bushi==== * '''Daimyo''' Your Daimyo's stats differ based on your caste. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Caste ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative |- | Kuge || 4 || 6 || 5 || 6 || 7 || 8 |- | Buke || 3 || 5 || 5 || 6 || 8 || 7 |- | Sohei || 3 || 5 || 5 || 7 || 7 || 7 |- | Otokodate || 4 || 6 || 5 || 7 || 6 || 8 |} </center> All Daimyo cost 115 Koku, and can be Mounted as Cavalry for 35 more Koku. All come standard with a Katana and a choice of Yari or Naginata as their second weapon for free. They can be also given a Bow for 15 Koku or any caste other than Buke can take a Teppo for 20 Koku. All Daimyo have a Legendary O-Yoroi for Armor. Daimyo are automatically a Taisho. Daimyo get 2 generic Taisho abilities and one of the caste-specific ones. Taking a Daimyo is great if you can to get the maximum possible Taisho abilities not to mention their impressive statline, but DO NOT LET HIM BE KILLED if playing a points game. You WILL lose. Daimyo have the Commandment Trait. * '''Shirei-Kan''' Also called "Clan Hero" sometimes in the rules. Once again, their stats differ by caste. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Caste ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative |- | Kuge || 4 || 5 || 4 || 5 || 6 || 7 |- | Buke || 3 || 4 || 4 || 5 || 7 || 6 |- | Sohei || 3 || 4 || 4 || 6 || 6 || 6 |- | Otokodate || 4 || 5 || 4 || 6 || 5 || 7 |} </center> Shirei-Kan cost 96 Koku, and can be Cavalry for 30 more. They have the same weapon options as a Daimyo, but their Bow is only 12 Koku and their Teppo (still not allowed for Buke) is 18. They get one generic Taisho ability and one caste Taisho ability. They also have the Commandment Trait. The main role of a Shirei-Kan is as Taisho. They're pretty expensive, so if you need another Bushi with Commandment you will probably want to skip the Shirei-Kan. * '''Busho Hatamoto''' The lowest rank Taisho possibility. Once again, caste-specific stats. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Caste ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative |- | Kuge || 5 || 5 || 3 || 4 || 5 || 6 |- | Buke || 4 || 4 || 3 || 4 || 6 || 5 |- | Sohei || 4 || 4 || 3 || 5 || 5 || 5 |- | Otokodate || 5 || 5 || 3 || 5 || 4 || 6 |} </center> The Busho Hatamoto costs 82 Koku, 20 more to ride a horsie. Same weapons options as the Shirei-Kan for the same Koku values, but with the extra option for Otokodate Busho Hatamoto to use an Ozutsu for 22 Koku. Equipped with an O-Yoroi. Only gets only one ability from either generic or caste Taisho abilities. * '''Samurai Daisho''' The cheapest Commandment Character available. Chances are good that if you just need a cheap officer to grant a bonus to Honor and inspire Samurai models, the Samurai Daisho is where to go. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 5 || 4 || 2 || 4 || 5 || 4 || 75 |} </center> They cost 12 more Koku for a horse. Same weapon options as Busho Hatamoto but 10 Koku for a Yumi, 15 for a Teppo (not for Buke), 20 for an Ozutsu (Otokodate only). They have Medium Armor. * '''Ashigaru Daisho''' Identical stats to the Samurai Daisho, except with one point higher Attack (which is bad) and only Light Armor. Costs 75 Koku. Can't take a horse. Same weapons as a Samurai Daisho, but 10 Koku each for Bow and Teppo (still not allowed for Buke), and 20 for the Ozutsu (still Otokodate only). ====Special==== * '''Kensei''' [[Meme|Roll credits.]] <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 3 || 6 || 5 || 7 || 7 || 7 || 110 |} </center> Holy fucking shit, Kensei are beasts. On top of all that, they have Legendary, meaning they get one extra Combat Dice. They Loner meaning they cannot join a Unit and must be fielded by themselves only. They come with Light Armor and a Katana. The fact they have the Duelist Trait as well means not only can they tear apart a Unit like a protagonist in a Samurai movie but they can also engage a Character in a duel; something they'll usually win. Think all that is amazing? They have special abilities on top of all that. ** A Clean Cut: Combat Ability, reduces an enemy's Armor by 2. ** My Sword Is My Armor: Combat Ability, increases the Kensei's Armor by 2. ** The Path Is Void: Combat Ability, reduces an enemy's Defense by 1. ** Stopping Arrows: Action Ability, increase Defense by 1 against ranged attacks. What. A. Beast. * '''Geisha''' Geishas have the No Combat Trait, and even if they could attack their stats are abysmal. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 6 || 3 || 3 || 7 || 5 || 6 || 80 |} </center> They have no Armor, and carry a Tessen. They have the Hidden Trait, so you use a generic model in their Unit to represent them until your opponent becomes aware of them. ** Inspire: Free ability, once revealed she can make a Ki roll which if passed lets her give her Unit a reroll on any failed attribute roll. This can only be done once per turn, and disallows Distract and Assassin that turn. ** Distract: Free Ability, once revealed she can make a Ki roll and if successful target a Unit within 30 centimeters to increase the difficulty of an ability of theirs by 3 points. ** Assassin: Combat Ability, as a Special Attack she makes a Ki roll against another Character. If she succeeds she rolls 4 Damage Dice to deal Wounds. If none of them hit, she takes 1 Wound. Geisha are multi-role buffers, debuffers, and Character killers obviously. They're a good choice for enhancing a point-sink Unit even further, and their ability to kill Characters regardless of their non-Ki stats without a chance for them to avoid it means that you can even kill an enemy Taisho very quickly. * '''Spy''' Another multi-role Character. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 4 || 5 || 3 || 6 || 7 || 5 || 98 |} </center> They don't have Armor, but do have a Katana. They have the Duelist and Hidden Traits. ** Yutei: Before the game begins, as the opponent places their Units you can make a Ki roll for the Spy. If successful, you get to see what is in the Unit, including any Hidden Characters. You can do this three times for each Spy. ** Metsuke: Combat Ability, when attacking a Unit with Ninja, the Metsuke has double Combat Dice and +3 Initiative. ** Kaiden: Action Ability: Reveals all Hidden Characters within 30 centimeters. ** Capturing Geisha: When fighting a Unit with a Geisha, the Spy can make an Honor roll against her. If he wins, she is removed as if a casualty. Needless to say, having a Spy around can be quite handy both for recon and for defending yourself, especially against Kuge players. * '''Weapon Master''' Similar stats to the Spy, although with one more point of Wounds, 5 Honor and 7 Initiative. Light Armor, Katana, and the Duelist Trait. Koku cost is 111. ** Is With Us: Grants his Unit +1 Defense and +2 Initiative. ** Clever: Combat Ability, for one turn lose 1 Defense to reduce Attack by 3 and gain +1 Initiative and Ki. ** High Guard: Combat Ability, increase Defense by 1 point for a turn. ** Step Back: Combat Ability, cause Crits on a 9+. Weapons Masters are raw combat Characters, focused on buffing their Unit and being devastating by gaining the best possible Attack value. If you want a killer pure and simple, take a Weapons Master and stick them anywhere you think they'll get into a fight. * '''Kabukimono''' <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 4 || 5 || 3 || 6 || 4 || 6 || 91 |} </center> Duelists and Loners who wear Light Armor and come with a Katana and a Kiseru. ** Sadic and Braggart: Combat Ability, increase enemy Attack by 1. ** Drunkard: Combat Ability, cancel a Wound at the cost of +1 Attack and -1 Defense. ** Use The Kiseru: Action Ability, use the Kiseru rather than the Katana for attacks. * '''Kagemusha''' A complete body double for any Character you want, having all of their stats and abilities other than Wounds, which is just 1. They are a Samurai Trait Character with a Katana, Yari, Naginata, and for 10 points a Bow. They have the same Armor and Koku cost as what they are doubling as. You begin the game with the Character that the Kagemusha is pretending to be Hidden in a Unit, while the Kagemusha uses their model and pretends to be them. When the ruse is revealed (by the Hidden Character entering combat most likely), you replace the model your other Character was pretending to be with what it really is. Unless killed, the Kagemusha remains. While a Kagemusha can be anything, the only viable use is being a duplicate Taisho since otherwise you're paying top Koku for the same model but only one Wound. * '''Kyudo Hanshi Judan''' A Projectiles, Mastery In Archery, Loner Trait Character. No Armor, equipped with a Wakizashi and a Bow. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 4 || 5 || 4 || 6 || 5 || 4 || 105 |} </center> ** Incendiary Arrows: Action Ability, attacks can be made against Constructions and have +2 on damage rolls. ** War Arrows: Attacks made by the Kyudo Hanshi Judan reduce enemy Armor by 2. ** Kuboraya Arrows: Action Ability, attacks Crit on 9+ and reduce target Honor by 1 for one turn. ** Firing On The Move: Action Ability, suffer no modifiers to Attack for moving. ** Critical Shot: Action Ability, Crit on 8+. ** Running Away And Shooting: Action Ability, react to a Charge by Running Away and shooting with a penalty of +2 Attack. The Kyudo Hanshi Judan is the Kensei of ranged combat, and it shows. Take them to cripple advancing troops, or to sow fear into their ranks. Their mobility will let you adapt better to the battlefield than a Unit of Yumi can. * '''Shinobi/Kunoichi''' A solo Ninja. Have the Projectiles, Loner, Assassin, and Ninjutsu Traits. Wear Light Armor. Equipped with a Shinobi Gatana, Kusarigama, Shuriken, and a Blowpipe. Generally you'll want to favor the Shinobi Gatana for its -2 to Defense of target, the Blowpipe to attack from 20 centimeters to 30 centimeters as well as against weakened targets due to its longer range and 9+ Crit, and the Shuriken once per turn against a foe who still has Defense left if possible (under 20 centimeters away) for its extra -1 Defense debuff. When choosing, you must first decide if you are fielding a male of female. Females can replace any of the stock abilities with Seduction. You must then choose what kind of specialist they are. ** Mitsumono: Identity specialist, loses Loner and can be fielded within a Unit if you want although no Honor or Initiative bonus is given. Is represented by any model you like, so as far as your opponent knows it could be anything from Taisho to Kappa. Counts as a Bushi, and cannot be in the same Unit as another Bushi. If the Ninja leaves the Unit, they can't join another. ** Kamari: Surprise attack specialist. Deploys like a Ninja, but if an enemy occupies the same terrain as it then you can choose whether or not to reveal it, rather than being forced to. ** Denuki: Infiltration specialist. During your Taisho Order Phase, shuffle your opponent's Unit cards and pick one at random. The Ninja paralyzes the Unit for a turn, and appears in base contact with them. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 4 || 5 || 3 || 6 || 6 || 7 || 117 |} </center> ** Rappa: Action Ability, all Units within 20 centimeters make a Ki roll against the Ninja. Any model with Commandment within 15 centimeters of a Unit can lend their Ki. Any Units that fail must pass an Honor roll or Run Away. ** Vanishing: Combat Ability, move 2D10 centimeters away from the Unit the Ninja is in combat with, no Chase reaction is allowed. If they fail the Ki test, they suffer -4 Initiative. ** Incendiary Bomb: Action Ability, for 2 Action Points make an Attack roll. It deals 3 Damage Dice to the enemy, unless the Attack roll result is a 1 or 2 in which cause the Ninja takes the Damage Dice instead. ** Seduction: Kunoichi who replaced another ability can take this. The Kunoichi makes a Ki roll against any model within 20 centimeters. If it fails, it moves towards her (leaving its Unit) until it is in combat with her, Confrontation if alone or regular combat if she is a Mitsumono in a Unit. Shinobi are designed to fuck up an opponent's plans, pure and simple. Use Kamari and Denuki in offensive games to set up your maneuvers how you like, use Mitsumono and the others in defensive games. Denuki can kill any Characters in a Unit using Assassinate without facing a huge group of men. Mitsumono can likewise give a Unit with a Character engaging one of your own a nasty surprise. Kunoichi in a Unit can leave your opponent absolutely fuming. ===Kuge=== Kuge rely on heavy troops that are designed to support Ashigaru, plus using Ninja to disrupt the enemy. You're better than anyone else from the front, and have insurance sneaking around behind and from the sides. ====Special==== * '''Onna-Bushi''' Equipped with Medium Armor, Samurai Trait, armed with Naginata. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 5 || 4 || 1 || 4 || 4 || 5 || 29 |} </center> ** Warrior Women: All friendly Units within 20 centimeters have +1 Honor. ** Cherry Tree Flowers: Combat Ability. Every slain Onna-Bushi causes a Damage roll against the Armor of the enemy Unit that killed her. Onna-Bushi are a five-star Unit that will chip away at enemy Defense, deal a fair amount of Wounds, and even dying can make themselves useful. Their passive ability will make it much less risky to invest yourself in Heinin. Compared to Katana Samurai, you're paying five more points for a two point increase in Initiative, the ability to debuff enemies you attack, improving morale in a bubble, and having a last chance to strike an enemy as you die. The only thing you lose is the Katana ability to disregard debuffs while attacking. Most Kuge lists will want at least a 10-15 strong Unit of Onna-Bushi as a result. * '''Teppotai (Teppo Ashigaru)''' Projectile Heinin, armed with a Teppo and a Wakizashi plus Light Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 7 || 3 || 1 || 4 || 3 || 2 || 23 |} </center> ** Wall of Stakes: Action Ability costing 1 Action Point, Teppotai put up a terrain fence of sharpened stakes in front of them. It provides Light Cover against other ranged attacks, Heavy Cover in melee, and entirely prevents Cavalry from attacking them head-on. ** Alternated Shot: Action Ability that costs 1 Action Point (you still have to spend Action Points on shooting and reloading as well however), gain an additional two Attack Dice for the Unit. Teppotai are very powerful, but are more inclined towards defensive play where they can be stationary. They do well in multiple Units of 5 or 10. Remember that they are still Heinin, and need protection for morale. They are invaluable at eliminating super durable models and delaying Cavalry. * '''Kuge Great Guard''' Heavy Armor, Samurai Trait, and equipped with Omi Yari which give +1 Initiative. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 5 || 4 || 1 || 4 || 4 || 4 || 39 |} </center> ** Terrific Appearance: Causes -1 Honor to Units trying to attack the Kuge Great Guard, which is factored into Combat Resolution as well. ** Knocking Down Enemies: Combat Ability, causes -1 Defense to enemies Kuge Great Guard is engaged with. The Great Guard are amazing examples of Samurai, and turn the Kuge weaknesses (reliance on squishy Heinin) against the foe by being better armored and diminishing their enemy's staying power. * '''Onna Kiba Musha''' A 3-10 Unit size Cavalry with Medium Armor, the Samurai Trait, and Naginata. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 5 || 4 || 2 || 4 || 4 || 5 || 37 |} </center> ** Warrior Women: All friendly Units within 20 centimeters have +1 Honor. ** Cherry Tree Flowers: Combat Ability. Every slain Onna Kiba Musha causes a Damage roll against the Armor of the enemy Unit that killed her. As you would expect, mounted Onna-Bushi. Compared to Kiba Musha, Onna Kiba Musha cost 4 more Koku, have one point better Attack, one point worse Honor, one point higher Initiative, lose the dubuff-proof Katana but gain an enemy-debuffing Naginata, inspire morale on your forces and get to make a last attempt at damage on death. Not as superior as Onna-Bushi are to Katana Samurai, but still worth considering. Your Cavalry is less likely to be near the Heinin so the morale boost is reduced in importance too, unless trying to use Yari Ashigaru as an Anvil so your Onna Kiba Musha can circle around and destroy the enemy Unit from behind. ====Elite==== * '''Ninjas'''' Ninjutsu, Loners, Projectiles, Harassers. Light Armor, Shinobi Gatana and Shuriken. No Hata-Jirushi option. Unit size of 3-10. Ninja have special deployment, after all other models are placed (other than other Ninja) in a terrain piece that isn't in Line of Sight of enemy models and isn't in their deployment zone. You don't place anything on the field, just write down on their card where they are. When you decide to move them, you then show the other player their card and take their turn. Otherwise, the first enemy Unit within 5 centimeters of them suffers a surprise attack as the Ninja make a successful Charge. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 5 || 4 || 2 || 5 || 5 || 7 || 60 |} </center> ** Trained Assassin: Combat Ability, can gamble half your Combat Dice in a Ki test. If passed, you can allocate those Combat Dice to a Character in the Unit. If failed, you lose the dice. ** Vanishing: Action Ability, in the Orders and Actions Phase the Ninja make a Ki test. If passed, they make a free Movement away from the Unit they are engaged with, with the enemy not being allowed to Chase. If they fail, they suffer -4 Initiative for a turn. Ninja are very useful, and can be used in a number of ways such as setting up to ambush from behind and eliminate a whole Unit, to deny enemies access to an important terrain like a Graveyard or Construction, or to slow an enemy that you REALLY don't want to engage yet. The Clandestine Practices Taisho ability can force an enemy to choose between halting their advance or losing their ranged support. * '''Yabusame''' Samurai Projectile Harasser Cavalry wearing no Armor, bearing Bows and Katanas. They cannot take a Hata-Jirushi. Unit size 3-10. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 5 || 4 || 2 || 4 || 4 || 3 || 46 |} </center> ** Firing On The Move: No modifiers to your Attack due to Movement. ** Critical Shot: Action Ability, Crit on 8+. ** Running Away And Shooting: Action Ability, react to a Charge by Running Away and shooting with a penalty of +2 Attack. Basically a Unit of mounted Kyudo Hanshi Judan, they can't survive melee so they need to stay out of range for Charges while circling foes. The fact they are Harassers means you don't need to waste time reforming to make sharp turns or reverse direction, which is a great help. Beware Ishitsubute Ashigaru. ===Buke=== Buke bring the pain with heavy models, a greatly expanded version of what the core options, and independence. An army that focuses on standard tactics and excels at it. ====Special==== * '''No-dachi Samurai''' Medium Armor Samurai with No-dachi, which provides -1 Attack and Crits on 9+. Unit size 5-15. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 5 || 4 || 1 || 4 || 5 || 3 || 43 |} </center> ** Fight For The Emperor: No-dachi Samurai have one reroll on an Honor roll per turn. ** Banzai: Action Ability, a Charge that has a 2d10 distance rather than the usual single d10. No-dachi Samurai are very point-expensive models with a lot of perks. They're very killy, durable, and don't need babysitting thanks to their high Honor and the reroll. Their Charge length is an amazing bonus, but don't go overboard. You have to invest quite a bit of Koku into a single Unit. If you take them, you're planning on being a steamroller. Careful not to get too far away from your other models, despite their durability you'll drop to getting double-teamed just like everyone else. * '''Yari Samurai''' Medium Armored Samurai equipped with Yari. Unit size 5-15. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 6 || 4 || 1 || 4 || 5 || 3 || 29 |} </center> ** Protect The Lord: The Forest of Spears ability prevents Characters from being challenged to Confrontations for a turn. ** Forest of Spears: Action Ability, used as a reaction to a Charge or activated as any other Action. Cancels the Charge bonus of the enemy and gives +1 Defense. Defensive Samurai. Take these with your Taisho, or to protect any character you'll want eliminating the redshirts without worry from Duelists. Keep in mind they can't protect characters from Assassins. * '''Ji Samurai''' Light Armored Samurai Harassers with Jingama, which cause -1 to the Defense of Cavalry and negate their mounted bonuses (including their 2 points of Armor). Cannot take Hata-Jirushi. Unit size 3-10. (Ji) <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 6 || 4 || 1 || 4 || 5 || 3 || 40 |} </center> Every Ji Samurai you field also gives you a free Dog model, which have their own Unit. Dogs cannot be more than 60 centimeters away from their Ji Samurai and take their Orders immediately after the Ji Samurai. ** Warn The Dogs: Action Ability, gives the Dogs an Attack of Opportunity without costing any Commandment Points or your Actions Of Opportunity limit. (Dogs) <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative |- | 7 || 2 || 1 || 2 || 2 || 6 |} </center> ** Chase: Dogs move and Charge as Harasser Cavalry, and otherwise behave as Harasser Infantry. Altogether, you're paying into a lot of Koku for decent anti-Cavalry models and some nifty ambushers that can lie in wait and pin down something when it turns a corner of a Wall. Remember that attacking something from the other side of a Unit that the Dogs are ripping at will destroy it just like anything else. An interesting choice, but be sure you have a plan to use them. They're not entirely useless in small numbers, making a decent speedbump in the path of Cavalry. * '''O-Ban''' Heavy Armored Cavalry Samurai armed with Jumonji Yari which cause a Crit on 9+. Unit size 3-10. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 5 || 4 || 2 || 4 || 5 || 4 || 51 |} </center> ** Intimidate: Combat Ability, causes -1 Honor and -1 Initiative to target Unit. ** Crush With The Horses: Combat Ability, with each Attack made an additional Combat Dice is rolled as if made by an Attack 8 using Claws (no bonuses or penalties to this Attack). The heaviest Cavalry in the game, and they cost as such. You're not going to be fielding these in big numbers outside of large games. Proper use of Intimidate at the right time can be almost as useful as their combat potential. ====Elite==== * '''Kengo''' Legendary Harasser Duelist Loner Samurai equipped with Light Armor and a Katana. Cannot take Hata-Jirushi. Unit size 1-3. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 4 || 6 || 3 || 5 || 6 || 5 || 62 |} </center> ** No Thinking: Every Attack reduces enemy Defense by 1. ** Two Swords: Combat Ability, increase Defense by 1 in Combat or Confrontations. ** I Dare You: Combat Ability, improves his Attack to 3 in Confrontations. Kengo are a gamble option. Cost a fuckload of Koku, and their main use is to throw at a Unit and focus on getting them into a Confrontation to quickly eliminate any Characters in the other Unit. If they eliminate the enemy Taisho, then they've probably paid for themselves and will die. If they wipe out other Duelists who could kill YOUR Taisho, they've probably paid for themselves and will die. If you can put them against a Bushi Character who's purpose was to boost the morale of a Unit, they may be able to deal enough damage to that Unit to cause it to Run Away afterwards. * '''Yumi Kiba Musha''' Samurai Cavalry Projectile Harassers equipped with Medium Armor, a Bow, and a Katana. They can't use Hata-Jirushi. Unit size 3-10. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 5 || 4 || 2 || 5 || 5 || 4 || 53 |} </center> ** Pulling Out: Yumi Kiba Musha don't suffer penalties for the Projectile Trait due to Charges. ** Kuboraya Arrows: Action Ability, attacks Crit on 9+ and reduce target Honor by 1 for one turn. Mounted ranged support, and actually crunch to be more effective than Yumi Ashigaru so there's that, and as a bonus they aren't Heinen scum so in the rare chance they'll get bogged down you don't have to worry about them making a break for it. ===Sohei=== Every non-core model Sohei can field has the Sohei ability, giving you an advantage over players using Death Creatures, and the entire Undead army. Sohei strategy is based on superior options that can crush plenty of weaker enemies and demoralize/debuff the elite. They are a balanced faction, effective against all enemy types but without hard counters to anything. ====Special==== * '''Naginata Sohei''' Sohei Infantry, equipped with Medium Armor and a Naginata. Unit size 5-15. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 5 || 4 || 1 || 5 || 4 || 4 || 31 |} </center> ** Battle Cry: Action Ability, used as a Countermand or reaction to being Charged. Make a Ki roll against the Charging Unit, if you succeed you may reduce the Charge distance by d10. ** 'Till The End: For one turn per game, automatically pass all Honor checks. Naginata Sohei give you an effective [[Tarpit]] as between their increased durability, ability to possibly end a Charge against them, their unlikelihood of fleeing, and the Defense reduction their weapons afford them you end up with a master tactician's wet dream. * '''Ama Kihei''' Sohei Harasser Cavalry, equipped with Light Armor and a Naginata. Unit size 3-10. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 6 || 4 || 2 || 5 || 4 || 4 || 39 |} </center> ** Overwhelming Beauty: Combat Ability, increase the Attack of enemy Units attacking them by 1 point, and each must succeed a Ki roll or they cannot make any Actions for a turn. ** Death Chant: Action Ability, for one Action Point every enemy Unit within 20 centimeters must make a Ki roll against this Unit. If they fail, their Honor and Initiative are reduced by 1 point. Ama Kihei take the Harasser role far more literally than the others in the category. While they aren't bad for their cost, shutting down a Unit for a turn and continually weakening every enemy in a large bubble around them is beyond useful. No strategy is not improved by these ladies' effects. Be warned, they're going to be the focus of shooting right off the bat. * '''Mitsu Dogu Sohei''' Sohei Infantry, equipped with Mitsu Dogu and Light Armor. Unit size 5-15. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 5 || 4 || 1 || 5 || 4 || 4 || 29 |} </center> ** Combined Attack: Action Ability, grants 2 Combat Dice for every four models involved in the combat. Note that this is yours and those of your enemy. ** Martial Arts: Combat Ability, gain the Martial Arts Trait for a turn. To get the most out of these models, you obviously want as many as possible in the Unit. Due to the Initiative penalty their weapon gives their opponent they will be less effective against things that are slow already. You'll want to use Martial Arts along with their bonus Combat Dice to get in as many crits as possible. Not an amazing option overall, but they are conditionally amazing against horde armies and small elite armies alike. * '''Yumi Sohei''' Sohei Projectiles Infantry, equipped with Medium Armor, a Yumi, and a Wakizashi. Unit size 5-15. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 5 || 4 || 1 || 5 || 4 || 4 || 34 |} </center> ** Incendiary Arrows: Action Ability, attacks can be made against Constructions and deal a Crit on 8-10. ** Soya War Arrows: Action Ability, cause -2 Armor to hit enemies. Very powerful Archers. Not much more to be said except that they're worth their cost. ====Elite==== * '''Ikame Bo (Terrific Bonzo)''' Infantry, Sohei, Great Warrior (+1 Honor), Harasser, Loners. Equipped with Kanabo-Tetsubo and Medium Armor. Unit Size 1-4, cannot take Hata-Jirushi. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 4 || 5 || 3 || 7 || 5 || 5 || 55 |} </center> ** Revolving Hit: Combat Ability, when Charging they gain 1 more Combat Dice for every model in the enemy Unit. ** Remain Steadfast: Action Ability, used when Charged. Make a Ki roll against the opponent, if successful they lose all bonuses from Charging. A subversion on the usual Tarpit concept, being a somewhat expensive model type that has flexible movement, is fairly durable with decent damage output, and is good both on attack and defense. You'll never need many, but taking one or two on the flanks is advisable. They're also a cheap way to keep enemies from instantly destroying you with a front and back attack by crushing puny Ninja! Against Cavalry, they won't be much more than a damaging speedbump though. Once you're safe from flanking feel free to wheel them into the biggest Unit you can. Their weapon effect, -1 Armor to what they hit, is great with all their possible attacks. * '''Teppo Sohei''' Infantry, Sohei, Projectiles. Equipped with Teppo, Katanas, and Light Armor. Unit size 5-15. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 5|| 4 || 1 || 5 || 4 || 4 || 38 |} </center> ** Wooden Shields: Action Ability, while active they have Heavy Cover against ranged attacks but have half Movement speed. ** Alternated Shot: Action Ability, costs an Action Point on top of the one for actually making the shooting Action. Gain 2 more Combat Dice for every four models in your Unit. A much more costly but superior version of the Kuge Teppotai. Since you can deploy your shields whenever it behooves you to get your Teppo Sohei where you want them as quickly as possible, although if you aren't facing return fire from other ranged enemies you don't need to bother. You can still move with shields active but the slowdown isn't pleasant to deal with, and if you plan on Alternated Shot you don't want to have to move. You'll also want your Teppo at numbers divisible by four unless you want extra to have some casualty buffer (at that price, you don't want it most likely). If you don't want to bother using the shields and stay on the move, taking them as multiple Units of 5 will force your opponent to choose what to shoot. Remember the 50% Defense reduction of Teppo on targets is great, meaning you'll want to aim for the most durable things your enemy has. As Sohei, they'll shred any expensive Death or Undead enemies. ===Otokodate=== Otokodate specialize in deciding what they want to die and making it happen so their ordinary options available to the other factions can do the work mopping up what's left. Blow em away, slit their throats, and keep your own boys safe and pushing against the Samurai. Beware massed Heinin, which the Otokodate have no real special defense against. ====Special==== * '''Katana Ashigaru''' Infantry Heinin, equipped with a Katana and Light Armor. Unit size 5-20. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 7 || 3 || 1 || 3 || 3 || 2 || 19 |} </center> ** Banzai: Action Ability, make a Charge at 2D10 distance instead of 1D10. Compared to Yari Ashigaru you're spending 5 points to trade +3 Initiative plus a one-turn -1 Attack if Charged for a constant -1 Attack and no stat penalties or bonuses attacking inside a Construction and gaining a double Charge distance potential. Their primary use is getting into fights and staying useful throughout them, and make for a highly aggressive force that will pin your opponent down closer to their side of the map or will rush anything thinking it can hide in a building. That -1 Attack is awfully expensive though, so you should know what you're doing with them. Against other Infantry you'll most likely be the one able to decide when a Charge occurs, which means you can count on Charge bonuses if you know what you're doing. They can be sent around to flank tied up enemies and quickly doubleteam enemies, or kept waiting to Commandment dash at an enemy that Runs Away while pulling off flank protection. * '''Teppo Ronin''' Infantry, Ronin, Projectiles. Equipped with Teppo, Katanas, and Medium Armor. Unit size 5-15. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 6 || 4 || 1 || 4 || 4 || 3 || 38 |} </center> ** Wooden Shields: Action Ability, while active they have Heavy Cover against ranged attacks but have half Movement speed. ** Alternated Shot: Action Ability, costs an Action Point on top of the one for actually making the shooting Action. Gain 2 more Combat Dice for every four models in your Unit. Its the Teppo Sohei only without the Sohei ability, and one less point of Ki, Honor, and Initiative. Luckily those aren't exceedingly important, and in exchange you get the Ronin ability that lets you reroll Run Away rolls and one level higher armor which is arguably the much better deal. Use them as you would the Sohei version, and know they'll be slightly better in close combat if push comes to shove. * '''Ozutsu''' Infantry, Harasser, Ronin, Projectiles, equipped with an Ozutsu, Katana, and Medium Armor. Unit size 3-10. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 5 || 4 || 1 || 5 || 4 || 4 || 50 |} </center> ** Long Distance: Action Ability, maximum firing range increases by 15 centimeters for one turn. ** Bombing: Action Ability, grants any of your Units with Ozutsu or Cannons (not just the Unit using this ability) within 30 centimeters of your Taisho the ability to fire on ANYTHING the Taisho or a Spy has Line of Sight to at a +1 Attack penalty. Holy fucking shit. The best weapons in the game, the potential to shoot almost fucking anything that you want. They soak Koku like heavy cavalry, but are absolutely worth it. As the only artillery currently in the game, the ability to field Ozutsu puts you at a major advantage in the game if you use them well. If not...well, you put a LOT of points into cannons getting diced to pieces by a larger force. Kuge Ninja buttsecks can also tie up your Ozutsu in melee, leaving the rest of your force high and dry so make sure you have something to shield them from melee on standby. * '''Machi Yakko''' Heinin Infantry, equipped with a Jumonji Yari and Medium Armor. Unit size 5-15. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 6 || 4 || 1 || 4 || 5 || 3 || 37 |} </center> ** Protect The Lord: Combat Ability, anything in a Unit equipped with Yari (not just this one) cannot be challenged by characters for a turn. ** Assault: Action Ability, attack a Construction with no penalties or bonuses to Close Combat for a turn. Not terribly useful for their stats at their Koku price, the primary purpose of the Machi Yakko is to give you the ability to field your Characters without fear of being taken out by character-killers other than those with special abilities when you field Yari troops, of which you have decent options. Assault will basically give you a good reason to get that character in your spearbunker rather than something stronger that can help you storm the fort. You'll rarely ever have a reason to field more than one Unit of these since you only need one Unit and you can get twice the Yari Ashigaru or a Yari Kiba Musha for that price. Take enough for the Unit to survive. ====Elite==== * '''Kyokaku''' Infantry, Harasser, Heinin, Projectiles, Duelist, Loner. Equipped with a Yumi, a Katana, and Light Armor. Unit size 1-5. Cannot take a Hata-Jirushi. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 5 || 5 || 2 || 5 || 5 || 6 || 57 |} </center> ** The Way Of Kykotsu: Combat Ability, when active the Kyokaku gains 2 Combat Dice in Confrontations. ** Hate For The Samurai: Combat Ability, in Combat gain 1 Combat Dice for every 2 enemy Samurai in the same Combat. ** Defenders Of The People: Every friendly non-Samurai within 30 centimeters has +1 Initiative. Moderately useful options, given almost every player in the game will be taking some form of Samurai. They can't take damage and are very expensive in Koku, so you must defend them and count on getting them into the flanks of an enemy rather than a head-on fight. Duelist is their greatest advantage, since you can keep challenging until the enemy is dead or demoralized. By taking these in large numbers, you're dedicating your strategy to their use since losing them to a cavalry charge or arrows is easy and as damaging as losing a large Unit. The bonus to Initiative will help you with this. By only taking one however, you've paid a mere 57 points to make most of your army faster and giving you a simple protection from being attacked on the flanks or from behind. Mitigating the risk is their double Wounds at least. * '''Assassins''' Infantry, Harasser, Duelist, Loner, Ronin. Equipped with Katanas and Light Armor. Unit size 1-5, no Hata-Jirushi option. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost |- | 4 || 5 || 3 || 5 || 5 || 6 || 60 |} </center> ** Eliminate The Lord: Combat Ability, in a Confrontation each Assassin will take the place of the last if killed until there are no more Assassins in the Unit. Only then does the Confrontation end. ** Alternative Weapons: Combat Ability, can use one of the following instead of the Katana in Confrontations and Close Combat. '''Sai''', adds +1 to the Attack of enemies using any sword weapon. '''Claws''', deals -1 Defense to hit enemies. ** Foul Play: Combat Ability, deal crits on 8-10. They're what you expect them to be. A very, very good way to make sure a specific character dies, or that a small elite Unit gets wiped our or crippled. They suck up Koku, and to get the most out of them you want to take as many as possible in a Unit. Taking more than one Unit is more pricy, and has very little additional use. ===Spiritual=== Since not all of the spiritual alignments are in the game yet, there is no restriction on who can take what. ====Onmyouiji==== =====Celestial===== * '''Celestial Onmyouiji''' Spiritual Character, Infantry, Celestial Knowledge. Equipped with a Tessen, and no armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Level ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! |- | 1 || 6 || 4 || 2 || 6 || 5 || 3 || 61 ! |- | 2 || 6 || 4 || 3 || 7 || 5 || 3 || 73 ! |- | 3 || 6 || 4 || 4 || 8 || 5 || 3 || 95 |} </center> Celestial Onmyouiji share the position of cheapest with Death, and are the second weakest on defense. They are also the second weakest on offense and are the slowest, although since they can't attack due to only having a Tessen that shouldn't matter. ** '''Book Of Light''' Generalized enough to be useful to anyone. Focused on making you better and saving you from ranged attacks, with the highest spell capable of eating most of a single Wound model Unit. Useful for any army. *** Spheres Of Light (Level 1) Either a Unit or a specific Character within 60 centimeters takes a 2 Magic Dice attack, suffering a Wound for each failure. *** Power Word (Level 1) Variable spell, +2 Initiative to a Unit within 40 centimeters. *** Spheres Of Light (Level 2) As above, but four Magic Dice. *** Spheres of Protection (Level 2) Variable spell, Character within 40 centimeters gains +1 Defense and +2 Armor against projectiles for a turn. *** Blind (Level 2) Target Projectiles Unit within 60 centimeters must make a Magic Resistance roll for every model in it and lose 1 shooting Attack Die for each failure for a turn. *** Path To Victory (Level 3) Variable spell, all friendly models gain +1 Honor and +1 to Damage rolls for a turn. *** Burning Light (Level 4) Target Unit within 50 centimeters must make a Magic Resistance roll for every model in it and take one Wound for each failure. ** '''Book Of Time''' Spells debuff foes, deliver your models almost anywhere you want them to be, and can deal massive damage to single enemies. Not as useful for armies focusing on cavalry and charging unless you want to be in your opponent's face ASAP for tactics like Kuge Ninja spitroasting or forcing Run Away to get their models off the board. Far more useful for defensive armies to quickly plant themselves favorably in regards to terrain such as on a hill, in trees, around and in a Construction, etc. *** Physical Disruption (Level 1) Target Unit within 40 centimeters takes a 3 Magic Dice attack, suffering a Wound for each failure. *** Fleeting Moment (Level 1) Variable spell, target Unit within 50 centimeters must pass a Ki roll against the caster or receive -3 Initiative for a turn. *** Physical Disruption (Level 2) As above, but 5 Magic Dice. *** Walk Over Reality (Level 2) Variable spell, target Infantry Unit within 40 centimeters can move like Cavalry for a turn, although if it Charges it will get the standard Infantry Charge bonuses. *** Disorientate (Level 2) Target Unit within 50 centimeters must pass a Ki roll against the caster or lose 1 Action Point for a turn. *** Ripping The Veil (Level 3) Any Character within 40 centimeters and in Line of Sight of the caster may be moved anywhere else within 40!centimeters and in Line of Sight of the caster that is not within 5 centimeters of one of its enemies. Can be used on your enemies... *** Cloak Of Ashes (Level 4) Target Character within 60 centimeters takes an 8 Magic Dice attack, suffering a Wound for each failure. * '''Yataragatsu''' Small Creature, Flying, Loner. Uses Claws And Jaws and has no armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Level ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! |- | 1 || 7 || 4 || 2 || 5 || 6 || 4 || 34 ! |- | 2 || 6 || 5 || 3 || 6 || 6 || 4 || 43 ! |- | 3 || 5 || 6 || 4 || 7 || 6 || 4 || 52 |} </center> ** Guide Of The Skies: Allows the Onmyouiji to ignore Line of Sight spell requirements. Guide Of The Skies is extremely useful early in a game, or in a game with lots of terrain to hide in or around. Ripping a Taisho out of his fortress into your lines with nowhere to run but further from safety is especially nice. In open fields, the effect and thus the Yataragatsu itself loses much of its use. * '''Kitsume''' Small Creature, Loner. Uses Claws And Jaws and has Light Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Level ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! |- | 1 || 5 || 3 || 2 || 4 || 5 || 5 || 31 ! |- | 2 || 4 || 4 || 3 || 5 || 5 || 5 || 40 ! |- | 3 || 3 || 5 || 4 || 6 || 5 || 5 || 49 |} </center> ** Humanoid Shape: Kitsume can join a friendly Unit to boost it's own Attack Dice by 1, but loses Small Creature. If you want a Shikigame for Celestial and aren't concerned with Line of Sight being blocked, take the Kitsume. For a fairly low amount of Koku you get a powerful attack Creature that can hide in a Unit if you are concerned with its survivability by itself. =====Infernal===== * '''Infernal Onmyouiji''' Spiritual Character, Infantry, Infernal Knowledge. Equipped with a Katana and has no armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Level ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! |- | 1 || 4 || 2 || 2 || 6 || 3 || 5 || 66 ! |- | 2 || 4 || 2 || 3 || 7 || 3 || 5 || 78 ! |- | 3 || 4 || 2 || 4 || 8 || 3 || 5 || 100 |} </center> The most pricey point-wise along with Earthly. Also the single best in combat, although with the lowest Defense and no armor the Infernal Onmyouiji is a major pricey glass cannon. But you should be avoiding melee with him anyway, making the only risk from Confrontations with faster models. ** '''Book Of War''' Players wanting to boost the raw killing power of models, play morale games, or use raw blasting power should use their Onmyouiji as the Hymukai Sun Tzu. *** Projectiles Of Fire (Level 1) Target Unit within 60 centimeters takes a 2 Magic Dice attack, suffering a Wound for each failure. *** Cloak of Terror (Level 1) Variable spell, target Unit within 40 centimeters causes a -2 Honor penalty to any roll for a turn. *** Projectiles Of Fire (Level 2) As above, but four Magic Dice. *** Warlord (Level 2) Variable spell, for one turn target Character gains 2 Combat Dice and can reroll Initiative in Confrontations once. *** Channel Of Fire (Level 2) All models in a Unit within a 40 centimeter line in any direction take a 3 Magic Dice attack, suffering a Wound for each failure. This affects both friendly and enemy models. *** Rain Of Blood (Level 3) Variable spell, all Infernal models gain -1 Attack and all enemy Units have -1 Honor. *** Deflagration (Level 4) All Units, friend and foe, within a 20 centimeter radius of the Onmyouiji take a 7 Magic Dice attack, suffering a Wound for each failure. This affects both friendly and enemy models. ** '''Book Of Rage''' While War provides direct blasting and buffing, Rage bolsters ranged attacks, will give you a much cheaper Oni, and gives more control of the blasting done. Rage works better for armies with large Units of Heinin. *** Tongue Of Destruction (Level 1) Variable spell, target Unit within 40 centimeters takes a 3 Magic Dice attack, suffering a Wound for each failure. *** Iraki's Rage (Level 1) Variable spell, target Unit within 40 centimeters gains 2 Attack Dice for every five miniatures in it but if not already in melee must make a Charge towards the nearest foe regardless of whether or not it could succeed. *** Tongue Of Destruction (Level 2) As above, but five Magic Dice. *** Ikari's Servant (Level 2) Variable spell, caster or one of their Shikigami transform into the Oni Creature for one turn. Cannot cast spells while an Oni. *** Guiding Arrows (Level 2) Target Projectiles Unit within 40 centimeters has -1 Attack and +1 Damage to their ranged attacks for a turn. *** Infernal Explosion (Level 3) A 15 centimeter radius template that can be placed within 50 centimeters of the caster deals takes a 5 Magic Dice attack to all Units within the radius, suffering a Wound for each failure. All Characters affected receive 3 Magic Dice attack, suffering a Wound for each failure. *** Sacrifice (Level 4) Instantly kill between one and four Heinin models of your choice (yours or those of your enemy) within 40 centimeters of the caster to deal a 3 Magic Dice attack per sacrificed model to a Unit of choice within 40 centimeters, suffering a Wound for each failure. * '''Inugami''' Small Creature, Loner. Uses Claws And Jaws, and has no armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Level ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! |- | 1 || 5 || 3 || 2 || 4 || 3 || 7 || 29 ! |- | 2 || 4 || 4 || 3 || 5 || 3 || 7 || 38 ! |- | 3 || 3 || 5 || 4 || 6 || 3 || 7 || 47 |} </center> ** Infernal Dog: Can spend an Action Point to make a Ki roll against any Unit within 20 centimeters, causing 1 Damage Dice per level against it if successful. Inugami are one of the best Shikigami in the game if you want to invest your points into them. They do best protecting a Unit from being flanked by standing by its side until the time is right to swing it around into a flank of something you're in melee with, and being able to make a short range attack based on Ki can soften up an enemy waiting to get into position, or do fantastic damage against something far more durable than spiritual. Remember that since they lack any armor and have to be a Loner they will attract ranged attacks like a magnet. * '''Tsuchigumo''' Small Creature, Loner. Uses Claws And Jaws, has Medium Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Level ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! |- | 1 || 6 || 3 || 2 || 4 || 4 || 4 || 30 ! |- | 2 || 5 || 4 || 3 || 5 || 4 || 4 || 39 ! |- | 3 || 4 || 5 || 4 || 6 || 4 || 4 || 48 |} </center> ** Protective Cloth: Both Tsuchigumo and its Onmyouiji have +1 Defense against Projectiles if level 1-2, +2 Defense against Projectiles at level 3. Tsuchigumo trades a small amount of the offensive power and most of the speed of the Inugami for raw durability and morale. Take him instead if you will be playing a smaller elite army that needs real protection and/or is vulnerable to mass shooting. =====Earthly===== * '''Earthly Onmyouiji''' Spiritual Character, Infantry, Earthly Knowledge. Equipped with a Bo and Light Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Level ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! |- | 1 || 7 || 5 || 2 || 6 || 4 || 4 || 66 ! |- | 2 || 7 || 5 || 3 || 7 || 4 || 4 || 78 ! |- | 3 || 7 || 5 || 4 || 8 || 4 || 4 || 100 |} </center> The other more expensive Onmyouiji. The Bo makes them the single fastest one in melee, and they are the only one with Armor. On top of that they have the highest Defense and second highest Honor, at the cost of the single worst Attack score of the four. ** '''Book Of Animals''' Mostly buffs and area damage spells, as well as the ability to control your opponent's movement. *** Poisonous Projectile (Level 1) Target Unit or Character within 60 centimeters takes a 2 Magic Dice attack, suffering a Wound for each failure. *** Essential Energy (Level 1) Variable spell, target Unit within 40 centimeters gains +1 Initiative and +5 Movement for a turn. *** Poisonous Projectile (Level 2) As above, but 4 Magic Dice. *** Flying (Level 2) Variable spell, target Unit within 40 centimeters gains Flying for a turn. Note that while using this spell to quickly get inside a fortress or in enemy lines seems appealing, trying to land with your back against a wall, near an isolated enemy, or behind all foes is preferable so as to not be charged from both sides and destroyed. *** Bolt The Mount (Level 2) Variable spell, target enemy Cavalry Unit within 50 centimeters must make a Ki roll against the caster. If the caster wins, the Cavalry move 2d10 centimeters forward. This does not use up its movement or actions. You won't often get to use this spell, but getting an enemy out of position or having to spend precious Action Points to re-orient themselves is fantastic. Beware, it can backfire if they end up behind you when you're fighting something in front thanks to their extra distance. *** Calling The Birds (Level 3) Variable spell, a Forest must be within 50 centimeters to cast. Target enemy Unit within 50 centimeters takes a 5 Magic Dice attack, suffering a Wound for each failure. *** Swarm of Insects (Level 4) Variable spell, creates a 15 centimeter diameter template which travels 3d10 centimeters and deals 6 Magic Dice attack to every Unit (friend and foe) it touches, suffering a Wound for each failure. All Units it affects automatically Run Away, and regain control the turn they are no longer in it. If maintained for more than one turn, the caster can choose which direction it travels for the next 3d10 centimeters. Its possible, if unlikely, to use this spell to force an enemy straight off the board. ** '''Book Of Nature''' The arguably more useful Book as it has the ability to change terrain. Has the best of the Level 1 and 2 damage spells in the game. *** Throwing Stones (Level 1) Target Unit within 60 centimeters takes a 4 Damage Dice shooting attack at Attack 4. *** Vines (Level 1) Variable, target Unit within 40 centimeters moves as if in Difficult Terrain. Great at stopping Cavalry as it rushes past. *** Throwing Stones (Level 2) As above, but 6 Damage Dice at Attack 3. *** Changing Nature (Level 2) Target Terrain within 40 centimeters that is 10-15 centimeters in diameter permanently transforms into a Bog. Anything from Construction to Hill is a potential target. Note that you can [[That Guy|cheat this spell by only using terrain smaller than 10 centimeters diameter or larger than 15.]] *** Favorable Winds (Level 2) Variable spell, all friendly Units within 20 centimeters have -1 Attack using Projectiles and gain +10 centimeters to each of their max ranges. *** Stealing Energy (Level 3) Target Unit within 40 centimeters takes a 7 Magic Dice attack, suffering a Wound for each failure. *** Forces of Nature (Level 4) All Units (friend and foe) in a 30 centimeter line straight ahead of the caster take a 5 Magic Dice attack, suffering a Wound for each failure. * '''Kamaitachi''' Small Creature, Loner. Uses Claws And Jaws. Has no armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Level ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! |- | 1 || 6 || 4 || 2 || 4 || 3 || 7 || 29 ! |- | 2 || 5 || 5 || 3 || 5 || 3 || 7 || 38 ! |- | 3 || 4 || 6 || 4 || 6 || 3 || 7 || 47 |} </center> ** Fleeting Attack: Attack a Unit or Character within 20 centimeters as a Ranged Attack, rolling as many dice as its Close Combat DC. Its an Inugami with worse Attack but better Defense and a situationally better special attack. Use it in the same way. * '''Kodama''' Small Creature, Loner. Uses Jaws And Claws, has Medium Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Level ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! |- | 1 || 7 || 3 || 2 || 5 || 6 || 4 || 32 ! |- | 2 || 6 || 4 || 3 || 6 || 6 || 4 || 41 ! |- | 3 || 5 || 5 || 4 || 7 || 6 || 4 || 50 |} </center> ** Grow Green Again: The Kodama or Onmyouiji master can recover 1 Wound if the Kodama enters a Forest and makes a dice roll that is lower or equal to their Ki. Once this ability is used successfully inside a Forest, it cannot be used again in the same forest. Not that great a Shikigami. While the Earthly Onmyouiji is the only one you're really going to be able to successfully take into Close Combat, you still don't want to if you can avoid it. Thus spending those points on model who's only purpose is to toddle around from Forest to Forest and heal its master isn't that great. Its stats are unimpressive, so it isn't like a walking tank that can take a breather either. In a game with a lot of Forests it can be interesting, but generally you'll not find it as useful as similarly priced options. =====Death===== * '''Onmyouiji Of Death''' Spiritual Character, Infantry, Knowledge Of The Dead. Equipped with a Tessen and no Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Level ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! |- | 1 || 5 || 3 || 2 || 6 || 3 || 5 || 61 ! |- | 2 || 5 || 3 || 3 || 7 || 3 || 5 || 73 ! |- | 3 || 5 || 3 || 4 || 8 || 3 || 5 || 95 |} </center> The other cheapest Onmyouiji, which like its Celestial counterpart cannot attack due to only having a Tessen. Has the second weakest Defense, and is as dishonorable as the Infernal Onmyouiji. ** '''Book Of Shadows''' A jack of all trades Book, contains some basic direct damage, some nice but not amazing buffs, and one of the best spells in the game as its Level 4 that will make short work of anyone who takes hordes. *** Lashes Of Dark Energy (Level 1) Variable spell, target Unit within 40 centimeters rolls a 3 dice Magic Resistance test. Each failed roll causes 1 Wound. *** Armor Of Shadows (Level 2) Variable spell, target model within 40 centimeters, either a friendly model or the caster, gains +1 Armor against Close Combat and +2 Armor against Projectiles. *** Lashes Of Dark Energy (Level 2) As above, but with 5 dice. *** Ghostly Mount (Level 2) Variable spell, target model on foot within 40 centimeters counts as mounted for the purpose of Movement and Charge plus any Charge bonuses. Model also gains 2 VT. *** Dark Claws (Level 2) Instantaneous spell, give +3 DC and -1AT to any model in the same Close Combat as the caster. *** Eternal Night (Level 3) Variable, ALL friendly Units gain +1 Damage and ALL enemy Units suffer -1 IN while the spell lasts. *** Well Of The Forgotten (Level 4) Instantaneous spell, enemy Unit within 50 centimeters makes a Magic Resistance roll for every model in that Unit, suffering a Wound for each failure. ** '''Book Of The Dead''' The much better Death Book. The ability to spirit a Kensei or an Assassin into combat, or a Commandment Character back out of it, is invaluable. Weakening ranged opponents is always a plus, as Kensei has many nasty ones, and bol the Level 3 and Level 4 spells can be potentially match finishers. *** Projectile Of Corruption (Level 1) Instantaneous spell, target Unit within 60 centimeters takes a 2 dice Magic Damage Attack. *** Weakness (Level 1) Variable spell, target Unit within 60 centimeters has their Range reduced to a maximum of Medium Range and suffers +1 Attack for the spell duration. *** Projectile Of Corruption (Level 2) As above, but 4 dice. *** Shiryo (Level 2) Variable spell, target Character within 30 centimeters cannot by targeted by ranged attacks (it can still be targeted by spells), and ignores Terrain including Difficult Terrain. If it stops inside Impassible Terrain, it is automatically destroyed. These effects last for the spell duration. *** Mekubare (Level 2) Instantaneous spell, target Unit within 40 centimeters must pass a Ki roll against the caster or Run Away. *** Opening The Nekara (Level 3) Variable spell, a Unit (controlled by either player) made up of human models (so no Creatures or Undead) that has been destroyed is brought back to life with +1 Attack and -1 all other stats. It appears anywhere within 25 centimeters of the caster that is a rules legal place for a Unit to be. It remains under the control of the casting player for the spell duration or until the caster is killed. *** Breath Of Death (Level 4) Variable spell, target Unit or Character within 50 centimeters takes 8 dice of Magical Damage every turn this spell is active. * '''Nezumi''' Small Creature, Loner. Uses Claws And Jaws. Has no armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Level ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! |- | 1 || 6 || 4 || 2 || 4 || 5 || 5 || 29 ! |- | 2 || 5 || 5 || 3 || 5 || 5 || 5 || 38 ! |- | 3 || 4 || 6 || 4 || 6 || 5 || 5 || 47 |} </center> ** Curse: For 1 AC, the Nezumi can target a Character within 30 centimeters and make a Ki roll against itself. If successful, the Character takes a +1 Attack penalty and loses 1 point of DF And IN. This can only affect one Character at a time, and every turn the Character may make a Ki roll against the Nezumi to dispel the Curse. Another Inugami/Kamaitachi, only with lower Initiative and higher Honor. The debuff is nice if you plan on Duels. * '''Nekomata''' Small Creature, Loner. Uses Jaws And Claws, has Medium Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Level ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! |- | 1 || 6 || 3 || 2 || 5 || 3 || 7 || 29 ! |- | 2 || 5 || 4 || 3 || 6 || 3 || 7 || 38 ! |- | 3 || 4 || 5 || 4 || 7 || 3 || 7 || 47 |} </center> ** Raising The Dead: Can create one "Dead" per level by taking a Ki test per Dead desired. They are represented by casualties over the course of the battle, and as a result this ability can only be used once casualties have been caused by either side. Deads appear next to the Nekomata. Deads do not die when the Nekomata does. **** Dead Harasser. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! |- | 6 || 3 || 2 || 2 || 2 || 4 |} </center> Same as the Nezumi. Take it instead if Cursing Characters is not useful to you, or feel free to take both. If you do the latter, remember that the Nekomata's special ability depends on its level while the Nezumi's does not. ====Creatures==== =====Infernal===== * '''Amanojaku''' Level 1. Small Creature. Small. Equipped with an Axe, Light Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 6 || 3 || 1 || 3 || 4 || 3 || 29 || 3-9 |} </center> ** Torment: Action Ability, target Unit within 20 centimeters must make a Magic Resistance roll for every Amanojaku in the Unit using this ability, taking a Wound for each failure. Amanojaku are not a terrible choice, but aren't great either. For their cost and stats you're much better off looking at your standard human troops, although the ability to deal Magic Damage without having to succeed at casting a spell is worthy of note. * '''Onibi''' Level 1. Small Creature. Small. Uses an Igneous Attack, equipped with Light Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 6 || 4 || 1 || 4 || 3 || 3 || 25 || 3-9 |} </center> ** Onibi Fire: Action Ability, Flame Attack with a 40 centimeter range as if a Projectile Attack using Ki instead of AT. Onibi are a far better choice. Cheaper, higher stats, and Fire Attacks are always a welcome addition. * '''Shikome''' Level 2 Normal Creature. Flying. Uses Claws And Jaws, equipped with Light Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 5 || 4 || 3 || 4 || 3 || 6 || 47 || 1-6 |} </center> ** Chase Up To Hell: Action Ability, target Running Away Unit within 40 centimeters gets a Charge from the Shikome that grants 2 free Attacks instead of 1, after which they return to their start position (effectively making this a ranged attack that does not count as a Projectiles attack, does not require Line Of Sight, and ignores Terrain). ** Flesh Eaters: Passive ability, for every model killed by the Shikome a Ki roll is made, restoring a Wound to the Unit for every success. Shikome are a fantastic, if very pricey, option. Self-healing and combos fantastically with Psychology games. Their Flying will let them get wherever they need to go; a large chunk of the reason to go Infernal in the first place is access to these "happy" harpies since most casual games will likely be at points levels where Level 2 is your highest level of Creature available. They don't actually have to be in a place to get into combat if the Unit is getting banged up as you can position them so Units that break will be in range and those free Attacks will heal them. * '''Ushi Oni''' Level 2. Normal Creature, Harasser. Fear. Uses Claws And Jaws, equipped with Medium Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 5 || 4 || 2 || 4 || 4 || 5 || 46 || 1-6 |} </center> ** Absolute Cruelty: Action Ability, after destroying an enemy Unit all enemy Units within 20 centimeters with Line Of Sight to the Destroyed Unit make a Ki roll against the Ushi Oni or lose 2 Honor until their next turn. ** Rush: Action Ability, Charges like an ordinary Charge action but with a bonus +1 to DC and Damage. Ushi Oni are decent for Otokodate and Sohei, as they lack a heavy cavalry that the Ushi Oni make up for, but their high point cost and lesser stats makes them of dubious value for Kuge and Buke. * '''Oni''' Level 3. Large, Creature. Big, Fear. Equipped with a Tetsubo and Medium Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 4 || 4 || 6 || 5 || 5 || 4 || 89 || 1-3 |} </center> ** Wild Charge: Action Ability, Charge like Cavalry with an extra 2D10 to their Movement. ** Flesh Eaters: As Shikome. Absolutely fucking insane stats, able to get across the board on a Charge and devastate their quarry, able to self heal with kills they WILL be causing. What's not to love? Well, their massive point cost and low Unit size. In a game where getting flanked right automatically destroys the Unit, something that costs so much and is begging to go out on its own is going to be dangerous to field. That doesn't mean Oni are useless by any means, only that they WILL need support. Cavalry if possible to keep up with them. If you can keep their flanks clear, feel free to bring a trio of these demons to raise hell. Beware both the Kuge Ninjas and Death magic that can bring undead on your flanks out of nowhere. * '''Nue''' Level 3 Large Creature. Big, Flying, Fear. Uses Claws And Jaws, equipped with Light Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 4 || 4 || 7 || 4 || 6 || 5 || 84 || 1 |} </center> ** Nue's Curse: Action Ability, target Unit within 60 centimeters increases the difficulty of all tests by 1, decreases test roll results by 1, and have -1 to opposed rolls. Can only affect one Unit at a time. ** Stroke Of Madness: Action Ability, target Unit within 40 centimeters loses 2 AC for the rest of the turn. If playing at a point level where you can take a Nue but not the Level 4 Creatures, do it. Two great debuffs you don't have to cast, one that persists through death. Not very expensive compared to what you drop taking most decent Creature Units. Great stats. Cripple a deathstar Unit, and act as a flanker for the rest of the game. * '''Jorogumo''' Level 4. Large Creature, Infernal. Big, Terror, Loner. Uses Claws And Jaws, equipped with Heavy Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 3 || 4 || 11 || 5 || 6 || 5 || 115 || 1 |} </center> ** Spider Web: Action Ability, target a Unit within 30 centimeters. First pass a Ki test, then pas a Ki test against the enemy Unit. If both are successful, the Unit is immobilized and cannot leave its position to Move or Run Away. Every turn afterwards the Unit can make a Ki roll against the Jorogumo to free themselves. ** Torment: Action Ability, target Unit within 20 centimeters takes a Magical Damage roll for every model in the Unit, taking one Wound for each loss. With the Oni, you have a tank who's greatest strength (other than its strength) is its greatest liability, as they can get out of range of protection for your army. But not only is the Jorogumo cheaper than a Unit of Oni, she actually negates the weakness of being a solo model with the ability to pin Units. Beyond that, she has the power to eat a Unit in Close Combat as well as an ability to eat a Unit who happens to be nearby. You obviously still want to protect her, she just makes it easier. Take her if you can. * '''Hiderigami''' Level 4. Large Creature, Infernal. Big, Terror, Loner. Equipped with a Tetsubo and Medium Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 4 || 3 || 10 || 5 || 6 || 5 || 120 || 1 |} </center> ** Dry Throats: Action Ability, target Unit within 40 centimeters that is not made up of Creatures. Deals 6 dice of Magical Damage. ** Dry Land: Passive ability, and water feature (swamp, river) the Hiderigami enters, crosses, or comes within 5 centimeters of becomes Normal Terrain. Not as good as the Jorogumo. Dry Throats is only better against Units with five models or less and it has worse stats for a higher cost. The only reason to choose the Hiderigami is if you are faced with a lot of water features that will be a problem for you. =====Celestial===== * '''Raiju''' Level 1. Small Creature, Harasser. Small. Uses Claws And Jaws, equipped with Light Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 6 || 4 || 1 || 4 || 3 || 3 || 25 || 3-9 |} </center> ** Ride The Lightning Bolt: Action Ability, may make a Ki Test. If passed, the Raiju are removed from the battlefield and the controlling player selects a place anywhere on the battlefield that is 5 centimeters from all other Units. If an enemy Unit moves into the designated area, the Raiju reappear 5 centimeters away from it as this ability does not let the Raiju reappear into Combat. It has 1 AC after reappearing and may Charge on the same turn. In order to reappear, a second Ki Test must be made at +1. If failed, then the Raiju take the same test again next turn at the beginning of the Orders And Actions Phase at +2, and every subsequent turn makes the test at an additional +1 after that until the Raiju finally descend. If the first test reappearance test is a failure they scatter D10 centimeters (but still at least 5 centimeters from enemy Units) when they finally arrive. Raiju are fantastic. In Kensei, the ability to teleport some models with decent combat stats into enemy lines to set up an automatic Unit destruction or hold an Objective cannot be undersold. Their only drawback is abysmal Honor and Initiative. * '''Basan''' Level 1. Small Creature, Harasser. Small, Flying. Uses Igneous Attack, equipped with Light Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 6 || 4 || 1 || 4 || 3 || 3 || 30 || 3-9 |} </center> ** Basan's Fire: Action Ability, ignores Cover modifiers. Target Unit within 30 centimeters within Line Of Sight suffers an AT5 Projectile Attack, with one DD per Basan in the Unit. Another decent offense Creature. Not as useful as the Raiju in general, but if your opponent likes to use a lot of fences and natural barriers the Basan can smoke them out. Flying is also a factor in complex terrain. Sadly, the Basan cannot attack Constructions as it has no proper Flame Attack since Basan'sFire is only described as a magical fire spell in the flavor text. * '''Komainu''' Level 2. Normal Creature. Fear. Uses Claws And Jaws, equipped with Medium Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 5 || 4 || 3 || 4 || 4 || 5 || 44 || 1-4 |} </center> ** Take Form: Passive Ability. At the beginning of the turn, before the Commandment Roll, the Komainu can change their form. *** Supernatural Form: The default state at the start of the game, no changes. *** Stone: -2 Initiative, gains Heavy Armor. *** Metal: Immune to all Projectile Attacks. Another fantastic choice, and without drawback. Turn Metal as you move into position, turn to Stone in order to become a [[Tarpit]] or Supernatural if against a foe you could potentially finish off before they can strike. They cost you in point, but Fear is an amazing bonus. * '''Tennyo''' Level 2. Normal Creature. Flying. Equipped with a Yumi, a Katana, and Light Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 4 || 4 || 2 || 5 || 4 || 5 || 55 || 2-6 |} </center> ** Shooting With The Spirit: Action Ability, can shoot at any Unit regardless of Line Of Sight or viewing angle. ** Beyond Limits: Action Ability, may shoot at any Unit regardless of distance as long as the Tennyo has Line Of Sight. Always counts as Long Range. Another situational Creature. Good archers that can Fly anywhere you want them and shoot almost anything you want shot. Expensive, so their use is purely dependent on terrain. * '''Byakko''' Level 3. Large Creature. Big, Loner, Fear. Uses Claws And Jaws, equipped with Medium Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 4 || 5 || 7 || 5 || 6 || 6 || 92 || 1 |} </center> ** Casting The Lightning: Action Ability, target Unit within 40 centimeters takes an opposed Ki roll. If the Byakko wins, target takes 3 dice of Magical Damage. ** Lord Of The Tempest: Passive, every two turns at any time the Byakko can gain +5 Movement for the rest of the turn. Durable/killy as hell for his level and point cost, with a modest ranged attack to prey on low morale troops and the ability to jet into or out of danger. While the Raiju offer more tactical advantage, the Byakko is a better investment otherwise. Take both if possible. * '''Kirin''' Level 3. Large Creature, Harasser. Big. Uses Claws And Jaws, equipped with Medium Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 5 || 5 || 5 || 5 || 6 || 6 || 81 || 1-2 |} </center> ** Controlling The Kami: Action Ability: Target Creature with Line Of Sight makes an opposed Ki roll. If the Kirin wins, the enemy Creature loses 2 AC in its next Orders And Actions Phase. This only affects a sole creature, not an entire Unit. ** Magical Fire: Action Ability, target Unit with Line Of Sight automatically takes 4 dice of Magical Damage. There's nothing not to love about Kirin. A damn fine decent range attack without casting requirements or a Ki roll, the ability to shut down individual enemy Creatures, and decent stats. You want at least one Kirin. * '''Suzako''' Level 4. Large Creature. Big, Loner, Flying, Terror. Uses Igneous Attack, equipped with Medium Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 3 || 5 || 10 || 5 || 6 || 6 || 122 || 1 |} </center> ** Burning The Air: Action Ability, ALL things within 25 centimeters (friend, foe, Construction) take 4 dice of Magical Damage. ** Burn To Ashes: Action Ability, a 40 centimeter line of destruction that deals 4 dice of Magical Damage to anything in its path, friend/foe/Construction, and destroys building terrain/Forests. If you want to DESTROY the enemy, you take a Suzako. It has one purpose, wiping the map clean. Its a liability to you as much as a strength, as you need to plan your movement and bait the enemy into giving you lines of fire. Its not immortal, but its hard not to have it kill at least its point cost in the worst of circumstances. * '''Baku''' Level 4. Large Creature. Big, Loner, Terror. Uses Igneous Attack, equipped with Medium Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 4 || 5 || 12 || 6 || 6 || 5 || 118 || 1 |} </center> ** Devout Nightmares: Action Ability, make an opposed Ki roll against a target Spiritual Character. If the Baku wins, one of the following two effects of your choice happens: *** For one turn, the difficulty of the Character to use abilities or cast Spells is increased by 2. *** Chosen active Spell is dispelled or stops taking effect. ** Repel Spirits: Action Ability, target non-Celestial Creature Unit makes an opposed Ki roll against the Baku. If the Baku wins, the enemy Unit starts Running Away. Like the Kirin, the Baku lets you fuck with your opponent's supernatural models. The Baku is superior because of its higher stats and ability to fuck with Onmyouiji in addition to Creatures. Take both if you can, but beware frustrated opponents declaring "No more Supernatural models!" as you swell with their tears. =====Earthly===== * '''Tanuki''' Level 1. Small Creature, Harasser. Small. Uses Claws And Jaws, equipped with Light Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 5 || 4 || 1 || 4 || 3 || 4 || 27 || 3-9 |} </center> ** Tanuki's Luck: Passive, you may reroll ANY dice roll involving the Tanuki themselves. You must accept the second result. Fairly standard stats, and their ability will make them more survivable or offensive depending on how you want to use that reroll. Not terrible, nothing special either. * '''Kappa''' Level 1. Small Creature, Harasser. Small. Equipped with Sabres, Medium Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 6 || 4 || 1 || 5 || 3 || 3 || 42 || 3-9 |} </center> ** Turtle Shell: Action Ability, increases Defense by 1. Fairly bad stats, more survivable but paying a lot for it. Their Sabre will give them a higher crit chance, but since their offensive power is so bad for their Koku that's not exactly a good tradeoff. The higher Ki is okay, but without higher Honor you can't count on them to maintain when the enemy gets tricky. You'd think you would get an ability to bypass any water Terrain, which would make them situationally useful, but you don't. You're better off investing points into your Onmyouiji and her companions. Kappa are a bad investment. * '''Karasu Tengu''' Level 2. Normal Creature, Harasser. Flying. Equipped with a Naginata and Light Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 5 || 4 || 2 || 5 || 4 || 5 || 50 || 2-6 |} </center> ** Shadows: Passive, Projectile Attacks against them have +1 Attack. ** Throwing "Tengu's Stones": Action Ability, a Projectile Attack made at the Tengu's Attack. Maximum Range is 40 centimeters, with no range modifiers. Functions as a Sling. Not a bad choice, although expensive. Similar role as the Tennyo as a highly mobile ranged attacker, although instead of being able to snipe anything this Tengu is going to want to harass Cavalry and claim advantageous positions. But if your opponent isn't bringing horsies, its less likely to be worth those points. Its only real advantage is the Flying and impunity with which it can take a high ground and nail anything in a 40 centimeter radius. If they do get into melee, they won't do too bad and their Naginata will reduce their opponent's Defense, allowing you to soften up or finish off vulnerable targets. * '''Dai-Tengu''' Level 2. Normal Creature, Harassers. Flying, Loner, Duelist. Equipped with Katana, Medium Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 4 || 4 || 4 || 5 || 5 || 6 || 71 || 1-3 |} </center> ** Fleeting Attack: Action Ability, enemy Unit cannot make a Withstand And Shoot attack on the Dai-Tengu and this attack counts as a Flank Attack. ** Sword Masters: Combat Ability, Crits on a 7+ Damage Roll. Dai-Tengu are fantastic for Sohei, who don't have a good Character-killer. Even the other armies can get a lot of mileage out of them, as the ability to swoop down and deal a fair chunk of damage quickly is fantastic. You'll want to use them as ambushers lying in wait, or as a hammer. You can even use them as an anvil if you invest in them. * '''Genbu''' Level 3. Large Creature, Harasser. Big, Loner, Fear. Uses Claws And Jaws, equipped with Heavy Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 5 || 4 || 9 || 6 || 6 || 3 || 92 || 1 |} </center> ** Snake Attack: Combat Ability, an extra 2 DC Attack that is Poisoned (Crits on a 9+ Damage Roll). ** Turtle Shell: Action Ability, lasts a full turn in which Defense is increased by 2, and DC are reduced by 3. This is a suped up version of what the Kappa were trying to be and failed. Unless Genbu gets flanked, he's going to sit somewhere and refuse to move. Ludicrously high Wounds, good Defense that you can bolster to amazing, high Honor, high Ki, and high armor. He's not bad at killing either. Added Fear will make low morale Units of Heinin intended to flank-destroy or swarm enemies think twice. Put him on the side of a deathstar Unit, and he's going to make sure it gets where it needs to be. * '''Sesho-Shekki''' Level 3. Large Creature, Harasser. Big, Projectiles, Fear. Equipped with a Sling, Medium Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 4 || 4 || 5 || 5 || 6 || 4 || 85 || 1-3 |} </center> ** Throwing Pebbles: Passive, Attack 4 Projectile Attack that ignores Distance and Movement modifiers. Has as many Firing Dice as the Sesho-Shekki has Wounds remaining. ** Swift Movement: Action Ability, as a Movement (so you can't use a later Movement that turn) the Sesho-Shekki teleports to anywhere you want within 40centimeters. Still very durable, with a decent ranged attack you can use to fuck up Cavalry movements. The ability to go anywhere is amazingly good, and it has a great melee potential. Another model to control the battlefield, generally superior to the Genbu if you aren't needing a mobile shield for your main force. That Fear combined with the ability to go anywhere is a potent combo. * '''Mizuchi''' Level 4. Large Creature. Big, Loner, Terror, Flying. Uses Claws And Jaws, equipped with Medium Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 3 || 4 || 10 || 6 || 5 || 6 || 118 || 1 |} </center> ** Acid Cloud: Action Ability, choose a point exactly 40 centimeters away from the Mizuchi. All Units between the two points take 4 dice of Magical Damage. ** Calling The Rain: Action Ability, models that use powder (AKA Teppos and Ozutsu) cannot fire for one turn and must take a Load Action afterwards. All Cavalry Charge distance reduced by 1d10 per attempt for the entire rest of the battle. Amazing stats, although not as impressive as most Level 4 Creatures. You take the Mizuchi if you have no intention of taking Cavalry or guns, making them ideal for high population infantry Buke armies and terrible for most Kuge ones that aren't going for Onna Bushi spam. The template attack is nifty, and easier to avoid friendly fire than most you'd see on a Level 4. Altogether a very good, balanced option. * '''Daidarobotchi''' Level 4. Large Creature. Big, Loner, Terror. Uses Claws And Jaws, equipped with Heavy Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 4 || 4 || 13 || 6 || 5 || 5 || 116 || 1 |} </center> ** Lord Of The Forests: Action Ability, gain permanent control of a Forest. It moves 3d10 per turn in the direction the player wants every turn, and every Unit (friend and foe) that it comes into contact with suffers an 8 dice AT5 Attack. ** Lord Of The Ground: Action Ability, all Constructions within 30 centimeters are immediately destroyed and all models within instantly killed. Any Units within the same radius suffer a 5 dice AT5 Attack as if Close Combat. Ludicrously amazing, insanely killy, can almost solo an army. Why is this not the most insane game-breaking model? Because it WILL cause friendly fire, and thanks to the rules of auto-destroying models if you can surround them it will need a fair amount of support. Once this hits the battlefield, its going to be your opponent's main target and it will do as much damage to its protectors as the foe. If you're insanely good at battlefield control and evaluating risks, go for it. If not, this is more likely to lose you the game if you use it as anything more than a heavy melee attacker than win it. =====Death===== * '''Gaki''' Level 1. Small Creature. Small, Undead, Fear. Uses Claws And Jaws, uses no armor but has Undead defense (2 Armor). <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 6 || 3 || 1 || 4 || 2 || 3 || 21 || 3-9 |} </center> ** Flesh Eaters: Passive, for every enemy they destroy they may make a Ki test. Every success restores a dead model to the Unit. Gaki are amazingly good if you can throw them at something weak, like Heinin. You want a big Unit of them. If you can't put them at something they can feasibly kill many of quickly however, they're not a great investment. Fear is still a nice bonus however, and if you want it but have no access otherwise it is a good way to get it. * '''Onryo''' Level 1. Normal Creature, Harasser. Ethereal, Undead, Fear. Equipped with a Jumonji-Yari, uses no armor but has Undead defense (2 Armor). <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 5 || 3 || 1 || 5 || 3 || 4 || 68 || 3-9 |} </center> ** Ghostly Advance: Passive, ignores all obstacles in Movement and can pass through all Terrain as well as both friendly and enemy Units. Difficult Terrain is also ignored, and Onryo ignore all Cover modifiers granted to enemies. Oh yeah, these are good. Pricey, but good. Ignore ALL Projectiles and Ranged Attacks (so those nasty Level 4 Creature templates too), Fear, go anywhere you want regardless of all other factors without fear, and you can attack things on the opposite sides of walls as if open ground while opponents in return suffer the standard penalty. This is in addition to the Jumonji-Yari giving you bonuses if something has the balls to Charge you, a bonus against Cavalry, and a Crit on 9+. The drawback is that they are fragile, and aren't very killy for their cost * '''Goryo''' Level 2. Normal Creature, Harasser. Ethereal, Undead, Fear. Uses an Igneous Attack, uses no armor but has Undead defense (2 Armor). <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 4 || 4 || 3 || 5 || 6 || 4 || 70 || 1-4 |} </center> ** Eternal Vengeance: Passive ability, at the beginning of the turn the Goryo select an enemy Character. When engaged in Combat with a Unit containing the Character, they can focus entirely on that Character instead of the Unit. They may only choose a different Character once their current target dies. ** Ghostly Advance: As Onryo. The same as Onryo only with better stats, the ability to assassinate Characters, and a ranged attack. The drawbacks? Two points more each, a lower maximum Unit size, and losing the Jumonji-Yari's bonuses in exchange for that -1 Defense they'll cause to their opponent per attack. So in other words, no notable drawbacks to a massive buff. TAKE THEM. * '''Honne Samurai''' Level 2. Normal Creature, Harasser. Undead, Fear. Equipped with a Katana, uses no armor but has Medium Undead defense (4 Armor). <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 5 || 4 || 2 || 4 || 6 || 3 || 55 || 3-6 |} </center> ** Honor Of The Dead: Passive, automatically pass the first Honor roll every turn. ** Vigor: Action Ability, gain +5 Movement to a Charge and Crit on a 9+ on the Damage Roll. A decent choice. Emulate Buke in the other armies with this model with a decent defense and decent offense Unit that wants to get into battle and shrug off morale. Not as amazing as Goryo, but still a recommended choice. * '''Gaikotsu''' Level 3. Large Creature. Large, Undead, Fear. Equipped with a Sabre, uses no armor but has Medium Undead for defense (4 Armor). <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 3 || 4 || 8 || 4 || 5 || 4 || 98 || 1-2 |} </center> ** Fading: Action Ability, teleport anywhere within 30 centimeters. You may still make Movement actions afterwards. ** Bells Of Death: Action Ability, all Units (friend and foe) within 30 centimeters make an opposed Ki roll against the Gaikotsu. If they lose, they must take an Honor test or Run Away. Take them. Killer stats, teleportation, and psychology fuckery. Use Fading to get far enough away from your own troops to Bell the enemy without affecting your own. While you can take them in Units of two, consider them solo so you can Fade and Bell in two 30 centimeter bubbles. * '''Onmoraki''' Level 3. Large Creature. Big, Undead, Ethereal, Flying. Uses Claws And Jaws, uses no armor but has Light Undead for defense (3 Armor). <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 5 || 4 || 5 || 5 || 3 || 5 || 98 || 1-2 |} </center> ** Dismember: Combat Ability, 8+ to Crit for the next two Combats. ** Soul Eaters: Passive, recover 1 Wound for every two models killed. A very good option, just not quite as good as Onryo and Gaikotsu. Its another Heining mulcher, far better at its job than Gaki. * '''Shinigami''' Level 4. Large Creature. Big, Undead, Terror, Loner. Equipped with a Bo, uses no armor but has Light Undead (3 Armor). <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 3 || 5 || 11 || 5 || 6 || 5 || 120 || 1 |} </center> ** Pot Of Souls: Action Ability, target Unit within 30 centimeters takes a Magical Resistance roll for every miniature in it, losing a Wound for each failure. ** Thoughts Of Death: Action Ability, target Unit within 50 centimeters with Line Of Sight makes an opposed Ki roll with the Shinigami. If the enemy fails, they have their AT increased by 1, have their DF, AR, HR, and IN reduced by 1, and has its Movement cut by half. Every turn it can make another opposed Ki roll with the Shinigami to cancel the effect. Fast as fuck thanks to the Bo, modestly killy, a bit fragile for a Level 4 Creature but with a great ranged attack and a long distance complete crippling. Its amazing, not much else to say. * '''Jubokko''' Level 4. Large Creature. Big, Undead, Terror, Loner. Uses Claws And Jaws, uses no armor but has Heavy Undead for defense (5 Armor). <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 4 || 3 || 13 || 5 || 6 || 4 || 120 || 1 |} </center> ** Vampire: Passive, if a Unit is destroyed within 30 centimeters of the Jubokko, it grains Heavy Armor (+5 more Armor), every model (friend and foe) killed within 30 centimeters of the Jubokko restored 1 Wound per model, and if at full Wounds already the maximum amount then its Maximum Wounds score increases by 1 for the rest of the game (maximum 1 per turn). ** Infernal Roots: Action Ability, target Unit within 30 centimeters is moved into Close Combat with the Jubokko and cannot move from that spot while still in Close Combat with the Jubokko (unspecified what happens on a Run Away). The Jubokko is an investment in time during the battle. You'll have to keep it protected while you score some kills. Its not going to be unable to fight in melee, but the low Defense is a bit of a problem and its not as killy as your standard Level 4 so it won't be wiping out a Unit on its own. You want a Unit gone, or a boost to its Wounds, before you pivot into melee. After that point, with your 10 Armor bloodsucking tree, feel free to ram into the foe at will and ensnare things like ranged support or Units with Commandment Characters. Or hang back and nab enemies out of their protection and into your lines where you can immediately surround them for an automatic Unit destruction. [[Category:Wargames]] [[Category:Kensei]]
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