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===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.
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