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===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.
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