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===Terrain=== Terrain is deployed first at the start of the game. Kensei suggests two options, agreed on by the players. * A third person not involved in the game setting up the scenery for both players to then deal with. There are no limitations on the placement. * Players take turns based on an Initiative roll placing scenery from all of the scenery that will be used. Each type of terrain must be different than the previously placed terrain, terrain must be 15 centimeters apart at minimum, and when a player decides to put no more scenery the other player gets to place one additional piece and terrain placement ends. Some terrain provides Cover, which gives bonuses in both melee and ranged combat. Models inside a building or within 3 centimeters of terrain in melee have Cover, which kind is determined by the rules of that terrain. * Light Cover gives +1 Attack (remember, low Attack is better) to the roll attempting to shoot at the Unit in Cover. If a Unit is partially obscured by terrain in the Real Line of Sight, it is in Light Cover for the purpose of ranged attacks. For melee, Light Cover provides +1 Defense and +2 Initiative. * Heavy Cover in ranged combat is when half or more of the models in the Unit are partially obscured, granting +2 Attack to the ranged roll. In melee, Heavy Cover grants +2 Defense and +2 Initiative. Terrain each has specific rules. All terrain must be one of these types. * '''Normal Terrain''': Blank terrain on the game table. Prairies, valleys, fields, hills. No special rules. ** '''Hills''': Elevated terrain. Models can't see through Hills, but models can see up them and down them. Models are on Hills when half or more of the Unit is. Models on Hills can see through anything that does not have a rule saying it completely blocks all Line of Sight. Models on Hills have Light Cover, although in melee the Light Cover bonus only lasts one turn. When shooting from a Hill, maximum range is increased by 10 centimeters. * '''Difficult Terrain''': Minor obstacles in the way. Forests, crop fields, old battlefields, uneven ground. All non-Harasser Units suffer a 50% penalty to movement through it. ** '''Forest''': Made up of trees in a minimum radius of 5 centimeters. Units within a Forest can see each other, but those outside of the Forest cannot see anything in or past it. *** '''Forest Edge''': Units in the Forest Edge have at least one model within 3 centimeters of a tree in the Forest, and have Light Cover. *** '''Deep Forest''': Units in the Forest itself are in Deep Forest. They suffer a +2 Attack when shooting, and can only see within 15 centimeters of themselves. Harassers have Light Cover while within a Deep Forest. ** '''Streams, Brooks, Bogs, River Fords''': Portions of watery terrain which can be safely crossed. Shooting from within these terrains has a penalty of +2 Attack, and in melee or when being shot have -2 Defense. Models with Teppos in this terrain must pass a Ki roll or their Teppo gets wet and becomes nonfunctional for the rest of the battle. * '''Impassible Terrain''': Terrain troops can't move through. Deep water, steep drops, dangerous paths. ** '''Constructions''': Buildings of any dimensions, can have models garrison inside them. Constructions block all Line of Sight of the inhabitants from the outside, and ranged attackers within can shoot 360 degrees around. If a model shoots from inside the Construction, it can then be shot by things outside the Construction for than turn although it will have Heavy Cover. Models can occupy a Construction by spending Action Points, and Constructions can be attacked by models which are able to; otherwise, enemy Units must attack the models inside directly. If a Construction is destroyed, all models inside immediately die. Models inside a Construction have Heavy Cover. all Constructions come in two types: *** '''Small Constructions''': Can be seen past if the model is at a higher elevation than the Construction. Can only hold 4 models inside. Possess 10 Wounds and 6 Armor unless otherwise specified. **** House: A simple Construction with no other rules. Can hold a single Unit. **** Altar/Shrine: A Small Construction with 6 Wounds, 5 Armor. Makes all terrain within 15 centimeters Spiritual Terrain, and grants +1 Ki to models inside it. **** Torii: A gateway which grants immunity to Fear and Terror if within 10 centimeters. Has 7 Wounds, 5 Armor. **** Bridge: If inside (or actually on it) or within 5 centimeters, Units can only move at half speed. Has 10 Wounds, Armor 5. *** '''Large Constructions''': Blocks all Line of Sight past it. Can hold 4+ models, decided by the players. Has 20 Wounds and 7 Armor. **** Pagoda/Temple: A large building which grants Onmyouiji within 10 centimeters a free Meditation, and makes all other terrain within 14 centimeters Spiritual Terrain. Can hold 2 Units. **** Castle: Can hold 3 Units. **** Clan Castle: All models inside automatically pass Honor rolls. Can hold 3 Units. **** Cemetery: A Construction with graves functioning as trees in Forest terrain, which is a Mystical Terrain that grants +1 Honor to models inside it. **** Ruins: Rubble counts as trees in Forest terrain. Counts as Mystical Terrain. Grant Light Cover rather than Heavy Cover. Ruin Constructions cannot be attacked or destroyed. ** '''Rivers, Lakes, Swamps''': Entirely impassible water obstacles. Any portion shallow enough to be safely crossed is considered a River Ford, Stream/Brook, or Bog respectively. * '''Obstacle''': Something that troops must take extra movements to avoid. Buildings, fences, rubble. ** '''Walls, Bushes, Fences''': Thin, tall terrain covering a certain distance. At the height of a man (meaning a standing miniature) they are considered Normal Height and do not hinder Sight, can be bypassed like all obstacles, and provide Light Cover to defenders with it between them and their attacker. Very High is taller than a miniature and unless it was specified to have gaps like crenels or palisades then it entirely blocks Sight and all ranged attacks. If Very High does have those things, it grants Heavy Cover to both attacker and defender. In melee, the wall must be charged for one turn for the attackers to climb it, and afterwards the defender has Heavy Cover. * '''Mystical Terrain''': Terrain with psychological effects on troops. Cemeteries, monuments, shrines, landmarks. In a 10 centimeter distance around the feature, troops do not Run Away and immediately regroup if they were.
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