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===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.
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