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====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.
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