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====Onmyouiji==== =====Celestial===== * '''Celestial Onmyouiji''' Spiritual Character, Infantry, Celestial Knowledge. Equipped with a Tessen, and no armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Level ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! |- | 1 || 6 || 4 || 2 || 6 || 5 || 3 || 61 ! |- | 2 || 6 || 4 || 3 || 7 || 5 || 3 || 73 ! |- | 3 || 6 || 4 || 4 || 8 || 5 || 3 || 95 |} </center> Celestial Onmyouiji share the position of cheapest with Death, and are the second weakest on defense. They are also the second weakest on offense and are the slowest, although since they can't attack due to only having a Tessen that shouldn't matter. ** '''Book Of Light''' Generalized enough to be useful to anyone. Focused on making you better and saving you from ranged attacks, with the highest spell capable of eating most of a single Wound model Unit. Useful for any army. *** Spheres Of Light (Level 1) Either a Unit or a specific Character within 60 centimeters takes a 2 Magic Dice attack, suffering a Wound for each failure. *** Power Word (Level 1) Variable spell, +2 Initiative to a Unit within 40 centimeters. *** Spheres Of Light (Level 2) As above, but four Magic Dice. *** Spheres of Protection (Level 2) Variable spell, Character within 40 centimeters gains +1 Defense and +2 Armor against projectiles for a turn. *** Blind (Level 2) Target Projectiles Unit within 60 centimeters must make a Magic Resistance roll for every model in it and lose 1 shooting Attack Die for each failure for a turn. *** Path To Victory (Level 3) Variable spell, all friendly models gain +1 Honor and +1 to Damage rolls for a turn. *** Burning Light (Level 4) Target Unit within 50 centimeters must make a Magic Resistance roll for every model in it and take one Wound for each failure. ** '''Book Of Time''' Spells debuff foes, deliver your models almost anywhere you want them to be, and can deal massive damage to single enemies. Not as useful for armies focusing on cavalry and charging unless you want to be in your opponent's face ASAP for tactics like Kuge Ninja spitroasting or forcing Run Away to get their models off the board. Far more useful for defensive armies to quickly plant themselves favorably in regards to terrain such as on a hill, in trees, around and in a Construction, etc. *** Physical Disruption (Level 1) Target Unit within 40 centimeters takes a 3 Magic Dice attack, suffering a Wound for each failure. *** Fleeting Moment (Level 1) Variable spell, target Unit within 50 centimeters must pass a Ki roll against the caster or receive -3 Initiative for a turn. *** Physical Disruption (Level 2) As above, but 5 Magic Dice. *** Walk Over Reality (Level 2) Variable spell, target Infantry Unit within 40 centimeters can move like Cavalry for a turn, although if it Charges it will get the standard Infantry Charge bonuses. *** Disorientate (Level 2) Target Unit within 50 centimeters must pass a Ki roll against the caster or lose 1 Action Point for a turn. *** Ripping The Veil (Level 3) Any Character within 40 centimeters and in Line of Sight of the caster may be moved anywhere else within 40!centimeters and in Line of Sight of the caster that is not within 5 centimeters of one of its enemies. Can be used on your enemies... *** Cloak Of Ashes (Level 4) Target Character within 60 centimeters takes an 8 Magic Dice attack, suffering a Wound for each failure. * '''Yataragatsu''' Small Creature, Flying, Loner. Uses Claws And Jaws and has no armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Level ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! |- | 1 || 7 || 4 || 2 || 5 || 6 || 4 || 34 ! |- | 2 || 6 || 5 || 3 || 6 || 6 || 4 || 43 ! |- | 3 || 5 || 6 || 4 || 7 || 6 || 4 || 52 |} </center> ** Guide Of The Skies: Allows the Onmyouiji to ignore Line of Sight spell requirements. Guide Of The Skies is extremely useful early in a game, or in a game with lots of terrain to hide in or around. Ripping a Taisho out of his fortress into your lines with nowhere to run but further from safety is especially nice. In open fields, the effect and thus the Yataragatsu itself loses much of its use. * '''Kitsume''' Small Creature, Loner. Uses Claws And Jaws and has Light Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Level ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! |- | 1 || 5 || 3 || 2 || 4 || 5 || 5 || 31 ! |- | 2 || 4 || 4 || 3 || 5 || 5 || 5 || 40 ! |- | 3 || 3 || 5 || 4 || 6 || 5 || 5 || 49 |} </center> ** Humanoid Shape: Kitsume can join a friendly Unit to boost it's own Attack Dice by 1, but loses Small Creature. If you want a Shikigame for Celestial and aren't concerned with Line of Sight being blocked, take the Kitsume. For a fairly low amount of Koku you get a powerful attack Creature that can hide in a Unit if you are concerned with its survivability by itself. =====Infernal===== * '''Infernal Onmyouiji''' Spiritual Character, Infantry, Infernal Knowledge. Equipped with a Katana and has no armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Level ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! |- | 1 || 4 || 2 || 2 || 6 || 3 || 5 || 66 ! |- | 2 || 4 || 2 || 3 || 7 || 3 || 5 || 78 ! |- | 3 || 4 || 2 || 4 || 8 || 3 || 5 || 100 |} </center> The most pricey point-wise along with Earthly. Also the single best in combat, although with the lowest Defense and no armor the Infernal Onmyouiji is a major pricey glass cannon. But you should be avoiding melee with him anyway, making the only risk from Confrontations with faster models. ** '''Book Of War''' Players wanting to boost the raw killing power of models, play morale games, or use raw blasting power should use their Onmyouiji as the Hymukai Sun Tzu. *** Projectiles Of Fire (Level 1) Target Unit within 60 centimeters takes a 2 Magic Dice attack, suffering a Wound for each failure. *** Cloak of Terror (Level 1) Variable spell, target Unit within 40 centimeters causes a -2 Honor penalty to any roll for a turn. *** Projectiles Of Fire (Level 2) As above, but four Magic Dice. *** Warlord (Level 2) Variable spell, for one turn target Character gains 2 Combat Dice and can reroll Initiative in Confrontations once. *** Channel Of Fire (Level 2) All models in a Unit within a 40 centimeter line in any direction take a 3 Magic Dice attack, suffering a Wound for each failure. This affects both friendly and enemy models. *** Rain Of Blood (Level 3) Variable spell, all Infernal models gain -1 Attack and all enemy Units have -1 Honor. *** Deflagration (Level 4) All Units, friend and foe, within a 20 centimeter radius of the Onmyouiji take a 7 Magic Dice attack, suffering a Wound for each failure. This affects both friendly and enemy models. ** '''Book Of Rage''' While War provides direct blasting and buffing, Rage bolsters ranged attacks, will give you a much cheaper Oni, and gives more control of the blasting done. Rage works better for armies with large Units of Heinin. *** Tongue Of Destruction (Level 1) Variable spell, target Unit within 40 centimeters takes a 3 Magic Dice attack, suffering a Wound for each failure. *** Iraki's Rage (Level 1) Variable spell, target Unit within 40 centimeters gains 2 Attack Dice for every five miniatures in it but if not already in melee must make a Charge towards the nearest foe regardless of whether or not it could succeed. *** Tongue Of Destruction (Level 2) As above, but five Magic Dice. *** Ikari's Servant (Level 2) Variable spell, caster or one of their Shikigami transform into the Oni Creature for one turn. Cannot cast spells while an Oni. *** Guiding Arrows (Level 2) Target Projectiles Unit within 40 centimeters has -1 Attack and +1 Damage to their ranged attacks for a turn. *** Infernal Explosion (Level 3) A 15 centimeter radius template that can be placed within 50 centimeters of the caster deals takes a 5 Magic Dice attack to all Units within the radius, suffering a Wound for each failure. All Characters affected receive 3 Magic Dice attack, suffering a Wound for each failure. *** Sacrifice (Level 4) Instantly kill between one and four Heinin models of your choice (yours or those of your enemy) within 40 centimeters of the caster to deal a 3 Magic Dice attack per sacrificed model to a Unit of choice within 40 centimeters, suffering a Wound for each failure. * '''Inugami''' Small Creature, Loner. Uses Claws And Jaws, and has no armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Level ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! |- | 1 || 5 || 3 || 2 || 4 || 3 || 7 || 29 ! |- | 2 || 4 || 4 || 3 || 5 || 3 || 7 || 38 ! |- | 3 || 3 || 5 || 4 || 6 || 3 || 7 || 47 |} </center> ** Infernal Dog: Can spend an Action Point to make a Ki roll against any Unit within 20 centimeters, causing 1 Damage Dice per level against it if successful. Inugami are one of the best Shikigami in the game if you want to invest your points into them. They do best protecting a Unit from being flanked by standing by its side until the time is right to swing it around into a flank of something you're in melee with, and being able to make a short range attack based on Ki can soften up an enemy waiting to get into position, or do fantastic damage against something far more durable than spiritual. Remember that since they lack any armor and have to be a Loner they will attract ranged attacks like a magnet. * '''Tsuchigumo''' Small Creature, Loner. Uses Claws And Jaws, has Medium Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Level ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! |- | 1 || 6 || 3 || 2 || 4 || 4 || 4 || 30 ! |- | 2 || 5 || 4 || 3 || 5 || 4 || 4 || 39 ! |- | 3 || 4 || 5 || 4 || 6 || 4 || 4 || 48 |} </center> ** Protective Cloth: Both Tsuchigumo and its Onmyouiji have +1 Defense against Projectiles if level 1-2, +2 Defense against Projectiles at level 3. Tsuchigumo trades a small amount of the offensive power and most of the speed of the Inugami for raw durability and morale. Take him instead if you will be playing a smaller elite army that needs real protection and/or is vulnerable to mass shooting. =====Earthly===== * '''Earthly Onmyouiji''' Spiritual Character, Infantry, Earthly Knowledge. Equipped with a Bo and Light Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Level ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! |- | 1 || 7 || 5 || 2 || 6 || 4 || 4 || 66 ! |- | 2 || 7 || 5 || 3 || 7 || 4 || 4 || 78 ! |- | 3 || 7 || 5 || 4 || 8 || 4 || 4 || 100 |} </center> The other more expensive Onmyouiji. The Bo makes them the single fastest one in melee, and they are the only one with Armor. On top of that they have the highest Defense and second highest Honor, at the cost of the single worst Attack score of the four. ** '''Book Of Animals''' Mostly buffs and area damage spells, as well as the ability to control your opponent's movement. *** Poisonous Projectile (Level 1) Target Unit or Character within 60 centimeters takes a 2 Magic Dice attack, suffering a Wound for each failure. *** Essential Energy (Level 1) Variable spell, target Unit within 40 centimeters gains +1 Initiative and +5 Movement for a turn. *** Poisonous Projectile (Level 2) As above, but 4 Magic Dice. *** Flying (Level 2) Variable spell, target Unit within 40 centimeters gains Flying for a turn. Note that while using this spell to quickly get inside a fortress or in enemy lines seems appealing, trying to land with your back against a wall, near an isolated enemy, or behind all foes is preferable so as to not be charged from both sides and destroyed. *** Bolt The Mount (Level 2) Variable spell, target enemy Cavalry Unit within 50 centimeters must make a Ki roll against the caster. If the caster wins, the Cavalry move 2d10 centimeters forward. This does not use up its movement or actions. You won't often get to use this spell, but getting an enemy out of position or having to spend precious Action Points to re-orient themselves is fantastic. Beware, it can backfire if they end up behind you when you're fighting something in front thanks to their extra distance. *** Calling The Birds (Level 3) Variable spell, a Forest must be within 50 centimeters to cast. Target enemy Unit within 50 centimeters takes a 5 Magic Dice attack, suffering a Wound for each failure. *** Swarm of Insects (Level 4) Variable spell, creates a 15 centimeter diameter template which travels 3d10 centimeters and deals 6 Magic Dice attack to every Unit (friend and foe) it touches, suffering a Wound for each failure. All Units it affects automatically Run Away, and regain control the turn they are no longer in it. If maintained for more than one turn, the caster can choose which direction it travels for the next 3d10 centimeters. Its possible, if unlikely, to use this spell to force an enemy straight off the board. ** '''Book Of Nature''' The arguably more useful Book as it has the ability to change terrain. Has the best of the Level 1 and 2 damage spells in the game. *** Throwing Stones (Level 1) Target Unit within 60 centimeters takes a 4 Damage Dice shooting attack at Attack 4. *** Vines (Level 1) Variable, target Unit within 40 centimeters moves as if in Difficult Terrain. Great at stopping Cavalry as it rushes past. *** Throwing Stones (Level 2) As above, but 6 Damage Dice at Attack 3. *** Changing Nature (Level 2) Target Terrain within 40 centimeters that is 10-15 centimeters in diameter permanently transforms into a Bog. Anything from Construction to Hill is a potential target. Note that you can [[That Guy|cheat this spell by only using terrain smaller than 10 centimeters diameter or larger than 15.]] *** Favorable Winds (Level 2) Variable spell, all friendly Units within 20 centimeters have -1 Attack using Projectiles and gain +10 centimeters to each of their max ranges. *** Stealing Energy (Level 3) Target Unit within 40 centimeters takes a 7 Magic Dice attack, suffering a Wound for each failure. *** Forces of Nature (Level 4) All Units (friend and foe) in a 30 centimeter line straight ahead of the caster take a 5 Magic Dice attack, suffering a Wound for each failure. * '''Kamaitachi''' Small Creature, Loner. Uses Claws And Jaws. Has no armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Level ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! |- | 1 || 6 || 4 || 2 || 4 || 3 || 7 || 29 ! |- | 2 || 5 || 5 || 3 || 5 || 3 || 7 || 38 ! |- | 3 || 4 || 6 || 4 || 6 || 3 || 7 || 47 |} </center> ** Fleeting Attack: Attack a Unit or Character within 20 centimeters as a Ranged Attack, rolling as many dice as its Close Combat DC. Its an Inugami with worse Attack but better Defense and a situationally better special attack. Use it in the same way. * '''Kodama''' Small Creature, Loner. Uses Jaws And Claws, has Medium Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Level ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! |- | 1 || 7 || 3 || 2 || 5 || 6 || 4 || 32 ! |- | 2 || 6 || 4 || 3 || 6 || 6 || 4 || 41 ! |- | 3 || 5 || 5 || 4 || 7 || 6 || 4 || 50 |} </center> ** Grow Green Again: The Kodama or Onmyouiji master can recover 1 Wound if the Kodama enters a Forest and makes a dice roll that is lower or equal to their Ki. Once this ability is used successfully inside a Forest, it cannot be used again in the same forest. Not that great a Shikigami. While the Earthly Onmyouiji is the only one you're really going to be able to successfully take into Close Combat, you still don't want to if you can avoid it. Thus spending those points on model who's only purpose is to toddle around from Forest to Forest and heal its master isn't that great. Its stats are unimpressive, so it isn't like a walking tank that can take a breather either. In a game with a lot of Forests it can be interesting, but generally you'll not find it as useful as similarly priced options. =====Death===== * '''Onmyouiji Of Death''' Spiritual Character, Infantry, Knowledge Of The Dead. Equipped with a Tessen and no Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Level ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! |- | 1 || 5 || 3 || 2 || 6 || 3 || 5 || 61 ! |- | 2 || 5 || 3 || 3 || 7 || 3 || 5 || 73 ! |- | 3 || 5 || 3 || 4 || 8 || 3 || 5 || 95 |} </center> The other cheapest Onmyouiji, which like its Celestial counterpart cannot attack due to only having a Tessen. Has the second weakest Defense, and is as dishonorable as the Infernal Onmyouiji. ** '''Book Of Shadows''' A jack of all trades Book, contains some basic direct damage, some nice but not amazing buffs, and one of the best spells in the game as its Level 4 that will make short work of anyone who takes hordes. *** Lashes Of Dark Energy (Level 1) Variable spell, target Unit within 40 centimeters rolls a 3 dice Magic Resistance test. Each failed roll causes 1 Wound. *** Armor Of Shadows (Level 2) Variable spell, target model within 40 centimeters, either a friendly model or the caster, gains +1 Armor against Close Combat and +2 Armor against Projectiles. *** Lashes Of Dark Energy (Level 2) As above, but with 5 dice. *** Ghostly Mount (Level 2) Variable spell, target model on foot within 40 centimeters counts as mounted for the purpose of Movement and Charge plus any Charge bonuses. Model also gains 2 VT. *** Dark Claws (Level 2) Instantaneous spell, give +3 DC and -1AT to any model in the same Close Combat as the caster. *** Eternal Night (Level 3) Variable, ALL friendly Units gain +1 Damage and ALL enemy Units suffer -1 IN while the spell lasts. *** Well Of The Forgotten (Level 4) Instantaneous spell, enemy Unit within 50 centimeters makes a Magic Resistance roll for every model in that Unit, suffering a Wound for each failure. ** '''Book Of The Dead''' The much better Death Book. The ability to spirit a Kensei or an Assassin into combat, or a Commandment Character back out of it, is invaluable. Weakening ranged opponents is always a plus, as Kensei has many nasty ones, and bol the Level 3 and Level 4 spells can be potentially match finishers. *** Projectile Of Corruption (Level 1) Instantaneous spell, target Unit within 60 centimeters takes a 2 dice Magic Damage Attack. *** Weakness (Level 1) Variable spell, target Unit within 60 centimeters has their Range reduced to a maximum of Medium Range and suffers +1 Attack for the spell duration. *** Projectile Of Corruption (Level 2) As above, but 4 dice. *** Shiryo (Level 2) Variable spell, target Character within 30 centimeters cannot by targeted by ranged attacks (it can still be targeted by spells), and ignores Terrain including Difficult Terrain. If it stops inside Impassible Terrain, it is automatically destroyed. These effects last for the spell duration. *** Mekubare (Level 2) Instantaneous spell, target Unit within 40 centimeters must pass a Ki roll against the caster or Run Away. *** Opening The Nekara (Level 3) Variable spell, a Unit (controlled by either player) made up of human models (so no Creatures or Undead) that has been destroyed is brought back to life with +1 Attack and -1 all other stats. It appears anywhere within 25 centimeters of the caster that is a rules legal place for a Unit to be. It remains under the control of the casting player for the spell duration or until the caster is killed. *** Breath Of Death (Level 4) Variable spell, target Unit or Character within 50 centimeters takes 8 dice of Magical Damage every turn this spell is active. * '''Nezumi''' Small Creature, Loner. Uses Claws And Jaws. Has no armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Level ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! |- | 1 || 6 || 4 || 2 || 4 || 5 || 5 || 29 ! |- | 2 || 5 || 5 || 3 || 5 || 5 || 5 || 38 ! |- | 3 || 4 || 6 || 4 || 6 || 5 || 5 || 47 |} </center> ** Curse: For 1 AC, the Nezumi can target a Character within 30 centimeters and make a Ki roll against itself. If successful, the Character takes a +1 Attack penalty and loses 1 point of DF And IN. This can only affect one Character at a time, and every turn the Character may make a Ki roll against the Nezumi to dispel the Curse. Another Inugami/Kamaitachi, only with lower Initiative and higher Honor. The debuff is nice if you plan on Duels. * '''Nekomata''' Small Creature, Loner. Uses Jaws And Claws, has Medium Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Level ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! |- | 1 || 6 || 3 || 2 || 5 || 3 || 7 || 29 ! |- | 2 || 5 || 4 || 3 || 6 || 3 || 7 || 38 ! |- | 3 || 4 || 5 || 4 || 7 || 3 || 7 || 47 |} </center> ** Raising The Dead: Can create one "Dead" per level by taking a Ki test per Dead desired. They are represented by casualties over the course of the battle, and as a result this ability can only be used once casualties have been caused by either side. Deads appear next to the Nekomata. Deads do not die when the Nekomata does. **** Dead Harasser. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! |- | 6 || 3 || 2 || 2 || 2 || 4 |} </center> Same as the Nezumi. Take it instead if Cursing Characters is not useful to you, or feel free to take both. If you do the latter, remember that the Nekomata's special ability depends on its level while the Nezumi's does not.
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