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=====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.
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