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=====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.
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