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====Creatures==== =====Infernal===== * '''Amanojaku''' Level 1. Small Creature. Small. Equipped with an Axe, Light Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 6 || 3 || 1 || 3 || 4 || 3 || 29 || 3-9 |} </center> ** Torment: Action Ability, target Unit within 20 centimeters must make a Magic Resistance roll for every Amanojaku in the Unit using this ability, taking a Wound for each failure. Amanojaku are not a terrible choice, but aren't great either. For their cost and stats you're much better off looking at your standard human troops, although the ability to deal Magic Damage without having to succeed at casting a spell is worthy of note. * '''Onibi''' Level 1. Small Creature. Small. Uses an Igneous Attack, equipped with Light Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 6 || 4 || 1 || 4 || 3 || 3 || 25 || 3-9 |} </center> ** Onibi Fire: Action Ability, Flame Attack with a 40 centimeter range as if a Projectile Attack using Ki instead of AT. Onibi are a far better choice. Cheaper, higher stats, and Fire Attacks are always a welcome addition. * '''Shikome''' Level 2 Normal Creature. Flying. Uses Claws And Jaws, equipped with Light Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 5 || 4 || 3 || 4 || 3 || 6 || 47 || 1-6 |} </center> ** Chase Up To Hell: Action Ability, target Running Away Unit within 40 centimeters gets a Charge from the Shikome that grants 2 free Attacks instead of 1, after which they return to their start position (effectively making this a ranged attack that does not count as a Projectiles attack, does not require Line Of Sight, and ignores Terrain). ** Flesh Eaters: Passive ability, for every model killed by the Shikome a Ki roll is made, restoring a Wound to the Unit for every success. Shikome are a fantastic, if very pricey, option. Self-healing and combos fantastically with Psychology games. Their Flying will let them get wherever they need to go; a large chunk of the reason to go Infernal in the first place is access to these "happy" harpies since most casual games will likely be at points levels where Level 2 is your highest level of Creature available. They don't actually have to be in a place to get into combat if the Unit is getting banged up as you can position them so Units that break will be in range and those free Attacks will heal them. * '''Ushi Oni''' Level 2. Normal Creature, Harasser. Fear. Uses Claws And Jaws, equipped with Medium Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 5 || 4 || 2 || 4 || 4 || 5 || 46 || 1-6 |} </center> ** Absolute Cruelty: Action Ability, after destroying an enemy Unit all enemy Units within 20 centimeters with Line Of Sight to the Destroyed Unit make a Ki roll against the Ushi Oni or lose 2 Honor until their next turn. ** Rush: Action Ability, Charges like an ordinary Charge action but with a bonus +1 to DC and Damage. Ushi Oni are decent for Otokodate and Sohei, as they lack a heavy cavalry that the Ushi Oni make up for, but their high point cost and lesser stats makes them of dubious value for Kuge and Buke. * '''Oni''' Level 3. Large, Creature. Big, Fear. Equipped with a Tetsubo and Medium Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 4 || 4 || 6 || 5 || 5 || 4 || 89 || 1-3 |} </center> ** Wild Charge: Action Ability, Charge like Cavalry with an extra 2D10 to their Movement. ** Flesh Eaters: As Shikome. Absolutely fucking insane stats, able to get across the board on a Charge and devastate their quarry, able to self heal with kills they WILL be causing. What's not to love? Well, their massive point cost and low Unit size. In a game where getting flanked right automatically destroys the Unit, something that costs so much and is begging to go out on its own is going to be dangerous to field. That doesn't mean Oni are useless by any means, only that they WILL need support. Cavalry if possible to keep up with them. If you can keep their flanks clear, feel free to bring a trio of these demons to raise hell. Beware both the Kuge Ninjas and Death magic that can bring undead on your flanks out of nowhere. * '''Nue''' Level 3 Large Creature. Big, Flying, Fear. Uses Claws And Jaws, equipped with Light Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 4 || 4 || 7 || 4 || 6 || 5 || 84 || 1 |} </center> ** Nue's Curse: Action Ability, target Unit within 60 centimeters increases the difficulty of all tests by 1, decreases test roll results by 1, and have -1 to opposed rolls. Can only affect one Unit at a time. ** Stroke Of Madness: Action Ability, target Unit within 40 centimeters loses 2 AC for the rest of the turn. If playing at a point level where you can take a Nue but not the Level 4 Creatures, do it. Two great debuffs you don't have to cast, one that persists through death. Not very expensive compared to what you drop taking most decent Creature Units. Great stats. Cripple a deathstar Unit, and act as a flanker for the rest of the game. * '''Jorogumo''' Level 4. Large Creature, Infernal. Big, Terror, Loner. Uses Claws And Jaws, equipped with Heavy Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 3 || 4 || 11 || 5 || 6 || 5 || 115 || 1 |} </center> ** Spider Web: Action Ability, target a Unit within 30 centimeters. First pass a Ki test, then pas a Ki test against the enemy Unit. If both are successful, the Unit is immobilized and cannot leave its position to Move or Run Away. Every turn afterwards the Unit can make a Ki roll against the Jorogumo to free themselves. ** Torment: Action Ability, target Unit within 20 centimeters takes a Magical Damage roll for every model in the Unit, taking one Wound for each loss. With the Oni, you have a tank who's greatest strength (other than its strength) is its greatest liability, as they can get out of range of protection for your army. But not only is the Jorogumo cheaper than a Unit of Oni, she actually negates the weakness of being a solo model with the ability to pin Units. Beyond that, she has the power to eat a Unit in Close Combat as well as an ability to eat a Unit who happens to be nearby. You obviously still want to protect her, she just makes it easier. Take her if you can. * '''Hiderigami''' Level 4. Large Creature, Infernal. Big, Terror, Loner. Equipped with a Tetsubo and Medium Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 4 || 3 || 10 || 5 || 6 || 5 || 120 || 1 |} </center> ** Dry Throats: Action Ability, target Unit within 40 centimeters that is not made up of Creatures. Deals 6 dice of Magical Damage. ** Dry Land: Passive ability, and water feature (swamp, river) the Hiderigami enters, crosses, or comes within 5 centimeters of becomes Normal Terrain. Not as good as the Jorogumo. Dry Throats is only better against Units with five models or less and it has worse stats for a higher cost. The only reason to choose the Hiderigami is if you are faced with a lot of water features that will be a problem for you. =====Celestial===== * '''Raiju''' Level 1. Small Creature, Harasser. Small. Uses Claws And Jaws, equipped with Light Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 6 || 4 || 1 || 4 || 3 || 3 || 25 || 3-9 |} </center> ** Ride The Lightning Bolt: Action Ability, may make a Ki Test. If passed, the Raiju are removed from the battlefield and the controlling player selects a place anywhere on the battlefield that is 5 centimeters from all other Units. If an enemy Unit moves into the designated area, the Raiju reappear 5 centimeters away from it as this ability does not let the Raiju reappear into Combat. It has 1 AC after reappearing and may Charge on the same turn. In order to reappear, a second Ki Test must be made at +1. If failed, then the Raiju take the same test again next turn at the beginning of the Orders And Actions Phase at +2, and every subsequent turn makes the test at an additional +1 after that until the Raiju finally descend. If the first test reappearance test is a failure they scatter D10 centimeters (but still at least 5 centimeters from enemy Units) when they finally arrive. Raiju are fantastic. In Kensei, the ability to teleport some models with decent combat stats into enemy lines to set up an automatic Unit destruction or hold an Objective cannot be undersold. Their only drawback is abysmal Honor and Initiative. * '''Basan''' Level 1. Small Creature, Harasser. Small, Flying. Uses Igneous Attack, equipped with Light Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 6 || 4 || 1 || 4 || 3 || 3 || 30 || 3-9 |} </center> ** Basan's Fire: Action Ability, ignores Cover modifiers. Target Unit within 30 centimeters within Line Of Sight suffers an AT5 Projectile Attack, with one DD per Basan in the Unit. Another decent offense Creature. Not as useful as the Raiju in general, but if your opponent likes to use a lot of fences and natural barriers the Basan can smoke them out. Flying is also a factor in complex terrain. Sadly, the Basan cannot attack Constructions as it has no proper Flame Attack since Basan'sFire is only described as a magical fire spell in the flavor text. * '''Komainu''' Level 2. Normal Creature. Fear. Uses Claws And Jaws, equipped with Medium Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 5 || 4 || 3 || 4 || 4 || 5 || 44 || 1-4 |} </center> ** Take Form: Passive Ability. At the beginning of the turn, before the Commandment Roll, the Komainu can change their form. *** Supernatural Form: The default state at the start of the game, no changes. *** Stone: -2 Initiative, gains Heavy Armor. *** Metal: Immune to all Projectile Attacks. Another fantastic choice, and without drawback. Turn Metal as you move into position, turn to Stone in order to become a [[Tarpit]] or Supernatural if against a foe you could potentially finish off before they can strike. They cost you in point, but Fear is an amazing bonus. * '''Tennyo''' Level 2. Normal Creature. Flying. Equipped with a Yumi, a Katana, and Light Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 4 || 4 || 2 || 5 || 4 || 5 || 55 || 2-6 |} </center> ** Shooting With The Spirit: Action Ability, can shoot at any Unit regardless of Line Of Sight or viewing angle. ** Beyond Limits: Action Ability, may shoot at any Unit regardless of distance as long as the Tennyo has Line Of Sight. Always counts as Long Range. Another situational Creature. Good archers that can Fly anywhere you want them and shoot almost anything you want shot. Expensive, so their use is purely dependent on terrain. * '''Byakko''' Level 3. Large Creature. Big, Loner, Fear. Uses Claws And Jaws, equipped with Medium Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 4 || 5 || 7 || 5 || 6 || 6 || 92 || 1 |} </center> ** Casting The Lightning: Action Ability, target Unit within 40 centimeters takes an opposed Ki roll. If the Byakko wins, target takes 3 dice of Magical Damage. ** Lord Of The Tempest: Passive, every two turns at any time the Byakko can gain +5 Movement for the rest of the turn. Durable/killy as hell for his level and point cost, with a modest ranged attack to prey on low morale troops and the ability to jet into or out of danger. While the Raiju offer more tactical advantage, the Byakko is a better investment otherwise. Take both if possible. * '''Kirin''' Level 3. Large Creature, Harasser. Big. Uses Claws And Jaws, equipped with Medium Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 5 || 5 || 5 || 5 || 6 || 6 || 81 || 1-2 |} </center> ** Controlling The Kami: Action Ability: Target Creature with Line Of Sight makes an opposed Ki roll. If the Kirin wins, the enemy Creature loses 2 AC in its next Orders And Actions Phase. This only affects a sole creature, not an entire Unit. ** Magical Fire: Action Ability, target Unit with Line Of Sight automatically takes 4 dice of Magical Damage. There's nothing not to love about Kirin. A damn fine decent range attack without casting requirements or a Ki roll, the ability to shut down individual enemy Creatures, and decent stats. You want at least one Kirin. * '''Suzako''' Level 4. Large Creature. Big, Loner, Flying, Terror. Uses Igneous Attack, equipped with Medium Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 3 || 5 || 10 || 5 || 6 || 6 || 122 || 1 |} </center> ** Burning The Air: Action Ability, ALL things within 25 centimeters (friend, foe, Construction) take 4 dice of Magical Damage. ** Burn To Ashes: Action Ability, a 40 centimeter line of destruction that deals 4 dice of Magical Damage to anything in its path, friend/foe/Construction, and destroys building terrain/Forests. If you want to DESTROY the enemy, you take a Suzako. It has one purpose, wiping the map clean. Its a liability to you as much as a strength, as you need to plan your movement and bait the enemy into giving you lines of fire. Its not immortal, but its hard not to have it kill at least its point cost in the worst of circumstances. * '''Baku''' Level 4. Large Creature. Big, Loner, Terror. Uses Igneous Attack, equipped with Medium Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 4 || 5 || 12 || 6 || 6 || 5 || 118 || 1 |} </center> ** Devout Nightmares: Action Ability, make an opposed Ki roll against a target Spiritual Character. If the Baku wins, one of the following two effects of your choice happens: *** For one turn, the difficulty of the Character to use abilities or cast Spells is increased by 2. *** Chosen active Spell is dispelled or stops taking effect. ** Repel Spirits: Action Ability, target non-Celestial Creature Unit makes an opposed Ki roll against the Baku. If the Baku wins, the enemy Unit starts Running Away. Like the Kirin, the Baku lets you fuck with your opponent's supernatural models. The Baku is superior because of its higher stats and ability to fuck with Onmyouiji in addition to Creatures. Take both if you can, but beware frustrated opponents declaring "No more Supernatural models!" as you swell with their tears. =====Earthly===== * '''Tanuki''' Level 1. Small Creature, Harasser. Small. Uses Claws And Jaws, equipped with Light Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 5 || 4 || 1 || 4 || 3 || 4 || 27 || 3-9 |} </center> ** Tanuki's Luck: Passive, you may reroll ANY dice roll involving the Tanuki themselves. You must accept the second result. Fairly standard stats, and their ability will make them more survivable or offensive depending on how you want to use that reroll. Not terrible, nothing special either. * '''Kappa''' Level 1. Small Creature, Harasser. Small. Equipped with Sabres, Medium Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 6 || 4 || 1 || 5 || 3 || 3 || 42 || 3-9 |} </center> ** Turtle Shell: Action Ability, increases Defense by 1. Fairly bad stats, more survivable but paying a lot for it. Their Sabre will give them a higher crit chance, but since their offensive power is so bad for their Koku that's not exactly a good tradeoff. The higher Ki is okay, but without higher Honor you can't count on them to maintain when the enemy gets tricky. You'd think you would get an ability to bypass any water Terrain, which would make them situationally useful, but you don't. You're better off investing points into your Onmyouiji and her companions. Kappa are a bad investment. * '''Karasu Tengu''' Level 2. Normal Creature, Harasser. Flying. Equipped with a Naginata and Light Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 5 || 4 || 2 || 5 || 4 || 5 || 50 || 2-6 |} </center> ** Shadows: Passive, Projectile Attacks against them have +1 Attack. ** Throwing "Tengu's Stones": Action Ability, a Projectile Attack made at the Tengu's Attack. Maximum Range is 40 centimeters, with no range modifiers. Functions as a Sling. Not a bad choice, although expensive. Similar role as the Tennyo as a highly mobile ranged attacker, although instead of being able to snipe anything this Tengu is going to want to harass Cavalry and claim advantageous positions. But if your opponent isn't bringing horsies, its less likely to be worth those points. Its only real advantage is the Flying and impunity with which it can take a high ground and nail anything in a 40 centimeter radius. If they do get into melee, they won't do too bad and their Naginata will reduce their opponent's Defense, allowing you to soften up or finish off vulnerable targets. * '''Dai-Tengu''' Level 2. Normal Creature, Harassers. Flying, Loner, Duelist. Equipped with Katana, Medium Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 4 || 4 || 4 || 5 || 5 || 6 || 71 || 1-3 |} </center> ** Fleeting Attack: Action Ability, enemy Unit cannot make a Withstand And Shoot attack on the Dai-Tengu and this attack counts as a Flank Attack. ** Sword Masters: Combat Ability, Crits on a 7+ Damage Roll. Dai-Tengu are fantastic for Sohei, who don't have a good Character-killer. Even the other armies can get a lot of mileage out of them, as the ability to swoop down and deal a fair chunk of damage quickly is fantastic. You'll want to use them as ambushers lying in wait, or as a hammer. You can even use them as an anvil if you invest in them. * '''Genbu''' Level 3. Large Creature, Harasser. Big, Loner, Fear. Uses Claws And Jaws, equipped with Heavy Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 5 || 4 || 9 || 6 || 6 || 3 || 92 || 1 |} </center> ** Snake Attack: Combat Ability, an extra 2 DC Attack that is Poisoned (Crits on a 9+ Damage Roll). ** Turtle Shell: Action Ability, lasts a full turn in which Defense is increased by 2, and DC are reduced by 3. This is a suped up version of what the Kappa were trying to be and failed. Unless Genbu gets flanked, he's going to sit somewhere and refuse to move. Ludicrously high Wounds, good Defense that you can bolster to amazing, high Honor, high Ki, and high armor. He's not bad at killing either. Added Fear will make low morale Units of Heinin intended to flank-destroy or swarm enemies think twice. Put him on the side of a deathstar Unit, and he's going to make sure it gets where it needs to be. * '''Sesho-Shekki''' Level 3. Large Creature, Harasser. Big, Projectiles, Fear. Equipped with a Sling, Medium Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 4 || 4 || 5 || 5 || 6 || 4 || 85 || 1-3 |} </center> ** Throwing Pebbles: Passive, Attack 4 Projectile Attack that ignores Distance and Movement modifiers. Has as many Firing Dice as the Sesho-Shekki has Wounds remaining. ** Swift Movement: Action Ability, as a Movement (so you can't use a later Movement that turn) the Sesho-Shekki teleports to anywhere you want within 40centimeters. Still very durable, with a decent ranged attack you can use to fuck up Cavalry movements. The ability to go anywhere is amazingly good, and it has a great melee potential. Another model to control the battlefield, generally superior to the Genbu if you aren't needing a mobile shield for your main force. That Fear combined with the ability to go anywhere is a potent combo. * '''Mizuchi''' Level 4. Large Creature. Big, Loner, Terror, Flying. Uses Claws And Jaws, equipped with Medium Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 3 || 4 || 10 || 6 || 5 || 6 || 118 || 1 |} </center> ** Acid Cloud: Action Ability, choose a point exactly 40 centimeters away from the Mizuchi. All Units between the two points take 4 dice of Magical Damage. ** Calling The Rain: Action Ability, models that use powder (AKA Teppos and Ozutsu) cannot fire for one turn and must take a Load Action afterwards. All Cavalry Charge distance reduced by 1d10 per attempt for the entire rest of the battle. Amazing stats, although not as impressive as most Level 4 Creatures. You take the Mizuchi if you have no intention of taking Cavalry or guns, making them ideal for high population infantry Buke armies and terrible for most Kuge ones that aren't going for Onna Bushi spam. The template attack is nifty, and easier to avoid friendly fire than most you'd see on a Level 4. Altogether a very good, balanced option. * '''Daidarobotchi''' Level 4. Large Creature. Big, Loner, Terror. Uses Claws And Jaws, equipped with Heavy Armor. <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 4 || 4 || 13 || 6 || 5 || 5 || 116 || 1 |} </center> ** Lord Of The Forests: Action Ability, gain permanent control of a Forest. It moves 3d10 per turn in the direction the player wants every turn, and every Unit (friend and foe) that it comes into contact with suffers an 8 dice AT5 Attack. ** Lord Of The Ground: Action Ability, all Constructions within 30 centimeters are immediately destroyed and all models within instantly killed. Any Units within the same radius suffer a 5 dice AT5 Attack as if Close Combat. Ludicrously amazing, insanely killy, can almost solo an army. Why is this not the most insane game-breaking model? Because it WILL cause friendly fire, and thanks to the rules of auto-destroying models if you can surround them it will need a fair amount of support. Once this hits the battlefield, its going to be your opponent's main target and it will do as much damage to its protectors as the foe. If you're insanely good at battlefield control and evaluating risks, go for it. If not, this is more likely to lose you the game if you use it as anything more than a heavy melee attacker than win it. =====Death===== * '''Gaki''' Level 1. Small Creature. Small, Undead, Fear. Uses Claws And Jaws, uses no armor but has Undead defense (2 Armor). <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 6 || 3 || 1 || 4 || 2 || 3 || 21 || 3-9 |} </center> ** Flesh Eaters: Passive, for every enemy they destroy they may make a Ki test. Every success restores a dead model to the Unit. Gaki are amazingly good if you can throw them at something weak, like Heinin. You want a big Unit of them. If you can't put them at something they can feasibly kill many of quickly however, they're not a great investment. Fear is still a nice bonus however, and if you want it but have no access otherwise it is a good way to get it. * '''Onryo''' Level 1. Normal Creature, Harasser. Ethereal, Undead, Fear. Equipped with a Jumonji-Yari, uses no armor but has Undead defense (2 Armor). <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 5 || 3 || 1 || 5 || 3 || 4 || 68 || 3-9 |} </center> ** Ghostly Advance: Passive, ignores all obstacles in Movement and can pass through all Terrain as well as both friendly and enemy Units. Difficult Terrain is also ignored, and Onryo ignore all Cover modifiers granted to enemies. Oh yeah, these are good. Pricey, but good. Ignore ALL Projectiles and Ranged Attacks (so those nasty Level 4 Creature templates too), Fear, go anywhere you want regardless of all other factors without fear, and you can attack things on the opposite sides of walls as if open ground while opponents in return suffer the standard penalty. This is in addition to the Jumonji-Yari giving you bonuses if something has the balls to Charge you, a bonus against Cavalry, and a Crit on 9+. The drawback is that they are fragile, and aren't very killy for their cost * '''Goryo''' Level 2. Normal Creature, Harasser. Ethereal, Undead, Fear. Uses an Igneous Attack, uses no armor but has Undead defense (2 Armor). <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 4 || 4 || 3 || 5 || 6 || 4 || 70 || 1-4 |} </center> ** Eternal Vengeance: Passive ability, at the beginning of the turn the Goryo select an enemy Character. When engaged in Combat with a Unit containing the Character, they can focus entirely on that Character instead of the Unit. They may only choose a different Character once their current target dies. ** Ghostly Advance: As Onryo. The same as Onryo only with better stats, the ability to assassinate Characters, and a ranged attack. The drawbacks? Two points more each, a lower maximum Unit size, and losing the Jumonji-Yari's bonuses in exchange for that -1 Defense they'll cause to their opponent per attack. So in other words, no notable drawbacks to a massive buff. TAKE THEM. * '''Honne Samurai''' Level 2. Normal Creature, Harasser. Undead, Fear. Equipped with a Katana, uses no armor but has Medium Undead defense (4 Armor). <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 5 || 4 || 2 || 4 || 6 || 3 || 55 || 3-6 |} </center> ** Honor Of The Dead: Passive, automatically pass the first Honor roll every turn. ** Vigor: Action Ability, gain +5 Movement to a Charge and Crit on a 9+ on the Damage Roll. A decent choice. Emulate Buke in the other armies with this model with a decent defense and decent offense Unit that wants to get into battle and shrug off morale. Not as amazing as Goryo, but still a recommended choice. * '''Gaikotsu''' Level 3. Large Creature. Large, Undead, Fear. Equipped with a Sabre, uses no armor but has Medium Undead for defense (4 Armor). <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 3 || 4 || 8 || 4 || 5 || 4 || 98 || 1-2 |} </center> ** Fading: Action Ability, teleport anywhere within 30 centimeters. You may still make Movement actions afterwards. ** Bells Of Death: Action Ability, all Units (friend and foe) within 30 centimeters make an opposed Ki roll against the Gaikotsu. If they lose, they must take an Honor test or Run Away. Take them. Killer stats, teleportation, and psychology fuckery. Use Fading to get far enough away from your own troops to Bell the enemy without affecting your own. While you can take them in Units of two, consider them solo so you can Fade and Bell in two 30 centimeter bubbles. * '''Onmoraki''' Level 3. Large Creature. Big, Undead, Ethereal, Flying. Uses Claws And Jaws, uses no armor but has Light Undead for defense (3 Armor). <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 5 || 4 || 5 || 5 || 3 || 5 || 98 || 1-2 |} </center> ** Dismember: Combat Ability, 8+ to Crit for the next two Combats. ** Soul Eaters: Passive, recover 1 Wound for every two models killed. A very good option, just not quite as good as Onryo and Gaikotsu. Its another Heining mulcher, far better at its job than Gaki. * '''Shinigami''' Level 4. Large Creature. Big, Undead, Terror, Loner. Equipped with a Bo, uses no armor but has Light Undead (3 Armor). <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 3 || 5 || 11 || 5 || 6 || 5 || 120 || 1 |} </center> ** Pot Of Souls: Action Ability, target Unit within 30 centimeters takes a Magical Resistance roll for every miniature in it, losing a Wound for each failure. ** Thoughts Of Death: Action Ability, target Unit within 50 centimeters with Line Of Sight makes an opposed Ki roll with the Shinigami. If the enemy fails, they have their AT increased by 1, have their DF, AR, HR, and IN reduced by 1, and has its Movement cut by half. Every turn it can make another opposed Ki roll with the Shinigami to cancel the effect. Fast as fuck thanks to the Bo, modestly killy, a bit fragile for a Level 4 Creature but with a great ranged attack and a long distance complete crippling. Its amazing, not much else to say. * '''Jubokko''' Level 4. Large Creature. Big, Undead, Terror, Loner. Uses Claws And Jaws, uses no armor but has Heavy Undead for defense (5 Armor). <center> {|border=1 cellpadding=5 cellspacing=0 |- align=left ! Attack ! Defense ! Wounds ! Ki ! Honor ! Initiative ! Koku Cost ! Unit Size ! |- | 4 || 3 || 13 || 5 || 6 || 4 || 120 || 1 |} </center> ** Vampire: Passive, if a Unit is destroyed within 30 centimeters of the Jubokko, it grains Heavy Armor (+5 more Armor), every model (friend and foe) killed within 30 centimeters of the Jubokko restored 1 Wound per model, and if at full Wounds already the maximum amount then its Maximum Wounds score increases by 1 for the rest of the game (maximum 1 per turn). ** Infernal Roots: Action Ability, target Unit within 30 centimeters is moved into Close Combat with the Jubokko and cannot move from that spot while still in Close Combat with the Jubokko (unspecified what happens on a Run Away). The Jubokko is an investment in time during the battle. You'll have to keep it protected while you score some kills. Its not going to be unable to fight in melee, but the low Defense is a bit of a problem and its not as killy as your standard Level 4 so it won't be wiping out a Unit on its own. You want a Unit gone, or a boost to its Wounds, before you pivot into melee. After that point, with your 10 Armor bloodsucking tree, feel free to ram into the foe at will and ensnare things like ranged support or Units with Commandment Characters. Or hang back and nab enemies out of their protection and into your lines where you can immediately surround them for an automatic Unit destruction. [[Category:Wargames]] [[Category:Kensei]]
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