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=====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.
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