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=====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.
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