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===Battle=== The game consists of six phases each turn; Orders and Actions for the higher Initiative player, Orders and Actions for the lower Initiative player, then Combat and Resolution. At the start of each turn, both players make a Commandment Roll to determine the Initiative. ====Special Orders==== During a player's turn, they first issue '''Special Orders''' in the following order: * 1) Taisho abilities * 2) Regrouping fleeing troops * 3) Strategic Orders * 4) Warning Orders Special Orders all cost Command Points. ====Special Actions==== You first inform your opponent what each Unit is going to do. Only then do you start doing it for every Unit. You can perform Unit Actions in any order. * Taisho Abilities (more on them later) can be used once per turn for free, with a second costing 2 Command Points. They require a Ki roll success to use. * Attempting to Regroup a fleeing Unit costs 1 Command Point. The Unit makes an Honor roll, if passed they lose one Action Point but you regain control over them, and for free you can rotate them to face any direction. You can attempt to Regroup any fleeing Units as many times as you need so long as you have enough Command Points to spend. If any are left still fleeing at the end of this subphase they immediately spend all this turns Action Points continuing to run away and thus can do nothing else for the rest of the turn. * Strategic Orders are using ranged weapons, and charging into melee. You must spend 2 Command Points and perform a Ki roll with your Taisho each Strategic Order you issue, and if the roll fails then the Unit still follows your orders but loses 1 Action Point. Unless the Unit you are commanding has a Line of Sight to the intended target, then you cannot give a Strategic Order unless your Taisho is still alive and has Line of Sight to both your Unit and their intended target, and you can only give such orders to a Unit that has a Bushi character in it. Thus, protecting your officers is very important for ambushes and ranged superiority. For example, if you want your Teppo models to shoot at an enemy within their range but obscured by another Unit of models in front of their targets, your Taisho must be able to see both Units (possibly by being on a Hill) and your Teppos need to have a Bushi character (carrying a Teppo) with them. Spy characters count as a second pair of eyes for your Taisho. * Warning Orders cost 1 Command Point. These allow your troops to make Attacks of Opportunity. Attacks of Opportunity are either to shoot ranged weapons, charge an enemy, or move and then charge, all during your opponent's turn at any time you want to interrupt them. Only one Unit each turn can make an Attack of Opportunity each turn, but you can issue Warning Orders to as many as you want so you can choose who will react. A Unit must have the Action Points left over to execute Attacks of Opportunity, one for shooting or charging and two to move then charge. Cavalry charges, ambushes, and getting another volley of lead/arrows into the enemy are the best uses. Note that you must set the conditions ahead of time. For example, you can't just give a Warning Command to a unit of Ashigaru and do what you want whenever, you have to give a logical order like "charge the first enemy who passes the fence line", meaning that if an enemy comes from your side and is nowhere near the fence you can't just decide to change the criteria for their charge (although "charge the first thing in range" or "charge any Ashigaru you see" are legitimate orders as well). ====Generic Orders==== Then players make '''Generic Orders'''. The opponent can make '''Countermands''', which are reactions to Generic Orders. They are made in the following order: * 1) Movement * 2) Ranged combat * 3) Spiritual Actions (The Countermand is attempting to block the spell being cast, similar to Dispelling in Warhammer Fantasy) * 4) Special Actions * 5) Charging/Melee (The Countermand is how those being attacked react, like the Charge Reaction of Warhammer Fantasy) At any point conditions are right, the opponent can use Attack of Opportunities they had previously set up. ====Generic Actions==== Like Special Actions, you can perform Generic Actions in any Unit order you want. Every Action costs Action Points. Infantry, Cavalry, and non-Large Creatures have 2 per turn. Harassers, models by themselves, Characters, and Large Creatures all have 3. In order to give an opponent the opportunity to spend their Attacks of Opportunity, you must declare your Orders in full before you execute them as Actions. * '''Movement''': You can make one Movement per turn, plus Occupying a Construction. Each Movement costs 1 Action Point. During Orders you only have to declare the direction you are moving, you can choose the distance as you are taking the Action. Infantry plus any model by itself that isn't Cavalry or Large can move 10 centimeters, Cavalry 15, Large models 13. Some models have a different Movement stat. Harassers and solitary models can spend their Movement in any directions they wish, but each model can only travel a maximum of their Movement. Infantry and Cavalry Units can travel through friendly Units, but the second Unit must not have made their Movement yet, you must clear the second Unit (if it can't, you still suffer penalties and end 3 centimeters from the second Unit), and both Units lose 1 Action Point and 2 Initiative that turn. ** '''Advancement''' is moving in any direction in a 180 degree arc in front of your Unit with one Special Movement allowed before, after, or during the spending of their Movement. *** '''Facing''' is a Special Movement when you spend 2 centimeters in Movement, which lets you change which direction you are facing within 90 degrees (allowing a player making a 2 centimeter shorter Advancement to end the turn facing any direction). *** '''Pivoting''' is a Special Movement which costs 3 centimeters, and is a complete 360 degree about-face. ** '''Backwards Movement''' is when your models move the full distance backwards while facing the same direction. ** Marching: Standard movement. You'll probably use this only when in a condition that forces you to. ** Running: Double the distance of Marching. When you subtract centimeters from your Movement, you subtract them from the Running speed if you are running (for example, Infantry that has a -2 centimeter penalty subtracts it from the 20 for running, not doubling the penalty). ** '''Occupying a Construction''': Occurs as part of Movement and requires one Action Point. To engage occupied Constructions, you too must occupy it. The attacker may put as many models into it as the defender. You can only enter a Construction through base contact with the entrance facing inwards, and to exit you must spend one Action Point to have the Unit placed back at the entrance in base contact facing outwards. ** '''Overcoming an Obstacle''': Models must spend 2 centimeters to get past obstacles. Very High obstacles cost a full 10 centimeters. Cavalry spend 3 centimeters to clear Normal and High Obstacles, but can never clear a Very High one. * '''Ranged Attacks''': Attacking with any ranged attack, like a Teppo or Bow and Arrow. ** Loading: All weapons begin the game loaded, and cosy 1 Action Point to load after firing. This has to be declared in Orders, like all other Actions. ** Firing: Firing costs 1 Action Point, and weapons must be reloaded before being fired again. You cannot fire at things engaged in melee unless a special rule allows you to. It has to have Line of Sight in this phase to shoot unless your Taisho/Spy gave you a Strategic Order allowing you to. You cannot premeasure. Each weapon has its own ranges. If out of range, nothing happens except the ammunition is spent. If at long range, the Attack roll has +1 (higher Attack is bad, remember). If at short range, it has -1. Each model that fires rolls one dice for each Wound it has (for example, three mounted archers have two hit points each while the fourth is wounded, so you roll 7 dice for the Unit to shoot with). To score a hit, you must roll a number higher than the Attack stat of your models (which is why a lower Attack is good). Any result of 10 (or 0, depending on what kind of 10-sided dice you are using) reduces your target's Defense against that shot by one point. By spending two Action Points instead of just one, your shot is made with '''Greater Precision''' which gives you a -1 Attack bonus. If you have enough Action Points to shoot, reload, and shoot again then it counts as '''Multiple Shots''' and the second shot has a penalty of +1 Attack. If your models Marched before shooting, you shoot at a +1 penalty and if they Ran they shoot at a +2 penalty. *** '''Defense''': The models being shot at make a Defense roll for each hit. The Defense rolls are always against the highest ranked model's Defense stat. A die roll of 1 is always a success. The Defense rolls must be lower than their Defense stat (which is why high Defense is good) to block it. ***'''Damage''': For each hit which isn't canceled, you roll one die to determine how much damage that deals. Their Armor is subtracted from the Damage roll to determine damage dealt. A Damage roll of 1 is always a miss, a 10 (or 0) is a Crit and deals double Wounds (so a Crit against an enemy with no armor is a whopping 10 damage!). The opponent allocates the damage the Unit received as they see fit. * '''Spiritual Actions''': Like everything else, you have to declare your Spiritual intent in the Orders phase. Your opponent has a Countermand, attempting to disrupt the spell with their Onmyouiji, but they must announce that they plan to do it during the Order phase as well. You can only cast spells up to one higher level than your Onmyouiji, and each costs 1 Action Point. You can cast the same spell repeatedly. Each spell requires a Ki roll, at a penalty equal to the spell level. Multiple spells are all made at a cumulative penalty (For example, if only casting a single level 1 spell, its made at just -1. Casting a level 1 and a level 3 are made at -2 and -4. Casting three spells at levels 1, 3, and 4 are made at -3, -5, and -6). If the spell requires a target then Line of Sight is needed unless the spell specifically says it is not. Each spell has a difficulty, and your Ki result must be higher than that number for the spell to succeed. Some spells are Instant and work for one turn, others are Variable and reduce the available Ki and Action points the longer they keep it going and it will count as a spell being cast each turn. Every turn the Variable is active, Ki is reduced by 1 to a maximum of -4 while Action Points are reduced by 1, on the fourth turn -2. ** Effects: Some spells deal damage. Each potential hit is represented by a dice roll which must exceed the opponent's Ki with one Wound dealt for each point higher the result it. Spells that the opponent resist give a number the opponent must make a Ki roll higher than to resist. Some spells trigger a battle of wills, with both players making Ki rolls against each other. ** '''Blocking''': Blocking is when an opponent tries to muck up the spell being cast. They must use one Action Point for each spell they try to Block. They must roll a dice higher than the Ki of the Onmyouiji casting the spell, minus the difficulty of the spell, to block it. ** Concentration: By sacrificing 1 Action Point, the character concentrates and adds +1 to their Ki roll. ** Meditation: By meditating, they spend 1 Action Point to make a Ki check; if passed, the spell range is increased by 10 centimeters. * '''Special Actions''': Special Actions come in two types. Every spell cast costs 1 Action Point. ** Action Abilities have to have been declared in the Orders for that turn to be used. They cost 1 Action Point, which is spent regardless of whether it works or not. Each requires a Ki roll to function. ** Combat Abilities do not cost Action Points. They are used before Initiative rolls for combat, and only one can be used per combat round (although a Unit engaged with more than one Unit can use one against each, as that would be a different combat round). Unless otherwise indicated, these last one turn. Traits are not a Special Action, but are permanent active abilities. * '''Charging''': Models have to Charge to enter into melee, [[Meme|one does not simply March into Hokkaido]]. Like everything, Charge had to be an Order before it can be an Action. Otherwise, it can be a Strategic Order. Unless you are in combat, or failed to Charge something, or there is Terrain between you, then you may not be within 5 centimeters of an enemy Unit under any circumstance. Under no circumstance can you make any other Action after a Charge on the same turn. Infantry, Creatures, and Harassers on foot roll 1d10 to determine how far they succeed at Charging and get +2 Initiative and -1 Attack on the Charge while Cavalry and Mounted Harassers roll 2d10 and get +2 Initiative and -2 Attack. Large Creatures Charge 2d10, but only receive the Infantry bonuses. Rolling for Charge is not necessary if you had made a March/Run And Charge Action. If you fail a Charge, you cannot Run next turn. You can Charge over Obstacles, but only if the enemy Unit is further away than 5 centimeters but not touching it. ** '''Front/Flank/Rearguard/Oblique''': Every Unit has a Front, Flanks (sides), a Rearguard (back), and four Obliques (diagonal angles) coming in Frontal and Rear. Unlike most games, you can actually attack an opponent with diagonal base contact although Obliques count as either Front, Flank, or Rearguard depending on which more of the Units models are close to (if even or in dispute, it defaults to whatever provides the least benefits) and the Flank base contact directions can only have one Unit engaged against it (so for example, just because your have a Unit attacking at the Front Right Oblique which counts as a Front doesn't mean you can then stick another Unit on the front proper; the Front space for attackers is filled up). If an attack zone is unoccupied (or only has one of your Units attacking it in the case of the Front and Rearguatd) but you can't fit your models in base contact, it still counts as attacking that zone as if they could. Otherwise, a successful Charge against the fully occupied Front or Rearguard get assigned to a Flank instead. Harasser Units count the model closest to the enemy in regards to what side they hit, and form into an organized base contact Unit for melee. ** '''Direct Charge''': Any Charge where you do not have to pivot the Unit to come into flat base contact is a Direct Charge. ** '''Indirect Charge''': Any Charge where you had to pivot to make flat base contact, or in the case of Harassers had made turns during the Movement portion, is an Indirect Charge. You must stop 5 centimeters away from the enemy target then roll your Charge dice with a result of less than 5 being a failed Charge. ** '''Reaction To Charge''': If Charged, you can make one of several reactions. '''Withstand And Combat''' is when your Unit waits for the enemy to reach them. If the enemy Charge fails, Withstand will allow you to still fulfill your preassigned Orders. If you have made a Charge that turn and are then later Charged in the same turn, your only allowed Reaction is Withstand. '''Withstand And Shoot''' allows a Unit with ranged weapons to make an attack at those Charging them as if in the Shooting phase (costing the same amount of Action Points). Just like Withstand, Shoot will allow you to finish your other Orders so long as you still have Action Points enough to do so. '''Counter-Charge''' is when an enemy Charges you within your Line of Sight but failed its Charge, allowing you to spend an Action Point to make your own Movement speed as a Charge which nets you the combat bonus instead. Declaring a Counter-charge is a gamble relying on your opponent failing their Charge since if the enemy Unit which successfully makes their Charge they get 2 more Attack Dice in Combat on that turn, and if you succeed you get the Attack Dice bonus. '''Run Away''' makes your Unit flee from the attackers, and they will need to be Regrouped as if they had fled against your will. * '''Combat''': Any Unit in base contact with the enemy is considered in Combat. Combat is resolved for all Units involved in a particular Combat before moving onto the next group. Combat follows a specific order of resolution. Players who's Unit did not Charge, Counter-charge, or Stand And Shoot that turn must decide before Combat if they want to sacrifice three Combat Dice to adopt a Defensive Position and gain one Defense Dice. Anything Running Away is always in Defense Position until they Regroup. ** 1) '''Activation of Abilities''': Abilities must be used first. Players make Commandment Rolls against each other to determine who uses theirs first. Every Ability requires a Ki roll. ** 2) '''Character Actions and Confrontations''': Characters can't be hit by shooting or attacks, they can only be attacked when solo or in combat with one another until their entire Unit is destroyed, at which point they become solitary characters functioning as a Unit. Characters can also attack independently of all other models in their Unit, and spend their Attack Dice however they see fit. Otherwise, the attack for them functions as it does for a Unit as below. At any time in Orders or Actions, a character can leave their Unit by making an Initiative roll against the highest Initiative enemy they are in Combat with. The model moves 2d10 centimeters as the player wishes, and the Unit they left loses 1 Honor. If the Character leaves Combat, any Characters in the enemy Unit can choose to Chase them by making an Initiative roll. If they succeed they launch 2d10 centimeters in pursuit, and if the pursuer reaches the retreating Character they launch into a round of Combat just between the two of them where the pursuer has Initiative. *** '''Confrontation''': Confrontations are personal duels between two Bushi Characters. Characters who have the Duelist or Assassin abilities can also duel. Only one Confrontation can occur each turn. It happens immediately prior to Unit Initiative, and the challenge consists of the two combatants making an Initiative roll. If the challenger wins, they have Initiative; otherwise, the other player may let the Confrontation take place with their own character having Initiative, make a different challenge, or skip straight to the rest of Combat. Any time a challenge is rejected, the character who rejected it no longer grants any bonuses to their Unit. Confrontations continue to occur as Character VS Character combat until either one of the combatants is dead or flees, by making an Initiative roll to hide back among their Unit which then loses all bonuses the fleeing character provided it; if they fail the roll to leave the Confrontation, they will only be able to use half their Attack Dice in that next round. At the start of every Confrontation round, the players decide who attacks first by Ki roll rather than Initiative rolls. At the beginning of each round, the players can use any abilities they have. ** 3) '''Resolution of Initiative''': Both players make an Initiative roll for every Unit in the Combat. Any tie is resolved with a second roll just between the tied Units to determine which order the tie goes in. ** 4) '''Attack''': Each Unit gets their own unshared pool of Combat Dice, which is how many Wounds they have after applying modifiers such as buffs and weapon type. If the Unit you are attacking has half the models as an individual Unit, you gain two extra Combat Dice for that specific Unit and if it has a third or less you gain four extra Combat Dice. Only the Unit that outnumbers the other gets a bonus. You must then determine how many Combat Dice each Unit will spend on those attacking it, which can never be less than half for the victim of your Charge (for example, your Unit of Ashigaru Charged your opponent's Ashigaru, but then one of their Samurai Units Charged you. If you have seven total Combat Dice, a minimum of four must be spent on the Ashigaru you Charged, regardless of how bad you want to kill those Samurai). If a solo character is involved in a Combat and there are other Units to attack, you can't spend more than half your Combat Dice on the character. *** '''Attack Roll''': You roll each Combat Die, which must exceed your Attack stat to be a hit. A result of 0 or 10 (depending on your dice) reduces the opponent's Defense by one for that roll. *** '''Defense Roll''': For each hit, the player being attacked makes a Defense roll. If they roll lower than their Defense value, the hit is negated. *** '''Damage Roll''': For each hit that was not canceled by Defense rolls, the attacker rolls a die. If the target's Armor value is lower than the Damage die result then 1 Wound is caused. Rolls of 1 always do nothing. On a 0 or 10, two Wounds are dealt. ** 5) '''Combat Resolution''': Combat Resolution is determined by figuring out two numbers after Combat ends. The first, '''Confrontation Value''', is which player has more Wounds left involved in the fight. The second, '''Damage Difference''', is who managed to inflict more damage in the fight. If a Character is killed, the player who got the kill gets three extra Damage Difference points (this includes when a Character is killed in a Confrontation prior to Combat taking place, whereupon it is added to the end of the first round of Unit to Unit Combat Resolution). Both values are used in determining which, if any, troops begin to Run Away. ** '''Victory''': The player who has a higher Damage Difference. ** '''Draw''': Equal Damage Difference. ** '''Defeat''': The player with a lower Damage Difference. A Unit which suffers this must test whether it Runs Away (see below). ====Running Away==== Running Away is when your troops have their morale broken and start [[Total War|fleeing the battle; a shameful display!]] Units that are Running Away move in the exact opposite direction from the closest enemy Unit (in the event of multiples being the same distance away, the one with the most Wounds). Cavalry, Large Creatures, and anything with flying move 3d10, all else moves 2d10. Running Away has multiple causes: * As a voluntary Reaction to being Charged. This only works on a turn they have not yet Run Away from a Charge that turn, and costs no Action Points. They do a complete 360 turn before they begin to flee. * If in one round of being shot the Unit takes half its total Wounds in damage (excluding Character Wounds), it must make an Honor test or Run Away. * If suffering a Defeat in Combat Resolution and the Damage Difference is higher than the Confrontation Value, the Unit must take an Honor test or Run Away. If the Damage Difference is higher than the unmodified value of the Honor of the Unit, it must make an Honor test or Run Away. * If a Unit runs away from Combat due to failing an Honor roll, the Unit it was engaged with can attempt to Chase by making the same distance roll as if they were Running Away. This costs no Action Points. If they reach the fleeing enemy, they get an immediate free attack. If they reach another enemy Unit instead they count as having made a successful Charge against it, which is resolved next turn. If the Unit is reached, and survives the free attack, it makes another Running Away roll without the second Unit being able to Chase it a second time. * The Unit that is Running Away makes it through all friendly Units in its way. If it doesn't have enough distance to completely clear a Unit, it reaches the other side and stops 3 centimeters away. Any friendly Unit that a Running Away Unit passes through that does not have a Bushi hero in it must make an Honor roll or also start Running Away. If it passes or has a Bushi, it takes a -1 Honor and Initiative penalty for two turns. * If a running Unit runs into an enemy Unit, they become locked in Combat. The Unit that was formerly Running Away automatically loses all Initiative and Honor rolls. ====Defeat==== * Any Unit that is attacked successfully from both the Front and Rearguard is automatically destroyed. * Any Unit that Runs Away and has to stop due to reaching Terrain, but is reached in a Chase by the enemy Unit is automatically destroyed. * A Unit that leaves the table is automatically destroyed. </div></div>
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