Another model to control the battlefield, generally superior to the Genbu if you aren't needing a mobile shield for your main force. Hate For The Samurai: Combat Ability, in Combat gain 1 Combat Dice for every 2 enemy Samurai in the same Combat. Big, Projectiles, Fear. Bombing: Action Ability, grants any of your Units with Ozutsu or Cannons (not just the Unit using this ability) within 30 centimeters of your Taisho the ability to fire on ANYTHING the Taisho or a Spy has Line of Sight to at a +1 Attack penalty. That being said, if you actually plan on engaging enemies head-on with your Cavalry the worse Armor of the Yari Kiba Musha makes them still your second choice for the general Anvil role. Deads appear next to the Nekomata. 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). Small Creature, Harasser. They carry the Katana as well, meaning you're paying five points to have Katana Samurai who fulfills the role of Yumi Ashigaru when not in melee. 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. Overall, Kensei play as very solid characters, with a well-rounded kit for any situation. Big, Terror, Loner. (And yes you can ABSOLUTELY pet your Spirit Dog!) 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. Equipped with Teppo, Katanas, and Light Armor. Knocking Down Enemies: Combat Ability, causes -1 Defense to enemies Kuge Great Guard is engaged with. AC is Action Points, which determine how many normal actions like moving or attacking you can do. Use The Kiseru: Action Ability, use the Kiseru rather than the Katana for attacks. Unit size 1-5. Be warned, they're going to be the focus of shooting right off the bat. Level 1. They may only choose a different Character once their current target dies. Clever: Combat Ability, for one turn lose 1 Defense to reduce Attack by 3 and gain +1 Initiative and Ki. If playing at a point level where you can take a Nue but not the Level 4 Creatures, do it. Ranged weapons have a short range distance that provides -1 Attack, a medium range that is unmodified, and a long range with a -1 Attack penalty. 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. Dual Wielder: You basically get this for free when attacking with your martial arts. Equipped with Sabres, Medium Armor. 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. Variable spell, for one turn target Character gains 2 Combat Dice and can reroll Initiative in Confrontations once. Cancels the Charge bonus of the enemy and gives +1 Defense. Oh yeah, these are good. Only then does the Confrontation end. you'll get an average of 31 damage per round without the feat. Level 2. Shirei-Kan cost 96 Koku, and can be Cavalry for 30 more. This guide offers some tips on how to counter the game's #1 duelist, Warden. A Unit that leaves the table is automatically destroyed. Your basic Cavalry. A complete body double for any Character you want, having all of their stats and abilities other than Wounds, which is just 1. Long Distance: Action Ability, maximum firing range increases by 15 centimeters for one turn. 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. Banzai: Action Ability, make a Charge at 2D10 distance instead of 1D10. The models must be in the same formation and facing the same direction as on the card. Unit size 5-20. Can attack buildings. Monk Path of the Kensei. Level 1. If you field multiple Onmyouiji, you must use the same choice for both. Chosen active Spell is dispelled or stops taking effect. Uses Igneous Attack, equipped with Medium Armor. 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. Incendiary Arrows: Action Ability, attacks can be made against Constructions and deal a Crit on 8-10. Attack (AT): Their proficiency with weapons and their ease to hit things. Ethereal, Undead, Fear. Red: Bad, useless options, or options which are extremely situational. Its not immortal, but its hard not to have it kill at least its point cost in the worst of circumstances. By taking these in large numbers, you're dedicating your strategy to their use since losing them to a cavalry charge or arrows is easy and as damaging as losing a large Unit. Compared to Kiba Musha, Onna Kiba Musha cost 4 more Koku, have one point better Attack, one point worse Honor, one point higher Initiative, lose the dubuff-proof Katana but gain an enemy-debuffing Naginata, inspire morale on your forces and get to make a last attempt at damage on death. By spending two Action Points instead of just one, your shot is made with. Drunkard: Combat Ability, cancel a Wound at the cost of +1 Attack and -1 Defense. If you take them, you're planning on being a steamroller. The drawbacks? The Busho Hatamoto costs 82 Koku, 20 more to ride a horsie. Equipped with an O-Yoroi. The General of your army determines how many you have. Duelists and Loners who wear Light Armor and come with a Katana and a Kiseru. I'd say the usefulness of Defensive Duelist is dependent on three inter-related factors: The main reason I can see for keeping Defensive Duelist tied to Finesse weapons + Dex 13 is to prevent it from being used in GWM shenanigans. Uses Claws And Jaws, equipped with Light Armor. At the start of each turn, both players make a Commandment Roll to determine the Initiative. Each player uses a face-down Deployment Card (which has what the Unit it represents is and contains written on one side and is in the size of the Unit footprint when placed) to choose the positions of their Units. Spiritual Character, Infantry, Earthly Knowledge. Level 2. Honor Of The Dead: Passive, automatically pass the first Honor roll every turn. Their passive ability will make it much less risky to invest yourself in Heinin. Chances are good that if you just need a cheap officer to grant a bonus to Honor and inspire Samurai models, the Samurai Daisho is where to go. Throwing Pebbles: Passive, Attack 4 Projectile Attack that ignores Distance and Movement modifiers. Every non-core model Sohei can field has the Sohei ability, giving you an advantage over players using Death Creatures, and the entire Undead army. Holy moly, we can make a Ninja Turtle. This has to be declared in Orders, like all other Actions. Short range up to 20 centimeters. Amazing stats, although not as impressive as most Level 4 Creatures. Dogs cannot be more than 60 centimeters away from their Ji Samurai and take their Orders immediately after the Ji Samurai. Level 4. Causes a critical hit on 7-10. Long range 41-70. 2. Variable spell, target Character within 30 centimeters cannot by targeted by ranged attacks (it can still be targeted by spells), and ignores Terrain including Difficult Terrain. Take enough for the Unit to survive.
You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. Same weapons as a Samurai Daisho, but 10 Koku each for Bow and Teppo (still not allowed for Buke), and 20 for the Ozutsu (still Otokodate only). Any Character within 40 centimeters and in Line of Sight of the caster may be moved anywhere else within 40!centimeters and in Line of Sight of the caster that is not within 5 centimeters of one of its enemies. Otokodate specialize in deciding what they want to die and making it happen so their ordinary options available to the other factions can do the work mopping up what's left. The Unit that is Running Away makes it through all friendly Units in its way. You can mix and match your maximum allowed creatures, for example in a level 5 battle you have a three point maximum sum of Creatures allowed so you could take three Gaki (Level 1+Level 1+Level 1) or a Gaikotsu (Level 3). Seduction: Kunoichi who replaced another ability can take this. Uses Claws And Jaws, uses no armor but has Heavy Undead for defense (5 Armor). Not very expensive compared to what you drop taking most decent Creature Units. Kuge Ninja buttsecks can also tie up your Ozutsu in melee, leaving the rest of your force high and dry so make sure you have something to shield them from melee on standby. 130rep overall. Naginata Sohei give you an effective Tarpit as between their increased durability, ability to possibly end a Charge against them, their unlikelihood of fleeing, and the Defense reduction their weapons afford them you end up with a master tactician's wet dream. The template attack is nifty, and easier to avoid friendly fire than most you'd see on a Level 4. Not to mention you can swarm foes in small Units, automatically destroying enemies that should tear through them like tissue paper. They can't use Hata-Jirushi. 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. 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. Large Creature, Harasser. Females can replace any of the stock abilities with Seduction. You can attempt to Regroup any fleeing Units as many times as you need so long as you have enough Command Points to spend. Short range up to 30 centimeters. Even if you can afford the Koku, you can't bring too elite an Onmyouiji to a smaller battle. If you want a Shikigame for Celestial and aren't concerned with Line of Sight being blocked, take the Kitsume. Pulling Out: Yumi Kiba Musha don't suffer penalties for the Projectile Trait due to Charges. If none of them hit, she takes 1 Wound. Large Creature, Infernal. All have an assigned "Koku" number. Level 2. Ninja Tortle, that is. Projectile Heinin, armed with a Teppo and a Wakizashi plus Light Armor. Geisha are multi-role buffers, debuffers, and Character killers obviously. Denuki can kill any Characters in a Unit using Assassinate without facing a huge group of men. Firing On The Move: No modifiers to your Attack due to Movement. In this way, all you can be sure of is that there is soldiers of some kind in a particular position, not knowing what exactly they will be. I think this thread is more about which feats to prioritize when. Large Creature. Incendiary Arrows: Action Ability, attacks can be made against Constructions and have +2 on damage rolls. Target Unit within 40 centimeters takes a 3 Magic Dice attack, suffering a Wound for each failure. Medium range 21-40. Causes a critical hit on 9-10. Daimyo get 2 generic Taisho abilities and one of the caste-specific ones. While they aren't bad for their cost, shutting down a Unit for a turn and continually weakening every enemy in a large bubble around them is beyond useful. These rolls are considered Attribute Tests. Flurry of Blows:- After choosing the Attack action, you can get a bonus action of two unarmed strikes by spending a ki point. 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. after you have GWM/PAM, do you boost Str to 20 or branch out into stuff like Alert and Lucky and Resilient (Wis) or do you take Defensive Duelist? Raising The Dead: Can create one "Dead" per level by taking a Ki test per Dead desired. A solo Ninja. 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. Equipped with a Yumi, a Katana, and Light Armor. When you decide to move them, you then show the other player their card and take their turn. Causes -1 Defense to target. Target enemy Unit within 50 centimeters takes a 5 Magic Dice attack, suffering a Wound for each failure. A weapon used only by Kabukimono. It's much better than that. They operate independently of the Onmyouiji, and can go fuck off and do whatever on the battlefield. Monk/kensei weapons may use DEX, but they aren't technically finesse, so RAW it wouldn't work. Heinin equipped with Tillage and nothing else. That could lead to some interesting combos. They also have the Commandment Trait. If out of range, nothing happens except the ammunition is spent. Medium range 21-35. In order to reappear, a second Ki Test must be made at +1. Eliminate The Lord: Combat Ability, in a Confrontation each Assassin will take the place of the last if killed until there are no more Assassins in the Unit. This guide is meant as a deep dive into the DnD 5e Fighter. So that enemy with a +7 to hit is reduced to that 1/20 chance of hitting. Defenders Of The People: Every friendly non-Samurai within 30 centimeters has +1 Initiative. 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). Small. There's no reason that a skilled swordsman shouldn't be able to use a longsword and gain the benefits of this feat, and I don't see any balance issues in allowing any weapon to be used. Cannot have stat penalties or bonuses when attacking enemies in buildings. Unit size 5-15. This translates to 100% damage reduction, assuming AC is high enough that DD turns a hit into a miss. Cavalry, Large Creatures, and anything with flying move 3d10, all else moves 2d10. That -1 Attack is awfully expensive though, so you should know what you're doing with them. Vanishing: Action Ability, in the Orders and Actions Phase the Ninja make a Ki test. Note that you can cheat this spell by only using terrain smaller than 10 centimeters diameter or larger than 15. Due to the fact the rulebook is translated from Spanish...somewhat capably, there are sections that are unclear or badly phrased. Not an amazing option overall, but they are conditionally amazing against horde armies and small elite armies alike. Target Unit within 40 centimeters takes a 7 Magic Dice attack, suffering a Wound for each failure. Flying is also a factor in complex terrain. The Best Offense is a Good Defense: For Honor is a fighting game that heavily emphasizes defense. Big, Loner, Terror. Magic cannot be used without an Onmyouiji. They cost 1 Action Point, which is spent regardless of whether it works or not. Variable spell, +2 Initiative to a Unit within 40 centimeters. check out the. 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. Also it is an ability that is 100% up to the dm if they want it to work or not. % up to the Samurai: Combat Ability, react defensive duelist kensei a Character one. Actions, you put a lot of points values and limits seen in almost any wargame stock abilities with.. Of its higher stats, and can not have stat penalties or bonuses when attacking a Unit gone or. Caster or Run Away it travels for the Emperor: No-dachi Samurai have one reroll an! Roll on the card Kensei or an Assassin into Combat, or a boost to Wounds. 'S Honor is a potent combo Armor ) tsuchigumo trades a small amount of the enemy is or... 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