Its stats are unimpressive, so it isn't like a walking tank that can take a breather either. Uses Claws And Jaws, has Medium Armor. The other cheapest Onmyouiji, which like its Celestial counterpart cannot attack due to only having a Tessen. 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. They're a good choice for enhancing a point-sink Unit even further, and their ability to kill Characters regardless of their non-Ki stats without a chance for them to avoid it means that you can even kill an enemy Taisho very quickly. Heinin with Light Armor and an Onagamaki, which causes a -1 Armor debuff to whatever they hit. 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. 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. Equipped with Light Armor, a Bow, and a Wakizashi which grants them -1 Attack inside a Building.

Also, Scimitar (Wakizashi) as her third Kensei weapon (primarily for the possibility of taking Defensive Duelist feat later on). Unit size 5-15. Take both if possible. (Even if the weapon is a Warhammer, for example.) They are also the second weakest on offense and are the slowest, although since they can't attack due to only having a Tessen that shouldn't matter. Small Creature, Harasser. AFAIK this is not true in RAW, it would have to be a DM-specific thing just like potions that permanently shrink you or give permanent stat mods. Taisho abilities cannot be used anymore. If you can put them against a Bushi Character who's purpose was to boost the morale of a Unit, they may be able to deal enough damage to that Unit to cause it to Run Away afterwards. Counts as a Bushi, and cannot be in the same Unit as another Bushi. Causes a critical hit on 9-10. Weakening ranged opponents is always a plus, as Kensei has many nasty ones, and bol the Level 3 and Level 4 spells can be potentially match finishers. Period. So why take them? 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. 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. The archetypal Duelist focuses on the development of their dueling skills with a sword, striking with elegance and poise. The rules will be transcribed here for simplicity, made expandable for those wanting to skip straight to the Tactica. Most of these aliases come from the Avrae Dev S… 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. Level 2. Cavalry will be best to aim for at long range when reducing their speed will hurt them the most. So I've been looking at the Defensive Duelist feat, and I cannot see any reason whatsoever to restrict it to finesse weapons. 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. The Taisho is the General of your army, who is the highest level Bushi character and can issue special Taisho abilities. If passed, you can allocate those Combat Dice to a Character in the Unit. Big, Undead, Ethereal, Flying. Two Swords: Combat Ability, increase Defense by 1 in Combat or Confrontations. Variable spell, target Unit within 40 centimeters gains 2 Attack Dice for every five miniatures in it but if not already in melee must make a Charge towards the nearest foe regardless of whether or not it could succeed. Otokodate Taisho abilities: Players who choose to use magic must first select their alignment from Infernal, Celestial, Earthly, and Death, then which of the two disciplines available to each they will use. Cannot take Hata-Jirushi. Honor Of The Dead: Passive, automatically pass the first Honor roll every turn. Large Creature, Harasser. Burning The Air: Action Ability, ALL things within 25 centimeters (friend, foe, Construction) take 4 dice of Magical Damage. Spider Web: Action Ability, target a Unit within 30 centimeters. Causes a critical hit on 9-10. They are represented by casualties over the course of the battle, and as a result this ability can only be used once casualties have been caused by either side. You'll have to keep it protected while you score some kills. If you want a Shikigame for Celestial and aren't concerned with Line of Sight being blocked, take the Kitsume. Women and dandy guys (not in space) can use them to show modesty. Equipped with a Naginata and Light Armor. Turtle Shell: Action Ability, increases Defense by 1. Equipped with a Tessen, and no armor. Trained Assassin: Combat Ability, can gamble half your Combat Dice in a Ki test. Level 4. Protect The Lord: The Forest of Spears ability prevents Characters from being challenged to Confrontations for a turn. 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. Cannot take Hata-Jirushi. Causes a critical hit on 8-10. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. Spiritual Character, Infantry, Earthly Knowledge. An army that focuses on standard tactics and excels at it. They suck up Koku, and to get the most out of them you want to take as many as possible in a Unit. Firing: Firing costs 1 Action Point, and weapons must be reloaded before being fired again. They cost 12 more Koku for a horse. 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. Only then does the Confrontation end. Instantaneous spell, target Unit within 60 centimeters takes a 2 dice Magic Damage Attack. My Sword Is My Armor: Combat Ability, increases the Kensei's Armor by 2. If you want to represent parrying with greatswords, do something else like use DMG Disarm maneuvers, or invent a Parry maneuver modeled on DMG Disarm: You could just rule that Defensive Duelist only works with weapons that lack the two-handed property rather than weapons that possess the finesse property. All have an assigned "Koku" number. You want a big Unit of them. This hulking man has the attack speed of a max levelled assassin in defensive form. When the ruse is revealed (by the Hidden Character entering combat most likely), you replace the model your other Character was pretending to be with what it really is. By only taking one however, you've paid a mere 57 points to make most of your army faster and giving you a simple protection from being attacked on the flanks or from behind. Every slain Onna Kiba Musha causes a Damage roll against the Armor of the enemy Unit that killed her. Use Kamari and Denuki in offensive games to set up your maneuvers how you like, use Mitsumono and the others in defensive games. This is a suped up version of what the Kappa were trying to be and failed. Onmyouiji maximum strength available determined by the size of the battle. Big, Undead, Terror, Loner. Once again, caste-specific stats. Short range up to 25 centimeters. With its long range, he is a formidable duelist, in that you can keep away from you you your opponents. Running Away And Shooting: Action Ability, react to a Charge by Running Away and shooting with a penalty of +2 Attack. 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). Defensive Duelist requires wielding a finesse weapon, yet one of Monks' abilities is to treat Monk weapons (including staves and unarmed strikes) as "having finesse" (in all but name: it allows monks to use Dex for attack and damage with all). War Arrows: Attacks made by the Kyudo Hanshi Judan reduce enemy Armor by 2. Spiritual Character, Infantry, Celestial Knowledge. "A Duelist understands that the mastery of the sword is a matter of patience and agility. You're better off investing points into your Onmyouiji and her companions. Functions as a Sling. Medium range 21-40. Mounted ranged support, and actually crunch to be more effective than Yumi Ashigaru so there's that, and as a bonus they aren't Heinen scum so in the rare chance they'll get bogged down you don't have to worry about them making a break for it. Alternated Shot: Action Ability that costs 1 Action Point (you still have to spend Action Points on shooting and reloading as well however), gain an additional two Attack Dice for the Unit. Durable: This can go a long way, considering you’re on d8 hit dice. Variable spell, target Infantry Unit within 40 centimeters can move like Cavalry for a turn, although if it Charges it will get the standard Infantry Charge bonuses. Honor (HR): The morale of the model. These rolls are considered Attribute Tests. You can do this three times for each Spy. Can attack buildings. A damn fine decent range attack without casting requirements or a Ki roll, the ability to shut down individual enemy Creatures, and decent stats. Level 3. Equipped with a Tetsubo and Medium Armor. The Busho Hatamoto costs 82 Koku, 20 more to ride a horsie. Uses Claws And Jaws, uses no armor but has Undead defense (2 Armor). A 15 centimeter radius template that can be placed within 50 centimeters of the caster deals takes a 5 Magic Dice attack to all Units within the radius, suffering a Wound for each failure. Normal Creature. Firing On The Move: No modifiers to your Attack due to Movement. Players take turns, beginning with the player with higher Initiative, placing cards. Level 2. Short range up to 20 centimeters. A die roll of 1 is always a success. This costs no Action Points. Flying. Crippling their movement not only gives you more time to get into position, but can put you in the position to Charge them with your own to have the advantage. Also the single best in combat, although with the lowest Defense and no armor the Infernal Onmyouiji is a major pricey glass cannon. Level 1. Level 2. Not as amazing as Goryo, but still a recommended choice. Kaiden: Action Ability: Reveals all Hidden Characters within 30 centimeters. 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. Unit size 5-15. Take them. Ronin is a class in Ghost of Tsushima: Legends. It turns out, Tortle’s make killer monks. Any model with Commandment within 15 centimeters of a Unit can lend their Ki. Like Special Actions, you can perform Generic Actions in any Unit order you want. Both players make a Commandment dice roll, called an Opposed Roll. Variable spell, target model on foot within 40 centimeters counts as mounted for the purpose of Movement and Charge plus any Charge bonuses. Warn The Dogs: Action Ability, gives the Dogs an Attack of Opportunity without costing any Commandment Points or your Actions Of Opportunity limit. Gain 2 more Combat Dice for every four models in your Unit. In a game with a lot of Forests it can be interesting, but generally you'll not find it as useful as similarly priced options. Uses Claws And Jaws, uses no armor but has Heavy Undead for defense (5 Armor). To get the most out of these models, you obviously want as many as possible in the Unit. The Unit that was formerly Running Away automatically loses all Initiative and Honor rolls. You play in games where the dm tells you want the roll was? 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. Due to the fact the rulebook is translated from Spanish...somewhat capably, there are sections that are unclear or badly phrased. Big, Flying, Fear. You must accept the second result. They're also a cheap way to keep enemies from instantly destroying you with a front and back attack by crushing puny Ninja! If it stops inside Impassible Terrain, it is automatically destroyed. There is hardly escape when the Kensei uses his attack chains and strong head attacks. Equipped with Katanas and Light Armor. If you can keep them from running (taking a Hata-Jirushi (unless playing a points game) and putting some kind of Character in is mandatory) then you have a fantastic Tarpit! They soak Koku like heavy cavalry, but are absolutely worth it. Light Armor, Shinobi Gatana and Shuriken. Each weapon has its own ranges. Medium range 21-40. Equipped with Teppo, Katanas, and Light Armor. Some terrain provides Cover, which gives bonuses in both melee and ranged combat. Monk Path of the Kensei. 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. 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. If not, they should make one. The ability to spirit a Kensei or an Assassin into combat, or a Commandment Character back out of it, is invaluable. Drunkard: Combat Ability, cancel a Wound at the cost of +1 Attack and -1 Defense. Once this ability is used successfully inside a Forest, it cannot be used again in the same forest. Causes a critical hit on 7-10. These rolls are considered Attribute Tests. Holy moly, we can make a Ninja Turtle. +4ish to AC is still +4ish to AC even if your DPR suffers slightly. The higher the better. Unless killed, the Kagemusha remains. If you've got a pretty decent AC already, one hit per turn might be all you take anyway, so now you take zero! Harassers and solitary models can be placed any way you want as long as at least one part of their Unit was on part of where the card was. 2. 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Of certain things you can, but the Taisho is the way people play him how! You with a +7 to hit the infantry at shorter range, nothing happens except ammunition., generally superior to the dm if they fail, they become locked Combat! And in Attack with a Katana and loses 1 point increase Defense by 1 for one turn bonus!

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