We like the idea of (more) normal people up against the extra-ordinary.
Two games- we're getting quicker with the rules.
Bakeneko's Tomozei
The
abilities attributed to the Bakeneko are various, but
include shapeshifting into human form, cursing humans, manipulating
the dead and possessing people. One for later, lurking in mountains
and using wolves to attack travelers.
Bakeneko
Kyu2 Bu4
Total 17
Shuryou
* (Leader) – has a Command Distance of a Long Length.
‘Group
Order’ and enhance a character’s Kyu Grade (-1) if the character
is activated within the Command Distance and Line of Sight of the
Leader. Also effects Morale.
Oki
– the character is very
large. They receive an additional +1 in close combat against
characters who are not themselves classed as ‘Oki’.
Any ranged
attack on an Oki character receives a +1 to the Combat Total.
Hitabashiri
– May
make one Long Length movement action per activation.
Yadome-jutsu
– trained in an okuden (oral
transmission) to cut ranged weapons from the air.
If a ranged
attack hits the character rolls 1d6. 5+ the missile has been cut from
the air.
Yamabushi
– the character does not suffer any terrain penalties for difficult
ground.
Yuuki
– the character is fearless,
they are immune to the effects of gory deaths.
Test for
morale at -1.
Mahoutsuka
* – the character is a magic user.
Medium
Length Illusion – the target and anyone within a medium
of them sees an illusion which causes panic. They must make a morale
check on 2d6 immediately.
Tenjiru/Saminjutsu
Hypnotic attack, the target is fixed in place in place unless they
roll 3 passes on a 3d6 Kyu Grade Test. It takes two actions to shake
of the effects. Range – Short.
Gashadokuro
are skeletal giants which wander around the countryside in the
darkest hours of the night. Their teeth chatter and bones rattle with
a “gachi gachi” sound, which is this yokai’s namesake. Created
from soldiers
and famine victims of who do
not
receive
proper funerary rites.
Gashadokuro
Kyu5 Bu5 Total
7
Oki – +1 in close combat against characters who are not themselves classed as ‘Oki’.
Any ranged
attack on an Oki character receives a +1 to the Combat Total.
Yamabushi
– does not suffer any terrain penalties for difficult ground.
Yuuki
– Fearless,
they are immune to the effects of gory deaths and test for morale at
-1 to their Kyu Grade.
Love this figure! Biggest and (IMO) best Sengoku release yet. Nearly finished and in painting realised that I'd messed up the base. It was too narrow. I added a couple of Alternate Armies "dead" skeletons and another spearman in 2 halves. That spread the base and brought the centre of gravity down.
I had a fantastic Sunday, went to see The 3rd Man at our local arts centre then dash back to this. But- my hand was doing a claw impersonation so I didn't do the raw umber number on the base. Apologies, it's use it or lose it.
The
Mu-shin, cross between a zombie and a
ghost. Even if they do not get any actions when activated they may
always move one medium. However, this has to be towards the nearest
human form. (Forgot this bit!)
More Battle Valour. Need a second pack to weapon-up.
Have to say, Sengoku range makes the best undead.
Mu-shin
Kyu 5+ Bu2 6x4=24
Koku
Yuuki
– the character is fearless,
they are immune to the effects of gory deaths and test for morale at
-1 to their Kyu Grade.
Mu-shin
Kyu 5+ Bu2 Sword, Partial armour
2x6=12
Koku
Yuuki
– see above. (Sengoku)
The locals.
The Yombimbo, this figure is based on a famous illustration and is reminiscent of the first-ever Dixon figure I bought all those years ago-.
Unarmoured priest and the Wife.
Village Headman Kyu3
Bu2. Tetsubo
Total
7
Shuryou
* (Leader) – has a Command Distance of a Long Length.
‘Group
Order’ and enhance a character’s Kyu Grade (-1) if the character
is activated within the Command Distance and Line of Sight of the
Leader. Also effects Morale.
The
Wife Kyu3 Bu2 Naginata
Total
7
Hanchou
* – the character is the Leaders ‘right hand man’ and has a
Command Distance of a Short Length. Within this Command Distance a
character will act as one better Kyu Grade during activation and
Morale.
Wandering
Yombimbo Kyu3 Bu3 Katana
Partial armour
Total
15
Gunshin
* – the character is a Hero. They automatically pass one die
roll on a 6 for activation, task and morale purposes. In addition to
this they may cause a reroll of any one set of dice for their force
or the opponents per game.
Iai
jutsu – the character is skilled at drawing and cutting with
their weapon while they are moving. The character can strike with
their weapon at the end of a movement action. However, this attack is
at -1 to the Combat Total.
Juukan
– the character is adept at striking while moving past an
opponent. They may strike at any point of their movement action. So
long as the character does not lose the combat the character may
continue moving.
Menkyo
Kaidan * – the character has attained the highest ability in
their particular ryuha (martial arts school). They may make more than
one attack per activation, using an action to make each attack.
Locals
Kyu5 Bu3 Tool doing impact or cutting. Total
6x3=18
May seem high, but if you use a tool day in- day out, you know how to use it. If they were picking up an unfamiliar weapon I'd give 'em 1.
Priest
Kyu2 Bu2 Total
12
Amatsu
Tatara Goshinjutsu * – the character has a knowledge of
traditional medicine and can increase the likelihood of an injured
character recovering when making their wound roll. If the character
is next to the character who is making the wound roll the character
will test against a 3. Neither character must be in combat or within
a base width of an enemy character.
Mukon
no Jutsu – the character is stealthy and is very skilled at
using the environment to their advantage. As long as the character
stays within a base width of concealing terrain they count as being
‘hidden’. Moving between objects and keeping the hidden status is
possible. It is a normal Task Roll.
Muto-dori
* – the character is skilled at unarmed defences against bladed
weapons. The bladed weapon is not counted as a superior weapon. On a
winning roll of a 5 or 6 the character has disarmed their opponent.
Mahoutsuka
* – the character is a magic user.
Hi
no Tama –a ball of fire erupts towards the target. Causes a B+3
hit on the target and any character within a base width of the
target. Any character within a base width of the path of the fireball
suffers a B+2 attack. Range – Long.
Tenjiru/Saminjutsu
(G) – basically a hypnotic attack, the target is fixed in place in
place unless they roll 3 passes on a 3d6 Kyu Grade Test. It takes two
actions to shake of the effects. Range – Short.
Protection
spell (G) - the target receives +2 on any losing combat roll for
the players activation phase.
Healing
spell (G) – the target recovers from being wounded to just
being ‘prone’. The target must not be in combat at the time of
healing. At any time if a magic user rolls a ‘1’ on the attack
die the energy has been deflected back to them … they become
‘fazed’.
Spell Casting methodology. Rereading the rules, we were doing magic wrong.
It's not on the playsheet so I produced an extra page.
In short- the caster needs a set range of actions. Then has to successfully cast the spell - there can be blowbacks! Then results are calculated.
Caster
2x Bu +extra actions - range +D6
Target
D6+2 add armour to total IF applicable.
The Game 1. Tony took the locals, setting them in place. The headman & 'er indoors are indoors the big house.
I numbered the sides then diced for entry.
I split my mu shin into 2 groups of 3 unarmoured & 1 armoured. Bakeneno got 3 activations so 1 group got close to the peasants and the other ambled down the road, heading for the gate.
Activation swap. The priest hypnotises the armed one allowing a peasant to run him through. Headman sends the peasants forward as group activation. The shock sends most of mine reeling back.
New red is dead marker. Blue and more markers to follow!
The priest is hiding there somewhere-.
The Yombimbo has a good scratch, a twitch, then steps into the road.
Up come the dead, one more gets redeaded.
The rest of the dead are sent to tackle the peasants whilst the "biggies" advance on the gate.
They get into contact, but as they do- initiative swap and the headman calls the villagers back. Now its the turn of the priest and the yombimbo, who had strategically withdrawn.
They are out of line-of-site, so individual movement. They get close to him, but not into contact. "braaaains!"
The yombimbo tries a flashy move, but the end horror sends him back- 3 times. (If you attack and fail, you get pushed back) It's up to the priest who lets off a fireball (vegan diet-) One wounded, one dead, one pushed back into cover.
The construct reels back on morale. The wife bravely takes on the beast but is pushed back into the strong support of hubby.
That leaves me with 2 pushed back mu shin. The armoured one is badly wounded and can only move a slow.
The headman calls the villagers forward and takes on the Bakeneno.
Pushed back!
Armoured mu shin is hypnotised then killed. Teamwork.
That's it. I cannot win! Time to withdraw and find more corpses.
Game 2. Swapsies! Our first with these rules. Getting used to them plus a quick trouncing-. as before, I diced for location of locals (local locations) and Tony managed to get the worse entry side.
I wonder what she's doing with all those young chaps?
Here comes Mr Big - "what IS that smell?"
Yombimbo goes one way (on reaction) then the other, quick turnover, to intercept-.
The boss and a group-moved batch.
Bundle! - But it didn't work.
That "oh crap" moment when that metal bar shrinks to the size of a straw.
The headman calls his chaps forward. Saved!
The Yombimbo gets bashed down, but he's not wounded and leaps up.
The Bakemeno uses his Panic spell and it works well, sending the peasants and the priest fleeing.
Now he sends the mu shin through the gateway. Peasants await.
Piling in, a mu shin goes down. The morale effect was big- clearing the bridge.
Mine running, his running!
One brave soul gets hypnotised.
He's back - and being stalked.
My bespelled gets deaded by the undeaded. I lose 3 peasants to morale-.
"Um, Chaps!"
Ooooh crap-.
"Braaains!"
"Get Orf!"
One hit kill, unusual in these games!
The shock of the redeath has a huge effect on the deadly dead!
We are getting this game sussed. One more to come then we move on to more involved part of the rules and campaigning.
No comments:
Post a Comment