Bushido New Dawn Rules PDF
Bushido New Dawn Rules PDF
Bushido New Dawn Rules PDF
By
GCT Studios
A set of Bushido miniatures to
represent their Warband.
A tape measure.
A bunch of six-sided dice (D6) in two
different colours, about six of one colour, six
of another. The examples in these rules use
white dice to signify Attack dice and black
dice to signify Defence dice.
A number of coins, chips, counters
or dice to track a models Ki Tokens.
Plastic card sleeves and a dry wipe
marker.
For the game, you will also need:
The play area is a 2 foot by 2 foot
area. Though commonly you need a bit more
space than this to accommodate dice, cards,
snacks, drinks, etc.
Six pieces of terrain, these can be
varied in size but should not be larger than
6 x 6 and the total amount of space the
terrain pieces take up shouldnt exceed half
the board.
Models
in
Volume: Models occupy a Volume
covering their base size and extending to a
height dependant on its Size;
oTiny = 1cm
oSmall = 2 cm
oMedium = 3.5 cm
oLarge = 5 cm
oHuge = 7.5 cm
Warband: A players Warband
consists of owned and controlled models.
Zone of Control: In Bushido, every
model has a Zone of Control (abbreviated
to ZoC) extending 1 to any point within
its LoS. Models ignore Friendly models ZoC
when moving but once a model enters an
Enemy models ZoC it may only move directly
towards that model, or directly away, until it
leaves the ZoC. Models in BtB with Enemy
models have no ZoC.
players
Initiative: The model with the
Initiative checks its Attack dice first in Melee
Exchanges and declares the use of Ki Boosts/
Feats and Special Attacks or Defences
second. The Active model usually has the
Initiative.
Line of Sight: A model can draw
Line of Sight (abbreviated to LoS) up to 90
degrees either side of its Facing point (see
Facing). LoS is determined by drawing an
imaginary line from the centre of a models
base to any point or Volume another model
occupies (See Volume).
Measuring Distances:
oDistances in Bushido are
measured in inches.
oDistances
can
only
be
measured after an action or game effect is
declared. If a model is unable to complete
the declared action due to having insufficient
movement or range then the action is still
considered spent and any costs paid.
oDistance is measured from
the edge of a models base.
Size: Unless a models Size is stated
as a trait it is calculated based on its base
size;
o30mm = Medium
o40mm = Medium
o50mm = Large
Riku
Temple of
Ro-Kan
Hotaru
Temple of
Ro-Kan
Target: A model must be able to
draw LoS to another model to Target it. A
model may always Target itself.
4. Wounds Track:
1. Name:
5. Traits:
Each model has a number of traits that
describe how it behaves in the game and
whether it has any special advantages or
disadvantages
6. Ki Feats:
2. Type:
3. Statistics:
The number is the models base Statistic
value. Some models also have a number
of Ki icons above the base value. This is
the statistics Ki Boost cost; this is the cost
in Ki Tokens to increase the base Statistic
by one for the duration of a single Target
or Opposed Test. A player may increase a
statistic multiple times, as long as there are
Ki Tokens available to do so (See Ki Feats).
c. Move:
d. Ki:
7. Weapons grid:
9.Unique effect:
Any special rules that apply to this model.
10.Rice Cost:
The cost in rice to recruit this model
into your Warband. Models with Su
are Summoned models that enter play
during the game through a Ki Feat or
Effect and cannot be purchased when
creating your Warband. Models with
Sp are models with a special rule which
will be explained on its Profile card and
cannot be purchased when creating
your Warband.
Wraith
Cult of Yurei
Attacks/Defences
8. Faction symbol:
This symbol tells you what Bushido game
faction the model belongs to. Your force can
only consist of models that belong to the
same faction.
Condition
Throughout a game of Bushido all models
will be in one of these three Conditions. A
models condition affects the type of Actions
it can declare and may incur penalties to
actions it takes. The three conditions are;
Rested: The model may be activated and
declare either a Simple or Complex action.
(All models start each turn Rested)
Tired: The model may be activated and
declare a Simple action.
Exhausted: The model may not be chosen
to activate by the Active player and suffers
-1 MS.
The actions a model is eligible to declare
depend on its Condition.
Rested; the model may declare
either a Simple or Complex action.
Tired; the model may declare a
Simple action.
Exhausted; the model may
declare actions whilst exhausted.
not
Simple Actions
Disengage: The model resolves a
Melee exchange. It must however roll more
dice in Defence than in Attack. If the model
successfully defends then after the Melee is
resolved it may then Walk its Move statistic,
it may not enter into BtB with an Enemy
model with this move.
Ki Feat: The model may attempt to
perform a Simple Ki Feat listed on its Profile
card. Some Ki Feats can be combined with a
Walk action (see Ki Feats)
Melee: The model must Target an
Enemy model, LoS is not required. It must
then attempt to enter BtB with that model
by moving up to its Move Statistic, during
this move it may only enter into the ZoC of
the Targeted Enemy model, however if whilst
in the Target models ZoC you would enter
another Enemy models ZoC then you may
ignore that models ZoC if moving directly
towards the Targeted model. If at the end
of movement it is in BtB with the Targeted
Enemy model it must resolve a Melee
exchange. Models starting their activation in
BtB with a single Enemy model may move
around that Enemy models base before
a Melee exchange is resolved. If a model
which started its activation in BtB with an
Enemy model and Targeted another Enemy
model with a Melee action cannot reach the
Targeted model through its move around the
Enemies base then it must resolve a Melee
exchange against the model it started in BtB
with.
Walk: The model may move up to
its Move statistic in any direction and change
its Facing at the end of the move. Changing
Facing is considered a move, even if the
model remains in the space place. A model
performing a Walk action may not move into
an Enemys ZoC or move into BtB with an
Enemy model.
Complex Actions
Charge: The model Targets an
Enemy model within LoS and may move
up to its Move x 2 in a straight line, during
this move it may only enter into the ZoC of
Ranged Attack: The model may
make a Ranged Attack (see Ranged Attack)
and move up to its Move Statistic either
before or after the Ranged Attack is resolved,
changing Facing is considered a move.
Reload: The model may remove a
Reload Counter from its Profile Card (See
Traits). It may neither move nor change
facing during this action.
Run: A model may turn to face a
point within its LoS. The model may then
move up to its Move statistic X 1.5 in a
straight line, directly towards that point. A
model may not Run into an Enemy models
ZoC, into BtB with an Enemy model, or
Types of Test in
Bushido
To see if a models action is successful often
requires a test.
There are two primary types of tests in
Bushido, Opposed and Target. Both tests
involve rolling d6s, if the roll on a dice is a
natural 1 then it cannot be used to resolve
the test. If all dice rolled result in 1s then
the final result is considered 0 as if no dice
were rolled, and do not count for tie breakers
when calculating number of dice rolled.
Additional 6s after the first add a +1 to the
final result of Tests.
If naturally or because of negative modifiers
a model would have 0 or less dice to roll in a
Target or Opposed Test then that player still
rolls a single dice for the Test. In an Opposed
Test the Enemy models statistic is increased
by 1 for each value less than 1.
When declaring the use of Ki Boosts, Ki
Feats, Special Attacks or Defences during
any Test the Active model or the Model with
the Initiative chooses and declares second.
In the event of rerolling dice then players
must stick to the same combination of dice
and whether or not they used Ki Feats, Ki
Boosts or other abilities.
Target Tests
These require rolling a number of dice equal
to the named statistic/type i.e. Ki/Target test
(5), Move/Target test (6). The bracketed
number is the number that must be equalled
or exceeded by the highest dice rolled and
is called the Target Number. If no statistic is
specified then the Target Test is made using
a single d6.
Yumi must make a Move Target test (5),
she has a Move Statistic of 4 and so rolls 4 dice
for the test. She rolls a 3,3,5,6 meaning that she
has passed the test.
A Bakemono must make a Ki target test
(4), the Bakemono has a Ki Statistic of 1 and so
only rolls 1 die. It rolls a 2 meaning that it has
failed the test.
Effect
Modifier to Target
Number
Ranged Attack
Target is Tiny
+2
Target is Small
+1
Target is Large
-1
Target is Prone
-1
Target is Exhausted
-1
Target is Surprised
-1
Target in Cover
+2
Active model
this turn
ran +1
3.Declare a Target Enemy model for
the Ranged Attack action.
a.Measure the range from the
Active models base to any volume of the
Target. Check the range measured against
your weapons Range Band. If the range is
equal to or less than the first number then
you are at Short Range. Equal to, or less
than the middle number is Medium Range
and equal to or less than the last number
is Long Range. If the model is further than
the Long range of the weapon the action fails
and move to step 10.
Range Bands
Base
Target
Number
Medium
Number)
(Second 5
Active
model +1
moved/ or will move
this action
4.The Active model then calculates
its dice pool using its Ranged Attack Skill
Statistic as the starting number of dice used,
then decides if they will use any of that its
abilities, use a Ki feat or increase its Ranged
Attack Skill Statistic through a Ki Boost.
a.The Active player then rolls
their dice.
b.The Active model conducts
any rerolls of dice.
c.The Active model applies
any modifiers to the dice.
d.The Active player can then
choose up to an additional two dice rolled
which were not 1s. The result of a 2-5 on a
dice adds +1 to the highest dice, 6s adding
+2 to the highest dice.
5.The Active model compares its final
Attack result against the Target number.
If the result is higher or equal then it has
successfully hit, if the result is lower the
attack has failed and now move to step 10.
a.The difference in the result
and the target number is the Success level.
6.The player controlling the Targeted
model may nominate a different Friendly
model as the new Target if;
a.LoS of the Active model
crosses through the nominated models
ZoC before contacting the original Targets
Volume.
b.The nominated model is
able to draw LoS to the Active model.
c.The nominated model is not
exhausted.
7.If Step 6 steps are met then the
nominated model becomes the Target model.
8.The models declare the use of any
Ki Feats
9.The Active Player then makes a
Damage Roll: rolling 2d6 and applying any
negative or positive modifiers, consulting
the Wound Table in the column equal to the
Success level of the test to see the number of
wounds suffered by the Target. Mark off the
wounds on the Target models Profile card. If
this reduces it to 0 or less then remove the
model from the table.
10.Place any Reload counters and
remove any Ammo markers from the models
profile card.
11.The Ranged Attack action is now
resolved and the Active models condition will
worsen one step (Rest Tired Exhausted).
Modifier to the
Target Number
Target is Tiny
-2
Target is Small
-1
Target is Large
+1
Opposed Tests
These require the Active model and its Target
to roll a number of dice equal to the Statistic
being used or the X value of a Ki Feat. They
are resolved in the following order;
1.The models calculate their dice
pools, deciding if they will use any abilities,
Ki feats or increase the statistic being used
through a Ki Boost.
2.Both players then roll their dice.
3.Conduct any rerolls of dice.
a.The Active model then
requests any rerolls of the Targets models
dice.
b.The Target model conducts
any rerolls of its dice.
c.The Target model then
requests any rerolls of the Active models
dice.
d.The Active model then
conducts any rerolls of its dice.
4.The models apply any modifiers to
the highest dice result.
5.The final results are then compared,
the winner being the model with the highest
result; the difference is the Success Level.
Tie Breakers are resolved through the
following steps. If the step doesnt provide a
winner move to the next step.
1.Player who rolled the highest
number of dice, excluding 1s wins.
2.Active players model wins.
3.Reroll dice.
If naturally or because of negative modifiers
a model would have 0 or less dice to roll in a
Target or Opposed Test then that player still
rolls a single dice for the Test. In an Opposed
Test the Enemy models statistic is increased
by 1 for each value less than 1.
An Exhausted and Surprised Matsu is targeted in
a Melee Exchange by a Kairai Villager. Matsus
base Melee Skill is 2 but since she is Exhausted
-1 and Surprised -1 this drops to 0. Since models
always roll one dice the Kairai she is in the Melee
with will gain +1 to its Melee Skill for the Melee
10
Enemy Statistic
Bonus to Models
Statistic
+1
-1
+2
The Active player chooses Ikiryo to
activate and declares a Simple Ki Feat Look into
the Void targeting an Ashigaru. This requires
an Opposed Ki Test, Ikiryo has a Ki Statistic of
3 and the Ashigaru 1. Ikiryo rolls 4,6,6 and the
Ashigaru rolls 2. Ikiryos highest dice is a 6 and
the Ashigarus a 2 so Ikiryo wins.
A Turn later the Active player chooses
Ikiryo to activate again and declares a Simple
Ki Feat Look into the Void targeting Hiro. This
requires an Opposed Ki Test, Ikiryo has a Ki
Statistic of 3 and Hiro 2. Both players will roll 3
dice as Hiro has the Strong Mind trait. Ikiryo rolls
1,1 and a5 and Hiro rolls 2,3 and a 5. Now in this
case Hiro wins as they both rolled a 5 as their
highest result but Ikiryo is considered to have
only rolled 1 dice as she rolled two 1s.
Melee Exchanges
When a Melee exchange occurs first
determine which model has the Initiative;
the model with the Initiative checks its
Attack dice first in Melee Exchanges and
declares the use of Ki Boosts/Feats and
Special Attacks or Defences second. The
Active model has the Initiative but some
traits and States affect this. If a model has a
trait that causes two opposing effects on its
Initiative then both traits cancel each other.
Then use the following steps to resolve the
Melee Exchange;
1.Turn both models so their Facings
are contacting.
2.The models then calculate their
dice pools using its Melee Skill Statistic as
the starting number of dice used then decide
if they will use any abilities, Ki feats or
increase its Melee Skill Statistic through a Ki
Boost.
3.Once the players have calculated
the number of dice they will roll in their
Melee exchange they must both secretly
decide how to allocate the dice between
Attack and Defence. If players are using a
Special Attack or Special Defence then they
must secretly remove a number of dice from
their pool equal to its cost. This is why you
Explanation
Model is
Exhausted
-1
Model is in
the Exhausted
condition
Model is
Frightened
-1
Model is in the
Frightened
state.
Model
is Out
numbered
-1 per
model Out
numbering
Each Enemy
model, after
the first, in BtB
and not in BtB
with a Friendly
model
Model is
Prone
-1
Model is in the
Prone state
Model ran
this turn
-1
Model
performed a
Run action this
turn.
Model is
Surprised
-1
Model is
Surprised
+1
-1
+2
A player chooses and Activates Kenko to
perform a Melee action. Kenko chooses a Ashigaru
model and measures his Move distance. Hes in
range and so moves Kenko into BtB. Both models
turn so that their Facing markings are touching.
Both players calculate their dice pools, first the
player controlling the Ashigaru; he has a base
pool of 3 dice equal to his Melee Skill, he chooses
not to Ki Boost so has 3 dice to split between
Attack and Defence. Next Kenko calculates his
dice, his starting pool is 4 equal to his Melee Skill
and decides to spend 2 Ki to Boost to 5 dice.
Next both players secretly assign their dice.
Kenkos controller decides to use his Combo
11
12
2
3
4
5
6
7
8
9
10
11
12
Wound Table
Success Level
3 4 5 6 7
0
0
0
0
0
0
0
1
1
2
3
0
0
0
0
1
1
1
2
2
3
4
0
0
1
1
2
2
2
3
3
4
5
0
1
2
2
3
3
3
4
4
5
6
1
2
3
3
4
4
4
5
5
6
7
2
3
4
4
5
5
5
6
6
7
8
9 10
3 4 5 6
4 5 6 7
5 6 7 8
5 6 7 8
6 7 8 9
6 7 8 9
6 7 8 9
7 8 9 10
7 8 9 10
8 9 10 11
9 10 11 12
7
8
9
9
10
10
10
11
11
12
13
Special
Attacks/
Defences
These are special abilities that allow a model
in a Melee Exchange to inflict an effect on its
opponent instead of a standard wound if it
successfully Attacks/Defends.
If a model is able to attempt one of these
Special Attacks/Defences it will appear on
the models Profile Card. All Special Attacks/
Defences have an X cost after the text, this
is the number of dice to remove from the
models Melee dice pool (See Step 4 above)
if it chooses to use a Special Attack/Defence,
this modifier only effects the current Melee
exchange being resolved. A model may only
perform one Special Attack OR Defence per
Melee exchange.
If through a movement from a Special Attack
or Defence a model moves into BtB with
another model then:
If that model is of a larger Size, the model
stops at the point at which it entered BtB.
If that model is of an equal Size, the
model stops at the point at which it
entered BtB and the model it contacted
is placed prone.
If that model is of a smaller Size, the model
continues its movement and pushes the
model it contacted directly away from the
point of contact and equal to a distance
that would enable the model to continue
its movement without contacting the
model. The model it contacted is placed
prone at the end of the movement.
If an Impassable Terrain element would
prevent this movement then the model must
stop at the point of contact.
Special Attacks
Slam Attack; If the Attack is successful the
Enemy model is moved d3 directly away and
becomes prone. It suffers half the wounds
when rolling on the Wound table.
Throw Attack: If the Attack is successful
the Enemy model is placed anywhere within
d2 in LoS, and becomes Prone. It suffers
Special Defences
Counter Attack Defence: If this Defence
is successful then deduct 2 from the Success
Level of the defence. If this is 0 or greater
then make a Damage Roll on Wound Chart in
the column equal to that number.
Throw Defence: If the Defence is successful
the Enemy model is placed within d2 in LoS,
and becomes Prone.
Sweep Defence: If the Defence is successful
then the Enemy model becomes Prone.
Side Step Defence: If the Defence is
successful move this model 1 away from the
Enemy model.
Push Defence: If the Defence is successful
move the Enemy model 1 directly away
from this model.
Drag Defence: If the Defence is successful
move this model 1 directly away from the
Enemy model, then move the Enemy model
directly into BtB.
13
Model States
A model may, through game effects, enter
into a number of different states.
Berserk: The model gains the traits
Aggressive and Impetuous until the
End Phase.
Blind: Models with Blind Markers on its
Profile card cannot draw LoS outside
of BtB, must be the second model to
have the Initiative in Melee Exchanges and
suffer a -1 MS. During the End Phase remove
one Blind Marker from each model with a
Blind Marker on its Profile card.
Controlled: Controlled models are
Enemy models that become Friendly
for a number of actions equal to the
number of Control tokens on the models
Profile card. Whilst Controlled the Active
player may declare any action the model
would normally be able to perform but may
not spend its Ki tokens, the model does
however generate Ki. Simple actions will
remove one Control token and Complex
remove two Control tokens once the action
is resolved. As soon as all the Control tokens
are removed the model returns to the original
player and is considered an Enemy model.
Frightened: This model gains the
Defensive trait and suffers a -1 MS. It
may not declare actions that would
move it into BtB with Enemy models with the
Fear trait. During the end phase the model
must make another Fear test with the target
of the test equal to the highest Fear value of
Enemy models in BtB. If there are no Enemy
models in BtB the target of the test is equal
to the original failed test. Frightened models
automatically fail Fear tests against models
with a higher Fear value than the original
failed test.
On Fire: If a model has Fire markers
on its Profile card it is considered On
Fire. During the End Phase remove the
highest value Fire marker, the model suffers
a number of wounds equal to the removed
Fire markers value, these wounds ignore
the Armour and Toughness traits, after
removing the highest value marker, if that
model still has three or more of the same
value markers replace two of those markers
with one of the same type (Ie Fire marker)
but of one value higher. A model with Fire
markers on its Profile card, or a Friendly
model in BtB which is unengaged and not in
an Enemy models ZoC, may spend a Simple
14
Ki Feats
Each model may perform the Ki Feats on its
Profile Card.
Ki Feats are categorised in a number of
ways. Before the Feats name the following
icons may be present. These can restrict the
feats use; when it can be used or how.
Not in Melee; All Ki Feats may be used
whilst the model is in Melee unless it
has this Icon.
No Move; Models performing Simple
and Complex Ki Feats can combine
the action with a Walk either before
or after it is resolved, unless it has this icon.
All Feats have a cost in Ki Tokens; this cost
must be spent for the effects of the Feat to
be applied. If a model does not have enough
Ki Tokens then it may not declare the use of
the Feat.
When a feat can be used depends on its
complexity. Instant and Active Ki Feats are
not considered actions.
Instant:
Can be used any time except in
Melee exchanges and Ranged Attacks
when the timing is dictated by the
steps detailed.
Because this is not an action it
can be combined with a Simple or Complex
Action if the model is the Active model.
Active Player:
Can only be used when this models
controller is the Active Player, even if
it is not the Active Model.
Because this is not an action it can
be combined with a Simple or Complex
Action if the model is the Active model.
It is important to remember that Instant
and Active Ki Feats/Boosts cannot be used
to affect dice already rolled, and any traits or
effects that would affect a roll or test must be
declared and paid for before dice are rolled.
Simple:
A Simple Feat requires a Simple
action.
Can only be used when the model is
the Active model.
Complex:
A Complex feat requires a Complex
action.
Can only be used when the model is
the Active model.
Ki Feats are classified further by whom they
affect:
Personal: This Feat affects the user
only.
Target (X): This Feat affects a specific
Target. The Target must be within X
otherwise the Feat fails, but the Ki
Tokens must still be removed.
Aura: This Feat affects an area that
may be either set or variable. The area
is expressed as a 360 degree radius
measured from the edge of the models base,
the model from which it originated is always
considered within the Aura. Unless stated
Auras ignore LoS rules, obstacles; all models
even partially within the Auras area of effect
are affected. Auras last until the End phase
or the originating model is removed from
play.
Pulse; This Feat affects an area that
may be either set or variable. The
area is expressed as a 360 degree
radius measured from the edge of the
models base. Unless stated Pulses ignore
LoS rules and obstacles; all models even
partially within the Pulses area of effect are
affected. The effects of Pulses last until the
Ki Feat is resolved.
Special: The effect of the Feat is
unique in some way and is further
described on the models Profile card.
Ki Boosts to Statistics
Some models are able to increase a statistic
through the spending of Ki Tokens (See Profile
Cards). These increases are Ki Feats that are
- X - Instant - Personal. The increase lasts
until the currently Active models activation
is resolved.
A player is activating Yumi, they are
unsure whether they are within 4 of a Bakemono
they want to declare a Melee action against.
Luckily Yumi can boost her Move Statistic by 1 for
every two Ki spent. The player declares that they
are Ki Boosting her Move Statistic once, spent the
two Ki and then declare the Melee action.
15
Character Traits
Models in Bushido commonly have one or
more Traits.
Some traits have X, Y or Type values in
brackets after the traits name. This is either
a positive or a negative modifier, a range or
the Type of model the trait affects.
Players cannot choose whether they use
Traits, but can choose in which order their
own models traits trigger. Unless stated they
are considered in effect.
Some traits on a models Profile card may
have either Melee or Ranged after the trait in
brackets, in this case the trait only applies to
the models weapons of that type. If neither
Melee or Ranged is stated it applies to all
Weapon Types
Example; A model with the trait Sharp
(Ranged), would only benefit from Sharp
when making Ranged Attack actions with its
Ranged weapon.
A player controlling a Kairai with Rise (4)
and Last Stand can choose to attempt his Rise
test first, then if successful the Rise trait would
cause the model to recover all its wounds. If it
failed then the Last Stand trait would trigger.
Traits A-B
Aggressive: This model may not choose
more Defence dice than Attack Dice during
Melee exchanges.
Ammo (X): This model starts the game with
X Ammo counters. When this model resolves
a Ranged attack remove an Ammo Counter.
If this model has no Ammo counters it may
not declare Ranged Attacks.
Armour (X): Reduce the result of Damage
Rolls against this model by X.
Hanso is successfully Attacked in a Melee
exchange with a Success Level of 4, his opponent
16
Armour
Piercing
(Weapon
Type):
Damage rolls made by this model ignore the
Target Enemy models Armour trait.
Assault Fire: This model may make a
Ranged Attack against the Target of a Melee
or Charge action if it was not in BtB at the
start of its action. After moving but before
the Melee is resolved if the model entered
BtB with the Target resolve a Ranged Attack.
The Ranged Attack is considered to be at
Short Range. If the model is removed from
play by the Ranged Attack the models
activation ends. The Active model suffers a
-1 to MS and RAS until the end of its current
activation.
Assassin: If this model makes a successful
Attack against a Surprised model, it may roll
three dice for the Damage roll and choose
the highest two.
Automatic Disengage: When this model
activates it may ignore Enemy models in BtB
when declaring its action and freely move out
of BtB with Enemy models without declaring
a Disengage action.
Aware: This model can choose to draw LoS
360 degrees around its base.
Believer: (X/Type/Y): Friendly models
within X of the Type reduce the cost of Ki
feats by Y.
Blood of Orochi: During Ki Generation this
models controller adds together all the Blood
of Orcochi values of models in their warband
currently on the table. The player can then
spend these points to grant a model the
Poison trait until the End Phase. The Poison
traits X and Y values are dependant on the
number of points spent on that model, and
are as follows;
1
2
3
4
=
=
=
=
Poison
Poison
Poison
Poison
(1/1)
(1/2)
(2/1)
(2/2)
Enemy model.
This model has actions remaining,
and Type is the target of a Melee, Charge or
Ranged Attack action.
This model then becomes the target of the
action, and the action is resolved normally.
Bravery: This model may reroll a failed Fear
test. The second result must be kept.
Brutal (X): This model adds X to the highest
Attack Dice when calculating the final result.
Traits C-E
Camouflage (X): This model cannot be
Targeted by Enemy models when in Obscuring
Terrain or when it would benefit from Cover,
unless the Active model starts its activation
within X of the model Targeted.
Channel (X): During this models activation
it may remove Ki Tokens from its own profile
card and place in on a Friendly model(s)
profile card as long as the model(s) is within
X. If the model is outside of this range then
the Ki Tokens are lost.
Charging Bonus (Bonus): When this
model Charges an Enemy model it gains the
bracketed Bonus for that Melee exchange.
Command (X/Type): This model may
declare a Simple action Command; it then
activates up to X number of non-exhausted
models of the Type to perform a Simple
action. The order the models activate in is
chosen by the controlling player, after each
action is resolved that models condition
worsens as normal.
Conspiracy of the Cult (X): When this
model activates it may inflict up to X wounds
on any Friendly model(s) with this trait, up to
its own X value. This model gains Ki Tokens
equal to the number of wounds suffered. A
model cannot suffer more wounds than the X
value of its own Conspiracy of the Cult trait.
These wounds ignore Amour and Toughness.
Co-ordinated Attack (Type): If this model
is in a Melee exchange in which a Friendly
model of Type is Outnumbering then this
model gains +1 MS. A model can only benefit
from this trait once per Melee Exchange.
Cowardly: This model must reroll successful
Fear tests. The second result must be kept.
Cumbersome: If this model is not the Active
model then it suffers a -1 to its Melee Skill.
Defensive: This model may not choose
more Attack dice than Defence Dice during
Melee exchanges.
Disturb Flow (X/Y): All Enemy models
must spend an additional X Ki tokens when
performing Ki Feats within Y.
Traits F-J
Fear (X): When models make Target Fear
tests against this model X is the target
number of the tests. Models with equal Fear
X traits ignore Fear tests, but must still test
against models with higher Fear X traits.
Fear Tests; Fear tests are Target tests using
the models Ki statistic to resolve. Resolve a
Fear test when;
1.An Active model declares an action
that would bring it into BtB with a model with
the Fear Trait. If the Active model fails the
Fear test. Its action is spent and its condition
worsens by one degree (see Model States
and Conditions) and its activation ends.
2.Or, an Active model with the Fear
trait declares an action that would bring it
into BtB with an Enemy model. If the Enemy
model fails its Fear test then it enters the
Frightened state (See Model States and
Conditions).
Note; Models only enter the Frightened state
in Step 2.
Fearless: This model automatically passes
Fear tests.
Feint (X): During a Melee exchange the
model may force its opponent to reroll up to
X Defence Dice once, the second result must
be kept
Fire (X/Y): When this model inflicts wounds
through an Attack on an Enemy model, that
model gains Y Fire markers of value X.
First Strike: This model gains the Initiative
for the first Melee exchange with an Enemy
model if it started the current activation
unengaged.
Flank: During this models controlling
players Deployment they may choose
whether this model will use Flank or not,
if the player chooses not to use Flank, this
model is deployed as normal. If the player
declares the model is using Flank then do
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Traits L-R
Large: Models Targeting this model with a
Ranged Attack subtract 1 from the Target
number of the test.
Last Stand: If this model is reduced to 0
wounds, it may still be activated until the
end of the turn, this model cannot recover
wounds through any game effect or trait
once its wounds have been reduced to 0.
During the End Phase, the model is removed
from play
Leadership (X): Friendly models within
X may use this models Ki Statistic when
resolving Fear tests.
Leap: When this model declares a Melee,
Charge, Walk or Run action, and is not in
BtB with an Enemy model. It may, before
movement reduce the distance this model
would move in inches by X. If so then place
this model anywhere within X, the model may
not be placed in BtB with an Enemy model or
in an Enemy models ZoC. The model then
completes its move and action.
Leech (X): Once during this models
activation it may remove Ki tokens from any
Friendly model(s) as long as the model(s) is
within X. If a model is outside of this range
then its Ki tokens are lost.
Light Weight: This model does not suffer
penalties to the Target number of a Ranged
Attack action for moving as part of a Ranged
Attack action.
Light Footed: This model moves through
Difficult Terrain as if it were Clear.
Lightning Reflexes: This model always has
Traits S-Z
Scout: This model may deploy after both
players normal deployment and may deploy
anywhere within 4 of the controlling players
normal deployment zone. Also the models
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Game
Turns
Ki Generation - All models receive
a number of Ki Tokens equal to the first
number of their Ki statistic.
Players calculate the number of
Passes for the turn. Each player totals the
number of Friendly non-Insignificant models.
The player with the least gains the difference
in Pass tokens.
Blind
Prone
Ki
Stunned
Tactical Roll; both players roll a D6;
the winner decides which player will start the
main phase as the Active Player.
Spirit Block
Ran
2. Main phase
Tired
Controlled
Exhausted
Frightened
Reload
Posion
Beserk
Fire
The Active player chooses a model
and declares a Simple or Complex action for
it to perform, or uses a Pass token.
The opponent then becomes the
Active player, unless; the player is unable
to activate a model then their opponent
continues to be the Active Player, and
activates models until they are unable to
activate a model.
Once neither player is able to
activate a model, move to the End Phase.
3. End phase
Resolve any effects that occur or
end in the End phase. Always resolve the
negative effects first.
Refer to the Scenario being played
and check for the scoring of Victory Points. If
this is the final turn of the scenario the game
finishes. If one player has no models left on
the table, the game ends, and Victory Points
are calculated immediately.
Remove
markers.
1.Starting phase
Discard any unspent Pass tokens.
Note; games can only finish in the End Phase.
for
Variable
Turns
(See
Token Key:
Roll
Scenarios)
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Exhausted
condition
W a r b a n d
Composition
A players Warband in Bushido is made up of
a number of models from the same faction,
the Rice cost of your Warband must come
to the same total as your opponent. Players
can only recruit one card of each fighter and
cannot duplicate them; this does not prohibit
the opponent recruiting the model for their
force. Sometimes two or more models are
represented by the same Profile card. A
player can choose to recruit up to the number
of models as there are Wound tracks on the
card.
Pass Tokens
A player may spend a Pass token instead of
taking an action with one of their models,
if they do then their opponent becomes the
Active player.
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Scenario
Rules
Terrain
Players should decide before a game on
which elements to use, and how the terrain
elements will affect the game. The terrain
should fill roughly between a quarter and
half of the play area. Terrain elements are
categorised by two traits; Visibility and
Difficultly.
Unless stated Idol Markers are 30mm Bases,
these are Difficulty; Clear and Visibility;
Clear although a model may not end its
action occupying the same area as the Idol
Markers base.
Visibility
Can the terrain be seen through when
drawing LoS?
Blocking: No LoS can be drawn
through any part of this the terrain that is
considered Solid.
Obscuring: Models draw LoS 3
extending from where the terrain that is
Obscuring starts. No matter where the model
is in relation to the terrain.
Un-Obscuring: LoS can be drawn
through the terrain.
Difficulty
How easy is it for a model to move through?
Impassable: Cannot be moved
through.
Difficult: Can be moved through
but at Movement rate for any movement
whilst in the terrain element.
Normal: No affect to movement
Some terrain elements like a building might
have different types of Visibility and/or
Difficulty and so the players should decide
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BUSHIDO SCENARIOS
Deployment
Deployment can be either Baseline or Corner
Square deployment.
Baseline Deployment: models are
set up with the base of the model touching
the edge of the board.
Corner Square Deployment: Players
set up their models in a 6 square in opposite
corners of the board.
Setup
Unless otherwise stated in the Scenario
description the players should setup the
terrain and deploy following these steps.
1.One player sets up the terrain
(Randomly decide which player)
2.The other player then chooses
a Deployment area (As detailed by the
scenario)
3.Players make a Tactical roll.
4.The winner decides which player
deploys first. That player then deploys their
entire force. Then the second player deploys
their force
(Deploy as detailed by the
scenario)
VP
Score
3-0
2-0
2-1
1-0
1-1
0-1
1-2
0-2
0-3
Game Length
Games of Bushido can be Fixed or Variable
5 Turns Variable: During the Starting
Phase of Turn 5 one of the players rolls a
single D6. If the result is 4 or more the game
will end at the end of the turn. If the result is
not then the game continues to the next turn
and this roll will be made again. The game
will always end on the seventh turn.
Fixed (X): The game ends after the
End Phase of the designated turn.
Victory Conditions
All scenarios in Bushido have three Victory
Points. The game cannot have more than
three Victory Points.
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Keii
Terrain
Deployment
Baseline Deployment
Place 4 Idol markers as per the diagram below.
The Idols
Terrain
Deployment
Baseline Deployment
Place 3 Idol markers as per the diagram
below facing either all left or all right.
Setup
Game Length
6 turns.
Victory Conditions
1VP for the player who Scored with the most Gift Tokens placed (see Special Rules) at the
end of Turn 2, 4 and 6.
Special Rules
Gifts;
Setup
Game Length
6 turns.
Victory Conditions
1VP for each Idol turned towards the players Deployment Zone at the end of the game.
Special Rules
If a model starts its activation in BtB with an Idol Marker and is not in BtB with or in the
ZoC of an enemy model, it may take a simple action to turn an idol 90 degrees in any direction. Models with the Insignificant trait may not turn Idol Markers.
Each player starts the game with 5 Gift Tokens. This is placed in a Gift Token Pool for each
player.
To Score with a Gift Token a model must be in BtB contact with an Idol and not be in BtB
with or be in the ZoC of an enemy model, perform a simple action and have Gift Tokens in
the player pool. The player then removes the Gift Token from their Pool. The value of the
Gift Token depends on which Idol the Gift Token was scored on.
At the end of the End Phase of Turns 2,4 and 6 the number of points each player has
scored on each Idol is calculated and the VP awarded. The scores are then reset to 0 for
each Idol.
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25
The Shrines
Terrain
Deployment
The Challenge
Deployment:
the table.
Baseline or Corner
1VP - If the model your opponent Challenged is alive at the end of the Game.
1VP - If the model you Challenged is not
alive at the end of the game.
1VP - For the player whose own Challenged model is closest to the opponents
Deployment area at the end of the game.
Setup:
No special rules
Game Length:
5 turns Variable
Each player places a Shrine
Marker within the opponents
half of the table outside of
their deployment zone.
Victory Conditions:
Game Length
6 turns.
Victory Conditions
1 VP - First player to Appease their own shrine, in a turn the opponent did not.
1 VP - Player with more Offering counters on their shrine at the end of the game.
1 VP - First player to Despoil an opponents Shrine.
Special Rules
5 Models that are NOT insignificant start the game with a single offering marker.
The Shrines
If a model starts any activation in BtB with a Shrine and not in an enemies ZoC they may
use a simple action to Appease the ancestor within (if it is your shrine) or attempt to despoil the sacred ground (if it is your opponents).
To Appease a Shrine the model places its offering marker on the Shrine.
To Despoil a Shrine the model removes an opponents offering marker from the opponents
Shrine.
Deployment:
Setup:
Game Length:
6 turns
Victory Conditions:
Special Rules:
Shrines; are 50mm, Terrain elements that
are Blocking and Impassable
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The Offering
Setup
Special Rules:
27
Baseline Deployment
Setup:
Game Length:
6 turns
Victory Conditions:
1VP - for the player who Scored the highest total with Prayer Tokens at the end of Turn 2,
4 and 6.
Special Rules:
Prayers; each player starts the game with 5 Prayers Tokens. These are placed in a Prayer
Pool for each player.
Simple Scenario Action; the model must be in BtB with an Idol. The player then removes
one Prayer Token from their Pool. The value of the Prayer Token depends on which Idol the
model was in Base to Base with.
Home (closest deployment) = 1 Point
Neutral (middle of the board) = 2 Point
Away (Closest to Enemy deployment) = 3 points
At the End of Turns 2 and 4 the two Idols on which most Prayer Tokens were scored are
removed from the table and can no longer be scored on.
During the Starting Phase of Turns 3 and 5 reset each players Score to 0.
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