Bushido New Dawn Rules
Bushido New Dawn Rules
Bushido New Dawn Rules
By GCT Studios
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.
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 Target: A model must be able to draw LoS to another model to Target it. A model may always Target itself.
9.Unique effect:
Any special rules that apply to this model.
4. Wounds Track:
The amount of wounds a model can sustain before it is removed from the table.
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.
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
1. Name:
The name of the individual that the model represents.
6. Ki Feats:
Ki Feat available to the model including its name and cost full description of the Ki Feats effects are on the reverse.
2. Type:
The Type affects some game effects.
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).
7. Weapons grid:
Most models in Bushido are armed in some way. There are two categories of weapons: Melee and Ranged Attack. a. Designates the weapon as either Melee or Ranged Attack. i. For Ranged Weapons includes the weapons Range bands. The first number is short range, the second medium range and the last number Long range. b. Strength: The weapons strength modifier to any Damage Rolls made by this weapon (Sp) indicates a special effect and consults the models Unique Effects for further instructions. A indicates no modifier to the Damage Roll. c. Any Special available to the model. Attacks/Defences
c. Move:
The distance the model can move in inches.
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.
d. Ki:
The first number tells you the amount of Ki Tokens this model generates during the Starting Phase and the number of dice it uses for Opposed and Target Ki Tests. The second
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. 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
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
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
Once a models action has been resolved then the controlling player places a Condition marker next to the model depending on the action performed. Simple action = Tired marker. Complex action or Simple action (whilst in the tired condition) = Exhausted marker.
Ranged Attack
The steps to resolving Ranged Attack actions are 1.Check if the model can make a Ranged Attack Action. a.The Active model is not in BtB with an Enemy model, or an Enemy models ZoC. 2.Declare a Ranged Attack action. a.The model may move up to its Move statistic in any direction or change facing. 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 Short (First number) Medium Number) Base Target Number 3 (Second 5 7
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.
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.
b.The models declare the use of any Ki Feats. c.Target number of the Ranged Attack test is calculated based on the Range Band calculated in Step 3a, with any modifiers added/subtracted.
If the test is successful proceed as normal, if however the test is a failure then the Target of the Attack is changed to the nearest Friendly model in BtB and LoS. The Ranged Attacked continues from Step 6 with the new Target.
The Active player chooses and activates a Bakemono Archer and declares a Ranged Attack Action. It is not in BtB with or in the ZoC of an Enemy model and so is free to do so. The player decides to move the Bakemono incurring a +1 to the Target Number of the test. He moves him a little closer and declares a monkey as the Target of the action, neither player wishes to use any Ki Feats. He measures the range and it comes to 7. The Ranged brackets for the Bakemonos Ranged Weapon are 4/8/12 meaning it is the Medium ranged bracket with a base Target number of 5. He then checks the modifiers table and adds 1 for the Bakemono having moved and 1 for the Monkey being small, making the final target number 7. Next he calculates his dice pool for the test, his Ranged Attack statistic is 2 and he
Enemy Statistic 0 -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
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.
Model is in the Exhausted condition Model is in the Frightened state. Each Enemy model, after the first, in BtB and not in BtB with a Friendly model Model is in the Prone state Model performed a Run action this turn. Model is Surprised
-1
Melee Exchanges are Opposed Tests that are resolved slightly differently (See Melee Exchanges)
-1 -1
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
Model is Surprised
-1
All these modifiers are cumulative. If the modifier brings a models Melee dice pool below 1, then the player will still roll 1 die. However, the opponent gets a number of extra dice to their MS equal to the number the other players MA drops below 1. Enemy MS Statistic Bonus to Models Statistic 0 -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
10
11
Wound Table
half the wounds when rolling on the Wound table. Sweep Attack: If the Attack is successful then the Enemy model becomes Prone. It suffers half the wounds when rolling on the Wound table. Powerful Attack: If the Attack is successful then the model gains an additional +2 Strength for the Damage Roll. Combo Attack: If the Attack is successful then after the wounds from the attack have been applied make another Damage Roll on the Wound table at the original Success Level 2. Continue this until the Success Level is reduced below 0.
For example, Hiro successfully attacks a Kairai with a Success Level of 3. The player makes a Damage roll using the Success Level 3 column, then after that is resolved they will make another Damage roll in the Success Level 1 (3 -2 = 1 column). After this they will stop as the next -2 would reduce the Success level below 0.
The Success Level indicates which column of the Wound table the player should consult. The player then rolls 2D6, adds the results together, adds any positive or negative modifiers, this final number is the row to cross reference to find the number of wounds inflicted by the attack. The Success level of an attack cannot go above 10. The modified result of the Damage Roll cannot be lower than 2 or higher than 12. 1s are not failures when making a Damage Roll. Models without a Melee Combat Grid on their Profile cards halve the final number of wounds inflicted by successful Attacks.
A Kairai villager, successfully Attacks Zuba with a final Success Level of 5. The player rolls a 1 and 3 for his Damage roll and so the Final result is 4, Zuba has the Toughness (1) trait and so suffers 3 wounds.
Critical Strike Attack: If the Attack is successful, when making the Damage Roll any doubles rolled instantly remove the Enemy model from the game. Push Attack: If the Attack is successful, move the Enemy model 1 directly away from this model if able. It does not suffer a Damage Roll. Force Back Attack: If the Attack is successful, move the Enemy model 1 directly away and then move directly towards it into BtB. It does not suffer a Damage Roll.
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.
1 0 0 0 0 1 1 1 2 2 3 4
2 0 0 1 1 2 2 2 3 3 4 5
Success Level 3 4 5 6 7 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 7 8 9 9 10 10 10 11 11 12 13
12
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
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
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
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.
Poisoned: If a model has Poison markers on its Profile card it is considered Poisoned. During the End phase, remove the highest value Poison marker, the model suffers wounds equal to the removed markers value, 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 but one value higher. These wounds ignore Armour. Prone: Models that are in the Prone state; have no ZoC, do not block LoS, Enemy models may choose not to be considered in BtB with them when declaring actions and must be the second model to have the Initiative in Melee Exchanges. The only action a Prone model may declare is Stand Up. When a Prone model is the Target of a Melee Exchange or through initiating a Melee Exchange from Standing Up it suffers -1 MS. Spirit Block: Models with Spirit Block Markers on their Profile Cards do not generate Ki during the Ki Generation step. At the end of the Ki Generation Step remove one Spirit Block Marker from each model with a Spirit Block Marker on its Profile card. Stunned: Models with any Stunned Markers on their Profile card suffer a -1MS. During the End Phase remove one Stunned Marker from each model with a Stunned Marker on its Profile card. Surprised: A model is Surprised if it is the Target of an Enemy models action and that Enemy model started its activation not in BtB with it and outside of its LoS. Surprised models may not declare Ki Feats or Ki Boosts, are always the second model to have the Initiative in Melee Exchanges, and may not benefit from traits or effects that would change this. They also suffer a -1 MS. and suffer a -1 MS. Models are only Surprised until the action in which they were Surprised is resolved.
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.
14
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.
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)
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
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
If a model already has the Poison trait, the player may choose which to use for the turn. Any points unspent are lost. Bodyguard (X/Type): This model may switch positions with another model of Type if; Within X and has LoS to Type, Type is not in BtB with an Enemy model. This model is not in BtB with an
16
17
Intangible: This model ignores ZoC, other models, terrain and being in BtB when declaring actions. It may not end its move occupying the same volume as a terrain feature or another model. Iron Mind (X): This model adds X to its highest dice when it is the Target of an opposed Ki Test. Jump Up: At the start of this models activation but before its action is declared it may remove the Prone state from itself. Kami: When this model suffers wounds instead remove an equal number of Ki Tokens from its profile card. If this model has no Ki Tokens on its Profile card it is removed from play. This model may not be Channelled to or Leeched from and cannot be Healed.
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
Note: Kenkos state only worsens when the final melee exchange is resolved. Soulless: This model automatically succeeds all opposed Ki rolls, and Fear tests. Spirit Block: When this model inflicts Wounds through an Attack on an Enemy model, that model gains one Spirit Block marker. Steadfast: This model may freely choose how to place MS dice when frightened. Steady: The model can never become Prone. Strong: When this model makes a Damage Roll with the Type stated, roll 3d6 and choose the two highest dice. Strong Mind (X): This model gains an additional X dice when resolving Opposed Ki tests.
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
18
19
Token Key:
Ki
Stunned
Spirit Block
Ran
2. Main phase
Starting with the Active player. The Active player chooses a model and declares a Simple or Complex action for it to perform, or uses a Pass token. The models action is resolved. 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.
Tired
Controlled
Exhausted
Frightened
Reload
Posion
Beserk
Fire
Unblockable Strike: Models with this trait ignore their opponents highest Defence dice in Melee Exchanges. Unstable (X): This model suffers a penalty of X to its Move statistic when move through Difficult terrain. Weak: When this model makes a Damage Roll with the Type stated, roll 3d6 and chooses the two lowest dice. Weak Mind (X): This model loses a number of dice equal to X when making opposed Ki tests.
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. 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.
Game
Turns
Games of Bushido are broken down into Turns. How many turns the game lasts is dictated by the Scenario being played. Each game Turn is divided into three phases. The three phases are the Starting phase, the Main phase and the End phase.
1.Starting phase
Roll Scenarios) for Variable Turns (See
Discard any unspent Pass tokens. Note; games can only finish in the End Phase.
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.
20
21
Scenario
Terrain
Rules
Bushido is best enjoyed by playing a scenario to decide the victor. Scenarios are broken down into the following sections.
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.
BUSHIDO SCENARIOS
G
ames of Bushido represent the struggles of each faction to meet its objectives in battle. Scenarios allow players to attempt to meet their objectives while trying to stop the opponent meeting theirs. Scenarios greatly improve a game of Bushido and once you are comfortable with the rules it is highly recommended you compete using them. In every Bushido scenario there are three victory points (VP) available, in total, to both players. The score a player earns during a scenario depends upon how many VPs they and their opponent gain (See table right). Bushidos scenarios are intended to create the strategical difficulties and challenges any commander (you) will face on the battlefield. To this end if you or your opponent should lose all of their Warband in a turn then during the End phase the game ends and VPs earned are calculated (Remember a game can only finish during the End phase). VP 3-0 2-0 2-1 1-0 1-1 0-1 1-2 0-2 0-3 Score 9 8 7 6 5 4 3 2 1
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.
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)
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.
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.
Difficulty
How easy is it for a model to move through? Impassable: through. Cannot be moved
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
Victory Conditions
All scenarios in Bushido have three Victory Points. The game cannot have more than three Victory Points.
22
23
Keii
Terrain
Six pieces, no piece within 2 of another, or the edge of the board.
The Idols
Terrain
Six pieces, no piece within 2 of another, or the edge of the board.
Deployment
Deployment
Baseline Deployment Place 3 Idol markers as per the diagram below facing either all left or all right. Place a Marker in the centre of the board and then one 8 to the left and right exactly 12 from the baseline.
Setup
Setup
One player sets up the terrain. The other player then chooses a deployment area. Winner of the tactical roll nominates which player deploys first. That player then deploys their force.
One player sets up the terrain. The other player then chooses a deployment area. Winner of the tactical roll nominates which player deploys first. That player then deploys their warband.
Game Length
6 turns.
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.
1VP for each Idol turned towards the players Deployment Zone at the end of the game. 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.
Special Rules
Gifts; 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. Home (closest deployment) - 1 Point Neutral (middle of the board) - 2 Point Away (Closest to enemy deployment) - 3 points 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.
24
25
The Shrines
Terrain
Six pieces, no piece within 2 of another or the edge of the board.
The Challenge
Deployment: Setup:
Baseline or Corner No special rules the table. 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.
Deployment
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:
Both players are attempting to kill the model they selected to Challenge whilst keeping theirs alive and moving it across
Special Rules:
Before deployment both players nominate a model in their opponents Warband, this model is the Challenged.
Setup
One player sets up the terrain. The other player then chooses a deployment area. Their opponent then places their shrine, they then do the same. Winner of the tactical roll nominates which player deploys first. That player then deploys their warband.
The Offering
Deployment: Setup:
Corner Deployment or Base Line Each player places a Shrine in their half of the table not within 2 of a piece of Terrain. Place one Object in the centre of the table then place two more Objects either side of the centre one every 4. Objects; 30mm base, does not affect movement or LoS but models may not end their movement occupying the same space. Pick Up; if a model is not in BtB or, in the ZoC of an enemy model it may Pick Up the object before that start of its action for free. A model may only carry one Object at a time. If at the start of a models action the model is in BtB with an enemy they may Place the Object anywhere in BtB. If the model starts in BtB with a Friendly model and is not in BtB with an Enemy they may Take the Object from that model before its action is resolved. Insignificant models may not Pick Up or Take objects. Models carrying an Object suffer -1 MS, -1RAS and enemies targeting them with Ranged Attack Actions -1 to the Target number. If a model starts its action in BtB with a Shrine, is not in BtB with, or in the ZoC of an Enemy model it may Pick Up or Place an Object it is carrying on the Shrine.
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.
Game Length:
6 turns
Special Rules
The Shrines
5 Models that are NOT insignificant start the game with a single offering marker.
Victory Conditions:
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.
To have more Objects on the Shrine in your half of the table at the end of Turns 2,4,6 one VP is scored at the end of each of those turns. 1VP for most Object at the end of turn 2 1VP for most Object at the end of turn 4 1VP for most Object at the end of turn 6
Special Rules:
Shrines; are 50mm, Terrain elements that are Blocking and Impassable
26
27
1VP - for the player who Scored the highest total with Prayer Tokens at the end of Turn 2, 4 and 6. 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.
Special Rules:
28