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    A Fantasy Oriental skirmish game for 32mm minatures

    Quick Start rules

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    www.bushido-thegame.com

    Concepts art

    Frostudioswww.rostudios.com

    Studio painterLuke Wilsonwww.acebook.com/pages/atacams-Minature-Miracles

    Graphic designRule book: Joakim BjelksWebsite : Rouge Marechal

    BackgroundHenrik rnebringAlasdair Cunningham

    Salesshop.bushido-thegame.com

    Original SculptingOliver Nkweti LeftteDavid AyarlZak Valentin

    Alan CarascoVladd JungerJames van SchaikIsrael GonzalezAdam Grabowski

    A gam by GCT t t

    PlaytestersHenrik rnebringAlasdair CunninghamDes Brendan

    Ben NathanAaron BoyhaanThe cowboy

    Odin MentlakCarlos PinneloRouge Marechal

    LuckyKye PieThe Rev Black

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    To secure ourselves against deeat lies in ourown hands, but the opportunity o deeating the enemyis provided by the enemy himsel.

    Sun Tzu

    The Art of War

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    Do you think we lost them? said Kenko, lookingover his shoulder. He could see nothing but orest.He wiped sweat rom the corner o his eyes with hissleeve.

    Yumi stopped, too. Probably not, she said. Butwe might have bought ourselves some time. The two

    young monks stood still, alert. They looked and listened, not onlyor what was there but or what was not there, as their master hadtaught them.

    Where is Master Ekusa? said Kenko.What? said Yumi, incredulous. He was right here!

    How can he disappear like that? And with the turtle, too? saidKenko.

    He was right here, Yumi repeated, still not quite believing thatMaster Ekusa was gone.

    They looked at each other and then up at the green orest canopy.As one, they leapt, touched a branch, leapt again, kicked a trunk,grabbed a bamboo stalk, dancing higher and higher up toward thetreetops. Ki enveloped their bodies. They elt the lie orce owbetween them and the trees. Yumi reached the top a raction o aheartbeat beore Kenko. She smiled.

    But it was Kenko who saw the master. There he is! he said,pointing to a clearing about 200 steps away. Master Ekusa sat there,still perched atop his turtle, meditating. How he moved 200 steps inthe blink o an eye without them even noticing, they had no idea.

    They made their way to the clearing.

    Ah, you are fnally here, said Master Ekusa, smiling. This isthe place. I have ound it. He sounded happy. He was beaming, asi he had ound a great treasure or a long-lost son.

    Is this where we have been going? Is this where we are goingto build the new temple? said Kenko. He wanted to scream at themaster. They are still ater us! We cant just stay here and build atemple, no matter how enlightened you are!

    Oh, no, said the master, still smiling. The site o the newtemple is very ar rom here.

    Yumi was the frst to notice that the orest had allen silent.

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    Master, she whispered. You said this is the place. The placeo what?

    Our last stand, said Master Ekusa. He never stopped smiling.The edge o the clearing exploded when a huge Oni stormed

    out o the orest swinging what appeared to be an ancient Ro-KanTemple Bell.

    Kenko looked at the Oni and a great anger flled his body. Takestance, he thought. I am ready.

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    Welcome to Bushido!

    Bushido is a game o savage battles, o cunning stratagems and last-ditch deences, and where debts o honour are paid in blood. InBushido, the ate o the world hangs not on armies but on individual

    heroes, men and women o extraordinary capacity, attuned tothe all-permeating lie orce known as Ki. This orce is the veryabric o the universe, and those with the appropriate training ornatural talent can tap into this energy source and gain seeminglysuperhuman powers. In the world o Bushido, the delicate tapestryo Ki and thus the universe itsel is threatened by the orces oimbalance, and it is up to you to protect it or help rip it apart. In a

    game o Bushido, nothing less than the universe itsel is at stake. Areyou ready or the challenge o the Way o the Warrior?

    Bushido Basics

    Bushido is an oriental antasy tabletop miniature battle game or twoplayers. Each player commands a orce o no more than a handulo individuals, represented by 32mm metal miniatures. These orcesmeet on the battlefeld and the commanders (the players, that is)try to outwit, outfght and outlive the opposing orce and ulfl theirbattle objectives while denying the enemy theirs. I you have playedtabletop miniature games beore, Bushido alls into the skirmishgame category: all miniatures represent individuals and your orceconsists o a small group o unique characters rather than a bigaceless army.

    A game o Bushido is ast-moving, exible and flled with

    strategizing, counter-strategizing and counter-counter-strategizing.Your tactical acumen is important, but as dice add an element orandomness, so too is your ability to think on your eet. A typicalgame o Bushido takes between one and two hours to play more iyou are new to the game, less i you are a seasoned veteran.

    Getting ready or Bushido

    For a game o Bushido, each player will need: A copy of these rules.

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    A set of Bushido miniatures representing their force. Theseminiatures may or may not be painted but it is well known thatpainted miniatures fght better.

    A tape measure, in order to measure the movement of the

    miniatures. Bushido uses inches as the unit o measurement inthis game.

    A bunch of six-sided dice in two different colours, about six of onecolour six o another. The examples in these rules use white diceto signiy Attack dice and black dice to signiy Deence dice, butthe exact colour choice is up to the players. Just make sure bothplayers agree on which colour represents which type o dice.

    A set of markers (10-20) to keep track of the Ki energy of eachmodel in your orce. Game stores oten sell markers or this type opurpose, but you can use pennies, buttons or markers rom someother game instead.

    For the game, you will also need: A play area in which to move around the miniatures. An area of

    about 2' by 2' is usually sufcient, though commonly you needa bit more space than this to accommodate dice, cards, snacks,drinks, etc. A normal-size kitchen table usually works well as aplay area.

    Some stuff to put on the play area to represent terrain features.Most tabletop gamers build and paint their own terrain eaturesbut you can use any kind o handy object you like, as long as bothplayers agree on what that object represents.

    The Profle CardsAll models in Bushido are represented by a profle card. The proflecards contain all the inormation that will be used in a gamespecifc to that model. You also use the profle card to keep tracko the wounds sustained by your model each model can only takeso many wounds beore it is considered out o action and removedrom the game. You sometimes also need to keep track o otherthings on the profle card, or example i the model has a trait that isonly useable once per game it is good to mark that ability when usedso that you do not use it again later by mistake. Most games stores

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    sell standard-size transparent plastic card sleeves. We recommendthat you invest in some o those (they are pretty cheap) and put yourcards in them when you play. That way you can use a marker pento indicate wounds, use o abilities, etc. on the transparent sleeves

    and then just wipe the sleeves clean ater the game, keeping yourprofle cards pristine.

    To the right, you will see a sample profle card ollowed by alist o what the terms and the symbols on the card means. Do notworry i the explanations introduce new technical terms we have notexplained yet, we will get to those things later.1. Name: The name o the individual that the model represents.

    2. Statistics: The White number is the models base characteristicvalue, some models have a smaller number in Black above the

    White number; this signifes that the model may increase thatstat by one or the duration o a single dice roll or stat use byspending the Ki required (i.e. the number in Black).

    3. CP: Combat Pool. This is the number o dice the model useswhen in Melee. This number normally ranges from 1 (for anunskilled fghter) to 6 (or a totally kick-ass warrior dude).

    4. RCP: Ranged Combat Pool. This is the number o dice themodel uses when making a ranged weapon attack.

    5. M: The distance the model can move in inches.6. Ki: The two numbers represent how attuned the model is to the

    lie orce o Ki. The frst number tells you the amount o Ki thismodel generates during the Ki Phase. The second number tellsyou the maximum it can have at any one time. Commonly you

    place markers on the profle card to indicate how much Ki thatmodel has access to, and remove markers when you use Ki.

    7. Wounds: The amount o wounds a model can take beore it isconsidered out o action and removed rom the table.

    8. Traits: Each model has a number o traits that describe how itbehaves in the game and whether it has any special advantagesor disadvantage. I a trait appears in red letters, this indicatesthat it is a disadvantageous trait. Otherwise (i.e. i it appears inblack) it is considered an advantageous trait.

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    Front

    Back

    9. Ki Feats: A brie description o the eat including its name andcost are displayed on the ront o the card and a ull descriptiono the eats eects are on the reverse.

    10. Weapons grid: Most models in Bushido are armed in someway. The weapons grid tells you about the armaments used

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    by the model. There are two categories o weapons: Meleeweapons and Ranged weapons. A model may have one ormore triggers: special eects that may occur when the weaponis used some weapons also have weapon traits, which are

    displayed here. Triggers only take eect i you equal or exceedthe trigger value, but weapon traits are always in eect.

    11. Rice: The cost in rice to recruit this model into your orce. Iyou just use the starter sets when playing you do not have tocare about this number as the starter sets are balanced againsteach other. I you ever want to tweak or build your own orce,you need to keep the Rice cost in mind, however.

    12. Unique eect : Any special rules that apply to this model notcovered under any o the other headings.

    13. Faction symbol: This symbol tells you what Bushido gameaction the model belongs to. Your orce can only consist omodels that belong to the same action.

    Factions

    In the world o Bushido, there are (at present) our actions fghtingor supremacy. Some o these orces are committed to keeping thedelicate balance o the Ki orces permeating the universe, whereasother orces wish to upset and even destroy the Ki balance o theuniverse in order to achieve their own nearious purposes. In anygiven battle, a Bushido player takes on the part o one o these ouractions.

    The Prefecture of Ryu: The Dragon Clan won the rightsto colonize the Westward Isles in a series o duels with their

    rivals, the Shiho Clan. However, the promise o sole settlementrights died with the Emperor. His vessel expired and his heir wastoo young and inexperienced to be concerned with petty disputesat the ringes o his lands. The newly ormed Preecture o Ryuound themselves yet again in conict with their old enemies, theShiho Clan. Now, the Preectures grasp o power is weakeneddue to the recent Tsunami. Their orces are in disarray and theyare fghting on all ronts in the atermath o the disaster. But still

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    the men and women o the Dragon are ready to take their place atDestinys table, uniting the human world by deending it againstall threats.

    The Cult of Yurei: In the shadows and dark corners othe world, the worshippers o Yurei are gathering orce.

    The many members o this Cult may not even be aware that theyare serving the same dark masters, but serve them they do the

    Yurei Bargain, which in its various orms allows control over lieand death, has proven a temptation to many dierent people whowould otherwise have nothing in common. In the Cult o Yurei,

    you may think yoursel the master o your own Fate but you arealways advancing the unathomable goals o dark unseen masters.Even a puppet master has someone pulling his strings

    The Temple of Ro-Kan: The serene martial artists o theTemple o Ro-Kan have long viewed themselves as above

    all mortal and mundane conicts. Now, ollowing the SavageWave and the rise o the Cult o Yurei, the monks o Ro-Kan arebeing dragged into the clandestine war o universal balance awar in which they may reluctantly turn out to be key players. Themonks ollow an age-old path and know the secrets o Ki betterthan any others, but they are ew and divided will they be able tounite and join orces beore it is too late?

    The Savage Wave: They take the orm o evil creatures o

    myth and olklore. From where they come or why, no-oneknows, but one thing is or certain: the wave crushes everythingin its path. The Oni and Bakemono demon-creatures that makeup the bulk o the Savage Wave appear bent on the destructiono humankind and all that is holy, but they are not mindless, Asmany opponents have ound out at great pain, the Savage Wave iscunning and organized, and it operates according to its own weirdand unknowable logic. Some mad hermits and outcast scholarswhisper that this is not the frst Savage Wave, and that the demon-creatures have been in our world beore.

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    Game Mechanics and Concepts

    In Bushido, you move the models o your orce around the play areain order to get into a position where you can ulfl your strategicobjectives and attack and kill the models o your opponents orce. As

    in all tabletop miniature games, there are some basic concepts andmechanics or moving models and interacting with other models.

    We will introduce these key concepts here and explain the variousactions models can take, and then go on to explain combat.

    These mechanics and concepts are at the heart o Bushido;nevertheless, any eects and rules written on a models Profle Cardtake precedence over all general game rules.

    Rolling dice: When you roll dice in Bushido, a is always a ailure.All dice that come upwhen you roll are discarded and are nevercounted or the purposes o achieving or not achieving any type ogame eect. I all the dice you roll come up you are assumed tohave rolled a result o 0 or the purposes o calculating game eects.

    When you roll more than one die, any additional dice that comeup adds +1 to the nal result. Note that when in combat, onlydice o the same colour (i.e. either Attack or Deence dice) areeligible or this modifer.

    Base to Base: Some actions require the model to be in Base to Basecontact (abbreviated BtB) with another model (riend or enemy). Thissimply means that the base o the model needs to touch the base othe other model (or the terrain eature) that it wishes to aect. It maybe that the dynamic pose o a model prevents you rom placing it insuch a way that it is in Base to Base contact, in which case you can

    place a marker o some type next to your model to indicate that it is,in act, in Base to Base contact with the other model. The importantthing is that it is clear and transparent to your opponent that yourmodel is in Base to Base contact even i it appears not to be.

    If two models are separated by a narrow (1/2" or less) terraineature, have Line o Sight (see below) on each other, are in Baseto Base with the terrain eature, they are also considered to be inBase to Base contact.

    Facing: The acing o a model is determined by the direction themodel is acing. I necessary, the players should clariy the acing

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    o each model beore the start o play by clearly marking acing onthe models base, using a dot, or example.

    Line of Sight: For a model to be able to carry out certain actionsLine o Sight (abbreviated LoS) is required. A model can draw

    LoS rom 90 degrees rom either side o the acing point (seeFacing). This is a ancy way o saying that you can draw LoS romthe front-facing 180 degrees of your models base.

    LoS is determined by drawing an imaginary line rom thecentre o the active models base to the centre point o the targetedmodels base (or to any given point on the table, i you ever needto draw line o sight to an object, a terrain eature, etc). I this

    imaginary line is not obstructed by any terrain eature or any othermodel (riend or oe), LoS is considered to be established. I nosuch imaginary line can be drawn, but the target model is visible,then LoS is still established but the targeted model is consideredto be in cover (this is so that you can still draw LoS to a model thatis hal-hidden by a wall or hedge, or example).

    Zone of Control: In Bushido, every model (unless modifedby a Trait or Eect) has a Zone o Control (abbreviated ZoC)extending 1" from the edge of the front-facing 180 degrees ofthe models base (see Facing and Line oSight). That is, the ZoC does not extendwhere the model cannot draw LoS.

    Models may not reely move within theZoC o enemy models. When a modelenters an enemy models ZoC, the

    model must either (1) stop at the edgeo the models ZoC, or (2) move intoBase to Base contact with that model.I a model is already in an enemymodels ZoC when it begins its action,it must either (1) movedirectly away rom themodel, or (2) move intocontact with the modelwhose ZoC it is in.

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    Taking Actions

    All models in Bushido can take two actions in a game turn. (We willexplain exactly what constitutes a game turn later.) When a modelis activated it may attempt a Simple action or a Complex action. A

    Complex action will count as both o that models actions in thatturn. This means that in any given game turn, any model can doeither two Simple actions or one Complex action. There are alsoactions that are designated Free. Taking aFree action does not counttowards your two-action allowance. The text on the Profle Cardwill tell you whether a particular ree action requires the controllero the model, to be the Active Player.

    When a model activates and perorms a Simple action, turn theprofle card 90 degrees to mark that it has taken one o its allowedactions (this is another reason or having a big play area you canthen easily place the profle cards next to the battlefeld so that youand your opponent can easily see which models have taken actionsand which have not). When a model has taken a Simple action andits profle card is turned 90 degrees, it is considered Tired. When amodel has taken a Complex action, or when it takes a second Simpleaction, turn the card 180 degrees When the model has taken twoSimple actions or one complex action and its card is turned 180degrees, it is considered Exhausted. An exhausted model cannotactivate again until the next turn. A model that has taken no actionsyet in a turn is considered Rested.

    Being Tired or Exhausted may inicta penalty on the model (see

    Combat section). However,the tired and exhausted statesonly take eect ater the actionthat you have declared has beenresolved (this means that you canalways take an action withoutsuering the associatedpenalties o the state youjust entered by taking thataction).

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    Simple Actions:

    Aim: The model picks a model to which it can draw LoS, i thismodels next action is a ranged attack against the selected model,it benefts rom an Aim Bonus.

    Climb/Swim: The model may move hal its Move Statistic on itsprofle card in inches in any direction. Some terrain eatures mayrequire a Target Test to Swim or Climb through.

    Disengage: The model attempts to move away rom opponents itis in base to base with. Resolve as you would a Melee combat butthe model attempting this action must place all dice in Deence,i it succeeds in deending then it may move up to its normal move

    characteristic in any direction ollowing the normal rules. Ki feat: The model attempts a simple Ki eat. Melee Attack: The model may attempt to move into BtB contact

    with an enemy model using its base Move statistic, and thenmake a Melee attack, initiating a Melee Combat. Beore MeleeCombat begins, the targeted model must be turned so that it hasLoS to its attacker. I the model is already in BtB contact with anenemy model, it may make a Melee attack; this initiates a newMelee Combat exchange. In this latter case, the model may alsomove freely around the enemy model it is ghting, as long as 1) itremains in BtB contact with it, and 2) it does not pass through anyother enemy ZoCs while moving in this way.

    Ranged Attack: The model makes a ranged attack. To make aRanged Attack the model must meet the ollowing requirements:1. The model must be capable of making a ranged attack

    2. There must be a valid target, i.e. an enemy model, within themodels Line of Sight.

    3. The model is not in an enemy models Zone of Control,or in Base to Base contact with an enemy model.

    I these requirements are met, ollow the Ranged Combat sectionto resolve the attack. Beore or ater having made a Ranged attack,the model may reely move up to its base Move statistic, thoughi it does, its Ranged attack will be at a penalty (see the section onRanged Combat).

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    Reload: The model may remove a Reload Counter rom its ProfleCard.

    Run: The model may move in a straight line up to 1.5 times its Movestatistic (e.g. a model with Move 4 may take a Simple action and

    Run 6 in a straight line). I this model makes any opposed melee orranged attack roll this turn it will suffer -1 to its combat pool.

    Stand up: A Prone model may stand up (or remove its pronemarker, depending on how you have chosen to indicate that amodel has been knocked down).

    Walk: The model may move a distance in inches equal to its Movestatistic, in any direction.

    Complex Actions:

    Charge: The model must move double its Base Move statisticin a straight line, towards an enemy model in LoS. I this movebrings the model into BtB contact with the enemy model a MeleeCombat is initiated. Beore Melee Combat begins, the targetedmodel must be turned so that it has LoS to its attacker. In thefrst Melee Combat exchange only, the Charging model gains a+1 Strength bonus. If the model does not have enough Move toreach its target, it must still move its ull Charge Move towards itsintended target and then stop.

    Ki feat: The model attempts a complex Ki eat. Focus: The model gains a number o Ki tokens equal to its frst

    Ki Value. Special Actions: Special actions are either Simple or Complex,

    so they are not an entirely dierent type o action. They aredesignated special because they require a specifc trait; onlymodels that have these traits are allowed to take these specialactions. The ability to take Special actions will be indicated on theProfle Card o the model.

    Command (X/Y): The model spends a simple action, and mayactivate up to X number o models o the category Y to perorm asimple action. For example, a model with the trait Command (2/

    Ashigaru) may use a simple action to immediately activate up to 2dierent Ashigaru models.

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    Heal (X): The model may spend a simple action and recovers XWounds, or to heal X Wounds o a riendly model in BtB contact.

    Mark Target: The model may perorm a simple action anddesignate an enemy model within its LoS. Allied models targeting

    that model with a Ranged Attack in the same turn add anadditional die to their Ranged Combat Pool or that Attack.

    Order (X/Y/Z): The model spends a complex action and maythen immediately change the states o X models o the category Ythat are within Z inches o the model rom Tired to Rested statusor rom Exhausted to Tired. For example, a model with the trait(Order 2 Bakemono/6) may spend a complex action to change the

    states o up to two Bakemono within 6 inches rom Exhausted toTired or rom Tired to Rested.

    States

    A model may through game eects enter into a number o dierentstates. Some o these states are permanent, others are not. Below isan explanation o the dierent states. Exhausted: Once a model has used both its actions, it is considered

    Exhausted. I the model is attacked in Melee it can still deenditself but it does so with a -1 penalty to its Combat Pool (see thesection on Melee Combat).

    Frightened: Some models have the Fear trait. When such amodel targets an enemy model with a Melee attack (through aMelee attack action or a Charge action), the enemy model musttake a Fear test, which is a Targeted Ki test (the Target being the

    Fear value o the model with the Fear trait). I it ails this Test, itbecomes Frightened. A model wishing to engage an enemy modelwith Fear in Melee combat (through a Melee attack action or aCharge action) must also take a Fear test and becomes Frightenedi it ails. Its declared action is also wasted and it is not allowed toinitiate Melee combat with the Fear-causing model.

    While Frightened, a model must place more dice in Deencethan in Attack, and may not voluntarily move into BtB contact withenemy models. The Ki costs o all its Feats and other eects arealso are increased by one. During the End phase, a model under

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    the eects o Fear may attempt to make a new Fear Test using thesame Target value. I this Test is successul then the model is nolonger Frightened. It may, however, become Frightened again i itails another Fear test.

    Prone: Some game eects will cause a model to become prone.The model is placed on its side, or a Prone marker is placed nextto the model. Models that are prone may not perorm any otheraction than Stand Up. A prone model has no ZoC.

    Rested: The Rested state is the natural state o any model; amodel is considered Rested i it has taken no actions, nor beenorced to take any actions, in any given turn.

    Surprised: I a model is targeted by a game eect (most commonlyan attack) originating rom outside its LoS it is consideredSurprised, but only or the resolution o that action. Models thatare surprised cannot use Ki Feats and suer minuses in Combatand to their Missile Deence pool, as indicated in the RangedCombat/Melee Combat sections. A model cannot be surprised byanother model that starts its action in BtB contact with it.

    Stunned: I a model that is rested is stunned then it becomes tired.I a Tired model is Stunned then it is Exhausted. I an Exhaustedmodel is stunned then it suffers an additional -1 to all dice poolsuntil the end o the turn.

    Tired: Ater a model has perormed a single simple action it isconsidered Tired.

    Taking Tests

    Some actions may require the model to take a test in order to seewhether the intended action succeeds or ails (regardless o which,the action is still considered spent, though). I an action does notstate a test is require it is automatically successul. There are twokinds o tests in Bushido: Target Tests and Opposed Tests. Target Tests: Target Tests are indicated by the statistic used or

    the test, ollowed by the number which indicates the difculty othe test. For example, a model may be required to take a Move (5)Test or a Ki (4) Test. The player rolls the number o dice indicatedby their statistic (in the frst case, 4 dice i the model has Move 4;

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    in the second, 2 dice i the model has Ki 2). I the highest-scoringdie is equal to or exceeds the Test difculty, the Test succeeds.Otherwise they have ailed the action. The dice roll or the Testmay be modifed, i indicated by the rules or by a models Profle

    Card. Any eects that will modiy this result must be declaredbeore the dice are rolled.

    Opposed Tests: The model attempting to perorm the actionthat requires the Opposed Test rolls as many dice as indicated bythe statistic needed or the Test (same as or Target Tests). Theopposing model may in some cases use the same statistic, in othercases a dierent statistic or a set number o dice this is indicated

    elsewhere in the rules or on the Profle Card.Modiers may be applied to either models roll, and/or to the

    number o dice used. I an eect or modifer causes a player tohave no dice let to roll then that player still rolls a single dice,but the opponent gains an extra die or every die the opponentwould have had below one (or example, i a game eect causesone model to end up having to roll -2 dice, that player still rolls onedie but his/her opponent gets to roll 3 extra dice).

    Once both players have determined the number o dice will useand any modifers, they roll their respective dice simultaneously.

    Any eects that will modiy this result must be declared beorethe dice are rolled. Each player then takes the highest resultand compares it with the opposing players highest result. Thesuccessul players models action is resolved.

    I the dice results are equal, the players then compare the

    number o dice they each rolled. I one player rolled more dice,then their models action is successul. I the players are rollingthe same numbers o dice then compare the second highest resultrolled, then the third highest, and so on I the tie still cannot bebroken then the base value o the models statistics used determinesthe winner; highest base statistic wins. I the results are still thesame and the tie still cannot be broken, both players have to re-rolltheir dice.

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    Combat

    Combat is at the heart o any tabletop miniature game. In Bushido,individual models clash in desperate combat in a system thatallows players many dierent tactical options. There are two orms

    o combat, Melee combat and Ranged combat. In Melee combatmodels make Melee attacks, in Ranged combat models makeRanged attacks.

    Melee combat and Melee attacks

    In Melee combat, players try to outwit each other and gain thetactical advantage by allocating Combat Pool dice either to Attack

    or Deense the trouble is, o course, that you have to allocate yourdice without knowing how the opponent is going to allocate his orhers. Focusing on Attack leaves you vulnerable to counter-attack.Focusing on Deense deprives you o the opportunity to strike youropponent and gain a tactical advantage.

    Melee combat occurs when an action results in a Melee attackagainst an enemy model. The model that initiated the exchange isassumed to have the initiative and is termed the Active model.

    When making Melee attacks, you use the models CombatPool (CP) statistic. The CP indicates how many dice the modelhas available to allocate to either Attack or Deense. Adding orsubtracting dice, as indicated in the table to the right, may modiythe Combat Pool o either participant in a combat.

    All these modifers are cumulative. I the modifers bring downthe CP below 1, then the player will still roll 1 die. However, the

    opponent gets a number of extra dice to his/her CP equal to thenumber the other players CP goes below one. For example, i oneplayers CP drops down to -2 due to modifers, then that player stillrolls 1 die, but his opponent gets 3 extra dice to roll for his/her CP.

    Once the players have calculated the number o dice in theircombat pool they must both secretly decide how to allocate thedice between Attack and Deense. This is why you need dierent-coloured dice; one colour represents Attack and one colourrepresents Deense. For example, a model with a CP o 3 may roll

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    either 3 Attack dice; 2 Attack dice and 1 Defense die; 1 Attack dieand 2 Deense dice; or 3 Deence dice.

    When both players have selected how many Attack dice and howmany Deense dice they will roll, both then simultaneously roll alltheir dice. The active player compares his highest Attack die withthe highest Deense die o the opponent. I the Attack die is higherthan the Deense die, the models Melee Attack is successul and

    you go on to calculate the success level and roll or Wounds.

    Success Level and WoundsThe Success Level (SL) is the dierence between the active playershighest Attack die and the highest Deense die o the opponent.For example, i your highest Attack die is a, and your opponentshighest Deense die is a , then the Success Level o your Attackis 3 (52=2).

    The Success Level indicates in which column o the WoundChart the result o the Wound roll should be read. I the Success

    Condition CP

    Exhausted -1

    Surprised -1

    Outnumbered -1

    (-1 per additionalopponent.)

    Prone -1

    Frightened -1

    ExPlanation

    The model being attacked is

    Exhausted when the attack begins.

    The attack on the model originates

    from outside that models LoS.

    There is more than one (otherwise

    unengaged) enemy model in BtB

    with the model.

    The model is attacked after it has

    been knocked to the ground by a

    game effect.

    The model suffers the effects of

    Fear.

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    Level o the attack rises above 6 (through modifers or game eects),then add +1 to the damage roll for each step it has risen above 6.

    When you have determined the Success Level o an attack, makea Damage roll. The Damage roll is made with a single d6, and is

    modifed by any Strength bonus, Trigger aects (see Weapon Grid),Traits or Ki Feats as relevant and indicated by the rules or on aProfle Card. Any modifcations or combination o modifcationsand game effects cannot reduce the result below the 1 row .Thefnal result is cross-reerenced with the Success Level column inorder to determine the amount o Wounds caused by the Attack.

    Many models have special Attack Triggers that may occur i a

    Melee/Ranged is successful. If the SL of the strike equals or exceedsthe Value o the Attack Trigger, apply eects o triggers beore rollingon the Wound Chart. Some models have Negative Triggers (markedin red, rather than black, text on the Profle Card). These work in thesame way as normal Triggers but are rather activated i and when theopponents SL equals or exceeds the Trigger Value. Some modelshave Deense Triggers (in white), which are activated i a modelsuccessully deends against an attack, achieving the required SL totrigger it. I the SL o the strike is equal to or greater than 6, and the

    Wound Roll is an unmodifed 6, then a Critical Strike has occurred

    thE Wound Chart

    Wound roll Success Level(1D6 + modifers) (SL)

    0 1 2 3 4 5 6

    1 0 1 1 1 1 2 32 0 1 1 1 2 3 43 0 1 1 2 3 4 54 1 1 2 3 4 5 65 1 2 3 4 5 6 76 2 3 4 5 6 7 87 3 4 5 6 7 8 98 4 5 6 7 8 9 109 5 6 7 8 9 10 1110 6 7 8 9 10 11 12

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    and the wounded model is immediately removed rom the table andcannot be returned by any game eect.

    I the attack was unsuccessul, or i the successul strike did notreduce the opponents Wounds to zero, then i the targeted model is

    able, the opponent compares his/her highest Attack die to the activeplayers highest Deense die to determine whether the opponents

    Attack was successul. The SL, Wound roll and Wound result arethen determined as above. It is possible that both the active playerand the opponent suer Wounds in a Melee exchange.

    Ater both models have resolved their attacks the Melee combatis considered over and both players tire their respective models

    Profle card a model must participate in a Melee Combat, i.e. itmust use one o its Simple actions.

    Melee Combat: ExampleCarlos moves Yoshio, armed with a Yari into BtB contact withGordons Kairai Puppet using a Melee Attack action (simple).

    Carlos is the active player and so Yoshio has the Initiative. Yoshiohas a CP statistic o 3 and the Kairai Puppet has a CP statistic o 2.Both players consult the Close Combat Modifers Table and see thatneither models Combat Pool is altered.

    As Yoshio has the Initiative. Carlos decides to try and fnish theKairai Puppet quickly and elects to use all his 3 dice as Attack dice(he makes this choice in secret by holding 3 white dice in his hand)

    Gordon is a little more cautious and decides on 1 Attack dice and1 Defense dice. He makes the choice in secret by holding 1 white

    and 1 black die in his hand.Both players then roll their dice with the ollowing results:

    Carlos Gordon

    As the Yoshio has the Initiative Carlos compares the highest Attackdie with Gordons highest Deense dice . As Carloss result ishigher, he has scored a hit. Next he rolls on the Wound Chart.

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    As Yoshios attack succeeded with a difference of 1 (54=1),Carlos will read his Wound roll result in the 1 column. He rolls adie and adds his Strength bonus, which is 0 (i Yoshio had chargedthe Kairai Puppet, using a Complex action, rather than using a

    Melee attack, a simple action, Yoshio would have had a Strengthbonus of +1). Carlos rolls and consults the Wound Chart: Yoshiohas inicted 2 Wounds on Gordons Kairai Puppet. As the KairaiPuppet has the Toughness (1) Trait, this is reduced to 1 Wound.

    Gordon marks the damage on the Kairai Puppets damage charton its Profle Card, and as the damage was not enough to kill theKairai Puppet, and Gordons Kairai Puppet rolled at least one Attack

    dice, the attack o the Kairai Puppet on Yoshio is now resolved.Gordons highest (and only) Attack die came up a , and as

    Carlos allocated no Deense dice, he is assumed to have rolled a[0]. The Kairai Puppet succeeds with a difference of 3 (30=3) andGordon will thus read his Wound roll result in the 3 column. Herolls a die, adding no Strength bonus as he has none, and rolls a !Consulting the table, Gordon sees that the Kairai Puppet inicts 5

    Wounds on Yoshio.Luckily Yoshio has the Armour (1) trait on his Prole Card,

    which means that the damage is reduced to 4 Wounds. Yoshio iswounded but not dead.

    The Melee Combat exchange isnow over. Both players now turntheir respective Profle Cards 90degrees to indicate that both

    models are Tired (Yoshio romtaking a Melee attack action, thePuppet rom deending itselin a Melee Combat). Bothparticipating models are stillstanding (or now) and cantake a urther Simple actionin this turn. It is now Gordonsturn to activate a model andplay continues.

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    Ranged combat and ranged attacks:

    Only models with an RCP statistic may make Ranged attacks,unless allowed to do so by the text on their profle card or by someother game eect. I a model is eligible to make a Ranged attack, it

    may do so i and only i there is a valid target, i.e. an enemy model,within the models LoS, and the model making the Attack is not inan enemy models Zone o Control, or in Base to Base contact withan enemy model.

    The player o the targeted model may nominate a dierentmodel as the target if the following criteria are met: (1) the LoS ofthe model making the Ranged attack crosses an enemies models

    base or its ZoC, (2) this enemy model also has LoS to the modelmaking the ranged attack. Any models that meet these criteriamay then be nominated as the target instead o the original targetselected by the active player.

    The active player then measures the range and both playerscalculate the number o dice they will use or Attack and Deencerolls respectively (RCP dice are always Attack dice, there is noneed to select an Attack/Defence dice combination when makinga Ranged attack). The active player simply uses the RCP dice, andthe passive player uses a set number o dice or Deence based onthe range, as indicated in the table below:

    rangE Short MEdiuM long

    Deence dice 1 2 3

    Both players then modiy their dice according to the Range CombatModifer Table below:

    attaCkEr ModifiEr

    Aimed +1

    Will move -1

    Deender in cover -1

    dEfEndEr ModifiEr

    Large -1

    Small +1

    Tiny +2

    Surprised -1

    Prone -1

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    The Ranged Combat test that ollows is thus a normal opposed test.Rolling or Wounds ollows the same rules and uses the same tableas or Melee Combat,

    Some weapons have the Ammo trait. I this is the case, remove

    an Ammo marker rom their profle card when the attack is declared(the Ammo marker is thus lost regardless o whether the attack hitsor not).

    Ranged Combat: ExampleCarlos Minuro Arquebusier is ready or action. He has one oGordons Kairai Puppets within his LoS. None o Gordons other

    models are in BtB with the Ashigaru. Minuro thus is eligible tomake a Ranged Attack.

    Gordon frst checks i there is another o his models who couldbe nominated as the target instead o the Kairai Puppet. He fndsthat Carlos LoS does not cross any other o his models, and theKairai Puppet is not in BtB contact with any other o his models.Too bad, the Kairai Puppet is going to get it.

    Minuro has a RCP statistic o 3. Carlos measures the range. TheKairai Puppet is 10 away which puts it further away than the 6Short range of the Arquebus, but it is well within the 12 Mediumrange. As Minuro fres at Medium range, the Kairai Puppet gets 2Deense dice.

    Minuros previous Action was an Aim action (indicated byhaving placed an Aim marker on his Profle Card) and Minuro thusbenets from a +1 modier to his RCP, bringing the total number of

    Attack dice rolled (remember, all RCP dice are always Attack dice)to 4. The Kairai Puppet is not o unusual size and neither in cover,surprised nor prone, so no urther modifers apply.

    Both players roll the dice.Carlos Gordon

    Minuros Ranged Attack succeeds with a difference of 4 (7 3 = 4).Carlos fnal Attack roll result is 7 and not 6, Because Carlos rolled

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    more than one on his Attack roll, he gets to add 1 to the nalAttack roll result or each additional he rolls beyond the frst.Carlos will thus read his Wound Chart result in the 4 column. Herolls a die and adds the +2 Strength bonus o the Arquebus weapon.

    His Wound roll comes up, to which he adds 2 or a fnal result o4, which means he inicts 4 Wounds on the Kairai Puppet. Again,as the Kairai Puppet has Toughness (1), this is reduced to 3 Wounds.Not quite enough to take the kill the Kairai Puppet.

    Ki Feats and Ki Generation

    Most models in Bushido are able to manipulate the natural energy

    around them. This energy is called Ki. All models manipulate thisenergy in their own unique way.

    Each Ki Phase (see the Game Turns and Phases section) allmodels will generate a number o Ki markers equal to the frst Kistatistic printed on their Profle Card. These Ki markers are placedon the models Profle Card. A model may not have more Ki markerson its card than the second Ki value. I a model somehow generatesKi above the second Ki value these addition markers are oreitedand cannot be regained. When models are required to make Ki rollsor whatever reason then it is the frst Ki statistic that determinesthe number o dice to be used. When a model preorms any actionthat requires Ki to be spent, the required numbers o markers areremoved rom the models Profle Card. For purposes o gameeects any actions that require the expenditure o Ki markers areconsidered Ki Feats.

    The cost or each Ki Feat is indicated in the description o thatFeat. I a model has insufcient Ki markers on its Profle Card thenit is unable to perorm that eat. Unless a Ki eat is preceded withthis symbol it will cost an additional Ki token i used while inBtB contact with an enemy model.

    Feats can be used at dierent times and situations, these areclassifed the same as other actions and are as ollows; Free: Free eats do not cause the model to tire or exhaust and

    can be used at any time even outside o the models normalactivation.

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    Free Active: Free Active eats do not cause the model to becomeTired or Exhausted, but can only be used when this modelscontroller is the active player.

    Simple: A Simple eat requires a Simple action. The model

    perorming a Simple Ki Feat may also move up to its Move statisticin inches beore or ater resolving the eat i that model spends anadditional Ki marker.

    Complex: A Complex eat requires a Complex action and thuscauses the model doing it to become exhausted.

    Ki Feats are urther classifed by whom they aect:

    Personal: This Feat aects the user only. Target: This Feat aects a specifc target nominated by the player

    controlling the model perorming the Feat. Aura: This Feat aects an area that may be either set or variable.

    The area is expressed as a 360 degree radius measured rom thecentre o the models base. Unless stated Auras ignore LoS rulesand obstacles; any model (enemy and/or allied, depending onwhat it says in the Feat description) within the Aura are aected.

    Special: The eect o the Feat is unique in some way and isurther described on the models Profle Card.

    Starting the Game

    Beore the game begins players need to agree on how much Ricethey will have to spend on building their orces. The cost o allmodels in the orce cannot exceed this limit. All models in a orce

    must have the same action symbol on their cards or have a gameeect that allows them to be used together.

    Beore the game, a Scenario needs to be agreed upon. TheScenario will decide what objectives the players will need to achievein order to win the game. New Scenarios will be regularly availableon the GCT Studios Website, see http://www.bushido-thegame.com.The Scenario also outlines what, i any, special eatures should bepresent on the gaming table, and also how to deploy the orces on tothe table. Once Rice cost maximum, orce building and Scenarioselection have been completed, the game starts.

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    Game Turns and Phases

    A game o Bushido proceeds in turns. A turn is completed when allmodels o both players are exhausted. During a turn, players taketurns to activate models: player 1 activates a model of his/her choice

    and perorms an Action with it (Simple or Complex), and when thataction is completed and resolved, player 2 activates a model of his/her choice and perorms an Action with it. Thus play proceeds untilall models on both sides have taken all the actions they can take.

    Each game turn is divided into our phases the description inthe preceding paragraph applies specifcally to the third phase. Theour phases are the Ki phase, the Tactical phase, the Action phase

    and the End phase:

    1. Ki phase

    All models are restored from Exhaustion to Rested by turningtheir Profle Cards to their original position.

    All models receive new Ki markers. All models receive a numbero Ki tokens equal to the frst number o their Ki statistic.

    2. Tactical phase

    The players make an Opposed Test to determine who has theTactical advantage in the turn. The Opposed Test is taken witha single die or each player. Certain Traits may allow a player toroll more dice or reroll dice or this Opposed Test. The winnerof the Tactical advantage roll may decide whether s/he or his/heropponent will activate a model frst.

    3. Action phase

    Calculate the number o Pass tokens. Each player counts thenumber o models in their orce still on the battlefeld. Theplayer with the ewest models receives a number o Pass tokensequal to the numbers dierence between the two orces (e.g.Carlos has 4 models let in his orce, Gordon has 3. Gordonwill receive 1 Pass token). When a player with one or more Passtokens is the Active player, s/he may decide to spend a Pass token

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    instead of taking an action with one of his/her models, the otherplayer then becomes the Active Player

    The player who was given the frst activation in the Tacticalphase activates one model and perorms an action with it. This

    player is considered to be the Active player. The action is thenresolved.

    The other player then activates one model and perorms anaction with it. This player is now considered to be the Activeplayer. The action is then resolved.

    Repeat these two last steps until all models have completed all otheir actions.

    If one player completes all actions of all his/her models, theopponent is then free to complete all his/her models remainingactions.

    4. End phase

    All Wounding eects are resolved.All other eects are resolved.All upkeep costs are paid (some Ki Feats require players to pay a

    number o Ki markers each turn to keep powering the Feat; thisis reerred to as an upkeep cost).

    Check i the game time limit (normally 6 turns) or i victoryconditions are met. I so, calculate victory points. I not, proceedto the next turn (which begins with a Ki phase, ollowed by aTactical phase, and so on).

    TraitsModels in Bushido commonly have one or more Traits. TheseTraits are listed on the models Profle Card. In some cases Traitsare considered to belong to the Weapon the model is carrying ratherthan to the model itsel, these are so-called Weapon Traits and theyare listed on the Weapons Grid on the Profle Card.

    Traits can be either positive (i.e. they create an eect or add amodifer that is benefcial to the model) or negative (i.e. they createan eect or add a modifer that is detrimental to the model). PositiveTraits are noted in Black and negative Traits in Red.

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    You will see in the ollowing pages that some Traits have an X,Y and possibly a Z value associated with their description. X, Y andZ substitute or the actual numerical values listed on the modelsProfle Card.

    Example 1: The Ashigaru armed with a Yari has the Armour (1)Trait, so when this model suffers Wound damage, 1 is reduced fromthe amount to be marked on its card. The Samurai also has the

    Armour Trait but his Trait is Armour (2) meaning the damage isreduced by 2.

    Example 2: The Child Monk has the Trait Believer (Monks/4/1).This means that any model who is a Monk within 4 o the Child

    monk may reduce the cost of their Ki Feats by 1. What ollows is a list o the traits available to models in

    Bushido.Aggressive Stance (X): This model may orce an opponent to putX dice in Deence.Armour (X): The model reduces any Wounds suered by X.Ashigaru: This model is considered as an Ashigaru or thepurposes o game eects.Assault Fire: This model may make a Ranged attack at thebeginning o their move beore a Melee or Charge action. Themodel loses a die rom its RCP (because it is moving) and CP orthis and any ollowing actions in the same activation. The targetof the Ranged attack must be the same as the target of the Melee/Charge action.Assassin: I this model successully hits an opponent who is

    surprised, it may roll two dice and choose the highest when rollingon the Wound Chart.Attack into Defence:Ater all CP dice have been rolled in anexchange, this model may elect to make its highest Attack die aDeense die instead. The model must be the Active model in orderto use this ability.Attack Multiple Opponents: This model may split their CP andinitiate a Melee combat with any number o opponents in BtBcontact, splitting the CP between opponents however the playerdecides.

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    Automatic Disengage: This model may reely disengage withoutmaking a test.Aware: This models ZoC is 360 degrees rather than the normal180. This also applies when determining LoS.

    Bakemono: This model is considered a Bakemono or thepurposes o game eects.Believer (X/Y/Z): If any model of the category X is within Y" ofthis model, then the other model may reduce the cost o its KiFeats by Z. The cost of a Ki Feat cannot be reduced below 1.Berserk: This model gains the ollowing Traits: Fearless,Impetuous, Insignicant, Last Stand and STR +1 (cumulative with

    other bonuses). Any Melee Combat in which a Berserk model isinvolved the controlling player must place all dice in Attack.Bodyguard (X/Y): This model may switch positions with anothermodel of the category X, if within Y", and if this model is not inBtB with an enemy model, has actions remaining, and X is thetarget o an opponents action (i.e. this Trait takes eect while themodel possessing it is non-active).Bravery: This model may re-roll a ailed Fear test. The second rollmust be used.Brutal Blow: This model may add +1 to its highest attack dice if itis the active modelBrutal: In Melee, i this models highest Attack dice is equal tothe Deenders highest Deence die, then the Melee attack issuccessul.Camouage (X/Y): This model cannot be targeted by opponents

    models when in Terrain type X, unless the model starts itsactivation within Y" of the model targeting it.Cannot be knocked down: The model can never be knockedprone by any game eect.Channel (X/Y): This model may give Ki markers rom its ProfleCard to X models within Y". This trait may only be used the modelis active. This model may distribute its Ki markers entirely reely; itis not required to keep any Ki markers on its own Profle Card.Combined activation (X): The active player may simultaneouslydeclare Actions or models with combined activationX when they

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    are the Active player. The controlling player chooses in whichorder the actions are resolved. No more than our models may beactivated.Co-ordinated Attack (X): The model gains an additional combat

    pool dice i fghting in the same Melee combat as another alliedmodel this TraitCo-ordinated Ranged Attack (X):When this model makes aRanged attack against a model that has already been the target oa Ranged attack this turn rom an allied model o the type X, thismodel adds a die to its RCP.Counter Attack: I this model places all its CP dice in Deence

    and then successully deends, it may convert its second highestDeence die to an Attack die.Cowardly (X):A model with this ability must make a Ki TargetTest with a target o X when declaring a Melee or Charge action.I the test ails, the model is not allowed to make a Melee attack orCharge, but the action is considered wasted. I the test is successulthe model may act normally. When this model is the target o anyMelee attack it needs to pass a Ki Target Test with a target o X. Ithis test ails then this model acquires the Retreat trait until theend o the turn.Deect Missile (X): The models gains an additional X dice or itsmissile deence pool.Defence into Attack: This model may convert its highest Deencedie into an Attack die with the same result ater all dice have beenrolled.

    Devastating Charge: The model gains an additional die to itsCP or the duration o its activation i it takes a successul Chargeaction.Disengage (X): This model may add X dice to its Deence dicewhen declaring a Disengage action.Disturb Flow (X/Y/Z): If a model of category X is within Z" of thismodel then all Ki Feat costs of that model is increased by 1.Elusive: This model may ignore ZoCs o all enemy models.Fear (X):When this model targets another model with an actionthat would bring it into BtB contact with that other model, the

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    targeted model must make a Fear test against the Target numbero X. The model uses its Ki stat or this test. I the targeted modelis successul, it suers no negative eects, i it ails then it isrightened. I a model targets a model with Fear then it must pass

    a Target test against a target o X in order to be able to carry outthe action. I it ails then the action does not take place but is stillconsidered spent. A model with the Fear trait never itsel has tomake Fear tests against models with a Fear value lower than X.The effects of Fear are detailed on page 15.Fearful: This model must re-roll successul Fear tests.Fearless: This model is unaected by Fear.

    Feeble Mind: This model has to roll one die less when takingopposed Ki tests.Hatred (X): This model must attempt to target models o type X ithey are within LoS, with a charge or Melee action.Horde (X): This model may become a member o a Hordetogether with other models with the trait Horde (X).Impenetrable Defence: Any model in Melee combat with thismodel must always ignore the highest o its Attack dice.Impetuous: This model must always activate frst in the turn andmove towards the nearest visible enemy. All Impetuous models musthave perormed at least a Simple action beore any non-Impetuousmodels in the same orce are allowed to take any actions.Improved Disengage: I this model was the Active model, it maychoose to Disengage ater the resolution o a Melee combat inwhich it successully deends (i.e. it does not have to declare that it

    is disengaging until ater the Combat Pool Rolls have been made).Insignicant: This model does not have a ZoC and cannot contestor manipulate Scenario Objectives. It may however carry objects,but even i it does it does not count as controlling the carriedobject.Intangible: This model ignores ZoCs, other models and terrainwhen moving, but it may not end its move occupying the samespace as a terrain eature or other model.Jump Up: The model may stand up (rom Prone position) as a reeaction when activated.

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    Large: Large models suffer a -1 to their missile defence poolLast Stand: I this model is reduced to 0 Wounds, it may stillcontinue to take actions until the end o the turn. At the end o theturn, the model is removed rom the game as normal.

    Leap: This model may ignore terrain obstacles o a height up toequal its Move statistic. The model can move over such obstacleswith no penalty.Leadership: Allied models within X may use this models Ki valueor ear testsLeech (X): When active this model may remove Ki makers romallied models within X and place them in his Ki pool.

    Mindless: This model may only be activated by the use o theCommand Trait o another allied model.Monk: This model is considered a monk or the purposes o gameeects.Not Outnumbered (X): This model cannot be outnumberedby less than or equal to X models (i.e. a model with Not Out-numbered (3) only counts as Outnumbered i it is in BtB with

    4 enemy models, and only one o these models inicts an Out-numbered penalty.Oni: This model is considered an Oni or the purposes o gameeects. Whenever making an Opposed or Target Ki test all Oni areassumed to have a Ki o 2.Parry: I this model is in Melee combat and the opponents highest

    Attack die is equal to this models highest Deence die, the attack ails.I the Attacking model has the Brutal trait, both Traits are ignored.

    Precision Shot: Any target o Ranged Combat attacks by thismodel loses a die rom their Missile Deence Pool.Recruit (X): This model may only be in a orce i model X is also.Regenerate (X): This Model recovers X hit points in the Endphase o every turn. Regenerate cannot return a model that hasbeen removed rom the game.Retreat: This model must always attempt a Disengage action i itstarts its activation in contact with an opponent.Rise Again: I this model is reduced to 0 wounds, place it pronewere it is, Exhaust it and remove all its Wound markers.

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    Self Sacrice (X/Y): This model may receive Wounds that wouldhave been inicted on X if within Y". This model is then removedrom the battlefeld, even i it has Wounds remaining.Shield (X): The model adds X dice to its Missile Deence Pool.

    Sixth Sense: This model never considered surprised. This traitignores the eects o the Camouage Trait.Slow: This model never has the initiative, unless its opponent inMelee combat also has Slow, is prone, or is surprised. Slow modelsmay not take Run actions.Small: Small models gain +1 to their missile defence poolSoulless: This model automatically succeeds all opposed Ki rolls.

    It cannot aect or contest Ki zones and Scenario Objectives.Steadfast: This model may reely choose how to place CP dicewhen rightened.Strong Mind: This model gains an additional die when takingOpposed Ki tests.Stubborn: This model may never attempt a Disengage action romcombat.Stupid(X): When this model is the active model it must pass atarget test with the value o X beore it may perorm any actions, ithis test ails the model oreits its action.Tactician (X): The presence o a model with Tactician (X) in yourorce allows you to roll X extra dice or all Tactical rolls, as long asthat model is on the board. I you control more than one modelwith Tactician (X), you may only beneft rom the Trait o themodel with the highest X score currently on the board.

    Taunt (X): This model may orce an opponent in Melee with thismodel to put X dice in Attack.Toughness (X): This model reduces any Wounds taken by X.Unblock able Strike: When active this models opponents mustignore their highest Deence dice.Uncoordinated Attack (X): Allied models in the same Meleecombat as this model loses X dice rom their CP.Unsteady (X): This model suers a penalty o X to its Movestatistic when crossing difcult terrain.

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    Untrained: During Melee combat, the highest result o thismodels Attack/Defense dice (as appropriate) is reduced by 1 forevery 1 rolled.Walk on Water: This model ignores linear terrain when moving.

    Weak (X): I this model is hit by an attack or eect that causesWounds, it takes an extra X Wounds.

    Weapon Traits

    Ammo (X): When this model perorms a Ranged attack,mark an Ammo box. I a model has no unmarked Ammo boxes letit can no longer perorm Ranged attack actions, with that weapon.

    Armour Piercing:Wounds from Melee/Missile attackscaused by a weapon with this Trait are not aected by the Armourtrait.

    Charge Reception (X): Models with this weapon trait triggeran eect when charged. This is detailed on the models proflecard.

    Charging Strength (X): This model adds X to its Strengthbonus or its frst attack immediately ollowing a Charge actiontaken by this model.

    Cumbersome: The model carrying a weapon with this Traitloses a die rom its CP i it does not have the initiative in themelee. It may not walk in the same activation in which it makes aRanged attack with this weapon

    First Strike: The model carrying a weapon with this traitalways has the initiative in the frst Melee combat with a new

    opponent, i unengaged. I two models have this ability then bothcancel each other out.

    Poison (X/Y): I a successul attack with this weapon causesWounds, then another X Wounds are inicted, ignoring Armour,during the End phase or Y turns.

    Reach (X): This models ZoC is extended an additional X.Reload (X): Ater a model carrying this weapon uses it to

    make a Ranged attack, place X Reload counters on this modelsProfle Card. The model cannot make another Missile Attackaction as long as it has Reload counters on its card.

  • 8/6/2019 Bushido Quick Start Rules

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  • 8/6/2019 Bushido Quick Start Rules

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  • 8/6/2019 Bushido Quick Start Rules

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    Melee Modifiers

    Condition CP

    Exhausted -1

    Surprised -1

    Outnumbered -1

    (-1 per additional opponent.)

    Prone -1

    Frightened -1

    rAnGed Modifiers

    AttACker Modifier

    Aimed +1

    Will move -1

    Defender in cover -1

    defender Modifier

    Large -1

    Small +1

    Tiny +2

    Surprised -1

    Prone -1

    GAMe Turns

    ki PhAse

    All models are restored fromExhaustion to Rested.

    All models receive new Ki

    markers.

    tACtiCAl PhAse

    Determine Tactical advantage.

    ACtion PhAse

    Calculate the numbero Pass tokens.

    Model activation. If one player completes all

    actions o all his/her models,the opponent is then ree tocomplete all his/her modelsremaining actions.

    end PhAse

    All Wounding effectsare resolved.

    All other effects are resolved.

    All upkeep costs are paid. Check if the game time limit or if

    victory conditions are met.