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KI PHASE all models are restored from Exhaustion to Rested. All models receive new Ki markers. ACTION PHASE Calculate the number of Pass tokens. Model activation. If one player completes all actions, the opponent is then free to complete all his / her models' remaining actions. All upkeep costs are paid. Check if the game time limit or if victory conditions are met.
KI PHASE all models are restored from Exhaustion to Rested. All models receive new Ki markers. ACTION PHASE Calculate the number of Pass tokens. Model activation. If one player completes all actions, the opponent is then free to complete all his / her models' remaining actions. All upkeep costs are paid. Check if the game time limit or if victory conditions are met.
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KI PHASE all models are restored from Exhaustion to Rested. All models receive new Ki markers. ACTION PHASE Calculate the number of Pass tokens. Model activation. If one player completes all actions, the opponent is then free to complete all his / her models' remaining actions. All upkeep costs are paid. Check if the game time limit or if victory conditions are met.
Copyright:
Attribution Non-Commercial (BY-NC)
Verfügbare Formate
Als PDF, TXT herunterladen oder online auf Scribd lesen
(1D6 + modiers) (SL) 0 1 2 3 4 5 6 1 0 1 1 1 1 2 3 2 0 1 1 1 2 3 4 3 0 1 1 2 3 4 5 4 1 1 2 3 4 5 6 5 1 2 3 4 5 6 7 6 2 3 4 5 6 7 8 7 3 4 5 6 7 8 9 8 4 5 6 7 8 9 10 9 5 6 7 8 9 10 11 10 6 7 8 9 10 11 12 MELEE MODIFIERS CONDITION CP Exhausted -1 Frightened -1 Outnumbered -1 (-1 per additional opponent.) Prone -1 Ran -1 Surprised -1 RANGED MODIFIERS ATTACKER MODIFIER Aimed this turn +1 Ran this turn -1 Has or will move -1 Defender in cover -1 DEFENDER MODIFIER Prone -1 Ran -1 Surprised -1 Large -1 Small +1 GAME TURNS KI PHASE All models are restored from Exhaustion to Rested. All models receive new Ki markers. TACTICAL PHASE Determine Tactical advantage. ACTION PHASE Calculate the number of Pass tokens. Model activation. If one player completes all actions of all his/her models, the opponent is then free to complete all his/her models remaining actions. END PHASE All Wounding effects are resolved. All other effects are resolved. All upkeep costs are paid. Check if the game time limit or if victory conditions are met. 4 *-v 1' -\-' ? - \ 1 '- " A game by GCT studios ltd Game design Gordon Cunningham Toby Nathan Concept art Frostudios www.frostudios.com Studio painter Luke Wilson www.facebook.com/pages/ atacams-Minature-Miracles Graphic design Rule book: Joakim Bjelks Website : Rogue Marechal Background Alasdair Cunningham Henrik rnebring Sales sales@bushido-thegame.com Original Sculpting David Ayarl Alan Carasco Israel Gonzalez Adam Grabowski Vladd Junger Oliver Nkweti Lette Zak Valentin James van Schaik Playtesters Aaron The cowboy Boyhaan Des Brendan Alasdair Cunningham Rogue Marechal Odin Mentlak Ben Nathan Henrik rnebring Carlos Pinnelo Lucky Kye The Rev Black website: http://www.bushido-thegame.com To secure ourselves against defeat lies in our own hands, but the opportunity of defeating the enemy is provided by the enemy himself. Sun Tzu The Art of War Welcome to Bushido! Bushido is a game of savage battles, of cunning stratagems and last- ditch defences, and where debts of honour are paid in blood. In Bushido, the fate of the world hangs not on armies but on individual heroes, men and women of extraordinary capacity, attuned to the all- permeating life force known as Ki. This force is the very fabric of the universe, and those with the appropriate training or natural talent can tap into this energy source and gain seemingly superhuman powers. In the world of Bushido, the delicate tapestry of Ki and thus the universe itself is threatened by the forces of imbalance, and it is up to you to protect it or help rip it apart. In a game of Bushido, nothing less than the universe itself is at stake. Are you ready for the challenge of the Way of the Warrior? Bushido Basics
Bushido is an oriental fantasy tabletop miniature battle game for two players. Each player commands a force of no more than a handful of individuals, represented by 32mm metal miniatures. These forces meet on the battleeld and the commanders (the players, that is) try to outwit, outght and outlive the opposing force and full their battle objectives while denying the enemy theirs. If you have played tabletop miniature games before, Bushido falls into the skirmish game category: all miniatures represent individuals and your force consists of a small group of unique characters rather than a big faceless army. Do you think we lost them? said Kenko, looking over his shoulder. He could see nothing but forest. He wiped sweat from the corner of his eyes with his sleeve. Yumi stopped, too. Probably not she said. But we might have bought ourselves some time. The two young monks stood still, alert. They looked and listened, not only for what was there but for what was not there, as their master had taught 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? said Kenko. He was right here Yumi repeated, still not quite believing that Master Ekusa was gone. They looked at each other and then up at the green forest canopy. As one, they leapt, touched a branch, leapt again, kicked a trunk, grabbed a bamboo stalk, dancing higher and higher up toward the treetops. Ki enveloped their bodies. They felt the life force ow between them and the trees. Yumi reached the top a fraction of a heartbeat before 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 in the blink of an eye without them even noticing, they had no idea. They made their way to the clearing. Ah, you are nally here said Master Ekusa, smiling. This is the place. I have found it. He sounded happy. He was beaming, as if he had found a great treasure or a long-lost son. Is this where we have been going? Is this where we are going to build the new temple? said Kenko. He wanted to scream at the master. They are still after us! We cant just stay here and build a temple, no matter how enlightened you are! Oh, no said the master, still smiling. The site of the new temple is very far from here. Yumi was the rst to notice that the forest had fallen silent. Master she whispered. You said this is the place. The place of what? Our last stand said Master Ekusa. He never stopped smiling. The edge of the clearing exploded when a huge Oni stormed out of the forest swinging what appeared to be an ancient Ro-Kan Temple Bell. Kenko looked at the Oni and a great anger lled his body. Take stance, he thought. I am ready. 4 5 would otherwise have nothing in common. In the Cult of Yurei, you may think yourself the master of your own Fate but you are always advancing the unfathomable goals of dark unseen masters. Even a puppet master has someone pulling his strings The Temple of Ro-Kan: The serene martial artists of the Temple of Ro-Kan have long viewed themselves as above all mortal and mundane conicts. Now, following the Savage Wave and the rise of the Cult of Yurei, the monks of Ro-Kan are being dragged into the clandestine war of universal balance a war in which they may reluctantly turn out to be key players. The monks follow an age-old path and know the secrets of Ki better than any others, but they are few and divided will they be able to unite and join forces before it is too late? The Savage Wave: They take the form of evil creatures of myth and folklore. From where they come or why, no-one knows, but one thing is for certain: the wave crushes everything in its path. The Oni and Bakemono demon-creatures that make up the bulk of the Savage Wave appear bent on the destruction of humankind and all that is holy, but they are not mindless, as many opponents have found out at great pain, the Savage Wave is cunning and organized, and it operates according to its own weird and unknowable logic. Some mad hermits and outcast scholars whisper that this is not the rst Savage Wave, and that the demon-creatures have been in our world before. A game of Bushido is fast-moving, exible and lled with strategizing, counter-strategizing and counter-counter-strategizing. Your tactical acumen is important, but as dice add an element of randomness, so too is your ability to think on your feet. A typical game of Bushido takes between one and two hours to play more if you are new to the game, less if you are a seasoned veteran. Factions
In the world of Bushido, there are (at present) four factions ghting for supremacy. Some of these forces are committed to keeping the delicate balance of the Ki forces permeating the universe, whereas other forces wish to upset and even destroy the Ki balance of the universe in order to achieve their own nefarious purposes. In any given battle, a Bushido player takes on the part of one of these four factions. The Prefecture of Ryu: The Dragon Clan won the rights to colonize the Westward Isles in a series of duels with their rivals, the Shiho Clan. However, the promise of sole settlement rights died with the Emperor. His vessel expired and his heir was too young and inexperienced to be concerned with petty disputes at the fringes of his lands. The newly formed Prefecture of Ryu found themselves yet again in conict with their old enemies, the Shiho Clan. Now, the Prefectures grasp of power is weakened due to the recent Tsunami. Their forces are in disarray and they are ghting on all fronts in the aftermath of the disaster. But still the men and women of the Dragon are ready to take their place at Destinys table, uniting the human world by defending it against all threats. The Cult of Yurei: In the shadows and dark corners of the world, the worshippers of Yurei are gathering force. The many members of this Cult may not even be aware that they are serving the same dark masters, but serve them they do the Yurei Bargain, which in its various forms allows control over life and death, has proven a temptation to many different people who 6 7 All models in Bushido are represented by a prole card. The prole cards contain all the information that will be used in a game specic to that model. You also use the prole card to keep track of the wounds sustained by your model each model can only take so many wounds before it is considered out of action and removed from the game. You sometimes also need to keep track of other things on the prole card, for example if the model has a trait that is only useable once per game it is good to mark that ability when used so that you do not use it again later by mistake. Most games stores sell standard-size transparent plastic card sleeves. We recommend that you invest in some of those (they are pretty cheap) and put your cards in them when you play. That way you can use a marker pen to indicate wounds, use of abilities, etc. on the transparent sleeves and then just wipe the sleeves clean after the game, keeping your prole cards pristine. 12 13 Back 1 11 2 3 4 5 6 7 8 9 10 Front The Prole Cards Getting ready for Bushido For a game of Bushido, each player will need: A copy of these rules. A set of Bushido miniatures representing their force. These miniatures may or may not be painted but it is well known that painted miniatures ght better. A tape measure, in order to measure the movement of the miniatures. Bushido uses inches as the unit of measurement in this game. A set of six-sided dice in two different colours, about six of one colour and six of another. The examples in these rules use white dice to signify Attack dice and black dice to signify Defence dice, but the exact colour choice is up to the players. Just make sure both players agree on which colour represents which type of dice. A set of markers (10-20) to keep track of the Ki energy of each model in your force. Game stores often sell markers for this type of purpose, but you can use pennies, buttons or markers from some other 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 need a bit more space than this to accommodate dice, cards, snacks, drinks, etc. A normal-size kitchen table usually works well as a play area. Some stuff to put on the play area to represent terrain features. Most tabletop gamers build and paint their own terrain features but you can use any kind of handy object you like, as long as both players agree on what that object represents. 8 9 that it is a disadvantageous trait. Otherwise (i.e. if it appears in black) it is considered an advantageous trait. 9. Ki Feats: A brief description of the feat including its name and cost are displayed on the front of the card and a full description of the feats effects are on the reverse. 10. Weapons grid: Most models in Bushido are armed in some way. The weapons grid tells you about the armaments used by the model. There are two categories of weapons: Melee weapons and Ranged weapons. A model may have one or more triggers: special effects that may occur when the weapon is used. Some weapons also have weapon traits, which are displayed here. Triggers only take effect if you equal or exceed the trigger value, but weapon traits are always in effect. 11. 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. 12. Unique effect: Any special rules that apply to this model not covered under any of the other headings. 13. Rice: The cost in rice to recruit this model into your force. If you just use the starter sets when playing you do not have to worry about this number as the starter sets are balanced against each other. If you ever want to tweak or build your own force, you need to keep the Rice cost in mind, however. Below you will nd a list of game terms related to the symbols on the card. Do not worry if the explanations introduce new technical terms we have not explained yet, we will get to those things later. 1. Name: The name of the individual that the model represents. 2. Statistics: The Larger Bottom number is the model's base characteristic value. Some models also have a Smaller number above the Larger base value; This is the cost in Ki to increase the base value by one for the duration of a single dice roll or stat use. A player may increase a statistic multiple times, as long as there are Ki Markers available to do so. This is considered a Ki Feat and a Free Action (see Ki Feats and Ki Generation). 3. CP: Combat Pool. This is the number of dice the model uses when in Melee. This number normally ranges from 1 (for an unskilled ghter) to 6 (for a totally kick-ass warrior dude). 4. RCP: Ranged Combat Pool. This is the number of dice the model 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 life force of Ki. The rst number tells you the amount of Ki this model generates during the Ki Phase. The second number tells you the maximum it can have at any one time. Commonly you place markers on the prole card to indicate how much Ki that model has access to, and remove markers when you use Ki. 7. Wounds: The amount of wounds a model can take before it is considered out of action and removed from the table. 8. 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. If a trait appears in red letters, this indicates 10 11 that your model is in Base to Base contact even if it appears not to be. A Melee exchange can only occur if two models are in BtB. If two models are separated by a narrow (1/2" or less) terrain feature, have Line of Sight (see below) on each other, are in BtB with the terrain feature, they are also considered to be in Base to Base contact. Facing: The facing of a model is determined by the direction the model is facing. If necessary, the players should clarify the facing of each model before the start of play by clearly marking facing on the models base, using a dot, for example. Line of Sight: For a model to be able to carry out certain actions Line of Sight (abbreviated LoS) is required. A model can draw LoS from 90 degrees from either side of the facing point (see Facing). This is a fancy way of saying that you can draw LoS from the front- facing 180 degrees of your models base. LoS is determined by drawing an imaginary line from the centre of the active models base to the centre point of the targeted models base (or to any given point on the table, if you ever need to draw line of sight to an object, a terrain feature, etc). If this imaginary line is not obstructed by any terrain feature or any other model (friend or foe), LoS is considered to be established. If no such imaginary line can be drawn, but the target model is visible, then LoS is still established but the targeted model is considered to be in cover (this is so that you can still draw LoS to a model that is half-hidden by a wall or hedge, for example). Zone of Control: In Bushido, every model (unless modied by a Trait or Effect) has a Zone of Control (abbreviated ZoC) extending 1" from the edge of the front-facing 180 degrees of the models base (see Facing and Line of Sight). That is, the ZoC does not extend where the model cannot draw LoS. Models may not freely move within the ZoC of enemy models. When a model enters an enemy models ZoC, the model must either (1) stop at the edge of the models ZoC, or (2) move into Base to Base contact with that model. If a model is already in an enemy models ZoC when it begins its action, it must either (1) move directly away from the model, or (2) move into contact with the model whose ZoC it is in. Game Mechanics and Concepts
In Bushido, you move the models of your force around the play area in order to get into a position where you can full your strategic objectives and attack and kill the models of your opponents force. As in all tabletop miniature games, there are some basic concepts and mechanics for moving models and interacting with other models. We will introduce these key concepts here and explain the various actions models can take, and then go on to explain combat. These mechanics and concepts are at the heart of Bushido; nevertheless, any effects and rules written on a models Prole Card take precedence over all general game rules.
Measuring Distances: Distances 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 insufcient movement or range then the action is still considered spent. Rolling dice: When you roll dice in Bushido, a is generally a failure. Except for damage rolls and special game effects, all dice that come up when you roll are discarded and are never counted for the purposes of achieving or not achieving any type of game effect. If all the dice you roll come up you are assumed to have rolled a result of 0 for the purposes of calculating game effects. Conversely, when rolling more than one die, any additional dice that come up adds +1 to the nal result. Note that when in combat, only dice of the same colour (i.e. either Attack or Defence dice) are eligible for this modier. Base to Base: Some actions require the model to be in Base to Base contact (abbreviated BtB) with another model (friend or enemy). This simply means that the base of the model needs to touch the base of the other model (or the terrain feature) that it wishes to affect. It may be that the dynamic pose of a model prevents you from placing it in such a way that it is in Base to Base contact, in which case you can place a marker of some type next to your model to indicate that it is, in fact, in Base to Base contact with the other model. The important thing is that it is clear and transparent to your opponent 12 13 Simple Actions
Aim: The model picks a model to which it can draw LoS, if this models next action is a ranged attack against the selected model, it benets from an Aim Bonus. Climb/Swim: The model may move half its Move Statistic on its prole card in inches in any direction. Some terrain features may require a Target Test to Swim or Climb through. Disengage: The model attempts to move away from opponents it is in base to base with. Resolve as you would a Melee combat but the model attempting this action must place all dice in Defence, if it succeeds in defending then it may move up to its normal move characteristic in any direction following the normal rules. Ki feat: The model attempts a simple Ki feat. Melee Attack: The model may attempt to move into BtB contact with an enemy model using its base Move statistic, and then make a Melee attack, initiating a Melee Combat. Before Melee Combat begins, the targeted model must be turned so that it has LoS to its attacker. If the model is already in BtB contact with an enemy model, it may make a Melee attack; this initiates a new Melee Combat exchange. In this latter case, the model may also move freely around the enemy model it is ghting, as long as 1) it remains in BtB contact with it, and 2) it does not pass through any other enemy ZoCs while moving in this way. Ranged Attack: The model makes a ranged attack. To make a Ranged Attack the model must meet the following 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 the models 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. If these requirements are met, follow the Ranged Combat section to resolve the attack. Before or after having made a Ranged attack, the model may freely move up to its base Move statistic, though if it does, its Ranged attack will be at a penalty (see the section on Ranged Combat). Taking Actions
All models in Bushido can take two actions in a game turn. (We will explain exactly what constitutes a game turn later.) When a model is activated it may attempt a Simple action or a Complex action. A Complex action will count as both of that models actions in that turn. This means that in any given game turn, any model can do either two Simple actions or one Complex action. There are also actions that are designated Free. Taking a Free action does not count towards your two-action allowance. The text on the Prole Card will tell you whether a particular free action requires the controller of the model, to be the Active Player. When a model activates and performs a Simple action, turn the prole card 90 degrees to mark that it has taken one of its allowed actions (this is another reason for having a big play area you can then easily place the prole cards next to the battleeld so that you and your opponent can easily see which models have taken actions and which have not). When a model has taken a Simple action and its prole card is turned 90 degrees, it is considered Tired. When a model has taken a Complex action, or when it takes a second Simple action, turn the card 180 degrees When the model has taken two Simple actions or one complex action and its card is turned 180 degrees, it is considered Exhausted. An exhausted model cannot activate again until the next turn. A model that has taken no actions yet in a turn is considered Rested. Being Tired or Exhausted may inict a penalty on the model (see Combat section). However, the tired and exhausted states only take effect after the action that you have declared has been resolved (this means that you can always take an action without suffering the associated penalties of the state you just entered by taking that action). 14 15 States
A model may through game effects enter into a number of different states. Some of these states are permanent, others are not. Below is an explanation of the different states a model can acquire.
Exhausted: Once a model has used both its actions, it is considered Exhausted. If the model is attacked in Melee it can still defend itself but it does so with a -1 penalty to its Combat Pool (see the section on Melee Combat). Frightened: Some models have the Fear trait. When such a model targets an enemy model with a Melee attack (through a Melee attack action or a Charge action), the enemy model must take a Fear test, which is a Targeted Ki test (the Target being the Fear value of the model with the Fear trait). If it fails this Test, it becomes Frightened. A model wishing to engage an enemy model with Fear in Melee combat (through a Melee attack action or a Charge action) must also take a Fear test and becomes Frightened if it fails. Its declared action is also wasted and it is not allowed to initiate Melee combat with the Fear-causing model. While Frightened, a model must place more dice in Defence than in Attack, and may not voluntarily move into BtB contact with enemy models. The Ki costs of all its Feats and other effects are also increased by one. During the End phase, a model under the effects of Fear may attempt to make a new Fear Test using the same Target value. If this Test is successful then the model is no longer Frightened. It may, however, become Frightened again if it fails another Fear test. Prone: Some game effects will cause a model to become prone. The model is placed on its side, or a Prone marker is placed next to the model. Models that are prone may not perform any other action than Stand Up. A prone model has no ZoC and do not block LoS. Its facing remains unchanged. Rested: The Rested state is the natural state of any model; a model is considered Rested if it has taken no actions, nor been forced to take any actions, in any given turn. Reload: The model may remove a Reload Counter from its Prole Card. Run: The model may move in a straight line up to 1.5 times its Move statistic (e.g. a model with Move 4 may take a Simple action and Run 6 in a straight line). If this model makes any opposed melee or ranged attack roll this turn it will suffer -1 to its combat pool. Stand up: A Prone model may stand up (or remove its prone marker, depending on how you have chosen to indicate that a model has been knocked down). Walk: The model may move a distance in inches equal to its Move statistic, in any direction. Complex Actions
Charge: The model must move double its Base Move statistic in a straight line, towards an enemy model in LoS. If this move brings the model into BtB contact with the enemy model a Melee Combat is initiated. Before Melee Combat begins, the targeted model must be turned so that it has LoS to its attacker. In the rst Melee Combat exchange only, the Charging model gains a +1 Strength bonus. If the model does not have enough Move to reach its target, it must still move its full Charge Move towards its intended target and then stop. Ki feat: The model attempts a complex Ki feat. Focus: The model gains a number of Ki tokens equal to its rst Ki Value. Special Actions
Special actions are either Simple or Complex, so they are not an entirely different type of action. They are designated special because they require a specic trait; only models that have these traits are allowed to take these special actions. The ability to take Special actions will be indicated on the Prole Card of the model. Characters traits for all the Bushido models included in the starter sets can be found later on in this booklet. 16 17 Opposed Tests: The model attempting to perform the action that requires the Opposed Test rolls as many dice as indicated by the statistic needed for the Test (same as for Target Tests). The opposing model may in some cases use the same statistic, in other cases a different statistic or a set number of dice this is indicated elsewhere in the rules or on the Prole Card. Modiers may be applied to either models roll, and/or to the number of dice used. If an effect or modier causes a player to have no dice left to roll then that player still rolls a single dice, but the opponent gains an extra die for every die the opponent would have had below one (for example, if a game effect causes one model to end up having to roll -2 dice, that player still rolls one die but his/her opponent gets to roll 3 extra dice). Once both players have determined the number of dice will use and any modiers, they roll their respective dice simultaneously. Any effects that will modify this result must be declared before the dice are rolled. Each player then takes the highest result and compares it with the opposing players highest result. The successful players models action is resolved. If the dice results are equal, the players then compare the number of dice they each rolled. If one player rolled more dice, then their models action is successful. If the players are rolling the same numbers of dice then compare the second highest result rolled, then the third highest, and so on If the tie still cannot be broken then the base value of the models statistics used determines the winner; highest base statistic wins. If the results are still the same and the tie still cannot be broken, both players have to re-roll their dice. Surprised: If a model is targeted by a game effect (most commonly an attack) originating from outside its LoS it is considered Surprised, but only for the resolution of that action. Models that are surprised cannot use Ki Feats and suffer minuses in Combat and to their Missile Defence pool, as indicated in the Ranged Combat/Melee Combat sections. A model cannot be surprised by another model that starts its action in BtB contact with it. Stunned: If a model that is rested is stunned then it becomes tired. If a Tired model is Stunned then it is Exhausted. If an Exhausted model is stunned then it suffers an additional -1 to all dice pools until the end of the turn. Tired: After a model has performed a single simple action it is considered Tired. Taking Tests
Some actions may require the model to take a test in order to see whether the intended action succeeds or fails (regardless of which, the action is still considered spent, though). If an action does not state a test is require it is automatically successful. There are two kinds of tests in Bushido: Target Tests and Opposed Tests.
Target Tests: Target Tests are indicated by the statistic used for the test, followed by the number which indicates the difculty of the test. For example, a model may be required to take a Move (5) Test or a Ki (4) Test. The player rolls the number of dice indicated by their statistic (in the rst case, 4 dice if the model has Move 4; in the second, 2 dice if the model has Ki 2). If the highest-scoring die is equal to or exceeds the Test difculty, the Test succeeds. Otherwise they have failed the action. The dice roll for the Test may be modied, if indicated by the rules or by a models Prole Card. Any effects that will modify this result must be declared before the dice are rolled. 18 19 number the other players CP goes below one. For example, if one players CP drops down to -2 due to modiers, then that player still rolls 1 die, but his opponent gets 3 extra dice to roll for his/her CP. Once the players have calculated the number of dice in their combat pool they must both secretly decide how to allocate the dice between Attack and Defense. This is why you need different- coloured dice; one colour represents Attack and one colour represents Defense. For example, a model with a CP of 3 may roll either 3 Attack dice; 2 Attack dice and 1 Defense die; 1 Attack die and 2 Defense dice; or 3 Defence dice. When both players have selected how many Attack dice and how many Defense dice they will roll, both then simultaneously roll all their dice. The active player compares his highest Attack die with the highest Defense die of the opponent. If the Attack die is higher CONDITION CP Exhausted -1 Frightened -1 Outnumbered -1 (-1 per additional opponent.) Prone -1 Ran -1 Surprised -1 EXPLANATION The model being attacked is Exhausted when the attack begins. The model suffers the effects of Fear. There are two or more enemy model(s) in BtB with the model who are not in Melee with another model. The model is attacked after it has been knocked to the ground by a game effect. The model used a Run action during this turn The attack on the model originates from outside that models LoS. Combat
Combat is at the heart of any tabletop miniature game. In Bushido, individual models clash in desperate combat in a system that allows players many different tactical options. There are two forms of combat, Melee combat and Ranged combat. In Melee combat models make Melee attacks, in Ranged combat models make Ranged attacks. Melee combat and Melee attacks
In Melee combat, players try to outwit each other and gain the tactical advantage by allocating Combat Pool dice either to Attack or Defense the trouble is, of course, that you have to allocate your dice without knowing how the opponent is going to allocate his or hers. Focusing on Attack leaves you vulnerable to retaliation. Focusing on Defense deprives you of the opportunity to strike your opponent and gain a tactical advantage. Melee combat occurs when an action results in a Melee attack against an enemy model. The model that initiated the exchange is assumed to have the initiative and is termed the Active model. Players resolve the effects of the strike performed by the Active model rst, then, if the defender is still alive, the effects resulting from the counter-strike are determined. Note that models without a Melee Weapon Combat Grid on their Prole Cards can still participate in Melee Exchanges but the effectiveness of their strikes is affected as described in the following sections of these rules. When making Melee attacks, you use the models Combat Pool (CP) statistic. The CP indicates how many dice the model has available to allocate to either Attack or Defense. Adding or subtracting dice, as indicated in the table to the right, may modify the Combat Pool of either participant in a combat. All these modiers are cumulative. If the modiers bring down the 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 the 20 21 trigger it. If the SL of the strike is equal to or greater than 6, and the Wound Roll is an unmodied 6, then a Critical Strike has occurred and the wounded model is immediately removed from the table and cannot be returned by any game effect. Attack and Defense Triggers are optional and the player may choose not to use a trigger but must do so before rolling on the wound chart. If the attack was unsuccessful, or if the successful strike did not reduce the opponents Wounds to zero, then if the targeted model is able, the opponent compares his/her highest Attack die to the active players highest Defense die to determine whether the opponents Attack was successful. The SL, Wound roll and Wound result are then determined as above. It is possible that both the active player and the opponent suffer Wounds in a Melee exchange. After both models have resolved their attacks the Melee combat is considered over and both players tire their respective models Prole card a model must participate in a Melee Combat if one is initiated against it, i.e. it must use one of its Simple actions. THE WOUND CHART Wound roll Success Level (1D6 + modiers) (SL) 0 1 2 3 4 5 6 1 0 1 1 1 1 2 3 2 0 1 1 1 2 3 4 3 0 1 1 2 3 4 5 4 1 1 2 3 4 5 6 5 1 2 3 4 5 6 7 6 2 3 4 5 6 7 8 7 3 4 5 6 7 8 9 8 4 5 6 7 8 9 10 9 5 6 7 8 9 10 11 10 6 7 8 9 10 11 12 than the Defense die, the models Melee Attack is successful and you go on to calculate the success level and roll for Wounds. If it is lower then the Attack fails. Ties are resolved as described in the Opposed Tests section of these rules. Success Level and Wounds
The Success Level (SL) is the difference between the active players highest Attack die and the highest Defense die of the opponent. For example, if your highest Attack die is a , and your opponents highest Defense die is a , then the Success Level of your Attack is 3 (52=3). The Success Level indicates in which column of the Wound Chart the result of the Wound roll should be read. If the Success Level of the attack rises above 6 (through modiers or game effects), then add +1 to the damage roll for each step it has risen above 6. When you have determined the Success Level of an attack, make a Damage roll. The Damage roll is made with a single d6, and is modied by any Strength bonus, Trigger affects (see Weapon Grid), Traits or Ki Feats as relevant and indicated by the rules or on a Prole Card. Any modications or combination of modications and game effects cannot reduce the result below the 1 row .The nal result is cross-referenced with the Success Level column in order to determine the amount of Wounds caused by the Attack. Models without a Melee Weapon Combat Grid on their Prole Cards halve the result of any successful Attacks on the Wound Chart (rounded down). Many models have special Attack Triggers that may occur if a Melee/Ranged is successful. If the SL of the strike equals or exceeds the Value of the Attack Trigger, apply effects of triggers before rolling on the Wound Chart. Some models have Negative Triggers (marked in red, rather than black, text on the Prole Card). These work in the same way as normal Triggers but are rather activated if and when the opponents SL equals or exceeds the Trigger Value. Some models have Defense Triggers (in white), which are activated if a model successfully defends against an attack, achieving the required SL to 22 23 Gordons highest (and only) Attack die came up a , and as Carlos allocated no Defense dice, he is assumed to have rolled a [0]. The Kairai Puppet succeeds with a difference of 3 (30=3) and Gordon will thus read his Wound roll result in the 3 column. He rolls 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 is wounded but not dead. The Melee Combat exchange is now over. Both players now turn their respective Prole Cards 90 degrees to indicate that both models are Tired (Yoshio from taking a Melee attack action, the Puppet from defending itself in a Melee Combat). Both participating models are still standing (for now) and can take a further Simple action in this turn. It is now Gordons turn to activate a model and play continues.
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 prole card or by some other game effect. If a model is eligible to make a Ranged attack, it may do so if and only if there is a valid target, i.e. an enemy model, within the models LoS, and the model making the Attack is not in an enemy models Zone of Control, or in Base to Base contact with an enemy model. The player of the targeted model may nominate a different model as the target if the following criteria are met: (1) the LoS of the model making the Ranged attack crosses an enemies models base or its ZoC, (2) this enemy model also has LoS to the model making the ranged attack. Any models that meet these criteria may then be nominated as the target instead of the original target selected by the active player. The active player then measures the range and both players calculate the number of dice they will use for Attack and Defence rolls respectively (RCP dice are always Attack dice, there is no Melee Combat: Example
Carlos moves Yoshio, armed with a Yari into BtB contact with Gordons Kairai Puppet using a Melee Attack action (simple). Carlos is the active player and so Yoshio has the Initiative. Yoshio has a CP statistic of 3 and the Kairai Puppet has a CP statistic of 2. Both players consult the Close Combat Modiers Table and see that neither models Combat Pool is altered. As Yoshio has the Initiative. Carlos decides to try and nish the Kairai 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 and 1 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 following results: Carlos Gordon
As the Yoshio has the Initiative Carlos compares the highest Attack die with Gordons highest Defense dice . As Carloss result is higher, he has scored a hit. Next he rolls on the Wound Chart. As Yoshios attack succeeded with a difference of 1 (54=1), Carlos will read his Wound roll result in the 1 column. He rolls a die and adds his Strength bonus, which is 0 (if Yoshio had charged the Kairai Puppet, using a Complex action, rather than using a Melee attack, a simple action, Yoshio would have had a Strength bonus of +1). Carlos rolls and consults the Wound Chart: Yoshio has inicted 2 Wounds on Gordons Kairai Puppet. As the Kairai Puppet has the Toughness (1) Trait, this is reduced to 1 Wound. Gordon marks the damage on the Kairai Puppets damage chart on its Prole Card, and as the damage was not enough to kill the Kairai Puppet, and Gordons Kairai Puppet rolled at least one Attack dice, the attack of the Kairai Puppet on Yoshio is now resolved. 24 25 Minuro has a RCP statistic of 3. Carlos measures the range. The Kairai Puppet is 10 away which puts it further away than the 6 Short range of the Arquebus, but it is well within the 12 Medium range. As Minuro res at Medium range, the Kairai Puppet gets 2 Defense dice. Minuros previous Action was an Aim action (indicated by having placed an Aim marker on his Prole Card) and Minuro thus benets 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 of unusual size and neither in cover, surprised nor prone, so no further modiers apply. Both players roll the dice. Carlos Gordon
Minuros Ranged Attack succeeds with a difference of 4 (7 3 = 4). Carlos nal Attack roll result is 7 and not 6, Because Carlos rolled more than one on his Attack roll, he gets to add 1 to the nal Attack roll result for each additional he rolls beyond the rst. Carlos will thus read his Wound Chart result in the 4 column. He rolls a die and adds the +2 Strength bonus of the Arquebus weapon. His Wound roll comes up , to which he adds 2 for a nal result of 4, 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. need to select an Attack/Defence dice combination when making a Ranged attack). The active player simply uses the RCP dice, and the passive player uses a set number of dice for Defence based on the range, as indicated in the table below: RANGE SHORT MEDIUM LONG Defence dice 1 2 3 Both players then modify their dice according to the Range Combat Modier Table below: ATTACKER MODIFIER Aimed this turn +1 Ran this turn -1 Has or will move -1 Defender in cover -1 The Ranged Combat test that follows is thus a normal opposed test. Rolling for Wounds follows the same rules and uses the same table as for Melee Combat, Some weapons have the Ammo trait. If this is the case, remove an Ammo marker from their prole card when the attack is declared (the Ammo marker is thus lost regardless of whether the attack hits or not). Ranged Combat: Example
Carlos Minuro Arquebusier is ready for action. He has one of Gordons Kairai Puppets within his LoS. None of Gordons other models are in BtB with the Ashigaru. Minuro thus is eligible to make a Ranged Attack. Gordon rst checks if there is another of his models who could be nominated as the target instead of the Kairai Puppet. He nds that Carlos LoS does not cross any other of his models, and the Kairai Puppet is not in BtB contact with any other of his models. Too bad, the Kairai Puppet is going to get it. DEFENDER MODIFIER Prone -1 Ran -1 Surprised -1 Large +1 Small +1 26 27 Complex: A Complex feat requires a Complex action and thus causes the model doing it to become exhausted. Ki Feats are further classied by whom they affect:
Personal: This Feat affects the user only. Target: This Feat affects a specic target nominated by the player controlling the model performing the Feat. 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 centre of the models base. Unless stated Auras ignore LoS rules and obstacles; any model (enemy and/or allied, depending on what it says in the Feat description) within the Aura are affected. Special: The effect of the Feat is unique in some way and is further described on the models Prole Card. Starting the Game
Before the game begins players need to agree on how much Rice they will have to spend on building their forces. The cost of all models in the force cannot exceed this limit. All models in a force must have the same faction symbol on their cards or have a game effect that allows them to be used together. Before the game, a Scenario needs to be agreed upon. The Scenario will decide what objectives the players will need to achieve in order to win the game. New Scenarios will be regularly available on the GCT Studios Website, see http://www.bushido-thegame.com. The Scenario also outlines what, if any, special features should be present on the gaming table, and also how to deploy the forces on to the table. Once Rice cost maximum, force building and Scenario selection have been completed, the game starts. 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 this energy in their own unique way. Each Ki Phase (see the Game Turns and Phases section) all models will generate a number of Ki markers equal to the rst Ki statistic printed on their Prole Card. These Ki markers are placed on the models Prole Card. A model may not have more Ki markers on its card than the second Ki value. If a model somehow generates Ki above the second Ki value these addition markers are forfeited and cannot be regained. When models are required to make Ki rolls for whatever reason then it is the rst Ki statistic that determines the number of dice to be used. When a model preforms any action that requires Ki to be spent, the required numbers of markers are removed from the models Prole Card. For purposes of game effects any actions that require the expenditure of Ki markers are considered Ki Feats. The cost for each Ki Feat is indicated in the description of that Feat. If a model has insufcient Ki markers on its Prole Card then it is unable to perform that feat. Unless a Ki feat is preceded with this symbol
it will cost an additional Ki token if used while in BtB contact with an enemy model. Feats can be used at different times and situations, these are classied the same as other actions and are as follows: Free: Free feats do not cause the model to tire or exhaust and can be used at any time even outside of the models normal activation. Free Active: Free Active feats do not cause the model to become Tired or Exhausted, but can only be used when this models controller is the active player. Simple: A Simple feat requires a Simple action. The model performing a Simple Ki Feat may also move up to its Move statistic in inches before or after resolving the feat if that model spends an additional Ki marker. 28 29 Carlos has 4 models left in his force, Gordon has 3. Gordon will receive 1 Pass token). When a player with one or more Pass tokens is the Active player, s/he may decide to spend a Pass token instead of taking an action with one of his/her models, the other player then becomes the Active Player The player who was given the rst activation in the Tactical phase activates one model and performs an action with it. This player is considered to be the Active player. The action is then resolved. The other player then activates one model and performs an action with it. This player is now considered to be the Active player. The action is then resolved. Repeat these two last steps until all models have completed all of their actions. If one player completes all actions of all his/her models, the opponent is then free to complete all his/her models remaining actions. 4. End phase
All Wounding effects are resolved. All other effects are resolved. All upkeep costs are paid (some Ki Feats require players to pay a number of Ki markers each turn to keep powering the Feat; this is referred to as an upkeep cost). Check if the game time limit (normally 6 turns) or if victory conditions are met. If so, calculate victory points. If not, proceed to the next turn (which begins with a Ki phase, followed by a Tactical phase, and so on). Game Turns and Phases
A game of Bushido proceeds in turns. A turn is completed when all models of both players are exhausted. During a turn, players take turns to activate models: player 1 activates a model of his/her choice and performs an Action with it (Simple or Complex), and when that action is completed and resolved, player 2 activates a model of his/ her choice and performs an Action with it. Thus play proceeds until all models on both sides have taken all the actions they can take. Each game turn is divided into four phases the description in the preceding paragraph applies specically to the third phase. The four 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 turning their Prole Cards to their original position. All models receive new Ki markers. All models receive a number of Ki tokens equal to the rst number of their Ki statistic. 2. Tactical phase
The players make an Opposed Test to determine who has the Tactical advantage in the turn. The Opposed Test is taken with a single die for each player. Certain Traits may allow a player to roll more dice or reroll dice for this Opposed Test. The winner of the Tactical advantage roll may decide whether s/he or his/her opponent will activate a model rst. 3. Action phase
Calculate the number of Pass tokens. Each player counts the number of models in their force still on the battleeld. The player with the fewest models receives a number of Pass tokens equal to the numbers difference between the two forces (e.g. 30 31 Aggressive Stance (X): This model may force an opponent to put X dice in Defence. Animal (X): Models with this trait are considered to have a Ki statistic equal to X when making Ki Tests. Armour (X): The model reduces any Wounds suffered by X. Ashigaru: This model is considered as an Ashigaru for the purposes of game effects. Assault Fire: This model may make a Ranged attack at the beginning of their move before a Melee or Charge action. The model loses a die from its RCP (because it is moving) and CP for this and any following actions in the same activation. The target of the Ranged attack must be the same as the target of the Melee/ Charge action. Assassin: If this model successfully hits an opponent who is surprised, it may roll two dice and choose the highest when rolling on the Wound Chart. Attack into Defence: After all CP dice have been rolled in an exchange, this model may elect to make its highest Attack die a Defense die instead. The model must be the Active model in order to use this ability. Attack Multiple Opponents: This model may split their CP and initiate a Melee combat with any number of opponents in BtB contact, splitting the CP between opponents however the player decides. Automatic Disengage: This model may freely disengage without making a test. Aware: This models ZoC is 360 degrees rather than the normal 180. This also applies when determining LoS. Bakemono: This model is considered a Bakemono for the purposes of game effects. Believer (X/Y/Z): If any model of the category X is within Y" of this model, then the other model may reduce the cost of its Ki Feats by Z. The cost of a Ki Feat cannot be reduced below 1. Berserk: This model gains the following Traits: Fearless, Impetuous, Insignicant, Last Stand and STR +1 (cumulative with Traits
Models in Bushido commonly have one or more Traits. These Traits are listed on the models Prole Card. In some cases Traits are considered to belong to the Weapon the model is carrying rather than to the model itself, these are so-called Weapon Traits and they are listed on the Weapons Grid on the Prole Card. Traits can be either positive (i.e. they create an effect or add a modier that is benecial to the model) or negative (i.e. they create an effect or add a modier that is detrimental to the model). Positive Traits are noted in Black and negative Traits in Red. You will see in the following pages that some Traits have an X, Y and possibly a Z value associated with their description. X, Y and Z substitute for the actual numerical values listed on the models Prole Card. If no value is printed on the card for a Trait that would normally require one, it is assumed to be (1). Example 1: The Ashigaru armed with a Yari has the Armour (1) Trait, so when this model suffers Wound damage, 1 is reduced from the amount to be marked on its card. The Samurai also has the Armour Trait but his Trait is Armour (2) meaning the damage is reduced 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 of the Child monk may reduce the cost of their Ki Feats by 1.
What follows is a list of the traits available to models in Bushido. 32 33 Co-ordinated Attack (X): The model gains an additional combat pool dice if ghting in the same Melee combat as the named model. The model can only ever gain one addtional dice from this Trait. Co-ordinated Ranged Attack (X): When this model makes a Ranged attack against a model that has already been the target of a Ranged attack this turn from an allied model of the type X, this model adds a die to its RCP. Counter Attack: If this model places all its CP dice in Defence and then successfully defends, it may convert its second highest Defence die to an Attack die. Cowardly (X): A model with this ability must make a Ki Target Test with a target of X when declaring a Melee or Charge action. If the test fails, the model is not allowed to make a Melee attack or Charge, but the action is considered wasted. If the test is successful the model may act normally. When this model is the target of any Melee attack it needs to pass a Ki Target Test with a target of X. If this test fails then this model acquires the Retreat trait until the end of the turn. Deect Missile (X): The models gains an additional X dice for its missile defence pool. Defence into Attack: This model may convert its highest Defence die into an Attack die with the same result after all dice have been rolled. Devastating Charge: The model gains an additional die to its CP for the duration of its activation if it takes a successful Charge action. Disengage (X): This model may add X dice to its Defence dice when declaring a Disengage action. Disturb Flow (X/Y/Z): If a model of category X is within Y" of this model, then all Ki Feat costs of that model is increased by Z. Elusive: This model may ignore ZoCs of all enemy models. Fear (X): When this model targets another model with an action that would bring it into BtB contact with that other model, the targeted model must make a Fear test against the Target number of X. The model uses its Ki stat for this test. If the targeted model is successful, it suffers no negative effects, if it fails then it is other bonuses). Any Melee Combat in which a Berserk model is involved the controlling player must place all dice in Attack. Bodyguard (X/Y): This model may switch positions with another model of the category X, if within Y", and if this model is not in BtB with an enemy model, has actions remaining, and X is the target of an opponents action (i.e. this Trait takes effect while the model possessing it is non-active). Bravery: This model may re-roll a failed Fear test. The second roll must be used. Brutal Blow: This model may add +1 to its highest attack dice if it is the active model Brutal: In Melee, if this models highest Attack dice is equal to the Defenders highest Defence die, then the Melee attack is successful. Camouage (X/Y): This model cannot be targeted by opponents models when in Terrain type X, unless the model starts its activation within Y" of the model targeting it. Can't be knocked down: The model can never be knocked prone by any game effect. Channel (X/Y): This model may give Ki markers from its Prole Card to X models within Y". This trait may only be used the model is active. This model may distribute its Ki markers entirely freely; it is not required to keep any Ki markers on its own Prole Card. Channel may be used at any point during a models activation but only once per activation. Combined activation (X): The active player may simultaneously declare Actions for models with combined activationX when they are the Active player. The controlling player chooses in which order the actions are resolved. No more than four models may be activated. Command (X/Y): The model spends a simple action, and may activate up to X number of models of the category Y to perform a simple action. For example, a model with the trait Command (2/ Ashigaru) may use a simple action to immediately activate up to 2 different Ashigaru models. 34 35 Last Stand: If this model is reduced to 0 Wounds, it may still continue to take actions until the end of the turn. At the end of the turn, the model is removed from the game as normal. Leap: This model may ignore terrain obstacles of a height up to equal its Move statistic. The model can move over such obstacles with no penalty. Leadership: Allied models within X may use this models Ki value for fear tests Leech (X): When active this model may remove Ki makers from allied models within X and place them in his Ki pool. Leech may be used at any point during the models activation but only once per activation. Mark Target: The model may perform a simple action and designate an enemy model within its LoS. Allied models targeting that model with a Ranged Attack in the same turn add an additional die to their Ranged Combat Pool for that Attack. Mindless: This model may only be activated by the use of the Command Trait of another allied model. Monk: This model is considered a monk for the purposes of game effects. Ninja: This model is considered a ninja for the purposes of game effects. Not Outnumbered (X): This model cannot be outnumbered by less than or equal to X models (i.e. a model with Not Out- numbered (3) only counts as Outnumbered if it is in BtB with 4 enemy models, and only one of these models inicts an Out- numbered penalty. Oni: This model is considered an Oni for the purposes of game effects. Whenever making an Opposed or Target Ki test all Oni are assumed to have a Ki of 2. Order (X/Y/Z): The model spends a complex action and may then immediately change the states of X models of the category Y that are within Z inches of the model from Tired to Rested status or from Exhausted to Tired. For example, a model with the trait (Order 2 Bakemono/6) may spend a complex action to change the frightened. If a model targets a model with Fear then it must pass a Target test against a target of X in order to be able to carry out the action , unless the model started its activation in base to base contact. If it fails then the action does not take place but is still considered spent. A model with the Fear trait never itself has to make 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 successful Fear tests. Fearless: This model is unaffected by Fear. Feeble Mind: This model has to roll one die less when taking opposed Ki tests. Heal (X): The model may spend a simple action and recovers X Wounds, or to heal X Wounds of a friendly model in BtB contact. Hatred (X): This model must attempt to target models of type X if they are within LoS, with a charge or Melee action. Horde (X): This model may become a member of a Horde together with other models with the trait Horde (X). Impenetrable Defence: Any model in Melee combat with this model must always ignore the highest of its Attack dice. Impetuous: This model must always activate rst in the turn and move towards the nearest visible enemy. All Impetuous models must have performed at least a Simple action before any non-Impetuous models in the same force are allowed to take any actions. Improved Disengage: If this model was the Active model, it may choose to Disengage after the resolution of a Melee combat in which it successfully defends (i.e. it does not have to declare that it is disengaging until after the Combat Pool Rolls have been made). Insignicant: This model does not have a ZoC and cannot contest or manipulate Scenario Objectives. It may however carry objects, but even if it does it does not count as controlling the carried object. Intangible: This model ignores ZoCs, other models and terrain when moving, but it may not end its move occupying the same space as a terrain feature or other model. Jump Up: The model may stand up (from Prone position) as a free action when activated. Large: Large models suffer a -1 to their missile defence pool 36 37 Stupid(X): When this model is the active model it must pass a target test with the value of X before it may perform any actions, if this test fails the model forfeits its action. Tactician (X): The presence of a model with Tactician (X) in your force allows you to roll X extra dice for all Tactical rolls, as long as that model is on the board. If you control more than one model with Tactician (X), you may only benet from the Trait of the model with the highest X score currently on the board. Taunt (X): This model may force an opponent in Melee with this model to put X dice in Attack. Tiny: Tiny models gain +2 to their missile defence pool. Tough[ness] (X): This model reduces any Wounds taken by X. Unblockable Strike: When active this models opponents must ignore their highest Defence dice. Uncoordinated Attack (X): Allied models in the same Melee combat as this model loses X dice from their CP. Unsteady (X): This model suffers a penalty of X to its Move statistic when crossing difcult terrain. Untrained: During Melee combat, the highest result of this models Attack/Defense dice (as appropriate) is reduced by 1 for every 1 rolled. Walk on Water: This model ignores linear terrain when moving. Weak (X): If this model is hit by an attack or effect that causes Wounds, it takes an extra X Wounds. states of up to two Bakemono within 6 inches from Exhausted to Tired or from Tired to Rested. Parry: If this model is in Melee combat and the opponents highest Attack die is equal to this models highest Defence die, the attack fails. If the Attacking model has the Brutal trait, both Traits are ignored. Precision Shot: Any target of Ranged Combat attacks by this model loses a die from their Missile Defence Pool. Recruit (X): This model may only be in a force if model X is also. Regenerate (X): This Model recovers X hit points in the End phase of every turn. Regenerate cannot return a model that has been removed from the game. Retreat: This model must always attempt a Disengage action if it starts its activation in contact with an opponent. Rise Again: If this model is reduced to 0 wounds, place it prone were it is, Exhaust it and remove all its Wound markers. Self Sacrice (X/Y): This model may receive Wounds that would have been inicted on X if within Y". This model is then removed from the battleeld, even if it has Wounds remaining. Shield (X): The model adds X dice to its Missile Defence Pool. Sixth Sense: This model never considered surprised. This trait ignores the effects of the Camouage Trait. Slow: This model never has the initiative, unless its opponent in Melee combat also has Slow, is prone, or is surprised. Slow models may not take Run actions. Small: Small models gain +1 to their missile defence pool. Soulless: This model automatically succeeds all opposed Ki rolls, and Fear tests. It cannot affect or contest Ki zones and Scenario Objectives. Steadfast: This model may freely choose how to place CP dice when frightened. Strong Mind: This model gains an additional die when taking Opposed Ki tests. Stubborn: This model may never attempt a Disengage action from combat. 38 39 Scenario: The Idols
Background: Three powerful Ki Idols have mysteriously risen from the ground in the battle area. Those versed in the ways of Ki have determined that by turning these idols in a particular way, the forces of Ki will be aligned in the favour of the force doing the turning. Two forces have converged on the area in order to make sure that they gain the favour of Ki rather than their opponents. Setup: Use any terrain elements you have available and set up a 2' by 2' table by agreement with your opponent. Place three tokens along the centre line of the board, the rst in the middle and the other two 8" on either side of the centre token. These tokens should have a facing marked on them, and set so that they are not facing either players table edge when play starts. These tokens represent the three Idols. The players make a Tactical roll and the winner selects the table edge he wishes to deploy on. The loser must then deploy his/her entire force in the opposite deployment zone, at least 12" from the centre line. When the loser of the Tactical roll has deployed his/her force then the winner deploys his/her entire force on the other table edge, again at least 12" from the centre line. Instructions: Players are attempting to turn the idols to face their table edge. In order to turn an Idol a model must be in BtB contact when it is activated and then perform a Simple action. An Idol can only be turned 90 degrees with any action. A model in BtB with an enemy model cannot turn an Idol. The game lasts for 6 Turns. After the last turn, calculate Victory Points to see which player has triumphed. Victory Points: At the end of the game, each player gains 1 Victory Point for each Idol facing his/her own table edge. The player with the most Victory Points wins. Weapon Traits
Ammo (X): When this model performs a Ranged attack, mark an Ammo box. If a model has no unmarked Ammo boxes left it can no longer perform Ranged attack actions, with that weapon. Armour Piercing: Wounds from Melee/Missile attacks caused by a weapon with this Trait are not affected by the Armour trait. Charge Reception (X): Models with this weapon trait trigger an effect when charged. This is detailed on the models prole card. Charging Strength (X): This model adds X to its Strength bonus for its rst attack immediately following a Charge action taken by this model. Cumbersome: The model carrying a weapon with this Trait loses a die from its CP if it does not have the initiative in the melee. It may not walk in the same activation in which it makes a Ranged attack with this weapon First Strike: The model carrying a weapon with this trait always has the initiative in the rst Melee combat with a new opponent, if unengaged. If two models have this ability then both cancel each other out. Light Weight: When using this weapon the model does not receive -1 RCP for moving. Poison (X/Y): If a successful attack with this weapon causes Wounds, then another X Wounds are inicted, ignoring Armour, during the End phase for Y turns. Reach (X): This models ZoC is extended an additional X. Reload (X): After a model carrying this weapon uses it to make a Ranged attack, place X Reload counters on this models Prole Card. The model cannot make another Missile Attack action as long as it has Reload counters on its card.