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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
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.
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Back
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3
4
5
6
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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).
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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.
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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.
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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.
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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.

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