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New Dawn

By
GCT Studios

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Bushido: New Dawn - Game Rules

•Damage Roll: Is a roll on the

Getting ready for Wound Chart.

Bushido
•Dice; Rolls in Bushido use Six sided
dice (referred to as a D6), a D3 (D6 with the
results 1-2 = 1, 3-4 = 2, 5-6= 3) or a D2
For a game of Bushido, each player will need; (D6 with the results 1-3 = 1, 4-6 = 2). When
halving a result, always round down.
•A copy of these rules.
•Enemy; Models in an opponent’s
•A set of Bushido miniatures to Warband.
represent their Warband.
•Facing: The Facing of a model is
•A tape measure. determined by the direction the model is
facing. Players should clearly mark Facing on
•A bunch of six-sided dice (D6) in two the model’s base, using a dot or arrow.
different colours, about six of one colour, six
of another. The examples in these rules use •Friendly: Models in a player’s
white dice to signify Attack dice and black Warband.
dice to signify Defence dice.
•Initiative: The model with the
•A number of coins, chips, counters Initiative checks its Attack dice first in Melee
or dice to track a model’s Ki Tokens. Exchanges and declares the use of Ki Boosts/
Feats and Special Attacks or Defences
•Plastic card sleeves and a dry wipe second. The Active model usually has the
marker. Initiative.

For the game, you will also need: •Line of Sight: A model can draw
Line of Sight (abbreviated to LoS) up to 90
•The play area is a 2 foot by 2 foot degrees either side of its Facing point (see
area. Though commonly you need a bit more Facing). LoS is determined by drawing an
space than this to accommodate dice, cards, imaginary line from the centre of a models
snacks, drinks, etc. base to any point or Volume another model
occupies (See Volume).
•Six pieces of terrain, these can be
varied in size but should not be larger than •Measuring Distances:
6” x 6” and the total amount of space the
terrain pieces take up shouldn’t exceed half oDistances in Bushido are
the board. measured in inches.
oDistances can only be
measured after an action or game effect is
Bushido Game terms declared. If a model is unable to complete
the declared action due to having insufficient

and Concepts
movement or range then the action is still
considered spent and any costs paid.
oDistance is measured from
•Active Model: The current model the edge of a model’s base.
that is resolving its action.
•Size: Unless a model’s Size is stated
•Active Player: The player who is as a trait it is calculated based on its base
controlling the Active model. size;
o30mm = Medium
•Base to Base: A model is in Base o40mm = Medium
to Base (abbreviated to BtB) with another o50mm = Large
model if; its base is touching the base of that
model. •Target: A model must be able to
draw LoS to another model to Target it. A
•Cover: A model is considered in model may always Target itself.
Cover if the Active model cannot draw LoS to
the entire model’s Volume.

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Bushido: New Dawn - Game Rules

•Volume: Models occupy a Volume •Warband: A player’s Warband


covering their base size and extending to a consists of owned and controlled models.
height dependant on its Size;
•Zone of Control: In Bushido, every
oTiny = 1cm model has a Zone of Control (abbreviated
oSmall = 2 cm to ZoC) extending 1” to any point within
oMedium = 3.5 cm its LoS. Models ignore Friendly model’s ZoC
oLarge = 5 cm when moving but once a model enters an
oHuge = 7.5 cm Enemy model’s ZoC it may only move directly
towards that model, or directly away, until it
For example see the Temple of Ro-Kan models leaves the ZoC. Models in BtB with Enemy
below; Hotaru and Riku have differeng heights models have no ZoC.
but for game purposes drawing LoS etc. they
would have the same volume as they are both
Medium sized models.

Riku Hotaru
Temple of Temple of
Ro-Kan Ro-Kan

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Bushido: New Dawn - Game Rules

smaller number is the maximum number of

The Profile Cards Ki Tokens it can have on its Profile card at


any one time.

Models in Bushido are represented by a


profile card. The profile cards contain all 4. Wounds Track:
the information that will be used in a game
specific to that model(s). You also use the
profile card to keep track of the wounds The amount of wounds a model can sustain
sustained by your model(s), Ki Tokens and before it is removed from the table.
game effects.

Below, you will see a sample profile card 5. Traits:


followed by a list of what the terms and the
symbols on the card mean; Each model has a number of traits that
describe how it behaves in the game and
whether it has any special advantages or
1. Name: disadvantages

The name of the individual that the model


represents. 6. Ki Feats:
Ki Feat available to the model including its
2. Type: name and cost full description of the Ki Feats’
effects are on the reverse.
The Type affects some game effects.
7. Weapons grid:
3. Statistics:
Most models in Bushido are armed in some
The number is the model’s base Statistic way. There are two categories of weapons:
value. Some models also have a number Melee and Ranged Attack.
of Ki icons above the base value. This is
the statistics Ki Boost cost; this is the cost a. Designates the weapon as either
in Ki Tokens to increase the base Statistic Melee or Ranged Attack.
by one for the duration of a single Target i. For Ranged Weapons
or Opposed Test. A player may increase a includes the weapons Range bands. The first
statistic multiple times, as long as there are number is short range, the second medium
Ki Tokens available to do so (See Ki Feats). range and the last number Long range.

a.MS: Melee Skill. b. Strength: The weapons strength
modifier to any Damage Rolls made by this
This is the number of dice the model uses weapon (Sp) indicates a special effect and
when resolving an Opposed Melee Test. consults the models Unique Effects for further
instructions. A – indicates no modifier to the
Damage Roll.
b.RAS: Ranged Attack Skill.
c. Any Special Attacks/Defences
This is the number of dice the model uses available to the model.
when resolving a Ranged Attack Action.

c. Move: 8. Faction symbol:


The distance the model can move in inches. This symbol tells you what Bushido game
faction the model belongs to. Your force can
d. Ki: only consist of models that belong to the
same faction.
The first number tells you the amount of
Ki Tokens this model generates during the
Starting Phase and the number of dice it uses
for Opposed and Target Ki Tests. The second

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Bushido: New Dawn - Game Rules

9.Unique effect:
Any special rules that apply to this model.

10.Rice Cost:
The cost in rice to recruit this model
into your Warband. Models with Su
are models that enter play during the
game through a Ki Feat or Effect and
cannot be purchased when creating
your Warband. Models with Sp are
models with a special rule which will be
explained on its Profile card and cannot
be purchased when creating your
Warband.

Wraith
Cult of Yurei

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Bushido: New Dawn - Game Rules

During the End Phase remove all Condition

Taking Actions and markers.

Condition Simple Actions


Models in Bushido perform actions to affect •Disengage: The model resolves a
the game. The actions a model can take Melee exchange. It must however roll more
depend on its Condition and whether it’s in dice in Defence than in Attack. If the model
BtB with an Enemy model, models in BtB successfully defends then after the Melee is
with an Enemy model may only declare; resolved it may then Walk its Move statistic,
Melee, Disengage or Ki Feats useable in BtB. it may not enter into BtB with an Enemy
model with this move.
The Active Player chooses which model they
are activating (the Active Model) and what •Ki Feat: the model may attempt to
action the model will take, the model must perform a Simple Ki Feat listed on its Profile
declare a Simple or Complex action if able. card. Some Ki Feats can be combined with a
Walk action (see Ki Feats)

Condition • Melee: The model must Target an


Enemy model, LoS is not required. It must
Throughout a game of Bushido all models then attempt to enter BtB with that model
will be in one of these three Conditions. A by moving up to its Move Statistic, during
model’s condition affects the type of Actions this move it may only enter into the ZoC of
it can declare and may incur penalties to the Targeted Enemy model, however if whilst
actions it takes. The three conditions are; in the Target model’s ZoC you would enter
another Enemy model’s ZoC then you may
Rested: The model may be activated and ignore that model’s ZoC if moving directly
declare either a Simple or Complex action. towards the Targeted model. If at the end
(All models start each turn Rested) of movement it is in BtB with the Targeted
Enemy model it must resolve a Melee
Tired: The model may be activated and exchange. Model’s starting their activation in
declare a Simple action. BtB with a single Enemy model may move
around that Enemy model’s base before
Exhausted: The model may not be chosen a Melee exchange is resolved. If a model
to activate by the Active player and suffers which started its activation in BtB with an
-1 MS. Enemy model and Targeted another Enemy
model with a Melee action cannot reach the
The actions a model is eligible to declare Targeted model through its move around the
depend on its Condition. Enemies’ base then it must resolve a Melee
exchange against the model it started in BtB
•Rested; the model may declare with.
either a Simple or Complex action.
•Ranged Attack: The model may
•Tired; the model may declare a make a Ranged Attack (see Ranged Attack)
Simple action. and move up to its Move Statistic either
before or after the Ranged Attack is resolved,
•Exhausted; the model may not changing Facing is considered a move.
declare actions whilst exhausted.
•Reload: The model may remove a
Once a model’s action has been resolved Reload Counter from its Profile Card (See
then the controlling player places a Condition Traits). It may neither move nor change
marker next to the model depending on the facing during this action.
action performed.
•Run: A model may turn to face a
Simple action = Tired marker. point within its LoS. The model may then
move up to its Move statistic X 1.5 in a
Complex or second Simple action = straight line to a point within its LoS. A model
Exhausted marker. may not Run into an Enemy model’s ZoC,
into BtB with an Enemy model, or change its

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Bushido: New Dawn - Game Rules

facing after the movement. the Targeted Enemy model, if it would pass
through another Enemy model’s ZoC its
•Simple Scenario Action: A model move stops at the ZoC, however if whilst
may not be in BtB with an Enemy model, or in the Target model’s ZoC you would enter
in an Enemies ZoC. See the specific Scenario another Enemy model’s ZoC then you may
for the effect. It may neither move nor ignore that model’s ZoC if moving directly
change facing during this action. towards the Targeted model. If it does not
have enough move to bring the model in BtB
•Stand up: The model removes its with its Target its action ends. If however this
Prone marker and may freely change it’s move brings the model into BtB contact with
Facing. If Standing Up brings the model into the Target Enemy model a Melee exchange is
BtB with an Enemy model resolve a Melee resolved, for this Melee exchange the model
exchange after removing the Prone State. gains a +2 to the first Damage roll of the
Melee exchange.
•Wait: The model does nothing.
•Ki feat: The model may attempt to
•Walk: The model may move up to perform a Complex Ki feat listed on its profile
its Move statistic in any direction and change card. Some Ki Feats can be combined with a
it’s Facing at the end of the move. Changing Walk action (see Ki Feats)
Facing is considered a move, even if the
model remains in the space place. A model •Focus: The model gains a number
performing a Walk action may not move into of Ki tokens equal to its Ki Statistic. It may
an Enemy’s ZoC or move into BtB with an neither move nor change facing during this
Enemy model. action.

•Complex Scenario Action: A


Complex Actions model may not be in BtB with an Enemy
model, or in an Enemies ZoC. See the specific
•Charge: The model Targets an Scenario for the effect. It may neither move
Enemy model within LoS and may move nor change facing during this action.
up to its Move x 2 in a straight line, during
this move it may only enter into the ZoC of

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Bushido: New Dawn - Game Rules

2.Declare a Ranged Attack action.

Types of Test in a.The model may move up to


its Move statistic in any direction or change

Bushido
facing.

3.Declare a Target Enemy model for


To see if a model’s action is successful often the Ranged Attack action.
requires a test. a.Measure the range from the
Active model’s base to any volume of the
There are two primary types of tests in Target. Check the range measured against
Bushido, Opposed and Target. Both tests your weapon’s Range Band. If the range is
involve rolling d6’s, if the roll on a dice is a equal to or less than the first number then
natural 1 then it cannot be used to resolve you are at Short Range. Equal to, or less
the test. If all dice rolled result in 1’s then than the middle number is Medium Range
the final result is considered 0 as if no dice and equal to or less than the last number
were rolled, and do not count for tie breakers is Long Range. If the model is further than
when calculating number of dice rolled. the Long range of the weapon the action fails
Additional 6’s after the first add a +1 to the and move to step 10.
final result of Tests. b.The models declare the use
of any Ki Feats.
When declaring the use of Ki Boosts, Ki c.Target number of the
Feats, Special Attacks or Defences during Ranged Attack test is calculated based on
any Test the Active model or the Model with the Range Band calculated in Step 3a, with
the Initiative chooses and declares second. any modifiers added/subtracted.

Target Tests Range Bands Base


Number
Target

These require rolling a number of dice equal Short (First number) 3


to the named statistic/type i.e. Ki/Target test Medium (Second 5
(5), Move/Target test (6). The bracketed Number)
number is the number that must be equalled Long (Third number) 7
or exceeded by the highest dice rolled and
is called the Target Number. If no statistic is
specified then the Target Test is made using Effect Modifier to Target
a single d6. Number
Target is Tiny +2
Yumi must make a Move Target test (5),
Target is Small +1
she has a Move Statistic of 4 and so rolls 4 dice
for the test. She rolls a 3,3,5,6 meaning that she Target is Large -1
has passed the test. Target is Prone -1
A Bakemono must make a Ki target test Target is Exhausted -1
(4), the Bakemono has a Ki Statistic of 1 and so Target is Surprised -1
only rolls 1 die. It rolls a 2 meaning that it has
failed the test. Target in Cover +2
Active model ran +1
Ranged Attacks are Target tests that are this turn
resolved slightly differently. Active model +1
moved/ or will move
Ranged Attack this action

The steps to resolving Ranged Attack actions 4.The Active model then calculates
are its dice pool using its Ranged Attack Skill
1.Check if the model can make a Statistic as the starting number of dice used,
Ranged Attack Action. then decides if they will use any of that its
a.The Active model is not abilities, use a Ki feat or increase its Ranged
in BtB with an Enemy model, or an Enemy Attack Skill Statistic through a Ki Boost.
model’s ZoC. a.The Active player then rolls
their dice.

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Bushido: New Dawn - Game Rules

b.The Active model conducts modifiers to the Target Number.


any rerolls of dice.
c.The Active model applies Condition Modifier to the
any modifiers to the dice. Target Number
d.The Active player can then
choose up to an additional two dice rolled Target is Tiny -2
which were not 1’s. The result of a 2-5 on a Target is Small -1
dice adds +1 to the highest dice, 6’s adding Target is Large +1
+2 to the highest dice.
If the test is successful proceed as normal, if
5.The Active model compares its final however the test is a failure then the Target
Attack result against the Target number. of the Attack is changed to the nearest
If the result is higher or equal then it has Friendly model in BtB and LoS. The Ranged
successfully hit, if the result is lower the Attacked continues from Step 6 with the new
attack has failed and now move to step 10. Target.
a.The difference in the result
and the target number is the Success level. The Active player chooses and activates a
Bakemono Archer and declares a Ranged Attack
6.The player controlling the Targeted Action. It is not in BtB with or in the ZoC of an
model may nominate a different Friendly Enemy model and so is free to do so.
model as the new Target if; The player decides to move the Bakemono
a.LoS of the Active model incurring a +1 to the Target Number of the test. He
crosses through the nominated model’s moves him a little closer and declares a monkey
as the Target of the action, neither player wishes
ZoC before contacting the original Target’s
to use any Ki Feats.
Volume. He measures the range and it comes
b.The nominated model is to 7”. The Ranged brackets for the Bakemono’s
able to draw LoS to the Active model. Ranged Weapon are 4/8/12 meaning it is the
c.The nominated model is not Medium ranged bracket with a base Target
exhausted. number of 5. He then checks the modifiers table
and adds 1 for the Bakemono having moved and
7.If Step 6 steps are met then the 1 for the Monkey being small, making the final
nominated model becomes the Target model. target number 7.
Next he calculates his dice pool for the

test, his Ranged Attack statistic is 2 and he
8.The models declare the use of any chooses not to use a Ki Boost to increase it. He
Ki Feats rolls the 2 dice and gets a 4 and 5 meaning the
final result is a 6. The highest dice was a 5 and
9.The Active Player then makes a the 4 adds +1.
Damage Roll: rolling 2d6 and applying any He checks this against the Target number
negative or positive modifiers, consulting 7 and realises the shot has failed, he places a
the Wound Table in the column equal to the Reload marker on the Bakemono and its condition
Success level of the test to see the number of worsens one degree. The action is resolved and
so his opponent now becomes the Active player.
wounds suffered by the Target. Mark off the
wounds on the Target model’s Profile card. If
this reduces it to 0 or less then remove the
model from the table.

10.Place any Reload counters and
remove any Ammo markers from the model’s
profile card.

11.The Ranged Attack action is now
resolved and the Active model’s condition will
worsen one step (Rest – Tired – Exhausted).

Targeting a model in BtB

If the Targeted model is in BtB with a Friendly


model then after step 4 Make a Target Test
(3) using a single dice, with the following

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Bushido: New Dawn - Game Rules

A Turn later the Active player chooses


Opposed Tests Ikiryo to activate again and declares a Simple
Ki Feat “Look into the Void” targeting Hiro. This
requires an Opposed Ki Test, Ikiryo has a Ki
These require the Active model and its Target Statistic of 3 and Hiro 2. Both players will roll 3
to roll a number of dice equal to the Statistic dice as Hiro has the Strong Mind trait. Ikiryo rolls
being used or the X value of a Ki Feat. They 1,1 and a5 and Hiro rolls 2,3 and a 5. Now in this
are resolved in the following order case Hiro wins as they both rolled a 5 as their
highest result but Ikiryo is considered to have
1.The models calculate their dice only rolled 1 dice as she rolled two 1’s.
pools, deciding if they will use any abilities,
Ki feats or increase the statistic being used Melee Exchanges are Opposed Tests that
through a Ki Boost. are resolved slightly differently (See Melee
2.Both players then roll their dice. Exchanges)
3.Conduct any rerolls of dice.
a.The Active model then Melee Exchanges
requests any rerolls of the Targets model’s
dice. When a Melee exchange occurs first
b.The Target model conducts determine which model has the Initiative;
any rerolls of its dice. the model with the Initiative checks its
c.The Target model then Attack dice first in Melee Exchanges and
requests any rerolls of the Active model’s declares the use of Ki Boosts/Feats and
dice. Special Attacks or Defences second. The
d.The Active model then Active model has the Initiative but some
conducts any rerolls of its dice. traits and States affect this. If a model has a
4.The models apply any modifiers to trait that causes two opposing effects on its
the highest dice result. Initiative then both traits cancel each other.
5.The final results are then compared, Then use the following steps to resolve the
the winner being the model with the highest Melee Exchange;
result; the difference is the Success Level.
1.Turn both models so their Facings
Tie Breakers are resolved through the are contacting.
following steps. If the step doesn’t provide a 2.The models then calculate their
winner move to the next step. dice pools using its Melee Skill Statistic as
the starting number of dice used then decide
1.Player who rolled the highest if they will use any abilities, Ki feats or
number of dice, excluding 1’s wins. increase its Melee Skill Statistic through a Ki
2.Active player’s model wins. Boost.
3.Reroll dice. 3.Once the players have calculated
the number of dice they will roll in their
If naturally or because of negative modifiers Melee exchange they must both secretly
a model would have 0 or less dice to roll in a decide how to allocate the dice between
Target or Opposed Test then that player still Attack and Defence. If players are using a
rolls a single dice for the Test. In an Opposed Special Attack or Special Defence then they
Test the Enemy model’s statistic is increased must secretly remove a number of dice from
by 1 for each value less than 1. their pool equal to its cost. This is why you
w need different- coloured dice; one colour
Enemy Statistic Bonus to Model’s represents Attack and one colour represents
Statistic Defence. For example, a model with a Melee
Skill of 3 may roll either 3 Attack dice; 2
0 +1 Attack dice and 1 Defence die; 1 Attack die
-1 +2 and 2 Defence dice; or 3 Defence dice.
a.Once both players have
The Active player chooses Ikiryo to allocated then they announce if they are
activate and declares a Simple Ki Feat “Look into using a Special Attack or Defence.
the Void” targeting an Ashigaru. This requires
an Opposed Ki Test, Ikiryo has a Ki Statistic of
3 and the Ashigaru 1. Ikiryo rolls 4,6,6 and the
Ashigaru rolls 2. Ikiryo’s highest dice is a 6 and
the Ashigaru’s a 2 so Ikiryo’s wins.

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Bushido: New Dawn - Game Rules

4.Both players then roll all of their dice Modifier Explanation


simultaneously. to Melee
a.The model with the Initiative exchange
then requests any rerolls of the Targets pool
model’s dice.
b.The other model conducts Model is -1 Model is in
any rerolls of its dice. Exhausted the Exhausted
c.The other model then condition
requests any rerolls of the model with the Model is -1 Model is in the
Initiative’s dice. Frightened Frightened
d.The model with the Initiative state.
then conducts any rerolls of its dice. Model -1 per Each Enemy
5.Both players then calculate their is Out model Out model, after
final Attack and Defence results by selecting numbered numbering the first, in BtB
the highest dice of each type (Defence and and not in BtB
Attack); each player must then choose up with a Friendly
to an additional two dice of the same type model
rolled which were not 1’s. The result of a 2-5
on a dice adds +1 to the highest dice, 6’s Model is -1 Model is in the
adding +2 to the highest dice. Prone Prone state
6.The models apply any modifiers to Model ran -1 Model
the highest dice rolled. this turn performed a
7.The model with the Initiative Run action this
compares its final Attack result against the turn.
other model’s final Defence result. If the result Model is -1 Model is
is higher or equal then it has successfully hit Surprised Surprised
move to the next Step, If not then the model
has successfully Defended move to Step 9 All these modifiers are cumulative. If the
and apply any Special Defence effects if used modifier brings a model’s Melee dice pool
by the Target. below 1, then the player will still roll 1 die.
8.The difference in the results is the However, the opponent gets a number of
Success level. extra dice to their MS equal to the number
a.The model with the Initiative the other player’s MA drops below 1.
applies any Special Attack effects used, and
then proceed to the appropriate step.
b.The models declare the use Enemy MS Statistic Bonus to Model’s
of any Ki feats. Statistic
9.Damage Roll; The player rolls 0 +1
2d6 and applies any negative or positive -1 +2
modifiers, consulting the Wound Table in the
column equal to the Success level of the test A player chooses and Activates Kenko to
to see the number of wounds inflicted. perform a Melee action. Kenko chooses a Ashigaru
a.Mark off the wounds on the model and measures his Move distance. He’s in
other model’s Profile card and apply any range and so moves Kenko into BtB. Both models
effects. Go to step 11 if; turn so that their Facing markings are touching.
i.If this reduces it to 0 Both players calculate their dice pools, first the
or less wounds then remove the model from player controlling the Ashigaru; he has a base
pool of 3 dice equal to his Melee Skill, he chooses
the table.
not to Ki Boost so has 3 dice to split between
ii.If it is moved out of Attack and Defence. Next Kenko calculates his
BtB or became Prone. dice, his starting pool is 4 equal to his Melee Skill
10.Now run through steps 12 -17, and decides to spend 2 Ki to Boost to 5 dice.
with the other model becoming the model
with the Initiative, unless it has already done Next both players secretly assign their dice.
so and if it placed dice in Attack. Kenko’s controller decides to use his Combo
11.The Melee is now resolved and Attack which costs 1 dice and so leaves him with a
BOTH model’s condition will worsen one pool of 4, he assigns 3 to attack and 1 to defence.
The Ashigaru’s controller needs the Ashigaru to
step; (Rest – Tired – Exhausted).
tie up Kenko and so goes 2 in defence and 1 in
attack.
Both players announce the use of Special Attacks/
Defences. First to announce is the Ashigaru’s

11
Bushido: New Dawn - Game Rules

controller as Kenko has the initiative, he reveals Attack is a success in the 1 Column and so the
that he has not chosen to use a Special Attack or player makes his Damage roll and gets a 4,5
Defence. Next Kenko reveals that he is using the giving a final result of 9 meaning that Kenko
Combo Special Attack which cost him 1 so he’s suffers 2 wounds.
rolling 4 not 5 dice. As both players have checked their Attack dice
Both players roll. Kenko gets 6,5,1 in Attack and the Melee Exchange is over and so both model’s
a 4 in Defence. The Ashigaru rolls 4,4 for his condition worsens by one degree.
Defence and 5 in Attack.

As Kenko has the Initiative from being the model Wound Table
activated he checks his Attack dice first. His final
total is 7 ( 6 being his highest dice and +1 from • The Success Level indicates which
the 5) he cannot use the 1 as it is a failure. The column of the Wound table the player
Ashigaru’s Defence result being a 5 (4 being his
should consult.
highest dice and +1 from the other 4) mean that
Kenko Successfully hit with a Success Level of 2.
• The Success level of an attack cannot go
above 10.
Now before he makes his Damage Roll he decides • The modified result of the Damage Roll
to use his Ki Feat “Fists of Iron” for 2, meaning cannot be lower than 2 or higher than 12.
that he will +3 (+1 Melee Strength base, +2 from • “Auto Miss” – A naturally rolled 1, 1
the Ki Feat) on the Wound Table. He rolls 2,2, always inflict 0 wounds.
adds the +3 for a result of 7, unfortunately the • “Auto Kill” - A naturally rolled 6, 6 remove
Ashigaru has Armour (2) and so this is reduce the Enemy model from play.
from the score leaving a Final result of 5. He
• 1’s are not failures when making a
checks the Wound Table and sees he has caused
1 wound.
Damage Roll.
• Models without a Melee Combat Grid on
As he used Combo Attack he reduces the success their Profile cards halve the final number
level by 2 meaning he rolls again immediately in of wounds inflicted by successful Attacks.
the Success Level 0 Column (2 being the original
Success Level, -2 for the Combo Attack). This Hanso successfully Attacks a Rice Farmer
time he rolls better and gets a 6,5 plus +3, -2 with a final Success Level of 3. The player rolls 2
giving him a final result of 12 meaning that the and 6 for his Damage roll and Hanso’s Strength
Ashigaru suffers another 3 wounds. Bonus is +1 so the final result is 9 meaning that
Now, as the Ashigaru is still on the Table, not the Rice Farmer suffers 4 wounds.
Prone, in BtB, placed dice in Attack, and has
not already checked its Attack dice this Melee A Kairai villager, successfully Attacks
Exchange he checks his final Attack Result against Zuba with a final Success Level of 5. The player
Kenko’s final Defence result. rolls a 1 and 3 for his Damage roll and so the Final
The Ashigaru rolled a 5 and so this is the final result is 4, Zuba has the Toughness (1) trait and
result, Kenko’s final result is a 4. The Ashigaru’s so suffers 3 wounds.

Success Level
0 1 2 3 4 5 6 7 8 9 10
2 0 0 0 0 1 2 3 4 5 6 7
Final modified Result Of

3 0 0 0 1 2 3 4 5 6 7 8
4 0 0 1 2 3 4 5 6 7 8 9
The Damage Roll

5 0 0 1 2 3 4 5 6 7 8 9
6 0 1 2 3 4 5 6 7 8 9 10
7 0 1 2 3 4 5 6 7 8 9 10
8 0 1 2 3 4 5 6 7 8 9 10
9 1 2 3 4 5 6 7 8 9 10 11
10 1 2 3 4 5 6 7 8 9 10 11
11 2 3 4 5 6 7 8 9 10 11 12
12
12 3 4 5 6 7 8 9 10 11 12 13
Bushido: New Dawn - Game Rules

Special Attacks/ Combo Attack: If the Attack is successful


then after the wounds from the attack have

Defences
been applied make another Damage Roll on
the Wound table at the original Success Level
– 2. Continue this until the Success Level is
These are special abilities that allow a model reduced below 0.
in a Melee Exchange to inflict an effect on its
opponent instead of a standard wound if it For example, Hiro successfully attacks
a Kairai with a Success Level of 3. The player
successfully Attacks/Defends.
makes a Damage roll using the Success Level 3
column, then after that is resolved they will make
If a model is able to attempt one of these another Damage roll in the Success Level 1 (3 -2
Special Attacks/Defences it will appear on = 1 column). After this they will stop as the next
the model’s Profile Card. All Special Attacks/ -2 would reduce the Success level below 0.
Defences have an X cost after the text, this
is the number of dice to remove from the Critical Strike Attack: If the Attack is
model’s Melee dice pool (See Step 4 above) Successful with this Attack, when making a
if it chooses to use a Special Attack/Defence, Damage Roll consider any doubles rolled as
this modifier only effects the current Melee 6, 6 Auto Kills, except 1, 1.
exchange being resolved. A model may only
perform one Special Attack OR Defence per Push Attack: If the Attack is successful,
Melee exchange. move the Enemy model 1” directly away
from this model if able.
If through a movement from a Special Attack
or Defence a model moves into BtB with Force Back Attack: If Successful with this
another model then if that model has an equal Attack move the Enemy model 1” directly
or larger Size it stops at the point at which away and then move directly towards it into
it entered BtB. If it contacts a smaller Size BtB.
model it continues its movement and pushes

Special Defences
that model directly away from the point of
contact and equal to a distance that would
enable the model to continue its movement
without contacting the model. Models of Counter Attack Defence: If this Defence
equal or smaller size become Prone. If an is successful then deduct 2 from the Success
Impassable Terrain element would prevent Level of the defence. If this is 0 or greater
this movement then the model must stop at then make a Damage Roll on Wound Chart in
the point of contact. the column equal to that number.

Special Attacks
Throw Defence: If the Defence is successful
the Enemy model is placed within d2” in LoS,
and becomes Prone.
Slam Attack; If the Attack is successful the
Enemy model is moved d3” directly away and Sweep Defence: If the Defence is successful
becomes prone. It suffers half the wounds then the Enemy model becomes Prone.
when rolling on the Wound table.
Side Step Defence: If the Defence is
Throw Attack: If the Attack is successful successful move this model 1” away from the
the Enemy model is placed anywhere within Enemy model.
d2” in LoS, and becomes Prone. It suffers
half the wounds when rolling on the Wound Push Defence: If the Defence is successful
table. move the Enemy model 1” directly away
from this model.
Sweep Attack: If the Attack is successful
then the Enemy model becomes Prone. It Drag Defence: if the Defence is successful
suffers half the wounds when rolling on the move this model 1” directly away from the
Wound table. Enemy model, then move the Enemy model
directly into BtB.
Powerful Attack: If Successful then the
model gains an additional +2 Strength for
the Damage Roll.

13
Bushido: New Dawn - Game Rules

(Ie Fire marker) but of one value higher. A

Model States model with Fire markers on its Profile card, or


a Friendly model in BtB which is unengaged
and not in an Enemy model’s ZoC, may spend
States a Simple action to remove two Fire markers
from a model’s Profile card.
A model may, through game effects, enter
into a number of different states. Poisoned: If a model has Poison markers
on its Profile card it is considered Poisoned.
Berserk: The model gains the traits During the End phase, remove the highest
Aggressive and Impetuous until the End value Poison marker, the model suffers
Phase. wounds equal to the removed marker’s value,
after removing the highest value marker,
Blind: Models with Blind Markers on its if that model still has three or more of the
Profile card cannot draw LoS outside of same value markers replace two of those
BtB, must be the second model to have the markers with one of the same type but one
Initiative in Melee Exchanges and suffer a -1 value higher. These wounds ignore Armour.
MS. During the End Phase remove one Blind
Marker from each model with a Blind Marker During the End Phase an Ashigaru has 3 x Fire
Marker (1) and 1 x Fire Marker (2) counters.
on its Profile card.
He removes the Fire (2) marker and suffers two
wounds, his opponent then chooses to replace 2
Controlled: Controlled models are Enemy x Fire Markers (1) with a Fire Marker (2) leaving
models that become Friendly for a number him with 1 x Fire Marker (1) and 1 x Fire Marker
of actions equal to the number of Control (2).
tokens on the model’s Profile card. Whilst
Controlled the Active player may declare any Prone: Models that are in the Prone state;
action the model would normally be able to have no ZoC, do not block LoS, Enemy
perform but may not spend its Ki tokens, models may choose not to be considered
the model does however generate Ki. Simple in BtB with them when declaring actions
actions will remove one Control token and and must be the second model to have
Complex remove two Control tokens once the the Initiative in Melee Exchanges. The only
action is resolved. As soon as all the Control action a Prone model may declare is Stand
tokens are removed the model returns to the Up. When a Prone model is the Target of a
original player and is considered an Enemy Melee Exchange or through initiating a Melee
model. Exchange from Standing Up it suffers -1 MS.

Frightened: This model gains the Defensive Ki Block: Models with Spirit Block Markers
trait and suffers a -1 MS. It may not declare on their Profile Cards do not generate Ki
actions that would move it into BtB with during the Ki Generation step. At the end
Enemy model’s with the Fear trait. During of the Ki Generation Step remove one Spirit
the end phase the model must make another Block Marker from each model with a Spirit
Fear test with the target of the test equal to Block Marker on its Profile card.
the highest Fear value of Enemy model’s in
BtB. If there are no Enemy model’s in BtB Stunned: Models with any Stunned Markers
the target of the test is equal to the original on their Profile card suffer a -1MS. During
failed test. Frightened model’s automatically the End Phase remove one Stunned Marker
fail Fear tests against model’s with a higher from each model with a Stunned Marker on
Fear value than the original failed test. its Profile card.

On Fire: If a model has Fire markers on its Surprised: A model is Surprised if it is the
Profile card it is considered On Fire. During Target of an Enemy model’s action and that
the End Phase remove the highest value Enemy model started its activation not in
Fire marker, the model suffers a number of BtB with it and outside of its LoS. Surprised
wounds equal to the removed Fire marker’s models may not declare Ki Feats or Ki Boosts
value, these wounds ignore the Armour and and suffer a -1 MS. Models are only Surprised
Toughness traits, after removing the highest until the action in which they were Surprised
value marker, if that model still has three or is resolved.
more of the same value markers replace two
of those markers with one of the same type

14
Bushido: New Dawn - Game Rules

it is not the Active Model.

Ki Feats •Because this is not an action it can


be combined with a Simple or Complex
Action if the model is the Active model.
Each model may perform the Ki Feats on its
Profile Card. It is important to remember that Instant and
Active Ki Feats/Boosts cannot be used to
Ki Feats are categorised in a number of ways. affect dice already rolled, and any traits or
Before the Feat’s name the following icons effects that would affect a roll or test must be
may be present. These can restrict the feat’s declared and paid for before dice are rolled.
use; the number of times it can be used,
when it can be used or how. Simple:
•A Simple Feat requires a Simple
Not in Melee; All Ki Feats may be used action.
whilst the model is in Melee unless it •Can only be used when the model is
has this Icon. the Active model.

No Move; Models performing Simple Complex:


and Complex Ki Feats can combine •A Complex feat requires a Complex
the action with a Walk either before action.
or after it is resolved, unless it has this icon. •Can only be used when the model is
the Active model.
Frequency; All Ki Feats can be used an
unlimited number of times unless you see a Ki Feats are classified further by whom they
letter, which indicates the number of times it affect:
can be used and in what time period. i.e. the
Ki Feat cannot be used more times than the Personal: This Feat affects the user
frequency shown. only.

A(X) = limited to X number of uses


Target (X): This Feat affects a specific
per action.
Target. The Target must be within X”
otherwise the Feat fails, but the Ki
T(X) = limited to X number of uses per
Tokens must still be removed.
turn.

Aura: This Feat affects an area that
G(X) = limited to X number of uses
may be either set or variable. The area
per game.
is expressed as a 360 degree radius
measured from the edge of the model’s base,
All Feats have a cost in Ki Tokens; this cost
the model from which it originated is always
must be spent for the effects of the Feat to
considered within the Aura. Unless stated
be applied. If a model does not have enough
Auras ignore LoS rules, obstacles; all models
Ki Tokens then it may not declare the use of
even partially within the Aura’s area of effect
the Feat.
are affected. Auras last until the End phase
or the originating model is removed from
When a feat can be used depends on its
play.
complexity. Instant and Active Ki Feats are
not considered actions.
Pulse; This Feat affects an area that
may be either set or variable. The
Instant:
area is expressed as a 360 degree
• Can be used any time except in
radius measured from the edge of the
Melee exchanges and Ranged Attacks
model’s base. Unless stated Pulse’s ignore
when the timing is dictated by the steps
LoS rules and obstacles; all models even
detailed.
partially within the Pulse’s area of effect are
• Because this is not an action it
affected. The effects of Pulses last until the
can be combined with a Simple or Complex
Ki Feat is resolved.
Action if the model is the Active model.
Special: The effect of the Feat is
Active Player:
unique in some way and is further
• Can only be used when this model’s
described on the model’s Profile card.
controller is the Active Player, even if

15
Bushido: New Dawn - Game Rules

Ki Boosts to Statistics Hanso is successfully Attacked in a Melee


exchange and his opponent rolls a 7 on the
Damage Roll, Hanso has the Armour (2) trait and
Some models are able to increase a statistic
so the final result is a 5.
through the spending of Ki Tokens (See Profile
Cards). These increases are Ki Feats that are
Armour Piercing (Weapon Type):
- X - Instant - Personal. The increase lasts
Damage rolls made by this model ignore
until the currently Active model’s activation
the Target Enemy model’s Armour trait. If
is resolved.
a Weapon type (Melee or Ranged) is stated
A player is activating Yumi, they are
then Armour Piercing only affects that
unsure whether they are within 4” of a Bakemono Weapon type.
they want to declare a Melee action against. Assault Fire: This model may make a
Luckily Yumi can boost her Move Statistic by 1 for Ranged Attack against the Target of a Melee
every two Ki spent. The player declares that they or Charge action if it was not in BtB at the
are Ki Boosting her Move Statistic once, spent the start of its action. After moving but before
two Ki and then declare the Melee action. the Melee is resolved if the model entered
BtB with the Target resolve a Ranged Attack.
A player has a model with 6 Ki, The Ranged Attack is considered to be at
Outnumbered in a Melee exchange, the model
Short Range. If the model is removed from
can Ki Boost its Melee Skill by 1 for every three
Ki spent. When calculating that model’s dice pool
play by the Ranged Attack the model’s
for that exchange they decide to Ki Boost by 2 by activation ends. The Active model suffers a
spending all six Ki. -1 to MS and RAS until the end of its current
activation.
Assassin: If this model makes a successful
Character Traits Melee or Ranged attack against a Surprised
model, it may roll three dice for the Damage
roll and choose the highest two.
Models in Bushido commonly have one or Automatic Disengage: When this model
more Traits. activates it may ignore Enemy models in BtB
when declaring its action and freely move out
Some traits have X, Y or Type values in of BtB with Enemy models without declaring
brackets after the traits name. This is either a Disengage action.
a positive or a negative modifier, a range or Aware: This model can choose to draw LoS
the Type of model the trait affects. 360 degrees around it’s base.
Believer (X/Type/Y): Friendly models
Players cannot choose whether they use within X” of the Type reduce the cost of Ki
Traits, but can choose in which order their feats by Y.
own model’s traits trigger. Unless stated they Bodyguard (X/Type): This model may
are considered in effect. switch positions with another model of Type
if;
A player controlling a Kairai with Rise (4)
and Last Stand can choose to attempt his Rise
•Within X” and has LoS to Type,
test first, then if successful the Rise trait would •Type is not in BtB with an Enemy
cause the model to recover all its wounds. If it model.
failed then the Last Stand trait would trigger. •This model is not in BtB with an
Enemy model.
Example; Players cannot choose not to use •This model has actions remaining,
the Armour trait. and Type is the target of a Melee, Charge or
Ranged Attack action.
Traits A-B
This model then becomes the target of the
Aggressive: This model may not choose action, and the action is resolved normally.
more Defence dice than Attack Dice during Bravery: This model may reroll a failed Fear
Melee exchanges. test. The second result must be kept.
Ammo (X): This model starts the game with Brutal (X): This model adds X to the highest
X Ammo counters. When this model resolves Attack Dice when calculating the final result.
a Ranged attack remove an Ammo Counter.
If this model has no Ammo counters it may Traits C-E
not declare Ranged Attacks.
Armour (X): Reduce Damage rolls against Camouflage (X): This model cannot be
this model by X. Targeted by Enemy models when in Obscuring

16
Bushido: New Dawn - Game Rules

Terrain or when it would benefit from Cover, Traits F-J


unless the Active model starts its activation
within X” of the model Targeted. Fear (X): When models make Target Fear
Channel (X): During this model’s activation tests against this model X is the target
it may remove Ki Tokens from its own profile number of the tests. Models with equal Fear
card and place in on a Friendly model(s) X traits ignore Fear tests, but must still test
profile card as long as the model(s) is within against models with higher Fear X traits.
X”. If the model is outside of this range then
the Ki Tokens are lost. Fear Tests; Fear tests are Target tests using
Charge Reception (Bonus): When this the model’s Ki statistic to resolve. Resolve a
model is Charged by an Enemy model it gains Fear test when;
an additional Bonus for that Melee exchange.
Charging Strength (Bonus): When this 1.An Active model declares an action
model Charges an Enemy model it gains an that would bring it into BtB with a model with
additional Bonus for that Melee exchange. the Fear Trait. If the Active model fails the
Command (X/Type): This model may Fear test. Its action is spent and its condition
declare a Simple action Command; it then worsens by one degree (see Model States
activates up to X number of non-exhausted and Conditions) and its activation ends.
models of the Type to perform a Simple
action. The order the models activate in is 2.Or, an Active model with the Fear
chosen by the controlling player, after each trait declares an action that would bring it
action is resolved that model’s condition into BtB with an Enemy model. If the Enemy
worsens as normal. model fails its Fear test then it enters the
Conspiracy of the Cult (X): When this Frightened state (See Model States and
model activates it may inflict up to X wounds Conditions).
on any Friendly model(s) with this trait, up to
its own X value. This model gains Ki Tokens Note; Models only enter the Frightened state
equal to the number of wounds suffered. A in Step 2.
model cannot suffer more wounds than the X
value of its own Conspiracy of the Cult trait. Fearless: This model automatically passes
These wounds ignore Amour and Toughness. Fear tests.
Co-ordinated Attack (Type): If this model Feint (X): During a Melee exchange the
is in a Melee exchange in which a Friendly model may force its opponent to reroll up to
model of Type is Outnumbering then this X Defence Dice once, the second result must
model gains +1 MS. A model can only benefit be kept
from this trait once per Melee Exchange. Fire (X/Y): When this model inflicts wounds
Cowardly: This model must reroll successful through a Melee or Ranged Attack on an
Fear tests. The second result must be kept. Enemy model, place Y Fire Markers on the
Cumbersome: If this model is not the Active targets Profile card of value X. See Character
model then it suffers a -1 to its MS. States “On Fire”
Defensive: This model may not choose First Strike: This model gains the Initiative
more Attack dice than Defence Dice during for the first Melee exchange with an Enemy
Melee exchanges. model if it started the current activation
Disturb Flow (X/Y): All Enemy models unengaged.
must spend an additional X Ki tokens when Flank: During this model’s controlling
performing Ki Feats within Y”. player’s Deployment they may choose
Dodge (X): During a Melee exchange the whether this model will use Flank or not,
model may force its opponent to reroll up to if the player chooses not to use Flank, this
X Attack Dice once, the second result must model is deployed as normal. If the player
be kept. declares the model is using Flank then do
Durable: When this model would suffer not deploy it and instead choose a table
multiple wounds it only suffers one wound. edge. Then starting in the second turn of
If this model would recover wounds only the game, at the beginning of the Starting
recover one wound. Step, and before Ki Generation roll a d6.
Elusive: This model ignores Enemy models Add the game turn number to the result
ZoC when moving. rolled, if the total is equal to or greater than
five then immediately deploy the model
anywhere along the chosen edge but not in
the opponents Deployment zone, ones are

17
Bushido: New Dawn - Game Rules

not considered failures for this roll. Kami: When this model suffers wounds
Fly: When a model with this trait declares a instead remove an equal number of Ki Tokens
Walk, Run, Melee or Charge action it ignores; from its profile card. If this model has no Ki
Terrain elements, other models and ZoC for Tokens on its Profile card it is removed from
the duration of the action. play. This model may not be Channelled to or
Force of Will (X): A model with this trait Leeched from and cannot be Healed.
may add X to its highest dice when making Ki Block (Melee/Ranged): When this
opposed Ki tests and is the Active model. model inflicts Wounds through a Melee or
Forward Deployment: This model may be Ranged Attack on an Enemy model, that
deployed 4” outside the deployment area model gains one Ki Block marker.
when the player’s Warband is deployed.
Group Activation: All models on this Profile Traits L-R
card must perform the same action when
declared the Active model; each model Large: Model’s Targeting this model with a
on this card resolves any moves before Ranged Attack subtract 1 from the Target
any Melee exchanges are resolved. Melee number of the test.
exchanges are then resolved in the order the Last Stand: If this model is reduced to 0
controlling player chooses. wounds, it may still be activated until the
Heal (X): If unengaged this model may end of the turn, this model cannot recover
declare a simple action and remove X wounds through any game effect or trait
Wounds from its profile card or that of a once its wounds have been reduced to 0.
Friendly model in BtB. During the End Phase, the model is removed
Heavy: This model may not move as part of from play
a Ranged Attack action. Leadership (X): Friendly model’s within
Immovable: This model may not be moved X” may use this model’s Ki Statistic when
by an Enemy attack, Ki Feat or effect, and resolving Fear tests.
can never become Prone. Leap: When this model declares a Melee,
Impenetrable Defence: In Melee Charge, Walk or Run action, and is not in
exchanges with this model Enemy models BtB with an Enemy model. It may, before
must always discard the highest resulting movement reduce the distance this model
Attack dice before the final results are would move in inches by X. If so then place
calculated. this model anywhere within X, the model may
Impetuous: This model must always be not be placed in BtB with an Enemy model or
the first activated by the Active player. This in an Enemy models ZoC. The model then
model may only declare Melee, Charge and completes its move and action.
Ranged Attack actions and needs to target Leech (X): During this model’s activation
the nearest Enemy model it is able to. If a it may remove Ki Tokens from a Friendly
player controls several impetuous models model(s) profile card as long as the model(s)
then that player chooses the order in which is within X”. If the model is outside of this
they activate them. range then the Ki Tokens are lost.
Indomitable (X): This model ignores X Light Weight: This model does not suffer
additional Enemy models when checking for penalties to the Target number of a Ranged
Out Numbering in Melee exchanges. Attack action for moving as part of a Ranged
Insignificant: This model; Attack action..
•Has no ZoC. Light Footed: This model moves through
•Does not count when calculating Out Difficult Terrain as if it were Clear.
Numbering in Melee Exchanges. Lightning Reflexes: This model always has
•May not perform Simple or Complex the Initiative in Melee Exchanges. Model’s
Scenario actions. with this trait gain the initiative against
Intangible: This model ignores ZoC, other model’s with First Strike.
model’s, terrain and being in BtB when Immunity (Type): This model may not
declaring actions. It may not end its move have Markers of Type placed on its Profile
occupying the same volume as a terrain card.
feature or another model. Martial Prowess (X): During a Melee
Iron Mind (X): This model adds X to its exchange the model may reroll up to X
highest dice when it is the Target of an Attack or Defence Dice once, the second
opposed Ki Test. result must be kept.
Jump Up: At the start of this model’s Medium: This model is a medium size.
activation but before its action is declared it Oni Rage: During Ki Generation this model
may remove the Prone state from itself.

18
Bushido: New Dawn - Game Rules

may gain an additional number of Ki Tokens Armour and Toughness traits when rolling on
equal to D2. If it does it enters the Berserk the Wound table. If a Weapon type is stated
State until the End Phase. then Sharp only affects that Weapon type.
Order (X/Type/Y): The model may declare Sixth Sense: This model is never considered
a complex action and may then immediately Surprised. This trait ignores the effects of
improve the conditions of X models of Type the Camouflage Trait.
that are within Y“ (Exhausted – Tired – Slow: This model must be the second model
Rested) to have the Initiative in Melee Exchanges,
Parry (X): This model adds X to the highest and may not declare Run or Charge actions.
Defence Dice when calculating the final Small: Model’s Targeting this model with a
Defence result in Melee Exchanges. Ranged Attack action add 1 to the Target
Poison (X/Y): When this model inflicts number of the test.
wounds through a Melee or Ranged Attack Split Attack: When this model declares a
on an Enemy model, place Y Poison counters Melee or Charge Action, after its movement
of X value on that model’s Profile card. if it is in BtB with two or more Enemy models
Ranged Defence (X): A model making a the player may resolve a Melee exchange
Ranged Attack against this model adds +X to with two or more of those models. The player
the Target number of the test. splits this model’s Melee Skill between the
Rapid Fire (X): When this model declares a Melee Exchanges with a minimum of 1 MS
Ranged Attack Action it may resolve up to X for each exchange before resolving the Melee
Ranged Attacks during the activation. These Exchanges, then resolves them in the order
Ranged Attacked may Target different models they chose. This only worsens the Active
and are resolved in the order this model’s model’s condition by one degree (Rested –
control chooses. This model’s condition still Tired – Exhausted).
only worsens one degree regardless of the
number of Ranged Attacks made by Rapid Kenko activates and is in BtB with two
Fire. Bakemono. He decides to split his Melee Skill of 4,
Regenerate (X): This Model recovers X to 3 and 1. He resolves the first Melee Exchange
with Melee Skill 3, after which the first Bakemono’s
wounds during the End phase.
condition worsens one degree, he then resolves
Reload (X): After resolving a Ranged the second and final Melee Exchange with Melee
Attack action place X Reload counters on Skill 1 after which both the second Bakemono’s
this model’s Profile Card. The model cannot and Kenko’s condition worsens one degree.
declare a Ranged Attack action as long as it
has Reload counters on its card. Note: Kenko’s state only worsens when the
Retreat: This model must always declare a final melee exchange is resolved.
Disengage action if it starts its activation in
BtB with an Enemy model. Soulless: This model automatically succeeds
Rise(X): At the end of an action where all opposed Ki rolls, and Fear tests.
this model is reduced to 0 wounds, make a Steadfast: This model may freely choose
Target test with one D6 with a target of X. how to place MS dice when frightened.
If successful the model becomes Prone and Steady: The model can never become Prone.
recovers all Wounds. If it fails remove the Strong (Melee/Ranged): When this model
model from play as normal. makes a Damage Roll with the Type stated,
roll 3d6 and choose the two highest dice. If
Traits S-Z a Weapon type is stated then Strong only
affects that Damage Rolls of that Weapon
Scout: This model may deploy after both type.
player’s normal deployment and may deploy Strong Mind (X): This model gains an
anywhere within 4” of the controlling player’s additional X dice when resolving Opposed Ki
normal deployment zone. Also the model’s tests.
controller adds +1 to the result of the Tactical Stubborn: This model cannot voluntarily
roll during the Deployment Phase. leave BtB with an Enemy model.
Self-Sacrifice (X/Type): If this model Stupid (X): When this model is the Active
is within X” of Type, unengaged and not model and declares an action, make a Target
Exhausted. Then if Type would receive a test with one D6 with a target of X, if it fails
wound roll, before that roll is made the this test the model forfeits its action, but its
player may remove this model from play and condition still worsens one degree.
the Wound roll is cancelled. Tactician (X): This model adds X dice to
Sharp: This model ignores Enemy model’s the players Tactical rolls. The player may

19
Bushido: New Dawn - Game Rules

only benefit from one model’s Tactician at a • Players calculate


time. the number of Passes for the turn. Each
Terror: If a model should make a Fear test player totals the number of Friendly non-
against this model it must reroll the test if it Insignificant models. The player with the
succeeds it, the second result must be kept. least gains the difference in Pass tokens.
Tiny: Model’s Targeting this model with a •Tactical Roll; both players roll
Ranged Attack action add 2 to the Target a D6; the winner decides which player will
number of the test. start the main phase as the Active Player.
Tireless: This model does not tire or exhaust

2. Main phase
as a result of Melee exchanges initiated by
Enemy models.
Toughness (X): Reduce the final number of
wounds inflicted by successful attacks by X •Starting with the Active
after consulting the Wound Chart. player.

Zuba is successfully Attacked in a Melee •The Active player chooses


Exchange with a Success Level of 2. His opponent a model and declares a Simple or Complex
rolls a 9 on his Damage Roll and so would suffer 3 action for it to perform, or uses a Pass token.
wounds but Zuba has the Toughness (1) trait and
so only suffers 2 wounds. •The model’s action is
resolved.
Unblockable Strike: Model’s with this trait
ignore their opponent’s highest Defence dice •The opponent then becomes
in Melee Exchanges. the Active player, unless; the player is
Unstable (X): This model suffers a penalty unable to activate a model then their
of X” to its Move statistic when move through opponent continues to be the Active Player,
Difficult terrain. and activates models until they are unable to
Weak (Melee/Ranged): When this model activate a model.
makes a Damage Roll with the Type stated,
roll 3d6 and chooses the two lowest dice. •Once neither player is able to
Weak Mind (X): This model loses a number activate a model, move to the End Phase.
of dice equal to X when making opposed Ki
tests.
3. End phase
Game Turns •Resolve any effects that occur
or end in the End phase. Always resolve the
Games of Bushido are broken down into negative effects first.
Turns. How many turns the game lasts is
dictated by the Scenario being played. •Refer to the Scenario being
played and check for the scoring of Victory
Each game Turn is divided into three phases. Points. If this is the final turn of the scenario
The three phases are the Starting phase, the game finishes. If one player has no
the Main phase and the End phase. models left on the table, the game ends, and
Victory Points are calculated immediately.

1.Starting phase •Remove Exhausted condition


markers.
•Roll for Variable Turns (See
Scenarios) Note; games can only finish in the End Phase.

• Ki Generation - All Pass Tokens


models receive a number of Ki Tokens equal
to the first number of their Ki statistic. A player may use a Pass token instead of
taking an action with one of their models,
• Resolution of Unique if they do then their opponent becomes the
Effects. Active player.

20
Bushido: New Dawn - Game Rules

Scenario Rules Deployment


Bushido is best enjoyed by playing a scenario Deployment can be either Baseline or Corner
to decide the victor. Scenarios are broken Square deployment.
down into the following sections.
•Baseline Deployment: models are

Terrain
set up with the base of the model touching
the edge of the board.

Players should decide before a game on •Corner Square Deployment: Players


which elements to use, and how the terrain set up their model’s in a 6” square in opposite
elements will affect the game. The terrain corners of the board.
should fill roughly between a quarter and
half of the play area. Terrain elements are
categorised by two traits; Visibility and Setup
Difficultly.
Unless otherwise stated in the Scenario
Unless stated Idol Markers are 30mm Bases, description the players should setup the
these are Difficulty; Clear and Visibility; terrain and deploy following these steps.
Clear although a model may not end its
action occupying the same area as the Idol 1.One player sets up the terrain
Marker’s base. (Randomly decide which player)
2.The other player then chooses
Visibility a Deployment area (As detailed by the
scenario)
Can the terrain be seen through when 3.Players make an Opposed Tactical
drawing LoS? roll.
4.The winner decides which player
•Solid: No LoS can be drawn through deploys first. That player then deploys their
any part of this the terrain that is considered entire force. Then the second player deploys
Solid. their force (Deploy as detailed by the
scenario)
•Obscuring: Model’s draw LoS 3”
extending from where the terrain that is
Obscuring starts. No matter where the model Game Length
is in relation to the terrain.
Games of Bushido can be Fixed or Variable
•Clear: LoS can be drawn through
the terrain. •5 Turns Variable: During the Starting
Phase of Turn 5 one of the players rolls a
single D6. If the result is 4 or more the game
Difficulty will end at the end of the turn. If the result is
not then the game continues to the next turn
How easy is it for a model to move through? and this roll will be made again. The game
will always end on the seventh turn.
•Impassable: Cannot be moved
through. •Fixed (X): The game ends after the
End Phase of the designated turn.
•Difficult: Can be moved through
but at ½ Movement rate for any movement
whilst in the terrain element. Victory Conditions

•Clear: No affect to movement All scenarios in Bushido have three Victory
Points. The game cannot have more than
Some terrain elements like a building might three Victory Points.
have different types of Visibility and/or
Difficulty and so the players should decide
before the game starts which areas are
different.

21
Bushido: New Dawn - Game Rules

the End Phase of turn six. 1VP - Killing your

S c e n a r i o s opponent’s “messenger” in a turn yours


is still in play during the End Phase. 1VP -
If your “messenger” is in the opponents
Worship - Keii Deployment zone and you declare it, before
Deployment Baseline Deployment Setup your opponent has done so. Special Rules
Place 4 Idol markers as per the diagram below. Each player secretly assigns one off their
Game Length 6 turns Victory Conditions 1VP characters as the “messenger”. This is not
- for the player who Scored the highest total revealed to your opponent until the end of
with Prayer Tokens at the end of Turn 2, 4 the game or for the third VP. . Players don’t
and 6. Special Rules Prayers; each player declare when the messenger is killed but
starts the game with 5 Prayers Tokens. These write on the model’s cards which turn it is
are placed in a Prayer Pool for each player. killed. Then at the end of the game you can
Simple Scenario Action; the model must be see if you killed the opponents messenger
in BtB with an Idol. The player then removes in a turn yours was alive. The messenger
one Prayer Token from their Pool. The value cannot through any Friendly means be
of the Prayer Token depends on which Idol removed from the table and then placed in
the model was in Base to Base with. another location. If it does it is considered
Home (closest deployment) = 1 Point killed.
Neutral (middle of the board) = 2 Point
Away (Closest to Enemy deployment) = 3
points During the Starting Phase of Turns 3

W a r b a n d
and 5 reset each player’s Score to 0.

The Idols

Deployment Baseline Deployment Setup Composition


Place 3 Idol markers as per the diagram
below. Facing the side of the play area Game A player’s Warband in Bushido is made up of
Length 6 turns or Variable a number of models from the same faction,
Victory Conditions 1VP – for each Idol turned the Rice cost of your Warband must come
towards the Players Deployment Zone at to the same total as your opponent. Players
the End Phase of the last turn of the game. can only recruit one card of each fighter
Special Rules Simple Scenario Action; Turn and cannot duplicate them; this does not
an Idol in BtB with this model, facing 90 prohibit the opponent recruiting the model
degrees. for their force. Sometimes two or more
models are represented by the same Profile
card. A player can choose to recruit up to the
The Idols – Variant number of models as there are Wound tracks
on the card.
Deployment
Baseline Deployment
Setup
Place 3 Idol markers as per the diagram
below. Facing the side of the play area
Game Length: 6 turns
Victory Conditions 1VP – for the player
with the most Idol’s turned towards their
Deployment zone at the end of Turn 2,4 and
6. Special Rules

Simple Scenario Action; Turn an Idol in BtB


with this model, facing 90 degrees.

The Envoy

Deployment Corner Square Deployment


Setup No special rules
Game Length 6 turns Victory Conditions
1VP - Your “messenger” is still in play during

22
Bushido: New Dawn - Game Tokens

23

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