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Bushido: New Dawn - Game Rules
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
Riku Hotaru
Temple of Temple of
Ro-Kan Ro-Kan
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Bushido: New Dawn - Game Rules
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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
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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.
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Bushido: New Dawn - Game Rules
Bushido
facing.
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
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Bushido: New Dawn - Game Rules
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Bushido: New Dawn - Game Rules
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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
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Bushido: New Dawn - Game Rules
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.
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Bushido: New Dawn - Game Rules
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
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Bushido: New Dawn - Game Rules
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Bushido: New Dawn - Game Rules
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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.
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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
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Bushido: New Dawn - Game Rules
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.
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Bushido: New Dawn - Game Rules
Terrain
set up with the base of the model touching
the edge of the board.
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Bushido: New Dawn - Game Rules
W a r b a n d
and 5 reset each player’s Score to 0.
The Idols
The Envoy
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Bushido: New Dawn - Game Tokens
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