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    To secure ourselves against defeat lies in ourown hands, but the opportunity of defeating the enemyis provided by the enemy himself. Sun Tzu

    The Art of War

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    “Do you think we lost them?” said Kenko, lookingover his shoulder. He could see nothing but forest.He wiped sweat from the corner of his eyes with hissleeve.

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

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

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

    “How can he disappear like that? And with the turtle, too?” saidKenko.“He was right here,” Yumi repeated, still not quite believing 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 thetreetops. Ki enveloped their bodies. They felt the life force owbetween them and the trees. Yumi reached the top a fraction of aheartbeat 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 inthe 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 goingto build the new temple?” said Kenko. He wanted to scream at themaster. They are still after us! We can’t just stay here and build atemple, no matter how enlightened you are!

    “Oh, no,” said the master, still smiling. “The site of the newtemple is very far from here.”

    Yumi was the rst to notice that the forest had fallen silent.

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    “Master,“ she whispered. “You said this is the place. The placeof 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-KanTemple Bell.

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

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    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. InBushido, the fate of the world hangs not on armies but on individualheroes, men and women of extraordinary capacity, attuned tothe all-permeating life force known as Ki. This force is the veryfabric of the universe, and those with the appropriate training ornatural talent can tap into this energy source and gain seeminglysuperhuman powers. In the world of Bushido, the delicate tapestryof Ki – and thus the universe itself –is threatened by the forces ofimbalance, 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. Areyou ready for the challenge of the Way of the Warrior?

    Bushido BasicsBushido is an oriental fantasy tabletop miniature battle game for twoplayers. Each player commands a force of no more than a handfulof individuals, represented by 32mm metal miniatures. These forcesmeet on the battleeld and the commanders (the players, that is)try to outwit, outght and outlive the opposing force and full theirbattle objectives while denying the enemy theirs. If you have playedtabletop miniature games before, Bushido falls into the ‘skirmishgame’ category: all miniatures represent individuals and your forceconsists of a small group of unique characters rather than a bigfaceless army.

    A game of Bushido is fast-moving, exible and lled withstrategizing, 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 typicalgame of Bushido takes between one and two hours to play – more ifyou are new to the game, less if you are a seasoned veteran.

    Getting ready for BushidoFor a game of Bushido, each player will need:• A copy of these rules.

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

    • A tape measure, in order to measure the movement of theminiatures. Bushido uses inches as the unit of measurement inthis game.

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

    • A set of markers (10-20) to keep track of the Ki energy of eachmodel in your force. Game stores often sell markers for this type ofpurpose, but you can use pennies, buttons or markers from someother game instead.

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

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

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

    The Prole Cards All models in Bushido are represented by a prole card. The prole

    cards contain all the information that will be used in a gamespecic to that model. You also use the prole card to keep trackof the wounds sustained by your model – each model can only takeso many wounds before it is considered out of action and removedfrom the game. You sometimes also need to keep track of otherthings on the prole card, for example if the model has a trait that isonly useable once per game it is good to mark that ability when usedso that you do not use it again later by mistake. Most games stores

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    sell standard-size transparent plastic card sleeves. We recommendthat you invest in some of those (they are pretty cheap) and put yourcards in them when you play. That way you can use a marker pento indicate wounds, use of abilities, etc. on the transparent sleevesand then just wipe the sleeves clean after the game, keeping yourprole cards pristine.

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

    2. Statistics: The White number is the models base characteristicvalue, some models have a smaller number in Black above the White number; this signies that the model may increase thatstat by one for the duration of a single dice roll or stat use byspending the Ki required (i.e. the number in Black).

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

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

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

    life force of Ki. The rst number tells you the amount of Ki thismodel generates during the Ki Phase. The second number tellsyou the maximum it can have at any one time. Commonly youplace markers on the prole card to indicate how much Ki thatmodel has access to, and remove markers when you use Ki.

    7. Wounds: The amount of wounds a model can take before it isconsidered 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 advantagesor disadvantage. If a trait appears in red letters, this indicatesthat it is a disadvantageous trait. Otherwise (i.e. if it appears inblack) it is considered an advantageous trait.

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    Front

    Back

    9. Ki Feats: A brief description of the feat including its name andcost are displayed on the front of the card and a full descriptionof the feats effects are on the reverse.

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

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    by the model. There are two categories of weapons: Meleeweapons and Ranged weapons. A model may have one ormore triggers: special effects that may occur when the weaponis used some weapons also have weapon traits, which aredisplayed here. Triggers only take effect if you equal or exceedthe trigger value, but weapon traits are always in effect.

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

    12. Unique effect : Any special rules that apply to this model notcovered under any of the other headings.13. Faction symbol: This symbol tells you what Bushido game

    faction the model belongs to. Your force can only consist ofmodels that belong to the same faction.

    FactionsIn the world of Bushido, there are (at present) four factions ghtingfor supremacy. Some of these forces are committed to keeping thedelicate balance of the Ki forces permeating the universe, whereasother forces wish to upset and even destroy the Ki balance of theuniverse in order to achieve their own nefarious purposes. In anygiven battle, a Bushido player takes on the part of one of these fourfactions.

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

    rivals, the Shiho Clan. However, the promise of sole settlementrights died with the Emperor. His vessel expired and his heir wastoo young and inexperienced to be concerned with petty disputesat the fringes of his lands. The newly formed Prefecture of Ryufound themselves yet again in conict with their old enemies, theShiho Clan. Now, the Prefecture’s grasp of power is weakeneddue to the recent Tsunami. Their forces are in disarray and theyare ghting on all fronts in the aftermath of the disaster. But still

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    the men and women of the Dragon are ready to take their place atDestiny’s table, uniting the human world by defending it againstall threats.

    The Cult of Yurei: In the shadows and dark corners ofthe world, the worshippers of Yurei are gathering force.

    The many members of this Cult may not even be aware that theyare serving the same dark masters, but serve them they do – the Yurei Bargain, which in its various forms allows control over lifeand death, has proven a temptation to many different people whowould otherwise have nothing in common. In the Cult of Yurei,

    you may think yourself the master of your own Fate but you arealways 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 theTemple 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 arebeing dragged into the clandestine war of universal balance – awar in which they may reluctantly turn out to be key players. Themonks follow an age-old path and know the secrets of Ki betterthan any others, but they are few and divided – will they be able tounite and join forces before it is too late?

    The Savage Wave: They take the form of evil creatures ofmyth 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 makeup the bulk of the Savage Wave appear bent on the destructionof humankind and all that is holy, but they are not mindless, Asmany opponents have found out at great pain, the Savage Wave iscunning and organized, and it operates according to its own weirdand unknowable logic. Some mad hermits and outcast scholarswhisper that this is not the rst Savage Wave, and that the demon-creatures have been in our world before.

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    Game Mechanics and ConceptsIn Bushido, you move the models of your force around the play areain order to get into a position where you can full your strategicobjectives and attack and kill the models of your opponent’s force. Asin all tabletop miniature games, there are some basic concepts andmechanics for moving models and interacting with other models. We will introduce these key concepts here and explain the variousactions models can take, and then go on to explain combat.

    These mechanics and concepts are at the heart of Bushido;nevertheless, any effects and rules written on a model’s Prole Cardtake precedence over all general game rules.

    • Rolling dice: When you roll dice in Bushido, a is always a failure. All dice that come up when you roll are discarded and are nevercounted for the purposes of achieving or not achieving any type ofgame effect. If all the dice you roll come up you are assumed tohave rolled a result of “0” for the purposes of calculating game effects. When you roll more than one die, any additional dice that comeup adds +1 to the nal result. Note that when in combat, onlydice of the same colour (i.e. either Attack or Defence dice) areeligible for this modier.

    • Base to Base: Some actions require the model to be in Base to Basecontact (abbreviated BtB) with another model (friend or enemy). Thissimply means that the base of the model needs to touch the base ofthe other model (or the terrain feature) that it wishes to affect. It maybe that the dynamic pose of a model prevents you from placing it insuch a way that it is in Base to Base contact, in which case you canplace 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 that yourmodel is in Base to Base contact even if it appears not to be. 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 Baseto Base with the terrain feature, they are also considered to be inBase to Base contact.

    • Facing: The facing of a model is determined by the direction themodel is facing. If necessary, the players should clarify the facing

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    of each model before the start of play by clearly marking facing onthe models base, using a dot, for example.

    • Line of Sight: For a model to be able to carry out certain actionsLine of Sight (abbreviated LoS) is required. A model can drawLoS from 90 degrees from either side of the facing point (seeFacing). This is a fancy way of saying that you can draw LoS fromthe front-facing 180 degrees of your model’s base.

    LoS is determined by drawing an imaginary line from thecentre of the active model’s base to the centre point of the targetedmodel’s base (or to any given point on the table, if you ever needto draw line of sight to an object, a terrain feature, etc). If this

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

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

    Models may not freely move within theZoC of enemy models. When a modelenters an enemy model’s ZoC, themodel must either (1) stop at the edgeof the model’s ZoC, or (2) move into

    Base to Base contact with that model.If a model is already in an enemymodels ZoC when it begins its action,it must either (1) movedirectly away from themodel, or (2) move intocontact with the modelwhose ZoC it is in.

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    Taking Actions All models in Bushido can take two actions in a game turn. (We willexplain exactly what constitutes a game turn later.) When a modelis activated it may attempt aSimple action or a Complex action. AComplex action will count as both of that model’s actions in thatturn. This means that in any given game turn, any model can doeither two Simple actions or one Complex action. There are alsoactions that are designated ‘Free’. Taking aFree action does not counttowards your two-action allowance. The text on the Prole Cardwill tell you whether a particular free action requires the controllerof the model, to be the Active Player.

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

    Being Tired or Exhausted may inicta penalty on the model (seeCombat section). However,the tired and exhausted states

    only take effect after the actionthat you have declared has beenresolved (this means that you canalways take an action withoutsuffering the associatedpenalties of the state youjust entered by taking thataction).

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    Simple Actions:• Aim: The model picks a model to which it can draw LoS, 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 itsprole card in inches in any direction. Some terrain features mayrequire a Target Test to Swim or Climb through.

    • Disengage: The model attempts to move away from opponents itis in base to base with. Resolve as you would a Melee combat butthe 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 thenmake a Melee attack, initiating a Melee Combat. Before MeleeCombat begins, the targeted model must be turned so that it hasLoS to its attacker. If the model is already in BtB contact with anenemy model, it may make a Melee attack; this initiates a newMelee Combat exchange. In this latter case, the model may alsomove freely around the enemy model it is ghting, as long as 1) itremains in BtB contact with it, and 2) it does not pass through anyother enemy ZoCs while moving in this way.

    • Ranged Attack: The model makes a ranged attack. To make aRanged Attack the model must meet the 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

    model’s 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, thoughif it does, its Ranged attack will be at a penalty (see the section onRanged Combat).

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    • Reload: The model may remove a Reload Counter from its ProleCard.

    • Run: The model may move in a straight line up to 1.5 times its Movestatistic (e.g. a model with Move 4 may take a Simple action andRun 6” in a straight line). If this model makes any opposed melee orranged attack roll this turn it will suffer -1 to its combat pool.

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

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

    Complex Actions:• Charge: The model must move double its Base Move statistic

    in a straight line, towards an enemy model in LoS. If this movebrings the model into BtB contact with the enemy model a MeleeCombat is initiated. Before Melee Combat begins, the targetedmodel must be turned so that it has LoS to its attacker. In therst Melee Combat exchange only, the Charging model gains a+1 Strength bonus. If the model does not have enough Move toreach its target, it must still move its full Charge Move towards itsintended 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 aredesignated ‘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 theProle Card of the model.

    • Command (X/Y): The model spends a simple action, and mayactivate up to X number of models of the category Y to perform asimple action. For example, a model with the trait Command (2/ Ashigaru) may use a simple action to immediately activate up to 2different Ashigaru models.

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    • 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.

    • Mark Target: The model may perform a simple action anddesignate an enemy model within its LoS. Allied models targetingthat model with a Ranged Attack in the same turn add anadditional die to their Ranged Combat Pool for that Attack.

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

    states of up to two Bakemono within 6 inches from Exhausted toTired or from Tired to Rested.

    States A model may through game effects enter into a number of differentstates. Some of these states are permanent, others are not. Below isan explanation of the different states.• Exhausted: Once a model has used both its actions, it is considered

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

    • Frightened: Some models have the Fear trait. When such amodel targets an enemy model with a Melee attack (through aMelee attack action or a Charge action), the enemy model musttake a Fear test, which is a Targeted Ki test (the Target being theFear value of the model with the Fear trait). If it fails this Test, itbecomes Frightened. A model wishing to engage an enemy model

    with Fear in Melee combat (through a Melee attack action or aCharge action) must also take a Fear test and becomes Frightenedif it fails. Its declared action is also wasted and it is not allowed toinitiate Melee combat with the Fear-causing model.

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

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    the effects of Fear may attempt to make a new Fear Test using thesame Target value. If this Test is successful then the model is nolonger Frightened. It may, however, become Frightened again if itfails 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 nextto the model. Models that are prone may not perform any otheraction than Stand Up. A prone model has no ZoC.

    • Rested: The Rested state is the ‘natural’ state of any model; amodel is considered Rested if it has taken no actions, nor beenforced to take any actions, in any given turn.

    • Surprised: If a model is targeted by a game effect (most commonlyan attack) originating from outside its LoS it is consideredSurprised, but only for the resolution of that action. Models thatare surprised cannot use Ki Feats and suffer minuses in Combatand to their Missile Defence pool, as indicated in the RangedCombat/Melee Combat sections. A model cannot be surprised byanother model that starts its action in BtB contact with it.

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

    • Tired: After a model has performed a single simple action it isconsidered Tired.

    Taking TestsSome actions may require the model to take a test in order to seewhether the intended action succeeds or fails (regardless of which,

    the action is still considered ‘spent’, though). If an action does notstate a test is require it is automatically successful. There are twokinds 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 ofthe 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 indicatedby their statistic (in the rst case, 4 dice if the model has Move 4;

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    in the second, 2 dice if the model has Ki 2). If the highest-scoringdie is equal to or exceeds the Test difculty, the Test succeeds.Otherwise they have failed the action. The dice roll for the Testmay be modied, if indicated by the rules or by a models’ ProleCard. Any effects that will modify this result must be declaredbefore the dice are rolled.

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

    elsewhere in the rules or on the Prole Card. Modi ers may be applied to either models roll, and/or to thenumber of dice used. If an effect or modier causes a player tohave no dice left to roll then that player still rolls a single dice,but the opponent gains an extra die for every die the opponentwould have had below one (for example, if a game effect causesone model to end up having to roll -2 dice, that player still rolls onedie but his/her opponent gets to roll 3 extra dice).

    Once both players have determined the number of dice will useand any modiers, they roll their respective dice simultaneously. Any effects that will modify this result must be declared beforethe dice are rolled. Each player then takes the highest resultand compares it with the opposing players’ highest result. Thesuccessful player’s models action is resolved.

    If the dice’ results are equal, the players then compare thenumber of dice they each rolled. If one player rolled more dice,then their model’s action is successful. If the players are rolling

    the same numbers of dice then compare the second highest resultrolled, then the third highest, and so on… If the tie still cannot bebroken then the base value of the models statistics used determinesthe winner; highest base statistic wins. If the results are still thesame and the tie still cannot be broken, both players have to re-rolltheir dice.

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    CombatCombat is at the heart of any tabletop miniature game. In Bushido,individual models clash in desperate combat in a system thatallows players many different tactical options. There are two formsof combat, Melee combat and Ranged combat. In Melee combatmodels make Melee attacks, in Ranged combat models makeRanged attacks.

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

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

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

    When making Melee attacks, you use the model’s CombatPool (CP) statistic. The CP indicates how many dice the modelhas available to allocate to either Attack or Defense. Adding orsubtracting dice, as indicated in the table to the right, may modifythe Combat Pool of either participant in a combat.

    All these modiers are cumulative. If the modiers bring downthe CP below 1, then the player will still roll 1 die. However, theopponent gets a number of extra dice to his/her CP equal to thenumber the other player’s CP goes below one. For example, if one

    player’s CP drops down to -2 due to modiers, then that player stillrolls 1 die, but his opponent gets 3 extra dice to roll for his/her CP.Once the players have calculated the number of dice in their

    combat pool they must both secretly decide how to allocate thedice between Attack and Defense. This is why you need different-coloured dice; one colour represents Attack and one colourrepresents Defense. For example, a model with a CP of 3 may roll

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

    When both players have selected how many Attack dice and howmany Defense dice they will roll, both then simultaneously roll alltheir dice. The active player compares his highest Attack die withthe highest Defense die of the opponent. If the Attack die is higherthan the Defense die, the model’s Melee Attack is successful andyou go on to calculate the success level and roll for Wounds.

    Success Level and WoundsThe Success Level (SL) is the difference between the active player’shighest Attack die and the highest Defense die of the opponent.For example, if your highest Attack die is a , and your opponent’shighest Defense die is a , then the Success Level of your Attackis 3 (5–2=2).

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

    CONDITION CP

    Exhausted -1

    Surprised -1

    Outnumbered -1(-1 per additionalopponent.)

    Prone -1

    Frightened -1

    EXPLANATION

    The model being attacked isExhausted when the attack begins.

    The attack on the model originatesfrom outside that model’s LoS.

    There is more than one (otherwiseunengaged) enemy model in BtBwith the model.

    The model is attacked after it hasbeen knocked to the ground by agame effect.

    The model suffers the effects ofFear.

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    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, makea Damage roll. The Damage roll is made with a single d6, and ismodied by any Strength bonus, Trigger affects (see Weapon Grid),Traits or Ki Feats as relevant and indicated by the rules or on aProle Card. Any modications or combination of modicationsand game effects cannot reduce the result below the “1” row .Thenal result is cross-referenced with the Success Level column inorder to determine the amount of Wounds caused by the Attack.

    Many models have special Attack Triggers that may occur if a

    Melee/Ranged is successful. If the SL of the strike equals or exceedsthe Value of the Attack Trigger, apply effects of triggers before rollingon the Wound Chart. Some models have Negative Triggers (markedin red, rather than black, text on the Prole Card). These work in thesame way as normal Triggers but are rather activated if and when theopponent’s SL equals or exceeds the Trigger Value. Some modelshave Defense Triggers (in white), which are activated if a modelsuccessfully defends against an attack, achieving the required SL totrigger 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

    THE WOUND CHARTWound roll Success Level(1D6 + modiers) (SL) 0 1 2 3 4 5 61 0 1 1 1 1 2 32 0 1 1 1 2 3 43

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

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    and the wounded model is immediately removed from the table andcannot be returned by any game effect.

    If the attack was unsuccessful, or if the successful strike did notreduce the opponent’s Wounds to zero, then if the targeted model isable, the opponent compares his/her highest Attack die to the activeplayer’s highest Defense die to determine whether the opponent’s Attack was successful. The SL, Wound roll and Wound result arethen determined as above. It is possible that both the active playerand the opponent suffer Wounds in a Melee exchange.

    After both models have resolved their attacks the Melee combatis considered over and both players tire their respective model’s

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

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

    Carlos is the active player and so Yoshio has the Initiative. Yoshiohas 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 thatneither model’s Combat Pool is altered.

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

    Gordon is a little more cautious and decides on 1 Attack dice and1 Defense dice. He makes the choice in secret by holding 1 whiteand 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 Attackdie with Gordon’s highest Defense dice . As Carlos’s result ishigher, he has scored a hit. Next he rolls on the Wound Chart.

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    As Yoshio’s attack succeeded with a difference of 1 (5–4=1),Carlos will read his Wound roll result in the “1” column. He rolls adie and adds his Strength bonus, which is 0 (if Yoshio had chargedthe Kairai Puppet, using a Complex action, rather than using aMelee attack, a simple action, Yoshio would have had a Strengthbonus of +1). Carlos rolls and consults the Wound Chart: Yoshiohas inicted 2 Wounds on Gordon’s Kairai Puppet. As the KairaiPuppet has the Toughness (1) Trait, this is reduced to 1 Wound.

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

    dice, the attack of the Kairai Puppet on Yoshio is now resolved.Gordon’s highest (and only) Attack die came up a , and asCarlos allocated no Defense dice, he is assumed to have rolled a[0]. The Kairai Puppet succeeds with a difference of 3 (3–0=3) andGordon will thus read his Wound roll result in the “3” column. Herolls a die, adding no Strength bonus as he has none, and rolls a !Consulting the table, Gordon sees that the Kairai Puppet in icts 5 Wounds on Yoshio.

    Luckily Yoshio has the Armour (1) trait on his Pro le Card,which means that the damage is reduced to 4 Wounds. Yoshio iswounded but not dead.

    The Melee Combat exchange isnow over. Both players now turntheir respective Prole Cards 90degrees to indicate that bothmodels are Tired (Yoshio fromtaking a Melee attack action, the

    Puppet from defending itselfin a Melee Combat). Bothparticipating models are stillstanding (for now) and cantake a further Simple actionin this turn. It is now Gordon’sturn to activate a model andplay continues.

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    Ranged combat and ranged attacks:Only models with an RCP statistic may make Ranged attacks,unless allowed to do so by the text on their prole card or by someother game effect. If a model is eligible to make a Ranged attack, itmay do so if and only if there is a valid target, i.e. an enemy model,within the model’s LoS, and the model making the Attack is not inan enemy models Zone of Control, or in Base to Base contact withan enemy model.

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

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

    The active player then measures the range and both playerscalculate the number of dice they will use for Attack and Defencerolls respectively (RCP dice are always Attack dice, there is noneed to select an Attack/Defence dice combination when makinga Ranged attack). The active player simply uses the RCP dice, andthe passive player uses a set number of dice for Defence based onthe 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 CombatModier Table below:

    ATTACKER MODIFIER

    Aimed +1Will move -1Defender in cover -1

    DEFENDER MODIFIER

    Large -1Small +1Tiny +2Surprised -1Prone -1

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

    Some weapons have the Ammo trait. If this is the case, removean Ammo marker from their prole card when the attack is declared(the Ammo marker is thus lost regardless of whether the attack hitsor not).

    Ranged Combat: ExampleCarlos’ Minuro Arquebusier is ready for action. He has one ofGordon’s Kairai Puppets within his LoS. None of Gordon’s other

    models are in BtB with the Ashigaru. Minuro thus is eligible tomake 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 ndsthat Carlos’ LoS does not cross any other of his models, and theKairai Puppet is not in BtB contact with any other of his models.Too bad, the Kairai Puppet is going to get it.

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

    Minuro’s previous Action was an Aim action (indicated byhaving placed an Aim marker on his Prole Card) and Minuro thusbene ts from a +1 modi er 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

    Minuro’s Ranged Attack succeeds with a difference of 4 (7 – 3 = 4).Carlos’ nal Attack roll result is 7 and not 6, Because Carlos rolled

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    more than one on his Attack roll, he gets to add 1 to the nal Attack roll result for each additional he rolls beyond the rst.Carlos will thus read his Wound Chart result in the “4” column. Herolls 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.

    Ki Feats and Ki GenerationMost models in Bushido are able to manipulate the natural energy

    around them. This energy is called Ki. All models manipulate thisenergy in their own unique way.Each Ki Phase (see the Game Turns and Phases section) all

    models will generate a number of Ki markers equal to the rst Kistatistic printed on their Prole Card. These Ki markers are placedon the models Prole Card. A model may not have more Ki markerson its card than the second Ki value. If a model somehow generatesKi above the second Ki value these addition markers are forfeitedand cannot be regained. When models are required to make Ki rollsfor whatever reason then it is the rst Ki statistic that determinesthe number of dice to be used. When a model preforms any actionthat requires Ki to be spent, the required numbers of markers areremoved from the model’s Prole Card. For purposes of gameeffects any actions that require the expenditure of Ki markers areconsidered Ki Feats.

    The cost for each Ki Feat is indicated in the description of thatFeat. 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 withthis symbol it will cost an additional Ki token if used while inBtB contact with an enemy model.

    Feats can be used at different times and situations, these areclassied 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 model’s normalactivation.

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

    • Simple: A Simple feat requires a Simple action. The modelperforming a Simple Ki Feat may also move up to its Move statisticin inches before or after resolving the feat if that model spends anadditional Ki marker.

    • Complex: A Complex feat requires a Complex action and thuscauses 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 playercontrolling 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 thecentre of the model’s base. Unless stated Auras ignore LoS rulesand obstacles; any model (enemy and/or allied, depending onwhat it says in the Feat description) within the Aura are affected.

    • Special: The effect of the Feat is unique in some way and isfurther described on the model’s Prole Card.

    Starting the GameBefore the game begins players need to agree on how much Ricethey will have to spend on building their forces. The cost of allmodels in the force cannot exceed this limit. All models in a forcemust have the same faction symbol on their cards or have a gameeffect that allows them to be used together.

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

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    Game Turns and Phases A game of Bushido proceeds in turns. A turn is completed when allmodels of both players are exhausted. During a turn, players taketurns to activate models: player 1 activates a model of his/her choiceand performs an Action with it (Simple or Complex), and when thataction is completed and resolved, player 2 activates a model of his/ her choice and performs an Action with it. Thus play proceeds untilall models on both sides have taken all the actions they can take.

    Each game turn is divided into four phases – the description inthe preceding paragraph applies specically to the third phase. Thefour 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 theTactical advantage in the turn. The Opposed Test is taken witha single die for each player. Certain Traits may allow a player toroll more dice or reroll dice for this Opposed Test. The winnerof the Tactical advantage roll may decide whether s/he or his/heropponent will activate a model rst.

    3. Action phase

    • Calculate the number of Pass tokens. Each player counts thenumber of models in their force still on the battleeld. Theplayer with the fewest models receives a number of Pass tokensequal to the numbers difference between the two forces (e.g.Carlos has 4 models left in his force, Gordon has 3. Gordonwill receive 1 Pass token). When a player with one or more Passtokens is the Active player, s/he may decide to spend a Pass token

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

    • The player who was given the rst activation in the Tacticalphase activates one model and performs an action with it. Thisplayer is considered to be the Active player. The action is thenresolved.

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

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

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

    4. End phase• All Wounding 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; thisis referred to as an upkeep cost).

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

    TraitsModels in Bushido commonly have one or more Traits. These

    Traits are listed on the model’s Prole Card. In some cases Traitsare considered to belong to the Weapon the model is carrying ratherthan to the model itself, these are so-called Weapon Traits and theyare listed on the Weapons Grid on the Prole Card.

    Traits can be either positive (i.e. they create an effect or add amodier that is benecial to the model) or negative (i.e. they createan effect or add a modier that is detrimental to the model). PositiveTraits are noted in Black and negative Traits in Red.

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

    Example 1: The Ashigaru armed with a Yari has the Armour (1)Trait, so when this model suffers Wound damage, 1 is reduced fromthe amount to be marked on its card. The Samurai also has the Armour Trait but his Trait is Armour (2) meaning the damage isreduced by 2.

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

    Aggressive Stance (X): This model may force an opponent to put X dice in Defence. Armour (X): The model reduces any Wounds suffered by X. Ashigaru: This model is considered as an Ashigaru for thepurposes of game effects.

    Assault Fire: This model may make a Ranged attack at thebeginning of their move before a Melee or Charge action. Themodel loses a die from its RCP (because it is moving) and CP forthis and any following actions in the same activation. The targetof the Ranged attack must be the same as the target of the Melee/ Charge action.

    Assassin:If this model successfully hits an opponent who issurprised, it may roll two dice and choose the highest when rollingon the Wound Chart.

    Attack into Defence: After all CP dice have been rolled in anexchange, this model may elect to make its highest Attack die aDefense die instead. The model must be the Active model in orderto use this ability.

    Attack Multiple Opponents: This model may split their CP andinitiate a Melee combat with any number of opponents in BtBcontact, splitting the CP between opponents however the playerdecides.

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    Automatic Disengage: This model may freely disengage withoutmaking a test.

    Aware: This model’s ZoC is 360 degrees rather than the normal180. This also applies when determining LoS.Bakemono: This model is considered a Bakemono for thepurposes of game effects.Believer (X/Y/Z): If any model of the category X is within Y" ofthis model, then the other model may reduce the cost of its KiFeats by Z. The cost of a Ki Feat cannot be reduced below 1.Berserk: This model gains the following Traits: Fearless,Impetuous, Insigni cant, Last Stand and STR +1 (cumulative with

    other bonuses). Any Melee Combat in which a Berserk model isinvolved the controlling player must place all dice in Attack.Bodyguard (X/Y):This model may switch positions with anothermodel of the category X, if within Y", and if this model is not inBtB with an enemy model, has actions remaining, and X is thetarget of an opponent’s action (i.e. this Trait takes effect while themodel possessing it is non-active).Bravery:This model may re-roll a failed Fear test. The second rollmust be used.Brutal Blow: This model may add +1 to its highest attack dice if itis the active modelBrutal: In Melee, if this model’s highest Attack dice is equal tothe Defender’s highest Defence die, then the Melee attack issuccessful.Camou age (X/Y): This model cannot be targeted by opponentsmodels when in Terrain type X, unless the model starts itsactivation within Y" of the model targeting it.

    Cannot be knocked down: The model can never be knockedprone by any game effect.Channel (X/Y): This model may give Ki markers from its ProleCard to X models within Y". This trait may only be used the modelis active. This model may distribute its Ki markers entirely freely; itis not required to keep any Ki markers on its own Prole Card.Combined activation (X): The active player may simultaneouslydeclare Actions for models with combined activationX when they

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    are the Active player. The controlling player chooses in whichorder the actions are resolved. No more than four models may beactivated.Co-ordinated Attack (X): The model gains an additional combatpool dice if ghting in the same Melee combat as another alliedmodel this TraitCo-ordinated Ranged Attack (X): When this model makes aRanged attack against a model that has already been the target ofa Ranged attack this turn from an allied model of the type X, thismodel 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 highestDefence die to an Attack die.Cowardly (X): A model with this ability must make a Ki TargetTest 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 orCharge, but the action is considered wasted. If the test is successfulthe model may act normally. When this model is the target of anyMelee attack it needs to pass a Ki Target Test with a target of X. Ifthis test fails then this model acquires the Retreat trait until theend of the turn.De ect Missile (X): The models gains an additional X dice for itsmissile defence pool.Defence into Attack: This model may convert its highest Defencedie into an Attack die with the same result after all dice have beenrolled.Devastating Charge: The model gains an additional die to itsCP for the duration of its activation if it takes a successful Charge

    action.Disengage (X): This model may add X dice to its Defence dicewhen declaring a Disengage action.Disturb Flow (X/Y/Z): If a model of category X is within Z" of thismodel then all Ki Feat costs of that model is increased by 1.Elusive: This model may ignore ZoCs of all enemy models.Fear (X): When this model targets another model with an actionthat would bring it into BtB contact with that other model, the

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    targeted model must make a Fear test against the Target numberof X. The model uses its Ki stat for this test. If the targeted modelis successful, it suffers no negative effects, if it fails then it isfrightened. If a model targets a model with Fear then it must passa Target test against a target of X in order to be able to carry outthe action. If it fails then the action does not take place but is stillconsidered spent. A model with the Fear trait never itself has tomake Fear tests against models with a Fear value lower than X.The effects of Fear are detailed on page 15.Fearful: This model must re-roll successful Fear tests.Fearless: This model is unaffected by Fear.

    Feeble Mind: This model has to roll one die less when takingopposed Ki tests.Hatred (X): This model must attempt to target models of type X ifthey are within LoS, with a charge or Melee action.Horde (X): This model may become a member of a Hordetogether with other models with the trait Horde (X).Impenetrable Defence: Any model in Melee combat with thismodel must always ignore the highest of its Attack dice.Impetuous: This model must always activate rst in the turn andmove towards the nearest visible enemy. All Impetuous models musthave performed at least a Simple action before any non-Impetuousmodels in the same force are allowed to take any actions.Improved Disengage: If this model was the Active model, it maychoose to Disengage after the resolution of a Melee combat inwhich it successfully defends (i.e. it does not have to declare that itis disengaging until after the Combat Pool Rolls have been made).Insigni cant: 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 carriedobject.Intangible: This model ignores ZoCs, other models and terrainwhen moving, but it may not end its move occupying the samespace as a terrain feature or other model.Jump Up: The model may stand up (from Prone position) as a freeaction when activated.

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    Large: Large models suffer a -1 to their missile defence poolLast Stand: If this model is reduced to 0 Wounds, it may stillcontinue to take actions until the end of the turn. At the end of theturn, the model is removed from the game as normal.Leap: This model may ignore terrain obstacles of a height up toequal its Move statistic. The model can move over such obstacleswith no penalty.Leadership: Allied models within X may use this models Ki valuefor fear testsLeech (X): When active this model may remove Ki makers fromallied models within X and place them in his Ki pool.

    Mindless: This model may only be activated by the use of theCommand Trait of another allied model.Monk: This model is considered a monk for the purposes of gameeffects.Not Outnumbered (X): This model cannot be outnumberedby less than or equal to X models (i.e. a model with Not Out-numbered (3) only counts as Outnumbered 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 gameeffects. Whenever making an Opposed or Target Ki test all Oni areassumed to have a Ki of 2.Parry: If this model is in Melee combat and the opponent’s highest Attack die is equal to this model’s 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 thismodel 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 Endphase of every turn. Regenerate cannot return a model that hasbeen removed from the game.Retreat: This model must always attempt a Disengage action if itstarts its activation in contact with an opponent.Rise Again: If this model is reduced to 0 wounds, place it pronewere it is, Exhaust it and remove all its Wound markers.

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    Self Sacri ce (X/Y): This model may receive Wounds that wouldhave been in icted on X if within Y". This model is then removedfrom 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 traitignores the effects of the Camouage Trait.Slow: This model never has the initiative, unless its opponent inMelee combat also has Slow, is prone, or is surprised. Slow modelsmay not take Run actions.Small: Small models gain +1 to their missile defence poolSoulless: This model automatically succeeds all opposed Ki rolls.

    It cannot affect or contest Ki zones and Scenario Objectives.Steadfast: This model may freely choose how to place CP dicewhen frightened.Strong Mind: This model gains an additional die when takingOpposed Ki tests.Stubborn: This model may never attempt a Disengage action fromcombat.Stupid(X): When this model is the active model it must pass atarget test with the value of X before it may perform any actions, ifthis test fails the model forfeits its action.Tactician (X): The presence of a model with Tactician (X) in yourforce allows you to roll X extra dice for all Tactical rolls, as long asthat model is on the board. If you control more than one modelwith Tactician (X), you may only benet from the Trait of themodel with the highest X score currently on the board.Taunt (X): This model may force an opponent in Melee with thismodel to put X dice in Attack.

    Toughness (X): This model reduces any Wounds taken by X.Unblock able Strike: When active this model’s opponents mustignore their highest Defence dice.Uncoordinated Attack (X): Allied models in the same Meleecombat as this model loses X dice from their CP.Unsteady (X): This model suffers a penalty of X to its Movestatistic when crossing difcult terrain.

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    Untrained: During Melee combat, the highest result of thismodel’s Attack/Defense dice (as appropriate) is reduced by 1 forevery 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.

    Weapon Traits Ammo (X): When this model performs a Ranged attack,

    mark an Ammo box. If a model has no unmarked Ammo boxes leftit can no longer perform Ranged attack actions, with that weapon.

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

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

    Charging Strength (X): This model adds X to its Strengthbonus for its rst attack immediately following a Charge actiontaken by this model.

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

    First Strike: The model carrying a weapon with this traitalways has the initiative in the rst Melee combat with a newopponent, if unengaged. If two models have this ability then bothcancel each other out.

    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 model’s 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 model’sProle Card. The model cannot make another Missile Attackaction as long as it has Reload counters on its card.

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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 ofKi have determined that by turning these idols in a particularway, the forces of Ki will be aligned in the favour of the forcedoing the turning. Two forces have converged on the area inorder to make sure that they gain the favour of Ki rather thantheir opponents.

    • Setup: Use any terrain elements you have available and set upa 4' by 4' table by agreement with your opponent. Place threetokens along the centre line of the board, the rst in the middle

    and the other two 8" on either side of the centre token. Thesetokens should have a facing marked on them, and set so that theyare not facing either player’s table edge when play starts. Thesetokens represent the three Idols.

    The players make a Tactical roll and the winner selects thetable edge he wishes to deploy on. The loser must then deployhis/her entire force in the opposite deployment zone, at least12" from the centre line. When the loser of the Tactical roll hasdeployed his/her force then the winner deploys his/her entireforce on the other table edge, again at least 12" from the centreline.

    • Instructions: Players are attempting to turn the idols to facetheir table edge. In order to turn an Idol a model must be in BtBcontact when it is activated and then perform a Simple action. An Idol can only be turned 90 degrees with any action. A modelin BtB with an enemy model cannot turn an Idol. The game lastsfor 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.