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RARENOMAD’S BUSHIDO REFERENCE SHEET. UPDATED 10/17/201 1  Unless a Ki feat is preceded with this symbol it will cost an  ADDITIONAL Ki token if used while in BtB contact with an enemy mod  RUNNING is 1.5x the movement stat and CHARGING is twice the movement stat PROFILE CARD PROFILE CARD PROFILE CARD PROFILE CARD RA N RA N RA N RANGED DEFENCE DICE GED DEFENCE DICE GED DEFENCE DICE GED DEFENCE DICE RANGE SHORT MEDIUM LONG Defense dice 1 2 3 WEAPON TRAITS WEAPON TRAITS WEAPON TRAITS WEAPON TRAITS Ammo (X): When this model performs a Ranged attack, mark an Ammo box. If a model has no unmarked Ammo boxes left it can no longer perform Ranged attack actions, with that weapon. Armour Piercing: Wounds from Melee/Missile attacks caused by a weapon with this Trait are not affected by the Armour trait. Charge Reception (X): Models with this weapon trait trigger an effect when charged. This is detailed on the models profile card. Charging Strength (X): This model adds X to its Strength bonus for its first attack immediately following a Charge action taken by this model. Cumbersome: The model carrying a weapon with this Trait loses a die from its CP if it does not have the initiative in the melee. It may not walk in the same activation in which it makes a Ranged attack with this weapon First Strike: The model carrying a weapon with this trait always has the initiative in the first Melee combat with a new opponent, if unengaged. If two models have this ability then both cancel each other out. Light Weight: When using this weapon the model does not receive -1 RCP for moving. Poison (X/Y): If a successful attack with this weapon causes Wounds, then another X Wounds are inflicted, 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’s Profile Card. The model cannot make another Missile Attack action as long as it has Reload counters on its card. TRAITS TRAITS TRAITS TRAITS Aggressive Stance (X): This model may force an opponent to put X dice in Defense. Animal (X): Models with this trait are considered to have a Ki statistic equal to X when making Ki Tests. Armour (X): The model reduces any Wounds suffered by X. Ashigaru: This model is considered as an Ashigaru for the purposes of game effects. Assault Fire: This model may make a Ranged attack at the beginning of their move before a Melee or Charge action. The model loses a die from its RCP (because it is moving) and CP for this and any following actions in the same activation. The target of the Ranged attack must be the same as the target of the Melee/Charge action. Assassin: If this model successfully hits an opponent who is surprised, it may roll two dice and choose the highest when rolling on the Wound Chart. Attack into Defense: After all CP dice have been rolled in an exchange, this model may elect to make its highest Attack die a Defense die instead. The model must be the Active model in order to use this ability. Attack Multiple Opponents: This model may split their CP and initiate a Melee combat with any number of opponents in BtB contact, splitting the CP between opponents however the player decides.

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Page 1: Bushido Cheatsheet v1.0f

8/3/2019 Bushido Cheatsheet v1.0f

http://slidepdf.com/reader/full/bushido-cheatsheet-v10f 1/3RARENOMAD’S BUSHIDO REFERENCE SHEET. UPDATED 10/17/2011

 Unless a Ki feat is preceded with this symbol it will cost an

 ADDITIONAL

Ki token if used while inBtB contact with an enemy mod  RUNNING is 1.5x  the movement stat andCHARGING is twice the movement stat

P R O F I L E C A R DP R O F I L E C A R DP R O F I L E C A R DP R O F I L E C A R D

R A NR A NR A NR A N G E D D E F E N C E D I C EG E D D E F E N C E D I C EG E D D E F E N C E D I C EG E D D E F E N C E D I C E

RANGE SHORT MEDIUM LONG

Defense dice 1 2 3 

W E A P O N T R A I T SW E A P O N T R A I T SW E A P O N T R A I T SW E A P O N T R A I T S

Ammo (X): When this model

performs a Ranged attack, mark an Ammo

box. If a model has no unmarked Ammo

boxes left it can no longer perform Ranged

attack actions, with that weapon.

Armour Piercing: Wounds from

Melee/Missile attacks caused by a weapon

with this Trait are not affected by the Armour 

trait.

Charge Reception (X): Models with

this weapon trait trigger an effect when

charged.

This is detailed on the models profile card.

Charging Strength (X): This model

adds X to its Strength bonus for its first attack

immediately following a Charge action taken

by this model.

Cumbersome: The model carrying a

weapon with this Trait loses a die from its CP

if it does not have the initiative in the melee. It

may not walk in the same activation in which

it makes a Ranged attack with this weapon

First Strike: The model carrying a

weapon with this trait always has the initiative

in the first Melee combat with a new

opponent, if unengaged. If two models have

this ability then both cancel each other out.

Light Weight: When using this

weapon the model does not receive -1 RCP

for moving.

Poison (X/Y): If a successful attack

with this weapon causes Wounds, then

another X Wounds are inflicted, 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 carryingthis weapon uses it to make a Ranged attack,place X Reload counters on this model’s

Profile Card. The model cannot make another Missile Attack action as long as it has Reloadcounters on its card.

T R A I T ST R A I T ST R A I T ST R A I T S

Aggressive Stance (X): This model may

force an opponent to put X dice in Defense.

Animal (X): Models with this trait are

considered to have a Ki statistic equal to X

when making Ki Tests.

Armour (X): The model reduces any Wounds

suffered by X.

Ashigaru: This model is considered as an

Ashigaru for the purposes of game effects.

Assault Fire: This model may make a

Ranged attack at the beginning of their move

before a Melee or Charge action. The model

loses a die from its RCP (because it is

moving) and CP for this and any following

actions in the same activation. The target of 

the Ranged attack must be the same as the

target of the Melee/Charge action.

Assassin: If this model successfully hits an

opponent who is surprised, it may roll two

dice and choose the highest when rolling on

the Wound Chart.

Attack into Defense: After all CP dice havebeen rolled in an exchange, this model may

elect to make its highest Attack die a Defense

die instead. The model must be the Active

model in order to use this ability.

Attack Multiple Opponents: This model may

split their CP and initiate a Melee combat with

any number of opponents in BtB contact,

splitting the CP between opponents however 

the player decides.

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Automatic Disengage: This model may

freely disengage without making a test.

Aware: This model’s ZoC is 360 degrees

rather than the normal 180. This also applies

when determining LoS.

Bakemono: This model is considered a

Bakemono for the purposes of game effects.

Believer (X/Y/Z): If any model of the category

X is within Y" of this model, then the other model may reduce the cost of its Ki Feats by

Z. The cost of a Ki Feat cannot be reduced

below 1.

Berserk: This model gains the following

Traits: Fearless, Impetuous, Insignificant,

Last Stand and STR +1 (cumulative with

other bonuses).

Any Melee Combat in which a Berserk model

is involved the controlling player must place

all dice in Attack.

Bodyguard (X/Y): This model may switch

positions with another model of the category

X, if within Y", and if this model is not in BtB

with an enemy model, has actions remaining,

and X is the target of an opponent’s action

(i.e. this Trait takes effect while the model

possessing it is non-active).

Bravery: This model may re-roll a failed Fear 

test. The second roll must be used.

Brutal Blow: This model may add +1 to its

highest attack dice if it is the active model

Brutal: In Melee, if this model’s highest

Attack dice is equal to the Defender’s highest

Defense die, then the Melee attack is

successful.

Camouflage (X/Y): This model cannot be

targeted by opponents models when in

Terrain type X, unless the model starts its

activation within Y" of the model targeting it.

Can't be knocked down: The model can

never be knocked prone by any game effect.

Channel (X/Y): This model may give Ki

markers from its Profile Card to X models

within Y". This trait may only be used the

model is active. This model may distribute its

Ki markers entirely freely; it is not required to

keep any Ki markers on its own Profile Card.

Channel may be used at any point during amodels activation but only once per 

activation.

Combined activation (X): The active player 

may simultaneously declare Actions for 

models with combined activation (X) when

they are the Active player. The controlling

player chooses in which order the actions are

resolved. No more than four models may be

activated.

Command (X/Y): The model spends a simple

action, and may activate up to X number of 

models of the category Y to perform a simple

action. For example, a model with the trait

Command (2/Ashigaru) may use a simple

action to immediately activate up to 2

different Ashigaru models.

Co-ordinated Attack (X): The model gains

an additional combat pool dice if fighting in

the same Melee combat as the named model.

The model can only ever gain one additionaldice from this Trait.

Co-ordinated Ranged Attack (X): When this

model makes a Ranged attack against a

model that has already been the target of a

Ranged attack this turn from an allied model

of the type X, this model adds a die to its

RCP.

Counter Attack: If this model places all its

CP dice in Defense and then successfully

defends, it may convert its second highest

Defense die to an Attack die.

Cowardly (X): A model with this ability must

make a Ki Target Test with a target of X when

declaring a Melee or Charge action. If the

test fails, the model is not allowed to make a

Melee attack or Charge, but the action is

considered wasted. If the test is successful

the model may act normally. When this model

is the target of any Melee attack it needs to

pass a Ki Target Test with a target of X. If 

this test fails then this model acquires the

Retreat trait until the end of the turn.

Deflect Missile (X): The models gains an

additional X dice for its missile defense pool.

Defense into Attack: This model may

convert its highest Defense die into an Attack

die with the same result after all dice have

been rolled.

Devastating Charge: The model gains an

additional die to its CP for the duration of its

activation if it takes a successful Charge

action.

Disengage (X): This model may add X dice

to its Defense dice when declaring a

Disengage action.

Disturb Flow (X/Y/Z): If a model of category

X is within Y" of this model, then all Ki Feat

costs of that model is increased by Z.Elusive: This model may ignore ZoCs of all

enemy models.

Fear (X): When this model targets another 

model with an action that would bring it into

BtB contact with that other model, the

targeted model must make a Fear test

against the Target number of X. The model

uses its Ki stat for this test. If the targeted

model is successful, it suffers no negative

effects, if it fails then it is frightened. If a

model targets a model with Fear then it must

pass a Target test against a target of X in

order to be able to carry out the action,

unless the model started its activation in base

to base contact. If it fails then the action does

not take place but is still considered spent. A

model with the Fear trait never itself has to

make Fear tests against models with a Fear 

value lower than X. The effects of Fear are

detailed on page 15.Fearful: This model must re-roll successful

Fear tests.

Fearless: This model is unaffected by Fear.

Feeble Mind: This model has to roll one die

less when taking opposed Ki tests.

Heal (X): The model may spend a simple

action and recovers X Wounds, or to heal X

Wounds of a friendly model in BtB contact.

Hatred (X): This model must attempt to target

models of type X if they are within LoS, with a

charge or Melee action.

Horde (X): This model may become a

member of a Horde together with other 

models with the trait Horde (X).

Impenetrable Defense: Any model in Melee

combat with this model must always ignore

the highest of its Attack dice.

Impetuous: This model must always activate

first in the turn and move towards the nearest

visible enemy. All Impetuous models must

have performed at least a Simple action

before any non-Impetuous models in the

same force are allowed to take any actions.

Improved Disengage: If this model was the

Active model, it may choose to Disengage

after the resolution of a Melee combat in

which it successfully defends (i.e. it does not

have to declare that it is disengaging until

after the Combat Pool Rolls have been

made).

Insignificant: This model does not have a

ZoC and cannot contest or manipulate

Scenario Objectives. It may however carry

objects, but even if it does it does not count

as controlling the carried object.

Intangible: This model ignores ZoCs, other 

models and terrain when moving, but it may

not end its move occupying the same spaceas a terrain feature or other model.

Jump Up: The model may stand up (from

Prone position) as a free action when

activated.

Large: Large models suffer a -1 to their 

missile defense pool

Last Stand: If this model is reduced to 0

Wounds, it may still continue to take actions

until the end of the turn. At the end of the

turn, the model is removed from the game as

normal.

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Leap: This model may ignore terrain

obstacles of a height up to equal its Move

statistic. The model can move over such

obstacles with no penalty.

Leadership: Allied models within X may use

this models Ki value for fear tests

Leech (X): When active this model may

remove Ki makers from allied models within X

and place them in his Ki pool. Leech may beused at any point during the models

activation but only once per activation.

Mark Target: The model may perform a

simple action and designate an enemy model

within its LoS. Allied models targeting that

model with a Ranged Attack in the same turn

add an additional die to their Ranged Combat

Pool for that Attack.

Mindless: This model may only be activated

by the use of the Command Trait of another 

allied model.

Monk: This model is considered a monk for 

the purposes of game effects.

Ninja: This model is considered a ninja for 

the purposes of game effects.

Not Outnumbered (X): This model cannot be

outnumbered by less than or equal to X

models (i.e. a model with Not Outnumbered

(3) only counts as Outnumbered if it is in BtB

with 4 enemy models, and only one of these

models inflicts an Outnumbered penalty.

Oni: This model is considered an Oni for the

purposes of game effects. Whenever making

an Opposed or Target Ki test all Oni are

assumed to have a Ki of 2.

Order (X/Y/Z): The model spends a complex

action and may then immediately change the

states of X models of the category Y that are

within Z inches of the model from Tired to

Rested status or from Exhausted to Tired. For 

example, a model with the trait (Order 2

Bakemono/6) may spend a complex action to

change the states of up to two Bakemono

within 6 inches from Exhausted to Tired or 

from Tired to Rested.

Parry: If this model is in Melee combat and

the opponent’s highest Attack die is equal to

this model’s highest Defense die, the attackfails. If the Attacking model has the Brutal

trait, both Traits are ignored.

Precision Shot: Any target of Ranged

Combat attacks by this model loses a die

from their Missile Defense Pool.

Recruit (X): This model may only be in a

force if model X is also.

Regenerate (X): This Model recovers X hit

points in the End phase of every turn.

Regenerate cannot return a model that has

been removed from the game.

Retreat: This model must always attempt a

Disengage action if it starts its activation in

contact with an opponent.

Rise Again: If this model is reduced to 0

wounds, place it prone were it is, Exhaust it

and remove all its Wound markers.

Self Sacrifice (X/Y): This model may receive

Wounds that would have been inflicted on X if 

within Y". This model is then removed fromthe battlefield, even if it has Wounds

remaining.

Shield (X): The model adds X dice to its

Missile Defense Pool.

Sixth Sense: This model never considered

surprised. This trait ignores the effects of the

Camouflage Trait.

Slow: This model never has the initiative,

unless its opponent in Melee combat also has

Slow, is prone, or is surprised. Slow models

may not take Run actions.

Small: Small models gain +1 to their missile

defense pool.

Soulless: This model automatically succeeds

all opposed Ki rolls, and Fear tests. It cannot

affect or contest Ki zones and Scenario

Objectives.

Steadfast: This model may freely choose

how to place CP dice when frightened.

Strong Mind: This model gains an additional

die when taking Opposed Ki tests.

Stubborn: This model may never attempt a

Disengage action from combat.

Stupid(X): When this model is the active

model it must pass a target test with the value

of X before it may perform any actions, if this

test fails the model forfeits its action.

Tactician (X): The presence of a model with

Tactician (X) in your force allows you to roll X

extra dice for all Tactical rolls, as long as that

model is on the board. If you control more

than one model with Tactician (X), you may

only benefit from the Trait of the model with

the highest X score currently on the board.

Taunt (X): This model may force an

opponent in Melee with this model to put X

dice in Attack.

Tiny: Tiny models gain +2 to their missiledefense pool.

Tough[ness] (X): This model reduces any

Wounds taken by X.

Unblockable Strike: When active this

model’s opponents must ignore their highest

Defense dice.

Uncoordinated Attack (X): Allied models in

the same Melee combat as this model loses

X dice from their CP.

Unsteady (X): This model suffers a penalty

of X to i ts Move statistic when crossing

difficult terrain.

Untrained: During Melee combat, the highest

result of this model’s Attack/Defense dice (as

appropriate) is reduced by 1 for every 1

rolled.

Walk on Water: This model ignores linear 

terrain when moving.Weak (X): If this model is hit by an attack or 

effect that causes Wounds, it takes an extra

X Wounds.

 SCENARIOS SCENARIOS SCENARIOS SCENARIOS

• Background: Three powerful Ki Idols have

mysteriously risen from the ground in the

battle area. Those versed in the ways of Ki

have determined that by turning these idols in

a particular way, the forces of Ki will be

aligned in the favor of the force doing the

turning. Two forces have converged on the

area in order to make sure that they gain the

favor of Ki rather than their opponents.

• Setup: Use any terrain elements you have

available and set up a 2' by 2' table by

agreement with your opponent. Place three

tokens along the centre line of the board, the

first in the middle and the other two 8" on

either side of the centre token. These tokens

should have a facing marked on them, and

set so that they are not facing either player’s

table edge when play starts. These tokens

represent the three Idols. The players make a

Tactical roll and the winner selects the

table edge he wishes to deploy on. The loser 

must then deploy his/her entire force in the

opposite deployment zone, at least 12" from

the centre line. When the loser of the Tactical

roll has deployed his/her force then the

winner deploys his/her entire force on the

other table edge, again at least 12" from the

centre line.

• Instructions: Players are attempting to turn

the idols to face their table edge. In order to

turn an Idol a model must be in BtB contact

when it is activated and then perform aSimple action. An Idol can only be turned 90

degrees with any action. A model in BtB with

an enemy model cannot turn an Idol. The

game lasts for 6 Turns. After the last turn,

calculate Victory Points to see which player 

has triumphed.

• Victory Points: At the end of the game,

each player gains 1 Victory Point for each

Idol facing his/her own table edge. The player 

with the most Victory Points wins.