Bushido - New Dawn

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    27-Oct-2015

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Wargame rules for fighting Skirmish battles using Bushido figures from the Jwar Isles by GCT Studios

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<ul><li><p>1New Dawn By </p><p>GCT Studios</p></li><li><p>2Bushido: New Dawn - Game Rules</p><p>Getting ready for BushidoFor a game of Bushido, each player will need;</p><p> A copy of these rules.</p><p> A set of Bushido miniatures to represent their Warband. </p><p> A tape measure.</p><p> A bunch of six-sided dice (D6) in two different colours, about six of one colour, six of another. The examples in these rules use white dice to signify Attack dice and black dice to signify Defence dice.</p><p> A number of coins, chips, counters or dice to track a models Ki Tokens. </p><p> Plastic card sleeves and a dry wipe marker. </p><p>For the game, you will also need:</p><p> The play area is a 2 foot by 2 foot area. Though commonly you need a bit more space than this to accommodate dice, cards, snacks, drinks, etc. </p><p> Six pieces of terrain, these can be varied in size but should not be larger than 6 x 6 and the total amount of space the terrain pieces take up shouldnt exceed half the board.</p><p>Bushido Game terms and Concepts Active Model: The current model that is resolving its action. </p><p> Active Player: The player who is controlling the Active model.</p><p> Base to Base: A model is in Base to Base (abbreviated to BtB) with another model if; its base is touching the base of that model.</p><p> Cover: A model is considered in Cover if the Active model cannot draw LoS to the entire models Volume.</p><p> Damage Roll: Is a roll on the Wound Chart.</p><p> 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 (D6 with the results 1-3 = 1, 4-6 = 2). When halving a result, always round down. </p><p> Enemy; Models in an opponents Warband.</p><p> Facing: The Facing of a model is determined by the direction the model is facing. Players should clearly mark Facing on the models base, using a dot or arrow.</p><p> Friendly: Models in a players Warband.</p><p> Initiative: The model with the Initiative checks its Attack dice first in Melee Exchanges and declares the use of Ki Boosts/Feats and Special Attacks or Defences second. The Active model usually has the Initiative. </p><p> Line of Sight: A model can draw Line of Sight (abbreviated to LoS) up to 90 degrees either side of its Facing point (see Facing). LoS is determined by drawing an imaginary line from the centre of a models base to any point or Volume another model occupies (See Volume). </p><p> Measuring Distances: </p><p> oDistances in Bushido are measured in inches. oDistances can only be measured after an action or game effect is declared. If a model is unable to complete the declared action due to having insufficient movement or range then the action is still considered spent and any costs paid. oDistance is measured from the edge of a models base. </p><p> Size: Unless a models Size is stated as a trait it is calculated based on its base size; o30mm = Medium o40mm = Medium o50mm = Large</p><p> Target: A model must be able to draw LoS to another model to Target it. A model may always Target itself.</p></li><li><p>3Bushido: New Dawn - Game Rules</p><p> Volume: Models occupy a Volume covering their base size and extending to a height dependant on its Size;</p><p> oTiny = 1cm oSmall = 2 cm oMedium = 3.5 cm oLarge = 5 cm oHuge = 7.5 cm</p><p>For example see the Temple of Ro-Kan models below; Hotaru and Riku have differeng heights but for game purposes drawing LoS etc. they would have the same volume as they are both Medium sized models.</p><p> Warband: A players Warband consists of owned and controlled models.</p><p> Zone of Control: In Bushido, every model has a Zone of Control (abbreviated to ZoC) extending 1 to any point within its LoS. Models ignore Friendly models ZoC when moving but once a model enters an Enemy models ZoC it may only move directly towards that model, or directly away, until it leaves the ZoC. Models in BtB with Enemy models have no ZoC. </p><p>RikuTemple of </p><p>Ro-Kan</p><p>HotaruTemple of </p><p>Ro-Kan</p></li><li><p>4Bushido: New Dawn - Game Rules</p><p>The Profile CardsModels in Bushido are represented by a profile card. The profile cards contain all the information that will be used in a game specific to that model(s). You also use the profile card to keep track of the wounds sustained by your model(s), Ki Tokens and game effects. </p><p>Below, you will see a sample profile card followed by a list of what the terms and the symbols on the card mean;</p><p>1. Name: The name of the individual that the model represents.</p><p>2. Type: The Type affects some game effects. </p><p>3. Statistics: The number is the models base Statistic value. Some models also have a number of Ki icons above the base value. This is the statistics Ki Boost cost; this is the cost in Ki Tokens to increase the base Statistic by one for the duration of a single Target or Opposed Test. A player may increase a statistic multiple times, as long as there are Ki Tokens available to do so (See Ki Feats). a.MS: Melee Skill. </p><p>This is the number of dice the model uses when resolving an Opposed Melee Test.</p><p> b.RAS: Ranged Attack Skill. </p><p>This is the number of dice the model uses when resolving a Ranged Attack Action. </p><p> c. Move: </p><p>The distance the model can move in inches.</p><p> d. Ki: </p><p>The first number tells you the amount of Ki Tokens this model generates during the Starting Phase and the number of dice it uses for Opposed and Target Ki Tests. The second </p><p>smaller number is the maximum number of Ki Tokens it can have on its Profile card at any one time. </p><p>4. Wounds Track: The amount of wounds a model can sustain before it is removed from the table.</p><p>5. Traits: Each model has a number of traits that describe how it behaves in the game and whether it has any special advantages or disadvantages</p><p>6. Ki Feats: Ki Feat available to the model including its name and cost full description of the Ki Feats effects are on the reverse.</p><p>7. Weapons grid: Most models in Bushido are armed in some way. There are two categories of weapons: Melee and Ranged Attack. </p><p> a. Designates the weapon as either Melee or Ranged Attack. i. For Ranged Weapons includes the weapons Range bands. The first number is short range, the second medium range and the last number Long range. </p><p> b. Strength: The weapons strength modifier to any Damage Rolls made by this weapon (Sp) indicates a special effect and consults the models Unique Effects for further instructions. A indicates no modifier to the Damage Roll.</p><p> c. Any Special Attacks/Defences available to the model. </p><p>8. Faction symbol: This symbol tells you what Bushido game faction the model belongs to. Your force can only consist of models that belong to the same faction.</p></li><li><p>5Bushido: New Dawn - Game Rules</p><p>9.Unique effect: Any special rules that apply to this model.</p><p>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.</p><p>WraithCult of Yurei</p></li><li><p>6Bushido: New Dawn - Game Rules</p><p>Taking Actions and ConditionModels in Bushido perform actions to affect the game. The actions a model can take depend on its Condition and whether its in BtB with an Enemy model, models in BtB with an Enemy model may only declare; Melee, Disengage or Ki Feats useable in BtB. </p><p>The Active Player chooses which model they are activating (the Active Model) and what action the model will take, the model must declare a Simple or Complex action if able. </p><p>ConditionThroughout a game of Bushido all models will be in one of these three Conditions. A models condition affects the type of Actions it can declare and may incur penalties to actions it takes. The three conditions are;</p><p>Rested: The model may be activated and declare either a Simple or Complex action.(All models start each turn Rested)</p><p>Tired: The model may be activated and declare a Simple action.</p><p>Exhausted: The model may not be chosen to activate by the Active player and suffers -1 MS. </p><p>The actions a model is eligible to declare depend on its Condition. </p><p> Rested; the model may declare either a Simple or Complex action. </p><p> Tired; the model may declare a Simple action. </p><p> Exhausted; the model may not declare actions whilst exhausted. </p><p>Once a models action has been resolved then the controlling player places a Condition marker next to the model depending on the action performed. </p><p>Simple action = Tired marker.</p><p>Complex or second Simple action = Exhausted marker.</p><p>During the End Phase remove all Condition markers. </p><p>Simple Actions Disengage: The model resolves a Melee exchange. It must however roll more dice in Defence than in Attack. If the model successfully defends then after the Melee is resolved it may then Walk its Move statistic, it may not enter into BtB with an Enemy model with this move. </p><p> Ki Feat: the model may attempt to perform a Simple Ki Feat listed on its Profile card. Some Ki Feats can be combined with a Walk action (see Ki Feats) </p><p> Melee: The model must Target an Enemy model, LoS is not required. It must then attempt to enter BtB with that model by moving up to its Move Statistic, during this move it may only enter into the ZoC of the Targeted Enemy model, however if whilst in the Target models ZoC you would enter another Enemy models ZoC then you may ignore that models ZoC if moving directly towards the Targeted model. If at the end of movement it is in BtB with the Targeted Enemy model it must resolve a Melee exchange. Models starting their activation in BtB with a single Enemy model may move around that Enemy models base before a Melee exchange is resolved. If a model which started its activation in BtB with an Enemy model and Targeted another Enemy model with a Melee action cannot reach the Targeted model through its move around the Enemies base then it must resolve a Melee exchange against the model it started in BtB with. </p><p> Ranged Attack: The model may make a Ranged Attack (see Ranged Attack) and move up to its Move Statistic either before or after the Ranged Attack is resolved, changing Facing is considered a move. </p><p> Reload: The model may remove a Reload Counter from its Profile Card (See Traits). It may neither move nor change facing during this action. </p><p> Run: A model may turn to face a point within its LoS. The model may then move up to its Move statistic X 1.5 in a straight line to a point within its LoS. A model may not Run into an Enemy models ZoC, into BtB with an Enemy model, or change its </p></li><li><p>7Bushido: New Dawn - Game Rules</p><p>facing after the movement.</p><p> Simple Scenario Action: A model may not be in BtB with an Enemy model, or in an Enemies ZoC. See the specific Scenario for the effect. It may neither move nor change facing during this action. </p><p> Stand up: The model removes its Prone marker and may freely change its Facing. If Standing Up brings the model into BtB with an Enemy model resolve a Melee exchange after removing the Prone State.</p><p> Wait: The model does nothing. Walk: The model may move up to its Move statistic in any direction and change its Facing at the end of the move. Changing Facing is considered a move, even if the model remains in the space place. A model performing a Walk action may not move into an Enemys ZoC or move into BtB with an Enemy model.</p><p>Complex Actions Charge: The model Targets an Enemy model within LoS and may move up to its Move x 2 in a straight line, during this move it may only enter into the ZoC of </p><p>the Targeted Enemy model, if it would pass through another Enemy models ZoC its move stops at the ZoC, however if whilst in the Target models ZoC you would enter another Enemy models ZoC then you may ignore that models ZoC if moving directly towards the Targeted model. If it does not have enough move to bring the model in BtB with its Target its action ends. If however this move brings the model into BtB contact with the Target Enemy model a Melee exchange is resolved, for this Melee exchange the model gains a +2 to the first Damage roll of the Melee exchange.</p><p> Ki feat: The model may attempt to perform a Complex Ki feat listed on its profile card. Some Ki Feats can be combined with a Walk action (see Ki Feats) </p><p> Focus: The model gains a number of Ki tokens equal to its Ki Statistic. It may neither move nor change facing during this action. </p><p> Complex Scenario Action: A model may not be in BtB with an Enemy model, or in an Enemies ZoC. See the specific Scenario for the effect. It may neither move nor change facing during this action. </p></li><li><p>8Bushido: New Dawn - Game Rules</p><p>Types of Test in BushidoTo see if a models action is successful often requires a test. </p><p>There are two primary types of tests in Bushido, Opposed and Target. Both tests involve rolling d6s, if the roll on a dice is a natural 1 then it cannot be used to resolve the test. If all dice rolled result in 1s then the final result is considered 0 as if no dice were rolled, and do not count for tie breakers when calculating number of dice rolled. Additional 6s after the first add a +1 to the final result of Tests. </p><p>When declaring the use of Ki Boosts, Ki Feats, Special Attacks or Defences during any Test the Active model or the Model with the Initiative chooses and declares second. </p><p>Target Tests These require rolling a number of dice equal to the named statistic/type i.e. Ki/Target test (5), Move/Target test (6). The bracketed number is the number that must be equalled or exceeded by the highest dice rolled and is called the Target Number. If no statistic is specified then the Target Test is made using a single d6.</p><p> Yumi must make a Move Target test (5), she has a Move Statistic of 4 and so rolls 4 dice for the test. She rolls a 3,3,5,6 meaning that she has passed the test.</p><p> A Bakemono must make a Ki target test (4), the Bakemono has a Ki Statistic of 1 and so only rolls 1 die. It rolls a 2 meaning that it has failed the test. </p><p>Ranged Attacks are Target tests that are resolved slightly differently. </p><p>Ranged Attack</p><p>The steps to resolving Ranged Attack actions are 1.Check if the model can make a Ranged Attack Action. a.The Active model is not in BtB with an Enemy model, or an Enemy models ZoC. </p><p> 2.Declare a Ranged Attack action. a.The model may move up to its Move statistic in any direction or change facing. </p><p> 3.Declare a Target Enemy model for the Ranged Attack action. a.Measure the range from the Active models base to any volume of the Target. Check the range measured against your weapons Range Band. If the range is equal to or less than the first number then you are at Short Range. Equal to, or less than the middle number is Medium Range and equal to or less than the last number is Long Range. If the model is further than the Long range of the weapon the action fails and move to step 10. b.The models declare the use of any Ki Feats. c.Target number of the Ranged Attack test is calculated based on the Range Band calculated in Step 3a, with any modifiers added/subtracted. </p><p>Range Bands Base Target Number</p><p>Short (First number) 3Medium (Second Number)</p><p>5</p><p>Long (Third number) 7</p><p>Effect Modifier to...</p></li></ul>