8/3/2019 Bushido Cheatsheet v1.0f
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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.
8/3/2019 Bushido Cheatsheet v1.0f
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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.
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