Tests

- To see whether a model’s action is successful, and how successful, often requires a test.
- There are two types of tests in Bushido,
**Opposed**and**Challenge**. - Both tests involve rolling D6’s.
- The number of dice rolled depends on the test.
- If the result on a die is a natural 1 (After rerolls) then it
**cannot be used**to resolve the test, it is removed from the pool entirely and does not count for tie breakers when calculating the number of dice rolled. - If all dice rolled result in 1’s then the final result is considered 0.
- If, naturally or because of negative modifiers, a model’s Statistic value used for an Opposed or Challenge test is 0 or less the player still rolls a single die.
- In Opposed tests both players gain a die in their pool until both players have at least one die.
- When declaring the use of Ki Feats (Including Ki Boosts) during any test the Activating model (or the Model with the Initiative if in a melee exchange)
**chooses and declares second**.

*Example: Wu-Zang has a base melee pool of 1. In a melee exchange Wu-Zang is Exhausted and has a Stun Marker so his current Melee Pool is -1. His opponent, Jin has 3 Melee Pool. Both players gain 2 dice to bring Wu-Zang up to one die and his opponent to 5 dice.*

**Conducting Re-Rolls**

- In the event of re-rolling dice then re-rolls should be conducted in the following order with Model A being the model with the initiative or the Activating model, and Model B being the Opponent:
- Model B picks any of Model A’s dice, these dice are then re-rolled. Model B then picks any of their own dice, these dice are then re-rolled.
- Model A picks any of Model B’s dice, these dice are then re-rolled. Model A then picks any of their own dice, these dice are then re-rolled.

page revision: 10, last edited: 16 Oct 2019 03:11