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.

Types of Tests

Conducting Re-Rolls

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