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:
    1. 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.
    2. 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.

Challenge Tests


Opposed Tests

Types of Tests
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