Models in Bushido perform actions to affect the game. The actions a model can take depend on the number of Activation counters on that model and whether it’s in BtB with an Enemy model.
If a model cannot legally declare any actions (due to Model States, Traits or other game effects) when chosen to activate the model immediately becomes exhausted.
Models in BtB with an Enemy model may not declare Actions or Ki Feats with the
icon.
If a model performs an action with the
icon then it may not perform a walk alongside the action. The Active Player chooses which model they are activating (the Activating Model) and what Simple or Complex action the model will take.
During a model’s action in which the declared action becomes invalid or impossible to complete, it instead reverts to the position it was in when it declared the action. It then removes one Activation Counter, even if the declared action was Complex. The activation is then considered to be complete.
Condition
During the Starting Phase, each model gains 2 Activation Counters. Each time a player becomes the active player, they choose one model with activation counters to perform an action.
Once a simple action is completed, remove 1 Activation Counter. Once a complex action is completed remove 2 Activation Counters.
If a model participates in a Melee Exchange has Activation Counters, it loses 1 Activation Counter for participating in the Melee Exchange in addition to the Activating model who performs the Melee action.If an effect says a model makes an action, such as a Walk Action or other standard action, even as part of a larger effect or another model’s activation, it loses an Activation Counter. If the effect allows the model to Walk, Melee or other effect but does not make an action, then it does not lose an Activation Counter.
A model with no Activation Counters is Exhausted and cannot be chosen to activate. If a model has only one Activation counter, it cannot declare a Complex action.
Exhausted models cannot be chosen to activate, but can still participate in Melee Exchanges.Example
Hanso uses his Command trait on 2 Yarimen. Both Yarimen declare a melee action. As Command specifies a Simple Action, the Yarimen lose an Activation Counter each.
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Hanso uses his “Move it!” Ki Feat on two Yarimen. Both Yarimen make a Walk up to their Move Stat in inches, but this is not a Walk Action, so they do not lose an Activation Counter.
Nested Activations
Effects such as Pack and Group Traits or use of the Command Action allows multiple models to activate at once. It is not permitted for models activated using such effects to then also use those effects.
Example
Tsuki uses her Pack trait on Gorak and Kite.
Gorak may not use his Pack Trait to also activate Muna.
Standard Actions
Standard actions in the game fall into two categories - Simple or Complex. Simple Actions remove one Activation Counter, while Complex Actions remove two Activation Counters. Traits and Unique effects may grant other actions, but they are not considered Standard actions.
Simple Actions
Melee Action
Select an enemy model. The Activating model must attempt to enter BtB with the Enemy model by moving up to its Move Statistic in inches.
During this movement, it may only enter into the ZoC of the model with whom it is attempting to enter BtB.
However, while within that model’s ZoC or if the selected model is in the acting model’s ZoC it may ignore other Enemy models’ ZoC.If at the end of its movement, it is in BtB with the selected Enemy model, it must resolve a Melee Exchange.
Models that start their activation in BtB with a single Enemy model may only move around that Enemy model’s base, ignoring the ZoC of enemy models.
They may enter BtB with a different chosen model as part of this move.After moving a Melee Exchange is resolved with the chosen model in BtB.
Models that start their activation in BtB with a single Enemy model may only move around that Enemy model’s base, ignoring the ZoC of enemy models. They may enter BtB with a different selected model as part of this move. This movement is not limited by the model’s Move Statistic. After moving, a Melee Exchange is resolved with the selected model in BtB.
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You only remove one activation counter from a model for declaring a melee action and being involved in the resulting melee exchange.
Disengage Action
Choose one enemy model in BtB with the activating model.
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The activating model resolves a Melee Exchange against that model. It must allocate at least as many dice to Defence as to Attack, and if unable to do this (E.g. the model is Aggressive) then it may not attempt a Disengage Action.
If the Activating model successfully defends or ends the exchange, not in BtB with the chosen model, after the Melee is resolved, it may make a Walk up to its Move Statistic in inches, ignoring all models in BtB.
Simple Ki Feat Action
The Activating model may attempt a Simple Ki feat listed on its profile card.
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Some Ki Feats have theor
Icons; these icons apply to this action if the chosen Ki Feat has them.
Ranged Attack Action
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The Activating model makes a Ranged Attack, targeting an Enemy model and may make a Walk up to its move in inches either before or after the Ranged Attack is resolved.
You must declare whether you will walk as part of declaring the action.
The model cannot make a Ranged Attack while in BtB or within the ZoC of an Enemy model. A model making a Ranged Attack may be referred to as “The Attacker”.
Run Action
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The model may make a Run up to 1.5 x its Move Statistic in inches.
Simple Scenario Action
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The model may not be in BtB with an Enemy model, or in an Enemy’s ZoC, and must be in BtB with a Scenario Objective.
Turn the Activating model to face the objective directly.
See the specific Scenario to resolve any other effects of the Action.
Stand Up Action
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This action may only be declared if the Activating model is Prone.
The model removes its Prone State marker and may change its Facing.
After removing the marker, if the model is in BtB with an Enemy model, then resolve a Melee Exchange with a -1 Melee Pool penalty.
Wait Action
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The Activating model takes no other action. Instead, it may choose one of the listed effects triggered by taking the Wait Action:
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- Remove all Stunned Markers
- Remove all Immobilised Markers
- Remove up to 2 On Fire Markers
- Remove a Reloading Marker
- An effect triggered by a Wait action, specified on the model’s card or a special card.
- Remove a piece of Destructible Terrain which the activating model is in BtB contact with from the table. Models that are Aloof, Animal, Insignificant or have a Maximum Ki Limit of 0 cannot perform this effect. This will not trigger effects listed on Friendly terrain.
Walk Action
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The Activating model may make a Walk up to its Movement Statistic in inches.
NOTE
If a model’s action becomes invalid or illegal after the model’s action has been declared, that model’s activation ends immediately and it loses one Activation Counter, regardless of the action declared. If an effect or Ki Feat causes a model’s activation to end directly (Mirage, Snare, etc) follow that effect’s rules instead.
Complex Actions
Charge Action
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The Activating model makes a Charge move.
If a model does not have enough movement to achieve BtB with its Target, then it cannot declare a charge action on that target.
After moving into BtB, a Melee Exchange is resolved. For this Melee Exchange, the charging model gains +2 to its first Damage Roll.
Complex Ki Feat Action
The Activating model may attempt a Complex Ki feat listed on its profile card.
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Some Ki Feats have theor
Icons; these icons apply to this action if the chosen Ki Feat has them.
Focus Action
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The Activating model gains the number of Ki Tokens equal to its Ki Statistic.
Complex Scenario Action
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The model may not be in BtB with an Enemy model or in an Enemy’s ZoC and must be in BtB with a Scenario Objective. Turn the Activating model to face the objective.
See the specific Scenario to resolve any other effects of the Action.
NOTE
During a model’s action in which the declared action becomes invalid or impossible to complete, it instead reverts to the position it was in when it declared the action. It then removes one Activation Counter, even if the declared action was Complex. The activation is then considered to be complete.

Icons; these icons apply to this action if the chosen Ki Feat has them.


The model may not be in
This action may only be declared if the Activating model is 
The Activating model takes no other action. Instead, it may choose one of the listed effects triggered by taking the Wait Action:


Icons; these icons apply to this action if the chosen Ki Feat has them.
The Activating model gains the number of Ki Tokens equal to its Ki Statistic.
The model may not be in