Melee exchanges in Bushido involve samurai sword masters and monks with mystical martial arts; they are not merely about hitting the opponent. A wide variety of different abilities can be used in a melee exchange.
If a model is able to attempt one of these Special Attacks or Defences, it will appear on the model’s Profile Card in the weapon grid.
A model can only use a special attack or defence if it is using the weapon that has it on its grid.
These special abilities allow a model to trigger a special effect if it uses the ability and successfully Attacks or Defends.
All Special Attacks and Defences have a bracketed cost after the name text, e.g. Sidestep Defence (1). This is the number of dice to remove from the model’s Melee or Ranged Pool (as appropriate) if it chooses to use a Special Attack or Defence. A model’s dice pool cannot be reduced to 0 through the use of a Special Attack or Defence, and if this would happen the player cannot declare that Special Attack or Defence.
A model may only perform one Special Attack or Defence per Melee Exchange or Ranged Attack.
Some special Abilities can cause models to move when successful. All movement from Special Abilities ignore enemy model’s ZoC and being in BtB.
If through a Special Attack or Defence a model would be moved past the edge of the game area then it stops when its base touches the edge of the board.
If through a movement from a Slam Attack, Throw Attack or Throw Defence a model is moved into BtB with another model then, dependant on the two models’ Sizes, one of the following occurs:
- If the model contacted is of equal size, the moving model stops at the point at which it entered BtB, and both models become Prone.
- If the model contacted is of a larger Size, the moving model stops at the point at which it entered BtB and becomes Prone.
- If the model contacted is of a smaller Size, the moving model continues its movement and pushes the model it contacted directly away from the point of contact a distance that would enable the moving model to continue its movement without contacting the model. Both models become Prone at the end of the movement.
- If through a movement from a Push Attack, Forceback Attack, Drag Defence or Push Defence a model is moved into BtB with another model then the moving model stops at the point at which it entered BtB. to move when successful. All movement ZoC and being in BtB.
- If an Impassable Terrain element would prevent this movement, then the model must stop at the point of contact with the Terrain element. If this was due to a Slam Attack, Throw Attack or Throw Defence, the model also becomes prone.
Ranged attacks will never have Special Defences because there are no defence dice for a ranged attack. However, ranged weapons may have Special Attacks on their weapon grid.
A model that gains a special ability by any means can only use that ability for melee weapons unless otherwise stated.
Special Attacks
Combo Attack
If the Attack is successful then after resolving a Damage Roll, deduct 2 from the Success Level of the Attack.
If the new Success Level is 0 or greater make another Damage Roll against the Defender.
Repeat this process until the Success Level is less than 0.If the Success Level of the original attack was 0 or 1, after resolving a Damage Roll, make one additional Damage Roll against the Defender at Success Level 0.
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If a model has abilities that trigger when damage is caused each damage roll will trigger those abilities separately.
Critical Attack
If this model’s Attack is successful, and the individual dice results of the Damage Roll are the same number, remove the Defender from play.
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Drag Attack
If the Attack is successful, move the Attacker 1” away from the Defender, then move the Defender 1” directly towards the Attacker.
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The Defender does not suffer a Damage Roll from this Attack.
Dual Attack
If the Attack is Successful, after rolling Damage, make one more Damage roll at the same Success Level.
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Forceback Attack
If the Attack is successful, move the Defender 1” directly away from the Attacker, then move the Attacker 1” directly towards the Defender.
The Defender suffers half the Wounds from the Damage Roll caused by this Attack.Link to originalEXAMPLE
Akio is the attacking model.
The defender is moved 1” directly away from the attacker.
The attacker is then moved directly forward into BtB with the defender.
After the Damage roll, the Damage is halved (rounding down).
Grapple Attack
If the attack is successful, the Defender becomes Held. Place a Held Marker on the Defender.
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The Defender does not suffer a Damage roll from this Attack but may not attack during this Melee Exchange.
Powerful Attack
If the Attack is successful, then the Attacker gains +3 to the Damage Roll caused by this Attack.
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Push Attack
If the Attack is successful, move the Defender directly away from this model until it leaves this model’s ZoC.
The Defender does not suffer a Damage Roll from this Attack.Link to originalEXAMPLE
Akio is the attacking model.
The defender is moved directly away from the attacker until they leave the attacker’s Zone of Control.
No Damage roll is made.
Sidestep Attack
If the Attack is successful, the Attacker leaves BtB and then move away from the Defender until the Attacker leaves the Defender’s ZoC, at which point its movement ends.
The Defender does not suffer a Damage Roll from this Attack.Link to originalEXAMPLE
Akio is the attacking model.
The attacker may move away from the defender any distance until it leaves the defender’s Zone of Control.
No damage roll is made.
Slam Attack
If the Attack is successful, the Defender is moved 3” directly away from the Attacker and becomes Prone.
The Defender suffers half the Wounds from the Damage Roll caused by this Attack.Link to originalEXAMPLE
Akio is the attacking model.
The Defender is moved 3” directly away from the Attacker and gains a Prone marker.
After the damage roll, the Damage is halved (rounding down).
Stun Attack
If the attack is Successful, the Defender gains a Stunned Marker after the Damage Roll.
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Sweep Attack
If the Attack is successful, then the Defender becomes Prone.
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The Defender suffers half the wounds from the Damage Roll caused by this Attack.
Throw Attack
If the Attack is successful, the Defender is moved 2” in a straight line and becomes Prone.
The Defender suffers half the Wounds from the Damage Roll caused by this Attack.Link to originalEXAMPLE
Akio is the Attacking model.
The Defender is moved 2” away from the Attacker to a point in LoS of the Attacker.
The Attacker may choose the movement path.
After the Damage Roll, the damage is halved (rounding down).
Special Defences
Counterstrike Defence
If this Defence is successful, and the Attacker allocated any dice to Attack, then deduct 2 from the Success Level of the Defence.
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If the Success Level is 0 or greater, then make a Damage Roll against the Attacker using the modified Success Level of the Defence.
Drag Defence
If the Defence is successful, move the Defender 1” away from the Attacker, then move the Attacker directly into BtB with the Defender.
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Forceback Defence
If the Defence is successful, move the Attacker 1” directly away from the Defender, then move the Defender directly into BtB with the Attacker.
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Grapple Defence
If the Defence is successful, the Attacker becomes Held. Place a Held marker on the Attacker.
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Push Defence
If the Defence is successful, move the Attacker directly away from the Defender until it leaves the defender’s ZoC.
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Sidestep Defence
If the Defence is successful, the Defender leaves BtB and then move away from the Attacker until the Defender leaves the Attacker’s ZoC, at which point its movement ends.
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Sweep Defence
If the Defence is successful, then the Attacker becomes Prone.
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Throw Defence
If the Defence is successful, the Attacker is moved 2” away from the Defender in a straight line and becomes Prone.
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Exceptional Attacks & Defences
Some techniques are only known to a few Masters of the sword or fist. Exceptional attacks and defences are detailed on individual profile cards; a few examples are detailed below.
Ivory Prison Attack
If this Attack is successful then remove the non- Insignificant, non-Soulless Target from play and deploy a Prone, non-unique Kairai under your control by replacing the target.
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Gokusatsu Attack
If this attack is Successful, remove the defender and attacker from play.
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If the enemy model has this Exceptional Attack, then this attack has no effect on either combatant.
Eagle’s Flight Defence
If the Defence is successful this model may Move 3” after the Melee Exchange is resolved.
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Web Defence
If this model successfully Defends, the Enemy model may not move until the current activation has ended.
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Akio is the attacking model.
Akio is the attacking model.
Akio is the attacking model.
Akio is the attacking model.
Akio is the Attacking model.