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Contents |
Bobby Warren for doing Crane and Phoenix for me, Steve DeYoung for doing Dragon and Unicorn, Brian Woodfine for doing Naga, Togashi Bob for doing Scorpion, and Mark "Togashi Gaijin" Shurtleff for doing T/Y.. |
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New Rules
- Skirmishers -- This introduces a new troop type. Although shugenja and yojimbo have the skirmish trait, they are a special type of skirmish unit and do not use these rules. Of particular note is that any army except Crab or Unicorn that hires skirmishers must pay 2 koku more per model (including leaders).
- Hiruma Withdrawal maneuver -- This is a Crab specific maneuver that is a better version of the standard withdraw.
- Engineering skill -- This is a new skill used by Kaiu Engineers to build walls on the battle field.
- Special Items
- Chakara, the sword of the Crab Heir
- Crystal Katana
- Fan of Command
- Jade Bow
- Banner of Fear
- Shuriken of Serpents
- Star of Laramun
- Writ of Command
- New Spells
- Abomination (Air) -- a psychological attack spell
- Fury of the Earth (Earth) -- offensive earth spell
- Looking into the Void (Void) -- a unit enhancing spell
- New Tactical Cards (Thanks to Bobby Warren for reminding me of which cards were in the box)
- The Waves Break (x2)
- Heavy Load (x2)
- Advantage of Cover (x2)
- Pieces of Jade (x2)
- Evil Portents (x2)
Expanded Rules
- Leaving an Engagement -- how to handle breaking away from an engagement you are already in, or what your options are if your opponent flees. Clarifies parting shots, movement after a retreat, and retreat options.
- Mixed Base Sizes -- how to handle a unit where the commander has a different base size than the unit he leads. Very useful if you are going to field Kisada in a unit!
- New Equipment Rules -- The Crab clan has a somewhat different list of items available to it than those presented in the basic rulebook. These items are still only for a unit leader to allow him to use the same weapon as his unit, or to equip custom characters.
- New Ally Costs -- Since all the clans do not get along equally, it is easier for Crab to hire troops from some clans than from others. The different cost ratios are detailed here. Some additional rules for Shadowlands allies are here as well.
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New Rules
- Oblique Movement -- A Lion specific maneuver that allows units to advance on a diagonal. You even get a template in the box.
- Beastmaster Skill -- rules for personalities who can lead units of animals. Also includes rules for the animal units (including War Lions).
- Impassible Terrain -- Just as it says, terrain you cannot move through.
- Special Items
- Yari of Air
- Hammer of Earth
- Katana of Fire
- Hantei's Tessen (for now, may be replaced).
- New Spells
- A Moments Hesitation (Water)
- A Pause in the Fury (Void)
- Wall of Fire (Fire)
- New Tactical Cards
- Times of Desperation (x2)
- Kharmic Betrayal (x2)
- Burst of Speed (x2)
- Student of Warfare (x2)
- Strike or Die (x2)
Expanded Rules
- Line of Sight -- clarifications of line of sight.
- Yari Combat -- clarifications of how Yari combat works, when models are removed, how yari on yari combat is handled, etc.
- The Rules of Engagement -- Clarifications on how you engage, what restrictions there are on engaging moves, maneuvers during and engaging move, etc.
- Multiple Card Effects, Skill and Spell Limitations -- Basically, you can't have two of the same named effect on your unit or personality at any time.
- Withdrawals and Retreats -- a treatise on how to perform the various advancing-to-the-rear maneuvers.
- New Equipment Rules - The Lion clan has a somewhat different list of items available to it than those presented in the basic rulebook. These items are still only for a unit leader to allow him to use the same weapon as his unit, or to equip custom characters.
- New Ally Costs -- Since all the clans do not get along equally, it is easier for Lion to hire troops from some clans than from others. The different cost ratios are detailed here.
Optional Rules (should be agreed to by both players before play)
- Higher Ground advantage -- this extends the higher ground advantage, adding more detail to Close Combat, and some advantages for Ranged Combat as well.
- Hostages in Battle -- Great rules to use in a scenario, one side has a hostage, and the other side is trying to recover him/her/it. This section describes your options, and what penalties the rescuers are under while fighting a unit with the hostage in it.
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New Rules
- Flight -- Flying rules.
- Restricted (New Card Trait) -- A card trait which indicates a card may only be used by your army if it meets certain restrictions.
- Political (New Card Trait) -- These cards may only be performed by generals and courtiers.
- Command Groups --
Hatamoto (advisors), Signal Corps, and Courtiers- Focus Value Damage Modifier -- Allows the use of tactical cards to increase the damage total for a damage roll.
- Special Items
- Golden Obi of the Sun Goddess
- Gunsen of Water
- The Imperial Standard
- Writ of the Sword
- New Spells
- Borne by the Wind (Air) -- gives a unit flight
- Summon Storm (Air) -- an anti-flight spell
- New Tactical Cards
- Fallback and Regroup (x2)
- Omens and Portents (x3)
- One-Strike Duel (x2)
- Shame (x2)
- Trap! (x3)
Expanded Rules
- Duels -- This expands upon the dueling rules from Clan War.
- Ranged Attack Target Selection -- Clarifies choosing the target of ranged attacks.
- New Equipment Rules -- The Crane clan has a somewhat different list of items available to it than those presented in the basic rulebook. These items are still only for a unit leader to allow him to use the same weapon as his unit, or to equip custom characters.
- New Ally Costs -- Since all the clans do not get along equally, it is easier for Crane to hire troops from some clans than from others. The different cost ratios are detailed here.
Optional Rules (should be agreed to by both players before play)
- Honor -- a reworking of the optional Honor rules from the Clan War box. These rules are currently slated to become standard for all official tournaments.
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New Rules
- Oath of Fealty -- These rules allow you to recruit unaligned personalities and personalities of other clans as part of your army so they may lead your clan specific units.
- Experienced Personalities -- Experienced personalities are introduced in the Phoenix Army Expansion. You may not include both inexperienced and experienced versions of the same personality in an army.
- Focus Initiative Modifier -- Rules for using the focus value of tactical cards to modify a unit's initiative score.
- Ritual Spells -- rules for spells which use multiple shugenja.
- Special Items
- The Eye of Shorihotsu
- Mempo of the Void
- The Banner of Courage
- Writ of the Elements
- New Spells
- The Element's Fury (Fire)
- Sharing the Strength of Many (Void)
- Strength of the Darkness (Air)
- Seeing Ages Past (Air)
- Whispering Winds (Air)
- Evil Ward (Earth)
- New Tactical Cards
- A Nemuranai Dies (x2)
- Arcane Fury (x2)
- Burning Your Essence (x2)
- Desperate Times (x2)
- Ebbing Energies (x2)
Expanded Rules
- Shugenja Units -- clarifications on how shugenja units work.
- Magical Attacks/Spell Attacks -- clarification of how to apply ATT and DAM modifiers to spells and elemental attacks.
- Void -- redefines the Void expenditure rules.
- Definitions of Skills, Abilities, and Traits -- a glossary of all the Skills, Abilities, and Traits up through this expansion.
- New Equipment Rules -- The Phoenix clan has a somewhat different list of items available to it than those presented in the basic rulebook. These items are still only for a unit leader to allow him to use the same weapon as his unit, or to equip custom characters.
- New Ally Costs -- Since all the clans do not get along equally, it is easier for Phoenix to hire troops from some clans than from others. The different cost ratios are detailed here.
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New Rules
- Tattoos -- Rules for attaching Tattoos to special units (See Special Items Below).
- Agasha Units -- Units that are capable of using explosives in their attacks.
- Special Items/Tattoos
- Centipede - Movement
- Crab - Higher TN
- Dragon - ability to breathe fire
- Dragonfly - Defense against ranged attacks
- Falcon - Morale Modifier
- Lion - ATT and DAM, and Charge bonus
- Phoenix - Resistance to Magic
- Tiger - DAM bonus, but a ATT negative
- New Spells
- Clarity of Purpose (Water)
- New Tactical Cards
- Tattoo Madness (x1)
- Draining the Power (x1)
- Disrupted Elements (x1)
Expanded Rules
- Unformed and Reforming Units -- Rules clarification from the Clan War box set rules.
- Individuals and Lone Personalities -- Rules clarification from the Clan War box set rules.
- Daisho Technique -- Explanation of the Daisho (Two Sword) technique, and how the split TN works.
- New Equipment Rules - The Dragon clan has a somewhat different list of items available to it than those presented in the basic rulebook. These items are still only for a unit leader to allow him to use the same weapon as his unit, or to equip custom characters.
- New Ally Costs -- Since all the clans do not get along equally, it is easier for Dragon to hire troops from some clans than from others. The different cost ratios are detailed here.
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New Rules
- Horse Archers -- These rules explain the ability and use of Horse archers.
- Overrun Attack -- Special Attack that can only be performed by Heavy Cavalry.
- Experienced Personalities -- Experienced personalities are introduced in the Phoenix Army Expansion. You may not include both inexperienced and experienced versions of the same personality in an army.
- Special Items
- Hayai, Ancestral Sword of the Unicorn
- Yuki, Ancestral Wakizashi of the Unicorn
- Daitan, Ancestral Armor of the Unicorn
- Iris Haori and Hakama of the Ide
- New Spells
- None in this Expansion.
- New Tactical Cards
- Strike at the Tail (x1)
- Ride until Dawn (x1)
- Broken Ground (x1)
- Retreat (x1)
- No Mercy (x1)
- Stall until Sunrise (x1)
- You Dishonor Your Clan (x1)
Expanded Rules
- Close Combat -- Slight change to the overlap rule.
- Command Group - Clarification of the Command Group as introduced in the Crane Army Expansion
- Morale Test - Rule Clarification of Morale Tests.
- New Equipment Rules - The Unicorn clan has a somewhat different list of items available to it than those presented in the basic rulebook. These items are still only for a unit leader to allow him to use the same weapon as his unit, or to equip custom characters.
- New Ally Costs -- Since all the clans do not get along equally, it is easier for Unicorn to hire troops from some clans than from others. The different cost ratios are detailed here.
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New Rules
- Maho -- The foul blood magic of Fu Leng is described in this tome. Maho can be a devastating force on the battlefield, but it exacts a heavy toll on those who would use it.
- Overlord Packages -- New "upgrades" you can give the general of your Shadowlands army.
- Undead Troops and Instability -- Undead do not flee as the living do, since they do not fear death. However, they have their own special rules regarding the crumbling of units as the damage mounts. These rules apply to all units with the Undead trait.
- Mob Formations -- A new trait is introduced in this expansion regarding mobs. They have some advantages and disadvantages over standard units, if both the unit leader and the unit have the Mob trait.
- Magic Mud Goblins -- The latest goblin "invention".
- Special Items
- Deafening War Drums of Fu Leng
- Obsidian Blade
- New Spells
- Blood Fury (Maho)
- Draining the Life (Maho)
- Possession (Maho)
- Stifling Wind (Maho)
- Summon Undead Champion (Maho)
- New Tactical Cards
- Dark Lord's Favor (x1)
- Dealing with Shadows (x1)
- Mob Tactics (x1)
- Night Fighting (x1)
- The Oni's Fury (x1)
- Overlord Packages
- Blacklord
- Dark Master
- Great Defiler
- Invincible Overlord
- Warlord
Expanded Rules
- Shadowlands/Command Group -- Shadowlands armies do not get command groups.
- Shadowlands/Honor Rules - Shadowlands armies have a different standard of honor than does a samurai army.
- New Equipment Rules - The Shadowlands army has a somewhat different list of items available to it than those presented in the basic rulebook. These items are still only for a unit leader to allow him to use the same weapon as his unit, or to equip custom characters.
- New Ally Costs -- Since all the clans do not get along equally, it is easier for a Shadowlands army to hire troops from some clans than from others. The different cost ratios are detailed here.
- Other/Shadowlands Recruitment Cost -- The Shadowlands army was not included in the original clan books for cost modifiers, so here are the costs for other armies to hire Shadowlands units.
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New Rules
- Naga Shugenja -- Naga do not cast spells as humans do, they use Akashsic Pearls to focus and draw the energy from the Akasha.
- Pearl Magic -- the pearls that allow the Naga to use Akasha-magic affects, and to enable them to cast human elemental-magic spells as well.
- High Strike -- a Naga specific maneuver that allows the second rank to perform either a ranged or close combat attack.
- Special Items
- Ancient Spear of the Naga
- Pearl Encrusted Staff
- Pearl of Air
- Pearl of Combat
- Pearl of Defense
- Pearl of Earth
- Pearl of Fire
- Pearl of Movement
- Pearl of Strength
- Pearl of Water
- Pearl of Wisdom
- White Pearl
- New Spells
- Blood Curse
- Purity of Shinsei
- Ray of Amaterasu (no card included)
- New Tactical Cards
- A Time for Heroes (x2)
- Doom of the Dark Lord (x2)
- Facing the Shadows (x2)
- Shadowlands Sickness (x2)
- Tall Grass (x2)
Expanded Rules
- Naga and Leadership - Naga treat leadership differently to other armies.
- Naga Fearlessness - Naga treat Fearless differently than other armies.
- Naga and Command Groups - Naga don't have command groups.
- New Equipment Rules - The Naga army has a somewhat different list of items available to it than those presented in the basic rulebook. These items are still only for a unit leader to allow him to use the same weapon as his unit, or to equip custom characters.
- New Ally Costs -- Since all the clans do not get along equally, it is easier for a Naga army to hire troops from some clans than from others. The different cost ratios are detailed here. Naga may never hire any troops with the Shadowlands trait
- Other Forces Recruiting Naga -- The Naga army was not included in the original clan books for cost modifiers, so here are the costs for other armies to hire Naga units. Naga unit can never join a Shadowlands army.
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New Rules
- Smoke Templates -- The Scorpion Shadow Assassins obscure the battlefield using smoke generating flash pots.
- Ninja Trait -- A new trait that affects certain personalities, units, and effects.
- Special Items
- Poisoned Weapons -- You can have more than two of these dishonorable items in your army.
- New Spells
- Secrets on the Wind (Air)
- New Tactical Cards
- Blackmail (x4)
- Kharma takes a Hand (x1)
- Ninja Assassin (x2)
- Trap! (x2)
Expanded Rules
- Scorpion Command Groups -- The Scorpion Clan does not use Command Groups.
- Scorpion Honor Rules -- The Scorpion are affected by Honor differently than other clans.
- Innate Abilities, Spells, and Special Orders Phase -- Rules clarifications of the difference between Innate Abilities and Spells, as well as when they take place in the Special Orders Phase.
- New Equipment Rules - The Scorpion army has a somewhat different list of items available to it than those presented in the basic rulebook. These items are still only for a unit leader to allow him to use the same weapon as his unit, or to equip custom characters.
- New Ally Costs -- Since all the clans do not get along equally, it is easier for a Scorpion army to hire troops from some clans than from others. The different cost ratios are detailed here.
- Other Forces Recruiting Scorpion -- The Scorpion army was not included in the original clan books for cost modifiers, so here are the costs for other armies to hire Scorpion units.
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New Rules
- Yoritomo -- Clarification of Yoritomo's special two-weapon ability.
- Matsu Hiroru -- Clarification of Hiroru's special Close Combat ability.
- Ashigaru -- Troop type is redefined.
- Mounted Infantry -- New troop type introduced in the Toturi/Yoritomo Army Expansion. Clarification of the setup rules.
- Ronin Leadership Package -- Clarification of the clan alignment requirements.
- Special Items
- Fukushu -- Bloodsword
- New Tactical Cards
- Doom of the Lion (x2)
- Doom of the Phoenix (x2)
- A Kami's Blood (x2)
- Peasant Revolt (x2)
Expanded Rules
- Yoritomo Command Groups -- Yoritomo's Alliance does not use Command Groups.
- New Equipment Rules - The Toturi/Yoritomo armies has a somewhat different list of items available to them than those presented in the basic rulebook. These items are still only for a unit leader to allow him to use the same weapon as his unit, or to equip custom characters.
- New Ally Costs -- Since all the clans do not get along equally, it is easier for a Toturi/Yoritomo army to hire troops from some clans than from others. The different cost ratios are detailed here.