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from Call to Arms
This excerpt from Call to Arms
is (c) 2001 by Alderac Entertainment Group and is used with permission.
Legend of the Five Rings, Clan War, The Emerald Empire of Rokugan
and all other related marks are trademarks of Wizards of the
Coast, Inc.
General Rules
Custom Personalities
Chart 1, on page 307, should be labeled "Variable Skill
Cost, Table 1." Chart 2, on the same page, should be labeled
"Variable Skill Cost, Table 2."
When building a custom personality, players must pay for the
profile that they wish to use. Each profile has a number of points
to distribute among the personality's Ring Values and a number
of points with which to purchase skills and traits for the personality.
The points used to buy skills are similar to koku, in that they
are used to pay the koku value of skills. Once the points allowed
for skills, traits, etc., have been allocated, all additional
skill costs are added directly to the koku cost of the personality.
Example: A player builds a personality using a Glory 6
profile, so the personality begins with a cost of 200 koku. This
allows 22 points to distribute among rings, which he does. In
addition, the personality has 30 points (koku) worth of skills
to allocate. The player buys Magic 5 (cost 15), Battle 2 (cost
3), Leadership 4 (cost 10), Defense 3 (cost 6) and Charge (cost
10). The total cost for these skills is 44, of which 30 is covered
by the profile. The additional 14 koku is added to the personality's
cost (now 214), as is the cost of all of the personality's equipment.
Flank Attacks
If a single unit engages an enemy on multiple sides, as is possible
with a skirmish unit, the only effect to the close combat is
that the target unit suffers a -1 to all rolls for each side
flank engaged and -2 to all rolls if flanked to the rear. Other
Flank effects specify that the unit be flanked by more than one
enemy unit.
Formations
Column Formation
When in column formation, models move in serpentine fashion.
The models leading the formation are allowed to wheel without
limit, to wind around or between obstacles. As they do this,
at least one corner of each rank must remain in contact with
a corner of the following rank. Trailing models follow the path
created by the models in front of them, as if the lead models
were creating a road that the rest of the column must move along.
Units moving in column may not perform oblique movement or
any other special movement. The only maneuver that the unit may
attempt is to return to standard formation. If this is done with
a turn maneuver, models in the front rank of the column perform
the maneuver and all other ranks line up next to them, creating
a straight frontage rather than a winding, irregular frontage.
Command Group
See Special Skirmish Units, below.
Horsearcher Column
While in Horsearcher Column, a unit does not suffer -1 to its
Attack and Damage rolls when making a Ranged Attack.
Shugenja Unit
See Special Skirmish Units, below.
Skirmish
A unit with the skirmish trait that intends to skirmish must
enter play in the skirmish formation and is recruited at the
increased cost per model, unless otherwise indicated by the force
profile or clan special rule. This supersedes the rule preventing
a unit from entering play in a special formation.
Units with the Skirmish trait are not required to skirmish
unless so stated in their unit profile - they may be recruited
at their standard cost and enter play in a standard formation,
but doing so means that they may not enter a skirmish formation
during the battle. If a unit must skirmish, it may not enter
play in a standard formation but does not pay the additional
cost for skirmishing (their cost per model accounts for skirmish).
Example 1: The Scorpion's Shadow Assassins have the skirmish
trait, but also have the limitation "Maximum of two units
(one of which may skirmish): no more than 12 models per skirmish
unit, no more than 16 models per unit." When skirmishing,
the unit is restricted to 12 models and this unit's army would
have to pay 1 additional koku per skirmishing model, but if fielded
in standard formation the unit could contain up to 16 Shadow
Assassin models and they would be recruited at their standard
cost.
Example 2: Oni Podlings must skirmish. They must enter
play in skirmish formation and are limited to 12 models per unit,
including any personality(s), per skirmish formation rules.
A skirmishing unit does not suffer the -1 to all rolls for
being in a non_standard formation unless engaged. While engaged,
a skirmish unit suffers -1 to all rolls.
Models in skirmish formation may move in any direction and
end their movement with any facing, and they may do so without
making a Maneuver test or losing movement.
When models in skirmish formation attempt to engage an enemy
unit, the number of skirmishing models announcing an engaging
movement must outnumber the enemy unit (including base equivalency
rules). If the number of skirmishing models that make contact
with the targeted enemy unit does not outnumber that unit, the
skirmish unit must make an immediate Morale test with the results
affecting all models in the unit.
Special Skirmish Units
Note that both Command Groups and Shugenja units use the skirmish
rules, and do so without the added cost per model. Each of these
special units also has additional rules that expand upon the
skirmish rules. For instance, although a normal skirmish unit
may not contain more than 12 models, a Command Group may contain
twice that number or more, based on its own rules for the number
of models that may serve in the command group or special personalities
that may be added to the Command Group. In addition, most units
must enter play with at least 4 models, but a Shugenja unit may
enter play with a minimum of 2 models and a maximum of 16 (four
shugenja + up to three yojimbo per shugenja).
Neither a Command Group nor Shugenja unit suffers -1 to all
rolls for being in a non_standard formation, even while engaged
- all rolls are made normally.
When a Ranged Attack is directed against a Command Group,
use the ATN of the yojimbo in the unit. If there are no yojimbo
remaining, the group uses an ATN of 6. In close combat, use the
ATN of the models that are actually engaged. If a personality
with the yojimbo trait is serving in either a Command Group or
Shugenja unit, ranged attacks directed against the unit use the
ATN of yojimbo troops until all yojimbo troops and personalities
have been removed as casualties.
Hostages
When a unit makes a "strike easy" attack, it suffers
a -1 ATT modifier.
Leadership
Packages
Leaders, whether personalities or LPs, may only use skills that
appear in their printed profile. A skill or trait that appears
on a troop profile does not transfer to an LP in the unit.
The LP knows how to use all of the troop models' skills as
a troop model for his unit type, but doesn't know how to use
them from a leadership standpoint. It's harder to use skills
as they apply to a whole unit than as they apply to yourself.
For instance, an infantryman knows how to dig an effective
foxhole or use scrub brush for cover. He does not, necessarily,
know how to train or lead other troops in those uses. In this
case, he would have the "Dig foxhole" and "Use
cover" skills as a troop model, but as an LP he would not
have those skills, so his unit gains no additional benefit from
him. If, however, he did have "Dig foxhole" and "Use
cover" skills as a leader (LP), then his unit could expect
to gain additional advantage from the presence of those skills,
as the LP would improve the unit's effective use of their existing
skills.
Example 1: If an LP without Defense as a skill on his profile
leads a unit of troops with Defense 3, the unit has a total Defense
of 3 (all from the unit). If the LP were the unit?s last model
standing, he would still have Defense 3 as a member of the unit.
Example 2: If an LP with Defense 3 as a skill on his profile
leads a unit of troops with Defense 3, the unit would have a
total Defense of 6. If the LP were the unit's last model standing,
he would still have Defense 6 (3 for being a member of the unit
and 3 for his own skill).
Magic Mud
Goblins
Up to four goblin personalities with the Magic skill (goblin
shamans) may be in a Magic Mud Goblin unit. Each goblin shaman
in a Magic Mud Goblin unit may make one Special Order per turn.
As a Special Order, a goblin shaman in the unit may light up
to two Magic Mud goblins. With four shamans in the unit, up to
8 Magic Mud goblins may be lit during a turn.
Ranged attacks targeting the Magic Mud goblin unit use the
ATN of the MMG troops (ATN 6).
Maneuvers
Breakaway
A unit performing a Breakaway maneuver must move its full movement
+4".
Movement
Engaging Movement
When a unit announces an engaging movement, whether or not the
movement is combined with another effect, the unit must make
every effort to make contact with the targeted enemy unit. Some
effects which combine with an engaging movement dictate that
the unit become unformed if it fails to make contact.
Free Maneuvers
A unit which has a leader, or is otherwise able to make one or
more Free Maneuvers during its movement, may do so during the
Primary and, if appropriate, Cavalry Movement phases. Free Maneuvers
are not allowed during Reserve Movement.
Naga Rules
Wherever "Naga" is referred to in an ability or
Kiso, it refers to units or models with the Naga trait, not units
serving within a Naga army.
High Strike
High Strike is a special maneuver that takes place only during
the Ranged Attack or Close Combat phases. As such, it cannot
be used while performing Reactionary Fire during a movement phase.
Due to balance concerns, High Strike during close combat is
being changed. High Strike may be used during close combat during
the second and subsequent close combat phases of an engagement
- it may no longer be used during the first phase of an engagement.
Note that, while a unit may not make use of Rank Advantage
when performing High Strike, it may make use of Overlap Advantage.
Naga Shugenja Units
Models in a Naga Shugenja unit may engage an enemy unit even
if they do not outnumber the unit. In addition, models in a Naga
Shugenja unit need not make a Morale test when engaged by an
enemy. Naga shugenja are competent at close combat and do not
fear engagements.
Pearl Magic
Though pearl magic derives from a different source than Rokugani
magic, it is still magic. All spells cast through an elemental
pearl and all effects generated by pearls, elemental and otherwise,
are considered magical effects. As a magical effect, a pearl
effect my be negated through use of the Resist Magic tactical
card Elemental spells cast by a Naga shugenja are also considered
spells, and may be Counterspelled as such. Note that, for the
purposes of Counterspell, Naga shugenja use their Magic skill
when using elemental magic (usually granted through their possession
of an elemental Pearl).
Terrain Advantage
Naga units with the Mounted trait (such as Akasha's Typhoon)
or which use the large or beast bases (such as Radakast) may
not use the Naga Terrain Advantage rules.
Oni Podlings
Oni Podlings may move into an engagement with an enemy unit whether
or not they outnumber the unit. When a podling enters an engagement
as the attacker, resolve the engagement normally.
Rally Test
While a Rally test is performed like a Morale test, using all
Morale test modifiers, it is not a Morale test. Effects based
on the success or failure of Morale tests are not triggered by
a Rally test.
Ranged Attacks
The ranged attack rules require that at least 25% of the unit
must be able draw LOS to a unit in order to designate that unit
as a target. This was intended to say "at least 25% of the
ranged attack capable models in the unit."
Thus, a single shugenja in a shugenja unit, or leading a combat
unit if appropriate, is still able to cast a ranged attack spell,
or a leader with a yumi (assuming the yumi is provided in the
personality's profile if it does not match his unit's equipment)
may use his ranged attack even though his unit has no ranged
attack.
When a personality purchases a ranged attack weapon to match
his unit, he gains the same ranges and range modifiers as the
unit (see CW DE page 302 for related information).
When a ranged attack capable unit is led by a shugenja with
a ranged attack spell or innate, measure ranges separately (for
spell and unit) and apply appropriate modifiers for the different
types of ranged attack, make appropriate Attack rolls and damage
rolls, and apply Damage normally as if the ranged attack of the
unit and the ranged attack of the shugenja were two separate
ranged attacks. This applies only to units which generate two
or more different ranged attacks, at least one of which is magical
(ability, innate or spell).
The same is not true of non-magical, non-elemental ranged
attacks. If a model in a unit has a different range than the
rest of the unit, calculate range and modifiers separately and
make the Attack rolls, but all Damage dice are combined into
a single Damage total.
Rule Priorities
Because Clan War applies rules from multiple sources - rulebook,
tactical cards, and force profiles - there may be instances where
rules seem to conflict. Here is the hierarchy for rules:
- The rulebook provides all of the rules which form the foundation
of Clan War. However, the rulebook does not account for all of
the special exceptions provided by spells, force profiles and
tactical cards.
- Spells supersede the rulebook, allowing players or their
models to generate effects not described in the rulebook.
- Force profiles supersede the rulebook and spells, allowing
models to generate effects not described in the rulebook.
- Tactical cards supersede the rulebook, spells, and force
profiles, allowing players or their models to generate effects
not described in the rulebook.
- Global rules, those rules which form a blanket statement
for how a rule is applied, are always overruled by specific rules
that affect the same rule. Note that this is true even if the
result must reverse the order of rule ascension as described
above.
Example 1: The card Test of Might says "both personalities
roll a number of Damage dice equal to their Water Ring, applying
no modifiers." The part of the description that says "applying
no modifiers" is a global rule. Note that Hida Kisada bears
a Kiso that states "When involved in a duel, regardless
of the value upon which the duel is based, Kisada adds +4 to
each Damage die. This modifier is added even if the duel says
to use no modifiers." In this case Kisada's specific rule
supersedes the Test of Might global rule, so Kisada would add
+4 to each Damage die during a Test of Might.
Example 2: Iaijutsu Duel says "Target an engaged personality
that you control and an enemy personality in a unit with which
your personality is engaged. The target personalities enter an
Iaijutsu duel." However, some personalities and units have
effects which prohibit the duel, such as the Mirumoto House Guard
which has the ability "Personalities in this unit may not
be targeted by any effect which would result in the personality
entering a duel." In this case, the force profile's specific
ability supersedes the Iaijutsu Duel tactical card's global effect.
Skills
Skill descriptions that state "Units led by a personality
with" are amended to read "Units led by a commander
with."
Special Orders
Only one Special Order may be generated by a personality within
a unit during a turn. If a unit has a kiso or ability that is
a Special Order, it may perform a Special Order as well. No more
than two Special Orders may be generated from within a unit during
a single turn.
Traits
Revised
Revised indicates that a profile (unit, personality,
item, etc.) has been updated to replace the previously existing
version of that profile. As the latest version of that profile,
it supercedes the previous version of the profile, which is no
longer valid for use in tournament play.
Imperial
A unit with the Imperial trait may be led by any personality
with the Imperial trait - no Oath is necessary.
Items
| Fukushu |
The third kiso should read: Once per battle, when leading
a unit, this personality?s unit gains Fear 0 until the end of
the turn. |
| Jade Bow |
This item has the Weapon trait. |
| Pearl of Air |
The cost of this item is 30 koku. |
| Tattoos |
All tattoos that have the text "Kiso (SA):" are
amended to say "Ability (SO):" |
Dragon Tattoo
 |
Regardless how many copies of this tattoo you have attached
to a unit, you may not activate more than one Dragon tattoo in
any one turn - this includes the Tattooed Madmen.
New Version:
Tattoo, Dragon
Revised, Tattoo
Kiso: Attach to a Tattooed unit, paying the
cost of each non-personality model in the unit. Units may attach
a tattoo more thanonce and there is no limit to the number of
times a specific tattoo may appear with in an army.
Ranged (elemental): Once per battle, this unit targetsa
an enemey unit in its forward 90 degree arc, LOS, and within
9 inches. Roll one Damage die for every model in the front rank
of this unit and apply the resulting Damage to the target unit.
Cost: +2/model
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Magic and Spells
Using Magic Skill to cast Maho
Divide the personality's Magic skill and round down (not up)
to determine the maximum Maho spell rank the personality can
use. Also, the Earth Ring of the personality serves as the maximum
castings per spell.
Pre-game Spell Casting
Each shugenja in an army may cast one, and only one, pre_game
spell, as appropriate. Spells which do not say they may be cast
as a pre-game spell may not be so used. This includes Counterspell,
which is not allowed during pre-game.
| Counterspell |
When countering a Maho spell, or when an elemental spell
is being countered by a Maho spellcaster, that personality uses
his Maho skill for determining the success/failure of the Counterspell
instead of his Magic skill. |
| The Elements' Fury |
This scroll is destroyed immediately after use. |
| Stagnant Air |
This spell lasts only until the end of the turn in which
it was cast. |
New Spells: 
Whirlwind
Reaction
Target a unit that you control when it is being targeted by
one or more enemy Ranged Attacks, from within a single unit,
before Attack or Damage rolls are made. All Ranged Attacks being
generated against the target unit from within the single enemy
unit are negated. This scroll is destroyed and the casting shugenja
becomes Spent immediately after this spell is cast.
| Type: Air |
Rank: 4 |
Range: 18" |
Cost: 35 |
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Dodging The Slow Shaft
Reaction
Target an enemy unit as it declares one or more Ranged Attacks
against a unit that you control, before Attack or Damage rolls
are made. If the target of the Ranged Attack(s) is not within
the target unit's close range, the target unit suffers -3 ATT
to its Ranged Attacks(s) until the end of the turn.
| Type: Water |
Rank: 3 |
Range: 24" |
Cost: 20 |
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Profiles
Mirumoto Daini
Daini need not swear an Oath of Fealty in order to lead a Naga
unit.
See revised force profiles (below) for changes to Naga and other
force profiles.
Tactical Cards
During the End phase when a player draws Tactical cards, he draws
at least one card, and at most the maximum number of tactical
cards that he is entitled to draw, without looking at them. Once
all cards have been drawn, the player may look at the cards,
add them to his hand, and if necessary, discard cards of his
choice until the number of cards in his hand is equal to his
maximum hand size.
| Burning Your Essence |
The Focus value of this card is 4, as printed on the card,
not the reference sheet. |
| Defensive Position |
This card may be combined with the Hiruma Withdrawal, but
may not be combined with Withdrawal. |
| Heavy Load |
The last sentence should read "If the target is a Crab
unit, their movement rate is reduced by only 1 inch." Delete
the "until end of turn." |
| Inner Fire |
This is a General's Special Order. |
| Ninja Assassin |
Once an army/player has used one Ninja Assassin card, all
other Ninja Assassin cards that army/player has in play (attached
to a personality or in the player?s hand) are discarded. |
| Shadowlands Sickness |
The range is 8". |
| Trap! |
If an army includes one or more units which allow the use
of the Trap! tactical card, and one or more of the army's units
allow it to purchase additional Damage for Trap! card(s), the
additional Damage is not cumulative - the Trap! effect may only
receive one such addition from any unit(s). A personality which
allows additional Damage dice for Trap! cards is cumulative with
one such unit effect, but only one unit and one personality effect
may be combined with a Trap! card during a single effect. |
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