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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
Updated!

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

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: New!

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

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

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.