section 1 - clan war basics
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5 Section 1 Clan War Basics
CLAN WAR THE RONIN EDITION
What is Clan War?PERIODS OF HISTORY,AND THEIR CIVILIZATIONS,ARE OFTEN IDENTIFIED
AND DEFINED BY THE UNIQUENESS OF THEIR LEADERS AND THE GREAT
CHALLENGES WITH WHICH THEY WERE FACED. WHILE NATURAL
DISASTERS CERTAINLY QUALIFY AS CHALLENGES,IT IS USUALLY THE EPIC
BATTLES AND CAMPAIGNS THAT WE RECALL.THE GREATEST EMPIRES
IN OUR WORLD'S HISTORY WERE BUILT UPON STRUGGLE AND
CONQUEST, NOT DIPLOMACY. IT IS ONLY NATURAL FOR LATER
GENERATIONS TO REFLECT ON THOSE TIMES WITH SOME MEASURE OF AWE
AND FASCINATION.
AS A RESULT OF THAT FASCINATION, AND FROM EARLY IN HIS
HISTORY, MAN HAS CREATED STRATEGIC GAMES THAT REPRODUCE THE
STRUGGLES OF WARFARE.CHECKERS AND CHESS ARE AMONG THE MOST
IDENTIFIABLE OF THOSE GAMES, AND WERE ALSO AMONG THE FIRST
MINIATURES WAR GAMES.
AMINIATURES WAR GAME IS SIMPLY A GAME IN WHICH PIECES
ARE USED TO REPRESENT MILITARY ELEMENTS WORKING TO ACHI EVE
VICTORY WITHIN A FRAMEWORK OF RULES .BECAUSE THE RIGORS OF
ACTUAL COMBAT AND THE STRAIN OF TRUE COMMAND ARE DIFFICULT
TO REPRODUCE,ABSTRACT RULES ARE USED TO SIMULATE SUCH EFFECTS.
OVER THE YEARS OUR MINIATURES HAVE BECOME MORE DETAILED,
THE RULES MORE EXPANSIVE, AND THE GAMES MORE GENRE-SPECIFIC.
THERE ARE LITERALLY HUNDREDS OF MINIATURES GAMES , REPRESENTING
NEARLY AS MANY GENRES:ROMAN CONQUESTS,THE CIVIL WAR,WORLD
WAR 1,WORLD WAR II,MODERN TANK AND SEA WARFARE,AND SO ON.
MINIATURES GAMES ALLOW PLAYERS TO STEP OUT OF THEIR
MUNDANE WORLD AND BECOME A GENERAL OR WARLORD,
COMMANDING HUNDREDS OR EVEN THOUSANDS OF TROOPS . THEY
CONSTRUCT AN ARMY TO SUIT THEIR NEEDS, AND THEN TEST THEIR
ARMY'S MIGHT AGAINST THAT OF ARMIES CONTROLLED BY OTHER
PLAYERS WHO'VE DONE THE SAME.
CLAN WAR I S A FANTASY GAME,SO IT DOES NOT RECREATE ANY OF
THE GREAT CONFLICTS FROM EARTH'S HISTORY - RATHER, IT ALLOWS
PLAYERS TO RECREATE THE EPIC BATTLES OF ROKUGAN OR CREATE
ORIGINAL CONFLICTS BOUND ONLY BY THE LIMITS OF THEIR IMAGINATION.
BECAUSE ROKUGAN AND LEGEND OF THE FIVE RINGS PROVIDE A RICH
ENVIRONMENT FULL OF UNIQUE FLAVOR, A GREAT DEAL OF EFFORT HAS
GONE INTO PRESERVING THAT FLAVOR WITHIN CLAN WAR.
THE SAMURAI, SHUGENJA, DRAGONS AND ONI THAT SERVE IN A
PLAYER'S ARMY ALLOW HIM TO PROJECT HIS WILL ONTO THE BATTLEFIELD.
STEP INTO THE ROLE OF DAIMYO (A FEUDAL LORD),SEND YOUR TRUSTED
MILITARY ADVISORS TO GATHER YOUR FORCES,AND LEAD YOUR ARMY INTO
BATTLE.ONLY YOU CAN DECIDE,ONCE AND FOR ALL,WHO WILL CONTRO
THE FUTURE OF ROKUGAN,CHARGE FORWARD AND CRUSH YOUR ENEMIES..
OR BE DESTROYED IN THE ATTEMPT EITHER WAY,THE OBJECT OF THE GAME
IS TO HAVE FUN.
Game TermsTHROUGHOUT THIS BOOK,A NUMBER OF TERMS ARE USED IN DESCRIBING
AND DEFINING ELEMENTS OF THE GAME.SOME WILL SEEM OBVIOUS,BUT
OTHERS MAY NOT.MANY OF THESE COMMON TERMS ARE LISTED BELOW.
Ability: ABILITY ALLOWS THE POSSESSING MODEL TO PRODUCE A
SPECIFIC GAME EFFECT.ABILITIES ARE SUBJECT TO LOSS WHEN THE POSSESSING
PERSONALITY OR UNIT IS UNDER DURESS, SUCH AS WHEN BROKEN
FLANKED,ROUTED,SPENT OR UNFORMED.ABILITIES WITH AN (SA)OR (SO
FOLLOWING THEM ARE PERFORMED AS A SPECIAL ACTION (SA)OR SPECIA
ORDER (SO),WHICH OCCUR ONLY DURING THE SPECIAL ACTIONS PHASE.
Add-Roll:WHEN A DIE ROLL RESULTS IN A 'NATURAL'10,THE DI
MAY BE ROLLED AGAIN.THE RESULT OF THE 'ADD-ROLL'IS EITHER TREATED
AS AN ADDITIONAL DIE OR A MODIFIER TO THE PREVIOUS RESULT .
Affiliation:MOST MODELS ARE IN PERMANENT SERVICE TO ONE O
THE POWERFUL FORCES OF ROKUGAN.THE CLAN OR OTHER FORCE WHOM
THE MODEL(S) SERVE IS THEIR AFFILIATION. THOSE WHO HAVE NO
AFFILIATION ARE CALLED RONIN OR UNALIGNED.
ATN:THIS IS AN ABBREVIATION FOR 'ATTACK TARGET NUMBER'.SE
ATTACK TARGET NUMBER.
ATT:THIS IS AN ABBREVIATION FOR ATTACK MODIFIER. SEE COMBAT
VALUES LATER IN THIS SECTION.
Attack Target Number (ATN):EACH FORCE PROFILE HAS AN
ATNASSOCIATED WITH IT.WHEN ROLLING TO ATTACK AN ENEMY MODE
OR UNIT,EACH ATTACK DIE RESULT MUST MEET OR EXCEED THE ATNFOR
THE TARGET (AFTER APPLYING APPROPRIATE MODIFIERS)IN ORDER TO 'HIT
THAT MODEL OR UNIT.
Attacker: A MODEL OR UNIT THAT INITIATES AN ENGAGEMENT
AGAINST AN ENEMY BY MOVING INTO BASE-TO-BASE CONTACT WITH THAT
ENEMY IS CONSIDERED THE "ATTACKER" FOR THE REMAINDER OF THAT
ENGAGEMENT.
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CLAN WAR THE RONIN EDITION
Base:EVERY MINIATURE USED FOR CLAN WAR MUST BE MOUNTED TO
REGULATION-SIZE PLASTIC BASES THAT ARE PROVIDED WITH CLAN WAR
MINIATURES AND ALSO SOLD SEPARATELY. SINCE THE DIMENSIONS OF A
BASE ARE A FACTOR IN THE UNIT'S EFFECTIVENESS, SPECIFIC BASE-SIZES
ENSURE AN EVEN PLAYING FIELD FOR ALL ARMIES.OFFICIAL BASES COME IN
THREE SIZES: INFANTRY, CAVALRY, AND LARGE. TOURNAMENT PLAY
REQUIRES THAT OFFICIAL CLAN WAR BASES (FROM AEG) BE USED. AN
ADDITIONAL BASE-SIZE HAS BEEN ESTABLISHED FOR TRULY MONSTROUS
CREATURES SUCH AS DRAGONS. THIS IS CALLED THE BEAST BASE AND,
THOUGH THERE IS NO PLASTIC BASE,3"X 5"HAS BEEN SET AS THE STANDARD
BASE SIZE. SINCE THE BEAST BASE MUST BE MADE BY PLAYERS,
TOURNAMENTS ALLOW A 1/8-VARIANCE ALONG EACH DIMENSION.
Battle:ONE SCENARIO OR GAME OF CLAN WAR,FROM THE BEGINNING
TO END.
Broken:AUNIT WHICH HAS SUFFERED FROM A SERIOUS BLOW TO ITSMORALE OFTEN BECOMES SHAKEN AND BEGINS TO PUT ITS CONTINUED
SURVIVAL ABOVE THE NEEDS OF ITS ARMY.SUCH UNITS MOVE AWAY FROM THEFIGHTING, LOOKING FOR A SAFER LOCATION. SUCH UNITS MAY RECOVER
THEIR NERVE AFTER A SHORT TIME,AND RETURN TO THE BATTLE.
Cancel: IF A GAME EFFECT IS CANCELED NO COSTS ARE PAID, THE
EFFECT HAS NO RESOLUTION, AND IT IS NOT CONSIDERED TO HAVE BEEN
USED.THE EFFECT IS IGNORED.IF GENERATED BY A TACTICAL CARD,THE CARD
IS RETURNED TO THE PLAYER'S HAND (USUALLY AT THE END OF THE TURN).IF
THE EFFECT WAS GENERATED FROM ANOTHER SOURCE ,SUCH AS AN ABILITY,
SPELL OR INNATE,THAT SOURCE IS NOT CONSIDERED TO HAVE BEEN USED.IN
EITHER CASE, THAT EFFECT MAY NOT BE GENERATED AGAIN DURING THE
SAME TURN.
Combat Modifiers:ANY MODIFIERS TO A MODEL'S OR UNIT'S ATT
OR DAMVALUES.BENEFICIAL COMBAT MODIFIERS ARE BONUSES (POSITIVE
MODIFIERS)TO ATTOR DAM.
Commander:A PERSONALITY OR LEADERSHIP PACKAGE ASSIGNEDAS THE LEADER OF A UNIT.ALSO SEE LEADER.
Daimyo: A LORD, GENERAL, OR OTHER SIGNIFICANT LEADER OF
ROKUGAN.
DAM:THIS IS AN ABBREVIATION FOR DAMAGE MODIFIER.SEECOMBAT
VALUES LATER IN THIS SECTION.
Defender:AUNIT THAT HAS HAD AN ENGAGEMENT INITIATED AGAINST
IT (IT HAS BEEN ENGAGED BY AN ENEMY UNIT)IS CONSIDERED THE DEFENDER
FOR THE REMAINDER OF THAT ENGAGEMENT.
Die/Dice: A DIE OR MULTIPLE DICE ARE USED TO RESOLVE MOST
VARIABLE-OUTCOME SITUATIONS. THESE TERMS ALWAYS REFER TO TEN-
SIDED DICE IS ALSO CALLED D10THE ONLY DICE USED IN CLAN WAR'
Duel: A SPECIAL FORM OF ONE'ON-ONE COMBAT BETWEEN
PERSONALITIES.DUELS ARE USUALLY BASED ON THE RING VALUES OF THE
PERSONALITIES INVOLVED.
Effect:EFFECT IS AN OVERALL TERM THAT ADDRESSES ALL ACTIONS
GENERATED DURING A BATTLE THAT IMPACT PLAY IN ANY WAY'EVERY CARD
ACTION,ABILITY,INNATE,KISO AND SPELL IS CONSIDERED TO GENERATE
AN EFFECT.
Engagement:TWO OR MORE ENEMY UNITS WHICH HAVE MODELS
IN BASE-TO-BASE CONTACT WITH EACH OTHER CONSTITUTE AN
ENGAGEMENT.
Figure:ASINGLE MINIATURE USED TO REPRESENT A PERSONALITY OR
SOLDIER.ALSO SEE MODEL.
Flanked:A UNIT'S SIDE AND REAR ARE CALLED ITS FLANK'WHEN A
UNIT IS ENGAGED IN THE SIDE OR REAR BY AN ENEMY,IT HAS BEEN 'FLANKED
SINCE SOLDIERS ARE TAUGHT TO FIGHT IN CERTAIN WAYS,WHICH DO NOT
INCLUDE BEING ATTACKED FROM BEHIND OR IN THE SIDE ,A FLANKED UNIT
SUFFERS FROM A MILD STATE OF PANIC.
Force:ANY MODEL OR GROUP OF MODELS WITH ONE OR MORE FORCE
PROFILES.ALSO SEE MODEL.
Force Profile: A SET OF IDENTIFIERS, VALUES AND OTHER
INFORMATION THAT DEFINE THE CAPABILITIES AND LIMITATIONS OF A
PERSONALITY OR UNIT DURING PLAY.
Individual:A PERSONALITY THAT CANNOT LEAD A UNIT OF TROOPS
PREFERRING TO OPERATE ALONE ON THE BATTLEFIELD.
Innate:INNATE ABILITIES ARE SPELL-LIKE EFFECTS OFTEN POSSESSED BY
SPELLCASTING MODELS.THEY ARE TREATED AS A SPELL IN EVERY WAY EXCEPT
THAT THEY DO NOT REQUIRE SCROLLS TO PRODUCE'INNATES WITH AN (SA)
OR (SO)FOLLOWING THEM ARE PERFORMED AS A SPECIAL ACTION (SA)OR
SPECIAL ORDER (SO),WHICH OCCUR ONLY DURING THE SPECIAL ACTIONS
PHASE.
Kiso: A TERM USED TO IDENTIFY A SPECIAL RULE OR ABILITY FOR A
MODEL OR UNIT KISO ARE AVAILABLE TO THE POSSESSING PERSONALITY OR
UNIT UNDER MOST CIRCUMSTANCES,EVEN WHEN A UNIT IS FLANKED.KISO
WITH AN (SA)OR (SO)FOLLOWING THEM ARE PERFORMED AS A SPECIAL
ACTION (SA)ORSPECIAL ORDER (SO)ONLY DURING THE SPECIAL ACTIONS
PHASE.
Koku:THE BASE MEASUREMENT FOR EXPENSES IN ROKUGAN MODEL.
ITEMS,SPELLS,AND ALL OTHER ELEMENTS OF AN ARMY,HAVE A KOKU VALUE.
Leader: A PERSONALITY OR LEADERSHIP PACKAGE ASSIGNED AS
LEADER OF A UNIT.ALSO SEE COMMANDER.
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Model:A SINGLE MINIATURE USED TO REPRESENT A PERSONALITY OR
SOLDIER.ALSO SEE FIGURE.
'NATURALDIE RESULT:DURING THE GAME,PLAYERS ROLL DICE TO
RESOLVE VARIABLE OUTCOME SITUATIONS. WHEN ROLLING A DIE, THE
'NATURAL RESULT IS THE ACTUAL RESULT OF THE DIE PRIOR TO ANY
MODIFIERS.THIS IS USUALLY ONLY IMPORTANT IN THE CASE OF NATURAL L'S
AND 10'S.
Negate:IF A GAME EFFECT IS NEGATED,ALL COSTS ARE PAID NORMALLY
THOUGH THERE IS NO RESULTING EFFECT. IF GENERATED BY A TACTICAL
CARD,THE CARD IS DISCARDED.IF GENERATED BY ANOTHER SOURCE,SUCH
AS AN ABILITY'SPELL OR INNATE, THAT SOURCE IS CONSIDERED TO HAVE
BEEN USED'
Non-standard Formation:AUNIT THAT IS NOT FORMED INTO
A STANDARD RANK-AND-FILE ORGANIZATION, WITHIN THE LIMITATIONS
PROVIDED IN THIS RULEBOOK IS SAID TO BE IN NON-STANDARD FORMATION'
Personality:ALEADER;ONE OF THE MANY HEROES (OR VILLAINS)OF
ROKUGAN.PERSONALITIES HAVE THEIR OWN FORCE PROFILE AND OFTEN
LEAD SOLDIERS INTO BATTLE.
Ready:AUNIT THAT IS NEITHER BROKEN NOR ROUTED IS CONSIDERED
TO BE IN READY'CONDITION.
Routed:SIMILAR TO BROKEN,ROUTED REFERS TO A UNIT WHICH HAS
SUFFERED DEVASTATING BLOWS TO ITS MORALE.SUCH A UNIT IS NO LONGER
THINKING RATIONALLY BUT HAS ENTERED A STATE OF UTTER PANIC SUDR
UNITS ATTEMPT TO FLEE FROM THE BATTLEFIELD AS QUICKLY AS POSIBLE'
ONCE A UNIT HAS ROUTED, IT IS RARE THAT IT WILL COME TO ILS SENSESAND RETURN TO COMBAT
Samurai:ATRAINED WARRIOR,USUALLY FROM AMONG THE RULING
CASTE OF ROKUGAN OR ONE OF THE NOBLE FAMILIES.
Shugenja:THE HOLY MEN AND WOMEN OF ROKUGAN,BEST KNOWN
FOR THEIR SPELLCASTING ABILITY.ONLY THOSE WITH THE ABILITY TO REACH
FOR POWER BEYOND THE NATURAL WORLD ARE ABLE TO CAST SPELLS IN
CLAN WAR AND SUCH PERSONS ARE LABELED AS SHUGENJA.
Soldiers/Troops: THESE ARE THE RANK AND FILE WARRIORS, THE
TRAINED BUSHI THAT MAKE UP THE VAST MAJORITY OF ROKUGAN'S
FIGHTING FORCES.OFTEN LED BY A PERSONALITY,A UNIT'S COMPOSITION IS
DETERMINED BY ITS TROOPS.
Spent: A MODEL OR UNIT THAT HAS BECOME SPENT IS SERIOUSLY
FATIGUED AND NEEDS A FULL TURN OF REST IN ORDER TO RETURN TO A
USEFUL STATE.
Standard Formation:AUNIT THAT IS FORMED INTO A STANDARD
RANK AND-FILE ORGANIZATION,AS DEFINEDWITHIN THIS RULEBOOK IS SAID
TO BE IN STANDARD FORMATION.
Target Number (TN): WHEN MAKING A 'TEST THE TARGET
NUMBER SETS THE MINIMUM RESULT NECESSARY FOR SUCCESS. IF TH
MODIFIED DIE RESULT IS LESS THAN THE TN,THEN THE TEST FAILS.
Test:ADIE ROLL USED TO DETERMINE THE RESULTS OF AN ATTEMPTED
ACTION OR PASS/FAIL CONDITION.A TEST WILL ALWAYS HAVE A TARGET
NUMBER (TN).SPECIFIC TESTS WILL BE DISCUSSED IN APPROPRIATE RULES
SECTIONS THROUGHOUT THIS BOOK.
TN: THIS IS AN ABBREVIATION FOR 'TARGET NUMBER'. SEE TARGET
NUMBER.
Unaligned:AMODEL OR GROUP THAT IS NOT IN PERMANENT SERVICE
TO ANY OF THE SPECIFIC ORGANIZATIONS OR FORCES OF ROKUGAN
THOUGH OFTEN FOUND AS MERCENARIES IN THE EMPLOY OF SUCH FORCES
AN UNALIGNED MODEL OR GROUP HAS NO AFFILIATION.
Unformed:MOST UNITS IN CLAN WAR MOVE IN ORGANIZED RANK
AND-FILE FORMATIONS. HOWEVER, SOMETIMES UNITS FAIL WHEN
ATTEMPTING A DIFFICULT MANEUVER OR WHEN CROSSING TREACHEROUS
TERRAIN WHICH MAY LEAVE THE UNIT DISORGANIZED AND LOOSE. AN
UNFORMED UNIT SUFFERS PENALTIES THAT PUT IT AT A DISADVANTAG
AGAINST MORE ORGANIZED UNITS.
Unit:AGROUP OF ONE OR MORE MODELS .AUNIT IS COMMONLY MAD
UP OF A NUMBER OF TROOPS AND IS OFTEN LED BY A PERSONALITY .UNIT
ARE IDENTIFIED BY THEIR TROOP TYPE ,DESPITE THE PRESENCE OF ONE ORMORE PERSONALITIES (E.G A UNIT THAT CONTAINS 14 LION HEAVY
REGULAR MODELS AND TWO PERSONALITIES IS REFERRED TO AS A UNIT OF
LION HEAVY REGULARS').
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CLAN WAR THE RONIN EDITION
Understanding ProfilesCLAN WAR USES THE TERM 'FORCE'FOR THE PERSONALITIES AND UNITS
THAT MAKE UP AN ARMY, BOTH INDIVIDUALLY AND COLLECTIVELY.EVERY
FORCE IS DEFINED BY ONE OR MORE FORCE PROFILES, CONSISTING OF A
SERIES OF IDENTIFIERS,VALUES,SKILLS,TRAITS,AND NOTES THAT DEFINE
ANY SPECIAL EFFECTS OR SPECIAL RULES FOR THE FORCE .IN ORDER TO USE A
FORCE, YOU MUST UNDERSTAND ALL OF THE DETAILS PROVIDED IN THE
PROFILE AND HOW THEY ARE USED DURING PLAY.
Identifiers
IDENTIFIERS PROVIDE IMPORTANT INFORMATION ABOUT A FORCE TYPE,
SUCH AS THEIR AFFILIATION (THE ARMY TO WHICH THEY ARE IN SERVICE),
THEIR PROFESSION,AND THE LIKE.IDENTIFIERS DO NOT AFFECT DIE ROLLS.
FOLLOWING IS A LIST OF IDENTIFIERS FOUND IN A FORCE PROFILE.
Name: THIS IS THE NAME OF THE FORCE IN QUESTION , BE ITPERSONALITY OR UNIT.
Affiliation:THIS IDENTIFIES THE AFFILIATION OF A FORCE -WHICHARMY OR CLAN TO WHICH THE PERSONALITY OR UNIT IS IN SERVICE.DESPITE
HAVING AN AFFILIATION, MOST FORCES MAY BE RECRUITED BY OTHER
ARMIES.
Type: USED TO DIFFERENTIATE BETWEEN THE TWO TYPES OF FORCEPROFILE,THIS IDENTIFIES THE PROFILE AS PERSONALITY OR UNIT.NOTE THAT
LEADERSHIP PACKAGES AND OVERLORD PACKAGES ARE IDENTIFIED AS
PERSONALITIES THOUGH THEY ARE ACTUALLY IMPROVEMENTS PURCHASED
FOR TROOPS OR UNITS,RESPECTIVELY.
Profession: PROFESSION DEFINES A LITTLE ABOUT THE MODEL(PERSONALITY OR UNIT), SPECIFYING WHETHER THE MODE IS A SAMURAI ,
SHUGENJA,LEADERSHIPPACKAGE AND SO FORTH.IT ALSO INCLUDES RACIAL
TYPE IN CASES WHERE THE FORCE IS A CREATURE OR NON-HUMAN.IT MAY
ALSO INCLUDE ADDITIONAL INFORMATION,SUCH AS 'CLAN CHAMPIONOR
IAIJUTSU MASTER.
Equipment: THIS LISTS THE WEAPON ARMOR OR OTHER EQUIPMENTUSED BY THE MODEL. EQUIPMENT FOR A MOUNTED UNIT WILL INCLUDE
SOME TYPE OF MOUNT,HORSE OR OTHERWISE.
Glory: ONLY USED IN PERSONALITY PROFILES, CLAN WAR USESGLORY TO INDICATE A PERSONALITY'S PROWESS ON THE BATTLEFIELD.ONLY
VERY POWERFUL PERSONALITIES HAVE GLORY 7OR ABOVE.Honor:THIS IDENTIFIER HAS TWO USES IN CIAN WAR,BASED ON THEASSOCIATED FORCE TYPE. FOR A PERSONALITY, IT IS A MEASURE OF HIS
PERSONAL HONOR -HOW HE IS PERCEIVED BY HIS LEADERS AND PEERS.FOR
UNITS,IT PROVIDES THE MINIMUM PERSONAL HONOR REQUIRED OF ANY
PERSONALITY WHO WOULD LEAD THE UNIT. IF A PERSONALITYS HONOR
FALLS BELOW THE UNIT'S REQUIREMENT, CERTAIN PENALTIES APPLY (SEE
DISHONOR/REHONOR,PAGE 54)
Cost:THE COST PER MODEL IN KOKU.
Values
VALUES QUANTIFY A PROFILE'S CAPABILITIES AND FUNCTIONS. UNLIKE
IDENTIFIERS"VALUES DO AFFECT DIE ROLLS'IT IS A PROFILE'S VALUES WHICH
DEFINE THAT PERSONALITY OR UNIT'S PROWESS IN COMBAT.
RINGS
RING VALUES ARE ONLY FOUND IN PERSONALITY PROFILES.THOUGH ALL
CREATURES IN ROKUGAN ARE CONSIDERED TO BE MADE OF THE FIVE
ELEMENTS - AIR. EARTH, FIRE, WATER, AND VOID - THEIR INDIVIDUAL
EFFECTS ARE ONLY IMPORTANT TO PERSONALITIES IN CLAN WAR.
WHEN CREATING A PERSONALITY (SEE PERSONALITY CONVERSION AND
CREATION PAGE 304), EACH OF THE RINGS AID IN DETERMINING OTHER
VALUES
.P
ROFILES PROVIDED IN THIS BOOK TAKE THE PERSONALITYS
RING
VALUES INTO ACCOUNT.
AirREPRESENTS INSTINCT, INTUITION,REFLEX,AND REASON,BUT ALSOTHE ABILITY TO FEEL THINGS BEYOND THE NORMAL SENSES.APERSONALITY'S
AIR VALUE MODIFIES HIS ATTACK TARGET NUMBER (ATN), ATTACK
MODIFIER (ATT) WHEN PERFORMING A NON-MAGICAL RANGED ATTACK
AND LIMITS THE MAXIMUM NUMBER OF SPELL SCROLLS THAT HE MAY USE
DURING A BATTLE.
Earth ENCOMPASSES HEALTH, ENDURANCE AND WILLPOWER. THENUMBER OF WOUNDS FOR A PERSONALITY IS BASED ON HIS EARTH,WITH
FEW EXCEPTIONS.IN ADDITION THE EARTH VALUE OF A UNIT'S LEADER MAY
PROVIDE A MODIFIER TO RESISTANCE TESTS TAKEN BY THE LEADER AND UNIT.
THE RESISTANCE TEST MODIFIER IS NOT RECORDED IN THE PERSONALITY S
PROFILE,BUT APPEARS IN THE MAGIC SECTION (SEE MAGIC PAGE 90)'
Fire QUANTIFIES SPEED, COORDINATION, AND WEAPON SKILLS. IT ISUSED TO DETERMINE A PERSONALITYS ATTACK MODIFIER (ATT)DURING
CLOSE COMBAT.
Water EMBODIES PHYSICAL STRENGTH, TACTICS AND STRATEGY -UNDERSTANDING HOW MANY ELEMENTS INTERACT DURING BATTLE. A
PERSONALITY'S DAMAGE MODIFIER (DAM)IS BASED ON HIS WATER VALUE.
VoidIS THE MOST DIFFICULT OF THE THINGS TO DEFINE AND QUANTIFY .VOID IS A PERSONALITY'S ABILITY TO REACH DEEP INSIDE HIMSELF TO TOUCH
THE HEROIC SPIRIT WITHIN.THIS IS THE ABILITY TO FOCUS ONE'S MIND AND
BODY INTO A SINGLE THOUGHT,OR THE PERFORMANCE OF A SINGLE ACTION
- TO USE MASTERY OF ONE'S SELF TO ALTER THE SURROUNDING
ENVIRONMENT.
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Combat Values
THE FOLLOWING VALUES PROVIDE ATTACK AND DAMAGE MODIFIERS,
THE NUMBER OF ATTACK DICE A MODEL ROLLS AND THE LONGEVITY OF A
MODEL DURING BATTLE,AS WELL AS THE GENERAL MORALE AND TRAINING
OF MODEL.
Attack Target Number (ATN): A MODEL OR UNIT'S ATN
SERVES AS THE TARGET NUMBER FOR ENEMY ATTACK DICE WHEN BEING
ATTACKED.AFTER ENEMY ATTACK DICE ARE ROLLED AND ALL MODIFIERS TO
THE ROLL HAVE BEEN APPLIED,EACH RESULT IS COMPARED TO THE TARGET 'S
ATN.IF THE RESULT IS EQUAL TO OR GREATER THAN THE UNIT 'S ATN,THE
ENEMY UNIT SCORES A HIT. IF THE RESULT IS LOWER THAN THE ATN IT
MISSES.
WHEN ATTACKING A UNIT ALWAYS USE THE ATN FOR THE TROOP
MODELS IN THE UNIT, IGNORING THE ATNOF PERSONALITIES WITHIN THE
UNIT UNTIL ALL TROOPS HAVE BEEN REMOVED (SEE RANGED ATTACH PHASE
OR CLOSE COMBAT PHASE).SOME FORCES HAVE TWO ATNS SEPARATED BY A SLASH (/),SUCH AS 8/7.
IN THIS CASE,THE FIRST NUMBER IS USED WHEN AN ENEMY ATTACK THE UNIT
IN CLOSE COMBAT AND THE SECOND NUMBER IS USED WHEN TARGETED BY
A RANGED ATTACK.
WOUNDS:THIS SETS THE NUMBER OF WOUNDS THAT ARE REQUIRED TO
REMOVE A MODEL AS A CASUALTY.WHEN A MODEL HAS TAKEN WOUNDS
EQUAL TO THIS VALUE,THE MODEL IS REMOVED FROM PLAY.PERSONALITIES'
WOUNDS ARE BASED ON THEIR EARTH RING. TROOPS ARE ASSIGNED
WOUNDS BASED ON RACE, CLAN, AND TYPE. MOST TROOP TYPES HAVE
ONLY 1WOUND,BUT A FEW ELITE TROOPS HAVE 2OR MORE WOUNDS.
Attack Modifier (ATT):THIS PROVIDES THE FORCE'S ATTACKMODIFIER.IF THERE IS ONLY ONE MODIFIER,IT APPLIES TO CLOSE COMBAT
ATTACKS ONLY.FORCES CAPABLE OF BOTH CLOSE COMBAT AND RANGED
ATTACKS HAVE A SPLIT AIT,SUCH AS +1/+0.IN THIS CASE,THE MODIFIER
BEFORE THE SLASH IS APPLIED TO ALL CLOSE COMBAT ATTACK DICE AND THE
MODIFIER AFTER THE SLASH TO ALL RANGED ATTACK DICE.
WHEN ROLLING ATTACK DICE, APPLY APPROPRIATE ATT MODIFIERS TO
EACH DIE RESULT TO DETERMINE A FINAL RESULT.APPROPRIATE MODIFIERS
FOR A RANGED ATTACK WOULD INCLUDE ONLY MODIFIERS USED DURING A
RANGED ATTACH AND THE SAME IS TRUE OF CLOSE COMBAT ATTACKS.
POSITIVE ATTINCREASE THE CHANCE OF A HIT WHILE NEGATIVE MODIFIERS
REDUCE THE CHANCE.
Damage Modifier (DAM): THE DAMAGE MODIFIER FOR THEPERSONALITY OR TROOPS.SOME FORCES ARE VERY STRONG,LARGE OR USE
POWERFUL WEAPONS WHICH ALLOW THEM TO CAUSE GREATER DAMAGE
WHEN THEY HIT. THE EXTRA DAMAGE CAUSED BY SUCH FORCES IS
REPRESENTED BY DAM.WEAK FORCES,WHICH CAUSE LESS THAN AVERAGE
DAMAGE,WILL HAVE A NEGATIVE DAM.WHEN ROLLING DAMAGE DICE,AL
APPROPRIATE DAM MODIFIERS ARE APPLIED TO EACH DIE RESULT TO
DETERMINE A FINAL RESULT.
IF THERE IS ONLY ONE MODIFIER,IT APPLIES TO CLOSE COMBAT ATTACKS
ONLY. FORCES WHICH CAN PARTICIPATE IN BOTH CLOSE COMBAT AND
RANGED ATTACKS HAVE A SPLIT DAM,SUCH AS +0/+2.IN THIS CASE,TH
MODIFIER BEFORE THE SLASH IS APPLIED TO ALL CLOSE COMBAT DAMAG
DICE AND THE MODIFIER AFTER THE SLASH IS APPLIED TO ALL RANGED
ATTACK DAMAGE DICE.
WHEN ROLLING DAMAGE DICE,APPLY APPROPRIATEDAMMODIFIERS TO
EACH DIE RESULT TO DETERMINE A FINAL RESULT.APPROPRIATE MODIFIERS
FOR A RANGED ATTACK WOULD INCLUDE ONLY MODIFIERS USED DURING A
RANGED ATTACK AND THE SAME IS TRUE OF CLOSE COMBAT ATTACKS.
POSITIVE DAM INCREASES THE DAMAGE TOTAL FOR AN ATTACK AND
INCREASE THE CHANCES OF REMOVING ENEMY MODELS AS CASUALTIES.
Number of Strikes ( S):THIS IS THE NUMBER OF STRIKES,ORATTACK DICE, FOR A MODEL WHEN INVOLVED IN CLOSE COMBAT. THIS
MODEL MAY ROLL A NUMBER OF ATTACK DICE EQUAL TO ITS #S WHEN
MAKING AN ATTACKIN CLOSE COMBAT. WHEN DETERMINING THE NUMBER
OF ATTACK DICE TO ROLL,TOTAL THE #SFOR EACH MODEL WITHIN THE UNIT
THAT IS IN BASE-TO-BASE CONTACT WITH AN ENEMY MODEL.AMODEL'S #S
HAS NO BEARING ON THE NUMBER OF ATTACK DICE HE ROLLS WHEN MAKING
A RANGED ATTACK -UNLESS OTHERWISE STATED FOR A SPECIFIC PROFILE
ALL MODELS ARE RESTRICTED TO ONE ATTACK DIE FOR EACH RANGED
ATTACK.
Training Level (TL):TRAINING LEVEL QUANTIFIES THE AMOUNTOF PRACTICE AND EXPERIENCE THE MODEL HAS IN PERFORMING DIFFICULT
OR TIGHT-QUARTER MANEUVERS AND IN FOLLOWING ITS LEADER'S
DIRECTIONS ON THE MARCH. TL IS MORE CRITICAL IN TROOPS THAN
PERSONALITIES , BUT ANY MODEL MAY BE CALLED UPON TO PERFORM A
MANEUVER TEST WHICH USES TLFOR THE TARGET NUMBER (TN)'
NoteTHAT THE LOWER THE TLTHE BETTER THE MODEL'S TRAININGMorale Level (ML): MORALE LEVEL IS A MEASURE OF A
PERSONALITY'S OR UNIT'S LOYALTY, COURAGE, AND MOTIVATION. IT
DEFINES HOW STRONGLY THE MODEL BELIEVES IN ITS ARMY 'S EVENTUA
SUCCESS AND ITS WILLINGNESS TO GO INTO BATTLE,POSSIBLY TO ITS DEATH
FEW FACTORS ARE AS CRITICAL AS MORALE DURING BATTLE.AS A BATTL
PROGRESSES CONDITIONS ARISE THAT CAN SHAKE UP OR DEMORALIZE A
UNIT.
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SUCH CONDITIONS REQUIRE A MORALE TEST WHICH USES THE
PERSONALITY'S OR UNIT'S MLFOR THE TEST'S TARGET NUMBER (IN).
Note:THAT THE LOWER THE MLTHE BETTER THE MODEL'S MORALE.
Traits
TRAITS ARE DESCRIPTIVE TERMS WHICH PROVIDE INFORMATION ABOUT A
PERSONALITY OR UNIT. TRAITS OFTEN CLASSIFY A FORCE, OR INDICATE
SPECIAL RULES OR LIMITATIONS THAT APPLY TO THE FORCE.MANY EFFECTS
TARGET FORCES THAT POSSESS ONE 0R MORE SPECIFIC TRAITS, SUCH AS
TAINTED (ALIST OF TRAITS CAN BE FOUND IN SKILLS AND TRAITS,SECTION
4).
Skills
SKILLS ARE USUALLY FOUND ON LEADERSHIP PACKAGE AND
PERSONALITY PROFILES,BESTOWING UPON THEM SPECIFIC ABILITIES WHICH
COVER A GREAT ARRAY OF DIFFERING GAME EFFECTS.
SOME SKILLS HAVE VARYING RATINGS THE HIGHER THE RATING ,THE MORE
SKILLED THE PERSONALITY, AND THE GREATER THE SKILL'S EFFECT. THESE
SKILLS ARE CALLED VARIABLE SKILLS AND THE SKILL IS ALWAYS FOLLOWED
IMMEDIATELY BY THE SKILL'S RATING,SUCH AS BATTLE 2.
OTHER SKILLS HAVE A SPECIFIC SET EFFECT ON PLAY .THESE ARE CALLED
FIXED SKILLS.SUCH SKILLS HAVE NO RATING FOLLOWING THE APPEARANCE
OF THE SKILL'S NAME,SUCH AS THE CHARGE SKILL'(ALIST OF SKILLS CAN BE
FOUND IN SKILLS AND TRAITS,SECTION 4).
Effects
MANY FORCES IN CLAN WAR ARE ABLE TO PRODUCE SPECIAL EFFECTS.
THESE EFFECTS ARE OFTEN UNIQUE TO A SPECIFIC PERSONALITY OR UNIT'
GIVING THE MODEL(S)A DISTINCT FLAVOR AND PURPOSE'THERE ARE FOUR
DIFFERENT EFFECTS THAT YOU WILL FIND WITHIN FORCE PROFILES:
Ability
ABILITIES ALLOW PERSONALITIES OR UNITS TO PRODUCE AN EFFECT 'AS
DESCRIBED IN THE ABILITY TEXT DURING PLAY.THEY REQUIRE A GOOD DEAL
OF CONCENTRATION TO PRODUCE. CONSEQUENTLY, WHEN A DIRE
SITUATION ARISES,SUCH AS WHEN THE MODEL'S UNIT IS BROKEN,FLANKED,
ROUTED OR UNFORMED,THE MODEL IS UNABLE TO PRODUCE THE EFFECT .
IN ADDITION,A SPENT MODEL MAY NOT USE ANY ABILITIES.
ABILITIES WITH AN (SA)OR (SO)FOLLOWING THEM ARE PERFORMED AS
A SPECIAL ACTION (SA) OR SPECIAL ORDER (SO) ONLY DURING THE
SPECIAL ACTIONS PHASE.
InnateINNATES ARE SPELL-LIKE EFFECTS POSSESSED BY SHUGENJA
PERSONALITIES. RARELY,A UNIT MAY ALSO HAVE AN INNATE. AN INNATE
IS CONSIDERED TO BE A SPELL FOR ALL INTENTS AND PURPOSES - THEY
COUNT AS THE SHUGENJA'S SPELL FOR THE TURN,MAY BE COUNTERED AS A
SPELL,AND SOME EVEN ALLOW RESISTANCE TESTS.
INNATES REQUIRE A GREAT DEAL OF CONCENTRATION TO PRODUCE ,
SITUATIONS OF GREAT STRESS OR DANGER DRIVE SUCH EFFECTS OUT OF THE
SHUGENJA'S MIND.CONSEQUENTLY,WHEN THE MODELS UNIT IS BROKEN,
FLANKED,ROUTED OR UNFORMED,HE IS UNABLE TO PRODUCE THE EFFECT
IN ADDITION,A SPENT MODEL MAY NOT USE ANY ABILITIES.
INNATES WITH AN (SA)OR (SO)FOLLOWING THEM ARE PERFORMED AS
A SPECIAL ACTION (SA) OR SPECIAL ORDER (SO) ONLY DURING THE
SPECIAL ACTIONS PHASE.
Kiso
KISO IS A ROKUGANI WORD FOR FOUNDATION OR BASE,AND IS USED IN
CLAN WAR TO DEFINE AN EFFECT THAT ISAN INTEGRAL PART OF THE MODEL
OR MODELS TO WHICH IT BELONGS.
A KISO IS AN ABILITY THAT IS EITHER ALWAYS IN EFFECT OR ALWAYS
AVAILABLE TO THE POSSESSING FORCE. IN MANY CASES, KISO PROVIDE
SPECIAL RULES REGARDING A MODEL OR UNIT SUCH AS SPECIAL
RECRUITMENTS CONSIDERATIONS OR HONOR LOSSES ASSOCIATED WITH
RECRUITING THE MODEL/UNIT.
KISO ALSO DESCRIBE ABILITIES OR INNATE ABILITIES THAT ARE SO INGRAINED
OR SECOND-NATURE TO THE MODEL THAT EVEN HIGHLY STRESSFUL OR
OVERWHELMING CIRCUMSTANCES CANNOT DRIVE THE KISO FROM HIS
MIND.
KISO MAY BE USED BY MODELS WHICH ARE BROKEN,FLANKED,ROUTEDOR UNFORMED. THEY MAY EVEN BE USED BY MODELS THAT ARE SPENT
UNLESS THE PERFORMANCE OF THE KISO WOULD CAUSE THE MODEL TO
BECOME SPENT -A MODEL MAY NOT PERFORM ANY ACTION WHICH WOULD
CAUSE IT TO BECOME SPENT WHEN THE MODEL IS ALREADY SPENT.
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KISO WITH AN (SA)OR (SO)FOLLOWING THEM ARE PERFORMED AS A
SPECIAL ACTION (SA)OR SPECIAL ORDER (SO)ONLY DURING THE SPECIAL
ACTIONS PHASE.
Ranged
THIS INDICATES THAT THE MODEL OR UNIT HAS A RANGED ATTACK.
RANGED ATTACKS ARE ONLY PERFORMED DURING THE RANGED ATTACK
PHASE OF THE TURN (SEE RANGED ATTACK PHASE,SECTION 3).IF A UNIT IS
ENGAGED,MODELS WITHIN THE UNIT MAY NOT PERFORM RANGED ATTACK
NOR MAY A MODEL WHOSE UNIT IS BROKEN, ROUTED, SPENT OR
UNFORMED.
Using DiceDICE ARE USED TO RESOLVE MANY VARIABLE-OUTCOME SITUATIONS
DURING PLAY,SUCH AS WHEN A UNIT ATTEMPTS TO PERFORM A MANEUVER,
WHEN ONE MODELS TRIES TO HIT ANOTHER WILH A RANGED ATTACK OR
DURING CLOSE COMBAT, OR TO DETERMINE WHETHER A UNIT'S MORALE
SHATTERS AFTER SUFFERING CASUALTIES.THERE ARE DOZENS OF SITUATIONS
WHERE THERE CAN BE MULTIPLE SOLUTIONS TO A DILEMMA -DICE ARE USED
TO PROVIDE A RANDOM OUTCOME BASED ON ODDS.
CLAN WAR USES ONLY 10SIDED DICE,SO EACH TIME THAT THE RULES
REFER TO A DIE (SINGULAR)OR DICE (PLURAL)THEY ARE ALWAYS REFINING
TO ONE OR MORE 10SIDED DICE.10-SIDED DICE ARE NUMBERED FROM ITO
0,WITH 0BEING CONSIDERED A 10.
THERE ARE TIMES THAT A PLAYER WILL WANT TO ROLL MULTIPLE DICE ATONCE,IN ORDER TO RESOLVE ATTACKS FOR A LARGE UNIT OR WHEN ROLLING
DAMAGE DICE FOR A NUMBER OF HITS,IT IS HELPFUL TO HAVE A NUMBER OF
DICE AVAILABLE.HOWEVER,ONE DIE IS ALL THAT IS REQUIRED TO PLAY.
Test And Target Numbers
ANY TIME THAT YOU'RE RESOLVING A PASS/FAIL ISSUE,SUCH AS DURING
A MANEUVER TEST,MORALE TEST,OR EVEN WHEN RESOLVING AN ATTACK,
YOU ARE MAKING A TEST.ALL TESTS HAVE TARGET NUMBERS (TNS).
WHEN AN ACTION OR EFFECT REQUIRES YOU TO MAKE A TEST FOR A
PERSONALITY OR UNIT ROLL A DIE.DIE RESULTS ARE OFTEN AFFECTED BY
MODIFIERS (POSITIVE AND/OR NEGATIVE). APPLY ANY APPLICABLE
MODIFIERS TO THE DIE RESULT FOR A FINAL TEST RESULT. POSITIVE
MODIFIERS INCREASE THE CHANCE OF SUCCESS (INCREASING THE DIE
RESULT) AND NEGATIVE MODIFIERS REDUCE THE DTANCE OF SUCCESS
(DECREASING THE DIE RESULT).TEST MODIFIERS ARE ALWAYS APPLIED TO THE
DIE ROLL,NEVER TO THE TN.
COMPARE THE FINAL TEST RESULT TO THE TEST'S TN IN ORDER TO
DETERMINE SUCCESS OR FAILURE.IF THE RESULT IS EQUAL TO OR GREATER
THAN THE TN.THEN THE TEST IS SUCCESSFUL.IF THE RESULT IS LESS THAN
THE TN,THE TEST HAS FAILED.
THE EFFECTS OF VARIOUS ACTIONS AND TEST RESULTS, WHICH AR
REQUIRED THROUGHOUT THE GAME, ARE EXPLAINED IN THE APPROPRIATE
SECTIONS. MANY EFFECTS WILL ONLY SPECIFY WHAT HAPPENS IN THE CASE
OF EITHER A TEST'S SUCCESS OR FAILURE,BUT NOT BOTH.IF A SPECIFIC TH
RESULT OF A TEST IS NOT EXPLAINED,THERE IS NO EFFECT.
EXAMPLE:AUNIT IS REQUIRED TO MAKE A RESISTANCE TUT AGAINST A
SPELL.THE SPELL ONLY MENTIONS WHAT HAPPENS SHOULD THE TEST FAIL
IN THIS CASE IF THE TEST IS SUCCESSFUL THE SPELL HAS NO EFFECT ON TH
UNIT.
Natural Ones (1's)ANY TIME THAT A NATURAL DIE RESULT OF 1,BEFORE ANY MODIFIERS AR
APPLIED, OCCURS DURING A TEST THE TEST IS AUTOMATICALLY FAILED
REGARDLESS OF THE TN FOR THE TEST, OR THE MODIFIERS TO THE TEST
ROLLING A NATURAL IWHEN MAKING A TEST ALWAYS RESULTS IN FAILURE .
EXAMPLE:DAVE MUST MAKE A MANEUVER TEST FOR HIS UNIT OF
MATSU HOUSE GUARD THE UNIT HAS A TRAINING LEVEL OF 3(TL3
AND IS LED BY MATSU GOHEI,WHO HAS LEADERSHIP 3(WHICH ACTS
AS A +3MODIFIER TO THE TEST).THE TLOF 3BECOMES THE TNFOR
THE TEST (TN3)AND BECAUSE THE DIE RESULT WILL BE AT +3FOR TH
TEST (DUE TO GOHEI'S LEADERSHIP 3), IT APPEARS THAT THE TEST
WOULD AUTOMATICALLY SUCCEED.UNFORTUNATELY DAVE ROLLS A
NATURAL 1.IFTHE MODIFIER WAS APPLIED'THE RESULT WOULD BE A
4WHICH WOULD COUNT AS 4 SUCCESS HOWEVER, A NATURAL 1 IS
ALWAYS A FAILURE
IF THE DIE IS NOT BEING ROLLED AS PART OF A TEST THEN A NATURAL 1
RESULT IS NOT BE A FAILURE -IT IS MERELY A LOW RESULT.
Example: LATER ON DAVE IS ROLLING DAMAGE DICE FOR FIV
SUCCESSFUL HITS. THIS IS STILL FOR HIS UNIT OF MATSU HOUS
GUARD WHICH HAS
DAM+3
(MEANING THAT
+3IS ADDED TO EACH
DAMAGE DIE).HE ROLLS FIVE DICE WITH THE FOLLOWING RESULTS:1
3,5, I AND 9.BECAUSE THIS IS NOT A TEST (DAMAGE DICE, AFTER
MODIFIERS, ARE MERELY ADDED TOGETHER TO REACH A DAMAG
TOTAL),THE DICE RESULTS,AFTER APPLYING MODIFIERS,ARE:4,6,8
11AND 12.
Natural TEN's (10's)
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ANY TIME THAT YOU MAKE A TEST,A NATURAL DIE RESULT OF 10,BEFORE
ANY MODIFIERS ARE APPLIED,INDICATES AN AUTOMATIC SUCCESS FOR THE
TEST.JUST AS IN THE NATURAL 1RULE, THE TN FOR THE TEST AND ANY
MODIFIERS TO THE TEST ARE IGNORED -ROLLING A NATURAL 10FOR A TEST
ALWAYS RESULTS IN A SUCCESS.
Example: PAT'S MEDIUM INFANTRY UNIT DECLARES A RANGED
ATTACH AGAINST A DISTANT ENEMY UNIT.THE ENEMY'S ATN IS 7,
BUT PAT'S UNIT HAS A TOTAL OF -4ATTIN MODIFIERS TO HIS ATTACH
DICE FOR VARIOUS REASONS.PAT ROLLS SIX ATTACK DICE WITH THE
FOLLOWING RESULTS: 3, 5, 5, 6, G, 10. AFTER APPLYING THE
MODIFIER,HIS FINAL RESULTS ARE:1,1,1,2,5,AND 6.ALL OF THOSE
WOULD BE MISS AGAINST THE TARGET UNITS ATN,BUT BECAUSE ONE
OF THE ROLLS WAS A NATURAL 10,PAT SCORES ONE HIT.
IF THE DIE IS NOT BEING ROLLED AS PART OF A TEST THEN A NATURAL 10
RESULT IS NOT A SUCCESS -IT IS MERELY A HIGH RESULT.
IN ADDITION,WHETHER ROLLED DURING A TEST OR NOT A NATURAL 10
ALSO RESULTS IN AN ADD-ROLL.
Add-Rolls
WHAT IS AN ADD-ROLL?IT IS AN EXTRA DIE ROLL PROVIDED AS A RESULT
OF A HEROIC DIE RESULT,ALLOWING FOR LEGENDARY EVENTS TO TAKE PLACE
DURING A BATTLE.
WHEN A ROLL RESULTS IN A NATURAL 10,THE PLAYER MAY ALWAYS MAKE
AN ADD-ROLL THOUGH HE IS NOT REQUIRED TO MAKE THE ADD-ROLL.
WHEN MAKING AN ADD-ROLL,ROLL ANOTHER DIE FOR EACH NATURAL
10AND APPLY THE RESULTS AS FOLLOWS:
IF THE NATURAL 10 WAS ROLLED DURING A TEST THE ADD-ROLL IS
CONSIDERED AN ADDITIONAL TEST.THIS IS USEFUL WHEN MORE THAN ONE
SUCCESS HAS AN IMPACT ON PLAY, SUCH AS WHEN MAKING AN ATTACK
ROLL -IN THIS CASE,THE ADD-ROLL WOULD BE TREATED AS AN ADDITIONAL
ATTACK DIE. ALL MODIFIERS THAT APPLIED TO THE ORIGINAL ROLL ALSO
APPLY TO THE ADD-ROLL.IF AN ADD-ROLL RESULTS IN A NATURAL 10,THAT
IS ANOTHER AUTOMATIC SUCCESS AND ANOTHER ADD-ROLL IS MADE.
REPEAT THIS PROCESS UNTIL THE ADD-ROLL RESULTS IN SOMETHING OTHERTHAN A NATURAL 10,APPLYING THE RESULT OF THE FINAL ADD-ROLL RESULT
NORMALLY.
Example:CARL IS ROLLING AN ATTACH FOR A UNIT OF ARCHERS
AND IS ALLOWED TO ROLL EIGHT ATTACH DICE.ATTACK ROLLS HAVE
AN ATTACK TARGET NUMBER (ATN),SO THEY ARE CONSIDERED A TEST.
THE ENEMY UNIT'S ATNIS 6AND THERE ARE NO OTHER MODIFIERS.
THE ATTACK DICE HAVE THE FOLLOWING RESULTS:1,2,4,4,5,7,10
AND 10. THREE OF THE ATTACK DICE SCORE HITS (THE 7,10AND 10).
AS A RESULT OF THE TWO NATURAL 10'S,CARL IS ALLOWED TWO ADD-
ROLLS WHICH ARE TREATED AS ADDITIONAL ATTACH DICE. THE ADD-
ROLLS RESULT IN:6AND 10,WHICH ARE BOTH HITS CARL NOW HITS.
A TOTAL OF FIVE HITS AND STILL HAS ONE ADD-ROLL TO MAKE.CARL
ROLLS THE ADD-ROLL AND GETS AN 8,WHICH K ALSO A HIT,FOR A
TOTAL OF SIX HITS
Note: THAT ONCE YOU'VE SUCCEEDED AT MOST TESTS (SUCH AS
MANEUVER, MORALE AND RESISTANCE TESTS), ADDITIONAL
SUCCESSES OR FAILURES TO THAT SAME TEST ARE IRRELEVANT -THEY
HAVE NO EFFECT ON PLAY. CONSEQUENTLY, THE MOST COMMON
APPLICATION FOR THIS TYPE OF ADD-ROLL IS DURING RANGED
ATTACKS OR CLOSE COMBAT.
IF THE NATURAL 10WAS NOT ROLLED DURING A TEST THE ADD-ROLL IS
CONSIDERED A MODIFIER TO THE ORIGINAL DIE , SO IT IS ADDED TO (OR
SUBTRACTED FROM)THE ORIGINAL DIE TOTAL.IF THE RESULT OF THIS ADD-
ROLL IS ANOTHER NATURAL 10,APPLY THAT TO THE ORIGINAL TOTAL AND
MAKE ANOTHER ADD ROLL.THIS TYPE OF ADD-ROLL IS NOT CONSIDERED AN
ADDITIONAL DIE BUT A MODIFIER TO THE ORIGINAL DIE RESULT, NO
MODIFIERS ARE APPLIED TO THIS TYPE OF ADD-ROLL.
Example: CARL'S ARCHERS SCORED A TOTAL OF SIX HITS IN THE
EXAMPLE ABOVE HIS ARCHER UNIT HAS A +2 DAM FOR THEIR
RANGED ATTACK SO CARL WILL ADD +2 TO THE RESULT OF EACH
DAMAGE DIE.HE ROLLS ONE DAMAGE DIE FOR EACH HIT (A TOTAL OF
SIX DAMAGE DICE) RESULTING IN: 2, 3, 6, 6, 9 AND 10. AFTER
APPLYING THE +2DAM,THE ADJUSTED RESULTS ARE:4,58,8,11
AND 12. CARL THEN MAKES AN ADD-ROLL FOR THE NATURAL 10,
GETTING AN 8.NO MODIFIER IS APPLIED TO THE ADD-ROLL RESULT OF
8,WHICH SIMPLY WORKS AS A MODIFIER TO THE ORIGINAL DIE SO THE
FINAL DAMAGE SCORES ARE:4,5,8,8,11 AND 20, TOTALING 56
DAMAGE
ALL ADD-ROLLS TO A RESULT MUST BE APPLIED IN THE SAME MANNER
(ALL MUST BE ADDED TO THE TOTAL OR SUBTRACTED FROM THE TOTAL),AND
THE MANNER MUST BE ANNOUNCED BEFORE THE DIE ROLL (E.G.,THE PLAYER
MUST STATE "ADD" 0R "SUBTRACT"). THE TWO MOST COMMON
APPLICATIONS FOR THIS TYPE OF ADD-ROLL OCCUR WHEN ROLLING
INITIATIVE OR WHEN ROLLING DAMAGE.
Example:CHRIS IS GENERATING INITIATIVE FOR HER FOUR UNITS
ROLLING ONE DIE FOR EACH UNIT AND PLACING THE DIE WITH THE
UNIT. ROLLING INITIATIVE IS NOT A TEST BECAUSE THERE IS NO TARGET
NUMBER.THE DIE RESULTS ARE:6,2,10,AND 5.CHRIS THEN DECIDES
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THAT SHE WILL SUBTRACT THE ADD-ROLL FOR THE NATURAL 10FROM
THE CURRENT INITIATIVE SCORE (10). THE ADD-ROLL RESULTS IN
ANOTHER 10.THAT BRINGS THE CURRENT SCORE DOWN TO 0 AND
CHRIS OPTS TO MAKE THE NEXT ADD-ROLL WHICH RESULTS IN A 7.
CHRIS MUST SUBTRACT THE RESULT OF THE SECOND ADD-ROLL FROM
HER CURRENT INITIATIVE BECAUSE SHE CHOSE TO SUBTRACT THE FIRST
ADD ROLL THE RESULTING INITIATIVE FOR THE UNIT WHICH ROLLED THE
NATURAL 10IS -7.
Game PreparationBEFORE YOU CAN ACTUALLY SIT DOWN TO PLAY CLAN WAR,THERE ARE
A FEW MORE THINGS THAT YOU NEED TO DO:SELECT A ROAD TO VICTORY
BUILD AN ARMY,AND DECIDE ON THE AMOUNT AND TYPE OF TERRAIN TO BE
USED.THEN YOU WILL BE ABLE TO SET UP THE BATTLEFIELD AND JUMP INTO
YOUR GAME.
PLAYERS SHOULD DO THEIR BEST TO CREATE A BALANCED ENVIRONMENT
FOR THEIR BATTLES. THIS COULD MEAN EQUAL ARMIES ON EQUITABLE
TERRAIN OR UNEVEN FORCES WHERE THE SMALLER OF THE TWO FORCES HAS
A TERRAIN,OBJECTIVE,OR TIMING ADVANTAGE.
Roads to Victory
BEFORE PLAYERS BEGIN A GAME, 0R EVEN BUILD THEIR ARMIES, THEY
SHOULD DISCUSS AND AGREE UPON THE VICTORY CONDITIONS AND
DURATION FOR THE BATTLE. YES, A BATTLE CAN BE PLAYED TO THE LAST
MODEL STANDING,BUT THAT TYPE OF PLAY HAS ITS DRAWBACKS -NOT ONLY
CAN IT TAKE A VERY LONG TIME TO RESOLVE THE BATTLE BUT THE VICTOR IS
OFTEN OBVIOUS A NUMBER OF TURNS BEFORE THE GAME END, SO ONE
PLAYER IS JUST GOING THROUGH THE MOTIONS.
IT'S MORE FUN FOR EVERYONE INVOLVED IF THERE ARE SET OBJECTIVES OR
VICTORY CONDITIONS FOR EACH BATTLE, SO ALL OF THE PLAYERS KNOW
WHAT THEY NEED TO ACHIEVE IN ORDER TO DEFEAT THEIR OPPONENTS.IT'S
ALSO IMPORTANT TO NOTE THAT BATTLES RESULTING IN A TIE CAN BE A LOT
OF FUN AS WELL, IF BOTH ARMIES FOUGHT HARD AND PERFORMED WELL .
MANY OF THE GREAT BATTLES OF ROKUGAN HAVE ENDED IN LESS THAN
CONCLUSIVE VICTORIES,AND ITS HISTORY IS ALL THE RICHER AS A RESULT.
Possible Roads to Victory:
MANY OF THE POSSIBLE VICTORY CONDITIONS BELOW REFERENCE THE
USE OF VICTORY POINTS (SEE VICTORY POINTS,SECTION 2).
Victory Points (VP): Players agree on a setnumber of Victory Points as the objective of the
GAME.THE FIRST PLAYER TO END A TURN WITH A NUMBER OF VP THAT
MEETS OR EXCEEDS THE OBJECTIVE WINS THE GAME . IF TWO OR MOR
PLAYERS REACH THE VP OBJECTIVE DURING THE SAME TURN, THE PLAYER
WITH THE HIGHEST TOTAL VPWINS.IF ONE OR MORE PLAYERS ARE TIED FOR
THE HIGHEST VP, THE PLAYERS CAN OPT TO PLAY OUT ONE ADDITIONA
TURN IN AN ATTEMPT TO BREAK THE TIE,COMPARE THE TOTAL KOKU VALUES
DESTROYED BY EACH PLAYER (THE PLAYER WHO DESTROYED THE HIGHEST
KOKU VALUE OF ENEMY MODELS IS THE WINNER),OR SIMPLY ACCEPT AND
ENJOY THE FACT THAT THE BATTLE RESULTED IN NO CLEAR WINNER .
Objectives:EACH ARMY HAS SET OBJECTIVES FOR THE BATTLE.THES
OBJECTIVES MAY BE OPPOSED TO EACH OTHER OR VERY SIMILAR.ARMY A
AND ARMY BMIGHT BE COMPETING FOR CONTROL OF A PIECE OF TERRAIN
ONE OF THE ARMIES MAY SIMPLY BE TASKED WITH DENYING THE TERRAIN TO
THE OPPONENT OR ONE ARMY MAY POSSESS A HOSTAGE THAT THE OTHER
MUST RECAPTURE.THE POSSIBILITIES ARE NEARLY LIMITLESS.ARMIES THAT
ACCOMPLISH THEIR OBJECTIVES MAY WIN THE GAME OUTRIGHT OR SIMPLY
GAIN ADDITIONAL VPFOR DETERMINING VICTORY.
Turn Limit: PLAYERS AGREE THAT THE GAME WILL END AFTER A
PREDETERMINED NUMBER OF TURNS. FOLLOWING THE END OF THE LAST
TURN,ALL ARMIES TOTAL THEIR VICTORY POINTS (VP)AND COMPARE THEM
TO DETERMINE A WINNER.AS NOTED UNDER VICTORY POINTS (ABOVE),IF
THE VICTORY POINTS ARE TIED, PLAYERS CAN OPT TO PLAY OUT ONE
ADDITIONAL TURN IN AN ATTEMPT TO BREAK THE TIE ,COMPARE THE TOTA
KOKU VALUES DESTROYED BY EACH PLAYER, OR ACCEPT THE TIE. WHEN
PLAYING ON A STANDARD 4'X 6'OR LARGER TABLE, YOU WILL WANT TO
ALLOW AT LEAST 5TURNS FOR A GAME -MORE IF USING LARGE ARMIES ORCOMPLICATED TERRAIN.
Time Limit:PLAYERS ALLOW A SPECIFIC AMOUNT OF REAL TIME AND
WHEN THAT TIME HAS ELAPSED, THE GAME ENDS. THE WINNER IS
DETERMINED AS WHEN USING THE TURN LIMIT METHOD ABOVE.PLAYERS
SHOULD FIT AS MANY TURNS AS POSSIBLE INTO THE TIME .IF A PLAYER TENDS
TO SLOW DOWN WHEN HE HAS AN ADVANTAGE THEN EITHER DON 'T US
THIS METHOD OR SET TIME LIMITS FOR CERTAIN ACTIONS AND IMPOSE A VP
PENALTY WHEN A PLAYER EXCEEDS THAT TIME WHICH WILL QUICKLY TAKE
AWAY THAT ADVANTAGE. WHEN PLAYING ON A STANDARD 4'X 6' OR
LARGER TABLE,YOU WILL WANT TO ALLOW AT LEAST 2HOURS FOR A GAMEMORE IF USING LARGE ARMIES OR COMPLICATED TERRAIN.
Play a published scenario: PLAYERS MAY OPT TO PLAY A
PUBLISHED CLAN WAR SCENARIO, USING THE OBJECTIVES AND VICTORY
CONDITIONS SET FORTH IN THAT SCENARIO. THESE CAN BE FOUND IN
VARIOUS LOCATIONS, INCLUDING CLAN WAR PUBLICATIONS,THEIMPERIA
HERALD,AND CAMPAIGN OR SCENARIO BOOKLETS FROM AEG.PUBLISHED
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CLAN WAR SCENARIOS MAY ALSO INCLUDE HISTORICAL BATTLES THAT HAVE
OCCURRED IN ROKUGAN,SUCH AS THE BATTLE OF BEIDEN PASS.
Design your own scenario:BY CREATING YOUR OWN SCENARIO,YOU CAN BUILD-IN VARIOUS OBJECTIVES AND VICTORY CONDITIONS TO SUIT
YOUR TASTES AND THOSE OF YOUR OPPONENTS.
Army SizeWHEN YOU PLAY CLAN WAR,YOU ASSUME THE ROLE OF A DAIMYO,A
FEUDAL LORD. YOU HAVE THE RIGHT TO RECRUIT ASSEMBLE AND TRAIN
WARRIORS INTO ONE 0R MORE ARMIES.THESE ARMIES PROVIDE DEFENSE
FOR YOUR LANDS,ALLOW YOU TO ANSWER YOUR EMPEROR'S DEMAND FOR
TROOPS DURING TIMES OF WAR,AND ALSO PROVIDE A MEANS FOR STRIKING
AT NEIGHBORING RIVALS.
DAIMYO CALCULATE THE VALUE OF THEIR INCOME, ALL THEIR MANY
POSSESSIONS AND THEIR STANDING SOLDIERY USING A MEASUREMENT
CALLED "KOKU."AKOKU IS THE VALUE,IN GOLD,OF THE AMOUNT OF RICE
REQUIRED TO FEED ONE MAN FOR ONE FULL YEAR.CLAN WAR USES THIS
MEASUREMENT,KOKU,AS A POINT SYSTEM FOR ASSIGNING VALUES TO THE
FORCES RECRUITED INTO YOUR ARMY.KOKU DETERMINE BALANCE BETWEEN
FORCES: TWO ARMIES CREATED USING THE SAME NUMBER OF KOKU ARE
BASICALLY EQUIVALENT ALLOWING FOR A BALANCED BATTLE.
BEFORE ACTUALLY BUILDING AN ARMY, YOU AND YOUR OPPONENT(S)
MUST SET THE AMOUNT OF KOKU ALLOTTED TO EACH PLAYER FOR THE
CREATION OF THEIR ARMY.IF PLAYING WITH A FRIEND,DISCUSS THE SIZE AND
LENGTH OF THE BATTLE YOU WISH TO PLAY AND USE THAT TO DETERMINE
THE MAXIMUM KOKU ALLOWED TO EACH ARMY:500KOKU WILL GENERATE
A SMALL ARMY FOR A QUICK GAME,2000 KOKU WILL CREATE A LARGER
ARMY FOR A GAME LASTING A COUPLE OF HOURS,5000KOKU...WELL,YOU
GET THE IDEA.
ONCE YOU'VE DETERMINED THE NUMBER OF KOKU AVAILABLE FOR
BUILDING YOUR ARMY, SELECT AN AFFILIATION AND REVIEW THE
PERSONALITIES AND UNITS AVAILABLE TO YOU. EACH AFFILIATION HAS
DIFFERENT STRENGTHS AND WEAKNESSES, SO EACH WILL FUNCTION
DIFFERENTLY IN BATTLE.IT IS ALSO POSSIBLE TO RECRUIT UNITS FROM OTHERCLANG BUT YOU USUALLY PAY A PREMIUM PRICE FOR UNITS FROM ANOTHER
AFFILIATION.IN ADDITION,UNALIGNED,OR RONIN UNITS ARE AVAILABLE TO
ANY ARMY WILLING TO PAY THEIR WAGES.
SEE FORCES FOR COMPLETE LISTINGS OF AVAILABLE FORCES.
SEE ARMY CONSTRUCTION SECTION 9,FOR DETAILS ON BUILDING AN
ARMY.
Battlefield Terrain
CLAN WAR IS A TABLE-TOP MINIATURES GAME THAT REQUIRES ROOM TO
MANEUVER AND PREPARE,SO THE AREA OF PLAY SHOULD BE AT LEAST 4X
6FOR LARGER BATTLE INVOLVING TWO OR MORE ARMIES OF AT LEAST 2000KOKU,THE TABLE SHOULD BE AT LEAST 4'X 8'.
PRIOR TO THE PLACEMENT OF TERRAIN,THE PLAYING SURFACE SHOULD
BE AS LEVEL AS POSSIBLE,TO FACILITATE EASE OF MOVEMENT FOR THE UNITS
IN THE ASSEMBLED ARMIES. IF YOU HAVE A COLORED PLAYING MAT OR
COVERING FOR THE PLAY AREA SUCH AS A GREEN OR BROWN CLOTH ,YOU
CAN CREATE A MORE ATTRACTIVE BATTLEFIELD.
TERRAIN SERVES A DUAL PURPOSE IN CLAN WAR IT PREVENTS THE
BATTLEFIELD FROM BEING A DULL,FLAT PLOT OF LAND SERVING AS A BURIAL
GROUND FOR ARMIES FACING LARGE NUMBERS OF ARCHERS, AND IT
TRANSFORMS THE GAME INTO A TACTICAL GAME WHICH ENCOURAGES
PLAYERS TO PLAN AHEAD FOR THE EFFICIENT USE OF THEIR LIMITED
RESOURCES.TERRAIN PROVIDES COVER,BUT INCREASES THE CHALLENGE IN
DIRECTING AN ARMIES MOVEMENTS AND COMMITTING UNITS TO THE
ATTACK.
TERRAIN PLAYS A VERY IMPORTANT ROLE IN ANY BATTLE.AS IN REAL LIFE,
THE ARMY THAT BEST USES A BATTLEFIELD'S TERRAIN TO ITS ADVANTAGE IS
USUALLY THE VICTOR.IT IS, THEREFORE,EQUALLY IMPORTANT THAT A FAIR
AND EQUITABLE METHOD BE USED TO DETERMINE THE LOCATION AND TYPE
OF TERRAIN TO APPEAR ON THE BATTLEFIELD.
Terrain Population
BATTLEFIELDS SHOULD BE POPULATED WITH 2TO 4 PIECES OF TERRAIN
PER 2X2'AREA.THAT AMOUNTS TO 72TO 24PIECES OF TERRAIN FOR A
STANDARD 4'X 6'BATTLEFIELD.WHILE THAT SOUNDS LIKE A HUGE AMOUNT
OF TERRAIN, MANY OF THOSE PIECES SHOULD BE PLACED TOGETHER TO
FORM FEWER, LARGER AREAS OF TERRAIN. WHEN USING THE
RECOMMENDED SIZES FOR TERRAIN (BELOW),YOU SEE THAT A SINGLE AREA
OF WOODS, APPROXIMATELY 4"X 6",CAN COUNT FOR AS MANY AS THREE
PIECES OF TERRAIN.
WHILE A BATTLEFIELD WITH 24 SMALL PIECES OF TERRAIN SCATTERED
ABOUT ITS SURFACE WOULD CERTAINLY BE TOO COMPLEX A MAZE FOR AN
ARMY TO NAVIGATE, COMBINING SMALL PIECES OF TERRAIN SO YOU
ACTUALLY USE 6-8MEDIUM OR LARGE PIECES USUALLY WORKS OUT ABOUT
RIGHT.NONETHELESS,THIS IS PROVIDED AS A GUIDELINE -ULTIMATELY YOU
SHOULD USE THE TYPE AND AMOUNT OF TERRAIN THAT YOU AND YOUR
FRIENDS FEEL COMFORTABLE WITH.
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Terrain Size
FOLLOWING IS A LIST OF APPROXIMATE TERRAIN SIZES TO MAKE UP ONE
"PIECE"OF TERRAIN.IN MOST CASES IT IS PREFERABLE THAT YOU COMBINE
LIKE PIECES OF TERRAIN TO FORM FEWER , LARGER TERRAIN PIECES RATHER
THAN PLACING DOZENS OF SMALL TERRAIN BITS ALL OVER YOUR
BATTLEFIELD.
Bog:BOG REPRESENTS RICE PADDIES,SHALLOW PONDS OR LIKE TERRAIN
ATYPICAL PIECE OF BOG TERRAIN IS ROUGHLY 3"X 3",BUT MULTIPLE PIECES
MAY BE COMBINED TO FORM LARGER OR ODDLY SHAPED TERRAIN FEATURES
Example: THREE PIECES OF BOG TERRAIN MAY BE PLACED
ADJACENTLY TO FORM A SINGLE BOG OF APPROXIMATELY 4"X 8".
Brush:LOW-LYING PLANTS, MAKE MOVEMENT MORE DIFFICULT' BUT
ONLY PROVIDE PROTECTION UNDER SPECIFIC CIRCUMSTANCES.SHRUBS ARE
PLACED IN ROUGHLY 3"X 3"PIECES AND MULTIPLE PIECES MAY BE PLACED
TOGETHER TO FORM LARGER AREAS OF BRUSH .
Example:TWO PIECES OF BRUSH CAN BE COMBINED TO FORM A
SINGLE AREA OF BRUSH ROUGHLY 2X 7.
Ditch:THESE DIPS IN THE EARTH SHOULD BE NO WIDER THAN 4"AND
A SINGLE PIECE SHOULD BE ABOUT 3"IN LENGTH.MULTIPLE PIECES CAN BE
COMBINED FOR LONGER DITCHES OR GULLIES.
Example:THREE PIECES OF DITCH TERRAIN CAN BE COMBINED TO
MAKE A 9"DITCH.
Hill:HILLS MAY BE 1"-2"IN HEIGHT AND SHOULD HAVE SLOPED SIDES
TO MAKE ASCENDING OR DESCENDING THE HILL EASIER FOR RANK AND FILE
UNITS.HILLS CAN ALSO HAVE VERTICAL SIDES'MAKING THEM IMPASSABLE
TERRAIN.EACH PIECE OF HILL SHOULD BE ROUGHLY 12-18SQUARE INCHES
(3"X 4".6"X 3",ETC.).HILLS RISE BEYOND A MODEL'S VIEW CUTTING OFF
VISIBILITY BETWEEN UNITS ON OPPOSITE SIDES. MULTIPLE PIECES CAN BE
COMBINED TO MAKE LARGER AREAS OR MULTI-TIERED HILLS IN A VARIETY OF
SHAPES AND HEIGHTS.
Example:FIVE HILL PIECES CAN BE COMBINED TO MAKE A MULTI-
TIERED HILL WHERE THE BOTTOM LAYER IS ROUGHLY 10"X 6"AND THE
TOP LAYER IS ROUGHLY 8"X 3".
Paved Road:EVERY 16-24SQUARE INCHES OF ROAD (2"X 8"TO 4"
X 8')IS CONSIDERED ONE PIECE OF TERRAIN .
Rough Terrain:EVERY 16-24SQUARE INCHES OF ROUGH TERRAIN
(2"X 8"TO 4"X 8'JIS CONSIDERED ONE PIECE OF TERRAIN.
Structure: THESE MAY INCLUDE HUTS, RUINS, SHRINES OR EVEN
CASTLES. EVERY 8-10 SQUARE INCHES OF STRUCTURE (2"X 4",3"X 3"
ETC') IS CONSIDERED ONE PIECE OF STRUCTURE TERRAIN.STRUCTURES AR
CONSIDERED IMPASSABLE TERRAIN.LARGER STRUCTURES ARE CONSIDERED
MULTIPLE PIECES OF TERRAIN.
Example:ASTRUCTURE THAT IS 10"X 8"WOULD BE CONSIDERED
AS 4-5PIECES OF TERRAIN
Wall:WALLS OR FENCES SHOULD BE NO WIDER THAN 1"AND A SINGL
PIECE OF TERRAIN SHOULD BE ABOUT 3"IN LENGTH'MULTIPLE PIECES CAN
BE PUT TOGETHER FOR LONGER WALLS OR TO PROVIDE A WALL AROUND A
DWELLING. TURNS MAY BE PLACED IN THE WALL WHEREVER YOU WISH .
Example:FOUR WALLS COULD BE COMBINED TO FORM A 12"WAL
WITH A 90"ANGLE ANYWHERE ALONG ITS LENGTH.
Wood: SMALL STANDS OF TREES, WHETHER THE TWISTED, BARREN
TREES FOUND IN THE SHADOWLANDS OR THE LUSH, HEAVILY FOLIAGED
TREES OF THE CRANE LANDS,PROVIDE EXCELLENT COVER AGAINST ARROW
FIRE AND LIMIT OR EVEN PREVENT VISIBILITY BETWEEN UNITS ON OPPOSITE
SIDES. EACH PIECE OF WOOD TERRAIN IS ROUGHLY 4" X2". PLACING
MULTIPLE SECTIONS TOGETHER CAN FORM ALL MANNERS OF IRREGULAR
WOODLANDS.
Example: FOUR PIECES OF WOODLAND TERRAIN MAY BE PLACED
TOGETHER TO FORM A WOOD OF 4"X 8".OR 2"X 16",OR A NUMBER
OF OTHER POSSIBILITIES.
REMEMBER THAT THESE ARE APPROXIMATE SIZES.YOU SHOULD NOT FEE
THAT YOUR EXISTING TERRAIN IS A PROBLEM IF IT DOES NOT CONFORM TO
THESE SIZES.DETERMINE ROUGHLY HOW MANY PIECES OF THE APPROPRIATE
TERRAIN TYPE WOULD BE REQUIRED TO EQUAL THE SIZE OF YOUR TERRAIN
AND CONSIDER THE TERRAIN BIT TO BE THE EQUAL OF THAT MANY TERRAIN
PIECES.
Terrain Placement
ONCE YOU'VE SELECTED THE TERRAIN THAT YOU WILL USE TO POPULATE
YOUR BATTLEFIELD,YOU ARE ONLY LEFT WITH THE PROBLEM OF DISPERSING
THE TERRAIN. THIS IS PARTICULARLY IMPORTANT IN A BATTLE USING
TERRAIN-BASED OBJECTIVES OR VICTORY CONDITIONS. WHILE YOU WIL
USUALLY CONSTRUCT YOUR ARMY PRIOR TO TERRAIN PLACEMENT, THER
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ARE A FEW CIRCUMSTANCES WHERE THE TERRAIN PLACEMENT SHOULD BE
DECIDED IN ADVANCE.
IN PREPARING FOR A SCENARIO IN WHICH AN ARMY IS DEPENDENT UPON
TERRAIN FOR SURVIVAL,AS IN A BATTLEWHERE ONE ARMY IS CONSTRUCTED
USING FEWER POINTS IN EXCHANGE FOR A TERRAIN ADVANTAGE' THE
TERRAIN SHOULD BE DECIDED ON AND PLACED PRIOR TO ARMY
CONSTRUCTION.
OTHER SPECIAL CIRCUMSTANCES INCLUDE SCENARIOS WHERE TERRAIN
SERVES AS AN OBJECTIVE AND IS WORTH VICTORY POINTS' FOR SUCH
SCENARIOS TERRAIN SHOULD BE PLACED PRIOR TO ARMY CONSTRUCTION -
IT IS ASSUMED THAT ARMIES FIGHTING FOR SPECIFIC TERRAIN OBJECTIVES ARE
FAMILIAR WITH THE AREA IN WHICH THE BATTLE WILL TAKE PLACE ,AND HAVE
ASSEMBLED THEIR FORCES WITH THAT TERRAIN IN MIND.
BELOW ARE THREE METHODS FOR THE PLACEMENT OF TERRAIN ' FOR
MOST BATTLES, ONE OF THE METHODS IS USUALLY AGREEABLE TO ALL
PLAYERS' BEFORE TERRAIN PLACEMENT ARMIES SHOULD AGREE ON THE
ARMY PLACEMENT AREAS - SELECTING ONE SUCH AREA FOR EACH ARMY
THAT WILL BE INVOLVED IN THE BATTLE.THEY DO NOT KNOW WHICH ARMY
WILL BE PLACED IN WHICH AREA AT THIS POINT MERELY THAT CERTAIN AREAS
ARE SET ASIDE AS ARMY PLACEMENT ZONES.
Player Rotation:PLAYERS TAKE TURNS PLACING TERRAIN PIECES ON
THE BATTLEFIELD UNTIL ALL TERRAIN IS IN PLACE .PLAYERS SHOULD AVOID
ARMY PLACEMENT AREAS,WHICH ARE LEFT RELATIVELY VACANT OF TERRAIN
UNLESS THE BATTLE CONDITIONS REQUIRE OTHERWISE,AS IN THE CASE OF A
DEEP FOREST BATTLE OR AN ENGAGEMENT IN A HUGE SWAMP .
ONCE ALL TERRAIN HAS BEEN PLACED,PLAYERS EACH ROLL A DIE,ADDING
THEIR GENERAL'S BATTLE SKILL TO THE RESULT AND SELECT THEIR
PLACEMENT AREAS IN DESCENDING RESULT ORDER (HIGHEST RESULT
CHOOSES FIRST).
Example:THREE PLAYER HAVE FINISHED SETTING UP TERRAIN FOR
THEIR BATTLE.EACH PLAYER ROLLS A DIE AND ADDS THEIR GENERAL S
BATTLE SKILL WITH THE FOLLOWING RESULTS -PLAYER A GETS A 6,
PLAYER B ENDS UP WITH AN 8 AND PLAYER C RECEIVES A 9.FIRST
PLAYER CCHOOSES A PLACEMENT AREA FROM THE THREE AVAILABLE,
THEN PLAYER B CHOOSES FROM THE TWO REMAINING PLACEMENT
AREAS AND FINALLY PLAYER A IS LEFT WITH THE LAST REMAINING
PLACEMENT AREA
Third Party: HAVE AN UNINVOLVED THIRD PARTY SET UP THE
TERRAIN FOR THE BATTLE.IT'S IMPORTANT THAT THE PERSON KNOW A BIT
ABOUT MINIATURES GAMES AND THE IMPACT THAT TERRAIN HAS ON THEM
(I.E., DON'T TRUST A NEIGHBOR'S 6 YEAR OLD TO DO THIS). ONCE THE
TERRAIN IS COMPLETELY PLACED,PLAYERS EACH ROLL A DIE,ADDING THEIR
GENERAL'S BATTLE SKILL TO THE RESULT, AND SELECT THEIR PLACEMENT
AREAS IN DESCENDING RESULT ORDER,AS NOTED ABOVE.
THIS METHOD LEAVES EVEN MORE ROOM FOR INEQUITABLE DISPERSAL OF
THE TERRAIN, BUT THATS ONE OF THE VARIABLES IN MANY BATTLES
TERRAIN OFTEN FAVORS ONE ARMY OR THE OTHER AND OPPONENTS MUST
DO EVERYTHING THEY CAN TO OVERCOME THAT DISADVANTAGE . SUCH A
DISADVANTAGE OFTEN MAKES FOR THE MOST EXCITING SCENARIO.
Single Player: ONE PLAYER SETS UP TERRAIN FOR THE ENTIRE
BATTLEFIELD. ONCE THE TERRAIN IS COMPLETELY PLACED, EACH OF THE
PLAYERS (EXCLUDING THE PLAYER WHO SET UP THE TERRAIN)ROLLS A DIE,
ADDING THEIR GENERAL'S BATTLESKILL TO THE RESULT,AND SELECT THEIR
PLACEMENT AREAS IN DESCENDING RESULT ORDER,AS NOTED ABOVE.THE
PLAYER WHO SET UP THE TERRAIN IS LEFT WITH THE LAST REMAINING
PLACEMENT AREA AFTER ALL OF THE OTHER PLAYERS HAVE CHOSEN .
THIS METHOD IS LIKELY TO RESULT IN THE MOST EQUITABLE DISTRIBUTION
OF TERRAIN,SINCE THE PLAYER RESPONSIBLE FOR SETTING UP THE TERRAIN
KNOWS THAT HE WILL BE STUCK WITH THE LAST PLACEMENT AREA AND THAT
EVERYONE ELSE WILL GRAB THE MOST ADVANTAGEOUS TERRAIN.ANOTHER
GUARANTEE IS TO RESTRICT THE PLAYER WHO SETS UP FROM USING FIERY
WRATH,SO HE WILL AVOID LITTLE TUFTS OF FOREST THAT ,ONCE REMOVE
ALLOW AN UNRESTRICTED FIELD OF FIRE.
Army PlacementAS NOTED PREVIOUSLY, AND IF IT DOES NOT CONFLICT WITH AN
ESTABLISHED SCENARIO ELEMENT,ALL ARMY PLACEMENT AREAS SHOULD BE
RELATIVELY FREE OF TERRAIN.THIS WILL ALLOW ARMIES TO MAKE THE BEST
USE OF THEIR STARTING POSITIONS.
PLACEMENT AREAS ARE SIZED BASED ON THE SIZE OF THE BATTLEFIELD .
BELOW WE DISCUSS THE TWO MOST COMMON SIZES FOR A CLAN WAR
BATTLEFIELD:
Four feet by six feet (4' x 6): WHEN USING ONLY TWOPLACEMENT AREAS,EACH SHOULD BE DEFINED AS "WITHIN 8"OF THE EDGE
OF THE TABLE ENDING 8" FROM EACH SIDE OF THE TABLE," MAKING A
RECTANGLE OF 8"DEEP X 56"WIDE ALONG ONE ENTIRE LONG EDGE OF THE
TABLE. IF REQUIRING MORE THAN TWO PLACEMENT AREAS, REDUCE THE
WIDTH OF THE PLACEMENT AREA BY 12" FOR A THIRD (EACH PLAYER
RECEIVES 8" X 44" FOR SETUP, TWO ARMIES MUST BE SET-UP AROUND
CORNERS) AND AN ADDITIONAL 8" FOR A FOURTH PLAYER (EACH PLAYER
RECEIVES 8"X 36"FOR SETUP,CHOOSING DIFFERENT EDGES OF THE TABLE).
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WE DON'T RECOMMEND MORE THAN FOUR PLAYERS ON A BATTLEFIELD OF
THIS SIZE.
Four feet by eight feet (4' x 8') :WHEN USING ONLY TWOPLACEMENT AREAS,EACH SHOULD BE DEFINED AS "WITHIN 8"OF THE EDGE
OF THE TABLE ENDING 12" FROM EACH SIDE OF THE TABLE", MAKING A
RECTANGLE OF 8"DEEP X 72"WIDE ALONG ONE ENTIRE LONG EDGE OF THE
TABLE. IF REQUIRING MORE THAN TWO PLACEMENT AREAS, REDUCE THE
WIDTH OF THE PLACEMENT AREA BY 18" FOR A THIRD (EACH PLAYER
RECEIVES 8" X 54" TO SETUP, WITH TWO ARMIES SETTING UP AROUND
CORNERS),AND AN ADDITIONAL 10"FOR A FOURTH PLAYER (EACH PLAYER
RECEIVES 8"X 44"FOR SETUP,CHOOSING DIFFERENT EDGES OF THE TABLE),
AND ANOTHER 8"FOR A FIFTH (EACH PLAYER RECEIVE S 8"X 36",WITH AT
LEAST ONE ARMY SETTING UP AROUND A CORNER).WE DON'T RECOMMEND
MORE THAN FIVE PLAYERS ON A BATTLEFIELD OF THIS SIZE .
Tactical CardsBEFORE ARMIES BEGIN ACTUAL PLACEMENT EACH PLAYER DRAWS THREE
TACTICAL CARDS,THE STARTING ALLOWANCE FOR ANY GAME,AND REVIEWS
THEM.YOUR TACTICAL HAND MAY AID IN DETERMINING YOUR STARTING
STRATEGY SO IT IS IMPORTANT THAT PLAYERS KNOW EXACTLY WHAT
TACTICAL SURPRISES ARE AT THEIR DISPOSAL PRIOR TO PLACEMENT.THERE
MAY EVEN BE SOME TACTICAL CARDS THAT ARE PLAYED DURING ARMY
PLACEMENT.
Order of PlacementARMIES ARE PLACED IN THE SAME ORDER AS PLACEMENT AREAS WERE
DECIDED DURING TERRAIN PLACEMENT (SEE TERRAIN PLACEMENT PAGE 20):
THE FIRST PLAYER TO SELECT A PLACEMENT AREA BEGINS ARMY PLACEMENT.
THAT PLAYER SELECTS ONE OF HIS UNITS AND PLACES IT WITHIN HIS ARMY
PLACEMENT AREA. THE NEXT PLAYER TO HAVE CHOSEN A PLACEMENT AREA
FOLLOWS SUIT,ETC.PLAYERS TAKE TURNS,WITH EACH PLAYER PLACING ONE
UNIT WITHIN THEIR PLACEMENT AREA EACH TURN.THIS CONTINUES UNTIL
ALL UNITS HAVE BEEN PLACED ON THE TABLE . ONCE A UNIT HAS BEEN
PLACED,INCLUDING ITS STARTING FORMATION AND FACING,IT MAY NOT BE
MOVED.
UNITS MAY NOT BEGIN PLAY IN A NON-STANDARD FORMATION OR
SPECIAL FORMATION. ALL UNITS MUST BE PLACED IN A STANDARD
FORMATION.THIS RESTRICTION INCLUDES ALL SPECIAL FORMATIONS EXCEPT
SKIRMISH.
Cavalry Advantage
DURING ARMY PLACEMENT IF A PLAYER REACHES A POINT WHERE HE HAS
ONLY CAVALRY UNITS REMAINING TO BE PLACED,HE MAY CLAIM CAVALRY
ADVANTAGE. WHEN CLAIMING CAVALRY ADVANTAGE, THE PLAYER NEED
NOT PLACE A UNIT UNTIL HIS OPPONENT(S) HAS PLACED TWO INFANTRY
UNITS AS LONG AS OPPONENTS HAVE INFANTRY LEFT TO PLACE .
WHEN AN OPPONENT PLACES AN INFANTRY UNIT'THE PLAYER CLAIMING
CAVALRY ADVANTAGE MAY PASS TO THE NEXT PLAYER,UNLESS THAT UNIT IS
THE SECOND INFANTRY UNIT PLACED BY THAT OPPONENT SINCE THELAST
UNIT PLACED BY THE CAVALRY PLAYER - IN WHICH CASE HE MUST PLACE A
UNIT.
IF MORE THAN ONE PLAYER HAS ONLY CAVALRY LEFT'AND AT LEAST ONE
OPPONENT HAS INFANTRY REMAINING TO BE PLACED , THEN EACH PLAYER
CLAIMING CAVALRY ADVANTAGE MAY PASS UNTIL PLAYERS WHO STILL HAV
INFANTRY TO PLACE HAVE EACH PLACED TWO UNITS OF INFANTRY IF AL
PLAYERS REACH A POINT WHERE THEY HAVE ONLY CAVALRY UNITS
REMAINING, CAVALRY ADVANTAGE IMMEDIATELY ENDS FOR ALL PLAYERS
AND PLACEMENT CONTINUES NORMALLY.
Example (two-player):PLAYER APLACES FIRST,PUTTING AN
INFANTRY UNIT INTO ITS STARTING LOCATION.THEN PLAYER BPLACES
IN ONE INFANTRY UNIT,LEAVING ONLY CAVALRY TO PLACE.PLAYER A
PLACES ANOTHER INFANTRY UNIT THEN PLAYER B CLAIMS CAVALRY
ADVANTAGE AND PASSES.PLAYER APLACES ANOTHER INFANTRY UNIT
THE SECOND SINCE PLAYER BLAST PLACED A UNIT,SO PLAYER BMUST
PLACE A CAVALRY UNIT'PLAYER A THEN PLACES HIS LAST INFANTRY
UNIT,BUT HE HAS ONE CAVALRY UNIT REMAINING.PLAYER BCANNOT
PASS BECAUSE THERE IS ONLY CAVALRY REMAINING TO BE PLACED,SO
HE PLACES A CAVALRY UNIT,FOLLOWED BY PLAYER A'S CAVALRY UNIT
PLAYER A HAS NO UNIT'S REMAINING PLAYER B STILL CONTINU
PLACING UNITS UNTIL HE IS DONE
Example (three-player): PLAYER A CHOSE THE FIRST
PLACEMENT AREA SO HE IS THE FIRST TO SELECT ONE OF HIS UNITS AND
PUT IT INTO HIS PLACEMENT AREA NEXT IS PLAYER B,THEN PLAYER C
AFTER EACH PLAYER HAS PLACED TWO UNITS,PLAYER C ONLY HAS
CAVALRY UNITS REMAINING. NEXT, PLAYER A PLACES ANOTHER
INFANTRY UNIT, PLAYER B PLACES HIS LAST INFANTRY UNIT, AND
PLAYER C PASSES, CLAIMING CAVALRY ADVANTAGE. THE NEXT
ROTATION PLAYER A PLACES ANOTHER INFANTRY UNIT, PLAYER B
PASSES, CLAIMING CAVALRY ADVANTAGE, AND PLAYER C PLACES A
CAVALRY UNIT (SINCE PLAYER AHAS PLACED TWO INFANTRY SINCE HIS
LAST UNIT WAS PLACED).THE NEXT ROTATION PLAYER APLACES HIS
LAST UNIT,ALSO INFANTRY,PLAYER BPLACES ONE OF HIS REMAINING
CAVALRY UNITS, AND PLAYER C PLACES ANOTHER CAVALRY UNIT
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BECAUSE THE ONLY OTHER PLAYER WITH UNITS REMAINING TO BE
PLACED HAS ONLY CAVALRY SO HE CAN'T CLAIM CAVALRY ADVANTAGE
Hand of Fate
ONCE ALL OF THE PREPARATION FOR A BATTLE HAS BEEN COMPLETED,THE
BATTLEFIELD HAS BEEN SET-UP,AND ALL OF THE ARMIES HAVE BEEN PLACED,
THE GAME IS READY TO BEGIN.NOW WE INTRODUCE THE HAND OF FATE.
AT THE START OF EACH TURN,DURING THE INITIATIVE PHASE,ALL UNITS
DETERMINE AN INITIATIVE SCORE. WHEN GENERATING INITIATIVE SCORES
FOR A TURN IT IS POSSIBLE,EVEN PROBABLE,THAT TWO OR MORE UNITS WILL
SHARE THE SAME INITIATIVE SCORE.BECAUSE MANY ACTIONS THROUGHOUT
A TURN ARE BASED UPON THE INITIATIVE ORDER, TIED INITIATIVES COULD
CAUSE CONFLICTS.
THE HAND OF FATE IS A TOOL WHICH ALLOWS THE CONTROLLING PLAYER
TO BREAK INITIATIVE TIES ANY WAY HE SEES FIT POSSIBLY PROVIDING AN
ADVANTAGE TO HIS ARMY. AT THE END OF THE INITIATIVE PHASE, THE
PLAYER WHO CONTROLS THE HAND OF FATE REVIEWS ALL INITIATIVE TIES
AND DECIDES THE ORDER IN WHICH THE TIED UNITS WILL BE ACTIVATED
DURING EACH PHASE. ONCE THE ORDER IS ESTABLISHED, IT REMAINS THE
SAME THROUGHOUT THE TURN.
AT THE BEGINNING OF THE BATTLE,THE HAND OF FATE STARTS IN THE
POSSESSION OF THE PLAYER WHO BEGAN ARMY PLACEMENT BY PUTTING HIS
FIRST UNIT INTO PLAY.IT REMAINS IN HIS CONTROL UNTIL THE END OF THE
FIRST TURN.DURING THE END PHASE OF EACH TURN, THE CONTROLLING
PLAYER PASSES THE HAND OF FATE TO THE PLAYER AT HIS LEFT.IN THIS WAY,
THE HAND OF FATE MOVES CLOCKWISE AROUND THE TABLE,FROM PLAYER
TO PLAYER,GIVING EACH AN OPPORTUNITY TO USE ITS POWER .