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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    Section 1 Clan War Basics 6

    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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    7 Section 1 Clan War Basics

    CLAN WAR THE RONIN EDITION

    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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    Section 1 Clan War Basics 8

    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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    9 Section 1 Clan War Basics

    CLAN WAR THE RONIN EDITION

    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 .