Clan Wars Errata

by Marcelo Figueroa


Following is an accumulation of errata. This section will be printed in all expansions until the corrections have been incorporated into the main rule set or the corrected cards have been printed and released. In the meantime, AEG hereby grants permission to photocopy and distribute or publicly post this errata section.

Card Corrections

Beginning with the Lion Expansion and the second printing of the Clan War boxed set cards, we introduced a kanji (a Japanese writing character) that appears on cards which have had significant corrections made to them (such as cost changes or wording changes which make them easier to understand). The New kanji (the first character in the Japanese spelling of 'new') appears in the title of affected cards. This symbol lets you know that it's the latest version of the card and that it supercedes the original version (which has no kanji). All cards are played as if they have the most current wording.

Force Cards

The Hooded Ronin: The Hooded Ronin becomes spent after the resolution of the duel when using his Special Order.

Yasuki Nokatsu: He may use his ability on his own unit when routing.

Kenshinzen: They have 1 wound per model, not 2.

Light Cavalry: This unit has +1 DAM (for the yari, which was not added into their values).

Lion Elite Spearmen: Lion Expansion reduced their cost to 15 koku per model and changes ML to 6.

Lion Medium Elite: Lion Expansion reduced their cost to 17 koku per model.

Matsu Lion's Pride: Lion Expansion replaced wording - Special: During an engagement, Tactical Cards may not be used against this unit or to benefit a unit with which it is engaged. Enemy Tactical Cards used upon any unit (including this one) prior to engagement are negated upon entering an engagement with this unit.

Medium Infantry w/katana: The unit should also list light armor as equipment.

Tactical Cards

Frenzy: Added text - When the engagement is over, the unit becomes spent.

Superior Tactics: New wording - Superior Tactics negates any one Tactical Card whch affects either your unit or your enemy's unit. It may be used from the moment that one has declared an engaging move until the engagement is over. It may also negate cards played during a Ranged Attack. Your unit's commander becomes spent. It may affect an enemy's Charge or Frenzy, Turtle Shell, Defensive Position, All or Nothing, etc. It cannot affect skills, abilities, or cards that affect personalities only (such as Focus).

The Waves Break: The test takes place immediately following the resolution of all Close Combat for the turn. If the test fails, the unit immediately performs the movement and becomes spent.

Morale Test

The following conditions should be added to the list of 'Conditions for a Morale Test' on page 45 of the Clan War Rulebook:

When a unit that began the turn with 4 or more models, or an individual of glory 5 or greater, is slaughtered (casualties cause the unit to be removed from play), all friendly units within 8" must make a Morale test at the end of that phase.

Anytime that a unit makes a Morale test while engaged with a unit that causes Fear, the Morale test has a negative modifier equal to the Fear rating of the enemy unit plus one [modifier = -(Fear rating +1)].

Close Combat

The following change should be made to the Rank Advantage section on page 54 of the Clan War Rulebook:

Remove the portion of the rule in the first sentence which states 'have at least four models engaged and', so that the sentence now reads - 'During the second and successive turns of an engagement units which have a standard formation may roll two additional Attack dice for... '

The following change should be made to the Overlap Advantage section on page 54-55 of the Clan War Rulebook:

Remove the portion of the rule in the first sentence which states 'and has at least four models engaged,' so that the sentence now reads - 'During the second and successive turns of an engagement, a unit which has more models in its front rank than its enemy unit may roll on addition Attack die for..'

The four model requirement was a condition used during playtest that became obsolete due to other conditions.

Spells

Earthquake: Add 'This shugenja becomes spent'

Jade Strike: jade Strike may not target into an engagement.

Fiery Wrath: Add 'This shugenja becomes spent'

The Path to Inner Peace: This spell heals one Wound for every 3 Water (Ring value) of the caster (round up).

Strength of Osano Wo: This spell must be used during the Special Orders phase. It may not be used as a reaction to a personality/unit becoming spent.

Looking to the Void: Remove 'The scroll is destroyed after use'

A Pause in the Fury. Remove 'This scroll is destroyed'

Clan War Tournament Information

If you're going to be at Origins or GenCon, please feel free to join us for the biggest Clan War tournaments of 1999!

Origins International Game Expo and Fair '99 July 1 to 4 in Columbus, Ohio Date: 7/2 Time: 8am Event #: 255 Entry Fee: $2.50 Title: Clan War Tournament # of players: 16 Duration: 12 hrs Note: NO pre-registrations will be accepted for this tournament. Priority will be given to players not alread pre-registered for the Saturday tournament. Date: 7/3 Time: 8arn Event # 256 Entry Fee: $2.50 Title: Clan War Tournament # of players: 16 Duration: 12 hrs

GenCon Game Faire '99 August 5 to 8 in Milwaukee, WI Date: 8/6 Time: 8arn Event #: 313 Entry Fee: $2.50 Title: Clan War Tournament # of players: 16 Duration: 12 hrs Note: NO pre-registrations will be accepted for this tournament. Priority will be given to players not alreac pre-registered for the Saturday tournament. Date: 8/7 Time: 8am Event # 336 Entry Fee: $2.50 Title: Clan War Tournament # of players: 16 Duration: 12 hrs

1. 2000 koku armies, max. No custom personalities. Miniatures do not have t be painted nor do they have to be official Clan War miniatures, but all miniatures must be mounted on official Clan War bases.

2. 16 Players max. Single elimination, one-on-one format. 2 1/2 hour rounds with 30 minute breaks in between each round. Tournament judges set up all tern prior to the start of tournament round one. Standard Victory Point & Honor Victo conditions will determine the winner of each round. Players are forbidden from altering their army composition & Tactical Card decks once the tournament has begun. Miscalculation of points or illegal army compositions & Tactical Card dech may be changed at the judge's discretion or result in disqualification.

*Note: The Honor victory condition is presented as an optional rule in the Crane Army Expansion (section 11, page 30), and is considered 'standard' for to nament play.

3. New rules from Army Expansions are forbidden from use in tournaments ul 30 days after their official release date (please feel free to contact us for informati( on official release dates). However, all rule clarifications & errata from Army Expansions are considered to always be in effect.

4. Prizes are awarded to 1st, 2nd & 3rd Place, as well as Best Painted Clan War Army (meaning entirely made up of official Clan War miniatures) & Best Painted Clan War Personality. Best Painted Miniatures prizes are judged & awarded by the Tournament judges. Only those armies & models that were actually used in the tournament army are eligible for the Best Painted Miniatures prizes.


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