DE Changes

Pointing out things that changed in Daimyo Edition that first edition players may be surprised by, or things that we receive a lot of questions about whether or not these items are mistakes in the rules.

* **The Army General**
	+ The General may **only** allow another unit to reroll a Morale test while in a Command Group. That is the only reroll that is allowed in DE. If he is leading a unit, then he may expend Void to reroll a test for that unit as normal for a unit commander.
	+ The General *must* be the highest glory personality in the army. This includes allied personalities. The only exception to this is personalities with the Individual trait, which are specifically excluded from the test.
* **Profiles**
	+ Hida Kisada -- Night Fighting cannot modifiy Kisada's ATT and DAM modifiers in close combat, as he has a kiso specifically preventing them from being modified. However, if he is in a duel, then his DAM *can* be modified, as that kiso lacks the same language preventing any modification.
	+ Magic Mud Goblins -- MMG always skirmish. Although skirmish units normally are not allowed to take associated personalities, the MMG may take up to 4 goblin personalities as per their profile.
	+ Naga Spearmen -- Yes, they may use Fast Strike even on a turn that they were flanked. That is why they have that *Kiso*.
	+ Necromancer -- No longer has his +1/+1 per undead as he did in 1st edition.
	+ Oni no Yakamo -- The non-experienced version is not unique.
	+ Oni no Tadaka -- Is not unique.
	+ Oni Ravers [Call to Arms] -- Yes, they have no honor loss for taking them.
	+ Radakast -- The non-experienced version is not unique.
	+ Tsuruchi -- His personal honor is indeed 5.
* **#S** -- All personalities in DE have a correct number of strikes. There are many personalities that may seem like they should have more than the one they have, but those are all correct as designed.
* **Dueling**
	+ Spent State and Dueling -- You do not lose dice if you are spent during a duel. You still cannot use *Abilities* or *Skills*, so you cannot issue a duel with an *Ability*, and you cannot use *Iaijutsu* while spent.
	+ Number of Challenges in a turn -- There is a difference between "challenged" and "challenge". A personality may not *be* challenged to more than one duel in a turn, but they can certianly issue more than one challenge themselves.
* **Multiple Engagements** -- The rules state (p. 67) that you can only declare engagements against multiple units if you think your unit can make base-to-base contact with *all* the enemy units. This means that you cannot just declare engaging moves against any unit within range. This especially limits the effect of Fear causing units.
* **Animal Units** -- No longer provide protection from duels for their leader.
* **Undead Units**
	+ Instability -- Undead units do not break, they become unstable. As such, they do not trigger Morale Tests in nearby units since they did not actually break. This also means that an unstable undead unit does not count for VP at the end of the game.
* **Troops and Personalities** -- p. 26 under *Mixed Troops in a Formation* states clearly that a unit is considered to be a unit of its troop type, regardless of the personalities within the unit. This has important ramifications for such things as *Fear* ratings, *Burst of Speed*, etc.
* **Individuals**
	+ Individuals and the Individual Trait -- There is a difference between the term Individual and those personalities with the Individual trait. An Individual is a personaity with out a unit. They may or may not have the individual trait, since personalities can be taken without units (and some personalities with the Individual trait may sometimes lead units in rare cases).
	+ Attaching Tactical Cards -- Note that the restriction on attaching tactical cards excludes "Individuals", not personalities with the *Individual* trait. As such, when the Ogre Bushi is leading Ogre Warriors, he may attach tactical cards.
	+ Fan of Command -- Some restrictions, such as the Fan of Command, do in fact specifically mention personalities with the *Individual* trait, so even if the Ogre Bushi is leading Ogre Warriors, he may not attach the Fan of Command. The Ogre Bushi ignores the Individual trait only for purposes of being allowed to lead the Ogre Warriors, he still has the trait.
	+ Morale Triggers -- Personalities without the Individual trait who started the phase without troops in their command use all of the Morale Triggers for Individuals (which they are according to the definition on p. 10). If they lost their troops during the current phase, then they are still considered to be in a unit, and must use any Unit Triggers that apply. See the Errata section for an update to the Individual Trait regarding Morale Triggers as well.
* **Height Advantage vs Flying** -- The bonuses to Ranged Attacks from *Height* and from *Flying* are indeed different, and are intended to be that way. These are not an error.
* **Tactical Cards**
	+ Honor Betrayed -- It is not a political card.
	+ Ninja Assassin -- You may not spend Void to modify the roll for Ninja Assassin. Void may only be used to modify a Maneuver, Morale, or Resistance test (p. 149).
	+ Parade Ground Practice -- Although it allows your unit to automatically succeed at a Maneuver test, the test still occurred, so your unit still must pay the 1" of movement required for any Maneuver test.
* **Morale** -- Immediate tests no longer stack as they did in first edition. All immediate tests are resolved independantly, even if two tests result from a single trigger (action, etc.).
* **Shugenja Units** -- If you have one yojimbo protecting one shugenja, and the yojimbo is killed, then the unit gives up one VP, since that is the last non-personality in the unit who just died. :)