FE Errata

## General

* **Oath of Fealty** -- Introduced in PhAB, p. 22 [**PhAB**]
* **Focus Values as an MIS modifier** -- appear in the PhAB, p. 23 [**PhAB**]
* **Units Leaving the Table** -- A unit is only removed from play if the unit leaves the table either due to Morale rules, or by the player's choice. If a unit or model are pushed off the table due to an opponent army's spell or ability, they may return to the table during their next available movement phase. [**KC**, 10-Oct-99]
* **The term *Infantry* is redefined as follows:** Unmounted troops that use the standard infantry base. While models on other bases may technically be infantry (traveling on foot), they are not considered *Infantry* for purposes of card effects, being engaged with Mounted units, or other effects that specify "infantry" in their definition/description. [**NgAB**, 11-Sep-99]
* The Trait **Cavalry** only refers to a unit that can move in the cavalry phase of the turn. The Trait **Mounted** refers to a unit that is mounted, and gains the bonuses associated with mounted attackers. [**MF** , 16-Feb-99]
* **Spent Status**
	+ Being Spent is not a cumulative condition, you cannot become more spent. This is to prevent hitting spent personalities with earthquake to keep them spent (after all, spent personalities cannot make tests to avoid becoming spent). [**KC**, **reversal**, 22-Dec-98]
	+ If a unit becomes spent, so does its leader and any associated personalities. They are also members of the unit. This also applies to morale modifiers applied to a unit. [**KC**, 4-Nov-98]
* **Allied Units**
	+ If you take a unit from another clan as an ally, you will have to recuit a personality from the same clan to lead them, since they will only allow personalities from their clan to lead them. [**KC**, 25-Jan-00]
	+ The final cost of allied units (after modifier) is the cost used to determine Victory Point value, if the scenario you are playing goes by VP. Otherwise there would be a discrepancy in the VP value of two 2000 koku armies. [**KC**, 6-Jan-98]
* **LOS is the same for all figures** -- meaning that models *in a formation* have a 90 degree front and *individual models* (including shugenja that are skirmishing) have a 180 degree forward arc. [**KC**, 6-Oct-98]
* **Initiative**
	+ can go below 1 or above 10. [**KC**, 27-Sep-98]
	+ Are not modified by a unit being Broken or Unformed. [**KC**, 10-Oct-99]
* **A unit cannot move through any other unit, friendly or otherwise**. Units are impassible objects. [**KC**, 30-Sep-98]
* **There is an omission from the rule book, there is no formula for figuring out the #S for custom characters**. In the section on creating custom characters, it is mentioned that the figured characteristics are all calculated as per the formulas earlier in the book (can you believe that I lent my rulebook to a friend, and now do not have the actual page references! Coming soon!). Unfortunately, the section on #S just says that it is calculated according to the race, clan, and skills of the character and no formula is given. I asked Ken Carpenter about this, and he said that he used a conversion formula for Rank abilities based on Glory, and they got their second strike when they were supposed to. I have created a table showing the conversion points, and I have included the point where each clan gets their second swing for those that do not have the Roleplaying Game (shame on you, you should!). It is somewhat more problematic for Ronin, since they will have to get someone to teach them enough of a school to gain the second strike. [**KC**, 23-Sep-98]

**Rank Equivalents for Glory**
 **7** | Rank 5 | n/a

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## Crab Clan

* **Hida Yakamo** -- The Claw's ability to cancel the bonus of a weapon used against Yakamo includes any combat bonuses, including additional Attack or Damage dice. It does not include other reactions or abilities of the weapon (such as the Katana of Fire's ability to cancel the damage of a duel). [**KC**, 11-Sep-99]
* **Kuni Witch Hunters**
	+ May not be in an army with a unit (nor lead by a model) with the Shadowlands trait, regardless of whether or not the unit is affiliated with the Shadowlands army (The Damned for instance). However, if it is another unit, then that unit must have a majority of its models (>50%) with the Shadowlands trait before the unit is considered a Shadowlands unit. [**KC**, 10-Oct-99]
	+ May now be lead by any Crab Personality that may lead a unit, including a Kuni Shugenja as described in the CrAB. [**KC**, 22-May-99]
* **Kaiu Engineers** -- As stated in Linear Obstacles (CWR, p. 38) - "Linear obstacles include hedges, walls, and fences that are no more than one inch tall." And that is as tall as the wall made by an Engineer unit can be built. [**MF**, 9-Mar-99]
* **Yasuki Nokatsu** -- May use his ability on his own unit when routing. [**CH**, 22-Feb-99]
* **Oni no Hida Yakamo**
	+ Although Yakamo Oni has the *Oni* trait (which defines him as a creature) he also has the *Non-human* trait which says that he is \***not**\* a creature. As a result, he may carry a special weapon. [**KC**, 24-Aug-99]
	+ Although he bears the name of a member of the family, the Oni is not a Hida, and may not carry Chakara. Also remember that his DAM bonus applies to both the dice he rolls for each hit he gets vs. an opponent. [**MF**, 11-Jan-98]
* **The Damned**
	+ Although they have the *Shadowlands* trait, they are still a Crab affiliated unit, so they can be hired at normal Crab clan prices, instead of at the cost of Shadowlands units. [**KC**, 24-Aug-99]
	+ Their ability to reduce wounds received only applies once per Close Combat phase, not per unit attacking them. [**MF**, 11-Jan-98]
	+ The honor of The Damned is 0, not 1 as printed on their card. [**MF**, 11-Jan-98]
* **Crab Chui** -- This card costs 25 koku,as stated in the Crab Army Expansion, and not 20 koku as printed on the card. [**MF**, 11-Jan-98]
* **Hida Tsuru** - He can no longer recruit unaligned cavalry for 2 less koku, the latest version of his card is the correct one. [**CnAB**, **reversal** 30-Mar-99]
* **Hida Kisada**
	+ Upon review of Kisada's wording, I have to say that Kisada would add his damage modifier to each of the dice in Focus. [**KC**, 23-Sep-99]
	+ The rules do not define 'immune', this should more properly be defined as "Spells and innate abilities may not target Hida Kisada nor any model in his unit. *In addition, they do not suffer the effects of spells that do not target specific models, such as Stagnant Air*." Kisada's ability does not prevent the use of spells on models that are engaged with him or his unit, nor does it prevent his unit from being targeted by effects such as the Firestorm's Ranged Attack, which are actual balls of fire, and thus elemental in nature. [**DrAB**, 1-May-99; *updated* **UnAB,** 13-Jun-99]]
	+ Kisada's immunity to spells does not extend to bonuses received from a spell by a model in a unit engaged with Kisada. That is to say, if an enemy personality has Fires of Purity cast on her, Kisada's ability does not cancel that bonus.
	+ Kisada is not immune to the Firestorm, since their Ranged Attack is not actually a spell, it is merely magical. [**KC**, 22-Feb-99]
	+ Kisada (and his unit) is immune to all spells, including ones cast by your own shugenjas. [**KC**, 6-Jan-98]
	+ **How do I put him in a unit?** Treat him as just a single unit in the front rank. Although his base will displace someone from the rank just behind him, just put that model in behind him. If the front rank has 5 models (counting Kisada), then the next rank must also have 5 models in order to count as a rank. This is covered in the Crab Army Box.
	MMM - K - MMM    7 models across with Kisada in center MMM - K - MMM    7 models across but one guy was pushed back a Rank (Kisada is really in front rank).   MM MMM MM      7 models across, but one guy belongs in Rank 2 rather than Rank 3.             M                  This guy was pushed back from Rank three to make room for the guy from Rank 2. Try this with figures and you will see it clearly... Kisada simply displaces figures on all sides, but only counts as one figure in the front row. [**CrAB**, 31-Dec-98]
* **Kuni Yori** -- The latest edition of his card has been changed to have Magic 4 instead of Magic 5. The card should have included a kanji to note the change. The Crab book also corrected his Magic to 4. [**DrAB**, 1-May-99]
* **Defense ability of Crab Units**
	+ The Defense ability of Crab units \*does\* allow the unit to perform defensive maneuvers, even if they do not have a leader or the leader does not have the Defense skill. [**KC**, **reversal**, 18-Feb-99]
	+ Even if the unit is broken, the Defense ability still applies. [**MF**, 11-Jan-98]
	+ The Defense ability of Crab units is **added** to any Defense ability of a personality leading the unit. *Note that this value must be added as a single value, you cannot split the Defense and use it on two separate attacks.* [**KC**, 25-Aug-98, ***updated*** 11-Dec-99]

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## Crane

* **Crane Regular Bowmen** -- They are 1 Wound per model. [**UnAB**, 13-Jun-99]
* **Kakita Shura** -- This isn't errata, but explicit definition - Shura may perform origami magic once per battle, but may choose which form from the list on her card. The effects last for two turns. [**DrAB**, 1-May-99]
* **Doji Chomei** -- If you exceed his command limit, you no longer gain the benefit of his ability to reduce the price of Mantis Clan models. All Mantis Clan models bought in that unit will be purchased for the regular price if Chomei's command limit is exceeded. [**KC**, 25-Mar-99]
* **Doji Reju** -- His TN is 7, the others all slide down one step (Wounds 3, ATT +2, DAM +1). [**KC**, 23-Mar-99]
* **Kenshinzen** -- Should be **one** wound (not two). [**KC**, 30-Sep-98]

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## Dragon

* **Agasha Rocket Teams** -- Their attack is not a Fire based attack contrary to what you may think. [**KC**, 15-Mar-00]
* **Agasha Fire Blossoms** -- Their attack is not a Fire based attack contrary to what you may think. [**KC**, 15-Mar-00]
* **Mirumoto Miyaki** -- Her power is invoked only when she receives damage, otherwise the rules for duels remain unchanged. If she were in a fight with Kakita Toshimoko where Toshimoko carved her up easily, Miyaki would be reduced to 1 wound, Toshimoko would take no wounds (because he would have killed Miyaki except for her ability), then Miyaki's ability would end the duel with Toshimoko as the winner. [**KC**, 11-Sep-99]
* **Dragon Storm** -- The split TN is not an error. They are treated as if they have the daisho bonus. It is the armies special ability after all! [**KC**, 7-Feb-99]
* **Togashi Hoshi** -- Hoshi is affected by The Ancient Promise, since he is a dragon as well as being a member of the dragon clan. Also, since Hoshi is not on an *Infantry* or *Large Infantry* base, he does not get the infantry bonus when using a Yari. [**MF**, 27-Jul-99]
* **Dragon Medium Elite** -- Their TN to 7/6. All the errata after the Dragon book have an error stating that their TN is 8/7. Unfortunately, the errata is copied from book to book, so the error propagated. [**KC**, 11-Sep-99]
* **Dragon's Talons** -- Changed their TN to 8/7 and cost to 28. [**UnAB**, 13-Jun-99]
* **Dragonscales** -- Changed their TN to 8/7 and cost to 17. [**UnAB**, 13-Jun-99]
* **Ise Zumi** -- Changed the Ise Zumi to comply with the new tattoo rules. [**UnAB**, 13-Jun-99]
* **Mirumoto Daini** -- Changed his TN to 9/8. [**UnAB**, 13-Jun-99]
* **Mirumoto House Guard** -- Changed their TN to 8/7 and cost to 26. [**UnAB**, 13-Jun-99]
* **Mirumoto Bujun** -- Should have Daisho Technique on his card. [**KC**, 25-Apr-99]

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## Lion

* **Matsu Gohei** -- Remember, Gohei's ability only stops maneuvers. The Retreat card does not actually cause the unit to perform a maneuver, just movement. [**KC**, 15-Mar-00]
* **Ikoma Tsanuri**
	+ The resulting effects of discarding a Blackmail card during an engagement is not the same as playing a Tactical Card on the engagement. The dishonor and honor loss are residual effects of **her** decision to discard the Blackmail and has nothing to do with her engagement or ability. [**KC**, 20-Oct-99]
	+ Tsanuri precludes the use of any Tactical Cards, whether attached to a personality or from a player's hand, that targets or effects any unit or model within an engagement that involves her. That includes cards which affect Duels or personalities within duels if they involved in Tsanuri's engagement. This does not prohibit a card from being attached to a leader in the engagement, it just can't be used." Note that if Tsanuri's unit is not directly engaged with a unit (in base-to-base contact), then Tsanuri is not involved. [**KC**, 25-Apr-99]
* **Lion Warcats**
	+ Yari strike simultaneously with Warcats, but Scorpion Strike goes before either. [**KC**, 10-Oct-99]
	+ The phrase "with the exception of column movement and being unformed, animal units may not adopt any special formations" does not mean that once they are unformed, they may adopt any special formation. Unformed and Column Formation are the only two Special Formations an animal unit may adopt. The only way to get into a non-standard formation is through attrition. [**MF**, 25-Feb-99]
* **Lion Elite Spearmen** -- cost reduced to 15 koku per model, and ML was changed to 6. [**LnAB**, 22-Feb-99]
* **Lion Medium Elite** -- cost reduced to 17 koku per model. [**LnAB**, 22-Feb-99]
* **Matsu Tsuko** -- Although the figure is armed with a naginata, she is actually armed with a katana. The figure looked so good that we let it slide. If she is leading a group of Lion Heavy Elite, then by all means buy the naginata for her, otherwise just leave her as a cool looking fig whose force card uses a katana. [**KC**, 16-Jan-99]
* **Matsu Lion's Pride**
	+ 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 an engagement are negated upon entering an engagement with this unit." [**LnAB**, 22-Feb-99]
	+ Once engaged with the Lion's Pride, no enemy Tactical cards may be played on either the Lion's Pride or to benefit the enemy unit. Card effects which began prior to the engagement end upon entering an engagement with the Lion's Pride.  Consequently, a unit could use a Charge card to enter an engagement with the Lion's Pride, but the +1 ATT and +1 DAM are lost upon entering the engagement. [**KC**, 30-Sep-98]

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## Naga

* **Qamar** -- Qamar has charge. If a card does not include Charge, it is incorrect. [**KC**, 11-Sep-99]
* **Naga Abomination**
	+ He is part of the Naga Army. [**KC**, 10-Mar-00]
	+ He does not get Fearless, that is the price he pays. [**KC**, 11-Sep-99]
* **Naga Bowmen** -- Have a DAM bonus. That is correct. [**KC**, 11-Sep-99]
* **Naga Shugenja** -- Any Naga Shugenja *with an elemental pearl* may take Counterspell. Think of it as containing influences from all elements, which is why it can counter any Elemental spell. [**KC**, 11-Sep-99, *updated* 21-Mar-00]

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## Phoenix

* **Students of Shinsei** -- May be taken by a Phoenix army at normal cost. [**KC**, 24-Aug-99]
* **Guardians**
	+ **GoWater** -- His ability only works on a unit he *leads*. He does not grant a bonus if he is associated with the unit. [**KC**, 11-Sep-99]
	+ **GoAir** -- His ability only works on a unit he *leads*. He does not grant a bonus if he is associated with the unit. [**KC**, 11-Sep-99]
	+ **GoFire** -- His ability works even if he is associated, as his ability affects only *himself*, since he steps in to duel for the previously challenged personality. [**KC**, 11-Sep-99]
* **Asako Yasu** -- When involved in a duel resulting from the use of his innate ability, Yasu may not take Damage during the duel, even if a Kharmic Strike is used. [**ShAB**, 1-Aug-99]
* **Isawa Elite Pikemen** -- Their cost is 14, as in the original rules. [**ShAB**, 1-Aug-99]
* **Isawa Tadaka** -- Corrected TN to 8, Wounds to 8, cost changed to 294, and resistance modifier added to Special. [**PhAB**, 13-Jun-99]
* **Shiba House Guard**
	+ Their TL is 6, their Cost is 21. [**DrAB**, 1-May-99]
	+ Their ML is actually 6. [**UnAB**, 13-Jun-99]
* **Shiba Ujimitsu** -- His unit may not benefit from more than one occurrence of a single spell at one time (his unit may benefit form Essence of Earth and Strength of Earth at the same time, but may not benefit from two casting of Essence of Earth). [**UnAB**, 13-Jun-99]
* **Isawa Tomo**
	+ He can move a unit into another unit such that it becomes engaged. However keep in mind that, "If a declaration is not made at the beginning of a movement which brings a unit into contact with an enemy, it is called an incidental engagement." (CWR, p. 32) [**MF**, 9-Mar-99]
	+ Also note that although this counts as movement for purposes of Reactionary Fire, it is not modified by Terrain Modifiers. [**KC**, 20-Jan-00]
* **Firestorms**
	+ Although their attack is magical, it is not a spell or innate ability. As such, it is not affected by Doom of the Phoenix [**KC**, 15-Mar-00]
	+ Their attack is magical in nature and so may not be used for Reactionary Fire. [**KC**, 1-Jan-99]
* **Tsunami Legion**
	+ As it turns out, during layout a "-" symbol was accidentally left out of the unit description of this modifier. So you may add or subtract 2 from the units initiative. [**MF**, 9-Mar-99]
	+ Although these models have the cavalry trait, they do not have the mounted trait. They move in the cavalry phase, but do not get the mounted vs. infantry bonuses of true cavalry. [**MF**, 16-Feb-99]

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## Unicorn

* **Battle Maidens** --Reduced cost to 38 and added restriction against contested maneuvers/requirement to make parting shots. [**UnAB**, 13-Jun-99]
* **Ide Lancers** -- Added the yari bonus and reduced cost to 18. [**UnAB**, 13-Jun-99]
* **Iuchi Takaai** -- Restricted his ability to 12" and reduced cost to 115. [**UnAB**, 13-Jun-99]
* **Shinjo Yasoma** -- Added yari damage bonus and reduced cost to 169. [**UnAB**, 13-Jun-99]
* **Shinjo's Thunder** -- Reduced cost to 26. [**UnAB**, 13-Jun-99]
* **Striders** -- Altered maximum to three units of no more than 20 models per unit and changed cost to 11. [**UnAB**, 13-Jun-99]

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## Shadowlands

* **Kapuksu** -- His ability to have his troops swarm a duel replace his Void dice with the Swarm, so those dice are not affected by the Star of Larumun. His troops do not add 3 dice, but rather allow him to roll 6 dice as a special ability. Note, however, that you can only use this ability if he *has* troops to swarm the duel. [**KC**, 17-Feb-00]
* **Yogo Junzo** -- Is not particular about what army he fights for, he will fight for any army, unlike clan champions. [**KC**, 15-Jul-99]
* **Overlord Packages**
	+ Damage Rounding is done after all Defense/Focus modifications have been performed on the damage value. [**KC**, 11-Dec-99]
	+ May only be assigned to a model in a Shadowlands affiliated army. [**KC**, 24-Aug-99]
	+ **Warlord** -- Cost should read +100 [**ShAB**, 1-Aug-99]
* **Oni no Sanru Pack** -- Uses the Large Infantry base. [**ShAB**, 1-Aug-99]
* **Oni no Jimen** -- Uses the Large Infantry base, cause a 6 point honor loss if you take them in your army. [**UnAB**, 13-Jun-99]
* **Oni no Kaze** -- Uses the Large Infantry base, cause a 6 point honor loss if you take them in your army. [**UnAB**, 13-Jun-99]
* **Oni no Mizu** -- Uses the Large Infantry base, cause a 6 point honor loss if you take them in your army. [**UnAB**, 13-Jun-99]
* **Oni no Taki-bi** -- Uses the Large Infantry base, cause a 6 point honor loss if you take them in your army. [**UnAB**, 13-Jun-99]

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## Scorpion

* **Straw Targets** -- The Targets only reduce the range for determining which unit to shoot at, but they do not in any way actually reduce the range of the shot. If the Straw Targets are out of range, but seem closer (and therefor are the closest unit and must be selected) then the Ranged Attack will fail, since the unit is actually out of range. [**KC**, 15-Mar-00]
* **Shadow Assassins**
	+ Note that since all ranged attacks are simultaneous, the smoke pots cannot block LOS until after the Ranged Attack phase. [**KC**, 20-Jan-00]
	+ The templates are removed during the End Phase of the turn AFTER they were used. They cannot be used for reactionary fire because they do not target an enemy unit -- the Flash Pot simply allows the placement of a template. [**KC**, 23-Sep-99]
* **Scorpion Strike** -- The Strike go before Yari, Lion Warcats, or any other unit with "first-strike" capabilities. [**KC**, 10-Oct-99]

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## Toturi

* **Toturi**
	+ He is Unique. [**KC**, 17-Feb-00]
	+ He has a Glory of 8. [**KC**, 29-Oct-99]
* **Matsu Hiroru** -- His attack occurs during the Ranged Attack phase, but if he is then challenged to a duel in the Close Combat phase then he may participate in the duel as well. [**KC**, 10-Mar-00]

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## Yoritomo

* **Yoritomo** -- There is a typo on his card, he has only as many wounds as his Earth. [**KC**, 29-Oct-99]

## Unaligned

* **Yojimbo** -- There is an error in the Magic section that incorrectly states that Yojimbo roll 3 dice when dueling. They only roll 2 dice, as mentioned elsewhere. [**KC**, 20-Jan-00]
* **Void Dragon** -- Ranged Attacks are simultaneous, so the unit becoming spent as a result of the Void Dragon's ability would still perform its ranged attacks. [**KC**, 4-Oct-99]
* **Ratling Packs** -- Yes, the really have two wounds each. A stand represents a number of lesser ratlings on a single base. [**KC**, 11-Sep-99]
* **Courtier**
	+ Courtiers outside of a Command Group may still use Political Actions such as Political Tactical cards. This does not extend to political actions that are derived from Command Groups, however. [**KC**, 7-Oct-99]
	+ The generic Courtier card released in the Crane Expansion should be a unit card-type, not a personality. No honor is gained for generic Courtiers purchased for a Command Group. [**UnAB**, 13-Jun-99]
* **Hatamoto** -- The generic Hatamoto card released in the Crane Expansion should be a unit card-type, not a personality. No honor is gained for generic Hatamoto purchased for a Command Group. [**UnAB**, 13-Jun-99]
* **Signal Corps** -- The generic Signal Corps card released in the Crane Expansion should be a unit card-type, not a personality. No honor is gained for generic Signal Corps models purchased for a Command Group. [**UnAB**, 13-Jun-99]
* **Morito Tokei** -- Tokei has Magic 4, and the blister packed card should have included a kanji to note the change. [**DrAB**, 1-May-99]
* **Kyoso no Oni** -- The ability to spend void for an additional attack die has been deleted. Kyoso no Oni may not use void to gain an additional attack die. [**KC/PhAB**, **reversal** 23-Mar-99]
* **The Hooded Ronin** becomes spent after the resolution of the duel when using his Special Order. [**LnAB**, 12-Jan-98]
* Although there may be multiple figures on the base, a **base of Goblins** counts as a **single** goblin model. (CB, p. 60, on the cards for Goblin Berserkers, Chuckers & Mobs - "Profile statistics, including costs and wounds, are PER base") [**KC**/**MF** 16-Nov-98]
* **Peasant Levies --** should have a TL and ML of 10. [**KC**, 4-Nov-98]
* **Light Cavalry with Yari**: Forgot the damage bonus for mounted figures with Yari. DAM should be +1. [**KC**, 15-Oct-98]
* **Medium Infantry with katana**: Should have Light Armor listed in their equipment. [**KC**, 15-Oct-98]

## Personalities

* **Changing Weapons** -- A personality may add a Ranged Attack weapon to match their unit, and then also take a Special Weapon such as the Yari of Air.
* **Unformed/Maneuver Tests** -- Any time that an Individual or lone personality must make a Maneuver test, use the following formula to determine the TN for the test:: [10-(Glory + Air bonus)]. [**DrAB**, **updated** 1-May-99]
* **Continuous Abilities** -- Continuous abilities of shugenja (such as Isawa Uona's modifier to Ranged Attacks) do not count as a spell for that personality for that turn. Such abilities will continue to function until the personality casts a spell, uses an innate ability that is not continuous, or becomes spent. If the personality casts a spell, then the continuous ability no longer functions until the end of the turn. [**MF**, 3-Feb-99]
* **Spent personalities --** those with a tactical card attached may play the card (Like Another Time to avoid a duel) because it is not expressly forbidden under the conditions of being Spent.  However, if the Tactical Card requires or causes a forbidden action (as a result of being spent), then the card is negated without effect. [**MF**, 11-Jan-98]
* **Personalities and Morale Conditions**
	+ Even if a unit is broken, a personalities Defense ability applies to any damage sustained by that unit. [**MF**, 11-Jan-98]
	+ Personalities do not count wounds lost as loss of numeric strength. Conditions such as "The unit reached 75% of its original numeric strength" do not apply to personalities, but only to multi-model units. [**KC**, 15-Oct-98]
* **When attrition has reduced a unit to a lone personality**:
	+ Once his/her unit has been destroyed and the personality is all that is left, then the personality should be treated as an individual (which is to say, Full Retreat is the only maneuver the personality is capable of). [**KC**, 22-Jan-99]
	+ That personality is still in the same state as the unit was before it dissolved, and will remain so until the end of that turn. If it has to make a Morale test, it uses the units ML. After that turn is over, the personality will operate under the rules for personalities, rather than the rules for units. [**KC**, 6-Oct-98]
	+ If there are any left over wounds, then they carry over onto the personality. If her survives, then during the next round of Close Combat, the attackers will use the personality's TN to try and hit. [**KC**, 8-Oct-98]
* **Dueling**:
	+ Updated Rules in CnAB, p. 31 [**CnAB**]
	+ The Magic sections states that a Yojimbo may roll 3 dice when substituting for a shugenja in a duel. This is an error, the Yojimbo may only roll 2 dice, as stated elsewhere. [**KC**, 25-Jan-00]
	+ You may only issue a duel to a personality in a unit you are engaged with unless you have an ability or card that specifically allows you to issue a challenge to a personality that you are not engaged with. [**MF**, 10-Mar-99]
	+ Do not remove duelers from their unit, just leave them in place and do not roll dice for them during the Close Combat phase. [**MF**, 9-Nov-98]
	+ Although duels are resolved before Close Combat, they are considered to occur during the Close Combat phase, so even if your personality wins his duel, his skills and abilities are not available to his unit during the Close Combat phase. [**MF**, 9-Nov-98]
	+ If a unit breaks from combat while its leader is dueling, the leader is forced to leave the duel and move with the unit. This will probably be clarified in an upcoming army book. [**KC**, 8-Nov-98]
	+ If two personalities are dueling while their units are engaged, they are still able to use their skills to influence their units *in all other phases but the close combat phase*. They simply may not roll attacks in normal close combat, as they are engaged in a duel, but they may still lead their units. *There will be an expansion on these rules in the upcoming Crane Book*. [**KC**, 8-Nov-98, *amended* 14-Jan-99]
	+ The rules say that if a personality enters a duel while spent, that personality may not roll any dice for the entire duel (CWR, p. 22). In fact, this only applies while they are spent. Once they Return to Duty, they may roll dice as normal. [**KC**, 4-Nov-98]
	+ The modifiers for Broken and Flanked *do* say to ***all*** die rolls, however, and that includes duels (the personality can't help but be affected by the status of his troops and the well-being of the unit). [**KC** ??]
* **Leadership Packages:**
	+ When a LP is leading a unit with an Honor Requirement, the LP is assumed to have the honor needed to meet (but not exceed) that honor requirement. [**KC**, 30-Nov-98]
	+ LP's may not lead a unit of House Guard. Although they would have the honor needed to lead them, they do not have the glory. [**KC**, 30-Nov-98]
	+ If a LP is destroyed, the unit is was leading has to test for its leader being slain. [**KC**, 3-Nov-98]
	+ The term "**in addition to**" (CWR, p. 42) means *instead of*, not *as well as*. The Leader packages do not add their abilities to an actual personality leading a unit. *You may have an LP in the unit and a personality, but only one of them may lead the unit. The other may attempt to take over command of the unit if the first commander is killed You may* **not** *have two LPs in a unit, only an LP and a personality.* [**KC**, 6-Oct-98, **updated** 15-Nov-99]
	+ Tactical Cards
		- An LP may use Another Time, as it "targets" the duel, and not the personality entering the duel. Iaijutsu Duel and Kharmic Strike both target the Personality, and so may not be used *by* a Leadership Package. The difference is whether the card says "play *on* a personality..." or "play *when* a personality..." [**KC,** 23-Mar-99]
		- When the rules state that a Chui, Gunso, etc. may not "use or attach tactical cards" it means that they may not attach cards, and may not use cards that affect a personality (Iaijutsu Duel, Strength of Purity, Focus, etc). Cards can still be played on a unit lead by one of these models. [**KC**, 6-Oct-98]
	+ There is a dash where Void is listed. If a card is used against the leadership package that requires a test against a ring, the ring is assumed to be 2. They cannot spend Void, regardless. [**KC**, 4-Nov-98]
* **Void.**
	+ Void Expenditure Updated in PhAB, p. 27 [**PhAB**]
	+ A personality cannot use Void to modify the roll on a card effect (such as Ninja Assassin). [**KC**, 17-Oct-99]
	+ Spending 1 Void for +2 to a die roll only affects a *single* die, so if you would normally roll more than one die for a particular roll, then designate one to gain the +2 bonus. [**KC**, 24-Jun-99]
	+ **You may no longer spend 2 Void to gain an extra attack die**. This use of Void has been dropped. [**PhAB**, 23-Mar-99]
	+ A spent personality may still spend Void. *In fact, spending Void does not count as an action, so a routing or unformed personality may still spend Void*. [**KC**, 4-Nov-98, *updated* 10-Oct-99]]
	+ Death and Healing Wounds: A personality who dies during the phase may **not** spend Void to prevent it, otherwise the personality can spend 2 Void to "heal" one wound. Also, since the Void can be spent only once per turn, the natural "healing" limit is once per turn.  [**KC**, 4-Nov-98]
	+ Your Void Ring represents the amount of void you have to spend, but spending a point does not lower the ring, just as casting an air spell does not lower your Air Ring. When dueling you are rolling a number of dice equal to your Void Ring **value**, not your current Void points. [**KC**, 3-Nov-98]
* **Mounts**
	+ If you want to put a horse mounted Personality in a foot troop, you can dismount him but you cannot save the 8-12 points for the cost of the horse. [**KC**, 4-Nov-98]
	+ If a personality buys a horse, and doesn't have Horsemanship: he doesn't get to move in the Calvary phase. He still get the other bonuses for the horse (+1 ATT & Dam for initiating an engagement and +1 ATT for horse vs. infantry). [**KC**, 4-Nov-98]
* **A *lone* Personality** (with or without the Individual trait) is, in fact, a unit, which is "one or more models". The General can therefore modify the initiative of a lone personality.  [**KC**, 15-Oct-98]

## Skills

* **New Skills**
	+ **Engineer** -- Added in CrAB, p. 12 [**CrAB**]
	+ **Beastmaster** -- Added in LnAB, p. 16 [**LnAB**]
* **Skills Reduced to 0** -- Some effects can reduce a skill temporarily to 0 (Kharmic Betrayal for instance). This does not mean that the personality loses the skill (even temporarily) just that any bonus on it is reduced to 0. So if someone has their Defense reduced to 0, they may not modify damage their unit receives, but they can still perform maneuvers that require the Defense skill. [**KC**, 22-Mar-99]
* **Charge**
	+ Updated in PhAB, p. 28 [**PhAB**]
	+ **Engaging once Declared:** Once an engagement is declared, you must make every attempt to engage. If you cannot engage, the charge is still allowed, and you become unformed. [**KC**, 30-Nov-98]
	+ **Maneuvers are allowed during an Engaging Move**.
		- This is covered under CWR, p. 33 "Maneuvering During the Engaging Move".  They are not only allowed, they are *required* if the angle of contact would otherwise result in more than 30 degrees. [**KC**,  1-Oct-98]
		- However, a unit that is benefiting from an effect that multiplies movement, such as a Charge or Banzai Charge, may not perform any maneuvers other than Wheel and Expand/Contract Frontage. Such units are considered to be at a dead run and are unable to perform even simple maneuvers such as a 90 degree turn. [**LnAB**, **updated**]
* **Counter-Charge**
	+ Updated in PhAB, p. 28. Now unit is allowed to wheel/turn to face. [**PhAB**]
	+ If Unit A has counter charge, and unit B is in front of Unit A but facing 90° to the right, and wants to engage Unit A. If Unit B declare an engagement(because you have to do so before you move, Unit A may declare a counter-charge, but cannot engage from the flank - they would cover half the distance between the units, approaching as unit B turned and attempted to engage. [**KC**, 3-Nov-98]
* **Daisho Technique** -- Changed to a +1 TN in Close Combat only in DrAB, p. 21 [**DrAB**]
* **Defense**
	+ Updated in PhAB, p. 28 [**PhAB**]
	+ Defense may not be used on the damage sustained from a duel. The Defense skill is used to reduce damage on the *unit* the person leads, not the leader himself. That is the reason that the Defense skill is not mentioned in the rules for dueling found in the CnAB. [**KC**, 20-Jan-00]
	+ Defense can only be used once per phase. So if two units are attacking a unit with defense, the defense can only be subtracted from one set of damage. [**KC/PhAB**, 20-Mar-99]
	+ Defense reduces the Damage total of anything that causes damage. It could be ducking at the right time, tough troops, etc. The reason isn't important, but the effect is. This includes ranged attacks. [**KC**, 4-Nov-98]
	+ Crab Units: The Defense ability of Crab units \*does\* allow the unit to perform defensive maneuvers, even if they do not have a leader or the leader does not have the Defense skill. [**KC**, **reversal**, 18-Feb-99]
	+ Broken Units: Even if the unit is broken, the Defense ability (of the unit or the leader) still applies. [**MF**, 11-Jan-98]
* **Frenzy**
	+ Updated in PhAB, p. 28 [**PhAB**]
	+ The skill may only be used on a unit with an Honor requirement of 1 or less. The tactical card may be played on any unit, as it does not share this restriction. [**KC**, 17-Jan-99]
* **Leadership**
	+ Command Limit is not affected by a leader being spent, or having his Leadership temporarily reduced to 0. So if a leader is hit with Kharmic Betrayal, his unit will not be over command limit. [**KC**, 22-Mar-99]
	+ **Exceeding Command Limit:**
		- The phrase, "Units which exceed a leader's command limit may not take advantage of his skills & abilities." specifies only *advantage* - gains a benefit from, read: something good comes from it. Since the Oni No Kamu's ability is a *detriment* to the unit, it does not matter that the units number exceed his command limit, they will still take the damage. However, in the case of Hida Kisada, his ability to give magical immunity to his unit is an advantage, and therefore made null if the number of models in the unit exceeds his command limit. Thus, sure you could overload his unit, and shuffle them along with a Wind Borne Speed, but beware the enemy shugenja that targets his unit with something gross! [**MF**, 23-Feb-99]
		- Losses: If a personality is leading a unit that is so large that his abilities may not be used on the unit (i.e. up to 10 more than his command limit) and the unit takes losses sufficient that the leader could now exert his abilities on the unit, the unit stays in its previous state (beyond command limit) until the end of the turn. After that, the unit may be commanded as normal. Put another way: *At the start of any turn in which his unit's model count does not exceed his leadership limit, the unit may benefit from the personalities skills and abilities if it is in a standard formation*. [**KC**, 21-Feb-99]

## Traits/Abilities

* **New Traits**
	+ **Skirmish**
		- Skirmish rules are introduced in the CrAB, p. 10 [**CrAB**]
		- Rules Errata appears in UnAB, p. 24 [**UnAB**]
	+ **Flight** -- Flight rules are introduced in the CnAB, p. 21 [**CnAB**]
	+ **Tattooed** -- Tatto rules appear in the DrAB, p. 15 [**DrAB**]
	+ **Experienced** -- Rules for Experienced Personalities appear in the PhAB, p. 23 [**PhAB**]
* **Abilities**
	+ **Double Chi** -- Updated in PhAB, p. 29 [**PhAB**]
	+ **Fear** -- Fear (unlike the Defense skill) is not cumulative. If a unit has Fear and a leader has Fear, the Fear values do not add together. If a unit had Fear and its leader had Fear 2, the normal restrictions apply, and the unit would have only Fear, not Fear 2. [**KC.** 23-Mar-99]
	+ **Fearless**
		- Expanded in NgAB, p. ??. For Naga, this ability is cumulative [**NgAB**]
		- Fearless (unlike Defense) is not cumulative. If a unit has Fearless and a leader has Fearless, the Fearless values do not add together. If a unit had Fearless and its leader had Fearless 2, the normal restrictions apply, and the unit would have only Fearless, not Fearless 2. [**KC,** 23-Mar-99]
	+ **Revered Sensei** -- Updated in PhAB, p. 29. Now multiple levels are possible [**PhAB**]
	+ **Stalwart Defender** -- Updated in PhAB, p. 29. Only lasts until the end of the turn. [**KC**, 1-Oct-98, formalized **PhAB**]
	+ **Tactician** -- UPdated in PhAB, p. 29. Now multiple levels are possible [**PhAB**]
* **Traits**
	+ Creature -- Updated in PhAB, p. 30 [**PhAB**]
	+ Mounted -- Defined in PhAB, p. 30 [**PhAB**]
	+ Oni -- Defined in PhAB, p. 30 [**PhAB**]
	+ Undead -- Defined in PhAB, p. 30 [**PhAB**]

## Command Groups

* **Rules appear in CnAB**, p. 25 [**CnAB**]
* **Command Groups are not units** -- As stated in the CnAB (p. 26), a Command Group is a collection of individual models attached to the Army General. So any spell or ability must target an individual model in the Command Group, it may not target the CG as a whole. The exception to this (as stated on p. 28) is that all Ranged Attacks (including spells) affect the CG as if it were a unit. [**KC**, ??-???-99]
* **Abilities and Command Groups** -- The actions and abilities of models in the command group are restricted to Command Group functions, or actions that affect only the command group. They may not use spells, innate abilities, or abilities to affect other units. The only exceptions are personalities that bear the Hatamoto trait, the Courtier trait, or those that indicate they may only serve in a Command Group. The abilities of such personalities are designed for use in a Command Group. [**UnAB**, 13-Jun-99]
* **Associated Personalities** -- Only those models listed in a Command Group rules may appear in a Command Group. A Command Group may not have associated personalities. [**UnAB**, 13-Jun-99]
* **Clan Yojimbo** -- Although the verbiage on the Yojimbo cards was designed to restrict them to shugenja units, the allowances in the Command Group rules **do** allow for clan yojimbo to be attached (sans shugenja) to Command Groups. [**KC**, 26-Apr-99]

## Combat

* **New Attacks**
	+ **Overrun Attack** -- Rules appear in UnAB, p. 23 [**UnAB**]
* **Focus Value**
	+ Rules for Focus Values as a Damage Modifier appear in the CnAB, p. 29 [**CnAB**]
	+ Focus values are added to a damage total after all other modifications are made, including Defense. So the player can choose a focus value after any Defense modification has been announced. [**KC**, 12-Dec-99]
* **Rank Bonus**
	+ **The following change should be made to the Rank Advantage section**: Remove the portion of the rule in the first sentence which states "have at least 4 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 four model requirement was a condition used during play test that became obsolete due to other conditions. (CWR, p. 54) [**CH**, 22-Feb-99]
	+ Rank bonus dice are not based on actual models, but rather are a bonus for having additional models in the first rank beyond those fighting. [**KC**, 11-Jun-99]
	+ Calculations for number of Rank bonus dice are made just before the dice are rolled. So if you have a unit with an extra rank that is attacked by a unit with yari, the yari attacks must be resolved first, and then the bonus dice are calculated for the unit's attack (*with whatever ranks are still whole*), and the appropriate number of dice rolled. *So, a unit 4 wide and 3 deep that is fighting a unit of Lion Warcats and loses 5 models from the warcat attack, then the unit would only get to roll 2 dice for rank bonus, as the second rank is currently missing a model.* [**KC**, 11-Jun-99 ***updated*** 10-Oct-99]
* **Overlap Bonus.**
	+ **The following change should be made to the Overlap Advantage section**: Remove the portion of the rule in the first sentence which states "and has at least 4 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 nit may roll an additional Attack die for..." The four model requirement was a condition used during play test that became obsolete due to other conditions. (CWR, p. 54-55) [**CH**, 22-Feb-99]
	+ Overlap bonus dice are not based on actual models, but rather are a bonus for having additional models in the first rank beyond those fighting. [**KC**, 11-Jun-99]
	+ Calculations for number of Overlap bonus dice are made just before the dice are rolled. So if you have a unit with an extra rank that is attacked by a unit with yari, the yari attacks must be resolved first, and then the bonus dice are calculated for the unit's attack (*provided the front rank is still whole*), and the appropriate number of dice rolled. [**KC**, 11-Jun-99 ***updated*** 10-Oct-99]
* **Engaging**
	+ Rules of Engagement are updated in LnAB, p. 20 [**LnAB**]
	+ Aborting a Charge (LnAB, p. 20) -- This only aborts the movement, it does not free you from any other consequences for a failed Charge, so the unit still becomes unformed if it does not contact its intended target. [**KC**, 7-Oct-99]
	+ Any response (Withdraw, etc.) to an engagement declaration is done **before** the engaging move is performed. If the engaging move then falls short, the unit becomes unformed. [**KC**, 18-Jan-99]
	+ When you declare an engaging move (including a Charge) you must make your best attempt to come in contact with the target of the movement. This should be done in as straight a line as possible (with maneuvers as necessary to get within the 30 degree limit). The Lion Army expansion provides firm rules for this. You measure the distance after you declare the engaging move, so you can declare a legal engaging movement even if you suspect that you can't reach, but you *MUST* move directly toward the enemy unit, maneuvering only to make contact possible. [**KC**, 4-Nov-98]
	+ Units making an engaging move may perform all normal maneuvers, just as with normal movement. However, a unit that is benefiting from an effect that multiplies movement, such as a Charge or Banzai Charge, may not perform any maneuvers other than Wheel and Expand/Contract Frontage. Such units are considered to be at a dead run and are unable to perform even simple maneuvers such as a 90 degree turn. [**LnAB**, **updated** 1-Nov-98]
* **Ranged Attacks**
	+ Updated rules for LOS appear in the LnAB, p. 19 [**LnAB**]
	+ Updated rules for target selection appear in the CnAB, p. 33 [**CnAB**]
	+ A shugenja performing a spell that is also a Ranged Attack must be exempt from the "minimum 25% of the unit must be able to fire for the unit to fire" rule. However, if a shugenja has performed a Ranged Attack, then the unit may not move during the Reserve Movement phase. [**KC**, 20-Jan-00]
	+ If a unit attempts to use Reactionary Fire against a unit that is engaging them, but fails the roll, they are still considered to have performed Reactionary Fire, so may not engage in Close Combat that turn. [**KC**, 20-Jan-00]
	+ Ranged Attacks are simultaneous, so the unit becoming spent as a result of the Void Dragon's ability would still perform its ranged attacks. [**KC**, 4-Oct-99]
	+ Higher Ground only effects Extended Range according to the rules, so if a unit has 3 range bands (Close, Extended, and Extreme) only the middle range would be modified. This will likely be addressed in DE. [**KC**, 20-Oct-99]
	+ As stated in the rules for Ranged Attacks, you measure from the center of the shooting unit to the nearest enemy model. All shots are calculated at that range, even if some of the other models in the unit are outside the same range band. [**MF**, 11-Jan-98]
	+ **Reactionary Fire**
		- Even if a unit fails the test to perform Reactionary Fire, they still attempted to fire, and so may not roll dice for Close Combat attacks this turn. THey are considered to have engaged in a Ranged Attack the rest of the turn. [**KC**, 26-Jan-00]
		- The rules state that the firing unit makes its ranged attack as the enemy performs it's movement, so it may target the moving unit at any point along it's movement path from the time that the player's hand touches the unit to perform the movement to the time that the player completes the movement. [**KC**, 23-Sep-99]
		- We do apologize for the confusion, and will correct this typographical error in the next edition of the Clan War Rule Book. However, for now, the where the actual text & a sidebar conflict, the text is always correct. In this case, ***the penalty for Reactionary Fire is -1***, not -2. [**MF**, 9-Mar-99]
* **DAM modifiers are per die**. So if a creature rolls more than one die for damage, the modifier is added to each of them. Remember, however, that the modifier is not added to an *Add-on roll* (the die added to a 10), as the add roll is considered to be part of the same die roll. [**KC**, 31-Dec-98]
* **The bonus that Cavalry receive vs. Infantry is the same as the Height Advantage bonus**. So cavalry on a hill do not get +2 ATT, just the +1. [**KC**, 4-Nov-98]
* **Flank/Rear attacks**
	+ **The Penalties suffered for being flanked last for the remainder of the turn** -- Even if the unit gets a chance to maneuver after being flanked and turns to face their flanker, the penalty (-1 or -2 ATT as well as loss of all combat benefits) still apply until the end of the turn. [**KC**, 10-Oct-99]
	+ **Modifiers on Morale Test** -- The initial Morale test for being flanked is taken with all previously existing modifiers but does not include any modifiers for the flanked condition [**KC**, 4-Oct-99]
	+ **Turn to Face**. A unit that has been flanked by a unit, but which is not currently engaged along any other face is allowed to "turn to face the flanking unit during the next movement phase". That turn is automatic, in fact it may not be opted-out-of by the controlling player either. Soldiers attacked in the flank will turn to face their attackers if they can. [**KC**, 28-Jul-99]
	+ **Do Yari still function?** Yari effect may be used when unformed, but not when flanked. [**KC**, 23-Sep-99]
	+ **Hidden Modifiers** -- Although not mentioned elsewhere in the text, *The Combat Modifiers for Flank and Rear attacks included in the sidebar* (CWR, p. 51) *are accurate*. [**MF**, 26-Oct-98]
* **Yari**
	+ Yari Combat rules updated in LnAB, p. 20 [**LnAB**]
	+ Yari bonus still function if a unit is unformed, but not when they are flanked. [**KC**, 23-Sep-99]
	+ Yari "first strike" bonus and Lion Warcats strike simultaneously. So if Warcats engage Yari armed troops, both resolve damage at the same time. Only the Scorpion Strike strike before Yari. [**KC**, 10-Oct-99]
	+ Two infantry units equipped with yari strike simultaneously, so use the normal rules. [**KC**, 4-Nov-98]

## Magic

* **Casting Spells** -- if a shugenja becomes spent when casting a spell, then that is considered to happen simultaneously with the casting of the spell. [**KC**, 7-OCt-99]
* **Ritual Spells** -- Introduced in the PhAB, p. 23 [**PhAB**]
* **Resistance Tests** -- If the spell targets the unit, then any resistance test is a "unit test" and the personality must spend 3 void if they wish to receive a +2 modifier to the test. If the spell targets only the personality, then the personality only has to spend 1 void to add a +2 modifier to the test. This is only in regard to spending Void to modify a resistance test. [**KC**, 4-Nov-99]
* **Spell Cards** -- The Spell Cards abbreviated spells in the interest of card space. Spells that must be cast during the Special Orders phase began with *Special Order*. Note that these spells must be cast in the Special Orders phase, but are cast during the spell portion of the phase, and are not otherwise considered Special Orders. [**ShAB**, 1-Aug-99]
* **Spells**
	+ **Abomination**
		- If the unit is not Cavalry or normally allowed to move during the Cavalry Movement Phase, then it is not "available" to them. [**MF**, 18-Jun-99]
		- If the unit is within 12" of an enemy unit, then the Reserve Movement phase is not "available" to them, as per the Reserve Movement Phase restrictions. [**MF**, 18-Jun-99]
		- If a unit in Archers Row is hit by Abomination, then they are forced out of archers row to flee. [**MF**, 18-Jun-99]
	+ **Blood Fury** -- The book is correct for the cost of this Maho spell, it is 30 koku. [**KC**, 11-Jan-00]
	+ **Borne by the Wind** -- Treat this spell as if it said "as long as the caster remains spent, the target unit gains flight". So if the Shugenja is unspent for any reason, the spell fails and the unit falls to the ground as described in the flight rules. If Togashi Yokuni casts the spell but does not become spent, then the spell fails immediately. [**KC**, 25-Apr-99]
	+ **Counterspell**
		- Counterspell \*does\* still count against the Void ring, however, even though that is not mentioned on the Spell Card. The text that says to count its castings against the Void ring is outside of the spell definition in the rulebook so it was missed during creation of the Spell Cards [**KC**, 27-Jul-99]
		- This card should have had the new kanji, but does not. Counterspell no longer spends the shugenja who casts it. [**KC,** Jul-99]
	+ **Draining the Life** -- The book text is correct, and yes, the range is 12 inches. [**KC**, **reversed** 17-Feb-00]
	+ **Earthquake** -- Add: *This shugenja becomes spent.* [**CH**, 22-Feb-99]
	+ **Ebb and Flow of Water**
		- Note that although this counts as movement, it is not modified by Terrain Effects, but it does allow the unit to trigger Reactionary Fire. [**KC**, 20-Jan-00]
		- A unit may be hit multiple times, as the duration of the spell is "instantaneous". [**KC**, 12-Dec-99]
		- If an engaged unit is moved out of combat with this spell, then the unit they were engaged with may take Parting Shots at the unit as they leave. [**KC**, 23-Mar-99]
		- This counts as an extra burst of movement, rather than a teleport. The unit crosses the intervening space. [**MF**, 26-Oct-98]
	+ **Fiery Wrath** -- Add: *This shugenja becomes spent.* [**CH**, 22-Feb-99]
	+ **Gust of Wind** -- Any shugenja attempting to counterspell GoW must be within range of the shugenja casting GoW. [**KC**, 7-Oct-99]
	+ **Jade Strike** -- Add the text: *Jade Strike may not target an engagement.* [**CH**, 22-Feb-99]
	+ **Looking to the Void** -- Remove "The scroll is destroyed after use." [**CH**, 22-Feb-99]
	+ **Mists of Illusion**
		- Since a MoI unit does not exist during army creation, you cannot assign it an LP, nor will the spell create one. An LP is a trooper with better leadership skills, and illusions are not known for their leadership. [**KC**, 25-Jun-99]
		- The MoI unit merely mimics the look of the unit it is mimicking. It does not mimic the movement ability of the mimicked unit (in this case the benefit of movement in the Cavalry Movement phase), it does not get initiative bonuses, and it does not get the benefit of using defensive maneuvers. It only looks like the unit it is mimicking. [**MF**, 9-Mar-99]
		- You do not need to announce that you are casting MoI before the battle. You should write down which unit was created by the spell, and reveal it when the MoI is uncovered. [**KC**, 27-Sep-98]
		- If a unit created by MoI is hit by a ranged attack, it will cease to exist. Think of a MoI unit as a one-shot archer protection, or other similar one-shot item. [**KC**, 27-Sep-98]
	+ **The Path to Inner Peace** -- Card text is correct, but should have had the "new" kanji. This spell heals one Wound for every 3 Water (Ring value) of the caster (round up). [**CH**, 22-Feb-99]
	+ **A Pause in the Fury**
		- This spell is not a Special Order, but is cast at the start of the Close Combat phase. [**KC**, 15-Mar-00]
		- Remove "This scroll is destroyed." [**CH**, 22-Feb-99]
	+ **Possession** -- The honor of the possessed personality drops to 0. If the personality's unit has an honor requirement above 0, then the unit is treated as if it is lead by a dishonored personality. [**ShAB**, 1-Aug-99]
	+ **Strength of Osano-Wo** -- Card text is in error. This spell must be used during the Special Orders phase. It may not be used as a reaction to a personality/unit becomes spent. [**CH**, 22-Feb-99]
	+ **Tempest of Air** -- You may either use the spell to dissipate Smoke Pots, or you can use it for one of the functions listed on the card. You may not both dissipate smoke and affect a unit. [**KC**, 10-Oct-99]
	+ **Torrential Rain** -- Any shugenja on the board may attempt to Counterspell TR, as they are all in the area of effect. [**KC**, 17-Jan-99]
* **Shugenja Units**
	+ Updated in the PhAB, p. 26 [**PhAB**]
	+ The requirement of Yojimbo accompanying shugenja is for Shugenja units only. If the shugenja is leading a combat unit, then they cannot be accompanied by a Yojimbo. [**KC**, 6-May-99]
* **Magic Limits** (CWR, p. 57), the use of the language, "...then she may only cast any given Earth spell..." is deliberate. Even if the shugenja takes two copies of a spell, they may only cast a spell of that name a number of times equal to the appropriate ring. You may not double the number of times you cast a spell by taking a second scroll of the same spell. To put it another way, *Shugenja may purchase multiple copies of a spell scroll with the understanding that, regardless of the number of scrolls on hand, the shugenja may never cast a spell more times than their elemental Ring allows*. [**KC**, 6-Mar-99]
* **Magic and LOS**
	+ LOS rules updated in LnAB, p. 19 [**LnAB**]
	+ If a shugenja has LOS to a personality's unit, and the personality is within range, the the spell may target the personality. Yes, using the present wording it sounds like you have to see the actual personality, but that is awfully restrictive. LOS is in the spells to prevent a shugenja unit from hiding behind a ridge and beefing up everyone within range the whole game without ever becoming exposed. [**KC**, 16-Mar-99]
	+ Shugenja's can always cast at the unit they are in if it is a valid target for the spell. The reason for LOS restrictions to 90 degrees when in a unit is because the models on either side of a model block LOS past them. Certainly, then, the model can actually see them... or they couldn't interfere with peripheral vision. Consequently, the shugenja can always see an adjacent model that is not behind him. [**KC**, 16-Mar-99]
* **Magic and Close Combat**
	+ Expanded in PhAB, p. 26 [**PhAB**]
	+ Unless otherwise specified, all modifiers granted by spells are for Close Combat only. [**KC**, 16-Mar-99]
	+ Innate abilities are treated like spells unless specified otherwise, so they **couldn't** be used in close combat**.** (CWR. p 70 "Innate abilities")**.** [**KC**, 24-Nov-98]
	+ A model may not cast spells while engaged in Close Combat, regardless if they are a personality or a creature that can use magic. [**KC**, 4-Nov-98]
* **Magical ranged attacks**
	+ Expanded in PhAB, p. 26 [**PhAB**]
	+ A shugenja performing a spell that is also a Ranged Attack must be exempt from the "minimum 25% of the unit must be able to fire for the unit to fire" rule. However, if a shugenja has performed a Ranged Attack, then the unit may not move during the Reserve Movement phase. [**KC**, 20-Jan-00]
	+ A shugenja can spend two void to give himself +1/+1 with any ranged attack, and that includes a magical ranged attack. However, she cannot spend a void point to get +2 to all damage dice when casting Fury of Osano Wo, as that ability only adds to a *single* die roll, and will only add +2 to a predesignated die. If you have designated one shugenja in a shugenja unit as the unit leader, then that shugenja can spend 3 void to gain +1 ATT for all ranged spells by that unit, so each shugenja would get the bonus. [**KC**, 24-Jun-99]
	+ All magical ranged attacks are ranged attacks with a magical origin. All card abilities that can modify ranged attacks (and do not exclude magical ranged attacks) can modify a magical ranged attack. You can play Coordinated Fire on Fury of Osano-Wo. [**KC**, 16-Jan-99]
	+ Do not have range modifiers unless the spell or innate ability states that it has range modifiers. [**MF**, 23-Nov-98]

## Formations

* **New Formations**
	+ **Horsearcher Column** -- Defined in UnAB, p. 22 [**UnAB**]
	+ **Skirmish Formation**
		- Skirmish Formations are introduced in the CrAB, and modified in the UnAB.
		- The limit on the number of skirmish units as written in the CrAB was only for the retro-actively modified Unaligned Light Infantry units. You may currently take as many clan-aligned skirmish units as you wish, given unit limits of course. [**KC**, 12-Dec-99]
* **Column Formation** -- If a unit is in column formation and is charged in the flank, they must make an immediate morale test, and if successful the unit may fight normally. This means that in the following turn, they may turn to face their opponent (provided they are only engaged on one face) just as any other unit.
* **Unformed**
	+ Unformed rules are updated in DrAB, p. 20 [**DrAB**]
	+ An unformed unit cannot make use of any skills (theirs or their leaders), but personalities may still use skills that do not affect the unit (such as *Iaijutsu* and *Double Chi*). The commander may make use of his Iaijutsu skill if entering a duel. Also, associated personalities may not use special abilities, be targeted by beneficial Tactical Cards or make use of his/her commander's skills, but using Iaijutsu is no violation of the rules. *Note, this does not free them from the penalty of not playing tactical cards, but if an unformed personality is drawn into a duel, the still have access to those skills.* [**KC**, 10-Dec-99, ***updated*** 20-Jan-00]
	+ Reforming -- If a unit is unformed, but is able to take a reserve movement (it is not within 12 inches of an enemy unit and is not within difficult terrain), then the unit may use its reserve move to reform. [**MF**, 4-Nov-98]
	+ Yari effect may be used when unformed, but not when flanked. [**KC**, 23-Sep-99]
* **Archers Row** -- Even if you only have 1 row left, you are still considered to be in Archers Row until you successfully maneuver out of it. I do recognize that this is somewhat harsh, so in a future expansion maybe we'll do a rules expansion to special formations to note that, if the unit no longer has enough models to represent the special formation, the unit loses the special formation and it's benefits [and penalties]. You are always welcome to add a house rule for your own play, but the rule will stand (until modified) for tournament play. [**KC**, 21-Feb-99]
* **Skirmish Units**
	+ There is currently nothing in the rules to prevent a skirmish unit from engaging a small unit on more than one side (provided the skirmish unit outnumbers the unit as required). So a small unit (such as an individual) could end up with a Morale modifier of -3 for being swarmed on the flank and rear as well as the front. [**KC**, 10-Mar-00]
	+ If skirmishers are being engaged by a unit that causes Fear, the two tests (a skirmish unit being engaged and a unit being engaged by a fear-causing unit) are combined, so the test is made at -1 (not counting modifiers for the Fear if it is greater than Fear 0). [**KC**, 10-Mar-00]
	+ If a unit of skirmishers want to foolishly engage an unit that causes fear (and outnumber it as required) then only one fear test needs to be made. Once the unit has passed the test, every model in it can engage the fearful unit. [**KC**, 10-Mar-00]
* **Oversized bases in a unit** -- For example Kisada: Treat him as just a single unit in the front rank. Although his base will displace someone from the rank just behind him, just put that model in behind him. If the front rank has 5 models (counting Kisada), then the next rank must also have 5 models in order to count as a rank. This is covered in the Crab Army Box.
MMM - K - MMM    7 models across with Kisada in center MMM - K - MMM    7 models across but one guy was pushed back a Rank (Kisada is really in front rank).   MM MMM MM      7 models across, but one guy belongs in Rank 2 rather than Rank 3.             M                  This guy was pushed back from Rank three to make room for the guy from Rank 2. Try this with figures and you will see it clearly... Kisada simply displaces figures on all sides, but only counts as one figure in the front row. [**CrAB**, 31-Dec-98]

## Maneuvering

* **New Maneuvers**
	+ **Hiruma Withdrawl** -- Added in CrAB, p. 13 [**CrAB**]
	+ **Oblique Movement** -- Added in LnAB, p. 15 [**LnAB**]
* **Impassible Terrain** -- Added in LnAB, p 17 [**LnAB**]
* **Leaving an Engagement** -- Most of the time, you are required to move directly away from an engagement. However, if there is a unit blocking the way, then chose the path closest to directly away that allows the unit to leave the engagement and use that path. [**KC**, 15-Mar-00]
* **Leaving the Table** -- If a unit leaves the table of its own volition (or due to Morale states) then it is gone for the game and count as casualties. If the unit leaves the table due to an opponents action (spell, special ability, etc.) then they may reenter the table at the same point they left during their next available movement phase. [**KC**, 11-Apr-99]
* **Parting Shots**
	+ Parting shots are only taken on a unit is about to *leave* combat. If the unit fails to disengage, then parting shots cannot be taken. [**KC**, 26-Jan-00]
	+ Parting Shots against a unit performing a Break-away gets the +1 ATT and +1 DAM as listed. Parting shots against a unit performing a Full Retreat do not get the bonus. This is an inconsistency, but a Full Retreat is punishment enough! After all, if the unit routs, the damage is double. [**KC**, 25-Jan-00]
	+ Rules for Parting Shots are updated in the CrAB (p. 17) Parting shots are allowed for a Break-Away or Full Retreat maneuver, or any time that a unit leaves a combat. [**CrAB**, 20-Jan-99]
	+ Parting Shots are supposed to be taken only if the unit that is breaking-away actually begins to move away. However, the unit still must have chosen not to contest the attempt. This is not clear in the CrAB. [**KC**, 26-Jan-00]
* **Movement Costs** -- Once a unit has used all of its movement and its free maneuver, it may no longer maneuver for that phase. You must have movement available to pay the movement penalty/cost for non-free maneuvers. If a unit has used all of its movement but has not performed a free maneuver this phase, then it may perform any maneuver that does not cost additional movement as its free maneuver (the unit may not wheel, for instance, as the wheel costs additional movement beyond the movement penalty for the maneuver). [**KC**, 27-Jul-99]
* **Turn to Face**. A unit that has been flanked by a unit, but which is not currently engaged along any other face is allowed to "turn to face the flanking unit during the next movement phase". That turn is automatic, in fact it may not be opted-out-of by the controlling player either. Soldiers attacked in the flank will turn to face their attackers if they can. [**KC**, 28-Jul-99]
* **Break Away**
	+ Updated
		- in the CrAB, p. 16 [**CrAB**]
		- in LnAB, p. 22 [**LnAB**, supercedes CrAB]
	+ only allows a unit that is not *Spent*, *Broken*, or *Routing* to get a Parting Shot at the unit performing the maneuver. If the maneuver is unsuccessful, then no *Parting Shot* is allowed (the unit already suffers a -1 modifier to all rolls for the rest of the turn). [**KC**, 30-Sep-98]
* **Maneuvers and non-square bases** -- The consensus of the Clan War Design team, was that if the cavalry unit could not fully adopt it's formation because of space considerations, then it cannot adopt that formation until it has sufficient space to do so. This will be officially addressed in the Unicorn Army Expansion (coming in Late April/Early May) [**MF**, 25-Feb-99]
* **Oblique Movement** -- You may not use any tactical card that multiplies movement. This restriction exists regardless of whether you are going to use the extra movement or not, so you cannot use a Charge even if you are only going to move 4 inches or less. [**MF**, 16-Feb-99]
* **Full Retreat:**
	+ Updated
		- in the CrAB, p. 17 [**CrAB**]
		- in the LnAB, p. 23 [**LnAB**, supercedes CrAB]
	+ Moving away from an engagement: Draw a line directly away from the enemy unit and move the unit to that point, making sure it keeps the same frontage and formation but the facing would be directly away from the enemy unit.  *In the case of multiple units*, pick the clearest angle that takes the retreating unit away from any and all enemy units with which it is engaged (if there's a unit to the front and back, the unit spits out the nearest side). Don't maneuver - just measure the distance and move the unit.  A unit that is Breaking Away from an engagement would have serious problems if it had to make maneuvers and tests when it has a negative modifier to each roll, and it really isn't being that careful when it retreats. [**KC**, 10-Oct-98]
	+ You must move your unit directly away from the unit you are retreating from (if at all possible). If they continue to retreat in the subsequent round, they can then seek cover as appropriate. *More information on the withdraw-from-combat maneuvers is available in the Crab Clan box*. [**KC**, 27-Sep-98, *updated* **CrAB**]
	+ The enemy unit gets a *Parting Shot* at the unit performing the maneuver if they do not contest the maneuver, and if they are not *Spent*, *Broken*, or *Routing* themselves. Note that this *Parting Shot* is allowed even if the unit is broken, fails the morale check, and routes. They are still performing a Full Retreat, so the *Parting Shot* is allowed. [**KC**, 30-Sep-98, clarified in the **CrAB**]
	+ The morale test for a Full Retreat for a *Broken* unit is only at -2.  If the unit is already broken, the Morale test is immediate (so the troops take the test as soon as the order to retreat is given).  If the test fails, they rout.  If the test is successful, they perform the retreat and all additional rolls are made with a -4 total penalty for the turn.  This does make parting shots particularly valuable if you can force a Morale test as a result of casualties inflicted. [**KC**, 30-Sep-98]
	+ Note, however, that a unit in Full Retreat is considered to have taken and lost a morale test and broken for purposes of modifying other friendly units morale. That is to say, if there is another friendly unit within 8", then that other unit will have to make a Morale test, since a friendly unit became broken. [**KC**, 30-Sep-98]
	+ You may only move once during any turn: The rule says the maneuver "may be performed by any unit [...] if it has not yet moved in the current movement phase, or when an enemy attempts to engage."  However, a unit may only move once during any turn, *period*. You may not retreat again if engaged by another unit. [**KC**, 30-Sep-98]
* **Retreat in Good Order** -- Updated in the LnAB, p. 22 [**LnAB**]
* **Stand Firm** -- This is the default reaction to an engaging movement being declared against a unit. It should not have been labeled a Maneuver, and it can be performed even if the unit is Unformed or may not act in this phase or has performed all of its movement already. [**KC**, 25-Jan-00]
* **Wheeling**:
	+ Whether or not you pay a 1 inch penalty for a wheel, the distance measured along the outside edge of the wheel is counted as movement and deducted from the unit's remaining movement for the movement phase. [**KC**, 10-Dec-99]
	+ The Clan War Reference Card's description of the Wheel Maneuver is correct except for the last sentence ("This maneuver does not cost additional movement."), which should be deleted.  [**KC**/**MF**, 30-Sep-98]
		1. If the Wheel is performed as a Free Maneuver there is no 1 inch Movement Penalty.
		2. If the Wheel is performed for any other reason, thus requiring the unit to pass a Maneuver Test, then a Movement Penalty of -1 inch of Movement is incurred.
* **Withdraw**
	+ Updated in LnAB, p. 21 [**LnAB**]
	+ When a unit performs a Withdraw maneuver, it does not change its facing, but moves directly backwards during its movement. It is assumed that the enemy unit is in the front 90 degree arc of the unit. If it fails the morale test, then the unit must Stand Fast. [**KC**, 12-Oct-98]
	+ Withdrawing: Facing and frontage are unaffected, and moves 'away from an enemy' are  straight away from an enemy, so you cannot maneuver while withdrawing, but must move straight back from the enemy unit. [**KC**, 6-Oct-98]
* **Realigning Units**
	+ If a unit is engaged on more than one side, all re-alignment that can still legally occur should occur. On the second and subequent rounds, each of the attacking units will still shift toward the center of the face they are on, but the flanked unit may only re-align if it does not break contact with the units it is engaged with. More than likely this will result in the flanked unit being tucked into the corner formed by the other two units. [**KC**, 27-Jul-99]
	+ If the unit has an even number of models in the front rank, then the center of the unit is considered to be the leader model. [**KC**, 4-Nov-98]
* **Maneuvers and movement.**
	+ Just changing facing makes you a valid target for Reactionary Fire. [**KC**, 6-Oct-98]
	+ A unit in a non-standard formation may move, as long as maneuvering is not required. [**KC**, 15-Oct-98]
	+ You may only move once during any turn: The rule says the maneuver "may be performed by any unit [...] if it has not yet moved in the current movement phase, or when an enemy attempts to engage."  However, a unit may only move once during any turn, *period*. You may not retreat again if engaged by another unit. [**KC**, 30-Sep-98]
	+ "Units which have not yet moved" includes units whose initiative have not happened yet, and units that elected not to move when their initiative already came up. [**KC**, 15-Oct-98]
* **Maneuvering in Terrain**: There is a 1" penalty on your movement when you make a maneuver test, and you cannot make a free maneuver while in a terrain feature such as difficult ground. This is the cost of making a maneuver, but is not an actual inch of movement, so the cost is not doubled. [**KC**, 12-Oct-98]

## Morale

* **Unless a Morale test indicates that it should be taken immediately, all Morale tests occur at the end of the phase and each unit makes only one Morale test.** If a unit has taken its Morale test and then a friendly unit within 8" becomes broken with the next test, the first unit does not test again during the same phase. [**UnAB**, 13-Jun-99]
* **Fear**
	+ **Skirmish Units**
		- If skirmishers are being engaged by a unit that causes Fear, the two tests (a skirmish unit being engaged and a unit being engaged by a fear-causing unit) are combined, so the test is made at -1 (not counting modifiers for the Fear if it is greater than Fear 0). [**KC**, 10-Mar-00]
		- If a unit of skirmishers want to foolishly engage an unit that causes fear (and outnumber it as required) then only one fear test needs to be made. Once the unit has passed the test, every model in it can engage the fearful unit. [**KC**, 10-Mar-00]
	+ **Engaging a fear-causing unit** -- If the unit fails the ML check, they do not become broken. As stated in the rules, they simply do not get to move for that movement phase. This is one of a few ML tests where the outcome does not include the unit becoming broken if they fail. [**KC**, 10-Mar-00]
	+ **If a unit is being engaged by a fear causing unit**, then the unit being engaged must make an *immediate* morale test. The word immediate was left off the text. [**KC**, 11-Sep-99]
	+ **If an engaged unit is flanked by a fear causing unit**, then the two factors (*flanked while engaged* and *being* *engaged by a fear causing unit*) would be combined (since they come from the same source) into a single Morale test at -1 (not counting any other morale modifiers that may apply). [**KC**, 11-Sep-99]
	+ A unit only needs to test against a fear causing unit if the fear causing unit can actually engage them. The reason for the wording is that if the unit fails, it may flee, causing the fearful unit to miss them. [**KC**, 4-Nov-98]
	+ If charged in the front by a feared unit, then all three flanking sides. this would actually cause 4 rolls. The first one would be normal then -1, -2, -3. Just for the extra test alone (not including the fear modifier). Each would come as the unit was engaged by the engaging unit, as the test for being hit on a flank is immediate (that is in the flanking rules but the word immediate is not on the list for Morale tests). [**KC**, 4-Nov-98]
* **If a unit is engaged and outnumbered by 4:1 they test, if they also did less damage then they test at -1**. The "outnumbered by 2:1 and did less damage" also applies, and all modifiers are cumulative. [**KC**, 4-Nov-98]
* **Morale Conditions**
	+ **How do you determine which unit did the most damage?** When seeing who has done more damage in a round of Close Combat, it is based on the total number of Wounds done by/to a unit. Furthermore, you use all the damage the unit has received from all units it is directly engaged with. [**MF**, 9-Mar-99]
	+ **Add the following:** "When a unit that began the turn with 4 or more models, or an individual of glory 5 or greater, is slaughtered (casualties caused the unit to be removed from play), all friendly units within 8 inches must make a Morale test at the end of that phase." [**CH**, 22-Feb-99]
	+ **Add the following:** "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)]." [**CH**, 22-Feb-99]
	+ **A friendly Unit being destroyed causes a Morale Test.** Somehow, a unit being destroyed was left off the table**.** *This errata will be appearing in the Lion Box*. [**MF**, 22-Oct-98]
* **Broken Units**
	+ Updated in the CrAB, p. 16 [**CrAB**]
	+ When a broken unit has no cover toward which it can flee, it may turn to interpose a hill or another unit between them and the enemy or it may head for the nearest table edge, whichever is closest. If they make it off the edge before rallying, they're gone. [**KC**, 6-Oct-98]
	+ The rules for broken units say that a broken unit that has is engaged must "attempt to break-away at every opportunity. Broken units that cannot perform a Break-away may perform a Full Retreat if possible." In the upcoming Crab book, this will be clarified to, "a broken unit must attempt to move away from enemy units and toward the nearest cover.  The broken unit may either attempt the Break-Away maneuver (which requires the defense skill) or perform a Full Retreat." If the unit attempts a Break-away and fails, then it cannot then perform a Full Retreat -- only one movement per phase is allowed. [**KC**, 15-Oct-98]
* **Routing Units**
	+ Updated in the CrAB, p. 16 [**CrAB**]
	+ Although the rules state, "Routing units and personalities may not do anything but move," cards, spells and abilities may be used on them, but they cannot take any action themselves. [**KC**, 15-Oct-98]
* **Testing for Broken, Friendly Units**
	+ **Recursive Morale Checks:** If a unit breaks (from, say, a flank charge or similar event) it causes all friendly units within 8" to test and the end of the phase. If the second unit also breaks, does that cause the first unit to test again (since there is a breaking unit within 8")? This test (the second unit) would come at the end of the phase in which the condition occurred. Only units which were within 8" when the original unit failed would need to test and [would only test] ***at the end of the turn***. The way the rules are written, a unit only tests once but must include all modifiers in that one roll.  Consequently, the feedback loop isn't possible - the original unit already tested for that phase. The only exception is the "immediate" Morale, which happens at that moment so another test may be required at the end of the phase, if applicable. [**KC**, 6-Oct-98]
	+ **Order of Tests:** The rules do not currently state a specific order in which you must have your units test at the end of the turn, so it is at the players discretion. If there were ever to be such a rule, it would likely be in MIS order. [**KC**, 18-Jun-99]
* **Rallying** -- The Criteria on p. 41 (CWR) seem to contradict the criteria given on p. 28 (CWR). The rules on page 42 are correct (a unit may not rally if the unit is within 8" of a routing, friendly unit). [**KC**, 30-Sep-98]
* **Army General**
	+ If the general uses his ability to reroll morale, then his Leadership skill applies -- even if the unit is an Individual. [**KC**, 7-Feb-00]
	+ (CWR p 42)**:**  "The reroll is made using the general's Leadership skill". This is instead of the unit commander's leadership skill.  If the General's leadership skill is lower than the unit commander's... oh, well.[**KC**, 1-Oct-98]
* **Morale Boons**, (CWR p. 46).  A unit gets a morale boon if **it** is the unit which destroys or routs an enemy unit -- you can't get much more friendly than that! [**KC**, 1-Oct-98]

## Tactical Cards

* **New Traits for Tactical Cards**
	+ **Political** -- These cards can only be used by Courtiers and the Army General. [**CnAB**]
	+ **Restricted** -- These cards have particular rules that restrict them to only the units (or personality) that specifically allows for their use. [**CnAB**]
* **Beyond Your Mastery --** can be used to destroy a Dragon's spells, as long as they are not innate abilities. [**KC**, 4-Nov-98]
* **Charge** -- Modified in PhAB, p. 28 in section on Charge skill. [**PhAB**]
* **Fall Back and Regroup** -- This card allows you to perform a maneuver without penalty, but the maneuver does not allow for additional maneuvers to be performed. However, you may choose a path that allows you to flee as straight away from your enemy as you can, but still avoid a unit that might be blocking your way. [**KC**, 15-Mar-00]
* **Frenzy**
	+ **Card vs. skill:**
		- While the skill Frenzy has a restriction on the honor of units that will use it, the card does not. [**Clarification**, 20-Jan-98]
		- A unit which uses Frenzy becomes spent at the end of the engagement, just like the skill. [**KC**, 30-Sep-98]
* **Iaijutsu Duel** -- May *not* be declined. [**KC**, 10-Oct-98]
* **Indirect Fire** -- The phrase "ignoring all normal targeting restrictions" does not include the Honor restriction that states that units with an honor above 0 may not shoot into an engagement. [**MF**, 2-Feb-99]
* **Kharmic Betrayal**
	+ **Cannot reduce a skill level below 0**. But even at 0, the personality is considered to still have the skill, so a leader with Defense 0 may still perform maneuvers that require the Defense skill to perform. [**KC**, 22-Mar-99]
	+ **Command Limit:** Even if Leadership is reduced to 0, it does not effect the personalities Command Limit, so his unit does not become out of command control. [**KC**, 22-Mar-99]
* **Kharmic Strike** - Both personalities receive the greater of the two values rolled as damage. This can be modified by any armor worn, but then the wounds resulting are applied to both personalities, even if one dies and the other does not. [**KC**, 21-Dec-98]
* **Martyr** -- No exclusion is given for Oni or any other creature or honorless dog. It works the same on any personality in the game, unless a specific exclusion is given. {**KC**, 22-May-99)
* **Mob Tactics** -- There was a misprint on one batch of Mob Tactics cards but we caught it after only a few left the office (actually only about 4 dozen Tactical Deck #2 blisters that included the card went with us to a convention). All of the Tactical #2 Decks that we shipped are correct so there aren't more than about 50 of the misprinted card in circulation. The correct modifier for Mob Tactics is -2. [**KC**, 11-Sep-99]
* **Nemesis** - A personality involved in a duel *can* still take damage from Nemesis if his unit is engaged with their nemesis. The player who played Nemesis can choose to "Violate the Duel" and do his damage to the dueling personality. However, his army will suffer a penalty of 3 honor for each Wound that is applied from outside of the duel. [**CnAB**, **updated** 30-Mar-99]
* **A Nemuranai Dies** does not affect cards with the tattoo trait, even if they are attached to a personality. [**KC**, 4-May-99]
* **Resist Magic** -- Only works on spells that directly target a unit or personality. It cannot be used to resist Stagnant Air, as that spell does not target the unit. [**KC**, ??-Apr-99]
* **Retreat**
	+ Note that this card can over-ride Gohei's ability to stop a unit from maneuvering, since the unit using this card does not actually perform a maneuver. [**KC**, 15-Mar-00]
	+ This card does not allow for maneuvering to be performed as you move away. However, you may choose a path that allows you to flee as straight away from your enemy as you can, but still avoid a unit that might be blocking your way. [**KC**, 15-Mar-00]
	+ Changed wording to allow Retreat to be used on engaged units. [**UnAB**, 13-Jun-99]
* **Superior Tactics**
	+ Since ST targets a tactical card, you cannot target a ST with another Superior Tactics. [**KC**, 15-Mar-00]
	+ **New Wording:** Superior Tactics negates any one Tactical Card which 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 or Iaijutsu Duel). [**CH**, 22-Feb-99]
* **Test of Might**
	+ The personalities DAM includes any modifiers for weapons, special or otherwise. It does not include any modifiers for spells, tactical cards, etc. that add additional DAM modifiers over this base number. Special Weapons are weapons, and their modifiers are included. [**KC**, 10-Mar-00]
	+ Since it resolves "according to the rules for Iaijutsu Duel" and since Iaijutsu duel states that "normal DAM modifiers are not used" that means that even if a personality has received DAM bonuses for charging or frenzy, you would ignore those modifiers and use only the DAM value stated on the personality's card in the Test. [**MF**, 21-Oct-98]
* **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 *unformed*. [**CH**, 22-Feb-99, *updated* **UnAB**, 1-Jul-99]
* **Only one Tactical card/Spell/Skill of a specific name can be applied to a unit during any given phase**
	+ Although the third paragraph in the LnAB says "per phase", the first paragraph is correct, and you may only have one instance of any named effect on a given unit per turn. [**KC**, 23-May-99]
	+ With the exception of cards such as Resist Magic or Superior Tactics, whose purpose is actually to negate another action, spell, or card. [**KC**, 15-Oct-98]
* **A spent personality** with a tactical card attached may play the card (Like Another Time to avoid a duel) because it is not expressly forbidden under the conditions of being Spent.  However, if the Tactical Card requires or causes a forbidden action (as a result of being spent), then the card is negated without effect. [**MF**, 11-Jan-98]

## Items

* **Jade Bow** -- The modifiers mentioned in the text on the Jade Bow are for that personality's normal ranged attack modifiers. If you equip a personality that does not already have a ranged attack with the JB, then their ranged attack modifiers start as +0/+0, just as if you had equipped them with any other bow. If you want to give such a personality greater RA modifiers, then you would do so by following the normal procedure: Buy a normal bow, then buy it again for each +1/+1 (or part) that you want to add, then purchase the Jade Bow and they will be able to use the Jade Bow at whatever modifiers you purchased for them. [**MF**, 5-Jun-99]
* **Katana of Fire** -- The ability of the Katana of Fire to negate the damage done by a duel is an ability or reaction of the weapon, but it is not a "bonus" of the weapon, so that reaction cannot be negated by Hida Yakamo's claw. [**KC**, 11-Sep-99]
* **Writ of the Elements** -- This card may not be used during the Special Orders phase. [**ShAB**, 1-Aug-99]
* **Writ of Command** -- as stated on the card, this may only be used before a roll is made. [**MF**, 11-Jan-98]
* **Hantei's Tessen**
	+ Changed to read: *This personality rolls two Damage dice for each successful Attack (hit) when engaged in Close Combat, keeping one of the Damage dice. The Tessen may only be used by a Matsu personality of at least Glory 4.* [**UnAB**, 13-Jun-99]
	+ The Tessen is not a weapon. The card is right, the book is wrong. [**KC**, 21-Feb-99]
* **Special Items that are weapons**
	+ Creatures cannot use special items, and especially weapons. This is also covered in the Crane Expansion. [**KC**, 17-Jan-98]
	+ Special Item Weapons do replace a personality's weapon unless they say otherwise. So if a tetsubo was replaced with the Yari of Air, the net effect would be +1 ATT, -1 DAM. [**KC**, 21-Feb-99]