| introduction
You have just acquired a figurine intended for the war game RAG’NAROK.
This game stages vast armies, from numerous peoples, who confront
each other on epic battlegrounds for the dominion or the survival
of their species. For you to be able to play with the RAG’NAROK
figurines, here are the CONFRONTATION game rules.
CONFRONTATION is a game which marks the beginning of RAG’NAROK
in skirmishes with often crucial consequences. CONFRONTATION offers
a simple game system that enables you to simulate small skirmishes
between rival factions with loads of game play and fun. To start
playing CONFRONTATION, you will need a few 6 sided dice (D6). You
can start a game with your friends just after choosing your figurines
!
The CONFRONTATION rules are enriched by three supplements : INCANTATION
that deals with magic and the casting of spells, DIVINATION that
is devoted to the various aspects of Faith and finally INCARNATION
that allows your Characters to evolve and grow when dealing with
quests by means of scenarios.
As you build up bigger armies, you will be able to use the RAG’NAROK
rules to simulate bigger conflicts. Some rules differ between CONFRONTATION
and RAG’NAROK but to go from one system to the other will
present no difficulty, the game principles being the same.
Figurine
Painting Tips:
RACKHAM takes the greatest care at every stage of the design
and the making of each of your figurines. For best results
when painting your figurines, we recommend the use of a modelling
knife, as well as a selection of small paint brushes and acrylic
modelling paint.
Before you start painting your figurines, remove all metal
excess with your modelling knife, with the blade facing outwards,
to prevent hurting yourself. Then apply a black or white undercoat.
Once both stages completed, you are ready to start painting
your figurine. The Reference card supplied in the blister
can be used as a painting guide or you may wish to invent
your own colour schemes to give a personal touch to your army.
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The reference cards. top
Each figurine’s characteristics and attributes are summed
up on a card called a Reference card. Some warriors have several
cards : these describe artefacts or special capacities reserved
to them.
The characteristics
The characteristics of each figurine are represented by pictograms
followed by numbers. These pictograms are identical for each army.
The name indicates the type of troop the warrior belongs to. Some
warriors have their own name and are called CHARACTERS.
MOVEMENT / M. : number of centimetres that the figurine can cover
by moving normally. All moves depend on the Movement. The second
number represents the normal moving distance of flying creatures
when they manoeuvre in their particular environment.
INITIATIVE / INI. : symbolises the warrior’s reflexes, reaction
speed, wits and readiness of mind. A fighter with a high Initiative
rating will often act before his opponents.
ATTACK / ATT. : the first of the two numbers reflects knowledge
in the art of hand to hand combat. The higher the number, the better
the warrior will master formidable fighting techniques.
The second rating reflects STRENGTH / STR. the physical or magical
power of the blows the fighter will inflict in hand to hand combat.
Strength takes into account the offensive equisetum mentioned on
the Reference card.
DEFENCE / DEF. : the first rating includes dodging, the parrying
techniques and the defence equipment.
The second number symbolises RESILIENCE / RES. the capacity to take
blows, to resist pain and be tenacious. It includes the defensive
equipment mentioned on the Reference card.
AIM : capacity to efficiently use a long distance weapon. Some
fighters do not have a number associated with Aim : this means that
they cannot fire. The weapon used, its range in cm and its own Strength
are indicated in the Equipment part of the Reference card.
COURAGE / COU. : this rating symbolises the bravery, the composure
and the fortitude of the warrior when faced with terrifying creatures.
Courage is opposite to Fear.
FEAR : some creatures, by their repulsive or horrible nature, are
capable of spreading panic within the enemy’s ranks and possess
a rating in Fear. Fear is opposite to Courage.
DISCIPLINE / DIS. : this characteristic reflects willpower, tactical
ability and military strategy. Disciplined warriors are excellent
soldiers who react rapidly to orders or who know how to efficiently
lead their troops.
POWER / POW. : Power is the sum of occult knowledge and spell casting
ability. Only Magicians and certain creatures possess Power. Power
is not used in the CONFRONTATION rules but is fundamental to INCANTATION.
FAITH : the supplement DIVINATION is devoted to the various aspects
of Faith. Faith represents the intimate link that ties a believer
to his god. The higher the ratings, the more the believer will be
able to accomplish Miracles. Only the Faithful and certain creatures
possess scores in Faith.
EQUIPMENT includes the weapons, armours and objects carried by
the figurine. Some troops have special equipment. Other rarer artefacts
have formidable powers and belong to Characters.
ABILITIES indicate the particular capacities that the figurine
possesses. You will find the list of the main Abilities at the end
of this booklet.
RANK symbolises the position or status of the warrior within his
army. There are eight ranks in the hierarchy.
Irregular : the figurine is not a proper soldier.
Regular : the fighter is an ordinary soldier of his army.
Veteran : this is an experienced warrior.
Special : a specialist is formidable in his own line of combat.
Elite : an elite counts amongst the best soldiers of his army.
Creature : a dangerous fighter capable of facing many enemies.
Living Legend : an emblematic figure of the army.
Major Ally : a fantastic being, an infallible support to the army.
ARMY POINTS / A.P. measure the warrior’s value. The higher
the number, the more powerful the fighter. This evaluation allows
to balance the forces that will confront each other.
The sizes. top
Four different sizes exist for the figurines and scenery elements.
These have influence, in particular on Firing and Physical Feats.
Small : Dwarf Bombardier, Familiar, Goblin Brat, Mid-Nor Dwarf,
No-Dan-Kar Goblin, Tir-Na-Bor Dwarf.
Normal : Giant Barbarian, The Griffin Executioner, Human, Melmoth,
Sasia Samaris, Spectre of Acheron.
Large : The Almighty Crâne, Brontops, Cavalryman, Devourer,
Dirz Tiger, Elemental, Minotaur, Sophet Drahas, Troll, Wolfen.
Very large : Belial, Dragon, Giant.
The Equipment and posture are not taken into account in the size
of a figurine.
The counters
War-staff and Character miniatures, except Magicians and Faithful,
come with precut counters. These counters will allow you to quickly
identify the condition and wound level of a fighter on the Battleground.
Two other counters will give you the opportunity to create Trap
effects.
Making a characteristic roll.
top
In some cases, players will have to make a die roll regarding a
particular characteristic. This test determines if an action is
a success or a failure.
To make a characteristic roll, all you have to do is roll a D6
and add the result of the die to the score in the relevant characteristic.
If the die result is 6, you may immediately re-roll the die and
add the new result to the previous total. You may re-roll the die
as long as you get a 6. This does not apply to Damage rolls.
On the contrary, if the die result is 1, the roll is an automatic
failure, whatever the action undertaken might have been (a simple
roll, Ability roll or any other).
This rule goes also for a re-rolled 6 : a 6 followed by a 1 ends
up to be a failure as well.
It may happen, in some cases, that a characteristic’s score
drops under 0. This eventuality is perfectly acceptable, except
for Resilience / RES. If a fighter’s Resilience drops under
0, he is then considered KILLED OUTRIGHT and immediately removed
from the Battleground.
Setting up the game. top
The only necessary elements are a game surface, called the Battleground,
and several 6 sided dice (D6) to résolve characteristic rolls.
Each player sets up his group of fighters (figurines), and adds
up the number of Army Points / A.P. of all his warriors. As a rule,
this total must be equivalent for each player, in order to balance
out the armies that will oppose each other. So the winner will be
the finest strategist…
A player’s total may be slightly higher than his opponent’s,
if the imbalance does not exceed half of his least expensive figurine’s
value in A.P.
A reference card represents up to the number of figurines originally
provided in the blister pack. There may not be more than one figurine
representing the same Character on the same side.
The approach
Once the Battleground is set up, it is divided into two equal sections,
called deployment areas. Each player then décides on which
side he will place his troops. The fairest way to choose sides consists
in rolling a die. The player with the highest score gets to choose
his deployment area. This method forces
the players to organize the Battleground in an impartial manner,
as none of them knows which side will be his.
The Approach is the phase where all the figurines are placed, one
after the other, on the Battleground, before the battle itself.
The player’s Reference cards are shuffled and placed in a
pile, face down. Each player then rolls a die based on his army’s
best Discipline rating : the « Approach Roll ». In the
case of a tie, the dice are rolled again.
The player who has won the Approach Roll picks up the first card.
This card represents the fighter(s) that can be deployed, in other
words, placed in the player’s deployment area.
When a player picks up one of his own cards, he may chose to keep
it in hand and activate the warriors it represents later.
This card is called the Reserve card. Each player may only have
one Reserve card at a time though the player who has won the Approach
Roll may keep one extra Reserve card. It is possible to activate
as many Reserve cards as one wishes, but only in one’s own
game round.
When a player picks up a card that represents enemy troops, the
player to whom the figurines belong to must immediately deploy the
pieces that the card represents. It is impossible to swap a card
given by an opponent with a Reserve card. A player may never deploy
a piece that does not belong to his side. The card is then put aside.
It is now the next player’s turn to pick a card.
Under no circumstances may a figurine be deployed in order to be
able to Charge or Engage an enemy figurine in the first round. This
rule does not take into account magical artefacts, spells and Abilities
which affect the Movement.
In the case when a player should pick up a card and there are none
left, he must deploy the figurines that correspond to one of his
Reserve cards. Once all cards have been picked up and all pieces
deployed, the Approach phase is over.
The first Confrontation round can now begin...
game round. top
A Confrontation round is divided in game phases which symbolise
all of the fighters’ actions. Each game round is divided into
three phases which always follow each other in the same order.
1. m o v e m e n t
The players first move their troops…
2. f i r i n g
then, those equipped with long range weapons, may fire...
3. h a n d t o h a n d c o m b a t
And finally fight in Hand to Hand Combat. Once the Combats are over,
another game round starts.
movement phase
The Movement phase allows the players to move their figurines on
the Battleground. In order to establish which fighter will move
first, all the Reference cards are shuffled and a new pile is made.
As for the Approach phase, each player will make a die roll based
on his side’s best Discipline score. This roll is called the
« Tactical Roll ». The Tactical Roll takes the same
form as the Approach Roll.
The player who wins the Tactical Roll :
- picks up the first card.
- may keep one more Reserve card.
- will act first in case of a tie on the Initiative in the Firing
phase.
- will freely split the frays in the Hand to Hand Combat phase,
and will choose the order in which the combats will be resolved.
Each player, in turn, picks up a card, and may choose to keep it
as a Reserve card according to the Approach rules. There are no
limits to the number of Reserve cards a player can activate simultaneously.
A Reserve card is activated when a figurine can be moved. The activation
of a Reserve card cannot interrupt an enemy’s Movement. The
figurines represented by the card can move. A figurine does not
have to use its whole Movement rate, and can even stand still !
Obstacles can also slow down troops. Towards the end of this booklet,
you will find a Movement Table. Only one Movement type can be chosen
in a Movement phase. All Movement types are explained below.
A fighter can move through another fighter only if their cards are
activated at the same time.
A warrior who engages an enemy in a fray after a move, must be
placed in total base to base contact with his opponent. The figurine’s
base size determines the maximum nimber of opponents that can be
engaged with it :
- Infantry / 25 x 25 : 4 opponents.
- Cavalry / 25 x 50 : 6 opponents.
- Creature / 37.5 x 37.5 and bigger bases : 8 opponents.
main movements. top
WALKING
The figurine can move in any direction up to a number of centimetres
equal to its Movement characteristic and can freely position itself
at the end of its move.
CHARGING
Charging is a very fast move which enables a figurine to engage
an enemy in Hand to Hand Combat. A figurine must be able to see
the opponent it wants to Charge before it moves. A figurine’s
field of vision is of 180° from the middle of the front side
of its base. The charging warrior can double his Movement rating
and go round obstacles.
If the « target » is out of Charge range / M x 2, the
warrior must use twice his Movement rating in his target’s
direction, and face it.
A figurine can Charge another figurine or a battle objective (a
fort, an object to be recovered, etc...). A figurine can even Charge
to run on the Battleground. In this case, there is no need for a
target.
A warrior who has been Charged by an enemy, suffers a –1
penalty to Initiative, Attack and Defence until the end of the round.
These penalties are not cumulative if several warriors have Charged
the same figurine and cannot bring a characteristic under 0.
ENGAGEMENT
Engagement is a less brutal Movement than a Charge, but it enables
the warrior to Engage in Hand to Hand Combat an enemy not visible
at the start of his move. The figurine that vises to Engage an opponent
in Hand to Hand Combat can use up to double its Movement rating.
If the Engagement is successful, the opponent suffers no penalties.
PHYSICAL FEATS
To do a Physical Feat, a characteristic roll must be made based
on a Feat score equal to the Movement characteristic divided by
2,5. It is impossible to Fire while accomplishing a Physical Feat.
SWIMMING
A warrior who wishes to swim makes a Feat Roll from which he subtracts
his Resilience score. If the result is higher than 0, he can use
half his Movement rating in the liquid environment. otherwise, he
suffers an automatic Light Wound and stays still.
JUMPING
To jump, the warrior must have a run-up space available equal to
the distance he wishes to jump, be it a long jump or a high jump.
An enemy can be Engaged in Hand to Hand Combat after a jump; the
effects are then the same as for a Charge.
The long jump : the warrior runs and makes a Feat Roll with a difficulty
equal to 4 + 1 for each length of his own base it takes to get to
the other side. If he succeeds, he reaches the other side’s
edge and his move ends.
The high jump calls for a Feat Roll with a difficulty equal to the
height, in cm, the warrior wants to jump + his Resilience score.
The difficulty is reduced by two points if the obstacle is of a
smaller Size than the figurine. If the roll succeeds, the fighter
finds himself behind the obstacle and his move ends.
Jumping over troops is a high jump. The height is determined by
the Size of the largest figurine(s) over which the fighter vises
to jump. SMALL : 2, NORMAL : 4, LARGE : 6, VERY LARGE : 8.
If the warrior fails, he suffers a Leg Wound with a Strength equal
to the number of cm he wanted to jump (high jump) or the distance
to the bottom (long jump).
CLIMBING
Climbing an obstacle calls for a Feat Roll from which is subtracted
the warrior’s Resilience. The warrior then climbs a number
of cm equal to the final result of the Feat Roll. Place a marker
to represent the figurine’s position. If the roll is negative,
the warrior falls : he takes a normal Wound with a Strength equal
to the distance from the ground to the point where he started his
climbing Movement. If he has failed when he was on a flat area,
big enough for his own base to stand, he suffers no Wound.
If a warrior, for whatever reason, decides to deliberately fall,
he suffers a Leg Wound with a Strength equal to the distance from
the ground, but will subtract his Feat score from the Damage Roll.
There will be no need for a Damage Roll if the result of the subtraction
of the Feat Score from the Strength of the fall is negative. In
other words, as long as the fighter’s fall does not exceed
his Feat Score he will remain unharmed.
special movements. top
DISENGAGEMENT
A fighter can Disengage from a Hand to Hand Combat during his Movement
phase. He cannot Disengage from a combat if he has been Charged
or Engaged in the current Movement phase or if he is Engaged with
the maximum of opponents allowed by his base (see Movement phase).
If he wishes to Disengage from a combat, he must succeed on an Initiative
Roll. This roll has a difficulty of 4 + 2 per opponent Engaged against
him. If he succeeds, he can move at his normal Movement rate in
any direction. He may even Engage another opponent or fire normally.
If he fails, he cannot break away from the combat, and he will not
be able to put any dice in Attack in the next Hand to Hand Combat
phase. He may however Counter-attack or use the Ambidextrous Ability.
A fighter may not Re-engage an opponent he has just Disengaged from
in the same round.
DODGING
Whether he is making acrobatic moves, or moving very close to the
ground, the fighter who Dodges moves at half his Movement rate and
will not be able to do anything else until the end of the round.
However, the range of the shots fired at him will be one level higher.
For example, a Short range Aim becomes a Medium range Aim. Troops
with a mount in their Equipment cannot Dodge, nor can a Dodge be
accomplished in Hand to Hand Combat.
It is possible to fire through one’s own troops when they
are Dodging. A fighter can also fire without penalties through a
Dodging warrior.
INFLUENCE OF FEAR
Loathsome creatures inhabit Aarklash : some may have a malignant
and cynical intelligence, or possess mignoter powers. Confronted
by such visions, a warrior may lose his calm and no longer react
normally to orders or flee. Before Charging or Engaging a figurine
in Hand to Hand Combat, the target must be designated and the necessary
moving distance measured. A warrior will have to test his Courage
against Fear only if the Hand to Hand Combat is possible.
These same rules apply when a warrior is Charged or Engaged by a
Fear-inducing creature. When you have to test for Courage, roll
a D6 and add the result to your Courage characteristic. The penalties
due to Fear are –1 to Initiative, Attack and Defence. They
are cumulative with penalties due to being Charged, but they cannot
lower a characteristic below 0.
- if the result is strictly greater than your opponent’s
Fear, the test is successful and the combat goes on normally. A
lesser or equal result is a failure.
- if the warrior fails his test when Charged or Engaged by a Fear-inducing
creature, he suffers Fear penalties. If the warrior’s Reference
card had not yet been activated, he runs away from the frightening
creature at double his Movement rate, turning his back to it. He
will not Disengage from a combat in which he is Engaged. The Fear-inducing
creature must finish its move even if its target has run away. It
can designate a new Target if the initial target is out of reach.
To reach its new target, it has at its disposal the rest of its
Movement rating. It may go on until its Movement rate is exhausted.
- if the warrior fails his test when trying to Charge or Engage
a Fear-inducing creature, he is paralysed by dread. He cannot move
voluntarily and suffers Fear penalties until the end of the round.
If the dreadful creature Charges or Engages him in turn, he will
automatically flee. If another creature Charges or Engages him,
he again tests his Courage in order not to run away. If the warrior
leaves the Battleground because of Fear, it is counted as a loss.
In the case when several figurines Charge a Fear-inducing creature
simultaneously, only one test is done for the whole group, using
the highest Courage amongst the warriors and adding a +1 bonus for
each additional fighter. The result is applied to every warrior
involved. On the contrary, if several Fear-inducing creatures Charge
simultaneously the same figurine, they benefit from the same +1
bonus to Fear.
Note : 12 Morbid Puppets, activated simultaneously, cannot all
declare a Charge against an Alahan Spearman who can be Engaged by
a maximum of 4 opponents.
During each following Movement phase, a warrior under the influence
of Fear can attempt another Courage Roll once his Reference card
is activated. The difficulty of this new test will be the same as
the one that made him run away. This roll is called a « Rallying
Roll ». If he succeeds, he can play normally. As long as he
fails, he keeps running away.
Note that a fleeing fighter cannot be rallied during the Movement
phase in which he succumbed to Fear even if his Reference card had
not yet been activated at the time. A warrior who kills outright
the figurine that frightened him is automatically rallied.
When a warrior has overcome his Fear facing a frightening creature,
he is no longer affected by all creatures with an equal or lower
Fear rating, until the end of the game. To succeed on a Rallying
Roll does not immunise the fighter against the Fear that made him
run away.
The Fear-inducing creatures ignore its effects.
firing phase. top
During the Firing phase, troops equipped with long distance weapons
come into action and may fire at any enemy they see. A figurine’s
field of vision is of 180° from the middle of the front side
of its base.
The line of sight between the marksman and the target must be clear
of any obstacles because every element on the Battleground is considered
to be a scale representation of what it symbolises. Unless otherwise
stated, a figurine may only fire once per round.
To be able to fire, a fighter must :
- see his target.
- not be engaged in Hand to Hand Combat.
- not have moved by more than his Movement rating in the Movement
Phase, nor have done a Physical Feat or any Dodging.
You may not measure the distance between you and your target before
having designated it. The distance between a marksman and his enemy
is measured once the player has designer his target. If the target
is out of range, the firing results in an automatic failure.
Warriors fire one by one, starting with the one with the highest
Initiative. If several warriors of your army have the same Initiative
rating, they will fire simultaneously. If warriors of different
armies have an identical Initiative rating, the marksmen belonging
to the player who had the highest Tactical score will fire first.
To fire, make an Aim Roll (roll a D6 and add the result to your
Aim characteristic). Depending on the range of the target and the
type of Firing chosen, the difficulty will be more or less high.
It is possible to fire « through » a figurine that is
Dodging.
In Confrontation, there exist three ranges and four different types
of Firing. Other modifiers can also be added. Another particular
Aim exists : Counter-Firing.
firing range
The weapon included in the marksman’s Equipment has three
ranges expressed in centimetres : Short, Medium and Long as well
as its own Strength. In normal conditions, the basic difficulties
are as follows / a result of 1 on an Aim roll is always a failure
:
- Short : 4
- Medium : 7
- Long : 10
types of firing
When he fires, a fighter may choose one of the four following types
of Firing, depending on his move :
- Static Firing : the marksman has not moved. It is the standard
firing option. The difficulty is identical to the base test. This
does not include possible extra modifiers.
- Dynamic Firing : when the marksman has moved, without exceeding
his Movement characteristic, his aim is less precise. The difficulty
is increased by one.
- Precision Firing : the marksman takes time to aim properly. The
Precision Firing is declared when it is the marksman’s turn
to act. For the remainder of the Firing phase, his Initiative is
considered as being two points lower for the Firing order resolution,
and only for that. His firing is delayed. In return, his Firing
difficulty is lowered by one point. A markka may not use the Precision
Firing advantages more than once in a given round.
- Rapid Firing : the opposite of Precision Firing, Rapid Firing
is based on speed more than on aiming. The Rapid Firing is declared
any time during the Firing phase. Increase the marksman’s
Initiative by two points for the Firing order resolution, and only
for this, but also increase the Firing difficulté by one
point. A marksman may not use the Rapid Firing advantages more than
once in a given round.
It is possible to add the advantages of different Firing types.
For example a Dynamic Firing and Rapid Firing. The Initiative may
drop below 0 for certain types of Firing.
firing modifiers
All modifiers apply to the Aim Roll difficulty :
- The target is only partially visible due to scenery or an obstacle
of smaller Size… : +1
- The figurine that blocks the aim is dodging : no modifier
- According to the Size of the target, Firing modifiers may apply
:
- Small +1
- Normal 0
- Large -1
- Very Large -2
- The target is engaged in Hand to Hand Combat : If the Aim Roll
is a success, determine which figurine is hit between the initial
target and all those in base to base contact with it, by rolling
one or more D6.
- A Small figurine counts as 1
- A Normal warrior counts as 2
- A Large size fighter counts as 3
- A Very Large creature counts as 4
Example : a Goblin Marauder (Small) is engaged by a Rider of Redemption
(Large) and a Griffin Spearman (Normal). If a nearby Griffin Fusilier
decides to aim at the Goblin, he has only one chance in six to hit
his target : 1 + 2 + 3.
Note : all Aim modifiers add up.
counter firing
In the Movement phase, if you hold in your Reserve the card of
a marksman who is Charged or Engaged by an enemy warrior, you can
immediately play the card and declare a Counter-Fire. The Counter-Firing
is immediately resolved and the difficulté is fixed automatically
at 6. You cannot add the Counter-Firing to a Precision Firing or
a Rapid Firing. If the fighter is Charged or Engaged by a Fear-inducing
creature, he must first test for Courage before rolling for a Counter-Fire.
In case of a failure, he flees and cannot fire. Whatever the consequences
of the Counter-Firing, the marksman will not be able to place any
dice in Attack in the next Hand to Hand Combat phase. If the marksman
kills his target in this way, he may move up to a maximum distance
equal to his Movement characteristic. If the Counter-Firing marksman’s
Reference card represents several warriors, only those Engaged or
Charged will be concerned by the Counter-Firing rules. The other
figurines are no longer considered in Reserve and must move immediately.
If the marksman hits his target, the attacker rolls two dice to
determine the damage and refers to the Wound Table at the end of
the booklet. The result applies immediately.
hand to hand combat phase. top
The Hand to Hand Combat phase is a critical moment in a Confrontation
game. It is the moment when each player’s tactics will decide
for each fighter’s fate.
THE COMBAT AND THE FRAY SPLITTING
During confrontations, a group of fighters in Hand to Hand Combat
is called a fray. Some frays may sometimes appear complex, in particular
when the armies present have a high number of fighters in «
base to base » contact.
The player having won the Tactical Roll at the beginning of the
round (see Movement phase), decides the way in which the frays will
be split. Each combat, after splitting, is résolve by the
confrontation of a warrior with one or more other warriors. A figurine
which is Engaged at the beginning of the Hand to Hand Combat phase
may never be without an opponent after the splitting of the fray.
COMBAT RESOLUTION
Each combat is resolved independently of the other Hand to Hand
Combats. The results of a combat (wound, death) apply immediately.
The procedure is as follows :
1 - Each player rolls for Initiative for his warrior. The dice
are rolled simultaneously. In case of a tie, re-roll the dice until
one side takes the advantage. The one with the highest score strikes
first : he is the Attacker. His opponent is then called Defender.
When several figurines are Engaged in a combat, only one test is
done for the whole group. The Initiative of the warrior with the
highest rating is then used with a +1 bonus for each additional
warrior. The result is applied to all warriors Engaged in this combat.
2 - Once Initiative is determined, players will choose between
several combat tactics : they will attack, defend or both. A fighter
always has a die for himself plus one per enemy in base to base
contact with him. If the combat is a « one-to-one »,
each player will have two D6 in hand. If the fight is several against
one, the player with several warriors takes two D6 per warrior on
his side. His opponent takes one D6, plus one additional die per
enemy Engaged against him. Each die allows an Attack or a Defence.
The Defender divides his dice first, and announces which dice will
serve to attack and which to defend. He can choose either not to
attack or not to defend.
The Attacker then places his dice.
3 - The Attacker will then freely set a difficulty level for his
Attack, in other words, he will attempt a more or less difficult
strike that will be therefore more or less difficult for his opponent
to parry. He announces the difficulty that he will try to reach
or best with his Attack Roll. If the roll result (ATT + D6) is equal
or higher than the difficulty he had decided on, he strikes his
opponent. The Defender will then try to avoid the blow. To do this,
he rolls for Defence, if he has placed dice in Defence. He must
obtain an equal or higher result than the level set by his opponent
for his Attack Roll. If he succeeds, he avoids the blow. If he misses,
the Attacker will be able to roll for Damage and determine the amount
of damage done. Go to stage 4.
The minimum difficulty level of any Attack Roll is always equal
to the opponent’s Defence characteristic, if and only if the
latter has placed at least one die in Defence. The Attacker rolls
all his Attack dice before the Defender can try to parry. However
each Attack Roll can have a different difficulty level. The Defender
must choose which Attack he wishes to parry before he rolls his
Defence die or dice.
4 - To determine damage, the Attacker rolls two D6 for each successful
Attack that has not been parried and then checks the Wound Table.
The result is applied immediately.
5 - If the Defender still has fit warriors and Attack dice, he
can retaliate (go back to stage 3).
SUSTAINED DEFENCE
The Sustained Defence allows a warrior to parry several Attacks
with the same Defence die under the two following conditions :
- The warrior is faced with several opponents in Hand to Hand Combat.
- The warrior has placed at least as many dice in Defence as he
has in Attack. After rolling his Defence dice, the Defender may
assign one and only one of his successful parries to Sustained Defence.
With this Sustained Defence die, he may attempt to parry an additional
Attack : the difficulty level is then increased by 2 points. If
this first Sustained Defence parry is successful, he may attempt
to parry another Attack with this time an increased difficulté
of +4. Then, if he has succeeded again, he can parry yet another
Attack at + 6 and so on, this as long as there are Attacks to parry
and he succeeds in parrying them !
Once the die assigned to the Sustained Defence has been used for
it, a Character can no more combine the effects of the Sustained
Defence with the ones of the Ambidextrous Ability or the Counter-Attack.
PURSUIT MOVEMENT
At the end of a combat, all the warriors who have participated in
the elimination of an enemy with whom they were Engaged in Hand
to Hand Combat, can move at half their Movement rate, in any direction.
This special Movement is only allowed once per warrior and per Hand
to Hand Combat phase.
With a Pursuit Movement, a figurine can Engage and fight new opponents,
as long as it can reach enemies that are not yet Engaged or if it
can join a combat not yet resolved. In the same way as an Engagement
(see Movement phase), a Pursuit Movement is not considered a Charge.
A Pursuit Movement is considered a normal Movement and there is
no particular modifier and it can lead to Courage Rolls as detailed
in the chapter « Influence of Fear ».
CHARACTERS
In the world of CONFRONTATION there exist extremely powerful individuals.
These Characters are particularly tough and have survived many battles,
forging friendships and forming mortal rivalries in the course of
their destiny. They are distinguished in that they have their own
name. The particular status of these Characters gives them unique
Abilities reserved to them.
MULTIPLE ATTACKS AND DEFENCES
In a combat, Characters can unleash a hail of blows on their opponents
and have the capacity to defend themselves against several enemies.
In game terms, this means that a Character may have more combat
dice than the average fighter. For each additional die, the Character
suffers a –2 penalty in Attack and Defence. You may have as
many additional dice as his Attack and Defence characteristics allow,
but neither may be lowered below 0. The additional dice as well
as the modifications they entail will last until the end of the
round.
THE COUNTER-ATTACK
A Character can attempt to Counter-Attack rather than défend
himself. He must announce it just before his Defence Rolls. The
difficulty of his rolls is then increased by 2 points. Each success
allows him to cancel an enemy Attack as for a normal Defence, but
also allows him to gain an additional Attack die against the opponent
whose Attack has been Counter-Attacked.
The Magicians and the Faithful cannot Counter-Attack.
The Warrior-Mages and Warrior-Monks can Counter-Attack, even if
they are not Characters.
MASTER STRIKE
If your Character has at least two dice in Attack, he can attempt
a Master Strike. Do only one Attack Roll, all other Attack dice
are lost. If the Attack is not parried by the opportun add the difficulty
chosen for the Attack Roll to the result on the following Damage
Roll.
combat example. top
While the armies of Alahan and Acheron are battling in the distance,
a small Lion detachment lead by the Red Lioness attempts to reach
the battlefield. As they get to the surroundings of a nearby wood
they are attacked by a few scattered living-dead.
With a terrifying howl, a Wolfen Zombie Charges a Paladin. The
Paladin is within Charging distance of the Wolfen Zombie. Before
the Acheron player moves his figurine, the Alahan player rolls for
Courage to determine whether his Paladin succumbs to Fear or resists
it. The Paladin’s Courage characteristic rates 5 while the
Fear score of the Wolfen Zombie is 8. The Paladin has to roll 4
or more on his D6 in order to best the Fear rating of his opponent.
The Alahan Player rolls 5 and therefore gets a total Courage result
of 9 / 5 (COU) + 4 (die result). The brave Paladin knows no fear
and will not flee. He suffers no penalties due to Fear but as he
is Charged he suffers a –1 penalty to Initiative, Attack and
Defence until the end of the round.
The figurine of the Wolfen Zombie is moved and placed in total
base to base contact with the Paladin’s base. The two fighters
are now in Hand to Hand Combat. At this point, each player does
an Initiative test to determine which one will take the advantage
over his opponent. The Acheron player rolls a 2, which gives him
a total of 5 / 3 ( INI ) + 2 (die result). The Alahan player also
rolls a 2 for a total of 4 / 3 (INI) + 2 (die result) – 1
(Charge penalty). His score being lower, the Alahan player has to
place his dice first. As it is a one to one combat, each figurine
has two D6. Cautious, the Alahan player chooses to place one D6
in Attack and the other in Defence. Seeing this, the Acheron player,
quite confident in his fighter’s strength, places both dice
in Attack.
The Wolfen Zombie strikes first and the Acheron player now determines
the complexity of the Attacks of his fighter. He freely chooses
for each Attack a difficulty level which he has to reach or best
by rolling a D6 and adding the result of the roll to his Attack
characteristic of 6. He chooses a difficulty level of 9 for both
his strikes. The results on the Attack dice are 2 and 5. Only one
Attack reaches the level of 9.
The Paladin now attempts to parry. His Defence level is the same
as the Attack level his opponent has chosen. He has to parry at
a level of 9. His Defence rating is 3 – 1 = 2 as he is still
penalised by the Charge. He will have to roll a 6 followed by at
least a 2 on his D6 as a 1 is an automatic failure on
a characteristic roll even if it is rolled after a 6. Anxious, the
Alahan player rolls his unique Defence die and gets a 3. This is
not enough to parry his opponent’s terrible blow.
The Wolfen Zombie wounds his enemy. The Acheron player rolls two
D6 to determine the damage caused by the Attack of the fierce creature.
The dice show a 3 and a 6 which adds up to 9 + STR 13 (the Wolfen
Zombie’s Strength) - RES 7 (the Paladin’s Resilience)
= 15. The players read the Wound Table at the end of this booklet.
The smallest result locates the Wound : 3 / the Torso . The final
result is 15 in the Torso : a Critical Wound. The Wound effects
are immediate : all the Paladin’s D6 results on INI, ATT,
DEF and AIM will be reduced by 3 points until the end of the game.
Diminished but still standing, the Paladin is ready to Attack in
turn…
At a short distance from there, the Red Lioness has been Charged
by 4 Zombies and has just gained the Initiative. The Zombies have
two D6 each, that is a total of 8 dice. Hoping to eliminate the
Lion Heroin by outnumbering her, the Acheron player places all his
dice in Attack. The Red Lioness has one D6 + one additional die
for each enemy in base to base contact with her. That is a total
of five D6. The Alahan player chooses to place two D6 in Attack
and three in Defence.
The Zombies having placed no dice in Defence, the Alahan player
chooses the lowest Difficulty level : that is 8. The Attack rating
of the Red Lioness is indeed 7 – 1 due to the Charge penalty
and a result of 1 on a characteristic roll is an automatic failure.
The Lion player rolls his 2 dice and gets a 1 and a 5. Only one
of his Attacks succeeds. When rolling for Damage, the Red Lioness
manages to Kill Outright one of the Zombies on a double thanks to
her Sacred Sword.
The three surviving Zombies can now Attack. The Acheron player
has only 6 dice left. He chooses a difficulty level of 7. He rolls
all his dice simultaneously and gets 6, 2, 5, 6, 2 and 3. The Attack
characteristic of the Zombies rates 4. The Acheron player needed
at least a 3 to reach the difficulty level of 7 that he had fixed.
Four of his Attacks are then successful.
The Red Lioness must now attempt to parry the blows. The Alahan
player rolls his 3 Defence D6 and gets 1, 4 and 3. The Lioness’
Defence rating is 6 – 1 due to the Charge. Two of the Zombies’
Attacks are parried.
As she succeeded in parrying at least one Attack, the Red Lioness
may attempt a Sustained Defence. The difficulty level is equal to
the initial difficulty increased by 2 points, that is 9. The Lion
player rolls a die and gets a 5. Another Attack is parried.
After this first successful Sustained Defence, the Red Lioness
can attempt to parry the last Attack. The difficulty is now increased
by 4 points, that is 11. The Lion player will have to get a 6 on
this roll in order to successfully parry.
Will Fortune smile once more on the Red Lioness...
Note : This example uses the characteristics of the 2nd incarnation
of the Red Lioness.
abilities. top
Some fighters possess particular faculties, sometimes innate, sometimes
acquired after long training : Abilities. When a warrior possesses
special Abilities they are mentioned on his Reference card. Each
of their effects are explained below. Some Abilities are given with
varied numbers indicated / X, as for Leadership or Regeneration.
For example, Leadership / 10 means a leadership range of 10 cm.
Regeneration / 5 means a success for a result of 5 or more.
Additional limb : a warrior who possesses Additional limbs can
strengthen his offensive or defensive power by striking an opponent
on all sides or by defending himself with relentlessness. This Ability
is activated before the Initiative Roll, in the Hand to Hand Combat
phase. The warrior may invert his scores in Attack and Defence.
These effects last until the end of the round.
Alliance / X : whether by affinity, by chance or simply by interest,
a fighter who possesses this Ability may join a people or a Path
of Alliance referred to as X. He is counted as an Ally.
Ambidextrous : Ambidextrous warriors can skilfully wield two weapons
simultaneously, which makes them truly formidable. Ambidextrous
fighters can Counter-Attack without any penalty. They gain one Attack
die for each successful Defence. Ambidextrous cannot be used at
the same time as the Counter-Attack or the Sustained Defence.
Assassin : Assassins are warriors trained to carry out lightning
Attacks as powerful as they are precise. An Assassin who Charges
his victim rolls three dice for the first Damage Roll against it.
He will choose the two dice most suitable to détermine the
gravity of the Damage inflicted. An « Assassin » is
immune to the effects of this Ability.
Born killer : a Born killer’s survival instinct is honed
to the extreme. In Hand to Hand Combat, he may add a die to those
he normally has. For a Born killer, a 1 is not an automatic failure
on a Courage Roll.
Bravery : the valorous warriors who possess the Bravery Ability
do not count a 1 on a Courage Roll as an automatic failure. A 5
equals a 6 on a Courage Roll and can therefore be re-rolled as such.
Brutal : some warriors are real brutes who deal blows of rare violence,
very difficult to parry. A 5 equals a 6 on an Attack Roll and can
therefore be re-rolled as such. For them, a 1 rolled after a re-roll
on an Attack test is not a failure.
Brutish charge : the Brutish charge is a combat technique which
enables the use of one’s body weight as a means of attack.
A warrior who possesses this Ability has an additional Attack die
against the target he has Charged. This Ability has no effect during
an Engagement or a Pursuit Movement.
Colossal : Colossal creatures ignore Wound penalties. When they
are killed, do not remove them from the game... But apply the effects
of a « Serious Wound ». Kill them once more and they
will suffer a « Critical Wound ». They will have to
be killed a third time to be dead for good.
Enormous : Enormous creatures ignore Wound penalties. When they
are killed, do not remove them from the game... But apply the effects
of a « Critical Wound ». Kill them once more and they
will be dead for good.
Fanaticism : for a Fanatic a 5 equals a 6 on a Discipline Roll
and can therefore be re-rolled as such. When a Fanatic fails a Courage
test, he must attempt a Discipline Roll at the same difficulty level
in order not to run away. He will still suffer the effects of Fear
and will not be able to Charge or Engage the creature that scared
him.
Fencer : Fencers have few equals in the mastery of the use of arms.
They ignore the minimum level given by the Defence characteristic
of the opponent when rolling for Attack.
Gigantic : Gigantic creatures ignore Wound penalties. When they
are killed, do not remove them from the game... But apply the effects
of a « Light Wound ». Kill them a second time and they
will suffer a « Serious Wound » and a third time for
a « Critical Wound ». The fourth time they will be dead
for good.
Harassment : Harassment allows a warrior to anticipate the Firing
phase by firing during the Movement phase if his Movement type allows
it. If he chooses to do so, he will not be able to opt for Rapid
Firing or Precision Firing. Once he has fired, the warrior can finish
his Movement and can even Engage an enemy in Hand to Hand Combat
! If the warrior chooses to fire in the Movement phase, he will
not be able to fire in the Firing phase.
Hard-boiled : when a warrior rolls for Damage against a Hard-boiled
fighter, the effects of the Wound are read one line higher on the
Wound Table. It is not possible to go higher than the first line
of the table. Hard-boiled does not apply against Exceptional Wounds
(doubles) and the result KILLED OUTRIGHT on the Wound Table.
Instinctive firing : fighters trained to this type of firing can
shoot after having moved a longer distance than their Movement,
or having accomplished a Physical Feat. They can only do it at Short
Distance and with a difficulty raised by + 3. They can also choose
their target when firing in a fray.
Leadership / X : all warriors within distance / X of the figurine
with this Ability may use its scores in Courage, Fear and Discipline
if they have to test one of these characteristics. In the context
of Alliances, only the « Leader’s » people may
benefit from these effects. All figurines within Leadership / X
of a Standard-bearer gain a +1 bonus on Courage Rolls. All figurines
within distance / X of a Musician gain a + 1 bonus on Discipline
Rolls. Leadership does not spread Fear to fighters who have a Courage
rating on their Reference card and vice versa.
Leap : some creatures on Aarklash have learned to move by leaping.
They are able to cross in a single Leap a distance equal to half
their Movement rate, ignoring all obstacles, even a figurine, if
their height is not bigger than their Movement characteristic in
cm. A figurine can make two Leaps per turn, no matter the type of
Movement. It is not possible to Leap when doing a Physical Feat.
Living-dead : by its very nature, a Living-dead creature ignores
the effects of Fear. The Living-dead’s nature is even so terrifying
that a warrior with this Ability can frighten an enemy who causes
Fear ! Against a Living-dead, a figurine that causes Fear is no
longer immune. His Fear characteristic becomes Courage. A Living-dead
is not subject to Discipline for he is under the influence of superior
entities. When he has to roll for Discipline, his Discipline characteristic
is considered to be 0. A Living-dead cannot drown : he does not
suffer Light Wounds for failing a Feat Roll when trying to swim.
Mercenary : a Mercenary warrior goes into the service of anyone
ready to meet the price. A Mercenary can fight alongside any army.
He is then considered an Ally. This Ability is void if he fights
amongst his own people.
Mutagenic / X : some peoples use stimulants that they inject into
their own organism in order to increase their capacities. Before
the Tactical Roll of each round, you may choose one Mutagenic fighter
for every 100 A.P. of « Mutagenic » warriors in your
army. The artefacts, spells, miracles and Experience cards of the
« Mutagenic » fighters are to be included in this total.
You must choose these figurines before anything else occurs in this
round, such as Spell casting or applying any artefact’s effect.
For each chosen figurine, you can roll a die at anytime. The result
+ X is the amount of points you can add to one or more of his characteristics.
You do not have to distribute the points immediately, but Mutagenic
cannot modify a roll already made. Mutagenic cannot modify Power
or any aspects of Faith. A figurine with the Leadership Ability
cannot pass on his modified Courage / Fear and Discipline ratings.
A figurine can only benefit from one die each round, except if under
the effect of a spell, a miracle or an artefact. All Mutagenic dice
of one figurine are rolled at the same time. The effects of the
stimulant end with the round. A natural or modified result of 1
on a Mutagenic Roll (that is if you roll a 1 or if you get a 1 by
adding your die result to X) will be an automatic failure and will
therefore grant no bonus. You may not re-roll a 6 on a Mutagenic
Roll.
Possessed : some fighters are no longer the masters of their destiny.
They are inhabited by an entity which consumes their mind and influences
their acts. The Wound penalties are considered to be one degree
lower. For example, a Serious Wound will inflict the same penalties
as a Light Wound.
This faculty does not affect « STUNNED » or «
KILLED OUTRIGHT ».
Rallying cry : once a game, the warrior capable of a Rallying cry
can inspire his troops to acts of heroism. All the fighters of his
people are immune to Fear until the end of the game round. The fighters
who where fleeing are automatically rallied and can act normally
again.
Rapidity : they may have long legs or a fast running pace, either
way, warriors with the Rapidity Ability move at an extremely rapid
rate. They can triple their Movement for any Movement type even
when fleeing under the influence of Fear.
Regeneration / X : at the end of every round, a creature which
has suffered Wounds can attempt to regenerate. Roll a die, on a
result equal to / X or more, the effects are decreased one level.
A Critical Wound becomes a Serious Wound for example. You may re-roll
the die each time you roll a success. Reminder : « STUNNED
» and « KILLED OUTRIGHT » are not Wounds, they
cannot be regenerated.
Reinforcement : some peoples have the capacity to send Reinforcements
during a game. Each warrior with this Ability who is numbered amongst
the losses is placed on the side of the table. At the beginning
of each round, roll a D6. On a 5 or a 6, you may take back the figurine
with the lowest A.P. and place it anywhere on the Battleground.
It cannot be placed in base to base contact with an opponent. On
a 1 or a 2, the figurine with the lowest A.P. will lose the Reinforcement
Ability. It will not be allowed to come back before the term of
the game.
Righteous : some warriors know their destiny. The Righteous walk
the enigmatic path of Truth, Harmony or unfathomable Darkness. Nothing
can make them sway. A Righteous is immune to any form of Fear of
any kind, even of magical or divine essence, and cannot pass under
the enemy’s control by any means.
Scout : during the Approach, the Reference cards of each army’s
Scouts are shuffled in a different pile. When the main Approach
pile is exhausted, the Scouts are then deployed, in the same way.
A Scout can be deployed anywhere on the Battleground, even in the
enemy’s line of sight. The Scouts can be deployed in order
to Charge an enemy in the first round, but out of Walking distance
of any enemy already deployed.
- If the Scout is deployed within his own Charge distance from an
opponent, he is considered visible by the enemy.
- If the scout is deployed out of his own Charge distance from an
opponent, he is considered « invisible » and cannot
be the target of any of the enemy’s actions.
As long as he does not take any action other than testing for Courage
or one of his Abilities, or as long as an opponent does not come
within Walking distance of him, the Scout is concealed and cannot
be the direct target of any enemy’s action.
Sharp shooter : they may have a steady hand, years of training
or be blessed by divine grace. Sharp shooters rarely miss their
target. For them, an Aim Roll is not an automatic failure on a natural
or modified result of 1 even after re-rolling the die.
Survival instinct : the self-preservation instinct is so strong
with the warrior who possesses this Ability that Death will have
to come in person to claim him. Before any Damage Roll that will
apply to him, roll a D6 : on a result of 6, this wound will be automatically
declared void.
Vivacity : lightning reflexes are the hall mark of warriors with
this Ability. For them, an Initiative or Feat Roll is not an failure
on a natural or modified result of 1 even after re-rolling the die.
War cry / X : when charging an enemy to engage him in Hand to Hand
Combat, the warrior lets out a cry of hate. This cry gives him a
level of Fear equal to / X when he Charges. This allows him to fight
a Fear-inducing creature witloof having to test for Courage. The
War cry can only be used when Charging. The fighter will still use
his Courage rating to resist Fear against a Living-dead.
War fury : a fighter affected by War fury is plunged into a state
of uncontrolled destructive madness. This Ability is activated before
the Initiative Roll, in the Hand to Hand Combat phase. The warrior
may have an additional die in Hand to Hand Combat, but all his dice
are then automatically placed in Attack. These effects last until
the end of the round.
War-horse : some riders have trained their mounts as war-horses
to help them in combat. In Hand to Hand Combat, the war-horse gives
an additional combat die which is added to those his rider can normally
have. This extra die is not added during a Charge. Troops mounted
on a War-horse may Dodge.
War-staff : a War-staff consists of a Character with the Leadership
Ability, a Standard-bearer and a Musician. All fighters within Leadership
distance of any of the three members of the War-staff may use the
Courage / Fear and Discipline scores of the Character + 2. In this
case, the Leadership Ability is without effect except during the
Approach phase. Every War-staff member must be within Leadership
distance of at least one of the two other members for the War-staff
bonus to possibly apply. The bonuses gained through the War-staff
Ability can be taken into account during the Approach.
To allow you a maximum of game play with your Characters, you will
find hereafter a preview of the Abilities developed in the INCARNATION
booklet.
Authority : a fighter with this Ability may not be a strategy genius,
but has nevertheless a powerful aura of authority. When a fighter
with Authority is involved in a fray, he chooses in what way the
combats are split and in what order they will be resolved. A fray
is a compact group of fighters in base to base contact with each
other. The player who has won the Tactical Roll at the beginning
of the round decides if all the combats of the fray at stake are
resolved before or after the other frays. Assuming there are several
frays each with a fighter with Authority, the player who has won
the Tactical Roll decides the resolution order. If a same fray has
enemy Authorities, this Ability has no effect.
Bane / X : through a strange gift of destiny or driven by a terrible
hatred, the fighter with this Ability is capable of inflicting an
enormous amount of damage to a particular type of individuals. When
he rolls for Damage against his Bane, Damage is read one line lower
on the Wound Table. It is not possible to go lower than the last
line. Examples : Bane / Acheron, Bane / Fanatic, Bane / Elite…
Blood brother / X : this Ability illustrates the deep relationship
that can tie two fighters who have time and again come close to
death together. When one of your Characters has this Ability, he
can call upon his Blood brother for a battle of importance. The
A.P. cost of each of them is reduced by 25 % rounded up. This includes
all artefacts, spells and miracles that might be chosen. But if
one happens to die, his Blood brother takes away one point from
all his dice rolls until the end of the game. This penalty does
not apply to Damage Rolls.
Consciousness : a fighter with the Consciousness Ability may have
extremely sharp senses, a mysterious gift or be simply highly attuned
to his environment. Whatever the case, he can Charge an enemy he
could not see at the beginning of his move. He also ignores the
effects of the Assassin Ability and can detect Scouts who are within
Charging distance.
Desperate : a Desperate has nothing to lose, either because he
has already lost everything, or because he never had anything. A
Desperate does not know Fear. Penalties due to the Influence of
Fear are transformed into bonuses, and he will never run away. A
Desperate can even Charge or Engage freely
a Fear-inducing figurine.
Dreadful : creatures with the Dreadful Ability are particularly
repulsive or disturbing. Their enemies must always test their Courage
against their Fear, even if they have previously resisted it or
if they have overcome a superior Fear.
Fierce : the Fierce are insensitive to pain, their fighting frenzy
seems to prevent it. They are capable of enduring the most terrible
blows and keep fighting. When a Fierce is KILLED OUTRIGHT do not
remove him from the game. He is considered Critically Wounded and
stays on the Battleground until the end of the round, no matter
the damage he takes until his metabolism finally betrays him. Fierce
is ineffective against any game element which removes a fighter
from the game.
Flight : Flying creatures have two Movement ratings. The first
one represents the ground Movement and follows the normal Movement
rules. The second indicates air Movement and represents the rapidity
with which the creature can move about in the sky. There are three
height Levels :
- Level 0 : on the ground. Normal Movement rules.
- Level 1 : low altitude. The figurine ignores all ground types
but must go round obstacles higher than the figurine’s ground
Movement rating.
- Level 2 : high altitude. The figurine ignores all ground types.
A flying figurine begins a game at Level 0. Moving to an adjacent
level takes away 5 cm to the air creature’s Movement characteristic.
It is possible to go through several Levels in one go, including
after a successful Disengagement. Figurines can only Engage or Charge
one another if they are at the same altitude Level. If a creature
is aimed at by a marksman who is one Level higher or lower than
it is, the marksman suffers a – 2 penalty on his die. An Aim
any further in altitude is impossible. The Incantation of spells
and the call of miracles follow the same rules.
Airborne creatures can aim at a figurine one Level lower for a dive.
Such a Movement is declared when the creature’s card is activated.
The airborne creature then Charges its target in the normal way,
as long as it arrives at the same Level as its opponent. The Charge
penalties and Fear Influence rules apply normally. In the following
Hand to Hand Combat phase, the diving creature’s Initiative,
Attack and Strength will be increased by 3 points. These characteristics
will come back to normal at the end of the round.
Hardened : some soldiers have lived so long amidst the battlefields
that war has become their reason to live. Characters who master
this Ability consider a 5 as a 6 on any dice roll, and can therefore
re-roll it as such. Hardened has no effect on the Damage Rolls.
It cannot be gained as a Supernatural Gift or as an Elixir.
Hyperian : Light fills the soul and blood of its children, the
Hyperians. These individuals, through fate or choice, have been
appointed to carry out the virtue and fury of the Principle of Clarity
to deepest Darkness. The Hyperians are extremely rare and many of
them have no idea of the origin of their strange power. A Hyperian
fighter is immune to any form of Fear. The Hyperians naturally repel
creatures with a Fear rate on their Reference card : these treat
the Hyperians’ Courage rate as if it were Fear and their own
Fear as Courage. This rule also applies to the Living-dead, but
not to Constructs. This unique power can not be passed on by Leadership.
The Cynwäll Elves are instinctively friendly with the Hyperians
as if their destinies were linked. They can ally on any Battleground.
Incarnation : a warrior to whom this Ability is given doubles his
A.P. rating. But he has now become a Character with all the advantages
this status brings. Any non-Character can be given this Ability.
Immunity / X : Immunities are magical or natural properties which
protect certain fighters. A figurine with this Ability cannot be
harmed by the element symbolized by X or is immune to Wounds located
in the part of the body X.
Implacable / X : an Implacable who unleashes his fury will do anything
to slaughter his opponents. Such a warrior can carry out up to X
additional Pursuit Movements in the same round.
Master strike / X : the most disciplined and most ferocious warriors
have learned to concentrate all their energy in a split second and
deal blows capable of splitting rock. A fighter with this Ability
can attempt Master strikes in the same way as a Character. If one
of his Master strikes strikes true, his Strength is increased by
X for the following Damage Roll, and only for this one.
Pariah : a Pariah has long ago forsaken his people, either on his
own initiative or by obligation. Even if he sometimes still fights
alongside his former brothers, being a Pariah prevents him from
taking advantage of the Leadership Ability from any figurine that
is not itself a Pariah.
Personal enemy / X : the causes that fuel the conflicts on Aarklash
are numerous. But there is one which causes more deaths than hurricanes
: hate. If a Character deals with his Personal enemy and kills him
outright, he automatically heals all his Wounds. He also «
steals » an Ability from his enemy, which he chooses and will
be able to make use of until the end of the battle.
Stateless : the Stateless do not belong to any people, to any country…
They only obey to their own rules. Their destiny lies elsewhere.
A Stateless can join any army. The fighter will adapt so well to
his environment that he will adopt the Ability most widespread within
his new hosts’ ranks at the beginning of the battle. He can
only acquire in this manner the Abilities mentioned in the Confrontation
section. For Abilities with varied numbers indicated / X, as for
Leadership, Regeneration, Mutagenic or War cry apply the value X
most widespread within the army.
Toxic / X : there are many ways to kill or to defend oneself on
Aarklash. Many creatures make use of toxic substances capable of
neutralising their predators… or victims. Each round, before
the Tactical Roll, you can choose a Toxic warrior for every, even
incomplete, 100 A.P. of warriors in your army who possess this Ability.
The Toxic warriors’ artefacts, spells, miracles and Experience
cards are to be added to this total. The figurines must be chosen
at the beginning of the Movement phase. Place a D6 next to every
chosen figurine. This D6 is called the Toxic D6. Once each round,
just before an Aim or Attack Roll, one of the chosen warriors will
be able to replace one of his Aim or Attack dice with his Toxic
D6. If the action accompli shed with the D6 causes a Damage Roll,
his target immediately takes a second Damage Roll with a Strength
equal to X. Living-dead, Constructs and Immortal beings are immune
to this Ability.
wound table. top
Roll two D6. The lowest result locates the Wound. Reminder : 6’s
are not re-rolled on a Damage roll,
and a 1 is not an automatic failure. The sum of both dice + Attacker’s
STR – Victim’s RES
indicates the level of Damage on the vertical line. The intersection
indicates the type of Wound inflicted. The only thing left to do
is to apply the Wound’s effects.
If the Damage roll is a double, it is an Exceptional Wound. An
Exceptional Wound does not take into account Strength and Resilience,
it’s a Wound with no modifiers.
EXCEPTIONAL WOUNDS :
Double 1 : no effect
Double 2 : Stunned
Double 3 : Light Wound
Double 4 : Serious Wound
Double 5 : Critical Wound
Double 6 : Killed Outright
When a figurine is wounded, the number indicated by the die rolled
for its INI, ATT, DEF and AIM is modified in the following way,
before it is added to the relevant characteristic :
Stunned : -1 until the end of the round
Light Wound : -1 until the end of the game
Serious Wound : -2 until the end of the game
Critical Wound : -3 until the end of the game
Killed Outright : the figurine is taken out of the Battleground.
If the final result of the die (after a re-rolled 6 as the case
may be) is lower or equal to 1, the action is a failure. Example
: An Alahan Paladin has a Critical Wound. He chooses to attack with
a difficulty of 6. His Attack rating is 4. He must then get a final
result of 2 on his Attack die. Due to the Wound penalty of -3, he
must roll a 5 or higher to succeed (5 - 3 = 2). If an already wounded
fighter is wounded again, and this new Wound is more serious than
the previous one, apply the effects of the new Wound. If the new
Wound is less or equally serious, the previous Wound is worsened
by one level.
Note : « STUNNED » and « KILLED OUTRIGHT »
are not Wounds. They do not worsen the level of Damage.
movement table. top
The ground is encumbered : forest, shallow water, brushwood…
/ Each encumbered cm counts for 2.
Ladder, rope… / Each cm counts for 2.
The ground is impassable : wall, deep water, rifts… / IMPOSSIBLE.
the peoples
After a long period of peace, war breaks out all over the continent
of Aarklash. The number of skirmishes is increasing, announcing
an era of Darkness and carnage. All the peoples of Aarklash have
waited long for this sanguinary age and are preparing for it. Some
name it the Last Judgement, others Armageddon or Resurrection…
But all know it under the name of Rag’Narok, the dusk of the
centuries.
The Lions of Alahan, protectors of Justice and Light, fight to
re-establish order and prosperity on Aarklash. But their land is
threatened by the hordes of the damned who have returned from the
Underworld.
The Necromancers of the Order of the Ram open portals of Darkness
from Acheron, the dead world. The inexorable legions of living-dead
which pour out mark only the beginning of their terrible power !
The Cynwäll Elves and their majestic dragons wake from their
long meditation to rediscover a world that has almost forgotten
them ! Who knows what kind of Magic animates their strange feats...
The Dwarfs of Tir-Nâ-Bor refuse fatality and prepare for
Argg-Am-Ork, the end of their age. Living inside the Aegis mountains,
they forge weapons and armours capable of driving back the one they
steadfastly wait for : Death itself.
The disciples of the Griffin Empire of Akkylannie have raised an
army for a new Crusade in order to find their prophet’s tomb.
They will purify the world with the fire of the One Truth of their
god, Merin…
The Orcs of Bran-Ô-Kor are the youngest and most vigorous
people of Aarklash. Nothing seems to be able to stop the powerful
warriors of the God Jackal. Once a leader is chosen, they will surge
across the world to satisfy their vengeance.
The Alchemists of Dirz and their bio-mechanical warriors watch
their enemies patiently from the Syharhalna desert. At their Commodores’
sign, they will release the horrors dormant in their laboratories
and establish a new order on Aarklash.
The Akkyshan Elves of the Forest of Webs have a heart as black
as night. The Black Widows prepare to sacrifice Aarklash on Lilith’s
altar, the goddess of Blackness.
The Wolfen are the greatest predators on Aarklash. It is folly
to believe that in them a portion of humanity has ever existed.
This mysterious people considers others as prey. They will weave
the names of their victims on long Strips of Whispers and howl their
victories to Yllia, the Moon, until the end of time.
The peoples of Aarklash believe the Goblins of No-Dan-Kar want
to conquer the world. For the Goblins, it is already done ! Wherever
you go, they will be there before you. It has even been said that
they have trained Trolls... Who will be strong enough to resist
the tide of the God Rat ?
The Daïkinee Elves, victims of a strange malediction, seek
to reach the world of Fayes before their extinction. But is not
their salvation elsewhere ? May those who believe them vulnerable
be wary, for their soldiers have many lives…
The Kelts of the Avagddu plains, fierce nomadic warriors, seek
the Ard Ri, the mighty king who will reunite them once again and
guide them on the path of the Goddess Danu. Will he come forth from
the Sessairs, the Drunes or from yet another clan ?
The Dwarves of Mid-Nor, puppets of pure evil made of flesh and
terror, gather around the Despot. None knows how deep their underground
labyrinths are. Down to the centre of the earth
perhaps, close to the abominations asleep since the dawn of time
? Those who have tried to unravel this mystery have been found devoid
of skin, clenching a precious stone containing their torn soul…
The Devourers of Vile-Tis have strayed from their Wolfen brothers
and the Goddess Yllia. Their loyalty goes only to the one who has
opened their eyes and guides them on the road of lies and vengeance,
a spirit warrior whose powers know no boundaries : Vile-Tis, the
Beast.
the alliances. top
The Aarklash continent has entered an era of war which promises
to be long… Faced with the horrors of the conflict, some peoples
have common interests or similar philosophies which enable them
to ally to face the greatest perils.
According to the army you play, certain alliances will be possible
if it suits the story or scenario. Be careful ! Your army may not
count more than 30% in A.P. of Allies or Mercenaries from
another people.
The Meandering Path of Darkness
The Shadows of Acheron :
Alchemists, Akkyshans, Drunes, Mid-Nor Dwarves.
The Alchemists of Dirz :
Acheron, Akkyshans, Mid-Nor Dwarves.
The Akkyshan Elves :
Acheron, Alchemists, Mid-Nor Dwarves.
The Kelts of the Drune Clan :
Acheron, Mid-Nor Dwarves, Devourers.
The Mid-Nor Dwarves :
Acheron, Alchemists, Akkyshans, Drunes.
The Way of Light
The Lions of Alahan : Griffins, Cynwälls, Sessairs.
The Griffin : Lions, Cynwälls, Sessairs, Tir-Na-Bor Dwarves.
The Cynwäll Elves : Lions, Griffins.
The Kelts of the Sessairs Clan : Lions, Griffins.
The Path of Destiny
The Daïkinee Elves : Wolfen
The Orcs of Bran-Ô-Kor : Goblins, Devourers.
The Wolfen of Yllia : Daïkinees.
The Dwarves of Tir-Na-Nor : Griffins.
The Rats of No-Dan-Kar : Orcs, Devourers.
The Devourers of Vile-Tis : Drunes, Goblins, Orcs.
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