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Confrontation 2, Incantation, and Incarnation Rules of Play Version 3.2 Rules © 2001 by Rackham Translation © 2001 by Michael Tisdel

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Page 1: Confrontation 2

Confrontation 2, Incantation, and IncarnationRules of Play

Version 3.2

Rules © 2001 by Rackham

Translation © 2001 by Michael Tisdel

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VERSION 3.2

RULES © 20001BY RACKHAM 2 TRANSLATION © 20001BY MICHAEL TISDEL

Table of Contents

1 Body and Soul 7

2 Introduction 9

3 The Figures 9

4 The Cards 104.1 Characteristic Descriptions ............................................................................104.2 Equipment ........................................................................................................114.3 Skills...................................................................................................................114.4 Points.................................................................................................................114.5 Rank ..................................................................................................................114.6 Size....................................................................................................................11

5 Characteristic Test 12

6 Game Set Up 126.1 Playing Surface................................................................................................126.2 Army Selection.................................................................................................126.3 Objective...........................................................................................................126.4 Terrain...............................................................................................................136.5 Deployment ......................................................................................................13

7 Sequence of Play 137.1 Tactical Roll ......................................................................................................13

8 Movement Phase 148.1 Basic Movement..............................................................................................148.2 Physical Prowess ............................................................................................158.3 Special Movement...........................................................................................168.4 Fear and Movement........................................................................................178.5 18

9 Shooting 189.1 Mechanics of Shooting ...................................................................................18

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9.2 Damage ............................................................................................................209.3 Optional Shooting Rules.................................................................................20

10 Melee Phase 2110.1 Determining the Order of Combats ..............................................................2110.2 Sorting Out Complex Combats .....................................................................2110.3 Resolution of Combat .....................................................................................2110.4 Sustained Defense..........................................................................................2210.5 Pursuit ...............................................................................................................2310.6 Polearms (optional) .........................................................................................2310.7 Combat Example.............................................................................................23

11 Personality Special Rules 24

12 Skills 2512.1 Competencies and Aptitudes ........................................................................25

13 Ending the Game 32

14 Races 3214.1 Alahan Lions.....................................................................................................3214.2 Order of the Ram (Undead)...........................................................................3214.3 Cynwälls Elves.................................................................................................3214.4 Tir-Nâ-Bor Dwarves ........................................................................................3214.5 Disciples of the Empire of the Akkylannie Griffin........................................3214.6 Orcs ...................................................................................................................3214.7 Alchemists of Dirz............................................................................................3314.8 Akkyshan Elves................................................................................................3314.9 Wolfen ...............................................................................................................3314.10 No-Dan-Kar Goblins........................................................................................3314.11 Daïkinee Elves .................................................................................................3314.12 Keltois................................................................................................................33

15 Primal Fear 34

16 Spell Cards 3716.1 Characteristics of Elemental Magic ..............................................................3716.2 Spell Points.......................................................................................................3816.3 Minimum Capacity...........................................................................................38

17 Elements 3817.1 Elementary Oppositions .................................................................................3817.2 Gems of Power................................................................................................39

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17.3 Elemental Symbols .........................................................................................3917.4 Elementary Composition................................................................................39

18 Magicians 3918.1 Magicians in Incantation.................................................................................3918.2 Levels of Magicians.........................................................................................3918.3 Colleges of Magicians.....................................................................................39

19 General Rules 4019.1 Purchasing Magicians.....................................................................................4019.2 Magic Phase ....................................................................................................40

20 The Laws of Magic 4020.1 The Use of Spell Gems ..................................................................................4020.2 Spell Targeting.................................................................................................4020.3 Effects on Abilities ...........................................................................................4020.4 Magician Spells................................................................................................4020.5 Spell Casting Mechanics................................................................................4120.6 Recovering Mana ............................................................................................42

21 Introduction 44

22 The Figures 4422.1 The Adventurers..............................................................................................44

23 The Experience Cards 4423.1 Playing with the Experience Cards...............................................................45

24 The Scenario Cards 4624.1 Playing with the Scenario Cards ...................................................................4724.2 Scenario Deployment .....................................................................................47

25 The Unfolding of the Game 4825.1 Accomplishing the Objectives........................................................................4825.2 Duration of the Confrontation ........................................................................4825.3 End of the Game .............................................................................................4825.4 Denouement.....................................................................................................49

26 The Adventure Mode 4926.1 Before Beginning the Adventure...................................................................4926.2 The Three Acts of the Story...........................................................................5126.3 Act I....................................................................................................................51

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26.4 Act II...................................................................................................................5226.5 Act III..................................................................................................................53

27 Alliances 55

28 Translator’s Notes 5628.1 Copyrights.........................................................................................................5628.2 Translation Notes ............................................................................................5628.3 Anachronistic Rules ........................................................................................5628.4 Acknowledgements.........................................................................................56

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List of TablesTable 1 Rank.........................................................................................................................11

Table 2 Sizes ........................................................................................................................12

Table 3 Movement Cost......................................................................................................14

Table 4 Maximum Number of Melee Opponents............................................................15

Table 5 Spell Area of Effect ................................................................................................37

Table 6 Elemental Oppositions..........................................................................................38

Table 7 Mana Recovery......................................................................................................42

Table 8 Incantation 2 Mana Recovery Table...................................................................43

Table 9 Elements of an Experience Card ........................................................................44

Table 10 Elements of a Scenario Card.............................................................................47

Table 11 Scenario Deployments .......................................................................................48

Table 12 The Wanderers of Darkness..............................................................................55

Table 13 The Walkers of the Light ....................................................................................55

Table 14 The Travelers of Destiny: ...................................................................................55

Table 15 Revision History...................................................................................................56

Table 16 Damage Table .....................................................................................................58

Table 17 Critical Hit Table...................................................................................................58

Table 18 Wound Severity....................................................................................................58

Table 19 Shooting Modifiers...............................................................................................59

Table 20 Rate of Fire...........................................................................................................59

Table 21 Competencies and Aptitudes.............................................................................60

Table 22 Magical Colleges by Race..................................................................................61

Table 23 Objective and Turns............................................................................................61

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Confrontation1 Body and Soul

Dawn was rising up on the horizon.

Alahel, messenger for king Gorgyn ofAlahan, was finishing to get ready. Hecame up to the sentries and ordered themto set off early. The two reapersdisappeared into the dark.

The Messenger woke his men up one byone, with a firm hand and some surewords.

Cadwallon was still more than a week’swalk away. Loads of dangers wereawaiting them here and there…AllyvieForest wasn’t as safe as the elves said. Thefirst rays of Lahn –the sun-warmed up thestill sleepy faces of the members of thelight squad escorting Alahel. Themessenger heard one of the Amillan river’snumerous waterfalls roaring in thedistance.

A scout drew him out of his reverie. TheReaper has just found a village onekilometer away.

A heavy silence welcomed the men at theoutskirts of the village. No chimney wassmoking, no sign of life. Silent and careful,Alahel gestured to his men to remain in agroup and to be prepared for allcontingencies. The house doors were open.In some houses, the table was set fordinner. This hamlet’s inhabitants have leftin hurry. He had already heard aboutsimilar cases during Wolfen raids, but herethe situation was quite different: nothing asbeen devastated.

The Messenger had no time for mysteries.He had a mission to fulfil.

Getting out of a house, he had anunpleasant feeling that he was beingwatched. This was a shared feeling: hismen, all veterans from many a battle,seemed nervous as well.

Suddenly, the village’s small church bellstarted to ring, as if to announce the end oftime…

Skeletons and fleshless zombies came outfrom cellars, sheds, wells and cemeterygraves.

Alahel ordered his men to get out of thetrap as fast as possible. But, in next to notime, the Lion’s troops were circled.Archers and Reapers managed to shoot acouple of macabre dolls, but nothingseemed to be able to stop their progress.

Alahel could easily guess the villagers’fate. Some undeads’ flesh hadn’t hadenough time to start rotting. Their revoltingsmell wasn’t yet strong enough to betraythem yet. Around him, it was all grunts,sighs of pain and faces frozen with horror.

Alahan Lions knew the damned fromArcheron’s blasted lands very well. Noneof the messengers panicked. Instinctively,they formed a square around the marksmenand tried to keep this formation whilemoving forward. Paladins’ sacred swordsand soldiers’ lances easily ripped the ragsup, as well as the soft flesh and the brittlebones. But for each one falling dead, twotook its place. Alahel was opening theway, trying to remain concentrated.

The dance of his sword Deliverance andhis sacred lance easily broke thedisorganized ranks of the grinning horde.

Just behind him, a Sword Player risked hislife to protect a wounded Lancer separated

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from the rest of the group. A rusted scythecut deeply in his leg, and he screamed infury, a scream that lasted a few moreseconds before dying away…

The undead number continued to decreaseas a rider mounted on a terrifying warhorse came out from the forest, with amacabre sword drawn. With a wide andpowerful motion, he forced his way to thebattle’s heart and killed in one blow asoldier of the Light. No blood gushed outto stain his brothers’ clothes. The hugesword of bone and darkness, a CarnageBlade, had already drunk the precious vitalliquid.

It was an easy task for the remainingundead to plunge into the breach thusformed by their lord’s terrible charge. ASkull Warrior on a Darkness war horse.Lions soldiers were separated from eachother, by three to one.

Drawing on his reserves, Alahel tried toreach his men and help, but he wasoverwhelmed by a swarm of MorbidPuppets armed with nothing but ordinaryclubs. While these ludicrous puppets fellone after the other at his feet, his men weredying. The Messenger was getting moreand more bitterly angry, losing control ofhimself bit by bit. Soon the heatedexchanges became nothing but powerfuland inaccurate twirls. Each of Alahel’sblows was sending a slave of darknessback to hell.

The Skull Warrior was watching,impassive…

The champion of Darkness pointed hisCarnage Blade at Alahel, challenging theChampion of Light. The Puppets partedaside as the horrible mount charged anew.Alahel dodged out of the terrifying blade’sway at the last moment, driving Delivrancedeep into his enemy’s war horse. Rider andmount crashed to the ground a couple of

meters away in a racket. Unfortunately, themessenger hadn’t had enough strength totake his sword out of the zombiemount…But he still had his spear and mostimportantly his bow.

He drove his spear into the ground andknelt down. The Skull Warrior got upslowly, disoriented by his spectacular fall.His goat horns ornate helmet had fallen tothe ground, revealing a putrid face and thinhair. At the back of his empty socketsdanced the twin flames of Death andDamnation. Alahel hesitated for a momentwhile bending his bow. The Skull’s facelooked somehow familiar…

The Skull charged, giving a throaty groanfull of hatred and cursing. The arrow hitdeep into his breast, at the place where aheart was supposed to be. Alahel had justtime to drop his bow and grab his spear toparry a spectacularly powerful blow. Hadhe not already been on his knees, he wouldhave fallen down.

The Messenger was turning around his foe,trying to retrieve Delivrance. A waste oftime, the Skull Warrior was on him in asingle stride. The Champion of Deathdidn’t care about his health, he wasstriking blows that could have crackedrocks. Alahel had to use dodges andprowess to avoid being hurt. At last hecould pick up his weapon.

At that moment, Alahel finally noticed thatsome parts of the Skull’s armour wereremains of a Lion Knight armour.

But the Skull Warrior revealed an axe inhis spare hand. Alahel was stricken withdoubt. That sinister foe was playing withhim. What new trick was he up to? Thetwo Champions exchanged a long gaze.Alahel could contemplate Death’sblackness in his enemy’s eyes. Thensomething became obvious for theMessenger. “ You are Tharn, Knight of the

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Lion and you were raised from death byRéha de Brisis after the Kaïber Battle.”

The Skull answered in a hardly intelligiblewhisper.

“ You’re no match for me. Come back tome when you’re strong and then we’llfight. Now run if you care about living”.Alahel made a few steps backwards. Hestill had a mission to fulfil. The Messenger

turned away and started running at fullspeed. The survivors of his squad werefinishing the damned horde.

The war axe whistled through the air nearhis head and stuck in a door upright, as areminder not to turn back.

“ I promise you to come back and free youfrom the evil that torments you, Tharn…”

2 Introduction

You have just acquired a figurine destinedfor use in a game of combat calledRag'Narok. It joins a scene of vast armies,from many races, which clash in epicbattles for the domination or the survival oftheir clan. To allow you to play with thefigurines in the battle for Rag'Narok, wepropose you use the rules of the gameConfrontation.

Confrontation 2 is the new version of theConfrontation game, which marks thebeginnings of Rag’Narok with smallskirmishes whose consequences are oftencrucial.

Confrontation remains simple but offersnew game-dimensions. Thus you cansimulate skirmishes between rival factionswith even more pleasure.

To start playing Confrontation, all youneed is a fistful of 6 sided dice. You canplay with your friends as soon as you havechosen your minis.

To begin playing Confrontation, you needat least 4 six-sided dice (D6). Once you dothat, you can then begin to have battleswith one or more your friends right afterhaving chosen your figurines!

As you constitute more significant armies,you will be able to use the rules of

Rag'Narok and your battles will take onan epic aspect!

Certain rules differ betweenConfrontation and Rag'Narok. To passfrom one system to the other will presentyou with no difficulty however. Theprinciples and the characteristics areidentical for the two games. Rag'Narok issimply the big brother of Confrontation.

We are sure that you will have as muchpleasure playing Confrontation, as wehad of being its creator!

3 The Figures

Rackham takes the greatest care in allstages of the design and the realization ofthe creation of your figurines.

To obtain better results during the paintingof your figurines, we advise you to use amodel maker hobby knife, as well as aselection of brushes of various small sizesand paints of acrylic resin that can bediluted with water.

Before beginning the painting of yourfigure, eliminate all excess metal from itwith your model maker knife being carefulto always direct the blade towards theexterior of the model and away from you,in order not to wound yourself. Whenfinished, apply a primer coating of paint inwhite or black to the figure.

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Once these two stages are finished, youmay begin the task of painting yourfigurine. The unit card that is also providedin the blister case can be used as a guidefor the painting of your figure.

4 The Cards

The statistics and capabilities of eachmodel are shown on the model’s ReferenceCard. Some characters have additionalcards that describe special equipment,magic spells, or abilities that are unique tothem.

4.1 Characteristic Descriptions

Each model is characterized by a fewstandard statistics listed on the referencecard. Each statistic has its own symbol.

4.1.1 Name

The Name indicates the troop type and therace or power to which it belongs. Modelswith a proper name are called characters.

4.1.2 Movement

The Movement characteristic is thenumber of centimeters a model may moveduring a turn under normal conditions. Thesecond value, if any, represents the normalmovement for flying or swimming.

4.1.3 Initiative

The Initiative characteristic gives therelative quickness of the model’s reflexes.The Initiative is used to determine whichmodel hits first in melee combat. Themodel with a higher initiative is faster.

4.1.4 Attack

The Attack characteristic actually consistsof two values: Attack and Force

The first number reflects the meleefighting skill of the model; the higher thescore the more skillful the model.

The second number reflects the force themodel can bring to bear. It represents thestrength of the model and its ability toinflict damage.

4.1.5 Defense

The Defense characteristic actuallyconsists of two values: Defense andResistance.

The first number reflects the model’s skillat avoiding being hit in melee, either bydodging, parrying, or the use of his shield

The second number represents the staminaof the model and how resistant it is todamage. This characteristic accounts forany armor the model may be wearing.

4.1.6 Shooting.

The Shooting characteristic reflects amodel’s proficiency with missile weapons(bow, crossbow, etc) or thrown weapons(javelin, etc). The weapon used, its rangein cm, and its damage (FOR) is all listedon the model’s Reference Card.

Some models may not have missile orthrown weapons. These models do nothave a value for Shooting on theirReference Card.

4.1.7 Courage

The next characteristic represents either amodel’s fearlessness or fearsomeness.

The Courage statistic represents a model’sbravery and coolness under fire. Courageis a model’s resistance to Fear. A mainlywhite icon indicates courage.

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4.1.8 Fear.

The Fear characteristic is the opposite ofCourage. A model with Fear can causeother units to flee in panic. A mainly blackicon indicates fear.

4.1.9 Discipline

The Discipline characteristic represents amodel’s training.

4.1.10 Power

The Power characteristic represents amodel’s ability to use magic. OnlyMagicians and certain creatures have aPower characteristic.

4.1.11 Faith

Faith is the bond between a worshipperand his deity; the higher the value, thebetter the worshipper’s ability to achievemiracles. Only priests and some creatureshave a Faith characteristic. Faith will bedescribed further in the Divinationsupplement.

4.2 Equipment

Any items carried or worn by a model arelisted in the Equipment section of theReference Card. Equipment may be forcertain troop types or may be unique tocharacters. The rules for weapons andequipment can be found in Rag’Narok.

4.3 Skills

Some models have abilities above andbeyond those of regular troops. Thesespecial abilities are listed on the Referencecard. A list of the major special abilities isgiven in Section 12.

4.4 Points

Each Reference Card lists a point value fora single model. When purchasing thefigure, multiply the number of models bythe point value on their Reference Card.

Point values are often referred to as PA forPoints Armee.

4.5 Rank

At the bottom of the card is the model’srank. This shows its place in thehierarchical structure of the army. Thereare eight ranks.

Table 1 Rank

Rank Description

Irregular The fighter isn’t really a soldier;militia.

Regular The fighter is a common soldier inthe army.

Veteran A seasoned fighter

Special An expert in his own combatstyle

Elite A fighter that is among the best inhis army.

Creature A very dangerous fighter that canengage a large number of foes.

WalkingLegend

A symbolic figure in the army.

Major Ally A fantastic being whounwaveringly support the army.

4.6 Size

There are four sizes for models andscenery. Size has an influence on ranged

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attacks and physical prowess. A model’spose or its equipment does not affect itssize.

Table 2 Sizes

Size Example

Small Familiar, Goblin, Dwarf, BattleToad, Dwarven Bombardier, No-Dan-Kar Fishbone Bearer

Medium Human, Giant Barbarian, SasiaSamaris, Specter, GriffinExecutioner, Melmoth, KeltoiHunter.

Large Wolfen, Minotaur, Elemental,Centaur, Troll, Razorback Rider,Sophet Drahs, Rider, Great Skull

Extra Large Dragon, Giant, Belial

5 Characteristic Test

In certain cases, players must make testsagainst a characteristic to see if they canperform an action.

To make a test, roll a d6 and add the resultto the base characteristic. If the result isequal to or higher than the target value, thetest is a success.

If a 6 is rolled, the player may roll again.The subsequent roll is then added to 6.You add a new die every time you roll a 6.Some special abilities (see section Error!Reference source not found.) allow a 5 togain a re-roll like a 6 for certain abilitytests.

A roll of 1 is a failure. On subsequent rolls,a 1 is also considered a failure.

Note: In Confrontation 2, a roll of a 1 ona Courage test is a failure.

It is possible under certain circumstancesthat a characteristic goes below 0. If amodel’s Resistance goes below 0, then themodel is considered killed and removedfrom the game.

6 Game Set Up

6.1 Playing Surface

In addition to the figures and ReferenceCards, you will need a flat surface of atleast 40 x 60 cm and a good number of sixsided dice.

6.2 Army Selection

The players agree on a point value andbuild their armies accordingly. The sidesdo not have to be equal but they may notdiffer by more than 15%.

In addition, there can be no more than onecharacter of name in any game (i.e. youcan’t have Saphon le Precheur if youropponent has one in his army).

You may include allies and mercenaries aslong as they do not exceed 30% of yourforce (see section 27)

6.3 Objective

The players each roll a die to determinewho will choose the objectives for thegame. If the other player agrees, they playfor that objective. If the other player rejectsthe idea, then he must propose anotherobjective.

Alternatively, the objective table on page61 can be used to select the objective.

If you are playing with the Scenario Cards(see section 24, The Scenario Cards), thenuse the objectives listed on the card.

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6.4 Terrain

After choosing armies and the objective,the players deploy terrain on the gamingtable.

After deploying terrain, each player rolls adie and the highest chooses which side hewill use for his deployment zone. Theother player will take the opposite side.

Confrontation is designed for two playersbut may be played by multiple players withslight alterations to these rules.

6.5 Deployment

6.5.1 Approach Roll

Each player rolls a die and adds the highestDiscipline characteristic from the modelsin his army. The winner is the player withthe highest total. Re-roll all ties.

6.5.2 Deploying Models

Both players combine their ReferenceCards into a single stack and shuffle them.The player that won the Approach Rolldraws the first card. The card indicateswhich model or models are to be deployedon the table. The players alternate drawingcards until all have been drawn.

A model is deployed on the player’s half ofthe table, unless it has the Scout specialability (see section 12.1.32). Whendeploying a unit, it cannot be deployedsuch that it could charge an enemy modelon the first turn. This rule does not takeinto account magic items, skills, or spellsthat may affect movement.

Once all figures are deployed, the gamemay begin.

6.5.3 Reserve Cards

When a player draws one of his cards, hemay choose to keep it in reserve andactivate it later. A player may keep onecard in reserve. The player that won theApproach Roll may keep an additionalcard in reserve.

A player may choose to activate as manyreserve cards as he wishes simultaneously,but this may only be done during theplayer’s turn.

When there are no more cards to draw,players must deploy the modelsrepresented by the cards in their hands.

6.5.4 Opponent’s Card

When a player draws his opponent’s card,the owner of that card must deploy therepresented unit. A player may not deploya reserve card instead of the card that wasdrawn.

7 Sequence of Play

Confrontation is played in turns and eachturn is divided into phases.

1) Movement

2) Shooting

3) Melee

7.1 Tactical Roll

At the beginning of the movement phase,both players make a Tactical Roll that issimilar to the Approach Roll (see section6.5.1). Both players roll a d6 and add thehighest Discipline score from the modelsstill in the army. The player with thehighest total wins the Tactical Roll. Re-rollall ties.

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The player that wins the Tactical Rollgains the following advantages:

- He draws the first card in themovement phase

- He can hold an extra reserve card.

- His troops will act first in case of equalInitiative, during the Shooting phase.

- He breaks up melees and chooses theorder in which the combats areresolved.

8 Movement Phase

To begin the Movement phase, the playersshuffle together the Reference cards for allsurviving models.

Each player draws a card in turn, with theplayer who one the Tactical roll drawingfirst. The mechanics of drawing the cardsare the same as described in theDeployment section.

A player may choose to activate as manyreserve cards as he wishes simultaneously.A reserve card can be activated when aplayer may move a model. The activationof a reserve card may not interrupt anopponent’s movement.

Players move their models up to theirMovement characteristic in centimeters. Afigure is not required to move at all. Incertain cases, terrain may restrictmovement.

Table 3 Movement Cost

8.1 Basic Movement

There are three basic types of movement:walk, charge, and enter melee. A modelmay choose only one type of movementduring the movement phase. A model mayonly move through another if both of theircards were activated simultaneously.

A model that enters melee after movementmust be placed in base to base contact withhis opponent on the full length of the base.Models may not be placed corner tocorner. The size of a model’s basedetermines the maximum number ofopponents that can engage a model.

8.1.1 Walk

A model moves a number of centimetersup to his Movement characteristic. Themodel may move in any direction and maybe turned to face any direction at the end ofhis movement.

8.1.2 Charge

Charging is a special kind of movement amodel makes to engage another model inmelee. A model that charges may move upto twice its Movement characteristic incentimeters to bring itself into base contactwith an enemy model. A model may movearound obstacles when charging. Terrainrestrictions still apply.

Terrain Penalty

The ground is difficult (i.e.woods, marsh, etc.)

Movement rateis halved

Ladder, rope Movement rateis halved

The ground is impassable (i.e.deep water, crag, etc)

Impossible.

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A model must have line of sight to itstarget at the beginning of its movement tocharge.

A model that has been charged suffers apenalty of –1 to its Initiative, Attack, andDefense characteristics for the remainderof the turn. The charge penalties are notcumulative: a single model charged bymore than one enemy only suffers thecharge penalties once.

When a Charge is successful, (that theenemy was within range of a Charge), thefigure that charged must be placed in base-to-base contact with the figure aimed at.

If the “target” was out of range, the modelthat attempted the attack is required tomove double his movement in thedirection charged.

8.1.3 Run

A model may run by charging without atarget. A model wishing to run does notneed to have a target.

8.1.4 Entering Melee

Entering melee with an enemy is lessbrutal than charging, but allows a model toengage an enemy that was out of line ofsight at the beginning of the model’smovement. When entering melee, a modelmay move up to twice its Movementcharacteristic in centimeters. If the modelis able to move into base contact with theenemy, then he is considered in melee.

Note: the enemy model does not sufferthe charge penalty to its Initiative, Attack,and Defense characteristics.

Table 4 Maximum Number of

Melee Opponents

8.2 Physical Prowess

Certain actions require a model to make aPhysical Prowess or Prowess check. AProwess check is handled like aCharacteristic test (see section 5) unlessspecified otherwise.

A model’s Prowess value is equal to itsMovement characteristic divided by 2.5.

A model that performs an action thatrequires a Prowess check may not shoot.

Prowess checks are required whenattempting to swim, jump, or climb.

8.2.1 Swimming

A model that wishes to swim must make aProwess roll. The player rolls a d6 andadds the model’s Prowess value andsubtracts the model’s Resistancecharacteristic. If the result is above 0, themodel may swim up to half his Movementcharacteristic. If the result is below 0, themodel suffers a light wound and may notmove.

Base

Type

Base

Size

(mm)

Maximum

Number of

Opponents

Infantry 25 x 25 4

Cavalry 25 x 50 6

Creature 37.5 x 37.5and larger

8

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8.2.2 Jumping

A model that wishes to make a jump mustfirst move a distance that is at least as faras the distance he wishes to jump (lengthor height). A model may enter melee aftera jump; the effects are the same ascharging (see section 8.1.2).

There are two kinds of jumps: long jumpfor distance and high jump for height.

8.2.2.1 Long Jump

A model wishing to make a long jumpmust make a Prowess check. The difficultyfor the Prowess check is equal to 4 + 1 foreach base-length that the model wishes tojump.

A success means that the model has madethe jump. This ends his movement.

8.2.2.2 High Jump

A model wishing to make a high jumpmust make a Prowess check. The difficultyfor the Prowess check is equal to the heightin centimeters the model wishes to jumpplus the model’s Resistance characteristic.Reduce the difficulty by 2 if the obstacle issmaller in size than the model attemptingthe jump.

A success means that the model lands onthe other side of the obstacle. This ends hismovement.

8.2.2.3 Jump Failures

If the model fails to make the jump, hesuffers a leg injury with a strength equal tothe height he was trying to jump (for a highjump) or the height of the fall (for a longjump).

8.2.3 Climbing

A model wishing to climb rolls a d6 andsubtracts his Resistance characteristic. Ifthe result is the distance climbed incentimeters. Place a marker to indicate thevertical position of the climbing model.

If the result is negative, the model hasfallen. The model suffers a normal woundwith a strength equal to the distance in cmbetween him and the ground at thebeginning of his movement. If there is aflat surface big enough for the model tostand on at the same level as the modelwhen he falls, he does not suffer anywound.

A model may choose to fall. In such acase, he suffers a leg wound with astrength equal to the distance between himand the ground. The model subtracts hisprowess score from the wound roll.

8.3 Special Movement

8.3.1 Withdrawal from Melee

To withdraw from melee, a model mustmake an Initiative test. The difficulty is 4 +2 times the number of models in meleewith him.

A success allows the model to move inany direction at full speed. Me may entermelee with another foe or shoot.

A failure means that the model staysengaged and will not be able to place anydice into attack during the next meleephase. A model may still counter attack(see 11.1.2) or use the Ambidextrous skill.

A model may enter melee the same turn itwithdrew from another melee.

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8.3.2 Dodge

A model can dodge to make it harder to beshot. A model that is dodging may moveup to half its Movement characteristic incentimeters. A model that dodges may notperform any other action during the turn.Mounted models or those engaged inmelee may not dodge.

All shooting that is targeting toward adodging model is considered to be onerange band higher (i.e. short rangebecomes medium range and medium rangebecomes long range).

A model may shoot “through” a dodgingmodel without any negative modifiers.

8.4 Fear and Movement

There are creatures in Rag’Narok whichare so fearsome that their appearance issometimes enough to force an enemy toflee. Fear can influence a model’smovement.

Before charging (see 8.1.2) or enteringmelee (see 8.1.4), the moving model mustchoose a target and measure the distancebetween the model and the target. If thetarget has a Fear characteristic (see 4.1.8),then the model may need to make aCourage test.

The same rules apply if the model ischarged by or forced to fight a fear-causingenemy.

8.4.1 Making a Courage Test

To make a Courage test, roll a d6 and addthe model’s Courage characteristic. If theresult is greater than the Fear rating of theenemy model, then the model has passedthe Courage test and there are no ill effects.

Note: If the result is equal to or less thatthe Fear rating of the enemy model, themodel fails the Courage test. InConfrontation 2, a roll of 1 for a Couragetest is an automatic failure.

8.4.2 Effects of Fear

A model that is afraid suffers a –1 modifierto its Initiative, Attack, and Defensecharacteristics. These modifiers are inaddition to any other modifiers, such as forbeing charged.

8.4.2.1 Being Charged

A model that fails a Courage test when it ischarged or forced into melee by a fear-causing creature suffers the effects of Fear.If the model has not yet moved this turn,he flees from the fear-causing creature atdouble his Movement characteristic incentimeters. A model involved in a meleemay not withdraw from the combat.

If the model flees, the fear-causing creaturemust finish its movement. It may choose anew target if the original one is out ofreach.

8.4.2.2 While Charging

A model that fails a Courage test when it ischarging or entering melee with a fear-causing creature is paralyzed with fear. Hemay not move and suffers the effects ofFear. If the fear-causing creature chargesthe model, he flees.

If another fear-causing creature charges orforces a melee with the model, the modeltakes a new Courage test.

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8.4.2.3 Fleeing off the Table

A model that flees off the table isconsidered a casualty.

8.4.3 Multiple Figures

If a single Fear-causing model chargesmore than one model, then these modelsmake a Courage test using the highestCourage characteristic. For each model inthe group beyond the first, add 1 to theCourage characteristic.

If multiple Fear-causing creatures chargeor enter melee with a single model theylikewise add 1 to their Fear score for eachmember of the group beyond the first.

Note: 12 Pantin Morbides simultaneouslyactivated cannot all charge an AlahanLancer because of the latter’s base size.These modifications are in addition to anymodifications conferred by the Commandskill (see section 12.1.9).

8.4.4 Rally

Each time a frightened model is activatedduring the Movement phase, he mayattempt to rally. To rally, the model makesa Courage test. The difficulty for this test isthe same as the difficulty that the modelfailed to become frightened.

A successfully Courage test means themodel has rallied. A rallied model is nolonger afraid, is no subject to the effects offear, and may move normally. However,the model is still subject to fear from thecreature that frightened him.

An unsuccessful Courage test means thatthe model is still afraid. The modelcontinues to flee and is still subject to theeffect of fear.

8.4.5 Resisting Fear

If a model successfully resists Fear, then itis not subject to Fear from that type ofcreature or by creatures with a lower Fearcharacteristic for the rest of the game. Acreature with a Fear rating is immune tomost other fear-causing creatures. Allcreatures are subject to fear from Undead.

A successful Rally does not count asresisting fear.

8.5

9 Shooting

During the Shooting Phase, models armedwith missile or thrown weapons may fireon enemy units in line of sight. A modelcannot shoot at another model if someobstacle blocks line of sight.

Magic spells, as covered in Incantation,are cast during the shooting phase as well.

9.1 Mechanics of Shooting

A model may shoot if:

- He has a clear line of sight to an enemymodel

- The enemy model is in his front 180°.

- He is not engaged in melee

- He has not moved more than hisMovement characteristic incentimeters in the Movement phase.

If there is more than one model that mayshoot, then the models take their shots inorder of their Initiative characteristic(highest to lowest). In the case of a tie, themodel of the player who won the TacticalRoll (see section7.1) shoots first.

You may not pre-measure the distancebetween the shooter and the target. The

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range is determined after the shot has beendeclared. If the target is out of range, theshot is automatically a failure.

To fire, the shooter rolls a d6 and adds hisShooting characteristic. The difficultydepends on the range and the kind of shotbeing made.

9.1.1 Range Bands

Shooting weapons have three ranges:short, medium, and long. Reference cardsfor missile-armed troops list the ranges asthree numbers; one for each range. Thefourth number is the strength of theweapon for resolving damage.

The basic difficulty is based on range:

- Short Range difficulty is 4.

- Medium Range difficulty is 7.

- Long Range difficulty is 10.

9.1.2 Types of Shots

A model may choose one of four types ofshot based on his movement during theMovement phase. The different types ofshot may be combined, but the effects arecumulative.

9.1.2.1 Static Shot.

The model did not move during theMovement phase. The fires his weapon inorder based on its Initiative characteristicusing the standard difficulty scores.

9.1.2.2 Move & Shoot

The model moved equal to or less than hisMovement characteristic during theMovement phase. The model fires his

weapon in order based on his Initiativecharacteristic. The difficulty is increasedby 1.

9.1.2.3 Accurate Shot

The model takes extra time to place hisshot. He reduces his Initiativecharacteristic by 2 for purposes ofdetermining shooting order but thedifficulty is decreased by 1. A model maynot take multiple accurate shots in thesame shooting phase.

9.1.2.4 Quick Shot

The model snaps off a shot with outaiming. The model increases his Initiativecharacteristic by 2 for purposes ofdetermining shooting order but thedifficulty of the shot is increased by 1. Amodel may only declare a quick shot onceper turn.

9.1.3 Other Modifiers

The following modifiers apply to shooting:

- Target is partially hidden: +1 to thedifficulty.

- An obstructing model is dodging: nomodifier.

- Target touches the obstacle it is hidingbehind: +2 to the difficulty

- Small model: +1 to the difficulty

- Medium sized model: no modifier

- Large model: -1 to the difficulty.

- Extra large model: -2 to the difficulty.

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9.1.4 Firing Through Troops

A model may only fire “through” troopsthat are dodging (see 8.3.2).

9.1.5 Firing into a Melee

If the target is involved in a melee, resolvethe hit as normal. However, randomize themodel that suffers the damage. A smallmodel counts as 1; a medium-sized modelcounts as 2; a large model counts as 3; andan extra-large model counts as 4.

Example: A Goblin Raider (small, countsas 1) is involved in a melee with aRedemption Knight (large, counts as 3)and a Griffon Lancer (medium, counts as2). A Goblin Javeliner that fires into themelee will hit his friend on a 1 out of a d6(1 + 3 + 2).

9.1.6 Counter Shooting

During the movement phase, a modelarmed with a missile weapon that ischarged may fire against the chargingmodel if the charged model’s referencecard is currently held in reserve.

The shot is resolved immediately. Thedifficulty for a counter shot is 6.

If there is more than one model on thecard, only those models being chargedmay counter shoot.

A counter-shot counts as the model’smovement for the turn.

9.2 Damage

If the shooter hits the target, then he rolls2d6 and adds the Damage rating of theweapon and subtracts the Stamina of thetarget. He uses the result and consultsTable 16 Damage Table on page 58.

Roll 2d6 to determine the damage from ashooting or melee attack. The Attackeradds his Force score and subtracts theStamina of the defender. The result is theamount of damage scored on the defender.

The lesser of the two dice is used todetermine the location of the hit, either leg,arm, trunk, or head. A double indicates acritical hit; ignore the normal wound tableand use the Critical Hit table instead.

When a model is wounded, all of its rollsfor Initiative, Attack, Defense, andShooting are modified as given in Table 18Wound Severity on page 58.

If a wounded model is hit again, resolvethe damage according to the followingrules:

- If the subsequent wound is moresevere than the existing wound, thenthe model suffers the more severeeffect.

- If the subsequent wound is equal orless than the existing wound, then theexisting wound is increased in severityby one level.

Note: The effects of a wound do not applyto Discipline or Courage tests (i.e. a modelwith a Serious wound does notautomatically fail a Discipline test if he rollsa 3). The effects of a wound do not applyto casting spells either.

9.3 Optional Shooting Rules

These rules are optional; you must get youropponent’s agreement before using theserules in a game.

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9.3.1 Rate of Fire

For more realism, the ranged weaponsused in Confrontation have a rate of fire.Table 20 Rate of Fire lists the number ofturns it takes to reload the weapon. Duringreloading, the model cannot shoot.

Note: The Rate of Fire rule was optionalfor the first edition of Confrontation;however, it was not included inConfrontation 2. This rule has been lefthere for those players who wish to use itin Confrontation 2.

10 Melee Phase

The Melee phase is the decisive part ofConfrontation. It is when the tactics ofeach player will decide the fate of thecombatants.

10.1 Determining the Order ofCombats

The winner of the Tactical Roll (seesection7.1) chooses the order of combat.

10.2 Sorting Out ComplexCombats

Melees can be quite confusing and certaincombats can sometimes appear complex.This is especially true when there aremultiple combatants in base-to-basecontact.

In such a case, player who won theTactical Roll breaks down the complexcombat into smaller, less complex combatsof one-on-one or many-on-one.

A model that started the Melee phase incombat must still be in combat after theabove separation.

Note: Breaking up the combat does notmean re-arranging the models. They muststay in their relative positions. Thecombats are simply broken down intomany-on-one or one-on-one. Someplayers separate the different melees by asmall gap (one or two millimeters) to makethings clearer, but the models are movedback into position after the melee round isover.

10.3 Resolution of Combat

Each combat is resolved independently ofthe others and any results applyimmediately. The combat procedure isgiven below:

10.3.1 Determining Initiative

Each player makes an Initiative test for itsmodel. The winner strikes first. If thescores are the same, then the Initiative testis repeated until someone wins. Whendealing with several models on one side,you must use the best Initiative score of thegroup (even in that model has is wounded)and modify the die roll by +1 for eachadditional model on that side. The resultapplies to all models on the side.

10.3.2 Determine Combat Dice

After determining Initiative, the melee ishandled as individual combats. There aretwo kinds: one-on-one and many-on-one.In a one-on-one combat, each player takestwo dice for the combat. In a many-on-onecombat, the player with the larger forcetakes 2d6 for each figure; the player withthe single model takes 1d6 for each modelarrayed against him plus 1d6 for himself.

The player who lost the Initiative test nowassigns his dice into Attack and Defense

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modes. He places all the dice to use forAttack to the right of the model and all thedice to use for Defense to the left of themodel. A player may choose to put no diceon one side thus choosing to not attack ordefend. Once this is done, the player whowon the Initiative test places his dice.

10.3.3 Attack Rolls

The Attacker now determines the difficultyfor his Attack check. This number ischosen by the Attacker to set the chancefor his attack to succeed.

Note: The number chosen for the Attackcheck is the same number that theDefender uses to save the attack.

Once the difficulty is chosen, the Attackerrolls the number of d6’s he set aside for theattack as described in section 10.3.2. Tothese dice he adds his Attack characteristic.If any are equal to or greater than thedifficulty, those attacks succeed. Thosethat are less miss. A roll of 1 is always amiss.

The Attacker may choose a differentdifficulty for each of his attack dice. TheDefender may choose which attacks toparry before rolling his defense dice.

Note: If the Defender allocates at leastone die to defense, then the chosen markmust be at least equal to the Defensecharacteristic of the defender.

The defender now rolls the number of d6’she set aside for his defense in step 2. Tothese dice he adds his Defensecharacteristic. If any are equal to or greaterthan the attacker’s difficulty, then the

attack is successfully defended. If any areless, then the defense fails. A roll of a 1 isalways a miss.

If the number of successful defenses isequal to or greater than the number ofsuccessful attacks, then proceed to stage 5.If the number of successful defenses is lessthan the number of successful attacks, thenproceed to step 4 for damage resolution.

10.3.4 Wound Rolls

If a model has sustained a wound, roll 2d6.Add the Attacker’s Force characteristic(see 4.1.4) and subtract the Defender’sStamina (see 4.1.5) from the base Damageroll. Cross-reference the final score on theDamage Table.

When the Attacker rolls doubles, theAttacker’s Force or the Defender’sStamina does not modify the roll. TheAttacker determines the result of the attackby looking at the doubles portion of theDamage Table.

Since rolling to wound is not acharacteristic test, you may not roll againwhen you roll a 6.

10.3.5 Defender Reprisal

If the defender survived the attack and hasat least one die assigned to attack, thensteps 3 and 4 are repeated with theDefender and Attacker exchanging roles.

10.4 Sustained Defense

A model with at least one die in defensemay try to parry more than one attack withthe same die.

This die may be used to make anotherdefense roll, with the difficulty increasedby 2. The sustained defense continues,

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with an increased difficulty of two for eachroll, as long as the sustained defense rollsare successful.

A model may only use sustained defensewhen outnumbered.

A model may only use one die forsustained defense; no matter how manydice he has in defense.

A model using Sustained Defense may notplace more dice into attack than intodefense.

These extra dice may not be used with theAmbidextrous skill (see 12.1.1) or toCounter-Attack (see 11.1.2).

10.5 Pursuit

At the end of a combat, if all models onone side are killed, all models on thevictorious side of the melee may move upto half of their Movement characteristic inany direction. The model may engage newenemies in melee provided that:

- It can reach an enemy that is notalready engaged, or

- It can reach a combat that has not yetbeen resolved this turn.

The Pursuit is not considered a Charge butrather an Engage in Melee move (see8.1.4).

A model may only use the Follow-upMove once per turn.

A combat that has a model follow up intoit must be resolved immediately.

10.6 Polearms (optional)

This rule is optional; you must get youropponent’s agreement before using it in agame.

Any infantry models equipped with apolearm (Lance, Halberd, Gisarme,

Pertuisane, etc) can support a melee. Themodel that wishes to support must not beengaged in melee himself and must be inbase-to-base contact with an allied modelhe wants to support. A combatant who issupported in this manner gains anadditional die in melee combat.

Note: The polearm optional rule wasincluded in the first edition ofConfrontation. Both rules were droppedfrom Confrontation 2. This rule has beenleft here for those players who wish to useit in Confrontation 2.

10.7 Combat Example

Alahel has been trapped in a villageinfested with undead. While his men areexterminating the damned horde, Tharn,the Skull Warrior, challenges Alahel …

Tharn is in Charge reach from Alahel.Before the Acheron player moves his mini,the Alahan player must make a CourageRoll in order to determine if Alahel isaffected by Fear. He has a Courage valueof 6. His foe’s Fear value is 9. he mustthough roll a 4+ (6+4=10, that is higherthan 9) with the D6 not to flee. Alahel rollsa 5, added to his Courage / 6 = 11, the rollis a success: Tharn’s mini is placed base tobase with Alahel’s.

Because of the Charge, Alahel suffers a –1penalty on Initiative, Attack and Defenceuntil end of turn.

Both fighters are now in melee. Eachplayer rolls for Initiative to determinewhich one is going to have an advantageover the other. The Alahan player rolls a 4,giving a total of 6 / INI 3 –1 because of thecharge + 4. The Acheron player rolls a 1,it’s an automatic failure.

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Tharn must place his dice first, Alahelhaving anticipated his blows. As it is aone-on-one combat, each fighter has twodice. Tharn, thanks to his Natural BornKiller skill, has an extra die in melee. TheSkull Warrior chooses to place 2 dice inattack and one in defence. Facing thisdemonstration of power, Alahel chooses toplace both his dice in Defence.

The Alahan player counts on hisambidextrous skill to take his opponent bysurprise…. Tharn now decides on thecomplexity of his attacks by choosing adifficulty that must be rolled equal orhigher by adding a D6 to his Attack / 7. Hechooses a difficulty of 11 for both hisstrikes. The dice roll a 2 and a 5. A singleblow is beyond eleven.

Alahel now tries to fend off. The difficultyis that same number that was set by theAttacker. His defence is 5-1 due to thecharge. So he has a defence of 4 and oneattack to parry with two rolls. Nervous,Alahel’s player rolls: 4 and 6. He choosesto roll again the 6 and rolls a 4. Thus, hisfinal score is 14 / DEF 4 + 6 + 4. Theattack with a difficulty of 11 is cancelled.And the Ambidextrous skill gives him anattack dice.

Alahel can now strike back: his Attackvalue is 4 / 5-1 due to the charge. He setsthe difficulty to 8 and rolls a 5. The attackhits! Tharn has a Defence value of 6, butrolls a 1 on his only defence roll.

Alahel inflicts a wound on his enemy:players refer to the Injury Table at the endof this booklet. The Alahan player thenrolls 2D6; a 2 and a 5. The lowest sets thelocation of the wound: the arms. ButAlahel’s sword, Deliverance, has thespecial ability to always strike the body.The two dice added give a 6. Alahel addshis Strength / STR 5 / and subtractsTharn’s Resistance / RES 9. The final

score is 5 + 6 – 9 = 2 in the Body: LightWound!

Effects from the wound are immediate:Tharn’s following scores suffer a –1penalty until end of game: INI, ATT, DEF,RAN. But Tharn has the Regenerationskill, and that wound will not bother himfor long!

A new turn begins in Confrontation…

11 Personality Special

Rules

The following rules apply to personalitiesonly.

11.1.1 Multiple Attacks and Defenses

Certain individuals in Rag’Narok areextremely powerful. These are calledChampions, Heroes, Living Legends, andMajor Allies. These models have theoption of attacking and/or defendingseveral times. Each additional action addsone d6 to either the attack or defense dice.For each additional action, however, apenalty of –2 is applied to the Attack andDefense rolls. The penalty may neverlower the base Attack or Defense characterbelow 0.

11.1.2 Counter Attack

A non-magical Personality may attempt aCounter-Attack rather than defending. Hemust announce this just before making hisDefense rolls. The Difficulty of his rolls isincreased by two points. Each successallows the annulment of an enemy attackas normal, but also gains the Defender ofan extra Attack.

Warrior-mages may counter attack even ifthey are not personalities.

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11.1.3 Master Stroke (Coup de Maitre)

If the Attacker allocates at least 2 dice toattack, he may attempt a Master Stroke.The attacker rolls only one die for hisattack. If the Attacker scores a hit, hemakes a single To Wound roll.

If the opponent does not successfullydefend against the strike, add the difficultyfor the attack roll to the result of thedamage roll.

Note: Both Heroic Charge and BloodRage were included in the first edition ofConfrontation. Both rules were droppedfrom Confrontation 2. This rule has beenleft here for those players who wish to useit in Confrontation 2.

11.1.4 Heroic Charge

In each Turn, in place of a charge, youmay declare a heroic charge with a singlePersonality. It automatically passes itsCourage roll, if necessary, and gains abonus of 2.5 cm to its Movementcharacteristic.

11.1.5 Blood Rage (optional)

This rule is optional; you must get youropponent’s agreement before using it in agame.

Personalities can become true rough andblood-thirsty men. The more they kill theirenemies the more it becomes necessary tokill. To represent this, each time that one ofthe personalities eliminates an enemymodel, place an “Enrage” marker besidethe character. The “Enrage” markers canbe used by the personality to add to hisrolls for Initiative, Attack, or Wounds.Each marker adds a +1 modifier. Thenumber of “Enrage” markers that are to be

used must be declared before rolling thedice.

12 Skills

Certain warriors have special abilitieslisted on their Reference Cards. Theseabilities are explained below.

Note: The skills are listed in alphabeticalorder by their English translations. Assuch, they are in a different order from theoriginal French document.

Some skills are explained with a “/X”value. This value is the modifier for theskill. For example, Command/10 is aCommand skill with a 10cm range andRegenerate/5 means the creature mayregenerate on a roll of 5+.

Note: The “/X” value is new forConfrontation 2. As of this writing,Rackham hasn’t issued new cards for theexisting figures. Until revised cards areavailable, existing ones will have to beused. Where appropriate, the affectedskills will provide an educated guess as towhat the “/X” value should be.

12.1 Competencies andAptitudes

Skills are divided into two classes:Competencies and Aptitudes.

One may choose to activate a SpecialAbility (i.e. that you can decide that yourcombatant uses his knowledge or not at thetime of a combat. This choice can becarried out at the last moment, just beforethe Special Ability is used).

An Aptitude is always on.

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Note: Competencies and Aptitudes wereincluded in the first edition ofConfrontation. But the rule was droppedfrom Confrontation 2. This rule has beenleft here for those players who wish to useit in Confrontation 2.List of SpecialAbilities

12.1.1 Ambidextrous (Ambidextre)

A model that is Ambidextrous fights withtwo weapons. For each successful defensein melee, the model gains an additionalAttack Die. The Ambidextrous skill maynot be combined with Sustained Defense(see 10.4) or Counter Attack (see 11.1.2).

Note that a model using the Ambidextrousability does not suffer the +2 modifier tothe difficulty as with a counter attack (see11.1.2).

12.1.2 Assassin (Assassin)

When charging, an assassin rolls 3d6 forthe first roll on the wound chart. Theplayer chooses the best two dice from thethree.

A model with the assassin skill is immuneto the assassin skill.

12.1.3 Berserk (Furie guerriere)

A berserk model adds an additional attackdie in melee, however it may not use anydice for defense. The model may or maynot use this ability. If it chooses not to, itmay attack and defend as normal.

A model with Berserk chooses before theInitiative test whether to use this specialability. A model having to place all his

dice into Defense as a result of a spell or afailure to disengage may not use Berserk.

12.1.4 Bestial (Brutish) Charge

A model with Bestial Charge gains anextra attack die on the turn it charges.

12.1.5 Bravery (Bravoure)

A model with Bravery skill does not fail aCourage test if they roll a 1. The modelmay also roll again on a 5 or a 6.

12.1.6 Brutish Lout (Brute épaisse)

Some models are more violent than othersare. Such models treat an Attack roll of 5as a 6. They may roll a subsequent die ifthey roll a 5 or 6. If they roll a 1 on thesubsequent die, it is not considered afailure.

12.1.7 Clan of Drunes

A Keltois barbarian faction allied withDarkness.

12.1.8 Clan of Sessaire

A Keltois barbarian faction opposing theDrunes.

12.1.9 Command/X (Commandement)

All models within X centimeters of themodel with the Command skill can use thelatter’s Courage, Fear, and Disciplinecharacteristics when they must make anappropriate characteristic test.

Allies cannot benefit from the Commandskill of a model from another race.

The Command skill does not give a Fearcharacteristic to a model that does not haveit, and vice versa.

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Note: If a model does not have an Xvalue, use its Movement characteristicinstead.

12.1.9.1 Standard Bearer

Every model X centimeters from aStandard Bearer gains a +1 modifier for allCourage tests.

12.1.9.2 Musician

Every model X centimeters from aMusician gains a +1 modifier for allDiscipline tests.

12.1.10 Devotion

Certain warriors have so much devotiontowards their masters that they are ready togive their life for them. When a Magicianof your camp needs gems of power, he cansacrifice a figure possessing this skill. Thefigure must be in contact with themagician. By this act, the magicianrecuperates three gems of any element hewishes. Remove the figure sacrificed as hewere killed; he is considered as a loss.

12.1.11 Duelist (Bretteur)

A model with the Duelist skill may ignorethe minimum difficulty rule (see 10.3.3)when setting the difficulty for attacking.

12.1.12 Enormous

Enormous creatures ignore woundpenalties. When they are killed, no notremove them from play, but apply theeffects of a “critical wound.” Kill them asecond time, and the model is removedfrom play.

12.1.13 Extra Arms (Membre supplémentaire)

A model with Extra Arms skill may switchhis Attack and Defense characteristics untilthe end of the turn. This skill must beinvoked prior to the Initiative roll.

12.1.14 Fanaticism (Fanatisme)

When making a Discipline test, a modelwith the Fanatic skill may roll again on a 5or a 6.A Fanatic model that fails a Couragetest must pass a Discipline test of the samedifficulty to not flee. If he passes theDiscipline test or not, he is still subject tothe effects of Fear (see section 8.4.2) andmay not charge or enter melee with themodel that frightened him.

12.1.15 Gigantic (Gigantesque)

There are on the continent of Aarklashcreatures of a gigantic size. They ignorewound penalties. When they are killed, nonot remove them from play, but apply theeffects of a “light wound.” Kill them asecond time, and they suffer a “seriouswound,” a third for a critical wound. Bythe fourth time, they are truly killed.

12.1.16 Harassment (Harcèlement)

A model with the Harassment skill mayfire during the Movement phase providingthe type of movement allows a shot. Themodel may not choose Quick Shot orAccurate Shot while using Harassment.Once the shot has been made, the modelmay continue its movement and may entermelee with an enemy model.

A model that used the Harassment skill tofire during the Movement phase may notfire again during the Shooting phase.

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12.1.17 Haste

Some warriors possess the haste skill, theability to move with extreme speed. Theycan triple their movement when theycharge, run or flee.

12.1.18 Huge

Huge creatures ignore wound penalties.When they are killed, no not remove themfrom play, but apply the effects of a“serious wound.” Kill them a second time,and they suffer a “critical wound”. By thethird “killed” result, the model is removedfrom play.

12.1.19 Incarnation

A warrior who possesses this skill doublestheir value in points. But he is from nowon a Personality. This skill can allow youto create different personalities. There areno restrictions on which figure can acquireIncarnation. See section 26.1.2, TheBeginning of the Quest for moreinformation.

12.1.20 Instinctive Shot (Tir instinctif)

A model with the Instinctive Shot skillmay shoot after a movement higher thentheir own Movement characteristic, or aftera successful Prowess test. The shot must beat short range or less, with a +3 difficultymodifier.

A model with Instinctive Shot skill mayalso choose their target when firing intomelee.

12.1.21 Leap (Bond)

Certain creatures of Aarklash have adaptedthemselves to a particularly hostileenvironment and have learned to move inLeaps. They are capable of crossing a

distance equal to half their movement in asingle leap, ignoring any obstacles that arenot taller than their Movementcharacteristic. A model can make twoleaps per turn. A model may not leap if it isswimming or dodging.

12.1.22 Marksman (Tireur d’élite)

Models with the marksman skill do not failwhen they roll a 1 for shooting.

12.1.23 Mercenary (Mercenary)

A model with the Mercenary specialability can fight with any army. However,the model gains no bonus from the army'smodels with the Command skill.

If a model with both Mercenary andCommand skills joins an army as amercenary, then it cannot use hisCommand skill.

12.1.24 Mutant /X(Mutagène)

Some races use drugs that they inject intotheir bodies to increase theircharacteristics. Each turn prior to makingthe Tactical roll; choose one model withthe Mutant skill for each whole 100 PAblock of troops. Magic items, spells,miracles, and experience cards of mutantmodels are included in this score. Themodel must be chosen prior to all otheractions that may occur before the Tacticalroll.

For each chosen model, roll 1d6 at anytime during the turn. The result of this dieroll plus the value X is the number ofpoints that can be added to the model’scharacteristics (such as Attack andDefense).

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Note: If a model does not have an X valuethen number of points to be added is whatis rolled on the die (the X is treated as 0).

The Power and Faith characteristics cannotbe modified by the Mutant skill.

A characteristic test that has already beenmade may not be retroactively modified bythe Mutant skill.

The Mutant skill may modify the Courageor Fear of the model. However, themodified score cannot be used inconjunction with the Command skill; onlythe unmodified Courage or Fearcharacteristic may be used by theCommand skill.

A model may only receive one Mutant dieper turn, except for spells, magic items, ormiracle effects.

Every Mutant model’s extra dice are rolledat the same time.

The Mutant effect lasts until the end of theturn.

12.1.25 Natural Born Killer (Tueur né)

A model with this skill gets an additionaldie to use in melee.

A model with this skill also does not fail aCourage test if he rolls a 1.

12.1.26 Possessed (Possédé)

Certain combatants are no longer themasters of their own destiny. They areinhabited by a demon that gnaws at theirspirit and gives rise to the worst acts oftreachery and violence. A possessedmodel treats wounds one step lower;“critical wounds” become “seriouswounds”, “serious wounds” become “lightwounds”, and “light wounds” become

“stun”. This skill does not affect “stun” or“killed” results.

Note: Possessed figures do not have acharacteristic of Courage or Fear.

12.1.27 Quickness (Vivacité)

A model with the Quickness skill does notautomatically fail an Initiative or Prowesstest when he rolls a 1.

12.1.28 Rallying Cry (Cri de railleiment)

Once per game, a model with this skillmay inspire heroic deeds in his troops.Every model from the same race isimmune to Fear until the end of the turn.Fleeing fighters are automatically ralliedand may act normally.

The Rallying Cry applies only to the armyof the model having this ability and not toits allies or mercenaries.

12.1.29 Regeneration /X(Régénération)

At the end of a turn, a wounded modelwith Regeneration may roll a d6. On a X+,the severity of the wound is reduced onestep. For example, a critical wound isreduced to serious. The model maycontinue to roll for Regeneration until itfails to roll a X+ or until it has no morewounds.

Note: If a model does not have an Xvalue, the model must roll 5+.

If the model survives the turn, it may rollfor Regeneration on subsequent turns.

Note that you cannot regenerate a modelthat is killed.

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12.1.30 Reinforcement (Renfort)

Some peoples have the ability to sendreinforcements during the game. Eachmodel with the Reinforcement skill that isremoved from the game is set aside. At thebeginning of each turn, roll 2d6 for eachsuch model. On a 12, the model may re-enter the game. It can be deployedanywhere on the board, with tworestrictions:

1. The model may not be deployed inbase-to-base contact with anenemy model.

2. The model must be within chargerange during the next turn.

A character may not have theReinforcement skill.

12.1.31 Righteous (Juste)

A model with the Righteous skill isimmune to all kinds of Fear (includingmagical fear). An enemy may not control aRighteous model by any means.

12.1.32 Scout (Elcaireur)

During the Approach Phase (see section6.5.1), models with the Scout skill havetheir cards shuffled into a separate deck.When the main deck is exhausted, theScout deck is used.

Models with the Scout skill are deployedanywhere on the board, even in sight of theenemy.

12.1.32.1 Scouts and Charging

The Scout model may be deployed in sucha way that it can charge the enemy on thefirst turn, but it must be deployed morethan its Movement characteristic away.

A Scout model deployed within chargerange of an enemy is considered to be inline of sight of the enemy.

12.1.32.2 Hidden Deployment

A Scout model deployed out of chargerange is considered to be hidden and maynot be the target of any action. As long asthe Scout model takes no action (other thanmaking Courage rolls) the model remainshidden and may not be directly targeted byan enemy action.

- It is not within charge distance of anenemy model

- It is not within line of sight of anenemy model.

12.1.33 Self Preservation (Instinct de survie)

A model with the Self Preservation skillthat receives a “Killed” result on thedamage table rolls a d6. On a roll of a 6,the model suffers a “critical” woundinstead.

12.1.34 Staff (Etat-Major)

A staff consists of a Champion, StandardBearer, and a Musician. All combatantswithin 1 turn of movement of eachmember of the staff may use theCourage/Fear and Discipline of theChampion scores with an additional bonusof +2. The Command skill is ineffective.

12.1.35 Strategist

The great strategists always have analternate plan. Whatever situation theyfind themselves in, they come up with aninfallible plan. Just before beginningDeployment, you may separate out aquarter of your army in points and replace

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them with troops of equal value. If the twocamps both have Strategy, the one who hasthe most benefits from this skill. If the twoarmies have the same number ofStrategists, each changes a quarter of theirarmy in secret.

12.1.36 Tactician

The tacticians do not develop plans ofbattle, but instead know how to adaptrapidly to different situations. Except inthe Deployment phase, a Tactician doubleshis discipline characteristic with asuccessful Discipline check.

12.1.37 Tough (Dur à cuire)

When rolling to wound (see section 10.3.4)a model with Tough, the result is read oneline above where the dice indicate. Theresult cannot be moved beyond the firstline.

The Tough skill does not apply whendoubles are rolled or when the originalresult is “killed”.

12.1.38 Undead (Mort Vivant)

Models with this skill are naturallyimmune to Fear. In addition, the model hassuch a dreadful nature that they cause Fearin models that they cause Fear. Afrightening creature takes a Courage testusing its Fear characteristic.

An undead model is not subject todiscipline since it is under the influence ofsuperior entities. When making aDiscipline test, the undead model isconsidered to have a Disciplinecharacteristic of 0.

An undead model may not drown; he doesnot suffer a light wound if he fails aswimming prowess test.

12.1.39 Veteran

Warriors who have participated innumerous campaigns have seen it all, oralmost. They know the strengths andweaknesses of their enemies. Against a“Veteran” warrior, adversaries will neverre-roll 6’s on a Characteristic test. Woundrolls are not affected by this modification.

12.1.40 War Cry /X (Cri de guerre)

A model with War Cry has a Fearcharacteristic of X when it charges. WarCry only applies to charges. The chargedmodel must use its own Couragecharacteristic for the Courage test.

Note: If a model does not have an Xvalue, it gains a Fear characteristic of 5. Amodel with War Cry is immune to Fearfrom all models except Undead.

12.1.41 Warhorse

Some models train their mounts to becomewarhorses. During melee, a warhorse givesits rider an extra die in Attack. This extradie is not added during a charge. Modelsequipped with a warhorse may dodge (seesection 8.3.2).

12.1.42 Warrior-Mage (Guerrier-mage)

A figure with Warrior-Mage has thefollowing advantages:

- Warrior-Mage can recover mana whileengaged in hand-to-hand combatexactly as if they were not engaged(the modifier for the roll determininghow many gems are gained is only thecurrent number of mana gems and nottwice the current number of gems.

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- A Warrior-Mage is able to "counter-attack", some kind of a riposte for eachsuccessful defense block (this rule isalso available for heroes, championsand others characters).

- Warrior-Mage can cast a spell andshoot a missile weapon in the sameturn.

- A Warrior-Mage knows one less spellthan casters of the same level but only1 spell for level 1 Warrior-Mage.

- A Warrior-Mage can't go into a trance(used by casters to recover gemswithout the mana that has been evokedjust before).

- Only the Warrior-Magi can charge orrun and then to cast spells during theshooting phase.

13 Ending the Game

The game is over when either:

- Both players wish it so.

- The objective has been met.

- One side may no longer fulfill itsobjective.

- There are no models on one side.

14 Races

After a long period of peace, war breaksout across Aarklash. Skirmishes followone another, heralding an era of darknessand slaughter.

The peoples of Aarklash have beenexpecting and preparing for that bloodyage for a long time. Some call it theJudgement Day, others call it Armageddon

or Rebirth…but everyone knows it asRag’Narok, the dusk of centuries.

14.1 Alahan Lions

Alahan Lions, protectors of Light andJustice, fight to restore order andprosperity on Aarklash. But their lands arethreatened by the hordes of damnedcoming back from Hell.

14.2 Order of the Ram (Undead)

Order of the Ram’s necromancers open theDarkness Gates in Archeron, the deadworld. The relentless undead legions thatcome through are just a small part of theirdreadful power.

14.3 Cynwälls Elves

Cynwälls Elves and their majestic dragonsare getting out of their long meditations todiscover a world that has forgotten them.Who knows what Magic animates theirwonderful technological prowesses?

14.4 Tir-Nâ-Bor Dwarves

Tir-Nâ-Bor Dwarves refuse fate andprepare for Argg-Am-Ork, the end of theirage. Living in Mount Aegis, they forgeweapons and armors capable of repellingthe one they’re ready and waiting for:Death herself.

14.5 Disciples of the Empire of

the Akkylannie Griffin

Disciples of the Empire of the AkkylannieGriffin have gone on a crusade to recovertheir prophet’s tomb. They will purify theworld with the Single Truth fire in thename of their god, Merin…

14.6 Orcs

Orcs are the youngest and sturdiest peopleon Aarklash. Nothing seems to be strong

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enough to stop the Jackal god’s warriors.Once they’ll have an appointed leader,they will spread throughout the world toquench their thirst for revenge…

14.7 Alchemists of Dirz

Dirz’ Alchemists and their bio-mechanicalwarriors patiently observe their enemiesfrom the Syharhalna desert. At theirCommodore signal, they will unleash thesleeping horrors from their laboratories andestablish a new order on Aarklash.

14.8 Akkyshan Elves

Akkyshan Elves from the Web Forest havea heart as dark as night.Widow spidersprepare to sacrifice Aarklash on the altar ofLilith, goddess of Darkness.

14.9 Wolfen

Wolfen are Aarklash’s greatest predators.Only fools believe that there is a part oflatent humanity in them. This mysteriouspeople considers others as prey. They willweave their victims’ name on long Bandsof Murmurs and howl their victory at Yllia,the Moon, untill the end of time.

14.10 No-Dan-Kar Goblins

Peoples from Aarklash think that No-Dan-Kar Goblins want to conquer the world.The goblins think that this has already beendone! Wherever you go, they’ll be therebefore you. It is even said that they’vetamed Trolls…

Who’s going to be strong enough to resistthe Rat God?

14.11 Daïkinee Elves

Daïkinee Elves, victims of a strange curse,try to reach the Fayes’ world before theirextinction. But isn’t their salvationsomewhere else? Woe betide anyone whothink they’re vulnerable, because theirsoldiers live several lives…

14.12 Keltois

Keltois from Avagddu Plains are fiercenomad warriors. They seek the Ard Ri, thegreat King who will unify again the tribesand lead them on the way of the goddessDanu. Will he be from Clan Sessair, ClanDrune or another ?

Other peoples are observing Aarklash

With a greedy look, waiting for the best

Moment to enter the conflict.

And you?

Which people will you choose to carry your

Hopes and dreams to the battlefields of

Aarklash?

In the shadow, the Gods are watching.

Secrets of the Ancients begin to unveil…

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15 Primal Fear!

The smell of a brother killed in combat,mixed with human smells.

Onyx and his pack hadn’t had muchtrouble to follow the trail to those maskedhumans. Their particular smell can besmelt from far away, even with anunfavorable wind.

Their clothes and colour of skin aredifferent from eveything that the Wolfenhave seen so far. Kassar, a Wolfen withneither god nor master, told them thatthose humans live in the desert, but too faraway to reach the Standing Stones Forest.Despite all the layers of clothes they arewearing to endure the climate in this partof Aarklash, they’re cold. Some of themdon’t have the slightest bit of skin exposed.

They won(t get out of it alive.

They defied the taboo by entering thesanctuary of Yllia, mother of all theWolfen. They captured a young Hunter,and have sent him to sleep in a cagecovered with strange instruments.

Onyx is wondering why they have comefrom that far to capture a Wolfen. Heknows his brother is still alive, but for howmuch longer ?

Those humans don’t know the forestlanguage, they remain in groups.

One of them is the size of a Predator. Hismuscles are huge, and his eyes are madeout of glass. Strange growths, looking likean insect, grow out of different parts of hisbody. His enormous sword will make abeautiful trophy. They move silently, inspite of their equipment. But their smellassaults the Wolfen’s nostrils.

They don’t smell like others do. It’s not anatural smell. They must die.

Having fulfilled their mission was a greatrelief for the members of the Siharexpedition. The special genotype of thatyoung Wolfen will be used to improvetheirs and maybe, to get closer toperfection. Glory was awaiting them backat home.

But for now, they had to get out of theforest before dusk. Some members of theexpedition had met an unenviable death onthat mad hunt, and there was still a longway ahead.

In order to adapt to the climate in thenorth of the continent, they had topurchase new clothes on the way…But notthe Skorize Warrior, the troop’s scout. Hisnerve endings modified by DirzTechnomancers meant he could ignorepart of the pain. He was unaffected by coldor heat.

This new kind of terrain put his skills to thetest. Desert doesn’t teach the same thingsas forest…

He stopped for a moment. Fresh Wolfentracks attracted his attention.

What kind of creature is…this?

The Predator is observing the humanhunter armed with articulated claws on hisback scornfully. The human turns towardshis comrades. He has discovered thetracks.

The Predator keeps pace with his prey andgradually gets closer.

At the very moment when the DawnWarrior at the head of the group saw hiscomrade coming back, he spotted theheavy figure that was taking shape behindhim. He scarcely had time to raise a fingerto signal the danger.

The Predator was on him. The Wolfenhunter’s blade easily pierced the Skorize’sarmor. He cried out in surprise, and struckback instantaneously: the two dorsal

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blades rose and punched through theassaillant’s thorax.

Syhar crossbowmen rose their weapons,and terrifying howls suddenly broke theforest’s silence. A man-sized bolt shotdown one of the cage bearers. Twocrossbowmen where mown down by aWolfen as fast as lightning. Acrossbowman pointed out to a copse, andthey all shot through the leaves. A Wolfencame out of it, reeling, and fell down.

The Dawn Warrior suddenly feltbreathing on the back of his neck. ThePredator was just behind him, claws out.The warrior’s shriek of terror wasinterrupted by the crack of his backbone.The huge Keratis Warrior drew his blade:two Wolfen were getting close to him fast.The first was swept by a devastating blow,the second fell under his bloody sword.

At last, the alchemists were no longerunder the effect of surprise. They began toorganize…But the Wolfen were all gone,leaving behind them a heap of corpses.

The cage was intact.

After a long moment of distress, theexpedition’s leader – a Technomancer-beckoned to his men to resume the walk, inclosed ranks. Dusk was coming.

A hundred meters ahead, they discoveredthe Dawn Warrior’s corpse, hanging on atree. It takes a lot more to impress aTechnomancer, but the soldiers seemedterrified…And as all where watching theirbrother’s remains, the trap triggered: fourwarriors and the Technomancer weretrapped in a net large enough to imprisona whole squad, up in the trees. Bolts thatcould have been from a balista raineddown on the troop, pinning men down onthe ground as if they were mere patheticbutterflies. The soldiers scattered away.Alone remained the Keratis warrior ready

to deliver the prisoner under the deadlyshower.

But when the shots ceased, a Wolfen wascoming slowly. He had the look of a wildkiller and the walk of a predator. Thefugitives shouts could be heard, and ,thesun began to turn red on the horizon. TheKeratis drew his bloody sword and heldout a tearer to the captive Technomancer.

Onyx really means to make the most of thefight. The skull of this imposing human,created by magic, will join his trophies.Others from his pack are hunting down thefugitives.

He knows now what gives those humansthat particular smell: their blood is taintedwith unclean substances. And that tallwarrior smells a lot!

His reaper, a moon-shaped weapon, iscalling for blood.

The Keratis Warrior was hoping to theWolfen by charging, in order to gain timefor his master to free himself. He chargedwith a threatening growl. Nut the Wolfenwas far more fast, and wore no armor. TheKeratis’ sword stuck into a tree trunk, andout in a minute. Onyx made the most of theopoortunity by cutting deep through thegenetic monster’s thigh: with anothergrowl, the Syhar giant made his bladedance before him, as light as the wind.

He noticed other wolfen coming by out ofthe corner of his eye, loaded with thecorpses of the rest of his squad on theirshoulders. Feeling driven back to the wall,he redoubled his efforts.

Branches were falling in front of him andthat cursed Wolfen wouldn’t let him comenear.

The Technomancer was free. Heunderstood the situation, and ordered his

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men to flee with him, to certain death. AWolfen crossbow bolt killed the first, thetwo others were caught and cut into pieces.The Keratis was nowhere to be seen butthe Dirz Magic-user was safe.

At last, Onyx can feel the exhaustion in hisopponent. The latter has cut through manya tree, but his blows become less and lessaccurate, and his breathing irregular. Hedoesn’t run as fast as before. It’s just aquestion of time…

Finally, in a sudden movement, the Wolfenblocks the Keratis’ sword and, with a wellaimed blow, pulled down the human’smask. A human face, as white as snow andhairless, was revealed, as Yllia’s one in thedistance.

The Keratis is disarmed. Without thesubstances maintaining his body to itsmaximum, he is nothing. His lungs fill upwith the forest’s air, and he breathes out astrange smoke. His breathing wheezes as adying man does.

Onyx puts an end to his suffering. Hesharply cuts his throat.

Then he siezes the bloody sword, with asatisfied smile. No Wolfen has everpossessed a weapon like this.

The Technomancer was on his guard.Sweat was pouring down his forehead. Itwas night time and he was alone in theDiisha Forest. He could ear all the night’snoises, as posiible threats.

Running would lead to death, but stayingmeant that the beasts would find him.

But he soon decided on what to do…

A Wolfen was coming to him slowly, earsback. The smell of a chemical drug wascoming from him, and his fur was wet…

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Incantation16 Spell Cards

The characters of Incantation have severaltypes of cards. As in Confrontation, thecharacteristics and skills of each figure aregathered on a Reference card. Other cardsinclude Spell Cards and Equipment orArtifact cards.

16.1 Characteristics of ElementalMagic

Each element has an icon. Each magicspell needs a certain amount of magicenergy to cast. The Magicians draw thisenergy from the Gems of Power. Thenumber and type of gems required for aspell are indicated on the Crown of theElementary Oppositions that occupy thetop third of a Spell card.

16.1.1 Spell Difficulty

The more powerful the spell is, the morecomplex it is to cast. The difficulty of aspell represents the amount ofconcentration required to cast the spell. Atthe time of incantation, the Magician mustroll higher than the difficulty rating of thespell to successfully cast it.

Some spells have a variable (free)difficulty. In this case, the caster sets thedifficulty of the spell.

The difficulty of the spell may also beaffected by other factors mentioned on thespell card.

16.1.2 Spell Range

The Spell Range indicates the maximumdistance that the spell can be cast,

measured from the caster to the target. TheSpell Range is expressed in centimeters.Some spells have special ranges of“contact”, “melee”, and “unlimited”.

When a spell targets all models representedby a unit’s Reference card, only thosemodels within the spell’s range areaffected.

16.1.3 Area of Effect

A spell’s Area of Effect indicates the typeor number of targets that can be affected.The different types are given in .

Table 5 Spell Area of Effect.

Table 5 Spell Area of Effect

Area of

Effect

Explanation

Figure The spell affects a single modelwithin range.

Card The spell effects all modelsrepresented by a Reference card thatare within range.

All All figures within range.

16.1.4 Spell Duration

The Spell Duration indicates how long aspell remains active. Some spells areinstantaneous, some have limited timespans, and some are permanent. In manycases, the most powerful offensive spellsrelease all their mana in a few seconds.Other spells have effects that last longerbut are generally of a lower power.

16.1.5 Spell Description

The Spell Description covers the spell indetail including the description of theeffect of the spell as well as some technicaldetails.

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16.1.6 Spell Special Rules

Certain spells are reserved for certain typesof Magicians or for particular characters.Others require material objects to cast.These items are covered under the SpellSpecial Rules.

16.2 Spell Points

When adding a Magician to yourConfrontation army, all the spells andmagic items have their own point value.This point value is in addition to the cost ofthe Magician himself. This allows theplayer to choose how to equip hisMagicians when purchasing his army.

16.3 Minimum Capacity

As a Magician gains experience, he alsogains access to more powerful spells andnew fields of magic. He also acquires abetter understanding of the words andgestures that activate the magicalcapabilities of the more mysteriousartifacts. A Spell’s Minimum Capacityrepresents the minimum magicalknowledge required to cast a spell or usean artifact.

To use an artifact or cast a spell, acharacter must have a Power equal to orgreater than its minimum capacity.

Some artifacts or spells do not have aMinimum Capacity rating. Any charactercan use these.

17 Elements

Natural currents of energies represent thegreat forces that control which influencethe behaviors of the inhabitants. There aresix known elements and each one has avisible natural form. The fundamentalelements are:

- Air

- Earth

- Fire

- Water

In addition to these are the elements ofLight and Dark, which can influence theother four.

17.1 Elementary Oppositions

None of the six elements is supreme; allare in balance. Each has rigidly definedboundaries. As long as they remain inbalance, Aarklash remains. Each elementhas its opposite and opposed elements arein eternal conflict. The ElementaryOppositions symbolize this balance andopposition.

Table 6 ElementalOppositions

Elemental

Domain

Opposition Domain

Light Dark

Air Earth, Dark

Water Fire, Dark

Fire Water, Dark

Earth Air, Dark

Dark Light, Air, Water, Fire,Earth

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17.2 Gems of Power

Gems of Power represent the elements inAarklash. These gems represent thequantity of mana and the type of elementalenergy a Magician must harness to cast aspell. The incantation makes it possible tocall the spell, the Gems of Power manifestit. Needless to say, such gems are rare.

17.3 Elemental Symbols

Each element has its own symbol and itsown characteristics.

Water is imperceptible, excessive andwhimsical. Its opposite, Fire, is destroyer,purifier, and insatiable. Earth is fertile,resistant, sometimes malleable butindestructible, Air is it’s opposite, beinglight, fast and impalpable. Light isdazzling, pure and crystal. Dark, itsantithesis, is underhanded, unhealthy, butattracting. In addition, Darkness has thecharacteristic of being opposed to all theother elements.

17.4 Elementary Composition

The elemental composition of a spell isrepresented on the Spell card. The Spellcard also gives the quantity of manynecessary to the casting of the spell. AMagician cannot cast a spell if he does notcontrol the elements that make it up (seeTable 22 Magical Colleges by Race). Thelevel of the Magician indicates the numberof elements he controls as well as thequantity of the spells he may cast during abattle.

18 Magicians

Magicians are secret and separateindividuals who manipulate the elementalforces of nature. They are mysterious andinspire respectful fear from others. Theyuse their arcane knowledge to control

eldrich forces. With the exception of theWarrior-Mage, a Magician is extremelyvulnerable to armed conflict. In melee, aMagician is usually outclassed.

18.1 Magicians in Incantation

In Incantation, a Magician is regarded asa Character. See the Confrontation Rulesfor an explanation of a character. AMagician has all the statistics of a normalcharacter plus one extra: Capacity.Capacity represents the Magician’saptitude at handling elemental magic.

18.2 Levels of Magicians

There are three levels of mastery of themagical arts. These represent theincreasing degree of control a Magicianhas over the elemental forces.

- Initiates – Magicians of the first levelhave access to only a few spells of oneelement. They may have one artifactand up to two spells.

- Followers – Magicians of the secondlevel are skillful manipulators of thestrange arts of more than one element.They may have two artifacts and threespells.

- Masters – Magicians at the top of thehierarchy not only control the forces ofmore than one element, but they areable to combine them into formidablespells. They may have three artifactsand four spells.

18.3 Colleges of Magicians

The vision of a Magician is not limited to asimple plan. Where an army would notnotice anything, a Master sees all. Thevarious peoples of Aarklash have theirown colleges or fields of magic. Thesecolleges are rooted in the religious

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doctrines associated with a particulardiscipline: Sorcery, Demonology,Technomancy, Alchemy, or Necromancyare some examples of the differentcolleges.

19 General Rules

This section gives the rules common to allspell casters and their spells. These applyto all characters that have the Capacitycharacteristic.

19.1 Purchasing Magicians

When pointing up an army, the player alsopoints up the Magicians he will take aswell as what spells and artifacts they willhave. Two Magicians of the same armymay not exchange spells though they maypurchase the same spells. Each spell andartifact has an associated cost that is addedto the army total.

A magician may not purchase a spell thathas a higher casting cost than themagician’s Power characteristic.

Certain spell, artifact, or unit cards mayhave text that alters these purchasing rules.

19.2 Magic Phase

Casting of spells occurs during theShooting phase. Each Magician thatwishes to cast a spell does so during thisphase. Magicians cast spells in Initiativeorder with the shooting models. If there aremultiple modes with the same Initiativecharacteristic, the models owned by theplayer who won the Discipline Check (seesection Error! Reference source notfound.) cast first.

20 The Laws of Magic

Note: Some of the rules below have beenstated earlier in this document. They arerepeated here for completeness.

20.1 The Use of Spell Gems

At the start of the game, each Magician hasa gem reserve equal to his Capacitycharacteristic. The type of gems chosen isup to the player. To be able to cast a spell,a Magician must have the correct type andnumber of gems indicated in the spell’sCrown. Casting a spell reduces theMagician’s gem reserve by the numbershown on the spell’s Crown. A Magicianmay cast as many spells as he has gemsavailable.

20.2 Spell Targeting

A Magician may only target models towhich he has a line of sight or with whichhe is in melee. A Magician may not launchthe same spell on the same target morethan once. A Magician is not required tocast any spell.

20.3 Effects on Abilities

Some spells affect the ability scores oftheir targets. If an ability score is reducedto 0 or less due to spells, the figure iskilled.

20.4 Magician Spells

Each Magician has a grimoire or an artifactin which they record their spells. Thespells presented in Incantation are onlythose used in combat. Each Magician’sspells are chosen when the army ispurchased. Two Magicians may purchasethe same spells, but once the game has

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started, each Magician may only cast thespells that he purchased.

20.5 Spell Casting Mechanics

20.5.1 Mana Reserve

Spells are complex to cast and they requiremana to manifest. The mana comes fromMana gems that the Magician must have inorder to cast the spell. The Magician startsthe battle with a number of gems equal tohis Power. If the Magician subscribesseveral colleges of magic, then he mayfreely mix the gems for each college.

A Magician may not transfer his gems toanother Magician, even if they subscribe tothe same colleges.

20.5.2 Spending Mana

A Magician casts a spell during theShooting phase. To cast a spell, theMagician concentrates, gestures, andchants the arcane words. The playerannounces which spell he is attempting tocast and the target before measuring thedistance.

Casting a spell will cost the Magician anumber and type of gems listed on thespell card. The gems are consumed by thecasting even if the Magician fails his spellor the target is out of range.

20.5.3 Casting

To cast a spell, the Magician must rollhigher than the difficulty of the spell on ad6. A roll of 1 is a failure.

20.5.3.1 Spells Without a Difficulty Rating

Certain spells have no listed difficulty. Forthese spells, the Magician sets his owndifficult level in a manner similar to thechoosing the mark for an Attack roll inConfrontation.

20.5.3.2 Improving the Chance to Cast aSpell

As the Magician’s life may depend onsuccessfully casting a spell, he can try toincrease his chances to successfully castthe spell. The Magician does this bycommitting extra gems to the casting of thespell. Only gems of the types listed on thespell card may be committed in this way.For each additional gem committed, thecaster rolls an additional d6 and choosesthe best roll from the bunch.

Note: The dice are not added together.

20.5.4 Defending Against a Spell

There are two ways to defend against aspell:

- A Magician can absorb the spell.

- A Magician may try to counter thespell.

In either case, only a Magician must be ina position where he could have been atarget for the spell (i.e. in range spell and inline of sight of the caster). The Magicianneed not be the target of the spell.

Also only one Magician may attempt toeither absorb or counter a spell, no materhow many are eligible.

20.5.4.1 Absorbing a Spell

A Magician may attempt to absorb a spellby spending the same number of gems butof the opposite type as those used to castthe spell. There is no die roll required; ifthe correct gems are used, the spell isabsorbed.

The Crown of Elementary Oppositionindicates which gem can cancel anotherduring spell absorption.

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20.5.4.2 Countering a Spell

To counter a spell, the Magician mustcommit a gem of any type and then roll ad6. If the roll of the d6 equals or exceedsthe roll made by the caster, then the spell iscountered. A Magician may commitadditional gems to roll additional dice toimprove his chances of countering thespell. No matter how many gems arecommitted, you may only make oneattempt to counter a spell per Magician inrange and line of sight.

A roll of a 1 is a failure.

Note: the decision to absorb or attempt tocounter a spell comes after a Magicianhas committed his gems to increase hischances to cast a spell.

20.5.5 Increasing a Spell’s Power

Some spells are noted as having variablepowers. It is possible to spend additionalgems to increase the effect of these spells.The exact requirements to do this are listedon the individual spell cards. The decisionto spend additional gems to increase theeffect of the spell can be done either beforethe spell is cast or after it is cast but beforeany absorption or cancellation attempts aremade.

Note: If the decision to increase the effectof the spell is made before the spell iscast, then the cost to absorb the spell isincreased by the number of gems used toincrease the effect of the spell.

20.5.6 Applying a Spell’s Effects

If the spell is successfully cast and notabsorbed or canceled, then apply the

effects to the chosen targets that are withinrange.

20.6 Recovering Mana

At the end of each turn of play, theMagicians attempt to energize their gemsin order to recover their mana. Each modelthat has a Power characteristic may make aRecovery attempt. This is no difficulty forthis attempt.

To make a Recovery attempt, the playerrolls a d6 and adds the Magician’s Powerand subtracts the number of unused gemsthe Magician has. The result is used toindex into the Mana Recovery table to seehow many gems the Magician hasrecharged.

Note: The Mana Recovery Tableindicates the total quantity of manarecovered not the total per element.

Table 7 Mana Recovery

Result Number of Gems Re-

energized

≤ 0 0

1 to 5 1

6 to 10 2

11 to 20 4

≥ 21 All

20.6.1 New Mana Recovery Table

Note: This table is rumored to come fromIncantation 2. As such, it is not official

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and is only included here for those whowish to try it out. The table was providedto me without any associated rules, soplease use your own judgment as to howit should work.

Table 8 Incantation 2 ManaRecovery Table

Result Initiate Adept Master Virtuoso

Failure 0 0 0 0

≤ 0 1 1 2 3

1-5 2 3 4 5

6-10 4 5 6 7

11-15 6 7 8 9

16-20 8 9 10 11

≥ 21 10 11 12 13

20.6.2 Recovery During Melee

A Magician in melee cannot recover manaas easily. For a Magician in melee, thenumber of gems in reserve is doubledwhen calculating the Recovery result.

20.6.3 Unengaged Recovery

A Magician that is not other wise engaged(i.e. did not move, shoot, or engage inclose combat) and was not woundedduring the turn has a better chance torecover mana. Such a Magician does notsubtract the number of unused gems fromthe Recovery die roll.

20.6.4 Mana Capacity

A Magician may have up to twice hisPower in gems. For example, a Magicianwith a power of 3 has a maximum capacityof six gems.

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Incarnation21 Introduction

You have acquired a figure destined tofight in the battle of Rag'Narok. It createsa scene of vast armies from numerousraces which confront in epic battles for thedomination or survival of their people.

Confrontation is a simple game whichsimulates the skirmishes between thedifferent factions of the game Rag'Narok.You will find the rules concerning theformations of units, the special armies,army lists, the Colleges of Magic, thelevels of experience in a game of largerscale called Rag’Narok.

To begin a game you only need a copy ofConfrontation and six sided dice. Youcan have a game with your friends as soonas you choose your figures. As the gamesprogress and the composition of yourarmies becomes more vast, you can use therules of Rag'Narok and give an epicinspiration to your battles. To go from onesystem to another will present nodifficulty, as the principles andcharacteristics will be identical for the twogames. Rag'Narok is simply the bigbrother of Confrontation.

22 The Figures

Rackham provides the greatest care in allthe stages of the conception and realizationof each model in order to push theenvelope of technical limits and quality offigures.

22.1 The Adventurers

The models of adventurers are thePersonalities, they use all the rules for thelatter. You will find all the rulesconcerning them in the Confrontationrules. They can be Champions, Heroes,and Living Legends. Some are Magicians.The Adventurers can be strong allies if youuse the adventure style of the gamepresented here.

Note: do not confuse the hero, asPersonalities central to an adventure, andHero, the equivalent of Power level forConfrontation.

In the following pages we will often makeuse of the term warrior. It designates atroop from a Personality, Mage, or Priest.You will discover these last in Divination.

23 The Experience Cards

Incarnation allows all your models togain experience. This unique knowledge isrepresented by the experience cards, whichadd to the unit card for each model. Togain experience, your warriors must provetheir courage and tenacity inaccomplishing particular exploits. Thebravery of your warriors today will makethem into the heroes of tomorrow.

Table 9 Elements of anExperience Card

Section Description

Conditions Indicate the characteristics,competencies, or aptitudes that awarrior must possess in order tohave access to a discipline or aparticular knowledge.

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Section Description

Exploit Describes a heroic action. If it isaccomplished by one of yourcombatants, the experience card isimmediately added to that warrior.He may then use the card in thenext game of Confrontation.

Effect Describes the advantages that comefrom an experience card when it isplayed.

Cost (PA) The value of the card when it isacquired by a warrior. It costsnothing to select, but he must paythe price in PA when he gains thebenefits of the card. Only if he hassucceeded in the Exploit, obviously.

Recuperation

When the warrior learns if he hastruly mastered the new technique hehas learned. In order to get backthe experience card, roll a d6. If theresult is greater than or equal to thelevel of the Recuperation, he mayretain the card.

23.1 Playing with the ExperienceCards

23.1.1 Selecting the Experience Cards

At the end of Deployment, you may placeface down in front of you one experiencecard per Personality present in your army.They are not attributed to any combatant inparticular, but represent the exploits thatyour warriors must attempt during thegame.

Be certain that some of your warriorsfulfill the conditions announced on theexperience cards, or else they may not usethem.

23.1.2 Acquiring Experience Cards

During the game, if one of your warriorsachieves an Exploit, flip the experiencecard face up. Place the card along the side

of the game. If the warrior whoaccomplished the Exploit survives thegame, he will receive the card in reward.Remember that it is not important whichwarrior benefits from an experience card,so long as the following points arerespected:

1. The experience card is one of thosebet on after Deployment.

2. The warrior satisfies the conditionslisted on the card.

3. The card is revealed just after thewarrior has accomplished theexploit.

A warrior may not normally acquire anexperience card more than once. If a cardmay be possessed multiple times, it isstated on the card.

If one of your warriors accomplishes anexploit but you do not wish him to gain thecard, you do not have to reveal it. You donot need to let your opponent know that anExploit has been accomplished.

23.1.3 Using the Experience Cards

At the time the game begins, yourcombatants may have acquired experienceand gained some experience cards. But theknowledge has a price and you will have topay the cost of the card when purchasingthe model.

The effect indicates how the card modifiesthe game. In most cases its use is restrictedto a certain time. It may only be usableonce per round, per game, or even a uniqueuse.

Once the experience card is played, youmust see if your warrior has mastered thenew technique or simply succeededbecause of beginner’s luck. Make a roll toregain the card by rolling a D6 and

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comparing the result to the Recuperationscore. If the result is greater than or equalto the number indicated, the warriorregains the card.

Each time you use the card, you mustmake a Recuperation roll. In case offailure, the card is lost for the combatant.But you can select it in later games. Yourwarrior may definitely acquire it again!

24 The Scenario Cards

Incarnation uses another series of cardscalled Scenario Cards. They serve todetermine the objective of your group ofwarriors, through a story and itsdevelopment. Each player uses a card atthe beginning of a game. The Scenariocards are presented in three different Acts,which symbolize each episode of anadventure. The elements common to allthree cards are shown in Table 10Elements of a Scenario Card.

The notion of Acts is only for theAdventure mode, that you will discoverlater.

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Table 10 Elements of aScenario Card

Section Description

History Presents the place where theadventure takes place, theproblem with which you areconfronted and announces theinevitable combat. It issometimes bound to a particularpersonality, he must then bepresent at the time of theconfrontation.

Objective Represents the mission that youare entrusted with. The gamemay be stopped whenever theplayers wish, if both sides havefulfilled their Objective. Ifneither of the two camps iscapable of accomplishing theObjective before the end of thegame, this may also stop thegame.

Victory Once the game has ended, applythe effects of Victory if you haveaccomplished your objective.The number that follows“Victory” indicates the chancethat your hero may beresurrected.

Defeat If the objective is not completed,apply the effects of the Defeat atthe end of the confrontation.

Duration Indicates the number of turns youhave for your mission. It isadded to the Duration of thescenario chosen by the enemy.Your mission has a Durationlisted as “3”. Your opponent’smission has a Duration of “4”.The total length for the game willbe 7 turns.

Deployment Indicates the zone in which eachplayer positions his troops. Thiszone varies in accordance withthe scenario. There are sixdifferent types of Deployment(see Table 11 ScenarioDeployments).

Section Description

Value (PA) Indicates the amount of troopsthat you may have for thescenario.

24.1 Playing with the Scenario

Cards

24.1.1 Army Choice

When you play with the scenarios ofIncarnation, the first thing to do beforethe game begins is to determine the story.Your adversary and you both secretlychoose a scenario card. Once each sidehas chosen their scenario, the playersreveal it. Thus, you reveal your objectivesto your adversary, but also know his.

Next, each side must construct their armyaccording to the PA authorized by thescenario. Consider your objectives as wellas those of your adversary, as your troopchoices could be critical to your success.Certain scenarios may seem easier thanothers, but a valorous general will alwayspresent a challenge.

24.1.2 The Terrain

We advise you to play on a surface of120cm per side (4 ft), for a deploymentzone of 60 cm deep (2 ft). The manner inwhich you place the terrain is up to you,but try to respect the context of the story.

24.2 Scenario Deployment

The types of scenario deployments aredescribed in Table 11 ScenarioDeployments. Make your deployment asnormal, but each player is limited to hisdeployment area. If the areas overlap, eachplayer may place figures in the overlappingarea.

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Table 11 Scenario

Deployments

Deployment Description

Battle Deploy your figures in yourhalf of the board as usual.

Hunt Deploy your troops as forSiege, below, but theirnormal movement distancemust separate your modelsfrom one another.

Overflowing Place your troops in your sideof the terrain, along each edgeof the table.

Defense Your figures must form astraight line in your half ofthe board, with at most 5cm(2”) between each figure. Ifyou have any figures leftover, form a new line 5cm(2”) behind the first.

Entrenchment Your troops should bedeployed on the board in yourhalf of the terrain with at least20cm (8”) from the middleedge, and 30cm (1 ft) fromeither side edge.

Siege Your troops on the entireboard, outside of animaginary entrenched enemy.

25 The Unfolding of the

Game

A scenario is played like a regular gameexcept for the addition of the Denouementphase.

25.1 Accomplishing the

Objectives

To win a scenario, a player mustaccomplish his scenario objective and haveat least one model remaining on the boardat the end of the game.

A player may attempt to prevent hisadversary from accomplishing hisobjective and thus savor the defeat of hisenemy.

The terms hero, mentor, and ally, are oftenmentioned on the scenario cards. Theseterms only matter for Adventure mode. Ifyou do not play in adventure mode, theseterms refer to one of your Personalities. Inthe same way, the term shadow symbolizesand enemy personality.

25.2 Duration of the

Confrontation

The sum of the scenario duration for bothsides determines the length of the game. Ifyour card states 2 and your adversary states5, the game lasts for 7 turns.

If only one card has duration of “infinite”,then the game is 6 turns long. If both cardshave duration of “infinite”, then there isnot turn limit. The game continues untilone side or the other is destroyed orretreats from the field of battle.

25.3 End of the Game

The game ends as soon as the time limitfixed by the two scenarios is passed, or ifeach side is in the following situations:

- The game ends as soon as one ofthe following situations occurs;

- The required number of turns isplayed.

- The players wish to stop the game.

- It is no longer possible for bothplayers to achieve their objectives.

- Both players have achieved theirobjectives.

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25.4 Denouement

25.4.1 The Victory

If you have accomplished your objective,you may apply the effects of Victory at theend of the game.

One of your Personalities who died mayreturn to life. Make a Resurrection check:roll a D6, if the result is greater than orequal to the number after the Victory, yourPersonality returns.

25.4.2 The Defeat

If you do not manage to accomplish yourobjective, apply the effects of Defeat. Youmay not attempt a Resurrection if yousustain a defeat.

When you have mastered the experiencesystem of the Scenarios, you can play eachadventure as a sequence in AdventureMode. Until then, the experience cardsand scenario cards may be used separately.

26 The Adventure Mode

This section of the rules presents theAdventure Mode. It permits you to createnew heroes, aided by his mentor and alliesthat he has rallied to his cause. This herowill meet with dangers and confrontinnumerable adversaries to prove hiscourage and strength. If he succeeds in hisendeavors but dies, it is possible that thegods of Aarklash will show him clemencyand grant him resurrection. In the finalbattle, your heroes meet their greatestenemy, that shadow of themselves, whomust be defeated in a duel to the death.

The Adventure mode uses both ExperienceCards (see section 23) and Scenario Cards(see section 24). All the preceding rules

remain in effect, except when specificallystated otherwise below.

The game is played normally; it is only theDenouement that changes.

26.1 Before Beginning theAdventure

26.1.1 Elements of the Adventure

26.1.1.1 Hero

The hero of an adventure is possibly theonly important model in your army. Hedoes not need to be an Hero, or even aPersonality as defined in theConfrontation rules. The hero can be asimple warrior, an elite soldier, or anyother figure in your army.

26.1.1.2 Mentor

The mentor of the hero is both his masterand his guide in the adventure. He will aidthe figure of your choice.

26.1.1.3 Supernatural Gift

The supernatural gift of the hero is theprimary aid brought by his mentor. Thementor assists the hero to enter the worldof Adventure by offering a present to hisdisciple at the beginning of the quest. Thisserves to reinforce the hero’sdetermination.

26.1.1.4 Adventure

The adventure is a succession of scenariosin which the hero is the principal actor. Hepursues a quest over the course of threeActs that follow one another.

26.1.1.5 Allies

The allies are Personalities whoaccompany the hero in his quest. Thedestiny of the allies crosses that of the heroand his quest. The number of allies varies

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depending on the Act of the scenario beingplayed.

The mentor is considered an ally.

26.1.1.6 Followers

The followers are the warriors, notPersonalities, who accompany the hero orhis allies on the course of the adventure.Their number is limited by the Disciplinecharacteristic of the hero or the ally whocommands them.

Personalities with the Command skilldouble their Discipline characteristic forcalculating their authorized number offollowers.

The number of followers is calculatedaccording to the following rules:

1. A hero may have as manyfollowers as his Disciplinecharacteristic.

2. An ally can have as manyfollowers as half his Disciplinecharacteristic (rounded up).

3. A hero or ally who does not have aDiscipline characteristic may haveas many allies as he wants.

Obviously, the PA of the scenario alsolimits the number of allies.

In the Adventure mode, followers may notgain experience, only the hero and hisallies may acquire experience.

26.1.1.7 Shadow

The shadow of the hero is his spiritualopposite, his moral inverse. The shadowrepresents all that the hero fights, all thathe does not wish to become. The shadowcould be an ancestral adversary, a swornenemy, or quite simply itself. When thehero has defeated his shadow, the herotruly earns his title. He will have realizedthe impossible by defying death. In thisway he becomes a legend and will receive

the supreme reward, the ultimate goal ofhis quest: the Elixir.

26.1.2 The Beginning of the Quest

To begin the quest, follow the steps belowin the order they are given. These stepsdefine the quest that your hero willundertake.

1. Choose your hero. Remember thatyou can choose not just an importantfigure. However, for your firstadventures we recommend you take aPersonality.

2. Choose a mentor for your hero. Thismust be a Personality.

3. Choose a supernatural gift for yourhero. He can choose any experiencecard, artifact, or spell. The choice of asupernatural gift is not limited by therestrictions of usage, race, orPersonality. For example, a magicobject restricted to the Wolfen canbecome the supernatural gift of a dwarfhero.

A hero who does not have a Powercharacteristic may not choose a spell.The supernatural gift does not cost PAfor the hero. Do not hesitate to choosea rather rare one…

4. Select an adversary for your hero.Ask your adversary to choose theshadow of your hero. You may notchoose your own shadow. Your hero isnot be able to control his actions or hisnature. The shadow must be aPersonality.

Your adversary equips the shadowwith spells and artifacts as he wishes.He may also give him an experiencecard. The total cost in PA of theshadow and his equipment must begreater than the cost of the hero, butcannot be more than three times his

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value. Except for Movement, all thecharacteristics of the shadow areaugmented one point. The shadowthus becomes extremely terrifying.

The shadow of the hero will not arriveuntil the third Act of the adventure.His nature, equipment, and all cardswhich are attached to him can not bemodified until the final battle.

5. Select an Elixir. Finally, choose theultimate reward for the hero whodefeats his shadow. The Elixir mustme an artifact, experience card, or aspell, like the supernatural gift. Oncethe shadow is eliminated the hero gainsthe Elixir permanently, for a cost in PAequal to one half its real value, roundedup.

If the hero of the adventure is notalready a Personality, the elixir chosenmust be the attribute Incarnation (seesection 12.1.19) which allows a hero tobecome a Personality in all the gamesfollowing the Adventure.

The PA value of a warrior whobecomes a Personality because of anElixir is increased by half. If the PAvalue of the warrior was 12, it is now18 and not 24. Do not forget that awarrior, when he becomes aPersonality, must bear a name that isunique to him.

26.2 The Three Acts of the Story

All the quests played in the Adventuremode are divided into three acts.

26.2.1 Act I

The first scenario of an Adventure isalways Act I, an entry into the matter, or anintroduction to the extraordinary world.The hero is faced with the Adventure, orhas barely started it. If the hero is both

victorious and alive at the end of Act I, youcan continue the quest by moving to Act II.

26.2.2 Act II

The second part of the Adventure is madeup of a variable number of scenarios.These are the principal tests that will needto be crossed by the hero, the traps that hemust avoid. In Act II, his multiple talentsare put to the test, but he may gain allies,experience, and artifacts.

26.2.3 Act III

The third Act is the most difficult. Theexperience that he has accumulatedbetween Acts I & II will be necessary forhim to triumph. The hero will finally facehis shadow, menacing and invincible. Hewill fight his final combat against it inorder to gain the Elixir he desires.

26.3 Act I

The quest begins. Act I is the simplest. Itis the passage across the first threshold, theinitiatory stage of the long voyage.

26.3.1 Limited Usage of the Supernatural Gift

At this point the hero has not fullymastered his supernatural gift. He will notbe able to use it on a roll of 4 or more on aD6. Make the roll each time the hero triesto use his gift. If the test fails, the heromay not use the gift.

26.3.2 Allies

In Act I the hero may only be accompaniedby his mentor. The hero has no other alliesat this time.

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26.3.3 Followers

The hero may have the normal number offollowers. The mentor may have only onefollower.

26.3.4 Experience

You can only select a single Experiencecard during the Act I.

26.3.5 Denouement

26.3.5.1 Fatality

If your hero dies during Act I, he may notbe resurrected. You have no other optionbut to start a new Adventure. You maychange the hero, his supernatural gift, ornothing at all. Simply attempt a new quest.

26.3.5.2 Defeat

If your hero survives but he does notaccomplish his objectives, apply the effectsof the scenario’s Defeat section. Yourhero is condemned to replay the samescenario until he is victorious.

26.3.5.3 Victory

If your hero survives and he accomplisheshis objective, apply the effects of Victory.At the next battle, you must choose ascenario for the second Act, for your herois now wholly engaged in the quest.

26.4 Act II

This part of the Adventure lasts as long asyou wish. In effect, as you play Act II, youcan link as many scenarios of this type asyou wish. The result of Victory willalways be the height of difficulty of thescenario, as long as your heroes remainalive.

Act II allows your hero to accumulate theexperience necessary to defeat his shadow.

26.4.1 Supernatural Gift

The hero has learned how to use his gift;he may use it normally.

26.4.2 Allies

You may have as many allies as you wishin the second Act.

26.4.3 Followers

Choose your followers normally.

26.4.4 Experience

It is possible to select and acquire threeexperience cards per scenario of Act II.

26.4.5 Denouement

26.4.5.1 Fatality

If your hero is dead at the end of the gameand you have not accomplished thescenario objective, the adventure stopsthere. You must create a new hero andundertake a new quest.

If your allies are dead, they are also lost forthe duration of the campaign; i.e. you can’tchoose the same allies in a subsequentadventure in the current campaign.

26.4.5.2 Resurrection

If the scenario objective was attained butyour hero is dead at the end of the game,he will probably be resurrected. He hasaccomplished a great act of bravery, andthe gods of Aarklash may authorize him tocontinue his quest. Make a Resurrectionroll.

Allies may also make a Resurrection roll,but with a –1 penalty. If the scenarioobjective is attained and the hero is alsoalive, the allies make the roll withoutpenalty.

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26.4.5.3 Other Outcomes

Whatever the outcome of the battle, ascenario of Act II can always be linked toanother scenario of this type, as long asyour hero survives.

If you obtain a Victory and your opponenta Defeat, and if your hero is alive at theend of the battle and your opponent’s isdead, you have passed the secondthreshold. Your next scenario can be ActIII. This is your choice, however. If youwish you may play another scenario of ActII, if you feel your hero is not ready toconfront his shadow in Act III.

26.5 Act III

This is the moment of ultimateconfrontation. Where your hero willencounter his shadow and accomplish thesupreme act: to eliminate his greatestenemy. He will possibly die facing hisshadow, to be reborn purified and capableof defeating it the next time.

26.5.1 Supernatural Gift

The supernatural gift of the hero begins tolessen. It is replaced by the knowledgeacquired during Act II. The supernaturalgift can only be used a single time in ActIII.

26.5.2 Allies

Only the closest may follow the hero inthis act: the mentor, who will only cost halfof his real value, and one other ally at theusual cost.

26.5.3 Followers

In Act III each ally may have a number offollowers equal to their Discipline, in thesame way as the hero.

26.5.4 The Shadow

Your enemy must add the shadow to hisown troops. It does not cost any PA

26.5.5 Experience

You can select up to three experience cardsplus one per ally present at the time of thefinal battle (A maximum of five cards).

26.5.6 The Combat Against the Shadow

The combat between your hero and hisshadow is inevitable. No other figure mayparticipate. Only the shadow may affectthe hero, and vice versa.

If your hero dies during this Act, you maymake a special Resurrection roll in themiddle of the battle. Make a roll with abonus of +1. The gods like to see a heroconfront his destiny.

26.5.7 Denouement

26.5.7.1 Fatality

If your hero is dead at the end of thescenario and you have not accomplishedthe scenario objective, this is the end of allthe hero’s adventures. He has lost to hisshadow.

26.5.7.2 Ultimate Resurrection

If the hero is dead at the end of thescenario and you have accomplished thescenario objective, the hero is revivedautomatically (unless he has already beenresurrected during the game).

26.5.7.3 Defeat

If your hero is alive but you suffered adefeat, you must return to Act II.

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26.5.7.4 Victory

If you are victorious, your hero obtains theElixir. This card is acquired forever, athalf its PA cost.

In the future, your hero no longer needs tomake a Recuperation roll after using theElixir.

There is no limit to the number of queststhat a hero can accomplish or to thenumber of elixirs he may acquire.

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27 Alliances

Aarklash is in perpetual war. But certain groups have common interests or a philosophy closeenough to each other that they may combine forces to face the greatest perils. The ways thatthe people travel depend on the gods they venerate. But who is to know the ways of the gods.

According to the army you play, certain alliances are possible. However, your army may notconsist of more than 30% of allies and Mercenaries.

Table 12 The Wanderers of Darkness

Major Force Allied Forces

The Arms of Achéron (Undead) Akkyshan, Alchemists, Drunes.

The Alchemists of Dirz Acheron, Akkyshan

Akkyshan Elves Acheron, Alchemists.

The Barbarians of the Drunes Clan Undead.

The Goblins of No-Dan-kar Orcs, Achéron forces without the Undead aptitude.

Table 13 The Walkers of the Light

Major Force Allied Forces

The Lions of Alahan , Griffons, Cynwälls, Daikinees, Sessairs.

The Empire of the Griffon Lions, Cynwälls, Dwarfs, Sessairs.

The Barbarians of the Sessairs Clan Lions, Griffons.

Cynwälls Elves Lions, Griffins,

Table 14 The Travelers of Destiny:

Major Force Allied Forces

Daikinees Elves Wolfen.

The Orcs of Bran-o-Kor Goblins.

The Wolfen of Yllia Daikinees

The Dwarfs of Tir-Na-Bor Griffons

No-Dan-Kar Rats Orcs

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28 Translator’s Notes

Table 15 Revision History

Version Changes

3.2 Corrected Natural Born Killer entry;minor format and spellingcorrections.

3.1 Corrected damage effects table;added rule for running.

3.0 Incorporation of Confrontation 2changes; reformat of rules; additionof purported mana recovery tablefrom Incantation 2.

2.0 More errata and major combatclarifications.

1.0 Initial English translation.

28.1 Copyrights

Illustrations in Rackham products,including the present rulebook and thereference cards are commissioned works orcreations. Exclusive rights on the wholeillustrations, miniatures or by-productsbelong to Rackham. Copying andcirculation, even as parts or bits, isprohibited in any form, includingelectronic and mechanic forms, as well asphotocopying and telematics without awritten editor’s permission.

Rag'Narok, Confrontation, Confrontation2, Divination, Incantation, Incantation 2,and Incarnation are all product s ofRackham and copyright by them. Itranslated the original rules without thepermission of Rackham. This is not to beconsidered a challenge to their copyrights.

28.2 Translation Notes

The format of the rules has been changedslightly to better fit on letter-sized paper;the original rules were a small book thatfits inside the figure blister. Changes toexisting rules or new rules in existingsections have been highlighted. Brand newsections are highlighted.

28.3 Anachronistic Rules

There are some rules or errata that wereincluded in the first edition ofConfrontation that does not appear inConfrontation 2. I don’t know if thesewere dropped intentionally orunintentionally. As such, the rules havebeen left in this translation but they havebeen identified. These anachronistic rulesshould only be used with the consent of allplayers.

28.4 Acknowledgements

The original translation was done usingAltaVista’s Babelfish translation engine(http://world.altavista.com/) and I cleanedup the result. As I know almost no French,any errors you find in this translation arewholly mine. Please send any such errorsor suggestions to [email protected] not been a solo effort, I would like tothank Mark Theurer, Al Edel, M. P.Jenner, Jim Callahan, John Bornmann,Olivier Georgin, and the members of theconfrontation_en yahoo group discussionlist for their help on the translations. Iwould also like to thank Rackham forallowing me to publish this translation andfor providing answers to innumerablequestions.

The Confrontation 2 rules are based onEmmanuel Collombel’s translation forStarplayer (http://www.starplayer.fr). Histranslation is available on their web site.

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Appendix - Various Tables

Table 16 Damage Table

Damage Leg (1) Arm (2) Body (3) Head (4--6)

0 or - Stun Stun Light Light

1 to 5 Stun Light Light Serious

6 to 10 Light Light Serious Critical

11 to 15 Light Serious Critical Killed

16 to 20 Serious Critical Killed Killed

21 or + Critical Critical Killed Killed

Doubles Critical Hit! See Table 17 Critical Hit Table

Table 17 Critical Hit Table

Dice Roll Effect

Double 1 No effect

Double 2 Stun

Double 3 Light wound

Double 4 Serious wound

Double 5 Severe wound

Double 6 Killed

Table 18 Wound Severity

Wound Severity Effect

Stunned The model suffers a –1 modifier to characteristic tests until the end of the turn.

Light The model suffers a –1 modifier to characteristic tests until the end of the game.

Serious The model suffers a –2 modifier to characteristic tests until the end of the game.

Critical The model suffers a –3 modifier to characteristic tests until the end of the game.

Killed The model is killed and is removed from play.

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Table 19 Shooting Modifiers

Condition Score or Die Modifier

Shooting at short range 4

Shooting at average range 7

Shooting at long range 10

Counter Shot 6

Move and Shoot +1

The target is only partially visible +1

The target touches an obstacle. +2

Accurate Shot -1

Quick Shot +1

Small Target +1

Large Target -1

Extra-large Target -2

Table 20 Rate of Fire

Turns to Reload Weapons

0 Arc, Javelot

1 Crossbow, Arbalète wolfen, Fusil, Tromblon

2 Mousquet, Arquebuse 2

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Table 21 Competencies and Aptitudes

Competencies (Skills) Aptitudes

Ambidextrous Brutish Lout

Bravery (except for Lions) Bravery (Lions only)

Swashbuckler Clan of Sessairs

Bestial Charge Clan of Drunes

Command Devotion (for an unnamed race only)

War Cry Tough

Berserk Fanaticism (Griffons only)

Fanaticism (except for Griffons) Warrior Mage

Scout Extra Arm

Rallying Cry Mercenary

Initiate, Follower, and Master Undead

Mutagen Regeneration

Harassing Reinforcement

Natural Born Killer (except for Wolfen) Natural Born Killer (Wolfen only)

Veteran Leap

Duelist Gigantic

Devotion (except for an unnamed race) Possessed

Incarnation Rapidity

Mercenary

Strategist

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Table 22 Magical Colleges by Race

Race Primary College Secondary College Opposition

College

Lions of Alahan The Light Air Darkness

Necromants of theRam

Darkness Fire Light, Water

Cynwälls Elves Unknown Unknown Unknown

Dwarves ofShooting-Nâr-Bor

Earth Water Darkness

Disciples ofGriffon

Fire Light Darkness

Orcs of Bran-ô-Kor No No No

Alchemist of Dirz Darkness Earth No

AkkyshansPriestesses

Darkness Water Light, Fire

Wolfens Water Air Darkness, Light

Goblins of No-daN-Kar

Air Fire No

Daikinees Elves Water Earth Fire, Darkness

Keltois Barbarians Air, Earth, Fire,Water

Air, Earth, Fire, Water Light, Darkness

Table 23 Objective and Turns

Difficulty Objective # of Turns

1 Kill the enemy model with the smallest point value. None limit

2 Exit models off the opponent’s board edge. 8

3 Kill the enemy model with the largest point value. 6

4 To completely eliminate the enemy force 5

5 To eliminate the enemy force, without undergoing more than50% loses.

4

6 To eliminate the enemy force, without undergoing any loss 3

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Elements of Unit Card

PaintingGuide

Point Cost perFigure (PA)

Name

Movement

Initiative

Attack • Force

Defense • Stamina

Shooting

Courage or Fear

Discipline

Weapons &Abilities

Page 63: Confrontation 2

Index

A

Aarklash : 38, 39Absorbing : 41Act I : 51, 52Act II : 51, 52, 53Act III : 51, 53Acts : 46, 49, 51Additional Member : 27Adventure : 46, 48, 49, 50, 51, 52Adventurers : 44Air : 38, 39, 61Alchemy : 40Alliances : 55allies : 29, 44, 49, 50, 51, 52, 55ally : 48, 50, 53AltaVista’s : 56Ambidextrous : 26Anachronistic rules

Blood Rage : 25Competencies and Aptitudes : 25Explaination : 56Heroic Charge : 25Polearms : 23Rate of Fire : 21

Aptitudes : 25, 60Area of Effect : 37Army Selection : 12Artifact : 37, 38, 40Assassin : 26Attack : 10, 15, 21, 22, 24, 26, 41Attack check : 22Attacker : 22

B

Babelfish : 56Battle : 48Berserk : 26Bestial Charge : 26, 60Blood Rage : 25Bravery : 26Brutish Lout : 26

C

Capacity : 39, 40, 41Card

Reference : 11Unit : 10, 44

Card SectionsName : 10

Champion : 30character : 10Characteristic Test : 12Charging : 14colleges : 39, 41Command : 26, 28Competencies : 25, 60Complex Combats : 21Conditions : 44Confrontation : 1, 7, 9, 13, 21, 37, 38, 39, 41, 44,

45, 48, 49, 56Cost : 45Counter Attack : 24Countering : 42Coup de Maitre : 25Courage : 10, 11, 17, 30Courage Test : 17Crown : 37, 40, 41Crown of the Elementary Oppositions : 37

D

Damage : 20, 22, 58Damage roll : 22Dark : 38, 39Darkness : 39, 61Defeat : 47, 49, 52, 53Defender : 22Defense : 10, 15, 20, 21, 22, 24, 26, 48Demonology : 40Denouement : 48, 49, 52, 53Deployment : 13, 30, 31, 45, 47, 48deployment zone : 13Devotion : 27, 60Discipline : 11, 30Discipline Check : 13, 31, 40Disengage : See Melee, Withdrawal fromDivination : 11, 56Drunes : 26, 55, 60Duelist : 27, 60Duration : 47, 48

E

Earth : 38, 39, 61Effect : 37, 45, 58Elemental : 37, 38, 39Elementary Oppositions : 38Elements : 38Elixir : 50, 51, 54Entrenchment : 48

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Equipment : 11Example : 25Experience : 44, 45, 49, 52, 53Experience Cards : 44, 45, 49Exploit : 45

F

Fanaticism : 27Fear : 10, 11, 17, 18, 31fearlessness : 10Fire : 38, 39, 61Firing into a Melee : 20Followers : 39, 50, 52, 53Follow-up Move : 23Force : 10, 20, 22, 55

G

Gems of Power : 37Gigantic : 27, 28, 60

H

Harassment : 27hero : 44, 47, 48, 49, 50, 51, 52, 53, 54Heroic Charge : 25History : 47, 56Hunt : 48

I

Incantation : 1, 37, 39, 40, 56Incarnation : 1, 28, 44, 46, 47, 51, 56, 60include Spell Cards : 37Initiates : 39Initiative : 10, 15, 16, 21, 40Initiative test : 16, 21, 22Instinctive Shot : 28

L

Leap : 28, 60Light : 38, 39, 58, 61line of sight : 18

M

Magic Phase : 40Magician : 37, 38, 39, 40, 41, 42, 43Magicians : 11, 37, 38, 39, 40, 42

Mana : 41, 42mark : 22, 41Master Stroke : 25Masters : 39melee : 10, 13, 21

Withdrawal from : 16mentor : 48, 49, 50, 51, 52, 53Mercenary : 28, 60Minimum Capacity : 38Movement : 10, 13Movement phase : 14Multiple Attacks : 24Musician : 30Mutant : 28

N

Natural Born Killer : 29, 60Necromancy : 40nitiative : 10

O

Objective : 12, 13, 32, 47, 61Objectives : 48Optional Rules : 20, 23, 25

Pole Arms : 23Rate of Fire : 21

Overflowing : 48

P

PA : 11, 45, 47, 50, 51, 53, 54Personalities : 24Playing Surface : 12Points Armee : 11Polearms : 23Possessed : 29, 60Power : 11pre-measure : 18

Q

Quest : 50

R

Rackham : 1, 9, 44, 56Rag’narok : 11, 17, 24Rag'Narok : 9, 44, 56Rallying Cry : 29Rapidity : 28, 60Rate of Fire : 21

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Recovering : 42Recuperation : 45, 46, 54Reference Card : 10, 11, 37Reference Cards : 12, 14, 25Regeneration : 29Reinforcement : 30Resistance : 12Run : 15Running : 14

S

Scenario Cards : 12, 46, 47, 49Scout : 30Serious : 29, 58Sessaire : 26Severe : 58shadow : 48, 49, 50, 51, 52, 53Shooting : 10, 13, 14, 18, 19, 20, 40, 41, 59, 61Shooting phase : 40, 41Siege : 48Sorcery : 40Special Abilities : 11Spell card : 37, 39Spell Duration : 37Spell Range : 37Staff : 30Stamina : 10, 20, 22Standard Bearer : 30Strategist : 30, 60supernatural gift : 49, 50, 51, 52, 53Swashbuckler : 60

T

Tactical Roll : 21Tactician : 31

Technomancy : 40Terrain : 13, 14, 47their Reference Cards : 13Tough : 31Translator’s Note : 40

U

Undead : 31

V

Veteran : 31, 60Victory : 47, 49, 52, 53, 54

W

War Cry : 31Warrior-Mage : 31, 32, 39Water : 38, 39, 61Weapons

Arbalete Wolfen : 59Arc : 59Arquebuse : 59Crossbow : 59Fusil : 59Guisarme : 23Halberd : 23javelot : 59Lance : 23Mousquet : 59Pertuisane : 23Tromblon : 59

Wound Rolls : 22