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 Confidentiel Page 1 23/12/03 23/12/03  1 FAQ CONFRONTATION  2 Last date : 12/24/03 Corrections brought to previous version. Addons to previous version. I. METHODOLOGY.............................. ................................ ............................... ................................ . 3 II. ARMY COMPOSITION ............................... ............................... ................................ ...................... 3 III. THE APPROACH................................ ............................... ............................... ............................ 4 1. The Approach Roll  ............................. ............................... ............................... ............................ 4 2. Deployment  ............................. ................................ ............................... ............................... ....... 5 IV. THE TACTICAL ROLL............................... ............................... ................................ ................. 5 V. ROLLING DICE ............................ ................................ ............................... ............................... ....... 5 1. Automatic failure ............................... ............................... ............................... ............................ 5 2. Rolling dice again ............................. ............................... ............................... ............................ 6 VI. CARDS IN RESERVE AND FIGURINE ACTIVATI ON............................ ............................ 7 1. Cards in reserve ................................ ............................... ............................... ............................ 7 2. Figurine ac tivation ............................ ............................... ............................... ............................ 7 VII. SIZE OF THE FIGHTERS........................... ............................... ................................ ................. 7 VIII. LINE OF SIGHT ............................ ................................ ............................... ............................... .. 8 1. Obstac le s i n t he li ne of si gh t  ............................ ................................ ............................... ............ 8 2. Line o f sigh t in t he f ray ............................... ............................... ................................ ................. 9 3. Altitude levels  .............................. ................................ ............................... ............................... .. 9 IX. THE VARIOUS TYPES OF MOVEMENT .............................. ................................ ................. 9 1. Walking  .............................. ............................... ................................ ............................... .......... 10 2. Disengagement  ............................ ................................ ............................... ............................... 10 3. Running  .............................. ............................... ................................ ............................... .......... 10 4. Charging  ............................ ............................... ................................ ............................... .......... 11 5. Engagement  ............................ ................................ ............................... ............................... ..... 11 6. Posi ti oning of the fi gur ines af te r a Charge or an Engagement  ................................ ............... 11 7. Dodging   ............................. ............................... ................................ ............................... .......... 12 8. Physical feats ............................... ................................ ............................... ............................... 12 9. The Pursuit Movement   ........................... ............................... ................................ .................... 15 X. COURAGE AND FEAR  ........................... ............................... ................................ .................... 16 1. Tests of Courage ................................ ............................... ............................... .......................... 16 2. Fleeing  ............................... ............................... ................................ ............................... .......... 19 3. Rallying  .............................. ............................... ................................ ............................... .......... 20  A Rallying test is a Courage Roll of the same difficulty as t he Courage Roll that was previously  failed. Like for any Courage Roll, the result one gets must be greater than the difficulty........ .......20 XI. FIRING............................. ............................... ................................ ............................... ............... 20 1. Counter-Firing   ............................. ............................... ............................... ............................... 20 2. Precision Firing  ............................ ............................... ............................... ............................... 20 3. Firing into a fray ............................... ............................... ............................... .......................... 21 XII. HAND-TO-HAND COMBAT ........................... ................................ ............................... .......... 21 1. Fray splitting  ................................ ............................... ............................... ............................... 21 2. Initiative test  ........................... ................................ ............................... ............................... ..... 22

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  • Confidentiel Page 1 23/12/03

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    FAQCONFRONTATION 2

    Last date : 12/24/03

    Corrections brought to previous version.Addons to previous version.

    I. METHODOLOGY.............................................................................................................................. 3

    II. ARMY COMPOSITION .................................................................................................................... 3

    III. THE APPROACH.......................................................................................................................... 4

    1. The Approach Roll....................................................................................................................... 42. Deployment .................................................................................................................................. 5

    IV. THE TACTICAL ROLL............................................................................................................... 5

    V. ROLLING DICE ................................................................................................................................. 5

    1. Automatic failure ......................................................................................................................... 52. Rolling dice again ....................................................................................................................... 6

    VI. CARDS IN RESERVE AND FIGURINE ACTIVATION........................................................ 7

    1. Cards in reserve .......................................................................................................................... 72. Figurine activation ...................................................................................................................... 7

    VII. SIZE OF THE FIGHTERS........................................................................................................... 7

    VIII. LINE OF SIGHT ............................................................................................................................ 8

    1. Obstacles in the line of sight ....................................................................................................... 82. Line of sight in the fray ............................................................................................................... 93. Altitude levels .............................................................................................................................. 9

    IX. THE VARIOUS TYPES OF MOVEMENT ............................................................................... 9

    1. Walking ...................................................................................................................................... 102. Disengagement .......................................................................................................................... 103. Running...................................................................................................................................... 104. Charging .................................................................................................................................... 115. Engagement ............................................................................................................................... 116. Positioning of the figurines after a Charge or an Engagement............................................... 117. Dodging ..................................................................................................................................... 128. Physical feats ............................................................................................................................. 129. The Pursuit Movement .............................................................................................................. 15

    X. COURAGE AND FEAR.............................................................................................................. 16

    1. Tests of Courage........................................................................................................................ 162. Fleeing ....................................................................................................................................... 193. Rallying...................................................................................................................................... 20A Rallying test is a Courage Roll of the same difficulty as the Courage Roll that was previouslyfailed. Like for any Courage Roll, the result one gets must be greater than the difficulty............... 20

    XI. FIRING .......................................................................................................................................... 20

    1. Counter-Firing .......................................................................................................................... 202. Precision Firing......................................................................................................................... 203. Firing into a fray ....................................................................................................................... 21

    XII. HAND-TO-HAND COMBAT .................................................................................................... 21

    1. Fray splitting ............................................................................................................................. 212. Initiative test .............................................................................................................................. 22

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    3. Combat dice placement ............................................................................................................. 224. Acquiring additional dice.......................................................................................................... 225. Attack resolution........................................................................................................................ 226. Defence resolution..................................................................................................................... 237. Sustained defence ...................................................................................................................... 248. Counter-Attack .......................................................................................................................... 259. Wounds....................................................................................................................................... 25

    XIII. DIVINATION .......................................................................................................................... 26

    1. General Points........................................................................................................................... 262. Calculating Temporary Faith ................................................................................................... 263. The Faithful in Hand-to-Hand Combat .................................................................................... 264. The Faithful and Fear ............................................................................................................... 275. Miracles area of effect ............................................................................................................. 27

    XIV. INCANTATION ...................................................................................................................... 27

    1. General Points........................................................................................................................... 272. Spell awarding........................................................................................................................... 273. Prolonged and Rapid Incantation............................................................................................. 284. Improving spell Mastery ........................................................................................................... 285. Magicians in the fray................................................................................................................. 286. Spells area of effect .................................................................................................................. 287. Spell range ................................................................................................................................. 298. Spell frequency .......................................................................................................................... 299. Maintaining spells ..................................................................................................................... 29The effects of certain spells can be maintained from one round to the next by spending Managems at the end of the round. If no other instructions are given on the spells card, then thisMana is spent after making the Mana Recovery Roll. ....................................................................... 2910. Countermagic ....................................................................................................................... 2911. The Mana reserve ................................................................................................................. 3012. Warrior-Mages ..................................................................................................................... 3013. Magicians and Fear ............................................................................................................. 30

    XV. FORTIFICATION ....................................................................................................................... 30

    1. Artillery and Rank ..................................................................................................................... 302. Movement and firing ................................................................................................................. 313. Measuring firing distances........................................................................................................ 314. Perforating artillery .................................................................................................................. 315. Artillery with zone effect ........................................................................................................... 316. Movement of War Machines ..................................................................................................... 327. War machines and Hand-to-Hand Combat.............................................................................. 32When two war machines are in Hand-to-Hand Combat against each other, the combat is playedin the usual way. .................................................................................................................................. 32FAQ...................................................................................................................................................... 32Q: For how many figurines does the Dwarf Armoured Chariot count when in a Fray? ................. 32A: The Dwarf Armoured Chariot counts as one single figurine........................................................ 32Forced Disengagement ....................................................................................................................... 32Example: a Dwarf Armoured Chariot is in contact with 4 opponents:............................................. 328. War Machines Abilities............................................................................................................ 33

    XVI. INCARNATION ...................................................................................................................... 34

    XVII. ABILITIES............................................................................................................................... 35

    XVIII. EFFECT ACCUMULATION................................................................................................ 48

    XIX. SPECIAL CASES.................................................................................................................... 49

    1. Generic effects ........................................................................................................................... 492. Spells .......................................................................................................................................... 493. Miracles ..................................................................................................................................... 69

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    4. Special aptitudes........................................................................................................................ 735. Artefacts ..................................................................................................................................... 806. Special equipment...................................................................................................................... 927. Experience cards ....................................................................................................................... 958. Familiars.................................................................................................................................... 959. Miscellaneous questions............................................................................................................ 96

    XX. ERRATA ....................................................................................................................................... 98

    I. METHODOLOGY

    This document is both a rule handbook and a normal F.A.Q.Every one of the following chapters covers one of Confrontation's essential aspects :Movement, Firing, Hand-to-Hand Combat, Magic, etc. These sections always begin withfurther information concerning the rules of which the necessity was brought forward byquestions we were asked. An F.A.Q. section that groups together the questions aboutparticular situations in the game sometimes follows the explanations.

    The last chapters are devoted to the F.A.Q. concerning spells, miracles, artefacts, etc.,basically all particular game effects.

    We hope that this document will give an answer to all the questions you may have concerningConfrontation and its supplements Incantation, Divination, Fortification and Incarnation.

    IMPORTANT : this new version of the F.A.Q. isn't a simple update of the preceding one butrather a revised one. Some points brought up in this document may bring different answers tothose given in the preceding F.A.Q. or in the forums of the Confrontation website.Confrontation is a living and evolving game, so be assured that these choices and changes aremade with the game's balance and ease of play in mind.

    II. ARMY COMPOSITION

    Identical figurines within a same army.

    The Confrontation rules specify that only one copy of a same Character can be played withina camp. It is, however, possible for two opposing armies to deploy the same Character in theirranks.

    Figurines that aren't Characters are not concerned by this limitation. A given army can call onthe same type of troops as often as is allowed by the AP it has available.

    Figurines and Reference cards.

    The number of figurines per Reference card

    During a game every figurine must be bound to a specific Reference card.At the most a given Reference card represents the number of figurines supplied in its originalblister pack, and at the least one.

    Example : if you wish to deploy 4 Swordsmen, you must use either :

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    - one card representing 3 figurines and one card representing the last figurine- two cards each representing two figurines- two cards each representing 1 figurine and one card for the two others- four cards each representing 1 figurine

    The figurines sold in boxes are a special case : a box of Amok Slayers, for example, includesa Character, 4 Amok Slayers and 2 Amok Slayer cards. An Amok Slayer card can thusrepresent 2 warriors at the most.Another example : a box of Guards of Alahan includes 8 Guards supplied with 3 cards. AGuard of Alahan Reference card can thus represent from 1 to 3 figurines.

    Figurines with a variable profileThough a Reference card may be able to represent fighters having different characteristics, allfigurines bound to a same card must have the same characteristics.

    Example : The Guards of Alahan can choose between various types of weapons each having adifferent effect on their characteristics. If a Lion army groups Guards of Alahan equippedwith spears and others with swords, then the two types of Guards must be bound to distinctReference cards.

    Figurine identificationIf identical figurines represented by different Reference cards are present within an army,then the fighters must be clearly associated to a specific card. A colour dot on their base andon their card, or a counter slipped into the card's protective pocket are methods often used toidentify figurines.

    III. THE APPROACH

    1. The Approach Roll

    An Allied fighter's Discipline rate cannot be used for the Approach Roll. A Mercenary'sDiscipline can only be used if he is of the same people as the main army.

    The Discipline rate used for the Approach Roll is always the highest one within the army(excepting Allies and Mercenaries of another people than the main army). It isn't possible tovoluntarily choose a figurine with a lower Discipline level.

    The fighter making the Approach Roll must use his own Discipline rating, in no way can heuse a value transmitted by a Leader. He can, however, benefit from a bonus in Discipline.

    All bonuses bound to the presence of a Musician or a War-staff are taken into account for theApproach Roll. The fighter whose Discipline rate is being used is considered as being withinthe Musician's or War-staff's Leadership range. The figurines of the commander, the Musicianand the Standard-Bearer must, however, be deployed in such a way as to form a War-staff.

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    2. Deployment

    During deployment no fighter may be deployed in a way allowing him to Charge or Engagean adverse fighter. Practically speaking, this means that a fighter must always be deployed ata distance greater than twice his Movement rate as printed on his Reference card from anyenemy fighter. Game effects that allow the Movement rate to be modified are not taken intoaccount.

    Example : a Keratis Warrior has a Movement rate of 12.5 cm. At the moment that he is placedonto the battlefield he must therefore be more than 25 cm from any enemy figurine. Yet he isendowed with the Mutagenic Ability, which allows him to increase his Movement rate.Thanks to this Ability he will be able to modify his Movement in the first round to reach anenemy before the latter has even had a chance to move.

    A figurine can, however, be deployed within an enemy's range of Movement.

    Example : a player wishes to deploy a Dwarf Boor whose Movement rate is 7.5. A WolfenHunter with a Movement rate of 17.5 is already deployed. The Dwarf player places his Boorat a distance of 20 cm from the Wolfen. This position is valid since the Dwarf is located morethan twice his Movement rate (15 cm) from his opponent.

    F.A.Q.

    Q : Must Firing ranges be taken into account during troop deployment ?A : No, only Charging ranges must be taken into account.

    Q : Can a Familiar's or an Elemental's Discipline be used for an Approach or Tactical Roll ?A : No.

    IV. THE TACTICAL ROLL

    The same rules apply to the Tactical Roll as to the Approach Roll.

    V. ROLLING DICE

    1. Automatic failure

    On most die rolls a result of 1 is an automatic failure. This result of 1 can be obtained in twoways :- A natural result : if the die directly indicates a 1 then the roll is a failure even if modifiers

    are supposed to affect this result.

    Example : a fighter benefits from a spell that allows him to add 1 point to the results of all hisAttack Rolls. However, he gets a 1 on his Attack Roll. This is considered as being anautomatic failure and the +1 bonus isn't applied.

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    - A modified result : it often happens that the roll of a die is subject to modifiers. If theresult is equal to 1 or less after these modifiers have been applied, then the roll is afailure.

    Example : a Seriously Wounded fighter suffers a 2 penalty on all his Initiative, Aim, Attackand Defence Rolls. On an Initiative Roll he gets a result of 3 on his die. After applyingmodifiers the roll's final result to be added to his Initiative rate is 3 2 = 1, so the roll is afailure.

    2. Rolling dice again

    On most rolls of the dice a result of 6 can be rolled again to improve the final result.Only the natural result of 6, meaning before application of any modifiers, can be rolled again.

    Example : a fighter benefits from a spell that allows him to add 1 point to the result of all hisAttack Rolls. He gets a result of 5 on his die roll. The roll's final result to be added to thefighter's Attack rate is therefore 6 (5 + 1), but this result doesn't allow him to roll the dieagain.

    These modifiers are always applied after the additional roll so that a natural result of 6 canalways be rolled again.

    Example : a Seriously Wounded fighter suffers a 2 penalty on all his Initiative, Aim, Attackand Defence Rolls. On an Initiative Roll he gets a result of 6 on his die. He rolls the die againand gets a 4. The 2 penalty is then applied. The roll's final result to be added to the fighter'sInitiative rate is thus 8 (6 + 4 2).

    A natural result of 1 on a re-rolled die is a failure.

    Example 1 : a fighter gets a 6 on his Defence Roll. He rolls the die again and gets a 1. TheDefence Roll is thus a failure.

    Example 2 : a Seriously Wounded fighter suffers a 2 penalty on all his Initiative, Aim, Attackand Defence Rolls. On a Defence Roll he gets a result of 6 on his die. He rolls the die againand gets a 2. The 2 penalty is then applied. The roll's final result to be added to his Defencerate is thus 6 (6 + 2 2).

    In some cases, such as an Incantation or Divination Roll, the Roll can be made with severaldice. The rule is then that only the best result is the one that's used. In this case if one of thedice is rolled again and ends up being an automatic failure, then the player can keep adifferent result.

    Example : a Magician makes an Incantation Roll with 3 dice. He gets a 2, a 5 and a 6. Thespell's effect being proportional to the Incantation Roll's result, the player decides to roll the6 again but gets a 1. So the result used is then 5.

    Who re-rolls his dice first ?When two opposing players get a result that they can roll again, then it's the one with thelower total of points for the test being made who decides first if he rolls his die again or not.Depending on the result obtained, his opponent can then decide to roll his die again or not. Incase of a tie the two players must both roll their die again.

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    Example : during an Initiative test, player A has an INI rate of 3 and player B has one of 5.The two players roll a 6. A's total value is 9 against B's of 11, so A must announce first if herolls his die again or not.

    VI. CARDS IN RESERVE AND FIGURINE ACTIVATION

    1. Cards in reserve

    No matter who won the Approach or Tactical Roll, a player who picks one of his own cardscan always decide to keep in it reserve (unless a particular game effect prohibits him fromdoing so). If he already has the maximum number of cards allowed in his reserve (1 if he lostthe Tactical Roll, 2 if he won it), then he can, if he wishes, replace one of the cards in hisreserve with the one he just picked. In this case he must activate the figurines represented bythe card he replaced.

    2. Figurine activation

    Several cards in reserve can be activated at the same time. There are two cases in which suchan action is possible :- if the player picks one of his own cards : he can then play this card and also activate all

    or some of the cards he has in his reserve. He can also place the card he just picked in hisreserve and activate all or some of the cards he had in reserve instead of the picked card.

    - if the opponent picks one of the player's cards : the player must activate this card, but atthe same time he can also activate all or some of the cards he has in his reserve.

    FAQ

    Q: Can I play my reserve cards before drawing a card when it is my turn to draw a card?A: No.

    Q: Can I play my reserve cards right after having drawn one of my opponents cards?A: No.

    Q: Can I play my reserve cards before playing the card I have just drawn?A: Yes.

    Q: Can I play my reserve cards instead of the one I have just drawn and place the latter inreserve?A: Yes.

    Q: Can I also play my reserve cards when my opponent has drawn one of my cards?A: Yes.

    Q: When my opponent draws one of my cards, can I place it in reserve?A: No.

    VII. SIZE OF THE FIGHTERS

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    There are four different sizes of fighters and landscape elements. These can especially havean influence on Firing.

    - Small size : Goblin, Dwarf, Baron Samedi, Dwarf Bombardier, War Toad, Familiar, No-Dan-Kar Fishbone Bearer, Pest of Flesh.

    - Normal size : Human, Giant Barbarian, the Executioner, Melmoth, Alderan, SasiaSamaris, Spectre.

    - Large size : Wolfen, Centaur, Elemental, Uren's Son, Almighty Crne, Minotaur, Goreththe Massive, Sophet Drahas, Tiger of Dirz, Troll, Dasyatis Clone, Aberration. All cavalryfigurines are considered as being of Large size, unless the mount is itself of Very Largesize.

    - Very Large size : Belial, Dragon.

    The size of certain War Machines is specified on their Reference card. If not, then it is thesize of the machine's servants that is used.

    F.A.Q.

    Q : What is Elghir's size when he is on his cauldron ?A : Even when he is standing on his cauldron, Elghir is of Small size.

    Q : What is Golboraks size inside his armour ?A : Despite his imposing armour, Golborak is of Small size.

    VIII. LINE OF SIGHT

    1. Obstacles in the line of sight

    Figurines have a 180 field of vision from the front of their base.NB : a small mark on the base can be used to define the front of the base to be used for linesof sight when the figurines position doesnt make it clear.

    Some obstacles can, however, block the fighters line of sight.To determine if an obstacle does or doesnt prevent a figurine from seeing its target, threeparameters are taken into account :- the size of the source (the fighter trying to see over the obstacle).- the obstacles size.- the size of the target (the landscape element or the figurine the source is trying to see).

    If the source or the target is of a greater size than the obstacle, then the source can seeits target.

    Example : a Griffin Fusilier (Normal size) wants to fire at a Minotaur (Large size), but aFianna (Normal size) is standing in the trajectory. The target (the Minotaur) being of agreater size than the obstacle (the Fianna), the source (the Fusilier) can thus fire at it. TheMinotaur is nevertheless considered as being only partially visible and the Fusilier suffers apenalty on his Aim Roll.

    Fighters are associated with a size no matter their figurines position. For landscape elementsus the following guidelines :

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    - less than 1 cm : ignore the obstacle- from 1 to 3 cm : Small size- from 3 to 6 cm : Normal size- from 6 to 8 cm : Large size- from 8 to 10 cm : Very large size Enormous- from 10 to 14 cm : Very large size Colossal- greater than 14 cm : Very large size Gigantic

    If the obstacle is slightly off of the trajectory between the source and the target, trace animaginary line between the centres of the sources and the targets bases. If the line isntcrossed by the obstacle, then the target is considered as being partially visible.

    2. Line of sight in the fray

    At the heart of a fray the rules concerning line of sight are the same. A figurine engaged bythe four sides of its base remains visible by any figurine standing on one of the diagonal linesdefined by its bases angles. It is, however, considered as being only partially visible.

    3. Altitude levels

    The distance between the ground and a figurine determines the Level at which it is located.To determine at which Level a fighter is located, use the following values :- Ground to 10 cm : Level 0.- Landscape element of a height between 11 and 30 cm : Level 1.- Landscape element of a height greater than 30 cm : Level 2.

    Aim, Incantation and Divination penalties relative to the difference in Level between theeffects source and the target also apply depending on the landscape elements height. Thus, ifa marksman on the ground targets a fighter standing on a tower of a height of 15 cm (Level1), the marksman suffers a 2 penalty on his Aim Roll.

    A figurine located on a different Level from another cannot prevent the latter from passingunderneath or even from stopping at the vertically same position.

    IX. THE VARIOUS TYPES OF MOVEMENT

    Whatever the type of movement chosen, a fighter isnt forced to move in a straight line and hecan freely avoid obstacles. The distance covered must be measured taking into account anydetours made.

    A figurine cant move through another figurine, friend or foe, with only one exception : ifthe figurines Reference cards are activated at the same time, then they can move througheach other, even if some of them dont move (it is simply considered that the latter use theirMovement to get out of the way to let the others pass).

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    1. Walking

    This type of Movement consists of moving a maximum distance equal to the fightersMovement rate. This value can, however, be different from the one printed on the figurinesReference card. If the figurine benefits from a Movement bonus, then this bonus is also addedto its Walking distance.

    Example : a Magician uses Mutagenic points to increase his Movement rate. It goes from 10to 13 using this effect. The Magician can thus move 13 cm and then cast a spell.

    2. Disengagement

    A figurine cant attempt to Disengage during a round in which it was Charged or Engaged.A fighter in base-to-base contact with the maximum number of adversaries that can touch hisbase cant either attempt to Disengage.

    Failed DisengagementA fighter who fails his Disengagement remains in the same place and absolutely must placehis combat dice in Defence in the next Hand-to-Hand Combat phase. He can, however, makeCounter-Attacks or use the Ambidextrous Ability.

    If a game factor forces a fighter to place all or a part of his dice in Attack, then this effectapplies even if the fighter has just failed his Disengagement. Yet a fighter who has failed hisDisengagement cant purposely use an effect that forces him to place all his dice in Attack.For example, a fighter who fails his Disengagement cannot use the War Fury Ability.

    Successful DisengagementA fighter who manages to Disengage can move a distance equal to his Movement rate. He canDodge but cannot make a Physical Feat, Run or Charge. This movement does, however, allowhim to Engage an adversary excepting those who were in base-to-base contact with himbefore his Disengagement.

    F.A.Q.

    Q : What happens if a fighter who has passed his Disengagement test and wishes to Engage aFear-inducing creature fails his Courage test ?A : The fighter stays in the same place but isnt considered as being in contact with his firstenemy anymore. If the latter hasnt been activated yet, then he can Charge or Engage thefighter.

    3. Running

    A fighter makes a Running movement if he moves a distance greater than his Movement rateand at most equal to twice this rate.Just as for Walking, all Movement bonuses are taken into account when Running.

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    4. Charging

    The movement made during a Charge resembles Running in all aspects. However, a Chargecan only be announced if the fighter has the Charges target in his line of sight at the momentthat his card is activated and before making his movement.

    A figurine on a Creature base can Charge two figurines on Infantry bases (or two figurines onCavalry bases from the front of their bases) if they are standing next to each other. The twoadversaries then both suffer the Charging penalty.

    A fighter Charging must use the front of his base to come into base-to-base contact with hisadversary. For example, a fighter on a Cavalry base cannot use the side of his base to Chargetwo figurines at the same time. He can, however, act in a way so as to Engage two figurines,but in this case the adversaries dont suffer any penalties.

    A figurine Charged by several fighters during a round suffers Charging penalties only once.Yet these apply until the end of the round, even if the figurine that has Charged isnt anylonger in base-to-base contact with the Charged figurine.

    5. Engagement

    If a fighter comes into base-to-base contact with an adversary at the end of a Walking orRunning movement (if he didnt see this adversary before beginning to Run), then thismovement is considered an Engagement.When a player wishes to Engage an opposing figurine, he must announce so before evenmeasuring the distance separating the two figurines. The distance is then measured. If thetargeted figurine is Fear-inducing, then the one attempting to Engage must make a test ofCourage before moving, even if it doesnt have a line of sight on the target.

    6. Positioning of the figurines after a Charge or an Engagement

    When it comes into contact with an adversary, a figurine must be placed with as much of itsbase as possible touching as much of its adversarys base as possible. Furthermore, it can beplaced touching any side of the adversarys base (and not necessarily the nearest side) as longas its Movement rate allows it to reach it.

    - A figurine on a Creature base can Charge or Engage two figurines on Infantry bases (or twofigurines on Cavalry bases from in front or behind) at a time if their position allows it.- A figurine on a Cavalry base can also do so, but only with the lateral sides of its base andonly to Engage, not to Charge.

    A figurine Charged or Engaged from behind or its sides is not turned to face its adversary.This doesnt have any influence on the battles course.

    The maximum number of figurines that can be touching a base.The figurines type of base determines the number of fighters that can be touching it. Everyone of a bases sides represents a certain number of possible contact spaces.

    - Sides, front and back of an Infantry base : 1 space.- Front and back of a Cavalry base : 1 space.- Sides, front and back of a Creature or large Creature base : 2 spaces.

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    - Sides of a Cavalry base : 2 spaces.

    For every one of his bases sides, a fighter can never be in contact with more spaces thanrepresented by the side concerned.

    A figurine is considered as being in contact with another if at least half of one side of itsbase is touching the others base.

    FAQ

    Q: If two Goblins are standing 1 cm apart, can a Wolfen Charge both of them knowing thatthere will be maximum contact between his base and one of the Goblins, but only partialcontact with the other?A: Yes, if both Goblins are aligned correctly and the Wolfen can unquestionably come intocontact with both of them, then such a manoeuvre is possible.

    Q: Lets imagine two figurines whose corners touch at a right angle and the only free sides oftheir bases are the ones inside this angle. If an opponent wishes to engage one of these twofigurines, does he also have to engage the other one?A: In this specific case, yes, he does.

    7. Dodging

    A figurine can make a Dodging movement while remaining in the same place.Its impossible to make a Dodging movement while Running.A fighter making a Dodging movement can do nothing else for the remainder of the round.However, if he is Charged or Engaged he can fight in the normal way but cannot make aPursuit Movement.Dodging is a Firing modifier like any other ; the modifiers relative to the targets size orposition on the battlefield continue to be applied normally when Dodging.

    8. Physical feats

    The value to be tested against for a Physical Feat is equal to the figurines Movement ratedivided by 2.5 (the result being rounded to the nearest whole number). These are the PhysicalFeat scores corresponding to the most widely used Movement rates :

    Movement rate Physical Feat Score0 to 1 01,5 to 3,5 14 to 6 26,5 to 8,5 39 to 11 411,5 to 13,5 514 to 16 616,5 to 18,5 719 to 21 8

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    Penalties caused by Wounds are only applied to Initiative, Aim, Attack and Defence Rolls,and not to Physical Feats.

    A fleeing fighter will never attempt a Physical Feat ; if he meets an obstacle he goes around it.

    If a fighter must make a Physical Feat in order to Charge or Engage a Fear-inducing creature,he must make his test of Courage before making the Physical Feat. If the Courage Roll fails,then the fighter doesnt move.

    The different types of jumpsAll types of jumps can be combined with a Charge. When a fighter comes into contact withan adversary at the end of a jump, he only causes penalties if it was really a Charge. So thefighter must be able to see his adversary at the moment that he is activated. The jumping rulescannot be used to inflict penalties on a figurine that normally cant be Charged.

    If a jump is made during a Charge, all the Charges advantages (Increased Strength, BrutishCharge, Assassin, etc.) are acquired.Once a jump has been made, whatever type it be, the fighters movement has ended.

    The Long JumpA Long Jump is a Physical Feat made to traverse uncrossable obstacles such as a crevasse, ariver or a zone of difficult ground (a swamp for example). If an obstacle of a height greaterthan 2 cm is in the jumps trajectory, then the Long Jump must be combined with a HighJump.

    Before making a Long Jump a fighter must first gather momentum. To do so he must move adistance on the ground at least equal to the distance hed like to jump.Attention : in no case can a Long Jump allow a fighter to move a distance greater than themaximum permitted by his Movement rate.

    If this condition is met, when the fighter reaches the edge of the zone to be crossed, he mustmake a Physical Feat test of a difficulty equal to 4 + 1 for every complete length of his base.

    Example : a Guard of Alahan wishes to jump over a 5 cm wide crevasse. He is 7 cm from theobstacles edge and thus moves at least the distance equal to the obstacles width (5 cm).Once he has reached the crevasses edge, the Guard must attempt a Physical Feat of adifficulty calculated in the following way : 4 + 1 per length of his base. His bases length is2.5 cm, the crevasses width being 5 cm so 2 lengths of his base separate one edge from theother. The Physical Feat tests difficulty is thus 4 + 2 = 6. The Guard has a Movement rate of10, his Physical Feat score is thus 4. So he needs a result of 2 or more to pass his PhysicalFeat test.

    Failing the Long JumpIf a Long Jump fails then the fighter always lands at mid-distance between the points he triedto jump to and from, and his movement ends at the place he lands. Yet a failuresconsequences vary depending on the type of obstacle crossed :

    If the fighter was jumping over a body of water, then he doesnt immediately suffer a Woundbut must make another Physical Feat, this time using the Swimming rules explained in theConfrontation rules. If he passes this test then he doesnt move but doesnt suffer a Woundeither. If he fails this test, then he suffers a Light Wound.

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    If the fighter was jumping over a crevasse or a ravine, he suffers a Wound Roll of a Strengthequal to the ravines depth in centimetres. This Wound is located at the legs no matter theWound Rolls result.

    If the fighter was jumping over a flat surface to avoid difficult ground for example, he suffersa Wound of a Strength of 0 also located at the legs.

    The High JumpA High Jump can be made to simply get a foothold on a higher surface. It can also be used tocross an obstacle that is higher than 2 cm. In the latter case it must be combined with a LongJump.

    Like for a Long Jump, a fighter must get momentum before making the High Jump. Thedistance to be covered must be at least equal to the height of the obstacle to be jumped.Once he has reached the foot of the obstacle, the fighter must attempt a Physical Feat of adifficulty equal to his Resilience rate plus the obstacles height in centimetres.If he passes this test, he lands on top of the obstacle and his movement ends. If he fails, hefalls back to the point he jumped from and suffers a Wound at his legs of a Strength equal tothe obstacles height.

    Long Jump and High Jump combinationIf a fighter wishes to jump over an obstacle that isnt flat and land at a point behind it, he mustcombine a Long Jump and a High Jump. This type of jump allows the fighter to jump overone or several figurines or over a landscape element and to land further than when making asimple High Jump.

    In this case the distance to be covered to get momentum is equal to the higher value betweenthe obstacles height and the distance the fighter wishes to jump.

    Once he has reached the foot of the obstacle to be jumped, the fighter must begin with a HighJump as described above. If several obstacles of various heights are in his way, then the testsdifficulty is calculated according to the tallest one.If he passes this first test, he must then attempt a Long Jump as described above.If this second test is passed, the fighter is placed at the point he wanted to reach.If one or the other test fails, the fighter falls back to the point he jumped from and suffers aWound at the legs of a Strength equal to the obstacles height, and his movement ends.

    ClimbingClimbing an obstacle can take several rounds. A fighter clinging to a wall can do absolutelynothing else, not fire or cast spells or use Countermagic or recover Mana or Call miracles orCensure an adverse Faithful or use an artefact. He also loses his Leadership Ability until hehas finished his climb.He can be targeted by shots, spells, miracles and all other long-distance effects. He can beattacked in Hand-to-Hand Combat by flying creatures located at the same Level as him (seethe section on altitude Level to determine the climbers Level). A fighter busy climbing canonly be Charged or Engaged by the sides or the back of his base. In Hand-to-Hand Combat hedoesnt have any combat dice, not even if he has special equipment such as Dorsal Blades.His adversaries must nevertheless make their Attack Rolls, a result of 1 remaining anautomatic failure.Once the fighter has reached the top of the obstacle, his movement ends and he must await thenext round to move again.

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    A figurine with a mount in his equipment cannot climb, nor can the Kelt and AcheronCentaurs. Yet the Prowlers of the Abyss can make this type of Physical Feat.

    9. The Pursuit Movement

    If the adversary is killed at the end of a fray, all figurines having participated in the fray, notonly the one having given the final blow, can make a Pursuit Movement.

    If a figurine makes a Pursuit Movement and comes into contact with an isolated figurine thathas already fought during the same round, the combat is nevertheless carried out.

    If two figurines A and B are in base-to-base contact with each other but are separated at theend of fray splitting, they are still considered as being in contact. If A eliminates all hisadversaries, he then cannot move using his Pursuit Movement. Yet he can use his PursuitMovement to take part in the fight against B if it hasnt already been resolved.

    Pursuit Movements can only be made during the Hand-to-Hand Combat phase. If the figurinein contact with a fighter is killed during the Firing, Magic or Divination phase, then thisfighter cannot make a Pursuit Movement.

    A fighter cannot use his Pursuit Movement to change altitude Levels.

    Pursuit Movement resolution orderWhen, following a Pursuit Movement, a figurine ends up in contact with an isolated adversaryor in the middle of an unresolved fray, the combat must take place immediately.The arrival of a new fighter within the fray can modify the way in which it is split, but it isalways the winner of the Tactical Roll who decides how the fray is split right before the newcombat.

    If several fighters make their Pursuit Movements at the same time and come into contact withdifferent enemies, it is once again the winner of the Tactical Roll who chooses which combatis resolved first, but he must first choose the combats that are a result of a Pursuit Movement.

    Example : a Fianna and a Kelt Hunter are in base-to-base contact with a Keratis Warrior.Nearby two other frays are waiting to be resolved : a Fury Warrior against a Dirz Clone anda Kelt Warrior against a Dawn Warrior. And close to the Fury Warrior a Biopsist is waitingfor the right moment to act.The Kelt player won the Tactical Roll and decides to first resolve the combat opposing theKeratis Warrior against the Fianna and the Kelt Hunter. At the end of the fight the Keratis iskilled. The Fianna makes her Pursuit Movement to come into contact with the Dawn Warriorand the Kelt Hunter pursues the Dirz Clone. The Kelt player thus has the choice between twofights and he decides to first resolve the one opposing the Dirz Clone against the FuryWarrior and the Kelt Hunter in which the Clone is killed. The Kelt Hunter cant make anotherPursuit Movement but the Fury Warrior uses his to Engage the Biopsist. The Kelt player onceagain has the choice between two fights. He doesnt have to resolve the fight between theDawn Warrior, the Fianna and the Kelt Warrior even though the Fianna made her PursuitMovement before the Fury Warrior. However, he must resolve all fights that are a result of aPursuit Movement before being able to choose any other frays.

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    X. COURAGE AND FEAR

    1. Tests of Courage

    When a test of Courage must be made, the Courage and Fear rates must be calculated beforethe concerned figurines are moved.Therefore a fighter can only benefit from a Commanders, a Standard-bearers or a WarStaffs bonuses in Fear or Courage if he is within the Leadership range before making hismovement.

    A fighter under the influence of Fear must try to rally at the moment that his Reference card isactivated. To do so he must make a test of Courage of the same difficulty as the one he hasfailed. If he fails, then the fighter flees a distance in centimetres equal to twice his MOV rate.

    REMINDER : when making a test of Courage, the final result of the Courage Roll must bestrictly greater than the tests difficulty. This rule also applies when attempting to Rally.

    If he fails, the fighter continues to flee at twice his Movement rate. If the figurine is incontact with one or more enemies it must try to Disengage as soon as possible (meaning if ithasnt been Engaged nor Charged during this round and if it isnt in contact with themaximum number of figurines that can be touching its base).

    If the test is passed, the figurine is rallied and can act in the normal way. But take note thatrallying doesnt make the figurine immune to the Fear rate tested against.

    If a fighter influenced by Fear is Charged or Engaged by a Fear-inducing fighter before hisReference card has been activated, then he must immediately make a Rallying Roll. If hefails, he immediately flees and cant try to rally again before the next round.If the Rallying Roll is successful, then the fighter must test his Courage against his newattackers Fear if he isnt immune to it.

    Example : a Kelt Warrior has failed his test of Courage facing a Morbid Puppet and is fleeingat the beginning of the round. Before his Reference card is even picked he is Charged by aWolfen Zombie. He must first make his Rallying Roll against the Morbid Puppets Fear. If hemanages, then he must test his Courage against the Wolfen Zombies Fear.

    If a fighter under the influence of Fear manages to kill the adversary who scared him himself,he continues to suffer the penalty caused by Fear until the end of the round. However, heautomatically passes his Rallying test at the moment that his Reference card is activatedduring the next round. He is then immune to the Fear rate of the figurine that scared him.

    A fighter influenced by Fear cannot make a Pursuit Movement, even if he has eliminated theenemy who scared him.

    Some game elements mention fighters who ignore all forms of Fear. These fighters are :- Hyperians- The Righteous- Beings of Light- Beings of Darkness- Constructs

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    - Fighters with the Immunity / Fear Ability- The Living-Dead (the Fear caused by Hyperians onto the Living-Dead isnt really Fear inthe true sense of the word. It is rather a kind of mystical repulsion).

    If several Fear-inducing figurines Charge or Engage a same enemy at the same time, the Fearrate taken into account is the highest one among those of all the assailants plus 1 point forevery additional figurine to the one whose Fear rate is being used.

    Example : if a Wolfen Zombie (Fear / 8) Charges an adversary at the same time as 2 MorbidPuppets (Fear / 5),then the Fear rate used for their Charges targets test of Courage is 10 (8+ 2).

    Similarly, when several courageous figurines Charge or Engage a same Fear-inducing enemyat the same time, the Courage rate taken into account is the highest one among those of all theassailants plus 1 point for every additional figurine to the one whose Courage rate is beingused. Only one Courage Roll is then made and the result applies to each of the assailants.

    Example : if a Royal Guard (Courage / 6) Charges a Fear-inducing adversary at the sametime as 2 Guards of Alahan (Courage / 5), the Courage rate used for their test of Courage isequal to 8 (6 + 2).

    If a Fear-inducing fighter Charges or Engages several courageous figurines at the same time,then the latter only make one test of Courage. The Courage rate to be used is the highest oneamong all the assailants, plus 1 point for every one in addition to the one whose Courage rateis being used.

    Example : if a Wolfen Charges two Guards of Alahan (Courage / 2) at the same time, thenonly one Courage Roll is made to determine the two Spearmens reaction and the Couragerate used for this test is 6 (5 + 1).

    Special cases :If a Fear-inducing figurine Charges or Engages a courageous adversary at the same time asother courageous fighters, his Fear rate is not increased.

    Example : a Minotaur (Fear / 8) and two Kelt Warriors (Courage / 3) Charge a samecourageous adversary. The Fear rate to take into account is simply that of the Minotaur,meaning 8.

    If a courageous fighter and a Fear-inducing fighter Charge or Engage the same Fear-inducingfigurine, the Courage rate to be taken into account is equal to the highest Fear or Courage rateamong the assailants plus 1 point for every additional figurine to the one whose rate is beingused.

    Example : a Kelt Warrior (Courage / 3), a Fianna (Courage / 4) and a Minotaur (Fear / 8)Charge a Wolfen Warrior (Fear / 6). The rate used for the test of Courage is the MinotaursFear (8) plus 2, meaning 10. In this case, if the test of Courage fails, then the Fianna and theKelt Warrior dont Charge but the Minotaur Charges anyway.

    If a courageous fighter who doesnt have to make Courage tests (thanks to the Righteous orthe Immunity / Fear Abilities, for example) Charges a Fear-inducing figurine at the same time

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    as other courageous fighters of his camp, then his Courage rate is still taken into account if itis the highest one. If not, then he still gives the additional point to his companions Couragerate.

    Example : a Praetorian Guardsman (Courage / 6, Righteous Ability) and a Griffin Conscript(Courage / 3) Charge a Fear-inducing opponent. The Courage rate to be used is that of thePraetorian Guardsman +1 for the Conscript, meaning a total of 7. If the Courage Roll fails,then only the Conscript is considered to have failed it and the Praetorian Guardsman can stillCharge.

    If a Hyperian fighter Charges a Fear-inducing figurine at the same time as a courageousfighter in his camp, then the Courage tests are done in the following way :- the courageous fighter must make a test of Courage using the highest Courage rate betweenhis and that of the Hyperian fighter +1.- the Hyperian fighters Courage is turned into a Fear rate and the Fear-inducing fighter mustmake a test of Courage. Yet the Hyperians Fear rate is not increased by the presence of theother courageous fighter.

    Example : Kelen the Thirteenth Voice (Courage / 7, Hyperian Ability) and a Fianna (Courage/ 4) Charge a Fear-inducing fighter. For her test of Courage the Fianna uses KelensCourage +1, meaning 8. The Fear-inducing fighter must make a test of Courage of adifficulty of 7 because of Kelens Hyperian Ability.

    F.A.Q.

    Q : Can a fighter taken by Fear make a Rallying Roll during the round in which he failed histest of Courage when his card is activated ?A : No. He must wait until the following round to make his Rallying Roll.

    Q : A Keratis Warrior increases his Fear using the Mutagenic Ability for a total of 10 andmakes a Griffin Spearman flee. During the following round, must the Spearman make a testof Courage with a difficulty of 5 (the Keratiss basic Fear) or using the increased rate,meaning 10 ?A : The tests difficulty is 10.

    Q : Does a fighter with the Fanaticism Ability who fails his Courage Roll for Rallying havethe right to a Fanaticism Roll in order to avoid Disengaging ?A : Yes, if the Fanaticism test is passed, then the Fanatic still suffers the Fear penalties but heisnt forced to Disengage.

    Q : Can one Charge or Engage an adversary with a Fear-inducing fighter without forcing theadversary to make his test ?A : No, the rules concerning Fear must be applied in all cases. A Predator approaching aGoblin while trying to convince him that he means him no harm and that everything will beall right is not an acceptable scenario.

    Q : Can one decide to willingly fail ones Fear Roll when one is being Charged or Engaged ?A : No, it isnt possible to automatically flee.

    Q : Is the Leadership Ability of a fighter who is under the influence of Fear (fleeing orpetrified) temporarily deactivated until he is Rallied ? And when one of the members of aWar Staff fails a Courage Roll, is the War Staff then momentarily dissolved ?

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    A : No, the Leadership Ability isnt deactivated by Fears effects.A War Staff is only dissolved when one of its members isnt any longer within the Leadershiprange of at least one of its other members.

    Q : If a fighter flees when faced with an opponent Charging him, but remains within theopponents Charging range at the end of his Movement, must the Charging fighter move intobase-to-base contact or can he select a different target ?A : A Fear-inducing fighter who makes his Charges target flee cannot select a different targetthan the first one unless it isnt within Charging range any longer. If it is still within Chargingrange, then he must end his Movement on base-to-base contact with his initial target.

    Q : If a fear-inducing fighter redirects his Charge against a new opponent after having madehis Charges initial target flee, does the new opponent suffer the penalties bound to theCharge ?A : In this case the new opponent only suffers the penalties if the fear-inducing fighter has adirect line of sight onto him at the beginning of his movement.

    Q : When a figurine flees from an enemy and this enemy then redirects his movement towardsa different opponent, does his Movement type remain the same? For example, if the fear-inducing fighter was charging, is he also charging his new opponent?A : Yes, in this case a charge remains a charge, yet only as long as he had a line of sight ontohis new target from the spot where he made the other fighter flee (meaning the spot wherethey came into contact). If not, then the charge becomes a simple engagement.

    Q : Can one decide to make three separate Courage tests for three courageous fighterscharging the same fear-inducing figurine, even if this means losing the bonus foroutnumbering?A : No.

    Q : If a fighter who is taken by Fear is affected by an effect that transforms his Courage intoFear, is he automatically and immediately Rallied?A : No, he must still make a Rallying Roll.

    Q : A fighter taken by Fear automatically passes his rallying test if he manages to kill theenemy who frightened him. But if he was frightened by several fighters who charged him atthe same time, does he then have to kill all of them to automatically pass his rallying test?A : Yes, he must then kill all of them himself.

    2. Fleeing

    If a fighter fails his test of Courage when he is Engaged or Charged by a Fear-inducingopponent, two things can happen :- if he has already has been activated, then he doesnt flee but suffers the penalties due toFear.- if he hasnt been activated yet, then he flees.

    Fleeing is always done in the direction opposite of the side of his base with which he is incontact with the figurine that has frightened him.A fleeing fighter avoids obstacles but returns to the direction he was fleeing in as soon aspossible.

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    3. Rallying

    A Rallying test is a Courage Roll of the same difficulty as the Courage Roll that waspreviously failed. Like for any Courage Roll, the result one gets must be greater than thedifficulty.

    Example : a fighter flees when faced with a Fear rate of 7. For his Rallying test he must get atotal of 8 or more on his Courage Roll in order to be rallied.

    XI. FIRING

    1. Counter-Firing

    A fighter can only Counter-Fire if his Reference card is in the reserve of the playercontrolling him.Counter-Firing is only possible if the marksman has a line of sight onto his target. For this thetarget simply has to enter the marksmans field of vision during its movement.

    Its impossible to use Precision Firing when Counter-Firing.

    While Counter-Firing, if the marksmans card represents other figurines on the battlefield,then these must be activated immediately after the Charge has been resolved. They can movenormally, but only the figurine targeted by the Charge can Counter-Fire.

    A fighter who has Counter-Fired must place all his combat dice in Defence during the nextHand-to-Hand Combat phase. However, he is allowed to Attack after a Counterattack or usingthe Ambidextrous Ability.

    If the fighter Charging or Engaging the marksman inspires Fear, then the latter must make histest of Courage before Counter-Firing. If he fails, the marksman flees (since his card hadntbeen activated yet) and Counter-Firing becomes impossible.

    F.A.Q.

    Q : Fear, Fanaticism and Counter-Firing.If a Fear-inducing fighter Charges a marksman who has the Fanaticism Ability, and his test ofCourage fails but the Fanaticism Roll succeeds, can the marksman then Counter-Fire if hiscard is in Reserve ?A : Yes.

    Q : When Counter-Firing the difficulty is set at 6, but does the targets size modify thisdifficulty ?A : No.

    2. Precision Firing

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    It is possible to Precision Fire with a marksman whose Initiative rate is equal to 1 or 0. HisInitiative rate is then considered as being negative when determining the firing order.

    The penalty in Initiative caused by Precision Firing only lasts for the Firing phase. At thebeginning of the Hand-to-Hand Combat phase the marksmans Initiative returns to its normalvalue.

    3. Firing into a fray

    When Firing into a fray, only the figurines touching the target risk being hit.It is permitted to target a fighter in ones own camp with the hope of hitting an enemy fighterafter localisation in the fray.

    F.A.Q.

    Q : Can a marksman who was Charged at the beginning of the round but who isnt in contactwith an enemy anymore due to a shot or a spell that eliminated his adversary, fire during histurn according to Initiative rank ?A : No, a fighter who was Charged or Engaged cant fire during this round, even if he findshimself without an enemy touching him, unless he benefits from special rules allowing him tofire during Hand-to-Hand Combat.

    Q : When a marksman trying to Charge or Engage a Fear-inducing adversary fails his test ofCourage, he remains still. But can he then fire in the same round if he hasnt been Charged orEngaged in the meantime ?A : Yes.

    Q : In what order should Rapid / Prolonged Firing / Incantation be announced ?A : A good solution is to make a countdown. Take the highest Initiative value among allMagicians/marksmen on the battlefield, add 2 (if using Rapid Incantation) and announce thevalues in decreasing order. For every level the players must announce which of theirmarksmen or Magicians will act. For example, Enoch, having 6 in INI can act on 8 or 7 ifhes using Rapid Incantation, on 6 or 5 if hes using normal Incantation, or on 4 or less if hesusing Prolonged Incantation. In this way the players arent forced to reveal their strategy. Incase of equality between opposing marksmen/Magicians it is the player who won the TacticalRoll who resolves the firing/spells first and in the order he wishes.This method can also be used during the Divination phase by replacing Initiative withDiscipline.

    Q : Does firing at a target that is touching an obstacle cause a +1 penalty on the shotsdifficulty?A : No.

    XII. HAND-TO-HAND COMBAT

    1. Fray splitting

    If after splitting the frays two opposing figurines in contact with each other arent fightingeach other, they are still considered as being in base-to-base contact. This means that the first

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    of the two to have finished his fight cannot make a Pursuit Movement under anycircumstances. Yet this fighter can take part in the fight against any opponent in contact withhim if it hasnt already been resolved. He is then considered as having made his PursuitMovement.

    2. Initiative test

    For the Initiative test the player can choose to have the roll be made by any of his campsfighters who are involved in the fray. It is not always to ones advantage to choose the fighterwith the highest Initiative value, if for example he is wounded or if a different figurine has theVivacity Ability

    3. Combat dice placement

    The number of combat dice a fighter can use is calculated at the moment that he must dividehis dice between attack and defence. If later on one of the opponents in contact with him iskilled before he has attacked, then this disappearance doesnt change the number of combatdice he can use.

    4. Acquiring additional dice

    All Characters and fighters with the Sequence Ability can lower their Attack and Defencerates in order to acquire one or several additional combat dice (only one in the case of a non-Character fighter with the Sequence Ability).This choice is made at the moment the fighter places his combat dice.

    When a fighter lowers his Attack and Defence characteristics to acquire additional combatdice, the modifications apply for the remainder of the round.

    Example : a Character with an Attack rate of 6 and a Defence rate of 5 decides to take oneadditional combat die for the first fight he takes part in during the round. His Attack andDefence rates thus become 4 and 3 respectively. At the end of the fight he kills his opponentand Engages a new adversary using his Pursuit Movement. For this new fight his Attack andDefence rates remain 4 and 3 and he still has one additional combat die. He can acquire asecond one if he wishes to, but he cannot return the first one to increase his Attack andDefence rates.

    5. Attack resolution

    Whatever the number of opponents in contact with the attacker, he can, if he wishes, give adifferent difficulty to each one of his attacks. His Attack Rolls must then be resolvedseparately.However, the minimum difficulty of the attacks is always equal to the highest Defence rateamong all the opponents having placed at least one die in Defence.

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    Example : a Strhm Warrior is in contact with 3 opponents : a Khor Warrior (Defence / 4), aKhor on Razorback (Defence / 6) and Kal the Irascible (Defence / 7). The Strhm is theAttacker. The Khor Warrior has placed 1 die in defence as has the Khor on Razorback, andKal has placed all his dice in Attack. The minimum difficulty of the Strhms attacks is thusequal to 6 (the Defence rate of the Khor on Razorback).

    If the attacker is in contact with several opponents, then his attacks dont have to be aimed ata specific adversary before the Attack Rolls are made. The attacks targets in Hand-to-HandCombat are selected when making the Damage Rolls.

    6. Defence resolution

    The attacks not being directed at a specific opponent, if several defenders are in contact withthe same attacker, then they can attempt to defend against the attackers successful attacks.

    Example : a Spearman of Alahan (Defence /2) and a Swordsman of Alahan (Defence / 3) arefighting an Orc Jackal Warrior. The Jackal Warrior has succeeded two attacks, one of adifficulty of 7 and the other of 8. The Spearman has two dice in defence and the Swordsmanonly has one. The Spearman assigns one of his dice to the attack of difficulty 7 and the otherto that of difficulty 8. The Swordsman assigns his defence die to the attack of difficulty 8.The Spearman first makes the Defence Roll of difficulty 7 and gets a 6. The first attack is thuscancelled. He then tries to defend against the attack of difficulty 8 but only gets a 4, whichisnt enough. The Swordsman then makes his Defence Roll and gets a 5. Thanks to hisDefence rate of 3 the difficulty of 8 is equalled and the Jackal Warriors second attack iscancelled.

    If attacks having different difficulties succeed, then the defender must place his Defence dicebefore making his Defence Rolls. The defence dice used in this way must be bound to aspecific difficulty and the die Rolls are then made separately for every difficulty. This preciseplacement of the defence dice must also be made if the attackers have different Strength ratesor if some of them benefit from special rules concerning their attacks.

    Example : a Guard of Alahan (Defence / 2) is battling a Jackal Warrior and an Orc Bruiser.The Guard has placed his 3 combat dice in Defence and must now defend himself against twoattacks of difficulty 8 and two attacks of difficulty 5. He decides to assign two dice to theattacks of difficulty 5 and only one to those of difficulty 8.

    The Defender doesnt have to use all his Defence dice to defend himself against the firstattacks made against him.

    Example : a Wolfen Warrior is battling a Ghoul of Acheron. The Ghoul has won the InitiativeRoll. The Wolfen has placed 2 dice in defence and 1 in attack. The Ghoul has placed 1 die inattack and 1 in defence. The Ghoul attacks first and succeeds. The Wolfen then has a choice :he can either use his two dice to defend himself against this attack or he can only use one andkeep the other to defend himself in case the Ghoul manages to place a Counterattack using itsAmbidextrous Ability.

    However, the unused combat dice (attack or defence) at the end of a fight are lost and cannotbe kept for use in a different fight (after a Pursuit Movement for example).

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    7. Sustained defence

    If a fighter confronts several opponents at a time and has placed at least as many dice inDefence as in Attack, he can attempt to make a Sustained Defence.He then makes his Defence Rolls in the normal way. If at least one of his defences issuccessful, then the defender gains a Sustained Defence die.Attention : the Defence Roll that was used to give rise to a Sustained Defence cannot underany circumstances also generate an attack using the Counterattack or Ambidextrous Ability.

    Example : a Griffin Inquisitor (Defence / 5) is fighting against 4 Goblin Marauders. TheInquisitor places his 5 combat dice in Defence. Having confidence in their numbers, theGoblins place their 8 dice in Attack. Hoping to make their opponent fall under a hail ofblows, the Goblins decide on a minimum difficulty of 5, which is equal to the InquisitorsDefence value. With an Attack value of 2 the Goblins must obtain at least a 3 on their AttackRolls. On the 8 Attack Rolls, only 7 are successful. So the Inquisitor now has 5 dice to defendhimself against 7 attacks. He announces that he is assigning 2 dice to normal defence andthat he will attempt a Sustained Defence. The 3 others will be used to Counter-Attack (theWarrior-Mage Ability allows the Inquisitor to make Counter-Attacks).The Inquisitor first makes his Counter-Attack Rolls. The Goblins attacks difficulty being 5,the Inquisitor must attempt Defence Rolls of a difficulty of 7 in order to succeed theseCounter-Attacks. Thanks to his Defence value of 5 he must obtain 2 or more on his DefenceRolls. He rolls his 3 dice dedicated to the Counter-Attack and gets 4, 3 and 1. Two attacks arethus parried and the Inquisitor will benefit from 2 Counter-Attacks if he survives the Goblins5 last Attacks.

    He rolls his last two normal defence dice. This time the Defence Rolls difficulty is simplyequal to that of the Attack Rolls, meaning 5. Once again the Inquisitor only needs a result of 2or more. He gets a 2 and a 5. He defends against 2 attacks and gains one Sustained Defencedie. For the Sustained Defence Roll the difficulty is increased by 2 points. It thus becomes 7.This time again the Inquisitor only needs a result of 2 or more. He gets a 3 : a further attackis blocked and he gains another Sustained Defence die. The difficulty is again increased by 2and is thus 9. This time the Inquisitor needs a result of 4 or more to succeed. He gets a 6,parries the 6th attack and gains another Sustained Defence die. The difficulty of this last rollis again increased by 2 and becomes 11. The Inquisitor now needs a result of 6 on hisDefence Roll but unfortunately only gets a 4. The last attack isnt parried, but of the 7 attacksthe Inquisitor defended against 6 and gained 2 Counter-Attacks. The Damage Roll caused bythe undefended attack is resolved, but thanks to the Marauders weak Strength and theInquisitors high Resilience the result is only a STUNNED. The Inquisitor can now make histwo Counter-Attacks.

    A Sustained Defence die can very well be assigned to the defence against an attack with adifferent difficulty than the one that generated it.

    Example : a fighter with a Defence rate of 5 has one defence die to defend himself against 2attacks. The first has a difficulty of 8 and the second a difficulty of 5. He chooses to firstdefend himself against the difficulty of 8. He rolls a 4 : the defence succeeds and he gains aSustained Defence die. The attack of difficulty 5 thus becomes of difficulty 7, but thanks to hisDefence rate of 5 the fighter only needs a result of 2 or more. If he had played it the otherway round he would have parried the first attack on a 2 or more, but the second one wouldhave been of a difficulty of 10 (8 + 2). He took a well-calculated risk.

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    If a fighter who found himself outnumbered at the beginning of the fight isnt any longer sowhen making his Defence Rolls, he cannot use Sustained Defence.

    F.A.Q.

    Q : Does the Sustained Defence die have to be selected before all the defence dice are rolled(and must therefore be distinguished from the other dice) or does the fighter only get aSustained Defence die if at least one defence succeeds ?A : A Sustained Defence die is obtained as soon as at least one defence succeeds.

    Q : Can a Sustained Defence be made using a specific die and the Counter-Attack /Ambidextrous be made using other dice ?A : Yes, but a Defence die gained thanks to Sustained Defence can never be used for aCounter-Attack, not even using the Ambidextrous Ability.

    8. Counter-Attack

    An attack gained thanks to a Counter-Attack can be aimed at any opponent in contact with theattacker, not only at the one whose attack caused the Counter-Attack.

    F.A.Q.

    Q : The Defence Rolls difficulty is increased by 2 points if the defender attempts a Counter-Attack. Which rolls are concerned ? The Defence Roll of course, but also the Attack Rollgained in this way ?A : Only the difficulty of the Defence Roll made to give rise to a Counter-Attack is increasedby 2 points.

    9. Wounds

    Once all attacks and all defences within a same fight have been made, the attacker mustannounce at which opponent the undefended attacks will be aimed.All undefended attacks must be assigned before making the Damage Rolls. If two attacks aredirected at the same fighter and he is KILLED OUTRIGHT by the first Damage Roll, then thesecond attack is lost and cannot be redirected towards a different opponent.Damage Rolls must be made one after the other.

    Example 1 : a fighter must endure two Damage Rolls. The first one indicates a Light Woundand the second one a Critical one. After these rolls the fighter is therefore Critically Wounded(Light followed by Critical = Critical).

    Example 2 : a fighter must endure two Damage Rolls. The first one indicates a CriticalWound and the second one a Light Wound. After these rolls the fighter is therefore KILLEDOUTRIGHT through increasing of his Wound level. (Critical followed by Light = KILLEDOUTRIGHT).

    F.A.Q.

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    Q : Are all the results in the Wound Table wounds ?A : No, STUNNED and KILLED OUTRIGHT are not Wounds. They thus do not worsendamage (in the case of STUNNED). These two results arent affected by spells or Abilitiesaffecting Wounds (for example : Whispers of Pain, Regeneration, Hard-boiled, etc.).

    XIII. DIVINATION

    1. General Points

    A bonus that can be applied to all characteristics cannot, however, affect a Faithfuls Aspectlevels. These levels can only be modified by effects that specifically target them.

    When a Faithful has to Call a miracle during the Incantation phase, use his Discipline level todetermine his speed. By comparing it to a Magicians Initiative you can determine theresolution order of the Calls and Incantations.

    2. Calculating Temporary Faith

    Only figurines located on the same altitude Level as the Faithful are counted in his aura offaith.

    Temporary Faith is calculated at the beginning of every rounds Divination phase. The pointsobtained are kept until the beginning of the following Divination phase. Consequently, themiracles Called during the Movement phase are done so using the Temporary Faith points leftover from the preceding round.

    Q : Are the Reapers of Mid-Nor invoked during the game then counted in the Faithfuls auraof faith ?A : Yes, they are counted as of the Divination phase following the one in which they wereinvoked.

    Mercenaries and Temporary FaithMercenaries are only counted in the calculation of the Temporary Faith of befriended Faithfulof their people of origin or of opposing Iconoclastic Faithful.If a Mercenary isnt bound to any people, then he is counted in the calculation of the T.F. ofbefriended Faithful following the same Path of Alliance as he does.

    Allies and Temporary FaithAllies are not counted in the calculation of the T.F. of the Faithful in their camp.

    3. The Faithful in Hand-to-Hand Combat

    With the exception of Warrior-Monks, the Faithful cannot Call their miracles while in Hand-to-Hand Combat. However, some miracles arent subject to this rule and some artefacts orother effects also allow it to be circumvented.

    F.A.Q.

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    Q : If several Faithful in a same camp have the same miracle, can they all use it during thesame round, or can one of them use it in every round ?A : Several Faithful can have the same miracle and use it during every round, no matter themiracles Called successfully or not by the other Faithful. Unless of course the contrary ismentioned on the miracles card.

    4. The Faithful and Fear

    The Faithful remain able to use their miracles and Censure in the normal way, even whenunder the influence of Fear. A Faithful who has fled a distance double his Movement ratecannot Call miracles (unless he is a Warrior-Monk).

    5. Miracles area of effect

    If a miracles area of effect is one befriended figurine then this also includes the Faithfulhimself, unless the contrary is mentioned in the cards text.

    XIV. INCANTATION

    1. General Points

    As for all other characteristics, a result of 1 on a Power Roll, be it to cast a spell, useCountermagic, determine a Familiars reaction or to recover Mana, is equal to an automaticfailure.

    F.A.Q.

    Q : Does a wounded Magician apply Wound penalties to his Incantation or Mana RecoveryRolls ?A : No, the penalties bound to Wounds must not be applied to Incantation and DivinationRolls.

    2. Spell awarding

    Q : What are the limits concerning the spells a Magician can select ? Can he acquire all spellsof the Elements and Paths that he masters or is he limited to his Path of Magic (such asHermetism or Shamanism) ?A : A Magician can cast spells coming from the Paths of Magic to which he is bound,Primagic spells and Elemental spells of the Elements he masters. Before a battle he canacquire spells of various Paths.

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    3. Prolonged and Rapid Incantation

    A Prolonged or Rapid Incantation can only be made during the Magic phase. Spells castoutside of the Magic phase cannot benefit from these types of Incantation.

    The modifications in Initiative caused by these types of Incantation only last until the end ofthe current Magic phase. The Magicians Initiative level returns to its normal value at thebeginning of the following phase.

    One cannot use Rapid or Prolonged Incantation to cast a spell that does not have a difficulty.For example, no difficulty is defined for the Lunar Gift and its effect is simply determined bythe Incantation Rolls final result. It is therefore not possible to use Rapid or ProlongedIncantation to cast this type of spell.

    F.A.Q.

    Q : Does being the last or the only one to act during a Firing and Magic phase automaticallylead to Precision Firing or a Prolonged Invocation ?A : No, Precision Firing and Prolonged Incantation remain the players choice.

    4. Improving spell Mastery

    F.A.Q.

    Q : Can one use the same gem to both increase a spells effects and get an additional masterydie ? For example, in the case of The Thousand Lacerations where the number of gems useddetermines the strength of the damage caused by the spell, can the same gems also be used togain more dice for this spells success ?A : If a spell specifies that its effect is proportional to the number of gems invested for itsIncantation (as is the case for The Thousand Lacerations), then yes, these gems at once serveto increase the spells mastery and strength. On the other hand, some spells clearly specifythat in order to increase its effects, the gems must be spent in addition to the ones used for theIncantation.

    5. Magicians in the fray

    A Magician in base-to-base contact with one or more adversaries can continue casting spellsand using Countermagic in the usual way. It is then considered that he has a line of sight ontoany of the figurines touching his base, even behind him or by his sides.A Magician in Hand-to-Hand Combat can also cast spells onto figurines not in contact withhim as long as he has a line of sight onto them.

    6. Spells area of effect

    If a spells area of effect is one befriended figurine then this also includes the Magicianhimself, unless the contrary is mentioned in the cards text.

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    7. Spell range

    Spells of Contact RangeA spell with a Range of Contact can be cast onto any figurine in base-to-base contact withthe Magician, including those behind him or by his sides.This kind of spell can also be cast onto the Magician himself unless stated otherwise in thespells description.

    Spells of 0 or None RangeAll spells with a Range of 0 or None are now considered as having a Personal Range.

    8. Spell frequency

    Unless noted otherwise on the spells card, a Magician cannot have the same spell severaltimes in order to increase its Frequency.

    9. Maintaining spells

    The effects of certain spells can be maintained from one round to the next by spending Managems at the end of the round. If no other instructions are given on the spells card, then thisMana is spent after making the Mana Recovery Roll.

    10. Countermagic

    To Counter or Absorb a spell a Magician must have a line of sight on the spells caster and bewithin the spells range.

    Spells with a range of Contact or Personal can be Countered or Absorbed by a Magician inbase-to-base contact with the caster.

    A Magician can do Countermagic even after having Run, Charged or made a Physical Feat.

    F.A.Q.

    Q : What happens if I cast a zone-covering spell, such as Tornado, in a Fray ? Who is affected?A : Only the figurines covered by the card are affected.

    Q : Can Darkness absorb Darkness ?A : Yes.

    Q : In the calculation of the number of gems needed for an Absorption, must one take intoaccount the gems used to increase the spells mastery or effects ?A: Yes.

    Q : Is it possible to spend additional gems to increase a Counter Rolls chances of success ?A : No.

    Q : Can a Magician try to Counter or Absorb a spell if he is the target but cannot see wherethe incantation is coming from ?A : No.

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    Q : Some spells have an effect if the Incantation fails (Cerebral Atrophy, for example). Is itconsidered a failure if the spell is Countered or Absorbed ?A : No, a failures effects apply only if the Incantation Roll fails.

    11. The Mana reserve

    A Magicians Mana reserve represents the maximum number of gems the Magician can carrywith him. Yet if Mana sources other than his personal reserve are available to him (a Sourceof Fire, a War Toad, etc.), then he can use these gems when casting a spell.If the Magicians Reserve is full, he can still use other additional gems when making anIncantation. On the other hand, when his reserve is full, he cannot for example take gemsfrom the War Toad, Move, and then use them to cast a spell.

    12. Warrior-Mages

    Warrior-Mages can fire and cast spells during the same Magic phase. They can even do soafter having moved more than their Movement rate or having made a Physical Feat. Unlessnoted otherwise, however, they cannot fire when in Hand-to-Hand Combat.

    F.A.Q.

    Q : Can Orcs use Primagic ?A : Yes.

    Q : Can Orc Magicians such as Trk and Tamaor use the spells of Orc Warrior-Mages ?A : Yes, unless the spell is reserved to a specific caste of Warrior-Mages.

    Q : Can a Warrior-Mage with a projectile weapon make a Prolonged Incantation andPrecision Firing by lowering his Initiative by 4 points ?A : Yes.

    Q : Can a Warrior-Mage receive an artefact ?A : No, unless he is a Character or if it is specified on the artefacts card that it can be used bynon-Characters. This rule also applies to Warrior-Monks.

    13. Magicians and Fear

    Magicians remain able to use Magic in the normal way, even when under the influence ofFear. A Magician who has fled a distance double his Movement rate cannot cast spells (unlesshe is a Warrior-Mage).

    XV. FORTIFICATION

    1. Artillery and Rank

    If nothing is specified after the Light Artillery or Heavy Artillery printed on a Referencecard, then it is perforating artillery.The / Zone specification is only added when the artillery has zone effect.

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    2. Movement and firing

    Only mobile War Machines with a Weight value can move further than the normal Movementrate and then fire in the same round. Dwarf Bombardiers and Goblin Sharpshooters thereforecannot run and then fire.

    3. Measuring firing distances

    The distance of a war machines shot is measured from the edge of the machines base likefor other marksmen. However, if the war machine does not have a specific base, such as theDwarf Chariot, then measure the distance from the extremity of the weapon used.

    4. Perforating artillery

    A perforating artillery projectile that kills or destroys its target continues its course in astraight line. Yet it cannot cover a distance greater than its maximum range.

    Example : a Dwarf Bombardiers steam cannon has a range of 90 cm. The first target hit iskilled and a second one is in the same trajectory within 65 cm of the marksman. This secondtarget is therefore also hit. It is killed and a third target is in the projectiles trajectory and at90 cm from the marksman. This third target is too far to be hit.

    If artillery fire hits a figurine in a fray after random localisation, then use the line between themarksman and the target really hit to determine the projectiles trajectory.

    5. Artillery with zone effect

    If a shot from artillery with zone effect misses its target and strays, no figurine is consideredas having been directly hit by the projectile, even if the template ends up being centred on afigurine after its dispersion.If after dispersion the initial target is under de template anyhow, then the chances that it is hitare exactly the same as for the other figurines. It also suffers the same kind of Wounds.

    Counter-FiringWar Machines can Counter-Fire in the usual conditions. Like for other marksmen, thedifficulty of Counter-Firing is set at 6. For the resolution of Artillery fire that needs adispersion template to be used, the target is placed at half the distance separating it from themachine.

    Some War Machines cannot fire at targets that are too near. When Counter-Firing at a targetthat is too near to the War Machine, then Counter-Firing cannot be done.

    F.A.Q.

    Q : When a War Machine with zone effect Counter-Fires at a fighter who wasnt visible at thebeginning of his movement, at what place must the target be considered as being to resolvethe shot ?A : When Counter-Firing with a War Machine with zone effect, the target must be placedhalf-way between it and the War Machine. If this target wasnt visible at the beginning of itsmovement, then calculate the distance separating it from the War Machine from the spotwhere it entered the Machines line of sight.

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    6. Movement of War Machines

    CurvesWhen a war machine makes a curve, it can be reoriented by 0 to 45 degrees. It does not haveto be reoriented by all of the 45 permitted. It is impossible for it to be reoriented by morethan 45 when making a curve.

    Penalties caused by ground typesWar machines are subject to the same penalties as the other fig