Conf2 Rules en
Conf2 Rules en
credits
Collection director : Jean Bey.
Rules and writing : Jean Bey, Pascal Petit, Nicolas Raoult,
Jérôme Rigal, David Valmary, Olivier Zamfirescu.
Art director : Jean Bey.
Graphic design and lay-out : Jean Bey, Jean-Sébastien Rossbach.
Illustrations : Jean Bey, Paul Bonner, Edouard Guiton, Didier Poli,
Paolo Parente, Jean-Philippe Poulet, Jean-Sébastien Rossbach.
Painting : Vincent Fontaine, Martin Grandbarbe, Eric Nouhaut.
Photography : Studio 29.
Translation : Alan Coughlin, Nancy Galant, Raphaël Guiton.
Thanks to : Eric Lafontaine, Loïc Calmon-Lecoin, the whole team.
Thanks to all the testers : Frédéric Anger, Séverine Delagarde,
Sébastien Gautier, Philippe Jung, Florent Mousset, Edouard Negre,
Jacint Oros, Sylvain Roux, and to all who have lent their support.
contents
2. Credits
D
one by on
Cadwallo
5. Body and Soul awaited t
10. Introduction as the El
11. The Figurines the still s
12. The Reference Cards Alahel. T
13. The Characteristics river Ami
16. The Sizes The Reap
18. The Counters
19. Making a Characteristic Roll The villag
20. Setting up the Game smoking
20. The Approach told his
23. Game Round The hou
24. Movement Phase The ham
32. Firing Phase of similar
38. Hand to Hand Combat Phase nothing h
44. Combat Example
48. Abilities The Mess
64. Wound Table a mission
65. Movement Table As he cam
66. The Peoples watched.
69. The Alliances campaign
All of a s
as if it w
came out
CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag
D
awn was breaking on the horizon.
Alahel, messenger of King Gorgyn of Alahan,
was getting ready. He went to the sentries and
ordered them to go in advance. Both Reapers set off
in the half-light. The Messenger woke his men
one by one, with a firm grip and steady words.
The village greeted the men with a heavy silence. There was no
smoking chimney, no sign of life. Alahel, quiet and careful,
told his men to stay close and to be prepared for anything.
The houses’ doors were open. In some, tables were laid.
The hamlet’s inhabitants had left in haste. He had heard
of similar cases with Wolfen attacks, but here it was different :
nothing had been rampaged.
Alahel ordered his men to get out of this deadly trap as quickly
as possible. But within moments, the troops of the Lion were
surrounded. The Archers and Reapers managed to shoot down
a few of these macabre puppets, but nothing seemed to be able
to stop their progression.
Alahel easily guessed the villagers’ fate. The flesh of some of
the living-dead had not yet started to rot. Their foul smell
was not yet strong enough to betray them. All around him,
it was only grunts, painful sighs and horrified expressions.
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liverance, “I promise you, Tharn, that I will return and free you of the Evil
le stride. gnawing at you…”
safeguard,
s prowess
managed
parts of
mour of
revealed
e Alahel.
hat new
xchanged
blackness
ssenger :
k to life
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i n t r o d u c t i o n
You have just acquired a figurine intended for the war game
RAG’NAROK. This game stages vast armies, from numerous
peoples, who confront each other on epic battlegrounds
for the dominion or the survival of their species. For you
to be able to play with the RAG’NAROK figurines, here are
the CONFRONTATION game rules.
CONFRONTATION is a game which marks the beginning
of RAG’NAROK in skirmishes with often crucial consequences.
CONFRONTATION offers a simple game system that enables you
to simulate small skirmishes between rival factions with loads of
game play and fun.
To start playing CONFRONTATION, you will need a few
6 sided dice (D6). You can start a game with your friends just
after choosing your figurines !
The CONFRONTATION rules are enriched by four supplements :
INCANTATION which deals with magic and the casting of spells,
DIVINATION which is devoted to the various aspects of Faith,
INCARNATION which allows your Characters to evolve and
grow when dealing with quests by means of scenarios. Finally,
FORTIFICATION lets you deploy powerful war machines in order
to crush your enemies..
As you build up bigger armies, you will be able to use
the RAG’NAROK rules to simulate bigger conflicts. Some rules
differ between CONFRONTATION and RAG’NAROK but to go
from one system to the other will present no difficulty,
the game principles being the same.
We hope that CONFRONTATION will give you as much fun
playing it as we have had creating it !
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t h e f i g u r i n e s
RACKHAM takes the greatest care at every stage of the design
and the making of each of your figurines.
Before you start painting your figurines, remove all metal excess
with your modelling knife, with the blade facing outwards,
to prevent hurting yourself. Then apply a black or white undercoat.
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Movement
DIRZ HALBERDIER
Initiative
Attack /
Strength
Defence /
Resilience
Aim
Courage /
Fear
Equipment
Abilities
Rank
Discipline
Rank / Army
Points
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t h e s i z e s
Four different sizes exist for the figurines and scenery elements.
These have influence, in particular on Firing and Physical Feats.
The Equipment and posture are not taken into account in the size
of a figurine.
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e s
elements.
al Feats.
or Dwarf,
Human,
Devourer,
Wolfen.
n the size
CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag
t h e c o u n t e r s
War-staff and Character miniatures, except Magicians and Faithful,
come with precut counters. These counters allow you
to quickly identify the condition and wound level of a fighter
on the Battleground. Two other counters give you the
opportunity to create Trap effects.
Decoy Ambush
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m a k i n g a
characteristic roll
In some cases, players will have to make a die roll regarding
a particular characteristic. This test determines if an action is
a success or a failure.
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the approach
Once the Battleground is set up, it is divided into two equal
sections, called deployment areas. Each player then decides
on which side he will place his troops. The fairest way to choose
sides consists in rolling a die. The player with the highest
score gets to choose his deployment area. This method forces
the players to organize the Battleground in an impartial manner,
as none of them knows which side will be his.
The Approach is the phase where all the figurines are placed,
one after the other, on the Battleground, before the battle itself.
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in a pile,
my’s best g a m e r o u n d
of a tie,
A Confrontation round is divided into game phases which symbolise all
first card. of the fighters’ actions. Each game round is divided into three
, in other phases which always follow each other in the same order.
y choose
ents later.
only have
has won 1. m o v e m e n t
card. It is
The players first
, but only
move their
y troops, troops…
ely deploy
wap a card
may never
The card
w a card.
2. f i r i n g
then, those equipped with
in order
the first long range weapons,
artefacts, may fire...
there are
d to one
awn and 3. h a n d t o h a n d c o m b a t
And finally fight in Hand to Hand Combat.
Once the Combats are over, another game round starts.
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m o v e m e n t
p h a s e
The Movement phase allows the
players to move their figurines on
the Battleground. In order to establish
which fighter will move first, all the
Reference cards are shuffled and a new
pile is made. As for the Approach phase,
each player will make a die roll based on his side’s best
Discipline score. This roll is called the “Tactical Roll”.
The Tactical Roll takes the same form as the Approach Roll.
Obstacles can also slow down troops. Towards the end of this
booklet, you will find a Movement Table. Only one Movement
type can be chosen in a Movement phase. All Movement types
are explained below.
A fighter can move through another fighter only if their cards are
activated at the same time.
A warrior who engages an enemy in a fray after a move
must be placed in total base to base contact with his opponent.
The figurine’s base size determines the maximum number
of opponents that can be engaged with it :
- Infantry / 25 x 25 mm : 4 opponents.
- Cavalry / 25 x 50 mm : 6 opponents.
- Creature / 37.5 x 37.5 mm and bigger bases : 8 opponents.
m a i n m o v e m e n t s
WALKING
The figurine can move in any direction up to a number of
centimetres equal to its Movement characteristic and can freely
position itself at the end of its move.
CHARGING
Charging is a very fast move which enables a figurine to engage
an enemy in Hand to Hand Combat. A figurine must be able
to see the opponent it wants to Charge before it moves.
A figurine’s field of vision is of 180° from the middle of the front
side of its base. The charging warrior can double his Movement
rating and go round obstacles.
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ENGAGEMENT
Engagement is a less brutal
Movement than a Charge,
but it enables the warrior
to Engage in Hand to Hand
Combat an enemy not visible
at the start of his move.
The figurine that wishes
to Engage an opponent in
Hand to Hand Combat
can use up to double
its Movement rating.
If the Engagement
is successful, the
opponent suffers
no penalties.
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PHYSICAL FEATS
To do a Physical Feat, a characteristic roll must be made based
on a Feat score which is equal to the Movement characteristic divided
by 2.5. It is impossible to Fire while accomplishing a Physical Feat.
SWIMMING
A warrior who wishes to swim makes a Feat Roll from which
he subtracts his Resilience score. If the result is higher than 0,
he can use half his Movement rating in the liquid environment.
Otherwise, he suffers an automatic Light Wound and stays still.
JUMPING
To jump, the warrior must have a run-up space available equal to
the distance he wishes to jump, be it a long jump or a high jump.
An enemy can be Engaged in Hand to Hand Combat after a jump;
the effects are then the same as for a Charge.
The long jump : the warrior runs and makes a Feat Roll with
a difficulty equal to 4 + 1 for each length of his own base it takes
to get to the other side. If he succeeds, he reaches the other
side’s edge and his move ends.
The high jump calls for a Feat Roll with a difficulty equal to
the height, in cm, the warrior wants to jump + his Resilience
score. The difficulty is reduced by two points if the obstacle
is of a smaller Size than the figurine. If the roll succeeds,
the fighter finds himself behind the obstacle and his move ends.
Jumping over troops is a high jump. The height is determined by
the Size of the largest figurine(s) over which the fighter wishes
to jump. SMALL : 2, NORMAL : 4, LARGE : 6, VERY LARGE : 8.
If the warrior fails, he suffers a Leg Wound with a Strength
equal to the number of cm he wanted to jump (high jump)
or the distance to the bottom (long jump).
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CLIMBING
Climbing an obstacle calls for a Feat Roll from which is subtracted
the warrior’s Resilience. The warrior then climbs a number
of cm equal to the final result of the Feat Roll. Place a counter
to represent the figurine’s position.
If the roll is negative, the warrior falls : he takes a normal Wound
with a Strength equal to the distance from the ground to the point
where he started his climbing Movement. If he has failed when
he was on a flat area big enough for his own base to stand,
he suffers no Wound.
If a warrior, for whatever reason, decides to deliberately fall,
he suffers a Leg Wound with a Strength equal to the distance from
the ground, but subtracts his Feat score from the Damage Roll.
There is no need for a Damage Roll if the result of
the subtraction of the Feat Score from the Strength of the fall
is negative. In other words, as long as the fighter’s fall does not
exceed his Feat Score remains unharmed.
s p e c i a l m o v e m e n t s
DISENGAGEMENT
A fighter can Disengage from a Hand to Hand Combat during
his Movement phase. He cannot Disengage from a combat if
he has been Charged or Engaged in the current Movement phase
or if he is Engaged with the maximum of opponents allowed
by his base (see Movement phase).
If he wishes to Disengage from a combat, he must succeed on
an Initiative Roll. This roll has a difficulty of 4 + 2 per opponent
Engaged against him.
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DODGING
Whether he is making acrobatic moves, or moving very close
to the ground, the fighter who Dodges moves at half his
Movement rate and will not be able to do anything else
until the end of the round. However, the range of the shots fired
at him will be one level higher. For example, a Short range Aim
becomes a Medium range Aim.
Troops with a mount in their Equipment cannot Dodge, nor can
a Dodge be accomplished in Hand to Hand Combat.
It is possible to fire through one’s own troops when they are
Dodging. A fighter can also fire without penalties through
a Dodging warrior.
INFLUENCE OF FEAR
Loathsome creatures inhabit Aarklash : some may have
a malignant and cynical intelligence, or possess mighty
powers. Confronted by such visions, a warrior may lose
his calm and no longer react normally to orders or flee.
Before Charging or Engaging a figurine in Hand to Hand Combat,
the target must be designated and the necessary moving distance
measured. A warrior will have to test his Courage against Fear
only if the Hand to Hand Combat is possible.
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firing phase
During the Firing phase, troops equipped
with long distance weapons come into
action and may fire at any enemy they see.
A figurine’s field of vision is of 180° from
the middle of the front side of its base.
The line of sight between the marksman and the target must be
clear of any obstacles because every element on the Battleground
is considered to be a scale representation of what it symbolises.
Unless otherwise stated, a figurine may only fire once per round.
You may not measure the distance between you and your target
before having designated it. The distance between a marksman
and his enemy is measured once the player has designated
his target. If the target is out of range, the firing results in
an automatic failure.
Warriors fire one by one, starting with the one with the highest
Initiative. If several warriors of your army have the same Initiative
rating, they will fire simultaneously. If warriors of different armies
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f i r i n g r a n g e
The weapon included in the marksman’s Equipment has three
ranges expressed in centimetres : Short, Medium and Long as well
as its own Strength. In normal conditions, the basic difficulties are
as follows (a result of 1 on an Aim roll is always a failure) :
- Short : 4
- Medium : 7
- Long : 10
t y p e s o f f i r i n g
When he fires, a fighter may choose one of the four following
types of Firing, depending on his move :
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firing modifiers
All modifiers apply to the Aim Roll’s difficulty :
- Small +1
- Normal 0
- Large -1
- Very Large -2
c o u n t e r - f i r i n g
In the Movement phase, if you hold in your Reserve the card
of a marksman who is Charged or Engaged by an enemy warrior,
you can immediately play the card and declare a Counter-Fire.
The Counter-Firing is immediately resolved and the difficulty
is fixed automatically at 6. You cannot combine Counter-Firing
with Precision Firing or Rapid Firing.
If the fighter is Charged or Engaged by a Fear-inducing creature,
he must first test for Courage before rolling for a Counter-Fire.
In case of a failure, he flees and cannot fire.
Whatever the consequences of the Counter-Firing, the marksman
will not be able to place any dice in Attack in the next Hand to
Hand Combat phase. If the marksman kills his target in this way,
he may move up to a maximum distance equal to his Movement
characteristic. If the Counter-Firing marksman’s Reference card
represents several warriors, only those Engaged or Charged will be
concerned by the Counter-Firing rules. The other figurines are
no longer considered in Reserve and must move immediately.
If the marksman hits his target, the attacker rolls two dice
to determine the damage and refers to the Wound Table
at the end of the booklet. The result applies immediately.
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hand to hand
combat phase
The Hand to Hand Combat phase is
a critical moment in a Confrontation
game. It is the moment when each
player’s tactics will decide for each
fighter’s fate.
COMBAT RESOLUTION
Each combat is resolved independently of the other Hand to Hand
Combats. The results of a combat (wound, death) apply
immediately. The procedure is as follows :
1 - Each player rolls for Initiative for his warrior. The dice
are rolled simultaneously. In case of a tie, re-roll the dice until one
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3 - The Attacker then freely sets a difficulty level for his Attack, in
other words, he will attempt a more or less difficult strike that will
therefore be more or less difficult for his opponent to parry. He
announces the difficulty that he will try to reach or best
with his Attack Roll. If the roll result (ATT + D6) is equal or higher
than the difficulty he had decided on, he strikes his opponent.
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5 - If the Defender still has fit warriors and Attack dice, he can
retaliate (go back to stage 3).
SUSTAINED DEFENCE
Sustained Defence allows a warrior to parry several Attacks with
the same Defence die under the two following conditions :
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After rolling his Defence dice, the Defender may assign one and
only one of his successful parries to Sustained Defence. With this
Sustained Defence die he may attempt to parry an additional
Attack : the difficulty level is then increased by 2 points.
If this first Sustained Defence parry is successful, he may attempt
to parry another Attack, this time with an increased difficulty
of + 4. Then, if he has succeeded again, he can parry yet another
Attack at + 6 and so on, this as long as there are Attacks to parry
and he succeeds in parrying them !
Once the die assigned to the Sustained Defence has been used
for it, a Character can no longer combine the effects of the
Sustained Defence with the ones of the Ambidextrous Ability
or a Counter-Attack.
PURSUIT MOVEMENT
At the end of a combat, all the warriors who have participated
in the elimination of an enemy with whom they were Engaged
in Hand to Hand Combat, can move at half their Movement rate
in any direction. This special Movement is only allowed once per
warrior and per Hand to Hand Combat phase.
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CHARACTERS
In the world of CONFRONTATION there exist extremely powerful
individuals. These Characters are particularly tough and have
survived many battles, forging friendships and forming mortal
rivalries in the course of their destiny. They are distinguished in
that they have their own name. The particular status of these
Characters gives them unique Abilities reserved to them.
THE COUNTER-ATTACK
A Character can attempt to Counter-Attack rather than defend
himself. He must announce it just before his Defence Rolls.
The difficulty of his rolls is then increased by 2 points. Each
success allows him to cancel an enemy Attack as for a normal
Defence, but also allows him to gain an additional Attack die
against the opponent whose Attack has been Counter-Attacked.
MASTER STRIKE
powerful If your Character has at least two dice in
and have Attack, he can attempt a Master Strike.
ng mortal Do only one Attack Roll, all other
uished in Attack dice are lost. If the Attack
of these is not parried by the opponent,
add the difficulty chosen for
the Attack Roll to the result
on the following
on their Damage Roll.
es against
acter may
in Attack
his Attack
e lowered
difications
n defend
ce Rolls.
nts. Each
a normal
Attack die
ttacked.
k, even if
CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag
The figurine of the Wolfen Zombie is moved and placed in full The Wol
base to base contact with the Paladin’s base. The two fighters are rolls two
now in Hand to Hand Combat. At this point, each player does an of the fie
Initiative test to determine which one will take the advantage over to 9 + S
his opponent. Paladin’s
The Acheron player rolls a 2, which gives him a total of 5 the end o
[ 3 (INI) + 2 (die result) ]. The Alahan player also rolls a 2 for a 3 / the T
total of 4 [ 3 (INI) + 2 (die result) – 1 (Charging penalty) ]. Wound. T
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The Lion player rolls his 2 dice and gets a 1 and a 5. Only one
of his Attacks succeeds. When rolling for Damage,
the Red Lioness manages to Kill Outright one of the Zombies
on a double thanks to her Sacred Sword.
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a b i l i t i e s
Some fighters possess particular faculties, sometimes innate,
sometimes acquired after long training : Abilities. When a warrior
possesses special Abilities they are mentioned on his Reference
card. Each of their effects are explained below.
Some Abilities are given with varied numbers indicated / X, such
as Leadership or Regeneration. For example, Leadership / 10 means
a leadership range of 10 cm. Regeneration / 5 means success
on a result of 5 or more.
his victim rolls three dice for the first Damage Roll against it.
He will choose the two dice most suitable to determine
the gravity of the Damage inflicted. An “Assassin” is immune
to the effects of this Ability.
a “Critical Wound”. The fourth time they will be dead for good.
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effect. For each chosen figurine, you can roll a die at anytime.
The result + X is the amount of points you can add to one
or more of his characteristics. You do not have to distribute
the points immediately, but Mutagenic cannot modify a roll
already made. Mutagenic cannot modify Power or any aspects of
Faith. A figurine with the Leadership Ability cannot pass on his
modified Courage / Fear and Discipline ratings. A figurine can only
benefit from one die each round, except if under the effect of a
spell, a miracle or an artefact. All Mutagenic dice of one figurine
are rolled at the same time. The effects of the stimulant end
with the round. A natural or modified result of 1 on a Mutagenic
Roll (that is if you roll a 1 or if you get a 1 by adding your die
result to X) is an automatic failure and will therefore grant no
bonus. You may not re-roll a 6 on a Mutagenic Roll.
Rapidity : they may have long legs or a fast running pace, either
way, warriors with the Rapidity Ability move at an extremely
high speed. They can triple their Movement for any Movement
type even when fleeing under the influence of Fear.
As long as he does not take any action other than testing for
Courage or one of his Abilities, or as long as an opponent does
not come within Walking distance of him, the Scout is concealed
and cannot be the direct target of any enemy’s action.
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g amidst
to live.
6 on any
no effect
Gift or as
children,
ice, have
Principle
are extre-
n of their
m of Fear.
e on their
rate as if
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Pariah : a Pariah has long ago forsaken his people, either on his
own initiative or by obligation. Even if he sometimes still fights
alongside his former brothers, being a Pariah prevents him from
taking advantage of the Leadership Ability from any figurine that
is not itself a Pariah.
w o u n d t a b l e
Roll two D6. The lower result locates the Wound.
Reminder : 6’s are not re-rolled on a Damage roll,
and a 1 is not an automatic failure.
The sum of both dice + Attacker’s STR – Victim’s RES
indicates the level of Damage on the vertical line.
The intersection indicates the type of Wound inflicted.
The only thing left to do is to apply the Wound’s effects.
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m o v e m e n t t a b l e
The ground is encumbered : Each encumbered cm
forest, shallow water, brushwood… counts for 2.
Ladder, rope… Each cm counts for 2.
The ground is impassable :
IMPOSSIBLE.
wall, deep water, rifts…
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t h e p e o p l e s
After a long period of peace, war breaks out all over the continent
of Aarklash. The number of skirmishes is increasing, announcing
an era of Darkness and carnage.
All the peoples of Aarklash have waited long for this sanguinary
age and are preparing for it. Some name it the Fianl Judgement,
others Armageddon or Resurrection… But all know it under
the name of Rag’Narok, the dusk of the centuries.
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Wherever you go, they will be there before you. It has even been
said that they have trained Trolls...
Who will be strong enough to resist the tide of the God Rat ?
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even been
t h e a l l i a n c e s
d Rat ?
on, seek The continent of Aarklash has entered an era of war which pro-
ut is not mises to be long… Faced with the horrors of the conflict, some
vulnerable peoples have common interests or similar philosophies which
enable them to ally to face the greatest perils.
iors, seek Depending on the army you play, certain alliances will be possible
nce again if it suits the story or scenario. Be careful ! Your army may not
he come count more than 30% in A.P. of Allies or Mercenaries from
clan ? another people.
e of flesh
how deep The Meanders of Darkness
the earth
dawn of
tery have The Shadows of Acheron :
ontaining Alchemists, Akkyshans, Drunes, Mid-Nor Dwarves.
The Alchemists of Dirz :
Acheron, Akkyshans, Mid-Nor Dwarves.
r Wolfen
The Akkyshan Elves :
only to
them on Acheron, Alchemists, Mid-Nor Dwarves.
e powers The Kelts of the Drune Clan :
Acheron, Mid-Nor Dwarves, Devourers.
The Mid-Nor Dwarves :
Acheron, Alchemists, Akkyshans, Drunes.
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And you ?
Which people will you choose to uphold your hopes and
dreams on the battlefields of Aarklash ?
s.
warves.
s.
aiting
s and
CONFRONTATION 2 ANG(2) 15/03/04 14:00 Pag
RACKHAM ®