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0% found this document useful (0 votes)
18 views72 pages

Conf2 Rules en

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 72

CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

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.

CONFRONTATION is published by RACKHAM

RACKHAM, the RACKHAM logo, CONFRONTATION, WOLFEN,


and RAG’NAROK are registered trademarks owned by RACKHAM.

All CONFRONTATION characters, character names and


the distinctive likenesses thereof are trademarks owned
by RACKHAM.

Copyright © 1996-2004 RACKHAM. All rights reserved.

Printed in France by Imprimerie Fournié


31131 Toulouse/Balma - March 2004
CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

The illustrations within the RACKHAM products, including


the present booklet and the Reference cards are creations or
commissioned works. The exclusive rights on illustrations,
miniatures and by-products are property of RACKHAM.
This material is protected under the EEC copyright laws.
No part of this publication may be reproduced or transmitted
in any form or by any means, electronic or mechanical, including
photocopying, recording, or by any information storage and
retrieval system, without permission in writing from the publisher.
CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

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.

Cadwallon was more than a week’s march away. Many perils


awaited them before then… The forest of Allyvie was not as safe
as the Elves claimed. The first rays of Lahn, the sun, warmed
the still sleepy faces of this small squad charged with escorting
Alahel. The Messenger could hear the distant roar of one of the
river Amillan’s many waterfalls. A scout broke Alahel’s reverie.
The Reaper had found a village one kilometre ahead.

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.

The Messenger had no time to unravel this mystery, he had


a mission to carry out.
As he came out of a house, he had the unpleasant feeling of being
watched. He was not the only one : his men, veterans of many
campaigns, seemed nervous too.
All of a sudden, the bell of the village’s tiny church tolled wildly
as if it were the end of times… Skeletons and scraggy zombies
came out of cellars, sheds, wells and the graveyards’ tombs.
CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

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.

The damned of Acheron, the accursed barony, were well-known


to the Lions of Alahan. None of the Messenger’s soldiers
gave in to panic. Instinctively, they formed a square around
the marksmen and moved forward trying to keep in formation.
The Paladins’ sacred swords and the soldiers’ spears easily cut
through shredded clothes, soft flesh and fragile bone.
But for each fallen dead, two more took its place. Alahel opened
the way trying to keep all his concentration. The ballet of
his sword Deliverance and that of his sacred spear easily broke
the disorganised ranks of the grimacing horde.
Behind him, a Swordman protected an injured Spearman
cut off from the rest of the group with his life. A rusty scythe
bit deeply into his leg. His scream of rage filled the air
before dying out…

The masses of the dead were diminishing when a rider mounted


on a terrifying war-horse suddenly came out of the forest,
a macabre sword drawn clear. With a single powerful charge,
he forced his way through to the heart of the battle and
with one blow killed a soldier of the Light.

6
CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

Not a single drop of blood came to taint his brothers’ clothes.


The monstrous sword of bone and Darkness, a Carnage Blade,
had already drunk the vital fluid.
It was made easy now for the few remaining living-dead
to rush through the breach made in the Lion’s ranks by the
terrible charge of their lord : a Crâne Warrior riding a war-horse
of Darkness. The soldiers of the Lion found themselves
separated from each other and facing odds of more than three to
one.
Alahel drew from his inner strength in an attempt to join
his men and help them, but he was himself overwhelmed
by Morbid Puppets armed with clubs. While the ridiculous
puppets fell before him, his soldiers were dying needlessly.
Rage was gradually building in the Messenger’s heart slowly
bending his will. Soon his swordplay became whirling, powerful
but imprecise. Each of Alahel’s blows sent a slave of Darkness
back to Hell.

The Crâne Warrior was watching, impassive…


The Champion of Darkness defiantly pointed at Alahel with
his Carnage Blade. The Puppets moved away as the infernal
mount charged again. The king’s messenger dodged the terrible
blade at the last moment and drove Deliverance deeply
in the putrid flank of his enemy’s beast. The rider and his mount
crashed to the ground a dozen metres away in a clash of thunder.
Unfortunately, the Messenger had not had the strength
to withdraw his weapon from the zombie war-horse’s body...
But he still had his spear, and especially his bow. He planted
his spear and put a knee to the ground. The Crâne stood up,
slowly, disoriented by his terrible fall.

7
CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

His helmet crowned with ram horns had fallen, revealing


a putrefied face and sparse hair. Deep in his empty sockets
danced the twin flames of Death and Damnation. Alahel had
a slight hesitation as he drew his bow. This face seemed familiar…

The Crâne charged giving a guttural moan full of imprecations


and hate. The arrow buried itself deeply in his breast where his
heart should have been. Alahel had barely had time to grade his
sacred spear before parrying a blow of spectacular force. Had he
not already been kneeling he would have been sent
sprawling to the ground.

The Messenger circled his opponent to recover Deliverance,


to no avail. The Crâne was on him in a single stride.
The Champion of Death had no care for his own safeguard,
and his blows would shatter stone. Alahel pushed his prowess
beyond his limits to escape harm. Finally, he managed
to get hold of his weapon.

It was at this moment that Alahel saw that parts of


the Crâne Warrior’s armour came from the armour of
a Knight of the Lion. But the Crâne Warrior revealed
in turn an axe in his free hand. Doubt overcame Alahel.
This sinister opponent was toying with him. What new
trick had he in store for him ? The two Champions exchanged
a long look. Alahel contemplated all of Death’s blackness
in the eyes of his enemy.
The obvious suddenly dawned on the Alahan Messenger :
“You are Tharn, Knight of the Lion brought back to life
by Rhea de Brisis after the battle of Kaïber.”

8
CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

revealing The Crâne answered in a barely intelligible whisper.


y sockets “You are not strong enough to defeat me. Seek me
lahel had when you are stronger and able to confront me. Go now
familiar… if you value your life.”
Alahel stepped back. Reluctantly, the Messenger turned away :
precations he had yet a mission to accomplish. The survivors of his squad
where his were still battling the horde of the damned. He admonished
grade his his men to retreat and get away as fast as they could.
e. Had he
een sent The war-axe whistled past Alahel’s ears and stuck in a door frame,
reminding him not to turn back.

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

9
CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

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 !
10
CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

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.

For best results when painting your figurines, we recommend


the use of a modelling knife, as well as a selection of small paint
brushes and acrylic modelling paint.

Before you start painting your figurines, remove all metal excess
with your modelling knife, with the blade facing outwards,
to prevent hurting yourself. Then apply a black or white undercoat.

Once both stages completed,


you are ready to start painting
your figurine. The Reference
card supplied in the blisterpack
can be used as a painting guide
or you may wish to invent your
own colour schemes to
give a personal touch
to your army.

11
CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

the reference cards


Each figurine’s characteristics and attributes are summed up on a card
called a Reference card. Some warriors have several cards : these describe
artefacts or special capacities reserved to them.

Movement
DIRZ HALBERDIER

Initiative

Attack /
Strength

Defence /
Resilience

Aim

Courage /
Fear
Equipment
Abilities
Rank
Discipline

Rank / Army
Points
12
CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

rds the characteristics


on a card The characteristics of each figurine are represented by pictograms
se describe followed by numbers. These pictograms are identical for each
army. The name indicates the type of troop the warrior belongs to.
Some warriors have their own name and are called CHARACTERS.

MOVEMENT / MOV. : number of centimetres that the


figurine can cover by moving normally. All moves depend
on the Movement. The second number represents the
normal moving distance of flying creatures when they manoeuvre
in their particular environment.

INITIATIVE / INI. : symbolises the warrior’s reflexes,


reaction speed, wits and readiness of mind. A fighter with
a high Initiative rating will often act before his opponents.

ATTACK / ATT. : the first of the two numbers reflects


knowledge in the art of hand to hand combat. The higher
the number, the better the warrior will master formidable
fighting techniques.

The second rating reflects STRENGTH / STR. the physical or


magical power of the blows the fighter will inflict in hand to hand
combat. Strength takes into account the offensive equipment
mentioned on the Reference card.
13
CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

DEFENCE / DEF. : the first rating includes dodging,


the parrying techniques and the defence equipment.
The second number symbolises RESILIENCE / RES. the
capacity to take blows, to resist pain and be tenacious. It includes
the defensive equipment mentioned on the Reference card.

AIM : capacity to efficiently use a long distance weapon.


Some fighters do not have a number associated with Aim :
this means that they cannot fire. The weapon used,
its range in cm and its own Strength are indicated in the
Equipment part of the Reference card.

COURAGE / COU. : this rating symbolises the bravery,


the composure and the fortitude of the warrior when faced
with terrifying creatures. Courage is opposite to Fear.

FEAR : some creatures, by their repulsive or horrible nature,


are capable of spreading panic within the enemy’s ranks and
possess a rating in Fear. Fear is opposite to Courage.

DISCIPLINE / DIS. : this characteristic reflects willpower,


tactical ability and military strategy. Disciplined warriors are
excellent soldiers who react rapidly to orders or who know
how to efficiently lead their troops.

POWER / POW. : Power is the sum of occult knowledge


and the spell casting ability. Only Magicians and certain
creatures possess Power. Power is not used in the
CONFRONTATION rules but is fundamental to INCANTATION.

14
CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

FAITH : the supplement DIVINATION is devoted to


the various aspects of Faith. Faith represents the intimate
link that ties a believer to his god. The higher the ratings,
the more the believer will be able to accomplish Miracles. Only
the Faithful and certain creatures possess scores in Faith.

EQUIPMENT includes the weapons, armour and objects carried


by the figurine. Some troops have special equipment. Other rarer
artefacts have formidable powers and belong to Characters.

ABILITIES indicate the particular capacities that the figurine


possesses. You will find the list of the main Abilities at the end
of this booklet.

RANK symbolises the position or status of the warrior within


his army. There are eight ranks in the hierarchy.

Irregular : the figurine is not a proper soldier.


Regular : the fighter is an ordinary soldier of his army.
Veteran : this is an experienced warrior.
Special : a specialist is formidable in his own line of combat.
Elite : an elite fighter counts amongst the best soldiers of his army.
Creature : a dangerous fighter capable of facing many enemies.
Living Legend : an emblematic figure of the army.
Major Ally : a fantastic being, an infallible support to the army.

ARMY POINTS / A.P. measure the warrior’s value. The higher


the number, the more powerful the fighter. This evaluation allows
to be balanced the forces that will confront each other.

15
CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

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.

Small : Dwarf Bombardier, Familiar, Goblin Brat, Mid-Nor Dwarf,


No-Dan-Kar Goblin, Tir-Nâ-Bor Dwarf.
Normal : Giant Barbarian, The Griffin Executioner, Human,
Melmoth, Sasia Samaris, Spectre of Acheron.
Large : The Almighty Crâne, Brontops, Cavalryman, Devourer,
Dirz Tiger, Elemental, Minotaur, Sophet Drahas, Troll, Wolfen.
Very large : Belial, Dragon, Giant.

The Equipment and posture are not taken into account in the size
of a figurine.

16
CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

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.

Stunned Light Wound Serious Wound Critical Wound

Charged Defence Dodge

Decoy Ambush

18
CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

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.

To make a characteristic roll, all you have to do is roll a D6 and


add the result of the die to the score in the relevant characteristic.
If the die result is 6, you may immediately re-roll the die and
add the new result to the previous total. You may re-roll the die
as long as you get a 6. This does not apply to Damage rolls.
ical Wound
On the contrary, if the die result is 1, the roll is an automatic
failure, whatever the action undertaken might have been (a simple
roll, Ability roll or any other).

This rule applies to a re-rolled 6 : a 6 followed by a 1 ends up


being a failure as well.

It may happen, in some cases, that a characteristic’s score drops


under 0. This eventuality is perfectly acceptable, except for
Resilience / RES. If a fighter’s Resilience drops under 0, he is then
considered KILLED OUTRIGHT and immediately removed from
Ambush the Battleground.

19
CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

setting up the game


The only necessary elements are a game surface, called
the Battleground, and several 6 sided dice (D6) to resolve
characteristic rolls.
Each player sets up his group of fighters (figurines), and adds up
the number of Army Points / A.P. of all his warriors. As a rule, this
total must be equivalent for each player, in order to balance out
the armies that will oppose each other. So the winner will be
the finest strategist…
A player’s total may be slightly higher than his opponent’s,
as long as the imbalance does not exceed half of his least expen-
sive figurine’s value in A.P.
A reference card represents up to the number of figurines
originally provided in the blister pack. There may not be more than
one figurine representing the same Character on the same side.

the approach
Once the Battleground is set up, it is divided into two equal
sections, called deployment areas. Each player then 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.

20
CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag
CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

The players’ Reference cards are shuffled and placed in a pile,


face down. Each player then rolls a die based on his army’s best
Discipline rating : the “Approach Roll”. In the case of a tie,
the dice are rolled again.
The player who has won the Approach Roll draws the first card.
This card represents the fighter(s) that can be deployed, in other
words, placed in the player’s deployment area.
When a player draws one of his own cards, he may choose
to keep it in hand and activate the warriors it represents later.
This card is called the Reserve card. Each player may only have
one Reserve card at a time though the player who has won
the Approach Roll may keep one additionnal Reserve card. It is
possible to activate as many Reserve cards as one wishes, but only
inone’s own game round.
When a player draws a card that represents enemy troops,
the player to whom the figurines belong must immediately deploy
the pieces that the card represents. It is impossible to swap a card
given by an opponent with a Reserve card. A player may never
deploy a piece that does not belong to his side. The card
is then put aside. It is now the next player’s turn to draw a card.

Under no circumstances may a figurine be deployed in order


to be able to Charge or Engage an enemy figurine in the first
round. This rule does not take into account magical artefacts,
spells and Abilities which affect Movement.
In the case when a player should draw a card and there are
none left, he must deploy the figurines that correspond to one
of his Reserve cards. Once all cards have been drawn and 3. h a
all pieces deployed, the Approach phase is over. And fina
The first Confrontation round can now begin... Once the
22
CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

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.
23
CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

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.

The player who wins the Tactical Roll :


- draws the first card.
- may keep one additionnal Reserve card.
- will act first in case of a tie on the Initiative in the Firing phase.
- will freely split the frays in the Hand to Hand Combat phase,
and will choose the order in which the combats will be resolved.

Each player, in turn, draws a card, and may choose to keep it


as a Reserve card according to the Approach rules. There are
no limits to the number of Reserve cards a player can activate
simultaneously. A Reserve card is activated when a figurine
can be moved. The activation of a Reserve card cannot interrupt
an enemy’s Movement.
The figurines represented by the card can move. A figurine does
not have to use its whole Movement rate, and can even
stand still !
24
CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

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.

25
CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

If the “target” is out of Charging range / MOV x 2, the warrior


must use twice his Movement rating in his target’s direction,
and face it.
A figurine can Charge another figurine or a battle objective (a fort,
an object to be recovered, etc...). A figurine can even Charge
to run on the Battleground. In this case, there is no need for
a target.

A warrior who has been Charged by an enemy suffers


a –1 penalty to Initiative, Attack and Defence until the end
of the round. These penalties are not cumulative if several
warriors have Charged the same figurine and cannot bring
a characteristic under 0.

ENGAGEMENT
Engagement is a less brutal
Movement than a Charge,
but it enables the warrior
to Engage in Hand to Hand
Combat an enemy not visible
at the start of his move.
The figurine that 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.
CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

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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CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

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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If he succeeds, he can move at his normal Movement rate in any


direction. He may even Engage another opponent or fire normally.
If he fails, he cannot break away from the combat, and he will
not be able to put any dice in Attack in the next Hand to Hand
Combat phase. He may, however, Counter-attack or use the
Ambidextrous Ability. A fighter may not Re-engage an opponent
he has just Disengaged from in the same round.

DODGING
Whether he is making acrobatic moves, or moving very close
to the ground, the fighter who Dodges moves at half his
Movement rate and will not be able to do anything else
until the end of the round. However, the range of the shots fired
at him will be one level higher. For example, a Short range Aim
becomes a Medium range Aim.
Troops with a mount in their Equipment cannot Dodge, nor can
a Dodge be accomplished in Hand to Hand Combat.
It is possible to fire through one’s own troops when they are
Dodging. A fighter can also fire without penalties through
a Dodging warrior.

INFLUENCE OF FEAR
Loathsome creatures inhabit Aarklash : some may have
a malignant and cynical intelligence, or possess 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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These same rules apply when a warrior is Charged or Engaged


by a Fear-inducing creature. When you have to test for Courage,
roll a D6 and add the result to your Courage characteristic.
The penalties due to Fear are –1 to Initiative, Attack and Defence.
They are cumulative with penalties due to being Charged,
but they cannot lower a characteristic below 0.

- if the result is strictly greater than your opponent’s Fear,


the test is successful and the combat goes on normally.
A lesser or equal result is a failure.

- if the warrior fails his test when Charged or Engaged by


a Fear-inducing creature, he suffers Fear penalties. If the warrior’s
Reference card had not yet been activated, he runs away from
the frightening creature at double his Movement rate, turning
his back to it. He does not Disengage from a combat in which
he is Engaged. The Fear-inducing creature must finish its move
even if its target has run away. It can designate a new target
if the initial target is out of reach. To reach its new target,
it has at its disposal the rest of its Movement rating. It may go on
until its Movement rate is exhausted.

- if the warrior fails his test when trying to Charge or Engage


a Fear-inducing creature, he is paralysed by dread. He cannot move
voluntarily and suffers Fear penalties until the end of the round.
If the dreadful creature Charges or Engages him in turn, he will
automatically flee. If another creature Charges or Engages him,
he again tests his Courage in order not to run away. If the warrior
leaves the Battleground because of Fear, it is counted as a loss.
In the case when several figurines Charge a Fear-inducing creature

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simultaneously, only one test is done for the whole group,


using the highest Courage amongst the warriors and adding
a + 1 bonus for each additional fighter. The result is applied
to every warrior involved.
On the contrary, if several Fear-inducing creatures Charge
simultaneously the same figurine, they benefit from the same
+ 1 bonus to Fear.

Note : 12 Morbid Puppets, activated simultaneously, cannot all


declare a Charge against an Alahan Spearman who can be Engaged
by a maximum of 4 opponents.

During each following Movement phase, a warrior under


the influence of Fear can attempt another Courage Roll once
his Reference card is activated. The difficulty of this new test
will be the same as the one that made him run away. This roll
is called a “Rallying Roll”. If he succeeds, he can play
normally. As long as he fails, he keeps running away.
Note that a fleeing fighter cannot be rallied during the Movement
phase in which he succumbed to Fear even if his Reference card
had not yet been activated at the time. A warrior who kills outright
the figurine that frightened him is automatically rallied.

When a warrior has overcome his Fear facing a frightening


creature, he is no longer affected by all creatures with an equal
or lower Fear rating, until the end of the game. Succeeding on
a Rallying Roll does not immunise the fighter against the Fear
that made him run away.

The Fear-inducing creatures ignore its effects.

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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.

To be able to fire, a fighter must :

- see his target.


- not be engaged in Hand to Hand Combat.
- not have moved by more than his Movement rating in the
Movement Phase, nor have done a Physical Feat or any Dodging.

You may not measure the distance between you and your target
before having designated it. The distance between a marksman
and his enemy is measured once the player has 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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have an identical Initiative rating, the marksmen belonging to


the player who had the highest Tactical score will fire first.
To fire, make an Aim Roll (roll a D6 and add the result to your
Aim characteristic). Depending on the range of the target and the
type of Firing chosen, the difficulty will be more or less high.
It is possible to fire “through” a figurine that is Dodging.

In Confrontation, there are three ranges and four different types of


Firing. Other modifiers can also be added.
Another particular Aim exists : Counter-Firing.

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 :

- Static Firing : the marksman has not moved. It is the standard


firing option. The difficulty is identical to the base test. This does
not include possible extra modifiers.

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- Dynamic Firing : when the marksman has moved without


exceeding his Movement characteristic, his aim is less precise.
The difficulty is increased by one.
- Precision Firing : the marksman takes time to aim properly.
Precision Firing is declared when it is the marksman’s turn
to act. For the remainder of the Firing phase, his Initiative is
considered as being two points lower for the Firing order
resolution, and only for that. His firing is delayed. In return,
his Firing difficulty is lowered by one point. A marksman
may not use the Precision Firing advantages more than once
in a given round.
- Rapid Firing : the opposite of Precision Firing, Rapid Firing
is based on speed more than on aiming. Rapid Firing is
declared any time during the Firing phase. Increase the marksman’s
Initiative by two points for the Firing order resolution,
and only for this, but also increase the Firing difficulty
by one point. A marksman may not use the Rapid Firing
advantages more than once in a given round.
It is possible to add the advantages of different
Firing types. For example Dynamic Firing
and Rapid Firing. The Initiative may drop
below 0 for certain types of Firing.
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firing modifiers
All modifiers apply to the Aim Roll’s difficulty :

- The target is only partially visible due to scenery or an obstacle


of smaller Size… : +1
- The figurine that blocks the aim is dodging : no modifier
- Depending on the Size of the target, Firing modifiers may apply
:

- Small +1
- Normal 0
- Large -1
- Very Large -2

- The target is engaged in Hand to Hand Combat : If the Aim Roll


is a success, determine which figurine is hit between the initial
target and all those in base to base contact with it, by rolling one
or more D6.

- A Small figurine counts as 1


- A Normal warrior counts as 2
- A Large size fighter counts as 3
- A Very Large creature counts as 4
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Example : a Goblin Marauder (Small) is engaged by a Rider


of Redemption (Large) and a Griffin Spearman (Normal).
If a nearby Griffin Fusilier decides to aim at the Goblin,
he has only one chance in six to hit his target : 1 + 2 + 3.

Note : all Aim modifiers add up.

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.

THE COMBAT AND THE FRAY SPLITTING


During confrontations, a group of fighters in Hand to Hand
Combat is called a fray. Some frays may sometimes appear
complex, in particular when the armies present have a high
number of fighters in “base to base” contact.
The player having won the Tactical Roll at the beginning of
the round (see Movement phase), decides the way in which
the frays will be split. Each combat, after splitting, is resolved
by the confrontation of a warrior with one or more other warriors.
A figurine which is Engaged at the beginning of the Hand to Hand
Combat phase may never be without an opponent after
the splitting of the fray.

COMBAT RESOLUTION
Each combat is resolved independently of the other Hand to Hand
Combats. The results of a combat (wound, death) apply
immediately. The procedure is as follows :
1 - Each player rolls for Initiative for his warrior. The dice
are rolled simultaneously. In case of a tie, re-roll the dice until one

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side takes the advantage. The one with the highest


score strikes first : he is the Attacker. His opponent is then
called Defender.
When several figurines are Engaged in a combat, only one test
is done for the whole group. The Initiative of the warrior with
the highest rating is then used with a +1 bonus for each
additional warrior. The result is applied to all warriors Engaged
in this combat.

2 - Once Initiative has been determined, the players choose


between several combat tactics : they either attack, defend or
both. A fighter always has a die for himself plus one per
enemy in base to base contact with him.
If the combat is a “one-to-one”, each player will have two D6
in hand. If the fight is several against one, the player with several
warriors takes two D6 per warrior on his side. His opponent takes
one D6, plus one additional die per enemy Engaged against him.
Each die allows an Attack or a Defence.
The Defender divides his dice first, and announces which dice
will serve to attack and which to defend. He can choose either not
to attack or not to defend.

The Attacker then places his dice.

3 - The Attacker 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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The Defender can then try to avoid the blow. To do this,


he rolls for Defence, if he has placed dice in Defence.
He must obtain an equal or higher result than the level set by
his opponent for his Attack Roll. If he succeeds, he avoids
the blow. If he misses, the Attacker will be able to roll for Damage
and determine the amount of damage done.
Go to stage 4.
The minimum difficulty level of any Attack Roll is always equal
to the opponent’s Defence characteristic, if and only if the latter
has placed at least one die in Defence. The Attacker rolls all
his Attack dice before the Defender can try to parry.
However, each Attack Roll can have a different difficulty level.
The Defender must choose which Attack he wishes to parry
before he rolls his Defence die or dice.

4 - To determine damage, the Attacker rolls two D6 for each


successful Attack that has not been parried and then checks
the Wound Table. The result is applied immediately.

5 - If the Defender still has fit warriors and Attack dice, he can
retaliate (go back to stage 3).

SUSTAINED DEFENCE
Sustained Defence allows a warrior to parry several Attacks with
the same Defence die under the two following conditions :

- The warrior is faced with several opponents in Hand to Hand


Combat.
- The warrior has placed at least as many dice in Defence as he
has in Attack.

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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.

With a Pursuit Movement, a figurine can Engage and fight new


opponents, as long as it can reach enemies that are not yet
Engaged or if it can join a combat not yet resolved.
In the same way as an Engagement (see Movement phase),
a Pursuit Movement is not considered a Charge. A Pursuit
Movement is considered a normal Movement and there is no
particular modifier and it can lead to Courage Rolls as detailed
in the chapter “Influence of Fear”.

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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.

MULTIPLE ATTACKS AND DEFENCES


In a combat, Characters can unleash a hail of blows on their
opponents and have the capacity to defend themselves against
several enemies. In game terms, this means that a Character may
have more combat dice than the average fighter.
For each additional die, the Character suffers a –2 penalty in Attack
and Defence. You may have as many additional dice as his Attack
and Defence characteristics allow, but neither may be lowered
below 0. The additional dice as well as the modifications
they entail last until the end of the round.

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.

Magicians and the Faithful cannot Counter-Attack.

Warrior-Mages and Warrior-Monks can Counter-Attack, even if


they are not Characters.
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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

combat example His scor


his dice
two D6.
While the armies of Alahan and Acheron are battling in in Attack
the distance, a small Lion detachment lead by the Red Lioness player, q
attempts to reach the battlefield. As they get to the surroundings dice in At
of a nearby wood they are attacked by a few scattered living-dead. The Wol
determine
With a terrifying howl, a Wolfen Zombie Charges a Paladin. chooses f
The Paladin is within Charging distance of the Wolfen Zombie. best by
Before the Acheron player moves his figurine, the Alahan player his Attac
rolls for Courage to determine whether his Paladin succumbs for both
to Fear or resists it. The Paladin’s Courage characteristic Only one
rates 5 while the Fear score of the Wolfen Zombie is 8. The The Palad
Paladin has to roll 4 or more on his D6 in order to best the Fear as the A
rating of his opponent. The Alahan Player rolls 4 and therefore gets at a leve
a total Courage result of 9 [ 5 (COU) + 4 (die result) ]. The brave penalised
Paladin knows no fear and will not flee. He suffers no penalties at least
due to Fear but as he is Charged he suffers a –1 penalty a charact
to Initiative , Attack and Defence until the end the Alah
of the round. This is no

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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His score being lower, the Alahan player has to place


his dice first. As it is a one to one combat, each figurine has
two D6. Cautious, the Alahan player chooses to place one D6
in Attack and the other in Defence. Seeing this, the Acheron
player, quite confident in his fighter’s strength, places both
dice in Attack.
The Wolfen Zombie strikes first and the Acheron player now
determines the complexity of the Attacks of his fighter. He freely
chooses for each Attack a difficulty level which he has to reach or
best by rolling a D6 and adding the result of the roll to
his Attack characteristic of 6. He chooses a difficulty level of 9
for both his strikes. The results on the Attack dice are 2 and 5.
Only one Attack reaches the level of 9.
The Paladin now attempts to parry. His Defence level is the same
as the Attack level his opponent has chosen. He has to parry
at a level of 9. His Defence rating is 3 – 1 = 2 as he is still
penalised by the Charge. He will have to roll a 6 followed by
at least a 2 on his D6 as a 1 is an automatic failure on
a characteristic roll even if it is rolled after a 6. Anxious,
the Alahan player rolls his only Defence die and gets a 3.
This is not enough to parry his opponent’s terrible blow.

The Wolfen Zombie wounds his enemy. The Acheron player


rolls two D6 to determine the damage caused by the Attack
of the fierce creature. The dice show a 3 and a 6 which adds up
to 9 + STR 13 (the Wolfen Zombie’s Strength) - RES 7 (the
Paladin’s Resilience) = 15. The players read the Wound Table at
the end of this booklet. The smallest result locates the Wound :
3 / the Torso . The final result is 15 in the Torso : a Critical
Wound. The Wound effects are immediate : all the Paladin’s D6

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results on INI , ATT , DEF and AIM will be


reduced by 3 points until the end of the game. Diminished but still
standing, the Paladin is ready to Attack in turn…

At a short distance from there, the Red Lioness has been


Charged by 4 Zombies and has just gained the Initiative.
The Zombies have two D6 each, that is a total of 8 dice.
Hoping to eliminate the Lion Heroine by outnumbering her,
the Acheron player places all his dice in Attack. The Red Lioness
has one D6 + one additional die for each enemy in base to base
contact with her. That is a total of five D6. The Alahan player
chooses to place two D6 in Attack and three in Defence.

The Zombies having placed no dice in Defence, the Alahan player


chooses the lowest Difficulty level : that is 8. The Attack rating
of the Red Lioness is indeed 7 – 1 due to the Charge penalty
and a result of 1 on a characteristic roll is an automatic failure.

The Lion player rolls his 2 dice and gets a 1 and a 5. Only one
of his Attacks succeeds. When rolling for Damage,
the Red Lioness manages to Kill Outright one of the Zombies
on a double thanks to her Sacred Sword.

The three surviving Zombies can now Attack. The Acheron


player has only 6 dice left. He chooses a difficulty level of 7.
He rolls all his dice simultaneously and gets 6, 2, 5, 6, 2 and 3.
The Attack characteristic of the Zombies rates 4. The Acheron
player needed at least a 3 to reach the difficulty level of 7
that he had fixed. Four of his Attacks are then successful.

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The Red Lioness must now attempt to parry the blows.


The Alahan player rolls his 3 Defence D6 and gets 1, 4 and 3.
The Lioness’ Defence rating is 6 – 1 due to the Charge. Two of
the Zombies’ Attacks are parried.

As she succeeded in parrying at least one Attack, the Red Lioness


may attempt a Sustained Defence. The difficulty level is equal
to the initial difficulty increased by 2 points, that is 9. The Lion
player rolls a die and gets a 5. Another Attack is parried.

After this first successful Sustained Defence, the Red Lioness


can attempt to parry the last Attack. The difficulty is now
increased by 4 points, that is 11. The Lion player will have to get
a 6 on this roll in order to successfully parry.

Will Fortune smile once more on the Red Lioness...

Note : This example uses the characteristics of the 2nd incarnation


of the Red Lioness.

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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.

Additional limb : a warrior who possesses Additional limbs


can strengthen his offensive or defensive power by striking
an opponent on all sides or by defending himself with
relentlessness. This Ability is activated before the Initiative Roll,
in the Hand to Hand Combat phase. The warrior may invert
his scores in Attack and Defence. These effects last until the end
of the round.

Alliance / X : whether by affinity, by chance or simply by


interest, a fighter who possesses this Ability may join a people
or a Path of Alliance referred to as X. He is counted as an Ally.

Ambidextrous : Ambidextrous warriors can skilfully wield two


weapons simultaneously, which makes them truly formidable.
Ambidextrous fighters can Counter-Attack without any penalty.
They gain one Attack die for each successful Defence.
Ambidextrous cannot be used at the same time as a
Counter-Attack or Sustained Defence.

Assassin : Assassins are warriors trained to carry out lightning


Attacks as powerful as they are precise. An Assassin who Charges
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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.

Born killer : a Born killer’s survival instinct


is honed to the extreme. In Hand to Hand Combat,
he may add a die to those he normally has.
For a Born killer, a 1 is not an automatic
failure on a Courage Roll.

Bravery : the valorous


warriors who possess
the Bravery Ability do not
count a 1 on a Courage Roll as
an automatic failure. A 5 equals a 6
on a Courage Roll and can therefore
be re-rolled as such.

Brutal : some warriors are


real brutes who deal blows
of rare violence, wich are
very difficult to parry. A 5
equals a 6 on an Attack
Roll and can therefore be
re-rolled as such. For
them, a 1 rolled after
a re-roll on an
Attack test is
not a failure.
CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

Brutish charge : Brutish charge is a combat technique


which enables the use of one’s body weight as a means of attack.
A warrior who possesses this Ability has an additional Attack die
against the target he has Charged. This Ability has no effect during
an Engagement or a Pursuit Movement.

Colossal : Colossal creatures ignore Wound penalties.


When they are killed, do not remove them from the game...
But apply the effects of a “Serious Wound”. Kill them once more
and they will suffer a “Critical Wound”. They will have to be killed
a third time to be dead for good.

Enormous : Enormous creatures ignore Wound penalties. When


they are killed, do not remove them from the game... But apply
the effects of a “Critical Wound”. Kill them once more and they
will be dead for good.

Fanaticism : for a Fanatic a 5 equals a 6 on a Discipline Roll


and can therefore be re-rolled as such. When a Fanatic fails
a Courage test, he must attempt a Discipline Roll at the same
difficulty level in order not to run away. He will still suffer
the effects of Fear and will not be able to Charge or Engage
the creature that scared him.

Fencer : Fencers have few equals in the mastery of the use


of arms. They ignore the minimum level given by the Defence
characteristic of the opponent when rolling for Attack.

Gigantic : Gigantic creatures ignore Wound penalties. When


they are killed, do not remove them from the game... But apply
the effects of a “Light Wound”. Kill them a second time
and they will suffer a “Serious Wound” and a third time for
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CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

a “Critical Wound”. The fourth time they will be dead for good.

Harassment : Harassment allows a warrior to anticipate the Firing


phase by firing during the Movement phase if his Movement type
allows it. If he chooses to do so, he will not be able to opt for
Rapid Firing or Precision Firing. Once he has fired, the warrior can
finish his Movement and can even Engage an enemy in Hand to
Hand Combat ! If the warrior chooses to fire in the Movement
phase, he will not be able to fire in the Firing phase.

Hard-boiled : when a warrior rolls for Damage against


a Hard-boiled fighter, the effects of the Wound are read
one line higher on the Wound Table. It is not possible to go
higher than the first line of the table. Hard-boiled does not apply
to Exceptional Wounds (doubles) and the result KILLED
OUTRIGHT on the Wound Table.

Instinctive firing : fighters trained in this type of firing can shoot


or after having moved a longer distance than their Movement, or
after having accomplished a Physical Feat. They can only do it at
Short Range and with a difficulty raised by + 3. They can also
choose their target when firing into a fray.

Leadership / X : all warriors within distance / X of the figurine


with this Ability may use its scores in Courage, Fear and Discipline
if they have to test one of these characteristics. In the context of
Alliances, only the “Leader’s” people may benefit from these
effects. All figurines within Leadership / X of a Standard-bearer
gain a +1 bonus on Courage Rolls. All figurines within distance
/ X of a Musician gain a + 1 bonus on Discipline Rolls. Leadership
does not spread Fear to fighters who have a Courage rating on
their Reference card and vice versa.
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Leap : some creatures on Aarklash have learned to move by


leaping. They are able to cross in a single Leap a distance equal to
half their Movement rate, ignoring all obstacles, even a figurine, if
their height is not bigger than their Movement characteristic in cm.
A figurine can make two Leaps per turn, no matter the type of
Movement. It is not possible to Leap when doing a Physical Feat.

Living-dead : by its very nature, a Living-dead creature ignores


the effects of Fear. The Living-dead’s nature is even so terrifying
that a warrior with this Ability can frighten an enemy who
causes Fear ! Against a Living-dead, a figurine that causes Fear
is no longer immune. His Fear characteristic becomes Courage.
A Living-dead is not subject to Discipline for he is under
the influence of superior entities. When he has to roll for
Discipline, his Discipline characteristic is considered to be 0.
A Living-dead cannot drown : he does not suffer Light Wounds
for failing a Feat Roll when trying to swim.

Mercenary : a Mercenary warrior goes into the service of


anyone ready to meet the price. A Mercenary can fight alongside
any army. He is then considered an Ally. This Ability is void
if he fights amongst his own people.

Mutagenic / X : some peoples use stimulants that they inject


into their own organism in order to increase their capacities.
Before the Tactical Roll of each round, you may choose one
Mutagenic fighter for every 100 A.P. of “Mutagenic” warriors
in your army. The artefacts, spells, miracles and Experience cards
of the “Mutagenic” fighters are to be included in this total.
You must choose these figurines before anything else occurs
in this round, such as Spell casting or applying any artefact’s

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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.

Possessed : some fighters are no longer the masters of their


destiny. They are inhabited by an entity which consumes their
mind and influences their acts. The Wound penalties
are considered to be one degree lower. For example,
a Serious Wound will inflict the same
penalties as a Light Wound.
This faculty does not
affect “STUNNED” or
“KILLED OUTRIGHT”.
CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

Rallying cry : once a game, the warrior capable of a Rallying


cry can inspire his troops to acts of heroism. All the fighters of
his people are immune to Fear until the end of the game round.
The fighters who where fleeing are automatically rallied and
can act normally again.

Rapidity : they may have long legs or a fast running pace, either
way, warriors with the Rapidity Ability move at an extremely
high speed. They can triple their Movement for any Movement
type even when fleeing under the influence of Fear.

Regeneration / X : at the end of every round, a creature


which has suffered Wounds can attempt to regenerate. Roll a die:
on a result equal to / X or more, the effects are decreased one
level. A Critical Wound becomes a Serious Wound for example.
You may re-roll the die each time you roll a success. Reminder :
“STUNNED” and “KILLED OUTRIGHT” are not Wounds;
they cannot be regenerated.

Reinforcement : some peoples have the capacity to send


Reinforcements during a game. Each warrior with this Ability who
is numbered amongst the losses is placed on the side of the table.
At the beginning of each round, roll a D6. On a 5 or a 6, you may
take back the figurine with the lowest A.P. and place it anywhere
on the Battleground. It cannot be placed in base to base contact
with an opponent. On a 1 or a 2, the figurine with the lowest A.P.
will lose the Reinforcement Ability. It will not be allowed to come
back before the end of the game.

Righteous : some warriors know their destiny. The Righteous walk


the enigmatic path of Truth, Harmony or unfathomable Darkness.
Nothing can make them sway. A Righteous fighter is immune to
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any form of Fear of any kind, even of magical or divine essence,


and cannot pass under the enemy’s control by any means.

Scout : during the Approach, the Reference cards of each army’s


Scouts are shuffled in a different pile. When the main Approach
pile is exhausted, the Scouts are then deployed in the same way.
A Scout can be deployed anywhere on the Battleground, even in
the enemy’s line of sight. The Scouts can be deployed in order to
Charge an enemy in the first round, but not within Walking dis-
tance of any enemy already deployed.

- If the Scout is deployed with an opponent within his own


Charging range, then he is considered visible by the enemy.
- If the scout is deployed without any opponents within his own
Charging range, then he is considered “invisible” and cannot be
the target of any of the enemy’s actions.

As long as he does not take any action other than testing for
Courage or one of his Abilities, or as long as an opponent does
not come within Walking distance of him, the Scout is concealed
and cannot be the direct target of any enemy’s action.

Sharp shooter : they may have a steady hand, years of training


or be blessed by divine grace. Sharp shooters rarely miss their
target. For them, an Aim Roll is not an automatic failure on
a natural or modified result of 1 even after re-rolling the die.

Survival instinct : the self-preservation instinct is so strong


with the warrior who possesses this Ability that Death will have
to come in person to claim him. Before any Damage Roll that
will apply to him, roll a D6 : on a result of 6, this wound is
automatically declared void.
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Vivacity : lightning reflexes are the hallmark of warriors with


this Ability. For them, an Initiative or Feat Roll is not a failure on
a natural or modified result of 1 even after re-rolling the die.

War cry / X : when charging an enemy to engage him


in Hand to Hand Combat, the warrior lets out a cry of hate.
This cry gives him a level of Fear equal to / X when he Charges.
This allows him to fight a Fear-inducing creature without
having to test for Courage. The War cry can only be used
when Charging. The fighter must still use his Courage rating
to resist Fear against a Living-dead.

War fury : a fighter affected by War fury is plunged into a state


of uncontrolled destructive madness. This Ability is activated
before the Initiative Roll, in the Hand to Hand Combat phase.
The warrior may have an additional die in Hand to Hand Combat,
but all his dice are then automatically placed in Attack.
These effects last until the end of the round.

War-horse : some riders have trained their mounts as war-horses


to help them in combat. In Hand to Hand Combat, the war-horse
gives an additional combat die which is added to those his rider
can normally have. This extra die is not added during a Charge.
Troops mounted on a War-horse may Dodge.

War-staff : a War-staff consists of a Character with the


Leadership Ability, a Standard-bearer and a Musician. All fighters
within Leadership distance of any of the three members of
the War-staff may use the Courage / Fear and Discipline scores of
the Character + 2. In this case, the Leadership Ability is without
effect except during the Approach phase. Every War-staff member
must be within Leadership distance of at least one of the two
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CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

other members for the War-staff


bonus to possibly apply. The bonuses
gained through the War-staff Ability can
be taken into account during the Approach.

To allow you a maximum of game play


with your Characters, you will find hereafter
a preview of the Abilities developed in
the INCARNATION booklet.

Authority : a fighter with this Ability


may not be a strategy genius, but has
nevertheless a powerful aura of authority.
When a fighter with Authority is involved
in a fray, he chooses in what way the
combats are split and in what order they
will be resolved. A fray is a compact group
of fighters in base to base contact with
each other. The player who won
the Tactical Roll at the beginning of
the round decides if all the combats
of the fray at stake are resolved
before or after the other frays.
Assuming there are several frays
each with a fighter with Authority,
the player who won the Tactical Roll
decides the resolution order. If
a same fray has enemy Authorities,
this Ability has no effect.
CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

Bane / X : through a strange gift of destiny or driven by


a terrible hatred, the fighter with this Ability is capable of
inflicting an enormous amount of damage to a particular type
of individuals. When he rolls for Damage against his Bane,
Damage is read one line lower on the Wound Table. It is not
possible to go lower than the last line. Examples : Bane / Acheron,
Bane / Fanatic, Bane / Elite…

Blood brother / X : this Ability illustrates the deep relationship


that can bind two fighters who have time and again come close
to death together. When one of your Characters has this Ability,
he can call upon his Blood brother for a battle of importance.
The A.P. cost of each of them is reduced by 25 % rounded up.
This includes all artefacts, spells and miracles that might be
chosen. But if one happens to die, his Blood brother takes away
one point from all his die rolls until the end of the game.
This penalty does not apply to Damage Rolls.

Consciousness : a fighter with the Consciousness Ability may


have extremely sharp senses, a mysterious gift or be simply
highly attuned to his environment. Whatever the case, he can
Charge an enemy he could not see at the beginning of his move.
He also ignores the effects of the Assassin Ability and can detect
Scouts who are within Charging distance.

Desperate : a Desperate fighter has nothing to lose, either


because he has already lost everything, or because he never had
anything. A Desperate fighter does not know Fear. Penalties due to
the Influence of Fear are transformed into bonuses, and he will
never run away. A Desperate fighter can even Charge or Engage
freely a Fear-inducing figurine.

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CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

driven by Dreadful : creatures with the Dreadful Ability are particularly


apable of repulsive or disturbing. Their enemies must always test their
cular type Courage against their Fear, even if they have previously resisted it
his Bane, or if they have overcome a superior Fear.
It is not
Acheron, Fierce : the Fierce are insensitive to pain, their fighting frenzy
seems to prevent it. They are capable of enduring the most
terrible blows and keep fighting. When a Fierce fighter is KILLED
ationship OUTRIGHT do not remove him from the game. He is considered
ome close Critically Wounded and stays on the Battleground until the end
is Ability, of the round, no matter the damage he takes until his metabolism
portance. finally betrays him. Fierce is ineffective against any game element
nded up. which removes a fighter from the game.
might be
akes away Flight : Flying creatures have two Movement ratings. The first one
he game. represents the ground Movement and follows the normal
Movement rules. The second indicates air Movement and
represents the rapidity with which the creature can move
bility may about in the sky. There are three height Levels :
be simply
e, he can - Level 0 : on the ground. Normal Movement rules.
his move. - Level 1 : low altitude. The figurine ignores all ground types
an detect but must go round obstacles higher than the figurine’s ground
Movement rating.
- Level 2 : high altitude. The figurine ignores all ground types.
se, either
never had A flying figurine begins a game at Level 0. Moving to an
es due to adjacent level takes away 5 cm from the flying creature’s
d he will Movement characteristic. It is possible to go through several Levels
or Engage in one go, including after a successful Disengagement.

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CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

Figurines can only Engage or Charge one another if they are


at the same altitude Level. If a creature is aimed at by a marksman
who is one Level higher or lower than it is, the marksman suffers
a – 2 penalty on his die. An Aim any further in altitude is
impossible. The Incantation of spells and the call of miracles
follow the same rules.
Airborne creatures can aim at a figurine one Level lower for a dive.
Such a Movement is declared when the creature’s card is
activated. The airborne creature then Charges its target in
the normal way, as long as it arrives at the same Level as its
opponent. The Charge penalties and Fear Influence rules apply
normally. In the following Hand to Hand Combat phase,
the diving creature’s Initiative, Attack and Strength are increased
by 3 points. These characteristics return to normal at the end of
the round.

Hardened : some soldiers have lived so long amidst


the battlefields that war has become their reason to live.
Characters who master this Ability consider a 5 as a 6 on any
die roll, and can therefore re-roll it as such. Hardened has no effect
on Damage Rolls. It cannot be gained as a Supernatural Gift or as
an Elixir.

Hyperian : Light fills the soul and blood of its children,


the Hyperians. These individuals, through fate or choice, have
been appointed to bring the virtue and fury of the Principle
of Clarity into the deepest of Darkness. The Hyperians are extre-
mely rare and many of them have no idea of the origin of their
strange power. A Hyperian fighter is immune to any form of Fear.
The Hyperians naturally repel creatures with a Fear rate on their
Reference card : these treat the Hyperians’ Courage rate as if
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CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

they are it were Fear and their own Fear as Courage.


marksman This rule also applies to the Living-dead, but
an suffers not to Constructs. This unique power cannot
ltitude is be passed on by Leadership.
miracles The Cynwäll Elves are instinctively friendly with
the Hyperians as if their destinies were linked.
for a dive. They can ally on any Battleground.
card is
target in
vel as its
les apply
t phase,
increased
he end of

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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CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

Incarnation : a warrior to whom this Ability is given doubles


his A.P. rating. But he has now become a Character with all
the advantages this status brings. Any non-Character can be given
this Ability.

Immunity / X : Immunities are magical or natural properties


which protect certain fighters. A figurine with this Ability cannot
be harmed by the element symbolized by X or is immune to
Wounds located in the part of the body X.

Implacable / X : an Implacable fighter who unleashes his fury will


do anything to slaughter his opponents. Such a warrior can carry
out up to X additional Pursuit Movements in the same round.

Master strike / X : the most disciplined and most ferocious


warriors have learned to concentrate all their energy in a split
second and deal blows capable of splitting rock. A fighter with this
Ability can attempt Master strikes in the same way as a Character.
If one of his Master strikes strikes true, his Strength is increased
by X for the following Damage Roll, and only for this one.

Pariah : a Pariah has long ago forsaken his people, either on his
own initiative or by obligation. Even if he sometimes still fights
alongside his former brothers, being a Pariah prevents him from
taking advantage of the Leadership Ability from any figurine that
is not itself a Pariah.

Personal enemy / X : the causes that fuel the conflicts on


Aarklash are numerous. But there is one which causes more deaths
than hurricanes : hate. If a Character deals with his Personal
enemy and kills him outright, he automatically heals
all his Wounds. He also “steals” an Ability from his enemy, which
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CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

n doubles he chooses and will be able to make use of until


with all the end of the battle.
n be given
Stateless : the Stateless do not belong to any people, to any
country… They only obey their own rules. Their destiny lies
properties elsewhere. A Stateless fighter can join any army. The fighter will
ty cannot adapt so well to his environment that he will adopt the Ability
mmune to most widespread within his new hosts’ ranks at the beginning of
the battle. He can only acquire in this manner the Abilities
mentioned in the Confrontation section. For Abilities with varied
s fury will
numbers indicated / X, such as Leadership, Regeneration,
can carry
Mutagenic or War cry, apply the value X most widespread
ound.
within the army.
ferocious
Toxic / X : there are many ways to kill or to defend oneself
n a split
on Aarklash. Many creatures make use of toxic substances
with this
capable of neutralising their predators… or victims.
Character.
Each round, before the Tactical Roll, you can choose a Toxic
increased
warrior for every, even incomplete, 100 A.P. of warriors in your
ne.
army who possess this Ability. The Toxic warriors’ artefacts,
her on his spells, miracles and Experience cards are to be added to
still fights this total. The figurines must be chosen at the beginning of
him from the Movement phase. Place a D6 next to every chosen figurine.
urine that This D6 is called the Toxic D6.
Once each round, just before an Aim or Attack Roll, one of
the chosen warriors will be able to replace one of his Aim
nflicts on or Attack dice with his Toxic D6. If the action accomplished
ore deaths with the D6 causes a Damage Roll, his target immediately takes
Personal a second Damage Roll with a Strength equal to X.
ly heals Living-dead, Constructs and Immortal beings are immune
my, which to this Ability.
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CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

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.

DAMAGE LEGS / 1 ARMS / 2 TORSO / 3 HEAD / 4.5.6


0 or - Stunned Stunned Light Light
1 to 5 Stunned Light Light Serious
6 to 10 Light Light Serious Critical
11 to 15 Light Serious Critical Killed
16 to 20 Serious Critical Killed Killed
21 and + Critical Critical Killed Killed

If the Damage roll is a double, it is an Exceptional Wound.


An Exceptional Wound does not take into account Strength and
Resilience; it’s a Wound with no modifiers.
EXCEPTIONAL WOUNDS :
Double 1 : no effect
Double 2 : Stunned
Double 3 : Light Wound Ladder,
Double 4 : Serious Wound
Double 5 : Critical Wound
Double 6 : Killed Outright

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CONFRONTATION 2 ANG(2) 15/03/04 13:59 Pag

l e When a figurine is wounded, the number indicated by the die


rolled for its INI, ATT, DEF and AIM is modified in the
following way, before it is added to the relevant characteristic :
d.
l, Stunned : -1 until the end of the round
Light Wound : -1 until the end of the game
RES Serious Wound : -2 until the end of the game
e. Critical Wound : -3 until the end of the game
cted. Killed Outright : the figurine is removed from the Battleground.
ffects.
If the final result of the die (after a re-rolled 6 as the case may be)
is lower or equal to 1, the action is a failure.
Example : An Alahan Paladin has a Critical Wound. He chooses
to attack with a difficulty of 6. His Attack rating is 4. He must then
get a final result of 2 on his Attack die. Due to the Wound
penalty of -3, he must roll a 5 or higher to succeed (5 - 3 = 2).
If an already wounded fighter is wounded again, and this new
Wound is more serious than the previous one, apply the effects
of the new Wound. If the new Wound is less or equally serious,
the previous Wound is worsened by one level.
Wound. Note : “STUNNED” and “KILLED OUTRIGHT” are not Wounds.
ngth and They do not worsen the level of Damage.

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.

The Lions of Alahan, protectors of Justice and Light, fight


to re-establish order and prosperity on Aarklash. But their land
is threatened by the hordes of the damned who have
returned from the Underworld.

The Necromancers of the Order of the Ram


open portals of Darkness from Acheron,
the dead world. The inexorable legions of
living-dead which pour out mark only
the beginning of their terrible power !

The Cynwäll Elves and their


majestic dragons wake from their
long meditation to rediscover
a world that has almost
forgotten them ! Who
knows what kind of
Magic animates their
strange feats...
CONFRONTATION 2 ANG(2) 15/03/04 14:00 Pag

e s The Dwarfs of Tir-Nâ-Bor refuse fatality and prepare for


Argg-Am-Ork, the end of their age. Living inside the Aegis
Mountains, they forge weapons and armour capable of driving
continent back the one they steadfastly wait for : Death itself.
nouncing
The disciples of the Griffin Empire of Akkylannie have raised
anguinary an army for a new Crusade in order to find their prophet’s tomb.
dgement, They will purify the world with the fire of the One Truth of their
it under god, Merin…

The Orcs of Bran-Ô-Kor are the youngest and most vigorous


ght, fight people of Aarklash. Nothing seems to be able to stop
their land the powerful warriors of the God Jackal. Once a leader is chosen,
who have they will surge across the world to satisfy their vengeance.

The Alchemists of Dirz and their bio-mechanical warriors


the Ram watch their enemies patiently from the Syharhalna Desert.
Acheron, At their Commodore’s sign, they will release the horrors dormant
egions of in their laboratories and establish a new order on Aarklash.
ark only
power ! The Akkyshan Elves of the Forest of Webs have a heart as black
as night. The Black Widows prepare to sacrifice Aarklash on the
nd their altar of Lilith the goddess of Blackness.
rom their
The Wolfen are the greatest predators on Aarklash. It is folly
ediscover
to believe that in them a portion of humanity has ever existed.
almost
This mysterious people considers others as prey. They will weave
! Who
the names of their victims on long Strips of Whispers and howl
kind of
their victories to Yllia, the Moon, until the end of time.
tes their
e feats... The peoples of Aarklash believe the Goblins of No-Dan-Kar
want to conquer the world. For the Goblins, it is already done !

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CONFRONTATION 2 ANG(2) 15/03/04 14:00 Pag

Wherever you go, they will be there before you. It has even been
said that they have trained Trolls...
Who will be strong enough to resist the tide of the God Rat ?

The Daïkinee Elves, victims of a strange malediction, seek


to reach the world of Fayes before their extinction. But is not
their salvation elsewhere ? May those who believe them vulnerable
be wary, for their soldiers have many lives…

The Kelts of the Avagddu plains, fierce nomadic warriors, seek


the Ard Ri, the mighty king who will reunite them once again
and guide them on the path of the Goddess Danu. Will he come
forth from the Sessairs, the Drunes or from yet another clan ?

The Dwarves of Mid-Nor, puppets of pure evil made of flesh


and terror, gather around the Despot. None knows how deep
their underground labyrinths are. Down to the centre of the earth
perhaps, close to the abominations asleep since the dawn of
time ? Those who have tried to unravel this mystery have
been found devoid of skin, clenching a precious stone containing
their torn soul…

The Devourers of Vile-Tis have strayed from their Wolfen


brothers and the Goddess Yllia. Their loyalty goes only to
the one who has opened their eyes and guides them on
the road of lies and vengeance, a spirit warrior whose powers
know no boundaries : Vile-Tis, the Beast.

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CONFRONTATION 2 ANG(2) 15/03/04 14:00 Pag

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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The Way of Light


The Lions of Alahan : Griffins, Cynwälls, Sessairs.
The Griffins : Lions, Cynwälls, Sessairs, Tir-Nâ-Bor Dwarves.
The Cynwäll Elves : Lions, Griffins.
The Kelts of the Sessairs Clan : Lions, Griffins.

The Path of Destiny


The Daïkinee Elves : Wolfen
The Orcs of Bran-Ô-Kor : Goblins, Devourers.
The Wolfen of Yllia : Daïkinees.
The Dwarves of Tir-Nâ-Bor : Griffins.
The Rats of No-Dan-Kar : Orcs, Devourers.
The Devourers of Vile-Tis : Drunes, Goblins, Orcs.

Other peoples observe Aarklash with eager eyes, awaiting


the best moment to join the conflict.

And you ?
Which people will you choose to uphold your hopes and
dreams on the battlefields of Aarklash ?

Within the shadows, the gods watch.


The secrets of the Ancients slowly unravel…
CONFRONTATION 2 ANG(2) 15/03/04 14:00 Pag

s.
warves.

s.

aiting

s and
CONFRONTATION 2 ANG(2) 15/03/04 14:00 Pag

“...Heroes will raise their


Gods’ banner. Leading their
armies, they will call for
the final Age. An Age marked
by victories and defeats…
...The Age of RAG’NAROK”

RACKHAM ®

44, rue de Lagny


F - 93100 Montreuil sous Bois. France
+ 33.(0)1.55.86.89.24
www.confrontation.fr
CONFRONTATION 2 ANG(2) 15/03/04 14:00 Pag

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