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Confrontation Evolution

Rulebook
October 23rd 2016 v:1.0

Index Forcing a Nexus . . . . . . . . . . . . . . . . 49


Credits 2 Influence of a Nexus . . . . . . . . . . . . . 49
Copyright Notice 2 Additional Game Information 49
Special Game Effects . . . . . . . . . . . . . . . . 49
The World of Confrontation 3 Cancelling a Damage Roll . . . . . . . . . . 49
Precise blow . . . . . . . . . . . . . . . . . . 49
Material Needed to Play 8 Deadly blow . . . . . . . . . . . . . . . . . . 49
General Rules 10 Traps and Decoys . . . . . . . . . . . . . . . 49
The Fighters . . . . . . . . . . . . . . . . . . . . . 10 Hidden Fighters . . . . . . . . . . . . . . . . 50
Profiles . . . . . . . . . . . . . . . . . . . . 10 Swapping Fighters . . . . . . . . . . . . . . 50
Ranks . . . . . . . . . . . . . . . . . . . . . 11 Transfering a Damage Roll . . . . . . . . . . 50
Size . . . . . . . . . . . . . . . . . . . . . . 11 Transformation/X . . . . . . . . . . . . . . . 50
Health and Force . . . . . . . . . . . . . . . 11 Forced Flight . . . . . . . . . . . . . . . . . 50
The Health Status . . . . . . . . . . . . . . 11 Frightening Area . . . . . . . . . . . . . . . 50
Field of View and Line of Sight . . . . . . . 12 Applying Effects . . . . . . . . . . . . . . . . . . . 51
The Notion of Contact . . . . . . . . . . . . 14 Reserves and Charges . . . . . . . . . . . . . . . . 51
Ranges . . . . . . . . . . . . . . . . . . . . . . . . 14 Places of the Game . . . . . . . . . . . . . . . . . 52
Dice-related Rules . . . . . . . . . . . . . . . . . . 15
Bonuses and Penalties . . . . . . . . . . . . . . . 16 Missions, Scenery and Neutral Fighters 53
Specific Terminology . . . . . . . . . . . . . . . . 18 Tokens and Counters . . . . . . . . . . . . . . . . 54
Controlling Objectives . . . . . . . . . . . . . . . . 55
The Structure of the Game 18 Eliminating an Enemy . . . . . . . . . . . . . . . . 55
Army General . . . . . . . . . . . . . . . . . 18 Corner Cases . . . . . . . . . . . . . . . . . 55
Dominion . . . . . . . . . . . . . . . . . . . 18 Calculation of Victory Points . . . . . . . . . . . . 56
Rounds and Phases . . . . . . . . . . . . . . 18 Scenic Elements . . . . . . . . . . . . . . . . . . . 56
The Strategic Phase . . . . . . . . . . . . . . . . 19 Characterisation of Scenic Elements . . . . . 57
The Activation Sequence . . . . . . . . . . . 19 Interacting with Scenic Elements . . . . . . . 57
The Tactical Roll . . . . . . . . . . . . . . . 19 Different Kinds of Terrains . . . . . . . . . . . . . 58
The Deployment . . . . . . . . . . . . . . . 21 Isolated Space . . . . . . . . . . . . . . . . . 58
The Activation Phase . . . . . . . . . . . . . . . . 21 Neutral Fighters . . . . . . . . . . . . . . . . . . . 58
Actions . . . . . . . . . . . . . . . . . . . . 21
Exclusive Actions . . . . . . . . . . . . . . . 22 A Confrontation Army 59
Cumulative Actions . . . . . . . . . . . . . . 23 Building the Army . . . . . . . . . . . . . . . . . . 59
Movements and Assaults . . . . . . . . . . . 24 Fighters and Cards . . . . . . . . . . . . . . 59
Firing & Shooting . . . . . . . . . . . . . . . 26 Artefacts . . . . . . . . . . . . . . . . . . . 60
Flying . . . . . . . . . . . . . . . . . . . . . 29 Mystics . . . . . . . . . . . . . . . . . . . . 60
The Influence of Fear . . . . . . . . . . . . . 30 Additional Costs . . . . . . . . . . . . . . . 61
The Combat Phase . . . . . . . . . . . . . . . . . 32 Characters . . . . . . . . . . . . . . . . . . . . . . 61
The Frays . . . . . . . . . . . . . . . . . . . 32 Leadership . . . . . . . . . . . . . . . . . . . 61
Structure of the Combat . . . . . . . . . . . 32 Affiliations . . . . . . . . . . . . . . . . . . . . . . 63
Pursuit Movement . . . . . . . . . . . . . . 34 Alliances and Allies . . . . . . . . . . . . . . . . . 63
Fighting Scenic Elements . . . . . . . . . . . 35 Equipment . . . . . . . . . . . . . . . . . . . . . . 64
End of the Round . . . . . . . . . . . . . . . . . . 36 Abilities . . . . . . . . . . . . . . . . . . . . . . . 66
The Point Phase . . . . . . . . . . . . . . . 36 Abilities of Fighters . . . . . . . . . . . . . . 66
The Mystic Phase . . . . . . . . . . . . . . . 36 Tables 78
The Maintenance Phase . . . . . . . . . . . 36
Time Out . . . . . . . . . . . . . . . . . . . 37 List of Documents and Download Links 80
Mystics 37 Appendices 81
Incantation . . . . . . . . . . . . . . . . . . . . . 37 Artefacts 81
The Mana Reserve . . . . . . . . . . . . . . 38 Common Artefacts . . . . . . . . . . . . . . . . . 81
Mana Recovery . . . . . . . . . . . . . . . . 38 Potions . . . . . . . . . . . . . . . . . . . . 81
Spells . . . . . . . . . . . . . . . . . . . . . 38 Runes, Amulets and Pendants . . . . . . . . 82
Casting a Spell . . . . . . . . . . . . . . . . 38 Generic Artefacts . . . . . . . . . . . . . . . . . . 83
Counter-magic . . . . . . . . . . . . . . . . 39 Legendary Artefacts . . . . . . . . . . . . . . . . . 84
Divination . . . . . . . . . . . . . . . . . . . . . . 40 The Arcana of Cadwallon . . . . . . . . . . . . . . 85
Temporary Faith, Believers and Aura of Faith 40 Artefacts and Capacities for Faithful and Believers 86
Recovering Faith . . . . . . . . . . . . . . . 41 Relics . . . . . . . . . . . . . . . . . . . . . 86
Miracles . . . . . . . . . . . . . . . . . . . . 41 Virtues . . . . . . . . . . . . . . . . . . . . 86
Performing a Miracle . . . . . . . . . . . . . 41 Deployable Nexus 87
Mystic Capacities . . . . . . . . . . . . . . . . . . 43
Generic Mystic Rules . . . . . . . . . . . . . . . . 44 Tournament Rules 89
Rules for Mystics . . . . . . . . . . . . . . . 44 The Armies . . . . . . . . . . . . . . . . . . . . . 89
Rules for Spells, Miracles and Mystic Capacities 44 The Army Lists . . . . . . . . . . . . . . . . 89
Summoned and Resurrected Fighters . . . . . . . . 45 Aspect . . . . . . . . . . . . . . . . . . . . . . . . 89
Structure of a Tournament . . . . . . . . . . . . . 89
Machines 46 Development of a Game . . . . . . . . . . . 89
War Machines . . . . . . . . . . . . . . . . . . . . 46 The End of a Game . . . . . . . . . . . . . . . . . 89
Mobile Machines . . . . . . . . . . . . . . . 46 Responsibility of Players . . . . . . . . . . . . . . 89
Immobile Machines . . . . . . . . . . . . . . 47
Actions of the Crew . . . . . . . . . . . . . . 47 Evolutions 90
Nexus . . . . . . . . . . . . . . . . . . . . . . . . 48
Deployment of Nexus . . . . . . . . . . . . . 49
Activating a Nexus . . . . . . . . . . . . . . 49

This document belongs to the Confrontation Evolution project. Please see copyright notice on page 2 for the usage conditions.
Credits Copyright Notice
Confrontation Evolution Project Managers This game is ispired by and set in the world of Confrontation,
Flavio Felian Damasco though this rulebook is a standalone document (you can find
(Quality assurance) the list of project material on page 80).
Tomaso The King of Squid Fiumara This document has a purely entertaining goal with no
(Game design) lucrative goal, its usage is free of any charge, but it cannot
Marco Squera Patrignani be sold. The gamestyle, names and the setting refer to
(Translation director and typesetting) Confrontation, a game published by Rackham and whose
Marco Inquisitore XX Suzzi rights are currently hold by Cyanide SA (see
(Graphic design and testing director) http://en.wiki.confrontation-games.com/ for more
information). The copyright of any artwork contained in the
Confrontation Evolution: Testers files of this project belongs to the respective authors.
Stefano Stenobm Bellaria This work is licensed under a Creative Commons
Alessandro Archaon Brunacci Attribution-NonCommercial-ShareAlike 4.0 International
Diego Wamoo82 Carrubba License: http://creativecommons.org/licenses/by-nc-sa/4.0/.
Andrea Carcharoth Dalle Vedove cbna
Andrea Ema Emanuelli The copyright holders are the people mentioned as Project
Simone Nydarr Faedi Managers.
Mattia 3D di Giacomo If you are going to use this material, please keep us informed!
Tomaso The King of Squid Fiumara
Stefano Spa Spaderi
Marco Inquisitore XX Suzzi
Walter Evendur Venoso

Translation by:
Federico Thanatos Boschetto
Alessandro Archaon Brunacci
Andrea Carcharoth Dalle Vedove
Flavio Felian Damasco
Andrea Ciccio75 Fait
Paolo Locke Cole di Fonzio
Giuliano Poltigliator Longo
Marco Squera Patrignani
Gabriele Kerthan Plutino

Special Thanks
Daniele Abel Mariani
Chris Pastore
Michele Pills Pella
and more to come
A final, big thank to all those who will play, keep playing and
work on this project after us!

Confrontation Evolution is based previous evolutions of Con-


frontation, projects to which the following people contributed: Al-
berto Bertaccini, Alessandra Missiroli, Alessandro Gronchi, Alessan-
dro Latini, Andrea Dalle Vedove, Antonio Scerbo, Daniele Fab-
bri, Daniele Mariani, Filippo Banti, Filippo Brigo, Flavio Damasco,
Francesco Giordano, Francesco Leoni, Fulvio Pegolo, Gilberto Lenzi,
John Gaddi, Luigi De Michelis, Luca Chiassoni, Luca Bosi, Luca Ci-
cognani, Luigi de Michelis, Manuel Bariani, Marco Caccia, Marco
Tescari, Marzio, Matteo Bertozzi, Massimo Bechi, Odillo Dario,
Paolo Vettori, Silvio Piedimonte, Stiven Muccioli, Stefano Bellaria,
Valerio Arena, Valerio Cossari.

2
The Gods
The World of Confrontation
Each people worship a different god, to which his luck and
This section describes the world and the people where Con- condition is due whether its actually the will of the god, or
frontation takes place. a mistake. Gods cannot fight each other, they are powerful
and there exist a balance between them whose violation could
be devastating. They are subject to the will of destiny, and
Aarklash they watch in awe those creatures that are not subject to it:
Aarklash is the world where the battles of Confrontation take Characters.
place. In this world, several people battle for supremacy; some
fight for ideals, some for their own fortune, some base their Peoples
lives on magic and others simply rely on what mother nature
gifted them with. Close to this world are the elemental realms, Many peoples dwell on the continent of Aarklash and, it is not
made of the elements on which creation rests upon. Elements uncommon for them to fight bloody wars. These many civi-
are a static Force which Magicians use by bending it with their lizations are grouped in three distinct alliances: The Ways of
will. A completely different entity are the Gods, supernatu- Light, The Paths of Destiny and The Meanders of Darkness.
ral creatures with great powers and great restrictions who, These peoples and their allies are:
unable to fight each other directly, seek powers by enhancing
their chosen people. In this complex picture of battling Forces, The Ways of Light
the last word is held by champions, emblematic figures that
can transcend time and matter to become masters of their The Kelts of The Sessair Clan
own fate: these are the Characters. In every Confrontation,
alongside troops, unstable elemental energy and the will of the The plains of Avagddu are the domain of the
gods, are the Characters, who will determine the outcome of proud Kelt warriors of the Sessairs clan, the
the battle with their deeds. ancestors of all the human peoples. Hav-
ing come from the sea in immemorial times,
the Sessairs worship a pantheon made up
The Elements of primitive divinities and immortal heroes:
Six elements exist in the world of Confrontation, they are di- Danu, the goddess of nature; the Matrae devoted to life, war,
vided in the four fundamental elements and the two principles: death. etc. War is an integral part of Kelt culture, especially
that of the Sessairs: these humans must fight to survive and
Air: air is subtle and it permeates any location, allowing push back the repeated assaults of their bordering nations.
one to act outside his limits. It can be a gentle touch There isnt a single people that the seething Sessairs havent
as ell as a dangerous storm; confronted at least once. and Avagddu has never known last-
ing peace. The Kelts are a free and savage people in perpetual
Water: water is a changing element, mutating based on
motion. Nothing can take their pride or their incredible temer-
its needs, who cancels with a simple touch unnatural
ity from them.
things. It can be a healing spray, as well as a drowning
Main element: the four fundamental elements
wave;
Forbidden element: Darkness
Fire: fire is a fiery and aggressive element, capable to Cult: Danu
cause disasters as well as to light up the vigour and Racial ability: War fury
awaken the hidden Forces inside a warrior; Allies: The lions of Alahan and The griffins of Akkylannie
Earth: earth is a thick and obstinate element, incapable
of adapting, it Forces things to mutate according to its The Lions of Alahan
will. While normally it acts timidly, when awakened in
its full potential it can be the most dangerous element; Founded over five centuries ago by the de-
scendants of two Kelt clans, the Kingdom of
Light: light is one of the principles, a pure element always Alahan is a land of justice and prosperity.
ready to help and to be a ray of hole and a last resort It is the most valiant defender of Light on
for unique acts in life; a continent that is prey to Darkness. The
knights and the powerful Magicians of the
Darkness: the other principle, dark and oppressing, it not
Lion are paragons of virtue. Their exploits have become leg-
only brings death, but a sense of nullification and pain
endary. The nine noble houses ofAlahan are grateful for the
that can bend the more hardened souls.
honour. heroism and loyalty of the brave fighters who wield
their coats of arms. ln an age where the enemies of Light
make use of the most perfidious means, the Lions ofAlahan
dont just content themselves with travelling all over the world
as wandering knights looking for wrongs to right. They make
the most of their incredible audacity and their valour in the
war that they have chosen to wage: the one for Goodness.
Main element: Light
Forbidden element: Darkness
Cult: Arin
Racial ability: Bravery

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Allies: The Cynwll elves, The griffins of Akkylannie, The in the plains have perpetuated their peoples martial traditions
utopia of the sphynx, The Kelts of the Sessair clan while those of the mountains pierced the secrets of the forge
and of steam. They all await the Argg-Am-Ork, the final age,
an era of destruction predicted by the gods. It is a time of
The Griffin of Akkylannie
war. The dwarves raise their weapons and await death with
Arcavius had a vision of Merin, the one and their feet firmly planted on the ground. He who lives last lives
fiery god. After having given up his title, the best!
his fiefdom and his weapons. He wandered Main element: Earth
across the continent and his new religion at- Forbidden element: Darkness
tracted an incredible number of followers. Cult: Odnir
They founded an empire of hope and of Racial ability: Hard-boiled
Light: Akkylannie. Soon afterwards, Arcavius left again to Allies: The griffins of Akkylannie
journey all over Aarklash to preach the one gods word. He
never returned. Merins disciples multiplied and form a people The Utopia of the Sphynx
united by their faith. Alas, Arcaviuss dream is dying. The
coming of the Ragnarok has covered Aarklash with a dark The manuscripts of ancient times tell of the history of two civil-
veil. The Griffins have gone on a crusade to faraway lands in isations, the Utopia of the Sphinx and the Ophidian Alliance,
the east to find their prophets tomb and battle the enemies which could have conquered Aarklash if they hadnt mutually
of the one truth. Inquisitors and darkness hunters track down destroyed each other. The writs describe the Sphinxes as be-
traitors and heretics in a terrifying witch-hunt. ing enigmatic warriors equipped with strange and terrifying
Main element: Fire weapons. Some claim that nowadays the Sphinxes are the
Forbidden element: Darkness messengers of the gods of Light...
Cult: Merin Main element: Light
Racial ability: Fanaticism Forbidden element: Darkness
Allies: The lions of Alahan, The dwarves of Tir-Na-Bor, The Cult: Heol
utopia of the sphynx, The Cynwll elves Racial ability: Construct
Allies: The griffins of Akkylannie and The Cynwll elves
The Cynwll Elves
The Paths of Destiny
In the elven tongue Cynwll means ex-
iled. A long time ago the Cynwll chose The Goblins of No-Dan-Kar
to withdraw to the high mountains of Lan-
ever to devote themselves to the quest for When dealing with goblins one should never
Nosis, the harmony of body and soul. They trust appearances. Their prolific race has
discovered ancient secrets hidden in ruined multiplied all over Aarklash. Wherever you
temples, and made pacts with the dragons of the peaks of may go, they will already be there before
the Behemoth Mountains. After centuries of contemplation you. When anger takes hold of them, they
and preparation, the Cynwll have broken their tradition of gather and swarm over their enemy. A very
neutrality in order to engage in the final battle on the side of long time ago the goblins were the dwarves of Tir-Na-Bors
Light. Ever since their origins they are aware that the future slaves. At the calling of the god Rat they fled while caus-
of Creation depends on the outcome of the Ragnarok. The ing an indescribable panic. So they founded an empire in the
Cynwll army isnt numerous, yet its strength is considerable. swamps of No-Dan-Kar and then spread all over the conti-
It is guided by the wisdom of the ancients, borne by the wings nent. Among the goblins there are an impressive number of
of the dragons and supported by mechanical warriors from a inventors. Their species is divided into a multitude of tribes
forgotten age. of which most would have a hard time naming their emperor,
Main element: Light Izothop. Scattered, the goblins are a nuisance. United by a
Forbidden element: Darkness common language and under the same banner, they become
Cult: Nosis a scourge.
Racial ability: Concentration Main element: Air
Allies: The lions of Alahan, The griffins of Akkylannie and Forbidden element: Light
The utopia of the sphynx Cult: Rat
Racial ability: Reinforcement
Allies: The orcs of Bran--Kor and The devourers of Vile-Tis
The dwarves of Tir-Na-Bor
The dwarves, a proud and tenacious people, The Orcs of Bran--Kor
live in the heart of the Aegis mountain chain
ever since the world is the world. The leg- The result of the crossing of human and gob-
ends of the plains say that these lofty sum- lin genetic strains, the orcs were created dur-
mits, which touch the domain of the gods ing the Age of Steel by the alchemists of
are alive. Rock comes to life with a secret Dirz. While trying to create warriors to de-
shiver and the mountain rumbles and smokes to the rhythm fend their empire, these depraved scientists
of huge mechanisms of bronze that animate the underground didnt think that the seeds of insurrection
cities of Tir-Na-Bor. The homeland of the dwarves is their had been sowed in the blood of their creatures. The orcs re-
soul and strangers are rarely welcome there. Those who live volted and took the road to freedom. Their journey led them

4
to Bran--Kor, the Land of the Brave. The god Jackal took The Dakinee Elves
them under his wing. After having ensured their strength by
giving them the soul of noble warriors, he opened them the The eternal forest of Quithayran, on the
gates to the world of spirits. Thus the orcs survived for decades western shores, is a wild domain where na-
despite the dryness of the ochre soil, the thirst for revenge ture alone imposes its law. Between its an-
of their creators, and the numerous invasions of their terri- cient trees prowl the protectors of this sacred
tory. Nowadays they are numerous enough to proclaim their place, the Dakinee elves. This fierce people
sovereignty. has bound its fate to that of the Fairies, the
Main element: - immortal spirits of Quithayran. Day after day the Dakinee
Forbidden element: - struggle against the corruption threatening this temple of life.
Cult: Jackal Main element: Water
Racial ability: Brutal Forbidden element: Fire and Darkness
Allies: The orcs of Behemoth and The goblins of No-Dan-Kar Cult: Earth
Racial ability: Regeneration
Allies: The wolfen of Yllia
The Orcs of Behemoth
Not all the orcs stayed in Bran--Kor, some The concord of the Eagle
of them fled and found their home far away,
When the humans of Kel came to the con-
in the Behemoth range. It is not known
tinent, they found peoples of Giants, Cen-
whether its a cruel trick of the gods, but,
taurs and Minotaurs that worshipped Danu.
like the Bran--Kor orcs battle the darkness
These people offered peace to the humans of
of Alchemists, the Behemoth orcs battle the
Kel if they would also worship Danu, but the
hordes of the living dead of Acheron. Few know how much
humans, already betrayed by their previous
the people of light owe to these valiant fighters who live in a
gods, did not accept. A long war followed, and it ended with
freezing and inhospitable land and that battle the deads daily.
the union of Danu and Cernunnos, prince of Kel. Centaurs
Only one thing gives strength and faith to Behemoth orcs:
and Giants followed the will of their mother Danu, but Mino-
their great faith in the Tree Spirit, a millennial creature of
taurs did no. Minotaurs kept fighting stubbornly, but time
semi-god nature that guides their actions.
was against them, and in the end, those that did not want
Main element: -
to follow the new course of history fled towards the elemental
Forbidden element: -
planes under the guidance of three oracles. Centuries passed,
Cult: Elokani, the tree spirit
and a small band of people opened the portal on the Black
Racial ability: Robustness
Mountains and contacted the fighters of the Faathi begging for
Allies: The orcs of Bran--Kor
help to cancel Light and Darkness and go back to the origins.
And the Minotaurs of the Faathi accepted, and the Minotaurs
The Wolfen of Yllia of the continent heard a new call, now Aarklash trembles as
the hooves of the Minotaurs hit its ground.
in the age when the gods still walked on Main element: the four fundamental elements
Aarklash, the goddess Moon gave her bless- Forbidden element: Fire and Darkness
ing to the most powerful of the wolves. Cult: Faathi
He became the First-Born, the ancestor of Racial ability: Resolute
the noble and savage race of the Wolfen. Allies: The orcs of Bran--Kor, The orcs of Behemoth and
Ages have passed. Whole empires have been The Dakinee elves
founded and have fallen into oblivion. Vain warlords fight
amongst themselves for their few lines in the annals of history.
But the Wolfen have remained Faithful to the eternal cycle of The Meanders of Darkness
nature that has made them the continents greatest predators.
Alas, the age of the Ragnarok has befallen Aarklash, bringing The Limbo of Acheron
with it the corruption of Darkness and the promise of a war More than three centuries ago the barony
without mercy. Anger consumes the heart of the Wolfen and of Acheron was subservient to the Crown of
obscures their pure soul. The war packs are growing in num- Alahan. Under the influence of the Order
ber. Those who once fought for domination now struggle for of the Ram, an evil sect, its illustrious lords
the very survival of their race. let themselves be corrupted little by little by
Main element: Water their desire for immortality and power. When
Forbidden element: Light and Darkness the Lions became aware of the danger it was already too late:
Cult: Yllia the necromancers of the Ram had opened a gigantic Portal
Racial ability: Born killer of Darkness to the Netherworld. Night took hold of the tor-
Allies: The Dakinee elves mented sky of Acheron and legions of living-dead poured out
of hell onto the now accursed baron. No less than three armies
and the sacrifice of thousands of warriors were needed to pre-
vent the invasion of Aarklash by the undead hordes. A single
necromancer can raise a battalion of living-dead fighters; a
single fiend of the infernal Forces can cause an empire to fall
into the grasp of eternal darkness. No one can escape Death!

5
Main element: Darkness one of them, Mid-Nor, had remained in the depths... It is said
Forbidden element: Light and Water that the dwarven warriors confronted a monstrous hydra. Ter-
Cult: Salael rified, they betrayed their oath and fled. But Mid-Nor fought
Racial ability: Living-dead this nine-headed god for a long time and ended up impressing
Allies: The alchemists of Dirz, The dwarves of Mid-Nor, The the latter. When the hydra was about to finish him, it offered
Ophidian alliance, The Akkyshan elves and The kelts of him a pact. In exchange for his allegiance it would give him
the Drunes clan the power to get revenge on his cowardly brothers.
Main element: Darkness
Forbidden element: Light and Air
The Alchemists of Dirz
Cult: Mid-Nor
Dirz, a visionary scientist, once used Dark- Racial ability: Possessed
ness to try to spawn the perfect being as Allies: The limbo of Acheron, The alchemists of Dirz, The
Merin had defined it to be. Hunted by Akkyshan elves and The kelts of the Drunes clan
the Akkylannie Inquisition for heresy, Dirz
and his alchemists wandered for a long time The Devourers of Vile-Tis
before settling in the merciless Syharhalna
desert. Hidden by the dunes and by their mirages, they The pack of the Moaning Moon once lived
founded the alchemical empire of the Scorpion. Over the cen- east of Avagddu. The Beast came one night,
turies the alchemists of Dirz, also known as Syhars, have built borne by a shooting star that crashed into a
a civilization whose foundations are based on the mastery of circle of stones. Vile-Tis, the god of slaugh-
life and of matter. Inspired by Arh-Tolth, a god that came ter. had been banished and condemned by
from elsewhere, they have perfected their sacrilegious knowl- his equals to roam Aarklash until time got
edge and have mastered the powerful magic of Darkness to the better of him. Determined to get revenge, he disclosed ter-
create legions of clones and counter-natural creatures. rifying secrets to the Wolfen of the Moaning Moons Thirsty for
Main element: Darkness blood, the Beast revealed them that Yllia didnt love her chil-
Forbidden element: Light and Air dren and that their natural savagery was not a noble heritage
Cult: Arh-Tolth but rather a curse. Ever since then the followers of Vile-Tis
Racial ability: Mutagenic are dreaded because they devour their enemies flesh. The
Allies: The limbo of Acheron, The dwarves of Mid-Nor, The Wolfen of the Moaning Moon are now assisted in their quest
Akkyshan elves and The Ophidian alliance for carnage by half-elves devoted to the teachings of Vile-Tis.
Main element: Water and Darkness
Forbidden element: Light
The Kelts of the Drune Clan
Cult: the beast
To the north-east of the plains of Avagddu, Racial ability: Born killer
at the heart of the forest of Caer Maed, lives Allies: The kelts of the Drunes clan
a clan that is feared by all. A very long time
ago all Kelts were united. Alas, Cernunnos, The Akkyshan Elves
the High King of Kel-An-Tiraidh, one day be-
came the victim of divine machinations and The Akkyshan elves have prospered for cen-
left for other horizons. His people split in two: those who turies in the gloom of their sinister domain,
wished for peace remained Faithful to Danu and became the the forest of Ashinan. The Age of Dark-
Sessairs. The others shunned the names of the gods and also ness has come and with it, that of blood
left in search of the only true king of the human tribes. Thus and of sacrifice. Presently, the Akkyshan
was born the terrifying clan of the Drunes. Having found witches, accompanied by formidable spider
refuge in their troglodyte city of Drun Aeryfh, the Drunes warrioresses and Black Widows with arachnid bodies, are get-
have an unfailing determination. They will know neither rest ting ready to offer Aarklash as a sacrifice to Lilith, the goddess
nor hope as long as they havent found Cernunnos again and of blackness.
havent drowned the gods in the blood of their hounds. Main element: Darkness
Main element: the four fundamental elements and Darkness Forbidden element: Light and Fire
Forbidden element: Light Cult: Loth
Cult: Cernunnos Racial ability: Toxic
Racial ability: Fierce Allies: The limbo of Acheron, The alchemists of Dirz, The
Allies: The limbo of Acheron, The dwarves of Mid-Nor and dwarves of Mid-Nor and The Ophidian alliance
The devourers of Vile-Tis
The Ophidian Alliance
The Dwarves of Mid-Nor
The manuscripts of ancient times tell of the
In ancient times the goblins were the history of two civilizations, the Utopia of
dwarves slaves. When they rebelled, the the Sphinx and the Ophidian Alliance, which
dwarven lords sent five warriors to the depths could have conquered Aarklash if they hadnt
of the earth to exterminate the god Rat and mutually destroyed each other. The an-
his brotherhood who were responsible for the cient reptiles of the Ophidian Alliance found
goblin uprising. These dwarves failed their refuge in the entrails of the magical high places of Aarklash.
mission and only four of them returned to see the light of day:

6
There they transformed the networks of caves into sanctuar-
ies. These lairs are guarded by their armys most powerful
marksmen: the enigmatic Serpentines. Only the judges of the
Ophidian Alliance. the wicked sydions, sometimes venture out
to the surface with their faces unmasked.
Main element: Darkness
Forbidden element: Light
Cult: Vortiris
Racial ability: Consciousness
Allies: The dwarves of Mid-Nor, The limbo of Acheron, The
Akkyshan elves and The alchemists of Dirz

The Free City of Cadwallon


Cadwallon is one of the most unique places
in the continent, it is a majestic and colossal
city that occupies an immense space in all
directions and that hides ancients secrets in
its underground. All adventures start in Cad-
wallon, surrounded by a multitude of people,
merchants and strange Characters. Cadwallon is organised in
guilds, each of them made its own alliance and choose its own
element. The rare times when the city moves as a whole with-
out minding its internal differences, any ally is welcome and
any power is accepted without fear.
Main element: none
Forbidden element: none
Cult: fate, suffering and luck
Racial ability: Ruthless
Allies: all

7
Material Needed to Play
Confrontation is played using miniatures on a table. You will
need specific documents for the rules, few 6-sided-dice (d6)
and, possibly, some counters to keep track of game effects.

The Miniatures
Confrontation is played using miniatures which are mounted on
a base. These miniatures represent the troops that the play-
ers have at their disposal. The game is most usually played
between two players, and each one directs one of the two fac-
tions confronting each other. A Confrontation game follows
rules of varying complexity that divide the game into phases.
Each type of trooper (the miniatures) is endowed with Char-
acteristics that allow the various situations in these phases to
be resolved.

The Table
In Confrontation the miniatures are moved about on a table
with scenery that represent the battleground. The table has
the dimensions indicated below:

60 cm 120 cm On the left side of the card various icons are printed that
correspond to the fighters Characteristics. Below the image,
You will need Scenic Elements to decorate the table in order the equipment list includes the type or weapons and armour
to make the game more appealing. the fighter is equipped with. Abilities provide certain advan-
tages (and sometimes disadvantages) to the fighters who are
The Reference Card endowed with them. The abilities effects are described on
page 66. The rank is printed at the bottom of the card. It
All miniatures of the Confrontation range are supplied with indicates the fighters rank and/or function in his army. Army
one reference card. A fighters reference card includes the fol- points ( a.p.) represent an estimate of the Warriors strategic
lowing information. The name of the fighter represented by value. The higher this number, the more powerful the fighter
the card is printed in the upper right-hand corner of the card. is. This value allows the Forces that are about to confront
If this name is a generic term, then the fighter belongs to the each other to be evenly balanced. It will represents the indi-
category of troops. If a proper name is printed here, then vidual cost of each fighter and not that of the group of fighters
this means that the fighter is a Character. Certain Charac- supplied with the card.
ters dont really have a proper name but are designated by a
moniker that is preceded by the. (For example: The Priest-
ess of Steel; The Watcher; The Bogeyman; The Crow, etc.). Documents
Characters are more powerful than troops and benefit from Each army presented in page 3 has an Army Book that de-
particular advantages explained on page 61. scribes how to form an army of that people. The list of Army
Books, including downloads, can be found at page 80. Each
Army Book contains the following information:
Name of the Army and a little background information;
People special capacities: this is not always there, it
describes peculiar rules that the people follow;
Affiliations: each Army uses different tactics and differ-
ent fighters, this is represented by the affiliations, which
are used to vary even further the game style of an army;
Characters special capacities: this contains all the spe-
cial capacities that certain Characters of the army can
use;
Troops special capacities: this contains all special ca-
pacities that certain Troops can use;
War Machines: if the Army has any, this describes the
rules bound to the War Machines of the Army (see
page 46);
Artefacts: this contains a list of all artefacts reserved to
Characters or to fighters of the Army;
Reserved Spells: this contains the Spells that only Ma-
gicians of the Army can cast (see page 37);

8
Reserved Miracles: this contains Miracles that only
Faithful of the Army can call (see page 40);
Reserved Nexus: if the Army has any, this describes the
rules bound to the Nexus of the Army (see page 48);
Capacities of fighters from other people: certain armies
can include fighters from other peoples, in this case if Templates
they have special capacities, they are written here;
Profiles: finally, the Army Book contains a table with There are two templates used to resolve effects.
the summary of the reference card of all fighters playable The small template (or just the template) is used when resolv-
with a certain Army. ing certain effects, especially artillery fire (see page 46), it has
Apart from Army Books, there exist other documents (all a 5,5 cm diameter.
downloadable at page 80):
The Spells compendium, which contains all Spells that
Magicians can cast;
The Miracles compendium, which contains all Miracles
that Faithful can call;
The Missions booklet, which contains peculiar scenarios
that spice up the game;
The FAQ file, which contains errata.

Dice
To play Confrontation, you need to use six-sided dice, called
d6, like the ones below. Whenever the result of some dice roll
is mentioned in the rules, the corresponding dice icon is used
(i.e., , , , , and ).
The large template has a 12 cm diameter (i.e., like a cd/dvd).

Some game effects require you to roll a d3, which is done by


rolling a d6, halving its result and rounding up. Thus, a is
a 3 and a is a 1.

Counters
Some Confrontation miniatures have cardboard counters that
are to be used as reminders during the game. Wound counters
are used to represent the fighters life.

The Charge counter is used to show that a fighter is affected


by the penalties caused by an enemy charge (see page 22) The
Defence counter means that the fighter is under the influence
of an effect that Forces him to place all his hand-to-hand
combat dice in defence. The Moving Under Cover counter
designates a fighter who is, for example, moving carefully in
order to avoid being shot at (see page 26).

9
General Rules frighten those with a Courage value (or those with a
lower FEAR value).
Discipline/DIS reflects the will and the sense of strategy of
This section describes the general rules for playing the soldiers on the battlefield
Confrontation. The miniatures allow the fighters movements Power/POW Only Magicians have the Power/POW Charac-
on the battlefield to be simulated. Yet their feats are the ob- teristic, which is found in the lower right-hand corner
ject of rules based on Characteristics and rolls of six-sided dice of their reference card, just above the Strategic Value.
(d6). Knowing this, each player develops a strategy to help The higher the POW, the easier it is for the Magician
luck turn to his advantage. to cast spells. Below is an image of how the POW rate
looks like.
The Fighters
The fighters are defined by a series of parameters that are
usually printed on their reference cards and summed up in the
Army Book. Thus the Characteristics (abbreviated by their
first three letters and associated with a numerical value), abil- Faith/FAI The Faithful are the only fighters with Aspects of
ities, strategic value and equipment make up a fighters refer- faith, which are placed in a spiral in the lower right
ence profile. hand corner of their reference cards. There are three of
them, Counter-Clockwise starting from the Top: Cre-
ation, Alteration and Destruction. The values bound
Profiles to the Aspects determine the type of miracles that the
Faithful can perform, as well as his chances of success-
fully calling them during a battle. The sum of the three
aspects is called Faith (FAI). Below is an image of how
the FAI rate looks like, Creation is 0, Alteration is 2 and
MOV Destruction is 1.

INI

ATT-STR
In the Army Books, they are reported in a line: Cre-
ation/Alteration/Destruction, so the above is reported
DEF-RES as 0/2/1.
Note Fighters with POW or FAI are called Mystics.
AIM
Equipment Certain pieces equipment are bound to effects
COU/FEAR described later in this book (page 64). If the fighter has a
POW ranged weapon that can be used for firing (see page 26), then
/FAI its Characteristics (range and STR) are indicated on the line
DIS
devoted lo equipment.

Abilities The fighters are endowed with one or several abil-


Movement/MOV determines the potential distance (in cen- ities. Their effects are described on page 66.
timetres) that a fighter can cover in one movement. If
the fighter is able to fly, then two values are associated
Special capacities Certain fighters have unique special
with Movement. The first one represents the movement
capacities that they can use during the game. These are writ-
potential on the ground and the second one the poten-
ten in the Army Book.
tial in the air.
Initiative/INI symbolises the fighters reflexes. It is also used
to determine who attacks first in hand-to-hand combat. Number of fighters per card This information is not
Attack/ATT represents the fighters skill to successfully available in old Rackham cards but it is available in the pro-
strike an opponent. files in Army books. This indicates how many fighters can be
Strength/STR is used to determine the damage caused by bound to a card (see page 59).
an attack.
Defence/DEF is used when the fighter attempts to parry an War machines There are two kinds of War Machines (see
attack in hand-to-hand combat. page 46):
Resilience/RES is taken into account when the fighter is af- mobile machines are those that are guided by one or
fected by a game effect that can cause wounds. more fighters, they are also considered fighters for game
Aim/AIM indicates how precise the fighter can be when using purposes;
ranged weapons. immobile machines are those that are stationary and can
Fear/FEAR or Courage/COU Some fighters are so impres- be used by fighters during the game. Even though they
sive (or repulsive) that their opponents must show great have profiles, they are not considered fighters for game
valour so as not to flee. Fighters with FEAR may purposes.

10
Strategic Value The fighters Strategic Value is ex- SHORT BASE HEIGHT
SIZE
pressed in Army Points ( a.p.) and is calculated depending
on their Characteristics, abilities, etc. The higher this value, Null N 2,52,5 cm 1 cm
the greater the Fighters potential on the battlefield.
Small S 2,52,5 cm 2 cm

Ranks Medium M 2,52,5 cm 3 cm

There are 16 ranks spread over a scale of four categories (in- Large - animal A 2,55 cm 3 cm
dicated in brackets). Ranks specific to fighters:
Irregular (1): These fighters occasionally join their peoples Large - cavalry C 2,55 cm 5 cm
army. W 3,753,75 cm* 5 cm
Large - wolfen
Regular (1): These fighters represent the huge majority of an
armys Forces. Large L 55 cm 6 cm
Veteran (1): Hardened by countless battles, veterans are
Special X ** **
among the most reliable troops in an armed Force.
Creature (1): Whether they join an army by their own free * A 44 cm base is also ok.
will or are Forced to do so, Creatures turn into killing ** In this case this is defined in the special capacities of the
machines as soon as the battle rages. fighter.
Special (2): These warriors master formidable combat tech- The size is also used to indicate the height of Scenic Elements
niques that take their enemies by surprise. (page 56), Nexus (page 48) and War Machines (page 46), i.e.,
Elite (2): Though they are few, these fighters form a major of those things that are not considered fighters.
asset for any army.
Living Legend (3): The presence alone of these emblematic
figures is enough to galvanize the troops. Health and Force
Major ally (4): When required by the situation. Fantastic Each fighter has a health state and a Force value.
beings join the battlefield. The fighters state of health is represented by the amount of
Ranks specific to Magicians: Hit Points (HP) unds he can suffer before being eliminated.
Initiate (1): Such a Magician only partly masters the arcana The number of hit points that each fighter can suffer is not
of magic. printed on his card, but is calculated according to this table.
Adept (2): An Adept is a Magician who can prove to be par- The fighters Force determines the skill of the fighter in holding
ticularly dangerous thanks to his faculty of combining his ground or to make other fighers lose ground.
the effects of several Elements. HIT
Master (3): The talent of these Magicians knows very few SIZE FORCE
POINTS
limits.
Virtuoso (4): There are only a handful of such Magicians and Null 3 0
their power defies imagination.
Small or Medium 4 1
Ranks specific to the Faithful:
Devout (1): The Devout make up the mass of Faithful who Large - (any) 5 2
spread the word of their divinity among their brothers. *** ***
Zealot (2): A Zealot shows greater grasp of the Aspects of Special
faith than do the Devout. Moreover, he has a much *** These fighters often have an ability (e.g., Enormous) that
better understanding of the divine designs. define their HP and Force.
Dean (3): Deans are the chosen ones among the Faithful. Some abilities or effects can change the number of HP a fighter
Their divinitys gaze has landed on them just for an in- can suffer. For example, certain Characters can have the Di-
stant. vine blood ability, which grants them an additional HP.
Avatar (4): An Avatar is the manifestation of a divinity. Hit points are split in two categories:
Attention! 1. Life points (LP): used for living creatures;
A Magician or a Faithful that devoted his studies 2. Structure points (SP): used for constructs, War Ma-
to combat as well is a Warrior-Mystic. This class chines etc.
is divided in Warrior-mage and Warrior-monk (for The two function analogously, though a fighter with SP can
Magicians and Faithful respectively). ignore some game effects (e.g., Toxic). When a game effect
The rank of these warriors is the highest between affects HP, it affects both fighters with LP and SP. When a
the one deriving from their warrior part and the game effect only affects e.g., LP, it does not affect SP (and
one deriving from their Mystic one. vice-versa).

Size The Health Status


The fighters Size is an important factor, as it regulates the The fighters state of health is represented by HP levels. At the
base and the height of a fighter. The following Size categories start of the battle a fighter has his full HP. His total amount of
exist. HP is defined by his size and his abilities, as described above.
However, when he suffers Damage Rolls, his state of health
can worsen and lose HP. Dually, he can be healed and recover
HP; never can a fighter have more HP than the initial amount

11
he had. A fighter that loses all his HP is killed and removed lateral sides of the fighters base. This means the light-gray
from play. area in the image below.

Indicating the Health Status The amount of HP that


a fighter lost is tracked by a counter placed by the fighter start-
ing from the time when the fighter lost at least 1 HP. As the
health status of the fighter varies, so must the counter indicat-
ing it. A fighter that never lost any HP is healthy. A fighter
that lost at least 1 HP is wounded.

Damage Rolls Damage rolls (page 16) indicate the


amount of HP that a fighter loses.

Wound Penalties Depending on his state of health. a


fighter suffers penalties that count as written on the card on
his INI, ATT, STR, DEF and AIM tests. This penalty is called
wound penalty and it is equal to the HP lost by the fighter,
with a maximum of -3. Wound penalties are thus divided in
three groups:
Light penalty: -1 (1 HP lost);
Serious penalty: -2 (2 HP lost);
Critical penalty: -3 (3 or more HP lost).
An effect that makes wound penalties be considered worse by The part of the base that is not front is called the rear of the
one level will, for example, turn a Serious penalty into a Crit- fighter.
ical one. An effect that makes wound penalties be considered
better by one level will, for example, turn a Serious penalty Obstacles What an observer can see can be obscured by
into a Light one and a Light one into no penalty. obstacles, i.e., Scenic Elements as well as any fighter (friend
or foe). Obstacles are always defined with a Size (and thus a
Stunned Certain blows are not hard enough to damage a height) that determines whether they completely or partially
fighter, but they can Stun him. In this case the fighter is block Line of Sight of an observer. The following holds based
Stunned. The state of Stunned causes Light penalties, though on an obstacles size:
this state is temporary (until the end of the round) and it can- an obstacle blocks Line of Sight if its height is greater
not be applied to fighters that are already wounded. Stunned than the observers or than the targets;
does not cumulate with wound penalties and it is not a wound, an obstacle is ignored if its height is less or equal than
so it cannot be reduced like wound penalties. half the observers or the targets.

Healing A fighter suffers the effects of his HP loss until the Line of Sight (LoS) An observer has Line of Sight on a
end of the game or until he is eliminated. Yet certain effects target if it is possible to draw a straight line from the center
allow Wounded fighters to be healed until they are healthy of his base through his front to any point of the base of the
again. Healing HP loss does not cancel being Stunned. target. This Line of Sight exists as long as no obstacle on it
blocks it. If this line cannot be drawn, the fighter has no Line
of Sight on the target.
Field of View and Line of Sight
The decisive actions in a confrontation usually require fighters Partial Line of Sight Use the following method to cal-
to see each other. Thus, it is impossible to charge or even fire culate whether the LoS is free, partial or none at all:
at an hidden opponent. from the base centre of the desired fighter, draw four
We use the following terminology: straight lines that reach all four corners of the base of
The observer: The fighter attempting to see the target. the target fighter;
The target: The scenery or the miniature that the observer each of the lines must cross the observers front.
is trying to see. After this, different scenarios can take place (even simultane-
The obstacle: The scenery or the miniature standing between ously):
the observer and the target. 1. no line is blocked by an obstacle (so if there are obsta-
Generally, an observer can see a target if the latter is in the cles, they can be ignored): in this case the fighter has a
fighters field of vision without obstacles in the way. free Line of Sight on his target;
2. at least one line is blocked by an obstacle or it does not
A Fighter's Front A crucial notion for the Line of Sight go through the fighters front: in this case the fighter
is determining a fighters front, which is where the miniature is has a partial Line of Sight on his target;
facing. All fighters must clearly identify their front (in certain 3. there is an obstacle between two lines: in this case the
cases, mark it with some paint on the base). For fighters on fighter has partial Line of Sight on his target/
rectangular bases, the front must be a short side. The front of Targets on which an observer has a partial Line of Sight are
a fighter is a contiguous half of the perimeter his base, includ- considered to be Covered (see page 26 for the implications).
ing the front side and spanning two half sides in each of the Example A Wolfen (size W) wants to shoot a Goblin (size
S), but there is another Goblin in between. Since the height

12
of the Goblin is 2 cm and the Wolfen is more than twice that previously mentioned. Such a fighter can draw LoS only to all
size, he has a normal LoS. If there were a Human in place of opponents in contact with his base, regardless of the direction
the second Goblin, the Wolfens LoS would have been partial. he is facing. For calculating the kind of LoS in this case, con-
sider the whole perimeter of his base to be his front and apply
Line of Sight for Fighters in Combat A fighter that the method above.
is in combat with an enemy has a different LoS than what

The Dirz Crossbowman (C) has free Line of Sight on the Acheron Ghoul (G) since all lines are free from obstacles. He has no
Line of Sight on the Morbid puppet (M) since no Line of Sight goes through his front (highlighted in blue).

The Dirz Crossbowman (C) has no Line of Sight on the Morbid puppet (M) since all lines go through an obstacle (the Ghoul,
G) and the size of the obstacle is not smaller than the targets. He has partial Line of Sight on the Cerberan Zombie (Z) since
two lines to not go through his front. He has partial Line of Sight on the Skeleton in Armour (S) since two lines go through
an obstacle (the Sentinel of Danakil, D) and the size of the obstacle is not smaller than the targets. He has free Line of Sight
on the Wolfen Zombie (W) since one line goes through an obstacle (Sin Assyris, A) but the size of the obstacle is smaller
than the targets.

13
The Notion of Contact Ranges
A miniature is considered to be in contact with another one Ranges are a concept that define the area within which a cer-
(friend or foe) if at least half of one edge of its base is touch- tain action can be made or a certain effect can be applied.
ing the base of the other miniature. Between fighters with Normally the range defines the maximum distance that can
different bases, it is sufficient that half the base of the fighter separate the user of an effect from the target of said effect.
with the smaller base is touching the base of the fighter with Ranges can be:
the larger one. For fighters on a 2,55 cm base, there can be personal: only the user can be designated;
contact on the short side if the two fighters bases touch for contact: it is possible to designate the user or any valid target
at least 1,3 cm while there can be contact on the long side in contact with his base;
if there the bases touch for at least 2,5 cm. Contact with a X cm: it is possible to designate the user or any valid target
corner is always prohibited. within X cm of him. If such a range is reduced to 0 cm
Because some miniatures are represented in positions that by some game effect, it is considered to be contact;
make it tricky to place other miniatures into contact with the whole battlefield: it is possible to designate any valid
them, it can be considered that a miniature is touching an- target on the battlefield;
other even if the two must be separated by a few millimetres special: this is specified in the effect itself.
or even rotated. Alternatively, the range can define an area within which the
effect is applied, i.e., a portion of the field. The term user in
Free or Engaged The expression free of any opponents this case is the source of the effect. These ranges include the
or unengaged designates a fighter who is not in contact with ones above and the one below:
any enemy fighter (he can be in contact with Scenic Elements, Template: centre the desired template on the user, it is pos-
immobile machines or friendly fighters). The expression en- sible to designate any valid target located even partially
gaged designates a fighter who is in contact with at least one under the template.
enemy fighter.
Measuring ranges Ranges are always measured from the
base of the fighter or Scenic Element from which the effect
originates.

Being within range Unless noted otherwise, a target is


within range if at least a portion of his base or of the surface it
occupies (in case of Scenic Elements) is within range. Certain
effects are limited to fighters whose base is completely within
range, in which case the whole base or surface of the target
must be within range.

14
Dice-related Rules A fighter has ATT 6, the tests natural result is ; the die
needs to be negatively opened; the new result is , thus the
Rolling the Dice test fails and is considered 0.
Most of the time an actions success depends on a roll of a A fighter has ATT 4, the tests natural result is ; the die
die and on one of the fighters Characteristics. This is called needs to be negatively opened; the new result is , thus the
a Characteristic roll or test. To make a Characteristic test one result is: 4-4=0. The test fails.
simply has to roll 1d6 and add the result of the die to the There can be exceptions in which some game effect prevents
value of the concerned Characteristic. When making such a a die to be opened.
roll, two notions must be differentiated: Effects that prevent positive openings: the (or any
1. The natural result is the result on the die. other result that could be opened) is simply added to
2. The final result is the result one gets after having added the Characteristic;
the value of the Characteristic and any bonuses or penal- Effects that do not make a be considered as a failure:
ties to the natural result. in this case the must not be negatively opened and it
Example A fighter with an INI of 1 must make an Initiative is simply added to the Characteristic.
test. The player rolls a and the result of this die is the Effects that add results to be opened: these effects let a
natural result. The player then adds the fighters Initiative to result be positively opened as if it were a or negatively
the natural result and get a final result of 3. opened as if it were a .

Final result equal or below 0 Any test whose final


Opening the Dice result is 0 or less is considered a failure, no matter the diffi-
Opening the dice is the expression for declaring a players in- culty.
tention to reroll a dice result in a way that the second result Example A fighter has ATT 5 and Brutal, which lets be
interacts with the first one. opened like in ATT tests. While making an ATT test he rolls
Positively opening a die: when this option is available, a , he opens it and gets a . The final result is: 5+5+4=14.
the player can reroll a die and add its natural result to A fighter has DEF 5 and Parade, which does not make be
that of the die that was opened. The second die can failures. While making a DEF test he rolls a . He does not
also be itself opened (and so forth). need to open it. The final result is: 5+1=6.
Negatively opening a die: when this option is available, Example A fighter has POW 5. On a POW roll of 3D6 a
the player must reroll a die and subtract the natural re- player gets , and . The player decides to open the to
sult of the second die to the final result. The second die improve the final result when he could also content hiimself
cannot be itself opened. with a 6. If he gets and on this opening, then the final
Note Opening a dice roll is not the same thing as re-rolling result is 5+6+3=14. If he gets and on this opening, then
a dice (the latter is described below). Regardless how many he must negatively open all three and choose the result that
times a die was opened, for practical purposes it is considered best suit him. In this case, he gets a , a and a . He
to be as a unique dice roll. For example, if a game effect chooses the and the final result is 5-1=4.
causes the player to reroll a die, then an opened die result is
completely ignored. Re-rolling the Dice
When making a Characteristic test, certain natural results in-
duce game effects that simulate the fighters clumsiness or Certain game effects let a die roll be re-rolled. This effect
heroic feats. makes the previous result be discarded and only the new one
: The die can be positively opened (note that there be considered for the test. The result obtained after the re-roll
are abilities that make other results, e.g., be positively replaces the previous one and, unless noted otherwise, cannot
openable). be itself re-rolled.
: The die must be negatively opened. The final result
of the test is given by the value of the Characteristic Making a Test on a Characteristic
involved in the test minus the value obtained after the
negative opening. There are two types of Characteristic tests:
When negatively opening a , if the second die Tests made with a level of difficulty;
shows a or a , then the test is an automatic Tests made against an opposing final result.
failure with a total result of 0. Concerning the first kind, most of the time the player is re-
This rule also applies to a obtained after opening quired to get a final result that is greater than or equal to
a . a given threshold called difficulty. If the test is successfully
A obtained after positively opening one (or passed, then the attempted action is carried out. If not, then
more) rolls (most times ) cancels those rolls and it fails.
must be negatively opened. Example For a DIS test with a difficulty of 7 the player rolls
Example A fighter has ATT 5, the tests natural result , 1d6 and adds the DIS of the fighter concerned by the action.
the die is negatively opened and the new score is ; the final The final result must be of 7 or higher for the test to be suc-
test result is 5-3=2. The attack test is a success with a final cessfully passed. If the fighter in question has a DIS of 4, then
result of 2. the player must get at least a for his action to be a success.
A fighter has ATT 5, the tests natural result , the die is Concerning the second kind, when two players must make a
opened and the new score is a natural ; the die has to be test against each other, then no level of difficulty is given.
negatively opened and the new score is ; thus the final result This is an opposition test. Each player rolls 1d6 and adds
is: 5-3=2. the value of the Characteristic being tested to the result. The
player who gets the higher final result wins the test. If both

15
players get the same final result, then they both roll the die Bonuses and Penalties
again until they manage to get a decisive result.
Example A Dirz halberdier (INI 2) must make an INI test The skills of fighters can be improved or worsened based on
against a goblin marauder (INI 3). The Dirz player gets . spells, miracles and special capacities. Such effects can grant,
His final result is therefore 5+2=7. The goblin player gets a for example, a +2 to STR, or a -1 to POW, or a +3 to ATT
. His final result is therefore 3+3=6. So the Dirz player and DEF etc.
wins this Initiative test, 7 to 6. Two kinds of bonuses and penalties exist: on Characteristics
When making an opposition test, if a player gets a (i.e., a and on the natural result of a die.
result that can be opened), he can wait to see his opponents
result before opening his die. If both players get a , then Affecting Characteristics
the player with the lower final result (before opening the die)
decides first if he wants to open again or not. His opponent The following are the different kinds of bonus and penalties
can wait for his decision as well as for the result of this opening that a fighter can suffer:
before deciding to open again or not himself. On the card This class contains all effects that specify in
their description that the modifications are considered
as written on the fighters reference card. If a fighter
Wounding an Enemy: the Damage Roll is affected by multiple instances of these bonuses, their
When a fighter is hit by a projectile, an attack in hand-to-hand effects stack.
combat, or any other effect of offensive nature, the serious- Example A Wolfen with STR 7 and RES 5 gets a +1
ness of the damage he suffers is determined by a Damage Roll. STR bonus that counts as written on his card. For all
When making such a roll, the player causing the Damage Rolls game purposes, his STR is considered to be 8 now. The
2d6 and consults the Wound Table (page 78). Each die is read same fighters gets a +2 STR and RES bonus that counts
independently: as written on his card. For all game purposes, his STR
The lower result indicates the column to be read to lo- is considered to be 10 now and his RES to be 7.
cate the Wound. Each column is associated to a loca- Generic This class contains all effects that do not specify that
tion. they are considered to be on the reference card. These
The higher result is added to the attackers STR. The are called generics and they have two shapes:
targets RES is then subtracted from this sum to deter- +X/-X in one or more Characteristic;
mine the line to be consulted in the Wound Table. +X/-X to the final result of a test (or to the tests
The intersection between the wounds location and the result bound to a Characteristic).
of the aforementioned calculation indicates the result of the These bonus/penalties affect the Characteristic every
Damage Roll: that is the amount of HP the target loses. So, time it is used in a test. They do not affect the Charac-
a wound is something that makes the sufferer of the wound teristic rate to determine other effects that depend on
lose HP. When a fighter suffers X wounds, we mean that he that rate.
loses X HP. Generic bonus and penalties that affect the same Char-
A Damage Roll is considered to be a STR test for game pur- acteristic are not added up; only the highest bonus is
poses. added and only the worst penalty is applied.
Example A guard of Alahan (STR 3) has just succeeded an Example A Wolfen with STR 7 gets a +3 STR bonus
attack against a goblin (RES 5). The latter not having man- from an affiliation. An ally grants him a +2 STR bonus
aged to defend himself, he suffers a Damage Roll. The Alahan with a special capacity. Since neither specify that they
player rolls 2d6 and gets and . The lower result, mean- are to be considered as written on the reference card,
ing , indicates that the third column is to be consulted: the the Wolfen gets a +3 to his STR tests. If some game
goblin is therefore wounded in the belly. The higher result, effect cancels the +3 bonus, the +2 is still valid.
meaning is added lo the guard of Alahans STR, making a A Wolfen suffers a -1 INI, ATT and DEF from an enemy
total of 8. The goblins RES of 5 is then subtracted, which special capacity. Then, an enemy Magician gives him a
gives a final result of 3. This Damage Rolls consequences are -2 penalty to ATT. The Wolfen suffers a -1 INI, -2 ATT
therefore read at the intersection between the Belly column and -1 DEF penalty in total.
and the 3/4 line. The goblin loses 1 life point. A Wolfen with STR 7 gets a +2 STR bonus that is
If the rolls natural result is a double, then it is an Exceptional considered as written on the reference card. An ally
Wound. These Wounds are treated in the usual way except in grants him a +2 STR bonus with a special capacity.
certain specific cases: The Wolfen thus uses a STR rate of 9 for STR-related
The Wounds location is determined according to the test and he also gets a +2 on those test (total: 11).
natural result of either of the two dice. Thus a double Minimum an Maximum Bonuses cannot bring a Character-
indicates an Arm Wound. istic over 20 (25 for MOV). Penalties cannot bring a
A double is a special wound that deals minimum 3 HP. Characteristic below 0.
It does not have a particular location but, to calculate The only exception is RES. Generic penalties cannot
its effect, read it in the Head column bring RES below 1. On-card penalties can bring the
Some equipment has particular effects when causing an RES rate of a fighter to 0, in which case the fighter is
Exceptional Wound (see page 64). immediately removed from play as if killed.

Affecting Tests
Altering the Final Result of a Test As already men-
tioned, some bonuses/penalties alter the final result of a test in

16
a certain Characteristic. So, only after the total is counted are Bonuses granted by abilities: are considered to be generic
the bonuses/penalties applied. These modifiers are generics ones;
for that chracteristic, so when a test is made, only apply the POW and FAI: these Characteristics can be affected by
highest bonus/penalty between those to the Characteristic and bonuses and penalties like all other ones;
to the final result. MOV and MOV potential: some effects alter the MOV rate
Example A fighter with ATT 5 has a +2 to the final result of a fighter, others alter the MOV potential (see
of his ATT tests and a +1 to ATT. So he only applies the +2 page 24). Those that affect the former also affect the
for an ATT test. latter but not vice-versa.
He rolls a , so 5+4+2=11
He rolls a , opened in a , he gets 5-3+2=4.
Recapping table
He rolls a , opened in a , he gets 5+6+3+2=16.
Bonus to a Characteristic (or final result)
Replacing Characteristics On the card Generic
On the card cumulates cumulates
Certain effects allow the Characteristic rate of a fighter to
does not
be replaced with another value for a given duration. This Generic cumulates
cumulate
is a substitution effect. Substitutions effects are considered
Bonus and penalties always cumulate
generic modifiers. When a substitution effect is applied, any
other generic bonus as well as on the card-ones is ignored. Effect granting the On the
Generic
bonus/penalty card
Due to Artefact (not falling
Halving X -
in the categories below)
Certain game effects halve a Characteristic, when it is not in- Due to Affiliations (not
dicated, round up. Always round to a natural number. These falling in the categories X -
effects are considered as a penalty of the substitution kind, so below)
they are generic. Valid for a time duration - X
Example A fighter with STR 9 suffers halving of his STR. Valid as long as a condition
- X
His STR becomes 5. holds
The only exception is MOV, which is rounded to the closest Due to spell/miracles/mystic
- X
half centimetre. Unless noted otherwise, this rounding is up. capacities
Example A fighter with MOV 12,5 suffers halving of his MOV. Due to abilities - X
His MOV becomes 6,5 (it should be 6,25, which is rounded Few exceptions to this partitioning exist
up to the upper half centimetre).

Altering the Natural Result of a Test


Certain effects can alter the natural result of a test, so they
directly alter the dice used for the test. For tests made with 1
die, these effects affect only that die, for tests made with mul-
tiple dice, these effects affect all dice used in the initial test.
This alters the actual result written on the die, so it can make a
die roll be openable (positively or negatively, page 15). These
effects do not affect dice after they are opened. Only the
highest of these bonuses is added and only the worst penalty
is applied. By modifying the natural result of a die it is not
possible to exceed the range.
Example A fighter suffers a -1 to the natural result of his
ATT. When rolling an ATT test, he gets a . This is thus
transformed into a and it must be negatively opened (unless
he has effects that make in ATT not be negatively opened).
If he gets a , this becomes a and it cannot be opened (un-
less he has effects that make in ATT be positively opened).
A Magician makes a POW test with 3 dice and he has a +1
bonus to the natural result of this test. He gets , and ,
so they become: , and . He opens the and gets a
, which must be negatively opened. He must thus choose
between , and the to be opened.

General Notes on Bonuses and Penalties


Wound penalties: (including those for Stunned) are consid-
ered to be written on the reference card;
Charge penalties: are considered generic ones;

17
Specific Terminology
The Structure of the Game
This specific terminology was explained in this chapter and
the whole rulebook relies on it. The goal of the skirmishes fought by the fighters in a game of
The following specific terminology is used for miniatures: Confrontation isnt always the opponents annihilation. Before
Fighter: every miniature with an associated profile; proceeding with the deployment of their fighters, the players
Marksman: a fighter with an AIM rate; must agree on a maximum number of army points ( a.p.) that
Mystic: a fighter with either POW or FAI; their armies can include. To build his army, the player must
Magician: a fighter with POW; follow the rules explained on page 59. Then they determine
Faithful: a fighter with FAI. which mission will be played (the list of available missions is
The following specific terminology is used for fighters: presented in the related rulebook, listed on page 80, while the
A friendly fighter: a fighter of ones army; general rules for missions are described on page 53).
An enemy fighter: a fighter of the opponents army; Below are general terms that are used when describing the
An ally: a fighter of ones army that fits the restrictions game.
imposed by alliances (page 63).
The following specific terminology is used for situations:
Army General
Combat: a fighter of an army is in contact with one or Each Army is led into combat by its General. The Charac-
more enemies; ter with the highest a.p. cost (including artefacts etc.) is the
Fray: set of combats in which multiple fighters of an Army General. If two Characters tie, you can choose who the
army are each in contact with an enemy; General is. The General must be the first fighter in the army
list.
The following specific terminology is used for health:
Healthy: the fighter has his original Hit Points (HP);
Wounded: a fighter who lost at least 1 HP; Death of the General When the General dies, the sec-
Damaging a target: (also wounding), making the tar- ond most-costly Character becomes the General. If there are
get lose at least 1 HP; no other Characters in the army, the it is without a General.
Healing a target:, making the target regain at least 1 An army without General can designate any fighter to replace
HP; him, in that case the designated fighter replaces the General.
Killing a target: making the target lose his last HP. An army without a General is considered to have Dominion
as if his General were a Rank 1 Pure Mystic (see below for
The following specific terminology is used for Line of Sight explanation).
(LoS):
Free: the observer has a free LoS on the target;
Partial: the observer has a partial LoS on the target Dominion
None: it is not possible to draw a LoS from the observer When the game starts and every time an Army General is
to the target. killed, it is necessary to determine who has Dominion. At-
tributing Dominion follows this rule, where the kind and some
parameters of the Army General are evaluated:
Pure Warriors have Dominion over any Mystic;
Warrior-Mystic hav Dominion over Pure Mystics.
Among Generals of the same kind, use the following criteria
to sort out possible draws. The General which satisfies this
consition (in order!) has the Dominion:
the one that costs at least 10 a.p. more than the enemy;
the one with the higher rank;
the one with the higher COU/FEAR;
the one with the higher DIS;
randomly determine by rolling 1d6 every round.

Rounds and Phases


A game of Confrontation is divided into 6 rounds. Once the
deployment phase is done, the players begin the first round.
Each round is subdivided into the following phases.
The strategic phase: during this first phase each player must
determine in advance in which order his fighters will act
(see page 19). The players then make a Discipline test
called Tactical roll. The winner of this roll benefits
from certain advantages all along the round.
The activation phase: during this phase the fighters take
turns moving and carrying out various actions (firing,
incantation of spells and calling of miracles, etc.).

18
The Combat Phase: hand-to-hand combat actions are done The Strategic Phase
in this phase. Some rules nevertheless allow fighters to
carry out certain other actions during this phase, such Every game round begins with the strategic phase. During
as casting spells and performing miracles. this phase the players proceed with the following actions in
The point phase: during this phase, calculate all effects re- the following order:
lated to the mission that is being played. Rally routing fighters;
The Mystical phase: once the Combat Phase is over, the Attribution;
players rebuild their Magicians magic energy reserves by Determination of the activation order of the fighters in
making mana recovery rolls (see page 38). At the same play;
time they also calculate their Faithful new amount of Tactical Roll.
T.F. (faith points, see page 41). These phases are described below.
The maintenance phase: The effects of certain spells and
miracles can be prolonged from one round to the next Rally Routing Fighters It can happen that certain
under certain conditions (spending mana Gems or of fighters, having been frightened by especially terrifying op-
T.F. etc.). Similarly, certain summoned fighters (such ponents, suffer the effects of rout. This effect is, however,
as Elementals) also need to be maintained. The players not irreversible, and the fighters in rout have a chance of get-
must pay all these costs during the maintenance phase. ting a hold of themselves at the beginning of each round. The
it is also during this phase that the rolls bound to cer- rules on rallying are described in the section on the influence
tain abilities (Regeneration, Ephemeral, Reinforcement, of fear (see page 30).
etc.) are made.
Time out: This last phase marks the passage from one round Attribution During this phase the two players must:
to the next. No game actions may be made during this attribute dice obtained via special capacities to their
intermediate phase. fighters;
attribute counters obtained via affiliations etc.;
designate the targets of special capacities that are trig-
gered before the Tactical Roll;
use effects that explicitly mention this phase.
Each of these actions is carried out first by the player who does
not have Dominion, then the one who has it (see page 18).

The Activation Sequence


During a game of Confrontation each fighter is represented
by his reference card. A single card can also represent several
fighters with the same profile. At the beginning of the strate-
gic phase each player makes a pile with all his reference cards
face down by placing them in the order that he wishes. This
pile is called the activation sequence. During the activation
phase the cards are drawn one by one in the order that is de-
fined in this way. Certain game effects are able to modify this
sequence.
During the game, if all fighters represented by the same ref-
erence card are eliminated, then this card should no longer
be included in the Activation Sequence. If these fighters are
eliminated during the Activation Phase (see page 20), then
their card remains in the Activation Sequence but no fighter
will be activated with it.
If a fighter comes back to the game, his card must be in the
Activation Sequence.

The Tactical Roll


Once each player has defined his Activation Sequence, they
proceed with a Discipline test (DIS): the Tactical Roll. The
Tactical Roll is made using the DIS of the Army General. This
value can be modified by certain bonuses or penalties (e.g.
the presence of a musician, a spells effect, etc.). If the Army
General is a Pure Warrior (as defined on page 61), then the
Tactical Roll can be made with 2d6 and the player can keep
the result of his choosing. If the Army General was killed then:
if the Army includes other Characters and they are alive,
then one of their DIS rates must be used;
if no other Characters are alive, then use the highest DIS
rate among those of the fighters that are still alive;

19
if no suitable fighter can be chosen, consider having a in reserve for the rest of the activation phase, not even after
DIS rate of 0 and suffer a -2 penalty to the Tactical Roll. having played these cards.
The winner can choose one among these two advantages, what Example The player chose to be first and thus has only one
he does not choose is taken by his opponent: reserve. He places the first card from his pile in reserve, which
choose which player goes first (see below); has thus reached its maximum limit. When he gets the lead
obtain an additional reserve (see page 20). again, he has four possibilities:
Pass his turn if he can;
The Activation Phase During the activation phase the Play the first card in his Activation Sequence;
players take turns revealing their cards to activate their fight- Play his card held in reserve;
ers. To do so, they take turns in drawing and playing the first Play both the first card of his Activation Sequence and
card in their sequence. The fighters bound to that card can the card held in reserve.
then be played. Yet he cannot place another card in reserve, even if he plays
the one that he previously placed there.
The player who has the ``Lead'' The player who can play
a card from his sequence is defined to have the lead. The Passing One's Turn When a player has the lead, he can
first player who has the lead is defined by having the relative check whether he can pass. To do so, he compares the number
advantage duw to winning the Tactical Roll. Note that some of cards that he still has to play with the cards his opponents
game effects let a player activate multiple cards when he has has to play. This number is given from the sum of the cards
the lead. still in his sequence plus the cards in his reserve. If the op-
ponent has more cards to play than him, then he can Pass.
When a player passes he does not play any card and cant
Declaration When the player who has the lead plays his
place any card in reserve, and his opponent immediately takes
cards, that is called declaration round. The activation phase
the lead.
is thus subdivided in sub-phases of declaration each of which
Example Owen and John are playing. Owen has 6 cards in his
begin once a player has the lead and end when said player
Activation Sequence while John has 7 cards in his Activation
stops having the lead.
Sequence. Owen wins the Tactical Roll and gives John the
lead. John plays a card and remains with 6 cards. Owen has 6
Activating fighters Any time a player reveals a card of cards and he cannot pass, so he plays a card and remains with
fighters, all fighters bound to that card are activated. The 5. John plays again and Owen place a card in Reserve. Owen
player must then announce the actions done by those fighters. has 5 cards in the Sequence plus 1 in Reserve, so 6 cards to
Each fighter can do different actions. play in total. John takes the lead and has 5 cards to play, 1
less than Owen, so he Passes. Owen plays a card and remains
End of declaration When all actions of fighters bound to with 4 cards in the sequence plus 1 reserve, so 5 cards to play.
a card are announced and resolved, the players declaration John plays a card (4 to play), Owen too (3 sequence and 1
round ends. Players proceed alternating this way until their reserve), then John plays again (3 to play). Owen uses his
Activation Sequences are empty. reserve, and he has now 3 cards in the sequence. John place
a card in reserve. Owen, who won the Tactical Roll, places a
Drawing Cards The player who has the lead must do second card in reserve (2 sequence, 1 reserve). John plays a
one of the following actions, at his choice: card, Owen does the same and they both have 1 card and 1
Play the top card of his Activation Sequence. reserve to play now.
Place the top card of his Activation Sequence in reserve
(see below). Alternation of Players The players thus take turns
Place the top card of his Activation Sequence in reserve having the lead (and playing) until all their cards have been
and play one or several cards that he already has in re- played. If one of the players doesnt have any cards left in
serve. his Activation Sequence but still has some in reserve, then the
Play one or several cards that he already has in reserve. players continue taking turns in the usual way. If one of the
Play the top card of his Activation Sequence as well as players doesnt have any cards left at all (neither in his pile
one or several cards that he already has in reserve. nor in his reserve), then it remains his opponents turn until
Pass his turn if he is able to do so (see below). he has played all his cards.
Attention! Attention!
During his turn a player can play both the top card This does not authorise a player to simultaneously
of his pile and one or several cards of his reserve, play more cards than allowed by his sequence.
but he cannot play more than one card from his
Example A player who lost the Tactical Roll still has three
pile.
cards in his pile while his opponent no longer has any left. He
hasnt placed any cards in reserve yet. He can place the first
Reserve Cards When a player has the lead, he can decide card in reserve and then play it at the same time as the second
to place the top card of his pile in reserve to be able to play it one, but he cannot play the three at the same time, for since
later on. Who has the related advantage can thus place two he lost the Tactical Roll, he only has the right to one card held
cards in reserve, the other player can only place one. Reserve in reserve.
cards are placed face down, hidden from the opponent. A
player can always look at his reserve cards. Once this maxi-
mum has been reached, the player can no longer place cards

20
The Deployment The Activation Phase
Before beginning the first round of a game of Confrontation, When a player plays one or more cards, the fighters bound to
the players must first place their miniatures onto the battle- those cards are activated and these fighters can act. When a
field. This phase is also called the Approach; it unfolds in player wants to activate fighters represented by different cards,
several steps. during the same declaration, he must play those cards alto-
Placing the Scenic Elements In this phase, the Scenic Ele- gether. It is forbidden to play a card, activate the fighters of
ments are placed according to the rules on page 56. that card, and then activate another one. Each fighter whose
Choosing sides The players make an opposed test rolling 1d6 card was played since the beginning of the declaration must
each. The winner chooses on which side of the table to be played during that same declaration.
deploy, the loser deploys on the other side.
Placing the Nexus In this phase, the Nexus are placed (if
Actions
any, see page 48).
Strategic Phase During the approach. the strategic phase al- A fighter can perform two kinds of actions:
lows the order in which the miniatures are deployed and Exclusive actions: these ones forbid a fighter from carrying
which player will place his fighters onto the battlefield out any other action during his activation. A fighter
first to be determined. cannot declare to make an exclusive action if he already
Determination of the approach sequence This step is sim- carried out cumulative ones.
ilar to the one that precedes each round of the game. Cumulative actions: these ones allow a fighter to combine
The term approach sequence is simply used instead several different actions during a same turn.
of activation sequence because the fighters do not do A second distinction for actions exists:
any actions during the deployment phase. The approach actions that include some movement. These can bring
sequence is determined in the same way as the Activa- a fighter in contact with an enemy or with a Scenic Ele-
tion Sequence (see page 19). ment or they let a fighter move some amount of cm on
Tactical roll Each player makes a Tactical Roll (see page 19). the field;
This test is made before the miniatures are placed onto generic actions, which allow a fighter to do other things
the battlefield. In spite of this, if a Musician or a War on the field, such as casting spells or firing with a ranged
staff is present in the army, then the fighter chosen to weapon.
make the Tactical Roll benefits from the for DIS tests
that they provide. ALLOWS
Approach phase During the approach phase the miniatures ACTION KIND TYPE OTHER
are placed onto the battlefield following the order deter- ACTIONS
mined by each players approach sequence and by the Exclusive Movement No
Tactical Roll. Run
Drawing of cards Like the activation phase, the approach Move under Exclusive Movement No
phase is divided into turns. The sequence of these turns cover
and the drawing of the cards follow the exact same rules
as during the activation phase (see page 20). Charge Exclusive Assault No
Placement of the miniatures When a player plays one or Exclusive Assault No
Engage
several cards, he must place the miniatures represented
by these cards onto the battlefield. Apart from excep- Push Exclusive Assault No
tions bound to a game effect (ability, special capacity, Yes, but
artefact, etc.) or a specific scenario, the miniatures must no
he placed within their camps deployment zone. The po- Walk Cumulative Movement
movement
sition of these deployment zones can vary depending on action
the chosen scenario. Once all of each players miniatures Yes, but
have been placed on the battlefield, the deployment is no
over and the first round can begin. Reorient Cumulative Movement
movement
action

Fire (also Yes, but


called Cumulative Generic no Mystic
shooting) action*
Yes, but
Mystic Cumulative Generic no firing
action*
Yes, but
Simple Cumulative Generic no simple
action
Disengage Cumulative Generic Yes

* Except for Warrior-mystic fighters.


A fighter can only make a single Movement action during his
activation and he cannot cumulate Firing with a Mystic action.

21
Actions Outside the Activation Phase Certain ac- Exclusive Actions
tions cannot be made during the Activation phase, such as
Miracles or Spells that must be cast during other phases. Exclusive actions must be announced and resolved before the
Making an exclusive action forbids the fighter from making cumulative actions for all the fighters activated during the
other actions during the Activation phase only. For example, same turn. A fighter undertaking an action of this type can-
a fighter can shoot during the Activation phase and then cast not do any other action during the activation phase. Some
a spell during the Combat one. of these actions lead to combat in the next phase. In this
case it is known as an assault. The term assault or the verb
to assail are used when speaking of either a charge, an en-
Announcements When a card is activated, the fighters gagement or a push (see further). The assailant is the fighter
bound to it are all activated. If more than one card is ac- making the assault while the assailed are the fighters whom
tivated, the fighters bound to all those cards are activated. the assault is directed to.
Follow this order to declare the actions:
1. first declare which of the activated fighters perform an
exclusive action and which action that is; Charging (assault)
2. then resolve those actions in an order of your choosing; Conditions required: to charge an opponent, a fighter must
3. the remaining fighters to be activated declare the cu- be free of any opponents and have a Line of Sight on
mulative actions they wish to make. One by one, these his target, even a partial one, at the moment that he is
fighters declare and resolve their actions, in an order of activated.
your choosing, until all fighters have been activated. Movement potential: When a fighter charges, his movement
Following is a summary of the actions potential is MOV 2 (in cm).
Exclusive actions Effect: the fighter is moved for a distance smaller or equal to
Running: the fighter can move rapidly. his MOV potential and he enters in contact with the tar-
Moving under cover: To protect himself from en- get. This movement must be done following the shortest
emy fire a fighter can move carefully. This lowers path between the assailant and the assailed, using any
his chances of being hit but also reduces his move- ability that would make the assailant travel the shortest
ment potential. distance (e.g., Leap).
Charging: if a fighter is free of any opponents and
has a Line of Sight on an enemy miniature at the Engaging an opponent (assault)
moment that he is activated, then he can announce Conditions required: a fighter must be free of any opponent
a charge. In certain cases this type of movement to declare an engagement.
allows penalties to be inflicted on the opponent So, if a fighter cannot see the opponent he wishes to
(see page 22). reach when he is activated, he can nevertheless try to
Engaging an opponent: if a fighter does not meet engage him in hand-to-hand combat.
the conditions required to charge an opponent, Movement potential: if the fighter is free of any opponents,
then under certain conditions he can neverthe- then his movement potential is MOV 2 (in cm).
less engage him (meaning that he places him- Effect: the fighter is moved for a distance smaller or equal
self into contact with his opponent). Engaging a to his MOV potential and he enters in contact with the
fighter thus allows him to be attacked in hand-to- target.
hand combat. Yet without being inflicted with the
penalties bound to the charge. Push (assault)
Push an opponent: the fighter can make a short Conditions required: a fighter must be free of any opponent
movement to engage one or more enemies and ro- to declare a push and have a Line of Sight on his target,
tate their bases in order to obtain a regular contact. even a partial one, at the moment that he is activated.
Special shot: the fighter performs a special kind of Movement potential: the movement potential is half the
firing (see page 27). fighters MOV (in cm, round up).
Cumulative actions Effect: the fighter is moved for a distance smaller or equal
Walking: the fighter can move slowly so as to be to his MOV potential and he enters in contact with the
able to do other actions such as firing or casting a target. He can rotate the enemies base for the smallest
spell. amount of degrees in order to obtain a valid contact.
Reorientate: the fighter rotates on himself. This rotation cannot be performed if it would cause the
Firing: if the fighter is equipped with a ranged rotation of other fighters or of Scenic Elements.
weapon, then he can use it.
Mystic actions: if the fighter is a Magician, he can
Running
attempt to cast one or several spells (see page 37).
Conditions required: a fighter can run only if he is free of
If the fighter is a Faithful, he can attempt to per-
any opponents at the moment that he is activated.
form one or several miracles (see page 40).
Movement potential: when a fighter runs, his movement po-
Simple actions: the fighter can use certain abilities
tential is equal to MOV 2 cm.
and special capacities;
Effect: the fighter is moved for a distance smaller or equal to
Disengage: the fighter can attempt to leave a com-
his MOV potential. In no way can a fighter come into
bat he is part of.
contact with an opponent at the end of a run. (To do
so, he must announce an engagement and not a run.)
At the end of this action, a fighter can be reoriented
freely.

22
Moving under cover side. A fighter can reorient only once per activation and
Condition required: this action is only available to a fighter he cannot reorient and walk.
free from any opponents during his activation phase. A fighter with a rectangular base can reorient only if by
Movement potential: the movement potential while moving doing so he does not encounter obstacles, he can only
under cover is equal to the fighters MOV (in cm). reorient by 180 and if there are no fighters in contact
Effects: the fighter can move up to his new movement po- with the possible long sides of his base.
tential. The difficulty of all shots made against such Note War-machines follow specific reorientation rules.
a target is increased by 2. The effects of moving un- Mobile machines with a non-square base cannot reori-
der cover applies until the fighters next activation. If a ent, see page 46.
fighter moving under cover is assailed, these effects are
cancelled. Firing
Special: before the Tactical Roll it is possible to designate Conditions required: only fighters with AIM and a range
fighters that satisfy the requirements for this action to weapon can fire. These fighters are also called marks-
declare they take this action. They immediately ben- men. They must have a Line of Sight on their target
efit from the effects of this action and when they are and be free of any opponents. A fighter can fire before
activated, they will be able to move only if they are or after walking. It is not possible to fire and run during
not engaged. Towards the cumulation of actions, these the same activation. If the player wants his fighter to
fighters are considered to have moved under cover. walk after having fired, he must announce this before
resolving the shot.
Cumulative Actions Effect: the fighter tries to hit the target with his ranged
weapon (see page 26 for the rules of firing).
Once all exclusive actions have been resolved, the fighters who Limitations: in most cases a fighter can fire only once per
havent acted yet are activated one by one in the order chosen round. If he is able to fire several times and to move
by the player controlling them. A fighter who is thus activated during the same activation, then he can make all or some
can do all the actions he is allowed to in the order chosen by the of his shots before and/or after having moved. A fighter
player controlling him. However, it is impossible to continue cannot perform a firing and a Mystic action.
an action that was interrupted. So a marksman can move and Special: this action can become an exclusive one to grant
then fire, or fire and then move, but he cannot move a part specific bonuses to the marksman.
of his movement, fire, and then finish his movement.
Mystic action
Walking Conditions required: only Magicians or Faithful can use ef-
Conditions required: a fighter can walk only if he is free of fects that fall under this kind of actions.
any opponents at the moment that he is activated. Effect: the fighter can cast a spell, call a miracle, us a Mystic
Movement potential: when a fighter walks, his movement capacity or activate an effect that is considered a Mystic
potential is equal to his MOV. action.
Effect: the fighter is moved for a distance smaller or equal to Specifications: see the Incantation (page 37) and Divination
his MOV potential. In no way can a fighter come into (page 40) chapters for more details. Unless noted oth-
contact with an opponent at the end of a run. (To do erwise, this kind of action can be used more than once
so, he must announce an engagement and not a run.) per round.
At the end of this action, a fighter can be reoriented Special: If he did not do actions that explicitly forbid this, a
freely. Mystic can use a Mystic action outside of the activa-
tion phase as well. If this is done before the Activation
Disengage phase, take this action into account during the Activa-
Conditions required: a fighter can disengage if he is in com- tion phase to determine what actions can the Mystic
bat, he has not been assailed during this round, and at do.
least a side of his base is free.
Effect: the fighter is moved for a distance smaller or equal Simple action
to his MOV potential. He can then declare cumulative Conditions required: none.
actions. Additionally, he can declare the exclusive ac- Effect: certain abilities or special capacities require a simple
tion Engaging an opponent, but considering his MOV action to be performed. The effect of this action is de-
potential to be just his MOV (and not his MOV 2). scribed in the ability/special capacity.
He can also engage the fighter he disengaged from. Limitations: a fighter can only make 1 simple action per
Special: this action can be tried only once per turn by the round.
same fighter. Note A disengagement does not include
any movement.
Cumulating Exclusive and Cumulative Actions
Certain capacities allow a fighter to cumulate exclusive and
Reorient cumulative actions. In this case it is possible to declare and
Conditions required: a fighter can reposition himself if his carry out cumulative actions before or after an exclusive one.
MOV rate is not 0 or -. These actions must nevertheless be carried out together (i.e.,
Movement potential: this action has no MOV potential. the cumulative ones cannot be made later during the acti-
Effect: the fighter rotates on his axis. A fighter in combat vation). Example Mystic-warriors can cumulate Mystic and
can thus change the fighters touching his front or back exclusive actions. So, when such a fighter is activated, he can,

23
for example, cast one or more spells and then assault a fighter, Ignoring the presence of a friendly fighter fighters ignore
and then cast one or more spells. their allies that are activated during the same decla-
If other fighters bound to the same card want to make only cu- ration round and who still have to declare actions (so
mulative actions, first the Mystic warrior of above carries out they do not ignore fighters of their own card). This only
his whole activation (cumulative and exclusive actions both), matters for movement and not for Line of Sight.
then the other fighters continue with theirs. Penalties caused by the ground Some missions specify the
nature of the ground on the battlefield. When this is
Free Actions Certain actions can have the qualifier free. not so, then the players must agree on the nature of the
These actions impose no constraints on the fighter that does elements of the scenery that they have placed on the
it (e.g., a free movement actions does not prevent the fighter battlefield. The different kinds of terrain that can be
from making other movement actions). Hoerver, they can be encountered on a field are described on page 58.
done only if the fighter is capable of doing actions. These Stairs The fighters can climb stairs; in this case calculate the
actions can be done: diagonal distance from the base to the top of the stairs
before or after a cumulative action done by the fighter; to see how much they moved.
before an exclusive action done by the fighter;
during a time that explicitly mentions that free actions Assaults When an assault is announced, the distance be-
can be made. tween the edge of the fighters base and edge of the targets
These actions cannot be done after game effects that termi- base must be measured. The following cases arise:
nate the activation of a fighter or that forbid making other Charge The player controlling the fighter must make him fol-
actions. low the shortest path to the target. He can take a detour
in order to avoid an obstacle, for example, in this case
Pursuit There exists a kind of movement that is carried the distance that the fighter really moves is to be mea-
out in the Combat Phase and not in the activation one: it is sured, taking into account the detours he takes. The
the pursuit, and thus it is explained on page 35. If such a fighter can then be placed into contact with the closest
movement brings a fighter in contact with another one, it is free edge of the targets base. If the assailant has any,
considered an Engagement. This clarification helps defining he must use abilities such as Leap that would make him
the bonuses and penalties that the fighter making a pursuit travel a shorter path.
has. Engagement The player controlling the fighter can make him
follow the path he desires. In this case, measure the dis-
tance effectively traveled by the fighter using a flexible
Movements and Assaults tape for the measurement. The fighter can be placed in
Albeit different kinds of movement exist, they follow the rules contact with any side of the target that he is capable of
described below. reaching. At least half of the assailants front must be
The following table recaps the MOV potential for movement in contact with the target.
actions: Push The player controlling the fighter must make him fol-
low the shortest path to the target. When touching the
MOVEMENT target, his base can be rotated for the assailant to get
ACTION POTENTIAL a valid contact.
MOV The assailed fighter is not reoriented towards the assailant.
Walk
If the measured distance is too big for the fighter to come into
Run MOV2 contact with his target, then the miniature must be placed at
MOV2 (or MOV, if the maximum of his movement potential in the action targets
after a direction.
Engagement
disengagement)
MOV2 Charge Penalties When successfully targeted by a
Charge charge, the target may suffer certain penalties. These apply
Push MOV/2 if the sum of the Force of the assailants that charge during
the same declaration round is greater than or equal to that of
the assailed (see page 11 for Force). The Force of assailants
Orientation At the end of a walk or a run, the fighter
charging a fighter in different declaration rounds is thus not
can reorient freely.
counted together to determine these penalties.
A fighter subjected to charge penalties suffers a -1 on his INI,
Obstacles All miniatures, be they friend or foe, as well as ATT, DEF, and AIM tests. These penalties apply until the
the elements of the scenery, are considered to be obstacles end of the round, even if the fighter is no longer in Contact
that may get in the way of the fighters movements. with the opponent who charged him.
Moving around an obstacle When making any kind of
movement, a fighter can move around obstacles (minia-
Assailing Multiple Opponents In certain specific cases
tures or elements of the scenery) standing in his way.
it can happen that a fighter has the possibility to charge two
These detours are counted in his movement potential. it
opponents at once. The charged miniatures must be posi-
is therefore recommended to use a flexible tape to mea-
tioned as to allow contact to be had (this requirement is can-
sure the distances being moved. The minimum space
celled in case of a push). If this is not the case, then the player
required between two obstacles for a miniature to be
charging can charge only one of them.
able to move through is equal to the width of its base.

24
In case of a charge, sum the Force of all assailed fighters to with him. For this roll of the die, the highest RES among
determine if charge penalties can be given. Only the fighter his opponents is subtracted to the final result.
touching the front of the assailant suffers those penalties. 3. Superiority. The difficulty of either kind of disengage-
In case of a push, the assailant can reorient the bases of all ment is reduced by 1 if the fighters camp is in superior
fighters against which the push was declared. numbers than the other in that combat.
If the measured distance is too big for the fighter to come Two outcomes are possible:
into contact with all his targets, then only the ones that are Success: the fighter manages to disengage, his move-
in contact suffer the unfolding of the assault. ment potential is MOV (in cm).
Failure: all his combat dice are automatically placed in
Limitations of Multiple Assaults It is not possible to defence during the first Fray he takes part in, in the
make a multiple assault if one of these conditions is true: round being played. This effect:
the Force of the assailed is more than twice the as- is ignored by effects that force a fighter to place
sailants; all dice in a certain way;
the base of one of the targets is greater than the as- is not ignored by effects that allow a fighter to
sailants (consider the A and W bases to be the same). place all dice in a certain way.

Redirecting an Assault There are cases when the tar- Disengagement and other actions Disengaging is a cu-
get of the assault is no longer in the position where he was mulative action. After a successful disengagement, a fighter
when the assault was declared. This can happen due to fear can make other cumulative actions and even engage an oppo-
(see page 30) or because the target was killed by an assault nent, but in this case his MOV potential is MOV, not 2MOV.
fire (see page 27) etc. In these cases the assailant can redirect
his assault. Move the assailant where the target of the assault
was; the following choices are given to the player controlling
this fighter.
He can chase his initial target and try to catch up with
him by using the rest of his movement potential, but
only if the target is still alive on the battlefield.
His assault can be redirected towards a different target
by using what is left of his movement potential. What-
ever the situation is, this new assault is an Engagement.
The rest of his movement potential can be used to run,
but it cannot end in contact with an opponent.
He can remain in his new position on the spot where his
initial target was standing.
Whichever choice is made, the fighter is considered to have
carried out an exclusive action. As a consequence, even if he
does not come into contact with an opponent, he cannot per-
form any other actions during the activation phase. A special
case is redirecting an assault that comes from a flying creature,
as explained on page 29.

Disengagement Disengagement is a manoeuvre that can


be attempted to escape a combat or to allow a fighter to en-
gage a different opponent. To be permitted to attempt a dis-
engagement, the fighter must meet the following conditions:
He must not have been assailed during the current ac-
tivation phase.
One of the sides of his base must be completely free of
any opponents.
There are two ways to disengage: a fighter can either use his
agility or attempt to Force his way out of the Fray.
1. Agility. The fighter must pass an INI test with a dif-
ficulty of 4 + 2 per opponent in base-to-base contact
with him.
2. Strength. A fighter who wishes to disengage from a
combat can attempt to do so by using his STR instead
of his INI, at the conditions that:
he is at least of a bigger Size than all the opponents
in contact with him and
his STR is higher than any RES of all the oppo-
nents in contact with him.
In this case he must make a STR test with a difficulty
equal to 4 + 2 per opponent in base-to-base contact

25
Firing & Shooting DIFFICULTY
RANGE
To be able to fire, a fighter must have an AIM rate, be
Close 4
equipped with a range weapon and be free of any opponents.
These fighters are called marksmen. We use the words firing 7
Medium
and shooting interchangeably to indicate a ranged attack.
Long 10
The Trajectory Ranged shots follow a trajectory, which
is a straight line connecting the front of the marksman with Item 5 The AIM Test Once the shots difficulty has been
a point in the base of the target. A trajectory is interrupted determined, the player proceeds with an Aim test using the
if there is an obstacle of size larger than the marksman or the marksmans AIM. If the test is successfully passed, then the
target on itself. target is hit and suffers a Damage Roll with a STR equal to
that of the weapon being used. If it is failed, then the projectile
Ranged Weapons Ranged weapons have these values: misses its target and is lost without any further consequences.
A STR rate, which indicates the STR of blows inflicted This test is influenced by these modifiers:
with it;
three range values. The first one indicates up to what TARGET MODIFIER
distance (in cm) the range is considered to be close.
The second one determines the medium range, and the Small size target -1
third one the long range. +1
Example A bow has the following profile: Bow, STR 3: Large size fighter (A or W)
20/40/60. This means that up to a distance of 20 cm the Large size fighter (L or more) +2
target is considered to be at close range. If it is at a distance
between 20,1 and 40 cm, then it is at medium range, and Covered -1
if it is at a distance between 40,1 and 60 cm, it is at long
range. This also means that with this bow it is impossible to In an altitude level next to -2
hit targets that are further than 60 cm. the marksmans
In an altitude level not next -3
Firing Firing is done according to this order: to the marksmans
1. choosing the weapon to use for the shot;
These modifiers are generics but they can be cumulated. Ad-
2. choosing the target;
ditionally, they cumulate to those given by Harassment.
3. measuring the distance;
Example A reaper of Alahan just walked and shoots a Wolfen
4. calculating the difficulty;
(size W) at medium range. He has an AIM rate of 4. He gets
5. making the AIM test.
a on the AIM test, so the total is: 4+2+1=7 (the +1 is
due to the Wolfens size), so the test is a success.
Item 1 Choosing the weapon If the marksman has
more than one firing weapon, he chooses which one he will
Firing, LoS and Obstacles Certain capacities grant a
use for the round. All shots this round will be made using
LoS even when this is not possible due to the LoS rules. In
that weapon.
this case the marksman can shoot the target as long as the
trajectory he can draw on the target is not interrupted.
Item 2 Choosing the Target The marksman designates
the target before each firing attempt. Only targets that can be
Firing into a Fray If the shot is successful and the des-
seen by the marksman (even partially) can be designated. It is
ignated target is in base-to-base contact with one or several
not possible to designate fighters of ones army. A marksman
fighters in the marksmans camp, then there is a chance that
can target an opponent who is in base-to-base contact with a
the projectile hits the wrong target. In this case the player who
miniature in his camp. He then takes the risk of hitting the
just made the AIM test rolls 1d6. This is the distribution roll.
fighter in his camp (see Firing into a Fray on page 26).
On a or more, the target that was aimed at is hit. On the
other hand, on a or less the fighter in the marksmans camp
Item 3 Measuring the Distance Once the target has who is closest to him (and who ls in base-to-base contact with
been chosen, the distance between it and the marksman must the initial target) is hit. This roll is called repartition roll and
he measured. If this distance is greater than the maximum it is affected by the size modifiers that affect AIM tests.
range of the weapon being used (in cm), then the shot auto-
matically fails. If not, then move to the next step.
Artillery Artillery uses the usual firing rules, but it can
reveal itself to be much more destructive. A shot made by
Item 4 Calculating the Difficulty To determine if a artillery is resolved differently depending on whether it is per-
marksman manages to hit his target, the player controlling forating artillery or artillery with zone effect. Yet in both cases
him must make an Aim test with a difficulty that depends on the rule on firing incidents is the same: if one gets a when mak-
the distance between the marksman and his target, and on the ing an AIM test for a piece of artillery, then the projectile is
range of the weapon being used. The AIM tests difficulty is not shot and the machine can no longer fire until the end of
determined in the following way: the round.
These rules are used by all fighters with the Light Artillery or
Heavy Artillery ability.

26
Perforating artillery Perforating artillery can hit multi- Hidden fighters are ignored by Perforating artillery but not
ple targets on its trajectory. When he decides to shoot, the ignored by Zone Artillery if they are under the template.
marksman chooses a point on the field within the weapons
long range from him, even if it is not visible. Then he draws Special Kinds of Shots Marksman can make different
a trajectory to the point from his front. All fighters (friend or kinds of special shots that are described below. These shots
foe) whose base is crossed by this trajectory are threatened by grant bonuses but alter the kind of action that firing is. These
the shot. Now the marksman makes an AIM test for the first kinds of shots cannot be cumulated.
target and then checks whether the projectile continue or not.
If he does, he continues this routine of making an AIM test for
Indirect shot
the next target and checking the continuation of the projectile
Kind of action: this is an exclusive action.
until the projectile stops. The difficulty of shots is calculated
Bonus: the fighter can fire at targets at altitude level 0 that
normally but if a target is not visible, he is considered to be
he cannot have valid Line of Sight on, even if there are
Covered (see table above). The projectile continues as long
obstacles between them.
as:
Penalty: it is only possible to fire at medium and long ranges
it hits the target and deals at least 1 HP;
and all normal penalties apply. All other penalties are
it hits the target but the Damage Roll is cancelled by
normally considered (including cover, unless the marks-
some game effect;
man has Consciousness).
it does not hit the target.
All targets that are hit suffer a Damage Roll with STR de-
pending on the kind of Artillery: Rapid reloading
Light: full STR on the first target, half STR (round up) on Kind of action: this is an exclusive action.
all other ones; Bonus: the fighter makes two AIM tests against the desig-
Heavy: full STR on all targets. nated target, which suffers a Damage Roll per test that
A perforating artillery never repartitions in combat and it only is a success.
hits targets on its trajectory. Fighters with Naphtha or Steam (see page 64) must roll
the possible bonus only once and apply it to both rolls.
In case of incident, both shots fail.
Artillery with zone effect This category includes all War
Penalty: the difficulty of these shots increases by 2 at close
Machines ranked as Light artillery/Zone or Heavy ar-
range and by 1 at medium one.
tillery/Zone. When firing with such a machine there are three
possibilities:
1. If the shot is a success, then the dispersion template Aimed shot
is placed with its centre on the miniature that was hit. Kind of action: this is an exclusive action.
(When firing into a Fray the distribution roll must be Bonus: the fighter:
made beforehand.) 1. adds half his AIM rate as written on his card to the
2. The marksman rolls a on the AIM test, in which case STR of the ranged weapon (round up);
the test must not be opened and the shot fails; 2. adds 1 to his repartition rolls.
3. If the shot fails (other than by rolling a ), then the Penalty: none.
projectile is considered to have strayed from its trajec-
tory. The dispersion template is placed with its centre Assault firing
on the initial target. The arrow numbered 1 should point Kind of action: this is a cumulative action that can be made
towards the marksman. only if the fighter declared an assault on a visible tar-
(a) The player controlling the machine then rolls 1d6, get. This action cannot be made after a fighter has
it indicates the direction where the shot strayed; disengaged.
(b) Roll 2d6+2, the template (and thus the projectiles Bonus: the fighter can fire at one of his targets, the difficulty
point of impact) is moved by the number of cen- is 7 and the standard modifiers apply (except for cover).
timetres indicated by this roll. If the target is hit and he was already in combat, the
All other fighters covered even partially by the template the repartition roll gets a +1.
STR depends on the kind of artillery: Penalty: none.
Light: half the STR; Clarification: it is possible to declare only 1 assault firing per
Heavy: full STR. assault. If the target of the assault is killed by the as-
If the shot hits its initial target, he suffers a Damage Roll with sault firing of one or more assailants, and some other as-
full weapons STR no matter the kind of artillery. sailants still had to shoot, then these ones are considered
to have shot already. All these fighters can nevertheless
Artillery, Flying Fighters and Hidden Ones A perforat- redirect their assault.
ing artillery is no longer perforating when it hits a target that
is on a different altitude level than the marksman. Reaction firing
If an artillery machine with zone effect targets a fighter located Kind of action: this is a cumulative action that can only be
at altitude level 1 or 2 (see page 29), and if the shot strays, declared when an enemy fighter declares an engagement
the projectile falls back down to the ground. The dispersion on a marksman that is not yet activated Thus, when the
roll is then made based on the targets position, but it affects marksman is activated he cannot perform exclusive ac-
fighters located at altitude level 0. tions and he will be considered to have already made a
The template of Zone artillery only hits fighters at the same cumulative firing action. A marksman that is fleeing or
altitude level it is placed. routing cannot make this action.

27
Bonus: the fighter can fire at one of his assailants, as long Shooting from a combat Some fighters can shoot while
as he could see him when the action was declared. The being in combat. They can declare the firing action aven when
difficulty is 7 and the standard modifiers apply (except engaged, based on the Line of Sight they have. Unless noted
for cover). otherwise, these marksmen cannot make special shots. The
Penalty: none. difficulty of these shots is always determined in the fighter
description.
Mixing Assault and Reaction Firing An assailant can de-
clare an assault firing and the assailed can declare a reaction
firing (after possible COU tests are made, see page 30). In
this case, the assault fire is resolved first, then is the reaction
one made. These shots are resolved before possible impact
hits (see page 71) and:
an assailant with Impact and makes an assault fire, does
not change the STR of his Impact hit if he kills the target
with the assault firing;
an assailed fighter that kills an assailant with Impact
does not suffer any impact hit.
Both these kinds of firing do not benefit from artillery benefits.

Special Kinds of Firing and Special Effects All the shots


described above are different actions and their effects cannot
be used simultaneously.
However, there are abilities that let a fighter declare multiple
firing actions during his activation. In this case, remember
that certain of these actions are exclusive and they prevent
other actions to be made.
If certain capacities turn an exclusive action shot into a cu-
mulative one, the marksman can use that kind of shot all the
times he shoots.
Example A marksman with Master marksman can choose be-
tween making an Aimed shot (exclusive) or declaring twice the
action shooting. If he also had the Bulls eye ability (which
turns Aimed shot into a cumulative action), he could declare
twice an Aimed shot.
The same holds for a fighter with Indirect fire and a weapon
that allows Indirect shots to be made and marksmen with
Rapid reloading who gain this ability once more.

Marksmen and special shots Marksmen can make spe-


cial shots depending on their weapons:
any weapon can make a reaction firing;
any weapon that is not artillery can be used to make
aimed shots;
assault weapons (as described on page 64) allow assault
firing to be made;
Zone artillery and parabolic weapons (also described on
page 64) allow indirect shots to be made;
all non-Pure Mystic Characters can do rapid reloading.
Table 1 summarises what fighter and weapon allows what kind
of shot.

Multiple ranged weapons A fighter with multiple ranged


weapons has access to different kinds of shot depending on
the weapon he chooses to use for the round.

Ranged weapons and abilities that grant special shots


If a ranged weapon cannot make a specific shot, and the fighter
acquires the ability to make that shot (e.g., via some game ef-
fect such as abilities), then he can make that shot.

28
RAPID
MARKSMAN REACTION AIMED ASSAULT INDIRECT RELOAD-
ING

Any weapon yes no no no no

Parabolic yes yes no yes no


weapon
Assault yes yes yes no no
weapon

Perforating yes no no no no
Artillery
Zone Artillery yes no no yes no

Character no no no no yes
marksman

Character
Mystic no no no no no
marksman

Table 1: Summary of actions that marksmen can do.

Flying Only the counter is moved. The size of the miniatures


bases is not taken into account. The counters can move
Certain fighters can fly above the battlefield. These fighters around each other freely. This represents the extreme
are subject to the rules described in this section. mobility of the fighters moving about in the air.
When a flying fighter does an assault, the distance be-
Altitude Levels Three altitude levels are used to represent tween the center of the counter representing him and
the position of the fighters on the battlefield and in the air. his target is measured. It is therefore possible to charge,
Level 0: All miniatures touching the ground are located at engage, or make a movement equivalent to a walk or a
level 0. run.
Level 1: This level represents the low altitude flight zone. At altitude level 1, fighters ignore MOV penalties due to
Level 2: This level represents the high altitude flight zone. different kinds of terrain but they cannot ignore obsta-
These fighters have Extended vision. cles with a height of 15 cm or more.
At altitude level 2, fighters ignore MOV penalties due
Placing the miniatures When two miniatures are vertically to different kinds of terrain and they can ignore any ob-
in the same place but at different altitude levels, then placing stacle.
them can become tricky. To avoid this problem, the following
rules must be applied. As soon as a fighter takes off and is Flight and Line of Sight A flying fighter is never covered
at level l or 2, his miniature is replaced by a counter on which and can never cover another flying fighter. A fighter on the
the level he is located at is marked (the counters supplied ground never covers another fighter on the ground from flying
with Ragnarok can be used for this). One must also mark an fighters. These rules affect Spells and Miracles as well in order
edge of the counter to symbolise the front of the miniature to determine valid targets.
being represented (in order to determine the fighters field of
vision). As long as the fighter remains at levels 1 or 2, all his Changing Levels In order to fly, fighters must change lev-
movements are made using the counter representing him. els, i.e., go from level 0 to level 1 or 2. Likewise, a flying
fighter can change levels back and forth between 1 and 2 and
Movement on the ground and in the air Miniatures with land to level 0.
the Flight ability have two Movement values as in the picture
below: Changing Level Changing level is a free action that can be
done only once per round. Whether a fighter will change level
or not must be declared at the beginning of the activation of
the fighter, since doing so alters the MOV rates of the fighter
until the end of the round as follows:
The first one is their MOV on the ground and the second one
is theirs when flying. A fighter who is moving at level 1 or 2 CHANGE OF LEVEL GROUND
AERIAL MOV
uses the second value (meaning his flight speed). Movement BETWEEN MOV
when flylng uses the same rules as movement on the ground.
Adjacent levels -5 cm -5 cm
with a few exceptions:
Non-adjacent levels -10 cm -10 cm

29
These penalties cannot bring a MOV rate below 2,5 cm. The Influence of Fear
Changing level being a free action means it can only be done
in these cases: Be it due to their Size, their reputation or their aspect. cer-
before or after a cumulative moving action or a run; tain fighters are able to frighten their opponents. The presence
before an exclusive movement action. of such warriors can lead to situations that must be resolved
Thus, a fighter at level 0 that declares a change of level can before any movements and combats.
only assault flying fighters. There are two families of fighters:
Courageous fighters who have the COU Characteristic.
Fear-inducing fighters who have the FEAR Characteris-
Landing A change of level performed before or after an ac- tic.
tion that is not an assault and that brings a fighter to level 0 Example If a warrior of the Abyss (FEAR 4) is confronted
is called landing. After landing a fighter cannot make other by a Wolfen predator of blood (FEAR 8), than he must make
movements until the end of the activation phase, but he can a Courage test while considering that he has a COU equal to
make other actions normally. A fighter cannot enter in contact his FEAR (meaning COU 4).
with an enemy by landing.
Courage Tests When an assault (or a pursuit) involving
Diving Diving is an exclusive action that lets a fighter at least one fear-inducing fighter is announced, the following
charge or push another one at an altitude level lower than rules apply. The term assailant designates the miniatures
his own. When diving, the fighter suffers the MOV penalties launching the assault. The fighters targeted by the assault are
due to change of level normally and he uses his aerial MOV. called defenders.
A diving fighter is considered to have Brutal. Additionally, he Reminder: The term assault applies to charges as well as
benefits from a +2 to INI, ATT and STR for the first Fray he engagements. Also, in the rules the verb to assault means
takes part in. This bonus holds even if he is separated from both to charge and to engage. When a fighter engages
the target of the dive during the Combat Phase. an opponent after a pursuit movement, it is also an assault.

Redirecting a dive Of the target of a dive flees, the diver Courage Test of the Assailants An assailant must make
can, within the limits of his movement potential, redirect his a COU test in the following cases:
dive. While redirecting, the fighter moves at level 0 and he He has COU and the assault should bring him into con-
keeps dive bonuses only if he reaches an enemy, otherwise they tact with a fear-inducing fighter.
are lost. These bonuses are lost also if he does not redirect He has a FEAR that is lower than the highest FEAR
and stays in place. among all the opponents into whose contact the assault
is supposed to bring him.
Falling Certain game effects can move fighters to level 1, Example A Kell fiann (COU 4) tries to charge a skinner
other ones make them fall to level 0. In this case the fighter of Mid-Nor (FEAR 3). She must make a COU test, for the
suffers a Damage Roll with the STR calculated based on the skinnner of Mid-Nor is a fear-inducing fighter.
following table: A Wolfen hunter (FEAR 4) is simultaneously charging a war-
rior of the Abyss (FEAR 4) and a prowler of the Abyss (FEAR
FIGHTER
FALLING 6). His FEAR being lower than the prowlers, he must make
STR WITH
FROM a COU test,
Leap

Level 1 2+RES (maximum: 13) -3 STR Courage Test of the Defenders A defender must make a
COU test in the following cases:
Level 2 5+RES (maximum: 18) -3 STR
He has COU and a fear-inducing opponent is about to
If he survives, he will not be able to make exclusive actions. come into contact with him.
He has a FEAR that is lower that the highest FEAR
among all the opponents that are about to come into
Flight and Combat Fighters at altitude level 1 or 2 fight
contact with him.
normally, even if they are represented by counters. Combats
Example A fang warrior (FEAR 5) is being charged by a cy-
do not interfere with other combats happening at different al-
clops of Mid-Nor (FEAR 8) and a scourge bearer (FEAR 5).
titude levels. Fighters can be in contact only if they are at
The Wolfens FEAR being lower than that of the cyclops, he
the same altitude level. Fighters whose combat takes place at
must make a COU test.
altitude level 1 or 2 use their Flight MOV for pursuit move-
ments; simulate this by moving the counter representing the
fighter on the ground. Measuring Assault Distances During an assault a fighter
must make a COU test only if the assailant is really able to
reach his target. This is why the distance between the as-
Pursue and Flight A fighter can change level when making
sailant and the defender must be measured before making
a pursuit movement, but only if he did not make any altitude
COU tests. If this distance is too big or if the assailant cannot
level change this round, and only if he has at least a MOV rate
reach him for any reason whatsoever, the defender does not
of 5 cm. In this case, the fighter just passes to the next level
have to make a COU test.
and moves no further. If there are fighters located just above
All assaults, including those outside the Activation phase, are
him, then consider the fighters to be in contact: a combat is
subject to these rules, so COU tests must be made for pursuit
created and it must be resolved normally.
movements.

30
Resolution A COU tests difficulty is equal to the high- Leaving the field: A routing fighter that starts his acti-
est FEAR among all the opponents who are meant to be in vation unengaged and in contact with a side of the
contact with the fighter at the end of the assault. table, or who enters in contact with a side of the
When a fighter makes a COU test, he must get a result that table after a movement, is immediately killed and
is higher than or equal to the rolls difficulty, just like for any cosidered as a loss.
other Characteristic test. Of course the COU of a fighter can Special cases: Concentration/X: if a fighter has already
be subject to bonuses and penalties (e.g., commanders and used points of Concentration before going into a
war-staffs page 61). If several COU tests must he made dur- state of rout, then he keeps the benefits of these
ing the same turn, then this is done in the order chosen by the points but cannot use others as long as he remains
player who has the lead. The consequences of each COU test in rout.
are applied before proceeding with the next COU test. War fury: if a fighter is already in a War fury (i.e.,
he already used it) at the moment that he goes
Consequences into a slate of rout, then the effects of this ability
If the assailants COU test is successfully passed, then immediately end.
the courageous fighter immediately resolves his assault Mutagenic/X: if a fighter has already used points of
in the usual way, Mutagenic before going into a state of rout, then
If the assailants COU test is failed, then the courageous he keeps the benefits of these points but cannot
fighter doesnt move. He cannot do any other actions use others as long as he remains in rout.
during the turn being played. However, he is not in rout.
If the defenders COU test is successfully passed, then Fleeing A fighter in rout can he brought to flee under cer-
the fighter holds strong and awaits his opponent with tain conditions. A fleeing fighter moves MOV2 cm in a
his feet firmly planted on the ground. direction that is determined in different ways depending on if
If the defenders COU test is failed, then the fighter suf- he is fleeing from an opponent or not. When moving while
fers the effects of rout (see Rout). If he hasnt been fleeing, the fighter goes around all the obstacles in his way,
activated yet in the activation phase being played and be they fighters or elements of the scenery. If a fighter leaves
he is free of any opponents, then he is in rout and im- the limits of the battlefield due to a fleeing movement, then
mediately flees (see Fleeing, page 31). If this is not the he is eliminated.
case, then he remains where he is but suffers the penal-
ties bound to rout. In case of a failure during a pursuit Fleeing from an Assault If the fighter flees in reaction to
movement, the routing fighter does not flee, as he has an opponents assault, then he moves in the opposite direction
already been activated during the activation phase. of where the assailant is coming from. If several opponents
are charging the fighter, then he flees in the opposite direction
Redirecting the Assault of a Fear-Inducing Fighter of the position of the enemy fighter with the highest FEAR
When a fear-inducing fighter causes his opponent to flee, fol- (or COU if they are courageous opponents). If several of these
low the rules which are valid for assaults. opponents have the same FEAR, then the player controlling
the fleeing fighter chooses according to which one he flees.
Rout A fighter in rout is subject to the following rules.
Prohibitions: His DIS cannot be used for the Tactical Fleeing at Activation If a fighter in rout is free of any op-
Roll. If all of an armys fighters are in rout, then ponents at the moment that he is activated, he flees towards
its Tactical Roll automatically fails. the nearest edge of the table.
He cannot fire, cast spells or call miracles or make
simple actions. Rallying At the beginning of each round, during the
In hand-to-hand combat he cannot place more dice strategic phase, the players must make a rallying test for each
in attack than in defence. Consequently. this for- fighter in rout in their camp. There are then two possibilities.
bids the player controlling him from using an ability 1. If no fear-inducing fighter is in contact with the fighter
or an optional aptitude that would make him break in rout, then the latter must make either a COU or a
this rule. DIS test (at the choice of the player controlling him)
He cannot use active abilities, he still has them but with a difficulty of 8. If this test is passed, the fighter is
cannot activate them (see page 66). rallied. If not, he remains in rout. Passing such a test
Behaviour: If he is free of any opponents when he is does not make fighters immune to Fear.
activated, then he flees. 2. If one or several fear-inducing opponents are in contact
If he is assaulted by an opponent (fear-inducing or with the fighter, then the latter must make a COU test
courageous) before having been activated, then he with a difficulty equal to the highest FEAR among the
flees. opponents in base-to-base contact with him (minimum:
If he is in combat with at least one fear-inducing 8). If this test is passed, then the fighter is rallied and
fighter when he is activated, then he must try to made immune to the Fear that he has just resisted. If
disengage and, if this is a success, he flees. he fails the test, then the fighter remains where he is
If he is in combat with only courageous fighters and continues to suffer the effects of rout.
when he is activated, then the difficulty of his dis- Once he has been rallied, a fighter can act in the usual way
engagement tests is raised by 2. during the round being played.
If at the end of a combat he could pursue, he flees.
Additional effects: If he is a Mystic, he has lost focus
Immunity Once a fighter has passed a COU test in the face
(see page 44).
of a certain FEAR, he becomes immune to this value until the

31
end of the game. He therefore automatically passes all COU The Combat Phase
tests with a difficulty that is lower than or equal to the FEAR
to which he is immune. Once the actions of all fighters have been resolved, the acti-
vation phase is over. The Combat Phase then starts. During
this phase the Frays are resolved by combats, meaning by
Enemies that Become Fear-Inducing Certain game segments of the clusters of fighters (in base-to-base contact
effects grant a fighter a FEAR rate or they increase it. This with each other) forming them. Though various game effects
can happen even if that fighter is in contact with some oppo- (such as the casting of certain spells or the calling of particular
nents. In this case, all fighters that are in contact with the miracles) can intervene at different moments in this phase, it
fighter with the higher FEAR rate, and who are not immune unfolds according to the following steps.
to that rate, must immediately make a COU test or rout.
Also a courageous fighter who starts his activation in contact
with a fear-inducing fighter with a FEAR rate against which The Frays
he is not immune must make this test. This can happen when The fighter with the Dominion chooses a Fray and splits it.
that fighter charged due to an effect that made him immune To do so, he determines how the combats will be organised
to fear, for example. among the miniatures in base-to-base contact with each other.
The term combat applies to a group of fighters who can
fight each other in the same Fray. A combat has two very
strict rules:
A fighter can only fight with opponents who are in base-
to-base contact with him.
A combat can involve only one fighter against another or
one fighter against many. In no way can several minia-
tures fight against several others.
This is why Frays must be split into separate combats that
help determine who can attack whom.
Note Even though a Fray is split, fighters are still considered
to be in contact as their position on the field indicates.
The player who has the Dominion must split the various Frays
in such a way that the combats in each one are clearly identi-
fied. The following rules must be respected:
A fighter can be involved in only one combat.
All fighters in base-to-base contact with an opponent
must be involved in a combat.
Once the Fray is split, the player who split it chooses a combat
among those of the Fray and that combat is resolved. Once
the combat is resolved, and once possible pursuit movements
are also resolved, the other player can choose one of these two
options:
1. designate a new Fray, split it and choose a combat
among those resulting from that Fray;
2. designate a combat in an already split Fray and resolve
it.
The players alternate in this way, splitting all Frays and re-
solving all combats until all are resolved.

Structure of the Combat


A combat consists of the following phases:
1. usage of game effects to be declared before the INI test;
2. calculation of the amount of combat dice for each
fighter;
3. INI test;
4. assignment of the combat dice;
5. choice of the attacker.
After these phases, there are the following, which constitute
the core of the combat:
A usage of game effects to be declared before an exchange;
B resolution of an exchange.
C if the conditions to make another exchange are met,
then return to point A, otherwise conclude the combat.

32
Combat Phases When resolving a combat, take all the to place his dice.
reference cards used by your fighters in that combat, so you Attention!
do not forget useful information (e.g., special capacities, HP At this stage of the combat it is important to
etc.) that affect the combat. know that the fighters of the player who won
1. Game effects to be declared before the INI test. the INI test will have the opportunity to at-
During this phase both players declare if their fighters tack first when the attacks are being resolved.
use certain abilities or capacities whose usage must be It is therefore prudent to place one or several
declared before the INI test. Most times these effects dice in defence when one has lost the INI test.
alter the amount of combat dice. If both players can It is recommended to use the reference cards to organise
declare these effects, the first one to do so is the player the dice in such a way as to avoid errors when resolving
without the Dominion. attacks. Placing the attack dice above the card and the
2. Combat dice. Each fighter involved in a combat has a defence dice below it is a good way to avoid confusion.
certain number of combat dice that he will need to at- If several fighters of the same type are involved in the
tack or defend himself. This number is determined in same combat, then it is also important to keep their dice
the following way, A fighter has a number of combat separated.
dice equal to 1 + the number of opponents involved in 5. Choice of the attacker. At this phase the winner of the
the same combat as him. INI test can choose if his fighters will attack first or if
Example A royal guardsman of Alahan is involved in the enemy ones will. This choice lasts for the whole
a combat against a dawn warrior. Each of these two combat.
opponents has two combat dice (1 + 1).
A praetorian guard is involved in a combat against two
Exchanges Once the dice have been placed, the actual
clones of Dirz and a dawn warrior. The praetorian guard
combat begins. A combat is divided into an undetermined
has four combat dice (1 + 3). The clones and the dawn
number of exchanges. An exchange represents the time it
warrior each have two combat dice (1 + 1).
takes for opponents to attack each of the enemy fighters in-
To make keeping track of each fighters dice easier, it is
volved in the same combat as them. During the first exchange
recommended to place them directly on the correspond-
the number of attacks attempted by a fighter depends on the
ing reference cards.
number of attack dice he has available and on the number of
Duration of combat dice. Combat dice are calculated
opponents involved in the same combat as him. Before the ex-
at the beginning of the combat and last only for that
change starts, fighters can use abilities or capacities that must
combat. Once a combat is over, eventual unused dice
be used before an exchange starts. If both players can, then
are eliminated and they are not used in a Fray that the
the player who does not have the Dominion starts declaring
same fighter can participate to later the same round.
and using these effects first.
This affects all combat dice, no matter how they were
obtained. Thus, for each combat, calculate the amount
of dice of each fighter. Combat One against One In a duel, as long as the fighter
3. The INI test. To determine which fighters are able to still has at least one attack die left, he must attack in an ex-
attack first. each player must make an INI test. change. Yet no matter how many attack dice he has, a fighter
A player who only has one fighter involved in the can make only one attack per exchange in a duel unless noted
combat makes the roll using the INI of the con- otherwise.
cerned fighter.
A player who has multiple fighters involved in the Combat One against Many
combat makes a roll choosing the INI between the Camp with numerical superiority: Each fighter with at least
INIs of the involved fighters. The final result of one attack die must make an attack against the oppo-
this test is increased by X, where X is the number nent. The order in which the fighters attack is chosen
of fighters of his army involved in the combat -1 by the player controlling them. The fighters with several
(i.e., all other fighters except the one whose INI is attack dice can use only one per exchange.
chosen for the roll). Camp with numerical inferiority: If he has at least one at-
Attention! tack die, the fighter must make an attack against each
Certain penalties (such as Wound penalties of his opponents if this is possible. If the fighter has
page 12) apply to the final result of INI tests. less attack dice than he has opponents, then the player
If a fighter who is subject to such a penalty controlling him freely chooses which enemy fighters will
is chosen among several others to make an be attacked. A fighter cannot attack the same enemy
initiative test before a combat, then the rolls fighter twice during an exchange.
final result will be modified by these penalties. In every new exchange the fighters dont necessarily have to
It therefore isnt always wise to systematically attack in the same order. A fighter can be selected to at-
choose the fighter with the highest INI. tack first in an exchange and be selected to attack last in the
4. Assignment of the combat dice. Before proceeding with following one.
the Attack and Defence rolls, the players must decide
how their fighters will use their combat dice. Each die Sequence of Exchanges When all fighters have resolved all
must be placed either in attack or in defence. The player the attacks that they had to make in an exchange, a new ex-
who lost the INI test must announce first how he is plac- change begins. The exchanges follow each other in this way
ing the dice of each of his fighters. He can place all his until no more fighters have attack dice or until all the fight-
dice in attack or in defence or place them as he likes. ers in one of the camps have been eliminated. The unused
Once this is done, its the winner of the INI tests turn defence dice are lost.

33
Note Once a die is placed in attack, this decision cannot be with others. If the DEF test is successfully passed, then the
revoked and the fighter must carry out the attack, unless he attack is parried and the fighter keeps his defence die. This die
is killed before he can do it or he loses that die (via certain can only be used during this combat and only to do other sus-
game effects). tained defences in the exact same conditions. A fighter who
declares a sustained defence must defend from all attacks he
Attacks and Defences receives from the declaration, up to the end of that combat.

Unfolding of Attacks The attacking player selects one of Sustained Defence, Ambidextrous and Counterat-
the enemy fighters to be the target of his attack. tack A fighter with Counterattack cannot use it with a sus-
At this moment he must also declare the usage of abilities that tained defence. A fighter with Ambidextrous can use it with
are made before his attack roll, so these are used before the a sustained defence, if he gets an additional combat die with
defence announcement. Ambidextrous he can choose to get an attack or a defence
one. If he chooses an attack die, then the effects of the sus-
tained defence are cancelled and he cannot use defence die in
Defence Announcement If the target has at least one die in
the Fray anymore.
defence, the player controlling him must decide if he is going
to attempt to defend himself or not. If the target has sev-
eral defence dice, then the player must announce how many Special Cases for Certain Attacks Certain effects let
of these dice will be used in his parrying attempt. A player fighters make more than one attack per exchange. Thus, after
can use as many defence dice as he wishes to try to parry the attacking all fighters in contact with him, such a fighter can
same attack. These choices must be made before the ATT attack another of these fighters again. If more than one ad-
test is made. A defender can also choose to make a sustained ditional attack can be made, they must be equally subdivided
defence (see below). between the targets, unless noted otherwise.
Certain effects alter how the exchanges are resolved, in which
case follow the explanation provided with the effect.
Attack Test The attacker makes an ATT test (no difficulty
for this test is needed): the final result of this roll indicates
the difficulty that the defender must equal or surpass to parry Pursuit Movement
the attack.
At the end of a combat, if the fighter has killed all his oppo-
Note Whereas the defender can use several defence dice to try
nents (meaning all the enemy miniatures involved in the same
to parry the same attack, the attacking player cannot group
combat as him), he can make a pursuit movement. A pursuit
together several dice to make a single ATT test with the hope
movement is considered an Engagement (i.e., an assault) to
of getting a higher result.
determine its effects. There are then two possibilities:
1. the fighter is already in contact with one or several
Defence Test If the defender has announced a parrying at- miniatures that werent involved in the same combat
tempt, then he makes a DEF test with as many dice as he has as him, then there are two choices:
previously assigned for this. If the final result of this roll is (a) He can move half of his MOV (in cm and rounded
equal to or higher than the final result of the ATT test, then up to the closest 0,5 cm) to leave the Fray. No
the attack is parried. If not (or if no DEF test was attempted), disengagement test is required and this movement
then the attack hits its target. Whatever the result of the DEF can bring the fighter to engage an opponent (even
tests, all defence dice assigned to a parrying attempt are lost. one he was already in contact with).
There are, however, two exceptions to this rule: (b) He can remain where he is. He is then considered
The attack fails: if the ATT test is a failure (i.e., if the to have engaged the opponent or opponents who
tests final result is 0 or less), then the defender does are in contact with him.
not lose any of his defence dice. 2. the fighter is not engaged.
Sustained defence: if the defender announced a sus- (a) If the fighter is free of any opponents, then he can
tained defence (see below). move half of his MOV (in cm and rounded up to
Recall that using more than one dice for the defence does not the higher integer). This can bring him to engage
mean adding them up but taking the highest. an enemy miniature. Except when due to a par-
ticular game effect, a pursuit movement does not
Damage Roll If the attack strikes true, then the attacking cause any charge penalties.
player makes a Damage Roll against the opponent who was Note The fact of engaging an opponent following a pursuit
hit. This rolls strength is equal to the STR of the fighter movement does not prevent Magicians and Faithful from cast-
who carried out the attack. If this Damage Rolls result clears ing spells and calling miracles during the Combat Phase being
the target of all his remaining HP, then all of the eliminated played if they have to possibility to do so.
miniatures remaining combat dice are immediately lost.
Combat If a fighter comes into contact with an enemy
Sustained Defence If a fighter is not routing and has miniature at the end of a pursuit movement, then there are
placed at least as many dice in defence as in attack when various possibilities:
placing his combat dice, he can use sustained defence. As If this miniature has already fought during the current
soon as the player announces that he is using this fighters Combat Phase, then nothing happens and another com-
last defence die to attempt a parry, he can announce a sus- bat is selected to be resolved.
tained defence. He then loses all his defence dice and only If the engaged miniature is free of any opponents and
one is kept. The DEF test suffers a -2 penalty that cumulates hasnt fought yet, then a combat is immediately resolved

34
between it and the fighter who has just made a pursuit Splitting of the Frays Scenic elements are not taken
movement. into account when splitting a Fray. If fighters from different
If the engaged miniature is already involved in a combat armies are in contact with the same element (but not with
that hasnt been resolved yet, then it is immediately re- each other), then consider it to be a single Fray.
solved and the fighter who just made the pursuit move-
ment participates in it as if he hadnt already fought Resolution of Frays Scenic elements never have combat
in this round (he nevertheless suffers all the penalties dice of their own. In a Fray where a fighter is in contact with
caused in his previous combats). a Scenic Element, before the INI roll the fighter must decide
if he wants to attack the element as well or not.
Subsequent Splitting of the Frays A pursuit move- There can be two kinds of Frays:
ment can generate another Fray that needs to be split. In 1. Combats only between fighters of the same army and a
this case the splitting is made by the fighter who chose the Scenic Element: these must be resolved after all other
splitting in the combat that originated the pursuit. Only the combats and pursuit movements. They are chosen one
Fray involving the pursuer must be immediately resolved. by one like normal Frays. In this case, Scenic Elements
grant additional combat die to fighters in contact with
Multiple Pursuit If more than one fighter makes a pur- them, like normal fighters.
suit movement after a combat, and they result in Frays, only 2. Combats between fighters from multiple armies and a
one must be immediately resolved, the other ones are treated Scenic Element: these must be resolved during the Com-
as normal combat. The player who controls the pursuers de- bat Phase, roll the INI test normally to decide who at-
cides which combat is resolved. tacks first. In this case, the Scenic Element grants 1
additional combat die to fighters in contact with them,
though this die is always placed in attack. If possible,
Who can Pursue and how Often All fighters whose
the fighter must always attack the Scenic Element (so
opponents have all been eliminated at the end of a combat
if he has a single combat die he attacks the element
can make pursuit movements.
instead of possible enemies).
The same fighter can make only one pursuit movement per
In no case can a fighter combat the same Scenic Element
round. Some game effects, such as the Implacable ability,
twice.
allow this limit to be raised.

Combat and Pursuit A fighter receives a combat die


Pursuit and other Effects When making a pursuit
from a Scenic Element as if the latter were a fighter. A fighter
movement, the pursuer can apply certain effects on the fighter
cannot use active abilities (page 66) to get additional dice
he was fighting against, moving him or removing him from the
when fighting a Scenic Element (though passive ones grant
place he was occupying. In these cases, even if the fighter on
additional dice). When a Scenic Element is destroyed, the
which the pursuit movement is directed is eliminated, the pur-
fighters that destroyed it cannot make pursuit movements. A
suer is considered to have spent one of his pursuit attempts.
fighter who killed his enemies but not the Scenic Element he
was in contact with, cannot pursue. A fighter that pursues
Pursuit Made by Fighters of Different Armies on a Scenic Element does not resolve that fight immediately
Some combats are made by fighters of more than two armies but when his combat is chosen among the ones with Scenic
e.g., against neutral fighters or Scenic Elements. In these Elements.
cases the fighter of the army with the Dominion pursued first.
If Frays result of this pursuit, only the fighter with the Domin-
Limitations A fighter that already attacked a Scenic Ele-
ion can choose and resolve one of the Frays that are formed.
ment during the Combat Phase (e.g., he was in contact with
If the fighters pursue on each other, they are considered to
the element and an enemy) cannot attack it again when the
have fought already so no new combat is made.
Frays against Scenic Elements are resolved.

Possibilities to Pursue Pursuit movements are not


Example of Combat Example A dwarf thermopriest
mandatory, even if the fighter who has the possibility to do
faces two ashigaru goblins. The dwarf has 3 combat dice,
one is already in contact with one or several enemy miniatures.
each goblin has 2. The dwarf lost the INI and so he must
In this case the player can decide that the fighter is not pur-
decide where to assign his dice: 2 defence and 1 attack. Both
suing. The fighter is then simply no longer involved in any
goblins assign 2 dice to attack.
combat during the round being played.
Since there are fighters with dice in attack, the first eschange
begins.
End of the Combat Phase Once all combats are re- The first ashigaru decides to attack, the dwarf announces a
solved, the Combat Phase ends. defence. The ATT test is a , which is negatively opened
with a . The ashigarus ATT rate is 2, so the ATT test is:
Fighting Scenic Elements 2-3=-1, so it is a failure because it is 0 or less. The dwarf
keeps his defence die. The second ashigaru decides to attack,
Certain combat situations can be between a fighter and a the dwarf announces a defence. The ATT test is a , so the
Scenic Element or between multiple fighters and a Scenic El- ATT test is 2+4=6. The dwarf rolls a , his DEF rate is
ement. Whenever a Scenic Element is involved in a combat, 4, so 4+3=7: the attack is parried (it was sufficient to get
use the rules of this section. any number greater than or equal to 6). The thermopriest
attacks, and no ashigaru has defence die to prevent this. He
indicates he will attack the first ashigaru, he rolls a so his

35
attack strikes true. He makes a Damage Roll that inflicts 3 End of the Round
wounds to the ashigaru.
All fighters made their attacks against all opponents, thus here The Point Phase
ends the first exchange. During this phase, effects related to the mission being played
The healthy ashigaru announces an attack and the dwarf an- are considered, see page 53 to understand this terminology.
nounces a sustained defence (he did not place more dice in Specifically, the players:
attack than in defence). The goblin gets a , so his ATT test calculate who controls which objective;
is a 2+4=6. The dwarf gets a , so his DEF test is 4+4=8. can add or remove counters from objectives;
The difficulty of the DEF test was 6+2=8 (due to the sus- verify if certain objectives must be removed;
tained defence), so the DEF succeeds and the dwarf keeps his place (if needed) possible new objectives of the mission.
defence die. The other ashigaru attacks, and the dwarf must
make a sustained defence against it. The goblin rolls a , so
his ATT test is (including wound penalties) 2+5-3=4. The The Mystic Phase
thermopriest rolls a , so his DEF test is 4+3=7. The diffi-
During this phase of the game the Magicians (see page 37)
culty of the DEF test was 4+2=6, so the defence is successful
and the Faithful (see page 40) replenish their reserves of Mys-
and he keeps his defence die.
tic energy before starting a new game round. This is done in
All fighters made their attacks against all opponents, thus here
two steps.
ends the second exchange. No fighter has other attack dice,
so all defence dice are discarded and the combat is over.
Calculation of Temporary Faith Each player begins
by calculating each of his Faithfuls new amount of T.F. by
following the rules explained on page 41.

Mana Recovery Once the T.F. of all the Faithful has been
calculated, the players make a mana recovery roll for each of
their Magicians as explained on page 38.

The Maintenance Phase


If certain effects require resurces (e.g., T.F. or mana) to be
paid for them to last in the following round, these points must
be sacrificed during the maintenance phase. Some die rolls
bound to abilities must also be made during this phase. The
various effects must be resolved in the following order:
1. Adverse effects If one or several fighters are concerned
by effects that can cause a worsening of their state of
health or even their elimination, then these effects are
to be resolved before any others (even if they are bound
to an ability).
Example A Magician has cast a spell that can be pro-
longed from one round to the next by spending mana
during the maintenance phase. Yet he is the victim of
a miracle that makes his Wounds worsen by one degree
in every maintenance phase. This Magician already has
already lost 3 HP. The effect that worsens his state of
health is taken care of first. The Magician is therefore
eliminated before having been able to spend the mana
required to prolong his Spell, which is therefore then
dissipated.
2. Passive abilities Once all the adverse effects have been
applied, the effects bound to passive abilities (see
page 66) are resolved.
3. Active abilities The effects bound to active abilities (see
page 66) are then applied.
4. Miscellaneous effects All other effects, such as the main-
tenance of certain spells or miracles or affiliations or
special capacities, are applied after the abilities.
5. Resurrections and reinforcements Game effects that al-
low a fighter to return to the battlefield during the main-
tenance phase are resolved last (see page 45). The fight-
ers returning to the game in this way cannot cause or
suffer any effects at all during the maintenance phase of
their return.

36
Time Out
Mystics
This last phase simply marks the passage from one round to
the next. The players can no longer carry out any actions This section describes Mystic-related notions: incantation for
whatsoever. spells, divination for miracles and howto treat summoned
SEQUENCE fighters, which are often summoned via spells or miracles.
OF GAME EFFECTS
PHASES Incantation
building the Activation Sequence, Tactical
Strategic In a game of Confrontation the Magicians main function is to
Roll, attribution of dice, application of
Phase cast spells. A Magician can only cast the spells he was given
capacities and effects
when the armies were built. All restrictions concerning the
Activation activation of fighters according to
attribution of spells to Magicians are explained on page 60.
Phase declarations turns
The present chapter explains the rules on using magic during
division of Frays, resolution of combats,
a game. It is, however, possible to include Magicians with-
Combat Phase resolution of combats only against Scenic
out spells in ones army. His role is then to neutralise enemy
Elements
Magicians by using counter-magic.
interaction with mission elements and
Point Phase
calculations of points
Mistic Phase Mana and T.F. recovery Magicians All fighters with the POW Characteristic are
Maintenance Magicians. Yet there are two types of Magicians.
application of effects related to this phase Those known as pure Magicians are individuals who
Phase
Timeout have devoted their lives to the study of the arcana of
magic to the detriment of the martial disciplines. Some
nevertheless remain formidable foes in combat.
Warrior-mages are, above all, warriors. Yet they have
a certain predisposition for the occult arts. Their pow-
ers are weaker than those of pure Magicians, but they
make up for this lack with increased ardour in combat.
Warrior-mages can be identified by the ability of the
same name (Warrior-mage) printed on their reference
cards. They fall in the category of Warrior-Mystic.

Mana Mana is the Mystic energy used by Magicians to fuel


the effects of their spells. Each Magician has a mana reserve
and he must use a part of it every time he tries to cast a
spell. This mana reserve is represented by counters called
gems. Mana is an energy source that comes from parallel
worlds neighbouring Aarklash known as the Elemental Realms.
Each one of these domains is bound to a dominant Element.
There are six of these.
The four primordial Elements are Air, Fire, Water and
Earth.
The two other Elements are called Principles. These are
Light and Darkness.
Some of these Elements are opposed to each other.
Air is opposed to Earth;
Water is opposed to Fire;
Light is opposed to Darkness;
The corruptive powers of Darkness are so strong that it
is opposed to all the Elements, including Darkness itself.
Another mana symbol @ is sometimes used to represent
Neutral mana. When it is required for a spell to be cast, then
neutral Gems can be replaced by Gems of any of the other
Elements.
The shaman orcs of Bran--Kor use a form of magic called in-
stinctive magic. This incantatory practice doesnt call on the
energies of the Elemental Realms, but rather on the Forces
that come from Aarklash and from the spirit of the orcs. The
mana of these Magicians is represented by Gems of neutral
mana.

37
The Mana Reserve Spells
Each Magician has a mana reserve that fluctuates throughout A Magician only knows a certain amount of spells and he can
the game. At the start of a game, a Magician has a number use only them during a game. A spell has the following struc-
of mana Gems equal to his POW. ture:
Example A Magician with a POW of 5 begins the game with Every spell has a name that precedes its description and
five mana gems. parameters.
The type of Gems held in the initial reserve depends on the Reserved to: certain spells are reserved to specific Magicians,
Elements mastered by the Magician. A Magician can only in that case this field contains the indication on how to identify
have Gems of an Element he masters. If he masters several the Magicians who can cast the spell.
of them, then the player controlling him can freely choose the Power: this parameter indicates how complex the spell is to
amount of each Element among the Gems held in the initial learn and remember.
reserve. Gems: this indicates the cost and type of Gems for casting
Example A Magician with a POW of 3 who masters Fire the spell
and Darkness can begin the game with one of the following Difficulty: this is the difficulty value of the incantation test
reserves: (see below) that the Magician has to reach for the spell to be
Three Gems of Fire. successfully cast.
Three Gems of Darkness. Area of effect: this indicates the kind of fighter who can
Two Gems of Fire and one of Darkness. be targeted by the spell. For certain spells this parameter is
One Gem of Fire and two of Darkness. special, in which case this is defined in the spell description.
A Magicians mana reserve can become empty, but never neg- Range: this indicates the distance within which the spell can
ative. At most, no matter how many game effects add Gems affect targets. These are described on page 14. When this is
to it, it can hold a number of Gems equal to twice the Magi- special, this is specified in the spell description.
cians POW, never more. Duration: this indicates how long the spell lasts.
Example A Magician with a POW of 4 can hold a maximum Frequency: This indicates how many times can the spell be
of 8 mana Gems in his reserve. successfully cast during the same round. If a spell fails to be
Every time a Magician attempts to cast a spell or to counter cast, that counts towards its frequency. Spells with the unique
the actions of a different Magician, he uses some of the Gems frequency can only be cast once per game.
held in his reserve. Once he doesnt have any Gems left in his
reserve, he can no longer perform actions that are bound to
magic. However, at the end of each round he can replenish
all or a part of his reserve of gems. To do so, he must make Casting a Spell
a mana recovery roll. Most spells are to be cast during the Magicians activation.
However, some particular spells are to be cast during other
Mana Recovery phases. When this is so, then it is mentioned on the spell
description.
During the Mystic phase the players make a mana recovery A Magician can only cast a spell on a target on which he has
roll (which is a POW test) for each of their Magicians, and a Line of Sight. When in combat, a Magicians LoS is reduced
then refer to the Mana Recovery Table. This test is a POW to himself and fighters in contact with him. Thus, when in
test with no threshold, the player must get the highest possi- combat, a Magician can only cast personal and contact spell.
ble result. Depending on the total he gets and and his rank. If a Magician has ways to extend his Line of Sight (e.g., Con-
the Magician recovers a certain number of mana gems. The sciousness), then the restrictions above do not apply.
nature of these Gems is freely chosen by the player among the
Elements mastered by the Magician. Beware, however, for a
How Many Spells can a Magician Cast per Round? The
Magician cannot recover more mana Gems than is allowed by
number of spells that a Magician can cast in a round is only
the limit of his mana reserve.
limited by his mana reserve and the Frequency of his spells. In
POW + d6 Initiate Adept Master Virtuoso the same round a Magician cannot cast the same spell more
0 or less 0 1 1 1 often than the Frequency indicated in its description. On the
1/2 1 2 3 4 other hand, as long as he has enough mana Gems available,
3/4 2 3 4 5 he can continue casting spells.
5/6 3 4 5 6
7/8 4 5 6 7 The Incantation When a Magician attempts to cast a
9/10 5 6 7 8 spell, he proceeds with an incantation. In terms of the game,
11/14 6 7 8 9 this is simulated in several consecutive steps.
15/17 7 8 9 10 1. Choice of target;
18/21 8 9 10 11 2. Calculation of the difficulty;
22 or more 9 10 11 12 3. Announce counter-magic (if the opponent so desires);
4. Sacrifice of the Gems required for the incantation;
Example An adept with POW 6 makes a mana recovery test. 5. Absorption (if it was announced);
He gets a , which gives him a total of 6+5=11. He therefore 6. Improvement of mastery (if the player wishes);
reads line 10/11 and column Adept in the table to find out 7. Verification of the distance;
that he recovers 6 gems. 8. Incantation test;
9. Countering test (if the opponent announced it);
10. Application of the spell effects.

38
Item 1 Choice of target The player controlling the Magi- mastery dice, if he has spent additional Gems to increase the
cian must designate a target onto which the Magician has a Magicians mastery. In the latter case this counts as a test
Line of Sight. He is not permitted to check if the distance be- made with multiple dice.s If the tests final result is equal to
tween the Magician and his target is greater than the spells or greater than the spells difficulty, then it is successfully cast.
range. The player must therefore estimate the distance. If, If not, then the incantation fails.
later on, it proves to be too far, then the spell has no effect,
yet the resources used are nevertheless lost. Casting a spell Item 9 Counterspell See below, page 39.
on an opponent in base-to-base contact with fighters in the
Magicians camp does not risk hitting the latter. Unlike when
Item 10 Application of the spell effects If the spell is
firing into a Fray, a spell always affects the selected target.
successfully cast and not stopped by an enemy Magician, then
apply its effects.
Item 2 Calculation of the difficulty Most spells have a
set difficulty printed on their card. Yet some have a variable
difficulty that can depend on various parameters. such as the Counter-magic
distance between the Magician and his target, or one of the A player can counteract the casting of a spell by performing
latters Characteristics. it can even happen that the difficulty counter-magic. To do so, he must designate one and only one
is free. This then means that the description of the spell clari- Magician in his camp who meets all the following conditions:
fies how to calculate it. Unless an exception is mentioned in its He must be able to see the Magician casting the spell
description, when one of a spell parameters (difficulty, effects) or the target of the spell.
is determined depending on one of the targets Characteristics, He must be within X cm of the Magician casting the
then it is the value at the moment of the incantation that is spell or of the target of the spell. The value of X
used, while taking into account any possible modifiers that is 10 cm times the rank of the Magician making the
count as written on the card and no other ones. counter-magic.
Example A Magician is attempting to cast a spell with a One exception exists:
difficulty equal to the target s ATT. The target has an ATT If the spell range is the whole battlefield then no Line of
of 4 on its reference card, but uses Mutagenic to raise it by 2 Sight is required and any Magician can counter-magic
points. The spell difficulty is still 4 since the improvements of it.
Mutagenic do not count as written on the card. Any kind of counter-magic is a Mystic action, so a Magician
who made an exclusive action cannot make it. Also, a Ma-
Item 3 Announcement of counter-magic At this stage gician making it cannot make an exclusive action when he is
the opponent declares if he wants to do counter-magic. See activated.
below, page 39. The player must announce that he wishes to use counter-magic
and which method he has chosen right before the opponents
Item 4 Sacrifice of the Gems required for the incanta- incantation test, just after the total amount of mana Gems
tion To cast a spell the Magician must sacrifice mana Gems that will he used for this test has been announced.
whose type and amount are printed at the top of the spells Two kinds of counter-magic exist:
card. The player must subtract the Gems required for the 1. Absorption;
incantation from the Magicians mana reserve before proceed- 2. Counterspell.
ing with the incantation itself. If the Magician does not have
enough Gems of the required Element available, then the spell Absorbing a spell (Item 5) This method causes the spell
cannot be cast. to be cancelled out before the Magician has even performed
his incantation. No roll of the dice is required; the Magician
Item 5 Absorption See below, page 39. proceeding with the absorption just has to spend the right
amount of Gems (see further). The Gems that the Magician
was going to use for the incantation are lost and the spell is
Item 6 Improvement of the spell's mastery Once the
not considered to have been the subject of an incantation at-
player has removed the Gems required for the incantation from
tempt (meaning that if its Frequency is 1, then it can be cast
the Magicians reserve, he can, if he wishes and has the pos-
again during the round being played).
sibility, increase his chances of success on the incantation test
Absorption consists of spending exactly the same number of
by sacrificing X additional gems. The Gems thus sacrificed can
Gems indicated in a spell description but of an element oppos-
be of any type. For each Gem used in this way the player rolls
ing those Gems (see page 37 for which element opposes which
one additional d6 when making the incantation test. X is equal
one). In the case of Primagic spells, the Gems needed for the
to the Magicians rank +1 and this recudes if the Magician
absorption are those of the Elements opposed to the ones ac-
receives Mastery dice from other sources (e.g., artefacts).
tually used by the enemy Magician for the incantation. The
table of elemental domains indicates which Gem can cancel
Item 7 Verification of the distance Measure the distance out another when absorbing a spell.
between the Magician and the target. If that is greater than Example A Magician cast a spell using four Gems of Light.
the range of the spell, then the spell fails. Otherwise, continue To absorb this spell, his opponent must sacrifice four Gems of
following these steps. Darkness.
If the spell requires Gems of several Elements (or if the Ma-
Item 8 Incantation test The Magician makes an incanta- gician used Gems of other Elements to improve his mastery),
tion test, which is a POW test with a difficulty equal to the then the Gems used for the absorption must be of the opposite
spells difficulty. The test is made with 1 die plus all the Elements in the same proportions.

39
Example A Magician is about to cast a spell using two Gems Divination
of Air and one of Water. To absorb his spell his opponent
must sacrifice two Gems of Earth (opposed to Air) and one The main advantage provided by the Faithful in a game of
Gem of Fire (opposed to Water). He can also use Gems of Confrontation is their faculty to perform miracles. A Faith-
Darkness, which are opposed to all the Elements. ful can only perform the miracles that he was given when the
Recall that Gems of Darkness can be absorbed by Gems of any armies are built (see page 60). A Faithful doesnt have access
Element, including Darkness. to just any miracle or to any number of them. One can in-
clude a Faithful without any miracles in ones army. His role
is then to neutralise the enemy Faithful by applying censure.
Counterspelling a spell (Item 9) This method con- All the restrictions concerning the attribution of miracles to
sists of choking of the magic energies during incantation. the Faithful are explained on page 60. This chapter covers the
When a player announces that he is using this method, he rules on using divination during a game.
has to spend only one Gem of any Element. The Magician at-
tempting to cast the spell then does his POW test. If he fails,
then the incantation fails and the Gem spent by the Magician The Faithful All fighters with a spiral of faith are Faithful.
who was about to attempt a counterspell is nevertheless lost. Yet there are two types of Faithful.
If the spell is successfully cast, then the Magician attempt- Those known as pure Faithful have devoted their lives
ing to counterspell does a POW test with a single d6 (it is to the faith of their people.
impossible to improve the mastery of counterspells). The dif- Warrior-monks are ardent defenders of their faith who
ficulty of the counterspell is equal to 1+ the highest between have made the most of their fervour to become
the spells difficulty and the POW of the Magician casting the formidable fighters. Warrior-monks are identified by
spell. The spell is considered to have been the subject of an the Warrior-monk ability printed on their reference card.
incantation attempt (meaning that if its Frequency is 1, then These fighters fall in the Warrior-Mystic category
it cannot be cast again during the round being played). The pure Faithful and Warrior-monks can be of two different
types.
The orthodox Faithful represent the majority of the
Magicians without Spells A Magician who has no priests and clerics of the various cults found on Aarklash.
spells gets Negation. These Faithful draw their strength from the presence of
believers of their people around them.
Incantation Example Example The Gorgon wants to Conversely, some Faithful, known as iconoclasts, use the
cast Forced March. She designates a Centaur of Acheron. faith of their enemies to use it against them and serve
The difficulty of the spell is 6, but its text states that if the their obscure divinities. These fighters have the Icono-
targets MOV is greater than 12,5, then the difficulty increases clast ability.
by 2. The Centaur has MOV 15, so the spells difficulty is 8.
The spell costs 2 Neutral Gems, the Gorgon spends 3 Darkness
Gems, so she has spent 1 for Mastery. Now the Gorgon veri-
Temporary Faith, Believers and Aura of Faith
fies that the Centaur is within the range of the spell, which he The Faithful get the faith needed to perform their miracles
is. The Gorgons player asks his opponent if he intends to do from the presence of other fighters close to them on the bat-
any countermagick, he replies that he does not. The Gorgon tlefield. Each Faithful has a range that indicates his Aura
makes the POW test with 2d6, she rolls a and a . She of Faith, i.e., how close must other fighters be to grant the
chooses the , which is added to her POW rate of 6 for a Faithful the faith he needs. In game terms this needed faith is
total of 6+4=10, so the spell is successfully cast. The effects symbolised by points of temporary faith (T.F.) that are used
of the spell are now applied to the Centaur. to allow the Faithful to perform miracles. Normal Faithful get
T.F. by the presence of other believers of his god in his Aura of
Faith; conversely, iconoclast Faithful get T.F. by the presence
of enemy fighters in his Aura of Faith. These fighters which
are the basis for T.F. calculation are called believers.

Aura of Faith Among the abilities of a Faithful is the


name of the divinity that he worships. Right after this name
is a numeric value that indicates how many cm the Aura of
Faith of the Faithful extends from the sides of his base.

Calculating Faith Points Faith points (T.F.) (or tem-


porary faith) are used by Faithful to call miracles.
A Faithful starts a game with an amount of T.F. equal to
his FAI rate, including bonuses due to Relics and Virtues. The
Faithfuls T.F. is calculated in each new round during the Mys-
tic phase following the rules on page 36.

Believers The term believer designates all fighters taken


into account in the calculation of a Faithfuls T.F. Apart from
exceptions bound to a game effect, the following fighters are
never considered to be believers:

40
Fighters whose DIS is noted as - (e.g., a Living-dead Aspects: this indicates which of the three aspects the miracle
or a Construct). refers to.
Stateless fighters and allies. Fervour: this indicates the cost in T.F. to call the miracle.
Elemental beings (Familiars and Elementals). Difficulty: this is the value that the Faithful has to reach for
All other fighters can be considered to be believers depending the miracle to be successfully called.
on the type of Faithful concerned. Area of effect: this indicates the kind of fighter who can
The orthodox Faithful consider all friednly fighters to be be targeted by the miracle. For certain miracles this param-
believers. eter is special, in which case this is defined in the miracle
The Iconoclast Faithful consider all enemy fighters to be description.
believers. Range: this indicates the distance within which the miracle
can affect targets. Range was presented on page 14. For cer-
tain miracles this parameter is special, in which case this is
Recovering Faith
defined in the miracle description.
During each Mystic phase the players calculate the T.F. for Duration: this indicates how long the miracle lasts.
each of their Faithful for the upcoming round as follows.
Unlike spells, miracles have no frequency, because that value is
Emptying the reserve At the beginning of the phase each fixed to 1 for all miracles, unless specified otherwise in the mir-
Faithfuls T.F. is brought down to 0, even if he has points left acle descriptive text. For miracles that can be called multiple
over from the previous round. times, whether the call is successful or not it counts towards
the maximum amount of times it can be called (like for spells).
Recovery The calculation of how many T.F. are recovered
is then made in the following way for each Faithful. Depending Performing a Miracle
on his type and rank, a Faithful generates a certain amount
of points that are added to his T.F. reserve: Most miracles must be performed while the Faithful is ac-
a fixed amount of T.F. is granted to each Faithful, this tivated. However, certain particular miracles are to be per-
is formed during other phases. When this is the case, then it is
equal to his rank +2 for Pure Faithful; mentioned on the miracles description.
his rank +1 for Warrior-monk. To try to perform a miracle, the Faithful must have an amount
a variable amount of T.F. is granted to each Faithful of T.F. that is at least equal to the miracles fervour.
based on how many believers are in his Aura of Faith. 1 A Faithful can only call a miracle on a target on which he has
T.F. is generated by every even incomplete fraction of a Line of Sight. When in combat, a Faithfuls LoS is reduced
X believers, and X varies based on the Faithfuls rank: to himself and fighters in contact with him. Thus, when in
Devout: X=3; combat, a Faithful can only call personal and contact mira-
Zealot: X=2; cle. If a Faithful has ways to extend his Line of Sight (e.g.,
Dean or Avatar: X=1; Consciousness), then the restrictions above do not apply.
A Faithful is not counted for his own variable amount of T.F.,
but he can be counted for other Faithfuls. A believer is How Many Miracles can a Faithful call in a Round? A
counted in all Auras of Faith he is in. Faithful can call the same miracle only once per round. Every
Fixed Part time a Faithful calls a miracle, his T.F. is reduced. However,
Fixed Part as long as he has enough T.F. available, the Faithful can try
Rank (Warrior- 1 point every :
(Pure) to call miracles.
monk)
Devout 2 3 3 believers
Zealot 3 4 2 believers
The Call When a Faithful attempts to perform a miracle,
he proceeds with a rite known as the call. In game terms
Dean 4 5 1 believers
the call is made in several successive steps.
Avatar 5 6 1 believers
1. Choice of the target.
Note Iconoclast Faithful benefit normally from consecration 2. Calculation of the difficulty.
and Loyal of enemy fighters. 3. Application of the fervour.
Certain game effects let an Iconoclast count fighters from his 4. Strengthening of the bond (if the player wishes).
army as believers for the calculation of T.F. In this case these 5. Verification of the distance.
Faithful benefit from the Loyal ability and from the consecra- 6. Application of censure (if the opponent wishes).
tions (see page 87) their believers have. 7. Divination test.
8. Application of the miracles effects.

Miracles
Item 1 Choice of the target. The player controlling the
A Faithful knows Miracles which he can call during the round. Faithful must select a target onto which he has a Line of
Miracles have the following structure: Sight. He is not permitted to measure if the distance between
Every miracle has a name that precedes its description and the Faithful and his target is greater than the miracles range.
parameters. The player must therefore estimate the distance. If the dis-
Reserved to: certain miracles are reserved to specific Faith- tance later on proves to be too big, then the miracle has no
ful, in that case this field contains the indication on how to effect. Yet the resources used are nevertheless used up. When
identify the Faithful who can call the miracle. calling a miracle against an opponent in base-to-base contact
with fighters in the Faithfuls camp, the miracle does not risk

41
hitting friendly fighters. Unlike when firing into a Fray, a mir- where X is the amount of dice obtained when strengthening
acle always affects the chosen target. the bond. If the rolls final result is equal to or greater than
Attention! the difficulty, then the miracle is successfully performed. If
Apart from exceptions, the same miracle cannot not, then the Faithfuls call is ignored.
be successfully called onto the same target more
than once during, the same round, even if it is Item 8 Application of the miracle's effects. If the mira-
called by several different Faithful. cle has been performed with success, then its effects are ap-
plied.
Item 2 Calculation of the difficulty. Most miracles have
a set difficulty. Others, however, have a variable difficulty that Faithful without Miracles If a Faithful has no mira-
can depend on various parameters. such as the distance be- cles, he gets Negation.
tween the Faithful and his target or one of the latters Charac-
teristics. It can even happen that the difficulty is free. This
Example of Divination Example Virae wants to call
then means that the description of the spell clarifies how to
Divine eye on a friendly Sessair Giant. The difficulty is 6 and
calculate.
the fervour is 2. She spends 3 T.F., so she has reinforced the
Unless noted otherwise in its description, when one of a mir-
bond. Now Virae controls whether the Giant is within range,
acles parameters (difficulty, effects) is determined according
which he is. Viraes player asks his opponent if he wants to
to one of the targets Characteristics, then it is its value at the
censure Virae. The latter has a Vicar within range, and he says
moment that the call is made, including any modifiers, which
yes; the Vicar spends 2 T.F. and Virae gets a -2 penalty to her
is taken into account.
FAI test. Virae rolls 2d6 for the FAI test, she gets a and a
. She chooses the latter, which is added to her FAI rate of
Item 3 Application of the fervour. The miracles Fervour 4 for a total of 4+5-2=7. Despite the censure, this is higher
value must be subtracted from the Faithfuls T.F. before pro- than the difficulty of the Miracle, which is successfully called.
ceeding with the call. The effects of the Miracle are now applied on the Giant.

Item 4 Strengthening of the bond. Before proceeding


with the divination test, the player can decide to strengthen
the bond that unites him with his divinity to increase his
chances of success. For this he can spend X points of the
Faithfuls T.F. to be able to roll X additional d6 to make this
test. He can sacrifice as many T.F. in this way as he wishes,
within the limits of the Faithfuls reserve. X is equal to the
Faithfuls rank +1 and this recudes if the Faithful receives
other dice from other sources (e.g., artefacts).

Item 5 Verification of the distance. The distance be-


tween the Faithful and the miracles target is measured. If
it is greater than the miracles range, then the miracle has no
effect. All the previously used T.F. are nevertheless used up.
If the target is at a distance that is equal to or lower than the
miracles range, then continue with these steps.

Item 6 Application of censure. When a Faithful attempts


to call a miracle, the opponent can select one (and only one)
of his Faithful to censure the one making the call. The Faithful
chosen to apply censure must meet the following conditions:
He must be able to see the Faithful to be censured.
He must be within the miracles range (even if he is not
its target). If the miracles range is personal, then he
must be in base-to-base contact with the enemy Faith-
ful. If the miracles range is variable, then the Faithful
can apply censure if he is potentially within range at the
moment that the call is made.
If these conditions are met, then the Faithful can sacrifice
X T.F. points to lower his opponents result by X. X can be
equal to maximum the rank the Faithful applying censure. The
penalty of censure cumulates with that of losing focus.

Item 7 Divination test. To perform a miracle, the Faithful


has to make a divination test. The player does a divination
test whose difficulty is equal to that of the miracle. For this
roll he uses his Faithfuls FAI. The Faithful uses 1 dice plus X

42
Mystic Capacities Item 3 Payment of the cost (if any). The fighter must pay
the indicated cost. Whether the capacity is successfully used
Certain Magicians and Faithful, as well as other fighters, have or not, the cost must be payed.
capacities that are qualified as Mystic. These capacities follow
the rules presented in this section.
Item 4 Application of effects that can cancel the capac-
ity (if any). If he has the chance, the enemy can try to
Parameters These are the parameters that describe a Mys- cancel the capacity.
tical capacity:
Capacity: All capacities have a name
Reserved to: the one that uses the capacity Item 5 Verification of the distance. The distance be-
Cost: the possible cost in Gems etc. to use the capacity; if tween the fighter and the capacitys target is measured. If
this entry is missing, then the capacity costs nothing it is greater than the capacitys range, then it has no effect.
Difficulty: certain capacities require a test to be used, in If the target is at a distance that is equal to or lower than the
which case the difficulty of the test is reported here. If this capacitys range, then continue with these steps.
entry only mentions a number, then no Characteristic is in-
volved and that result must be surpassed on a d6. Item 6 Test. If a test is required, the user makes it with a
Area of effect: this indicates which targets can the capacity single d6 using the possibly indicated Characteristic. If the
affect. result of the test is greater than or equal to the difficulty, the
Range: this is the distance within which the capacity has capacity is successfully used, otherwise its usage fails and it
effect. has no effect.
Duration: this defines for how long does the capacity effect
last. Item 7 Application of the effects of the capacity. Apply
Frequency: this indicates the number of times that the ca- the effects of the capacity (if it was successfully used).
pacity can be used, if this is not indicated, these capacities
have a frequency of 1
Cancellation Unless noted otherwise in the description,
Effect: this defines the effect of the special capacity;
these capacities cannot be cancelled by enemy fighters.
Special: this defines possible special effects related to the
capacity.
Free Mystic Capacities Certain Mystic capacities are
Each Mystic capacity quotes the parameters it needs, when qualified by the attribute free, so they can be used with
these parameters are missing, they are not necessary. a free Mystic action.

Usage These capacities require a Mystic action.


Note This is a cumulative action, so unless the fighter is a
Mystic-warrior, the fighter using it cannot declare exclusive
actions.
Unless noted otherwise, these capacities must be used during
the activation of the fighter. Following is the order in which
the capacity is used:
1. Choice of the target.
2. Calculation of the difficulty (if any).
3. Payment of the cost (if any).
4. Verification of the distance.
5. Application of effects that can cancel the capacity (if
any).
6. Test.
7. Application of the effects of the capacity.

Item 1 Choice of the target. The player controlling the


fighter must select a target onto which he has a Line of Sight.
He can measure if the distance between the fighter and his tar-
get is greater than the range. When using a Mystic capacity
against an opponent in base-to-base contact with fighters in
the fighters camp, the capacity does not risk hitting friendly
fighters. Unlike when firing into a Fray, a capacity always
affects the chosen target.

Item 2 Calculation of the difficulty (if any). Most ca-


pacities have a set difficulty and a Characteristic to use for
the test. It can even happen that the difficulty is free. This
then means that the description of the spell clarifies how to
calculate. If this entry is missing, then the capacity activates
with no test.

43
Generic Mystic Rules the relay be (e.g., a fighter, a Nexus etc.). In these cases,
consider the Mystic to be in the location occupied by the relay
Spells, miracles, Mystic capacities etc. are subject to the com- and apply the following:
mon rules presented in this section. if the relay is a fighter, his Line of Sight is used to de-
termine possible targets;
Rules for Mystics if the relay is a point in the field, the Mystic benefits
from the Extended vision ability for choosing the target;
Loss of Focus Any Mystic requires focus to use his abil- any cost is paid by the Mystic and the relay cannot con-
ities. These fighters can, under certain circumstances, suffer tribute to it;
penalties due to loss of focus. There is a difference between the range is determined from the relay location;
what can make a pure Mystic or a warrior Mystic lose his focus, counter-magic, censorship or cancellation of effects
as reported below: made by enemies consider the relay location for deter-
PURE WARRIOR mining whether they can take place.
EVENT: the Mystic is MYSTIC MYSTIC These conditions can be overridden by the capacity determin-
ing the relay.
in contact with an yes no
enemy
Rules for Spells, Miracles and Mystic Capac-
stunned or with yes no ities
charge penalties
Throughout this section we use the term magic to indicate
wounded during this yes no spells, miracles and Mystic capacities alike.
round

successfully targeted
Targets Unless stated otherwise in the magic description,
yes yes the same magic cannot be cast twice on the same target during
with a counterspell (if
the same round, even if this is cast by different Mystics.
Magician)
been censured and Conditional Targets Certain magic have effect as long
failed to call the yes yes
as the targets are within a certain range. This means that
miracle (if Faithful) the magic enchants the targets when it is cast and only if the
yes yes targets stay in range. If they are enchanted and exit the range,
in rout
the magic dissipates.
The loss of focus lasts until the end of the maintenance phase
of the current round. At the beginning of the round, always The Field as a Target When the target is a point on the
check if the conditions for the loss of focus are met (so, a pure field or the magic lets one place cards or templates on the
Mystic that starts his round in contact with an enemy has lost field, that is always resolved at altitude level 0 unless stated
his focus). Penalties for the loss of focus are: otherwise.
the Mystic suffers a -1 penalty to POW and FAI tests;
for Faithful, he ignores 1 believer in his Aura of Faith
for calculating T.F. (his opponents choice). Automatic Casting Certain effects let a miracle or spell
Note A penalty to POW/FAI does not change difficulties writ- be cast automatically. This means not FAI/POW tet is needed
ten e.g., POW+3. and the test is considered to be passed. Unlike noted other-
If a Magician with POW 6 lost focus and casts a spell with wise, these effects cannot be censured/counter-magicked.
difficulty POW+3, he needs a or more to succeed.
Maintenance of Magic Certain magic have effects that
Altitude Levels A Mystic can target a fighter located at are not permanent, but that can be maintained from a round
any altitude level. For any effect, measure the distance be- to the next one. In this case the effect can be maintained. To
tween the Mystic and the counter representing the flying target do so, it is necessary to pay Gems or T.F. during the Main-
on the ground. When a Mystic targets a fighter located at an tenance phase, as specified by the magic description. If an
altitude level close to his, the difficulty increases by 2, if the effect is maintained, it counts as if the magic was used again
target is further, the difficulty increases by 3. on that target, so the effect cannot be used again on the
target on which it was maintained. Unless stated otherwise,
maintenance cannot be countered/censored etc.
Summoning Fighters A Mystic in combat can only sum-
mon fighters in locations where he has a Line of Sight, i.e.,
in contact with him. The summoned fighter must obey any The Enchanted Condition A fighter under the effects
other restriction imposed by the circumstances. of a magic whose duration is not instantaneous is called en-
A Mystic with Consciousness is not subject to this restriction. chanted.
He can therefore summon within the ranges of Consciousness A fighter enchanted by a magic cannot be enchanted by it
and that of the summoning effect, whichever is smaller. again.

Relays Certain game effects let a Mystic cast spells/call


miracles, perform counter-magic and censorship via another
fighter who is a relay. The game effect determines what can

44
Variations in the Target A fighter keeps being en- Summoned and Resurrected Fighters
chanted only if he is a valid target for the magic So, if a target
changes properties during the game and those properties made Some spells and miracles (or even artefacts) allow the sum-
an echantment valid, the enchantment is dissipated. moning of fighters or the resurrection of the killed ones, who
Example A fighter is enchanted by magic that targets fight- then join the battle. These creatures are subject to the fol-
ers with a Sacred Weapon. If he loses his Sacred Weapon, he lowing rules.
loses the enchantment.
A fighter is enchanted by magic that targets fighters with a Placement When a fighter is summoned or resurrected
STR rate of 7 or less. If he receives a generic bonus of +2 onto the battlefield his miniature cannot be placed directly
STR, nothing changes. If he receives a +2 STR bonus that into base-to-base contact with an enemy miniature. Such a
counts as written on the card, he loses the enchantment. fighter must be placed with his base completely within the
rage of the effect used to summon/resurrect him. If this rule
Killing of the Mystic Normally, killing the Mystic that cannot be respected due to the battlefields configuration, then
casted the spell/miracle/special capacity does not interrup its the fighter cannot be summoned/resurrected.
effect. The only exception is for those spells/miracles/capac-
ities that grant an effect as long as a fighter is within some Resurrected fighters These fighters are brought back
area from the Mystic. In this case killing the Mystic implies healty, without any Gem/T.F. in their reserve, but with all
removing the area, so all related effects as well. artefacts, spells, miracles etc. that they had before being
killed. Any effect they were subject to when they were killed
is dissipated.

Activation

The summoning round Fighters placed onto the battlefield


during the activation phase (be they summoned or resurrected)
cannot perform any other action during this phase. They can,
however, act in the usual way starting in the Combat Phase
after their appearance on the battlefield.

Special summoning Some summoned fighters can act im-


mediately as soon as summoned. In this case the activation of
their summoner is interrupted and the activation of the sum-
moned fighter is carried out. Afterwards, the activation of the
summoner resumes.

Summoned fighters and reference cards Summoned


fighters are bound to and activated with the card of the sum-
moner, they are bound to that card even when the summoner
dies. If when a fighter is summoned there are 4 or more fight-
ers bound to the summoner card (including the summoner),
then they are bound to a new card that is added to the activa-
tion pile from the following round. During each maintenance
phase, if the summoner card has less than 4 fighters bound
to it but the summoner has other fighters summoned bound
to another card, then some of these fighters can be moved to
the summoners card, within the limit of 4 fighters bound to
it. If the other card for summoned fighters remains with no
fighters bound to, it is removed from play.

Special summoning Certain summoned fighters can imme-


diately act upon summoning. In this case, halt the activation
of the Mystic, complete the activation of the summoned crea-
tures, then resume the activation of the Mystic.

Resurrected fighters and reference cards Unless men-


tioned otherwise, resurrected fighters are represented by their
own reference card. If this was not in the Activation Sequence
when they are resurrected, the card is added at the bottom of
the Activation Sequence.

45
Controlling Summoned Fighters It isnt enough to
have these supernatural beings appear on the battlefield; one
Machines
must also control and subjugate them. To represent this, a
fighter can control only a limited number of summoned crea- Two kinds of machines exist in Confrontation: War Machines
tures at a time. This number depends on the summoners and Nexus.
rank and on the creatures Force. When summoning a fighter,
the player must calculate the sum of the Force values of the War Machines
miniatures that are already under the summoners control. If
the summoning of the new fighter would cause the authorised Only fighters with the Weight images on their reference card
limit to he passed, then it cannot be done. are War Machines. The smaller gear indicates the Weight,
Limit of the controllable Force The total of the Force values of the larger one indicates the structure points (SP), so they are
the creatures summoned by a summoner cannot pass a certain immune to Toxic and Ephemeral.
limit determined by the summoners rank:
SUM OF THE FORCE OF
MYSTIC RANK SUMMONED FIGHTERS

Initiate/Devout 2
Army Books have the profiles of these fighters in a specific
Adept/Zealot 4 category among the other ranks. Additionally, their profile
indicates SP among their abilities.
Master/Dean 6

Virtuoso/Avatar 8 Kinds of War Machines Two kinds of War Machines


exist: mobile and immobile ones. Generally, immobile ones
Pure Mystic +1 to the rank-related have a MOV rate of -.
Characters amount Mobile Machines Mobile machines are machines that are
moved by their own system of locomotion. This can
A summoner already controlling the maximum Force of fight- be a team of animals or a boiler, for example. Such
ers he can control cannot summon other fighters. a machines reference card represents at once the ma-
chinery, the team of animals, and sometimes the crew.
Death of the summoner Unless mentioned otherwise on These machines have the symbol pictured at the be-
the summoning card, summoned fighters remain in play even ginning of this paragraph represented on their reference
if the fighter who summoned them is eliminated. If this hap- card. Certain pieces of light artillery, such as the dwar-
pens, then the latters reference card continues to represent ven bombardiers, do not have a weight icon because
them. they do not suffer the effects of the rules bound to this
Characteristic. They are nevertheless considered to be
Limitations Non-Character Mystics cannot be given sum- mobile machines.
moning effects unless noted otherwise (e.g., in certain affilia- Immobile Machines Immobile machines have to be moved
tions). by servants. These are usually cannons or ballistae. An
Miracles that summon or resurrect fighters cannot be subject immobile machines reference card only represents the
to the Perseverance virtue (see page 86). machine itself. These machines have the symbol pic-
Example Melkion is an Adept. He can thus summon up tured at the beginning of this paragraph represented on
to 5 Sparklings (in several rounds), or an Elemental of Fire their reference card.
and 3 Sparklings. If Melkion is killed, the Sparklings and the These machines are not considered fighters for game
Elemental summoned by him are activated by his card. purposes. During the Combat Phase, they follow the
rules for Scenic Elements.
War machines always have SP and not HP.
Summoned Fighters and Interactions Summoned
fighters have restrictions in how they interact with other fight-
ers, in fact they are considered as allied fighters (see page 63). Mobile Machines
Summoned fighters can not interact with Mission-specific el-
ements (see page 53) nor act as catalyzers for a Nexus (see Following are the rules for Mobile Machines.
page 48). When killed, summoned fighters are immediately
removed from play. Sequence The reference card of the Machine must be in-
This rule does not apply if the summoned fighter belongs to serted in the Activation Sequence.
the same people that is summoning him, e.g., Morbid puppets
summoned in an Acheron army or Reapers summoned in a Movement These Machines move straight along the direc-
Mid-Nor one. tion indicated by their orientation, they can only go forward
and not backwards. Additionally, these Machines can turn up
to 45 on his front arc. The Machine can turn only once for
every X cm he travelled, where X is its Weight value. A Mo-
bile Machine that is free from enemies and was not moving
can turn 90 before moving; it can also turn 180 but in that
case its MOV rate is reduced by its Weight rate until the end
of the Activation phase.

46
Assaults A mobile machine can never declare a Push, but Deployment The machine is deployed like a normal
all assaults against enemies whose sum of Forces (after ap- fighter, alongside Servants and Substitutes that are bound to
plying possible bonuses and penalties) is less of equal than its it. The Crew must be deployed within 5 cm of the machine.
own is considered a Push. If the machine assaults enemies
whose sum of Forces is grater than the Machines, then it can Moving the Machine Only the Crew can move the ma-
be re-oriented to have a correct contact with at least one en- chine, at least the minimum number of Crew as indicated
emy, choosing the reorientation that moves it the least. To among the capacities of the machine is needed to move the
this extent, a Scenic Element always has a greater Force than machine itself. Only the Crew who are touching the machine
a Machine. and who are not engaged can contribute to moving it. The
amount of Crew trying to move it must be at least the mini-
Disengagement These machines can only disengage in mum Crew. A machine cannot be moved if there are enemy
STR, but it is not required to be of greater size than all the fighters in contact with it or if there is no Servant in its Crew.
opponents in contact with it. When moving, the machine and the Crew move for up to the
lowest MOV rate of the Crew. Reduce that rate by half the
Firing and Combat These machines can combat and fire Weight of the machine (round up).
like all other fighters, unless specified otherwise in the ma- Example A bombard (weight 5) is moved by 3 Servants (MOV
chines own rules. 10 each). Thus it can be moved by 10-(5/2=3)=7 cm.
A War-machine cannot fire the round it is moved.

Immobile Machines
Reorientation of the Machine These machines can
Following are the rules for Immobile Machines. be reoriented in any direction. The same rules for moving ap-
ply. After the reorientation, the machines suffers a -1 penalty
Servants and Substitutes A Servant is a fighter who was to the natural result of its AIM tests.
trained to operate the machine: each machine has require-
ments for being its servant and it defines who its servants are. Firing An immobile machine cannot make special shots ex-
Any fighter that satisfies the requirements but is not defined cept for indirect shots in case it is a Zone Artillery.
as a servant can be a Substitute. A substitute can operate the These rules apply:
machine, but with penalties (often defined in the machines designate a target using the Line of Sight of any Crew
description). within 5 cm;
Servants can be inserted in the army only if bound to a War ignore barricades deployed by a friendly Sapper to de-
Machine, and this must be clear. Indicate that machine as termine Line of Sight and cover of targets and to draw
the machine they refer to. Servants of the same machine the trajectory;
can have different profiles. use the AIM rate of a Crew member in contact with a
A substitute can be bound to an immobile machine only before side or the rear of the machine (this must not be the
a Tactical Roll and only if he is within 5 cm of it. fighter whose LoS is used);
The set of servants and substitutes that operate the machine is this AIM test does not benefit from the abilities nor
called Crew. The cost of an immobile machine never includes generic bonuses of the Crew, just the Machines;
any crew. measure the distance from the front of the machine, the
trajectory of the bullet can only pass by the front and
Equipment Each immobile machine has two Crew rates: not by any other side.
the minimum, a minimum number of Crew required for When a machine fires, all its Crew is considered to operate
it to function (albeit with penalties defined in the ma- it. Thus, if for example they were invisible due to Scout, they
chines description). Without the minimum required become visible.
Crew, the machine cannot be operated nor moved.
the maximum, the maximum number of Servants and Combat An immobile machine is considered a Scenic Ele-
Substitutes that can be associated to the card of the ment for combat, so it can be attacked by its allies as well.
machine.
A machine that loses all its Crew stays on the field until it is Capture An immobile machine can be captured by the en-
destroyed. The way it affects Missions is explained on page 53. emy if there are not friendly fighters within 10 cm of it. To
do so, the enemy must bring within 5 cm of the machine an
Sequence Only the card of the machine must be placed in amount of fighters equal to the minimum Crew required by it.
the Activation Sequence, all the Crew activates with it. If the A conquered machine becomes part of the enemy army, it can
machine is destroyed, its card only represents the Servants, the be conquered back with the same conditions. Enemy fighters
Substitutes are represented by their own card (if this was not that operate the machine only count as Substitutes (so they
in the sequence, add it as the last card). If a fighter becomes can never move the machine).
a substitute during the game, then he is represented by the
machines card and not by his own. If the latter represented Actions of the Crew
only him, then it is removed from the sequence. A Substitute
(never a Servant) can choose to abandon the Machine before The Crew of a War Machine can make the following actions
a Tactical Roll, in this case re-insert his card in the Activation while bound to it. A fighter making one of these actions is
Sequence, the fighter acts normally during this round. temporarily (until the end of the round) not considered among
the Crew, so such a fighter cannot help moving the machine,

47
nor grant a LoS used for shooting; he nevertheless is still part Nexus
of the Crew. These actions are:
Making a simple action: the Crew member makes a simple A Nexus is a Scenic Element that act as an Accumulator
action. Certain machines have capacities that require a (see page 51 for the terminology) with a permanent reserve
simple action to be activated. of charges and that can actively affected during the game.
Making an exclusive action: the Crew member can make an Game-wise, a Nexus follows the rules and limitations of Scenic
exclusive action as long as he does not go further than Elements, and thus a Nexus is not a fighter.
20 cm of the machine. If this distance is greater (after Nexus have a set of parameters describing them, and they are
having calculated it), then the action is not made and deployed on the field differently from other Scenic Elements.
the Crew member stays still; To be activated, a Nexus requires a Catalyzer that respects
Making one or more cumulative actions: the Crew mem- certain conditions as imposed by the Nexus itself.
ber makes one or more cumulative actions. If these are Nexus name: A Nexus has a name
movement actions, the same restrictions indicated for Allegiance: The alliance indicates the alliance way which the
exclusive actions apply. Catalyzer must belong to, or the People the Catalyzer must
When making these actions, the Crew member may end up belong to or a parameter the Catalyzer must respect (e.g., a
further than 20 cm of the machine. A Crew member who minimum rate in a Characteristic).
starts his activation further than 20 cm from the machine must Trial: Most Nexus require a test to be activated, the re-
declare at least one movement action that is not an assault lated Characteristic is indicated here. A fighter without that
towards the machine itself. Characteristic cannot activate the Nexus. If the test fails, the
Nexus does not activate.
Sacrifice: This indicates what the Catalyzer must pay (e.g.,
Gems, T.F., HP etc.) to activate the Nexus. If this is a
penalty to Characteristics, the (denied) usage of an ability,
then it lasts until the end of the round. If this is a Damage
Roll or a number of HP, then the Nexus activates even if the
sacrifice kills the Catalyzer. If the sacrifice is not made, the
the Nexus is not activated. The sacrifice must be made after
the test, whether it is a success or a failure.
Area of effect: This indicates the area that is affected by
the effects of the Nexus. This can be the Catalyzer himself, or
an area, which must be calculated from the base of the Nexus.
When the area is bound to a roll of a die, then roll it after
the activation; a or a cannot be opened. If the Nexus
is activated multiple times during the same round, recalculate
its area of effect every time.
Access: This indicates how far can the Catalyzer be from
the Nexus to activate it.
Duration: This indicates how long do the effects of the
Nexus last.
Frequency: This indicates how many times can a Nexus be
successfully activated per round.
Loads: This indicates the charges the Nexus has. Each time
the Nexus is successfully activated, decrement the charges by
1. A Nexus without charges cannot be activated (unless noted
otherwise). If this parameter states unique, then the Nexus
can only be activated once per game and it cannot recover
charges in any way.
Quantity: This indicates how many of the same kind of
Nexus can the army have.
This is generally indicated as 1 every X a.p., so you can
include 1 Nexus for every even incomplete fraction of X a.p.
of the gaming format. If this is unique, then only 1 Nexus of
that kind can be included.
Abilities: This indicates the abilities of the Nexus.
Base: This indicates the base of the Nexus.
Resilience: This indicates the RES of the Nexus.
Structure: This indicates the SP of the Nexus.
Effect: This indicates the effects of the Nexus.
Special: This indicates possible special features of the Nexus.
Cost: This indicates the cost of the Nexus in a.p.

48
Deployment of Nexus
Additional Game Information
Nexus are deployed during the Nexus deployment phase (see
page 21). This section describes important additional information for
Unless noted otherwise, a Nexus can be deployed anywhere playing the game.
on the battlefield, even in the opponents deployment zone, as
long as the following restrictions are respected:
a Nexus cannot be deployed within 15 cm of another Special Game Effects
one; Cancelling a Damage Roll
it cannot be deployed if it blocks access to a Scenic
Element the fighters can interact with (see page 53); Certain game effects cancel Damage Rolls and others prevent
it must respect eventual restrictions on the deployment a Damage Roll from being cancelled. When a Damage Roll
of Scenic Elements (as dictated by some missions), and is cancelled, consider as if it was never resolved, so any ef-
those imposed by its own abilities. fect bound to it is lost (e.g., Toxic). Unless stated otherwise,
effects that cancel Damage Rolls are always used before the
Damage Roll is resolved.
Activating a Nexus
A Damage Roll that cannot be cancelled ignores this rule.
Unless noted otherwise, a Nexus is activated during the acti-
vation of its Catalyzer. Activating a Nexus is a Simple action. Precise blow
The Catalyzer must have Line of Sight on the Nexus and make
the test indicated by the Nexus and then, whether the test is A precise blow is a Damage Roll where the higher die indi-
a success or not, pay the sacrifice. If the test was a success cates the location and the lower one is added to the STR of
and the sacrifice was paid, the Nexus loses 1 charge and its the figher to determine the row to read in the table.
effects are applied. A Nexus can be activated even if there are
enemies in contact with it.
Deadly blow
Limitations The same fighter cannot try to activate the A deadly blow is a Damage Roll made with 3d6 keeping the
same Nexus more than once per round (whether the activation two results that best suit the fighter. The two results kept
is successful or not). this way follow the rules of normal Damage Rolls. This effect
can affect Damage Rolls made by: attack, shots, spells, mira-
cles and capacities. Damage rolls affected this way are always
Forcing a Nexus specified to be deadly blows.
The Catalyzer must not necessarily be a fighter of the army Note Some fighters have Immunity/Assassin, they are consid-
including the Nexus; as long as a fighter satisfies the Nexus ered to have Immunity/deadly blow.
requirements, he can be a Catalyzer. If an enemy activates
the Nexus, the difficulty of the test is 2 higher. If an en- Traps and Decoys
emy successfully activates the Nexus, this counts towards the
maximum amount of times it can be activated in the same Some abilities use trap and decoy counters below:
round.
A Nexus that does not require a test cannot be Forced, so it
cannot be used by the enemy.

Influence of a Nexus
These counters are placed on the field in two ways:
A fighter affected by a Nexus does not lose its benefits even if hidden: in this way they offer an indistingushable face
he goes outside of the Nexus area of effect, unless noted oth- to the players, only the player who placed them knows
erwise. If a Nexus is destroyed, its effects immediately cease. what is what and he is always free to consult them;
Unless noted otherwise, the same fighter cannot be affected clear: in this way the image is face-up, visible by all
by a Nexus more than once per round, even if multiple occur- players.
rences of the same Nexus are on the field. These counters can be triggered, which happens when a
fighter:
declares an action when in range;
passes within range;
ends his activation within range;
is summoned in range.

Triggering When a decoy is triggered, reveal it (in case it


was hidden) and remove it.
Traps can be of three kinds:
Mines: when triggered they cause a STR 6 Damage
Roll to all fighters within the large template, including
the fighter triggering them. If the latter survives, his
activation continues as normally;

49
Bear traps: when triggered, they cause a STR 5 Dam- if necessary, is replaced by the miniature of X. If the
age Roll to the fighter who triggered them. If the latter size differ, there must be enough room to place such a
survives, his activation continues but he suffers a -2,5 to miniature, if there is not, the transformation does not
MOV until the end of the round, including the current take place;
action; the profile of the fighter is replaced by that of X.
Other: this is described in the related capacity. For any game effects, the fighter and X are the same fighter,
so:
the health status does not change, so lost HP are trans-
Hidden Fighters
ferred to X;
A hidden fighter is considered an indestructible, inalterable spell, miracles etc. that affected the fighter are carried
Scenic Element of null size, so he does not affect Line of Sight on to X;
of other fighters (only enemy fighters consider him so, he keeps immunization to FEAR rates are carried on to X.
his normal stats). He cannot be targeted by any action but If X has a FEAR rate that is higher than the fighter, all fight-
he suffers area effects normally; additionally he benefits from ers in contact with X after the transformation must make a
Leadership of other fighters and other fighters benefit from COU test.
his Leadership. When a fighter has the opportunity to be-
come hidden, control that no enemy fighter is within 10 cm Forced Flight
of him, if this is true then he becomes hidden. A fighter is no
longer hidden if: Some effects Force a figher to be moved to altitude level 1.
an enemy starts or ends his activation within 10 cm of In this case if the fighter has Flight he can act normally, even
him; performing altitude level changes during the same round. If
an enemy pursues within 10 cm of him; he does not have Flight, then he cannot make any movement
the fighter ends his movement within 10 cm of an en- action but he can make other actions normally. In this case he
emy; suffers a -1 to the natural result of his INI, ATT, STR, DEF,
the fighter makes an engagement or any other action AIM, POW and FAI tests.
that is not a movement;
an ally of the fighter targets him with an action.
Frightening Area
A fighter that reveals a scout during his own activation cannot
target him directly, nor can the fighters activated during the Some effects create an area on the battlefield that is fright-
same declaration. ening. A frightening area has a FEAR rate and it can be
frightening for all fighters or just for some of them. When a
Swapping Fighters fighter who is not immune to the FEAR rate of the area en-
ters or is activated within it, he must make a COU test with
Some effects let two fighters be swapped. In this case the difficulty equal to the FEAR rate of the area. If he fails:
miniatures are physically swapped: if he was in the area, he is routing;
mark where the fighters stood on the battledield; otherwise he ends his movement just outside the area.
remove their miniatures from the ground; A fighter routing inside a frightening area automatically fails
reposition each miniature whenre the other fighters his rallying tests.
mark is, oriented as you wish.
This effect merely swaps the fighers, each of them pertains his
health and enchantments as before the swap. This effect does
not apply if one of the fighters base cannot be placed where
the other stood.

Transfering a Damage Roll


Some effects let a Damage Roll be transferred from a fighter
to another. When such a Damage Roll is transferred from a
source to a target, it has no effect on the source (i.e., the
intended target of the Damage Roll). The Damage Roll bene-
fits from all effects that affected it, e.g., being a Deadly blow,
Toxic etc.
Example A Damage Roll with Toxic is transferred to a fighter
with SP, the latter ignores the Toxic.
A Damage will with Bane/creatures is transferred from a non-
creature to a creature, the target suffers the effect of Bane.

Transformation/X
During the game, some fighters can transform into another
fighter called X. The effect that triggers the transformation
is listed among the fighters capacities, which also lists the
duration of the transformation. When a fighter transforms:

50
Applying Effects Reserves and Charges
During Play Effects during play are applied in the order Certain game effects let a player accumulate charges, points
in which they are used on the target. A subsequent effect can or dice (though for simplicity we only use the term charges).
cancel a preceding one, much alike what happens for spells These effects can belong to whole armies, single fighters, arte-
etc. facts, Scenic Elements, mission elements etc. These charges
have different names, they can grant general bonuses or
When Building the Army When building the army, you be used for certain capacities. Accumulating and spending
are free to choose the order in which a fighter acquires affil- charges follows the rules of this section.
iations, solos, capacities etc. for dependancies between each Note In gaming material, we often simply state that something
other. That order is fixed and cannot be changed once it is has a reserve, not necessarily using the term accumulator.
decided.
Example A fighter is deployed in an affiliation that grants him Parameters
War fury. He also has an artefact that grants him War fury
or, if he already has it Born killer. The player can decide to Identification A game effect with a reserve that has or
give the affiliation first and the artefact second, so the fighter can get charges is called Accumulator. When the Accumula-
gets War fury and Born killer. tor is an artefact, its rules apply to the bearer as if he were
Consider the same situation but an affiliation that grants the the Accumulator himself. In some cases, an army can be a
fighter War fury or, if he already has it, +3 STR. The player Accumulator, in which case the charges can be accumulated
must choose the order, so if he takes the artefact first and the and used for all his fighters.
affiliation second, he will get War fury and +3 STR.
Reserve An Accumulator has a reserve of charges, an up-
Effects to Dice Rolls It can happen that effects that per bound (only if specified) and an initial amount (only if
affect dice rolls are applied to the same test. In that case, specified, otherwise the reserve is empty at the beginning of
dual effects cancel out. the game). The reserve can be:
Example A spell lets a target re-roll his attacks to keep the Permanent: the charges remain in reserve until used;
better result. The opponent has a capacity that Forces a Temporary: the reserve empties at the end of each round,
fighter to re-roll his attack to keep the worse result. In this during the Maintenance phase.
case, the attack is not re-rolled. Unless noted otherwise, the amount of charges in a reserve
can vary during the round.

Resources A resource is a game effect from which a Ac-


cumulator can get charges, these are often Gems, T.F., HP,
or they are specified in special capacities. When resources are
specified (e.g., fire Gems), no other kinds can be used as a
resource (e.g., no other kind of Gem). Certain Accumulators
cannot acquire additional resources throughout the game, so
they start the game with some charges and they have only
them during the game. These Accumulators have no connec-
tion with resources.

Conversion Unless noted otherwise in the game effect, 1


resource generates 1 charge. But it is not always the case,
so certain cases can indicate a different ratio (e.g., Gems 2:1
indicates that 2 Gems generate 1 charge).

Acquisition of Charges
Charges can be acquired via the Absorb, Chargeable, Genera-
tion and Collect abilities.

Usage of Charges
Some charges grant a bonus based on how many are possessed.
The usage of charges is described in the Accumulator specific
rules, though when this is done during the activation phase,
it counts as a free Mystic action. If the usage can happen
outside the Activation phase, spending the required amount
of charges is all that it takes for the effects to take place.

51
Effect of Charges Places of the Game
Effects of charges can be instantaneous or they can last During a Confrontation game, the players can interact with
through time. When they have a duration, consider the af- three places:
fected fighter to be enchanted as if via a spell or miracle. All The battlefield: this is where the armies face each other; this
the related restrictions apply (see page 60). is also called field or battlefield. The battlefield is
composed of a ground (also called level 0), and two al-
titude levels, called level 1 and 2.
The area of the losses: this is where a fighter is placed when
he is killed. Fighters in this area can be still subject to
game effects (e.g., spells, abilities) that bring them back
to the battlefield. These fighters are still considered to
be part of the game.
The area of removed fighters: this area is not a physical lo-
cation. Certain game effects remove fighters from play,
which means they are sent to this location; they can no
longer be designated by any game effect. All that is left
of these fighters is the a.p. value that the opponent uses
when calculating points (see page 56).

52
Missions, Scenery and Neutral be scored in total by both players. It is not possible for both
players to both score the same V.P.
Fighters Bonuses Bonuses state the possible a.p. bonuses that play-
ers can score at the end of the game. Apart from scoring V.P.,
Missions are entertaining ways to play a Confrontation game.
players score a.p. that are then used to decree the winner in
The set of recommended missions can be found in the related
case of a tie, as described in the rulebook.
rulebook (see page 80). Certain mission-related rules are de-
scribed below (and generally in the rest of this section).
The structure of missions is the following.

Situation The Situation section describes the state of the


battlefield before the battle starts. Additionally, it contains
the list of material that is needed to play.

Scenery The Scenery section defines what Scenic Elements


must be found on the table, there are three groups of Scenery:
Scenery Elements of the Mission: this part describes the
Scenery Elements that only the specific mission uses;
Standard Scenery Elements: this part describes whe
number of Standard Scenery Elements that must be used
in the mission. A general introduction and description
of Scenic Elements can be found in the rulebook;
Mobile Scenery Elements: this part describes the Mo-
bile Scenery (tokens, miniatures, etc) that the mission
requires.

Special rules Special rules are peculiar rules that are spe-
cific to each mission.

Deployment Deployment conditions determine how the


fighters of each army are to be deployed on the battlefield
during the Approach phase. These sections provide an ex-
planation of the terminology for deployment conditions. All
missions state on which side of the table they are played: ei-
ther the long or the short one. Unless noted otherwise, there
deployment follows the Battle deployment described below:
For battles on the short side, players deploy their fight-
ers in their half of the field, in the area spans 15 cm
from the center line to 10 cm from their short side.
For battles on the long side, players deploy their fighters
in their half of the field, in the area spans 15 cm from
the center line to their long side.
Recall that deployment of an army takes place after deploy-
ment of Scenic Elements. Unless specified otherwise, armies
and Scout are deployed normally (battle). Fighters with the
Infiltration/X ability cannot use it to go inside an objective or
a Scenic Element of the mission. No fighter or Nexus can be
deployed on top of any Scenic Element or above any element
that is inaccessible or non-crossable.
Often, missions are accompanied by a picture that describes
the deployment. In these pictures, deployment zones for the
two players are indicated with Red and Blue respectively, as
well as with a letter A or B for each player. Mission Scenic
Elements are gray.

Objectives Objectives recap what the players must achieve


to win.

Victory conditions Victory conditions determine how


to define the winner and the loser for each mission. Typically,
each mission allows a maximum of 3 victory points (V.P.) to

53
Tokens and Counters Placing a Dropped Token Dropping a Token follows these
rules:
Certain mission elements can be given tokens or counters. if a fighter willingly drops a Token, the latter is placed in
contact with a free edge of his base, the fighters choice
Tokens Certain missions use Tokens that players must ac- (if this is not possible, the Token cannot be dropped);
quire. Regardless of what is used to represent the Token on a fleeing fighter drops Tokens at the beginning of his
the battlefield, Tokens are always considered to be points (and movement, on the opposite side from where hes fleeing
placed at the center of the item used to represent it). to;
a routing (but not fleeing) fighter drops Tokens in con-
Picking up a Token Picking up a Token is a simple action. tact with his base, on a free side chosen by the opponent
To pick up a Token, a fighter must start or terminate his move- (if this is not possible, the Token cannot be dropped);
ment (during his activation) in contact with the Token. The a killed fighter drops Tokens in the center of his base.
Token is then positioned on the fighters base. After picking If multiple Tokens are dropped simultaneously, they are piled
up a token a fighter cannot make other actions for his activa- up on each other.
tion. A fighter can also pick up a token in place of one of his
pursuit movements, and also in this case he must be already Movements and Tokens A fighter cannot end his move-
in contact with the Token when declaring the pick up. These ment (due to a cumulative or a Mystic action) on a token
limitation apply: unless he wants to pick that up, he can be in contact with it
A fighter can pick up at most a Token per game phase. though. Fighters that end their movement in contact or on a
A fighter in rout cannot pick up a Token, nor can he Token after an exclusive action or after a pursuit must place
terminate his activation phase on top of one. the Token in contact with them as if they willingly dropped it.
A Summoned fighter can never pick up a Token, nor
terminate any movement on top of a Token unless that Counters Certain missions use Counters to signal some
fighter is of the same people as the army (e.g., sum- game effects. Counters are different from Tokens, they can
moned morbid puppets can pick up Tokens for Acheron). never be picked up, carried nor dropped; they do not repre-
sent physical objects. According the the mission description,
Carrying a Token All Tokens have the Transportable/X a fighter can add (or remove) Counters to an objective or to
ability where X is equal to the maximum number of Tokens a Scenic Element in contact with him. Generally the amount
that a fighter can carry in a specific mission. Typically, X is of Counters a fighter can handle is linked to his Force, though
1, though some missions define otherwise. A fighter carrying some missions can define it otherwise. These limitations apply:
a Token cannot perform the following actions: Summoned fighters can never add nor remove Counters
leave altitude level 0 using Flight; unless they are from the same people of the army (e.g.,
he cannot benefit during deployment or during the game a summoned Skinner of Mid-Nor can add and remove
from Scout or from analogous abilities that let a fighter counters for a Mid-Nor army).
be deployed outside his deployment zone or be deployed Routing fighters can never add nor remove counters.
on the field in another time than the deployment phase.
The fighter must be deployed on his deployment zone
since the start of the game;
he cannot be hidden during the game;
he cannot use Infiltration;
he cannot pass through obstacles during his movement
(if he can, he can still ignore encumbered grounds);
he cannot make more than one Leap per round (if he
has that ability).
A Token can be moved only by the fighter carrying it.

Dropping a Token A fighter can drop a Token in three


cases:
1. when he so wants. A fighter can drop a Token as a sim-
ple action, and in this case no other fighter activated in
his same declaration can pick that up.
2. when he routs. In this case the fighter abandons all To-
kens he has, if this is not possible he does it at the end
of the maintenance phase and at the beginning of his
activation until he drops them.
3. when he is dead. A fighter drops all Tokens when he is
removed from the battlefield (this affects how a Fierce
fighter drops Tokens).
A fighter who is removed from play drops all Tokens in the cen-
ter of his base. A droppend Token can be picked up normally
unless noted otherwise.

54
Controlling Objectives Eliminating an Enemy
q Controlling mission-related objectives is done by placing When a mission requires fighter A to be killed by some fighter
fighters within an area related to the objective (most times B of ones army, it is sufficient that B is in the same Fray
its around the objective). To control an objective, you must when A is killed, B does not need to strike the killing blow.
beat your opponent on all of certain scores described below.
These scores are calculated during the Point phase (or at the
Corner Cases
end of the game).
Certain fighters can, due to their abilities, be excluded from
The Control Area In the description of each mission, the calculation of the control of objectives, from placing coun-
each objective describes its control area. When this is con- ters/tokens (see page 54). These fighters are:
tact, consider fighters in contact with it and, if the objective flying fighters who landed during the last played round;
is passable, fighters on top of it as well. When this is X cm, summoned fighters that belong to the army but that
fighters must be within X cm of the side of the area. The have been summoned in the last played round;
following restriction applies: routing fighters that have been rallied in the last played
fighters of N, S, M, A, C size must be completely within round;
the area to be considered; fighters with Reinforcement that came back during the
fighters of W, X, L size can be partially within the area. last Maintenance phase.
These fighters count towards mission only if the Combat Phase
of the last played round has been completely made or, if they
The Scores These are the parameters that can be used to
were in a Fray, if their Fray has been resolved.
determine control:
With the terminology last played round we do not mean the
Cost in a.p.. Sum up the total cost of all fighters.
6th round, but the last one effectively being played.
Force. Sum up the Force of all fighters.
Rank. Sum up the Rank of all fighters.
Effectives. Sum up the number of fighters in range.
Characteristic. Pick a fighter with the highest such
Characteristic, only that value is considered.
The following also holds:
when calculating the cost, a fighter who lost 5 HP or
more adds a -5 to the total sum;
when calculating Force, consider temporary modifica-
tions only if they are still valid when the calculation is
done;
when calculating Rank, for fighters with multiple ranks
only consider their higher.
Each of these parameters is compared with the opponents one
in order to determine who wins which one.

Limitations The same fighter cannot be counted for the


occupation and control of multiple objectives/areas. If a
fighter can be calculated in multiple ones, then the player
controlling him decides where he must be calculated. Addi-
tionally:
routing fighters are never counted;
summoned fighters are never counted unless they belong
to their people (or unless noted otherwise);
Nexus and immobile machines are not fighters, so they
are never counted.

Controlling The controls is given to the player who


beats the other on all indicated parameters, parameters where
there is a draw are not calculated. This means that when con-
trolling an objective that requires Force and Cost, if the Force
draws, then the player with the higher Cost wins.

55
Calculation of Victory Points Scenic Elements
Once a game ends, the victory points (VP) and the goal av- Each mission considers a number of Scenic Elements to be
erage (GA) must be calculated. Each mission allows up to deployed on the battlefield before the fighters.
3 points to be made, though some can be unassigned. The
players calculate their points as follows:
Types of Scenery
WINNERS
RESULT LOSERS VP There are three types of Scenic Elements that a mission can
VP
consider:
3-0 9 0 1. Scenic Elements of the mission: these elements repre-
sent goals or other crucial elements that the mission
2-0 8 1 relies upon. Typically, these elements are positioned in
7 3 specific parts of the table.
2-1
2. Standard Scenic Elements: these elements are typically
1-0 6 2 deployed by players. These elements cannot be moved
and they are indestructible and impassable.
1-1 5 5
3. Mobile Scenic Elements: these elements can be moved.
0-0 4 4
Dimensions of Standard Scenic Elements
The GA is calculated by subtracting two values X and Y:
X is the sum of all enemy losses plus additional mission- Standard Scenic Elements are arranged in four categories de-
specific GA bonus; pending on their shape and dimension. Dimension is given in
Y is the sum of all losses. terms of a Confrontation card:
The GA can be negative or positive and it is used to determine
the winner in case of a draw. 8, 6 6, 3 cm

Minor element: these elements must not be larger than a


Losses All fighters that the opponent/neutral fighters/mis- single card. Fences that are longer than a single card
sion effects killed are considered losses. The following also must be less wide than half a card. These elements are
holds: considered of Large size.
fighters that came back to the field via Reinforcement Medium element: these elements must not be larger than
are still considered for each time they were killed; two Confrontation card touching themselves (long side
summoned fighters are counted only for up to the a.p. on long side, short side on short side, or long side on
rate they mention in their army book; short side). These elements are considered of Large size.
captured War Machines are considered losses. Major element: these elements must not be larger than three
Confrontation card touching themselves (as explained
above). These elements are considered of Very Large
Size.
Greater element: these elements must not be larger than
four Confrontation card arranged in such a way as to
form a rectangle; their sides must be touching each other
as described above. These elements must contain paths
for fighters of up to Very Large Size to pass through
them.
The height of Scenic Elements is not written, it is at least that
of an L size.

Positioning Scenic Elements


Each mission defines the minimum number of Scenic Elements
that must be deployed. If this is not indicated the number is
four, so randomly select one of the following sets by rolling
1d6:
one major, two medium and one minor;
one greater, one medium and two small.
All effects of a Scenic Element that affect the game must be
made clear before the deployment phase begins, this includes
Size of the element, height, etc.).
Attention!
Unless noted otherwise in the mission description,
each Scenic Element must be at least 5 cm away
from the next element and from the table bor-
ders (i.e., all kind of fighters must be able to pass
between two elements).

56
Unless specified otherwise, Scenic Elements must be deployed Contact with Scenic Elements Scenic elements are
as follows: not fighters and being in contact with them is not a Fray.
Firstly deploy the Scenic Elements of the mission, i.e.,
those required by the mission only; Damaging Scenic Elements Unless specified otherwise
Secondly, deploy the standard Scenic Elements. Each in the mission description, all Scenic Elements have the Stead-
player deploys one element of their choice, alternating. fast ability. When a Scenic Element with SP suffers a Damage
Each player rolls 1d6, the winner starts deploying ele- Roll, effects that require/target a specific body part are not
ments. considered.
Thirdly, randomly assign the deployment zone to each
player (roll 1d6 or toss a coin).
Only then each player deploys his army and continues Attacking Scenic Elements
with the deployment described on page 21. Fights against Scenic Elements are discussed on page 35.

Characterisation of Scenic Elements Scenic Elements and Fighters


Not all Scenic Elements are impassable terrain. Up to half the From the top of a Scenic Elements (e.g., a fighter could have
Scenic Elements of a field can be: flown there), a fighter is considered as of a size equal to the
Hill: this has Medium or Large (L) size. Fighters on the sum of his size and of the size of the element for lines of
hill add the height of the hill to theirs to determine Line sight. For example, a Medium Size fighter on top of a Mi-
of Sight and whether other fighters see them. This does nor element is considered of Very Large Size for shooting and
not affect difficulty of shots as there is no size change. declaring charges, but he is only of Medium Size for other ef-
To climb or go down a hill, fighters must reduce their fects e.g., inflicting charge penalties. If the size of a fighter
MOV by: is larger than that of a Scenic Element, and the element is
2,5 cm if it is a Medium hill; within 5 cm of the fighter, that element is not considered as
5 cm if it is a Large hill, an obstacle for possible shots.
these reductions are cumulative within the same round.
A fighter with Leap can leap on top of the hill, down
from the hill or it can leap the whole hill if his MOV Scenic Elements and Missions
allows him to. Some game effects let a Scenic Element be created or moved
Woods: terrain inside the woods is encumbered and during the game. By no means no Scenic Element (so, no
fighters inside are considerd to have cover, they also get Nexus) can be placed in such a way as to block access com-
Target/+1 or +1 to it. pletely to a mission element. There must always be at least
Mud: this does not obstruct Line of Sight but it is en- enough space for a 5x5 cm base.
cumbered ground due to water.
Tall grass: fighers can go through this scenery, which
has Small size. No Line of Sight on fighters of Small
or smaller size inside the scenery exists. Fighters of
Medium and Large (A, W) inside the scenery have cover.
Hole in the ground: this scenery is as deep as a Small
or Medium size. When a fighter further than 10 cm of
the hole wants to declare an action on a fighter inside
it (or vice-versa), consider the height of the fighter in
the hole to be reduced by the height of the hole. If this
results in a height less than 0, no line of sighe can be
drawn (the hole lets modifiers due to size be applied to
shots). To enter or exit the hole fighters must reduce
their MOV by:
2,5 cm if it is a Small hole;
5 cm if it is a Medium hole,
these reductions are cumulative within the same round.
A fighter with Leap can leap inside the hole, outside the
hole or it can leap across the whole hole if his MOV
allows him to.

Interacting with Scenic Elements


Shooting Scenic Elements Scenic elements do not
cause repartition rolls. They are always hit by shots directed
to them.

Assaulting Scenic Elements A Scenic Element can


never be rotated.

57
Different Kinds of Terrains Neutral Fighters
The battlefield contains Scenic Elements and different kinds Some missions employ neutral fighters that obey to the fol-
of terrain: lowing rules.
Free/unencumbered area: this kind of terrain does not
change movements; Activation
Encumbered ground: each cm to be made in these terrains If free from opponents, neutral fighters activate before
count as 2; all other fighters;
Impassable ground: no fighter can move on or stop on these otherwise they activate last;
locations. If the height allows it, a fighter can jump over when otherwise indicated in the mission description
them (e.g., with Leap), or fly over them, or use a special
ability stating otherwise (e.g., Immersion).
Declaration of Actions Neutral fighters always:
assault the closest non-neutral fighter. If they can, they
Isolated Space charge, if they need, they push. If two fighters are at
the same distance, choose one according to the rules at
Some game effects refer to an isolated space, the dimension
the end of this section.
of that space and the borders that determine its perimeter are
ignore fighters at altitude levels they cannot reach.
defined in the effect. An isolated space separates the fighters
within from those outside; it can be closed or open.
Combat During combat, neutral fighters:
perform their own INI rolls and, if they win, they choose
Open Isolated Space This one limits the movement of
to attack first. Otherwise, he goes second or last, the
fighters within itself but fighters outside are not affected by
winner of the INI test decides.
this space.
unless Forced otherwise by a game effect, they place all
dice in attack. If a neutral fighter does not have enough
Closed Isolated Space Fighters inside this space cannot dice to attack all fighters he is fighting against, choose
interact with fighters outside and vice-versa. Thus, fighters the ones to attack according to the rules at the end of
inside cannot be targeted by actions or capacities of fighters this section.
outside the space. Effects starting within this space do not go they always use their active abilities;
outside it and effects starting outside do not go inside. This if they roll a , they always open it;
limits also Consciousness. Fighters inside the space are also they always pursue towards the closest non-neutral
unaffected by effects that target the whole field if these are fighter. Again, if two fighters are equally close, choose
used outside the space. If an effect with range the whole field the direction according to the rules at the end of this
is used inside one such space, it only affects that space. section.

Entering and Exiting the Space The description of the Choice of Target When a neutral fighter must make a
space tells how to enter and exit it. choice, use this criteria for preference:
1. first the fighter with the least cost in a.p.;
Activation Fighters inside an isolated space are activated 2. then the fighter with the worst wound conditions;
with their card, normally. 3. choose randomly using a dice and a fair distribution.

Combat Fighters inside an isolated space can only combat


against fighters inside the same isolated space. There is no
contact between a fighter inside and one outiside.

Isolated Space in a Fighter/Vehicle Creatures or ma-


chines can transport fighters, transport areas are isolated
spaces.

Isolated Spaces and Scenery Missions often account


or isolated spaces. In those spaces there cannot be Scenic
Elements unless noted otherwise.

58
MINIMUM MAXIMUM
A Confrontation Army FORMAT AMOUNT AMOUNT

This section describes how to build an army to play the game. 200 a.p. 3 10

400 a.p. 5 20
Building the Army 7 30
600 a.p.
Before a game of Confrontation, the players must agree on
800 a.p. 9 40
the maximum cost in a.p. of their respective armies. Once
this choice has been made, each player can freely form his No player can have more fighters than the indicated maximum
group of fighters without surpassing the set amount (in a.p.) at any time on the field (including summoned ones etc).
and while respecting the limitations described in this section. Immobile machines are not considered as effectives.
Supported formats (aka: gaming formats) are:
200 a.p.;
400 a.p. (this is the recommended format); Fighters and Cards
600 a.p.;
Fighters included in an army are bound to their reference card.
800 a.p..
Number of Fighters per Card: each card can have one or
The sum of the a.p. cost and additional costs for all fight-
more fighters bound to it. The profile of each fighter
ers, War Machines and Nexus army must not exceed the value
at the end of the Army Book indicates how many fight-
chosen for the playing format.
ers of that kind can be bound to a single card.
Number of Cards per Fighter Type: each army can contain
Percentages Often, certain effects or limitations refer to a the same card only once for every 200 a.p. of the gam-
percentage. That percentage, unless noted otherwise, always ing format. So you can play 1 card of the same kind of
refers to the game format. fighters at 200 a.p., 2 cards at 400 a.p. etc.
Families of Fighters: certain fighters have the same name
a.p. Values Every fighter, Nexus or War Machine that can but
be added to the army has a strategic value, i.e., an amount a number in their name;
of a.p. that one must spend to recruit it. The following ter- a weapon in their name.
minology holds: These fighters are considered to be of the same family
Base cost: the cost as written on the army book; and they belong to that family. Each profile of fighters
Complete cost: the base cost plus additional costs. in a family is a member of the family.
Example For example, fighers called Dirz clone/Mace
and Diz clone/Sword are in the same family: Dirz clone.
Deployable Fighters Unless the game format, a special
Each family is indicated by the name of the fighters that
capacty, an affiliation or another game effect specifies other-
belong to it (leaving the possible number and weapon
wise, an army can only contain fighters of his people and/or
out). An army can only include:
fighter accessible to multiple people (Elementals, Immortals
1 card for each different member of the family for
etc.).
every even incomplete 500 a.p. of the gaming for-
mat;
Characters An army must contain at least a Character. at most 1 card belonging to a family for every
An army cannot include the same Character twice or deploy 150 a.p. of the gaming format.
two Characters whose profile is the same (but whose name is Characters never belong to a family for these restric-
somehow changed). tions.
Example The following fighters exist: Griffin Con-
a.p. Value Restrictions The following restrictions ap- script/Mace; Griffin Conscript/Lance; Griffin Conscrip-
ply: t/Sword. They belong to the Griffin Conscript family.
no miniature can cost more than 50% of the gaming When playing at 400 a.p., you can play only 1 card for
format; each different Griffin Conscript profile and at most 3
no War-machine can cost more than 30% of the gaming cards from the Griffin Conscript family. Thus, you can
format (crew is not included in this percentage); play a Griffin Conscript/Mace and a Griffin Conscrip-
the cost of Allies that do not already belong to the army t/Lance, or a Griffin Conscript/Mace and a Griffin Con-
cannot be greater than 40% of the gaming format; script/Sword or a Griffin Conscript/Lance and a Griffin
the cost of Characters (including all additional costs such Conscript/Sword.
as artefacs, affiliations and solos) deployed in an army Immortals and Elementals: it is possible to play only 1 card
must be within 15% and 50% of the gaming format. of Immortal or Elemental that is not part of the people
of the Army already.
Effectives Effectives is the number of fighters of the army. Example It is thus possible to deploy 1 card of
The following limitations to the minimum and maximum num- Sparklings, not two, though it is possible to deploy 1
ber of effectives apply: card of Sparklings and 1 Emissary of Light (in armies of
The Ways of Light).
Immortals and Elementals that are part of the people of
the Army are not subject to this restriction, see page 63
instead.

59
Immobile Machines and Servants: an army can contain a POW2 for a pure Magician;
card of a War Machine for every even incomplete POW for a Warrior-mage.
200 a.p. fraction of the gaming format. Servants can The sum of the Power of the spells that a Magician
only be deployed when a war-machine also is; they ac- learns must be less or equal to his Potential.
tivate with the card of the war-machine. In their case, Example Galyhan is a pure Magician with POW 6. His
the number of fighters per card indicates how many ser- Potential is 12.
vants of that type can be deployed for every 200 a.p. of
the gaming format. Faithful and Miracles To call a miracle during the
Fighters Bound to Multiple Cards: certain game effects let game, a Faithful must learn it; learning miracles is bound to
a fighter be bound to some other card. This binding these restrictions.
effectively consumes one usage of the card of fighters Religions: each miracle is bound to one or more religions, i.e.,
that is bound to some other card, even if that card is to a specific diety. Each people worships a different di-
not in the army ones. These effects allow a card to be ety and, in order to learn a miracle bound to a diety, the
bound to more fighters than it would normally be. Faithful must belong to that religion.
Example A Wolfen can designate two hunters as his ap- Certain miracles are bound to one of the three ways of
prentices, they activate with his card. The three fighters alliance: the Meanders of darkness, the Ways of light
are then bound to the Wolfen one, but also a hunter card and the Path of destiny. These miracles can be learnt
is considered to be used. by any Faithful whose people is bound to that way of
War-staff: a war-staff is a temporary association of multi- alliance.
ple fighters to the same card, see the related rules on Miracles bound to the universal religion can be learnt by
page 62. all Faithful.
Fighters on the Same Card and Extras: all fighters of the Aspects of the Miracles: each miracle mentions an aspect
same family that are activated with the same card to which it is related. All Faithful have three values
must have the same Solos, special capacities, additional for the three different aspects that constitute his FAI.
equipment etc. A Faithful can learn a number of miracles related to an
Example A Solo grants a fighter with that solo Harass- aspect that is less or equal to his value in that aspect. A
ment or Target/+2. Pure Faithful can learn an additional number of miracles
A Dakinee Zephyr takes that Solo. All other Zephyrs equal to his Rank, these miracles cannot be related to
bound to the card of the Zephyr above must have that an aspect that the Faithful has value 0 for.
Solo. Additionally, all Zephyrs bound to that card must Example A Faithful of Rank 1 with the following as-
choose and have the same between Harassment and Tar- pects: creation 2, alteration 0, destruction 1 can learn
get/+2. 2 miracles related to creation and 1 related to destruc-
tion. He cannot learn miracles related to alteration. If
Artefacts he is Pure, he can learn an additional miracle bound to
creation or destruction.
Only the fighters with the Artefact/X ability can be given arte- Minimum Aspect: some miracles have a number after the
facts. The a.p. cost of artefacts is added to that of the fighter aspect, that indicates the minimum value the Faithful
who has it. must have in the related aspect to acquire the miracle.
Musicians and standard-bearers are all considered to have the Example A Faithful with alteration 1 cannot acquire
Artefact/1 ability. miracles that state Alteration(2).
A fighter can only have artefacts of his army and those re- Fervour of Miracles: each miracle mentions the Fervour,
served to him. If he is deployed outside his army, he can only which is the amoun of T.F. it costs to be called. A
take artefacts reserved to him. Faithful can only learn miracles whose Fervour is less
or equal to his FAI. Miracles with special Fervour are
Mystics considered to have Fervour 3.
Example A Faithful with aspects: creation 2, alteration
Magicians and Spells To cast a spell during the game, 0, destruction 1 can acquire miracles whose fervour is
a Magician must learn it; learning spells is bound to these maximum 3.
restrictions. Reserved Miracles: certain miracles indicate the kind of
Paths of Magic: all spells are bound to one or more Paths of Faithful who can learn it, some are bound to Charac-
Magic. To learn a spell, a Magician must dominate the ters, other to classes of fighters, other to fighters that
path that the spell is bound to. Two exceptions exist: have a specific affiliation etc. The first of these mira-
Elemental spells can be learnt by Magicians who cles do not count towards the total of miracles that are
dominate the related element; acquired. The other ones count towards the total of
Primagic spells can be learnt by all Magicians. miracles that are acquired but they can be assigned to
Reserved Spells: certain spells indicate the kind of Magician an aspect decided by the player.
who can learn it, some are bound to Characters, other to
classes of fighters, other to fighters that have a specific
Limitation to the Ranks of Mystics The sum of the
affiliation etc.
ranks of Mystics is limited by the game format as follows:
Elements of the Spell: to learn a spell a Magician must dom-
inate all elements needed to cast it. To this end, neutral
Gems count as any element chosen by the Magician.
Power of Spells: each spell has a Power rate. Each Magician
has a Potential rate that is:

60
CHARACTER
TOTAL RANKS Characters
FORMAT RANKS
Characters are exceptional fighters who have received the
200 a.p. 2 4 blessing of the gods. They benefit from certain advantages
and possibilities that are not mentioned on their reference
400 a.p. 3 5
cards. These assets vary depending on the Characters, seeing
600 a.p. 4 6 that the latter are divided into three categories. An incarnate
or Character is a fighter whose name on the reference card is
800 a.p. 5 7 a proper name or a common name preceded by the definite
article (i.e. the).
Limitation to Spells and Miracles Unless noted oth- Pure Warrior Characters: these are Characters without
erwise, each miracle or spell can only be present once for every POW nor FAI;
even incomplete fraction of 500 a.p. of the gaming format. Pure Mystic Characters: these are Characters with POW
Thus, when playing at 400 a.p., it is only possible to add the or FAI and without Warrior-mage or Warrior-monk;
same miracle or spell only once in the whole army. As indicated Mystic Warrior Characters: these are Characters with
on page 64, artefacts that act as Mystics are an exception. POW or FAI and with Warrior-mage or Warrior-monk;
Some of the Characters advantages are abilities that are not
mentioned on their reference cards, as mentioned in the table
Mystics and Cards Non-Character Mystics can be de- below. This detail is important, for certain effects only affect
ployed as follows: fighters endowed with abilities printed on their reference cards.
one per card, with the normal amount of spells/miracles;
in the number indicated in their profile per card, but in PURE WAR- PURE PURE
this case without spells/miracles (and with Negation if ABILITY WAR- RIOR MAGI- FAITH-
they are Warrior-Mystic); RIOR MYSTIC CIAN FUL
if they are a Warrior-Mystic, and if they could be de-
Sequence/X X=2 X=2 X=1 X=1
ployed as more than 1 per card, then they can be de-
ployed 2 per card, and they can acquire spells/miracles Master
as follows: yes no no no
strike/0
Magicians can learn spells up to the Potential of
one of them +1 (so possible bonuses are counted Counterattack yes yes no no
only once);
Faithful can learn an additional miracle in an as- Mastery of the no no yes no
pect which is not 0. arcana
Spells/miracles acquired in this way are bound to the Piety/2 no no no yes
card, not to the single fighter, so both Mystics can use
them. The frequency of the spell/miracle is however Rapid yes * yes * no no
shared between the two Mystics. reloading
Divine blood yes yes no no
Additional Costs
Artefact/Rank yes yes yes yes
This indicates all costs that are not the a.p. cost of a fighter
as indicated in the Army Book: * only if they have an AIM rate.
cost of artefacts; The abilities obtained due to the status of Character cumulate
cost of special capacities; their effects with those that a Character obtains via artefacts,
cost of affiliations and solos; spells, affiliations, Solos etc.
cost of virtue (for Faithful only, see page 86); Example A Character with Sequence/1 on his card obtains
cost to acquire special equipment; Sequence/3.
cose bound to the acquisition of certain spells/miracles
(special cases). Names and Classes A Character is bound to a name
When writing the army list, all these additional costs must be which artefacts and special capacities depend on. Certain
noted and they must clearly identify which fighter has them. Characters are also bound to specific kinds of fighters, e.g., a
specific kind of troop, which also gives him access to capacities
Machines War machines and Nexus are not fighters, so and/or artefact.
they cannot be given Solos (unless noted otherwise). Example Phidias, Hod seneschal has the name Phidias and
the class Hod seneschal and thus gets the related capacities.

Leadership
Commanders, musicians and standard-bearers can help fight-
ers of their people in their camp pass their Courage and Disci-
pline tests. A fighter cannot benefit from leadership bonuses
coming from fighters who are not of his people. Most of the
commanders are Characters. The Leadership/X ability of com-
manders, musicians and standard-bearers only affects fighters
who are at the same altitude level as they are.

61
Before getting into the details on leadership, it is important Special Kinds of Leadership Wolfen and Living-deads
to remember certain definitions. with Leadership are subject to specific rules described in their
Army Books.
Commanders A commander is a fighter with the Leader-
ship/X ability. X is a value that indicates the maximum range Aura of Darkness Characters with Living-dead and Lead-
(in cm) of the commanders authority. This area is called aura ership apply the effect of Leadership differently, they emanate
of leadership. an Aura of Darkness.
Each fighter with the Living-dead ability located within the
Standard-bearers and Musicians The presence of a Characters Leadership range gets +X FEAR where X is the
standard-bearer or a musician provides certain bonuses to a Characters rank. This bonus cannot bring the beneficiarys
fighter when he has to make a COU or DIS test. The standard- FEAR to a rate that is higher than the FEAR of the Character
bearers and musicians also benefit from the bonuses that they granting the bonus.
provide to the troops in their camp. Example The Gorgon (rank 2, FEAR 9) has an Aura of Dark-
Standard-bearers: All fighters within the aura of leadership of ness. A Morbid puppet (FEAR 5) within range gets +2 FEAR.
a standard-bearer benefit from a +1 on the final results of A Heavy Centaur (FEAR 8) within range gets +1 FEAR since
their COU tests. it can reach maximum 9 (the Gorgons rate).
Musicians: All fighters within the aura of leadership of a mu-
sician benefit from a +1 on the final results of their DIS tests.
Musicians and standard-bearers are all considered to have the
Artefact/1 ability.

War-staffs A war-staff gathers a Character commander and


a musician or standard-bearer (or both). A war-staff is said
to be at a whole if the commander is both in a musicians
and in a standard-bearers aura of leadership, and the latter
two are also in the commanders aura of leadership. Yet the
standard-bearer and the musician dont have to be in each
others aura of leadership for the war-staff to be at a whole.
When a war-staff is formed, its aura of leadership covers all
the zones covered by the combined aura of leadership of all of
its members.
War-staffs are defined before the battle, when the armies are
built, as well as during the game. A fighter can be the mem-
ber of only one war-staff at a time. A war-staff cannot include
more than one commander, musician or standard-bearer, and
only if the latter two are deployed at one per card (see army
composition page 59). As soon as it is formed, a war-staff is
represented by a single reference card: the commanders. If
the commander is eliminated during the activation, then the
remaining members continue to be represented by this card
but are no longer considered to form a war-staff. If a fighter
is within the aura of leadership of several commanders or war-
staffs, he can use the highest DIS and COU values among
those of the various commanders.
War-staff at a whole: All fighters within the aura of leader-
ship of a war-staff at a whole benefit from a +2 on the final
results of their COU and DIS tests. This bonus replaces those
provided by the musician and the standard-bearer alone (+1).
Additionally, they can use the commanders Characteristic in
place of their own.
Example Thus a fighter that benefits from the effects of a
war-staff can use his COU/DIS with a +2 bonus or use the
COU/DIS of the Character in the war-staff with a +2 bonus.
No matter how many musicians or standard-bearers are within
a fighters range (be they in a war-staff or not), the bonus he
gets remains the same.

Limitations A fighter cannot see his Leadership/X range


extended to more than X+15 cm.
Unless noted otherwise, a fighter never transmits FEAR with
Leadership.
Unless noted otherwise, the effects of Leadership do not affect
fighters located at adjacent altitude levels.

62
Affiliations Alliances and Allies
Affiliations are ways to improve the performance of the fight- Certain people of Aarklash occasionally join Forces against a
ers, by paying additional costs. common enemy. An army can include fighters of different
It is not mandatory to use an affiliation, but if this is done, people.
all fighters in the army must be bound to it. Affiliations have
the following set of parameters: Adding Allies Two kind of integration levels are possible
Name: Each affiliation has a name for fighters that do not belong to the people of the army:
Chief (this title varies between armies): this is the 1. Allies. In this case you can integrate only non-Character
founder of the affiliation. This fighter does not fighters and fighters that do not have an affiliation on
pay affiliation costs their card. Mercenaries are not subject to these restric-
Affiliation/name of the affiliation (cost of the affilia- tions. Allies:
tion a.p.): This text describes the bonuses and limitations do not pay affiliation costs and do not benefit from
imposed by the affiliation. An affiliation can have multiple them;
entries like this one; all fighters in the army must pay all costs cannot acquire the Solos reserved to the army;
(in a.p.) for all these entries. Nexus and War Machines are cannot acquire Artefacts reserved to the army;
not fighters and do not pay this cost. cannot benefit from the Leadership ability of fight-
Solo/Name of the Solo (cost of the Solo a.p.): Each affil- ers from the army;
iation has a list of Solos that can be done to specific fighters cannot benefit from any capacity used by fighters
by paying the a.p. cost for each of them. All fighters bound of the army.
to the same card must have the same solos (unless they are 2. Fully integrated fighters. In this case you can integrate
bound to the same card by means of special rules such as any fighter from the allowed armies. Characters that are
forming a War-staff). eventually fully integrated cannot cost more than 30%
::::::::::: ::::::::::: of the army cost in a.p. These fighters:
pay affiliation costs and benefit from it;
can acquire Solos reserved to the army;
can acquire Artefacts reserved to the army;
Bonuses of Affiliations Two kinds of bonuses can be benefit from the Leadership ability of fighters from
granted by affiliations: the army.
acquisition of abilities or improvements to abilities or to
Characteristic; these count as written on the fighters
card; Immortals and Elementals Immortals and Elementals
acquisition of abilities or improvements to abilities or to can be found in their Army Book (see page 80); they count
Characteristic if some condition is met or some counter as Allies.
is held; these are generic bonuses and the fighter benefit- Elementals: these fighters can be added to armies that:
ting from them are considered as enchanted by a Mystic include at least a Magician;
capacity (see page 43). have a forbidden element that is not that of the
elemental.
Immortals: these fighters can be added to armies thatbelong
Already-affiliated Fighters Certain fighters have an to the alliance of the immortal.
affiliation name X already mentioned in their rank in the Army These rules do not apply to Elementals and Immortals that
Book. These fighters can only be included in an unaffiliated belong to a people. These kinds of Elementals and Immortals
army or in an army affiliated to X. are subject to the rules for normal fighters of their people.
Example All Dakinee fayries are immortals of destiny that
Characters and Affiliations Certain Characters have are not subject to these restrictions.
an affiliation name X already mentioned in their rank in the
Army Book. These Characters can only be included in an un-
affiliated army or in an army affiliated to X. However it is also
possible to deploy these Characters in an army affiliated to
another affiliation, but in this case they lose their name (and
thus acces to artefacts and capacities reserved to that name).
They do not lose the class of fighter they belong to.
Example Ghorak is an Amok slayer affiliated to the Trackers.
He has a capacity bound to himself lets him include Tigers of
Dirz in an army with him. If he is deployed in another affilia-
tion but the Trackers, he still remains an Amok slayer, but he
cannot be joined by Dirz Tigers.

Machines Immobile Machines are not fighters so, unless


noted otherwise, they cannot acquire Solos reserved to fight-
ers.

63
Equipment Artillery Any weapon from the lists above can also become
Artillery, in which case the restrictions on the kind of shots
Equipment is the set of weapons, armours, ranged weapons they can make dictated by artillery take precedence.
and particular instruments that a fighter has and that have a Example A cannon can make aimed and reaction shots. A
relevance for the game. These include mounts as well. This cannon that is Perforating artillery can only make reaction
section contains the most frequently-found equipment. shots.
Certain game effects disable equipments, in which case one
does not benefit from the effects it granted.
Attributes Ranged weapons can have the same attributes
of combat weapons (sacred, black ...). It is always specified
Sword-Axe When a fighter equipped with this weapon when one such attribute is of the ranged weapon.
causes 3 or more HP in a single hand-to-hand combat at-
tack, then the target will lose one additional HP. This applies
after the effects of a - . Dorsal Blades A fighter with X dorsal blades has X addi-
tional die placed in attack, even if there are game effects that
prevent the fighter from placing any dice in attack. These
Sacred Weapon and Sacred Armour Unless noted blades indicate a STR in their description and no game effect
otherwise, a Sacred Weapon is always a melee weapon and can alter it (including wound penalties). These attack dice
not a ranged one. If a Damage Roll natural result is a double cannot be used for making a Master strike. These attack dice
(i.e. - , - , - etc.), then it is considered to be an use the normal ATT value of the fighter (this can be altered
Exceptional Wound. When a Sacred Weapon bearer inflicts normally). Dice provided by Dorsal Blades count as attack
an Exceptional Wound while using it, then the target will lost dice for calculating whether or not can a fighter used the sus-
2 additional HP. When a Sacred Armour bearer suffers an Ex- tained defence. Before the INI test of a combat, a fighter
ceptional Wound, then that Damage Roll will cause 2 less HP with Dorsal Blades can choose to forgo them, he then does
to him, with a minimum of 0 HP. These two pieces of equip- not get any additional combat dice but he is also free from
ment cancel each other if the attacker and the defender both the limitations described above.
have it. These apply after the effects of a - .

Steam Some equipment, which is used especially by the


Symbiotic Weapon and Armour Unless noted other- dwarves of Tir-Na-Bor, uses the energy of steam. Fighters
wise, a Symbiotic Weapon is always a melee weapon and not with a boiler in their equipment are concerned by the follow-
a ranged one. If a Damage Roll natural result is a double (i.e. ing rules. With some exceptions, these rules replace those
- , - , - etc.), then it is considered to be an Excep- mentioned on these fighters cards. Some of these pieces of
tional Wound. When a Symbiotic Weapon bearer inflicts an equipment are bound to a Characteristic, so they are written
Exceptional Wound while using it, then the targets RES is as: Steam (MOV, STR, FEAR), for example.
halved in order to calculate the effects of just that Damage In each round the player controlling the fighter carrying this
Roll. When a Symbiotic Armour bearer suffers an Exceptional type of equipment can decide to make one or several pressure
Wound, then the attackers STR is halved in order to calcu- rolls to temporarily improve the concerned Characteristic or
late the effects of just that Damage Roll. These two pieces of Characteristics. However, this is not mandatory. This roll is
equipment cancel each other if the attacker and the defender called the injection roll. When this is applied to STR, then
both have it. These apply after the effects of a - . it is possible that the ability contains the writing: +Xd6, in
this case it indicates how many d6 to roll for the injection test
Helianthic / Black / Formor / Blessed / Moon (i.e., X).
Weapons and Armors and Judgment Blades All Pressure and injection rolls are assimilated to active abilities.
these weapons can be the targets of some spell/miracle/a- Consequently, a fighter in rout cannot make pressure or injec-
bilities, as described in these effects texts. tion rolls.

Firing Weapons This section lists which category of How is a pressure roll made? A pressure roll is made by
ranged weapon each weapon fits in. rolling a certain number of d6. This number is indicated af-
ter the concerned Characteristic, if nothing is specified on the
Assault Weapons These weapons let the bearer make as- Fighters reference card, then the roll is made using only 1d6.
sault firing. This group includes: breaths, guns, pistols, cross- The bonus obtained via Steam to a certain Characteristic is
bows, javelins, axes, daggers, darts, spears, harpoons, arse- generic and it cannot be higher than the rate of that Charac-
nals, chackram, stars, pilum and elemental projections teristic as printed on the fighters card.
If the rolls natural result (or if one of the results of a roll made
using several d6) is a , then an incident happens. Roll an
Parabolic Weapons These weapons let the bearer make
additional d6 and consult the following:
indirect shots. This group includes: slings, granades, bows
: Explosion!
and vials.
The fighters Boiler explodes and it is destroyed, it does
not provide any bonus until the end of the game. The
Other Ranged Weapons These weapons only allow shots fighter equipped with the Boiler immediately suffers a
that any ranged weapon can make. This includes: rifles, sp- Damage Roll with the following Characteristics: STR
ingardes, muskets, cannons, bombards, rocket launchers and 10, halved RES; Hard-boiled and Survival instinct are
other weapons not found in the lists above. ineffective for this roll. All fighters within the Large tem-
plate of him suffer a STR 5 Damage Roll. If a fighter
assaults another one who makes a FEAR injection and

64
that causes an incident, the incident happens after the Naphtha goes on fire, the bonus he should have received
assault is resolved. is reduced by 3 and if it was a MOV bonus, then his MOV
: Breakdown is halved for this round. The Fighter equipped with the
The Boiler stops working and will not grant any bonus Carburettor suffers a Damage Roll with the following
until the end of the game. Characteristics: STR 8, negated RES (0); Hard-boiled
: Over-heating and Survival instinct are ineffective for this roll. All
No bonus is granted for this round, the Boiler functions fighters in base to base combat with him suffer a STR
normally from the next round on. 4 Damage Roll test causing Fire damages. If a fighter
assaults another one who makes a FEAR injection and
Announcing pressure rolls and bonus duration The that causes an incident, the incident happens after the
moment at which a fighter can announce a pressure roll and assault is resolved.
the duration of the bonuses from which the fighter benefits : Breakdown
vary depending on the Characteristic that is concerned. The Carburettor stops working and will not grant any
Movement: a pressure roll can be made during the activation bonus until the end of the game.
phase when the fighter declares an assault/engagement. : Over-heating
A pressure roll can also be made before the fighter pro- The excessive supply of Naphtha floods the Carburettor.
ceeds with a pursuit movement. No bonus is granted for this round. Until the end of this
The fighter benefits from the bonus only for the duration round the Fighter will have a -2 modifier on his Injection
of his movement. roll and on his Incident rolls.
Initiative, Attack and Defence: a pressure roll can be made
right before any roll using the concerned Characteristic.
The bonus applies only for the duration of the concerned
roll. In the case of attack, it must be made before the
enemy announces if he defends.
Strength of a hand-to-hand combat weapon: a pressure
roll can be made right before any ATT test made for
the weapon bound to the boiler. The bonus in STR
applies to the Damage Roll that this attack may cause.
Strength of a range weapon: a pressure roll must be made
right before any AIM test made for the weapon bound
to the boiler. The bonus in STR applies to the Dam-
age Roll that the shot may cause. When using rapid
reloading, a single roll is made for both shots.
Fear: a pressure roll can be made before an assault launched
by the fighter or against him. The bonus in FEAR ap-
plies only for the duration of the assault in question.
However, if the beneficiary of the bonus is brought to
redirect his assault, then he continues to benefit from it
until he ends his movement.
This bonus can be considered to be COU if the benefi-
ciary is facing an opponent more frightening than he is
or a type of fighter who systematically causes fear (see
page 30).
The bonus in Fear provided by steam is applied before
determining which fighters are to make a COU test and
it can bring FEAR to a maximum of 10.

Number of possible pressure rolls A fighter can make an


unlimited number of pressure rolls during the same round of
the game, no matter the equipment concerned, as long as
the Boiler is still functioning. However, certain game effects,
especially incidents. can prevent him from doing so.

Naphtha The Goblin Naphtha works in a similar way to the


Dwarven Steam. Fighters using Naphtha have a Carburettor
(in place of the Boiler) and perform Injection rolls (in place of
Steam Rolls). Naphtha equipment is are written as: Carbu-
rettor (MOV, STR, FEAR), for example. However, Naphtha
is less reliable than Steam, since it is more unstable and more
easy to cause accidents. For this reason, its Incident table is
the following one:
: Fire!

65
Abilities If there are opponents endowed with Additional limb involved
in this same combat, then the loser of the INI roll is the first
Abilities are capacities that certain fighters are endowed with. one to announce which of his fighters will be using this ability.
Abilities marked with a * in this list are included or excluded
by certain game effects.
Alliance/X (passive, *): A fighter with this ability can be
Possessor Abilities can be of fighters, War Machines or allied with the X people or with the X Alliance. He is then
Nexus; all these are indicated as the possessor of the ability. considered to be an Ally of this army (see page 63).
This ability can be used only when the specific game extension
Active and Passive Abilities are active and passive. The is used (see the appendix, page 90).
passive ones automatically apply, meaning that the player is
not required to announce that he is using it. For the active
Ambidextrous (passive): When a fighter with this ability suc-
ones, their use must be announced by the player and they
ceeds in a DEF test, then the attack is parried and he gains an
cannot be used by a fighter in rout.
additional attack die. He can use this die as a normal attack
die. If the attackers ATT test fails, then the player controlling
Abilities and Numeric Values Many abilities are asso- the Ambidextrous fighter has the following choice:
ciated to a numeric value that helps determining their effect. Either he keeps his defence die;
Two terminologies can be found in the various game effects: Or he loses that die and gains an attack die instead.
ability name/X or +X, which means that the fighter
gets the ability with that name and with value X, but
if he already has it with a value Y, then he gets it with Artefact/X (passive): A fighter with this ability can be given
Y+X; X artefacts.
certain effects can increment or decrement by 1 the re-
sult needed for tests in an ability. This is a modification
to the natural result of the test. Assassin (passive): When an Assassin charges during the ac-
tivation phase, the first Damage Roll he causes in the first
combat he is involved is a Deadly blow. This bonus is ac-
Instances of Abilities A fighter cannot have the same
quired even if the fighter is separated from the target of his
ability more than once. If this happens, unless the ability
charge after Fray splitting and even if he hasnt inflicted a
has some cumulative effect (see previous paragraph), then the
charge penalty.
fighter keeps the one with the numerical value (if any) that is
best for the ability to function.
Example Between Sequence/1 and Sequence/3, the latter Assault fire (active): A fighter with this ability can make an
is better. Between Regeneration/6 and Regeneration/3, the assault fire with any weapon he has (see special firing rules,
latter is better. page 27). A fighter who already has that capacity can make
All abilities due to being a Character are cumulative (see those shots with a difficulty of 4 instead of 7.
page 61).

Using Active Abilities If multiple fighters must use ac- Attentive (active): When in a combat with one or more
tive abilities during the same combat, the fighters of the army enemies, this fighter keeps his Line of Sight as unengaged. He
that does not have the Dominion must announce it first. can see all fighters in combat with him and in contact with his
Note With the esclusion of bonuses granted by artefacts and base and considers such fighters as obstacles for the purpose
affiliations, almost all other bonuses are generic, so they do of determining Line of Sight. Lines of sight of the fighter are
not cumulate. This holds for abilities and equipments as well. calculated normally (i.e., most times via his front).
This means that an ability that grants STR bonuses does not
cumulate with charging STR, steam or naphtha. Concentra-
tion bonus do not cumulate with Wild or Desperate and so Authority (passive, *): Before any Tactical Roll, a fighter
on. Since they are generic, only the highest bonus applies. endowed with this capacity generates an authority token.
An army cannot have more than X+1 such tokens during the
same round, where X is the number of Pure Warrior Characters
Abilities of Fighters in the army. If both armies have Authority tokens, subtract
one from each others reserve until one or both have no tokens
Absorb/X (active, *): An accumulator with this ability can,
left.
as a Mystic action and once per round, designate a number of
These tokens can be used in various ways before the Tactical
fighters equal to his rank within X cm of him. These fighters
Roll, during the approach or the activation:
must have the resources he needs to generate charges. Each
If the Tactical Roll was a Draw, a player can use a token
designated fighter loses the needed resources to grant the ac-
to win the Tactical Roll.
cumulator 1 charge, which the accumulator gets immediately.
When a player has the lead, he can use a token to place a
Fighters that can be designated, type of resources and their
card in reserve even if he already reached his maximum.
conversion rate is defined in the accumulators capacities.
A player can use an Authority counter to prevent his
opponent from passing his turn. The opponent is then
Forced to play immediately and cannot refuse. This is
Additional limb (active): A fighter using Additional limb not possible if the opponent only has 1 card to play.
swaps his ATT and DEF for the duration of the combat being Additionally, these tokens can be used at the beginning of the
played. Combat Phase as follows:

66
1 token can be spent to choose how to split a Fray where Brutal (passive): For a fighter with this ability, a in ATT
at least one of his fighters is. tests can be opened as if it were a . The Force of a fighter
All unused tokens are discarded at the end of the activation with this ability is considered 1 point higher for determining if
phase. he can Push and if he gives charge penalties.

Bane/X (passive): X indicates a Character, a type of fighter. Brutish charge (passive): When a fighter with this abil-
a people, an ability, a Rank, a certain status, etc. (Examples: ity charges during the activation phase, he gets an additional
Bane/Acheron; Bane/Elite or Bane/Faithful). When a fighter attack die for the first combat he is involved in during this
with this ability makes a Damage Roll against an opponent round. This die is acquired even if the fighter
designated by Bane, then the damage is read one line lower is separated from the target of his charge after Fray
in the Wound Table (page 78). It is not possible to go lower splitting;
than the last line in this way. If the targeted fighter is Hard- he hasnt caused him a charge penalty;
boiled, then the effects of these two abilities on the Damage redirected his charge.
Roll cancel each other out. If the target satisfies more than
one requirements in X, this ability does not change.
Bulls eye (active, *): The fighter can make aimed shots
(see page 27) with any weapon he has. If he could already
make them, then he considers them a cumulative action.
Being of/X (*): An army can only include Beings of the
same alliance he belongs to.
Darkness: these are bound to the The Meanders of Circular blow/X (active): X is bound to a sign: + or -.
Darkness. They have Immunity/Fear, yet they are nev- During an exchange, when a fighter with this ability must at-
ertheless affected by an Hyperians FEAR. Moreover, all tack, he can replace all attacks he should make during that
fighters consider Beings of Darkness to be fear-inducing exchange to perform a single circular blow. The fighter sac-
opponents, even if they have higher FEAR. The rules on rifices Y attack dice, where Y is the number of fighters he
fear then apply in the usual way. Finally. a Being of is fighting against -1, then he makes a single attack. This
Darkness cannot come under the enemys control. attack affects all fighters he is fighting against and each of
Destiny: Beings of Destiny are bound to the The Paths them can attempt to defend it individually (if they have de-
of Destiny and are endowed with the Consciousness abil- fence dice). Each fighter that does not successfully defend
ity. suffers a Damage Roll with the STR altered by X. The first
Light: Beings of Light are bound to the The Ways of fighter that suffers a Damage Roll is also affected by abilities
Light and are endowed with the Righteous ability. such as Assassin or Toxic (if any).
All these fighters have Immunity/Toxic.

Chargeable/X (passive, *): Friendly fighters within X cm


Blood brother/X (passive, *): X indicates the names of one of the accumulator can, once per round, as free Mystic ac-
or more Characters to whom the fighter is bound. When at tion, spend resources to grant him any amount of charges,
least two of these fighters are part of the same army, then respecting the ratio. The kind of resources is described in
their a.p. values (as printed on their reference cards) are re- the accumulators special capacity. An accumulator can be
duced by an amount Y. Y is equal to 10% of the fighters a.p. designated by this ability more than once per round.
cost, rounded up to the higher integer. This reduction does
not affect the cost of any individual artefacts and optional
special capacities. Moreover, during the battle, as long as the Charging strength/X (passive, *): When a fighter with
these fighters are within 10 cm or less of each other, they both this ability charges, then his STR is replaced by X until the
benefit from Survival instinct. If one of the two already has end of the first combat he takes part in, even if the fighter
this ability, then he adds 1 point to the final result of his Sur- is separated from the target of his charge at the end of Fray
vival instinct rolls as long as he is within 10 cm or less of his splitting. This counts as a generic modifier, so other effects
blood brother. that rely on his STR still use the value on the card. A fighter
who benefits from this capacity cannot make a Master strike.

Born killer (passive): In hand-to-hand combat the fighters


with this ability benefit from a combat die in addition to the Collect/X (passive, *): The accumulator gets 1 charge every
one they normally have the right to. Furthermore. a fighter time that a certain action (specified in his capacity) happens
with this ability automatically succeeds all COU tests with a within X cm.
difficulty that is less than or equal to the COU he is using,
even if it is transmitted to him by a commander.
Colossal (passive, *): This is a fighter of Very Large Size; he
has 7 HP and Force 4.
Bravery (passive): For a fighter with this ability, a in
COU tests must not be negatively opened and a in COU Concentration/X (active): The fighter is an accumulator.
tests can be opened as if it were a . Reserve: temporary
Maximum: X
Charges (ratio): the fighter has Generation/X

67
X indicates the total number of points the player can dis- Cure/X (active, *): Once per round as a simple action,
tribute in each round among the Characteristic that this abil- or during the maintenance phase, a fighter with this ability
ity is bound to (These Characteristics of fighters endowed with can cure a friendly fighter in baseto-base contact with him
this ability are printed in bold type on their reference card.). (he can also cure himself). One d6 is rolled. The targeted
These bonuses can be given at any time and not necessarily all fighter is cured by one LP if the result on the die is equal to or
at the same time, yet while taking into account the following greater than X. If this ability is used as a simple action, then
restrictions: the fighter gets a +1 bonus to this roll. This ability cannot
The increase of a Characteristic can never modify a test be used on a target with SP.
that has already been made.
A fighters DEF and ATT can be increased at the be-
ginning of an exchange but not during one. Cursed (passive, *): A Cursed fighter cannot re-roll nor
POW and FAI can never be increased. open a roll of the dice, even if a game effect normally would
These bonuses remain valid until the end of the round. allow him to do so.

Consciousness/X (passive): When X is not given, it is Desperate (passive): When a Desperate fighter is involved
20 cm. A fighter with this ability has clear Line of Sight on in a combat he benefits from a +1 on the final results of his
fighters/scenery/points on the field within a radius of X cm INI, ATT and DEF tests as long as:
or less around him. This holds alse when he is engaged. Thus in his fight his camp has less fighters than the other;
he can: he faces at least an opponent whose base cost is greater
declare actions that require Line of Sight on the targets than his;
in range; he is using Fierce.
fire at a fighter that he cannot see if as long as no obsta-
cle (wall, tree, miniature. etc.) is blocking his projectiles
trajectory; Devotion/X (active): During his activation, a Magician can
make an indirect shot on a target within range without use a Mystic action to acquire mana Gems through a fighter
suffering from the penalties of indirect shots; in his camp endowed with Devotion/X located within 10 cm
cast a spell or call a miracle or use a capacity onto a of him (the devotee). No Line of Sight is required but the
target that he cannot see. In this case he does not take Magician must be free of any opponents. If the conditions are
obstacles into account, even if the effect takes on the met, then the Magician can add from 1 to X mana Gems (at
shape of a projectile. the players choice) of one (and only one) of the Elements he
use counter-magic or censure without seeing the fighter masters. X cannot be higher than the current HP the devotees
casting the spell (or miracle) that he is countering. He has left. If the devotee is an elemental being, then only Gems
must nevertheless satisfy the other conditions. of his element can be added.
Any Scout that is hidden and within X cm of a fighter with Then, the selected fighter suffers a Damage Roll of a STR
Consciousness are revealed. Check this distance at the end equal to 5 times the number of Gems recovered by the Magi-
of the deployment, after possible movements from any fighter cian. For this Damage Roll the victims RES is considered to
(e.g., due to Infiltration). be equal to 0. Any effects that affect the results of his Dam-
age Rolls nevertheless apply in the usual way. If the fighter is
eliminated by this Damage Roll, then the Magician gains an-
Construct (passive, *): Constructs have Structure points other additional mana Gem of the same Element. The same
(SP) instead of HP (so they cannot benefit from Regener- Magician can select only one fighter as a devotee per round.
ation nor Ephemeral), as well as the Immunity/Fear and Im- The same devotee can be selected only once per round.
munity/Toxic abilities. Furthermore, when a DlS test is to
be made, then the value of this Characteristic is considered
to be 0. Constructs cannot benefit from the advantages pro- Disengagement/X (passive): If a disengagement test has a
vided by the Leadership ability, nor are they affected by e.g., difficulty higher than X, then this test is made with a difficulty
Regeneration. of X. This ability only applies to all disengagements. In case
of disengagements in STR, the fighter does not need to be of
larger size than his opponent, but at least of equal size.
Counterattack (active): When a fighter with this ability suc-
ceeds in a DEF test and the DEF test is at least 2 higher
that the ATT test, then the attack is parried and he gains an Dodge (passive): For a fighter with this ability, a in DEF
additional attack die. A Character or a Warrior-Mystic that tests can be opened as if it were a . For this fighter, mov-
has this ability on his reference card or that gets this ability a ing under cover is a cumulative action. This means that if he
second time needs to surpass the ATT test by 1 only for this moves under cover before the Tactical Roll, then he can make
ability to function. He can use this die as a normal attack die. cumulative actions during his activation.
If the attackers ATT test fails, then the player controlling the
fighter has the following choice:
Either he keeps his defence die; Divine blood (passive): A fighter with this ability has 1 ad-
Or he loses that die and gains an attack die instead. ditional HP than what his size dictates (see page 11). This
Although it is an active ability, it is not necessary to declare ability cannot be obtained when the game is ongoing.
the usage of counterattack.

68
Dreadful (passive, *): When a fighter has to make a COU Extended vision (passive, *): The front of A fighter with
test facing a Dreadful opponent or facing a group of oppo- this ability covers 360 , so it covers all the sides of the fighters
nents in which one fighter has this ability, then the COU test base.
must be made using 2d6. Only the lower natural result is then
used. If the fighter benefits from an effect that allows him to
roll several d6 for his COU test and use the best result, then Faith/X (passive, *): A Faithful can, as a Mystic action,
the two effects cancel each other out and the roll is made in designate a fighter with this ability within his Aura of Faith
the usual way with just 1d6. This ability does not apply if the and eliminate it (the target is immediately removed from play)
fighter has a COU rate, but if he gets a FEAR rate (e.g., via to get X T.F. A Faithful can only designate one target with
War cry) then it applies. this ability per round.
A Nexus with this ability can only be killed by Faithful allied
to him and within its range.
Emblem/X (passive, *): This ability is reserved to fighters
with SP and to Nexus. All friendly fighters within X cm of the
possessor can use its SP value (excluding suffered wounds) for Fanaticism (passive): When a fighter with this ability has
their COU and DIS tests. to flee or leave the field due to routing, the player controlling
him must make a DIS test of the same difficulty as the failed
COU (or rallying) test. If this test is also failed. then the
Enlightened (passive): For a fighter with this ability, a fighter flees. On the other hand, if this test is successfully
in FAI tests can be opened as if it were a . These fighters passed, then the fighter suffers the other effects of rout, but
does not lose focus when successfully censured by an enemy. does not flee (so he does not leave the field). A fighter with
fanaticism reduces by 1 his wound penalties to STR, this does
not cumulate with Possessed.
Enormous (passive, *): This is a fighter of Very Large Size;
he has 6 HP and Force 3.
Feint (active): When a fighter with this ability succeeds an
attack in hand-to-hand combat and it is not parried, then the
Ephemeral/X (passive, *): This ability only functions for player controlling him can choose to do a feint instead of a
fighters with LP. During every maintenance phase 1d6 is rolled normal attack. In this case, instead of making a Damage Roll,
for every fighter with Ephemeral/X. On a result of X or more the fighter causes his opponent to lose one defence or attack
the fighter suffers 1 LP. If the first test causes 1 LP loss, then die (he cannot designate a die obtained via Fencer to be lost).
the fighter immediately suffers another test in the same con-
ditions. However, whatever the result of this second test, a
third one does not follow. In no way can a fighter with this Fencer (passive): When a Fencers combat dice are being
ability benefit from Regeneration. placed before a combat, one of them can be held in reserve by
the player controlling him. This die can be placed in attack or
defence during any of the combats exchanges:
Ethereal (passive, *): Fighters endowed with this ability if it is placed in attack, then any defence against this
benefit from the following advantages: attack does not benefit from Counterattack nor Am-
They have the Immunity/Stunned and Immu- bidextrous;
nity/Encumbered ground ability. if it is used for a sustained defence, then the fighter does
All HP they lose with are reduced by one (this effect not suffer from the usual penalties for sustained defence.
applies last).
They have Steadfast.
They automatically succeed all their disengagement rolls Ferocious (passive): Results of Stunned (after applying
(provided that they could disengage). modifiers) on Damage Rolls in hand-to-hand combat inflicted
They have Force 0 for their movement actions. by fighters endowed with this ability are considered to be re-
They can pass through all obstacles, be they an element sults of 1 Wound.
of the scenery or a miniature. Yet they cannot stop in
an obstacle.
If a fear-inducing Ethereal fighter moves through an en- Fierce (active): When a Fierce fighter loses all his HP, he can
emy fighter, then the latter must make a COU roll if he activate this ability. If he does, he is subject to the following
is not immune to the Ethereal fighters FEAR. rules:
Their RES cannot be altered by any generic bonus or he gets 2 additional HP (LP or SP depending on what
penalty. they normally have) to what normally indicated by his
As long as he carries a mission-related token, a fighter with size and abilities. When he loses these additional HP, he
this ability cannot move through obstacles, scenery or other is immediately killed and removed from play. He cannot
fighters. use these HP to pay costs for Nexus, spells, miracles etc;
he cannot be cured by any means (unless noted other-
wise);
Exalted (passive, *): For a fighter with this ability, a in he loses and cannot get Devotion, Martyr, Mana, Faith
FAI tests must not be negatively opened. and Frenetic;
he reduced his pursuit movement potential to
2,5 cmhis Force (if it were higher);

69
if he is still standing thanks to this ability at the begin- In either case the fighter suffers a -1 penalty to his AIM, POW
ning of the Maintenance phase, then he is immediately and FAI rolls which cumulates with that of losing the focus for
removed. Mystics.
A fighter with Fierce is considered killed only when he is re-
moved from play. The fighter that made him lose the last HP
before using this ability is considered to have killed him. Hardened (passive): For a fighter with this ability, a in
INI, ATT, DEF, AIM, COU and DIS tests can be opened as if
it were a .
Fine blade (passive): For a fighter with this ability, a in
ATT tests must not be negatively opened. A fighter with this
ability reduces by 1 wound penalties to ATT (this does not Heal/X: See Cure.
cumulate with Possessed).

Hostile/X (passive, *): This ability is reserved to Nexus


Flight (passive, *): The fighter can fly (see page 29). The and War-machines. Fighters of the X kind cannot capture or
amount of fighters with this ability that an army can include Force the possessor. The possessor also has Bane/X.
is 65% of its total a.p. cost.

Hyperian (passive, *): Hyperians benefit from the Al-


Focus (passive): For a fighter with this ability, a in liance/Cynwll and Immunity/Fear abilities. Moreover. all
POW tests can be opened as if it were a . Additionally, one fighters from peoples of the The Meanders of Darkness (even
such fighter does not lose focus when successfully subjected the Living-dead), as well as Elementals and Immortals of Dark-
to counter-magic. ness, consider Hyperians to be fear-inducing opponents, even
if their FEAR is greater than the Hyperians COU. When fac-
ing a Hyperian, a fear-inducing fighter considers his FEAR to
Frenetic (passive): A fighter with this ability can pursue be COU and the Hyperians COU to be FEAR. The rules on
using his whole MOV rate. fear then apply in the usual way.

Generation/X (passive, *): The accumulator gets X charges Icon/X (passive, *): Faithful with the same alliance of a
before each Tactical Roll (or before the phase described in his Nexus with this ability and with such a Nexus in their Aura
capacities). of Faith, recover X additional T.F. during the maintenance
phase. Iconoclast Faithful do not get any bonus from a Nexus
with this ability.
Gigantic (passive, *): This is a fighter of Very Large Size; he
has 8 HP and Force 5.
Iconoclast (passive, *): These Faithful consider enemy
fighters as followers instead of friendly ones. They also benefit
Guardian/X (passive, *): This ability is for Nexus. Before from consecrations of enemy fighters (see page 87) as well as
any Damage Roll the Nexus should suffer, roll 1d6, on a result Loyal. When recovering T.F., if there are no enemy fighters in
of X or more the Damage Roll is cancelled. the Faithful Aura of Faith, the latter recovers 1 T.F. more.

Hard-boiled (passive): When a fighter with this ability suf- Immersion (passive): A fighter with this ability considers
fers a Damage Roll, read the result one line higher in the water as encumbered ground, so he can cross and stay within
Wounds table (page 78). It is not possible to go further than it. He treats any encumbered ground due to Water as nor-
the first line in the table. The Force of this fighter is con- mal terrain and his MOV cannot be affected by Water-related
sidered to be 1 point higher to determine if he suffers charge game effects (spells, capacities etc.).
penalties or if he can be pushed.

Immortal of/X: See Being of.


Harassment (active): A fighter with this ability can:
consider running a cumulative action, as long as it is the
last action he makes during his activation; Immunity/X (passive, *): Immunities are magical or natural
walk twice per activation (if he did not disengage), as properties that protect certain fighters depending on X:
long as the second walk is the last action he makes dur- an element: the fighter cannot be affected by spells
ing his activation. composed even partially of that element, as well as by
capacities that activate due to that element. The fighter
is also immune to special capacities of Elementals of that
element and to Damage Rolls caused by them;
a location: the fighter does not suffer the effects of
Wounds located in the X;

70
exceptional wounds: the fighter ignores the effects of a Inalterable (passive; *): A fighter with this ability does not
Damage Roll that indicates an exceptional wound, even receive generic bonuses and he cannot be affected by game
before any other game effects are applied; effects that are Mystic actions (unless they specify so or they
a kind of terrain: the fighter considers that kind of ter- make a fighter lose a fixed amount of HP). Thus, spells, mira-
rain as unencumbered ground; cles or any other aptitudes have no effect on him (be it positive
magic/faith: the fighter ignores effects of and cannot or negative). If an attack or a shot normally causes a different
be targeted by spells/miracles; effect than a Damage Roll, then this effect is ignored and the
fear: the fighter is immune to all forms of FEAR, he can Damage Roll is resolved in the usual way.
never rout and never has to make any COU test; Special case: Inalterable does not apply to the miniatures rid-
an ability: the fighter is immune to the effects of that ing on board a War Machine that has Transport. Effects that
ability. For example, Immunity/Toxic makes a fighter affect miniatures in contact with the initial target can therefore
immune to the Damage Roll caused by Toxic, while Im- affect transported miniatures without affecting the machine it-
munity/Master strike prevents an enemy fighter from self. However, effects that involve moving these miniatures do
getting the bonuses to a Damage Roll when using a not apply.
Master strike.
firing: the fighter is immune to ranged shots and to
certain kinds of firing. Indestructible/X (active): A fighter with this ability has no
Some fighters have Immunity/Assassin, they are considered to health, so he cannot lose HP.
have Immunity/deadly blow.

Impact/X (passive; *): When a War Machine with this Indirect fire (active): A fighter with this ability can make
ability makes a charge or a push, the fighters with which it indirect shots (see page 27) with any weapon he has. If the
comes into contact suffer a Damage Roll whose STR varies fighter can already make them, then he considers them as a
depending on the distance the machine covered before the cumulative action.
impact.
1. Calculation of the impacts STR. This STR is equal to
the X value bound to the ability multiplied by the num- Inviolable (passive, *): A Nexus with this ability cannot be
ber of completed segments of 10 cm moved by the ma- Forced (see page 49).
chine. If no such segment is moved by the fighter, the
STR is 0 (X in case of a push). The distance to be
taken into account is that between the machines point Infiltration/X (passive): This ability activates at the end of
of departure and the first fighter it hits. If the War Ma- the deployment phase, after all fighters have been deployed on
chine enters in contact with multiple fighters, the STR the field. The fighter can be moved a maximum distance of
of the Damage Roll is halved. If the War Machine had X cm. This movement is made at altitude level 0 and in any
a speed counter (see Unstoppable), consider as if it direction. lt does not allow an opponent to be engaged, but
moved his MOV rate 2 instead of the real distance to it can lead the fighter to leave his deployment zone and even
calculate the STR. to enter that of the enemy. If both players have fighters with
2. Who suffers the impact? Only miniatures in contact this ability, the loser of the Tactical Roll must use it first.
with the front of the machine suffer the impact, but
after eventual reaction and assault firing. If the fight-
ers that suffer the impact are killed by it, then the War Insensitive/X (passive, *): When a fighter with this ability
Machine can choose to stop or redirect his assault. In is targeted by an enemy spell, miracle or Mystic capacity (or
this case, possible new targets can suffer a Damage Roll when he is within its area of effect), the player controlling him
with halved STR (round up) than the previous one. As can choose to roll 1d6. On a result of X or more the fighter
long as fighters are killed by the impact and the War Ma- does not suffer its effects. This does not mean that the spells
chine has movement left, he can continue redirecting his or miracles effects are cancelled, but simply that the fighter is
assault. insensitive to them. After successfully using this ability once,
If the War Machine eliminates the target with assault the fighter cannot use it again during the same declaration
fire, then the STR of Damage Rolls after the redirection round.
is not halved.
3. Special case: If two War Machines with this ability crash
into each other head-on, then there are three possibili- Instinctive firing (passive): A fighter with this ability does
ties. not suffer the penalties due to Harassment nor due to cover.
none has a speed counter (see Unstoppable), in Moreover, when such a fighter makes a distribution test when
which case only the assailant uses Impact; firing into a Fray, he gets a +1 bonus to the roll, which cu-
only one has a speed counter, in which case only mulates with other eventual bonuses.
that War Machine uses Impact;
both have a speed counter, in which case both use
Impact.
Leadership/X (passive, *): Fighters within X cm of a fighter
with this ability can use his COU and DIS for their rolls in
Implacable/X (active): A fighter with this ability can make those Characteristics. Unless noted otherwise, only the val-
X additional pursuit movements in addition to what he nor- ues as written on the card can be used, without bonuses. If
mally can do during a Combat Phase. the fighter is fear-inducing, then his FEAR rate can be used as

71
COU by the other fighters in his Leadership range (i.e., X cm). etc.). It cannot be rolled again in any way, no matter the new
A fighter can never receive a FEAR rate due to this ability, result.
unless noted otherwise. A fighter cannot benefit from this
ability if the fighter who has it belongs to a different people.
Restriction and other means of usage of this ability are de- Mana/X (passive, *): A Magician can, as a Mystic action,
scribed on page 61. designate a fighter with this ability within 10 cm and elimi-
nate it (the target is immediately removed from play) to get
X Gems of any combination of the elements he dominates. A
Magician can only designate one target with this ability per
Leap (active): A fighter endowed with this ability can make
round. A Nexus with this ability can only be killed by Magician
up to two leaps per round. Leap cannot be used when moving
allied to him and within its range.
under cover. Leaps that are done must be declared alongside
the other movements. When making a leap, a fighter can
fully ignore the presence of certain obstacles (elements of the Martyr/X (active): During his activation, a Faithful can use
scenery or other fighters) and move over them without any a Mystic action to acquire T.F. through a fighter in his camp
penalties, depending on his Size: endowed with this ability located within 10 cm of him (the
Clearable height: a fighter who moves up to his MOV rate martyr). No Line of Sight is required but the Faithful must
can leap over fighters and scenery of height up to his be free of any opponents. If the conditions are met, then the
Size. A fighter who moves up to his MOV2 can leap Faithful can add from 1 to X T.F. (at the players choice)
over fighters and scenery of up to twice his height. of his reserve. X cannot be higher than the current HP the
Clearable distance: the distance to be cleared by the leap martyr has left.
over the obstacle must be shorter than the MOV of the Then, the selected fighter suffers a Damage Roll of a STR
fighter who is leaping (MOV/2 when making a pursuit equal to 5 times the number of T.F. recovered by the Faith-
movement). The fighter must reach the other side of ful. For this Damage Roll the victims RES is considered to be
the obstacle with his full base. equal to 0. Any effects that affect the results of his Damage
Limitations: leaping over an obstacle must never bring the Rolls nevertheless apply in the usual way. If the fighter is elim-
fighter to exceed his movement potential. If this should inated by this Damage Roll, then the Faithful gains another
happen. then his movement ends in front of the obstacle additional T.F.. The same Faithful can select only one fighter
and the fighter does not leap. as a martyr per round. The same martyr can be selected only
once per round.

Living-dead (passive, *): The Living-dead benefit from the


Immunity/Toxic and Immunity/Fear abilities, yet they are af- Master Archer (passive): See Master marksman.
fected by the FEAR caused by an Hyperian. Moreover, all
fighters consider the Living-dead to be fear-inspiring oppo-
nents, if they have a higher FEAR. The rules on fear then ap- Master Crossbowman (passive): See Master marksman.
ply in the usual way. When a test using a Living-dead fighters
DIS has to be made. then this value is considered to be equal
Master marksman (passive): A fighter with this ability can
to zero (DIS 0).
declare the cumulative firing action twice during their activa-
tion. If he can make special shots as cumulative actions, he
can use a different shot for each time he fires.
Loved by the gods (passive): For a fighter with this ability,
a or in INI, ATT, DEF, AIM, COU and DIS tests can be
opened as if it were a . Master strike/X (active): A fighter with this ability can,
when he attacks, use two of his attack dice to make a single
attack, called the Master strike, against a single target. This
Loyal/X (passive): A fighter with this ability who is not counts as a single attack, as far as exchanges are concerned.
in the Aura of Faith of an enemy Iconoclast Faithful is not If the attack is not defended, the STR of the blow:
counted among the other believers for the calculation of T.F. does not suffer wound penalties;
Instead, the Faithful gets X additional T.F. when recovering increases by X where X is the ATT of the fighter as
T.F. If this fighter is in the Aura of Faith of multiple Faithful, written on his card.
all of them benefit from this bonus. A Faithful with this ability This is a generic bonus that applies to the Damage Roll.
adds X to the T.F. that he generates every round.
Certain game effects let an Iconoclast consider fighters of his
own people for the calculation of T.F., in this case they benefit Mastery of the arcana (active, *): Once per round, when
from the Loyal ability of these fighters. a Magician endowed with this ability does not have the mana
required to cast a spell (and only in that case), he can tem-
porarily reduce his POW to acquire the missing magic energy.
In game terms, he can suffer a -X to his next POW test to get
Luck (active): The use of this ability can be announced once
X mana Gems, where X is the cost of the next spell he wants to
per round, right after an INI, ATT, DEF, AIM, COU, DIS,
cast. These Gems do not count as added to the mana reserve
POW, FAI, Abilities, Capacities, Steam or Naphtha test made
and they are immediately spent to cast the spell. X can be at
by the fighter who has it. The test is then cancelled and rolled
most equal to the POW of the Magician. Only the Gems that
again. All modifiers that affected the first roll also apply to
the Magician is missing can be acquired in this way. If the
the second one (number of dice rolled. bonuses. penalties,
Magician has some of the required Gems in his reserve. then

72
he must use them, so the value of X varies accordingly. When 2. Attributing Mutagenic Points Mutagenic points can be
this ability is active, it is impossible to improve the mastery of used to increase MOV, INI, ATT, STR, DEF or RES of
the incantation by spending mana. However, if the Magician the fighter. The maximum amount of points that can be
benefits from an effect that allows him to improve the mastery added to the same Characteristic is equal to the rank of
of the spell in another way, then it applies as usual. Only the the fighter + 2. These points can be used at any time,
Gems needed to cast the spell can be acquired in this way, they are in reserve until used. The following restrictions
if additional Gems can or must be used to increase the spells apply:
effects, then they cannot be acquired by using this ability. If The increase of a Characteristic can never modify
the Magician has other means to acquire the needed Gems a test that has already been made.
(artefacts, etc.), then he can choose to use this ability or to A fighters DEF and ATT can be increased at the
use the other means to acquire Gems. beginning of an exchange but not during one.
These modifications are considered general
bonuses, not written on the fighter card.
Mechanic/X (active, *): A fighter endowed with this ability These modifications last until the end of the round. At
is called Mechanic. As a simple action during his activation, the end of the round, unused Mutagenic dice and unused
or during the maintenance phase, a mechanic can attempt to Mutagenic points are lost.
repair a War Machine or a Steam/Naphtha equipment of a A fighter with a Mutagenic die can receive additional
friendly fighter. To do so, he must be in contact with his tar- Mutagenic points throughout the round but no addi-
get. The player controlling him rolls 1d6 if the result is of X tional Mutagenic dice.
or higher: Example At the beginning of the third round, the player has
then the machine recovers 1 SP; 250 a.p. of fighters with Mutagenic on the field. He thus gets
if it was Steam/Naphtha, then it starts working again. 3 Mutagenic dice. He assigns one to a Keratis warrior, who has
When using this ability as a simple action, the mechanic gets Mutagenic/1. During the activation, an enemy fighter fires at
a +1 bonus to this roll. the Keratis and hits him. Before the Damage Roll, the player
rolls the Mutagenic die of the Keratis: it is a so the Keratis
gets 5 points. He gives all he can to his RES, so 3 points, and
Mercenary (passive, *): A Mercenary can fight in an army the RES goes from 8 to 11 until the end of the round. The
of his people or by the side of any army. In the latter case, he Keratis still has 2 Mutagenic points to assign elsewhere.
is then considered to be an Ally and he can only be deployed
if the Allies expansion is used (see page 63).
Negation (passive, *): A fighter with this ability has the
following benefits:
Minelayer (active): A minelayer is bound to a War Ma- if he is a Magician, he can absorb or seal spells cast by
chine. When a minelayer is deployed, he has 2 decoys and 1 Magicians on which he has no Line of Sight;
trap counters (the latter is a Mine, see page 49), within 20 cm if he is a Magician, he can counterspell spells that are
of the War Machine. It is not possible to deploy these counters cast by Magicians on which he has no Line of Sight but
within 10 cm of the enemy deployment zone. that are in counterspell range;
if he is a Faithful, he can censure Faithful he cannot see
but that are in his own Aura of Faith.
Mowing/X (passive; *): A fighter with his ability causes
damage due to Impact even when:
he enters in contact with an enemy fighter with his side; Parade (passive): For a fighter with this ability, a in DEF
if it is a moving War Machine with a speed counter (see tests must not be negatively opened. A fighter with this ability
Unstoppable) and an enemy assaults it on a side instead reduces by 1 wound penalties to DEF (this does not cumulate
of in the front. with Possessed).

Mutagenic/X (active): This ability lets fighters assign Pariah (passive, *): If the Army General (or his replace-
bonuses to Characteristics. ment) has this ability but not all fighters in the army do, then
1. Number and attribution of Mutagenic dice. During the all Tactical Rolls are made with two dice and the lowest is
assignment phase, the army receives 1 Mutagenic die kept. This effect replaces the normal roll the General could
for every even incomplete 100 a.p. fraction of friendly otherwise make.
fighters that are still alive and who have this ability (in-
clude the additional costs of fighters for this calcula-
tion). These dice are immediately rolled and attributed Personal enemy/X (passive, *): X is the name of a fighter.
to fighers with Mutagenic/X, the natural of the dice is A fighter with this ability has Bane/X and, when X is removed
then altered by X (so it cannot go above nor below ). from play, he gets one among:
Dice that showed a are not altered by X. The same Fierce;
fighter can only have 1 die (unless noted otherwise) and Authority;
fighters with Mutagenic/- cannot have any. The final Rallying cry;
result on the die represents the amount of Mutagenic Implacable/1;
points the fighter has. Survival instinct;

73
Additionally if he is the one killing X, he recovers 2 HP. Regeneration/X (passive): Only fighters with LP (not SP)
can benefit from this ability. During the Maintenance phase,
roll 1d6 for each fighter with this ability. On a result of X or
Piety/X (active, *): If at the beginning of the Mystic phase more, the fighter heals 1 LP. If the first test heals 1 LP, then
the Faithful has X or less T.F. in his reserve, then it does not the fighter immediately makes another test in the same condi-
empty. Otherwise, it reduces to just contain X T.F. tions. However, whatever the result of this second test, a third
one does not follow. A fighter who was killed cannot benefit
from this ability, even if some game effects still let him be on
Possessed (passive): A fighter with this ability reduces by the fiels (e.g., Fierce). This ability cancels out Ephemeral.
one level the wound penalties he suffers. This ability does
not affect Stunned: a fighter with this ability that also lost 1
HP suffers no wound penalties but he suffers the penalties for Reinforcement (passive, *): This ability works only as long
being Stunned. as a fighter with it is in the area of losses and has not been
removed from play. During the maintenance phase, if there is
at least one fighter with this ability in the area of the losses,
Precision (passive): For a fighter with this ability, a in roll 1d6. The result affects the fighter whose a.p. cost on the
AIM tests can be opened as if it were a . The difficulty of card is the lowest (ignore additional costs):
shooting at medium and long ranges decrease by 1 for such a , : the player can choose to remove that fighter from
fighter. play;
, : no effect;
, : the fighter comes back to the field. He must be
placed within 10 cm of a friendly fighter, following the
Predictable (passive, *): The reference card of a fighter
rules for resurrected fighters (see page 45).
with this ability is always placed face up in the Activation Se-
quence, even when it is placed in reserve, so the opponent can
always see it.
Reorientation (active): A fighter with this ability who is
free from any enemy, can freely change his orientation at the
beginning of any game phase. This is not considered a move-
Rallying cry (active): This ability can be used as a simple
ment.
action once per game by a fighter who has it. Its usage must
be announced at the beginning of any strategic phase. All
friendly fighters:
Repair/X (passive, *): The possessor must have SP to
are immediately rallied if they were in rout;
benefit from this ability. During the Maintenance phase, roll
get a +1 bonus to the natural result of their COU tests
1d6, on a result of X or more the possessor heals 1 SP (it can
until the end of the round.
nevertheless never exceed the initial amount of SP he had).
This ability and Ruin cancel each other.
Rapidity (active): A fighter with this ability has a movement
potential of MOV x 3 when he charges, runs or flees. Resolute/X (active): This ability can be used once per
This ability can be used by a fighter when routing, but its round right before any INI, ATT, DEF or COU test made by
usage is subject to the opponents choice. the fighter. For that test, the Characteristic is increased by X
which counts as written on the card.

Rapid reloading (active): A fighter with this ability


can make the exclusive action of rapid reloading firing (see Resource/X (passive, *): During the Maintenance phase,
page 27) no matter what his weapon is. A fighter who can roll 1d6, on a result of X or more the Nexus recovers 1 charge
already do it considers is a cumulative action. (it can nevertheless never exceed the initial amount of charges
he had).

Reaction fire (active): A fighter with this ability can make a


reaction fire (see special firing rules, page 27) with any weapon Righteous (passive): These fighters have Immunity/Fear
he has. A fighter who already has that capacity can make and they can never be controlled by the opponent.
those shots with a difficulty of 4 instead of 7.

Rigour (passive): For a fighter with this ability, a in DIS


Recovery/X (passive, *): During the Mystic phase, after the tests must not be negatively opened.
mana recovery roll, the Magician recovers X additional Gems
of a single element he dominates, within his reserve limit.
Robustness (passive): Fighters with this ability ignore penal-
ties due to Stunned and due to Light wounds. These effects
Reflexes (passive): For a fighter with this ability, a in INI are applied before Possessed, so they do not affect Serious
tests can be opened as if it were a . If he ties on an INI test, Wounds becoming Light due to Possessed.
then the fighter with this ability wins (if both fighters have it,
repeat the test as normal).

74
Ruin/X (passive, *): The possessor must have SP to benefit : Full moon:
from this ability. During the Maintenance phase, roll 1d6, on if the fighter is a Magician (pure or not): +1 POW;
a result of X or more the possessor loses 1 SP. if the fighter is a Pure Warrior, then he gets one
This ability and Repair cancel each other. between Born killer and Possessed as well as one
of the bonuses bound to lower die results.

Ruthless (passive, *): A fighter with this ability always in-


flicts charge penalties to his enemies, even when making an Sequence/X (active): A fighter with this ability can acquire
engagement or after pursuit movements. Additionally, he is up to X additional combat dice in every combat he takes part,
considered to be one size larger for determining pushes (if he and only for that combat. This ability activates before the INI
is of size M he is considered to be W, if he is W or K he is test. Each additional die obtained in this way generates a -1
considered to be L). This ability has no effect against fighters ATT and DEF penalty for the fighter that count as written
with Steadfast. on his card. If this penalty would bring either of the Charac-
teristics below 0, then it cannot be applied and the die is not
obtained. Modifications due to this ability only last for the
Sanctuary/X (passive, *): Once the possessor is deployed combat it is used in.
on the field, no enemy Scout nor Nexus can be deployed within Example Malek has ATT 6 and DEF 3, he also suffers Seri-
X cm of it. If the possessor also has Hostile/Y, then all fight- ous wound penalties, so his ATT is 4 and DEF is 1. He has
ers with Y within X cm of it suffer a -1 penalty to INI, ATT, Sequence/2. He can take one die, going to ATT 3, DEF 0,
DEF and AIM tests. but he cannot take the second one as that would bring his
DEF to -1.

Sapper/X (active): A fighter with this ability is called Sap-


per. Only for each sapper bound to a War Machine it is Sharp shooter (passive): For a fighter with this ability, a
possible to deploy a barricade completely within 20 cm of the in AIM tests must not be negatively opened. A fighter with
War Machine, when it is deployed. A barricade has the size this ability reduces by 1 wound penalties to AIM (this does
of a cavalry base, it is considered an obstacle of Small size of not cumulate with Possessed).
height 2 cm with X+3 RES and X SP.
As an exclusive action, a sapper in contact with any barricade
can declare to operate on the barricade. If during the main- Shelter (passive, *): No fighter can land within X cm of
tenance phase both the barricade and the sapper are still on a Nexus or War Machine with this ability (see flying rules,
the battlefield and the sapper did not fight during the Combat page 29).
Phase, then he can choose to fully heal of its SP or remove
the barricade.
Spirit of X (passive, *): X is one of the six elements of
magic. This ability can be used X times per round where X
Scout (passive): When a fighter with this ability is deployed, is the Rank of the Magician, after a Magician made a POW
he can choose to use it or not. If he does, he can deployed test to cast a spell made entirely of X (mastery Gems can be-
anywhere on the field, not just in his armys deployment zone, long to any element). If X is multiple elements, the spell must
as long as he is not within 10 cm of an enemy fighter (sub- be made in any combination of them. For a fighter with this
sequently, a fighter can however be deployed within 10 cm of ability, a in POW tests must not be negatively opened.
a scout). If at the end of the deployment the scout is further
than 10 cm from any enemy fighter, then he is considered
Hidden. Stateless (passive): A fighter with this ability can be added
There cannot be more than 3 fighters with this ability for ev- to any army, he is considered an ally. He also gets the most-
ery even incomplete fraction of 150 a.p. of the gaming format. frequent ability that the other fighters have (only the number
The cost of all fighters with this ability that an army can in- of fighters count for this, not their cost), if the ability has a
clude is 70% of its total a.p. cost. value, then he gets the most frequent value. If multiple abili-
ties tie in occurrences, then the player chooses among them.
Attention!
Abilities marked with * cannot be acquired.
Selenite (passive, *): A fighter with this ability has Al-
liance/Wolfen of Yllia and if he is a Magician he adds Water
to the elements he dominates as well as the Selenism path of
magic. At the beginning of the game, roll 1d6 (if both armies Steadfast (passive, *): A fighter with this ability never
have fighters with this ability, choose whether to roll only 1d6 suffers charge penalties (not even those given by a Ruthless
or to roll one per army, in the latter case, the lowest result is fighter) and he cannot be targeted by a Push. A fighter who
kept; if the players disagree, then 1d6 is rolled). The follow- gets this ability removes possible charge penalties that affected
ing bonuses are considered written on the card and they affect him.
fighters with this ability, based on the outcome of the d6:
: No moon +1 COU/FEAR;
, : Quarter moon +1; Strategist (passive): For a fighter with this ability, a in
: Half moon +1 INI and DEF; DIS tests can be opened as if it were a .
: Gibbous moon +1 INI and DEF or +1 COU/FEAR
and DIS;

75
Subjugated (passive, *): A Nexus with this ability is bound 3. Limitations and Duration. The Damage Roll caused
to the Army General (or the fighter who replaces him). The by Toxic does not benefit from Bane, Assassin, STR
latter can activate the Nexus even when outside of his range bonuses or possibilities to be rerolled, unless noted oth-
(he must fulfil all other parameters). The same fighter can be erwise. Fighters with Living-dead or SP are immune to
bound to multiple Nexus with this ability. the effect of this ability. Immortals read the wounds
caused by Toxic one line higher in the Wound table
(page 78). At the end of the round, all unused Toxic
Sustained defence (passive): A fighter with this ability can dice are lost.
use sustained defence even when routing or even if he placed
more dice in attack than in defence.
Transportable/X (passive, *): Many tokens have this abil-
Summoner/X (passive, *): A fighter with this ability ity. A fighter can carry only up to X of the same tokens.
can control X more Force of fighters than what indicated on
page 46. The amount of fighters that can be bound to his
card for summoning purpose is 4 + his rank. Transport/X (active; *): A fighter with his ability is called
Vehicle. Certain chariots or other vehicles have enough space
inside for them to take troops on board.
Survival instinct (passive): Before any Damage Roll to be 1. Transport capacity. X specifies the number of fighters
suffered by a fighter with this ability, that fighter rolls 1d6 that have room in the vehicle. This number can vary
(this roll is called Instinct roll); on a result of or more, the depending on the Size of the fighters.
Damage Roll is cancelled. Unless noted otherwise, effects that Fighters of Small or Medium Size count for 1 each.
grant bonuses to the instinct roll cannot let that roll succeed Fighters of Large Size W or C count for 2 each.
with a result less than . A fighter who successfully uses Fighters of Large Size L count for 3 each
this ability during an exchange cannot use it anymore for the Fighters of C or Very Large Size cannot be taken on
duration of the exchange. board a vehicle.
A vehicle can only transport fighters of its army.
2. Fighters embarked during deployment. During the de-
Tall/X (passive, *): The fighter is X cm tall instead of what ployment phase miniatures can be deployed inside a ve-
his size states. hicle. The player must announce which fighters are on
board when he plays a card of transported fighters.
3. Embarked fighters and the Activation Sequence. Fight-
Target/X (passive, *): X is bound to a + or a -. If a ers transported by the vehicle are considered in a closed
fighter with this ability is targeted by an enemy marksman, isolated space (see the related rules on page 58) unless
then difficulty of his AIM test is modified by X (according to noted otherwise. This space is as wide as the base of
its sign). This does not cumulate with moving under cover the vehicle and transported fighters cannot make other
(when theyre both bonuses, they of course cumulate when movements but disembarking. They are all in contact
this is a penalty). with one another and with the vehicle. Thus, they can
use their capacities on the vehicle but the vehicle will
Thaumaturgist (passive, *): The Aura of Faith of a also suffer possible negative effects taking place within
wounded Faithful with this ability increases by 2,5 cm for ev- itself (e.g., a boiler exploding inside a vehicle will affect
ery HP lost by him. If the Faithful is healed, his Aura of Faith all fighters inside and the vehicle).
varies accordingly. 4. Embarking and disembarking. Transport/X is always
bound to an access that determines by which side a
miniature can enter or exit the vehicle. Embarking a
Toxic/X (passive): These fighters are accumulators. vehicle is a simple action that can be done only if the
Reserve: temporary vehicle is halted and does not have speed counters.
Maximum: 1 To embark, a friendly fighter must end his move-
Charges (ratio): see below ment during his activation in contact with the ac-
1. Number and Attribution of Toxic dice. During the as- cess of the vehicle, he cannot make any other ac-
signment phase, the army receives 1 Toxic die for every tion for this phase. His miniature is removed from
even incomplete 100 a.p. fraction of friendly fighters that the table, it is considered to be inside the vehicle.
are still alive and who have this ability (include the addi- The activation of the fighter ends.
tional costs of fighters for this calculation). These Toxic Disembarking must be the first action a fighter
dice are immediately given to fighters with this ability. does when activated and one such fighter cannot
Fighters with Toxic/- cannot have any. make exclusive actions during the round he dis-
2. Effects and Usage of a Toxic dice. A fighter with a Toxic embarks. The miniature of the fighter is placed
die can make one of his shots or attacks Toxic. Before in contact with the access of the vehicle and the
making the related test (ATT or AIM) he must declare fighter is then free to continue his activation.
to assign the Toxic die to that test. If the test fails, if If the access to the vehicle is obstructed, no fighter can
the attack is parried or if the related Damage Roll does embark nor disembark.
wound the target, then the die is lost. Otherwise, if the
related Damage Roll wounds the target (Stunned is not
a wound), then the target suffers another Damage Roll
with STR X and for which his RES is considered 0.

76
5. Destruction of the vehicle. If the vehicle is destroyed he must place more dice in attack than in defence;
while fighters are on board, then they each suffer a he suffers a -1 to the natural result of his DEF.
Damage Roll with a STR equal to the RES printed on
the machines reference card. If they survive, then they
are placed where the vehicle was and without being in War-horse (passive, *): A fighter with this ability gets one
base-to-base contact with any opponents. They cannot additional combat die in all his combat of the round unless he
do any action during the activation phase of the round declared a Charge or a Push during that round.
being played and their cards, if not in the Activation
Sequence, are not inserted in it.
Warrior-mage (passive, *): this fighter has the following
bonuses:
Unbowed (passive): A Mystic with this ability cannot lose
he gets Counterattack, which counts as written on his
his focus. A Mystic that gets this ability while having lost his
reference card;
focus regains his focus.
he can shoot even if he made Mystic actions and vice-
versa (he is subject to the normal limitation for special
Unstoppable (passive; *): A fighter with this ability is an shots);
accumulator and Collect/personal. he can cumulate Mystic actions with exclusive move ac-
Reserve: permanent tions;
Maximum: 1 when he has no spells, he gets Negation.
Charges (ratio): if he moves for more than his MOV rate
and was not stopped afterwards receives a speed counter.
This counter is only removed when the fighter: Warrior-monk (passive, *): See Warrior-mage, replacing
stops; spells with miracles.
moves for a distance less or equal to his MOV rate;
enters in contact with an enemy fighter;
uses a simple action to remove it, though if he does he Watchful (active): When a fighter with this ability is in
cannot move until the end of the activation phase. combat, he keeps his normal Line of Sight. He can thus see
A fighter that obtains or starts his activation with a speed all fighters in combat with him and considers such fighters
counter has these benefits: only as obstacles for lines of sight. He keeps drawing lines of
he can only be assaulted by fighters whose STR (includ- sight from his front.
ing bonuses) is at least as high as his RES;
he gets Steadfast;
he is subject to the same movement rules as mobile ma- Wild/X (passive, *): A fighter with this ability gets a +1
chines (see page 46) and counts his Weight as twice his bonus to INI, ATT and DEF as long as he is further than X cm
Force from a friendly fighter.

Vivacity (passive): For a fighter with this ability, a in INI


tests must not be negatively opened. A fighter with this ability
reduces by 1 wound penalties to INI (this does not cumulate
with Possessed).

Vulnerable (passive, *): The total of HP lost by a fighter


with this ability by Damage Rolls after eventual modifiers in-
creases by 1, so 1 HP becomes 2). This ability has no effect
on Stunned.

War cry/X (active): When a fighter with this ability charges


an enemy, he can choose that his COU is replaced by a FEAR
rate of X until the end of his activation. The rules of fear are
applied with these consequences:
if the fighter must make a COU test, he can use his
FEAR rate of X for it;
if the charged fighter has a FEAR rate lower or equal to
X, then the charger is immunized to FEAR rates up to
X as if he successfully passed the related COU test.

War fury (active): This ability can be used in every combat


before the INI test. When using this ability the fighter gets
an additional combat die placed in attack for that combat.
Additionally, the following lasts until the end of the round:

77
Tables
Following is a recap of the most useful tables of this rulebook.

Wound Table
Total
/ Total
(d6 + STR - RES)
(Legs) (Arms) (Belly) (Chest) (Head)
-2 None Stunned Stunned 1 1 -2
-1/0 Stunned Stunned 1 1 1 -1/0
1/2 Stunned 1 1 1 2 1/2
3/4 Stunned 1 1 2 3 3/4
5/6 1 1 2 3 3 5/6
7/8 1 2 2 3 4 7/8
9/10 2 2 3 4 4 9/10
11/12 2 3 3 4 5 11/12
13/14 2 3 4 5 5 13/14
15/16 3 4 4 5 6 15/16
17 3 4 5 6 6 17

Mana Recovery Roll Table


POW + d6 Initiate Adept Master Virtuoso
0 or less 0 1 1 1
1/2 1 2 3 4
3/4 2 3 4 5
5/6 3 4 5 6
7/8 4 5 6 7
9/10 5 6 7 8
11/14 6 7 8 9
15/17 7 8 9 10
18/21 8 9 10 11
22 or more 9 10 11 12

Faith Recovery Roll Table


Fixed Part
Fixed Part
Rank (Warrior- 1 point every :
(Pure)
monk)
Devout 2 3 3 believers
Zealot 3 4 2 believers
Dean 4 5 1 believers
Avatar 5 6 1 believers

Bonuses
Effect granting the On the
Generic
bonus/penalty card
Due to Artefact (not falling
X -
in the categories below)
Bonus to a Characteristic (or final result) Due to Affiliations (not
On the card Generic falling in the categories X -
On the card cumulates cumulates below)
does not Valid for a time duration - X
Generic cumulates
cumulate Valid as long as a condition
- X
Bonus and penalties always cumulate holds
Due to spell/miracles/mystic
- X
capacities
Due to abilities - X
Few exceptions to this partitioning exist

78
Actions
ALLOWS OTHER
ACTION KIND TYPE EXAMPLES / NOTES
ACTIONS

Run Exclusive Movement No moving up to twice the MOV rate

Move under cover Exclusive Movement No

Charge Exclusive Assault No in a straight line

Engage Exclusive Assault No no Line of Sight required

Push Exclusive Assault No lets the targets base be rotated


Yes, but no
Walk Cumulative Movement
movement action
Yes, but no
Reorient Cumulative Movement
movement action
Disengage Cumulative Generic Yes
normal firing or assault firing (only
Yes, but no when charging/pushing) or reaction
Firing/Shooting Cumulative Generic
Mystic action* firing (only when engaged and not
activated)

Special Indirect shot, rapid reloading, aimed


Exclusive Generic No
Firing/Shooting shot.
Indirect shot, rapid reloading, aimed
Special Cumulative Generic No shot AND the fighter has the
Firing/Shooting related ability.
Spells, miracles, Mystic capacities,
counter-magic, censorship, using
Yes, but no firing
Mystic Cumulative Generic charges of an accumulator (also
action*
free), using Devotion, Martyr, Mana
and Faith
Picking up tokens, activating a
Yes, but no simple Nexus, embarking a vehicle, using:
Simple Cumulative Generic
action Cure, Mechanic, Rallying cry and
Unstoppable.
One such action is also of another
Free Cumulative Generic Yes kind and it loses the restrictions of
that other kind.
* Except for Warrior-mystic fighters.

79
List of Documents and Download Links
The Confrontation Evolution project includes the following document:
Confrontation Evolution rulebook: http://confrontationpills.altervista.org/confrontation-ruleset-manual-evo/?lang=en
Mission compendium: http://confrontationpills.altervista.org/confrontation-evo-missions/?lang=en
Spell compendium: http://confrontationpills.altervista.org/confrontation-evo-spells/?lang=en
Miracles compendium: http://confrontationpills.altervista.org/confrontation-evo-miracles/?lang=en
Helper tables: http://confrontationpills.altervista.org/confrontation-evo-skills-resume/?lang=en
FAQ and extra: http://confrontationpills.altervista.org/confrontation-evo-faq-extra/?lang=en

Army Book Lions of Alahan: http://confrontationpills.altervista.org/army-book-list-lions-of-alahan-c5/?lang=en
Army Book Griffins of Akkylannie: http://confrontationpills.altervista.org/army-book-list-akkylannie-griffins/
Army Book Cynwll elves: http://confrontationpills.altervista.org/army-book-list-cynwall-elves-c5/?lang=en
Army Book Keltois of the Sessair clan: http://confrontationpills.altervista.org/army-book-list-kelt-sessairs-c5/?lang=en
Army Book Dwarves of Tir-Na-Bor: http://confrontationpills.altervista.org/army-book-list-dwarves-of-tir-na-bor-c5/?lang=en
Army Book Orks of Bran--Kor: http://confrontationpills.altervista.org/army-book-list-orcs-of-bran-o-kor-c5/?lang=en
Army Book Orks of Behemoth: http://confrontationpills.altervista.org/army-book-list-orcs-of-behemoth-c5/?lang=en
Army Book Dakinee elves: http://confrontationpills.altervista.org/army-book-list-daikinee-elves-c5/?lang=en
Army Book Goblin of No-Dan-Kar: http://confrontationpills.altervista.org/goblins-of-no-dan-kar-and-uraken-c5/?lang=en
Army Book Wolfen of Yllia: http://confrontationpills.altervista.org/army-book-list-wolfen-of-yillia-c5/?lang=en
Army Book Concord of the eagle: http://confrontationpills.altervista.org/army-book-list-concord-of-the-eagle-c5/?lang=en
Army Book Alchemists of Dirz: http://confrontationpills.altervista.org/army-book-list-alchemist-of-dirz-c5/?lang=en
Army Book Living-dead of Acheron: http://confrontationpills.altervista.org/army-book-list-acheron-living-dead-c5/?lang=en
Army Book Devourers of Vile-Tis: http://confrontationpills.altervista.org/army-book-list-devourers-of-vile-tis-c5/?lang=en
Army Book Ophidian alliance: http://confrontationpills.altervista.org/army-book-list-ophidian-alliance-c5/?lang=en
Army Book Keltois of the Drunes clan: http://confrontationpills.altervista.org/army-book-list-kelt-drunes-clan-c5/?lang=en
Army Book Dwarves of Mid-Nor: http://confrontationpills.altervista.org/army-book-list-dwarves-of-mid-nor-c5/?lang=en
Army Book Cadwallon: http://confrontationpills.altervista.org/army-book-list-cadwallon-c5/?lang=en
Army Book Mercenaries: http://confrontationpills.altervista.org/army-book-list-mercenaries-c5/?lang=en
Army Book of Elementals: http://confrontationpills.altervista.org/elementals-familiars-and-immortals-c5/?lang=en

80
Artefacts in case of free difficulty it is POW +2;
when multiple options are available, they choose the one
that costs the least in terms of Gems/T.F..
Certain fighters can use artefacts to enhance their perfor- Other Mystics in the army can take the spell/miracle the arte-
mance. Unless noted otherwise, any artefact (including the fact has.
ones below and those in the Army books) can only be present
in one copy per army.
Every artefact is presented this way: Common Artefacts
Artefact: the name of the artefact These artefacts can be acquired by any fighter with access to
Reserved to: this indicates the fighter (or kind of fighters) artefacts and more of the same one can be present in the same
that can carry the artefact army.
this describes the effect of the artefact
Cost: this indicates the cost in a.p.
Potions
A potion is a unique artefact whose effect is limited in time.
Bonuses of Artefacts Abilities and modifications to The usage of a potion can be declared:
Characteristics given by artefacts are always considered as 1. before the Tactical Roll;
printed on the reference card. The only exception is tem- 2. during the activation of the fighter as a simple free ac-
porary improvements such as bonuses that only last until the tion;
end of the round or that only hold when a condition is met. 3. at the beginning of the Combat Phase, before any com-
These improvements are generic bonuses. bat is chosen.
The effects of all potions last until the end of the round (unless
Artefacts and Modifications to the Kind of noted otherwise).
Fighter Artefacts that grant an AIM rate and a ranged An army can have multiple of the same potions, but the same
weapon to a fighter make him a marksman. Artefacts that fighter can only have different ones. Potions are considered
grant POW/FAI to a fighter can also grant a rank different different if they have different effects or if they modify differ-
from the one he already has (e.g., a regular fighter can get a ent Characteristics. Potions grant generic bonuses.
POW rate and the rank of Initiate). If the new Mystic rank The cost of potions is:
is lower than the normal rank the fighter has, this only affects Minor: 2 a.p.
effects bound to having POW/FAI (e.g., recovery, counter- Major: 4 a.p.
magic, censorship etc.). The fighter keeps his normal rank for Supreme: 6 a.p.
other game effects.
Note A Pure Warrior that becomes a Warrior-Mystic this way Potion of STR These potions raise the bearers STR.
changes his Dominion rate. Minor STR potion: STR+2
Major STR potion: STR+3
Artefacts that are Mystics Certain artefacts are Mys- Supreme STR potion: STR+4
tics, they:
have their own rank; Potion of RES These potions raise the bearers RES.
have a POW/FAI rate and an Aura of Faith (which orig- Minor RES potion: RES+2
inates from the bearer); Major RES potion: RES+3
have their own reserve of Gems/T.F. and they recover Supreme RES potion: RES+4
them normlly during the Mystic phase;
cannot acquire spells/miracles unless noted otherwise; Potion of Speed These potions raise the bearers MOV.
when they can acquire spell/miracles, the bearer is con- Minor potion of speed: MOV+1 cm
sidered to cast them; Major potion of speed: MOV+2,5 cm
can do counter-magic/censorship (when indicated) Supreme potion of speed: MOV+4 cm
starting from the bearer;
do not make their beare a Mystic;
Potion of Vivacity These potions raise the bearers INI
do not occupy Mystic ranks of the army.
and grant him Vivacity.
These artefacts are not fighters so they do not activate, cannot
Minor potion of Vivacity: INI+2
be targeted by effects reserved to Mystics and cannot benefit
Major potion of Vivacity: INI+3
fro maffiliation and solo bonuses.
Supreme potion of Vivacity: INI+4

Artefacts that can Cast Spells/Miracles Some


Healing Potion Only a Character can have a healing po-
artefacts can be given spells/miracles which their bearer can
tion. The bearer can use this potion to heal 1 Life point. This
cast. There artefacts do not make their beare a Mystic. When
potion costs 7 a.p.
they cast a spell/miracle, these artefacts:
use their POW rate or cast the spell/miracle automati-
cally;
use only 1d6 for the test unless noted otherwise;
grant the minimum amount of Gems/T.F. for the test,
no additional dice is granted, free or special means 1
Gem/T.F.;

81
Runes, Amulets and Pendants Reserved to:
The bearer gets Strategist.
These artefacts are available for all fighters that can be given Cost: 8 a.p.
artefacts and can be present in multiple copies within the same
army. The same fighter cannot be given more than one arte-
Artefact: Ring of determination
fact per kind, even if they have different power levels (minor,
Reserved to:
major or supreme).
The bearer gets Unbowed and Sustained defence.
These artefact cost:
Cost: 7 a.p.
Minor: 4 a.p.
Major: 6 a.p.
Supreme: 9 a.p. Artefact: Lithurgical instrument
Reserved to: all Faithful
This artefact grants the bearer 1 additional T.F. at the begin-
Rune of Healing ning of the game and during every Mystic phase.
Minor: the bearer gets Heal/6 Cost: 5 a.p.
Major: the bearer gets Heal/5
Supreme: the bearer gets Heal/4 Artefact: Blade of immolation
Reserved to: faithful of the The Meanders of Darkness
Rune of Will The Faithful gets the following free Mystic capacity.
Minor: the bearer gets Resolute/1 Difficulty: none
Major: the bearer gets Resolute/2 Area of effect: Aura of Faith
Supreme: the bearer gets Resolute/3 Range: a friendly fighter without Martyr nor Faith
Duration: until the end of the round
Pendants of Mirage Frequency: 1
Minor: the bearer gets Target/+1 Effect: the target gets Martyr/X where X is twice his rank,
Major: the bearer gets Target/+2 +1 if he is a Mystic.
Supreme: the bearer gets Target/+3 Special: no Characters nor the Faithful himself can be desig-
nated.
Amulet of Protection Cost: 4 a.p.
Minor: the bearer gets Insensitive/6
Major: the bearer gets Insensitive/5
Supreme: the bearer gets Insensitive/4
Artefact: Ring of luck
Reserved to:
The bearer gets Luck.
Cost: 13 a.p.

Artefact: Artisan gloves


Reserved to:
The bearer gets Mechanic/5.
Cost: 6 a.p.

Artefact: Seal of Negation


Reserved to:
The bearer gets Negation.
Cost: 5 a.p.

Artefact: Ring of bravery


Reserved to:
The bearer gets Bravery.
Cost: 3 a.p.

Artefact: Symbol of power


Reserved to:
The bearer gets Focus.
Cost: 8 a.p.

Artefact: Consecrated emblem


Reserved to:
The bearer gets Enlightened.
Cost: 7 a.p.

Artefact: Crown of the strategist

82
Generic Artefacts 1. make a Regeneration/5 roll;
2. recover 1d3 T.F.;
The following artefacts are available to all armies. Only one 3. recover 1d3 Gems of an element he dominates of his
copy of each artefact can be present in the same army, unless choice.
noted otherwise. This artefact costs 5 a.p. for Drunes.
Cost: 8 a.p.
Artefact: Demonic alliance
Reserved to: Characters of The Meanders of Darkness with Artefact: Bag of bones
Possessed and Faithful of The Meanders of Darkness Reserved to: Magicians who dominate Necromancy
You must roll 1d6 before the bearer suffers a Damage Roll The Magician can acquire the following spells: Morbid pup-
after applying other effects that could cancel that Damage pets Invocation, Morbid angel Invocation, Morbid division. As
Roll. On a result of or , the Damage Roll transferred to long as the bearer is alive, fighters summoned with these spells
the closest friendly fighter, no matter what distance (do not count towards mission.
consider different altitude levels, see transfering Damage Rolls A Magician of Acheron who has this artefact considers the
page 50). This Damage Roll cannot be transfered to: Power of the aforementioned spells as well as of Manipulation
summoned fighters; and of Dance of Death to be 1.
fighters to whom a Damage Roll was already tranferred Cost: 6 a.p.
this round;
an Immortal of darkness;
Artefact: Sceptre of arcana
a Character.
Reserved to: Mystic Characters
If no valid target for the transfer is found, the artifact ceases
The Mystic gets a +1 to all his POW or FAI tests, except for
to function for the rest of the game and hte bearer is dealt teh
recovery rolls. Also, when the Mystic cannot get more than
Damage Roll. The same army can include one copy of this
one additional die for casting spells/miracles.
artefact for every even incomplete fraction of 200 a.p. of the
Cost: POW/FAI +7 a.p.
gaming format.
Cost: 12 a.p.
Artefact: Talisman of impunity
Reserved to: Characters of The Paths of Destiny
Artefact: Ring of Light
Once per round the bearer can re-roll or have a friendly fighter
Reserved to: Characters of The Ways of Light
re-roll a test. The test is re-rolled with the same amount of
All Damage Rolls inflicted by the bearer (combat, shots, spells
dice it was made the first time. A Damage Roll or a roll bound
etc.) are considered Sacred. In case these Damage Rolls are
to an ability can be re-rolled with this artefact.
made on an area, only the one dealt to the target of the effect
Cost: 14 a.p.
(if there is any) is sacred. This artefact has no effect if the
opponent has a Black Armour. The cost of this artefact is
increased by the bearers POW (if he has it) or by the highest
of his aspects (if he has any).
Cost: 13 a.p.

Artefact: Ring of darkness


Reserved to: Characters of The Meanders of Darkness
Once per round, when a fighter is killed within 15 cm of the
bearer, the bearer heals one HP. This artefact is powerless if
the bearer is killed.
Cost: 11 a.p.

Artefact: Offering of the Zephyr


Reserved to: Characters of The Paths of Destiny
When a marksman hits the bearer with a shot, if the shot has
a STR (including aiming/Bulls eye) of 9 or less and it is not
Artillery, roll 1d6 before any effect or Damage Roll is made.
: nothing happens;
, : reduce by 3 the STR of the Damage Roll (mini-
mum: 0);
, : the shot is cancelled;
: the bearer chooses a fighter within 10 cm of him:
he suffers the Damage Roll as if he were the target of
the shot. The marksman can decide to cancel the shot
if this power is used before the Damage Roll.
Cost: 9 a.p.

Artefact: Eye of the harvester


Reserved to: Characters of The Meanders of Darkness
Each time the bearer kills a fighter, he can benefit from one
of the following bonuses:

83
Legendary Artefacts The athanor grants the bearer the following free Mystic ca-
pacity.
An army can only have one legendary artefact and only Char- Cost: X charges from the reserve (maximum: 4)
acters can have one. A Character with a legendary artefact Difficulty: none
becomes the Army General, no matter what other rule would Area of effect: the whole battlefield
apply. Range: a friendly fighter without Mutagenic points
Duration: special
Artefact: Pure flame Frequency: 4
Reserved to: People of The Ways of Light Effect: the target gets X Mutagenic points.
Holy flame: the melee and ranged weapons of the bearer be- Special: this capacity can also be used at the beginning of a
come Sacred. If he has aspects, he gets a +1 to one aspect of game phase and it requires no Line of Sight.
his choice. If he has POW, he gets +1 POW. If he has neither
aspects nor POW, he gets Born killer. If he has a COU rate, he Cost: 34 a.p.
gets Hyperian. If he has a FEAR rate he gets Immunity/Fear.
A Mystic-warrior can choose to get the bonus on aspect- Artefact: The Crown
s/POW or Born killer. Reserved to: All peoples
Fire of Light: all friendly fighters located even partially within King without Kingdom: the bearer gets Leadership/10 or +10
30 cm of the bearer get Bravery and +1 STR and RES. These to it as well as +1 COU and DIS (maximum 11 for both, the
bonuses apply to neighbouring altitude levels than the bearers. bonus is only received if the rate is not -).
Friendly fighters of The Ways of Light with Bravery and a Kingdom without King: if the bearer is killed, all the fighters
COU rate get Righteous while those with Righteous and a of his army must make a COU 7 test or be routing. This holds
COU rate get Hyperian. for Living-dead, Immortal, Elemental and Construct as well.
Cost: 49 (44 per Griffins) a.p. Cost: 15 a.p.

Artefact: The Cullinahn Artefact: The Iron


Reserved to: People of The Paths of Destiny Reserved to: All peoples
The Perfect Gem: the bearer gets Sanctuary/20 and Reso- Unbeatable: the bearer cannot have any other artefact. If he
lute/3 or +2 (maximum: 4). At the beginning of any Mystical is a Faithful, he cannot have any Teogonal virtue. If he has
phase he can choose to use one of these powers, which affect access to them, he cannot have Gesas nor additional equip-
all friendly fighters within 40 cm until the end of the round: ment (such as those granted by certain affiliations or special
all Magicians get Recovery/1 and Unbowed; capacities).
all Faithful get Loyal/1 and Unbowed; Otherworldy Powers: the bearer gets a bonus depending on
all wounded fighters get Cure/5 and Repair/5 but they his status (mystic-warriors can choose the preferred bonus be-
can only use it on themselves. tween the ones they have access to):
Recall: once per game, before a Tactical Roll, the bearer can Magician: +1 POW and Recovery/1 or +1;
materialise within 5 cm of him, up to 55 a.p. of fighters of his Faithful: Loyal/2 o +2 and he reduces the fervour of all
people of Regular or Veteran rank (maximum 5 fighters, this his miracles by 1 (to acquire and call on them);
does not let the army violate the upper bound of fighters on Fighter: +2,5 MOV (ground and aerial) and +1 INI,
the field, see page 59). They follow the rules for summoned ATT, FOR, DIF, RES and AIM.
fighters except that they activate during the round they are Cost: 22 a.p.
summoned. Insert a card for these fighters in the Activation
Sequence. These fighters have Immunity/Leadership and they
have no equipment but for ranged weapons. These fighters
do not count towards the maximum Force of fighters that the
bearer can control but they are considered summoned fighters.
Fighters summoned this way disappear as soon as they lose 1
HP (or are killed). These fighters do not count as losses.
Cost: 32 a.p.

Artefact: The Athanor


Reserved to: Dirz Alchemists, Living dead of Acheron,
Dwarves of Mid-Nor, Ophidians
Alchemical Essence: the bearer gets Mutagenic/1. If he al-
ready has Mutagenic/X and X is less then 1, then X becomes
1. Even if the bearer is killed, the army gets 1 additional
Mutagenic die.
Alchemical Power: the Athanor is an accumulator and it has
Chargeable/15.
Reserve: permanent
Maximum: 12
Charges (ratio): It has 2 charges at the beginning of the
game and it can be charged with Darkness Gems (1:1), T.F.
(1:1) or Mutagenic dice (2:3). In the latter case, this must
be declared before the Tactical Roll.

84
The Arcana of Cadwallon Current possessor: Sienne, arcanic thief
Ascendant: The usage of this artefact is declared after a
Only Characters can have an Arcana; all of them have the friendly fighter deals a Damage Roll. The roll is cancelled
following information: and re-rolled, it cannot be re-rolled again. This effect can
Number (ranging from I to XXII) and name be activated X times per round, where X is the Rank of the
Character on the tarot: this Character does not count the bearer.
artefact towards the maximum number of artefacts he Descendant: If the re-rolled Damage Roll indicates a as
can carry, additionally he does not suffer the descen- the lowest die, the bearer loses 1 HP that he cannot avoid
dants effects; by any means. The bearer cannot heal more than 1 HP per
Current possessor: this Character does not suffer the descen- round.
dants effects; Cost: bearers Rank2 + 11 a.p.
Ascendant: positive effects;
Descendant: negative effects.
Arcanum XVII: The Star
The effects of Arcana are applied to a Character last, after
Character on the Tarot: Vortiris
all other effects (affiliations, special capacities, solos etc.). A
Current possessor: The Harlequin
Character cannot have more than one Arcana from which he
Ascendant: The opponent plays with the first card of his
suffers the descendant.
sequence revealed, so every time he plays a card, he must
already reveal the next one.
Arcanum I: The Magician Descendant: The bearer gets Predictable.
Character on the Tarot: Mirvilis dAllmoon Cost: 7 a.p.
Current possessor: The Harlequin
Ascendant: the bearers Mana recovery rolls are automatic
Arcanum XX: The Judgement
failures that grant him 0 Gems, but he gets Recovery/POW
Character on the Tarot: Mira/Misericordia
or, if he already has it, Recovery/POW + 1.
Current possessor: Aerth, the prelate
Descendant: the bearers Mana reserve empties before any
Ascendant: The beare gets Regeneration/5. He can spend 1
Mana recovery roll.
T.F. as a mystic action any time a friendly fighter in his Aura
Cost: POW + 3 a.p.
of Faith suffers a Damage roll. If he does, the target benefits
of a Sacred Armour for that Damage Roll.
Arcanum IV: The Emperor No line of sight is required for this effect.
Character on the Tarot: Sophet Drahas Descendant: All fighters in the bearers Aura of Faith (if
Current possessor: Sophet Drahas any) do not count in the Aura of Faith of friendly Faithful
Ascendant: The bearer gets Immunity/Fear. for T.F. generation. Likewise, friendly fighters with Loyal only
All enemy fighters on the field reduce their Leadership or Em- grant T.F. to the bearer and to no other friendly Faithful.
blem range by 10 cm. Cost: 12 a.p.
At the beginning of each round, enemy fighters lose any im-
munisations to FEAR.
Descendant: The MOV rate of the bearer is reduced to 5 cm
as if it were written on his card.
Cost: 12 a.p.

Arcanum VIII: The Justice


Character on the Tarot: Killyox
Current possessor: The Harlequin
Ascendant: The bearer gets a Mystic capacity with:
Range : 20 cm;
Area of effect: : an enemy fighter;
Duration : instantaneous;
Effect : roll 1d6, the target suffers a STR 8 Damage Roll
on a or more.
Descendant: The bearer suffers a STR 8 Damage Roll on a
.
Cost: 7 a.p.

Arcanum XV: The Devil


Character on the Tarot: Innocent, Pope of Akkylannie
Current possessor: Sophet Drahas and Aghovar
Ascendant: The bearer gets Artefact/15.
Descendant: No other fighter in the army can have artefacts.
The cost of artefacts of the bearer cannot be reduced in any
way and he cannot have more than one potion per kind.
Cost: 12 a.p.

Arcanum XVI: The Tower of Destruction


Character on the Tarot: Razheem the insane

85
Artefacts and Capacities for Faithful and Aspects: The Meanders of Darkness
Believers Emanation: this is an accumulator with Chargeable/personal
.
Relics Reserve: permanent
Maximum: Alteration rate of the bearer
Relics are unique artefacts reserved to Faithful Characters.
Charges (ratio): it can be charged with T.F. at a 1:1 rate.
They count towards the maximum amount of artefacts that a
The bearer can use these charges to Absorb enemy spells as if
Character can carry, and a Character can only have one relic.
they were Darkness Gems and if he were a Magician of equal
A relic is defined as follows:
rank. Friendly Magicians in the bearers Aura of Faith can,
Every relic has a name
once per round each and as a Mystic action, remove X charges
Religion: this determines how the bearers aspects are mod-
to get X Darkness Gems to add to their reserve (respecting its
ified, so they affect the initial T.F. of the Faithful and the
limit).
miracles he has access to. A Faithful cannot have a relic that
Wonder (1): designate an enemy fighter in the Aura of
makes one of his aspect drop below 0.
Faith of the bearer, no Line of Sight is required. The desig-
Aspects: this indicates which people have access to the
nated fighter gets Cursed as long as he is within the bearers
relic.
Aura of Faith. This power ends as soon as the bearer is killed,
Emanation: this is a bonus that the bearer has for the whole
not at the end of the round.
game.
Cost: 13 a.p.
Wonder (X):
this is a Mystic capacity that the relic grants to his bearer.
The bearer must spend X T.F., no test is required. Unless
noted otherwise, the range is the Aura of Faith and the du- Virtues
ration is until the end of the round and Line of Sight on the
Virtues are not artefacts and thus are not considered as such,
target is required.
they are capacities reserved to all Faithful, be they Characters
Cost: cost in a.p.
or not. Three kinds of virtues exist: Minor, Major and Teogo-
nal, each of them has two cost, the first is for Characters, the
second is for non-Characters. The same Faithful can only be
Claw of suffering
given one virtue for each kind, so one Minor, one Major and
Religion: Destruction +1
one Teogonal. A Faithful can only be given virtues bound to
Aspects: Universal, the bearer must be an Iconoclast
his alliance or universal ones, they also must respect all other
Emanation: wounded enemy fighters count as one additional
restrictions imposed in the virtue definition.
fighter in the Aura of Faith of the bearer.
Two non-Character Faithful bound to the same card must have
Wonder (2): designate an enemy fighter in the Aura of
the same virtues, their effects apply to both.
Faith of the bearer and in Line of Sight, he doubles the wound
The same fighter cannot have more than one kind of Memory
penalties until the end of the round (maximum: -5 penalty).
virtue. The effects of a Memory virtue taken by two Faithful
Cost: 13 a.p.
on the same card are applied only once, not once per Faithful.
Aegis of Lahn
Religion: Creation +1 Minor (3/2 a.p.):
Aspects: The Ways of Light Conversion (only if Iconoclast): the Faithful counts fighters
Emanation: the bearer gets +1 RES. without COU/FEAR or DIS equal to - in his Aura of
Wonder (2): the bearer must be free from any opponent to Faith;
call this prodigy on a friendly fighter within his Aura of Faith Memory (minor): the Faithful can acquire an additional Mir-
that is not himself. If the targeted fighter can place dice in acle in any aspect where he has a non-0 value, respecting
defence, he gets one additional combat die for all combats he all other restrictions;
takes part in, and that is placed in defence. Mission (not for Iconoclast: allies and neutral fighters are
The cost of this prodigy is 3 T.F. if the target is a Character. counted as friendly fighters in the Faithfuls Aura of
A Faithful in combat can use this on himself only. Faith;
Cost: 12 a.p. Embrace (only if pure Faithful): the Faithful does not lose
focus when in combat with an enemy;
The petrified emblem Veneration: the Faithful gets Piety/2 o +2;
Religion: Creation +1; Alteration +1 Venality of shadows: (only if belonging to The Meanders of
Aspects: The Paths of Destiny Darkness) the Faithful recovers 1 T.F. every time he rolls
Emanation: all enemy Mystics or marksmen that target the a or more when calling a miracle. He cannot recover
bearer with a shot or a spell/miracle/mystic capacity suffer a more than 2 T.F. per round this way;
-1 to the natural result of the related AIM/POW/FAI test. Will: any enemy Faithful that tries to censure the Faithful
Wonder (1): the bearer designates an enemy fighter up to must spend 1 additional T.F..
40 cm from him and in sight. If this fighter targets a friendly
fighter of the bearer who is located in his Aura of Faith, then Major (6/3 a.p.):
he suffers a -1 penalty to the natural result of the related Divine artisan (only if Character): the Faithful can use the
AIM/POW/FAI test. prodigy of the eventual relic he has once more per round;
Cost: 18 a.p. Memory (major): the Faithful can acquire two additional
Miracles in any aspect where he has a non-0 value, re-
The scroll of the dark ones specting all other restrictions;
Religion: Alteration +1

86
Repentance: the Faithful gets Thaumaturgist;
Prohibition: enemy Mystics in the Faithfuls Aura of Faith
Deployable Nexus
lose their focus;
Quickness of the soul: (only if belonging to The Paths of Below are the Nexus that can be deployed in all amies.
Destiny) the Faithful gets Warrior-monk at the begin- All Nexus grant Generic bonuses/penalties.
ning of his activation and loses it at the end.
Sacrifice: once per round, during his activation, the Faithful Nexus name: Herald of mercy
can lose 1 HP (if this does not kill him) to gain X T.F. Allegiance: The Ways of Light
where X is his rank +1. Trial: COU 7
Sacrifice: none
Area of effect: 30 cm
Teogonal (9/5 a.p.):
Access: 15 cm
Dedication: the Aura of Faith of the Faithful increases by
Duration: instantaneous
5 cm;
Frequency: 2
Divine favour: (only if belonging to The Ways of Light) the
Loads: 1
Faithful gets 1 T.F. every time he successfully calls a
Quantity: one every 300 a.p.
Miraacle;
Abilities: Icon/1; Inalterable; Sanctuary/15; Inviolable
Inspiration: the Faithful gets a +1 to an aspect of his choice
Base: 2,5x2,5; Medium size
that count as written on his card;
Resilience: 7
Memory (teogonal): the Faithful can acquire two additional
Structure: 4
Miracles in any aspect where he has a non-0 value, re-
Effect: When the Herald is activated, choose one of these
specting all other restrictions. He also ignores minimum
effects, the number between brackets indicates the charges it
requirements that his aspects must satisfy for miracle
requires:
acquisition;
(0) the Herald gets 2 charges instead of 1 for the con-
Perseverance: at the beginning of his activation, the Faith-
ditions above until the end of the round;
ful designates one of the miracles he has (two Faithful
(X) the Catalyzer heals 2 HP (maximum X=2);
bound to the same card must choose the same miracle).
(2) a friendly fighter in the area of effect heals 1 HP.
That miracle can be called twice this round (successfully
The same fighter can be targeted by this effect only once
or not). This virtue cannot be applied to miracles that
per round.
summon fighters on the field.
Special: During the game, the Herald gets a charge every
time a non-summoned friendly fighter of The Ways of Light is
Consecration (2 a.p.): This capacity is reserved to all be- killed in its area of effect.
lievers without Loyal (recall that a Faithful is not a believer). A Cost: 9 a.p.
fighter can only have one consecration and the army can have
a consecration for every even incomplete fraction of 100 a.p. Nexus name: Elemental fountain
of the gaming format. A consecrated fighter counts as an Allegiance: Universal; POW 1+
additional fighter in the Aura of Faith of any Faithful. Trial: POW 4
Sacrifice: 1 mana (Neutral)
Area of effect: 5 cm
Access: the catalyzer
Duration: special
Frequency: 1
Loads: 3
Quantity: one every 500 a.p.
Abilities: Inalterable; Mana/4
Base: 5x5; Large size A
Resilience: 5
Structure: 4
Effect: The Catalyzer can immediately make a Mana recov-
ery roll, but it will be read in the Initiate column, no matter
what. Recovered Gems are of the element of the fountain or
all Neutral. If the Catalyzer has lost his focus, the normal
penalties apply.
If successfully activated, the fountain loses its Mana ability
until the end of the round.
Special: Assign an element to the fountain when it is deployed
(any, including Neutral), only a Catalyzer who dominates the
chosen element can activate the Nexus.
Cost: twice the highest POW rate of all Magicians in the army
+ 3 a.p.

Nexus name: The guardian of eternity


Allegiance: The Paths of Destiny; Faithful
Trial: FAI 6

87
Sacrifice: 1 T.F. Damage Roll with STR equal to 2X. A fighter with Insensi-
Area of effect: 20 cm tive can use that ability to negate the effect of this Nexus if
Access: 10 cm targeted by it.
Duration: until the end of the round Cost: 14 a.p.
Frequency: 1
Loads: 3 Nexus name: The bleeding totem
Quantity: one every 300 a.p. Allegiance: Universal
Abilities: Inalterable; Repair/5 Trial: DIS 5
Base: 2,5x2,5; Medium size Sacrifice: 1 HP
Resilience: 5 Area of effect: 40 cm
Structure: 5 Access: contact
Effect: The following effect affects all friendly fighters in Duration: until the end of the round
the area of effect: every time he should suffer a Damage Roll, Frequency: 1
roll 1d6, on a or more, the Damage Roll is transferred on Loads: 6
the Nexus. This power ceases immediately if the Nexus is Quantity: one every 300 a.p.
destroyed. Abilities: Subjugated; Guardian/5; Sanctuary/10; Inalterable
Cost: 9 a.p. Base: 5x5; Large size L
Resilience: 6
Nexus name: The monolith of Shaytan Structure: 4
Allegiance: The Meanders of Darkness Effect: All Minotaurs (friend or foe) in the area of effect
Trial: RES 6 consider their assaults and pursuits as successful charges. This
Sacrifice: 2 HP does not constrain movements of Minotaurs but it allows them
Area of effect: 20 cm to deal Charge penalties and to benefit from abilities that re-
Access: contact quire having charged to be used.
Duration: until the end of the round Special: Summoned fighters or with SP or with Living-dead
Frequency: 1 cannot activate the Nexus.
Loads: 8 Cost: 2 a.p. for every Minotaur in the army +4 a.p.
Quantity: one every 500 a.p.
Abilities: Emblem/10; Inalterable
Base: 5x5; Large size L
Resilience: 8
Structure: 6
Effect: When the monolith is activated, place a charge on
it. All friendly fighters in the area of effect benefit from a +1
bonus to ATT and STR until the end of the round. Addition-
ally, once per combat they can remove one charge from the
monolith to re-roll la Damage Roll.
Summoned fighters cannot be Catalyzers for this Nexus.
Special: this Nexus has a FEAR rate of 7.
Cost: 9 a.p.

Nexus name: The lightning spire


Allegiance: Universal; POW 1+
Trial: POW 7
Sacrifice: 1 neutral Gem
Area of effect: 10 cm
Access: 30 cm
Duration: instantaneous
Frequency: 2
Loads: 4
Quantity: one every 500 a.p.
Abilities: Inalterable, Hostile/POW
Base: 2,5x2,5; Large size W
Resilience: 4
Structure: 4
Effect: Choose an enemy fighter at any altitude level in the
area of effect that the catalyzer has Line of Sight on. Each
different altitude level adds 5 cm to the effective distance in
order to calculate the range.
The Catalyzer can spend X neutral Gems where X ranges from
1 to 4 and the target suffers a Damage Roll with STR equal to
3X. If the target is wounded by this Damage Roll, designate
a second target within 10 cm of him: that enemy suffers a

88
Tournament Rules finish the round currently being played, but no other rounds
will be played.

The Armies The End of a Game


The organizer of a tournament must announce the game for-
When the time is up, the end of the game is announced. The
mat, i.e., the maximum amount of a.p. the army can spend in
players must act as follows, according to which game phase
fighters. Players must therefore create their own army respect-
they are playing:
ing that limitation. At the beginning of each game, a player
Strategic: the game immediately ends and the points
has his full army to play against his opponent. The same
are calculated;
army must be used for the whole tournament, no changes are
Activation: if the player with the lead has activated less
allowed (except when special evolutions are used, see page 90.
cards and he still has cards to activate, he can activate
one more card (the top of the sequence or one in re-
The Army Lists serve). The point below is also applied.
Combat: if a combat is being resolved (i.e., the INI test
A player must create an army list with all costs of the fighters has been made, then resolve it). Pursuit movements can
in his army and send it to the organizers to control that it is be made but if they result in a combat, that combat is
valid. All additional costs must be stated in the Army list. not resolved. The point below is also applied.
Free capacities must also be chosen and written down, they Point or Mystic: the game immediately ends and the
cannot be changed throughout the tournament. points are calculated;
The cost of Nexus must also be reported on the Army list, Maintenance: the phase is carried out in its entirety,
as an artefact, though it must not necessarily be given to a then the game ends and the points are calculated.
Character. Activation/Combat common behaviour: in these cases,
See the download list for the official format of the Army list after doing what stated above, each player has the right
on page 80. to choose a combat (splitting possible Frays) and resolve
it. Choose starting from the player who has Dominion.
Aspect Pursuit movements can be made but if they result in a
combat they are not resolved immediately as normally.
You are strongly encouraged to paint all miniatures you use. It is however possible to choose combats that are caused
Otherwise, at lease assemble them and secure them to their by pursuit.
bases. For modular profiles, it is better to have miniatures
assembled with the weapon they are played with.
Proxies (i.e., miniatures that are replaced by others), are au- Responsibility of Players
thorised. The proxy must be recognizable and not present in Players must bring their miniatures, cards, dice, tapes, coun-
other form in the army. This applies to Nexus as well, which ters and the rulebook. Wounds and effects must be indicated
must be represented by miniatures mounted on the right base with counters, do not indicate wounds with dice as this can
(as reported in the Nexus information). lead to unpleasant events.

Structure of a Tournament Remember that the goal of a tournament is to meet players


and have fun. We expect players to be respectful of their
Tournaments that last one single day should have 3 matches. opponents and of the organizers and referees.
Tournaments that last two days should have 5 matches.

Development of a Game
A game has maximum 6 rounds and its time duration depends
on the chosen gaming format:
200 a.p.: 1 hour;
400 a.p.: 1 hour, 45 minutes;
600 a.p.: 2 hours, 30 minutes;
800 a.p.: 3 hours, 15 minutes;
The organizer or the referee must announce the Start and the
End of the game.
When the game starts, each player must declare to his oppo-
nent the Army and the affiliation (if any) he has as well as
his General. It is not mandatory to inform the opponent con-
cerning pieces/artefacts/equipment/solos etc. It is however
mandatory to inform the opponent of conversions and proxies
when the miniature is deployed.
Mission-specific miniatures must also be declared when they
are deployed.
If the 6th round is reached before the end of the time, the
game simply ends. The game also ends when a player killed
all fighters of the opponents army, in this case that player can

89
Evolutions No Mystics: fighters with POW or FAI cannot be included in
the army;
Ready for all: the missions are only revealed during the tour-
Evolutions are options that can differentiate games; multiple nament;
evolutions can be used in the same game. Evolutions override Increasing conflict: the gaming format can change during the
rules on army composition (page 59). Thus, they can make a tournament. All armies used by the same player must
new game format, new rules, raise limitations, impose a par- use the same affiliation but not necessarily the same
ticular mission etc. When used in a tournament, all games Character. All armies must be stipulated before the
must use the evolution and they must be clearly stated. tournament.
Evolutions are: Limit/X: a single non-Character fighter can cost at most
No Affiliation: armies cannot be affiliated; X a.p.. This limitation must allow armies to be made
Allies: each army can include up to 30% of allies (including for all people.
fighters with Alliance); Painted: if the whole army is painted, the player gets 40
Mercenaries: each army can include up to 30% of fighters points extra per game (GA points), which can exceed
with Mercenary; the limitation.

90

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