Professional Documents
Culture Documents
Confrontation
Confrontation
Version 4.0
Table of Contents
1 Body and Soul 5
2 Introduction 7
3 The Figures 8
4 The Cards 8
4.1 Characteristic Descriptions .............................................................................. 8
4.2 Equipment .......................................................................................................... 9
4.3 Skills..................................................................................................................... 9
4.4 Points.................................................................................................................10
4.5 Rank ..................................................................................................................10
4.6 Size....................................................................................................................10
5 Characteristic Test 10
6 Game Set Up 11
6.1 Playing Surface................................................................................................11
6.2 Army Selection.................................................................................................11
6.3 Objective ...........................................................................................................11
6.4 Terrain...............................................................................................................11
6.5 Deployment ......................................................................................................11
7 Sequence of Play 12
7.1 Tactical Roll ......................................................................................................12
8 Movement Phase 12
8.1 Basic Movement ..............................................................................................13
8.2 Physical Prowess ............................................................................................14
8.3 Special Movement...........................................................................................15
8.4 Fear and Movement........................................................................................15
9 Shooting 17
9.1 Mechanics of Shooting ...................................................................................17
9.2 Damage ............................................................................................................18
10 Melee Phase 19
10.1 Determining the Order of Combats ..............................................................19
10.2 Sorting Out Complex Combats .....................................................................19
10.3 Resolution of Combat .....................................................................................19
10.4 Sustained Defense..........................................................................................21
10.5 Pursuit ...............................................................................................................21
10.6 Combat Example.............................................................................................21
12 Skills 23
12.1 General Information ........................................................................................23
12.2 Ambidextrous (Ambidextre) ...........................................................................23
12.3 Assassin (Assassin)........................................................................................23
12.4 Berserk (Furie guerriere)................................................................................23
12.5 Bestial (Brutish) Charge .................................................................................23
12.6 Bravery (Bravoure)..........................................................................................23
12.7 Brutish Lout (Brute épaisse) ..........................................................................23
12.8 Clan of Drunes .................................................................................................24
12.9 Clan of Sessaire ..............................................................................................24
12.10 Command/X (Commandement)....................................................................24
12.11 Devotion............................................................................................................24
12.12 Duelist (Bretteur)..............................................................................................24
12.13 Enormous .........................................................................................................24
12.14 Extra Arms (Membre supplémentaire).........................................................24
12.15 Fanaticism (Fanatisme)..................................................................................24
12.16 Gigantic (Gigantesque) ..................................................................................25
12.17 Harassment (Harcèlement) ...........................................................................25
12.18 Haste .................................................................................................................25
12.19 Huge ..................................................................................................................25
12.20 Incarnation........................................................................................................25
12.21 Instinctive Shot (Tir instinctif) .........................................................................25
12.22 Leap (Bond)......................................................................................................25
12.23 Marksman (Tireur d’élite) ...............................................................................25
12.24 Mercenary (Mercenary)..................................................................................25
12.25 Mutant /X(Mutagène)......................................................................................26
12.26 Natural Born Killer (Tueur né)........................................................................26
12.27 Possessed (Possédé).....................................................................................26
12.28 Quickness (Vivacité) .......................................................................................26
12.29 Rallying Cry (Cri de railleiment).....................................................................26
12.30 Regeneration /X(Régénération) ....................................................................27
12.31 Reinforcement (Renfort).................................................................................27
12.32 Righteous (Juste) ............................................................................................27
12.33 Scout (Elcaireur)..............................................................................................27
12.34 Self Preservation (Instinct de survie)............................................................28
14 Races 29
14.1 Alahan Lions.....................................................................................................29
14.2 Order of the Ram (Undead)...........................................................................29
14.3 Cynwälls Elves.................................................................................................30
14.4 Tir-Nâ-Bor Dwarves ........................................................................................30
14.5 Disciples of the Empire of the Akkylannie Griffin........................................30
14.6 Orcs ...................................................................................................................30
14.7 Alchemists of Dirz............................................................................................30
14.8 Akkyshan Elves................................................................................................30
14.9 Wolfen ...............................................................................................................30
14.10 No-Dan-Kar Goblins........................................................................................30
14.11 Daïkinee Elves .................................................................................................30
14.12 Keltois................................................................................................................30
15 Primal Fear 31
16 Translator’s Notes 35
16.1 Copyrights.........................................................................................................35
16.2 Translation Notes ............................................................................................35
16.3 Anachronistic Rules ........................................................................................35
16.4 Acknowledgements.........................................................................................35
List of Tables
Table 1 Rank.........................................................................................................................10
Confrontation
1 Body and Soul light squad escorting Alahel. The
messenger heard one of the Amillan river’s
numerous waterfalls roaring in the
Dawn was rising up on the horizon. distance.
Alahel, messenger for king Gorgyn of A scout drew him out of his reverie. The
Alahan, was finishing to get ready. He Reaper has just found a village one
came up to the sentries and ordered them kilometre away.
to set off early. The two reapers
disappeared into the dark. A heavy silence welcomed the men at the
outskirts of the village. No chimney was
The Messenger woke his men up one by smoking, no sign of life. Silent and careful,
one, with a firm hand and some sure Alahel gestured to his men to remain in a
words. group and to be prepared for all
Cadwallon was still more than a week’s contingencies. The house doors were open.
walk away. Loads of dangers were In some houses, the table was set for
awaiting them here and there…Allyvie dinner. This hamlet’s inhabitants have left
Forest wasn’t as safe as the elves said. The in hurry. He had already heard about
first rays of Lahn, the sun, warmed up the similar cases during Wolfen raids, but here
still sleepy faces of the members of the
the situation was quite different: nothing as from the rest of the group. A rusted scythe
been devastated. cut deeply in his leg, and he screamed in
fury, a scream that lasted a few more
The Messenger had no time for mysteries.
He had a mission to fulfil. seconds before dying away…
simulate skirmishes between rival factions finished, apply a primer coating of paint in
with even more pleasure. white or black to the figure.
To start playing Confrontation, all you Once these two stages are finished, you
need is a fistful of 6 sided dice. You can may begin the task of painting your
play with your friends as soon as you have figurine. The unit card that is also provided
chosen your minis. in the blister case can be used as a guide
To begin playing Confrontation, you need for the painting of your figure.
at least 4 six-sided dice (D6). Once you do 4 The Cards
that, you can then begin to have battles
with one or more your friends right after
having chosen your figurines! The statistics and capabilities of each
model are shown on the model’s Reference
As you constitute more significant armies, Card. Some characters have additional
you will be able to use the rules of cards that describe special equipment,
Rag'Narok and your battles will take on magic spells, or abilities that are unique to
an epic aspect! them.
Certain rules differ between 4.1 Characteristic Descriptions
Confrontation and Rag'Narok. To pass
from one system to the other will present Each model is characterized by a few
you with no difficulty however. The standard statistics listed on the reference
principles and the characteristics are card. Each statistic has its own symbol.
identical for the two games. Rag'Narok is
simply the big brother of Confrontation.
4.1.1 Name
We are sure that you will have as much
pleasure playing Confrontation, as we The Name indicates the troop type and the
had of being its creator! race or power to which it belongs. Models
with a proper name are called characters.
3 The Figures
4.1.2 Movement
Rackham takes the greatest care in all The Movement characteristic is the
stages of the design and the realization of number of centimeters a model may move
the creation of your figurines. during a turn under normal conditions. The
To obtain better results during the painting second value, if any, represents the normal
of your figurines, we advise you to use a movement for flying or swimming.
model maker hobby knife, as well as a
selection of brushes of various small sizes 4.1.3 Initiative
and paints of acrylic resin that can be
diluted with water. The Initiative characteristic gives the
relative quickness of the model’s reflexes.
Before beginning the painting of your The Initiative is used to determine which
figure, eliminate all excess metal from it model hits first in melee combat. The
with your model maker knife being careful model with a higher initiative is faster.
to always direct the blade towards the
exterior of the model and away from you,
in order not to wound yourself. When
The next characteristic represents either a Some models have abilities above and
model’s fearlessness or fearsomeness. beyond those of regular troops. These
special abilities are listed on the Reference
The Courage statistic represents a model’s card. A list of the major special abilities is
bravery and coolness under fire. Courage given in Section 12.
Each Reference Card lists a point value for There are four sizes for models and
a single model. When purchasing the scenery. Size has an influence on ranged
figure, multiply the number of models by attacks and physical prowess. A model’s
the point value on their Reference Card. pose or its equipment does not affect its
The maximum number of models that can size.
be represented by a single card is the Table 2 Sizes
number of models included in the blister
pack with the card. Size Example
Point values are often referred to as PA for Small Familiar, Goblin, Dwarf, Battle
Points Armee. Toad, Dwarven Bombardier, No-
Dan-Kar Fishbone Bearer
4.5 Rank
Medium Human, Giant Barbarian, Sasia
At the bottom of the card is the model’s Samaris, Specter, Griffin
Executioner, Melmoth, Keltoi
rank. This shows its place in the Hunter.
hierarchical structure of the army. There
are eight ranks. Large Wolfen, Minotaur, Elemental,
Centaur, Troll, Razorback Rider,
Table 1 Rank Sophet Drahs, Rider, Great Skull
Regular The fighter is a common soldier in In certain cases, players must make tests
the army. against a characteristic to see if they can
perform an action.
Veteran A seasoned fighter
To make a test, roll a d6 and add the result
Special An expert in his own combat to the base characteristic. If the result is
style equal to or higher than the target value, the
test is a success.
Elite A fighter that is among the best in
his army.
If a 6 is rolled, the player may roll again.
The subsequent roll is then added to 6.
Creature A very dangerous fighter that can You add a new die every time you roll a 6.
engage a large number of foes. Some special abilities (see §12) allow a 5
to gain a re-roll like a 6 for certain ability
Walking A symbolic figure in the army. tests.
Legend
A roll of 1 is a failure. On subsequent rolls,
Major Ally A fantastic being who
a 1 is also considered a failure.
unwaveringly support the army.
Note: A roll of a 1 on a Courage test is a
failure.
The players agree on a point value and Confrontation is designed for two players
build their armies accordingly. The sides but may be played by multiple players with
do not have to be equal but they may not slight alterations to these rules.
differ by more than 15%. 6.5 Deployment
To purchase a unit, multiply the point
value listed on the card by the number of
models in the unit. The maximum number 6.5.1 Approach Roll
of models in a unit (or “on a card”) is equal Each player rolls a die and adds the highest
to the number of models included in the Discipline characteristic from the models
blister pack with that reference card. in his army. The winner is the player with
In addition, there can be no more than one the highest total. Re-roll all ties.
character of name in any game (i.e. you
can’t have Saphon le Precheur if your 6.5.2 Deploying Models
opponent has one in his army). Both players combine their Reference
You may include allies and mercenaries as Cards into a single stack and shuffle them.
long as they do not exceed 30% of your The player that won the Approach Roll
force (see § Error! Reference source not draws the first card. The card indicates
found.) which model or models are to be deployed
on the table. The players alternate drawing
6.3 Objective cards until all have been drawn.
The players each roll a die to determine A model is deployed on the player’s half of
who will choose the objectives for the the table, unless it has the Scout special
game. If the other player agrees, they play ability (see section 12.33). When
for that objective. If the other player rejects deploying a unit, it cannot be deployed
the idea, then he must propose another such that it could charge an enemy model
objective. on the first turn. This rule does not take
into account magic items, skills, or spells 6.5.1). Both players roll a d6 and add the
that may affect movement. highest Discipline score from the models
still in the army. The player with the
Once all figures are deployed, the game
may begin. highest total wins the Tactical Roll. Re-roll
all ties.
6.5.3 Reserve Cards The player that wins the Tactical Roll has
the tactical advantage. He gains the
When a player draws one of his cards, he following advantages:
may choose to keep it in reserve and
activate it later. A player may keep one
card in reserve. The player that won the - He draws the first card in the
Approach Roll may keep an additional movement phase
card in reserve.
- He can hold an extra reserve card.
A player may choose to activate as many
reserve cards as he wishes simultaneously, - His troops will act first in case of equal
Initiative, during the Shooting phase.
but this may only be done during the
player’s turn. - He breaks up melees and chooses the
When there are no more cards to draw, order in which the combats are
players must deploy the models resolved.
represented by the cards in their hands.
8 Movement Phase
6.5.4 Opponent’s Card
When a player draws his opponent’s card, To begin the Movement phase, the players
the owner of that card must deploy the shuffle together the Reference cards for all
represented unit. A player may not deploy surviving models.
a reserve card instead of the card that was
drawn. Each player draws a card in turn, with the
player who one the Tactical roll drawing
first. The mechanics of drawing the cards
7 Sequence of Play are the same as described in the
Deployment section.
Confrontation is played in turns and each A player may choose to activate as many
turn is divided into phases. reserve cards as he wishes simultaneously.
A reserve card can be activated when a
1) Movement player may move a model. The activation
of a reserve card may not interrupt an
2) Shooting opponent’s movement.
3) Melee Players move their models up to their
Movement characteristic in centimeters. A
7.1 Tactical Roll figure is not required to move at all. In
certain cases, terrain may restrict
At the beginning of the movement phase, movement.
both players make a Tactical Roll that is
similar to the Approach Roll (see section
8.2.2 Jumping
Table 4 Maximum Number of A model that wishes to make a jump must
Melee Opponents first move a distance that is at least as far
as the distance he wishes to jump (length
Base Base Maximum or height). A model may enter melee after
Type Size Number of a jump; the effects are the same as
(mm) Opponents charging (see section 8.1.2).
A model that fails a Courage test when it is Note: 12 Pantin Morbides simultaneously
charged or forced into melee by a fear- activated cannot all charge an Alahan
causing creature suffers the effects of Fear. Lancer because of the latter’s base size.
If the model has not yet moved this turn,
he flees from the fear-causing creature at
double his Movement characteristic in
centimeters. A model involved in a melee 8.4.4 Rally
may not withdraw from the combat.
Each time a frightened model is activated
If the model flees, the fear-causing creature during the Movement phase, he may
must finish its movement. It may choose a attempt to rally. To rally, the model makes
new target if the original one is out of a Courage test. The difficulty for this test is
reach. the same as the difficulty that the model
failed to become frightened.
8.4.2.2 While Charging
A successfully Courage test means the
A model that fails a Courage test when it is model has rallied. A rallied model is no
charging or entering melee with a fear- longer afraid, is no subject to the effects of
causing creature is paralyzed with fear. He fear, and may move normally. However,
may not move and suffers the effects of the model is still subject to fear from the
Fear. If the fear-causing creature charges creature that frightened him.
the model, he flees.
An unsuccessful Courage test means that
If another fear-causing creature charges or the model is still afraid. The model
forces a melee with the model, the model continues to flee and is still subject to the
takes a new Courage test. effect of fear.
creature or by creatures with a lower Fear depends on the range and the kind of shot
characteristic for the rest of the game. A being made.
creature with a Fear rating is immune to
most other fear-causing creatures. All
creatures are subject to fear from Undead. 9.1.1 Range Bands
Shooting weapons have three ranges:
9 Shooting short, medium, and long. Reference cards
for missile-armed troops list the ranges as
During the Shooting Phase, models armed three numbers; one for each range. The
with missile or thrown weapons may fire fourth number is the strength of the
on enemy units in line of sight. A model weapon for resolving damage.
cannot shoot at another model if some
obstacle blocks line of sight. The basic difficulty is based on range:
Magic spells, as covered in Incantation, - Short Range difficulty is 4.
are cast during the shooting phase as well.
9.1 Mechanics of Shooting - Medium Range difficulty is 7.
- Large model: -1 to the difficulty. If the shooter hits the target, then he rolls
2d6 and adds the Damage rating of the
- Extra large model: -2 to the difficulty. weapon and subtracts the Stamina of the
target. He uses the result and consults
Table 6 Damage Table on page 37.
9.1.4 Firing Through Troops
Roll 2d6 to determine the damage from a
A model may only fire “through” troops shooting or melee attack. The Attacker
that are dodging (see 8.3.2). adds his Force score and subtracts the
Stamina of the defender. The result is the
amount of damage scored on the defender.
9.1.5 Firing into a Melee
The lesser of the two dice is used to
If the target is involved in a melee, resolve determine the location of the hit, either leg,
the hit as normal. However, randomize the arm, trunk, or head. A double indicates a
model that suffers the damage. A small
critical hit; ignore the normal wound table 10.2 Sorting Out Complex
and use the Critical Hit table instead. Combats
When a model is wounded, all of its rolls
for Initiative, Attack, Defense, and Melees can be quite confusing and certain
Shooting are modified as given in Table 8 combats can sometimes appear complex.
on page 37. This is especially true when there are
multiple combatants in base-to-base
If a wounded model is hit again, resolve
contact.
the damage according to the following
rules: In such a case, player who won the
Tactical Roll breaks down the complex
- If the subsequent wound is more
combat into smaller, less complex combats
severe than the existing wound, then
of one-on-one or many-on-one.
the model suffers the more severe
effect. A model that started the Melee phase in
combat must still be in combat after the
- If the subsequent wound is equal or above separation.
less than the existing wound, then the
existing wound is increased in severity Note: Breaking up the combat does not
by one level. Results of “stun” do not mean re-arranging the models. They must
increase the severity of a wound. stay in their relative positions. The
combats are simply broken down into
Note: The effects of a wound do not apply many-on-one or one-on-one. Some
to Discipline or Courage tests (i.e. a model players separate the different melees by a
with a Serious wound does not small gap (one or two millimeters) to make
automatically fail a Discipline test if he rolls things clearer, but the models are moved
a 3). The effects of a wound do not apply back into position after the melee round is
to casting spells either. over.
additional model on that side. The result The Attacker may choose a different
applies to all models on the side. difficulty for each of his attack dice. The
Defender may choose which attacks to
parry before rolling his defense dice.
10.3.2 Determine Combat Dice
After determining Initiative, the melee is
handled as individual combats. There are Note: If the Defender allocates at least
two kinds: one-on-one and many-on-one. one die to defense, then the chosen mark
In a one-on-one combat, each player takes must be at least equal to the Defense
two dice for the combat. In a many-on-one characteristic of the defender.
combat, the player with the larger force
takes 2d6 for each figure; the player with
The defender now rolls the number of d6’s
the single model takes 1d6 for each model
he set aside for his defense in step 2. To
arrayed against him plus 1d6 for himself.
these dice he adds his Defense
The player who lost the Initiative test now characteristic. If any are equal to or greater
assigns his dice into Attack and Defense than the attacker’s difficulty, then the
modes. He places all the dice to use for attack is successfully defended. If any are
Attack to the right of the model and all the less, then the defense fails. A roll of a 1 is
dice to use for Defense to the left of the always a miss.
model. A player may choose to put no dice
If the number of successful defenses is
on one side thus choosing to not attack or
equal to or greater than the number of
defend. Once this is done, the player who
successful attacks, then proceed to stage 5.
won the Initiative test places his dice.
If the number of successful defenses is less
than the number of successful attacks, then
10.3.3 Attack Rolls proceed to step 4 for damage resolution.
The Attacker now determines the difficulty
for his Attack check. This number is 10.3.4 Wound Rolls
chosen by the Attacker to set the chance
If a model has sustained a wound, roll 2d6.
for his attack to succeed.
Add the Attacker’s Force characteristic
(see 4.1.4) and subtract the Defender’s
Note: The number chosen for the Attack Stamina (see 4.1.5) from the base Damage
check is the same number that the roll. Cross-reference the final score on the
Defender uses to save the attack. Damage Table.
for the attack roll to the result of the Attack Die. The Ambidextrous skill may
damage roll. not be combined with Sustained Defense
(see 10.4) or Counter Attack (see 11.1.2).
12 Skills
Note that a model using the ambidextrous
Certain warriors have special abilities ability does not suffer the +2 modifier to
listed on their Reference Cards. These the difficulty as with a counter attack (see
abilities are explained below. 11.1.2).
12.1 General Information
12.3 Assassin (Assassin)
12.1.1 Skill Modifiers
When charging, an assassin rolls 3d6 for
Some skills are explained with a “/X” the first roll on the wound chart. The
value. This value is the modifier for the player chooses the best two dice from the
skill. For example, Command/10 is a three.
Command skill with a 10cm range and
Regenerate/5 means the creature may A model with the assassin skill is immune
regenerate on a roll of 5+. to the assassin skill.
12.4 Berserk (Furie guerriere)
Note: The “/X” value is new for
Confrontation 2. As of this writing, A berserk model adds an additional attack
Rackham hasn’t issued new cards for all die in melee, however it may not use any
the existing figures. Until revised cards are dice for defense. The model may or may
available, existing ones will have to be not use this ability. If it chooses not to, it
used. Where appropriate, the affected may attack and defend as normal.
skills will provide an educated guess as to A model with Berserk chooses before the
what the “/X” value should be. Initiative test whether to use this special
ability. A model having to place all his
dice into Defense as a result of a spell or a
12.1.2 Skill Translation failure to disengage may not use Berserk.
mercenary, then it cannot use his The Mutant effect lasts until the end of the
Command skill. turn.
12.25 Mutant /X(Mutagène) 12.26 Natural Born Killer (Tueur
né)
Some races use drugs that they inject into
their bodies to increase their A model with this skill gets an additional
characteristics. Each turn prior to making die to use in melee.
the Tactical roll; choose one model with
the Mutant skill for each whole 100 PA A model with this skill also does not fail a
block of troops. Magic items, spells, Courage test if he rolls a 1.
miracles, and experience cards of mutant 12.27 Possessed (Possédé)
models are included in this score. The
model must be chosen prior to all other Certain combatants are no longer the
actions that may occur before the Tactical masters of their own destiny. They are
roll. inhabited by a demon that gnaws at their
For each chosen model, roll 1d6 at any spirit and gives rise to the worst acts of
time during the turn. The result of this die treachery and violence. A possessed
roll plus the value X is the number of model treats wounds one step lower;
points that can be added to the model’s “critical wounds” become “serious
characteristics (such as Attack and wounds”, “serious wounds” become “light
Defense). wounds”, and “light wounds” become
“stun”. This skill does not affect “stun” or
“killed” results.
Note: If a model does not have an X value
then number of points to be added is what
is rolled on the die (the X is treated as 0). Note: Possessed figures do not have a
characteristic of Courage or Fear.
The Rallying Cry applies only to the army 12.32 Righteous (Juste)
of the model having this ability and not to
its allies or mercenaries. A model with the Righteous skill is
immune to all kinds of Fear (including
12.30 Regeneration
magical fear). An enemy may not control a
/X(Régénération) Righteous model by any means.
At the end of a turn, a wounded model 12.33 Scout (Elcaireur)
with Regeneration may roll a d6. On a X+,
the severity of the wound is reduced one During the Approach Phase (see section
step. For example, a critical wound is 6.5.1), models with the Scout skill have
reduced to serious. The model may their cards shuffled into a separate deck.
continue to roll for Regeneration until it When the main deck is exhausted, the
fails to roll a X+ or until it has no more Scout deck is used.
wounds.
Models with the Scout skill are deployed
anywhere on the board, even in sight of the
Note: If a model does not have an X enemy.
value, the model must roll 5+.
12.33.1.1 Scouts and Charging
If the model survives the turn, it may roll The Scout model may be deployed in such
for Regeneration on subsequent turns. a way that it can charge the enemy on the
first turn, but it must be deployed more
Note that you cannot regenerate a model than its Movement characteristic away.
that is killed.
A Scout model deployed within charge
12.31 Reinforcement (Renfort) range of an enemy is considered to be in
line of sight of the enemy.
Some peoples have the ability to send
12.33.1.2 Hidden Deployment
reinforcements during the game. Each
model with the Reinforcement skill that is
A Scout model deployed out of charge
removed from the game is set aside. At the range is considered to be hidden and may
beginning of each turn, roll 2d6 for each
not be the target of any action. As long as
such model. On a 12, the model may re- the Scout model takes no action (other than
enter the game. It can be deployed
making Courage rolls) the model remains
anywhere on the board, with two hidden and may not be directly targeted by
restrictions:
an enemy action.
1. The model may not be deployed in
base-to-base contact with an
enemy model. - It is not within charge distance of an
enemy model
2. The model must be within charge
range during the next turn. - It is not within line of sight of an
A character may not have the enemy model.
Reinforcement skill.
A model with the Self Preservation skill When rolling to wound (see section 10.3.4)
that receives a “Killed” result on the a model with Tough, the result is read one
damage table rolls a d6. On a roll of a 6, line above where the dice indicate. The
the model suffers a “critical” wound result cannot be moved beyond the first
instead. line.
The Tough skill does not apply when
12.35 Staff (Etat-Major) doubles are rolled or when the original
result is “killed”.
A staff consists of a Champion, Standard
Bearer, and a Musician. All combatants 12.39 Undead (Mort Vivant)
within 1 turn of movement of each
member of the staff may use the Models with this skill are naturally
Courage/Fear and Discipline of the immune to Fear. In addition, the model has
Champion scores with an additional bonus such a dreadful nature that they cause Fear
of +2. The Command skill is ineffective. in models that they cause Fear. A
frightening creature takes a Courage test
12.36 Strategist using its Fear characteristic.
The great strategists always have an An undead model is not subject to
alternate plan. Whatever situation they discipline since it is under the influence of
find themselves in, they come up with an superior entities. When making a
infallible plan. Just before beginning Discipline test, the undead model is
Deployment, you may separate out a considered to have a Discipline
quarter of your army in points and replace characteristic of 0.
them with troops of equal value. If the two An undead model may not drown; he does
camps both have Strategy, the one who has not suffer a light wound if he fails a
the most benefits from this skill. If the two swimming prowess test.
armies have the same number of
Strategists, each changes a quarter of their 12.40 Veteran
army in secret.
Warriors who have participated in
12.37 Tactician numerous campaigns have seen it all, or
almost. They know the strengths and
The tacticians do not develop plans of weaknesses of their enemies. Against a
battle, but instead know how to adapt “Veteran” warrior, adversaries will never
rapidly to different situations. Except in re-roll 6’s on a Characteristic test. Wound
the Deployment phase, a Tactician doubles rolls are not affected by this modification.
his discipline characteristic with a
12.41 War Cry /X (Cri de guerre)
successful Discipline check.
A model with War Cry has a Fear
characteristic of X when it charges. War
Cry only applies to charges. The charged
model must use its own Courage - A Warrior-Mage can't go into a trance
characteristic for the Courage test. (used by casters to recover gems
without the mana that has been evoked
Note: If a model does not have an X just before).
value, it gains a Fear characteristic of 5. A
- Only the Warrior-Magi can charge or
model with War Cry is immune to Fear
run and then to cast spells during the
from all models except Undead.
shooting phase.
Some models train their mounts to become The game is over when either:
warhorses. During melee, a warhorse gives
its rider an extra die in Attack. This extra - Both players wish it so.
die is not added during a charge. Models
- The objective has been met.
equipped with a warhorse may dodge (see
section 8.3.2). - One side may no longer fulfill its
objective.
12.43 Warrior-Mage (Guerrier-
mage) - There are no models on one side.
15 Primal Fear!
But for now, they had to get out of the forest before dusk. Some members of the expedition had
met an unenviable death on that mad hunt, and there was still a long way ahead.
In order to adapt to the climate in the north of the continent, they had to purchase new clothes
on the way…But not the Skorize Warrior, the troop’s scout. His nerve endings modified by
Dirz Technomancers meant he could ignore part of the pain. He was unaffected by cold or
heat.
This new kind of terrain put his skills to the test. Desert doesn’t teach the same things as
forest…
He stopped for a moment. Fresh Wolfen tracks attracted his attention.
What kind of creature is…this?
The Predator is observing the human hunter armed with articulated claws on his back
scornfully. The human turns towards his comrades. He has discovered the tracks.
The Predator keeps pace with his prey and gradually gets closer.
At the very moment when the Dawn Warrior at the head of the group saw his comrade coming
back, he spotted the heavy figure that was taking shape behind him. He scarcely had time to
raise a finger to signal the danger.
The Predator was on him. The Wolfen hunter’s blade easily pierced the Skorize’s armor. He
cried out in surprise, and struck back instantaneously: the two dorsal blades rose and
punched through the assaillant’s thorax.
Syhar crossbowmen rose their weapons, and terrifying howls suddenly broke the forest’s
silence. A man-sized bolt shot down one of the cage bearers. Two crossbowmen where mown
down by a Wolfen as fast as lightning. A crossbowman pointed out to a copse, and they all
shot through the leaves. A Wolfen came out of it, reeling, and fell down.
The Dawn Warrior suddenly felt breathing on the back of his neck. The Predator was just
behind him, claws out. The warrior’s shriek of terror was interrupted by the crack of his
backbone. The huge Keratis Warrior drew his blade: two Wolfen were getting close to him
fast. The first was swept by a devastating blow, the second fell under his bloody sword.
At last, the alchemists were no longer under the effect of surprise. They began to
organize…But the Wolfen were all gone, leaving behind them a heap of corpses.
The cage was intact.
After a long moment of distress, the expedition’s leader – a Technomancer- beckoned to his
men to resume the walk, in closed ranks. Dusk was coming.
A hundred meters ahead, they discovered the Dawn Warrior’s corpse, hanging on a tree. It
takes a lot more to impress a Technomancer, but the soldiers seemed terrified…And as all
where watching their brother’s remains, the trap triggered: four warriors and the
Technomancer were trapped in a net large enough to imprison a whole squad, up in the trees.
Bolts that could have been from a balista rained down on the troop, pinning men down on the
ground as if they were mere pathetic butterflies. The soldiers scattered away. Alone remained
the Keratis warrior ready to deliver the prisoner under the deadly shower.
But when the shots ceased, a Wolfen was coming slowly. He had the look of a wild killer and
the walk of a predator. The fugitives shouts could be heard, and ,the sun began to turn red on
the horizon. The Keratis drew his bloody sword and held out a tearer to the captive
Technomancer.
Onyx really means to make the most of the fight. The skull of this imposing human, created
by magic, will join his trophies. Others from his pack are hunting down the fugitives.
He knows now what gives those humans that particular smell: their blood is tainted with
unclean substances. And that tall warrior smells a lot!
The Keratis is disarmed. Without the substances maintaining his body to its maximum, he is
nothing. His lungs fill up with the forest’s air, and he breathes out a strange smoke. His
breathing wheezes as a dying man does.
Onyx puts an end to his suffering. He sharply cuts his throat.
Then he seizes the bloody sword, with a satisfied smile. No Wolfen has ever possessed a
weapon like this.
The Technomancer was on his guard. Sweat was pouring down his forehead. It was night time
and he was alone in the Diisha Forest. He could ear all the night’s noises, as possible threats.
Running would lead to death, but staying meant that the beasts would find him.
But he soon decided on what to do…
A Wolfen was coming to him slowly, ears back. The smell of a chemical drug was coming
from him, and his fur was wet…
4.0 Separated into individual volumes. The format of the rules has been changed
Added clarification on purchasing slightly to better fit on letter-sized paper;
models. the original rules were a small book that
fits inside the figure blister. Changes to
3.2 Corrected Natural Born Killer entry; existing rules or new rules in existing
minor format and spelling
sections have been highlighted. Brand new
corrections.
sections are highlighted.
3.1 Corrected damage effects table;
added rule for running.
With version 4, I have split out the various
rulebooks into separate documents.
3.0 Incorporation of Confrontation 2 Though this means there will be four
changes; reformat of rules; addition documents to keep up with, it makes the
of purported mana recovery table translation easier to publish. However, all
from Incantation 2. four books will be delivered in a single zip
file.
2.0 More errata and major combat
clarifications.
16.3 Anachronistic Rules
1.0 Initial English translation.
The anachronistic rules included in version
3.2 have been removed from this version.
Anachronistic rules were rules or
corrections included in the first edition of
16.1 Copyrights
Confrontation that did not appear in
Illustrations in Rackham products, Confrontation 2.
including the present rulebook and the
reference cards are commissioned works or 16.4 Acknowledgements
creations. Exclusive rights on the whole
illustrations, miniatures or by-products The original translation was done using
belong to Rackham. Copying and AltaVista’s Babelfish translation engine
circulation, even as parts or bits, is (http://world.altavista.com/) and I cleaned
prohibited in any form, including up the result. As I know almost no French,
electronic and mechanic forms, as well as any errors you find in this translation are
photocopying and telematics without a wholly mine. Please send any such errors
written editor’s permission. or suggestions to jmt@jmichaelt.org. This
has not been a solo effort, I would like to
thank Mark Theurer, Al Edel, M. P.
Rag'Narok, Confrontation, Confrontation Jenner, Jim Callahan, John Bornmann,
2, Divination, Incantation, Incantation 2, Olivier Georgin, and the members of the
and Incarnation are all products of confrontation_en yahoo group discussion
Rackham and copyright by them. I list for their help on the translations. I
Double 2 Stun
Double 6 Killed
Light The model suffers a –1 modifier to characteristic tests until the end of the game.
Serious The model suffers a –2 modifier to characteristic tests until the end of the game.
Critical The model suffers a –3 modifier to characteristic tests until the end of the game.
Killed The model is killed and is removed from play.
VERSION 4.0
Counter Shot 6
Accurate Shot -1
Quick Shot +1
Small Target +1
Large Target -1
Extra-large Target -2
1 Kill the enemy model with the smallest point value. None limit
Name
Movement
Initiative Painting
Guide
Attack • Force
Defense • Stamina
Shooting
Courage or Fear
Weapons &
Abilities
F
B
Fanaticism - 26
Babelfish - 36 Fear - 10, 11, 17, 18, 30
Berserk - 25 fearlessness - 10
Bestial Charge - 25 Firing into a Melee - 19
Bravery - 25 Follow-up Move - 22
Brutish Lout - 25 Force - 10, 20, 22
C G
Card Gigantic - 26
Reference - 11
Unit - 10
Card Sections
Name - 10
H
Champion - 29
character - 10 Harassment - 26
Characteristic Test - 12 History - 36
Charging - 14
Command - 18, 24, 25, 27, 29
Complex Combats - 21 I
Confrontation - 1, 7, 9, 13, 20, 36
Counter Attack - 24
Coup de Maitre - 24 Incantation - 36
Courage - 10, 11, 17, 29 Incarnation - 1, 26, 27, 36
Courage Test - 17 Initiative - 10, 15, 16, 21
Initiative test - 16, 21
Instinctive Shot - 27
D
L
Damage - 20, 22, 38
Damage roll - 22
Defender - 22 Leap - 27
Defense - 10, 15, 20, 21, 22, 24, 25 Light - 38
Deployment - 13, 29 line of sight - 18
VERSION 4.0
Regeneration - 28
M Reinforcement - 28
Resistance - 12
Magicians - 11 Run - 15
mark - 22 Running - 14
Master Stroke - 24
melee - 10, 13, 20, 21
Withdrawal from - 16 S
Mercenary - 27
Movement - 10, 13
Movement phase - 14 Scenario Cards - 13
Multiple Attacks - 24 Scout - 29
Musician - 29 Serious - 28, 38
Mutant - 27 Sessaire - 25
Severe - 38
Shooting - 10, 13, 14, 18, 20, 39
Special Abilities - 11
N Staff - 29
Stamina - 10, 20, 22
Natural Born Killer - 28 Standard Bearer - 29
nitiative - 10 Strategist - 29
O T
Objective - 12, 13, 31, 39 Tactical Roll - 20, 21
Tactician - 29
Terrain - 13, 14
P their Reference Cards - 13
Tough - 30
PA - 11
Personalities - 24
Playing Surface - 12
U
Points Armee - 11
Possessed - 28 Undead - 30
Power - 11
pre-measure - 18
V
R Veteran - 30
Rackham - 1, 9, 36
Rag’narok - 11, 17, 24 W
Rag'Narok - 9, 36
Rallying Cry - 28
Rapidity - 26 War Cry - 30
Reference Card - 10, 11 Warrior-Mage - 30, 31
Reference Cards - 12, 14, 24 Wound Rolls - 22