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Confrontation 2 Rules of Play

Version 4.0

Rules © 2002 by Rackham

Translation © 2021 by Michael Tisdel


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

RULES © 20002BY RACKHAM 2 TRANSLATION © 20002BY MICHAEL TISDEL


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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

11 Personality Special Rules 22

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

RULES © 20002BY RACKHAM 3 TRANSLATION © 20002BY MICHAEL TISDEL


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12.35 Staff (Etat-Major) .............................................................................................28


12.36 Strategist...........................................................................................................28
12.37 Tactician............................................................................................................28
12.38 Tough (F: Dur à cuire, G: Hart im Nehmen) ...............................................28
12.39 Undead (Mort Vivant)......................................................................................28
12.40 Veteran..............................................................................................................28
12.41 War Cry /X (Cri de guerre) .............................................................................28
12.42 Warhorse ..........................................................................................................29
12.43 Warrior-Mage (Guerrier-mage) .....................................................................29

13 Ending the Game 29

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

Elements of Unit Card 39

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List of Tables
Table 1 Rank.........................................................................................................................10

Table 2 Sizes ........................................................................................................................10

Table 3 Movement Cost......................................................................................................13

Table 4 Maximum Number of Melee Opponents............................................................14

Table 5 Revision Histories ..................................................................................................35

Table 6 Damage Table........................................................................................................37

Table 7 Critical Hit Tables...................................................................................................37

Table 8 Wound Severities...................................................................................................37

Table 9 Shooting Modifiers.................................................................................................38

Table 10 Objective and Turns............................................................................................38

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

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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…

Getting out of a house, he had an The undead number continued to decrease


unpleasant feeling that he was being as a rider mounted on a terrifying war
watched. This was a shared feeling: his horse came out from the forest, with a
men, all veterans from many a battle, macabre sword drawn. With a wide and
seemed nervous as well. powerful motion, he forced his way to the
battle’s heart and killed in one blow a
Suddenly, the village’s small church bell soldier of the Light. No blood gushed out
started to ring, as if to announce the end of to stain his brothers’ clothes. The huge
time… sword of bone and darkness, a Carnage
Skeletons and fleshless zombies came out Blade, had already drunk the precious vital
from cellars, sheds, wells and cemetery liquid.
graves. It was an easy task for the remaining
Alahel ordered his men to get out of the undead to plunge into the breach thus
trap as fast as possible. But, in next to no formed by their lord’s terrible charge. A
time, the Lion’s troops were circled. Skull Warrior on a Darkness warhorse.
Archers and Reapers managed to shoot a Lion soldiers were separated from each
couple of macabre dolls, but nothing other, by three to one.
seemed to be able to stop their progress. Drawing on his reserves, Alahel tried to
Alahel could easily guess the villagers’ reach his men and help, but he was
fate. Some undead flesh hadn’t had enough overwhelmed by a swarm of Morbid
time to start rotting. Their revolting smell Puppets armed with nothing but ordinary
wasn’t yet strong enough to betray them clubs. While these ludicrous puppets fell
yet. Around him, it was all grunts, sighs of one after the other at his feet, his men were
pain and faces frozen with horror. dying. The Messenger was getting more
and more bitterly angry, losing control of
Alahan Lions knew the damned from him bit by bit. Soon the heated exchanges
Archeron’s blasted lands very well. None became nothing but powerful and
of the messengers panicked. Instinctively, inaccurate twirls. Each of Alahel’s blows
they formed a square around the marksmen was sending a slave of darkness back to
and tried to keep this formation while hell.
moving forward. Paladins’ sacred swords
and soldiers’ lances easily ripped the rags The Skull Warrior was watching,
up, as well as the soft flesh and the brittle impassive…
bones. But for each one falling dead, two The champion of Darkness pointed his
took its place. Alahel was opening the Carnage Blade at Alahel, challenging the
way, trying to remain concentrated. Champion of Light. The Puppets parted
The dance of his sword Deliverance and aside as the horrible mount charged anew.
his sacred lance easily broke the Alahel dodged out of the terrifying blade’s
disorganized ranks of the grinning horde. way at the last moment, driving
Deliverance deep into his enemy’s
Just behind him, a Sword Player risked his warhorse. Rider and mount crashed to the
life to protect a wounded Lancer separated

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ground a couple of meters away in a prowess to avoid being hurt. At last he


racket. Unfortunately, the messenger could pick up his weapon.
hadn’t had enough strength to take his
At that moment, Alahel finally noticed that
sword out of the zombie mount…But he some parts of the Skull’s armour were
still had his spear and most importantly his remains of a Lion Knight armour.
bow.
But the Skull Warrior revealed an axe in
He drove his spear into the ground and his spare hand. Alahel was stricken with
knelt down. The Skull Warrior got up doubt. That sinister foe was playing with
slowly, disoriented by his spectacular fall. him. What new trick was he up to? The
His goat horns ornate helmet had fallen to two Champions exchanged a long gaze.
the ground, revealing a putrid face and thin Alahel could contemplate Death’s
hair. At the back of his empty sockets blackness in his enemy’s eyes. Then
danced the twin flames of Death and something became obvious for the
Damnation. Alahel hesitated for a moment Messenger. “ You are Tharn, Knight of the
while bending his bow. The Skull’s face Lion and you were raised from death by
looked somehow familiar… Réha de Brisis after the Kaïber Battle.”
The Skull charged, giving a throaty groan The Skull answered in a hardly intelligible
full of hatred and cursing. The arrow hit whisper.
deep into his breast, at the place where a
heart was supposed to be. Alahel had just “ You’re no match for me. Come back to
time to drop his bow and grab his spear to me when you’re strong and then we’ll
parry a spectacularly powerful blow. Had fight. Now run if you care about living”.
he not already been on his knees, he would Alahel made a few steps backwards. He
have fallen down. still had a mission to fulfil. The Messenger
turned away and started running at full
The Messenger was turning around his foe, speed. The survivors of his squad were
trying to retrieve Deliverance. A waste of finishing the damned horde.
time, the Skull Warrior was on him in a
single stride. The Champion of Death The war axe whistled through the air near
didn’t care about his health; he was his head and stuck in a door upright, as a
striking blows that could have cracked reminder not to turn back.
rocks. Alahel had to use dodges and “ I promise you to come back and free you
from the evil that torments you, Tharn…”

2 Introduction propose you use the rules of the game


Confrontation.
You have just acquired a figurine destined Confrontation 2 is the new version of the
for use in a game of combat called Confrontation game, which marks the
Rag'Narok. It joins a scene of vast armies, beginnings of Rag’Narok with small
from many races, which clash in epic skirmishes whose consequences are often
battles for the domination or the survival of crucial.
their clan. To allow you to play with the Confrontation remains simple but offers
figurines in the battle for Rag'Narok, we new game-dimensions. Thus you can

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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

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4.1.4 Attack is a model’s resistance to Fear. A mainly


The Attack characteristic actually consists white icon indicates courage.
of two values: Attack and Force
4.1.8 Fear.
The first number reflects the melee
fighting skill of the model; the higher the The Fear characteristic is the opposite of
score the more skillful the model. Courage. A model with Fear can cause
other units to flee in panic. A mainly black
The second number reflects the force the icon indicates fear.
model can bring to bear. It represents the
strength of the model and its ability to
inflict damage. 4.1.9 Discipline
The Discipline characteristic represents a
4.1.5 Defense model’s training.
The Defense characteristic actually
consists of two values: Defense and 4.1.10 Power
Resistance. The Power characteristic represents a
The first number reflects the model’s skill model’s ability to use magic. Only
at avoiding being hit in melee, either by Magicians and certain creatures have a
dodging, parrying, or the use of his shield Power characteristic. For more
information, please see Incantation.
The second number represents the stamina
of the model and how resistant it is to
damage. This characteristic accounts for 4.1.11 Faith
any armor the model may be wearing. Faith is the bond between a worshipper
and his deity; the higher the value, the
4.1.6 Shooting. better the worshipper’s ability to achieve
miracles. Only priests and some creatures
The Shooting characteristic reflects a have a Faith characteristic. For more
model’s proficiency with missile weapons information, please see Divination.
(bow, crossbow, etc) or thrown weapons
(javelin, etc). The weapon used, its range 4.2 Equipment
in cm, and its damage (FOR) is all listed
on the model’s Reference Card. Any items carried or worn by a model are
listed in the Equipment section of the
Some models may not have missile or Reference Card. Equipment may be for
thrown weapons. These models do not certain troop types or may be unique to
have a value for Shooting on their characters. The rules for weapons and
Reference Card. equipment can be found in Rag’Narok.

4.1.7 Courage 4.3 Skills

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.

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4.4 Points 4.6 Size

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

Extra Large Dragon, Giant, Belial


Rank Description

Irregular The fighter isn’t really a soldier;


militia.
5 Characteristic Test

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.

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It is possible under certain circumstances Alternatively, the objective table on page


that a characteristic goes below 0. If a 38 can be used to select the objective.
model’s Resistance goes below 0, then the
If you are playing with the Scenario Cards
model is considered killed and removed (see section Error! Reference source not
from the game. found., Error! Reference source not
found.), then use the objectives listed on
the card.
6 Game Set Up
6.4 Terrain
6.1 Playing Surface After choosing armies and the objective,
the players deploy terrain on the gaming
In addition to the figures and Reference table.
Cards, you will need a flat surface of at
least 40 x 60 cm and a good number of six After deploying terrain, each player rolls a
sided dice. die and the highest chooses which side he
will use for his deployment zone. The
6.2 Army Selection other player will take the opposite side.

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

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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

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Table 3 Movement Cost A model must have line of sight to its


target at the beginning of its movement to
Terrain Penalty charge.
The ground is difficult (i.e. Movement rate When a charge is successful, i.e. the enemy
woods, marsh, etc.) is halved was within range of a charge, the charging
Ladder, rope Movement rate
figure that charged must be placed in base-
is halved to-base contact with the target model. The
models must touch along a flat side of their
The ground is impassable (i.e. Impossible. bases; corners do not count.
deep water, crag, etc)
8.1.2.1 Charge Effects.

8.1 Basic Movement A model that has been charged suffers a


penalty of –1 to its Initiative, Attack, and
There are three basic types of movement: Defense characteristics for the remainder
walk, charge, and enter melee. A model of the turn. The charge penalties are not
may choose only one type of movement cumulative: a single model charged by
during the movement phase. A model may more than one enemy only suffers the
only move through another if both of their charge penalties once.
cards were activated simultaneously. If the charging model comes into contact
with more than one model, only the target
A model that enters melee after movement of the charge suffers the charge penalty.
must be placed in base to base contact with
his opponent on the full length of the base. 8.1.2.2 Charge Failure
Models may not be placed corner to
corner. The size of a model’s base If the “target” was out of range, the model
determines the maximum number of that attempted the attack is required to
opponents that can engage a model. move double his movement in the
direction charged.

8.1.1 Walk 8.1.3 Run


A model moves a number of centimeters A model may run by charging without a
up to his Movement characteristic. The target. A model wishing to run does not
model may move in any direction and may need to have a target.
be turned to face any direction at the end of
his movement. 8.1.4 Entering Melee

8.1.2 Charge Entering melee with an enemy is less


brutal than charging, but allows a model to
Charging is a special kind of movement a engage an enemy that was out of line of
model makes to engage another model in sight at the beginning of the model’s
melee. A model that charges may move up movement. When entering melee, a model
to twice its Movement characteristic in may move up to twice its Movement
centimeters to bring itself into base contact characteristic in centimeters. If the model
with an enemy model. A model may move is able to move into base contact with the
around obstacles when charging. Terrain enemy, then he is considered in melee.
restrictions still apply.

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model may swim up to half his Movement


Note: When entering melee, the enemy characteristic. If the result is below 0, the
model does not suffer the charge penalty model suffers a light wound and may not
to its Initiative, Attack, and Defense move.
characteristics.

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).

Infantry 25 x 25 4 There are two kinds of jumps: long jump


for distance and high jump for height.
Cavalry 25 x 50 6
8.2.2.1 Long Jump
Creature 37.5 x 37.5 8
and larger A model wishing to make a long jump
must make a Prowess check. The difficulty
for the Prowess check is equal to 4 + 1 for
each base-length that the model wishes to
8.2 Physical Prowess jump.
Certain actions require a model to make a A success means that the model has made
Physical Prowess or Prowess check. A the jump. This ends his movement.
Prowess check is handled like a
Characteristic test (see section 5) unless 8.2.2.2 High Jump
specified otherwise.
A model wishing to make a high jump
A model’s Prowess value is equal to its must make a Prowess check. The difficulty
Movement characteristic divided by 2.5. for the Prowess check is equal to the height
in centimeters the model wishes to jump
A model that performs an action that plus the model’s Resistance characteristic.
requires a Prowess check may not shoot. Reduce the difficulty by 2 if the obstacle is
smaller in size than the model attempting
Prowess checks are required when the jump.
attempting to swim, jump, or climb.
A success means that the model lands on
the other side of the obstacle. This ends his
8.2.1 Swimming movement.
A model that wishes to swim must make a
Prowess roll. The player rolls a d6 and 8.2.2.3 Jump Failures
adds the model’s Prowess value and
subtracts the model’s Resistance If the model fails to make the jump, he
characteristic. If the result is above 0, the suffers a leg injury with a strength equal to
the height he was trying to jump (for a high

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jump) or the height of the fall (for a long 8.3.2 Dodge


jump). A model can dodge to make it harder to be
shot. A model that is dodging may move
8.2.3 Climbing up to half its Movement characteristic in
centimeters. A model that dodges may not
A model wishing to climb rolls a d6 and perform any other action during the turn.
subtracts his Resistance characteristic. If Mounted models or those engaged in
the result is the distance climbed in melee may not dodge.
centimeters. Place a marker to indicate the
vertical position of the climbing model. All shooting that is targeting toward a
dodging model is considered to be one
If the result is negative, the model has range band higher (i.e. short range
fallen. The model suffers a normal wound becomes medium range and medium range
with a strength equal to the distance in cm becomes long range).
between him and the ground at the
beginning of his movement. If there is a A model may shoot “through” a dodging
flat surface big enough for the model to model without any negative modifiers.
stand on at the same level as the model
when he falls, he does not suffer any 8.4 Fear and Movement
wound.
There are creatures in Rag’Narok which
A model may choose to fall. In such a are so fearsome that their appearance is
case, he suffers a leg wound with a sometimes enough to force an enemy to
strength equal to the distance between him flee. Fear can influence a model’s
and the ground. The model subtracts his movement.
prowess score from the wound roll.
Before charging (see 8.1.2) or entering
8.3 Special Movement melee (see 8.1.4), the moving model must
choose a target and measure the distance
between the model and the target. If the
8.3.1 Withdrawal from Melee target has a Fear characteristic (see 4.1.8),
then the model may need to make a
To withdraw from melee, a model must Courage test.
make an Initiative test. The difficulty is 4 +
2 times the number of models in melee The same rules apply if the model is
with him. charged by or forced to fight a fear-causing
enemy.
A success allows the model to move in
any direction at full speed. Me may enter
melee with another foe or shoot. 8.4.1 Making a Courage Test
A failure means that the model stays To make a Courage test, roll a d6 and add
engaged and will not be able to place any the model’s Courage characteristic. If the
dice into attack during the next melee result is greater than the Fear rating of the
phase. A model may still counter attack enemy model, then the model has passed
(see 11.1.2) or use the ambidextrous skill. the Courage test and there are no ill effects.
A model may enter melee the same turn it
withdrew from another melee.

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8.4.3 Multiple Figures


Note: If the result is equal to or less that
If a single Fear-causing model charges
the Fear rating of the enemy model, the
more than one model, then these models
model fails the Courage test. A roll of 1 for
make a Courage test using the highest
a Courage test is an automatic failure.
Courage characteristic. For each model in
the group beyond the first, add 1 to the
Courage characteristic.
8.4.2 Effects of Fear If multiple Fear-causing creatures charge
A model that is afraid suffers a –1 modifier or enter melee with a single model they
to its Initiative, Attack, and Defense likewise add 1 to their Fear score for each
characteristics. These modifiers are in member of the group beyond the first.
addition to any other modifiers, such as for These modifications are in addition to any
being charged. modifications conferred by the Command
8.4.2.1 Being Charged skill (see section 12.10).

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.

8.4.2.3 Fleeing off the Table


8.4.5 Resisting Fear
A model that flees off the table is If a model successfully resists Fear, then it
considered a casualty. is not subject to Fear from that type of

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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.

- Long Range difficulty is 10.


A model may shoot if:
- He has a clear line of sight to an enemy
model 9.1.2 Types of Shots
A model may choose one of four types of
- The enemy model is in his front 180°. shot based on his movement during the
Movement phase. The different types of
- He is not engaged in melee
shot may be combined, but the effects are
- He has not moved more than his cumulative.
Movement characteristic in
9.1.2.1 Static Shot.
centimeters in the Movement phase.
The model did not move during the
If there is more than one model that may
Movement phase. The fires his weapon in
shoot, then the models take their shots in
order based on its Initiative characteristic
order of their Initiative characteristic
using the standard difficulty scores.
(highest to lowest). In the case of a tie, the
model of the player who won the Tactical 9.1.2.2 Move & Shoot
Roll (see section 7.1) shoots first.
The model moved equal to or less than his
You may not pre-measure the distance Movement characteristic during the
between the shooter and the target. The Movement phase. The model fires his
range is determined after the shot has been weapon in order based on his Initiative
declared. If the target is out of range, the characteristic. The difficulty is increased
shot is automatically a failure. by 1.

9.1.2.3 Accurate Shot


To fire, the shooter rolls a d6 and adds his
Shooting characteristic. The difficulty The model takes extra time to place his
shot. He reduces his Initiative

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characteristic by 2 for purposes of model counts as 1; a medium-sized model


determining shooting order but decrease counts as 2; a large model counts as 3; and
the difficulty by 1. A model may not take an extra-large model counts as 4.
multiple accurate shots in the same
shooting phase.
Example: A Goblin Raider (small, counts
9.1.2.4 Quick Shot as 1) is involved in a melee with a
Redemption Knight (large, counts as 3)
The model snaps off a shot with out and a Griffon Lancer (medium, counts as
aiming. The model increases his Initiative 2). A Goblin Javeliner that fires into the
characteristic by 2 for purposes of melee will hit his friend on a 1 out of a d6
determining shooting order but the (1 + 3 + 2).
difficulty of the shot is increased by 1. A
model may only declare a quick shot once
per turn.
9.1.6 Counter Shooting
During the movement phase, a model
9.1.3 Other Modifiers
armed with a missile weapon that is
The following modifiers apply to shooting: charged may fire against the charging
model if the charged model’s reference
- Target is partially hidden: +1 to the card is currently held in reserve.
difficulty.
The shot is resolved immediately. The
- An obstructing model is dodging: no difficulty for a counter shot is 6.
modifier. If there is more than one model on the
card, only those models being charged
- Target touches the obstacle it is hiding may counter shoot.
behind: +2 to the difficulty
A counter-shot counts as the model’s
- Small model: +1 to the difficulty movement for the turn.

- Medium sized model: no modifier 9.2 Damage

- 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

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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.

10.3 Resolution of Combat


10 Melee Phase
Each combat is resolved independently of
The Melee phase is the decisive part of the others and any results apply
Confrontation. It is when the tactics of immediately. The combat procedure is
each player will decide the fate of the given below:
combatants.
10.1 Determining the Order of 10.3.1 Determining Initiative
Combats Each player makes an Initiative test for its
model. The winner strikes first. If the
The winner of the Tactical Roll (see scores are the same, then the Initiative test
section7.1) chooses the order of combat. is repeated until someone wins. When
dealing with several models on one side,
you must use the best Initiative score of the
group (even in that model has is wounded)
and modify the die roll by +1 for each

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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.

When the Attacker rolls doubles, the


Once the difficulty is chosen, the Attacker Attacker’s Force or the Defender’s
rolls the number of d6’s he set aside for the Stamina does not modify the roll. The
attack as described in section 10.3.2. To Attacker determines the result of the attack
these dice he adds his Attack characteristic. by looking at the doubles portion of the
If any are equal to or greater than the Damage Table.
difficulty, those attacks succeed. Those
that are less miss. A roll of 1 is always a Since rolling to wound is not a
miss. characteristic test, you may not roll again
when you roll a 6.

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10.3.5 Defender Reprisal The Pursuit is not considered a Charge but


If the defender survived the attack and has rather an Engage in Melee move (see
8.1.4).
at least one die assigned to attack, then
steps 3 and 4 are repeated with the A model may only use the Follow-up
Defender and Attacker exchanging roles. Move once per turn.
A combat that has a model follow up into
10.4 Sustained Defense it must be resolved immediately.
A model with at least one die in defense 10.6 Combat Example
may try to parry more than one attack with
the same die. Alahel has been trapped in a village
This die may be used to make another infested with undead. While his men are
defense roll, with the difficulty increased exterminating the damned horde, Tharn,
by 2. The sustained defense continues, the Skull Warrior, challenges Alahel …
with an increased difficulty of two for each Tharn is in Charge reach from Alahel.
roll, as long as the sustained defense rolls Before the Acheron player moves his mini,
are successful. the Alahan player must make a Courage
A model may only use sustained defense Roll in order to determine if Alahel is
when outnumbered. affected by Fear. He has a Courage value
of 6. His foe’s Fear value is 9. he must
A model may only use one die for though roll a 4+ (6+4=10, that is higher
sustained defense; no matter how many than 9) with the D6 not to flee. Alahel rolls
dice he has in defense. a 5, added to his Courage / 6 = 11, the roll
A model using Sustained Defense may not is a success: Tharn’s mini is placed base to
place more dice into attack than into base with Alahel’s.
defense. Because of the Charge, Alahel suffers a –1
These extra dice may not be used with the penalty on Initiative, Attack and Defence
ambidextrous skill (see 12.2) or to until end of turn.
Counter-Attack (see 11.1.2). Both fighters are now in melee. Each
player rolls for Initiative to determine
10.5 Pursuit
which one is going to have an advantage
At the end of a combat, if all models on over the other. The Alahan player rolls a 4,
one side are killed, all models on the giving a total of 6 / INI 3 –1 because of the
victorious side of the melee may move up charge + 4. The Acheron player rolls a 1,
to half of their Movement characteristic in it’s an automatic failure.
any direction. The model may engage new Tharn must place his dice first, Alahel
enemies in melee provided that: having anticipated his blows. As it is a
- It can reach an enemy that is not one-on-one combat, each fighter has two
already engaged, or dice. Tharn, thanks to his Natural Born
Killer skill, has an extra die in melee. The
- It can reach a combat that has not yet Skull Warrior chooses to place 2 dice in
been resolved this turn. attack and one in defence. Facing this
demonstration of power, Alahel chooses to
place both his dice in Defence.

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The Alahan player counts on his 11 Personality Special


ambidextrous skill to take his opponent by
surprise…. Tharn now decides on the Rules
complexity of his attacks by choosing a
difficulty that must be rolled equal or The following rules apply to personalities
higher by adding a D6 to his Attack / 7. He only. A personality is a model with a
chooses a difficulty of 11 for both his proper name.
strikes. The dice roll a 2 and a 5. A single
blow is beyond eleven.
11.1.1 Multiple Attacks and Defenses
Alahel now tries to fend off. The difficulty
is that same number that was set by the Certain individuals in Rag’Narok are
Attacker. His defence is 5-1 due to the extremely powerful. These are called
charge. So he has a defence of 4 and one Champions, Heroes, Living Legends, and
attack to parry with two rolls. Nervous, Major Allies. These models have the
Alahel’s player rolls: 4 and 6. He chooses option of attacking and/or defending
to roll again the 6 and rolls a 4. Thus, his several times. Each additional action adds
final score is 14 / DEF 4 + 6 + 4. The one d6 to either the attack or defense dice.
attack with a difficulty of 11 is cancelled. For each additional action, however, a
And the Ambidextrous skill gives him an penalty of –2 is applied to the Attack and
attack dice. Defense rolls. The penalty may never
lower the base Attack or Defense character
Alahel can now strike back: his Attack below 0.
value is 4 / 5-1 due to the charge. He sets
the difficulty to 8 and rolls a 5. The attack
hits! Tharn has a Defence value of 6, but 11.1.2 Counter Attack
rolls a 1 on his only defence roll. A non-magical Personality may attempt a
Alahel inflicts a wound on his enemy: Counter-Attack rather than defending. He
players refer to the Injury Table at the end must announce this just before making his
of this booklet. The Alahan player then Defense rolls. The Difficulty of his rolls is
rolls 2D6; a 2 and a 5. The lowest sets the increased by two points. Each success
location of the wound: the arms. But allows the annulment of an enemy attack
Alahel’s sword, Deliverance, has the as normal, but also gains the Defender of
special ability to always strike the body. an extra Attack.
The two dice added give a 6. Alahel adds Warrior-mages may counter attack even if
his Strength / STR 5 / and subtracts they are not personalities.
Tharn’s Resistance / RES 9. The final
score is 5 + 6 – 9 = 2 in the Body: Light
11.1.3 Master Stroke (Coup de Maitre)
Wound!
If the Attacker allocates at least 2 dice to
Effects from the wound are immediate:
attack, he may attempt a Master Stroke.
Tharn’s following scores suffer a –1
The attacker rolls only one die for his
penalty until end of game: INI, ATT, DEF,
attack. If the Attacker scores a hit, he
RAN. But Tharn has the Regeneration
makes a single To Wound roll.
skill, and that wound will not bother him
for long! If the opponent does not successfully
defend against the strike, add the difficulty
A new turn begins in Confrontation…

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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.

Each skill is listed by its English 12.5 Bestial (Brutish) Charge


translation. This is then followed by the
original French name. Some skills also list A model with Bestial Charge gains an
the German translation for those players extra attack die on the turn it charges.
with German Reference cards. Where there 12.6 Bravery (Bravoure)
are multiple listings, the French are
identified by “F:” and German are A model with Bravery skill does not fail a
identified by “G:” Courage test if they roll a 1. The model
may also roll again on a 5 or a 6.
12.2 Ambidextrous (Ambidextre)
12.7 Brutish Lout (Brute épaisse)
A model that is Ambidextrous fights with
two weapons. For each successful defense Some models are more violent than others
in melee, the model gains an additional are. Such models treat an Attack roll of 5

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as a 6. They may roll a subsequent die if 12.11 Devotion


they roll a 5 or 6. If they roll a 1 on the
subsequent die, it is not considered a Certain warriors have so much devotion
failure. towards their masters that they are ready to
give their life for them. When a Magician
12.8 Clan of Drunes
of your camp needs gems of power, he can
A Keltois barbarian faction allied with sacrifice a figure possessing this skill. The
Darkness. figure must be in contact with the
magician. By this act, the magician
12.9 Clan of Sessaire recuperates three gems of any element he
wishes. Remove the figure sacrificed as he
A Keltois barbarian faction opposing the were killed; he is considered as a loss.
Drunes.
12.12 Duelist (Bretteur)
12.10 Command/X
(Commandement)
A model with the Duelist skill may ignore
All models within X centimeters of the the minimum difficulty rule (see 10.3.3)
model with the Command skill can use the when setting the difficulty for attacking.
latter’s Courage, Fear, and Discipline 12.13 Enormous
characteristics when they must make an
appropriate characteristic test. Enormous creatures ignore wound
Allies cannot benefit from the Command penalties. When they are killed, no not
skill of a model from another race. remove them from play, but apply the
effects of a “critical wound.” Kill them a
The Command skill does not give a Fear
second time, and the model is removed
characteristic to a model that does not have
from play.
it, and vice versa.
12.14 Extra Arms (Membre
Note: If a model does not have an X supplémentaire)
value, use its Movement characteristic
instead. A model with Extra Arms skill may switch
his Attack and Defense characteristics until
the end of the turn. This skill must be
12.10.1.1 Standard Bearer invoked prior to the Initiative roll.

Every model X centimeters from a 12.15 Fanaticism (Fanatisme)


Standard Bearer gains a +1 modifier for all
Courage tests. When making a Discipline test, a model
with the Fanatic skill may roll again on a 5
12.10.1.2 Musician
or a 6.A Fanatic model that fails a Courage
test must pass a Discipline test of the same
Every model X centimeters from a
difficulty to not flee. If he passes the
Musician gains a +1 modifier for all
Discipline test or not, he is still subject to
Discipline tests.
the effects of Fear (see section 8.4.2) and
may not charge or enter melee with the
model that frightened him.

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12.16 Gigantic (Gigantesque) to create different personalities. There are


no restrictions on which figure can acquire
There are on the continent of Aarklash Incarnation. See section Error! Reference
creatures of a gigantic size. They ignore source not found., Error! Reference
wound penalties. When they are killed, no source not found. for more information.
not remove them from play, but apply the
effects of a “light wound.” Kill them a 12.21 Instinctive Shot (Tir
second time, and they suffer a “serious instinctif)
wound,” a third for a critical wound. By
the fourth time, they are truly killed. A model with the Instinctive Shot skill
may shoot after a movement higher then
12.17 Harassment (Harcèlement) their own Movement characteristic, or after
a successful Prowess test. The shot must be
A model with the Harassment skill may at short range or less, with a +3 difficulty
fire during the Movement phase providing modifier.
the type of movement allows a shot. The
model may not choose Quick Shot or A model with Instinctive Shot skill may
Accurate Shot while using Harassment. also choose their target when firing into
Once the shot has been made, the model melee.
may continue its movement and may enter
melee with an enemy model. 12.22 Leap (Bond)
A model that used the Harassment skill to
Certain creatures of Aarklash have adapted
fire during the Movement phase may not
themselves to a particularly hostile
fire again during the Shooting phase.
environment and have learned to move in
12.18 Haste Leaps. They are capable of crossing a
distance equal to half their movement in a
Some warriors possess the haste skill, the single leap, ignoring any obstacles that are
ability to move with extreme speed. They not taller than their Movement
can triple their movement when they characteristic. A model can make two
charge, run or flee. leaps per turn. A model may not leap if it is
swimming or dodging.
12.19 Huge
12.23 Marksman (Tireur d’élite)
Huge creatures ignore wound penalties.
When they are killed, no not remove them Models with the marksman skill do not fail
from play, but apply the effects of a when they roll a 1 for shooting.
“serious wound.” Kill them a second time,
and they suffer a “critical wound”. By the
12.24 Mercenary (Mercenary)
third “killed” result, the model is removed
from play. A model with the Mercenary special
12.20 Incarnation ability can fight with any army. However,
the model gains no bonus from the army's
A warrior who possesses this skill doubles models with the Command skill.
their value in points. But he is from now If a model with both Mercenary and
on a Personality. This skill can allow you Command skills joins an army as a

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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 Power and Faith characteristics cannot


be modified by the Mutant skill. 12.28 Quickness (Vivacité)
A characteristic test that has already been A model with the Quickness skill does not
made may not be retroactively modified by automatically fail an Initiative or Prowess
the Mutant skill. test when he rolls a 1.
The Mutant skill may modify the Courage
or Fear of the model. However, the 12.29 Rallying Cry (Cri de
modified score cannot be used in railleiment)
conjunction with the Command skill; only
the unmodified Courage or Fear Once per game, a model with this skill
characteristic may be used by the may inspire heroic deeds in his troops.
Command skill. Every model from the same race is
A model may only receive one Mutant die immune to Fear until the end of the turn.
per turn, except for spells, magic items, or Fleeing fighters are automatically rallied
miracle effects. and may act normally.
Every Mutant model’s extra dice are rolled
at the same time.

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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.

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12.34 Self Preservation (Instinct 12.38 Tough (F: Dur à cuire, G:


de survie) Hart im Nehmen)

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

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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.

12.42 Warhorse 13 Ending the Game

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.

A figure with Warrior-Mage has the 14 Races


following advantages:
- Warrior-Mage can recover mana while After a long period of peace, war breaks
engaged in hand-to-hand combat out across Aarklash. Skirmishes follow
exactly as if they were not engaged one another, heralding an era of darkness
(the modifier for the roll determining and slaughter.
how many gems are gained is only the
current number of mana gems and not The peoples of Aarklash have been
twice the current number of gems. expecting and preparing for that bloody
age for a long time. Some call it the
- A Warrior-Mage is able to "counter- Judgement Day, others call it Armageddon
attack", some kind of a riposte for each or Rebirth…but everyone knows it as
successful defense block (this rule is Rag’Narok, the dusk of centuries.
also available for heroes, champions 14.1 Alahan Lions
and others characters).
Alahan Lions, protectors of Light and
- Warrior-Mage can cast a spell and Justice, fight to restore order and
shoot a missile weapon in the same prosperity on Aarklash. But their lands are
turn. threatened by the hordes of damned
coming back from Hell.
- A Warrior-Mage knows one less spell
than casters of the same level but only 14.2 Order of the Ram (Undead)
1 spell for level 1 Warrior-Mage.
Order of the Ram’s necromancers opens
the Darkness Gates in Archeron, the dead

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world. The relentless undead legions that 14.8 Akkyshan Elves


come through are just a small part of their
dreadful power. Akkyshan Elves from the Web Forest have
a heart as dark as night.Widow spiders
14.3 Cynwälls Elves
prepare to sacrifice Aarklash on the altar of
Cynwälls Elves and their majestic dragons Lilith, goddess of Darkness.
are getting out of their long meditations to 14.9 Wolfen
discover a world that has forgotten them.
Who knows what Magic animates their Wolfen are Aarklash’s greatest predators.
wonderful technological prowess? Only fools believe that there is a part of
latent humanity in them. This mysterious
14.4 Tir-Nâ-Bor Dwarves
people consider others as prey. They will
Tir-Nâ-Bor Dwarves refuse fate and weave their victims’ name on long Bands
prepare for Argg-Am-Ork, the end of their of Murmurs and howl their victory at Yllia,
age. Living in Mount Aegis, they forge the Moon, untill the end of time.
weapons and armor capable of repelling 14.10 No-Dan-Kar Goblins
the one they’re ready and waiting for:
Death herself. Peoples from Aarklash think that No-Dan-
Kar Goblins want to conquer the world.
14.5 Disciples of the Empire of
The goblins think that this has already been
the Akkylannie Griffin done! Wherever you go, they’ll be there
before you. It is even said that they’ve
Disciples of the Empire of the Akkylannie tamed Trolls…
Griffin have gone on a crusade to recover
their prophet’s tomb. They will purify the Who’s going to be strong enough to resist
world with the Single Truth fire in the the Rat God?
name of their god, Merin… 14.11 Daïkinee Elves
14.6 Orcs
Daïkinee Elves, victims of a strange curse,
Orcs are the youngest and sturdiest people try to reach the Fayes’ world before their
on Aarklash. Nothing seems to be strong extinction. But isn’t their salvation
enough to stop the Jackal god’s warriors. somewhere else? Woe betide anyone who
Once they’ll have an appointed leader, think they’re vulnerable, because their
they will spread throughout the world to soldiers live several lives…
quench their thirst for revenge… 14.12 Keltois
14.7 Alchemists of Dirz
Keltois from Avagddu Plains are fierce
Dirz’ Alchemists and their bio-mechanical nomad warriors. They seek the Ard Ri, the
warriors patiently observe their enemies great King who will unify again the tribes
from the Syharhalna desert. At their and lead them on the way of the goddess
Commodore signal, they will unleash the Danu. Will he be from Clan Sessair, Clan
sleeping horrors from their laboratories and Drune or another ?
establish a new order on Aarklash.

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Other peoples are observing Aarklash


With a greedy look, waiting for the best
Moment to enter the conflict.
And you?
Which people will you choose to carry your
Hopes and dreams to the battlefields of
Aarklash?

In the shadow, the Gods are watching.


Secrets of the Ancients begin to unveil…

15 Primal Fear!

The smell of a brother killed in combat, mixed with human smells.


Onyx and his pack hadn’t had much trouble to follow the trail to those masked humans. Their
particular smell can be smelt from far away, even with an unfavourable wind.
Their clothes and colour of skin are different from everything that the Wolfen have seen so
far. Kassar, a Wolfen with neither god nor master, told them that those humans live in the
desert, but too far away to reach the Standing Stones Forest. Despite all the layers of clothes
they are wearing to endure the climate in this part of Aarklash, they’re cold. Some of them
don’t have the slightest bit of skin exposed.
They won(t get out of it alive.
They defied the taboo by entering the sanctuary of Yllia, mother of all the Wolfen. They
captured a young Hunter, and have sent him to sleep in a cage covered with strange
instruments.
Onyx is wondering why they have come from that far to capture a Wolfen. He knows his
brother is still alive, but for how much longer?
Those humans don’t know the forest language, they remain in groups.
One of them is the size of a Predator. His muscles are huge, and his eyes are made out of
glass. Strange growths, looking like an insect, grow out of different parts of his body. His
enormous sword will make a beautiful trophy. They move silently, in spite of their equipment.
But their smell assaults the Wolfen’s nostrils.
They don’t smell like others do. It’s not a natural smell. They must die.
Having fulfilled their mission was a great relief for the members of the Sihar expedition. The
special genotype of that young Wolfen will be used to improve theirs and maybe, to get closer
to perfection. Glory was awaiting them back at home.

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VERSION 4.0

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.

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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!

His reaper, a moon-shaped weapon, is calling for blood.



The Keratis Warrior was hoping to the Wolfen by charging, in order to gain time for his
master to free himself. He charged with a threatening growl. Nut the Wolfen was far more
fast, and wore no armor. The Keratis’ sword stuck into a tree trunk, and out in a minute. Onyx
made the most of the opoortunity by cutting deep through the genetic monster’s thigh: with
another growl, the Syhar giant made his blade dance before him, as light as the wind.
He noticed other wolfen coming by out of the corner of his eye, loaded with the corpses of the
rest of his squad on their shoulders. Feeling driven back to the wall, he redoubled his efforts.
Branches were falling in front of him and that cursed Wolfen wouldn’t let him come near.
The Technomancer was free. He understood the situation, and ordered his men to flee with
him, to certain death. A Wolfen crossbow bolt killed the first, the two others were caught and
cut into pieces. The Keratis was nowhere to be seen but the Dirz Magic-user was safe.
At last, Onyx can feel the exhaustion in his opponent. The latter has cut through many a tree,
but his blows become less and less accurate, and his breathing irregular. He doesn’t run as fast
as before. It’s just a question of time…
Finally, in a sudden movement, the Wolfen blocks the Keratis’ sword and, with a well aimed
blow, pulled down the human’s mask. A human face, as white as snow and hairless, was
revealed, as Yllia’s one in the distance.

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…

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VERSION 4.0

A Wolfen was coming to him slowly, ears back. The smell of a chemical drug was coming
from him, and his fur was wet…

RULES © 2001 BY RACKHAM 34 TRANSLATION © 2001 BY MICHAEL TISDEL


VERSION 4.0

16 Translator’s Notes translated the rules without the permission


of Rackham. This is not to be considered
a challenge to their copyrights.
Table 5 Revision Histories

Version Changes 16.2 Translation Notes

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

RULES © 2001 BY RACKHAM 35 TRANSLATION © 2001 BY MICHAEL TISDEL


VERSION 4.0

would also like to thank Rackham for


allowing me to publish this translation and
for providing answers to innumerable
questions.

The Confrontation 2 rules are based on


Emmanuel Collombel’s translation for
Starplayer (http://www.starplayer.fr). His
translation is available on their web site.

The Incantation 2 and Divination rules


are based on the French version posted at
http://www.sden.org/.

RULES © 2001 BY RACKHAM 36 TRANSLATION © 2001 BY MICHAEL TISDEL


Appendix - Various Tables

Table 6 Damage Table

Damage Leg (1) Arm (2) Body (3) Head (4--6)


0 or - Stun Stun Light Light

1 to 5 Stun Light Light Serious

6 to 10 Light Light Serious Critical

11 to 15 Light Serious Critical Killed

16 to 20 Serious Critical Killed Killed

21 or + Critical Critical Killed Killed

Doubles Critical Hit! See Table 7

Table 7 Critical Hit Tables

Dice Roll Effect


Double 1 No effect

Double 2 Stun

Double 3 Light wound

Double 4 Serious wound

Double 5 Severe wound

Double 6 Killed

Table 8 Wound Severities

Wound Severity Effect


Stunned The model suffers a –1 modifier to characteristic tests until the end of the turn.

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

Table 9 Shooting Modifiers

Condition Score or Die Modifier


Shooting at short range 4

Shooting at average range 7

Shooting at long range 10

Counter Shot 6

Move and Shoot +1

The target is only partially visible +1


The target touches an obstacle. +2

Accurate Shot -1

Quick Shot +1

Small Target +1

Large Target -1
Extra-large Target -2

Table 10 Objective and Turns

Difficulty Objective # of Turns

1 Kill the enemy model with the smallest point value. None limit

2 Exit models off the opponent’s board edge. 8


3 Kill the enemy model with the largest point value. 6
4 To completely eliminate the enemy force 5
5 To eliminate the enemy force, without undergoing more than 4
50% loses.
6 To eliminate the enemy force, without undergoing any loss 3

RULES © 2000 BY RACKHAM 38 TRANSLATION © 2000 BY MICHAEL TISDEL


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Elements of Unit Card

Name

Movement

Initiative Painting
Guide
Attack • Force

Defense • Stamina

Shooting

Courage or Fear

Discipline Point Cost per


Figure (PA)

Weapons &
Abilities

RULES © 2000 BY RACKHAM 39 TRANSLATION © 2000 BY MICHAEL TISDEL


Index
deployment zone - 13
Devotion - 26
A Discipline - 11, 29
Discipline Check - 13, 29
Disengage - See Melee, Withdrawal from
Additional Member - 26 Divination - 11, 36
allies - 28 Drunes - 25
AltaVista’s - 36 Duelist - 26
Ambidextrous - 24
Anachronistic rules
E
Explaination - 36
Army Selection - 12
Assassin - 25
Attack - 10, 15, 21, 24, 25 Effect - 38
Attack check - 21 Equipment - 11
Attacker - 22

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

RULES © 2000 BY RACKHAM 41 TRANSLATION © 2000 BY MICHAEL TISDEL

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