TEXT: STRATEGY CONFRONTATION 3.5 
  LINE OF SIGHT (PP. 23-24)
  A ﬁghter has a valid line of sight to another if he can 
  see any part of the body of his target. Mounted ﬁght-
  ers and their mount are considered a single target. 
  If there is any doubt, players should bend down and 
  adopt the point of view of their miniature.
  Note! For tournaments, the front of a ﬁgurine’s 
  base must be marked to indicate clearly their ﬁeld 
  of vision.
  ACTIVATION PHASE
  FIRING (P. 39)
  All marksmen (except artillery) now have Assault 
  Fire (pp. 131) and Bull’s-eye (p. 132) for free. These 
  abilities are considered inherent to the marksman 
  status. Marksmen with either of these abilities on 
  their reference card beneﬁt from additional advan-
  tages when they use them (see Abilities, next page).
  THE INFLUENCE OF FEAR 
  RALLYING (P. 62)
  The following text replaces that in the rulebook.
  At the beginning of each round, during the strate-
  gic phase, players make a rallying test (their choice 
  of COU 8 or DIS 8) for each one of their ﬁghters in 
  rout. This test is an automatic failure if the ﬁghter is in 
  contact with a FEAR-causing opponent. If the test is a 
  failure, the ﬁghter remains in rout.
  If the test is successful, the ﬁghter is rallied: he is 
  no longer in rout and may act normally. However, he 
  is not immune to the level of FEAR which put him 
  in rout.
  WAR MACHINES
  DEFINITION (P. 115)
  This sentence replaces the ﬁrst paragraph of p. 115.
  All miniatures marked with the Weight pictograms 
   and 
   are war machines.
  PERFORATING 
  ARTILLERY (P. 119)
  The following text replaces that in the rulebook.
  This category includes all ﬁghters whose rank 
  mentions «Light artillery» or «Heavy artillery» with-
  out mention of zone eﬀect. When resolving a shot 
  with the ﬁghter, the player declares a shot at  short, 
  medium or long range. He then indicates a point 
  CONFRONTATION 3.5 
  EVOLUTION OF THE RULES FOR 
  THE THIRD EDITION OF CONFRONTATION
  THE MEMBERS OF THE RACKHAM STUDIO, JUST LIKE THE CRY HAVOC READERS, ARE PLAYERS. 
  DURING THEIR GAMES, THEY HAVE ALSO DISCOVERED THAT SOME RULES OF CONFRONTATION 3 DID 
  NOT FIT THEIR VISION OF THE GAME. THUS WAS BORN THE CONFRONTATION 3.5 PROJECT, DESTINED 
  TO MODIFY CERTAIN RULES BELIEVED TO BE INADEQUATE.
  BESIDES THIS ARTICLE PRESENTS NEW RULES DESIGNED TO LEVEL SOME OF THE NEGLECTED SORTS OF 
  FIGHTERS: THE FAITHFUL, THE MAGICIANS AND THE MARKSMEN.
  
  RULES EVOLUTION
  located at the limit of this range and in the ﬁghter’s 
  ﬁeld of vision. The AIM test is made with the cor-
  responding diﬃculty.
   If the test is a failure, the projectile is lost without 
  further consequences.
   If the test is a success, the player traces an imaginary 
  line going from a point on the edge of the marksman’s 
  base to the selected point. Each ﬁghter whose base is 
  crossed by this imaginary line suﬀers a Wound roll (of 
  variable STR, see below). Fighters hidden thanks to 
  the «Scout» ability do not suﬀer this Wound roll. The 
  trajectory of the projectile is stopped by elements of 
  scenery. The projectile does not continue its course 
  beyond the targeted point. 
  Strength for perforating artillery:
  • Light artillery: STR of the weapon for the target 
  nearest to the marksman, STR/2 (rounded-up) for 
  subsequent targets;
  • Heavy artillery: STR of the weapon.
  BUILDING AN ARMY  
  (PP. 126-129)
  MAGIC SPELLS
  Magic spells no longer have a value in A.P. to 
  acquire them, it is necessary to calculate the sum of 
  their Intensities. A magician can acquire magic spells 
  adding up to double his Power; up to his Power in the 
  case of the Warrior-mage.
  MIRACLES
  Miracles no longer have a value in A.P. to acquire 
  them, it is necessary to calculate the sum of their Fer-
  vors. A pure Faithful can acquire miracles adding up to 
  double the total of his Aspects of Faith; up to the total 
  of his Aspects of Faith in the case of a Monk-warrior. 
  Miracles with «Special» Fervor are considered to have a 
  Fervor of 2 for the purposes of their acquisition.
  ABILITIES
  AMBIDEXTROUS (P. 131)
  The following text replaces that in the rulebook.
  Ambidextrous (passive) : An Ambidextrous 
  ﬁghter gains an additional attack die for each suc-
  cessful Defense. This attack die is added to the 
  ﬁghter’s reserve of attacks for the combat in prog-
  ress. He can combine this die with other attack dice 
  to carry out Master Strikes, if he is allowed to.
  If the Attack test of t he attacker is an automatic 
  failure, the player who controls the Ambidextrous 
  ﬁghter must choose one of the following options:
  • Keep his defense die;
  •  Lose his defense die (no defense test is required) 
  and gain an additional attack die.
  Attack dice acquired thanks to Ambidextrous are 
  lost at the end of the combat.
  ASSAULT FIRE (P. 131)
  For marksmen with this ability on their reference 
  card and Character marksmen, the diﬃculty of an 
  Assault Fire is ﬁxed at 4 (instead of 7).
  BULL’S-EYE (P. 132)
  For marksmen with this ability on their reference 
  card and Character marksmen, it is not necessary to 
  give up all other actions to use this ability. Bull’s eye 
  cannot be used while Assault ﬁring.
  CHARGING STRENGTH/X (P. 132)
  The following text replaces that in the rulebook.
  Charging strength/X (passive) : When a ﬁghter 
  with this ability charges, his STR is replaced by X. 
  This modiﬁcation applies until the end of the ﬁrst 
  combat in which the ﬁghter takes part during the 
  turn. Possible modiﬁers to the STR of the ﬁghter 
  apply to this new STR value
  Charging Strength/X is not taken into account if a 
  ﬁghter deals a Master Strike.
  COUNTER-ATTACK (P. 133)
  The following text replaces that in the rulebook.
  Counter-attack (active) : A ﬁghter with Counter-
  attack gains an additional attack die for each success-
  ful defense whose ﬁnal result is at least two points 
  higher than the ﬁnal result of the attack avoided. This 
  attack die is added to the ﬁghter’s reserve of attacks 
  for the combat in progress. He can combine this die 
  with other attack dice to carry out Master Strikes, if 
  he is allowed to.
  If the Attack test of the attacker is an automatic fail-
  ure, the player controlling the ﬁghter with Counter-
  attack must choose one of the following options:
  • Keep his defense die;
  •  Lose his defense die (no test required) and gain an 
  additional attack die.
  Attack dice acquired thanks to Counter-attack are 
  lost at the end of the combat.
  FIERCE (P. 135)
  The following text replaces that in the rulebook.
  Fierce (passive) : When he is Killed Outright, a 
  Fierce ﬁghter is only withdrawn from the battleﬁeld 
  at the end of the phase in progress. Until then, he 
  suﬀers the following eﬀects:
  • Critical Wound;
  • No pursuit movements;
  •  He loses the use of Devotion and Martyr if he has 
  them;
  • He cannot be healed;
  • He cannot be sacriﬁced.
  IMMORTAL (P. 136)
  The sentence “A given army can only include 
  Immortals that follow the same path as it does” is 
  replaced with “An Immortal belongs to the people 
  mentioned in its rank. If no people is mentioned, it 
  may join any army from its path of Alliance.”
  Examples :
  •  The rank of the sylvan animæ is “Regular Immor-
  tal of Destiny”. They can therefore join any army of 
  Destiny;
  •  The rank of mandigorn warriors is “Daikinee Crea-
  ture. Immortal of  Destiny. Faye.” They are therefore 
  Daikinee ﬁghters.
  SEQUENCE/X (P. 141)
  This ability works as described in the rulebook with 
  the following exception:
  Each additional die acquired thanks to this ability 
  removes one point from the Attack and the Defense 
  of the ﬁghter (and not two).
  Bull’s eye cannot be used during Assault ﬁre
  
SOURCE: textdata/thevault/Confrontation/Confrontation 3.5.pdf