TEXT: Confrontation 2, Incantation, and Incarnation
  Rules of Play
  Version 3.2
  Rules © 2001 by Rackham
  Translation © 2001 by Michael Tisdel
  
  VERSION 3.2
  RULES © 20001BY RACKHAM 
  2
  TRANSLATION © 20001BY MICHAEL TISDEL
  Table of Contents
  1
  Body and Soul
  7
  2
  Introduction
  9
  3
  The Figures
  9
  4
  The Cards
  10
  4.1
  Characteristic Descriptions ............................................................................10
  4.2
  Equipment ........................................................................................................11
  4.3
  Skills...................................................................................................................11
  4.4
  Points.................................................................................................................11
  4.5
  Rank ..................................................................................................................11
  4.6
  Size....................................................................................................................11
  5
  Characteristic Test
  12
  6
  Game Set Up
  12
  6.1
  Playing Surface................................................................................................12
  6.2
  Army Selection.................................................................................................12
  6.3
  Objective...........................................................................................................12
  6.4
  Terrain...............................................................................................................13
  6.5
  Deployment......................................................................................................13
  7
  Sequence of Play
  13
  7.1
  Tactical Roll......................................................................................................13
  8
  Movement Phase
  14
  8.1
  Basic Movement..............................................................................................14
  8.2
  Physical Prowess ............................................................................................15
  8.3
  Special Movement...........................................................................................16
  8.4
  Fear and Movement........................................................................................17
  8.5
  18
  9
  Shooting
  18
  9.1
  Mechanics of Shooting...................................................................................18
  
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  9.2
  Damage ............................................................................................................20
  9.3
  Optional Shooting Rules.................................................................................20
  10
  Melee Phase
  21
  10.1
  Determining the Order of Combats ..............................................................21
  10.2
  Sorting Out Complex Combats .....................................................................21
  10.3
  Resolution of Combat.....................................................................................21
  10.4
  Sustained Defense..........................................................................................22
  10.5
  Pursuit ...............................................................................................................23
  10.6
  Polearms (optional).........................................................................................23
  10.7
  Combat Example.............................................................................................23
  11
  Personality Special Rules
  24
  12
  Skills
  25
  12.1
  Competencies and Aptitudes ........................................................................25
  13
  Ending the Game
  32
  14
  Races
  32
  14.1
  Alahan Lions.....................................................................................................32
  14.2
  Order of the Ram (Undead)...........................................................................32
  14.3
  Cynwälls Elves.................................................................................................32
  14.4
  Tir-Nâ-Bor Dwarves ........................................................................................32
  14.5
  Disciples of the Empire of the Akkylannie Griffin........................................32
  14.6
  Orcs...................................................................................................................32
  14.7
  Alchemists of Dirz............................................................................................33
  14.8
  Akkyshan Elves................................................................................................33
  14.9
  Wolfen...............................................................................................................33
  14.10
  No-Dan-Kar Goblins........................................................................................33
  14.11
  Daïkinee Elves.................................................................................................33
  14.12
  Keltois................................................................................................................33
  15
  Primal Fear
  34
  16
  Spell Cards
  37
  16.1
  Characteristics of Elemental Magic..............................................................37
  16.2
  Spell Points.......................................................................................................38
  16.3
  Minimum Capacity...........................................................................................38
  17
  Elements
  38
  17.1
  Elementary Oppositions.................................................................................38
  17.2
  Gems of Power................................................................................................39
  
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  17.3
  Elemental Symbols .........................................................................................39
  17.4
  Elementary Composition................................................................................39
  18
  Magicians
  39
  18.1
  Magicians in Incantation.................................................................................39
  18.2
  Levels of Magicians.........................................................................................39
  18.3
  Colleges of Magicians.....................................................................................39
  19
  General Rules
  40
  19.1
  Purchasing Magicians.....................................................................................40
  19.2
  Magic Phase ....................................................................................................40
  20
  The Laws of Magic
  40
  20.1
  The Use of Spell Gems ..................................................................................40
  20.2
  Spell Targeting.................................................................................................40
  20.3
  Effects on Abilities ...........................................................................................40
  20.4
  Magician Spells................................................................................................40
  20.5
  Spell Casting Mechanics................................................................................41
  20.6
  Recovering Mana............................................................................................42
  21
  Introduction
  44
  22
  The Figures
  44
  22.1
  The Adventurers..............................................................................................44
  23
  The Experience Cards
  44
  23.1
  Playing with the Experience Cards...............................................................45
  24
  The Scenario Cards
  46
  24.1
  Playing with the Scenario Cards...................................................................47
  24.2
  Scenario Deployment .....................................................................................47
  25
  The Unfolding of the Game
  48
  25.1
  Accomplishing the Objectives........................................................................48
  25.2
  Duration of the Confrontation ........................................................................48
  25.3
  End of the Game .............................................................................................48
  25.4
  Denouement.....................................................................................................49
  26
  The Adventure Mode
  49
  26.1
  Before Beginning the Adventure...................................................................49
  26.2
  The Three Acts of the Story...........................................................................51
  26.3
  Act I....................................................................................................................51
  
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  26.4
  Act II...................................................................................................................52
  26.5
  Act III..................................................................................................................53
  27
  Alliances
  55
  28
  Translator’s Notes
  56
  28.1
  Copyrights.........................................................................................................56
  28.2
  Translation Notes ............................................................................................56
  28.3
  Anachronistic Rules ........................................................................................56
  28.4
  Acknowledgements.........................................................................................56
  
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  List of Tables
  Table 1 Rank.........................................................................................................................11
  Table 2 Sizes ........................................................................................................................12
  Table 3 Movement Cost......................................................................................................14
  Table 4 Maximum Number of Melee Opponents............................................................15
  Table 5 Spell Area of Effect................................................................................................37
  Table 6 Elemental Oppositions..........................................................................................38
  Table 7 Mana Recovery......................................................................................................42
  Table 8 Incantation 2 Mana Recovery Table...................................................................43
  Table 9 Elements of an Experience Card ........................................................................44
  Table 10 Elements of a Scenario Card.............................................................................47
  Table 11 Scenario Deployments .......................................................................................48
  Table 12 The Wanderers of Darkness..............................................................................55
  Table 13 The Walkers of the Light ....................................................................................55
  Table 14 The Travelers of Destiny:...................................................................................55
  Table 15 Revision History...................................................................................................56
  Table 16 Damage Table .....................................................................................................58
  Table 17 Critical Hit Table...................................................................................................58
  Table 18 Wound Severity....................................................................................................58
  Table 19 Shooting Modifiers...............................................................................................59
  Table 20 Rate of Fire...........................................................................................................59
  Table 21 Competencies and Aptitudes.............................................................................60
  Table 22 Magical Colleges by Race..................................................................................61
  Table 23 Objective and Turns............................................................................................61
  
  Confrontation
  1 Body and Soul
  Dawn was rising up on the horizon.
  Alahel, messenger for king Gorgyn of
  Alahan, was finishing to get ready. He
  came up to the sentries and ordered them
  to set off early. The two reapers
  disappeared into the dark.
  The Messenger woke his men up one by
  one, with a firm hand and some sure
  words.
  Cadwallon was still more than a week’s
  walk away. Loads of dangers were
  awaiting them here and there…Allyvie
  Forest wasn’t as safe as the elves said. The
  first rays of Lahn –the sun-warmed up the
  still sleepy faces of the members of the
  light squad escorting Alahel. The
  messenger heard one of the Amillan river’s
  numerous waterfalls roaring in the
  distance.
  A scout drew him out of his reverie. The
  Reaper has just found a village one
  kilometer away.
  A heavy silence welcomed the men at the
  outskirts of the village. No chimney was
  smoking, no sign of life. Silent and careful,
  Alahel gestured to his men to remain in a
  group and to be prepared for all
  contingencies. The house doors were open.
  In some houses, the table was set for
  dinner. This hamlet’s inhabitants have left
  in hurry. He had already heard about
  similar cases during Wolfen raids, but here
  the situation was quite different: nothing as
  been devastated.
  The Messenger had no time for mysteries.
  He had a mission to fulfil.
  Getting out of a house, he had an
  unpleasant feeling that he was being
  watched. This was a shared feeling: his
  men, all veterans from many a battle,
  seemed nervous as well.
  Suddenly, the village’s small church bell
  started to ring, as if to announce the end of
  time…
  Skeletons and fleshless zombies came out
  from cellars, sheds, wells and cemetery
  graves.
  Alahel ordered his men to get out of the
  trap as fast as possible. But, in next to no
  time, the Lion’s troops were circled.
  Archers and Reapers managed to shoot a
  couple of macabre dolls, but nothing
  seemed to be able to stop their progress.
  Alahel could easily guess the villagers’
  fate. Some undeads’ flesh hadn’t had
  enough time to start rotting. Their revolting
  smell wasn’t yet strong enough to betray
  them yet. Around him, it was all grunts,
  sighs of pain and faces frozen with horror.
  Alahan Lions knew the damned from
  Archeron’s blasted lands very well. None
  of the messengers panicked. Instinctively,
  they formed a square around the marksmen
  and tried to keep this formation while
  moving forward. Paladins’ sacred swords
  and soldiers’ lances easily ripped the rags
  up, as well as the soft flesh and the brittle
  bones. But for each one falling dead, two
  took its place. Alahel was opening the
  way, trying to remain concentrated.
  The dance of his sword Deliverance and
  his sacred lance easily broke the
  disorganized ranks of the grinning horde.
  Just behind him, a Sword Player risked his
  life to protect a wounded Lancer separated
  
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  from the rest of the group. A rusted scythe
  cut deeply in his leg, and he screamed in
  fury, a scream that lasted a few more
  seconds before dying away…
  The undead number continued to decrease
  as a rider mounted on a terrifying war
  horse came out from the forest, with a
  macabre sword drawn. With a wide and
  powerful motion, he forced his way to the
  battle’s heart and killed in one blow a
  soldier of the Light. No blood gushed out
  to stain his brothers’ clothes. The huge
  sword of bone and darkness, a Carnage
  Blade, had already drunk the precious vital
  liquid.
  It was an easy task for the remaining
  undead to plunge into the breach thus
  formed by their lord’s terrible charge. A
  Skull Warrior on a Darkness war horse.
  Lions soldiers were separated from each
  other, by three to one.
  Drawing on his reserves, Alahel tried to
  reach his men and help, but he was
  overwhelmed by a swarm of Morbid
  Puppets armed with nothing but ordinary
  clubs. While these ludicrous puppets fell
  one after the other at his feet, his men were
  dying. The Messenger was getting more
  and more bitterly angry, losing control of
  himself bit by bit. Soon the heated
  exchanges became nothing but powerful
  and inaccurate twirls. Each of Alahel’s
  blows was sending a slave of darkness
  back to hell.
  The Skull Warrior was watching,
  impassive…
  The champion of Darkness pointed his
  Carnage Blade at Alahel, challenging the
  Champion of Light. The Puppets parted
  aside as the horrible mount charged anew.
  Alahel dodged out of the terrifying blade’s
  way at the last moment, driving Delivrance
  deep into his enemy’s war horse. Rider and
  mount crashed to the ground a couple of
  meters away in a racket. Unfortunately, the
  messenger hadn’t had enough strength to
  take his sword out of the zombie
  mount…But he still had his spear and most
  importantly his bow.
  He drove his spear into the ground and
  knelt down. The Skull Warrior got up
  slowly, disoriented by his spectacular fall.
  His goat horns ornate helmet had fallen to
  the ground, revealing a putrid face and thin
  hair. At the back of his empty sockets
  danced the twin flames of Death and
  Damnation. Alahel hesitated for a moment
  while bending his bow. The Skull’s face
  looked somehow familiar…
  The Skull charged, giving a throaty groan
  full of hatred and cursing. The arrow hit
  deep into his breast, at the place where a
  heart was supposed to be. Alahel had just
  time to drop his bow and grab his spear to
  parry a spectacularly powerful blow. Had
  he not already been on his knees, he would
  have fallen down.
  The Messenger was turning around his foe,
  trying to retrieve Delivrance. A waste of
  time, the Skull Warrior was on him in a
  single stride. The Champion of Death
  didn’t care about his health, he was
  striking blows that could have cracked
  rocks. Alahel had to use dodges and
  prowess to avoid being hurt. At last he
  could pick up his weapon.
  At that moment, Alahel finally noticed that
  some parts of the Skull’s armour were
  remains of a Lion Knight armour.
  But the Skull Warrior revealed an axe in
  his spare hand. Alahel was stricken with
  doubt. That sinister foe was playing with
  him. What new trick was he up to? The
  two Champions exchanged a long gaze.
  Alahel could contemplate Death’s
  blackness in his enemy’s eyes. Then
  something became obvious for the
  Messenger. “ You are Tharn, Knight of the
  
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  Lion and you were raised from death by
  Réha de Brisis after the Kaïber Battle.”
  The Skull answered in a hardly intelligible
  whisper.
  “ You’re no match for me. Come back to
  me when you’re strong and then we’ll
  fight. Now run if you care about living”.
  Alahel made a few steps backwards. He
  still had a mission to fulfil. The Messenger
  turned away and started running at full
  speed. The survivors of his squad were
  finishing the damned horde.
  The war axe whistled through the air near
  his head and stuck in a door upright, as a
  reminder not to turn back.
  “ I promise you to come back and free you
  from the evil that torments you, Tharn…”
  2 Introduction
  You have just acquired a figurine destined
  for use in a game of combat called
  Rag'Narok. It joins a scene of vast armies,
  from many races, which clash in epic
  battles for the domination or the survival of
  their clan. To allow you to play with the
  figurines in the battle for Rag'Narok, we
  propose you use the rules of the game
  Confrontation.
  Confrontation 2 is the new version of the
  Confrontation game, which marks the
  beginnings of Rag’Narok with small
  skirmishes whose consequences are often
  crucial.
  Confrontation remains simple but offers
  new game-dimensions. Thus you can
  simulate skirmishes between rival factions
  with even more pleasure.
  To start playing Confrontation, all you
  need is a fistful of 6 sided dice. You can
  play with your friends as soon as you have
  chosen your minis.
  To begin playing Confrontation, you need
  at least 4 six-sided dice (D6). Once you do
  that, you can then begin to have battles
  with one or more your friends right after
  having chosen your figurines!
  As you constitute more significant armies,
  you will be able to use the rules of
  Rag'Narok and your battles will take on
  an epic aspect!
  Certain rules differ between
  Confrontation and Rag'Narok. To pass
  from one system to the other will present
  you with no difficulty however. The
  principles and the characteristics are
  identical for the two games. Rag'Narok is
  simply the big brother of Confrontation.
  We are sure that you will have as much
  pleasure playing Confrontation, as we
  had of being its creator!
  3 The Figures
  Rackham takes the greatest care in all
  stages of the design and the realization of
  the creation of your figurines.
  To obtain better results during the painting
  of your figurines, we advise you to use a
  model maker hobby knife, as well as a
  selection of brushes of various small sizes
  and paints of acrylic resin that can be
  diluted with water.
  Before beginning the painting of your
  figure, eliminate all excess metal from it
  with your model maker knife being careful
  to always direct the blade towards the
  exterior of the model and away from you,
  in order not to wound yourself. When
  finished, apply a primer coating of paint in
  white or black to the figure.
  
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  Once these two stages are finished, you
  may begin the task of painting your
  figurine. The unit card that is also provided
  in the blister case can be used as a guide
  for the painting of your figure.
  4 The Cards
  The statistics and capabilities of each
  model are shown on the model’s Reference
  Card. Some characters have additional
  cards that describe special equipment,
  magic spells, or abilities that are unique to
  them.
  4.1 
  Characteristic Descriptions
  Each model is characterized by a few
  standard statistics listed on the reference
  card. Each statistic has its own symbol.
  4.1.1 
  Name
  The Name indicates the troop type and the
  race or power to which it belongs. Models
  with a proper name are called characters.
  4.1.2 
  Movement
  The Movement characteristic is the
  number of centimeters a model may move
  during a turn under normal conditions. The
  second value, if any, represents the normal
  movement for flying or swimming.
  4.1.3 
  Initiative
  The Initiative characteristic gives the
  relative quickness of the model’s reflexes.
  The Initiative is used to determine which
  model hits first in melee combat. The
  model with a higher initiative is faster.
  4.1.4 
  Attack
  The Attack characteristic actually consists
  of two values: Attack and Force
  The first number reflects the melee
  fighting skill of the model; the higher the
  score the more skillful the model.
  The second number reflects the force the
  model can bring to bear. It represents the
  strength of the model and its ability to
  inflict damage.
  4.1.5 
  Defense
  The Defense characteristic actually
  consists of two values: Defense and
  Resistance.
  The first number reflects the model’s skill
  at avoiding being hit in melee, either by
  dodging, parrying, or the use of his shield
  The second number represents the stamina
  of the model and how resistant it is to
  damage. This characteristic accounts for
  any armor the model may be wearing.
  4.1.6 
  Shooting.
  The Shooting characteristic reflects a
  model’s proficiency with missile weapons
  (bow, crossbow, etc) or thrown weapons
  (javelin, etc).  The weapon used, its range
  in cm, and its damage (FOR) is all listed
  on the model’s Reference Card.
  Some models may not have missile or
  thrown weapons. These models do not
  have a value for Shooting on their
  Reference Card.
  4.1.7 
  Courage
  The next characteristic represents either a
  model’s fearlessness or fearsomeness.
  The Courage statistic represents a model’s
  bravery and coolness under fire. Courage
  is a model’s resistance to Fear. A mainly
  white icon indicates courage.
  
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  4.1.8 
  Fear.
  The Fear characteristic is the opposite of
  Courage. A model with Fear can cause
  other units to flee in panic. A mainly black
  icon indicates fear.
  4.1.9 
  Discipline
  The Discipline characteristic represents a
  model’s training.
  4.1.10 
  Power
  The Power characteristic represents a
  model’s ability to use magic. Only
  Magicians and certain creatures have a
  Power characteristic.
  4.1.11 
  Faith
  Faith is the bond between a worshipper
  and his deity; the higher the value, the
  better the worshipper’s ability to achieve
  miracles. Only priests and some creatures
  have a Faith characteristic. Faith will be
  described further in the Divination
  supplement.
  4.2 
  Equipment
  Any items carried or worn by a model are
  listed in the Equipment section of the
  Reference Card. Equipment may be for
  certain troop types or may be unique to
  characters. The rules for weapons and
  equipment can be found in Rag’Narok.
  4.3 
  Skills
  Some models have abilities above and
  beyond those of regular troops. These
  special abilities are listed on the Reference
  card. A list of the major special abilities is
  given in Section 12.
  4.4 
  Points
  Each Reference Card lists a point value for
  a single model. When purchasing the
  figure, multiply the number of models by
  the point value on their Reference Card.
  Point values are often referred to as PA for
  Points Armee.
  4.5 
  Rank
  At the bottom of the card is the model’s
  rank. This shows its place in the
  hierarchical structure of the army. There
  are eight ranks.
  Table 1 Rank
  Rank
  Description
  Irregular
  The fighter isn’t really a soldier;
  militia.
  Regular
  The fighter is a common soldier in
  the army.
  Veteran
  A seasoned fighter
  Special
   An expert in his own combat
  style
  Elite
  A fighter that is among the best in
  his army.
  Creature
  A very dangerous fighter that can
  engage a large number of foes.
  Walking
  Legend
  A symbolic figure in the army.
  Major Ally
  A 
  fantastic 
  being 
  who
  unwaveringly support the army.
  4.6 
  Size
  There are four sizes for models and
  scenery. Size has an influence on ranged
  
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  attacks and physical prowess. A model’s
  pose or its equipment does not affect its
  size.
  Table 2 Sizes
  Size
  Example
  Small
  Familiar, Goblin, Dwarf, Battle
  Toad, Dwarven Bombardier, No-
  Dan-Kar Fishbone Bearer
  Medium
  Human, Giant Barbarian, Sasia
  Samaris, Specter, Griffin
  Executioner, Melmoth, Keltoi
  Hunter.
  Large
  Wolfen, Minotaur, Elemental,
  Centaur, Troll, Razorback Rider,
  Sophet Drahs, Rider, Great Skull
  Extra Large
  Dragon, Giant, Belial
  5 Characteristic Test
  In certain cases, players must make tests
  against a characteristic to see if they can
  perform an action.
  To make a test, roll a d6 and add the result
  to the base characteristic. If the result is
  equal to or higher than the target value, the
  test is a success.
  If a 6 is rolled, the player may roll again.
  The subsequent roll is then added to 6.
  You add a new die every time you roll a 6.
  Some special abilities (see section Error!
  Reference source not found.) allow a 5 to
  gain a re-roll like a 6 for certain ability
  tests.
  A roll of 1 is a failure. On subsequent rolls,
  a 1 is also considered a failure.
  Note: In Confrontation 2, a roll of a 1 on
  a Courage test is a failure.
  It is possible under certain circumstances
  that a characteristic goes below 0. If a
  model’s Resistance goes below 0, then the
  model is considered killed and removed
  from the game.
  6 Game Set Up
  6.1 
  Playing Surface
  In addition to the figures and Reference
  Cards, you will need a flat surface of at
  least 40 x 60 cm and a good number of six
  sided dice.
  6.2 
  Army Selection
  The players agree on a point value and
  build their armies accordingly. The sides
  do not have to be equal but they may not
  differ by more than 15%.
  In addition, there can be no more than one
  character of name in any game (i.e. you
  can’t have Saphon le Precheur if your
  opponent has one in his army).
  You may include allies and mercenaries as
  long as they do not exceed 30% of your
  force (see section 27)
  6.3 
  Objective
  The players each roll a die to determine
  who will choose the objectives for the
  game. If the other player agrees, they play
  for that objective. If the other player rejects
  the idea, then he must propose another
  objective.
  Alternatively, the objective table on page
  61 can be used to select the objective.
  If you are playing with the Scenario Cards
  (see section 24, The Scenario Cards), then
  use the objectives listed on the card.
  
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  6.4 
  Terrain
  After choosing armies and the objective,
  the players deploy terrain on the gaming
  table.
  After deploying terrain, each player rolls a
  die and the highest chooses which side he
  will use for his deployment zone. The
  other player will take the opposite side.
  Confrontation is designed for two players
  but may be played by multiple players with
  slight alterations to these rules.
  6.5 
  Deployment
  6.5.1 
  Approach Roll
  Each player rolls a die and adds the highest
  Discipline characteristic from the models
  in his army. The winner is the player with
  the highest total. Re-roll all ties.
  6.5.2 
  Deploying Models
  Both players combine their Reference
  Cards into a single stack and shuffle them.
  The player that won the Approach Roll
  draws the first card. The card indicates
  which model or models are to be deployed
  on the table. The players alternate drawing
  cards until all have been drawn.
  A model is deployed on the player’s half of
  the table, unless it has the Scout special
  ability (see section 12.1.32). When
  deploying a unit, it cannot be deployed
  such that it could charge an enemy model
  on the first turn.  This rule does not take
  into account magic items, skills, or spells
  that may affect movement.
  Once all figures are deployed, the game
  may begin.
  6.5.3 
  Reserve Cards
  When a player draws one of his cards, he
  may choose to keep it in reserve and
  activate it later. A player may keep one
  card in reserve. The player that won the
  Approach Roll may keep an additional
  card in reserve.
  A player may choose to activate as many
  reserve cards as he wishes simultaneously,
  but this may only be done during the
  player’s turn.
  When there are no more cards to draw,
  players must deploy the models
  represented by the cards in their hands.
  6.5.4 
  Opponent’s Card
  When a player draws his opponent’s card,
  the owner of that card must deploy the
  represented unit. A player may not deploy
  a reserve card instead of the card that was
  drawn.
  7 Sequence of Play
  Confrontation is played in turns and each
  turn is divided into phases.
  1) Movement
  2) Shooting
  3) Melee
  7.1 
  Tactical Roll
  At the beginning of the movement phase,
  both players make a Tactical Roll that is
  similar to the Approach Roll (see section
  6.5.1). Both players roll a d6 and add the
  highest Discipline score from the models
  still in the army. The player with the
  highest total wins the Tactical Roll. Re-roll
  all ties.
  
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  The player that wins the Tactical Roll
  gains the following advantages:
  - 
  He draws the first card in the
  movement phase
  - 
  He can hold an extra reserve card.
  - 
  His troops will act first in case of equal
  Initiative, during the Shooting phase.
  - 
  He breaks up melees and chooses the
  order in which the combats are
  resolved.
  8 Movement Phase
  To begin the Movement phase, the players
  shuffle together the Reference cards for all
  surviving models.
  Each player draws a card in turn, with the
  player who one the Tactical roll drawing
  first. The mechanics of drawing the cards
  are the same as described in the
  Deployment section.
  A player may choose to activate as many
  reserve cards as he wishes simultaneously.
  A reserve card can be activated when a
  player may move a model. The activation
  of a reserve card may not interrupt an
  opponent’s movement.
  Players move their models up to their
  Movement characteristic in centimeters. A
  figure is not required to move at all. In
  certain cases, terrain may restrict
  movement.
  Table 3 Movement Cost
  8.1 
  Basic Movement
  There are three basic types of movement:
  walk, charge, and enter melee. A model
  may choose only one type of movement
  during the movement phase. A model may
  only move through another if both of their
  cards were activated simultaneously.
  A model that enters melee after movement
  must be placed in base to base contact with
  his opponent on the full length of the base.
  Models may not be placed corner to
  corner. The size of a model’s base
  determines the maximum number of
  opponents that can engage a model.
  8.1.1 
  Walk
  A model moves a number of centimeters
  up to his Movement characteristic. The
  model may move in any direction and may
  be turned to face any direction at the end of
  his movement.
  8.1.2 
  Charge
  Charging is a special kind of movement a
  model makes to engage another model in
  melee. A model that charges may move up
  to twice its Movement characteristic in
  centimeters to bring itself into base contact
  with an enemy model. A model may move
  around obstacles when charging. Terrain
  restrictions still apply.
  Terrain
  Penalty
  The ground is difficult (i.e.
  woods, marsh, etc.)
  Movement rate
  is halved
  Ladder, rope
  Movement rate
  is halved
  The ground is impassable (i.e.
  deep water, crag, etc)
  Impossible.
  
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  A model must have line of sight to its
  target at the beginning of its movement to
  charge.
  A model that has been charged suffers a
  penalty of –1 to its Initiative, Attack, and
  Defense characteristics for the remainder
  of the turn. The charge penalties are not
  cumulative: a single model charged by
  more than one enemy only suffers the
  charge penalties once.
  When a Charge is successful, (that the
  enemy was within range of a Charge), the
  figure that charged must be placed in base-
  to-base contact with the figure aimed at.
  If the “target” was out of range, the model
  that attempted the attack is required to
  move double his movement in the
  direction charged.
  8.1.3 
  Run
  A model may run by charging without a
  target. A model wishing to run does not
  need to have a target.
  8.1.4 
  Entering Melee
  Entering melee with an enemy is less
  brutal than charging, but allows a model to
  engage an enemy that was out of  line of
  sight at the beginning of the model’s
  movement. When entering melee, a model
  may move up to twice its Movement
  characteristic in centimeters. If the model
  is able to move into base contact with the
  enemy, then he is considered in melee.
  Note:  the enemy model does not suffer
  the charge penalty to its Initiative, Attack,
  and Defense characteristics.
  Table 4 Maximum Number of
  Melee Opponents
  8.2 
  Physical Prowess
  Certain actions require a model to make a
  Physical Prowess or Prowess check. A
  Prowess 
  check 
  is 
  handled 
  like 
  a
  Characteristic test (see section 5) unless
  specified otherwise.
  A model’s Prowess value is equal to its
  Movement characteristic divided by 2.5.
  A model that performs an action that
  requires a Prowess check may not shoot.
  Prowess 
  checks 
  are 
  required 
  when
  attempting to swim, jump, or climb.
  8.2.1 
  Swimming
  A model that wishes to swim must make a
  Prowess roll. The player rolls a d6 and
  adds the model’s Prowess value and
  subtracts 
  the 
  model’s 
  Resistance
  characteristic. If the result is above 0, the
  model may swim up to half his Movement
  characteristic. If the result is below 0, the
  model suffers a light wound and may not
  move.
  Base
  Type
  Base
  Size
  (mm)
  Maximum
  Number of
  Opponents
  Infantry
  25 x 25
  4
  Cavalry
  25 x 50
  6
  Creature
  37.5 x 37.5
  and larger
  8
  
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  8.2.2 
  Jumping
  A model that wishes to make a jump must
  first move a distance that is at least as far
  as the distance he wishes to jump (length
  or height). A model may enter melee after
  a jump; the effects are the same as
  charging (see section 8.1.2).
  There are two kinds of jumps: long jump
  for distance and high jump for height.
  8.2.2.1 Long Jump
  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
  jump.
  A success means that the model has made
  the jump. This ends his movement.
  8.2.2.2 High Jump
   A model wishing to make a high jump
  must make a Prowess check. The difficulty
  for the Prowess check is equal to the height
  in centimeters the model wishes to jump
  plus the model’s Resistance characteristic.
  Reduce the difficulty by 2 if the obstacle is
  smaller in size than the model attempting
  the jump.
  A success means that the model lands on
  the other side of the obstacle. This ends his
  movement.
  8.2.2.3 Jump Failures
  If the model fails to make the jump, he
  suffers a leg injury with a strength equal to
  the height he was trying to jump (for a high
  jump) or the height of the fall (for a long
  jump).
  8.2.3 
  Climbing
  A model wishing to climb rolls a d6 and
  subtracts his Resistance characteristic. If
  the result is the distance climbed in
  centimeters. Place a marker to indicate the
  vertical position of the climbing model.
  If the result is negative, the model has
  fallen. The model suffers a normal wound
  with a strength equal to the distance in cm
  between him and the ground at the
  beginning of his movement. If there is a
  flat surface big enough for the model to
  stand on at the same level as the model
  when he falls, he does not suffer any
  wound.
  A model may choose to fall. In such a
  case, he suffers a leg wound with a
  strength equal to the distance between him
  and the ground. The model subtracts his
  prowess score from the wound roll.
  8.3 
  Special Movement
  8.3.1 
  Withdrawal from Melee
  To withdraw from melee, a model must
  make an Initiative test. The difficulty is 4 +
  2 times the number of models in melee
  with him.
  A success allows the model  to move in
  any direction at full speed. Me may enter
  melee with another foe or shoot.
  A failure means that the model stays
  engaged and will not be able to place any
  dice into attack during the next melee
  phase. A model may still counter attack
  (see 11.1.2) or use the Ambidextrous skill.
  A model may enter melee the same turn it
  withdrew from another melee.
  
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  8.3.2 
  Dodge
  A model can dodge to make it harder to be
  shot. A model that is dodging may move
  up to half its Movement characteristic in
  centimeters. A model that dodges may not
  perform any other action during the turn.
  Mounted models or those engaged in
  melee may not dodge.
  All shooting that is targeting toward a
  dodging model is considered to be one
  range band higher (i.e. short range
  becomes medium range and medium range
  becomes long range).
  A model may shoot “through” a dodging
  model without any negative modifiers.
  8.4 
  Fear and Movement
  There are creatures in Rag’Narok which
  are so fearsome that their appearance is
  sometimes enough to force an enemy to
  flee. Fear can influence a model’s
  movement.
  Before charging (see 8.1.2) or entering
  melee (see 8.1.4), the moving model must
  choose a target and measure the distance
  between the model and the target. If the
  target has a Fear characteristic (see 4.1.8),
  then the model may need to make a
  Courage test.
  The same rules apply if the model is
  charged by or forced to fight a fear-causing
  enemy.
  8.4.1 
  Making a Courage Test
  To make a Courage test, roll a d6 and add
  the model’s Courage characteristic. If the
  result is greater than the Fear rating of the
  enemy model, then the model has passed
  the Courage test and there are no ill effects.
  Note: If the result is equal to or less that
  the Fear rating of the enemy model, the
  model fails the Courage test. In
  Confrontation 2, a roll of 1 for a Courage
  test is an automatic failure.
  8.4.2 
  Effects of Fear
  A model that is afraid suffers a –1 modifier
  to its Initiative, Attack, and Defense
  characteristics. These modifiers are in
  addition to any other modifiers, such as for
  being charged.
  8.4.2.1 Being Charged
  A model that fails a Courage test when it is
  charged or forced into melee by a fear-
  causing creature suffers the effects of Fear.
  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
  may not withdraw from the combat.
  If the model flees, the fear-causing creature
  must finish its movement. It may choose a
  new target if the original one is out of
  reach.
  8.4.2.2 While Charging
  A model that fails a Courage test when it is
  charging or entering melee with a fear-
  causing creature is paralyzed with fear. He
  may not move and suffers the effects of
  Fear. If the fear-causing creature charges
  the model, he flees.
  If another fear-causing creature charges or
  forces a melee with the model, the model
  takes a new Courage test.
  
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  8.4.2.3 Fleeing off the Table
  A model that flees off the table is
  considered a casualty.
  8.4.3 
  Multiple Figures
  If a single Fear-causing model charges
  more than one model, then these models
  make a Courage test using the highest
  Courage characteristic. For each model in
  the group beyond the first, add 1 to the
  Courage characteristic.
  If multiple Fear-causing creatures charge
  or enter melee with a single model they
  likewise add 1 to their Fear score for each
  member of the group beyond the first.
  Note: 12 Pantin Morbides simultaneously
  activated cannot all charge an Alahan
  Lancer because of the latter’s base size.
  These modifications are in addition to any
  modifications conferred by the Command
  skill (see section 12.1.9).
  8.4.4 
  Rally
  Each time a frightened model is activated
  during the Movement phase, he may
  attempt to rally. To rally, the model makes
  a Courage test. The difficulty for this test is
  the same as the difficulty that the model
  failed to become frightened.
  A successfully Courage test means the
  model has rallied. A rallied model is no
  longer afraid, is no subject to the effects of
  fear, and may move normally. However,
  the model is still subject to fear from the
  creature that frightened him.
  An unsuccessful Courage test means that
  the model is still afraid. The model
  continues to flee and is still subject to the
  effect of fear.
  8.4.5 
  Resisting Fear
  If a model successfully resists Fear, then it
  is not subject to Fear from that type of
  creature or by creatures with a lower Fear
  characteristic for the rest of the game. A
  creature with a Fear rating is immune to
  most other fear-causing creatures. All
  creatures are subject to fear from Undead.
  A successful Rally does not count as
  resisting fear.
  8.5 
  9 Shooting
  During the Shooting Phase, models armed
  with missile or thrown weapons may fire
  on enemy units in line of sight. A model
  cannot shoot at another model if some
  obstacle blocks line of sight.
  Magic spells, as covered in Incantation,
  are cast during the shooting phase as well.
  9.1 
  Mechanics of Shooting
  A model may shoot if:
  - 
  He has a clear line of sight to an enemy
  model
  - 
  The enemy model is in his front 180°.
  - 
  He is not engaged in melee
  - 
  He has not moved more than his
  Movement characteristic in
  centimeters in the Movement phase.
  If there is more than one model that may
  shoot, then the models take their shots in
  order of their Initiative characteristic
  (highest to lowest). In the case of a tie, the
  model of the player who won the Tactical
  Roll (see section7.1) shoots first.
  You may not pre-measure the distance
  between the shooter and the target. The
  
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  range is determined after the shot has been
  declared. If the target is out of range, the
  shot is automatically a failure.
  To fire, the shooter rolls a d6 and adds his
  Shooting characteristic. The difficulty
  depends on the range and the kind of shot
  being made.
  9.1.1 
  Range Bands
  Shooting weapons have three ranges:
  short, medium, and long. Reference cards
  for missile-armed troops list the ranges as
  three numbers; one for each range. The
  fourth number is the strength of the
  weapon for resolving damage.
  The basic difficulty is based on range:
  - 
  Short Range difficulty is 4.
  - 
  Medium Range difficulty is 7.
  - 
  Long Range difficulty is 10.
  9.1.2 
  Types of Shots
  A model may choose one of four types of
  shot based on his movement during the
  Movement phase. The different types of
  shot may be combined, but the effects are
  cumulative.
  9.1.2.1 Static Shot.
  The model did not move during the
  Movement phase. The fires his weapon in
  order based on its Initiative characteristic
  using the standard difficulty scores.
  9.1.2.2 Move & Shoot
  The model moved equal to or less than his
  Movement 
  characteristic 
  during 
  the
  Movement phase. The model fires his
  weapon in order based on his Initiative
  characteristic. The difficulty is increased
  by 1.
  9.1.2.3 Accurate Shot
  The model takes extra time to place his
  shot. 
  He 
  reduces 
  his 
  Initiative
  characteristic by 2 for purposes of
  determining shooting 
  order but 
  the
  difficulty is decreased by 1. A model may
  not take multiple accurate shots in the
  same shooting phase.
  9.1.2.4 Quick Shot
  The model snaps off a shot with out
  aiming. The model increases his Initiative
  characteristic by 2 for purposes of
  determining shooting 
  order but 
  the
  difficulty of the shot is increased by 1. A
  model may only declare a quick shot once
  per turn.
  9.1.3 
  Other Modifiers
  The following modifiers apply to shooting:
  - 
  Target is partially hidden: +1 to the
  difficulty.
  - 
  An obstructing model is dodging: no
  modifier.
  - 
  Target touches the obstacle it is hiding
  behind: +2 to the difficulty
  - 
  Small model: +1 to the difficulty
  - 
  Medium sized model: no modifier
  - 
  Large model: -1 to the difficulty.
  - 
  Extra large model: -2 to the difficulty.
  
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  9.1.4 
  Firing Through Troops
  A model may only fire “through” troops
  that are dodging (see 8.3.2).
  9.1.5 
  Firing into a Melee
  If the target is involved in a melee, resolve
  the hit as normal. However, randomize the
  model that suffers the damage. A small
  model counts as 1; a medium-sized model
  counts as 2; a large model counts as 3; and
  an extra-large model counts as 4.
  Example: A Goblin Raider (small, counts
  as 1) is involved in a melee with a
  Redemption Knight (large, counts as 3)
  and a Griffon Lancer (medium, counts as
  2). A Goblin Javeliner that fires into the
  melee will hit his friend on a 1 out of a d6
  (1 + 3 + 2).
  9.1.6 
  Counter Shooting
  During the movement phase, a model
  armed with a missile weapon that is
  charged may fire against the charging
  model if the charged model’s reference
  card is currently held in reserve.
  The shot is resolved immediately. The
  difficulty for a counter shot is 6.
  If there is more than one model on the
  card, only those models being charged
  may counter shoot.
  A counter-shot counts as the model’s
  movement for the turn.
  9.2 
  Damage
  If the shooter hits the target, then he rolls
  2d6 and adds the Damage rating of the
  weapon and subtracts the Stamina of the
  target. He uses the result and consults
  Table 16 Damage Table on page 58.
  Roll 2d6 to determine the damage from a
  shooting or melee attack. The Attacker
  adds his Force score and subtracts the
  Stamina of the defender. The result is the
  amount of damage scored on the defender.
  The lesser of the two dice is used to
  determine the location of the hit, either leg,
  arm, trunk, or head. A double indicates a
  critical hit; ignore the normal wound table
  and use the Critical Hit table instead.
  When a model is wounded, all of its rolls
  for Initiative, Attack, Defense, and
  Shooting are modified as given in Table 18
  Wound Severity on page 58.
  If a wounded model is hit again, resolve
  the damage according to the following
  rules:
  - 
  If the subsequent wound is more
  severe than the existing wound, then
  the model suffers the more severe
  effect.
  - 
  If the subsequent wound is equal or
  less than the existing wound, then the
  existing wound is increased in severity
  by one level.
  Note: The effects of a wound do not apply
  to Discipline or Courage tests (i.e. a model
  with a Serious wound does not
  automatically fail a Discipline test if he rolls
  a 3). The effects of a wound do not apply
  to casting spells either.
  9.3 
  Optional Shooting Rules
  These rules are optional; you must get your
  opponent’s agreement before using these
  rules in a game.
  
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  9.3.1 
  Rate of Fire
  For more realism, the ranged weapons
  used in Confrontation have a rate of fire.
  Table 20 Rate of Fire lists the number of
  turns it takes to reload the weapon. During
  reloading, the model cannot shoot.
  Note: The Rate of Fire rule was optional
  for the first edition of Confrontation;
  however, it was not included in
  Confrontation 2. This rule has been left
  here for those players who wish to use it
  in Confrontation 2.
  10 Melee Phase
  The Melee phase is the decisive part of
  Confrontation. It is when the tactics of
  each player will decide the fate of the
  combatants.
  10.1 Determining the Order of
  Combats
  The winner of the Tactical Roll (see
  section7.1) chooses the order of combat.
  10.2 Sorting Out Complex
  Combats
  Melees can be quite confusing and certain
  combats can sometimes appear complex.
  This is especially true when there are
  multiple combatants in base-to-base
  contact.
  In such a case, player who won the
  Tactical Roll breaks down the complex
  combat into smaller, less complex combats
  of one-on-one or many-on-one.
  A model that started the Melee phase in
  combat must still be in combat after the
  above separation.
  Note: Breaking up the combat does not
  mean re-arranging the models. They must
  stay in their relative positions. The
  combats are simply broken down into
  many-on-one or one-on-one. Some
  players separate the different melees by a
  small gap (one or two millimeters) to make
  things clearer, but the models are moved
  back into position after the melee round is
  over.
  10.3 Resolution of Combat
  Each combat is resolved independently of
  the others and any results apply
  immediately. The combat procedure is
  given below:
  10.3.1 
  Determining Initiative
  Each player makes an Initiative test for its
  model. The winner strikes first. If the
  scores are the same, then the Initiative test
  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
  additional model on that side. The result
  applies to all models on the side.
  10.3.2 
  Determine Combat Dice
  After determining Initiative, the melee is
  handled as individual combats. There are
  two kinds: one-on-one and many-on-one.
  In a one-on-one combat, each player takes
  two dice for the combat. In a many-on-one
  combat, the player with the larger force
  takes 2d6 for each figure; the player with
  the single model takes 1d6 for each model
  arrayed against him plus 1d6 for himself.
  The player who lost the Initiative test now
  assigns his dice into Attack and Defense
  
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  modes. He places all the dice to use for
  Attack to the right of the model and all the
  dice to use for Defense to the left of the
  model. A player may choose to put no dice
  on one side thus choosing to not attack or
  defend.  Once this is done, the player who
  won the Initiative test places his dice.
  10.3.3 
  Attack Rolls
  The Attacker now determines the difficulty
  for his Attack check. This number is
  chosen by the Attacker to set the chance
  for his attack to succeed.
  Note: The number chosen for the Attack
  check is the same number that the
  Defender uses to save the attack.
  Once the difficulty is chosen, the Attacker
  rolls the number of d6’s he set aside for the
  attack as described in section 10.3.2. To
  these dice he adds his Attack characteristic.
  If any are equal to or greater than the
  difficulty, those attacks succeed. Those
  that are less miss. A roll of 1 is always a
  miss.
  The Attacker may choose a different
  difficulty for each of his attack dice. The
  Defender may choose which attacks to
  parry before rolling his defense dice.
  Note: If the Defender allocates at least
  one die to defense, then the chosen mark
  must be at least equal to the Defense
  characteristic of the defender.
  The defender now rolls the number of d6’s
  he set aside for his defense in step 2. To
  these 
  dice 
  he 
  adds 
  his 
  Defense
  characteristic. If any are equal to or greater
  than the attacker’s difficulty, then the
  attack is successfully defended. If any are
  less, then the defense fails. A roll of a 1 is
  always a miss.
  If the number of successful defenses is
  equal to or greater than the number of
  successful attacks, then proceed to stage 5.
  If the number of successful defenses is less
  than the number of successful attacks, then
  proceed to step 4 for damage resolution.
  10.3.4 
  Wound Rolls
  If a model has sustained a wound, roll 2d6.
  Add the Attacker’s Force characteristic
  (see 4.1.4) and subtract the Defender’s
  Stamina (see 4.1.5) from the base Damage
  roll. Cross-reference the final score on the
  Damage Table.
  When the Attacker rolls doubles, the
  Attacker’s Force 
  or the 
  Defender’s
  Stamina does not modify the roll. The
  Attacker determines the result of the attack
  by looking at the doubles portion of the
  Damage Table.
  Since rolling to wound is not a
  characteristic test, you may not roll again
  when you roll a 6.
  10.3.5 
  Defender Reprisal
  If the defender survived the attack and has
  at least one die assigned to attack, then
  steps 3 and 4 are repeated with the
  Defender and Attacker exchanging roles.
  10.4 Sustained Defense
  A model with at least one die in defense
  may try to parry more than one attack with
  the same die.
  This die may be used to make another
  defense roll, with the difficulty increased
  by 2.  The sustained defense continues,
  
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  with an increased difficulty of two for each
  roll, as long as the sustained defense rolls
  are successful.
  A model may only use sustained defense
  when outnumbered.
  A model may only use one die for
  sustained defense; no matter how many
  dice he has in defense.
  A model using Sustained Defense may not
  place more dice into attack than into
  defense.
  These extra dice may not be used with the
  Ambidextrous skill (see 12.1.1) or to
  Counter-Attack (see 11.1.2).
  10.5 Pursuit
  At the end of a combat, if all models on
  one side are killed, all models on the
  victorious side of the melee may move up
  to half of their Movement characteristic in
  any direction. The model may engage new
  enemies in melee provided that:
  - 
  It can reach an enemy that is not
  already engaged, or
  - 
  It can reach a combat that has not yet
  been resolved this turn.
  The Pursuit is not considered a Charge but
  rather an Engage in Melee move (see
  8.1.4).
  A model may only use the Follow-up
  Move once per turn.
  A combat that has a model follow up into
  it must be resolved immediately.
  10.6 Polearms (optional)
  This rule is optional; you must get your
  opponent’s agreement before using it in a
  game.
  Any infantry models equipped with a
  polearm (Lance, Halberd, Gisarme,
  Pertuisane, etc) can support a melee. The
  model that wishes to support must not be
  engaged in melee himself and must be in
  base-to-base contact with an allied model
  he wants to support. A combatant who is
  supported in this manner gains an
  additional die in melee combat.
  Note: The polearm optional rule was
  included 
  in 
  the 
  first 
  edition 
  of
  Confrontation. Both rules were dropped
  from Confrontation 2. This rule has been
  left here for those players who wish to use
  it in Confrontation 2.
  10.7 Combat Example
  Alahel has been trapped in a village
  infested with undead. While his men are
  exterminating the damned horde, Tharn,
  the Skull Warrior, challenges Alahel …
  Tharn is in Charge reach from Alahel.
  Before the Acheron player moves his mini,
  the Alahan player must make a Courage
  Roll in order to determine if Alahel is
  affected by Fear. He has a Courage value
  of 6. His foe’s Fear value is 9. he must
  though roll a 4+ (6+4=10, that is higher
  than 9) with the D6 not to flee. Alahel rolls
  a 5, added to his Courage / 6 = 11, the roll
  is a success: Tharn’s mini is placed base to
  base with Alahel’s.
  Because of the Charge, Alahel suffers a –1
  penalty on Initiative, Attack and Defence
  until end of turn.
  Both fighters are now in melee. Each
  player rolls for Initiative to determine
  which one is going to have an advantage
  over the other. The Alahan player rolls a 4,
  giving a total of 6 / INI 3 –1 because of the
  charge + 4. The Acheron player rolls a 1,
  it’s an automatic failure.
  
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  Tharn must place his dice first, Alahel
  having anticipated his blows. As it is a
  one-on-one combat, each fighter has two
  dice. Tharn, thanks to his Natural Born
  Killer skill, has an extra die in melee. The
  Skull Warrior chooses to place 2 dice in
  attack and one in defence. Facing this
  demonstration of power, Alahel chooses to
  place both his dice in Defence.
  The Alahan player counts on his
  ambidextrous skill to take his opponent by
  surprise…. Tharn now decides on the
  complexity of his attacks by choosing a
  difficulty that must be rolled equal or
  higher by adding a D6 to his Attack / 7. He
  chooses a difficulty of 11 for both his
  strikes. The dice roll a 2 and a 5. A single
  blow is beyond eleven.
  Alahel now tries to fend off. The difficulty
  is that same number that was set by the
  Attacker. His defence is 5-1 due to the
  charge. So he has a defence of 4 and one
  attack to parry with two rolls. Nervous,
  Alahel’s player rolls: 4 and 6. He chooses
  to roll again the 6 and rolls a 4. Thus, his
  final score is 14 / DEF 4 + 6 + 4. The
  attack with a difficulty of 11 is cancelled.
  And the Ambidextrous skill gives him an
  attack dice.
  Alahel can now strike back: his Attack
  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
  rolls a 1 on his only defence roll.
  Alahel inflicts a wound on his enemy:
  players refer to the Injury Table at the end
  of this booklet. The Alahan player then
  rolls 2D6; a 2 and a 5. The lowest sets the
  location of the wound: the arms. But
  Alahel’s sword, Deliverance, has the
  special ability to always strike the body.
  The two dice added give a 6. Alahel adds
  his Strength / STR 5 / and subtracts
  Tharn’s Resistance / RES 9. The final
  score is 5 + 6 – 9 = 2 in the Body: Light
  Wound!
  Effects from the wound are immediate:
  Tharn’s following scores suffer a –1
  penalty until end of game: INI, ATT, DEF,
  RAN. But Tharn has the Regeneration
  skill, and that wound will not bother him
  for long!
  A new turn begins in Confrontation…
  11 Personality Special
  Rules
  The following rules apply to personalities
  only.
  11.1.1 
  Multiple Attacks and Defenses
  Certain individuals in Rag’Narok are
  extremely powerful. These are called
  Champions, Heroes, Living Legends, and
  Major Allies. These models have the
  option of attacking and/or defending
  several times. Each additional action adds
  one d6 to either the attack or defense dice.
  For each additional action, however, a
  penalty of –2 is applied to the Attack and
  Defense rolls. The penalty may never
  lower the base Attack or Defense character
  below 0.
  11.1.2 
  Counter Attack
  A non-magical Personality may attempt a
  Counter-Attack rather than defending.  He
  must announce this just before making his
  Defense rolls.  The Difficulty of his rolls is
  increased by two points.  Each success
  allows the annulment of an enemy attack
  as normal, but also gains the Defender of
  an extra Attack.
  Warrior-mages may counter attack even if
  they are not personalities.
  
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  11.1.3 
  Master Stroke (Coup de Maitre)
  If the Attacker allocates at least 2 dice to
  attack, he may attempt a Master Stroke.
  The attacker rolls only one die for his
  attack. If the Attacker scores a hit, he
  makes a single To Wound roll.
  If the opponent does not successfully
  defend against the strike, add the difficulty
  for the attack roll to the result of the
  damage roll.
  Note: Both Heroic Charge and Blood
  Rage were included in the first edition of
  Confrontation. Both rules were dropped
  from Confrontation 2. This rule has been
  left here for those players who wish to use
  it in Confrontation 2.
  11.1.4 
  Heroic Charge
  In each Turn, in place of a charge, you
  may declare a heroic charge with a single
  Personality.  It automatically passes its
  Courage roll, if necessary, and gains a
  bonus of 2.5 cm to its Movement
  characteristic.
  11.1.5 
  Blood Rage (optional)
  This rule is optional; you must get your
  opponent’s agreement before using it in a
  game.
  Personalities can become true rough and
  blood-thirsty men. The more they kill their
  enemies the more it becomes necessary to
  kill. To represent this, each time that one of
  the personalities eliminates an enemy
  model, place an “Enrage” marker beside
  the character. The “Enrage” markers can
  be used by the personality to add to his
  rolls for Initiative, Attack, or Wounds.
  Each marker adds a +1 modifier. The
  number of “Enrage” markers that are to be
  used must be declared before rolling the
  dice.
  12 Skills
  Certain warriors have special abilities
  listed on their Reference Cards. These
  abilities are explained below.
  Note: The skills are listed in alphabetical
  order by their English translations. As
  such, they are in a different order from the
  original French document.
  Some skills are explained with a “/X”
  value. This value is the modifier for the
  skill. For example, Command/10 is a
  Command skill with a 10cm range and
  Regenerate/5 means the creature may
  regenerate on a roll of 5+.
  Note: The “/X” value is new for
  Confrontation 2. As of this writing,
  Rackham hasn’t issued new cards for the
  existing figures. Until revised cards are
  available, existing ones will have to be
  used. Where appropriate, the affected
  skills will provide an educated guess as to
  what the “/X” value should be.
  12.1 Competencies and
  Aptitudes
  Skills are divided into two classes:
  Competencies and Aptitudes.
  One may choose to activate a Special
  Ability  (i.e. that you can decide that your
  combatant uses his knowledge or not at the
  time of a combat. This choice can be
  carried out at the last moment, just before
  the Special Ability is used).
  An Aptitude is always on.
  
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  Note: Competencies and Aptitudes were
  included 
  in 
  the 
  first 
  edition 
  of
  Confrontation. But the rule was dropped
  from Confrontation 2. This rule has been
  left here for those players who wish to use
  it in Confrontation 2.List of Special
  Abilities
  12.1.1 
  Ambidextrous (Ambidextre)
  A model that is Ambidextrous fights with
  two weapons. For each successful defense
  in melee, the model gains an additional
  Attack Die. The Ambidextrous skill may
  not be combined with Sustained Defense
  (see 10.4) or Counter Attack (see 11.1.2).
  Note that a model using the Ambidextrous
  ability does not suffer the +2 modifier to
  the difficulty as with a counter attack (see
  11.1.2).
  12.1.2 
  Assassin (Assassin)
  When charging, an assassin rolls 3d6 for
  the first roll on the wound chart. The
  player chooses the best two dice from the
  three.
  A model with the assassin skill is immune
  to the assassin skill.
  12.1.3 
  Berserk (Furie guerriere)
  A berserk model adds an additional attack
  die in melee, however it may not use any
  dice for defense. The model may or may
  not use this ability. If it chooses not to, it
  may attack and defend as normal.
  A model with Berserk chooses before the
  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
  failure to disengage may not use Berserk.
  12.1.4 
  Bestial (Brutish) Charge
  A model with Bestial Charge gains an
  extra attack die on the turn it charges.
  12.1.5 
  Bravery (Bravoure)
  A model with Bravery skill does not fail a
  Courage test if they roll a 1. The model
  may also roll again on a 5 or a 6.
  12.1.6 
  Brutish Lout (Brute épaisse)
  Some models are more violent than others
  are. Such models treat an Attack roll of 5
  as a 6. They may roll a subsequent die if
  they roll a 5 or 6. If they roll a 1 on the
  subsequent die, it is not considered a
  failure.
  12.1.7 
  Clan of Drunes
  A Keltois barbarian faction allied with
  Darkness.
  12.1.8 
  Clan of Sessaire
  A Keltois barbarian faction opposing the
  Drunes.
  12.1.9 
  Command/X (Commandement)
  All models within X centimeters of the
  model with the Command skill can use the
  latter’s Courage, Fear, and Discipline
  characteristics when they must make an
  appropriate characteristic test.
  Allies cannot benefit from the Command
  skill of a model from another race.
  The Command skill does not give a Fear
  characteristic to a model that does not have
  it, and vice versa.
  
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  Note: If a model does not have an X
  value, use its Movement characteristic
  instead.
  12.1.9.1 Standard Bearer
  Every model X centimeters from a
  Standard Bearer gains a +1 modifier for all
  Courage tests.
  12.1.9.2 Musician
  Every model X centimeters from a
  Musician gains a +1 modifier for all
  Discipline tests.
  12.1.10 Devotion
  Certain warriors have so much devotion
  towards their masters that they are ready to
  give their life for them.  When a Magician
  of your camp needs gems of power, he can
  sacrifice a figure possessing this skill.  The
  figure must be in contact with the
  magician.  By this act, the magician
  recuperates three gems of any element he
  wishes.  Remove the figure sacrificed as he
  were killed; he is considered as a loss.
  12.1.11 Duelist (Bretteur)
  A model with the Duelist skill may ignore
  the minimum difficulty rule (see 10.3.3)
  when setting the difficulty for attacking.
  12.1.12 Enormous
  Enormous creatures ignore wound
  penalties.  When they are killed, no not
  remove them from play, but apply the
  effects of a “critical wound.”  Kill them a
  second time, and  the model is removed
  from play.
  12.1.13 Extra Arms (Membre supplémentaire)
  A model with Extra Arms skill may switch
  his Attack and Defense characteristics until
  the end of the turn. This skill must be
  invoked prior to the Initiative roll.
  12.1.14 Fanaticism (Fanatisme)
  When making a Discipline test, a model
  with the Fanatic skill may roll again on a 5
  or a 6.A Fanatic model that fails a Courage
  test must pass a Discipline test of the same
  difficulty to not flee. If he passes the
  Discipline test or not, he is still subject to
  the effects of Fear (see section 8.4.2) and
  may not charge or enter melee with the
  model that frightened him.
  12.1.15 Gigantic (Gigantesque)
  There are on the continent of Aarklash
  creatures of a gigantic size.  They ignore
  wound penalties.  When they are killed, no
  not remove them from play, but apply the
  effects of a “light wound.”  Kill them a
  second time, and they suffer a “serious
  wound,” a third for a critical wound.  By
  the fourth time, they are truly killed.
  12.1.16 Harassment (Harcèlement)
  A model with the Harassment skill may
  fire during the Movement phase providing
  the type of movement allows a shot. The
  model may not choose Quick Shot or
  Accurate Shot while using Harassment.
  Once the shot has been made, the model
  may continue its movement and may enter
  melee with an enemy model.
  A model that used the Harassment skill to
  fire during the Movement phase may not
  fire again during the Shooting phase.
  
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  12.1.17 Haste
  Some warriors possess the haste skill, the
  ability to move with extreme speed.  They
  can triple their movement when they
  charge, run or flee.
  12.1.18 Huge
  Huge creatures ignore wound penalties.
  When they are killed, no not remove them
  from play, but apply the effects of a
  “serious wound.”  Kill them a second time,
  and they suffer a “critical wound”.  By the
  third “killed” result, the model is removed
  from play.
  12.1.19 Incarnation
  A warrior who possesses this skill doubles
  their value in points.  But he is from now
  on a Personality.  This skill can allow you
  to create different personalities. There are
  no restrictions on which figure can acquire
  Incarnation. See section 26.1.2, The
  Beginning 
  of the 
  Quest for 
  more
  information.
  12.1.20 Instinctive Shot (Tir instinctif)
  A model with the Instinctive Shot skill
  may shoot after a movement higher then
  their own Movement characteristic, or after
  a successful Prowess test. The shot must be
  at short range or less, with a +3 difficulty
  modifier.
  A model with Instinctive Shot skill may
  also choose their target when firing into
  melee.
  12.1.21 Leap (Bond)
  Certain creatures of Aarklash have adapted
  themselves 
  to 
  a 
  particularly 
  hostile
  environment and have learned to move in
  Leaps.  They are capable of crossing a
  distance equal to half their movement in a
  single leap, ignoring any obstacles that are
  not 
  taller 
  than 
  their 
  Movement
  characteristic.  A model can make two
  leaps per turn. A model may not leap if it is
  swimming or dodging.
  12.1.22 Marksman (Tireur d’élite)
  Models with the marksman skill do not fail
  when they roll a 1 for shooting.
  12.1.23 Mercenary (Mercenary)
  A model with the Mercenary special
  ability can fight with any army. However,
  the model gains no bonus from the army's
  models with the Command skill.
  If a model with both Mercenary and
  Command skills joins an army as a
  mercenary, then it cannot use his
  Command skill.
  12.1.24 Mutant /X(Mutagène)
  Some races use drugs that they inject into
  their bodies to increase their
  characteristics. Each turn prior to making
  the Tactical roll; choose one model with
  the Mutant skill for each whole 100 PA
  block of troops. Magic items, spells,
  miracles, and experience cards of mutant
  models are included in this score. The
  model must be chosen prior to all other
  actions that may occur before the Tactical
  roll.
  For each chosen model, roll 1d6 at any
  time during the turn. The result of this die
  roll plus the value X is the number of
  points that can be added to the model’s
  characteristics (such as Attack and
  Defense).
  
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  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).
  The Power and Faith characteristics cannot
  be modified by the Mutant skill.
  A characteristic test that has already been
  made may not be retroactively modified by
  the Mutant skill.
  The Mutant skill may modify the Courage
  or Fear of the model. However, the
  modified score cannot be used in
  conjunction with the Command skill; only
  the unmodified Courage or Fear
  characteristic may be used by the
  Command skill.
  A model may only receive one Mutant die
  per turn, except for spells, magic items, or
  miracle effects.
  Every Mutant model’s extra dice are rolled
  at the same time.
  The Mutant effect lasts until the end of the
  turn.
  12.1.25 Natural Born Killer (Tueur né)
  A model with this skill gets an additional
  die to use in melee.
  A model with this skill also does not fail a
  Courage test if he rolls a 1.
  12.1.26 Possessed (Possédé)
  Certain combatants are no longer the
  masters of their own destiny.  They are
  inhabited by a demon that gnaws at their
  spirit and gives rise to the worst acts of
  treachery and violence.  A possessed
  model treats wounds one step lower;
  “critical wounds” become “serious
  wounds”, “serious wounds” become “light
  wounds”, and “light wounds” become
  “stun”. This skill does not affect “stun” or
  “killed” results.
  Note: Possessed figures do not have a
  characteristic of Courage or Fear.
  12.1.27 Quickness (Vivacité)
  A model with the Quickness skill does not
  automatically fail an Initiative or Prowess
  test when he rolls a 1.
  12.1.28 Rallying Cry (Cri de railleiment)
  Once per game, a model with this skill
  may inspire heroic deeds in his troops.
  Every model from the same race is
  immune to Fear until the end of the turn.
  Fleeing fighters are automatically rallied
  and may act normally.
  The Rallying Cry applies only to the army
  of the model having this ability and not to
  its allies or mercenaries.
  12.1.29 Regeneration /X(Régénération)
  At the end of a turn, a wounded model
  with Regeneration may roll a d6. On a X+,
  the severity of the wound is reduced one
  step. For example, a critical wound is
  reduced to serious. The model may
  continue to roll for Regeneration until it
  fails to roll a X+ or until it has no more
  wounds.
  Note: If a model does not have an X
  value, the model must roll 5+.
  If the model survives the turn, it may roll
  for Regeneration on subsequent turns.
  Note that you cannot regenerate a model
  that is killed.
  
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  12.1.30 Reinforcement (Renfort)
  Some peoples have the ability to send
  reinforcements during the game. Each
  model with the Reinforcement skill that is
  removed from the game is set aside. At the
  beginning of each turn, roll 2d6 for each
  such model. On a 12, the model may re-
  enter the game. It can be deployed
  anywhere on the board, with two
  restrictions:
  1. The model may not be deployed in
  base-to-base contact with an
  enemy model.
  2. The model must be within charge
  range during the next turn.
  A character may not have the
  Reinforcement skill.
  12.1.31 Righteous (Juste)
  A model with the Righteous skill is
  immune to all kinds of Fear (including
  magical fear). An enemy may not control a
  Righteous model by any means.
  12.1.32 Scout (Elcaireur)
  During the Approach Phase (see section
  6.5.1), models with the Scout skill have
  their cards shuffled into a separate deck.
  When the main deck is exhausted, the
  Scout deck is used.
  Models with the Scout skill are deployed
  anywhere on the board, even in sight of the
  enemy.
  12.1.32.1 
  Scouts and Charging
  The Scout model may be deployed in such
  a way that it can charge the enemy on the
  first turn, but it must be deployed more
  than its Movement characteristic away.
  A Scout model deployed within charge
  range of an enemy is considered to be in
  line of sight of the enemy.
  12.1.32.2 
  Hidden Deployment
  A Scout model deployed out of charge
  range is considered to be hidden and may
  not be the target of any action. As long as
  the Scout model takes no action (other than
  making Courage rolls) the model remains
  hidden and may not be directly targeted by
  an enemy action.
  - 
  It is not within charge distance of an
  enemy model
  - 
  It is not within line of sight of an
  enemy model.
  12.1.33 Self Preservation (Instinct de survie)
  A model with the Self Preservation skill
  that receives a “Killed” result on the
  damage table rolls a d6. On a roll of a 6,
  the model suffers a “critical” wound
  instead.
  12.1.34 Staff (Etat-Major)
  A staff consists of a Champion, Standard
  Bearer, and a Musician. All combatants
  within 1 turn of movement of each
  member of the staff may use the
  Courage/Fear and Discipline of the
  Champion scores with an additional bonus
  of +2. The Command skill is ineffective.
  12.1.35 Strategist
  The great strategists always have an
  alternate plan.  Whatever situation they
  find themselves in, they come up with an
  infallible plan.  Just before beginning
  Deployment, you may separate out a
  quarter of your army in points and replace
  
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  them with troops of equal value.  If the two
  camps both have Strategy, the one who has
  the most benefits from this skill.  If the two
  armies 
  have 
  the 
  same 
  number 
  of
  Strategists, each changes a quarter of their
  army in secret.
  12.1.36 Tactician
  The tacticians do not develop plans of
  battle, but instead know how to adapt
  rapidly to different situations.  Except in
  the Deployment phase, a Tactician doubles
  his 
  discipline 
  characteristic 
  with 
  a
  successful Discipline check.
  12.1.37 Tough (Dur à cuire)
  When rolling to wound (see section 10.3.4)
  a model with Tough, the result is read one
  line above where the dice indicate. The
  result cannot be moved beyond the first
  line.
  The Tough skill does not apply when
  doubles are rolled or when the original
  result is “killed”.
  12.1.38 Undead (Mort Vivant)
  Models with this skill are naturally
  immune to Fear. In addition, the model has
  such a dreadful nature that they cause Fear
  in models that they cause Fear. A
  frightening creature takes a Courage test
  using its Fear characteristic.
  An undead model is not subject to
  discipline since it is under the influence of
  superior entities. When making a
  Discipline test, the undead model is
  considered to have a Discipline
  characteristic of 0.
  An undead model may not drown; he does
  not suffer a light wound if he fails a
  swimming prowess test.
  12.1.39 Veteran
  Warriors who have participated in
  numerous campaigns have seen it all, or
  almost.  They know the strengths and
  weaknesses of their enemies.  Against a
  “Veteran” warrior, adversaries will never
  re-roll 6’s on a Characteristic test.  Wound
  rolls are not affected by this modification.
  12.1.40 War Cry /X (Cri de guerre)
  A model with War Cry has a Fear
  characteristic of X when it charges. War
  Cry only applies to charges. The charged
  model must use its own Courage
  characteristic for the Courage test.
  Note: If a model does not have an X
  value, it gains a Fear characteristic of 5. A
  model with War Cry is immune to Fear
  from all models except Undead.
  12.1.41 Warhorse
  Some models train their mounts to become
  warhorses. During melee, a warhorse gives
  its rider an extra die in Attack. This extra
  die is not added during a charge. Models
  equipped with a warhorse may dodge (see
  section 8.3.2).
  12.1.42 Warrior-Mage (Guerrier-mage)
  A figure with Warrior-Mage has the
  following advantages:
  - 
  Warrior-Mage can recover mana while
  engaged in hand-to-hand combat
  exactly as if they were not engaged
  (the modifier for the roll determining
  how many gems are gained is only the
  current number of mana gems and not
  twice the current number of gems.
  
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  - 
  A Warrior-Mage is able to "counter-
  attack", some kind of a riposte for each
  successful defense block (this rule is
  also available for heroes, champions
  and others characters).
  - 
  Warrior-Mage can cast a spell and
  shoot a missile weapon in the same
  turn.
  - 
  A Warrior-Mage knows one less spell
  than casters of the same level but only
  1 spell for level 1 Warrior-Mage.
  - 
  A Warrior-Mage can't go into a trance
  (used by casters to recover gems
  without the mana that has been evoked
  just before).
  - 
  Only the Warrior-Magi can charge or
  run and then to cast spells during the
  shooting phase.
  13 Ending the Game
  The game is over when either:
  - 
  Both players wish it so.
  - 
  The objective has been met.
  - 
  One side may no longer fulfill its
  objective.
  - 
  There are no models on one side.
  14 Races
  After a long period of peace, war breaks
  out across Aarklash. Skirmishes follow
  one another, heralding an era of darkness
  and slaughter.
  The peoples of Aarklash have been
  expecting and preparing for that bloody
  age for a long time. Some call it the
  Judgement Day, others call it Armageddon
  or Rebirth…but everyone knows it as
  Rag’Narok, the dusk of centuries.
  14.1 Alahan Lions
  Alahan Lions, protectors of Light and
  Justice, fight to restore order and
  prosperity on Aarklash. But their lands are
  threatened by the hordes of damned
  coming back from Hell.
  14.2 Order of the Ram (Undead)
  Order of the Ram’s necromancers open the
  Darkness Gates in Archeron, the dead
  world. The relentless undead legions that
  come through are just a small part of their
  dreadful power.
  14.3 Cynwälls Elves
  Cynwälls Elves and their majestic dragons
  are getting out of their long meditations to
  discover a world that has forgotten them.
  Who knows what Magic animates their
  wonderful technological prowesses?
  14.4 Tir-Nâ-Bor Dwarves
  Tir-Nâ-Bor Dwarves refuse fate and
  prepare for Argg-Am-Ork, the end of their
  age. Living in Mount Aegis, they forge
  weapons and armors capable of repelling
  the one they’re ready and waiting for:
  Death herself.
  14.5 Disciples of the Empire of
  the Akkylannie Griffin
  Disciples of the Empire of the Akkylannie
  Griffin have gone on a crusade to recover
  their prophet’s tomb. They will purify the
  world with the Single Truth fire in the
  name of their god, Merin…
  14.6 Orcs
  Orcs are the youngest and sturdiest people
  on Aarklash. Nothing seems to be strong
  
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  enough to stop the Jackal god’s warriors.
  Once they’ll have an appointed leader,
  they will spread throughout the world to
  quench their thirst for revenge…
  14.7 Alchemists of Dirz
  Dirz’ Alchemists and their bio-mechanical
  warriors patiently observe their enemies
  from the Syharhalna desert. At their
  Commodore signal, they will unleash the
  sleeping horrors from their laboratories and
  establish a new order on Aarklash.
  14.8 Akkyshan Elves
  Akkyshan Elves from the Web Forest have
  a heart as dark as night.Widow spiders
  prepare to sacrifice Aarklash on the altar of
  Lilith, goddess of Darkness.
  14.9 Wolfen
  Wolfen are Aarklash’s greatest predators.
  Only fools believe that there is a part of
  latent humanity in them. This mysterious
  people considers others as prey. They will
  weave their victims’ name on long Bands
  of Murmurs and howl their victory at Yllia,
  the Moon, untill the end of time.
  14.10 No-Dan-Kar Goblins
  Peoples from Aarklash think that No-Dan-
  Kar Goblins want to conquer the world.
  The goblins think that this has already been
  done! Wherever you go, they’ll be there
  before you. It is even said that they’ve
  tamed Trolls…
  Who’s going to be strong enough to resist
  the Rat God?
  14.11 Daïkinee Elves
  Daïkinee Elves, victims of a strange curse,
  try to reach the Fayes’ world before their
  extinction. But isn’t their salvation
  somewhere else? Woe betide anyone who
  think they’re vulnerable, because their
  soldiers live several lives…
  14.12 Keltois
  Keltois from Avagddu Plains are fierce
  nomad warriors. They seek the Ard Ri, the
  great King who will unify again the tribes
  and lead them on the way of the goddess
  Danu. Will he be from Clan Sessair, Clan
  Drune or another ?
  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
  unfavorable wind.
  Their clothes and colour of skin are
  different from eveything 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.
  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
  
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  blades rose and punched through the
  assaillant’s thorax.
  Syhar crossbowmen rose their weapons,
  and terrifying howls suddenly broke the
  forest’s silence. A man-sized bolt shot
  down one of the cage bearers. Two
  crossbowmen where mown down by a
  Wolfen as fast as lightning. A
  crossbowman pointed out to a copse, and
  they all shot through the leaves. A Wolfen
  came out of it, reeling, and fell down.
  The Dawn Warrior suddenly felt
  breathing on the back of his neck. The
  Predator was just behind him, claws out.
  The warrior’s shriek of terror was
  interrupted by the crack of his backbone.
  The huge Keratis Warrior drew his blade:
  two Wolfen were getting close to him fast.
  The first was swept by a devastating blow,
  the second fell under his bloody sword.
  At last, the alchemists were no longer
  under the effect of surprise. They began to
  organize…But the Wolfen were all gone,
  leaving behind them a heap of corpses.
  The cage was intact.
  After a long moment of distress, the
  expedition’s leader – a Technomancer-
  beckoned to his men to resume the walk, in
  closed ranks. Dusk was coming.
  A hundred  meters ahead, they discovered
  the Dawn Warrior’s corpse, hanging on a
  tree. It takes a lot more to impress a
  Technomancer, but the soldiers seemed
  terrified…And as all where watching their
  brother’s remains, the trap triggered: four
  warriors and the Technomancer were
  trapped in a net large enough to imprison
  a whole squad, up in the trees. Bolts that
  could have been from a balista rained
  down on the troop, pinning men down on
  the ground as if they were mere pathetic
  butterflies. The soldiers scattered away.
  Alone remained the Keratis warrior ready
  to deliver the prisoner under the deadly
  shower.
  But when the shots ceased, a Wolfen was
  coming slowly. He had the look of a wild
  killer and the walk of a predator. The
  fugitives shouts could be heard, and ,the
  sun began to turn red on the horizon. The
  Keratis drew his bloody sword and held
  out a tearer to the captive Technomancer.
  Onyx really means to make the most of the
  fight. The skull of this imposing human,
  created by magic, will join his trophies.
  Others from his pack are hunting down the
  fugitives.
  He knows now what gives those humans
  that particular smell: their blood is tainted
  with unclean substances. And that tall
  warrior smells a lot!
  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
  
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  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 siezes 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 posiible threats.
  Running would lead to death, but staying
  meant that the beasts would find him.
  But he soon decided on what to do…
  A Wolfen was coming to him slowly, ears
  back. The smell of a chemical drug was
  coming from him, and his fur was wet…
  
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  Incantation
  16 Spell Cards
  The characters of Incantation have several
  types of cards. As in Confrontation, the
  characteristics and skills of each figure are
  gathered on a Reference card. Other cards
  include Spell Cards and Equipment or
  Artifact cards.
  16.1 Characteristics of Elemental
  Magic
  Each element has an icon. Each magic
  spell needs a certain amount of magic
  energy to cast. The Magicians draw this
  energy from the Gems of Power. The
  number and type of gems required for a
  spell are indicated on the Crown of the
  Elementary Oppositions that occupy the
  top third of a Spell card.
  16.1.1 
  Spell Difficulty
  The more powerful the spell is, the more
  complex it is to cast. The difficulty of a
  spell represents the amount of
  concentration required to cast the spell. At
  the time of incantation, the Magician must
  roll higher than the difficulty rating of the
  spell to successfully cast it.
  Some spells have a variable (free)
  difficulty. In this case, the caster sets the
  difficulty of the spell.
  The difficulty of the spell may also be
  affected by other factors mentioned on the
  spell card.
  16.1.2 
  Spell Range
  The Spell Range indicates the maximum
  distance that the spell can be cast,
  measured from the caster to the target. The
  Spell Range is expressed in centimeters.
  Some spells have special ranges of
  “contact”, “melee”, and “unlimited”.
  When a spell targets all models represented
  by a unit’s Reference card, only those
  models within the spell’s range are
  affected.
  16.1.3 
  Area of Effect
  A spell’s Area of Effect indicates the type
  or number of targets that can be affected.
  The different types are given in .
  Table 5 Spell Area of Effect.
  Table 5 Spell Area of Effect
  Area of
  Effect
  Explanation
  Figure
  The spell affects a single model
  within range.
  Card
  The spell effects all models
  represented by a Reference card that
  are within range.
  All
  All figures within range.
  16.1.4 
  Spell Duration
  The Spell Duration indicates how long a
  spell remains active. Some spells are
  instantaneous, some have limited time
  spans, and some are permanent. In many
  cases, the most powerful offensive spells
  release all their mana in a few seconds.
  Other spells have effects that last longer
  but are generally of a lower power.
  16.1.5 
  Spell Description
  The Spell Description covers the spell in
  detail including the description of the
  effect of the spell as well as some technical
  details.
  
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  16.1.6 
  Spell Special Rules
  Certain spells are reserved for certain types
  of Magicians or for particular characters.
  Others require material objects to cast.
  These items are covered under the Spell
  Special Rules.
  16.2 Spell Points
  When adding a Magician to your
  Confrontation army, all the spells and
  magic items have their own point value.
  This point value is in addition to the cost of
  the Magician himself. This allows the
  player to choose how to equip his
  Magicians when purchasing his army.
  16.3 Minimum Capacity
  As a Magician gains experience, he also
  gains access to more powerful spells and
  new fields of magic. He also acquires a
  better understanding of the words and
  gestures that activate the magical
  capabilities of the more mysterious
  artifacts. A Spell’s Minimum Capacity
  represents the minimum magical
  knowledge required to cast a spell or use
  an artifact.
  To use an artifact or cast a spell, a
  character must have a Power equal to or
  greater than its minimum capacity.
  Some artifacts or spells do not have a
  Minimum Capacity rating. Any character
  can use these.
  17 Elements
  Natural currents of energies represent the
  great forces that control which influence
  the behaviors of the inhabitants. There are
  six known elements and each one has a
  visible natural form. The fundamental
  elements are:
  - 
  Air
  - 
  Earth
  - 
  Fire
  - 
  Water
  In addition to these are the elements of
  Light and Dark, which can influence the
  other four.
  17.1 Elementary Oppositions
  None of the six elements is supreme; all
  are in balance. Each has rigidly defined
  boundaries. As long as they remain in
  balance, Aarklash remains. Each element
  has its opposite and opposed elements are
  in eternal conflict. The Elementary
  Oppositions symbolize this balance and
  opposition.
  Table 6 Elemental
  Oppositions
  Elemental
  Domain
  Opposition Domain
  Light
  Dark
  Air
  Earth, Dark
  Water
  Fire, Dark
  Fire
  Water, Dark
  Earth
  Air, Dark
  Dark
  Light, Air, Water, Fire,
  Earth
  
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  17.2 Gems of Power
  Gems of Power represent the elements in
  Aarklash. These gems represent the
  quantity of mana and the type of elemental
  energy a Magician must harness to cast a
  spell. The incantation makes it possible to
  call the spell, the Gems of Power manifest
  it. Needless to say, such gems are rare.
  17.3 Elemental Symbols
  Each element has its own symbol and its
  own characteristics.
  Water is imperceptible, excessive and
  whimsical. Its opposite, Fire, is destroyer,
  purifier, and insatiable. Earth is fertile,
  resistant, sometimes malleable but
  indestructible, Air is it’s opposite, being
  light, fast and impalpable. Light is
  dazzling, pure and crystal. Dark, its
  antithesis, is underhanded, unhealthy, but
  attracting. In addition, Darkness has the
  characteristic of being opposed to all the
  other elements.
  17.4 Elementary Composition
  The elemental composition of a spell is
  represented on the Spell card. The Spell
  card also gives the quantity of many
  necessary to the casting of the spell. A
  Magician cannot cast a spell if he does not
  control the elements that make it up (see
  Table 22 Magical Colleges by Race). The
  level of the Magician indicates the number
  of elements he controls as well as the
  quantity of the spells he may cast during a
  battle.
  18 Magicians
  Magicians 
  are 
  secret 
  and 
  separate
  individuals who manipulate the elemental
  forces of nature. They are mysterious and
  inspire respectful fear from others. They
  use their arcane knowledge to control
  eldrich forces. With the exception of the
  Warrior-Mage, a Magician is extremely
  vulnerable to armed conflict. In melee, a
  Magician is usually outclassed.
  18.1 Magicians in Incantation
  In Incantation, a Magician is regarded as
  a Character. See the Confrontation Rules
  for an explanation of a character. A
  Magician has all the statistics of a normal
  character plus one extra: Capacity.
  Capacity represents the Magician’s
  aptitude at handling elemental magic.
  18.2 Levels of Magicians
  There are three levels of mastery of the
  magical arts. These represent the
  increasing degree of control a Magician
  has over the elemental forces.
  - 
  Initiates – Magicians of the first level
  have access to only a few spells of one
  element. They may have one artifact
  and up to two spells.
  - 
  Followers – Magicians of the second
  level are skillful manipulators of the
  strange arts of more than one element.
  They may have two artifacts and three
  spells.
  - 
  Masters – Magicians at the top of the
  hierarchy not only control the forces of
  more than one element, but they are
  able to combine them into formidable
  spells. They may have three artifacts
  and four spells.
  18.3 Colleges of Magicians
  The vision of a Magician is not limited to a
  simple plan. Where an army would not
  notice anything, a Master sees all. The
  various peoples of Aarklash have their
  own colleges or fields of magic. These
  colleges are rooted in the religious
  
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  doctrines associated with a particular
  discipline: 
  Sorcery, 
  Demonology,
  Technomancy, Alchemy, or Necromancy
  are some examples of the different
  colleges.
  19 General Rules
  This section gives the rules common to all
  spell casters and their spells. These apply
  to all characters that have the Capacity
  characteristic.
  19.1 Purchasing Magicians
  When pointing up an army, the player also
  points up the Magicians he will take as
  well as what spells and artifacts they will
  have. Two Magicians of the same army
  may not exchange spells though they may
  purchase the same spells. Each spell and
  artifact has an associated cost that is added
  to the army total.
  A magician may not purchase a spell that
  has a higher casting cost than the
  magician’s Power characteristic.
  Certain spell, artifact, or unit cards may
  have text that alters these purchasing rules.
  19.2 Magic Phase
  Casting of spells occurs during the
  Shooting phase. Each Magician that
  wishes to cast a spell does so during this
  phase. Magicians cast spells in Initiative
  order with the shooting models. If there are
  multiple modes with the same Initiative
  characteristic, the models owned by the
  player who won the Discipline Check (see
  section Error! Reference source not
  found.) cast first.
  20 The Laws of Magic
  Note: Some of the rules below have been
  stated earlier in this document. They are
  repeated here for completeness.
  20.1 The Use of Spell Gems
  At the start of the game, each Magician has
  a gem reserve equal to his Capacity
  characteristic. The type of gems chosen is
  up to the player. To be able to cast a spell,
  a Magician must have the correct type and
  number of gems indicated in the spell’s
  Crown. Casting a spell reduces the
  Magician’s gem reserve by the number
  shown on the spell’s Crown. A Magician
  may cast as many spells as he has gems
  available.
  20.2 Spell Targeting
  A Magician may only target models to
  which he has a line of sight or with which
  he is in melee. A Magician may not launch
  the same spell on the same target more
  than once. A Magician is not required to
  cast any spell.
  20.3 Effects on Abilities
  Some spells affect the ability scores of
  their targets. If an ability score is reduced
  to 0 or less due to spells, the figure is
  killed.
  20.4 Magician Spells
  Each Magician has a grimoire or an artifact
  in which they record their spells. The
  spells presented in Incantation are only
  those used in combat. Each Magician’s
  spells are chosen when the army is
  purchased. Two Magicians may purchase
  the same spells, but once the game has
  
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  started, each Magician may only cast the
  spells that he purchased.
  20.5 Spell Casting Mechanics
  20.5.1 
  Mana Reserve
  Spells are complex to cast and they require
  mana to manifest. The mana comes from
  Mana gems that the Magician must have in
  order to cast the spell. The Magician starts
  the battle with a number of gems equal to
  his Power. If the Magician subscribes
  several colleges of magic, then he may
  freely mix the gems for each college.
  A Magician may not transfer his gems to
  another Magician, even if they subscribe to
  the same colleges.
  20.5.2 
  Spending Mana
  A Magician casts a spell during the
  Shooting phase. To cast a spell, the
  Magician concentrates, gestures, and
  chants the arcane words. The player
  announces which spell he is attempting to
  cast and the target before measuring the
  distance.
  Casting a spell will cost the Magician a
  number and type of gems listed on the
  spell card. The gems are consumed by the
  casting even if the Magician fails his spell
  or the target is out of range.
  20.5.3 
  Casting
  To cast a spell, the Magician must roll
  higher than the difficulty of the spell on a
  d6. A roll of 1 is a failure.
  20.5.3.1 Spells Without a Difficulty Rating
  Certain spells have no listed difficulty. For
  these spells, the Magician sets his own
  difficult level in a manner similar to the
  choosing the mark for an Attack roll in
  Confrontation.
  20.5.3.2 Improving the Chance to Cast a
  Spell
  As the Magician’s life may depend on
  successfully casting a spell, he can try to
  increase his chances to successfully cast
  the spell.  The Magician does this by
  committing extra gems to the casting of the
  spell. Only gems of the types listed on the
  spell card may be committed in this way.
  For each additional gem committed, the
  caster rolls an additional d6 and chooses
  the best roll from the bunch.
  Note: The dice are not added together.
  20.5.4 
  Defending Against a Spell
  There are two ways to defend against a
  spell:
  - 
  A Magician can absorb the spell.
  - 
  A Magician may try to counter the
  spell.
  In either case, only a Magician must be in
  a position where he could have been a
  target for the spell (i.e. in range spell and in
  line of sight of the caster). The Magician
  need not be the target of the spell.
  Also only one Magician may attempt to
  either absorb or counter a spell, no mater
  how many are eligible.
  20.5.4.1 Absorbing a Spell
  A Magician may attempt to absorb a spell
  by spending the same number of gems but
  of the opposite type as those used to cast
  the spell. There is no die roll required; if
  the correct gems are used, the spell is
  absorbed.
  The Crown of Elementary Opposition
  indicates which gem can cancel another
  during spell absorption.
  
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  20.5.4.2 Countering a Spell
  To counter a spell, the Magician must
  commit a gem of any type and then roll a
  d6. If the roll of the d6 equals or exceeds
  the roll made by the caster, then the spell is
  countered. A Magician may commit
  additional gems to roll additional dice to
  improve his chances of countering the
  spell. No matter how many gems are
  committed, you may only make one
  attempt to counter a spell per Magician in
  range and line of sight.
  A roll of a 1 is a failure.
  Note: the decision to absorb or attempt to
  counter a spell comes after a Magician
  has committed his gems to increase his
  chances to cast a spell.
  20.5.5 
  Increasing a Spell’s Power
  Some spells are noted as having variable
  powers. It is possible to spend additional
  gems to increase the effect of these spells.
  The exact requirements to do this are listed
  on the individual spell cards. The decision
  to spend additional gems to increase the
  effect of the spell can be done either before
  the spell is cast or after it is cast but before
  any absorption or cancellation attempts are
  made.
  Note: If the decision to increase the effect
  of the spell is made before the spell is
  cast, then the cost to absorb the spell is
  increased by the number of gems used to
  increase the effect of the spell.
  20.5.6 
  Applying a Spell’s Effects
  If the spell is successfully cast and not
  absorbed or canceled, then apply the
  effects to the chosen targets that are within
  range.
  20.6 Recovering Mana
  At the end of each turn of play, the
  Magicians attempt to energize their gems
  in order to recover their mana. Each model
  that has a Power characteristic may make a
  Recovery attempt. This is no difficulty for
  this attempt.
  To make a Recovery attempt, the player
  rolls a d6 and adds the Magician’s Power
  and subtracts the number of unused gems
  the Magician has. The result is used to
  index into the Mana Recovery table to see
  how many gems the Magician has
  recharged.
  Note: The Mana Recovery Table
  indicates the total quantity of mana
  recovered not the total per element.
  Table 7 Mana Recovery
  Result
  Number of Gems Re-
  energized
  ≤ 0
  0
  1 to 5
  1
  6 to 10
  2
  11 to 20
  4
  ≥ 21
  All
  20.6.1 
  New Mana Recovery Table
  Note: This table is rumored to come from
  Incantation 2. As such, it is not official
  
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  and is only included here for those who
  wish to try it out. The table was provided
  to me without any associated rules, so
  please use your own judgment as to how
  it should work.
  Table 8 Incantation 2 Mana
  Recovery Table
  Result
  Initiate
  Adept
  Master
  Virtuoso
  Failure
  0
  0
  0
  0
  ≤ 0
  1
  1
  2
  3
  1-5
  2
  3
  4
  5
  6-10
  4
  5
  6
  7
  11-15
  6
  7
  8
  9
  16-20
  8
  9
  10
  11
  ≥ 21
  10
  11
  12
  13
  20.6.2 
  Recovery During Melee
  A Magician in melee cannot recover mana
  as easily. For a Magician in melee, the
  number of gems in reserve is doubled
  when calculating the Recovery result.
  20.6.3 
  Unengaged Recovery
  A Magician that is not other wise engaged
  (i.e. did not move, shoot, or engage in
  close combat) and was not wounded
  during the turn has a better chance to
  recover mana. Such a Magician does not
  subtract the number of unused gems from
  the Recovery die roll.
  20.6.4 
  Mana Capacity
  A Magician may have up to twice his
  Power in gems. For example, a Magician
  with a power of 3 has a maximum capacity
  of six gems.
  
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  Incarnation
  21 Introduction
  You have acquired a figure destined to
  fight in the battle of Rag'Narok.  It creates
  a scene of vast armies from numerous
  races which confront in epic battles for the
  domination or survival of their people.
  Confrontation is a simple game which
  simulates the skirmishes between the
  different factions of the game Rag'Narok.
  You will find the rules concerning the
  formations of units, the special armies,
  army lists, the Colleges of Magic, the
  levels of experience in a game of larger
  scale called Rag’Narok.
  To begin a game you only need a copy of
  Confrontation and six sided dice.  You
  can have a game with your friends as soon
  as you choose your figures.  As the games
  progress and the composition of your
  armies becomes more vast, you can use the
  rules of Rag'Narok and give an epic
  inspiration to your battles.  To go from one
  system to another will present no
  difficulty, 
  as 
  the 
  principles 
  and
  characteristics will be identical for the two
  games. Rag'Narok is simply the big
  brother of Confrontation.
  22 The Figures
  Rackham provides the greatest care in all
  the stages of the conception and realization
  of each model in order to push the
  envelope of technical limits and quality of
  figures.
  22.1 The Adventurers
  The models of adventurers are the
  Personalities, they use all the rules for the
  latter.  You will find all the rules
  concerning them in the Confrontation
  rules.  They can be Champions, Heroes,
  and Living Legends. Some are Magicians.
  The Adventurers can be strong allies if you
  use the adventure style of the game
  presented here.
  Note: do not confuse the hero, as
  Personalities central to an adventure, and
  Hero, the equivalent of Power level for
  Confrontation.
  In the following pages we will often make
  use of the term warrior.  It designates a
  troop from a Personality, Mage, or Priest.
  You will discover these last in Divination.
  23 The Experience Cards
  Incarnation allows all your models to
  gain experience.  This unique knowledge is
  represented by the experience cards, which
  add to the unit card for each model.  To
  gain experience, your warriors must prove
  their courage and tenacity in
  accomplishing particular exploits.  The
  bravery of your warriors today will make
  them into the heroes of tomorrow.
  Table 9 Elements of an
  Experience Card
  Section
  Description
  Conditions
  Indicate the characteristics,
  competencies, or aptitudes that a
  warrior must possess in order to
  have access to a discipline or a
  particular knowledge.
  
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  Section
  Description
  Exploit
  Describes a heroic action.  If it is
  accomplished by one of your
  combatants, the experience card is
  immediately added to that warrior.
  He may then use the card in the
  next game of Confrontation.
  Effect
  Describes the advantages that come
  from an experience card when it is
  played.
  Cost (PA)
  The value of the card when it is
  acquired by a warrior.  It costs
  nothing to select, but he must pay
  the price in PA when he gains the
  benefits of the card.  Only if he has
  succeeded in the Exploit, obviously.
  Recuperatio
  n
  When the warrior learns if he has
  truly mastered the new technique he
  has learned.  In order to get back
  the experience card, roll a d6.  If the
  result is greater than or equal to the
  level of the Recuperation, he may
  retain the card.
  23.1 Playing with the Experience
  Cards
  23.1.1 
  Selecting the Experience Cards
  At the end of Deployment, you may place
  face down in front of you one experience
  card per Personality present in your army.
  They are not attributed to any combatant in
  particular, but represent the exploits that
  your warriors must attempt during the
  game.
  Be certain that some of your warriors
  fulfill the conditions announced on the
  experience cards, or else they may not use
  them.
  23.1.2 
  Acquiring Experience Cards
  During the game, if one of your warriors
  achieves an Exploit, flip the experience
  card face up.  Place the card along the side
  of the game.  If the warrior who
  accomplished the Exploit survives the
  game, he will receive the card in reward.
  Remember that it is not important which
  warrior benefits from an experience card,
  so long as the following points are
  respected:
  1. The experience card is one of those
  bet on after Deployment.
  2. The warrior satisfies the conditions
  listed on the card.
  3. The card is revealed just after the
  warrior has accomplished the
  exploit.
  A warrior may not normally acquire an
  experience card more than once.  If a card
  may be possessed multiple times, it is
  stated on the card.
  If one of your warriors accomplishes an
  exploit but you do not wish him to gain the
  card, you do not have to reveal it.  You do
  not need to let your opponent know that an
  Exploit has been accomplished.
  23.1.3 
  Using the Experience Cards
  At the time the game begins, your
  combatants may have acquired experience
  and gained some experience cards.  But the
  knowledge has a price and you will have to
  pay the cost of the card when purchasing
  the model.
  The effect indicates how the card modifies
  the game.  In most cases its use is restricted
  to a certain time.  It may only be usable
  once per round, per game, or even a unique
  use.
  Once the experience card is played, you
  must see if your warrior has mastered the
  new technique or simply succeeded
  because of beginner’s luck.  Make a roll to
  regain the card by rolling a D6 and
  
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  comparing the result to the Recuperation
  score.  If the result is greater than or equal
  to the number indicated, the warrior
  regains the card.
  Each time you use the card, you must
  make a Recuperation roll.  In case of
  failure, the card is lost for the combatant.
  But you can select it in later games.  Your
  warrior may definitely acquire it again!
  24 The Scenario Cards
  Incarnation uses another series of cards
  called Scenario Cards.  They serve to
  determine the objective of your group of
  warriors, through a story and its
  development.  Each player uses a card at
  the beginning of a game.  The Scenario
  cards are presented in three different Acts,
  which symbolize each episode of an
  adventure. The elements common to all
  three cards are shown in Table 10
  Elements of a Scenario Card.
  The notion of Acts is only for the
  Adventure mode, that you will discover
  later.
  
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  Table 10 Elements of a
  Scenario Card
  Section
  Description
  History
  Presents the place where the
  adventure takes place, the
  problem with which you are
  confronted and announces the
  inevitable combat.  It is
  sometimes bound to a particular
  personality, he must then be
  present at the time of the
  confrontation.
  Objective
  Represents the mission that you
  are entrusted with.  The game
  may be stopped whenever the
  players wish, if both sides have
  fulfilled their Objective.  If
  neither of the two camps is
  capable of accomplishing the
  Objective before the end of the
  game, this may also stop the
  game.
  Victory
  Once the game has ended, apply
  the effects of Victory if you have
  accomplished your objective.
  The number that follows
  “Victory” indicates the chance
  that your hero may be
  resurrected.
  Defeat
  If the objective is not completed,
  apply the effects of the Defeat at
  the end of the confrontation.
  Duration
  Indicates the number of turns you
  have for your mission.  It is
  added to the Duration of the
  scenario chosen by the enemy.
  Your mission has a Duration
  listed as “3”.  Your opponent’s
  mission has a Duration of “4”.
  The total length for the game will
  be 7 turns.
  Deployment
  Indicates the zone in which each
  player positions his troops.  This
  zone varies in accordance with
  the scenario.  There are six
  different types of Deployment
  (see Table 11 Scenario
  Deployments).
  Section
  Description
  Value (PA)
  Indicates the amount of troops
  that you may have for the
  scenario.
  24.1 Playing with the Scenario
  Cards
  24.1.1 
  Army Choice
  When you play with the scenarios of
  Incarnation, the first thing to do before
  the game begins is to determine the story.
  Your adversary and you both secretly
  choose a scenario card.  Once each side
  has chosen their scenario, the players
  reveal it.  Thus, you reveal your objectives
  to your adversary, but also know his.
  Next, each side must construct their army
  according to the PA authorized by the
  scenario.  Consider your objectives as well
  as those of your adversary, as your troop
  choices could be critical to your success.
  Certain scenarios may seem easier than
  others, but a valorous general will always
  present a challenge.
  24.1.2 
  The Terrain
  We advise you to play on a surface of
  120cm per side (4 ft), for a deployment
  zone of 60 cm deep (2 ft).  The manner in
  which you place the terrain is up to you,
  but try to  respect the context of the story.
  24.2 Scenario Deployment
  The types of scenario deployments are
  described in Table 11 Scenario
  Deployments. Make your deployment as
  normal, but each player is limited to his
  deployment area.  If the areas overlap, each
  player may place figures in the overlapping
  area.
  
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  Table 11 Scenario
  Deployments
  Deployment
  Description
  Battle
  Deploy your figures in your
  half of the board as usual.
  Hunt
   Deploy your troops as for
  Siege, below, but their
  normal movement distance
  must separate your models
  from one another.
  Overflowing
  Place your troops in your side
  of the terrain, along each edge
  of the table.
  Defense
  Your figures must form a
  straight line in your half of
  the board, with at most 5cm
  (2”) between each figure.  If
  you have any figures left
  over, form a new line 5cm
  (2”) behind the first.
  Entrenchment
  Your troops should be
  deployed on the board in your
  half of the terrain with at least
  20cm (8”) from the middle
  edge, and 30cm (1 ft) from
  either side edge.
  Siege
  Your troops on the entire
  board, outside of an
  imaginary entrenched enemy.
  25 The Unfolding of the
  Game
  A scenario is played like a regular game
  except for the addition of the Denouement
  phase.
  25.1 Accomplishing the
  Objectives
  To win a scenario, a player must
  accomplish his scenario objective and have
  at least one model remaining on the board
  at the end of the game.
  A player may attempt to prevent his
  adversary from accomplishing his
  objective and thus savor the defeat of his
  enemy.
  The terms hero, mentor, and ally, are often
  mentioned on the scenario cards.  These
  terms only matter for Adventure mode.  If
  you do not play in adventure mode, these
  terms refer to one of your Personalities.  In
  the same way, the term shadow symbolizes
  and enemy personality.
  25.2 Duration of the
  Confrontation
  The sum of the scenario duration for both
  sides determines the length of the game.  If
  your card states 2 and your adversary states
  5, the game lasts for 7 turns.
  If only one card has duration of “infinite”,
  then the game is 6 turns long. If both cards
  have duration of “infinite”, then there is
  not turn limit. The game continues until
  one side or the other is destroyed or
  retreats from the field of battle.
  25.3 End of the Game
  The game ends as soon as the time limit
  fixed by the two scenarios is passed, or if
  each side is in the following situations:
  - 
  The game ends as soon as one of
  the following situations occurs;
  - 
  The required number of turns is
  played.
  - 
  The players wish to stop the game.
  - 
  It is no longer possible for both
  players to achieve their objectives.
  - 
  Both players have achieved their
  objectives.
  
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  25.4 Denouement
  25.4.1 
  The Victory
  If you have accomplished your objective,
  you may apply the effects of Victory at the
  end of the game.
  One of your Personalities who died may
  return to life.  Make a Resurrection check:
  roll a D6, if the result is greater than or
  equal to the number after the Victory, your
  Personality returns.
  25.4.2 
  The Defeat
  If you do not manage to accomplish your
  objective, apply the effects of Defeat.  You
  may not attempt a Resurrection if you
  sustain a defeat.
  When you have mastered the experience
  system of the Scenarios, you can play each
  adventure as a sequence in Adventure
  Mode.  Until then, the experience cards
  and scenario cards may be used separately.
  26 The Adventure Mode
  This section of the rules presents the
  Adventure Mode.  It permits you to create
  new heroes, aided by his mentor and allies
  that he has rallied to his cause.  This hero
  will meet with dangers and confront
  innumerable adversaries to prove his
  courage and strength.  If he succeeds in his
  endeavors but dies, it is possible that the
  gods of Aarklash will show him clemency
  and grant him resurrection.  In the final
  battle, your heroes meet their greatest
  enemy, that shadow of themselves, who
  must be defeated in a duel to the death.
  The Adventure mode uses both Experience
  Cards (see section 23) and Scenario Cards
  (see section 24).  All the preceding rules
  remain in effect, except when specifically
  stated otherwise below.
  The game is played normally; it is only the
  Denouement that changes.
  26.1 Before Beginning the
  Adventure
  26.1.1 
  Elements of the Adventure
  26.1.1.1 Hero
  The hero of an adventure is possibly the
  only important model in your army.  He
  does not need to be an Hero, or even a
  Personality as defined in the
  Confrontation rules.  The hero can be a
  simple warrior, an elite soldier, or any
  other figure in your army.
  26.1.1.2 Mentor
  The mentor of the hero is both his master
  and his guide in the adventure.  He will aid
  the figure of your choice.
  26.1.1.3 Supernatural Gift
  The supernatural gift of the hero is the
  primary aid brought by his mentor.  The
  mentor assists the hero to enter the world
  of Adventure by offering a present to his
  disciple at the beginning of the quest. This
  serves to reinforce the hero’s
  determination.
  26.1.1.4 Adventure
  The adventure is a succession of scenarios
  in which the hero is the principal actor.  He
  pursues a quest over the course of three
  Acts that follow one another.
  26.1.1.5 Allies
  The allies are Personalities who
  accompany the hero in his quest.  The
  destiny of the allies crosses that of the hero
  and his quest. The number of allies varies
  
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  depending on the Act of the scenario being
  played.
  The mentor is considered an ally.
  26.1.1.6 Followers
  The followers are the warriors, not
  Personalities, who accompany the hero or
  his allies on the course of the adventure.
  Their number is limited by the Discipline
  characteristic of the hero or the ally who
  commands them.
  Personalities with the Command skill
  double their Discipline characteristic for
  calculating their authorized number of
  followers.
  The number of followers is calculated
  according to the following rules:
  1. A hero may have as many
  followers as his Discipline
  characteristic.
  2. An ally can have as many
  followers as half his Discipline
  characteristic (rounded up).
  3. A hero or ally who does not have a
  Discipline characteristic may have
  as many allies as he wants.
  Obviously, the PA of the scenario also
  limits the number of allies.
  In the Adventure mode, followers may not
  gain experience, only the hero and his
  allies may acquire experience.
  26.1.1.7 Shadow
  The shadow of the hero is his spiritual
  opposite, his moral inverse.  The shadow
  represents all that the hero fights, all that
  he does not wish to become.  The shadow
  could be an ancestral adversary, a sworn
  enemy, or quite simply itself.  When the
  hero has defeated his shadow, the hero
  truly earns his title.  He will have realized
  the impossible by defying death.  In this
  way he becomes a legend and will receive
  the supreme reward, the ultimate goal of
  his quest: the Elixir.
  26.1.2 
  The Beginning of the Quest
  To begin the quest, follow the steps below
  in the order they are given. These steps
  define the quest that your hero will
  undertake.
  1. Choose your hero.  Remember that
  you can choose not just an important
  figure.  However, for your first
  adventures we recommend you take a
  Personality.
  2. Choose a mentor for your hero.  This
  must be a Personality.
  3. Choose a supernatural gift for your
  hero.  He can choose any experience
  card, artifact, or spell.  The choice of a
  supernatural gift is not limited by the
  restrictions of usage, race, or
  Personality.  For example, a magic
  object restricted to the Wolfen can
  become the supernatural gift of a dwarf
  hero.
  A hero who does not have a Power
  characteristic may not choose a spell.
  The supernatural gift does not cost PA
  for the hero.  Do not hesitate to choose
  a rather rare one…
  4. Select an adversary for your hero.
  Ask your adversary to choose the
  shadow of your hero.  You may not
  choose your own shadow. Your hero is
  not be able to control his actions or his
  nature. The shadow must be a
  Personality.
  Your adversary equips the shadow
  with spells and artifacts as he wishes.
  He may also give him an experience
  card.  The total cost in PA of the
  shadow and his equipment must be
  greater than the cost of the hero, but
  cannot be more than three times his
  
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  value.  Except for Movement, all the
  characteristics of the shadow are
  augmented one point.  The shadow
  thus becomes extremely terrifying.
  The shadow of the hero will not arrive
  until the third Act of the adventure.
  His nature, equipment, and all cards
  which are attached to him can not  be
  modified until the final battle.
  5. Select an Elixir. Finally, choose the
  ultimate reward for the hero who
  defeats his shadow.  The Elixir must
  me an artifact, experience card, or a
  spell, like the supernatural gift.  Once
  the shadow is eliminated the hero gains
  the Elixir permanently, for a cost in PA
  equal to one half its real value, rounded
  up.
  If the hero of the adventure is not
  already a Personality, the elixir chosen
  must be the attribute Incarnation (see
  section 12.1.19) which allows a hero to
  become a Personality in all the games
  following the Adventure.
  The PA value of a warrior who
  becomes a Personality because of an
  Elixir is increased by half.  If the PA
  value of the warrior was 12, it is now
  18 and not 24.  Do not forget that a
  warrior, when he becomes a
  Personality, must bear a name that is
  unique to him.
  26.2 The Three Acts of the Story
  All the quests played in the Adventure
  mode are divided into three acts.
  26.2.1 
  Act I
  The first scenario of an Adventure is
  always Act I, an entry into the matter, or an
  introduction to the extraordinary world.
  The hero is faced with the Adventure, or
  has barely started it.  If the hero is both
  victorious and alive at the end of Act I, you
  can continue the quest by moving to Act II.
  26.2.2 
  Act II
  The second part of the Adventure is made
  up of a variable number of scenarios.
  These are the principal tests that will need
  to be crossed by the hero, the traps that he
  must avoid.  In Act II, his multiple talents
  are put to the test, but he may gain allies,
  experience, and artifacts.
  26.2.3 
  Act III
  The third Act is the most difficult.  The
  experience that he has accumulated
  between Acts I & II will be necessary for
  him to triumph.  The hero will finally face
  his shadow, menacing and invincible.  He
  will fight his final combat against it in
  order to gain the Elixir he desires.
  26.3 Act I
  The quest begins.  Act I is the simplest.  It
  is the passage across the first threshold, the
  initiatory stage of the long voyage.
  26.3.1 
  Limited Usage of the Supernatural Gift
  At this point the hero has not fully
  mastered his supernatural gift.  He will not
  be able to use it on a roll of 4 or more on a
  D6.  Make the roll each time the hero tries
  to use his  gift.  If the test fails, the hero
  may not use the gift.
  26.3.2 
  Allies
  In Act I the hero may only be accompanied
  by his mentor. The hero has no other allies
  at this time.
  
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  26.3.3 
  Followers
  The hero may have the normal number of
  followers.  The mentor may have only one
  follower.
  26.3.4 
  Experience
  You can only select a single Experience
  card during the Act I.
  26.3.5 
  Denouement
  26.3.5.1 Fatality
  If your hero dies during Act I, he may not
  be resurrected.  You have no other option
  but to start a new Adventure.  You may
  change the hero, his supernatural gift, or
  nothing at all.  Simply attempt a new quest.
  26.3.5.2 Defeat
  If your hero survives but he does not
  accomplish his objectives, apply the effects
  of  the scenario’s Defeat section.  Your
  hero is condemned to replay the same
  scenario until he is victorious.
  26.3.5.3 Victory
  If your hero survives and he accomplishes
  his objective, apply the effects of Victory.
  At the next battle, you must choose a
  scenario for the second Act, for your hero
  is now wholly engaged in the quest.
  26.4 Act II
  This part of the Adventure lasts as long as
  you wish.  In effect, as you play Act II, you
  can link as many scenarios of this type as
  you wish.  The result of Victory will
  always be the height of difficulty of the
  scenario, as long as your heroes remain
  alive.
  Act II allows your hero to accumulate the
  experience necessary to defeat his shadow.
  26.4.1 
  Supernatural Gift
  The hero has learned how to use his gift;
  he may use it normally.
  26.4.2 
  Allies
  You may have as many allies as you wish
  in the second Act.
  26.4.3 
  Followers
  Choose your followers normally.
  26.4.4 
  Experience
  It is possible to select and acquire three
  experience cards per scenario of Act II.
  26.4.5 
  Denouement
  26.4.5.1 Fatality
  If your hero is dead at the end of the game
  and you have not accomplished the
  scenario objective, the adventure stops
  there.  You must create a new hero and
  undertake a new quest.
  If your allies are dead, they are also lost for
  the duration of the campaign; i.e. you can’t
  choose the same allies in a subsequent
  adventure in the current campaign.
  26.4.5.2 Resurrection
  If the scenario objective was attained but
  your hero is dead at the end of the game,
  he will probably be resurrected.  He has
  accomplished a great act of bravery, and
  the gods of Aarklash may authorize him to
  continue his quest.  Make a Resurrection
  roll.
  Allies may also make a Resurrection roll,
  but with a –1 penalty. If the scenario
  objective is attained and the hero is also
  alive, the allies make the roll without
  penalty.
  
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  26.4.5.3 Other Outcomes
  Whatever the outcome of the battle, a
  scenario of Act II can always be linked to
  another scenario of this type, as long as
  your hero survives.
  If you obtain a Victory and your opponent
  a Defeat, and if your hero is alive at the
  end of the battle and your opponent’s is
  dead, you have passed the second
  threshold.  Your next scenario can be Act
  III.  This is your choice, however.  If you
  wish you may play another scenario of Act
  II, if you feel your hero is not ready to
  confront his shadow in Act III.
  26.5 Act III
  This is the moment of ultimate
  confrontation. Where your hero will
  encounter his shadow and accomplish the
  supreme act: to eliminate his greatest
  enemy.  He will possibly die facing his
  shadow, to be reborn purified and capable
  of defeating it the next time.
  26.5.1 
  Supernatural Gift
  The supernatural gift of the hero begins to
  lessen.  It is replaced by the knowledge
  acquired during Act II.  The supernatural
  gift can only be used a single time in Act
  III.
  26.5.2 
  Allies
  Only the closest may follow the hero in
  this act: the mentor, who will only cost half
  of his real value, and one other ally at the
  usual cost.
  26.5.3 
  Followers
  In Act III each ally may have a number of
  followers equal to their Discipline, in the
  same way as the hero.
  26.5.4 
  The Shadow
  Your enemy must add the shadow to his
  own troops.  It does not cost any PA
  26.5.5 
  Experience
  You can select up to three experience cards
  plus one per ally present at the time of the
  final battle (A maximum of five cards).
  26.5.6 
  The Combat Against the Shadow
  The combat between your hero and his
  shadow is inevitable.  No other figure may
  participate.  Only the shadow may affect
  the hero, and vice versa.
  If your hero dies during this Act, you may
  make a special Resurrection roll in the
  middle of the battle.  Make a roll with a
  bonus of +1.  The gods like to see a hero
  confront his destiny.
  26.5.7 
  Denouement
  26.5.7.1 Fatality
  If your hero is dead at the end of the
  scenario and you have not accomplished
  the scenario objective, this is the end of all
  the hero’s adventures.  He has lost to his
  shadow.
  26.5.7.2 Ultimate Resurrection
  If the hero is dead at the end of the
  scenario and you have accomplished the
  scenario objective, the hero is revived
  automatically (unless he has already been
  resurrected during the game).
  26.5.7.3 Defeat
  If your hero is alive but you suffered a
  defeat, you must return to Act II.
  
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  26.5.7.4 Victory
  If you are victorious, your hero obtains the
  Elixir.  This card is acquired forever, at
  half its PA cost.
  In the future, your hero no longer needs to
  make a Recuperation roll after using the
  Elixir.
  There is no limit to the number of quests
  that a hero can accomplish or to the
  number of elixirs he may acquire.
  
  VERSION 3.2
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  27 Alliances
  Aarklash is in perpetual war.  But certain groups have common interests or a philosophy close
  enough to each other that they may combine forces to face the greatest perils.  The ways that
  the people travel depend on the gods they venerate.  But who is to know the ways of the gods.
  According to the army you play, certain alliances are possible.  However, your army may not
  consist of more than 30% of allies and Mercenaries.
  Table 12 The Wanderers of Darkness
  Major Force
  Allied Forces
  The Arms of Achéron (Undead)
  Akkyshan, Alchemists, Drunes.
  The Alchemists of Dirz
  Acheron, Akkyshan
  Akkyshan Elves
  Acheron, Alchemists.
  The Barbarians of the Drunes Clan
   Undead.
  The Goblins of No-Dan-kar
   Orcs, Achéron forces without the Undead aptitude.
  Table 13 The Walkers of the Light
  Major Force
  Allied Forces
  The Lions of Alahan
  , Griffons, Cynwälls, Daikinees, Sessairs.
  The Empire of the Griffon
  Lions, Cynwälls, Dwarfs, Sessairs.
  The Barbarians of the Sessairs Clan
  Lions, Griffons.
  Cynwälls Elves
  Lions, Griffins,
  Table 14 The Travelers of Destiny:
  Major Force
  Allied Forces
  Daikinees Elves
   Wolfen.
  The Orcs of Bran-o-Kor
   Goblins.
  The Wolfen of Yllia
   Daikinees
  The Dwarfs of Tir-Na-Bor
  Griffons
  No-Dan-Kar Rats
  Orcs
  
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  28 Translator’s Notes
  Table 15 Revision History
  Version
  Changes
  3.2
  Corrected Natural Born Killer entry;
  minor format and spelling
  corrections.
  3.1
  Corrected damage effects table;
  added rule for running.
  3.0
  Incorporation of Confrontation 2
  changes; reformat of rules; addition
  of purported mana recovery table
  from Incantation 2.
  2.0
  More errata and major combat
  clarifications.
  1.0
  Initial English translation.
  28.1 Copyrights
  Illustrations in Rackham products,
  including the present rulebook and the
  reference cards are commissioned works or
  creations. Exclusive rights on the whole
  illustrations, miniatures or by-products
  belong to Rackham. Copying and
  circulation, even as parts or bits, is
  prohibited in any form, including
  electronic and mechanic forms, as well as
  photocopying and telematics without a
  written editor’s permission.
  Rag'Narok, Confrontation, Confrontation
  2, Divination, Incantation, Incantation 2,
  and Incarnation are all product s of
  Rackham and copyright by them. I
  translated the original rules without the
  permission of Rackham. This is not to be
  considered a challenge to their copyrights.
  28.2 Translation Notes
  The format of the rules has been changed
  slightly to better fit on letter-sized paper;
  the original rules were a small book that
  fits inside the figure blister. Changes to
  existing rules or new rules in existing
  sections have been highlighted. Brand new
  sections are highlighted.
  28.3 Anachronistic Rules
  There are some rules or errata that were
  included in the first edition of
  Confrontation that does not appear in
  Confrontation 2. I don’t know if these
  were dropped intentionally or
  unintentionally. As such, the rules have
  been left in this translation but they have
  been identified. These anachronistic rules
  should only be used with the consent of all
  players.
  28.4 Acknowledgements
  The original translation was done using
  AltaVista’s Babelfish translation engine
  (http://world.altavista.com/) and I cleaned
  up the result. As I know almost no French,
  any errors you find in this translation are
  wholly mine. Please send any such errors
  or suggestions to jmt@jmichaelt.org.This
  has not been a solo effort, I would like to
  thank Mark Theurer, Al Edel, M. P.
  Jenner, Jim Callahan, John Bornmann,
  Olivier Georgin, and the members of the
  confrontation_en yahoo group discussion
  list for their help on the translations. I
  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.
  
  VERSION 3.2
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  Appendix - Various Tables
  Table 16 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 17 Critical Hit Table
  Table 17 Critical Hit Table
  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 18 Wound Severity
  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.
  
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   Table 19 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 20 Rate of Fire
  Turns to Reload
  Weapons
  0
  Arc, Javelot
  1
  Crossbow, Arbalète wolfen, Fusil, Tromblon
  2
  Mousquet, Arquebuse 2
  
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  Table 21 Competencies and Aptitudes
  Competencies (Skills)
  Aptitudes
  Ambidextrous
  Brutish Lout
  Bravery (except for Lions)
  Bravery (Lions only)
  Swashbuckler
  Clan of Sessairs
  Bestial Charge
  Clan of Drunes
  Command
  Devotion (for an unnamed race only)
  War Cry
  Tough
  Berserk
  Fanaticism (Griffons only)
  Fanaticism (except for Griffons)
  Warrior Mage
  Scout
  Extra Arm
  Rallying Cry
  Mercenary
  Initiate, Follower, and Master
  Undead
  Mutagen
  Regeneration
  Harassing
  Reinforcement
  Natural Born Killer (except for Wolfen)
  Natural Born Killer (Wolfen only)
  Veteran
  Leap
  Duelist
  Gigantic
  Devotion (except for an unnamed race)
  Possessed
  Incarnation
  Rapidity
  Mercenary
  Strategist
  
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  Table 22 Magical Colleges by Race
  Race
  Primary College
  Secondary College
  Opposition
  College
  Lions of Alahan
  The Light
  Air
  Darkness
  Necromants of the
  Ram
  Darkness
  Fire
  Light, Water
  Cynwälls Elves
  Unknown
  Unknown
  Unknown
  Dwarves of
  Shooting-Nâr-Bor
  Earth
  Water
  Darkness
  Disciples of
  Griffon
  Fire
  Light
  Darkness
  Orcs of Bran-ô-Kor
  No
  No
  No
  Alchemist of Dirz
  Darkness
  Earth
  No
  Akkyshans
  Priestesses
  Darkness
  Water
  Light, Fire
  Wolfens
  Water
  Air
  Darkness, Light
  Goblins of No-
  daN-Kar
  Air
  Fire
  No
  Daikinees Elves
  Water
  Earth
  Fire, Darkness
  Keltois Barbarians
  Air, Earth, Fire,
  Water
  Air, Earth, Fire, Water
  Light, Darkness
  Table 23 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
  50% loses.
  4
  6
  To eliminate the enemy force, without undergoing any loss
  3
  
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   Elements of Unit Card
  Painting
  Guide
  Point Cost per
  Figure (PA)
  Name
  Movement
  Initiative
  Attack • Force
  Defense • Stamina
  Shooting
  Courage or Fear
  Discipline
  Weapons &
  Abilities
  
  Index
  A
  Aarklash : 38, 39
  Absorbing : 41
  Act I : 51, 52
  Act II : 51, 52, 53
  Act III : 51, 53
  Acts : 46, 49, 51
  Additional Member : 27
  Adventure : 46, 48, 49, 50, 51, 52
  Adventurers : 44
  Air : 38, 39, 61
  Alchemy : 40
  Alliances : 55
  allies : 29, 44, 49, 50, 51, 52, 55
  ally : 48, 50, 53
  AltaVista’s : 56
  Ambidextrous : 26
  Anachronistic rules
  Blood Rage : 25
  Competencies and Aptitudes : 25
  Explaination : 56
  Heroic Charge : 25
  Polearms : 23
  Rate of Fire : 21
  Aptitudes : 25, 60
  Area of Effect : 37
  Army Selection : 12
  Artifact : 37, 38, 40
  Assassin : 26
  Attack : 10, 15, 21, 22, 24, 26, 41
  Attack check : 22
  Attacker : 22
  B
  Babelfish : 56
  Battle : 48
  Berserk : 26
  Bestial Charge : 26, 60
  Blood Rage : 25
  Bravery : 26
  Brutish Lout : 26
  C
  Capacity : 39, 40, 41
  Card
  Reference : 11
  Unit : 10, 44
  Card Sections
  Name : 10
  Champion : 30
  character : 10
  Characteristic Test : 12
  Charging : 14
  colleges : 39, 41
  Command : 26, 28
  Competencies : 25, 60
  Complex Combats : 21
  Conditions : 44
  Confrontation : 1, 7, 9, 13, 21, 37, 38, 39, 41, 44,
  45, 48, 49, 56
  Cost : 45
  Counter Attack : 24
  Countering : 42
  Coup de Maitre : 25
  Courage : 10, 11, 17, 30
  Courage Test : 17
  Crown : 37, 40, 41
  Crown of the Elementary Oppositions : 37
  D
  Damage : 20, 22, 58
  Damage roll : 22
  Dark : 38, 39
  Darkness : 39, 61
  Defeat : 47, 49, 52, 53
  Defender : 22
  Defense : 10, 15, 20, 21, 22, 24, 26, 48
  Demonology : 40
  Denouement : 48, 49, 52, 53
  Deployment : 13, 30, 31, 45, 47, 48
  deployment zone : 13
  Devotion : 27, 60
  Discipline : 11, 30
  Discipline Check : 13, 31, 40
  Disengage : See Melee, Withdrawal from
  Divination : 11, 56
  Drunes : 26, 55, 60
  Duelist : 27, 60
  Duration : 47, 48
  E
  Earth : 38, 39, 61
  Effect : 37, 45, 58
  Elemental : 37, 38, 39
  Elementary Oppositions : 38
  Elements : 38
  Elixir : 50, 51, 54
  Entrenchment : 48
  
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  Equipment : 11
  Example : 25
  Experience : 44, 45, 49, 52, 53
  Experience Cards : 44, 45, 49
  Exploit : 45
  F
  Fanaticism : 27
  Fear : 10, 11, 17, 18, 31
  fearlessness : 10
  Fire : 38, 39, 61
  Firing into a Melee : 20
  Followers : 39, 50, 52, 53
  Follow-up Move : 23
  Force : 10, 20, 22, 55
  G
  Gems of Power : 37
  Gigantic : 27, 28, 60
  H
  Harassment : 27
  hero : 44, 47, 48, 49, 50, 51, 52, 53, 54
  Heroic Charge : 25
  History : 47, 56
  Hunt : 48
  I
  Incantation : 1, 37, 39, 40, 56
  Incarnation : 1, 28, 44, 46, 47, 51, 56, 60
  include Spell Cards : 37
  Initiates : 39
  Initiative : 10, 15, 16, 21, 40
  Initiative test : 16, 21, 22
  Instinctive Shot : 28
  L
  Leap : 28, 60
  Light : 38, 39, 58, 61
  line of sight : 18
  M
  Magic Phase : 40
  Magician : 37, 38, 39, 40, 41, 42, 43
  Magicians : 11, 37, 38, 39, 40, 42
  Mana : 41, 42
  mark : 22, 41
  Master Stroke : 25
  Masters : 39
  melee : 10, 13, 21
  Withdrawal from : 16
  mentor : 48, 49, 50, 51, 52, 53
  Mercenary : 28, 60
  Minimum Capacity : 38
  Movement : 10, 13
  Movement phase : 14
  Multiple Attacks : 24
  Musician : 30
  Mutant : 28
  N
  Natural Born Killer : 29, 60
  Necromancy : 40
  nitiative : 10
  O
  Objective : 12, 13, 32, 47, 61
  Objectives : 48
  Optional Rules : 20, 23, 25
  Pole Arms : 23
  Rate of Fire : 21
  Overflowing : 48
  P
  PA : 11, 45, 47, 50, 51, 53, 54
  Personalities : 24
  Playing Surface : 12
  Points Armee : 11
  Polearms : 23
  Possessed : 29, 60
  Power : 11
  pre-measure : 18
  Q
  Quest : 50
  R
  Rackham : 1, 9, 44, 56
  Rag’narok : 11, 17, 24
  Rag'Narok : 9, 44, 56
  Rallying Cry : 29
  Rapidity : 28, 60
  Rate of Fire : 21
  
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  Recovering : 42
  Recuperation : 45, 46, 54
  Reference Card : 10, 11, 37
  Reference Cards : 12, 14, 25
  Regeneration : 29
  Reinforcement : 30
  Resistance : 12
  Run : 15
  Running : 14
  S
  Scenario Cards : 12, 46, 47, 49
  Scout : 30
  Serious : 29, 58
  Sessaire : 26
  Severe : 58
  shadow : 48, 49, 50, 51, 52, 53
  Shooting : 10, 13, 14, 18, 19, 20, 40, 41, 59, 61
  Shooting phase : 40, 41
  Siege : 48
  Sorcery : 40
  Special Abilities : 11
  Spell card : 37, 39
  Spell Duration : 37
  Spell Range : 37
  Staff : 30
  Stamina : 10, 20, 22
  Standard Bearer : 30
  Strategist : 30, 60
  supernatural gift : 49, 50, 51, 52, 53
  Swashbuckler : 60
  T
  Tactical Roll : 21
  Tactician : 31
  Technomancy : 40
  Terrain : 13, 14, 47
  their Reference Cards : 13
  Tough : 31
  Translator’s Note : 40
  U
  Undead : 31
  V
  Veteran : 31, 60
  Victory : 47, 49, 52, 53, 54
  W
  War Cry : 31
  Warrior-Mage : 31, 32, 39
  Water : 38, 39, 61
  Weapons
  Arbalete Wolfen : 59
  Arc : 59
  Arquebuse : 59
  Crossbow : 59
  Fusil : 59
  Guisarme : 23
  Halberd : 23
  javelot : 59
  Lance : 23
  Mousquet : 59
  Pertuisane : 23
  Tromblon : 59
  Wound Rolls : 22
  
SOURCE: textdata/thevault/Confrontation/Confrontation 2.0.pdf