TEXT: The illustrations within the RACKHAM products, including
  the present booklet and the Reference cards are creations or
  commissioned works. The exclusive rights on illustrations,
  miniatures and by-products are property of RACKHAM. 
  This material is protected under the EEC copyright laws.
  No part of this publication may be reproduced or transmitted
  in any form or by any means, electronic or mechanical, including
  photocopying, recording, or by any information storage and
  retrieval system, without permission in writing from the publisher.
  c r e d i t s
  Collection director : Jean Bey.
  Rules and writing : Jean Bey, Pascal Petit, Nicolas Raoult,
  Jérôme Rigal, David Valmary, Olivier Zamfirescu.
  Art director : Jean Bey.
  Graphic design and lay-out : Jean Bey, Jean-Sébastien Rossbach.
  Illustrations : Jean Bey, Paul Bonner, Edouard Guiton, Didier Poli,
  Paolo Parente, Jean-Philippe Poulet, Jean-Sébastien Rossbach.
  Painting : Vincent Fontaine, Martin Grandbarbe, Eric Nouhaut.
  Photography : Studio 29.
  Translation : Alan Coughlin, Nancy Galant, Raphaël Guiton.
  Thanks to : Eric Lafontaine, Loïc Calmon-Lecoin, the whole team.
  Thanks to all the testers : Frédéric Anger, Séverine Delagarde,
  Sébastien Gautier, Philippe Jung, Florent Mousset, Edouard Negre,
  Jacint Oros, Sylvain Roux, and to all who have lent their support.
  CONFRONTATION is published by RACKHAM
  RACKHAM, the RACKHAM logo, CONFRONTATION, WOLFEN,
  and RAG’NAROK are registered trademarks owned by RACKHAM.
  All CONFRONTATION characters, character names and
  the distinctive likenesses thereof are trademarks owned
  by RACKHAM.
  Copyright © 1996-2002 RACKHAM. All rights reserved.
  Printed in France by Fabrègue
  87500 Saint-Yriex la Perche - July 2002 
  DOC CONF 2. ENGLISH VERSION.  11/10/02  13:56  Page 1
  c o n t e n t s
  2. Credits
  5. Body and Soul
  10. Introduction
  11. The Figurines
  12. The Reference Cards
  13. The Characteristics
  16. The Sizes
  18. The Counters
  19. Making a Characteristic Roll
  20. Setting up the Game
  20. The Approach
  23. Game Round
  24. Movement Phase
  32. Firing Phase
  38. Hand to Hand Combat Phase
  44. Combat Example
  48. Abilities
  64. Wound Table
  65. Movement Table
  66. The Peoples
  69. The Alliances
  one by one, with a firm grip and steady words.
  Cadwallon was more than a week’s march away. Many perils
  awaited them before then… The forest of Allyvie was not as safe
  as the Elves claimed. The first rays of Lahn, the sun, warmed
  the still sleepy faces of this small squad charged with escorting
  Alahel. The Messenger could hear the distant roar of one of the
  river Amillan’s many waterfalls. A scout broke Alahel’s reverie.
  The Reaper had found a village one kilometre ahead.
  The village greeted the men with a heavy silence. There was no
  smoking chimney, no sign of life. Alahel, quiet and careful,
  told his men to stay close and to be prepared for anything.
  The houses’ doors were open. In some, tables were laid.
  The hamlet’s inhabitants had left in haste. He had heard
  of similar cases with Wolfen attacks, but here it was different :
  nothing had been rampaged.
  The Messenger had no time to unravel this mystery, he had
  a mission to carry out.
  As he came out of a house, he had the unpleasant feeling of being
  watched. He was not the only one : his men, veterans of many
  campaigns, seemed nervous too. 
  All of a sudden, the bell of the village’s tiny church tolled wildly
  as if it were the end of times… Skeletons and scraggy zombies
  came out of cellars, sheds, wells and the graveyards’ tombs. 
  D
  awn was breaking on the horizon.
  Alahel, Messenger of King Gorgyn of Alahan,
  was getting ready. He went to the sentries and
  ordered them to go in advance. Both Reapers set off
  in the half-light. The Messenger woke his men
  DOC CONF 2. ENGLISH VERSION.  11/10/02  13:56  Page 3
  
  Not a single drop of blood came to taint his brothers’ clothes.
  The monstrous sword of bone and Darkness, a Carnage Blade,
  had already drunk the vital fluid.
  It was made easy now for the few remaining living-dead
  to launch themselves into the open wound made to the square
  by the terrible charge of their lord : a Crâne Warrior riding
  a war-horse of Darkness. The soldiers of the Lion found
  themselves separated from each other and facing odds of more
  than three to one.
  Alahel drew from his inner strength in an attempt to join
  his men and help them, but he was himself overwhelmed
  by Morbid Puppets armed with clubs. While the ridiculous
  puppets fell before him, his soldiers were dying needlessly.
  Rage was gradually building in the Messenger’s heart slowly
  bending his will. Soon his fencing became whirling, powerful
  but imprecise. Each of Alahel’s blows sent a slave of Darkness
  back to Hell.
  The Crâne Warrior was watching, impassive…
  The Champion of Darkness defiantly pointed at Alahel with
  his Carnage Blade. The Puppets moved away as the infernal
  mount charged again. The King’s Messenger dodged the terrible
  Blade at the last moment and drove Deliverance deeply
  in the putrid flank of his enemy’s beast. The rider and his mount
  crashed to the ground a dozen metres away in a clash of thunder.
  Unfortunately, the Messenger had not had the strength
  to withdraw his weapon from the zombie war-horse’s body...
  But he still had his spear, and especially his bow. He planted
  his spear and put a knee to the ground. The Crâne stood up,
  slowly, disoriented by his terrible fall.
  Alahel ordered his men to get out of this deadly trap as quickly
  as possible. But within moments, the troops of the Lion were
  surrounded. The Archers and Reapers managed to shoot down
  a few of these macabre puppets, but nothing seemed to be able
  to stop their progression.
  Alahel easily guessed the villagers’ fate. The flesh of some of
  the living-dead had not yet started to rot. Their foul smell
  was not yet strong enough to betray them. All around him,
  it was only grunts, painful sighs and horrified expressions.
  The damned of Acheron, the accursed barony, were well-known
  to the Lions of Alahan. None of the Messenger’s soldiers
  gave in to panic. Instinctively, they formed a square around
  the marksmen and moved forward trying to keep in formation.
  The Paladins’ sacred swords and the soldiers’ spears easily cut
  through shredded clothes, soft flesh and fragile bone.
  But for each fallen dead, two more took its place. Alahel opened
  the way trying to keep all his concentration. The ballet of
  his sword Deliverance and that of his sacred spear easily broke
  the disorganised ranks of the grimacing horde.
  Behind him, a Sword Player protected an injured Spearman
  cut off from the rest of the group with his life. A rusty scythe
  bit deeply in his leg. His scream of rage filled the air
  before dying out…
  The masses of the dead were diminishing when a rider mounted
  on a terrifying war-horse suddenly came out of the forest,
  a macabre sword drawn clear. With a single powerful charge,
  he forced his way through to the heart of the battle and
  with one blow killed a soldier of the Light.
  7
  6
  DOC CONF 2. ENGLISH VERSION.  11/10/02  13:57  Page 5
  The Crâne answered in a barely intelligible whisper.
  « You are not strong enough to defeat me. Find me
  when you are stronger and able to confront me. Go now
  if you value your life. »
  Alahel stepped back. Reluctantly, the Messenger turned away :
  he had yet a mission to accomplish. The survivors of his squad
  were still battling the horde of the damned. He admonished
  his men to retreat and get away as fast as they could.
  The war-axe whistled past Alahel’s ears and stuck in a door frame,
  reminding him not to turn back.
  « I promise you, Tharn, that I will return and free you of the Evil
  gnawing at you… »
  His helmet crowned with ram horns had fallen, revealing
  a putrefied face and sparse hair. Deep in his empty sockets
  danced the twin flames of Death and Damnation. Alahel had
  a slight hesitation as he drew his arc. This face seemed familiar…
  The Crâne charged giving a guttural moan full of imprecations
  and hate. The arrow buried itself deeply in his breast where his
  heart should have been. Alahel had barely the time to switch
  to his sacred spear before parrying a blow of spectacular force.
  Had he not already been kneeling he would have been sent
  sprawling to the ground.
  The Messenger circled his opponent to recover Deliverance,
  to no avail. The Crâne was on him in a single stride.
  The Champion of Death had no care for his own safeguard,
  his blows would shatter stone. Alahel pushed his prowess
  beyond his limits to escape harm. Finally, he managed
  to get hold of his weapon.
  It was at this moment that Alahel saw that parts of
  the Crâne Warrior’s armour came from the armour of
  a Knight of the Lion. But the Crâne Warrior revealed
  in turn an axe in his free hand. Doubt overcame Alahel.
  This sinister opponent was toying with him. What new
  trick had he in store for him ? The two Champions exchanged
  a long look. Alahel contemplated all of Death’s blackness
  in the eyes of his enemy.
  The obvious suddenly dawned on the Alahan Messenger :
  « You are Tharn, Knight of the Lion brought back to life
  by Rhea Of Brisis after the battle of Kaïber. »
  8
  9
  DOC CONF 2. ENGLISH VERSION.  11/10/02  13:57  Page 7
  
  t h e   f i g u r i n e s
  RACKHAM takes the greatest care at every stage of the design
  and the making of each of your figurines. 
  For best results when painting your figurines, we recommend
  the use of a modelling knife, as well as a selection of small paint
  brushes and acrylic modelling paint. 
  Before you start painting your figurines, remove all metal excess
  with your modelling knife, with the blade facing outwards,
  to prevent hurting yourself. Then apply a black or white undercoat. 
  Once both stages completed,
  you are ready to start painting
  your figurine. The Reference
  card supplied in the blister can
  be used as a painting guide
  or you may wish to invent your
  own colour schemes to
  give a personal touch
  to your army.
  i n t r o d u c t i o n
  You have just acquired a figurine intended for the war game
  RAG’NAROK. This game stages vast armies, from numerous
  peoples, who confront each other on epic battlegrounds
  for the dominion or the survival of their species. For you
  to be able to play with the RAG’NAROK figurines, here are
  the CONFRONTATION game rules.
  CONFRONTATION is a game which marks the beginning
  of RAG’NAROK in skirmishes with often crucial consequences.
  CONFRONTATION offers a simple game system that enables you
  to simulate small skirmishes between rival factions with loads of
  game play and fun.
  To start playing CONFRONTATION, you will need a few
  6 sided dice (D6). You can start a game with your friends just
  after choosing your figurines !
  The CONFRONTATION rules are enriched by three supplements :
  INCANTATION that deals with magic and the casting of spells,
  DIVINATION that is devoted to the various aspects of Faith
  and finally INCARNATION that allows your Characters to evolve
  and grow when dealing with quests by means of scenarios.
  As you build up bigger armies, you will be able to use
  the RAG’NAROK rules to simulate bigger conflicts. Some rules
  differ between CONFRONTATION and RAG’NAROK but to go
  from one system to the other will present no difficulty,
  the game principles being the same.
  We hope that CONFRONTATION will give you as much fun
  playing it as we have had creating it !
  10
  11
  DOC CONF 2. ENGLISH VERSION.  11/10/02  13:57  Page 9
  t h e  c h a r a c t e r i s t i c s 
  The characteristics of each figurine are represented by pictograms
  followed by numbers. These pictograms are identical for each
  army. The name indicates the type of troop the warrior belongs to.
  Some warriors have their own name and are called CHARACTERS.
  MOVEMENT / M. : number of centimetres that the
  figurine can cover by moving normally. All moves depend
  on the Movement. The second number represents the
  normal moving distance of flying creatures when they manoeuvre
  in their particular environment.
  INITIATIVE / INI. : symbolises the warrior’s reflexes,
  reaction speed, wits and readiness of mind. A fighter with
  a high Initiative rating will often act before his opponents.
  ATTACK / ATT. : the first of the two numbers reflects
  knowledge in the art of hand to hand combat. The higher
  the number, the better the warrior will master formidable
  fighting techniques.
  The second rating reflects STRENGTH / STR. the physical or
  magical power of the blows the fighter will inflict in hand to hand
  combat. Strength takes into account the offensive equipment
  mentioned on the Reference card.
  t h e  r e f e r e n c e  c a r d s
  Each figurine’s characteristics and attributes are summed up on a card
  called a Reference card. Some warriors have several cards : these describe
  artefacts or special capacities reserved to them. 
  Movement
  Initiative
  Attack /
  Strength
  Defence /
  Resilience
  Aim
  Courage /
  Fear
  Discipline
  Equipment
  Abilities
  Rank
  Rank / Army
  Points
  13
  12
  DIRZ HALBERDIER
  DOC CONF 2. ENGLISH VERSION.  11/10/02  13:57  Page 11
  
  DEFENCE / DEF. : the first rating includes dodging,
  the parrying techniques and the defence equipment.
  The second number symbolises RESILIENCE / RES. the
  capacity to take blows, to resist pain and be tenacious. It includes
  the defensive equipment mentioned on the Reference card.
  AIM : capacity to efficiently use a long distance weapon.
  Some fighters do not have a number associated with Aim :
  this means that they cannot fire. The weapon used,
  its range in cm and its own Strength are indicated in the
  Equipment part of the Reference card.
  COURAGE / COU. : this rating symbolises the bravery,
  the composure and the fortitude of the warrior when faced
  with terrifying creatures. Courage is opposite to Fear.
  FEAR : some creatures, by their repulsive or horrible nature,
  are capable of spreading panic within the enemy’s ranks and
  possess a rating in Fear. Fear is opposite to Courage.
  DISCIPLINE / DIS. : this characteristic reflects willpower,
  tactical ability and military strategy. Disciplined warriors are
  excellent soldiers who react rapidly to orders or who know
  how to efficiently lead their troops.
  POWER / POW. : Power is the sum of occult knowledge
  and spell casting ability. Only Magicians and certain
  creatures possess Power. Power is not used in the
  CONFRONTATION rules but is fundamental to INCANTATION. 
  FAITH : the supplement DIVINATION is devoted to
  the various aspects of Faith. Faith represents the intimate
  link that ties a believer to his god. The higher the ratings,
  the more the believer will be able to accomplish Miracles. Only
  the Faithful and certain creatures possess scores in Faith.
  EQUIPMENT includes the weapons, armours and objects carried
  by the figurine. Some troops have special equipment. Other rarer
  artefacts have formidable powers and belong to Characters.
  ABILITIES indicate the particular capacities that the figurine
  possesses. You will find the list of the main Abilities at the end
  of this booklet.
  RANK symbolises the position or status of the warrior within
  his army. There are eight ranks in the hierarchy.
  Irregular : the figurine is not a proper soldier.
  Regular : the fighter is an ordinary soldier of his army.
  Veteran : this is an experienced warrior.
  Special : a specialist is formidable in his own line of combat.
  Elite : an elite counts amongst the best soldiers of his army.
  Creature : a dangerous fighter capable of facing many enemies.
  Living Legend : an emblematic figure of the army.
  Major Ally : a fantastic being, an infallible support to the army.
  ARMY POINTS / A.P. measure the warrior’s value. The higher
  the number, the more powerful the fighter. This evaluation allows
  to balance the forces that will confront each other.
  14
  15
  DOC CONF 2. ENGLISH VERSION.  11/10/02  13:57  Page 13
  t  h
  e    s  i  z
  e
  s
  Four different sizes exist for the figurines and scenery elements.
  These have influence, in particular on Firing and Physical Feats. 
  Small : Dwarf Bombardier, Familiar, Goblin Brat, Mid-Nor Dwarf,
  No-Dan-Kar Goblin, Tir-Na-Bor Dwarf.
  Normal : Giant Barbarian, The Griffin Executioner, Human,
  Melmoth, Sasia Samaris, Spectre of Acheron.
  Large : The Almighty Crâne, Brontops, Cavalryman, Devourer,
  Dirz Tiger, Elemental, Minotaur, Sophet Drahas, Troll, Wolfen.
  Very large : Belial, Dragon, Giant.
  The Equipment and posture are not taken into account in the size
  of a figurine.
  16
  DOC CONF 2. ENGLISH VERSION.  11/10/02  13:57  Page 15
  
  t  h e    c  o  u n  t e  r  s
  War-staff and Character miniatures, except Magicians and Faithful,
  come with precut counters. These counters will allow you
  to quickly identify the condition and wound level of a fighter
  on the Battleground. Two other counters will give you the
  opportunity to create Trap effects.
  m 
  a 
  k
  i 
  n 
  g
  a
  c h a r a c t e r i s t i c   r o l l
  In some cases, players will have to make a die roll regarding
  a particular characteristic. This test determines if an action is
  a success or a failure.
  To make a characteristic roll, all you have to do is roll a D6 and
  add the result of the die to the score in the relevant characteristic.
  If the die result is 6, you may immediately re-roll the die and
  add the new result to the previous total. You may re-roll the die
  as long as you get a 6. This does not apply to Damage rolls.
  On the contrary, if the die result is 1, the roll is an automatic
  failure, whatever the action undertaken might have been (a simple
  roll, Ability roll or any other).
  This rule goes also for a re-rolled 6 : a 6 followed by a 1 ends up
  to be a failure as well.
  It may happen, in some cases, that a characteristic’s score drops
  under 0. This eventuality is perfectly acceptable, except for
  Resilience / RES. If a fighter’s Resilience drops under 0, he is then
  considered KILLED OUTRIGHT and immediately removed from
  the Battleground.
  18
  19
  Stunned
  Charged
  Dodge
  Decoy
  Ambush
  Defence
  Light Wound
  Serious Wound
  Critical Wound
  DOC CONF 2. ENGLISH VERSION.  11/10/02  13:57  Page 17
  s e t t i n g
  u p   t h e   g a m e
  The only necessary elements are a game surface, called
  the Battleground, and several 6 sided dice (D6) to resolve
  characteristic rolls.
  Each player sets up his group of fighters (figurines), and adds up
  the number of Army Points / A.P. of all his warriors. As a rule, this
  total must be equivalent for each player, in order to balance out
  the armies that will oppose each other. So the winner will be
  the finest strategist…
  A player’s total may be slightly higher than his opponent’s,
  if the imbalance does not exceed half of his least expensive
  figurine’s value in A.P.
  A reference card represents up to the number of figurines
  originally provided in the blister pack. There may not be more than
  one figurine representing the same Character on the same side.
  t h e   a p p r o a c h
  Once the Battleground is set up, it is divided into two equal
  sections, called deployment areas. Each player then decides
  on which side he will place his troops. The fairest way to choose
  sides consists in rolling a die. The player with the highest
  score gets to choose his deployment area. This method forces
  the players to organize the Battleground in an impartial manner,
  as none of them knows which side will be his.
  The Approach is the phase where all the figurines are placed,
  one after the other, on the Battleground, before the battle itself.
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  DOC CONF 2. ENGLISH VERSION.  11/10/02  13:57  Page 19
  
  then, those equipped with
  long range weapons,
  may fire...
  A Confrontation round is divided in game phases which symbolise all of
  the fighters’ actions. Each game round is divided into three phases
  which always follow each other in the same order.
  1. m o v e m e n t
  3.  h a n d   t o h a n d   c o m b a t              
  2. f i r i n g
  g a  m e      r  o u n  d
  And finally fight in Hand to Hand Combat.
  Once the Combats are over, another game round starts.
  The players first
  move their
  troops…
  The player’s Reference cards are shuffled and placed in a pile,
  face down. Each player then rolls a die based on his army’s best
  Discipline rating : the « Approach Roll ». In the case of a tie,
  the dice are rolled again.
  The player who has won the Approach Roll picks up the first card.
  This card represents the fighter(s) that can be deployed, in other
  words, placed in the player’s deployment area.
  When a player picks up one of his own cards, he may choose
  to keep it in hand and activate the warriors it represents later.
  This card is called the Reserve card. Each player may only have
  one Reserve card at a time though the player who has won
  the Approach Roll may keep one extra Reserve card. It is possible
  to activate as many Reserve cards as one wishes, but only in
  one’s own game round.
  When a player picks up a card that represents enemy troops,
  the player to whom the figurines belong to must immediately
  deploy the pieces that the card represents. It is impossible to swap
  a card given by an opponent with a Reserve card. A player may
  never deploy a piece that does not belong to his side. The card
  is then put aside. It is now the next player’s turn to pick a card.
  Under no circumstances may a figurine be deployed in order
  to be able to Charge or Engage an enemy figurine in the first
  round. This rule does not take into account magical artefacts,
  spells and Abilities which affect the Movement.
  In the case when a player should pick up a card and there are
  none left, he must deploy the figurines that correspond to one
  of his Reserve cards. Once all cards have been picked up and
  all pieces deployed, the Approach phase is over.
  The first Confrontation round can now begin...
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  DOC CONF 2. ENGLISH VERSION.  11/10/02  13:57  Page 21
  Obstacles can also slow down troops. Towards the end of this
  booklet, you will find a Movement Table. Only one Movement
  type can be chosen in a Movement phase. All Movement types
  are explained below.
  A fighter can move through another fighter only if their cards are
  activated at the same time.
  A warrior who engages an enemy in a fray after a move,
  must be placed in total base to base contact with his opponent.
  The figurine’s base size determines the maximum number
  of opponents that can be engaged with it :
  - Infantry / 25 x 25 : 4 opponents.
  - Cavalry / 25 x 50 : 6 opponents.
  - Creature / 37.5 x 37.5 and bigger bases : 8 opponents.
  m a i n   m o v e m e n t s
  WALKING
  The figurine can move in any direction up to a number of
  centimetres equal to its Movement characteristic and can freely
  position itself at the end of its move.
  CHARGING
  Charging is a very fast move which enables a figurine to engage
  an enemy in Hand to Hand Combat. A figurine must be able
  to see the opponent it wants to Charge before it moves.
  A figurine’s field of vision is of 180° from the middle of the front
  side of its base. The charging warrior can double his Movement
  rating and go round obstacles.
  m o v e m e n t
  p  h a s  e     
  The Movement phase allows the
  players to move their figurines on
  the Battleground. In order to establish
  which fighter will move first, all the
  Reference cards are shuffled and a new
  pile is made. As for the Approach phase,
  each player will make a die roll based on his side’s best
  Discipline score. This roll is called the « Tactical Roll ».
  The Tactical Roll takes the same form as the Approach Roll.
  The player who wins the Tactical Roll :
  - picks up the first card.
  - may keep one more Reserve card.
  - will act first in case of a tie on the Initiative in the Firing phase.
  - will freely split the frays in the Hand to Hand Combat phase,
  and will choose the order in which the combats will be resolved.
  Each player, in turn, picks up a card, and may choose to keep it
  as a Reserve card according to the Approach rules. There are
  no limits to the number of Reserve cards a player can activate
  simultaneously. A Reserve card is activated when a figurine
  can be moved. The activation of a Reserve card cannot interrupt
  an enemy’s Movement.
  The figurines represented by the card can move. A figurine does
  not have to use its whole Movement rate, and can even
  stand still !
  24
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  PHYSICAL FEATS
  To do a Physical Feat, a characteristic roll must be made based
  on a Feat score equal to the Movement characteristic divided
  by 2,5. It is impossible to Fire while accomplishing a Physical Feat.
  SWIMMING
  A warrior who wishes to swim makes a Feat Roll from which
  he subtracts his Resilience score. If the result is higher than 0,
  he can use half his Movement rating in the liquid environment.
  otherwise, he suffers an automatic Light Wound and stays still.
  JUMPING
  To jump, the warrior must have a run-up space available equal to
  the distance he wishes to jump, be it a long jump or a high jump.
  An enemy can be Engaged in Hand to Hand Combat after a jump;
  the effects are then the same as for a Charge.
  The long jump : the warrior runs and makes a Feat Roll with
  a difficulty equal to 4 + 1 for each length of his own base it takes
  to get to the other side. If he succeeds, he reaches the other
  side’s edge and his move ends.
  The high jump calls for a Feat Roll with a difficulty equal to
  the height, in cm, the warrior wants to jump + his Resilience
  score. The difficulty is reduced by two points if the obstacle
  is of a smaller Size than the figurine. If the roll succeeds,
  the fighter finds himself behind the obstacle and his move ends.
  Jumping over troops is a high jump. The height is determined by
  the Size of the largest figurine(s) over which the fighter wishes
  to jump. SMALL : 2, NORMAL : 4, LARGE : 6, VERY LARGE : 8.
  If the warrior fails, he suffers a Leg Wound with a Strength
  equal to the number of cm he wanted to jump (high jump)
  or the distance to the bottom (long jump).
  If the « target » is out of Charge range / M x 2, the warrior
  must use twice his Movement rating in his target’s direction,
  and face it.
  A figurine can Charge another figurine or a battle objective (a fort,
  an object to be recovered, etc...). A figurine can even Charge
  to run on the Battleground. In this case, there is no need for
  a target.
  A warrior who has been Charged by an enemy, suffers
  a –1 penalty to Initiative, Attack and Defence until the end
  of the round. These penalties are not cumulative if several
  warriors have Charged the same figurine and cannot bring
  a characteristic under 0.
  ENGAGEMENT
  Engagement is a less brutal
  Movement than a Charge,
  but it enables the warrior
  to Engage in Hand to Hand
  Combat an enemy not visible
  at the start of his move.
  The figurine that wishes
  to Engage an opponent in
  Hand to Hand Combat
  can use up to double
  its Movement rating.
  If the Engagement
  is successful, the
  opponent suffers
  no penalties.
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  If he succeeds, he can move at his normal Movement rate in any
  direction. He may even Engage another opponent or fire normally.
  If he fails, he cannot break away from the combat, and he will
  not be able to put any dice in Attack in the next Hand to Hand
  Combat phase. He may however Counter-attack or use the
  Ambidextrous Ability. A fighter may not Re-engage an opponent
  he has just Disengaged from in the same round.
  DODGING
  Whether he is making acrobatic moves, or moving very close
  to the ground, the fighter who Dodges moves at half his
  Movement rate and will not be able to do anything else
  until the end of the round. However, the range of the shots fired
  at him will be one level higher. For example, a Short range Aim
  becomes a Medium range Aim.
  Troops with a mount in their Equipment cannot Dodge, nor can
  a Dodge be accomplished in Hand to Hand Combat.
  It is possible to fire through one’s own troops when they are
  Dodging. A fighter can also fire without penalties through
  a Dodging warrior.
  INFLUENCE OF FEAR
  Loathsome creatures inhabit Aarklash : some may have
  a malignant and cynical intelligence, or possess mighty
  powers. Confronted by such visions, a warrior may lose
  his calm and no longer react normally to orders or flee.
  Before Charging or Engaging a figurine in Hand to Hand Combat,
  the target must be designated and the necessary moving distance
  measured. A warrior will have to test his Courage against Fear
  only if the Hand to Hand Combat is possible.
  CLIMBING
  Climbing an obstacle calls for a Feat Roll from which is subtracted
  the warrior’s Resilience. The warrior then climbs a number
  of cm equal to the final result of the Feat Roll. Place a marker
  to represent the figurine’s position.
  If the roll is negative, the warrior falls : he takes a normal Wound
  with a Strength equal to the distance from the ground to the point
  where he started his climbing Movement. If he has failed when
  he was on a flat area, big enough for his own base to stand,
  he suffers no Wound. 
  If a warrior, for whatever reason, decides to deliberately fall,
  he suffers a Leg Wound with a Strength equal to the distance from
  the ground, but will subtract his Feat score from the Damage Roll.
  There will be no need for a Damage Roll if the result of
  the subtraction of the Feat Score from the Strength of the fall
  is negative. In other words, as long as the fighter’s fall does not
  exceed his Feat Score he will remain unharmed.
  s p e c i a l
  m o v e m e n t s
  DISENGAGEMENT
  A fighter can Disengage from a Hand to Hand Combat during
  his Movement phase. He cannot Disengage from a combat if
  he has been Charged or Engaged in the current Movement phase
  or if he is Engaged with the maximum of opponents allowed
  by his base (see Movement phase).
  If he wishes to Disengage from a combat, he must succeed on
  an Initiative Roll. This roll has a difficulty of 4 + 2 per opponent
  Engaged against him.
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  simultaneously, only one test is done for the whole group,
  using the highest Courage amongst the warriors and adding
  a + 1 bonus for each additional fighter. The result is applied
  to every warrior involved.
  On the contrary, if several Fear-inducing creatures Charge
  simultaneously the same figurine, they benefit from the same
  + 1 bonus to Fear.
  Note : 12 Morbid Puppets, activated simultaneously, cannot all
  declare a Charge against an Alahan Spearman who can be Engaged
  by a maximum of 4 opponents.
  During each following Movement phase, a warrior under
  the influence of Fear can attempt another Courage Roll once
  his Reference card is activated. The difficulty of this new test
  will be the same as the one that made him run away. This roll
  is called a « Rallying Roll ». If he succeeds, he can play
  normally. As long as he fails, he keeps running away.
  Note that a fleeing fighter cannot be rallied during the Movement
  phase in which he succumbed to Fear even if his Reference card
  had not yet been activated at the time. A warrior who kills outright
  the figurine that frightened him is automatically rallied.
  When a warrior has overcome his Fear facing a frightening
  creature, he is no longer affected by all creatures with an equal
  or lower Fear rating, until the end of the game. To succeed on
  a Rallying Roll does not immunise the fighter against the Fear
  that made him run away.
  The Fear-inducing creatures ignore its effects.
  These same rules apply when a warrior is Charged or Engaged
  by a Fear-inducing creature. When you have to test for Courage,
  roll a D6 and add the result to your Courage characteristic.
  The penalties due to Fear are –1 to Initiative, Attack and Defence.
  They are cumulative with penalties due to being Charged,
  but they cannot lower a characteristic below 0.
  - if the result is strictly greater than your opponent’s Fear,
  the test is successful and the combat goes on normally.
  A lesser or equal result is a failure.
  - if the warrior fails his test when Charged or Engaged by
  a Fear-inducing creature, he suffers Fear penalties. If the warrior’s
  Reference card had not yet been activated, he runs away from
  the frightening creature at double his Movement rate, turning
  his back to it. He will not Disengage from a combat in which
  he is Engaged. The Fear-inducing creature must finish its move
  even if its target has run away. It can designate a new target
  if the initial target is out of reach. To reach its new target,
  it has at its disposal the rest of its Movement rating. It may go on
  until its Movement rate is exhausted. 
  - if the warrior fails his test when trying to Charge or Engage
  a Fear-inducing creature, he is paralysed by dread. He cannot move
  voluntarily and suffers Fear penalties until the end of the round.
  If the dreadful creature Charges or Engages him in turn, he will
  automatically flee. If another creature Charges or Engages him,
  he again tests his Courage in order not to run away. If the warrior
  leaves the Battleground because of Fear, it is counted as a loss.
  In the case when several figurines Charge a Fear-inducing creature
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  have an identical Initiative rating, the marksmen belonging to
  the player who had the highest Tactical score will fire first.
  To fire, make an Aim Roll (roll a D6 and add the result to your
  Aim characteristic). Depending on the range of the target and the
  type of Firing chosen, the difficulty will be more or less high.
  It is possible to fire « through » a figurine that is Dodging.
  In Confrontation, there exist three ranges and four different types
  of Firing. Other modifiers can also be added.
  Another particular Aim exists : Counter-Firing.
  f  i r i  n  g
  r  a n  g e
  The weapon included in the marksman’s Equipment has three
  ranges expressed in centimetres : Short, Medium and Long as well
  as its own Strength. In normal conditions, the basic difficulties are
  as follows / a result of 1 on an Aim roll is always a failure :
  - Short : 4
  - Medium : 7
  - Long : 10
  t  y  p e  s    o f
  f  i  r i  n  g
  When he fires, a fighter may choose one of the four following
  types of Firing, depending on his move :
  - Static Firing : the marksman has not moved. It is the standard
  firing option. The difficulty is identical to the base test. This does
  not include possible extra modifiers.
  f  i  r i  n  g
  p  h a  s e
  During the Firing phase, troops equipped
  with long distance weapons come into
  action and may fire at any enemy they see.
  A figurine’s field of vision is of 180° from
  the middle of the front side of its base.
  The line of sight between the marksman and the target must be
  clear of any obstacles because every element on the Battleground
  is considered to be a scale representation of what it symbolises.
  Unless otherwise stated, a figurine may only fire once per round.
  To be able to fire, a fighter must :
  - see his target.
  - not be engaged in Hand to Hand Combat.
  - not have moved by more than his Movement rating in the
  Movement Phase, nor have done a Physical Feat or any Dodging.
  You may not measure the distance between you and your target
  before having designated it. The distance between a marksman
  and his enemy is measured once the player has designated
  his target. If the target is out of range, the firing results in
  an automatic failure.
  Warriors fire one by one, starting with the one with the highest
  Initiative. If several warriors of your army have the same Initiative
  rating, they will fire simultaneously. If warriors of different armies
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  f i r i n g m o d i f i e r s
  All modifiers apply to the Aim Roll difficulty :
  - The target is only partially visible due to scenery or an obstacle
  of smaller Size… : +1
  - The figurine that blocks the aim is dodging : no modifier
  - According to the Size of the target, Firing modifiers may apply :
  - Small +1
  - Normal 0
  - Large -1
  - Very Large -2
  - The target is engaged in Hand to Hand Combat : If the Aim Roll
  is a success, determine which figurine is hit between the initial
  target and all those in base to base contact with it, by rolling one
  or more D6.
  - A Small figurine counts as 1
  - A Normal warrior counts as 2
  - A Large size fighter counts as 3
  - A Very Large creature counts as 4
  - Dynamic Firing : when the marksman has moved, without
  exceeding his Movement characteristic, his aim is less precise.
  The difficulty is increased by one.
  - Precision Firing : the marksman takes time to aim properly.
  The Precision Firing is declared when it is the marksman’s turn
  to act. For the remainder of the Firing phase, his Initiative is
  considered as being two points lower for the Firing order
  resolution, and only for that. His firing is delayed. In return,
  his Firing difficulty is lowered by one point. A marksman
  may not use the Precision Firing advantages more than once
  in a given round.
  - Rapid Firing : the opposite of Precision Firing, Rapid Firing
  is based on speed more than on aiming. The Rapid Firing is
  declared any time during the Firing phase. Increase the marksman’s
  Initiative by two points for the Firing order resolution,
  and only for this, but also increase the Firing difficulty
  by one point. A marksman may not use the Rapid Firing
  advantages more than once in a given round.
  It is possible to add the advantages of different
  Firing types. For example a Dynamic Firing
  and Rapid Firing. The Initiative may drop
  below 0 for certain types of Firing.
  DOC CONF 2. ENGLISH VERSION.  11/10/02  13:57  Page 33
  Example : a Goblin Marauder (Small) is engaged by a Rider
  of Redemption (Large) and a Griffin Spearman (Normal).
  If a nearby Griffin Fusilier decides to aim at the Goblin,
  he has only one chance in six to hit his target : 1 + 2 + 3.
  Note : all Aim modifiers add up.
  c  o u  n  t e  r  -  f i  r  i n  g
  In the Movement phase, if you hold in your Reserve the card
  of a marksman who is Charged or Engaged by an enemy warrior,
  you can immediately play the card and declare a Counter-Fire.
  The Counter-Firing is immediately resolved and the difficulty
  is fixed automatically at 6. You cannot add the Counter-Firing
  to a Precision Firing or a Rapid Firing.
  If the fighter is Charged or Engaged by a Fear-inducing creature,
  he must first test for Courage before rolling for a Counter-Fire.
  In case of a failure, he flees and cannot fire.
  Whatever the consequences of the Counter-Firing, the marksman
  will not be able to place any dice in Attack in the next Hand to
  Hand Combat phase. If the marksman kills his target in this way,
  he may move up to a maximum distance equal to his Movement
  characteristic. If the Counter-Firing marksman’s Reference card
  represents several warriors, only those Engaged or Charged will be
  concerned by the Counter-Firing rules. The other figurines are
  no longer considered in Reserve and must move immediately.
  If the marksman hits his target, the attacker rolls two dice
  to determine the damage and refers to the Wound Table
  at the end of the booklet. The result applies immediately.
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  side takes the advantage. The one with the highest
  score strikes first : he is the Attacker. His opponent is then
  called Defender.
  When several figurines are Engaged in a combat, only one test
  is done for the whole group. The Initiative of the warrior with
  the highest rating is then used with a +1 bonus for each
  additional warrior. The result is applied to all warriors Engaged
  in this combat.
  2 - Once Initiative is determined, players will choose between
  several combat tactics : they will attack, defend or both.
  A fighter always has a die for himself  plus one per enemy
  in base to base contact with him.
  If the combat is a « one-to-one », each player will have two D6
  in hand. If the fight is several against one, the player with several
  warriors takes two D6 per warrior on his side. His opponent takes
  one D6, plus one additional die per enemy Engaged against him.
  Each die allows an Attack or a Defence.
  The Defender divides his dice first, and announces which dice
  will serve to attack and which to defend. He can choose either not
  to attack or not to defend.
  The Attacker then places his dice.
  3 - The Attacker will then freely set a difficulty level for his Attack,
  in other words, he will attempt a more or less difficult strike that
  will be therefore more or less difficult for his opponent to parry.
  He announces the difficulty that he will try to reach or best
  with his Attack Roll. If the roll result (ATT + D6) is equal or higher
  than the difficulty he had decided on, he strikes his opponent.
  h a n d   t o   h a n d
  c o m b a t  p h a s e
  The Hand to Hand Combat phase is
  a critical moment in a Confrontation
  game. It is the moment when each
  player’s tactics will decide for each
  fighter’s fate.
  THE COMBAT AND THE FRAY SPLITTING
  During confrontations, a group of fighters in Hand to Hand
  Combat is called a fray. Some frays may sometimes appear
  complex, in particular when the armies present have a high
  number of fighters in « base to base » contact.
  The player having won the Tactical Roll at the beginning of
  the round (see Movement phase), decides the way in which
  the frays will be split. Each combat, after splitting, is resolved
  by the confrontation of a warrior with one or more other warriors.
  A figurine which is Engaged at the beginning of the Hand to Hand
  Combat phase may never be without an opponent after
  the splitting of the fray.
  COMBAT RESOLUTION
  Each combat is resolved independently of the other Hand to Hand
  Combats. The results of a combat (wound, death) apply
  immediately. The procedure is as follows :
  1 - Each player rolls for Initiative for his warrior. The dice
  are rolled simultaneously. In case of a tie, re-roll the dice until one
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  After rolling his Defence dice, the Defender may assign one and
  only one of his successful parries to Sustained Defence. With this
  Sustained Defence die, he may attempt to parry an additional
  Attack : the difficulty level is then increased by 2 points.
  If this first Sustained Defence parry is successful, he may attempt
  to parry another Attack with this time an increased difficulty
  of + 4. Then, if he has succeeded again, he can parry yet another
  Attack at + 6 and so on, this as long as there are Attacks to parry
  and he succeeds in parrying them !
  Once the die assigned to the Sustained Defence has been used
  for it, a Character can no more combine the effects of the
  Sustained Defence with the ones of the Ambidextrous Ability
  or the Counter-Attack.
  PURSUIT MOVEMENT
  At the end of a combat, all the warriors who have participated
  in the elimination of an enemy with whom they were Engaged
  in Hand to Hand Combat, can move at half their Movement rate,
  in any direction. This special Movement is only allowed once per
  warrior and per Hand to Hand Combat phase.
  With a Pursuit Movement, a figurine can Engage and fight new
  opponents, as long as it can reach enemies that are not yet
  Engaged or if it can join a combat not yet resolved.
  In the same way as an Engagement (see Movement phase),
  a Pursuit Movement is not considered a Charge. A Pursuit
  Movement is considered a normal Movement and there is no
  particular modifier and it can lead to Courage Rolls as detailed
  in the chapter « Influence of Fear ».
  The Defender will then try to avoid the blow. To do this,
  he rolls for Defence, if he has placed dice in Defence.
  He must obtain an equal or higher result than the level set by
  his opponent for his Attack Roll. If he succeeds, he avoids
  the blow. If he misses, the Attacker will be able to roll for Damage
  and determine the amount of damage done.
  Go to stage 4.
  The minimum difficulty level of any Attack Roll is always equal
  to the opponent’s Defence characteristic, if and only if the latter
  has placed at least one die in Defence. The Attacker rolls all
  his Attack dice before the Defender can try to parry.
  However each Attack Roll can have a different difficulty level.
  The Defender must choose which Attack he wishes to parry
  before he rolls his Defence die or dice.
  4 - To determine damage, the Attacker rolls two D6 for each
  successful Attack that has not been parried and then checks
  the Wound Table. The result is applied immediately.
  5 - If the Defender still has fit warriors and Attack dice, he can
  retaliate (go back to stage 3).
  SUSTAINED DEFENCE
  The Sustained Defence allows a warrior to parry several Attacks
  with the same Defence die under the two following conditions :
  - The warrior is faced with several opponents in Hand to Hand
  Combat.
  - The warrior has placed at least as many dice in Defence as he
  has in Attack.
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  MASTER STRIKE
  If your Character has at least two dice in
  Attack, he can attempt a Master Strike.
  Do only one Attack Roll, all other
  Attack dice are lost. If the Attack
  is not parried by the opponent
  add the difficulty chosen for
  the Attack Roll to the result
  on the following
  Damage Roll.
  CHARACTERS
  In the world of CONFRONTATION there exist extremely powerful
  individuals. These Characters are particularly tough and have
  survived many battles, forging friendships and forming mortal
  rivalries in the course of their destiny. They are distinguished in
  that they have their own name. The particular status of these
  Characters gives them unique Abilities reserved to them.
  MULTIPLE ATTACKS AND DEFENCES
  In a combat, Characters can unleash a hail of blows on their
  opponents and have the capacity to defend themselves against
  several enemies. In game terms, this means that a Character may
  have more combat dice than the average fighter.
  For each additional die, the Character suffers a –2 penalty in Attack
  and Defence. You may have as many additional dice as his Attack
  and Defence characteristics allow, but neither may be lowered
  below 0. The additional dice as well as the modifications
  they entail will last until the end of the round.
  THE COUNTER-ATTACK
  A Character can attempt to Counter-Attack rather than defend
  himself. He must announce it just before his Defence Rolls.
  The difficulty of his rolls is then increased by 2 points. Each
  success allows him to cancel an enemy Attack as for a normal
  Defence, but also allows him to gain an additional Attack die
  against the opponent whose Attack has been Counter-Attacked.
  The Magicians and the Faithful cannot Counter-Attack.
  The Warrior-Mages and Warrior-Monks can Counter-Attack, even
  if they are not Characters.
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  His score being lower, the Alahan player has to place
  his dice first. As it is a one to one combat, each figurine has
  two D6. Cautious, the Alahan player chooses to place one D6
  in Attack and the other in Defence. Seeing this, the Acheron
  player, quite confident in his fighter’s strength, places both
  dice in Attack.
  The Wolfen Zombie strikes first and the Acheron player now
  determines the complexity of the Attacks of his fighter. He freely
  chooses for each Attack a difficulty level which he has to reach or
  best by rolling a D6 and adding the result of the roll to
  his Attack characteristic of 6. He chooses a difficulty level of 9
  for both his strikes. The results on the Attack dice are 2 and 5.
  Only one Attack reaches the level of 9.
  The Paladin now attempts to parry. His Defence level is the same
  as the Attack level his opponent has chosen. He has to parry
  at a level of 9. His Defence rating is 3 – 1 = 2 as he is still
  penalised by the Charge. He will have to roll a 6 followed by
  at least a 2 on his D6 as a 1 is an automatic failure on
  a characteristic roll even if it is rolled after a 6. Anxious,
  the Alahan player rolls his unique Defence die and gets a 3.
  This is not enough to parry his opponent’s terrible blow.
  The Wolfen Zombie wounds his enemy. The Acheron player
  rolls two D6 to determine the damage caused by the Attack
  of the fierce creature. The dice show a 3 and a 6 which adds up
  to 9 + STR 13 (the Wolfen Zombie’s Strength) - RES 7 (the
  Paladin’s Resilience) = 15. The players read the Wound Table at
  the end of this booklet. The smallest result locates the Wound :
  3 / the Torso . The final result is 15 in the Torso : a Critical
  Wound. The Wound effects are immediate : all the Paladin’s D6
  c o m b a t   e x a m p l e
  While the armies of Alahan and Acheron are battling in
  the distance, a small Lion detachment lead by the Red Lioness
  attempts to reach the battlefield. As they get to the surroundings
  of a nearby wood they are attacked by a few scattered living-dead.
  With a terrifying howl, a Wolfen Zombie Charges a Paladin.
  The Paladin is within Charging distance of the Wolfen Zombie.
  Before the Acheron player moves his figurine, the Alahan player
  rolls for Courage     to determine whether his Paladin succumbs
  to Fear    or resists it. The Paladin’s Courage characteristic
  rates 5 while the Fear score of the Wolfen Zombie is 8. The
  Paladin has to roll 4 or more on his D6 in order to best the Fear
  rating of his opponent. The Alahan Player rolls 5 and therefore gets
  a total Courage result of 9 / 5 (COU) + 4 (die result). The brave
  Paladin knows no fear and will not flee. He suffers no penalties
  due to Fear but as he is Charged he suffers a –1 penalty
  to Initiative     , Attack      and      Defence until the end
  of the round.
  The figurine of the Wolfen Zombie is moved and placed in total
  base to base contact with the Paladin’s base. The two fighters are
  now in Hand to Hand Combat. At this point, each player does an
  Initiative test to determine which one will take the advantage over
  his opponent.
  The Acheron player rolls a 2, which gives him a total of 5 / 3
  ( INI ) + 2 (die result). The Alahan player also rolls a 2 for a total
  of 4 / 3 (INI) + 2 (die result) – 1 (Charge penalty).
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  The Red Lioness must now attempt to parry the blows.
  The Alahan player rolls his 3 Defence D6 and gets 1, 4 and 3.
  The Lioness’ Defence rating is 6 – 1 due to the Charge. Two of
  the Zombies’ Attacks are parried.
  As she succeeded in parrying at least one Attack, the Red Lioness
  may attempt a Sustained Defence. The difficulty level is equal
  to the initial difficulty increased by 2 points, that is 9. The Lion
  player rolls a die and gets a 5. Another Attack is parried.
  After this first successful Sustained Defence, the Red Lioness
  can attempt to parry the last Attack. The difficulty is now
  increased by 4 points, that is 11. The Lion player will have to get
  a 6 on this roll in order to successfully parry.
  Will Fortune smile once more on the Red Lioness...
  Note : This example uses the characteristics of the 2nd incarnation
  of the Red Lioness.
  results on INI     , ATT     , DEF      and AIM      will be
  reduced by 3 points until the end of the game. Diminished but still
  standing, the Paladin is ready to Attack in turn…
  At a short distance from there, the Red Lioness has been
  Charged by 4 Zombies and has just gained the Initiative.
  The Zombies have two D6 each, that is a total of 8 dice.
  Hoping to eliminate the Lion Heroin by outnumbering her,
  the Acheron player places all his dice in Attack. The Red Lioness
  has one D6 + one additional die for each enemy in base to base
  contact with her. That is a total of five D6. The Alahan player
  chooses to place two D6 in Attack and three in Defence.
  The Zombies having placed no dice in Defence, the Alahan player
  chooses the lowest Difficulty level : that is 8. The Attack rating
  of the Red Lioness is indeed 7 – 1 due to the Charge penalty
  and a result of 1 on a characteristic roll is an automatic failure.
  The Lion player rolls his 2 dice and gets a 1 and a 5. Only one
  of his Attacks succeeds. When rolling for Damage,
  the Red Lioness manages to Kill Outright one of the Zombies
  on a double thanks to her Sacred Sword.
  The three surviving Zombies can now Attack. The Acheron
  player has only 6 dice left. He chooses a difficulty level of 7.
  He rolls all his dice simultaneously and gets 6, 2, 5, 6, 2 and 3.
  The Attack characteristic of the Zombies rates 4. The Acheron
  player needed at least a 3 to reach the difficulty level of 7
  that he had fixed. Four of his Attacks are then successful.
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  his victim rolls three dice for the first Damage Roll against it.
  He will choose the two dice most suitable to determine
  the gravity of the Damage inflicted. An « Assassin » is immune
  to the effects of this Ability.
  Born killer : a Born killer’s survival instinct
  is honed to the extreme. In Hand to Hand Combat,
  he may add a die to those he normally has.
  For a Born killer, a 1 is not an automatic
  failure on a Courage Roll.
  Bravery : the valorous
  warriors who possess
  the Bravery Ability do not
  count a 1 on a Courage Roll as
  an automatic failure. A 5 equals a 6
  on a Courage Roll and can therefore
  be re-rolled as such.
  Brutal : some warriors are
  real brutes who deal blows
  of rare violence, very difficult
  to parry. A 5 equals a 6 on
  an Attack Roll and can
  therefore be re-rolled as
  such. For them, a 1
  rolled after a re-roll
  on an Attack test
  is not a failure.
  a 
  b 
  i
  l
  i 
  t 
  i
  e
  s
  Some fighters possess particular faculties, sometimes innate,
  sometimes acquired after long training : Abilities. When a warrior
  possesses special Abilities they are mentioned on his Reference
  card. Each of their effects are explained below.
  Some Abilities are given with varied numbers indicated / X, as for
  Leadership or Regeneration. For example, Leadership / 10 means
  a leadership range of 10 cm. Regeneration / 5 means a success
  for a result of 5 or more.
  Additional limb : a warrior who possesses Additional limbs
  can strengthen his offensive or defensive power by striking
  an opponent on all sides or by defending himself with
  relentlessness. This Ability is activated before the Initiative Roll,
  in the Hand to Hand Combat phase. The warrior may invert
  his scores in Attack and Defence. These effects last until the end
  of the round.
  Alliance / X :
  whether by affinity, by chance or simply by
  interest, a fighter who possesses this Ability may join a people
  or a Path of Alliance referred to as X. He is counted as an Ally.
  Ambidextrous : Ambidextrous warriors can skilfully wield two
  weapons simultaneously, which makes them truly formidable.
  Ambidextrous fighters can Counter-Attack without any penalty.
  They gain one Attack die for each successful Defence.
  Ambidextrous cannot be used at the same time as the
  Counter-Attack or the Sustained Defence.
  Assassin : Assassins are warriors trained to carry out lightning
  Attacks as powerful as they are precise. An Assassin who Charges
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  a « Critical Wound ». The fourth time they will be dead for good.
  Harassment : Harassment allows a warrior to anticipate the Firing
  phase by firing during the Movement phase if his Movement type
  allows it. If he chooses to do so, he will not be able to opt for
  Rapid Firing or Precision Firing. Once he has fired, the warrior can
  finish his Movement and can even Engage an enemy in Hand to
  Hand Combat ! If the warrior chooses to fire in the Movement
  phase, he will not be able to fire in the Firing phase.
  Hard-boiled : when a warrior rolls for Damage against
  a Hard-boiled fighter, the effects of the Wound are read
  one line higher on the Wound Table. It is not possible to go
  higher than the first line of the table. Hard-boiled does not apply
  against Exceptional Wounds (doubles) and the result KILLED
  OUTRIGHT on the Wound Table.
  Instinctive firing : fighters trained to this type of firing can
  shoot after having moved a longer distance than their Movement,
  or having accomplished a Physical Feat. They can only do it at
  Short Distance and with a difficulty raised by + 3. They can also
  choose their target when firing in a fray.
  Leadership / X : all warriors within distance / X of the figurine
  with this Ability may use its scores in Courage, Fear and Discipline
  if they have to test one of these characteristics. In the context of
  Alliances, only the « Leader’s » people may benefit from these
  effects. All figurines within Leadership / X of a Standard-bearer
  gain a +1 bonus on Courage Rolls. All figurines within distance
  / X of a Musician gain a + 1 bonus on Discipline Rolls. Leadership
  does not spread Fear to fighters who have a Courage rating on
  their Reference card and vice versa.
  Brutish charge : the Brutish charge is a combat technique
  which enables the use of one’s body weight as a means of attack.
  A warrior who possesses this Ability has an additional Attack die
  against the target he has Charged. This Ability has no effect during
  an Engagement or a Pursuit Movement. 
  Colossal :
  Colossal creatures ignore Wound penalties.
  When they are killed, do not remove them from the game...
  But apply the effects of a « Serious Wound ». Kill them once more
  and they will suffer a « Critical Wound ». They will have to be
  killed a third time to be dead for good.
  Enormous : Enormous creatures ignore Wound penalties. When
  they are killed, do not remove them from the game... But apply
  the effects of a « Critical Wound ». Kill them once more and they
  will be dead for good.
  Fanaticism : for a Fanatic a 5 equals a 6 on a Discipline Roll
  and can therefore be re-rolled as such. When a Fanatic fails
  a Courage test, he must attempt a Discipline Roll at the same
  difficulty level in order not to run away. He will still suffer
  the effects of Fear and will not be able to Charge or Engage
  the creature that scared him. 
  Fencer : Fencers have few equals in the mastery of the use
  of arms. They ignore the minimum level given by the Defence
  characteristic of the opponent when rolling for Attack.
  Gigantic : Gigantic creatures ignore Wound penalties. When
  they are killed, do not remove them from the game... But apply
  the effects of a « Light Wound ». Kill them a second time
  and they will suffer a « Serious Wound » and a third time for
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  effect. For each chosen figurine, you can roll a die at anytime.
  The result + X is the amount of points you can add to one
  or more of his characteristics. You do not have to distribute
  the points immediately, but Mutagenic cannot modify a roll
  already made. Mutagenic cannot modify Power or any aspects of
  Faith. A figurine with the Leadership Ability cannot pass on his
  modified Courage / Fear and Discipline ratings. A figurine can only
  benefit from one die each round, except if under the effect of a
  spell, a miracle or an artefact. All Mutagenic dice of one figurine
  are rolled at the same time. The effects of the stimulant end
  with the round. A natural or modified result of 1 on a Mutagenic
  Roll (that is if you roll a 1 or if you get a 1 by adding your die
  result to X) will be an automatic failure and will therefore grant no
  bonus. You may not re-roll a 6 on a Mutagenic Roll.
  Possessed : some fighters are no longer the masters of their
  destiny. They are inhabited by an entity which consumes their
  mind and influences their acts. The Wound penalties
  are considered to be one degree lower. For example,
  a Serious Wound will inflict the same
  penalties as a Light Wound.
  This faculty does not
  affect « STUNNED » or
  « KILLED OUTRIGHT ».
  Leap : some creatures on Aarklash have learned to move by
  leaping. They are able to cross in a single Leap a distance equal to
  half their Movement rate, ignoring all obstacles, even a figurine, if
  their height is not bigger than their Movement characteristic in cm.
  A figurine can make two Leaps per turn, no matter the type of
  Movement. It is not possible to Leap when doing a Physical Feat.
  Living-dead : by its very nature, a Living-dead creature ignores
  the effects of Fear. The Living-dead’s nature is even so terrifying
  that a warrior with this Ability can frighten an enemy who
  causes Fear ! Against a Living-dead, a figurine that causes Fear
  is no longer immune. His Fear characteristic becomes Courage.
  A Living-dead is not subject to Discipline for he is under
  the influence of superior entities. When he has to roll for
  Discipline, his Discipline characteristic is considered to be 0.
  A Living-dead cannot drown : he does not suffer Light Wounds
  for failing a Feat Roll when trying to swim.
  Mercenary : a Mercenary warrior goes into the service of
  anyone ready to meet the price. A Mercenary can fight alongside
  any army. He is then considered an Ally. This Ability is void
  if he fights amongst his own people.
  Mutagenic / X : some peoples use stimulants that they inject
  into their own organism in order to increase their capacities.
  Before the Tactical Roll of each round, you may choose one
  Mutagenic fighter for every 100 A.P. of « Mutagenic » warriors
  in your army. The artefacts, spells, miracles and Experience cards
  of the « Mutagenic » fighters are to be included in this total.
  You must choose these figurines before anything else occurs
  in this round, such as Spell casting or applying any artefact’s
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  to any form of Fear of any kind, even of magical or divine
  essence, and cannot pass under the enemy’s control by any means.
  Scout : during the Approach, the Reference cards of each army’s
  Scouts are shuffled in a different pile. When the main Approach
  pile is exhausted, the Scouts are then deployed, in the same way.
  A Scout can be deployed anywhere on the Battleground, even in
  the enemy’s line of sight. The Scouts can be deployed in order to
  Charge an enemy in the first round, but out of Walking distance
  of any enemy already deployed.
  - If the Scout is deployed within his own Charge distance from
  an opponent, he is considered visible by the enemy. 
  - If the scout is deployed out of his own Charge distance from
  an opponent, he is considered « invisible » and cannot be
  the target of any of the enemy’s actions.
  As long as he does not take any action other than testing for
  Courage or one of his Abilities, or as long as an opponent does
  not come within Walking distance of him, the Scout is concealed
  and cannot be the direct target of any enemy’s action.
  Sharp shooter : they may have a steady hand, years of training
  or be blessed by divine grace. Sharp shooters rarely miss their
  target. For them, an Aim Roll is not an automatic failure on
  a natural or modified result of 1 even after re-rolling the die.
  Survival instinct : the self-preservation instinct is so strong
  with the warrior who possesses this Ability that Death will have
  to come in person to claim him. Before any Damage Roll that
  will apply to him, roll a D6 : on a result of 6, this wound will be
  automatically declared void.
  Rallying cry : once a game, the warrior capable of a Rallying
  cry can inspire his troops to acts of heroism. All the fighters of
  his people are immune to Fear until the end of the game round.
  The fighters who where fleeing are automatically rallied and
  can act normally again.
  Rapidity : they may have long legs or a fast running pace, either
  way, warriors with the Rapidity Ability move at an extremely
  rapid rate. They can triple their Movement for any Movement type
  even when fleeing under the influence of Fear.
  Regeneration / X : at the end of every round, a creature
  which has suffered Wounds can attempt to regenerate. Roll a die,
  on a result equal to / X or more, the effects are decreased one
  level. A Critical Wound becomes a Serious Wound for example.
  You may re-roll the die each time you roll a success. Reminder :
  « STUNNED » and « KILLED OUTRIGHT » are not Wounds,
  they cannot be regenerated.
  Reinforcement : some peoples have the capacity to send
  Reinforcements during a game. Each warrior with this Ability who
  is numbered amongst the losses is placed on the side of the table.
  At the beginning of each round, roll a D6. On a 5 or a 6, you may
  take back the figurine with the lowest A.P. and place it anywhere
  on the Battleground. It cannot be placed in base to base contact
  with an opponent. On a 1 or a 2, the figurine with the lowest A.P.
  will lose the Reinforcement Ability. It will not be allowed to come
  back before the term of the game.
  Righteous : some warriors know their destiny. The Righteous
  walk the enigmatic path of Truth, Harmony or unfathomable
  Darkness. Nothing can make them sway. A Righteous is immune
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  other members for the War-staff
  bonus to possibly apply. The bonuses
  gained through the War-staff Ability can
  be taken into account during the Approach.
  To allow you a maximum of game play
  with your Characters, you will find hereafter
  a preview of the Abilities developed in
  the INCARNATION booklet.
  Authority : a fighter with this Ability
  may not be a strategy genius, but has
  nevertheless a powerful aura of authority.
  When a fighter with Authority is involved
  in a fray, he chooses in what way the
  combats are split and in what order they
  will be resolved. A fray is a compact group
  of fighters in base to base contact with
  each other. The player who has won
  the Tactical Roll at the beginning of
  the round decides if all the combats
  of the fray at stake are resolved
  before or after the other frays.
  Assuming there are several frays
  each with a fighter with Authority,
  the player who has won the Tactical
  Roll decides the resolution order. If
  a same fray has enemy Authorities,
  this Ability has no effect.
  Vivacity : lightning reflexes are the hall mark of warriors with
  this Ability. For them, an Initiative or Feat Roll is not an failure on
  a natural or modified result of 1 even after re-rolling the die.
  War cry / X : when charging an enemy to engage him
  in Hand to Hand Combat, the warrior lets out a cry of hate.
  This cry gives him a level of Fear equal to / X when he Charges.
  This allows him to fight a Fear-inducing creature without
  having to test for Courage. The War cry can only be used
  when Charging. The fighter will still use his Courage rating
  to resist Fear against a Living-dead.
  War fury : a fighter affected by War fury is plunged into a state
  of uncontrolled destructive madness. This Ability is activated
  before the Initiative Roll, in the Hand to Hand Combat phase.
  The warrior may have an additional die in Hand to Hand Combat,
  but all his dice are then automatically placed in Attack.
  These effects last until the end of the round.
  War-horse : some riders have trained their mounts as war-horses
  to help them in combat. In Hand to Hand Combat, the war-horse
  gives an additional combat die which is added to those his rider
  can normally have. This extra die is not added during a Charge.
  Troops mounted on a War-horse may Dodge.
  War-staff : a War-staff consists of a Character with the
  Leadership Ability, a Standard-bearer and a Musician. All fighters
  within Leadership distance of any of the three members of
  the War-staff may use the Courage / Fear and Discipline scores of
  the Character + 2. In this case, the Leadership Ability is without
  effect except during the Approach phase. Every War-staff member
  must be within Leadership distance of at least one of the two
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  Bane / X : through a strange gift of destiny or driven by
  a terrible hatred, the fighter with this Ability is capable of
  inflicting an enormous amount of damage to a particular type
  of individuals. When he rolls for Damage against his Bane,
  Damage is read one line lower on the Wound Table. It is not
  possible to go lower than the last line. Examples : Bane / Acheron,
  Bane / Fanatic, Bane / Elite…
  Blood brother / X : this Ability illustrates the deep relationship
  that can tie two fighters who have time and again come close
  to death together. When one of your Characters has this Ability,
  he can call upon his Blood brother for a battle of importance.
  The A.P. cost of each of them is reduced by 25 % rounded up.
  This includes all artefacts, spells and miracles that might be
  chosen. But if one happens to die, his Blood brother takes away
  one point from all his dice rolls until the end of the game.
  This penalty does not apply to Damage Rolls.
  Consciousness : a fighter with the Consciousness Ability may
  have extremely sharp senses, a mysterious gift or be simply
  highly attuned to his environment. Whatever the case, he can
  Charge an enemy he could not see at the beginning of his move.
  He also ignores the effects of the Assassin Ability and can detect
  Scouts who are within Charging distance.
  Desperate : a Desperate has nothing to lose, either because
  he has already lost everything, or because he never had
  anything. A Desperate does not know Fear. Penalties due to
  the Influence of Fear are transformed into bonuses, and he will
  never run away. A Desperate can even Charge or Engage freely
  a Fear-inducing figurine.
  Dreadful : creatures with the Dreadful Ability are particularly
  repulsive or disturbing. Their enemies must always test their
  Courage against their Fear, even if they have previously resisted it
  or if they have overcome a superior Fear.
  Fierce : the Fierce are insensitive to pain, their fighting frenzy
  seems to prevent it. They are capable of enduring the most
  terrible blows and keep fighting. When a Fierce is KILLED
  OUTRIGHT do not remove him from the game. He is considered
  Critically Wounded and stays on the Battleground until the end
  of the round, no matter the damage he takes until his metabolism
  finally betrays him. Fierce is ineffective against any game element
  which removes a fighter from the game.
  Flight : Flying creatures have two Movement ratings. The first one
  represents the ground Movement and follows the normal
  Movement rules. The second indicates air Movement and
  represents the rapidity with which the creature can move
  about in the sky. There are three height Levels :
  - Level 0 : on the ground. Normal Movement rules.
  - Level 1 : low altitude. The figurine ignores all ground types
  but must go round obstacles higher than the figurine’s ground
  Movement rating. 
  - Level 2 : high altitude. The figurine ignores all ground types.
  A flying figurine begins a game at Level 0. Moving to an
  adjacent level takes away 5 cm to the air creature’s Movement
  characteristic. It is possible to go through several Levels in one go,
  including after a successful Disengagement.
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  Figurines can only Engage or Charge one another if they are
  at the same altitude Level. If a creature is aimed at by a marksman
  who is one Level higher or lower than it is, the marksman suffers
  a – 2 penalty on his die. An Aim any further in altitude is
  impossible. The Incantation of spells and the call of miracles
  follow the same rules.
  Airborne creatures can aim at a figurine one Level lower for a dive.
  Such a Movement is declared when the creature’s card is
  activated. The airborne creature then Charges its target in
  the normal way, as long as it arrives at the same Level as its
  opponent. The Charge penalties and Fear Influence rules apply
  normally. In the following Hand to Hand Combat phase,
  the diving creature’s Initiative, Attack and Strength will be
  increased by 3 points. These characteristics will come back
  to normal at the end of the round.
  Hardened :
  some soldiers have lived so long amidst
  the battlefields that war has become their reason to live.
  Characters who master this Ability consider a 5 as a 6 on any
  dice roll, and can therefore re-roll it as such. Hardened has no
  effect on the Damage Rolls. It cannot be gained as a Supernatural
  Gift or as an Elixir.
  Hyperian : Light fills the soul and blood of its children,
  the Hyperians. These individuals, through fate or choice, have
  been appointed to carry out the virtue and fury of the Principle
  of Clarity to deepest Darkness. The Hyperians are extremely rare
  and many of them have no idea of the origin of their strange
  power. A Hyperian fighter is immune to any form of Fear.
  The Hyperians naturally repel creatures with a Fear rate on their
  Reference card : these treat the Hyperians’ Courage rate as if
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  61
  it were Fear and their own Fear as Courage.
  This rule also applies to the Living-dead, but
  not to Constructs. This unique power can not
  be passed on by Leadership.
  The Cynwäll Elves are instinctively friendly with
  the Hyperians as if their destinies were linked.
  They can ally on any Battleground.
  DOC CONF 2. ENGLISH VERSION.  11/10/02  13:57  Page 59
  
  which he chooses and will be able to make use of until
  the end of the battle.
  Stateless : the Stateless do not belong to any people, to any
  country… They only obey to their own rules. Their destiny lies
  elsewhere. A Stateless can join any army. The fighter will adapt
  so well to his environment that he will adopt the Ability most
  widespread within his new hosts’ ranks at the beginning of
  the battle. He can only acquire in this manner the Abilities
  mentioned in the Confrontation section. For Abilities with varied
  numbers indicated / X, as for Leadership, Regeneration,
  Mutagenic or War cry apply the value X most widespread
  within the army.
  Toxic / X : there are many ways to kill or to defend oneself
  on Aarklash. Many creatures make use of toxic substances
  capable of neutralising their predators… or victims.
  Each round, before the Tactical Roll, you can choose a Toxic
  warrior for every, even incomplete, 100 A.P. of warriors in your
  army who possess this Ability. The Toxic warriors’ artefacts,
  spells, miracles and Experience cards are to be added to
  this total. The figurines must be chosen at the beginning of
  the Movement phase. Place a D6 next to every chosen figurine.
  This D6 is called the Toxic D6. 
  Once each round, just before an Aim or Attack Roll, one of
  the chosen warriors will be able to replace one of his Aim
  or Attack dice with his Toxic D6. If the action accomplished
  with the D6 causes a Damage Roll, his target immediately takes
  a second Damage Roll with a Strength equal to X.
  Living-dead, Constructs and Immortal beings are immune
  to this Ability.
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  63
  Incarnation : a warrior to whom this Ability is given doubles
  his A.P. rating. But he has now become a Character with all
  the advantages this status brings. Any non-Character can be given
  this Ability.
  Immunity / X : Immunities are magical or natural properties
  which protect certain fighters. A figurine with this Ability cannot
  be harmed by the element symbolized by X or is immune to
  Wounds located in the part of the body X.
  Implacable / X : an Implacable who unleashes his fury will do
  anything to slaughter his opponents. Such a warrior can carry
  out up to X additional Pursuit Movements in the same round.
  Master strike / X : the most disciplined and most ferocious
  warriors have learned to concentrate all their energy in a split
  second and deal blows capable of splitting rock. A fighter with this
  Ability can attempt Master strikes in the same way as a Character.
  If one of his Master strikes strikes true, his Strength is increased
  by X for the following Damage Roll, and only for this one.
  Pariah : a Pariah has long ago forsaken his people, either on his
  own initiative or by obligation. Even if he sometimes still fights
  alongside his former brothers, being a Pariah prevents him from
  taking advantage of the Leadership Ability from any figurine that
  is not itself a Pariah.
  Personal enemy / X : the causes that fuel the conflicts on
  Aarklash are numerous. But there is one which causes more deaths
  than hurricanes : hate. If a Character deals with his Personal
  enemy and kills him outright, he automatically heals
  all his Wounds. He also « steals » an Ability from his enemy,
  DOC CONF 2. ENGLISH VERSION.  11/10/02  13:58  Page 61
  When a figurine is wounded, the number indicated by the die
  rolled for its INI, ATT, DEF and AIM is modified in the
  following way, before it is added to the relevant characteristic :
  Stunned : -1 until the end of the round
  Light Wound : -1 until the end of the game
  Serious Wound : -2 until the end of the game
  Critical Wound : -3 until the end of the game
  Killed Outright : the figurine is taken out of the Battleground.
  If the final result of the die (after a re-rolled 6 as the case may be)
  is lower or equal to 1, the action is a failure.
  Example : An Alahan Paladin has a Critical Wound. He chooses
  to attack with a difficulty of 6. His Attack rating is 4. He must then
  get a final result of 2 on his Attack die. Due to the Wound
  penalty of -3, he must roll a 5 or higher to succeed (5 - 3 = 2).
  If an already wounded fighter is wounded again, and this new
  Wound is more serious than the previous one, apply the effects
  of the new Wound. If the new Wound is less or equally serious,
  the previous Wound is worsened by one level.
  Note : « STUNNED » and « KILLED OUTRIGHT » are not Wounds.
  They do not worsen the level of Damage.
  m o v e m e n t   t a b l e
  w o
  u
  n d
  t a
  b
  l e
  Roll two D6. The lowest result locates the Wound.
  Reminder : 6’s are not re-rolled on a Damage roll,
  and a 1 is not an automatic failure.
  The sum of both dice + Attacker’s STR – Victim’s RES
  indicates the level of Damage on the vertical line.
  The intersection indicates the type of Wound inflicted.
  The only thing left to do is to apply the Wound’s effects.
  If the Damage roll is a double, it is an Exceptional Wound.
  An Exceptional Wound does not take into account Strength and
  Resilience, it’s a Wound with no modifiers.
  EXCEPTIONAL WOUNDS :
  Double 1 : no effect
  Double 2 : Stunned
  Double 3 : Light Wound
  Double 4 : Serious Wound
  Double 5 : Critical Wound
  Double 6 : Killed Outright
  DAMAGE
  0 or -
  1 to 5
  6 to 10
  11 to 15
  16 to 20
  21and +
  LEGS / 1
  Stunned
  Stunned
  Light
  Light
  Serious
  Critical
  ARMS / 2
  Stunned
  Light
  Light
  Serious
  Critical
  Critical
  TORSO / 3
  Light
  Light
  Serious
  Critical
  Killed
  Killed
  HEAD / 4.5.6
  Light
  Serious
  Critical
  Killed
  Killed
  Killed
  Each encumbered cm
  counts for 2.
  The ground is encumbered :
  forest, shallow water, brushwood…
  The ground is impassable :
  wall, deep water, rifts…
  Ladder, rope…
  Each cm counts for 2.
  IMPOSSIBLE.
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  The Dwarfs of Tir-Nâ-Bor refuse fatality and prepare for
  Argg-Am-Ork, the end of their age. Living inside the Aegis
  mountains, they forge weapons and armours capable of driving
  back the one they steadfastly wait for : Death itself.
  The disciples of the Griffin Empire of Akkylannie have raised
  an army for a new Crusade in order to find their prophet’s tomb.
  They will purify the world with the fire of the One Truth of their
  god, Merin…
  The Orcs of Bran-Ô-Kor are the youngest and most vigorous
  people of Aarklash. Nothing seems to be able to stop
  the powerful warriors of the God Jackal. Once a leader is chosen,
  they will surge across the world to satisfy their vengeance.
  The Alchemists of Dirz and their bio-mechanical warriors
  watch their enemies patiently from the Syharhalna desert.
  At their Commodores’ sign, they will release the horrors dormant
  in their laboratories and establish a new order on Aarklash.
  The Akkyshan Elves of the Forest of Webs have a heart as black
  as night. The Black Widows prepare to sacrifice Aarklash on
  Lilith’s altar, the goddess of Blackness.
  The Wolfen are the greatest predators on Aarklash. It is folly
  to believe that in them a portion of humanity has ever existed.
  This mysterious people considers others as prey. They will weave
  the names of their victims on long Strips of Whispers and howl
  their victories to Yllia, the Moon, until the end of time.
  The peoples of Aarklash believe the Goblins of No-Dan-Kar
  want to conquer the world. For the Goblins, it is already done !
  t h
  e
  p e o
  p
  l e
  s
  After a long period of peace, war breaks out all over the continent
  of Aarklash. The number of skirmishes is increasing, announcing
  an era of Darkness and carnage.
  All the peoples of Aarklash have waited long for this sanguinary
  age and are preparing for it. Some name it the Last Judgement,
  others Armageddon or Resurrection… But all know it under
  the name of Rag’Narok, the dusk of the centuries.
  The Lions of Alahan, protectors of Justice and Light, fight
  to re-establish order and prosperity on Aarklash. But their land
  is threatened by the hordes of the damned who have
  returned from the Underworld.
  The Necromancers of the Order of the Ram
  open portals of Darkness from Acheron,
  the dead world. The inexorable legions of
  living-dead which pour out mark only
  the beginning of their terrible power !
  The Cynwäll Elves
  and their
  majestic dragons wake from their
  long meditation to rediscover
  a world that has almost
  forgotten them ! Who
  knows what kind of
  Magic animates their
  strange feats...
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  Wherever you go, they will be there before you. It has even been
  said that they have trained Trolls...
  Who will be strong enough to resist the tide of the God Rat ?
  The Daïkinee Elves, victims of a strange malediction, seek
  to reach the world of Fayes before their extinction. But is not
  their salvation elsewhere ? May those who believe them vulnerable
  be wary, for their soldiers have many lives…
  The Kelts of the Avagddu plains, fierce nomadic warriors, seek
  the Ard Ri, the mighty king who will reunite them once again
  and guide them on the path of the Goddess Danu. Will he come
  forth from the Sessairs, the Drunes or from yet another clan ?
  The Dwarves of Mid-Nor, puppets of pure evil made of flesh
  and terror, gather around the Despot. None knows how deep
  their underground labyrinths are. Down to the centre of the earth
  perhaps, close to the abominations asleep since the dawn of
  time ? Those who have tried to unravel this mystery have
  been found devoid of skin, clenching a precious stone containing
  their torn soul…
  The Devourers of Vile-Tis have strayed from their Wolfen
  brothers and the Goddess Yllia. Their loyalty goes only to
  the one who has opened their eyes and guides them on
  the road of lies and vengeance, a spirit warrior whose powers
  know no boundaries : Vile-Tis, the Beast.
  t h e
  a l l i a n c e s
  The Aarklash continent has entered an era of war which promises
  to be long… Faced with the horrors of the conflict, some peoples
  have common interests or similar philosophies which enable them
  to ally to face the greatest perils.
  According to the army you play, certain alliances will be possible
  if it suits the story or scenario. Be careful ! Your army may not
  count more than 30% in A.P. of Allies or Mercenaries from
  another people.
  The Meandering Path of Darkness
  The Shadows of Acheron :
  Alchemists, Akkyshans, Drunes, Mid-Nor Dwarves.
  The Alchemists of Dirz :
  Acheron, Akkyshans, Mid-Nor Dwarves.
  The Akkyshan Elves :
  Acheron, Alchemists, Mid-Nor Dwarves.
  The Kelts of the Drune Clan :
  Acheron, Mid-Nor Dwarves, Devourers.
  The Mid-Nor Dwarves :
  Acheron, Alchemists, Akkyshans, Drunes.
  68
  69
  DOC CONF 2. ENGLISH VERSION.  11/10/02  13:58  Page 67
  
  The Way of Light
  The Lions of Alahan : Griffins, Cynwälls, Sessairs.
  The Griffin : Lions, Cynwälls, Sessairs, Tir-Na-Bor Dwarves.
  The Cynwäll Elves : Lions, Griffins.
  The Kelts of the Sessairs Clan : Lions, Griffins.
  The Path of Destiny
  The Daïkinee Elves : Wolfen
  The Orcs of Bran-Ô-Kor : Goblins, Devourers.
  The Wolfen of Yllia : Daïkinees.
  The Dwarves of Tir-Na-Nor : Griffins.
  The Rats of No-Dan-Kar : Orcs, Devourers.
  The Devourers of Vile-Tis : Drunes, Goblins, Orcs.
  Other peoples observe Aarklash with eager eyes, awaiting
  the best moment to join the conflict.
  And you ?
  Which people will you choose to uphold your hopes and
  dreams on the battlefields of Aarklash ?
  Within the shadows, the gods watch.
  The secrets of the Ancients slowly unravel…
  DOC CONF 2. ENGLISH VERSION.  11/10/02  13:58  Page 69
  « ...Heroes will raise their
  Gods’ banner. Leading their
  armies, they will call for
  the final Age. An Age marked
  by victories and defeats…
  ...The Age of RAG’NAROK »
  RACKHAM
  44, rue de Lagny 
  F - 93100 Montreuil sous Bois. France
  + 33.(0)1.55.86.89.24
  www.confrontation.fr
  ®
  DOC CONF 2. ENGLISH VERSION.  11/10/02  13:58  Page 71
  
SOURCE: textdata/thevault/Confrontation/Confrontation 1.0.pdf