TEXT: CFAC04U
  
  1 
  
  INTRODUCTION
  2 2 
  EDITORIAL DIRECTOR
  Jean Bey
  STUDIO DIRECTOR
  Philippe Chartier
  EDITORIAL MANAGER
  Sébastien Célerin
  DESIGNERS-WRITERS
  Arnaud Cuidet, Collin Kelly, Jean-Baptiste Lullien, 
  Franck Plasse and Nicolas Raoult
  EDITION SECRETARY
  Hélène Henry
  GRAPHIC ARTISTS
  Matthias Haddad and Mathieu Harlaut
  ICONOGRAPHERS
  Gwendal Geoﬀ roy and Pascal Petit
  ILLUSTRATORS
  Paul Bonner, Édouard Guiton, John Howe,
  Florent Maudoux and Paolo Parente.
  Front cover by Paul Bonner.
  SCULPTORS
   Benoît Cosse, Yannick Fusier, Sébastien Labro, Nicolas  
  N’Guyen, Stéphane NGuyen Van Gioi, Elfried Perochon, 
  Stéphane Simon and Rafa Zelazo.
  MINIATURES PAINTERS
   Valentin Boucher, Vincent Fontaine, Xavier Giacomin, 
  Arnaud Gironne and Martin Grandbarbe.
  TERRAIN AND SCENERY
  Vincent Fontaine
  PHOTOGRAPHER
  Jean-Baptiste Guiton
  TRANSLATOR
  Collin Kelly
  SPECIAL THANKS 
  Jez  Fairclough, Jon Finn, Grant Hill 
  and Kenton Sheppard
  Th e miniatures have been created by RACKHAM®. Th ey are issued from the universe of 
  Confrontation: Th e Age of the Rag’narok®, a game published by RACKHAM®. Confrontation: 
  Th e Age of the Rag’narok®, CRY HAVOC® and RACKHAM® are RACKHAM® trademarks. 
  Copyright © 1996-2007 RACKHAM®. All rights reserved. All the illustrations, pictu-
  res, miniatures and miniatures names are exclusive creations owned by RACKHAM®. 
  RACKHAM® miniatures are not toys. It is dangerous to put them in your mouth or to 
  swallow them. RACKHAM® miniatures are not suitable for children under 3 years old. 
  Confrontation: Th e Age of the Rag’narok® miniatures are made in China.
  RACKHAM 44, rue de Lagny. 93100 MONTREUIL-SOUS-BOIS.
  Tel : + 33. (0) 1.55 86 89 20. Fax : + 33. (0) 1.55 86 89 25
  www.rackham.fr
  www.confrontation.com
  www.rackham-store.com
  © Copyright RACKHAM®, 1996-2007. All rights reserved.
  COPYRIGHT REGISTRATION: september 2007 – ISBN: 978-2-915556-76-6
  Confrontation: Th e Age of the Rag’narok® is published by Rackham S.A. with a capital of 
  321 589,20 €
  RCS Bobigny B 414 947 887
  44, rue de Lagny – 93100 MONTREUIL-SOUS-BOIS
  Legal representative: Jean Bey
  Printed in China
  CREDITS
  CREDITS
  CREDITS
  CREDITS
  
  3 
  TABLE OF CONTENT
  3 
  PART I : UNIVERSE. . . . . . . . . . . . . . . . . . 06
  A WORLD AT WAR  . . . . . . . . . . . . . . . . . . . . . . . . . . 08
  CREATION  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  THE GRIFFIN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  THE WOLF. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  PART II: THE RULES. . . . . . . . . . . . . . . . . 22
  GENERAL RULES  . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
  Measuring a distance  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
  Units. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
  Moving miniatures  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
  Field of vision and line of sight   . . . . . . . . . . . . . . . . . . . . . . . . . 27
  Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
  Universal table of resolution . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
  Damage   . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
  Playing a game. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
  Battle: Duel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
  TACTICAL PHASE . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
  1/ Ordering the activation sequence  . . . . . . . . . . . . . . . . . . . . 32
  2/ Authority opposition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
  Battle: In the wolf trap  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
  ACTIVATION PHASE  . . . . . . . . . . . . . . . . . . . . . . . . 36
  Drawing the cards  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
  Activating a unit. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
  Moving a unit  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
  Unit ranged attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
  Combat  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
  Battle: Th e beast is cornered!  . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
  CONTROL PHASE. . . . . . . . . . . . . . . . . . . . . . . . . . . 44
  1/ Calculation of faith points and mana points . . . . . . . . . . 44
  2/ Maintenance of eﬀ ects  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
  3/ Collection of Elixir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
  4/ Time out  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
  Battle: Th e seal of the dragon . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
  MORALE   . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
  Courage and Fear. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
  Courage test. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
  War staﬀ s  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
  Battle: Fear changes side  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
  PART III: ADVANCED RULES  . . . . . . . . 49
  UNIT CATEGORIES . . . . . . . . . . . . . . . . . . . . . . . . . 50
  Infantry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
  Cavalry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
  Creatures. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
  War machines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
  Titans. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
  MYSTICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
  Faithful  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
  Magicians . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
  Special rules. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
  INCARNATES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
  A hero will never die . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
  Incarnates and company building. . . . . . . . . . . . . . . . . . . . . . . 60
  Advantages of Incarnates. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61
  THE BATTLEFIELD  . . . . . . . . . . . . . . . . . . . . . . . . . 64
  Crossing an obstacle  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
  Opening and moving terrain elements  . . . . . . . . . . . . . . . . . . 64
  Destroying terrain  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
  Battle: In the name of the gods. . . . . . . . . . . . . . . . . . . . . . . . . . 65
  PART IV: READY TO PLAY?  . . . . . . . . . . 66
  RAISING AN ARMY  . . . . . . . . . . . . . . . . . . . . . . . . . 68
  Gathering the troops   . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
  Order of the banners. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
  Units. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
  Th e Commander  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
  Assault and reinforcement  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
  Troops review  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
  LET’S PLAY! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
  1/ Selecting a battle  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
  2/ Army building  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
  3/ Setting up the game  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
  4/ Play! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
  Battles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
  1 – Pitched battle  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
  2 – King of the hill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
  3 – Invasion  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
  4 – Charge!. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
  5 – Skirmish. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
  6 – Breakthrough. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
  TABLE OF CONTENT
  TABLE OF CONTENT
  TABLE OF CONTENT
  06
  PART III: ADVANCED RULES
  TABLE OF CONTENT
  TABLE OF CONTENT
  
  INTRODUCTION
  4 4 
  Welcome to Confrontation: Th e Age of the Rag’narok.
  Th is game allows you to play breathtaking medieval-
  fantasy battles against a friend. Lead your men on the 
  battleﬁ eld and command fearsome armies in thrilling fast 
  paced games.
  Confrontation: Th e Age of the Rag’narok is played using 
  miniatures representing your ﬁ ghters. You will move them 
  on the gaming table using the tape measure. Th e dice are 
  used to determine if their actions are successful or not.
  A STARTER SET TO BEGIN
  Th e Starter Set is meant to help you get used to the rules 
  of Confrontation: Th e Age of the Rag’narok.
  Th e Starter Set for Confrontation: Th e Age of the 
  Rag’narok contains all you need to play your ﬁ rst games 
  of Confrontation: Th e Age of the Rag’narok:
  • Th is book contains the rules as well as a set of initia-
  tion battles. In the following pages, you will ﬁ nd all 
  the rules you will need to know before you play. Spread 
  across the chapters, ready to play battles will allow you to 
  progressively master the rules you have just read.
  • 14 miniatures each representing a ﬁ ghter on the 
  Akkylannian side (Griﬃ  n) or wolfen side (Wolf). 
  • 6 cards:
  – Abel, 
  – Spearman, 
  – Serethis,
  – Hunter, 
  – Universal table of resolution (Griﬃ  n),
  – Universal table of resolution (Wolf).
  • Accessories needed to play:
  – 6 dice, to resolve the ﬁ ghters’ actions;
  – a 2 m long tape measure, to measure movement distan-
  ces and range for shots. It is graded in cm and inches on 
  one side. Th e other side, graded from 0 to 20, indicates the 
  range.
  • 1 “seal of the dragon” terrain element:
  INTRODUCTION
  INTRODUCTION
  • 6 cards:
  INTRODUCTION
  INTRODUCTION
  Th e Akkylannians (Griﬃ  n):
  – Abel is the Griﬃ  n commander.
  – 8 spearmen.
  Th e wolfen (Wolf):
  – Serethis is the Wolf commander,
  – 4 hunters.
  Accessories needed to play:
  
  5 5 
  INTRODUCTION
  GAMING MATERIAL
  Accessories
  To play Confrontation, you need:
  • A tape measure;
  • Some dice;
  • A template;
  • Terrain elements and/or a gaming poster;
  And enough Confrontation miniatures to build your 
  company!
  Tokens used to mark various game situations are availa-
  ble to download from www.confrontation.fr.
  Th e tape measure
  When playing Confrontation, distances are measured 
  with a tape measure. Th is tape measure is marked in diﬀ e-
  rent ways on both sides:
  • Ranges are used to determine the diﬃ  culty of ranged 
  attack tests. Th e graduations mark out 10 cm long zones. 
  From 0 to 10 cm, the range is 0; from 10 to 20, the range is 
  1; and so on. When the edge of a base lies exactly between 
  two ranges, the miniature is considered to be in the lower 
  range.
  • Th e graduations in centimeters are used to measure all 
  other distances.
  Th e dice
  Most actions, such as shooting and combat, are simu-
  lated with dice rolls. A die that shows a result equal to or 
  greater than the score required is a success; a die showing 
  a lower result is a failure.
  Example: A unit composed of four foot soldiers, each 
  equipped with a single shot weapon, decides to shoot. Th e 
  player resolves the ranged attack test by rolling four dice. 
  Each die represents one projectile. Th e successes represent 
  the projectiles that hit the target, the failures represent 
  those that missed. 
  Th e red dragon 
   indicates the 
   side.
  Th e template
  Th is circular template is marked with concentric circles 
  every 1 cm. It is mainly used to measure the eﬀ ective range 
  for areas of eﬀ ect.
  Th e battleﬁ eld
  Th e game takes place on a gaming surface that repre-
  sents a battleﬁ eld. Its size is not that important, but its 
  limits must be clearly deﬁ ned. We recommend that you 
  add some terrain elements (ruins, hills, trees, and so on). 
  Th ese terrain elements will provide cover to the ﬁ ghters 
  and allow for new strategies and gaming situations.
  It is possible to play on illustrated surfaces, such as 
  gaming posters, that represent locations on Aarklash, the 
  universe of Confrontation.
  THE MINIATURES
  Confrontation miniatures are sold in boxes speciﬁ cally 
  designed for a better handling of the game and its rules. 
  Th ere are four kinds of boxes:
  • Accessory Boxes contain terrain elements or gaming 
  accessories (dice, templates, etc.);
  • Unit Boxes contain groups of foot soldiers, cavalry, 
  war machines or creatures. Th ese groups are ready to play 
  using the game rules;
  • Attachment boxes contain special ﬁ ghters to add to 
  those from Unit Boxes;
  • Hero Boxes contain the heroes of Aarklash, whose 
  actions determine the future of this universe of heroic 
  fantasy.
  Fighters are split into ﬁ ve Categories: cavalry, infantry, 
  creatures, war machines and titans. It is important to 
  distinguish between them since some rules do not apply 
  to all of them.
  HOW TO USE THIS BOOK
  Following this chapter, the book is divided into two large 
  sections, followed by appendixes.
  • Th e ﬁ rst section presents the history of Aarklash and 
  the armies at war in the Rag’narok.
  • Th e second section details all of the game rules. It 
  goes back over the principles mentioned in this chap-
  ter. A complete chapter is dedicated to each phase 
  of the game and all the important rules are gath-
  ered into themed chapters – categories of troops, 
  Incarnates, and so on. Th is second section also pres-
  ents some exclusive battles that can be played with all 
  the armies of Confrontation.
  
  6 6 6 
  UNIVERSE
  
  7 7 7 
  UNIVERSE
  For years, the blood of the peoples 
  of Aarklash has been spilled at the 
  four corners of the continent. From 
  the parched lands in the east to 
  the great forests of the west, small 
  armies put their rivals to test. But 
  everyone knows that these skir-
  mishes are only a meaningless 
  prelude to the events to come.
  For a long time now the warlords 
  have been preparing for the ﬁnal 
  battle. Out of fear or impatience, all 
  have been readying their weapons 
  and have pledged their soul to the 
  gods.
  How many false prophets and mis-
  taken oracles have announced this 
  day in the past? How many rumors 
  have spread from sordid alleyways 
  to the courts of kings and emper-
  ors? So many that some began to 
  doubt the writs of old… Perhaps 
  they were to be spared the dark and 
  ever-so-dreaded hours. Could the 
  gods have given up on this world? 
  Could the gods have lost interest in 
  it? Hope is a cruel and vain feeling.
  Unfortunately for the hopeful,  
  time has really come and no one 
  can escape the fate that has been 
  foreseen since the dawn of time.
  The Rag’narok has just begun! 
  It is now up to you to write the next 
  chapter in the land’s history at the 
  end of an age…
  
  UNIVERSE
  8 8 8 
  It was an age where time did not exist… Th e Age of the Gods.
  Th e gods wandered through Creation unchallenged. Th eir 
  empires knew no limit and extended over entire worlds born 
  from the magical energies of Creation.
  Discord arose and the gods waged war among themselves, 
  seeking supremacy. Th e crumbling of dying worlds almost 
  brought about the collapse of Creation and the end of every-
  thing. Creation fought back. Th e gods were brutally thrown of 
  their thrones and sent into exile to the most remote parts of 
  the elemental worlds, or Realms. 
  Time came, imposing its curse upon the vain immortals: 
  if they dared to reappear on Aarklash, they would suﬀ er its 
  punishment and would be forever forgotten. Th us, the Age of 
  the Gods ended.
  However, one does not get rid of such terrible forces quite 
  so easily. After thousands of years in exile, the gods continue 
  to wage war through their champions – the Incarnates - and 
  their most faithful allies.
  Th e equilibrium is once again under threat. Th e curse of 
  Time is fading. Darkness seizes the hearts of the brave and the 
  gods are ready to lead their armies.
  Th e ultimate age has come.
  A CONTINENT LOST 
  IN DARKNESS
  Not far from the heart of the Creation is a much desired 
  Kingdom: Aarklash. From there, magical portals, or gates, 
  can be opened to travel to all of the Realms, including those 
  where the gods are imprisoned. Th e future of Creation is 
  linked to the fate of this one singular world.
  Th e history of the continent of Aarklash was written by the 
  victors of the great wars of the past. Th e glory and prestige 
  of the conquerors of eras past conceal many fratricidal wars 
  and dreadful lies. Th e nations of Aarklash were built on pain, 
  blood and treachery. Some nations did not resist the erosion 
  of Time. From their ashes, larger, stronger and more youthful 
  empires arose; and yet they were just as eagerly drawn towards 
  the warlike temptations of power. Th e desire for revenge or 
  domination thrives in the memory of the sovereigns of this 
  blood-soaked land.
  PEOPLES AT WAR
  Many and diverse are the cultures of the peoples of 
  Aarklash. Th ose who shared a similar philosophy or common 
  goals forged alliances to face their enemies and to secure their 
  victory. Th us the three great Alliances came to be.
  • Th e Ways of Light work to bring about an age of reason 
  and prosperity. Th ey unite the most prosperous civilizations. 
  While the kingdom of Alahan and the empire of Akkylan-
  nie are both human nations, the Ways of Light also include a 
  young elven nation, the Republic of Lanever, and the ancient 
  dwarven civilization, the Republic of the Ægis. Th ese civiliza-
  tions strive to repel the forces of Darkness. Th ey respect the 
  peoples of Destiny, even when the latter refuse to assist them.
  A WORLD AT WAR
  A WORLD AT WAR
  A WORLD AT WAR
  It was an age where time did not exist… Th e Age of the Gods.
  A CONTINENT LOST 
  A WORLD AT WAR
  A WORLD AT WAR
  THE ORIGINS OF MAN
  Having come from over the sea in times immemorial, 
  the humans of Kel, or the Kelts, worship a pantheon 
  of primitive divinities and immortal heroes: Danu, the 
  goddess of nature, and the Matrae, devoted to life, war, 
  death and other aspects.
  War is entirely a part of these humans’ culture. Th ere 
  is not a single people that the impetuous Kelts have 
  not confronted at least once, and Avagddu has never 
  known lasting peace. Th e Kelts are a free and wild 
  people in perpetual motion. Nothing can take their 
  pride or their incredible boldness from them.
  gods are ready to lead their armies.
  Th e ultimate age has come.
  PEOPLES AT WAR
  Many and diverse are the cultures of the peoples of 
  Aarklash. Th ose who shared a similar philosophy or common 
  goals forged alliances to face their enemies and to secure their 
  victory. Th us the three great 
  • Th e Ways of Light
  and prosperity. Th ey unite the most prosperous civilizations. 
  While the kingdom of Alahan and the empire of Akkylan-
  nie are both human nations, the Ways of Light also include a 
  young elven nation, the Republic of Lanever, and the ancient 
  dwarven civilization, the Republic of the Ægis. Th ese civiliza-
  tions strive to repel the forces of Darkness. Th ey respect the 
  peoples of Destiny, even when the latter refuse to assist them.
  Having come from over the sea in times immemorial, 
  the humans of Kel, or the Kelts, worship a pantheon 
  of primitive divinities and immortal heroes: Danu, the 
  goddess of nature, and the Matrae, devoted to life, war, 
  death and other aspects.
  War is entirely a part of these humans’ culture. Th ere 
  is not a single people that the impetuous Kelts have 
  not confronted at least once, and Avagddu has never 
  known lasting peace. Th e Kelts are a free and wild 
  people in perpetual motion. Nothing can take their 
  pride or their incredible boldness from them.
  
  9 9 
  • Th e Meanders of Darkness keep trying to satisfy their 
  thirst for power and do not hesitate to call upon the most ter-
  rifying and twisted powers. While the Living-dead of Ache-
  ron and the alchemists of Dirz are human powers that study 
  the lore of dark magic, they are also allied to fantastic crea-
  tures such as the devourers of Vile-Tis. Th ese wicked forces 
  are sharpening their weapons of destruction to forever silence 
  the Ways of Light. All that most of them see in the Paths of 
   Destiny are worthy opponents.
  • Th e Paths of Destiny cherish their freedom and 
  staunchly refuse the future promised by the powers of Light 
  and Darkness. Th ey are the most ancient peoples of the con-
  tinent: the Daïkinee elves, the goblins of No-Dan-Kar and the 
  wolfen of Yllia. Just like the orcs of the Tree-Spirit, the peoples 
  of Destiny refused to give in to the temptation of the split and 
  to choose sides; a concept only lately introduced to Aarklash 
  by humans.
  • Besides these three formal alliances, many independent 
  armies take part in the Rag’narok. Th e free city of Cadwal-
  lon refuses to choose sides, but will lend a hand to its allies 
  in good time, though only out of sheer commercial opportu-
  nism. And whenever its independence is under threat, all its 
  heroes will raise their weapons. In the same way, mercenaries 
  travel Aarklash seeking battles and someone ready to pay for 
  their experience…
  Th e warlords of Aarklash have cured the wounds inherit-
  ed from their fathers and gathered armies for the end of the 
  world. All are getting ready for the Rag’narok, the ﬁ nal war 
  announced by ancient prophecies, but whose real stakes mor-
  tals still ignore.
  INCARNATES AT WAR
  Incarnates are exceptional ﬁ ghters who have been chosen 
  by the gods. Th ey can achieve the impossible; they are the he-
  roes of the Rag’narok. Th ey have many powers. Th rough the 
  power of their Elixirs, these champions can fend oﬀ  whole 
  regiments with daring counter attacks. Th eir master strikes, 
  fed by divine ire, reap enemies no mortal’s hand could ever 
  scratch. Th eir heroic actions can rally companions in rout and 
  help their people win legendary battles.
  CREATURES OF THE ABYSSS
  Long ago, the goblins used to be the slaves of the dwar-
  ves. When they rebelled, the lords of Tir-Nâ-Bor sent ﬁ ve 
  powerful warriors into the depths of the earth to extermi-
  nate the god Rat and his brotherhood who were respon-
  sible for the goblin uprising. Th e dwarven warriors failed 
  in their mission, unable to ﬁ nd Rat. Only four of them re-
  turned to see the light of day: one of them, Mid-Nor, had 
  remained in the deep…
  It is whispered that the dwarven warriors came face-to-
  face with a monstrous nine-headed hydra. Th e terriﬁ ed 
  dwarves broke their oath and ﬂ ed. Except for one: Mid-
  Nor. He battled the nine-headed god. When the crea-
  ture was about to ﬁ nish him oﬀ  it oﬀ ered him a pact. 
  In exchange for his allegiance, the hydra would grant him 
  the power to get revenge on his cowardly brothers. Th us 
  Mid-Nor gained the power to create swarms of monstrous 
  creatures that still haunt the underground of Aarklash.
  UN MONDE EN GUERRE
  9 
  
  UNIVERSE
  10 
  10 
  
  11 
  11 
  MAP 
  
  UNIVERSE
  12 
  12 
  Th e planet on which the continent of Aarklash is found or-
  bits a great yellow sun commonly known as Lahn. Two other 
  much smaller solar bodies orbit Lahn: Ley, a tiny blue sun, and 
  Lyth, a blood-red star.
  Ley and Lyth don’t appear every year. But when they do, it 
  often happens that these celestial twins cause various natu-
  ral phenomena: magnetic storms, climatic change, disastrous 
  animal migrations, unwanted magical side eﬀ ects and spon-
  taneous appearances of gates leading to other worlds are only 
  the most common events.
  One revolution of the world of Aarklash around Lahn takes 
  four hundred days of twenty-four hours each, counted from 
  one of Lahn’s rises to the next. Most of the continent’s peoples 
  know four seasons: spring, summer, autumn and winter.
  According to the calendar used in most parts of Aarklash, 
  there are ten months to a year. Th e name and duration of each 
  month varies slightly from one civilization to the next.
  Yllia is the name given to the great white moon with a pale 
  blue gleam that orbits the world of Aarklash in twenty days. 
  When Ley or Lyth are present, Yllia takes on a colorful hue: 
  she can take on a deeper blue or a redder shade. Yllia has an in-
  ﬂ uence on the oceans of Aarklash, causing a tidal cycle as she 
  revolves around the planet. Strangely, Yllia’s orbit also inﬂ uen-
  ces certain living beings: their biological or mental rhythms 
  vary according to the phases of this pale moon. 
  Of the numerous stars that twinkle in the heavens eve-
  ry night, four are used by travellers to find their bearings. 
  These cardinal stars, commonly known as Nerea (to the 
  north), Sylhea (to the south), Elion (to the east) and Ol-
  him (to the west), are also part of the constellations used 
  by astrologists and augurs in their esoteric calculations. 
  Their relative position to the other stars in the sky, their 
  alignment and Yllia’s aspects are used to determine just 
  about everything, including the gods’ moods, favorable or 
  unfavorable conjunctions, the dates of certain celebrations 
  or the fate of individuals.
  The study of the rest of the universe is left entirely to a 
  small group of astronomers and enlightened theologians. 
  Some claim that Lahn revolves around Aarklash and not 
  the opposite, as is popularly believed. Others think that 
  magical gates are really thresholds to other planets. Is 
  the world of Aarklash flat, hollow or spherical? What lies 
  beyond the oceans?
  The most talented and eccentric of these individuals, the 
  cosmologians, develop various magical or technological 
  procedures to try to observe the stars a little more closely. 
  Glass lenses of incredible complexity have been designed 
  by the Cynwäll and the dwarves of Tir-Nâ-Bor. The cosmo-
  logians who left to explore other worlds using spontaneous 
  gates have still not returned.
  CREATION
  CREATION
  CREATION
  CREATION
  
  13 
  13 
  CREATION
  
  14 
  14 
  THE WAYS OF LIGHT
  T  he Empire of Akkylannie is aware 
  of the imminence of the end of the 
  world and is conscious of its duties 
  towards mortals. It knows that the 
  gods worshipped by most peoples 
  are mere icons or wicked creatures 
  abusing the gullibility of mortals. 
  Th e soldiers of Akkylannie are ﬁ -
  ghting a merciless war to save all 
  the peoples of Aarklash and to she-
  pherd them into the light of their 
  god, Merin. Th ey have chosen a 
  symbol that suits their mission: the 
  Griﬃ  n, the determination of the 
  Lion and the vigilance of the bird 
  of prey.
  
  15 
  15 
  THE GRIFFIN
  O
   n the battleﬁ eld the 
  Griﬃ  n army is pro-
  bably the best or-
  ganized on all 
  Aarklash. Disciplined and well 
  equipped, Akkylannians wage 
  war like no others on the con-
  tinent. Th ey never step down 
  when faced with the enemy 
  and, thanks to imperial cons-
  cription, they can send great 
  numbers of ﬁ ghters into battle. 
  Furthermore, 
  when 
  numbers 
  are not enough, the Akkylannians 
  bring out the big guns and call upon 
  the powers of Merin to accomplish the 
  prophecy of the One God.
  No matter their army corps, Akkylannians 
  are united by the same fervor. Th ey are governed by well 
  established institutions with complex hierarchies. On the 
  frontline of the struggle against Darkness diﬃ  cult choices so-
  metimes need to be made. To ﬁ ght these dilemmas, some have 
  made a move towards Light, while others rely on the cleansing 
  ﬁ re of the One God.
  • Th e Griﬃ  n of Light unites the four cardinal temples of 
  the Order of the Temple. Th e soldiers of this religious order 
  try as hard as possible to remain honorable and good in their 
  struggle against Darkness.
  • Th e Griﬃ  n of Fire stops at nothing to destroy the ene-
  mies of the Empire and Light. Its soldiers, the brothers of Hod 
  and the agents of the Inquisition, act with unfailing determi-
  nation.
  Akkylannians worship Merin. Th ey call him the One God 
  and address their prayers to the constellation of the Griﬃ  n.
  HISTORY
  Th e Empire of Akkylannie was born from a mystic revela-
  tion. Arcavius de Sabran, a noble from Alahan, was visited by 
  an angel of ﬁ re who bestowed upon him the prophecy of Me-
  rin: Creation was racing towards its destruction and Arcavius 
  was to found a new nation to save it. Arcavius left his home-
  land, gathered his followers and founded the society on which 
  the Empire of Akkylannie was to be built in the eastern parts 
  of Alahan. Guided by Merin, he ordered the construction of 
  great modern cities and founded an advanced state.
  Th is nation almost collapsed when an imperial scientist, 
  Dirz, deﬁ ed the sacred laws delivered by Merin. Th e heretic was 
  condemned and forced to ﬂ ee the Empire. Th is crisis led to the 
  creation of the Inquisition, an unyielding organization that ter-
  rorized the population of the Empire for a long time. Th is crisis 
  also triggered the First Crusade in an attempt to conquer the 
  Syharhalna, where Dirz had taken refuge. Later, in an attempt 
  to locate the tomb of Arcavius, the Second Crusade 
  left for the canyons of Bran-Ô-Kor. 
  Th e Empire of Akkylannie has fought 
  many battles during the Rag’narok. 
  Th e Order of the Temple was dee-
  ply shaken by the attacks from 
  the Syharhalna and Akkylannie 
  came close to being invaded by 
  the devourers of Vile-Tis. Th e 
  Empire has survived, but not 
  its leaders. Today, in the after-
  math of these battles, a new 
  pope and a new emperor have 
  been chosen by Merin’s hand. A 
  new age dawns for the empire of 
  Akkylannie. United, the Empire 
  prepares to conquer yet again.
  Chaplain 
  n the battleﬁ eld the 
  Griﬃ  n army is pro-
  bably the best or-
  Furthermore, 
  when 
  numbers 
  are not enough, the Akkylannians 
  bring out the big guns and call upon 
  the powers of Merin to accomplish the 
  No matter their army corps, Akkylannians 
  to locate the tomb of Arcavius, the Second Crusade 
  left for the canyons of Bran-Ô-Kor. 
  Th e Empire of Akkylannie has fought 
  many battles during the Rag’narok. 
  Th e Order of the Temple was dee-
  ply shaken by the attacks from 
  the Syharhalna and Akkylannie 
  Akkylannie. United, the Empire 
  prepares to conquer yet again.
  
  16 
  16 
  THE GRIFFIN
  RAG’NAROK
  Th e Codex of Merin teaches the Akky-
  lannians that Creation is tainted by 
  Darkness, that false gods have driven mor-
  tals away from the path of the One God, 
  and that Aarklash is running towards its 
  destruction. Th erefore, Merin has no other 
  choice but to cleanse Creation in a great ce-
  lestial ﬁ re and to rebuild a new world, pure 
  and radiant, upon the ashes of corrupt ci-
  vilizations.
  Th e revelation Merin brought to Arcavius 
  is a message of hope: all mortals who realize 
  their mistakes and join Merin shall be saved 
  from the ﬂ ames of puriﬁ cation. Th ose shall 
  be welcomed into the new Creation. Th e 
  empire of Akkylannie’s mission is to con-
  vert as many mortals as possible, in order to 
  save them. It must also ﬁ ght against the ser-
  vants of Darkness to delay the inevitable as 
  long as possible. Th is task is both religious 
  and military: the more you ﬁ ght, the more 
  you convert.
  Although driven by this sacred quest, 
  Akkylannians are ﬁ ghting to protect their 
  culture. Th ey are proud to be part of a nation 
  that is not ruled by birthright and where the 
  weak are protected by law. Th eir technolo-
  gical breakthroughs, such as gunpowder, 
  also give them an edge over many less deve-
  loped peoples. Akkylannians are aware of 
  how fortunate they are and they are prepa-
  red to die to protect their  homeland.
  Denda 
  Cartho
  Arcavia
  Carthag 
  Fero
  Luonercus
  Kylaë
  THE EMPIRE OF AKKYLANNIE
  Totem: Griﬃ  n.
  Country: Akkylannie.
  People: Th e Akkylannians.
  Nation: Th e Empire of Akkylannie.
  Language: Akkylannian.
  Capital: Arcavia.
  Alliance: Th e Ways of Light.
  Allies: Dragon, Lion, Boar and 
  Sphinx.
  Cult: Merin.
  Magicians’ primary element: Fire.
  Djaran
  
  17 
  17 
  THE GRIFFIN
  Th eir faith tells them to respect 
  the authority of those governing 
  them. When the latter decide it 
  is time to go to war, every Akky-
  lannian is ready for battle. In fact, 
  young men owe ﬁ ve years of cons-
  cription to the Empire, a period du-
  ring which they are taught their du-
  ties as citizens as well as the trade 
  of arms.
  ARMY
  Th e Griﬃ  n army owes its power 
  to its units of conscripts and fusi-
  liers. In addition to these, it manu-
  factures powerful war machines, 
  such as cannons that sow death 
  among its enemy’s ranks. Th e Grif-
  ﬁ n army despises hastiness and 
  fanciful maneuvers; it would rather rely on brute force and 
  unfailing resilience. However, it is not deprived of ﬁ ne stra-
  tegists, who always know where to apply this force or how to 
  make the most of this resilience. Once the enemy has been 
  decimated by salvoes of riﬂ es and after the foe’s assault has 
  broken against the shields of the conscripts, all that is left to 
  do is order the counter oﬀ ensive to make the battle a victory. 
  When the situation becomes tricky, it is always possible to call 
  upon the exceptionally great powers of the faithful of Merin. 
  Finally, the army’s elite soldiers, protected with layers of plate 
  armor, are each worth several men in combat.
  Th e fusilier is probably the troop most representative of the 
  Griﬃ  n army. Th e fusiliers are highly trained professional sol-
  diers who demonstrate the almightiness of the igneous god 
  and the superiority of the riﬂ e on the battleﬁ eld every day. 
  Th eir rounds are so accurate, so powerful and so eﬃ  cient that 
  they have no need for heavy armor or any cumbersome mêlée 
  weapon: the enemy rarely makes it that close.
  Th e templars are famous throughout Aarklash. Th ey pro-
  tect the Akkylannian pilgrims at the four corners of the con-
  tinent. In combat, they are fuelled by divine anger that leaves 
  no doubt concerning their fervor.
  Finally, demon hunters patrol the roads of the continent 
  seeking out the most powerful servants of Darkness. Armed 
  with only a pistol, a blade and their faith, they are at war with 
  the enemies of the Empire. No mercy should be expected 
  from them.
  CHRONOLOGY
  571 
  Revelation of Arcavius.
  573 
  Foundation of the empire of Akkylannie.
  676 
  Heresy of Dirz.
  677 
  First Crusade (Syharhalna).
  994 
  Second Crusade (Bran-Ô-Kor).
  1 003 
  Invasion of Akkylannie by the Devourers.
  1 004 
  Empire of Syharhalna oﬀ ensive.
  1 005 
  Battle of Arcavia, death of Emperor  
   
  Octavius IX.
  1 009 
  Battle of the Infernos, selection of the new  
   
  imperial leaders.
  N
  O
  P
  Q
  R
  S
  T
  U
  V
  W
  X
  Y
  Z
  n o p q r s t u v w x y z
  A
  B
  C
  D
  E
  F
  G
  H
  I
  J
  K
  L
  M
  a b c d e f g h
  i
  j k l m
  
  THE WOLF
  18 
  18 
  For as long as the peoples of Aarklash can 
  remember, the wolfen have always existed 
  and have always worshipped Yllia the moon 
  goddess.
  Whether roving the wild lands or defending 
  their territories, these half-man half-wolf 
  predators have always known how to instill 
  fear into the heart of their enemy.
  Th e wolfen were born to counter the insane 
  ambitions of the Craftsman, the god who 
  sought to overthrow the order established by 
  his peers. Th ey are the protectors of nature 
  and the keepers of the balance of Creation.
  
  19 
  THE WOLF
  19 
  O
   n the battleﬁ eld the wolfen are formidable 
  ﬁ ghters, guided only by their predatory ins-
  tincts. To them, there is no need for artiﬁ ce: 
  claws and fangs are already deadly weapons. 
  Working in packs, they strike hard and fast, using their physi-
  cal power to compensate for their low numbers. However, con-
  fronted with the technology of other nations, they sometimes 
  need to use metal weapons. In the hands of such bloodthirsty 
  colossuses, their great hunting blades are simply devastating. 
  No matter if they are sedentary or nomadic, the wolfen live in 
  packs. Th eir instinct tells them to follow the alpha wolfen, the 
  one who has proven he or she had the strength or wisdom to 
  lead them. In times of war, male and female will ﬁ ght side by 
  side. Only the young and the elderly are kept away from the 
  ﬁ ght. Wolfen packs can be divided into two broad categories: 
  the nomadic and the sedentary.
  • Sedentary packs mark the territory they guard and will 
  defend it ﬁ ercely against any intruder. Th ey raise large stone 
  circles in honor of Yllia. Such locations harbor the barrows 
  of their ancestors and artifacts of great power. 
  • Nomadic packs trail the herds they feed 
  on. Th ey carry on the original task of the 
  wolfen; countering the Craftsman 
  and hunting down his servants.
  Th e wolfen worship the moon 
  goddess, Yllia, and adore the 
  constellation of the Wolf. 
  HISTORY
  Th e worgs, the immortal an-
  cestors of the wolfen, appeared 
  during the age of the gods, before 
  time even existed. Oﬀ spring of Yllia 
  and Vile-Tis, the god of carnage, they 
  were the army of the gods who waged 
  war against the Ishim Empire and science. 
  After their incredible victory, the worgs scattered 
  across Aarklash during the Winter of Battles.
  Th e worgs bred and gave birth to the wolfen. First gathered 
  around their fathers, the wolfen soon formed packs and im-
  posed themselves as the greatest predators on the continent. 
  Some packs established their territory on locations made 
  sacred by their goddess and became sedentary; others, ur-
  ged on by a powerful instinct, followed their prey wherever 
  it went and became nomadic. Th e worgs withdrew from the 
  world and slowly slipped into legend. Over the centuries, the 
  sons and daughters of Yllia witnessed the inexorable rise of 
  new civilizations comparable to the Ishim Empire. Despite 
  the power of their rage, it was not enough to prevent them 
  from stealing the wild lands the wolfen were supposed to 
  protect.
  Today, Wolf sanctuaries are scarce and under siege from 
  all sides. Th e wolfen are perpetually at war and the worgs are 
  back to guide their children to victory. Th is is the Rag’narok!
  Tracker
  of their ancestors and artifacts of great power. 
   Nomadic packs trail the herds they feed 
  on. Th ey carry on the original task of the 
  wolfen; countering the Craftsman 
  Th e wolfen worship the moon 
  during the age of the gods, before 
  time even existed. Oﬀ spring of Yllia 
  and Vile-Tis, the god of carnage, they 
  were the army of the gods who waged 
  war against the Ishim Empire and science. 
  
  THE WOLF
  20 
  20 
  RAG’NAROK
  Th e wolfen understand the Rag’narok as the end 
  of one of nature’s cycles. Th e weak need to be eli-
  minated since only the strong are meant to sur-
  vive. Th e Wolf ought to leap into battle without 
  looking back. Th ose who follow the worgs are 
  certain of their victory and are positive about the 
  return of the reign of nature.
  Pack leaders agree on the fact that each battle of 
  the Rag’narok is yet another moment of truth: the 
  enemies always reveal themselves and tear each 
  other apart. Th e hunt is over: it is time for the kill. 
  Civilization shall fall! 
  Th e wolfen are proud to leap into the Rag’narok 
  in the name of Yllia. Th ey see an opportunity to 
  prove their superiority in combat, to satisfy their 
  instincts and to impose the rule of the strong. Be-
  sides, their cold-hearted and cruel goddess never 
  fed them false promises of paradise or redemp-
  tion, in contrast to the gods of other peoples. 
  From their point of view, Aarklash is their hunting 
  ground and all the other peoples are their prey. 
  Led by the worgs and the sibylline prophecies of 
  Yllia, they wish to see nature impose its law on 
  the continent once again after the Rag’narok and 
  the wolfen will be Creation’s loyal guardians, as 
  they’ve always been. 
  THE CHILDREN OF YLLIA
  Totem: Wolf.
  Country: Diisha and the island of Vargn.
  People: Th e Wolfen.
  Army: Th e children of Yllia.
  Language: Wolfen. 
  Capital: Môrn, stone circle.
  Alliance: Paths of Destiny.
  Allies: Eagle, Rat, Scarab and Tree-Spirit 
  Cult: Yllia, the moon goddess.
  Magicians’ primary element: Water
  
  21 
  THE WOLF
  21 
  ARMY
  Th e children of Yllia are like wolf packs. Swift and excep-
  tionally powerful, the wolfen do not have the armor that 
  would allow them to sustain prolonged combat. Th ey are 
  hunters. Th ey seek the weakest preys, exterminate them and 
  move on before the enemy gets any chance to retaliate.
  Th e Wolf army essentially relies on speed and hand to 
  hand combat. Th ey have few marksmen who are there to ha-
  rass the enemy while their brothers creep up on the enemy 
  from behind cover. 
  Once the pack leader howls the charge, there is no more 
  hide and seek: the Wolf leaps, changes direction to catch its 
  victim unaware and mercilessly digs its fangs deep into its 
  prey. Surrounded and having lost his most precious units 
  and special ﬁ ghters, the opponent’s only option is to back 
  away or else suﬀ er the law of the strong. 
  Th e military hierarchy of the Wolf is identical to its social 
  hierarchy: the strongest will pull himself to the top of the 
  food chain. Th e hunters equipped with javelins and the fang 
  warriors are the most common troops of the Wolf. Above 
  them are the great fangs, wielding sharp dual blades, and the 
  sacred vestals of the goddess Yllia. Th e bloodthirsty preda-
  tors count among the most impressive ﬁ ghters of the Wolf, 
  both in size and power; only the worgs, legendary warriors, 
  can claim to outclass them.
  CHRONOLOGY
  Age of the gods: Yllia gives birth to the worgs, ancestors 
  of the wolfen.
  2: Th e worgs found the stone circle of Môrn in the great 
  forest of Diisha.
  435: Battle of the wild beast of Dracynrän
  990: Killyox becomes a pack leader
  999: Return of Vile-Tis on Aarklash, fall of the Th rone 
  of Stars
  1001: Battle of the Red Oak
  Wild
  Star
  Air
  Snake
  Nature
  Oblivion
  Fire
  Creature
  Birth
  Day
  Sun
  Divine
  Earth
  Elf
  Death
  Night
  Moon
  Stellar 
  Bridge
  Water
  Devourer
  
  22 
  GENERAL RULES
  
  23 
  GENERAL RULES
  GENERAL RULES
  
  GEENERAL RULES
  24 
  24 
  Th is chapter presents the essential rules for a game of 
   Confrontation: how to resolve the various tests, how damage 
  is managed and how a game proceeds.
  MEASURING A DISTANCE
  Distances (in cm and in range bands) are measured with 
  a ruler. Any ruler will do, but the RACKHAM tape measure 
  has been designed for miniature games and makes measuring 
  ranges easy.
  Th e distances must be measured from the edge of one ele-
  ment to the edge of another. It can be either the edge of a minia-
  ture’s base or the edge of a terrain element.
  When one unit shoots at another, the only measurement 
  taken is from the edge of the leader’s base to the edge of the 
  enemy leader’s base. Any terrain element or ﬁ ghter that is only 
  partially within a certain distance is always considered to be in 
  the shorter of the two distances.
  Important! You are not allowed to measure any distance 
  before declaring an action. Th e action is declared ﬁ rst and any 
  measuring performed afterwards.
  UNITS
  All the ﬁ ghters in Confrontation are part of units, groups 
  of one or more ﬁ ghters sharing the same category (infantry, 
  cavalry, creature, war machine or titan; see below). Each unit 
  is represented by a card (see p. 28), which lists their main in-
  game characteristics. Th e combination of all a player’s units is 
  known as his company.
   Each unit includes a leader, indicated by the player at the 
  beginning of the game. Th is ﬁ ghter is a standard ﬁ ghter (see 
  below); he has the same characteristics as the other members 
  of the unit. He is used as a reference point when measuring 
  distances. 
  When the leader is eliminated, he is replaced by another ﬁ -
  ghter in his unit. Th e player designates the standard ﬁ ghter 
  (see below) closest to the former leader to become the new 
  GENERAL RULES
  GENERAL RULES
  GENERAL RULES
  GENERAL RULES
   NOTION OF CONTACT
  Two elements (miniature or terrain element) are in con-
  tact when any of their parts touch, including base, wea-
  pon, edge of a terrain element, etc. 
  
  25 
  GENERAL RULES
  25 
  leader. If there are only special ﬁ ghters left, the closest to the 
  former leader becomes the leader.
  Incarnates (see p. 58) are always the leaders of their unit.
  Unit formation
  Inside a unit, the positions of the miniatures obey strict 
   rules. Th is is called the formation.
  • Scattered formation: Each ﬁ ghter has to be within 10 
  cm of the unit leader and each ﬁ ghter has to be within 2.5 cm 
  of another ﬁ ghter in the unit. Th is formation only needs to be 
  checked at the end of the unit’s movement.  
  Any ﬁ ghter who is in contact with an opponent does not 
  need to stay in formation.
  • Close formation: Each ﬁ ghter has to be within 10 cm of 
  the unit leader. Th e miniatures are supposed to be in contact 
  and form ranks as equal a possible. Th e ﬁ ghters must remain 
  in formation during their whole movement.
  Scattered formation is the default formation. Some nations 
  teach their soldiers to take advantage of ﬁ ghting in close for-
  mation, which allows them to beneﬁ t from additional tactics 
  (see the respective Army Book). Units composed of only one 
  ﬁ ghter are always in scattered formation.
  A unit in contact with an opponent does not need to stay 
  in formation
  Category of troops
  Th ere are ﬁ ve troops Categories:
  • Infantry 
   includes all foot soldiers.
  • Cavalry  
   includes all mounted ﬁ ghters, no matter 
  their mount, and centaurs of all kinds. 
   • Creatures 
   includes all the animals and monsters that 
  occasionally join an army.
  • War machines  
    are all the engines of destruction and 
  siege weapons known for their terrifying power. Fortiﬁ ca-
  tions are also included in this category.
  • Titans 
   are the most massive and powerful ﬁ ghters, 
  strong enough to crush entire armies on their own.
   Some Categories (infantry, cavalry and creatures) are also 
  split into three Ranks.
  • Rank 1  
  split into three Ranks.
   ﬁ ghters represent the majority of the troops 
  ﬁ ghting on the battleﬁ eld. Enrolled from the population in the 
  more organized nations or trained traditionally for combat in 
  the more warlike cultures, their strength lies as much in their 
  numbers as in their combat skill.
   • Rank 2 
   ﬁ ghters are the most experienced and 
  dangerous warriors among their people. Th eir better training 
  and equipment means their intervention is often decisive.
   • Rank 3 
  and equipment means their intervention is often decisive.
  and equipment means their intervention is often decisive.
  and equipment means their intervention is often decisive.
   ﬁ ghters are death embodied. Th eir na-
  mes are universally known across Aarklash. Th eir presence on 
  the battleﬁ eld warms the hearts of their allies and chills the 
  soul of their enemies. 
  Type of troop
  Th e type of a unit is determined by the name of the stan-
  dard ﬁ ghters that it is composed of. 
  Example: A unit whose type is “conscripts of the Griﬃ  n” is 
  mostly composed of conscripts of the Griﬃ  n standard ﬁ gh-
  ters and conscripts of the Griﬃ  n special ﬁ ghters.
   
  POWER
  Th e Power of a unit is a measure of its ability to over-
  power its enemies, either during a charge or after a mê-
  lée. To calculate the Power of a unit, you need to total the 
  Power of all its individual members.
  A ﬁ ghter on an infantry base (3 cm) has a Power of 1.
  A ﬁ ghter on any larger base has a Power of 2.
  CLOSE FORMATION 
  leader
  ≤ 2.5 cm
  ≤ 10 cm
  SCATTERED FORMATION
  
  GEENERAL RULES
  26 
  26 
  Special ﬁ ghters 
  and standard ﬁ ghters 
  Some ﬁ ghters have speciﬁ c roles (see “Incarnates”, “Mystics” 
  and “Morale” chapters). Th ey are called special ﬁ ghters, as 
  opposed to standard ﬁ ghters.
  Th e term “special ﬁ ghters” designates…
  • Incarnates: Every army has its heroes, famous characters 
  who inspire courage in the troops and sow panic in their ene-
  mies’ hearts. Most of the time they are strategic geniuses and 
  exceptional ﬁ ghters, chosen by the gods themselves to serve as 
  their champions. Death has no power over them!
  An Incarnate is identiﬁ ed by a personal name on his card 
  (see pp. 58-63). Each company has to include at least one 
  Incarnate.
  • Mystics: Magicians 
   cast spells and faithful 
   can 
  call upon the gods for miracles to support their comrades or 
  smite the enemy. Th e presence of either in a company’s ranks 
  shows that excellence in combat can be combined with the 
  mastery of the mystic lore of Aarklash! 
  • Standard bearers and musicians: Th ese special ﬁ gh-
  ters are in charge of fuelling the troops’ morale and ﬁ ghting 
  spirit. Th ey signify hope and victory to those in their ranks. 
  Th e sight of a standard, the clear sound of a horn or the deep 
  beat of a drum are a way of reminding the soldiers that cou-
  rage is the ﬁ rst weapon of any army!
  • Specialists: As their name suggests, specialists are ﬁ gh-
  ters that have mastered a particular ﬁ eld. In game terms, they 
  trigger special eﬀ ects. 
  MOVING MINIATURES
  A unit can change formation at the beginning of its activation.
  A unit can move in any direction. Th e maximum distance it 
  can travel depends on the ﬁ ghters and the movement type se-
  lected (see Activation phase, pp. 36-43). A free unit can change 
  formation after any movement.
  Other ﬁ ghters and impassable terrain elements constitute obs-
  tacles that need to be skirted around. Even a knight in heavy ar-
  mor cannot ride through a stone wall. When a ﬁ ghter moves, his 
  base must be able to pass between all the obstacles in his way.
  Infantry and cavalry units on the same side and in scattered 
  formation do not hinder each other’s movement and they do not 
  need to be skirted around. However, enemy units cannot “move 
  through” them. If the unit does not have enough movement to 
  move entirely through another unit or an obstacle, the moving 
  unit stops 1 cm in front of it. 
  MOVING THROUGH A FRIENDLY UNIT
  Friendly units
  Enemy unit
  
  27 
  GENERAL RULES
  27 
  FIELD OF VISION 
  AND LINE OF SIGHT
  All miniatures have a 360° ﬁ eld of vision. Soldiers are capa-
  ble of turning around when something threatens them from 
  behind or from the side – a whole unit could hardly miss the 
  “sneaky” approach of a group of enemy soldiers!
  A ﬁ ghter has a line of sight on an element when he can 
  see it. Obstacles can prevent a unit from seeing enemies.
  When 2D terrain 
  is used (a gaming 
  poster for instance), 
  a ﬁ ghter has a line of 
  sight if it is possible to 
  trace an imaginary line 
  between the ﬁ ghter’s 
  base and the base of 
  the targeted element, 
  without crossing any 
  obstacle.
  When 3D terrain 
  is used (hedgerows, 
  etc.), the player adopts 
  the point of view of the 
  ﬁ ghter, by getting down 
  to the miniature’s level 
  and “looking through 
  its eyes”. If the minia-
  ture can see any part 
  of the target the ﬁ ghter 
  has a line of sight.
  CONFLICTING GAME EFFECTS
  Conﬂ icting game eﬀ ects may prevent the correct reso-
  lution of a situation. In this case, each player implicated 
  rolls a die. Whoever rolls the highest result can pay one 
  Elixir point to choose the game eﬀ ect that is applied. If he 
  does not wish to spend this point, non of the game eﬀ ects 
  are applied.
  SKIRTING AN OBSTACLE
  LINE OF SIGHT 1/2
  LINE OF SIGHT 2/2
  
  GEENERAL RULES
  28 
  28 
  CARDS
  Th e cards supplied with Confrontation miniatures list the 
  ﬁ ghters’ characteristics and some useful information for re-
  solving their actions. Called reference proﬁ les or just pro-
  ﬁ les, they are also used to help identify the ﬁ ghters and their 
  weapons.
  Moreover, ﬁ ghters have abilities or special tactics listed in 
  their corresponding Army Book.
  Notes:
  1. Courage can be replaced by Fear 
   : Th e higher the 
  value the greater the chances are the ﬁ ghter’s enemies will be 
  struck by fear.
  2. Health can be replaced by Structure 
    : Number of 
  structure points the war machine or fortiﬁ cation has.
  Totem
  Symbol of the people 
  the ﬁ ghter belongs to.
  Movement
  Base value used to 
  calculate the distance 
  (in cm) the ﬁ ghter can 
  cover when he moves.
  Defense
  Th e higher the value 
  the harder it is to hit the 
  ﬁ ghter in combat.
  Resilience
  Th e higher the value 
  the harder it is to 
  wound the ﬁ ghter.
  Courage 1
  Th e higher the 
  value the lower the 
  chances the ﬁ ghter 
  will end up in rout.
  Hand to Hand combat
  Th e values needed to 
  resolve a mêlée combat.
  Range
  Th e values needed to 
  resolve ranged attacks.
  Attack
  Th e higher the value the 
  greater the chances the 
  ﬁ ghter will hit the enemy 
  with a mêlée or ranged 
  weapon.
  Dice
  Th e number of dice 
  the ﬁ ghter has to at-
  tack (in hand to hand 
  combat or from range, 
  depending on the line 
  read).
  Strength
  Th e higher the value the 
  easier it is for the ﬁ ghter 
  to wound his enemies. 
  Type
  Rank
  Indicates the ﬁ ghter’s 
  rank in his army. Th is va-
  lue is used when building 
  a company.
  Category
   infantry
   cavalry
   creature 
   
   war machine
   titan
  Health2 
  Number of health points 
  the ﬁ ghter has.
  
  29 
  GENERAL RULES
  29 
  UNIVERSAL TABLE 
  OF RESOLUTION
  When a Confrontation ﬁ ghter undertakes an action the 
  universal table of resolution is used to determine if he suc-
  ceeds or if he fails.
  To perform an action you need both its action value (ge-
  nerally a characteristic) and its diﬃ  culty. Th e descriptions 
  of the various actions indicate which values you are going to 
  use. Th e diﬃ  culty is either a characteristic or a ﬁ xed value im-
  posed by the rules. In the second case, the ﬁ xed value appears 
  in parentheses.
  Example: “Each player rolls a Courage test (8)” means 
  that the diﬃ  culty for this test is 8. Th e action value is the 
  Courage characteristic of the unit concerned.
  You then do the simple calculation: action value – diﬃ  -
  culty. Th e result indicates the column to read in the universal 
  table of resolution. Th is column gives you the minimum result 
  needed on a die for the action to be successful
   : Th e action only succeeds on a  
   and the total num-
  ber of successes is halved (rounded up). 
   : Th e action succeeds on a 
   and all 
   and 
   give 
  bonus dice as if they were 
   (see insert “bonus dice and re-
  rolls”).
  UNIVERSAL TABLE OF RESOLUTION
  …/-6
  -5/-4
  -3/-2 -1/0/+1 +2/+3 +4/+5 +6/…
  Example: You want to perform an action whose action 
  value is 4 and diﬃ  culty is 6. Th e subtraction gives 4 – 6 
  = -2. You then read column “-2” on the universal table of 
  resolution. Th is column tells us that the result needed on a 
  die is  
   or more.
  Th e player then rolls a certain number of dice, depending 
  on the test:
  • Courage test: One die for the unit;
  • Attack test: All the dice 
   used in a hand to hand or 
  ranged attack;
  • Strength test: As many dice as the number of hits obtai-
  ned. (See p. 42).
   
  Each die that shows a result equal to or greater than that 
  indicated by the table is a success. Th e number of successes is 
  then totaled.
  For Courage tests, whenever a game eﬀ ect allows the rolling 
  of several dice, only the one showing the best result is used 
  and all the others are discarded.
  
  GEENERAL RULES
  30 
  30 
  DAMAGE
  Hitting a ﬁ ghter is not always enough to knock him out: you 
  need to hit him hard enough.
  Each time a ﬁ ghter is hit by a mêlée attack, a projectile or 
  any other game eﬀ ect that could potentially wound him, the 
  players resolve a test on the universal table of resolution:
  • Th e action value is equal to the Strength 
   of the weapon 
  used.
   • Th e diﬃ  culty of the test is equal to the Resilience 
   of 
  the target.
  Each success means one damage point is inﬂ icted on the target.
  Each damage point takes away one health point from ﬁ ghters 
  or one structure point from war machines and fortiﬁ cations. 
  A ﬁ ghter is eliminated when he has lost all of his health points. 
  A war machine or a fortiﬁ cation is eliminated when it has lost all 
  of its structure points.
  Th e eliminated piece is removed from the battleﬁ eld.
  PLAYING A GAME
  A game of Confrontation always begins by selecting a 
  battle (see Let’s play!, p. 72). Once this has been decided, each 
  player is allocated a certain number of army points (A.P.) to 
  build a company (see p. 68) that he will take to battle. Both 
  players then set up the battleﬁ eld and deploy their miniatu-
  res.
  Th e ﬁ rst player plays his ﬁ rst unit, the second player then 
  plays his ﬁ rst unit, the ﬁ rst player then plays his second unit, 
  and so on, until all their units have been played. Th ey are said 
  to activate their units.
  A game lasts a certain number of game rounds. Th is num-
  ber may be deﬁ ned by the battle or by the players themselves. 
  A game round is split into three phases. Each phase is detailed 
  in its own chapter hereafter. 
  1 – Tactical phase (p. 32)
  Th e players determine the order in which they will activate 
  their units and decide who goes ﬁ rst.
  2 – Activation phase (p. 36)
  Th e players take turns to activate their units. Th e ﬁ ghters 
  move across the battleﬁ eld, cast spells and call miracles, shoot 
  at their enemies, engage them in hand to hand combat and 
  resolve mêlées.
  3 – Control phase (p. 44)
  Th e players assess the consequences of the preceding pha-
  ses: calculation of mana and faith points for the mystics, re-
  view of which objectives have been fulﬁ lled. Th e round ends 
  with this phase.
   BONUS DICE AND RE-ROLLS
  Every 
    or “6” obtained on a test allows the player to roll 
  a bonus die. Any further success is added to those of the 
  initial roll.
  Additionally, some abilities allow the player to re-roll 
  failures or, on the contrary, forces him to re-roll successes. 
  Th e result obtained replaces the initial roll.
  Th ese two procedures are resolved in the following 
   order:
  • Re-roll failures or successes (if you must re-roll both 
  failures and successes, these eﬀ ects cancel each other 
  out).
  THEN
  • Roll as many bonus dice as the number of  
    that you 
  rolled. If you obtain more 
   , they give you even more 
  bonus dice. Th is continues as long as you keep obtaining 
  a 
    .
  It should be noted that bonus dice can never be re-rol-
  led.
  In a Fear or Courage test, every 
   earns the company 
  one Elixir point, but does not give any bonus dice.
  ACTIVE PLAYER, PASSIVE PLAYER
  Th e players take turns during a game of Confrontation. 
  Th e player whose turn it is to play is called the active 
  player. All other players are passive players. Once the 
  active player has ﬁ nished his action, he hands the lead 
  to the player to his left. He becomes passive and the next 
  player becomes the active player.
  
  31 
  GENERAL RULES
  31 
  Could it be a spell? Or an act of nature? Th e water level has 
  risen all of a sudden, turning the river into a roaring torrent 
  even a wolfen would not dare to cross. Abel, separated from his 
  men, ﬁ nds a bridge to get across. Unfortunately, Serethis wants 
  to cross the same bridge. Th e duel begins! 
  Th is game is played in Barbarian mode: no need for an acti-
  vation sequence.
  PLAYING THE GRIFFIN
  You begin the game with the miniature representing Abel.
  Your goal: You must eliminate Serethis.
  Abel’s health points: 
   
   
   
  PLAYING THE WOLF
  You begin the game with the miniature representing 
  Serethis. 
  Your goal:  You must eliminate Abel.
  Serethis’ health point:  
   
   
   
  NEW RULES
  You need to have read the previous chapters before reading 
  what follows.
  Each round, the Griﬃ  n player moves Abel and, whenever 
  possible, must make him attack. 
  Th en the Wolf player does the same with Serethis. Th e play-
  ers go on like this until one of these heroes is eliminated!
  Movements
  When a ﬁ ghter moves, he can cover as many centimeters as 
  printed in his Movement 
   characteristic.
  Combats
  When the miniatures of a unit – this also goes for single 
  miniatures – touch those of an enemy unit at the end of their 
  movement, they are considered engaged. In this case, combats 
  take place between them. 
  It is also the case when an engaged miniature is activated, 
  but does not move.
  Each combat is resolved by performing the following steps 
  in the order below:
  1/ Attack
  Hand to hand Attack tests are resolved for the miniatures in 
  the unit that is activated. 
  Th e active player rolls as many combat dice as the attackers 
  have printed on their card.
  Th e action value is the attackers’ Attack value.
  Th e diﬃ  culty is the defenders’ Defense.
  Each success inﬂ icts one hit. It is possible to get more hits 
  than there were combat dice! (See General rules)
  2/ Damage
  Th e active player rolls one die per hit.
  Th e action value is the attackers’ Strength.
  Th e diﬃ  culty is the defenders’ Resilience.
  Each success inﬂ icts one damage point to the defenders. 
  It is possible to inﬂ ict more damage points than there were 
  hits obtained!
  Take the health points besides for each damage point. 
  When all of a ﬁ ghter’s health points are ticked, he is 
   eliminated.
  1 - THE DUEL
  Could it be a spell? Or an act of nature? Th e water level has 
  NEW RULES
  Wild torrent: 
  It is impossible 
  to cross it.
  Abel begins the 
  game here.
  Serethis  
  begins the game 
  here.
  GAME SETUP
  
  TACTICAL PHASE
  Each round begins with the tactical phase. During this 
  phase, the players plan their actions for the round that has just 
  begun. Th ey perform the following actions in the order given 
  below:
  1/ Ordering the activation sequence
  2/ Authority opposition
  3/ Rallying
  1/ ORDERING 
  THE ACTIVATION SEQUENCE
  Th e activation sequence represents the order in which the 
  units will be played during the round. To constitute his acti-
  vation sequence, each player picks up the cards correspond-
  ing to each of the units in his company that are either on the 
  battleﬁ eld or about to enter the battleﬁ eld. 
  Hereafter, you will ﬁ nd six game modes for ordering the ac-
  tivation sequence listed in increasing level of complexity. “Ma-
  rauder” is the default game mode. Choose the one that best 
  suits your gaming style!
  Th e game modes oﬀ er many advantages:
  • Th e players can choose a random strategic challenge by 
  rolling a die and playing the mode corresponding to the re-
  sult.
  • A beginner can choose an easier game mode to play against 
  a more experienced player to balance the game. Meanwhile an 
  experienced player can choose to make the game more chal-
  lenging by choosing an expert game mode.
  • Th ese modes can simulate particular battle conditions. 
  Th e enemy has a spy in your ranks? You will be playing “mas-
  ter strategist” until you ﬁ nd him!
  Once the activation sequence has been constructed it is not 
  possible to change its order until the following round.
  Some game modes are subject to particular rules (see Acti-
  vation phase pp. 36-43).
   Barbarian: No activation sequence is constructed. Tak-
  ing turns, the players reveal the card of their choice from their 
  deck and activate the corresponding unit. Cards that have 
  been revealed are put to one side to show which units have 
  already been activated. 
   Marauder: Th e players shuﬄ  e their cards face down 
  into a single deck. Th e ﬁ rst active player (see further) draws the 
  ﬁ rst card and hands it to its owner, making him the new active 
  player. Th e unit represented by the card is activated. When all 
  the actions of this unit have been performed, the player on the 
  left of the player who originally drew the card, draws the next 
  card, thus activating the corresponding unit, etc.
   Warlord: Each player shuﬄ  es his deck and, without loo-
  king at it, places it face down in front of him. Th e ﬁ rst player 
  reveals his ﬁ rst card and activates the corresponding unit; the 
  next player then does the same. Every player has a random ac-
  tivation sequence!  
   General: Each player places his cards in front him, face 
  down, from left to right in the order they wish to play them.
  32 
  32 
  TACTICAL PHASE
  TACTICAL PHASE
  TACTICAL PHASE
  TACTICAL PHASE
  TACTICAL PHASE
  
  TACTICAL PHASE
   Master strategist: Each player 
  prepares his activation sequence in se-
  cret. All the players place at the same 
  time their cards in front of them, face 
  up, from left to right in the order in 
  which they wish to play them.
   
   Military genius: Each player pre-
  pares his activation sequence in secret. 
  Th e players are divided into two sides. 
  All the players place their cards in front 
  of them from left to right in the order 
  they wish to play them. One of the two 
  sides places its cards face up and the 
  other side places them face down. Th e 
  side that plays face up remains the same 
  for the whole game.
  2/ AUTHORITY OPPOSITION
  Each company is led by an Incarnate; the one with the high-
  est Authority 
   value is the Commander of the company.
  Th e players perform an Authority opposition with their 
  respective Commanders. Th ey each roll a die and add their 
  Commander’s Authority  
    to the result.
  • If a player gets a 
    on the die, he automatically loses the 
  Authority opposition.
  • If all the players get a 
   on the die, they all re-roll the 
  Authority opposition.
  • If the die shows a 
   , the player gets to choose if he wants 
  to re-roll the die and add the new result to the previous 
   . 
  However, if the re-rolled die shows  
   , the Authority oppo-
  sition is lost! Th e die can continue to be re-rolled as long as 
  it shows a  
   . If a game eﬀ ect allows a player to roll several 
  dice, only the best one is kept. If he chooses to re-roll a  
  , any 
  other die that rolled a diﬀ erent result is discarded. 
  • If several players roll a  
  , the player whose Commander 
  has the lowest Authority re-rolls ﬁ rst.
  Th e player who obtains the highest ﬁ nal result wins the 
  Authority opposition. In case of a tie, the test is re-rolled.
  If the Commander has the “Strategist” ability, a  bonus die 
  is rolled on the Authority opposition (only the best die is kept).
  If the Commander is part of a unit in rout, or if the 
  company does not include any Incarnate with an Autho-
  rity value, the result of the Authority opposition is the result 
  of the die alone (modiﬁ ed by possible game eﬀ ects).
  Th e winner of the Authority opposition chooses who the 
  ﬁ rst active player will be. He may choose himself. Th e winner 
  of the Authority opposition gets other advantages during the 
  round, so it is useful to remember who it is.
  33 
  33 
  ACTIVATING A UNIT
  When a card is revealed from the activation sequence one 
  unit of the type of troops it represents may be played. It is 
  considered activated even if the unit does nothing.
  When all the actions of a unit have been resolved, another 
  card is revealed.
  BATTLES INVOLVING MORE 
  THAN TWO PLAYERS
  Some battles involve more than two sides. In this case, 
  the winner of the Authority opposition chooses who goes 
  ﬁ rst. Th e winner can choose himself. Th e players play in 
  clockwise order starting with the ﬁ rst active player. 
  INCARNATES, LEADERS AND COMMANDERS
  • Incarnates play a crucial role in their companies and in 
  the strategy of their army. Without them, the troops mi-
  ght as well head straight for the slaughterhouse. A unit 
  can only have one Incarnate in its ranks. He is always the 
  leader. If he is eliminated, the standard ﬁ ghter of the unit 
  closest to the former leader becomes the leader. If there 
  are only special ﬁ ghters left in the unit, the closest to the 
  former leader becomes the leader.
  • Th e Incarnate with the highest Authority value is the 
  Commander (in case of a tie, the player chooses). It is the 
  Commander’s Authority that is used for the Authority 
  opposition. If the Commander is eliminated, the Incar-
  nate with the highest Authority value immediately takes 
  over as Commander. If there is no replacement available 
  the company remains without a Commander. In such ca-
  ses the Authority oppositions are rolled with a single die 
  and no Authority value is added to the result.
  
  TACTICAL PHASE
  Worried by Abel’s absence, the soldiers of Akkylannie 
  send a search party to ﬁ nd him. After a few hours walk, 
  they discover a stone structure pulsing in gold light – it 
  cannot be anything but a sign from Merin, their god!
  As they approach it, a group of wolfen leap from cover. 
  Th ey all rush towards the shimmering stones. Who will 
  reach the precious objective ﬁ rst? 
  Activation sequence: Marauder.
  PLAYING THE GRIFFIN
  You begin the game with:
  • 1 unit of 4 spearmen,
  • 1 unit containing only Abel whose troops perished before 
  the game began.
  Because of the rush, none of the ﬁ ghters can attack.
  Your goal: Once you have a miniature in contact with the 
  seal of the dragon, the game ends and you win!
  PLAYING THE WOLF
  You begin the game with:
  • 1 unit of 2 hunters,
  • 1 unit containing only Serethis whose troops pe-
  rished before the game began.
  Because of the rush, none of the ﬁ ghters can attack.
  Your goal: Once you have a miniature in contact with 
  the seal of the dragon, the game ends and you win!
  NEW RULES
  Since all weapons are sheathed, the ﬁ ghters are never 
  considered engaged.
  Do not hesitate to play this battle several times chan-
  ging the game mode, meaning the way the activation 
  sequence is made: Barbarian, Marauder, Warlord, 
  General, Master strategist or Military genius!
  34 
  34 
  2 - IN THE WOLF TRAP!
  Worried by Abel’s absence, the soldiers of Akkylannie 
  Wild torrent: 
  It is impossible 
  to cross it.
  Abel
  Serethis 
  Hunters
  Spearmen
  
  TACTICAL PHASE
  35 
  35 
  
  ACTIVATION PHASE
  During the activation phase players take turns to 
  activate their units. An activated unit can move, at-
  tack from range, use its mystical powers and engage 
  in furious mêlées!
  Reminder: Th e active player is the player whose 
  turn it is to play. 
  Th e winner of the Authority opposition decides 
  which player goes ﬁ rst. Th e player whose turn it is to 
  play is called the “active player”
  Th e active player resolves the following steps in the 
  order below:
  1/ He draws, reveals or picks a card according to 
  the game mode selected;
  2/ Th e corresponding unit is activated and the 
  player who controls it resolves its actions;
  3/ Th e active player hands the lead to the next 
  player, who becomes the active player. 
  Important: In Marauder mode the active player 
  changes whenever, during the ﬁ rst step, he draws the 
  card of a unit that is not his.
  36 
  36 
  ACTIVATION PHASE
  ACTIVATION PHASE
  UNIT SITUATION
  A unit’s situation determines the actions it can undertake. Th ere 
  are two situations:
  • Free unit: A unit is free when none of its members are in con-
  tact with the enemy. A free unit may use all the actions described 
  in this chapter. Th is situation can be combined with Rout.
  • Engaged unit: A unit is engaged when at least one of its mem-
  bers is in contact with an enemy.
  An engaged unit cannot attack from range. Its free members can 
  cover a distance of up to as many cm as their Movement 
    in 
  order to engage an enemy engaged in the same mélée. To leave a 
  mêlée, an engaged unit ﬁ rst needs to disengage (see p. 39). Th is 
  situation can be combined with Rout.
  Additionally, a unit may be in rout. In this case, it has lost hope 
  and it tries to leave the battleﬁ eld through the closest edge of the 
  table. Its actions are limited (see Morale, p. 47). Rout can be com-
  bined with one of the other unit situations (free or engaged).
  
  ACTIVATION PHASE
  DRAWING THE CARDS
  Th e drawing of the cards is diﬀ erent depending on the 
  mode selected for the game (see 1/Ordering the activation se-
  quence). Th e next step is Activating the unit.
  Barbarian mode 
  Th e active player picks one of his cards and goes on to the 
  next step “Activating a unit’.
   
  Marauder mode
  Th e ﬁ rst active player draws the ﬁ rst card without revealing 
  it to his opponent.
  If it is one of the opponents’ cards, he reveals it and hands 
  it to him. Th e corresponding player becomes the active player 
  and goes on to the next step “Activating a unit”.
  If it is one of his cards, he has two options:
  • He reveals the card and goes on to the next step “Activa-
  ting a unit”;
  • He places the card in reserve. Th is can be done once per 
  round and per player.
  Th e card is not revealed, it is put aside and the player pas-
  ses his turn. When his turn to draw a card comes again, the 
  player can choose not to draw a card and play the one he has in 
  reserve instead. If there are no more cards to draw, the player 
  plays his reserve card. 
  Any other mode
  Th e active player chooses one of the following actions:
  • He reveals the ﬁ rst card of his activation sequence. 
  Th e corresponding unit is activated: the player goes on to the 
  next step “Activating a unit’;
  • He chooses to put the ﬁ rst card of his activation se-
  quence in reserve. Th is can be done only once per round per 
  player. Th e card is not revealed, it is put aside and the player 
  passes; 
  • He plays his reserve card. Th is card is revealed instead 
  of the ﬁ rst card in his sequence. Th e corresponding unit is ac-
  tivated and the player goes on to the next step “Activating a 
  unit”.
   
  ACTIVATING A UNIT
  When it is activated a unit can perform one of the following 
  actions. Th e player must announce the action before measu-
  ring distances. 
  • Walk;
  • Walk and/or ranged attack and/or mystic action (in any 
  order chosen by the player); 
  • Run and/or mystic action (in any order chosen by the 
  player)
  • Assault and/or mystic action (in any order chosen by the 
  player).
  It is possible to decide not to do anything. Th e unit is still 
  considered activated.
  Once the action chosen has been resolved the ﬁ rst player 
  hands the lead to the player to his left, who becomes the active 
  player. Th e activation phase ends once each player has revea-
  led his entire activation sequence. 
  In Marauder mode, the active player is the player whose 
  card has just been revealed. Th e activation phase ends when 
  the deck is empty and when all the reserve cards have been 
  played.
  37 
  37 
  DRAWING THE CARDS: SPECIAL CASES
  Identical cards: A player may have several identical 
  cards in his activation sequence. In this case, revealing 
  one of them allows him to activate any of the units desi-
  gnated by this card.
  Card of an eliminated unit: When a player draws the 
  card of a unit that has already been eliminated, he passes 
  his turn. Th e card is removed from the deck.
  RALLYING
  Some units might rout when they are con-
  fronted with a high number of enemies or 
  when they face frightening opponents. (see 
  Morale p. 47).
  Every routing unit tries to rally during its 
  activation. Th e player resolves a Courage/
  Fear test against a diﬃ  culty of 1. Th e Cour-
  age /Fear value used is the highest found 
  among the unit’s ﬁ ghters. Units that suc-
  ceed this test are no longer in rout, those 
  that fail the test remain in rout.  Rallied 
  units are not considered as having resisted 
  the Fear value that put them in rout.
  
  ACTIVATION PHASE
  MOVING A UNIT
  A movement (walk, run or assault) depends on the action 
  chosen and the Movement value 
   of the unit’s ﬁ ghters. A 
  unit’s Movement value is equal to that of its slowest 
  member. Fighters take the most direct route when they move. 
  Th e maximum distance (in cm) depends on the type of mo-
  vement chosen:
  • Walk: Th e unit can move in any direction. Th e maximum 
  distance is equal to the unit’s Movement 
   . Walking does 
  not allow the unit to engage an enemy unit. 
  • Run: Similar to Walk, but the maximum distance is equal 
  to twice the unit’s Movement 
   . 
  • Assault: Th e unit moves towards the enemy unit designa-
  ted by the player. Th e maximum distance of this movement is 
  equal to twice the unit’s Movement 
   . An assault allows the 
  unit to engage a single enemy unit.
  Obstacles
  A unit skirts around obstacles when it moves; impassable 
  terrain elements or units are obstacles. Infantry and cavalry 
  units on the same side and in scattered formation do not hin-
  der each other’s movement. However, they cannot ﬁ nish their 
  movement inside one another’s formation. A unit that does 
  not have enough movement to move entirely through an obs-
  tacle stops 1 cm in front of it.
  • If the unit is in close formation, all of its ﬁ ghters must 
  stay in base to base contact during the whole movement. 
  However, the number of ranks and the position of each ﬁ ghter 
  may change during and after the unit’s movement. 
  Example: Griﬃ  n conscripts (Movement 
   10) have been 
  issued orders to cross a narrow alley. Th ey run in close for-
  mation for all of their movement: they adjust their ranks as 
  they go through the narrow gap. Each one of them can cover 
  20 cm (2 x Movement cm). Left, right, left, right, left, right! 
  • If the unit is in scattered formation, it only needs to be 
  in formation at the end of its movement.
  Example: A little later, fang warriors (Movement 
    15) 
  start running down the same alley, looking for their ene-
  mies. Each one of them can run (30 cm maximum) as he 
  wishes: their formation is only checked after they have mo-
  ved. Th e beasts have been unleashed!
  Reminder: A ﬁ ghter can pass between two obstacles as 
  long as his base ﬁ ts through the gap. It is possible to climb 
  terrain elements.
  38 
  38 
  MOVING IN CLOSE FORMATION
  MOVING IN SCATTERED FORMATION
  FLIGHT
  Units with the “Flight” ability travel both on land and in 
  the skies. When they move they ignore the obstacles in 
  their way. Units with Flight are always in scattered for-
  mation. Fighters who do not have this ability cannot join 
  their unit.
  
  ACTIVATION PHASE
  Assault
  An assault is a movement that allows a unit to engage the 
  enemy in mêlée. 
  • A free unit can assault an enemy unit;
  • An engaged unit can assault an enemy unit it is in contact 
  with. In this case only the free ﬁ ghters of the unit can move to 
  engage enemies, but all the ﬁ ghters in contact after the move-
  ment can attack – even those who have not moved! 
  Th e player measures the distance (skirting round obs-
  tacles) separating the assaulting unit from the designated 
  enemy unit.
  • If this distance is greater than twice 
  the unit’s Movement, the assault fails. Th e 
  unit moves as close as possible to the designa-
  ted unit and remains in formation. 
  • If the distance is less than or equal to 
  twice the unit’s Movement, the unit goes 
  into scattered formation. Th e assault succeeds 
  and both units are engaged (see p. 42).
  All of the assaulting ﬁ ghters are moved in the 
  order chosen by the player.  If possible, each of 
  them who has enough movement is placed in 
  contact with an assaulted ﬁ ghter, If their base 
  allows them to, and if the player wants to, he 
  can engage several ﬁ ghters at once. 
  Th e assaulting ﬁ ghters out of reach are mo-
  ved in as close as possible, respecting the for-
  mation rules. Th is is war!
  Example: Th e unit of Griﬃ  n conscripts 
  led by Abel assaults the great fang unit led 
  by Onyx.
  Th e Griﬃ  n player decides to move cons-
  cripts 4, 5, and 6 ﬁ rst. Th ey assault Onyx, 
  one after the other;
  Th e player then moves Abel and places 
  him in contact with both fang warriors 2 
  and 3;
  Th en it’s the turn of conscripts 2, 1 and 3 
  who assault, one after the other, fang war-
  riors 2, 1 and 3;
  Conscript 7 is out of assault range. He 
  stays behind his unit, ready jump into the 
  ﬁ ght.
  Th is placement gives two advantages to 
  the Griﬃ  n player: he has assaulted all the 
  fang warriors and he has surrounded Onyx 
  with the maximum number of ﬁ ghters. Th e 
  fang champion is not in a good position! Of 
  course, the Griﬃ  n player could have chosen 
  to move his ﬁ ghters in a diﬀ erent order, if he 
  had another strategy in mind.
  Any assault involving at least one frightening unit 
   
   requires a Courage/Fear test (see Courage test, p. 46). Th e test 
  is taken by the courageous unit or, in the case of two frighten-
  ing units, by the one with the lowest Fear value. If both units 
  have the same Fear value, no test is required.
  39 
  39 
  ASSAULT 1/2
  ASSAULT 2/2
  DISENGAGEMENT
  When a unit leaves a mêlée, it disengages. Th e ﬁ ghters in 
  contact with the enemy are eliminated. Th e unit is free 
  to act normally. However, it cannot declare an assault 
  against the unit(s) it disengaged from.
  1
  2
  3
  1
  5
  7
  4
  6
  3
  2
  Onyx
  Abel
  1
  2
  3
  5
  4
  6
  7
  2
  3
  Abel
  Onyx
  1
  
  ACTIVATION PHASE
  • If the unit succeeds at the test, the assault takes place 
  normally;
  • If the unit fails the test and is the active unit, it is in rout 
  and its activation ends, but it remains where it is.
  • If the unit fails the test and it is not the active unit, it is in 
  rout and it is subjected to Morale rules.
  UNIT RANGED ATTACK
  A unit can attack from range if at least one of its ﬁ ghters 
  fulﬁ lls the following conditions:
  • He has ranged combat characteristics;
  • His unit is free.
  Ranged attacks are resolved either before or after the unit’s 
  movement. All the marksmen of the unit who have the same 
  proﬁ le shoot at the same target simultaneously; marksmen 
  who have diﬀ erent proﬁ les shoot in diﬀ erent salvos.
  Each salvo is resolved according to the following steps:
  1/ Choice of the target and the marksmen
  2/ Measuring the range
  3/ Ranged attack test
  4/ Strength test
  5/ Removal of the losses
  Th e player can choose in which 
  order the salvos are resolved. It is 
  possible to decide not to shoot with 
  a certain proﬁ le of marksman. For 
  example, if a special ﬁ ghter has a 
  ranged weapon that is diﬀ erent from 
  that of the standard ﬁ ghters accom-
  panying him, it is possible to choose 
  not to shoot with one of the proﬁ les.
  1/ Choice of the 
  target and the 
  marksmen
  Th e active player designates an en-
  emy unit as the unit’s target. It needs 
  to be able to see at least one ﬁ ghter of 
  the unit it is shooting at. It is impos-
  sible to target an engaged unit.
  Only the marksmen who can see 
  a ﬁ ghter of the targeted unit can 
  shoot.
  2/ Measuring 
  the range
  Th e distance between the two 
  units is measured from leader to 
  leader using the range marked tape 
  measure. Th e range is the diﬃ  culty 
  for the ranged attacks.
  40 
  40 
  INTERFERENCE
  Th e marksmen can only hit the targets that at least one of them can see. Th e targets 
  that cannot be seen by any marksman cannot be hit.
  If any kind of obstacle (terrain or miniature) stands between the unit of marksmen 
  and the unit targeted, there is interference: the diﬃ  culty of the ranged attack is 
  increased by two points.
  If there is any doubt, trace two imaginary lines connecting the left and right edges 
  of the shooting unit to the left and right edge of the unit targeted. If there is any 
  obstacle in the zone between them, there is interference.
  CHARGE!
  Th e assaulting unit is considered to have performed a 
  charge if the following conditions are fulﬁ lled:
  • Th e assaulting unit was free at the time of its activation;
  • Th e assault succeeded;
  • Its Power is greater or equal to that of the assaulted 
  unit.
  A charge gives an extra re-roll on attack tests against the 
  assaulted unit, until the end of the round.
  A ﬁ ghter in the assaulting unit can attack only the ﬁ ghters 
  of the assaulted unit.
  DAMAGE AND WOUNDS
  Some ﬁ ghters can endure several wounds before being 
  eliminated. A ﬁ ghter who takes a damage point that does 
  not eliminate him receives a “damage” marker. 
  
  ACTIVATION PHASE
  41 
  41 
  AREA OF EFFECT WEAPONS
  Some ranged weapons can aﬀ ect an area rather than a sin-
  gle target. Area of aﬀ ect weapons are indicated in the Army 
  Books.
  Area of eﬀ ect weapons can eliminate more enemies than 
  there were marksmen. Th ey can also eliminate targets the 
  marksmen cannot see. A single template is used per salvo, 
  no matter the number of marksmen.
  Successful Ranged attack tests increase the Area of eﬀ ect of 
  the weapon; failures cause the ranged attack to deviate. 
  To determine who is hit by the area of eﬀ ect of a weapon, 
  the player places the template over the ﬁ ghter of his choice 
  among those in the targeted unit that the marks-
  men can see. Th e ﬁ ghters located even partially 
  under the template suﬀ er the Strength test.
  If at least one failure is rolled on the ranged at-
  tack test the shot deviates. To resolve this, roll a 
  die: the result shows the direction of the devia-
  tion (the template shows six numbered direc-
  tions). Th e template is then moved one centime-
  ter (one graduation) in this direction per failure 
  on the Ranged attack test.
  If all the Ranged attack tests are successes, the 
  template stays where it is.
   Once the template is in position, the player de-
  termines the zone aﬀ ected by the ranged attack. 
  Th e Area of eﬀ ect gives the graduation read 
  on the template. All the ﬁ ghters covered, even 
  those only partially in the Area of eﬀ ect, suﬀ er a Strength 
  test. Th e Area of eﬀ ect is determined as follows:
  • If the result of “Ranged attack – range” is a challenge  
   
  the shot misses completely and does not hit anything;
  • If all the Ranged attack tests are failures, the Area of eﬀ ect 
  is that of the weapon used;
  • If there is at least one successful Ranged attack test, the 
  Area of eﬀ ect is that of the weapon multiplied by the num-
  ber of successful Ranged attacks. If the result exceeds 10, the 
  Area of eﬀ ect is 10 and all the ﬁ ghters aﬀ ected suﬀ er two 
  Strength tests instead of one. 
  Example: Th e conscript unit 
  has suﬀ ered heavy losses at 
  the beginning of the round. 
  When it is activated, the Grif-
  ﬁ n player has two possibili-
  ties:
  • Either he declares an assault. 
  He then chooses on which 
  unit, and therefore which 
   ﬁ ghter is engaged by cons-
  cript n°2: the fang or the hun-
  ter. If conscript n°3 engages 
  the fang, conscripts n°1
  And n°2 will only be able to 
  attack the fangs. If conscript 
  n°2 engages the hunter, cons-
  cripts n°1 and n°2 will only be 
  able to attack the hunters
  • Either he declares no move-
  ment at all. Th e conscripts do 
  not move; conscript n°1 can 
  attack the fang while cons-
  cript n°2 attacks the hunter, 
  and vice versa. Th ey can also 
  attack ﬁ ghters who are part of 
  the same unit.
  2
  Hunter
  Fang
  1
  3
  Hunter
  Fang
  PERFORATING SHOTS
  Some ranged weapons are so powerful that they can eliminate several enemies in one go.
  Th ese are perforating shots.
  Perforating shots can eliminate more enemies than there were markmen.
  
  ACTIVATION PHASE
  3/ Ranged attack test 
  Th e player rolls the number of dice indicated by the proﬁ le’s 
  ranged combat characteristic 
  ,  multiplied by 
  the number of marksmen. Th e action value is their Ranged 
   attack, the diﬃ  culty is the range measured. Each success in-
  ﬂ icts a hit. Each failure is a miss.
  4/ Strength test
  Th e active player rolls one die per hit. Th e action value is the 
  Strength of the ranged weapon used; the diﬃ  culty is the Resi-
  lience of the ﬁ ghters of the targeted unit. Each success inﬂ icts 
  one damage point on the targeted unit.
  5/ Removal of the losses
  Damage points are distributed to eliminate as many  ﬁ ghters 
  as possible. Th e ﬁ ghters closest to the leader of the unit of 
  marksmen are eliminated ﬁ rst. Eliminated ﬁ ghters are remo-
  ved from the battleﬁ eld.
  It is possible to cause more hits and more damage points 
  than dice rolled (see General rules), but a salvo cannot elimi-
  nate more targets than there were weapons shot.
  COMBAT
  A combat is resolved when a unit is engaged with an enemy 
  unit at the end of its movement or when an engaged unit choo-
  ses not to move when it is activated. Th e ﬁ ghters on both sides 
  then form a mêlée, where the active unit hacks its enemies to 
  bits in hand to hand combat. Th e latter will only be allowed to 
  retaliate during their next activation… if they survive.
  A mêlée is split into a number of combats. Each combat op-
  poses two proﬁ les of ﬁ ghters: an attacker proﬁ le for the active 
  unit and a defender proﬁ le for the unit being assaulted.
  Th e active player chooses the order in which the ﬁ ghters of 
  his unit resolve their combats.
  • A ﬁ ghter can only ﬁ ght against the enemies in contact 
  with his base or his miniature; 
  • A ﬁ ghter can be involved in several successive combats if 
  he is in contact with enemies with diﬀ erent proﬁ les. In this 
  case, his combat dice are split between the diﬀ erent combats 
  he takes part in.
  Each combat is resolved following the steps in the order 
  below:
  1/ Choice of weapon
  2/ Hand to hand attack test
  3/ Strength test
  4/ Removal of the losses
  1/ Choice of weapon
  The active player selects a combat: a profile from his ac-
  tive unit (the attackers) against a profile from the enemy 
  unit (the defenders). The attackers corresponding to this 
  profile strike the defenders with whom they are in contact.
  Important: Any special fighter (leader, standard bea-
  rer, musician, mystic, etc.) is grouped with the troops of 
  his unit as long as he shares the same characteristics.
  Each attacker has a number of combat dice printed on his 
  card. These dice are used for the whole mêlée and need to 
  be split between the different combats where applicable.
  If an attacker is going to be involved in several successive 
  combats, the player chooses how many dice he attributes to 
  the current combat. He may decide to not to use any; in this 
  case the attacker does not participate in this combat.
  2/ Hand to hand attack test
  The active player rolls the attackers’ combat dice. The ac-
  tion value is the Attack value of his fighters, the difficulty 
  is the defenders’ Defense. Each success is a hit. With a little 
  luck, it is possible to score more hits than combat dice! (see 
  General rules)
  3/ Strength test
  The active player rolls one die per hit. The action value 
  is the attackers’ Strength, the difficulty is the defenders’ 
  Resilience. Each success inflicts one damage point on the 
  defenders. It is possible to inflict more damage points than 
  hits obtained!
  4/ Removal of the losses
  The active player attributes the damage points to the 
  defenders in contact with his attackers, eliminating as 
  many enemies as possible. The eliminated fighters are re-
  moved from the game.
  The combat is over. The active player then resolves the 
  next combat starting from step 1.
  The unit’s activation is over.
  42 
  42 
  TACTICS
  During their training the warriors of the Rag’narok are 
  taught to execute deadly martial tactics. On the battle-
  ﬁ eld these feats are often decisive. In Confrontation, tac-
  tics allow the players to make tactical choices, increasing 
  the potential of their units. 
  
  ACTIVATION PHASE
  Serethis has heard the howls of his brothers battling with 
  Abel’s men. He runs to meet them. A group of spearmen 
  attempts to block him!
  A confrontation begins!
  Activation sequence: Barbarian.
  PLAYING THE GRIFFIN
  You begin the game with:
  • 1 unit of 5 spearmen.
  Reinforcements: At the end of a round, if all the spearmen 
  are eliminated, a unit of three spearmen appears on the loca-
  tion indicated on the map.
  Your goal: If you manage to eliminate Serethis, you win.
  PLAYING THE WOLF
  You begin the game with:
  • Serethis.
  Reinforcements: None. Serethis is on his own.
  Your goal: You manage to get Serethis oﬀ  the battleﬁ eld 
  through any edge of the poster, you win.
  Serethis’ health point: 
   
   
   
  NEW RULES
  You need to have read the previous chapters before reading 
  what follows.
  Th e seal of the dragon: To get across the seal of the dra-
  gon, the ﬁ ghters must use the stairways indicated on the map. 
  Th eir Movement is halved.
  43 
  43 
  3 - THE BEAST IS CORNERED!
  Wild torrent: 
  It is impossible to cross it.
  Th e spearmen 
  begin the game 
  here
  Reinforcement 
  spearmen enter 
  through here.
  Serethis begins 
  the game here
  
  CONTROL PHASE 
  44 
  44 
  During the control phase, each player evaluates the situa-
  tion of his company on the battleﬁ eld. Th e player determines 
  which objectives he controls and collects the Elixir indispen-
  sable for his Incarnates. He performs the following actions in 
  the order below:
  1/ Calculation of faith points and mana points 
  2/ Maintenance of eﬀ ects
  3/ Collection of Elixir
  4/ Time out
  Th e player who won the Authority opposition resolves the 
  entire control phase ﬁ rst.
  1/ CALCULATION OF FAITH 
  POINTS AND MANA POINTS
  Faithful and magicians reconstitute their mystic energy 
  pools (see Mystics, pp. 52-57).
  2/ MAINTENANCE OF EFFECTS
  Some game eﬀ ects may last from one round to the next. 
  Starting with the winner of the Authority opposition, the play-
  ers manage these eﬀ ects during the control phase, in the fol-
  lowing order: 
  • Costs: Some eﬀ ects require the spending of faith points or 
  mana points to last from one round to the next. 
  • Negative 
  eﬀ ects: 
  Th e players resolve the 
  eﬀ ects that handicap or 
  threaten to eliminate 
  ﬁ ghters;
  • Abilities: 
  Th e players resolve 
  the eﬀ ects linked to 
  abilities;
  • Resurrection and 
  reinforcements: 
  Th e players resolve 
  the eﬀ ects that allow a 
  ﬁ ghter to come back on 
  to (resurrection), or to 
  enter (reinforcements), 
  the battleﬁ eld.
  3/ COLLECTION OF ELIXIR
  In Confrontation, companies do not fight just to take 
  control of cities or strategic routes. The Incarnates who 
  lead them into battle are guided by the gods. These heroes 
  fight to collect their Elixir, fragments of their soul tying 
  them to their god, allowing them to wield supernatural 
  powers and to achieve their fate.
  Each battle of Confrontation details the objectives 
  present on the battlefield. During the collection of the 
  Elixir, each player determines the objectives he controls.
  An objective is controlled by the player who has the 
  greatest total Power (see p. 25) within 10 cm. Fighters in 
  rout do not count towards this total. In case of a tie, no one 
  controls the objective. An objective remains under control 
  until the next control phase, even when the control condi-
  tions are not fulfilled anymore.
  Each player obtains the number of Elixir points corre-
  sponding to the objectives they control (these numbers are 
  indicated by the war council). The Elixir points are used to 
  spark the Incarnates’ powers and to win the battle.
  Once a player has reached the number of Elixir points 
  indicated by the war council, he wins the game.
  4/ TIME OUT
  Th is step simply marks the end of the round and the passage 
  to the next one. 
  CONTROL PHASE
  During the control phase, each player evaluates the situa-
  • Negative 
  eﬀ ects:
  CONTROL PHASE
  
  45 
  CONTROL PHASE
  45 
  Th e legends were true: Th e stone carved dragon emits 
  great power. Th e energy radiating from it is so powerful it 
  has attracted Abel and Serethis.
  Th e heroes are ready to sacriﬁ ce all to get hold of it!
  Activation sequence: Marauder
  PLAYING THE GRIFFON
  You begin the game with:
  • 1 unit of 8 spearmen,
  • 1 unit containing only Abel whose troops perished be-
  fore the game began.
  Reinforcements: If at the end of the control phase, all the 
  spearmen have been eliminated you get a unit of 4 spearmen. 
  Th is new unit appears through the location indicated on the 
  map.
  Your goal: If you have collected 15 Elixir 
  points at the end of a control phase, you win.
  Abel’s health point: 
   
   
   
  PLAYING THE WOLF
  You begin the game with:
  • 1 unit of 4 hunters,
  • 1 unit containing only Serethis whose 
  troops perished before the game began.
  Reinforcements: If at the end of the control 
  phase, all the hunters have been eliminated you 
  get a unit of 2 hunters. Th is new unit appears 
  through the location indicated on the map.
  Your goal: If you have collected 15 Elixir 
  points at the end of a control phase, you win.
  Serethis’ health point: 
   
   
   
  NEW RULES 
  You need to have read the previous chapters 
  before reading what follows.
  Th e seal of the dragon: To climb on top 
  of the seal of the dragon, the ﬁ ghters can use 
  one of two stairways. Th eir Movement is then 
  halved.
  Elixir: Controlling the seal of the dragon 
  will earn you 5 Elixir points during the con-
  trol phase.
  4 - THE SEAL OF THE DRAGON
  Th e legends were true: Th e stone carved dragon emits 
  Wild Torrent:
  It is impossible 
  to crosss it.
  Wolf reinforcements 
  enter through here.
  Griﬃ  n reinforcements enter 
  through here.
  Abel
  Th e spearmen
  Th e hunters
  Serethis
  
  MORALE
  46 
  46 
  Strategy alone is not enough to win a battle. Th e bravery of 
  the ﬁ ghters or their chances of scaring the enemy away are 
  also crucial.
  A unit’s morale is deﬁ ned by one of two states: by default, 
  ﬁ ghters are valiant. When things turn sour, they are in rout 
  and tend to run for the hills. Courage tests and Fear tests de-
  termine when and how a unit’s state changes.
  To support its soldiers in combat, each company can in-
  clude Incarnates and war staﬀ s. Th eir presence helps to keep 
  the units valiant throughout the battle.
  COURAGE AND FEAR
  Because of their size, their reputation or their supernatural 
  aspect, some ﬁ ghters can frighten their opponents. Th e pre-
  sence of such warriors may aﬀ ect the course of combats and 
  the outcome of mêlées.
   Th is icon indicates Courage. Fighters with this symbol 
  on their card are said to be courageous.
  Th is icon indicates Fear. Fighters with this symbol on 
  their card are said to be frightening.
  Frightening ﬁ ghters use their Fear value to resolve any Cou-
  rage tests they may have to make. All the rules that apply to 
  Courage also apply to Fear. However, frightening ﬁ ghters can 
  also terrorize their opponents and rout them.
  Courage test
  A valiant unit is forced to take a Courage test in either of the 
  following circumstances:
  • During its activation: If the unit has fallen to below half 
  the number of members it started with. In this case, the dif-
  ﬁ culty of the test is 1. Incarnates and familiars are members 
  of a unit. Th e diﬃ  culty may be increased by two aggravating 
  factors: 
  + 2 if the unit is engaged with units with a greater Power;
  + 2 if the unit is engaged with a frightening unit.
  • During an assault involving a frightening unit: Th e dif-
  ﬁ culty is equal to the highest Fear value in the frightening unit.
  During an assault involving two frightening units, only the 
  one with the lowest Fear rolls the Courage test. If it is a tie, no 
  Courage test is rolled.
  Th e action value is the highest Courage.
  When a unit fails its Courage test it is in rout.
  Units in rout never need to take Courage tests, with the ex-
  ception of rallying tests.
  Rallying
  At the beginning of its activation, if the unit is in rout, the 
  players roll a Courage/Fear test (1) . Th is test is made with the 
  highest Courage/Fear value in the unit as the action value.
  Th e diﬃ  culty of this test can be increased by:
  + 2 if the unit is engaged with a unit with greater Power;
  + 2 if the unit is engaged with a frightening unit.
   A unit in rout that successfully passes this test regains their 
  valiant state. Rallied units are not considered as having resis-
  ted the Fear value that placed them in rout.
  Fleeing
  When a unit ﬂ ees all of its ﬁ ghters that are in contact with 
  any enemy ﬁ ghter are eliminated.
  A ﬂ eeing unit moves twice its Movement 
   cm towards 
  the nearest edge of the battleﬁ eld. It is considered to be in scat-
  tered formation and moves in a straight line, skirting around 
  terrain and friendly units.
  A ﬂ eeing unit is eliminated if:
  • At least one of its ﬁ ghters leaves the battleﬁ eld through 
  one of its edges;
  • Its ﬂ eeing movement brings the unit in contact with an 
  enemy unit. Th e deserters are intercepted and slaughtered wi-
  thout mercy!
  MORALE
  Strategy alone is not enough to win a battle. Th e bravery of 
  Courage test
  MORALE
  
  47 
  MORALE
  47 
  MORALE STATES
  Valiant unit
  A valiant unit is ready for battle and acts normally. It is de-
  termined to defeat the enemy, even if it means putting their 
  own lives in jeopardy.
  Unit in rout
  A unit in rout no longer believes victory is possible. 
  It tries to leave the battleﬁ eld as quickly as it can.
  A unit in rout is subject to the following eﬀ ects:
  • Th e Authority and Attack of its members are equal to 0;
  • When the unit is activated it ﬂ ees. It disengages if necessary;
  • It cannot use any tactics.
  • It cannot shoot or use any mystic eﬀ ects. 
  However, it  recovers its mystic resources as usual.
  • It does not count towards the control of objectives.
  Immune to Fear
  During an assault a unit automatically succeeds any Cou-
  rage test whose diﬃ  culty is lower than or equal to a Fear 
  value it has already resisted.
  WAR STAFFS
  A war staﬀ  is composed of an Incarnate 
  accompanied by a standard bearer and/or a 
  musician. Th e standard bearer and the mu-
  sician are identiﬁ ed thanks to their equip-
  ment (standard or musical instrument). A 
  unit can include only one standard bearer 
  and one musician.
  A war staﬀ  including an Incarnate, a mu-
  sician and a standard bearer is considered 
  complete.
  Effects of a war staff
  Units in the same company gain advan-
  tages in presence of a war staﬀ :
  • War staﬀ  including a standard bea-
  rer: Th e units that can see the standard can 
  use the Courage, Fear and Authority values 
  of a war staﬀ  to resolve their own Courage 
  or Authority tests;
  • War staﬀ  including a musician: Th e 
  units that are within 30 cm of the musician 
  can use his tactic;
  • Complete war staﬀ : Both eﬀ ects are 
  cumulated.
  A unit can only beneﬁ t from the eﬀ ects 
  of a single war staﬀ . If a unit is in a position where it could use 
  more than one war staﬀ , the player chooses which one to use. 
  Th e values shared by the war staﬀ  are those the Incarnate 
  would use if he had to take the test himself – even if these va-
  lues are those from the Incarnate of yet another war staﬀ !
  Some complete war staﬀ s also give speciﬁ c tactical bonuses 
  to their unit; these are described in the relevant Army Books.
  War staﬀ s that are in rout no longer share Courage, Fear 
  and Authority values, and none of their possible tactical bo-
  nuses can be used.
  Commander
  Th e companies of the Rag’narok are not led by some chaotic 
  bunch of Incarnates. Th ey all obey the orders of one indivi-
  dual: the Commander. He is the Incarnate with the greatest 
  Authority in the whole company. If there are several possible 
  Commanders the player may choose which one is the Com-
  mander.
  Th e Commander gains a special privilege: his unit rolls two 
  dice to resolve Courage tests.
  Th e Authority opposition of the tactical phase is always re-
  solved using the Authority of the Commander. If his unit is in 
  rout, his Authority is equal to 0.
  When the Commander of a company is eliminated, the 
  player immediately designates a new Commander (selected in 
  the same way as the previous one).
  
  MORALE
  48 
  After several hours of fighting, the outcome of the con-
  frontation is still uncertain. In the heat of battle, the 
  energy radiating from the seal of the dragon is as strong 
  as ever.
  The howls of the wolfen rise to the heavens of Aarklash 
  as the hunters leap into battle!
  Activation sequence: Marauder.
  PLAYING THE GRIFFIN
  You begin the game with:
  • 1 unit of 4 spearmen,
  • 1 unit composed of 4 spearmen and Abel.
  Reinforcements: None.
  Your goal: Controlling the seal of the dragon at the end the 
  control phase, will earn you 5 Elixir points. Once you reach 20 
  Elixir points, the game ends and you win!
  Abel’s health point: 
   
   
   
   
  PLAYING THE 
  WOLF
  You begin the game with:
  • 1 unit of 2 hunters,
  • 1 unit composed of 2 hun-
  ters and Serethis.
  Reinforcements: None.
  Your goal: Controlling the 
  seal of the dragon, will earn 
  you 5 Elixir points. Once you 
  reach 20 Elixir points, the 
  game ends and you win!
  Serethis’ health point:
   
   
   
   
  NEW RULES 
  You need to have read the 
  previous chapters before rea-
  ding what follows.
  Th e seal of the dragon: To 
  climb on top of the seal of the 
  dragon, the ﬁ ghters can use 
  one of two stairways. Th eir 
  Movement is then halved.
  5 - FEAR CHANGES SIDE
  After several hours of fighting, the outcome of the con-
  PLAYING THE GRIFFIN
  Abyss: It is impos-
  sible to cross it.
  Griﬃ  n unit 2 :
  4 spearmen
  and Abel 
  Griﬃ  n unit 1 :
  4 spearmen
  Wolf unit 2 :
  2 hunters and Serethis
  Wolf unit 1 :
  2 hunters
  
  ADVANCED RULES
  49 
  ADVANCED RULES
  
  UNIT CATEGORIES
  It is safe to say that not all units are the same. Each Com-
  mander gets to choose from infantry, cavalry, war machine, 
  creature and titan units to form his strategy. Each of these 
  categories has its own advantages and disadvantages, deﬁ ning 
  the roles in which they excel! 
   INFANTRY
  Infantry includes all the ordinary ﬁ ghters, meaning those 
  who move around by their own means and who are not war 
  machines, beasts or gigantic beings. Infantry is the standard 
  category in the rules of Confrontation: the Age of Rag’narok. 
  Th erefore, infantry units have no special rules.
   CAVALRY
  Cavalry includes all mounted ﬁ ghters and centaurs of all 
  kinds. Cavalry is quick and uses its speed to boost its eﬃ  -
  ciency in combat. 
  A distinction needs to be made between heavy cavalry, 
  protected by thick armor, and light cavalry, more vulnerable 
  but considerably more agile. 
  All cavalry units beneﬁ t from the following eﬀ ects:
  • Cavalry charge: A cavalry unit only needs to be free to 
  perform a charge (see p. 40), regardless of the Power of the 
  enemy unit assaulted.
  • War mount: All cavalry ﬁ ghters have the “Disengagement” 
  ability. An engaged ﬁ ghter who has this ability is not elimina-
  ted when he disengages. 
  Heavy cavalry units beneﬁ t from the following eﬀ ects:
  • Charging strength: When a heavy cavalry ﬁ ghter charges 
  he adds his Attack to his Strength to resolve Strength tests.
  Light cavalry units beneﬁ t from the following eﬀ ect: 
  • Leap: A light cavalry ﬁ ghter can jump over or on top of 
  obstacles shorter than him without any penalties.
  50 
  50 
  UNIT CATEGORIES
  It is safe to say that not all units are the same. Each Com-
  
  UNIT CATEGORIES
   CREATURES
  Creatures are animals and monsters that occasionally join 
  an army. Few in number, creatures show some unique abili-
  ties, making them much more violent than normal ﬁ ghters!
  Th ese monsters are specially trained for war.  Th ey will 
  ﬁ ght till the last one of them falls. A Creature unit that falls 
  below half of its original number of ﬁ ghters does not roll a 
  Courage test at the beginning of its activation.
   WAR MACHINES
  War machines are engines of destruction, products of ad-
  vancing technology or results of occult science. War machi-
  nes have structure points instead of health points. Th ey need 
  to be manned by a crew. Th e number of ﬁ ghters needed in 
  this crew is indicated in the description of the war machine. 
  A war machine without at least one crewmember or pilot 
  cannot be activated; when its card is played the player con-
  trolling it passes his turn.
  Th e machine and its servants form a single unit. During 
  its activation, the servants can shoot with their own ranged 
  weapons when they have one or with the war machine.
   TITANS
  Titans are colossal ﬁ ghters, so big that they are already 
  worth a small army on their own.
  Titans ignore diﬃ  cult terrain. No game eﬀ ect can move 
  them or ground them.
  A titan gets the “Disengagement” ability: an engaged ﬁ gh-
  ter with this ability is not eliminated when he disengages.
  Titans are so massive they are represented by several cards: 
  one for each part of their gigantic body. One of them is their 
  proﬁ le card; the others are titanic ability cards. All these 
  cards are placed in the activation sequence. Th e titan’s 
  powers and actions are played when the corresponding card 
  is revealed.
  Th e player can deﬁ nitely sacriﬁ ce a titanic ability card to 
  cancel the result of a Strength test rolled against his titan (this 
  card may have already been activated). A titan is considered a 
  single unit despite the number of cards representing it.
  A titan is an extraordinarily tough ﬁ ghter. It can withstand 
  almost any force that Creation throws its way. Apart from 
  normal attacks, only those mystic and ability eﬀ ects that 
  inﬂ ict Strength tests can aﬀ ect titans. Moreover, a Strength 
  test rolled against a titan never generates any bonus dice and 
  no advantageous eﬀ ect or ability can ever alter the result 
  needed by the attacker.
  51 
  51 
  
  MYSTICS
  52 
  52 
  Mystics are the esoteric ﬁ ghters of Confrontation. Th ey use 
  occult lore to invoke supernatural eﬀ ects: the faithful 
   call 
  upon the power of the gods, while magicians 
   unleash the 
  might of the elements!
   FAITHFUL
  Faith is both a horrible burden and a formidable force of life 
  and action. A burden because the faithful imposes upon him-
  self obligations that reﬂ ect the ideals of his gods - the greater 
  his faith, the stricter and greater the constraints he imposes 
  upon himself. However, these burdens can be eﬀ ectively wei-
  ghtless to the faithful as bearing them means pleasing the gods 
  and promoting their beliefs. Th erefore the faithful only feels 
  the formidable force that his faith grants him. By putting his 
  faith in these superior beings he creates a paragon that helps 
  him push himself to the limit. At the same time, his faith gi-
  ves him the certainty that Immortals are watching him during 
  those diﬃ  cult moments, protecting him or expecting some-
  thing from him. Th is conviction is a source of felicity; it allows 
  the faithful to overcome the suﬀ ering that fate puts in the path 
  of his destiny.
  Th e more zealous faithful develop such a great amount of 
  faith that they can channel it and communicate to some extent 
  with the object of their faith. Faithful use divination, a prac-
  tice that earned its name from the ﬁ rst few faithful, who would 
  use their faith to communicate with their gods, in order to 
  guarantee their contentment and hear their commandments. 
  Only later did they discover that they could implore the gods 
  to intervene directly on Aarklash through miracles. Th e rites 
  have therefore kept the name of the primitive practice of the 
  early faithful.
  Th e faith of the faithful is strengthened by miracles. When 
  a battle is won thanks to Immortals, when an ill-omened pre-
  gnancy gives birth to a healthy child, when the wind ﬁ nally 
  brings the much needed rain to the ﬁ elds… Th e believers dou-
  ble their devotion, their faith increases. Th is faith can then 
  be used by the faithful to call upon the gods, who in turn, 
  strengthen the faith of the believers. Th is mystic circle confers 
  great power to the faithful, and it is to keep and maintain that 
  power that cults were created.
  Cults vary depending on the gods or pantheons which the 
  faithful call upon. 
  • Open polytheism. Th e gods exist and there are many of 
  them. No faithful can deny the presence of other gods, and 
  each venerates his own divinities. However, that state of mind 
  is rarely a sign of tolerance. Th e races of Aarklash often clash 
  in the name of their gods and the signs they have been sent.
  • Exiled gods. In the dawn of time gods used to walk on 
  the surface of Aarklash, but had to ﬂ ee in exile. Th e reasons 
  behind that departure are hinted about in stories of the horri-
  ble war in which the gods faced one another. Th e explanation 
  diﬀ ers depending on the myths: punishment from a higher 
  being, exodus following the disappearance of mana, retreat 
  of the survivors… Th e gods now reside outside Aarklash, in 
  other Realms.
  • Tangible actions of the gods. Th e gods are believed 
  to be meddling in the lives of the people of Aarklash, either 
  on their own, or through their faithful who have called upon 
  them. Miracles are considered to be answers to these calls.
  • Th e existence of faithful, go-betweens for the divine 
  MYSTICS
  MYSTICS
  
  53 
  MYSTICS
  53 
  and the mortals. Th e term faithful perfectly describes the es-
  sence of these messengers of divine will: they show unbreaka-
  ble loyalty to one or several gods. Th ese days, the word “belie-
  ver” has evolved and some cultures use other synonyms.
  • A hierarchy of faithful. In most cults, the faithful are or-
  ganized in a pyramidal structure. Th is hierarchy diﬀ ers from 
  one culture to the next, but the deans are always the most res-
  pected as they are the most experienced and powerful faithful 
  on Aarklash. Th ey direct, guide and organize the life of their 
  people according to their cult, culture and belief.
  • Miracles are meant to alter, create and destroy. Just 
  like the saying stating that faith can move mountains, faithful 
  are able to alter Creation and pull oﬀ  incredible feats. Th ey 
  also have the power to create, drawing inspiration from divine 
  grace. Finally, in their hands faith is a powerful weapon that 
  can send anyone back to the Void. Miracles are classiﬁ ed ac-
  cording to the aspect of faith they are related to. 
  Th ese fragments are part of a framework common to al-
  most all races of Aarklash, a general religious culture and the 
  foundations of liturgic traditions. According to common be-
  liefs this universal cult comes into play in the more signiﬁ cant 
  moments of life: birth, ascending into adulthood, death… To 
  this common ground, faithful add myths and rites speciﬁ c to 
  their cultures and beliefs.
  Faithful are messengers of higher divine powers. Th ey have 
  an additional characteristic, Fervor 
  . Th ey use faith points 
  to call miracles. Communions are a type of miracle so power-
  ful that they often require several faithful to call them. Unlike 
  miracles, communions are not always successful.
  Every faithful masters one or more aspects of divination (al-
  teration, creation or destruction).
  Only Incarnate faithful (see p. 58) can be given commu-
  nions during company building.
  Faith pool
  Communions and miracles are called by spending faith 
  points. Th ese points are channeled from the fervor of the ﬁ -
  ghters in the company.
  Each unit has its own faith pool. Th e size of the faith pool is 
  calculated at the beginning of the game and then during each 
  control phase. A unit has as many faith points as the total Fer-
  vor of every faithful in the unit, added to the number of mem-
  bers in the unit.
  Unless mentioned otherwise, communions and miracles 
  can be called several times per round.
  Any faith points not used by the end of the activation phase 
  are lost.
  Calling a miracle
  Miracles are individual divine eﬀ ects. Each faithful has his 
  own miracles (detailed in the Army Book of his army) and can 
  call them simply by spending faith points from his unit’s faith 
  pool. Miracles cannot be censured.
  Calling a communion
  Communions are tremendously powerful miracles, ca-
  pable of affecting whole units or even an entire battlefield. 
  They require great quantities of faith points, so it is not un-
  common to see several faithful gather in a unit to help an 
  Incarnate faithful call a communion. Moreover, commu-
  nions require a Fervor test to prove the Incarnate’s faith. 
  Communions are defined by the following parameters:
  • Name
  • Cult: This is the cult linked to a people. Only members 
  of this people can call the communion. “Universal” means 
  that all peoples have access to it. Some communions are 
  reserved to a particular Incarnate faithful. In this case, the 
  name of the Incarnate faithful replaces the cult.
  • Aspect: Alteration, creation or destruction. Only the 
  Incarnate faithful who calls the communion needs to mas-
  ter this aspect. “Universal” means that all Incarnates faith-
  ful have access to it.
  • Value: The value of a communion represents its power. 
  The higher the value, the more spectacular the effects. An 
  Incarnate faithful can be given as many communions as 
  the player wishes during company building.  The total of 
  their value is added to that of the Incarnate’s other attri-
  butes (see Attributes p. 61).
   • Faith: The number of faith points required to make 
  the call.
  • Difficulty: Communions require a Fervor test to suc-
  ceed. The difficulty for this test is indicated here.
  • Target: Possible targets.
  • Duration: The period of time the communion is active: 
  instantaneous, until the end of a particular phase, until the 
  end of the round, until the end of the game, and so on.
  • Effects: The effects that are applied if the call suc-
  ceeds.
  A communion is called according to the following steps: 
  1/ Designation of the Incarnate faithful, the communion 
  and the target
  2/ Expenditure of faith points and exaltation
  3/ Censure
  4/ Fervor test
  5/ Resolution of effects
  
  MYSTICS
  54 
  54 
  1/ Designation of the Incarnate 
  faithful, the communion and the 
  target
  Th e player designates the Incarnate 
  faithful, the communion he wishes to 
  call and the target. Th e Incarnate faithful 
  needs to be able to see the target.
  2/ Expenditure of faith points and 
  exaltation
  Th e Incarnate faithful’s unit spends a 
  number of points equal to the cost of the 
  communion. Some communions also re-
  quire additional faith points to fuel their 
  eﬀ ects.
  Th e unit can spend extra faith points 
  to “exalt” the communion to increase its 
  chances of success. For every faith point 
  spent in exaltation the player rolls one 
  more die on the Fervor test (step 4).
  3/ Censure
  Censure allows a faithful to cancel the 
  calling of a communion.  Th e unit of the 
  censuring faithful needs to have a line of 
  sight to the unit calling the communion.
  To censure a communion the unit spends as many faith 
  points as the unit calling the communion.
  Th e communion then has no eﬀ ect.
  Th e faith points spent by both units are lost.
  4/ Fervor test 
  If the communion is not censured, the player rolls a Fervor 
  test 
  . Th e action value is the Fervor of the Incarnate fai-
  thful; the diﬃ  culty is that of the communion. Th e player rolls 
  one die, plus one more die per faith point spent during the 
  exaltation. He keeps the result of his choice.
  A single success is all that is needed to call a communion.
  If the diﬃ  culty is a characteristic then it is the highest char-
  acteristic value in the targeted unit that is used. If the char-
  acteristic is modiﬁ ed by a game eﬀ ect then the diﬃ  culty is 
  equal to the modiﬁ ed value.
  Regardless of the outcome of this test, the faith points are 
  spent.
  5/ Resolution of eﬀ ects
  If the Fervor test succeeds the eﬀ ects of the communion are 
  applied.
   
   MAGICIANS
  All life on Aarklash is bound by cosmic energies that 
  scholars call Elements. Th e ﬂ uctuations and balances that 
  bind these forces inﬂ uence not only the behavior of living 
  creatures, but also the magical manifestations of Creation. 
  Th ere are 6 Elements, and the four primordial Elements 
  should be distinguished from the two principal Elements, or 
  Principals.
  • Water, Air, Earth and Fire are the primordial Elements. 
  Th ey are naturally present on Aarklash. Th eir manifestations 
  are visible every day.
  • Light and Darkness subtly inﬂ uence the Elements. 
  Primordial Elements are intimately linked to each action 
  or manifestation in the material world. All of them attract or 
  repel one another, but none is supposed to have supremacy 
  over the others. When it does happen under the inﬂ uence 
  of a great power or a foolish magician, the result is always 
  disastrous and the consequences irreversible.
  FEAR MY POWERS!
  Mystical eﬀ ects (miracles and spells) have unlimited 
  range. Line of sight is all that is required.
  
  55 
  MYSTICS
  55 
  Each Element has an opposite Element with which it is in 
  constant struggle. Th ese elemental oppositions guarantee 
  Aarklash’s balance.
  Water is unpredictable, cannot be held captive and is of-
  ten excessive. It opposes Fire, destructive, insatiable but 
   purifying.
  Earth, principle of fertility is un-
  changing yet malleable. It opposes 
  Air, quick and intangible.
  Light, symbol of purity and harmony 
  is benevolent. It opposes Darkness, 
  pernicious and underhanded, yet at-
  tractive. Mysterious, Light opposes only 
  Darkness. Th e latter Principle’s corrupt-
  ing nature means that it opposes all 
  other Elements, including itself. Th us, 
  Darkness can annihilate the magic it 
  generates, while Fire can only counter 
  the inﬂ uence of Water.
  Light is the principal governing 
  evolution while Darkness reigns on 
  entropy. Th ey both inﬂ uence the four 
  primordial Elements. Th ey bestow 
  Good and Evil, values inherent to all 
  self-aware beings. Th ey have a con-
  science which, fragmented as it may 
  be, tries to survive and to expand its 
  inﬂ uence on primordial Elements.
  Mana is the source of all magic. 
  Drawn from divine essence, it crystal-
  lizes in the shape of precious stones 
  gorged with elemental energy: the 
  gems. Th ese no longer exist in their 
  natural state on Aarklash. Th ey are 
  brought back from other worlds by 
  highly skilled mages, the Voyagers, 
  who journey from world to world 
  through mysterious gates. Gems are 
  therefore rare and costly. Even experi-
  enced Voyagers have trouble distinguishing the stones, vulgar 
  or precious, which are found throughout Creation.
  Th e Voyagers bring gems back from the elemental Realms, 
  although the magical gateways they use generally appear for 
  only a few days. However, legends and rumors suggest that 
  permanent portals leading to speciﬁ c Realms exist.
  Th e rarity of portals is reﬂ ected in the number of gems 
  available on Aarklash. Th e battles of the Rag’narok force the 
  magicians who are more and more numerous on the battle-
  ﬁ elds, to ﬁ nd immortal gems.
  Magicians bend the elements to their will. Th ey have an 
  additional characteristic, Energy 
  . Th ey use mana points 
  to cast spells. Rituals are more potent but also more un-
  reliable spells, whose casting often requires the presence of 
  other magicians.
  Each magician is connected to one or more elements (Air, 
  Earth, Fire, Water, Light or Darkness).
  Only Incarnate magicians (see p. 58) can be given rituals 
  during company building.
  ELEMENTAL REALMS
  Worlds other than Aarklash exist in 
  Creation: the Realms. Th eir nature is 
  often a source of confusion among the 
  profane. Many types of Realms exist, 
  and collectively scholars refer to them 
  as Creation.
  Th e more common Realms in the uni-
  verse are of elemental nature, they are 
  intimately bound to the elements. Th e 
  primordial Realms are therefore lin-
  ked to Air, Water, Fire and Earth. Th ere 
  also exists principal Realms linked 
  to Light and Darkness. Th e former are 
  called celestial and the latter abyssal.
  Each elemental Realm is divided into a 
  multitude of locations that have their 
  own physical, moral and biological 
  laws. Each of these “universes” has a 
  unique and autonomous existence, just 
  like Aarklash. 
  All are populated by diﬀ erent species 
  that live together despite their evolu-
  tionary diﬀ erences and according to 
  the nature of their environment. 
  Th ese outsiders are not all made of ﬂ esh 
  and bone. Indeed, the domain that in-
  ﬂ uences a Realm has a strong impact 
  on the aspect of its inhabitants. Th us, 
  Realms of Darkness are inhabited by 
  Darkness Elementals, ira tenebrae, 
  morbid puppets, etc.
  Aarklash distinguishes itself from 
  the other Realms in many ways. It is 
  the world of origin of beings made of 
  ﬂ esh and blood, and even though the 
  commoner has no clue about this, ma-
  gicians are aware of this singularity. 
  Th eir understanding of it grows as they 
  ponder Creation, practice their art and 
  meet inhabitants of other “planes of 
  existence”.
  Aarklash is one of the rare worlds 
  where all Elements are in perfect ba-
  lance. If one of them were to prevail on 
  the others, the consequences would be 
  disastrous. It is therefore with a certain 
  anxiety that the elemental lords, the 
  Sihirs, watch the recent emergence of 
  Darkness.
  In a rare quirk of Creation, Elementals 
  cannot manifest on Aarklash without 
  having been invited to. Th is and the 
  long absence of mana in its natural 
  state has convinced the Voyagers to 
  make Aarklash the most important 
  trading ground for gems in the entire 
  Creation.
  
  MYSTICS
  56 
  56 
  Mana pool
  Rituals and spells are cast by spending the mana points 
  contained in the magicians’ precious gems of mana.
  Each unit has its own mana pool. Th e number of mana 
  points is calculated at the beginning of the game and then 
  during each control phase. 
  For each unit including at least one magician:
  1/ If the unit contains an Incarnate magician, the player 
  rolls two dice and totals their results. If it doesn’t, he only rolls 
  one die;
  2/ Th is result is added to the sum of the Energy 
   values of 
  the unit’s magicians.
  3/ Th e ﬁ nal total is the number of mana points the unit 
  gains.
  Unless mentioned otherwise, ritual and spells can be cast 
  several times per round.
  In contrast to faith points, unused mana points are retai-
  ned from one round to the next. However, a unit cannot have 
  more than 30 mana points in its pool.
  Casting a spell
  Spells are individual magic eﬀ ects. Each magician has his 
  own spells (see Army Book) and can cast them simply by 
  spending mana points from his unit’s mana pool.
  Spells cannot be countered.
  Casting a ritual
  Rituals are extremely potent but very complex spells, de-
  signed to be cast on the battleﬁ elds of the Rag’narok. Th ey re-
  quire such great quantities of mana that it is not uncommon 
  to see magicians gather in units to share their gems of mana. 
  Rituals also require an Energy test to put the magician’s con-
  trol of elements to the test.
  Rituals are deﬁ ned by the following parameters:
  • Name
  • Path: Th is is the path of magic linked to a people. Only 
  members of this people can cast the ritual. “Universal” means 
  that all peoples have access to it. Some rituals are reserved to 
  a particular Incarnate magician. In this case, the name of the 
  Incarnate magician replaces the path.
  • Element: Air, Earth, Fire, Water, Light or Darkness. Only 
  the Incarnate magician who casts the ritual needs to master 
  this element. “Universal” means that all Incarnate magicians 
  have access to it.
  • Value: Th e value of a ritual represents its power. Th e higher 
  the value, the more spectacular the eﬀ ects. An Incarnate ma-
  gician can be given as many rituals as the player wishes during 
  company building. Th e total of their value is added to that of 
  the Incarnate’s other attributes (see Attributes p. 61).
  • Mana: Number of mana points required to cast the  ritual.
  • Diﬃ  culty: Rituals require an Energy test to 
  succeed. Th e diﬃ  culty for this test is indicated 
  here.
  • Target: Possible targets.
  • Duration: Th e period of time the ritual is 
  active: instantaneous, until the end of a particu-
  lar phase, until the end of the round, until the 
  end of the game, and so on.
  • Eﬀ ects: Th e eﬀ ects that are applied if the 
  casting succeeds.
  A ritual is cast according to the following 
  steps: 
  1/ Designation of the Incarnate magician, the 
  ritual and the target
  2/ Expenditure of mana points and exaltation
  3/ Counter-magic
  4/ Energy test
  5/ Resolution of eﬀ ects
  
  57 
  MYSTICS
  57 
  1/ Designation of the  Incarnate magician, the ritu-
  al and the target
  The player designates the Incarnate magician, the ritual 
  he wishes to call and the target. The Incarnate magician 
  needs to have a line of sight to the target.
  2/ Expenditure of mana points and exaltation
  The Incarnate magician’s unit spends a number of mana 
  points equal to the cost of the ritual. Some rituals also re-
  quire additional mana points to fuel their effects.
  The unit can spend extra mana points to “exalt” the rit-
  ual to increase its chances of success. For every mana point 
  spent this way, the player rolls one more die on the Energy 
  test (step 4).
  3/ Counter-magic
  Counter-magic allows a magician to cancel the casting 
  of a ritual.  The unit of the magician using counter-magic 
  needs to have a line of sight to the unit casting the ritual.
  To counter a ritual the unit spends as many mana points 
  as the unit casting the ritual.
  The ritual then has no effect.
  The mana points spent by both units are lost.
  4/ Energy test
  If the ritual is not countered, the player rolls an Energy 
  test 
  . The action value is the Energy of the Incarnate ma-
  gician; the difficulty is that of the ritual. The player rolls 
  one die, plus one more die per mana point spent during the 
  exaltation. He keeps the result of his choice.
  A single success is all that is needed to cast a ritual.
  If the difficulty is a characteristic then it is the highest 
  characteristic in the targeted unit that is used. If the cha-
  racteristic is modified by a game effect then the difficulty 
  is equal to the modified value.
  Regardless of the outcome of this test, the mana points are 
  spent.
  5/ Resolution of eﬀ ects
  If the Energy test succeeds the eﬀ ects of the ritual are 
   applied.
  SPECIAL RULES
  Summoning ﬁ ghters
  Fighters can be summoned to form new units that are pla-
  ced on the battleﬁ eld, as long as they respect the following 
  rules: 
  • Th e number of ﬁ ghters in the unit must be greater than 
  or equal to the troop’s standard number of ﬁ ghters per unit 
  as deﬁ ned in its Army Book;  
  • Th e summoned unit may appear anywhere the mystic 
  can see it;
  • Th e summoned unit is placed out of contact with the 
  enemy;
  • Th e summoned unit is placed so that no ﬁ ghters or ter-
  rain elements have to be moved.
  Th e unit is not activated during the round when it has 
  been summoned. Its proﬁ le card will be added to the activa-
  tion sequence for future rounds.
  A magician can summon as many units as he wants over 
  the course of a game. However the maximum number of 
  units summoned by this magician and present on the battle-
  ﬁ eld at the same time is equal to his Rank. 
  Th e magician cannot summon anymore units as 
  long as this  limit is reached. 
  Familiars 
  Each Incarnate magician can be accompanied 
  by a number of familiars equal to or lower to his 
  Rank (
  by a number of familiars equal to or lower to his 
  , 
  by a number of familiars equal to or lower to his 
  by a number of familiars equal to or lower to his 
   or 
  by a number of familiars equal to or lower to his 
  by a number of familiars equal to or lower to his 
  by a number of familiars equal to or lower to his 
  ).  
  When the mana points are calculated the player 
  rolls one bonus die per familiar associated to the 
  magician.
  A familiar must remain within 3 cm of his ma-
  gician and in formation. A familiar cannot do 
  anything other than move. It is immediately eli-
  minated whenever it is in contact with an enemy 
  or whenever it suﬀ ers a Strength test.
  Familiars are considered to be both attributes 
  and ﬁ ghters. However, just like Incarnates, they do 
  not count towards the unit’s number of ﬁ ghters. 
  
  INCARNATES
  58 
  58 
  A ﬁ ghter is an Incarnate if he has the Authority characteris-
  tic 
  . Incarnates are exceptional ﬁ ghters gifted by the gods. 
  Th ey get advantages and options that are not mentioned on 
  their reference card. Incarnates have several assets, here are 
  the details.
  A HERO WILL NEVER DIE
  An Incarnate is a champion of the gods, who was invested 
  by them with incredible powers. As a counterpart, fragments 
  of their soul, the Elixirs, have been dispersed throughout 
  space and time.
  Often unaware of their status, many Incarnates believe they 
  only owe their powers to themselves and ignore that their fate 
  is no longer in their hands. Th ey are agents of the gods in the 
  Rag’narok and are urged to gather their Elixirs to reach the 
  Harmony, the ultimate power.
  INCARNATION
  Th e gods incarnate mortals who have captured their interest, 
  no matter the distance or the numbers. Th ey choose whoever 
  they want, whenever they want and often prefer, though not 
  always, individuals from the people they watch over. Alas this 
  special relationship is forged for better and for worse. Save for 
  a few exceptions, one is not born an Incarnate. One has to ex-
  perience an incarnation. Immortality has a cost: when they 
  incarnate an individual, the gods tear away part of his psy-
  che, fragment it and spread these fragments throughout the 
  inﬁ nity of the Realms (See Mystics p. 55). What is left of the 
  soul after this terrible trial is called Essence. Th e fragments 
  dispersed by the gods are the Incarnate’s Elixirs. Th e Essence 
  and the Elixirs, speciﬁ c to each Incarnate, are diﬀ erent from 
  mana and faith.
  Another life then begins for this new Incarnate. Now inves-
  ted with a divine mission and yet often unaware of it, he seeks 
  to recover his Elixirs to restore his Essence. He casts himself, 
  body and soul, into an insane quest to ﬁ nd himself and fol-
  lows the long path designed by the god who took control of 
  his fate.
  The right stuff
  Th e Incarnates can manage the impossible; they are the he-
  roes of the Rag’narok. Th ey have many powers. Th rough the 
  power of their Elixirs, these champions can fend oﬀ  whole re-
  giments with daring counter attacks. Th eir master strikes, fed 
  by divine ire, reap enemies no mortal hand could ever scratch. 
  Th eir heroic actions can rally companions in rout and help 
  their people win legendary battles.
  Incarnate magicians, true masters of magic, can bend magic 
  to serve their will and draw mana from deep inside themselves 
  to feed the devastating spells they have intuitively mastered.
  By their side, the faithful who have been incarnated are 
  the messiah of the gods they have chosen to serve. Th e ﬂ ame 
  burning within them sets ﬁ re to the braziers of faith and war. 
  What King would fear defeat with these divine champions 
  leading his armies?
  INCARNATES
  INCARNATES
  
  INCARNATES
  59 
  59 
  Incarnates are immortal. A swift twist of fate will always 
  save an Incarnate from death: the arrow heading for the heart 
  of the champion ﬁ nally hits a medallion, a ﬂ ask or some brave 
  anonymous soldier who stepped into the trajectory as an ul-
  timate sacriﬁ ce. And even if the Incarnate is maimed, char-
  red and scattered by the wind, the will of the gods is never 
  aﬀ ected. Th e memories of the witnesses are altered, the ashes 
  gathered and the wheel of time warped.
  Th ere is only one exception to this rule: in certain circums-
  tances, an Incarnate will die by the hand of another Incar-
  nate. It is one way, among many others, for gods to settle their 
  arguments or to unfold their plots. Each god designates his 
  champion and the winner scores an important victory for his 
  god. Most Incarnates do not live long enough to understand 
  that they cannot die of old age. Less than a handful of Incar-
  nates are aware of their immortality. Most grasp very little 
  about their powers. Many believe that their aptitudes are the 
  result of their own experience and not a god given gift. Th ose 
  who have understood that they are part of a great cosmic plan 
  designed by the gods are few and often at the height of their 
  career. Such understanding requires great sensitivity, which 
  is the ﬁ eld of faithful and magicians. Th ose who do unders-
  tand conceal their knowledge because knowing the secrets of 
  the gods means drawing their anger and the attention of their 
  champions.
  Finally, being an Incarnate means being branded by a god. 
  Th is distinctive feature is recognized by other gods and, as 
  surprising as it may be, by magic itself. Th e few who know this 
  singular property can use it to recognize or ﬁ nd Incarnates: 
  some spells will not work and some miracles cannot be called 
  in their presence.
  The Elixirs
  Th e Essence of an Incarnate 
  is incomplete until he has ga-
  thered his Elixirs. Th erefore 
  he often feels unﬁ nished, ob-
  sessed by an object, a location, 
  an event or a dream… Th is spi-
  ritual need prevents the Incar-
  nate from ever feeling comfor-
  table, no matter where he is.
  Each time an Incarnate ﬁ nds 
  a signiﬁ cant Elixir he experien-
  ces a new Incarnation, and with 
  it a new burst of power.
  To set oﬀ  to ﬁ nd one’s Elixirs 
  is a dangerous mission. An 
  Incarnate’s Elixirs can be any-
  thing and anywhere, even in 
  time. It can be an artifact held 
  in a great place in the tute-
  lary god’s plane, a lost piece of 
  knowledge that must be found 
  and delivered; a secret or a lo-
  cation that the Incarnate must 
  reach at a key moment. Many gods use Elixirs to try and guide 
  the Incarnates on a precise route. Others spread them ran-
  domly, because they are only interested in their champion’s 
  potential.
  Th e most perverse or warlike gods sometimes give the 
  Elixirs of an Incarnate to another Incarnate, urging them to 
  ﬁ ght for the mastery of a world at war. Th ese rivals are cal-
  led Shadows and they are the source of many legendary duels 
  through the history of Aarklash.
  An Elixir can also be a precise location in space and time. A 
  particular event, the fulﬁ lling of a quest or the understanding 
  of something will reveal to the Incarnate that part of his Elixir 
  was slumbering deep inside of him. Th e fate of each Incarnate 
  is unique.
  Living as an Incarnate
  Being an Incarnate means losing control over ones destiny 
  without further explanation and being thrown into an epic 
  odyssey. Th e existence of an Incarnate is strongly inﬂ uenced 
  by the god who has chosen him. Sometimes his fate follows 
  his personal aspirations; sometimes it doesn’t.
  An Incarnate is on a quest; he is trying, often without being 
  aware of it, to reach his next Elixir and his next Incarnation. 
  Each incarnation is more powerful than the last; the quest for 
  Elixirs is a quest for identity but also for power. Before the daw-
  ning of the Rag’narok, many Incarnates were accompanied by 
  followers as they went on adventures inspired by the quest for 
  their Elixirs. Some tried to ignore the call of fate by dedicating 
  themselves to a cause. But since the great battle has begun, the 
  Incarnates are slowly revealing themselves to the rest of the 
  
  INCARNATES
  60 
  60 
  world through their accomplishments. Th ese exceptional indi-
  viduals step into their due position as agents of higher powers 
  and champions of the Rag’narok.
  Some scholars are starting to understand that these people 
  truly are extraordinary and try to ﬁ nd out why, with varying 
  degrees of success. Th e three or four wiser people who have 
  a clue of what the Elixirs might be are building a hypothesis 
  on how to harness this incredible power, 
  whereas the anonymous crowd is whis-
  pering, feeding on rumors and beginning 
  here and there to worship Incarnates as de-
  migods. Armies rise in their wake, sending 
  Aarklash deeper into the Rag’narok.
  It sometimes happens that an Incarnate 
  himself understands the supernatural na-
  ture of his new abilities and realizes he is 
  the stake of higher interests. He then has 
  to make a choice, the only true choice of 
  legendary heroes: follow his destiny or his 
  own free-will. Th ose who choose their own 
  free-will become voluntary orphans and 
  wandering champions tormented by contradictory aspirations. 
  Th eir road often leads them to Cadwallon, the refuge of exiles 
  from all horizons.
  Nine out of ten Incarnates ignore their nature and the powers 
  they have. Th ey believe they owe these capacities to their own 
  expertise or to their luck.
  And one Incarnate out of ten merely knows a fragment of the 
  truth. He has realized he possesses strange powers or felt a hi-
  gher entity looming over his fate. Among those who furthered 
  their research and obtained a greater part of the truth, some 
  refuse to be the gods’ toy and rebel against their condition, 
  without much success: their road always leads them to their 
  Elixirs. Others embrace the cause of their god and ﬁ nish the 
  task that was given to them, adding great glory to their name.
  One Incarnate out of a hundred knows the whole truth. He 
  knows the extent of his powers and knows he will never die. 
  Th e very few who have achieved this level of consciousness 
  have told no one about it for fear of the ter-
  rible consequences.
  Harmony regained
  No matter what happens, an Incarnate 
  will never revert to the mortal he once 
  was before his Incarnation. When he ﬁ nds 
  a signiﬁ cant part of his Essence he might 
  be caught in successive incarnations, each 
  one leading him to the next step on his 
  trip. 
  When an Incarnate manages to gather 
  his Elixirs and restore his Essence, he lives his apotheosis: the 
  harmony. Having overcome the divine trials he transcends the 
  laws of Creation for a moment and frees himself from the in-
  ﬂ uence of the gods. Some Incarnates choose to fade away to 
  merge with the Creation and try to weigh on the coming fata-
  lity. Others prefer to remain with the other creatures. Among 
  them some become loners, free to use their fabulous powers 
  as they wish. Finally, others remain faithful to their cause and 
  carve their place in history: these warriors become the major 
  allies of the people they ﬁ ght for, magicians become virtuosos, 
  and the faithful grow to be the avatars of their tutelary god.
  
  INCARNATES
  61 
  61 
  INCARNATES 
  AND COMPANY BUILDING
  Incarnates require particular attention during company 
  building. 
  Each Incarnate is a unique ﬁ ghter. Th ere can only be one of 
  each Incarnate in a company.
  Some Incarnates have more than one miniature available, 
  each of which is associated with a diﬀ erent proﬁ le. Th is is no-
  tably the case when they can be played either as foot soldiers 
  or as cavalry ﬁ ghters. It is also the case when they have several 
  incarnations. Regardless of the number of possible proﬁ les for 
  an Incarnate, only one of these proﬁ les can be included in a 
  company.
  Attributes
  An Incarnate can be given artifacts, rituals and commu-
  nions. Th ese attributes are chosen freely during company 
  building. However, the sum of the values of these artifacts, 
  communions and rituals must be lower than or equal to the 
  number indicated in the Incarnate’s description (see Army 
  book).
  Joining a unit
  An Incarnate joins a unit in the same army as him. Only one 
  Incarnate may be included in each unit.
  An Incarnate is not counted in a unit’s standard or maxi-
  mum number of ﬁ ghters, but his cost in A.P. is added to that of 
  the unit. Some Incarnates are champions of a particular type 
  of standard ﬁ ghters. When this is the case, they can only join 
  units composed of these speciﬁ c troops.
  An Incarnate is always the leader of his unit. 
  An Incarnate and his unit
  Each Incarnate has a special role in his unit. He moves at 
  the same time as the unit and respects its formation, but the 
  Incarnate can act independently:
  • When attacking from range, the Incarnate shoots in his 
  own separate salvo. He can choose a diﬀ erent target than the 
  rest of his unit;
  • In a mêlée, the Incarnate has his own separate combat, 
  even if he shares the same characteristics as the standard ﬁ -
  ghters. 
  Damage distribution
  Incarnates have the favor of the gods who made them their 
  champions. Th is protection makes it very diﬃ  cult to elimi-
  nate them: bullets tend to miss them, arrows always ﬁ nd ano-
  ther target, blows never seem to land, and so on.
  When a unit as a whole is targeted, its Incarnate never suf-
  fers any Attack or Strength tests as long as there are other ﬁ -
  ghters in the unit. Even if these ﬁ ghters are completely hidden 
  or out of reach, they receive the hits and suﬀ er the Strength 
  tests instead of the Incarnate.
  So, when a unit is targeted, its Incarnate can only be elimi-
  nated if he is the last ﬁ ghter in the unit.
  However, when an Incarnate is speciﬁ cally targeted, all or-
  dinary rules apply and he can be eliminated normally.
  ADVANTAGES OF INCARNATES
  Incarnates have roles of their own detailed in the Army 
  Books. Notably, they have more health points and more dice 
  than the other ﬁ ghters of their army.
  Th ey also have an extra characteristic: Authority. It repre-
  sents the inﬂ uence these heroes have on the troops. It is added 
  to the roll required by the Authority opposition at the begin-
  ning of each round.
  ELIXIR
  Incarnates have a touch of divine grace. Th ey are stronger, 
  faster, smarter than mortals. Th e price they pay for this is 
  the loss of part of their soul. Th e missing fragments of their 
  soul are turned into Elixir. Incarnates set out on quests and 
  struggle to collect their Elixir, the completion of which will 
  eventually help them achieve Harmony. Until this deliverance 
  they can channel and use this energy to obtain extraordinary 
  powers.
  Elixir pool
  Each company has an Elixir pool, represented by tokens or 
  counters (either oﬃ  cial markers or dice). At the beginning of 
  the game, this reserve is equal to the number of Incarnates in 
  the company. Some artifacts or game eﬀ ects allow this initial 
  pool to be increased.
  
  INCARNATES
  62 
  62 
  During the game the Elixir pool increases when battle objec-
  tives are controlled or fulﬁ lled by the company. Th is pool also 
  increases or decreases depending on the actions of the Incar-
  nates. Any gain or loss of Elixir points is immediate and can 
  happen at any time in the round, except during “time out”.
  Earning Elixir 
  A company earns Elixir 
  points in the following cir-
  cumstances.
  • A company earns 1 Elixir 
  point each time one of its 
  units passes a Courage test 
  while rolling a 
  .
  • When one Incarnate eli-
  minates another, his com-
  pany earns the Elixir value 
  indicated on the proﬁ le of 
  the 
  eliminated 
  Incarnate. 
  An Incarnate eliminated by 
  another Incarnate cannot be 
  resurrected.
  • A company earns Elixir 
  points for each battle objec-
  tive it fulﬁ lls or controls. Th e 
  number of points earned is 
  indicated by the war council 
  (see Let’s play! p. 73).
  Spending Elixir
  All of the company’s Incarnates can tap into the Elixir pool 
  to perform feats. Each feat can be activated whenever the In-
  carnate needs it. 
  Each feat can only be performed once per Incarnate per ac-
  tivation, including that of an enemy unit.
  
  INCARNATES
  63 
  63 
  • During a ranged attack, an Incarnate marksman can 
  choose which ﬁ ghter of the unit he shoots at for 1 Elixir 
  point.
  • Some artifacts have eﬀ ects that require Elixir points to 
  be spent. Th ese eﬀ ects and their cost are described with the 
  artifact. 
  • A Rank 3 Incarnate can become the avatar of a god for 15 
  Elixir points. He recovers all his health points. 
  He also gets one more hand to hand Attack die and one 
  more ranged Attack die until the end of the game.
  Th is is not a bonus die, so it can be re-rolled. Additionally, 
  the mystic pool of his unit immediately recovers 15 faith 
  points and 15 mana points. Th is can be done only once per 
  Incarnate per game.
  • Before an Incarnate rolls a characteristic test, the player 
  can get one more die for 1 Elixir point.  
  • When an Incarnate rolls a characteristic test, the player 
  can re-roll all of his failures for 1 Elixir point.
  • When a characteristic test is taken against an Incarnate, 
  the player can force his opponent to re-roll all of his succes-
  ses for 1 Elixir point.
  • If an Incarnate is eliminated during the round, he can be 
  resurrected before the time out phase at a cost detailed in his 
  description (see Army Books). He comes back into the game 
  with all his health points and his attributes. His unit gets a 
  number of mana points equal to the Incarnate’s Energy and a 
  number of faith points equal to the Incarnate’s Fervor.
  Th e Incarnate is placed in his unit once more (as long as 
  formation rules are respected). He cannot be placed in con-
  tact with an opponent. If there is not enough room to place 
  the miniature, the resurrection does not happen – the Elixir 
  points are spent nonetheless. If his unit does not exist any-
  more, he cannot use this feat. If the Incarnate was elimina-
  ted by another Incarnate he cannot use this feat either.
  • When an Incarnate’s unit has to roll a Courage or Fear 
  test, the test is automatically a success for one 1 Elixir point.
  When this is the case, the success does not make the unit 
  immune to the Fear that caused the test.
  
  THE BATTLEFIELD
  A grove, a river or a bulwark can be problematic at times, 
  but they can also become precious allies. Ignoring terrain is 
  the best way to turn it into a handicap; however, when used 
  properly it will provide those small advantages that can turn 
  uncertain victory into positive triumph.
  CROSSING AN OBSTACLE
  By default moving through a terrain element is impossible. 
  In certain cases a unit needs to sheathe its weapons and make 
  an extra eﬀ ort to reach its destination. A walking unit (see 
  p. 38 Moving a unit) can cross an obstacle. In this case, its 
  ﬁ ghters can only move half of their Movement. If this does not 
  allow them to reach the other side of the obstacle the ﬁ ghters 
  end their movement on the obstacle. In either case, the dis-
  tance traveled is measured without considering height.
  A unit cannot cross an obstacle that is taller than the short-
  est of the unit’s ﬁ ghters.
  Sometimes the problem is not the height of the obstacle but 
  its depth: stretches of water, crevices, and so on. In these cases 
  none of the unit’s ﬁ ghters can end his movement on the ob-
  stacle. If the ﬁ ghters’ movement is not enough to get across the 
  obstacle cannot be crossed and the unit stops right in front 
  of it.
  War machines cannot cross obstacles.
  OPENING AND MOVING 
  TERRAIN ELEMENTS
  To open something like a chest or a door a ﬁ ghter must be 
  in contact with it. Th e player simply declares that the ﬁ ghter 
  opens the chest or the door. A unit can enter a building or a 
  terrain element if all the unit’s ﬁ ghters can stand inside it.
  Some items, detailed in the presentation of the battle, can 
  be carried by ﬁ ghters. To pick up one of these items a ﬁ ghter 
  must end his movement on it. Th e item is then placed on 
  the miniature’s base. Th e war council (see p. 73) details how 
  many of these items can be carried by a single ﬁ ghter. If the 
  carrier is eliminated, the items fall to the ground at the exact 
  spot where the carrier stood. A carrier can voluntarily drop 
  an item at the beginning or at the end of his movement. Th e 
  item is then placed by the player in contact with the carrier’s 
  base. 
  If the carrier leaves the battleﬁ eld, the item is placed at the 
  edge of the battleﬁ eld through which the ﬁ ghter left. Note, 
  some war councils may state that the item is kept by the bea-
  rer and that its evacuation gives Elixir points. 
  DESTROYING TERRAIN
  Some terrain elements can be destroyed, but this is possible 
  only when it is clearly stated by the war council. Th ese are ter-
  rain elements that are pretty much waiting to fall apart. But 
  even so, unless the obstacle is speciﬁ cally targeted it cannot be 
  damaged when it is caught in an area of eﬀ ect.
  A terrain element can be attacked in hand to hand com-
  bat. However, the ﬁ ghters in contact with it are not considered 
  engaged. Th ey are not considered as being in a mêlée for the 
  purposes of ranged attacks.
  When a terrain element is destroyed the ﬁ ghters located 
  either on it or inside it are immediately eliminated.
  Th e “Common terrain elements” table indicates the charac-
  teristics of the terrain elements most frequently found on a 
  battleﬁ eld. 
  Th e Defense of a terrain element is always equal to 0.
  COMMON TERRAIN ELEMENTS
  Resilience
  Structure 
  points
  Altar
  8
  4
  Shed
  4
  8
  Timber house
  6
  10
  Stone house
  8
  10
  Low wall
  8
  4
  Tent
  0
  4
  64 
  64 
  THE BATTLEFIELD
  A grove, a river or a bulwark can be problematic at times, 
  DESTROYING TERRAIN
  THE BATTLEFIELD
  
  THE BATTLEFIELD
  Th e struggle opposing Abel and Serethis has caught the 
  gods’ attention! Yllia and Merin breathe their divine power 
  into their champion before the ﬁ ghting picks up again.
  Activation sequence: Marauder.
  PLAYING THE GRIFFON
  You begin the game with:
  • 1 unit of 8 spearmen,
  • 1 unit containing only Abel whose troops perished before 
  the game began.
  Reinforcements: None.
  Your goal: You need to collect 20 Elixir points.
  If Abel eliminates Serethis, you immediately win 4 Elixir 
  points.
  Abel’s health points: 
   
   
   
   
  PLAYING THE WOLF
  You begin the game with:
  • 1 unit of 4 hunters.
  • 1 unit containing only Serethis whose 
  troops perished before the game began.
  Reinforcements: None.
  Your goal: You need to collect 20 Elixir 
  points.
  If Abel eliminates Serethis, you immedia-
  tely win 3 Elixir points.
  Points de vie de Serethis : 
   
   
   
   
  NEW RULES 
  You need to have read the previous chapters before reading 
  what follows.
  Elixir: At the end of the control phase, each company wins 
  3 Elixir points – the gods award their Incarnates extra forces 
  to win the battle! 
  Upon activating his Incarnate, a player can spend up to 1 
  Elixir point to give back one health point to his Incarnate.
  Controlling the seal of the dragon will earn you 5 Elixir 
  points during the control phase.
  Th e seal of the dragon: To climb on top of the seal of the 
  dragon, the ﬁ ghters can use one of two stairways. Th eir Move-
  ment is then halved.
  65 
  65 
  6 - IN THE NAME OF THE GODS!
  Th e struggle opposing Abel and Serethis has caught the NEW RULES 
  Spearmen
  Wild torrent:
  It is impossible 
  to cross it.
  Serethis
  Hunters
  Abel
  
  RAISING AN ARMY
  READY TO PLAY?
  66 
  
  READY TO PLAY?
  READY TO PLAY?
  67 
  
  RAISING AN ARMY
  Armies do not appear on battleﬁ elds out of the blue. Even 
  the most powerful tyrants need to raise an army, train the 
  troops and divide them into units to build a company that can 
  be sent to battle.
  During a game each player controls a company. Like a real 
  medieval army, a company is composed of several smaller 
  groups called banners, themselves divided into units. Du-
  ring this preparation phase each player chooses his units to 
  assemble banners that comply with the ﬁ ghting methods of 
  the chosen army’s people. Th ese choices are recorded on the 
  company sheet (see Appendixes).
  GATHERING THE TROOPS
  Raising an army requires signiﬁ cant resources: many able 
  men and as many weapons to equip them. Th e army points 
  (A.P.) cost of a ﬁ ghter represents his skills and equipment; the-
  refore, it is a good indicator of his eﬃ  ciency on the battleﬁ eld. 
  However, a company composed exclusively of the best soldiers 
  available would be particularly diﬃ  cult to play, since it would 
  not be able to deal with all the battle situations covered by the 
  game rules. Th is is why the order of the banners presents a 
  balanced mix of troops.
  Each player is given a certain number of A.P. to build his 
  company. Th is value is either detailed by the war council or 
  agreed upon by all the players. Each player totals the cost in 
  A.P. of the units of his company. Th e total A.P. value of the 
  company has to be equal to or lower than the amount speci-
  ﬁ ed either by the war council or agreed on by the players. 
  ORDER OF THE BANNERS
  Each army is built according to a precise hierarchy depen-
  ding on the people it comes from and how these people tend to 
  wage war. Th is structure is called the “order of the banners”.
  68 
  68 
  RAISING AN ARMY
  RAISING AN ARMY
  INCARNATES
  Incarnates lead the troops into battle. Without them a 
  unit loses its soul. Incarnates are essential parts of a com-
  pany.
  A company must include at least one Incarnate to com-
  mand it: who better than someone chosen by the gods to 
  lead your army into battle?
  A unit may include only one Incarnate: a single mind to 
  lead each group of soldiers, otherwise it would be chaos.
  Th e Incarnate who has the greatest Authority 
   is the 
  Commander of the company. When several Incarnates 
  have the same Authority value 
   the player chooses 
  which one is the Commander. 
  An Incarnate can join any unit of the company, unless his 
  description says otherwise.
  An Incarnate can be given artifacts as well as rituals or 
  communions. Th ese Attributes are chosen freely during 
  company building. However, the total value of these At-
  tributes has to be equal to or lower than the number indi-
  cated in the Incarnate’s description (see Army Book)..
  
  RAISING AN ARMY
  Th e order of the banners is presented as a list of ﬁ ve slots. 
  Each slot is optional, except for the one marked with a “!”, 
  which is a compulsory slot. Each slot indicates the unit’s or 
  the Incarnate’s Category (infantry 
  , cavalry 
  , creatu-
  res 
  , war machines 
   or titan 
  ) and Rank, in paren-
  thesis. 
  A banner is complete when all ﬁ ve slots are ﬁ lled. Each 
  slot can only be ﬁ lled once per banner.
  A company can include an unlimited number of banners. 
  A new banner can only be created if the previous ones have 
  been completed.
  Example: Th e order of the banners of the order of the 
  Temple (Griﬃ  n) includes the ﬁ ve following slots:
  • Infantry unit  
   ( ( (
  Temple (Griﬃ  n) includes the ﬁ ve following slots:
   ( (
  ) !
  • Infantry unit  
   ( ( ( ( (
   / 
  ) 
  • Infantry unit  
   ( ( ( (
   / 
   / 
  ) 
  • Cavalry unit 
   ( ( ( (
   / 
   / 
  ) 
  • War machine unit  
   
  Grant starts oﬀ  by ﬁ lling the compulsory slot: he selects 
  a unit of fusiliers (infantry 
  Grant starts oﬀ  by ﬁ lling the compulsory slot: he selects 
  ) as his ﬁ rst unit. He then 
  decides to boost his hand to hand striking power. He picks 
  a Griﬃ  n conscript unit and a templar unit. Th is ﬁ lls the 
  following two slots in the order of banners:
  • Unit 2: Griﬃ  n conscript unit (
   Unit 2: Griﬃ  n conscript unit (
   Unit 2: Griﬃ  n conscript unit (
  following two slots in the order of banners:
   Unit 2: Griﬃ  n conscript unit (
   Unit 2: Griﬃ  n conscript unit (
  );
  • Unit 3:Templar unit (
   Unit 3:Templar unit (
   Unit 2: Griﬃ  n conscript unit (
   Unit 3:Templar unit (
   Unit 3:Templar unit (
        );
  If he wished to include a third infantry unit, Grant would 
  not be able to since his ﬁ rst banner is not complete. Th e re-
  maining slots do not allow any other infantry units.
  Grant must complete this ﬁ rst banner, with cavalry and 
  war machines, before being allowed to build a second one.
  He decides to take a templar rider unit as his cavalry 
  choice Th ey are 
  He decides to take a templar rider unit as his cavalry 
  He decides to take a templar rider unit as his cavalry 
   
   , which ﬁ ts the fourth slot. 
  Once Grant has chosen a war machine unit, he will be 
  allowed to start a second banner. Th e latter will have to in-
  clude the priority slot ﬁ rst: Grant will have to pick a Rank 
  clude the priority slot ﬁ rst: Grant will have to pick a Rank 
    
   unit.
  UNITS
  Once a player has chosen which units to take he then deter-
  mines the number of ﬁ ghters and composition of those units.
  Number of ﬁ ghters
  Each unit has an associated standard and maximum num-
  ber of ﬁ ghters. Th e standard number of ﬁ ghters is the 
   minimum number of ﬁ ghters a unit must include when it is 
  sent to the battleﬁ eld. Th e maximum number of ﬁ ghters is 
  the maximum number of ﬁ ghters a unit can have (not includ-
  ing Incarnates).
  Th e Army Books indicate the cost in A.P. of a standard unit 
  and a maximum unit, as well as the cost of adding extra ﬁ ght-
  ers to standard units. When an Incarnate is included in a unit 
  his cost is added to that of his unit.
        );
   Unit 2: Griﬃ  n conscript unit (
        
  69 
  69 
  
  RAISING AN ARMY
  Composition
  All the ﬁ ghters in a unit have to come from the same troop 
  type. However, a unit can include both standard ﬁ ghters and 
  special ﬁ ghters (see p. 26). Th e Army Books indicate the na-
  ture and the number of special ﬁ ghters allowed for each unit.
  Standard ﬁ ghters and special ﬁ ghters (standard bearers, 
  musicians, warrior-mages, warrior-monks, and so on) count 
  towards the unit’s number of ﬁ ghters. 
  Important: Remember that an Incarnate does not count 
  towards a unit’s number of ﬁ ghters!
  However, once the unit is constituted and the game has 
  started, the Incarnate counts as a member of the unit, 
  notably for the control of objectives and Courage tests
  An Incarnate cannot be chosen to constitute a unit on his 
  own.
  Equipment
  Equipment includes weapons and armor in addition to all the 
  items that have special eﬀ ects (artifacts, potions, and so on).
  All the ﬁ ghters in a unit have the same equipment, except 
  Incarnates, standard bearers and musicians. By default, the 
  standard equipment of each unit is detailed in its Army Book. 
  Th is equipment is included in the unit’s A.P. cost.
  Th e Commander
  Th e Incarnate with the highest Authority in his company is 
  the Commander: it is his Authority that will be used for Au-
  thority oppositions (see p. 33).
  70 
  70 
  ALLIANCES
  Th e peoples of Aarklash are split into three ways of al-
  liance, symbolizing the values they share: the ways of Li-
  ght, the paths of Destiny and the meanders of Darkness. 
  Within the same alliance, the armies support each other 
  to a certain extent.
  So when he builds his army, the player can include in each 
  banner a unit from one of the peoples his army is allied 
  to. Th is unit must respect the company’s order of the ban-
  ners and ﬁ lls a slot in the banner it has joined. 
  UNITS OF MYSTICS
  Warrior-mages and warrior-monks can be grouped in 
  to units of mystics. Th ese units are detailed in the Army 
  Books.
  
  RAISING AN ARMY
  ASSAULT 
  AND REINFORCEMENT
  In some battles all the units of a company are not always 
  ﬁ elded at once. In this case, the player must split his units into 
  two groups:
  • Assault units are available from the beginning of the 
  battle;
  • Reinforcement units join the battle when certain condi-
  tions have been fulﬁ lled.
  Once a company is formed, each player marks his reinforce-
  ment units on his company sheet, depending on what is requi-
  red by the war council. Th ese units will join the battle only once 
  the conditions described by the war council are fulﬁ lled.
  Th e number of army points (A.P.) each player can spend on 
  assault units and reinforcement units depends on the battle. 
  Th e company as a whole (assault units and reinforcement 
  units) must comply with the order of the banners.
  Th e Commander cannot be part of the reinforcements. 
  A company whose remaining Incarnates are still reinforce-
  ments doesn’t have a Commander anymore, until an Incar-
  nate enters the battleﬁ eld.
  TROOPS REVIEW
  Once a player has built his company it is strongly recom-
  mended to review it to check its A.P. value. If the total is too 
  high, there is still time to make some adjustments. 
  It is also time to check if the order of the banners has been 
  respected and if the company includes the required Incar-
  nates. Once the troops have been reviewed, the battle can 
  begin! 
  71 
  71 
  
  LET’S PLAY!
  72 
  72 
  Th e miniatures are out of the box, the rules have been read; 
  it’s time to play! It takes half an hour to two hours to play a 
  game of Confrontation. 
  Th is chapter explains how to prepare a battle:
  1/ Selecting a battle
  2/ Army building
  3/ Setting up the game
  4/ Play!
  It also presents six diﬀ erent ready to play battles. It is pos-
  sible to play Confrontation with the sole objective of elimi-
  nating all enemy ﬁ ghters. However, Rackham publications, 
  notably Cry Havoc, contain ready to play scenarios. Th ese sce-
  narios have speciﬁ c objectives (controlling a bridge, holding a 
  position, etc.) and special rules to add greater depth and more 
  fun to games.  
  1/ SELECTING A BATTLE
  Before anything else, the players need to agree on which 
  battle they are going to play. Th is choice can be made by rol-
  ling a die (the six battles in this book are numbered). In this 
  case, the youngest player rolls a die and reads out the battle 
  indicated by the die roll.
  2/ BUILDING AN ARMY
  For each battle, the “war council” section indicates the 
  number of army points (A.P.) each company is allowed. It also 
  presents any possible special rules. Once all the players have 
  this information, they can build their companies (see Raising 
  an army). If a number of A.P. is not speciﬁ ed, the players need 
  to agree on one as long as they respect the instructions of the 
  war council.
  3/ SETTING UP THE GAME
  Battles rarely take place on completely open ground. All 
  sorts of obstacles are there to oﬀ er cover to ﬁ ghters and to hin-
  der their advance. Terrain elements can be used to represent 
  this. Th e war council generally gives a map of the battleﬁ eld. 
  Th is map indicates the position and nature of the terrain ele-
  ments. When there is no map, the battleﬁ eld is divided into 
  as many zones as there are players. Th e players then need to 
  agree on the amount and nature of the terrain elements used. 
  Th ese terrain elements are placed depending on the type of 
  battleﬁ eld:
  • Borderland: Th e players take turns, starting with the 
  youngest. Th ey pick a terrain element and place it on the batt-
  leﬁ eld. Once all the elements are placed, each player rolls a die: 
  LET’S PLAY!
  LET’S PLAY!
  
  73 
  LET’S PLAY!
  73 
  whoever obtains the highest result gets to pick his zone ﬁ rst 
  and then, in clockwise order, the other players choose their 
  zone.
  • Paciﬁ ed region: Th ese battles require an attacker and a 
  defender. Th e players determine their role ﬁ rst and their zone 
  afterwards. Th e defender chooses half of the terrain elements 
  and places them in his zone of the battleﬁ eld. Th e attacker 
  does the same with the remaining elements
  • War of positions: Each player’s zone is determined ran-
  domly. Each player then chooses a terrain element and places it 
  in his zone, starting with the youngest. Once all the elements 
  have been placed, the battle can begin.
  4/ PLAY!
  Th e players know what their battle objectives are and they 
  have understood the battle rules. Th ey have built their compa-
  nies and chosen a battleﬁ eld. Th e game itself can now begin.
  Th e players mark out the deployment zones, as indicated by 
  the war council.
  Th ey then roll a ﬁ rst Authority opposition (see Tactical 
  phase p. 33).  Th e winner chooses the player who starts de-
  ploying ﬁ rst. Th is player places his ﬁ rst unit inside his deploy-
  ment zone, wherever he wants. Th e player to his left then de-
  ploys his ﬁ rst unit, and so on. Th e players take turns to place 
  their units one after the other. Th e companies are getting 
  ready for battle!
  Once all the units have been placed, the players build their 
  activation sequence, (see Tactical phase p. 32)..Th ey roll a new 
  Authority opposition; the winner chooses who plays ﬁ rst.
  One after the other the units advance on the battleﬁ eld, 
  leaving only death and despair in their wake. Dreadful mêlées 
  take place, some units try to ﬁ nd shelter, while others rush 
  towards the battle objectives. High above them the gods con-
  tinue to plot and enjoy themselves.
  Th is is the Rag’narok!
  BATTLES
  From a mortal’s point of view, the Rag’narok is pure mad-
  ness. Yet, in the war rooms and in the kings’ courts, the war of 
  the gods is being carefully planned. It is organized into cam-
  paigns and battles; each company has a role to play in the ﬁ nal 
  victory.
  A campaign is a group of battles, taking place on the same 
  battlefront or organized around a single strategic objective. 
  On the other hand, a battle is fought on a limited battleﬁ eld 
  and is organized around a local or tactical objective.
  Each game is a battle. All these battles include general rules, 
  presented hereafter. However, each battle is unique; its pa-
  rameters are described in the presentation of the battle: the 
  war council.
  To randomly select a battle, roll one die:
   : Pitched battle
   : King of the hill
   : Invasion
   : Charge!
   : Skirmish
   : Breakthrough
  Forces available
  Most battles indicate the number of army points (A.P.) al-
  lowed for each company. Sometimes this value may diﬀ er be-
  tween the companies joined in battle in order to reﬂ ect the 
  particular circumstances of a battle.
  Some missions do not specify the number of A.P. allowed; 
  the players agree on a number and build their companies ac-
  cording to that.
  
  LET’S PLAY!
  74 
  74 
  Approach
  Th e approach deﬁ nes how the miniatures are brought into 
  play. Most of the time this means deploying them in a de-
  ployment zone. Th is is the area where the player places his 
  units at the beginning of the game. Units must respect for-
  mation rules (see p. 25) when they are placed,. All the ﬁ ght-
  ers in the unit must ﬁ t within the deployment zone.
  Often the war council comes with a map which shows the 
  deployment zones of the various companies. When this is 
  not the case, the companies are deployed in battle lines. 
  Th e battleﬁ eld is split down the width into two equal halves. 
  Each player’s deployment zone begins 15 cm away from this 
  line.
  In some battles, a company will not be deployed before the 
  battle. Instead, the units enter the battleﬁ eld directly from 
  the edge of the battleﬁ eld, during their ﬁ rst activation. Th e 
  war council indicates through which edge(s) of the battle-
  ﬁ eld these units can enter.
  Objectives
  During a battle, each company tries to obtain tactical ad-
  vantages and win the game.
  A battle comes with objectives. Fulﬁ lling these objectives 
  allows the company to generate Elixir points. Not only can 
  these Elixir points be spent to trigger the Incarnates’ special 
  powers, but they are also used as victory points: the player 
  who has a set number of Elixir points or who has the most at 
  the end of the game wins.
  Th e nature of the objectives is diverse. Most often, they are 
  the following: 
  • Controlling a zone or a terrain element (see Control 
  phase p. 44);
  • Eliminating certain enemy units;
  • Evacuating units from the battleﬁ eld.
  Special rules
  Th is part of the war council details the battle’s special rules. 
  Th ese rules are often related to a terrain element or a battle 
  objective, but they can also simulate particular circumstances 
  (weather conditions, lighting, etc.)
  Truce
  Th is section indicates the circumstances that end the game 
  and how Elixir points are counted to determine the winner.
  15 CM
  DEPLOYMENT ZONE
  DEPLOYMENT ZONE
  
  75 
  LET’S PLAY!
  75 
  1 – PITCHED BATTLE
  Forces available
  Each player has the same number of A.P. to build his com-
  pany.
  Approach
  Borderland.
  Battle lines.
  Objectives
  • Eliminating a Rank 1 unit: 2 Elixir points.
  • Eliminating a Rank 2 unit: 4 Elixir points.
  • Eliminating a Rank 3 unit: 6 Elixir points.
  Special rules
  Eliminating a unit: A company earns the Elixir points 
  indicated when an enemy unit is eliminated, no matter the 
  circumstances. 
  Truce
  Th e battle ends after the sixth round. Th e player who has the 
  most Elixir points wins. If both players have the same amount, 
  the game is a tie.
  2 – KING OF THE HILL
  Forces available
  Each player has the same number of A.P. to build his com-
  pany.
  Approach
  Borderland, with the following modiﬁ cation: a hill (or any 
  similar terrain element) is placed at the center of the table. 
  Th is element is called “the hill”.
  Battle lines.
  Objectives
  • Controlling the hill: 5 Elixir points.
  Special rules
  None.
  Truce
  Th e battle ends once a player reaches 20 Elixir points in the 
  control phase. Th is player wins.
  
  LET’S PLAY!
  76 
  76 
  3 – INVASION
  Forces available
  Each player has the same number of A.P. to build his com-
  pany.
  Approach
  Borderland.
  Battle lines.
  Objectives
  • For each unit outside of any deployment zone: 2 Elixir 
  points.
  • For each unit in the opponent’s deployment zone: 5 Elixir 
  points.
  Special rules
  None.
  Truce
  Th e battle ends after the sixth round. Th e player who has 
  the most Elixir points wins. If both players have the same 
  number the game is a tie.
  4 – CHARGE!
  Forces available
  Th e battle requires an attacker and a defender. Th e attacker 
  is allowed twice as many A.P. as his opponent.
  Approach
  Paciﬁ ed region.
  Battle lines.
  Objectives
  Before deploying, both players, starting with the defender, 
  designate two terrain elements. All four terrain elements be-
  come objectives.
  • Controlling an objective: 5 Elixir points.
  Special rules
  None.
  Truce
  Th e battle ends once a player reaches 20 Elixir points in the 
  control phase. Th is player wins. 
  
  77 
  LET’S PLAY!
  77 
  5 – SKIRMISH
  Forces available
  Each player has the same number of A.P. to build his com-
  pany.
  Approach
   - Player A ’s deployment zone
   - Player B’s deployment zone
  Borderland.
  At the beginning of the battle the companies are not de-
  ployed as usual. Th e battleﬁ eld is split in to eight equally sized 
  sections. Each of these sections is a deployment zone for one 
  of the armies, as indicated on the map. Th e units are deployed 
  as usual in these zones; however, each player must deploy his 
  company in as many zones as possible.
  Objectives
  • Eliminating a Rank 1 unit: 2 Elixir points.
  • Eliminating a Rank 2 unit: 4 Elixir points.
  • Eliminating a Rank 3 unit: 6 Elixir points.
  Special rules
  None.
  Truce
  Th e battle ends after the 
  sixth round. Th e player who 
  has the most Elixir points 
  wins. If both players have 
  the same number the game 
  is a tie.
  6 – BREAKTHROUGH
  Forces available
  Th e battle requires an attacker and a defender. Th e attacker 
  is allowed twice as many A.P. as his opponent.
  Approach
  Paciﬁ ed region.
  Battle lines.
  Objectives
  During this battle, each player earns Elixir points for diﬀ er-
  ent reasons: 
  Th e defender (each round):
  • All the attacker’s units are still in their own deployment 
  zone: 5 Elixir points.
  • All the attacker’s units are inside of the defender’s deploy-
  ment zone: 0 Elixir points.
  • Any other case: 2 Elixir points.
  Th e attacker:
  • For each unit evacuated: 5 Elixir points.
  Special rules
  Evacuating a unit: To evacuate a unit, the attacker must 
  make it leave the battleﬁ eld through the edge opposite his de-
  ployment zone. A unit is evacuated when its leader manages 
  to get beyond the limits of the battleﬁ eld.  
  Truce
  Th e battle ends once a player reaches 20 Elixir points in the 
  control phase. Th is player wins. 
  
  APPENDIXES
  78 
  78 
  UNIVERSAL TABLE 
  OF RESOLUTION
  UNIVERSAL TABLE OF RESOLUTION
  …/-6
  -5/-4
  -3/-2 -1/0/+1 +2/+3 +4/+5 +6/…
  Some game eﬀ ects allow the player to re-roll failures or, on 
  the contrary force him to re-roll successes. Th e results ob-
  tained replace the previous. 
  For every 
   obtained on the test the player will roll one 
  bonus die.
  Any additional success will be added to those obtain on the 
  initial roll. Bonus dice are never re-rolled.
  So, once you have rolled the dice:
  1/ Re-roll failures and successes when necessary. (If you en-
  counter conﬂ icting game eﬀ ects, each player implicated rolls 
  a die. Whoever rolls the highest result can pay one Elixir point 
  to choose the game eﬀ ect that is applied. If he does not wish to 
  spend this point, none of the game eﬀ ects are applied.)
  2/ Roll as many bonus dice as there were 
   obtained. If 
  more 
   are obtained, more bonus dice are generated.
  On a Courage or a Fear test, a 
   will earn the company one 
  Elixir point, but will not generate a bonus die.
  PLAYING A GAME
  A game lasts a certain number of game rounds. Th is num-
  ber may be deﬁ ned by the battle or by the players themselves. 
  A game round is split into three phases. Each phase is detailed 
  in its own chapter. 
  1 – TACTICAL PHASE
  Each round begins with the tactical phase (p. 32). During 
  this phase, the players plan their actions for the coming round. 
  Th ey accomplish the following actions in the order below:
   1-1/ Constituting the action sequence
  1-2/ Authority opposition
  2 – ACTIVATION PHASE
  Whenever a routing unit is activated, the player rolls a Cou-
  rage/Fear (1) test. Th e test may be rolled with the highest Cou-
  rage/Fear value found in the unit. If the unit succeeds this test, 
  it is valiant once again and can act normally.
  During the activation phase, the players activate their units 
  in turn. An activated unit moves, attacks from range, uses its 
  mystical powers and engages in furious mêlées!
  Th e winner of the Authority opposition chooses which 
  player plays ﬁ rst. Th e “Active player” is the player whose turn 
  it is to play.
  Th e active player goes through the following steps in the 
  order below:
  APPENDIXES
  APPENDIXES
  APPENDIXES
  APPENDIXES
  
  79 
  APPENDIXES
  79 
  2-1/ He draws, ﬂ ips over or indicates a card, depen-
  ding on the game mode;
  2-2/ Th e corresponding unit is activated and its ac-
  tions are resolved by the player controlling it;
  2-3/ Th e active player hands the lead to the player 
  to his left who becomes the active player.
  Important: In Marauder mode, the active player 
  may change during the second step if he draws a card 
  that is not his.
  Assault
  Assault is a movement that allows a unit to engage 
  an enemy unit in mêlée. 
  • Free units may assault an enemy unit (except if 
  they have disengaged in the same activation);
  • Engaged units may assault one of the enemy 
  units it is in contact with. Only ﬁ ghters free of any 
  opponent can engage enemies. But only the ﬁ ghters 
  in contact with ﬁ ghters belonging to the assaulted 
  unit can attack – including ﬁ ghters who have not 
  moved!
  Ranged attack
  An engaged unit cannot attack from range.
  Each salvo is resolved following the steps in the order 
   below:
  1/ Choice of the target and the marksmen
  2/ Measuring the range
  3/ Ranged attack test
  4/ Strength test
  5/ Removal of the losses
  Hand to hand attack
  Each combat is resolved following the steps in the order 
   below:
  1/ Choice of weapon
  2/ Hand to hand attack test
  3/ Strength test
  4/ Removal of the losses
  To leave a mêlée, an engaged unit has to disengage ﬁ rst. 
  Th is situation can be combined with Rout.
  3 – CONTROL PHASE
  During the control phase, each player evaluates the situa-
  tion of his company on the battleﬁ eld. Th e player determines 
  which objectives he controls and collects the Elixir indispen-
  sable for his Incarnates. He performs the following actions in 
  the order below:
  1/ Calculation of faith points and mana points 
  2/ Maintenance of eﬀ ects
  3/ Collection of Elixir
  4/ Time out
  MORALE STATES
  A valiant unit is ready for battle and acts normally. Its 
  ﬁ ghters are determined to defeat the enemy, even if it means 
  putting their own lives in jeopardy. Th e unit is subjected to a 
  Courage test in the following circumstances:
  INSERTS TABLE
  Activating a unit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
  Active player, passive player . . . . . . . . . . . . . . . . . . . . . . . . .30
  Alliances  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70
  Area of eﬀ ect shots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41
  Battle involving more than two players . . . . . . . . . . . . . .33
  Charge! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
  Contact . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
  Damage and wounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
  Drawing cards: special cases . . . . . . . . . . . . . . . . . . . . . . . .37
  Elemental realms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55
  Fear my powers! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54
  Flight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38
  Incarnates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68
  Incarnates, leaders and Commanders . . . . . . . . . . . . . . . .33
  Interference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
  Power  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
  Re-roll and bonus dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
  Tactic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
  Units of mystics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70
  Unit situation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36
  
  APPENDIXES
  80 
  • During the unit’s activation, if the unit has fallen below 
  half of the number of ﬁ ghters it started with. In this case the 
  diﬃ  culty of the test is 1. Th e diﬃ  culty may be increased by 
  two aggravating factors: 
  + 2 if the unit is engaged with units with a greater Power;
  + 2 if the unit is engaged with a frightening unit.
  • During an assault involving a frightening unit: Th e diﬃ  -
  culty is equal to the highest Fear value in the frightening unit. 
  During an assault involving two frightening units, only the 
  one with the lowest Fear rolls the Courage test. If it is a tie, no 
  Courage test is rolled.
  Important! During an assault, a unit automatically suc-
  ceeds any Courage test whose diﬃ  culty is inferior or equal to 
  a Fear value it has already resisted.
  A ﬂ eeing unit is eliminated if:
  • At least one of its ﬁ ghters leaves the battleﬁ eld through 
  one of its edges;
  • Its ﬂ eeing movement brings the unit in contact with an 
  enemy unit. Th e deserters are intercepted and slaughtered wi-
  thout mercy!
  Units in the same company gain advantages in presence of 
  a war staﬀ :
  • War staﬀ  including a standard bearer: Th e units that 
  can see the standard can use the Courage, Fear and Authority 
  values of a war staﬀ  to resolve their own Courage or Authority 
  tests;
  • War staﬀ  including a musician: Th e units that are wi-
  thin 30 cm of the musician can use his tactic;
  • Complete war staﬀ : Both eﬀ ects are cumulated.
  A unit in rout no longer believes victory is possible. It tries 
  to leave the battleﬁ eld as quickly as it can.
  A unit in rout is subject to the following eﬀ ects:
  • Th e Authority and Attack of its members are equal to 0;
  • When the unit is activated it ﬂ ees. It disengages if 
   necessary;
  • It cannot use any tactics.
  • It cannot shoot or use any mystic eﬀ ects. However, it 
   recovers its mystic resources as usual.
  • It does not count towards the control of objectives.
  A unit in rout that succeeds its test is valiant once again. 
  However, this does not mean rallied units have resisted the 
  Fear that put them in rout.
  UNIT CATEGORIES
  Infantry has no special rules.
  Cavalry beneﬁ ts from the following eﬀ ects:
  • Cavalry charge: A cavalry unit only needs to be free to 
  perform a charge (see p. 40), regardless of the Power of the 
  enemy unit assaulted.
  • War mount: All cavalry ﬁ ghters have the “Disengagement” 
  ability. An engaged ﬁ ghter who has this ability is not elimi-
  nated when he disengages. 
  • Charging strength: When a heavy cavalry ﬁ ghter charges 
  he adds his Attack to his Strength to resolve Strength tests.
  • Leap: A light cavalry ﬁ ghter can jump over or on top of 
  obstacles shorter than him without any penalties.
  • A Creature unit that falls below half of its original number 
  of ﬁ ghters does not roll a Courage test at the beginning of its 
  activation.
  • A war machine without at least one crewmember or pilot 
  cannot be activated; when its card is played, the player con-
  trolling it passes his turn. Th e machine and its servants form a 
  single unit. During its activation, the servants can shoot with 
  their own ranged weapons when they have one or with the 
  war machine.
  • Titans ignore diﬃ  cult terrain. No game eﬀ ect can move 
  them or ground them. A titan is not eliminated when he dis-
  engages.
  Titans are so massive they are represented by several cards: 
  one for each part of their gigantic body. One of them is their 
  proﬁ le card; the others are titanic ability cards. All these cards 
  are placed in the activation sequence. Th e titan’s powers and 
  actions are played when the corresponding card is revealed.
  Th e player can deﬁ nitely sacriﬁ ce a titanic ability card to 
  cancel the result of a Strength test rolled against his titan (this 
  card may have already been activated). A titan is considered a 
  single unit despite the number of cards representing it.
  A titan is an extraordinarily tough ﬁ ghter. It can withstand 
  almost any force that Creation throws its way. Apart from 
  normal attacks, only those mystic and ability eﬀ ects that in-
  ﬂ ict Strength tests can aﬀ ect titans. Moreover, a Strength test 
  rolled against a titan never generates any bonus dice and no 
  advantageous eﬀ ect or ability can ever alter the result needed 
  by the attacker.
  
SOURCE: textdata/thevault/Confrontation/Confrontation 4.0.pdf