Professional Documents
Culture Documents
CONFRO
TATION
3 • CR.&D1TS
CREDITS
EDlTORt Jean Bey L AND ARTISTIC DlllECTOR
PnOD
Nicolas
lCTlON Hutter
tANAGER
ILLU TRATORS Paul BOMer, Edouard Guiton, fohn Howe, Plorent Maudoux and Paolo Parente. Cover art by Paolo Parente. GRAPHlC DE '(G ERS Franck Achard and Mathieu
Celerln Harlaut.
CONCEPT OF THE Tarno EDITtO RULES Jerome Rigal WR1TERS Nicolas Raoult and Jerome Rigal EDITORJAL Iva Garcia ASSISTANT
SCULPTORS MlchaiH Bigaud, Berrett Cesse, Yannlck Fusler, Olivier Nkweti Lafitte, Aragorn Marks, icolas N'Guyen, ELfried Peroohon and Stephans Simon. RACI<HAM l' INTERS Vincent Fontaine, Ma rtin Grandbarbs, Guillaume Hemery, Julien Lissarague and Jerome Otremba. PAl> TER FredeI:ic Bisseux, Sebastien and Manuel Sanchez
TESTERS Boris de BaiJlou, Darnien Desnous, Arnaud Cuidet, Xavier Giacomin, Maxime Gnselaln, Arnaud Houel, Frederic Jacquot, Alexis L'Huilller, lean-Baptiste Lullien, "\Villiam Mordefroy, Antoine Morvezen.Laurent Nialon, Johann Puech, Nicolas Ruellan, Laurent Seguier, Fabien Southarewsky, Martin Terrier, Nicolas Tlssier LAYO T TEMPLATE Mathieu Harlaut LAYOUT Goulven Quentel IcONOGRAPH Y Gwendal Geoffroy DESIGNER
Picques
PHOTOGRAPHBR
Jean-Baptiste
TRA
Guiton
ThankS
II)
~~2~~~~~~'TATION' .no RAG 'N A-ROK'. ~o game, p" bll shed by RACKH AM'. CADIVAlI,OW. CONfRONTATION', CRY HAVOC', HYBRiD',the H YBRll)'\ogo, ~\YBRlDES', R/ICKHAM', the RACKHAW logo, RAG'NA.R;OK' and WOLFEN' ore a 11 registered tmdemarka belonging to RAC,KHAM'. Copyright e 1996-2005 RACKHAM', • All rights reserved. All the tllustmtlons. ph.otogmph$~ miniatures. and miDI~t:ures names are {,.;::::;jiii1'-:::>--~ exdaslve RACKHAM' creaerons beloflging to RAG:ICHAM',
The lnferrnatlcn
~~~'~~~:;Ufr,:,;rtl:'::'~{<l
in this publtcatten, Includin)l bur "olllmlt.ed to prices', packaglng, tlfuarrattons end photograph.:;;) is glvt:n wlfn exclusively as reference and may be subject to modlJie .•tl'l)l<.wl1ho"t lu.rtMIlI"Tiot.e••
eumatures come in separate part.s.and 1)O~d$ ",..,mb''i"" •• nery, Included. Non~(onu:act.uol pi(ture-s-. L\A''-'',.rtl\l\Il'm CON FRONTAl' ION, RAG'NAROK. KYBIUD publlsh.a by RACKHAM'. RACKHAM 44, rue de Lasny, 9Jl100 Montreuil·sous·lloi s, Tel: + 33, (0) 1.55868920. !'ax:.,. 33. (0)1.55·8689 25 www.rackham.frWWW1raf:kham~5Iore.com Copyright RACKHAM', 1996,2005. ALI rights reserved, ISBN: 2·915556·1$·6 CONFRONTA'T10N" is published b)' RAe" HAM LTD, with. capital Qf76 210. RllG'Sl'.~E.D 'N lloB'GNY (F.anc..,J 20Q2 8 ()0124 44, rue d. Lagny9S]OO MOI:<"'UUIL-SOUS·llOls, FRA"ClE Legal Representative: lean !ley Prlntedby lmprimerie CHrRAT (42540 SAINT-IUST-LA-PENDUE). Copyright cegtstrarlo .. : 2005 0' 6052
~rlntltd in France
CONFRONTATION
J • CONTENTS
CONTENTS
The Ways of light _ __ The Meanders of Darkness ,, The Paths of Desti ny CHAPTER 1: GAMING The miniatures , The cards Counters _ , MATERIAL , __ __ ,, , , _ __ , 4 6 8 ,1U 11 11 15 Casting a spell , , , 72 Counter- magic ".._ , , , , ,. 75 Mana recovery " _ 76 .. Incantation example " 78 Summoned fighters , ,.._ _ , , 79 Spellbooks .., , " , _ , _, 80 Primagic , _ ..__ 81 Herrnetism , _ __ ,_ , 82 Necromancy , 83 Technomancy 84 Shamanism , , 85 Sorcery , " _, ,, _, , ,, 86 Chthonian , ,.._ " , , , ,. 87 Theu rgy __ , , 88 Instinctive magic , , ,', 89 Whi.sper.s , , ' , _" , , 90 Howls __ , , 91 Tellurism _ 92 501arI5 _ , " _ 93 Fay~ry " , __ ," ", , 94 Black magic , __ , 95
CHAP'FER 2: GENERAL R LE The fighters , _ Wounding an opponent Field of vision and line of sight 'TIle concept <IIf contact The unfolding of a confrontation
16
" _
, " "
17 21 23 24 25
I[APTER 3: THE STI~ATEGI,C I'H.\$£ Rallyi ng the fighters in rout Activation sequence Tactical roll , .
26 27 _ 27 27
HAPTEN it-: THE ACT[\rAT[O Draw ing cards , _., Activation Movements
28 ,"__ 29 ., 31 , 34
CHAPTER 10: Drvr ATIO 'Ihe falthful , ,, Temporary faith ,.,_._, .." Aura offaith and believers Performing a miracle Divination example , Litanies " _,,
96
" , _ __ " , , _ _' , , 97 , 97 " 97 98 ,.. 100 102
_ ,.."
CHAPTER 5: TH.E COMBAT Fray splitting , Combat resolution _ .., Resolution of exchanges Unfolding of an attack Combat example Pursuit movements
P1-LASE ·· _ __ _ _
CHAI'TER 6: THE END OF The mystic phase _ The maintenance phase __ Timeout
GAl\1£ ROUND ,
56 " 57 __ 57 57
CHAPTER II: \v, 1'1 MACIil 105 Characteristics _ " Activation , hnmobile machine crews __, " " " _ Capturing a war machine " _ _" " _".._ Movement _ .._."." "" " Firing , , , , ,,, , Combat , ".." _ Leadership and rout _ ".._ Damage and Structure points
114 Ill> , 116 " 116 , 117 1l7 _,118 _,121 121 121
CH PTER 7: THE n F!. ENCE 0' Courage tests ,, " Immunity _ , _ .. .._ Rout , , , Fleeing , _, ' , Rallying ,,
AR "
58
__ 59 .. 61
122
61
_., , , 62 62 CHA PTEIt 13: A._pPENDlCE Abilitles.. __ " , Special equipment Artefacts " Incarnated characters Revisions " " _, Thematic army packs Tournament rules __ , Reference sheet., .., ,, _ " " , _ ..' _,._ "_ ..__ , ,__ ,, , , ,__ " " 130 131 147 ],49 , 152 153 197 204 ,' 206
H PTER 8: LEADEltSHIP What is leadership for? Lord m[ the dead .._ Wolfen chiefs , , , , _ CHAPTER 9: 1, CANTATION Magicians ,, , Mana , _ The mana reserve
64
, , , ,
_.69
,
66 68
•·
·..· __ , ,
70 71 71 72
AARKLASH
THE KELTS OF
'The plains warriors peoples. Sessatrs of Avagddu of the Sessairs worship
chose
to withdraw
to the quest
of body and soul. They discovered in ruined centuries of the Behemoth of Mountains. and
ancient
and trnmortal
devoted to life, war, death, etc. War is an integral repeated people essalrs: these humans must fight to survive and push back the nations. haven't There isn't a single confronted at least can take Sessairs
of neutrality
in order to depends On
engage in the final battle on the side of Ught . Ever si nee their they are aware that the [utu re of Creation of the Rag'narok. the outcome
once, and Avagddu has never known lasting peace. The [(elts all! a free and savage people in perpetual their pride or their incredible temerity motion. Nothing from. them.
the Sphinxes
loyalty of the brave fighters who wield their coats of arms. of Light make use of the most knights means, tile Lions of Alahan don't just content themall over the world as wandering
looking for wrongs to right 'They make the most of their incred-
lble audacity and their valour in the war that they have chosen
to wage: the. one for Goodness,
an incredible
an empire of Arcavius
howe and of Light: Akkylannie. again to journey all over Aarklash He never returned, Merin's Rag'narok have gone Inquislrors disciples multiplied Aarklash
by
dream
of the
with a dark veil. The Griffins in the east to find of the one truth. and herethe enemies
On
a crusade
to faraway lands
their prophet's
and darkness
Chaos; corruption and death " ..'tWl~ wake of the peoples gathered under the banner of Darkness. Some wish to build
10r slaughter
or for vengeance.
Whatever their reasons and their legitimacy. they have all chosen to serve uncontrollable
forces to reach their ends. After centuries of being hunted and punishened, the lords of
Darkness are uniting their forces to conquer
-l
THE LIMBO OF ACHERON
More than three subservient be corrupted centuries ago the barony of Acheron was of the and to the Crown of Alahan. Under the influence little by little by their desire for Immortallty of the Ram had opened Night Order of the Ram, an evil sect, its illustrious.lords power. When theLions Portal or Darkness
t rmented
AARKLASH
• THE MEANDERS
OF DARKNESS
became aware of the danger it was already a gigantic poured out took hold of the
their mission and only four of them returned day: one of them, Mid-Nor, had remained It is said that the dwarven hydra. Terrified, Nor fought this nine-headed impressing the latter. When warriors they betrayed
to the Netherworld.
confronted
orhell onto. the now accursed and the sacrifice of thousands A single necromancer
barony. No less than threearmies of warriors were needed to prevent of ltving-dead fight-
god for a long time and ended up the hydra was about to finish him for his allegiance it would
the invasion of Aarklash by the undead hordes. can raise a battalion e ; a single fiend of the Infernal forces can cause an empire to fall Into the grasp of eternal darkness.
No
by formldable
bodies, to Lil lth, the
spider warrlores
goddess of blackness.
of Dirz, also known as Syhars. have built a civilisaare based on the mastery their sacrilegious creatures. of life and of
tion whose foundations matter. I nspired mastered (hey have perfected the powerful
by Arh-Tolth,
a god that came from elsewhere, knowledge and have to create legions of
magic of Darkness
'Ihe ancient
found refuge in the entrails There they transformed These lairs are guarded
most powerful marksmen: the enigmatic Only the judges of the Ophidian sometimes
Serpentines,
andleft
nd became the Sessa irs. The others shu nned the names of the gods and also left in search of the only brue king of the human ribes, Thus was born the terrifying he Drunes agaln and have an unfailing haven't drowned ellan of the Drunes, city of Drun Aeryfh, They will know of their Having fou nd refuge in their troglodytic
determination.
!ll!ither rest nor hope as long as they haven't found Cernunnos the gods in the blood ounds.
neither to Light nor to Darkness. Desired by many, the nations of Destiny must. continuously independence don'tform struggle to maintain their and protect the fragile balance alliance and sometimes even
confront each other. Yet the peoples of Destiny could very well playa decisive 'role in the battles of the Age of Darkness.
AARKLASH
• THE PATHS
or
DESTINY
The legends Qf the plains sa)' that these IQfty summits, which touch the domain of the gods, are alive. Rock comes to life
with a secret shtverand the rhythm underground the mountain rumbles ami smokes to the
became the Fil:rst-Born, the ancestor of the noble and savage race
of huge mechanisms
citles of Tir-Na-Bor. of the dwarves
Alas. the age of the Rag'narok ing with it the corruption without obscures mercy. Anger consumes
the secrets of the forge and of steam. 'Ihey the final age, an era of destruction raise their weapons a nd await He who lives
of Darkness
the heart of the WoLfen and now struggle for rhe very
It is
II
you may go, tney will already be there before you. When anger takes hold of them, they gather and swarm over their enemy. A very long timeage ing an indescribable the goblins were the dwarves panic. So they founded of Tlr-NaBar's slaves. At the calling of the god Rat they fled while causan empire in the number of invertIzothop,
II
by his equals
to roam
of him. Determined
to get revenge,
swamps of No-Dan-Kat
Among the goblins there ate lin impressive tors. 'IIleir species is divided into Scattered, mo t would have a hard time naming language and under the same banner,
forest
of Quithayran, nature
on the western
shores,
is
wild domain
where
alone imposes
its law. Between its fate to that of Day after day threatening this
elves. This fierce people has bound struggle against the corruption
spirits of Quithayran.
rection had been sowed in the blood of thelr creatures, revolted and took the road to freedom. to Bran-C-Kor, under hls wing, AIter having ensured them the soul of noble warriors, the world of spirits. TItus the the numerous numerous orcs survived invasions for decades despite
the Land of the Brave, The god Jackal took them their strength by giving them the gates to the dryness and they are he opened
for revenge
of their territory,
their sovereignty.
The Uon reignsm« A1J!,".m, tf,e b@st .lnd most prosperous kilgdom of A1rk1JJ!J. Its br.Ncry inrpim t/x other peoples of the IIlJYf of Lght w]Jm they go to Wjr .tg.1jnrt DJrknm or on tlx conquest of nC'W territorics. E--rcry dawn umounas the ~ictory of the regiments /e.ning tl}Cmn: baronies of AIJbJn to rene f!){ CJMJ(J of justice Jnd nob/me. Tbe Lions rirc Mp wl?rrrwr E,\lil rear: its he.d. ?bey C.1rry the bJnnrr of Lig{,t on J continent Jdri(t lad rdcntlm/y p.gqt Jg,Unrt DJ1"knm, (or tbey know the: price of
corruption. Achcron, tfx tent!) bJronx bJr bctr.1Jrd the crown Jnd wid its rOMI to tf,( dJrk {orces. Tbe "'C,JiJntfogbtcrr of AIJbJ.n wo';t know mpitc until tlJCY luw clcJnmi this Jbicct ;{fi-ont to tbtir bonowo, Tbe ex?loitr .m.1 the COllrJgr. of t!Jue noble WJrriorr br« mJrkcd tlx history of Alrk./Jsl} oso the ccdioic: '1"( c.nJiry of A1J/'Jn'r c!JJr.gt" h.Jf become IrgrndJry In.1 the m.tgici.mr of the Lion slJine wit/, fl"ir rmcquJlled power. The Jrmy of fix Lion is ut Jrmy of lxroc:
10
CHAPTER
RACKHAM blister packs and boxes provide miniatures repreAn artefact right-hand card is, distmgulshed corner, describe game effects
I • GAMING
MATERIAL card
..entlng fighters, which are-accompanied tats, special capacities, , supplied ductory Confrontation
in its lower
magic objects. etc.). This information rules. This book develops and expands
by
'he e rules. It should be read in its entirety in order to undertand all their subtleties, and.one shouldn't think that it stmply
completes the introductory booklet,
gems of
are spells of greater pooling distinguished ground. They represent the • Miracle particular
by sever-
THE MINIATURES
Confrontation is played using miniatures.
troops that the players have at their disposal the two factions rniniatures confronting The game is most the usually played between two players, and each one directs one of each other. In Confrontation deeerated are moved about on surfaces collectible miniatures or various sizes, from gaming games exploit many of medieval (medieval
from normal
Rituals can only be. used in Rag'Narok. . cards describe game effects that can be triggered by
plctu red on their upperpa ct. Commun ions in order to be carried out. These cards are miracle cards by their dark backin Rag'Na1·ok. "an only
a Sill all space on a table to a huge, elaborarely board. Furthermore. different battles,
ground, Communions
be used
fantasy, science fiction, etc.), These ga rnes are much mare than just games pl!lyecl using "ti 0 oldiers." endowed They. follow rule with characrertsties of varying complexity that divide is Rag'Narok and Confrontation are two collectible miniatures games of situations that take place in the same world: that of Aarklash, The miniatures
• RAG'JVAROI<.
the game into phases. Each type of trooper in these phases to be resolved,
(the m tniatures)
THE CARDS
All miniatures
both these ranges can be played in either of the two rule systems.
of the Confrontation,
ranges a re supplied with one or several cards that all have their use in the game. There are various types of cards. • A mlnlatuee's reference card is the one on which the fighter's are printed. In most
cases a photograph of the miniature is 'included on this type of card. 'The lighter's value in army points (A.P.) is also printed on
tbiscard. • Special capaeity cards describe aptitudes that are specific to In the A. P. and Unlike • Artefact An artefact cards describe objects, whieh may be magical advantages or not, whose properties give certain to their beater.
the fighters with which they are provided. These capacities are most often innate and their-cost value indicated on the reference is air-cady included card of the fighter benefiting are optional
skirmishes,
RagWarok
is a The
in this book are specific to Confrontation. and Rag'Narok packages provide miniatures and
is always bound to a cost in army points, which is The Confrontation cards that can be used to play both of these games,
11
CHAPTER I • CAMl
C MATERIAL
REFERENCE CARDS
• 'TIle rank is pri nted at the bottom of the card. It indicates the
fighter's rank and/or • Anny points strategic each function in his army . an estimate of the warrior's
(A.P.) represent
fighter is. Ihis value allows the forees that are about to confront
other
It represents
cost of each fighter and not that of the group of fighters supplied with tile card.
. in
if this name is a generic term, then the fighter belongs to the If a proper name is printed here, then this means that the fighter is a Character. Certain Characters don't really have a proper name but are designated by a moniker that is preceded
by "the." (For example: 'The Priestess Bogeyman: Characters particular Bxcepttens: The Coryphaeus: advantages are more powerful explained of Steel; 'The Watcher; The and benefit from The Crow, etc.) than troops on p.age 154. creatures - are
This means that there can be only one COP)' a these fighters in an army, but they do not benefit from the advantages Characters, Th 15 concerns the following three miniatures:
, Baron Samedi, Captain Krill's monkey; • 'Il1eKOl"gl,UJ, Mcmagal"m's hyena; «Slnshera, Viraes wildcat.
• On the left side of the card various correspond jeans are printed that
to the fighter's characteristics. list includes the type or weapons and armour with. (and sometimes disadThe
• The equipment
• Ablllties vantages)
provlde
certain advantages
to
the fighters
with them.
CHAPTER
I • GAMING
MATERIAL
SPELLS
Name Name Type and number of mana gems
Backg:J"nulld
informaLlon
Background inrormaUofl
Rules
Rules
• The spesi al ca pad ty's name is printed at the top • The card's text describes required how the capacity
0f
the
ClI
rd.
• The spell's
at the
top
of the
card,
amount
cast. This energy, called "essence" needed appears on the (lard beneath
ARTEFACTS
• The paths of magic symbolise
magicians masters . .Background
lnfnrm.tlun
to the paths
of magic
• The difficuJty
represents
the more
OF
Jess elaborate
ceremony
must perform
the difficulty, the harder it is to cast the spell. Some spells have Rules
a "Pree" difficulty. in this case it's the player who decides what
it is before proceeding • The range indicates with the incantatien. the distance
(in centimetres)
over which
the spell has an effect. The spell's target mus t be at a distance to be affected.
COSt in A.!>.
(or area of effect) to this range for it himself with contact range.
Some spells only affect the magician or a fighter in base-to-base range). Others have an unlimited
("Personal"
range)
him ("Contact"
Dame is printed
• A spell affects a given zone called the area of effect. This can be a single fighter, a specific zone, or even a whole battlefield!
is
reserved
to a Cha rueter
indicates
end of the game. • 'The frequency the magician's indicates rank. how often per round the spell can be The frequency is independent of
13
CHAPTER
I • CAMING MATERIAL gathers' all the indications describes Its consequences on the spell and in terms of the
intensity represents
required amount
and
the knowledge
can only
a certain
He can choose
several spells of low magic intensity lng effects. • Like fighters, spells and artefacts added to the' magician's of the spells and artefacts decide to use others
UlllIL
have a cost ion A.P. which is value and therefore to that can choose to use only some hasaccess to,
Of
strategic
he normally
can
MIRACLES
Nam~ Creation
De5lrud;nn
Alteration
will be demanding,
Backg"rmnd Informanon
Certain
miracles
that the player must set before the faithful ·lhe cang:e indicates the maximum
target. It is measured
to the faithfu_l
himself or to a figilter in base-to-base • Most miracles a determined •' The duration • The miracle's as well card is accompanied required by • TI1e fervour indicates the "mount by the
3. sits
rer vour
Cost in A.l'
by the
to the
whole battlefield .
is the time span that the miracle remains active. descrlpnoa supplies all the i ndlcatlcns about it,
• The required aspects symbolise divinity for the miracleto Each aspect presented a num-ber. It represents faithful perform values, • There are numerous own cult. Certain others come from divinities
gEfat miracles
0)1 the
happen. miracle's
that must be spent for the Ialtlifu] to proceed More detailed information chapter on d iv inatio n. fighters, spells a~d artefacts, on temporary
on Aarklash
• rust like
of Creation. "Each people has its by several cults while can therefore be culfand
A.P. that is til be added to the faithful's total value. The faithful can choose to use all or a part of the miracles and he can choose others than the ones he is supplied
ca Lied by all the peopl es . •~ The difficulty represents tile level of conviction needed for tile
miracle to happen.
14
CHAPTER
I • GAMING
MATERIAL
COUNTERS
Some COlifrontqi'ionminiatures ate supplied with.boards of cardboard counters that are to be used as reminders during the game. Ievels, •
charge (see p. 36) The Defence counter means that the lighter Is
o0
Wound counters or
The Moving
lighter
designates a
carefully in
Stunned
Serious Wound
'The dispersion
template
god, sl'Ccr:1i IValfin 17.11'(enounced rlliJ Jnd r br« dccided to In'c pw Jnd in bolrmony with their mMrdrroMr impMi5a .rr nbtlr J,gJlnrr the
will of the bypocl'itic;! gods. rhcse t(rrifYing warrior~ wbo scck per{cction in tfx art of combJt, br« been I1Jmcd D("COHrcrs, for thzy (Jt tbeir ~ictim/ bodies to cc/cbrJte ~ictory. 717( Dcwmrcrr br« rolllied mJ.fi'j of fl)flr DrctfJl'm, becJuse cso more IVol{cn C,1O so longer stand that Yllb. ronum dCJf to their petitions. The Bust's datruet;w pf'ilara-
pl'Y 1~,1rJIm reduced rejrctrd dnd mJItcrlrsr 'iJ)Jrriorr, web JS tlu ImpHYf hJlf-d"1'(r of the of Vile-71's's bloody wJnJcriqg seems to h.n'c J mCJr.ing: to fi·(c AJrkhrh of the yok of JI/ tyrJnnur by J(Jtr"Jirrg the icons of faith and cniliration. The Dn'oMrtrr br« JppcJl'cd only r(c(fitly on AJrkl.uh Jnd src not ~crynumerous. They !JJW prcfcnd tilC terrifying pr(dJfor imtinct of their tflo/~n brctf7r(~ yet tixy br« JJopfrd the
'UJ(Jri'lS of srmour.
[6
The miniatures
•1
on the battlefield
be imulated, yet their feats are the object of rules based on chariilCWristics and rolls ef six-sided dice (d6). Knowing this, each player
develops a strategy to help luck tum to his advantage.
THE FIGHTERS
The fighters are defined by a series of parameters that are arteusually printed on their reference cards (special capacities, iacts, spells and miracles are described Ihe characteristics equipment (abbreviated oclated with a numerical on separate cards). Thus,
profile,
REFERENCE PROfILE
F'J
~
Moventent/MOV centimetres)
determines
the potential
distance
(in
the fighter is able to fly, then two values are associated with Movement. The first one represents the movement potential
011 the
Initi.ativefJNI
Iy used
combat.
ttl determine
who attacks
f rst in hand-to-hand
An ... srp,
""At"
-14 Attack/ATT
blow at an opponent.
..!~
Defence/DfF
ill
to parry is ~ ~. corner The faithful are the only fighters with Aspects which of their are placed reference in a spiral of faith, and in the lower right-hand
w.RtS an attack
Resilience/RES
effect that can cause wounds. Aim/AIM ..... indicates how precise the fighter can be when
each one symbolises uni erse: Creation, bound to the Aspects faithful can perform, Fear/FEAR
11M
one of the three great laws that rule the Alteration determine TIle va lues that the callthe type of miracles
of successfully
must show
Equipment
Certain pieces of equipment are bound to effects described in
the "Special Equipment" reflects the will and the sense of strategy on the battlefield. have the Power/POW characteristic. comer of their the
section
fighter has a range weapon. then. its characteristics STR) are indicated on the line devoted to equipment,
of the soldiers
Abilities
The fighters are endowed effects are described with one
Of
which is found in the lower right-hand card. just above the Strategic
several abilities.
Their
on p. 13 .
17
CHAPTER
Z • GENERAL
War machines
have a value in Weight and Points, or S,P,). The rnachine's Weight influences Its movement potential. It also indicates to which, category the machine belongs. Only the heaviest war machines (in Structure Structure A light Weight icon represents a mobile machine (a machine that can move by its own mean s), A dark Weight leonlndicates a machine that
of magi-c.
Adept (2). An Adept is a magician who can prove to be particularly Master limits, Virtuoso
is lmmoblle, mean-
The Structure Points reflect the rnaehins's solidity These parameters are printed in tae lower right-hand cower €If the
reference card, justabove the machines Strategic Value.
Certain magicians have devoted their studies to the arcana, of magic as wel] as to the art qf combet: these w'e \\'i'a,.rior-ma~s. The milk of Warrior-111a.ge: is sometimes
Attention: indicated in their abilities and not [/I the field norma.lly reserved
for
the.mlnimum
Ran k S;'S peel fie to the fai th fu I: Devout (l): The Devout make up the mass of faithful who spread the word of their divinity among their brothers. Zealot (2): A Zea.lot showsgreater grasp of the Aspects of
Ranks
There are 16 ranks spread over a scale of four €ategories cated in brackets). Ra.nk_S'~pedfic to fign.teu:
(Indi-
faIth than do the Devout. Moreover; he has a much better understanding of the divine designs, Dean (3): Deans are the chosen ones among the faithful.
Their divinity's Avatar gaze has landed on them just for an Instant; of a divinlty, in Army Points (4): An Avatar is the manlfestatien Strategic Value depending is expressed
¢cd
join their peoThe lighters' (A.P.) and is calculated on thelrcharacterlstics.abllthe fighter's potential
L~ Regulaf,
an anny s forces.
.~ Veteran (I): Harde:,ed by coun~ess battles, Veterans are '\..JI am6Qg the most reliable troops in an aamsd force.
'<...__
OTHER
PARAMETERS
C er tai n pam m eters thatch arac tense ti gh tersa re not prtn ted
(l): Whether
SOO[l
.~
Creature
card, either
because
by all
Creatures
asthe battle.rages,
State of bealth
(2): These warrlors master formidable combat The fighters' state of health is represented informadon ~ Ja.sset Elite (Z):· Though they-are fe\v. thesefightersforrn for any army. .Livinglegeqd (3}:.The presencealonecfthese the troops. The fighters' Size ls an important ~ M~jOr ~l~Y (4): When required by the situation, fantastic categories. emblematic a major is not printed on the ,'ery few exceptions, the number ofWouod by Wound levels. This cards, because, with levels is the same for techniquesthat take their'ene'rtlies by surprise.
reference
all fighters (see pp. 21-22).. Size factor. 'Ihere.are four Size U a fighter's Size is not mentioned on his reference
toone or the other of these categories by the people he belongs to' 01' with.
A
~
'beings
t
18
CHAPTER
2 • GENERAL RULES
Bases
Cavalry: Rectangular Creature: Infantry: Large Creature: base, 25 x 50 mm
Force A fighter's Force represents his Gapacit)' to destabilise the opponent when charging, or, on the contLuy" to absorb the impact of .an enemy charge. "This value is not printed on the reference card. It is defined depending nn the fighter's Slze.
SIZE Of fIGHTER fORCE
1
Square base, 3'7.5 x. 37.5.mm Squase base, SOx 50 mm Square base, 25.>: 25 mm
• The fighters of the following peoples areconsidered to be of Small Size if they are supplied with an infantry base: goblins, dwarves of Tlr-Na-Bor and dwarves of Mid-Nor. The following fighters are also of Small Size: familiars, Baron Samedi. o fighters supplied 1II1th infantry basesare of Medium Size if they are not included in the list of fighters of Small or Large Size. o Fighters supplied with a cavalry, creature or large creature base are of Large SI2;e, EXceptions:
Medium VII~ £;;reClltionel" and Sasia Samarls are 9J
This is called a.characterlstic roll or test. To make a characteristic test one simply has to roJI Id6 and add the' result on the dle to the value of the concerned characteristic, Whe.n making such II roll. two notions must be differentiated; • TIle natura] result is the result on the die.
ami fire-spittersoJ
Mla-
• The final rest!It is the result one gets. after having added the value of the charaeteristlc and any bonuses 01' penalties to the natura Iresult . Example: A fighter with an iNl of 3 must makea» Initiative and the result is [;], Viis [;J is the roll's natural. result. The player then adds lhefighler's INl (3) to thls
test. 1(Ie pla.yer tolls
tf) get
Colossal or Gigantic fighters are of Very Large Size, no matter: the size of their bases.
must be mounted
01'1
ue
Attention! Theminiatures
",il/rl! they are suppUed..
nm!it
afinal. result: oj Z
19
CHAPTER
2 • C"ENERAL TlOLES Examples: a charactertstic test, certain, natural the fighters' results or
[::::J
ANU[ll making
When induce
, On a roll of 4d6 a player getS' [U] and [!J. n« p.layer decides to re-roll the two II]to improve &hejillal result when he
~ol~ld aJ$Ocontent. hlf7lselIwitli a 6.
8,~,
elumslness
heroic Ie a ts, • []]: The die can irnmedlately the d6 fo ras Ion g as he ge ts a be rolled again and the new natural resul tis added to the previous 0 ne. The pJayer eiln thus re- (all
, lfhe get,S[~1 G.I1d[Zlolllh.iS re-roll, then theflllal result is 9, ·lfhegets [::::Jrm.d[::::J on this re-roll, then the test ts fatie«.
• [::::J : The
[UJ.
failed, no matter "..hat kind of
by abilities, such
test is automatically
TESTING
A CHARACTERJSTIC
tests:
istlc tests, but also to certa in rolls required This rule also applies whena
player re-rolls
alI!]: a[ll
There are two types of dlQ.racteristic • Tests made witha level of difficult)';
• Tests made against an opposing
followed
!lnal result,
ROLLING SEVERAL D6
a plower can roll s ev-e(al d6 for the sam e characteristic test. In this case the test is. an automatic failure if the natural result of all dice is [::::J. If sever.allnl are gotten, then the dice with this result can all be rolled again, but the player
t hat
to ge ta fin a I resu It th itt th an or eq u a I to a 'give nthresh old called diffi cult)'. 1£ the test ls successfully passed. then the attempted action is is greater earrled out. lfnot, then it fails.
It can happen
the
[::::J
lest With adlffir;lIlty of 7 the player rolls ld!5 and «arb 'he DIS ofthefigl!ter concerned by the action. Thefi /I (II result must he of7 or bigherfor the test 10 be ~lcc:esifJflly passed. !J the fighter in question has « DiS of 4, then rite player must. get at least a [Z]!l;W his action to be crowned w/rh S"cce~$. Example: For a Discipline When two players must make a test agalnst each other, then no l-evel of difficulty is given. This is an oppo.sltion
I
gotten
no matter
results
to the result. The player who gets the higher final result wins the test. If both players get the same final result, then they both roll
I
A Dlrz ltalberdter (INI2) mw;t make an Initiative test against III goblin marauder (IN} 3). 711eDirz player gets His filial result is therefore [8] + 1 = 7. 11m goblin p/aym' gets 11
alZJ.
IZl + 3
[2J
willS
Wilen making an opposition wait to see his opponent's both players get a[!], (before re-rolilng or not. His opponent
MODIFIERS
OF CIRCUMSTANCE
mod ificatrons of the fighters' characlimit to the value thatcharacterlstics get a negative value. (see further), are
CHAPTER
2 • GENERAL
RULES
[8] 10 whieh
3- 2 = 5.
Whell making a characteristic test, if a penalty must be applied and the final result is of 0 or less, then the test is an automatic failure. However, this rule does Dot appLyto Damage rolls (see further). Example! Ajiglller
(ATT J) wills a Critical WO!(lld (-3 on fina! appl'Jllell I. Tile player coutroW/lg him geLs t1 to "'/rich he adds his warhol'$ ATT. Theftnat result is + 1 - .3 = 0,failure!
all
G:J
results) anacks
GJ
WOUNDING AN OPPONENT
When a fighter is hit by a projeotile, an attack in hand-to-hand combat, or any other effect of offensi ve nature. the sericusness of the damage he suffers is determined by a Damage roll. Whe.n making such a roll, the player causing the damage rolls 2d6 and consults the Wound Table. Each die is read Iudependently: • The lower result Indicates the column to be read to locate the Wound . • The higher result is added to the attacker's STR. The target's RES is then subtracted from th is sum to determine the line ' to be consulted in the Wound Table. The intersection between the wound's location and the result of the aforementioned calculation indicates the result or the WOl.\nd.
21
-+-an
'VO
ND LEVELS
not halliJlg The fighters' state of health. is represented by Woun.d levels, At the start of the battle a fighter is in good.health and is fully able. However, when he uffers Damage rolls, his state of health can worsen. There are three WOUlld levels that simulate this.
12:, indicates
player rolls 2d6 and gets [ZJ and is therefore wounded ill the belly. TIle higher result, meaning STR, maki~lg subtracted, consequences WOlllld.
11
result, meaning
[8], is added
"Belly" column and the M2/3" line. Thegoblll1 bieshi SUffers a Lig71t
e
O
Ifthe roiL'snatural result is a double, then it is an Exceptional Wound. These Wounds are treated in the usual way except in certain specific cases: • The Wound's location is determined according to the natural result of either the two dice. Thus a indicates an arm Wound. • A double [DJautomatically causes a result of "Killed Outright," no matter the attack's STR and the target's RES. • Some equipment has particular effects when causing an Exceptional Wound (see p. 149).
There are also two other states that are not considered to be Wounds:
Stunned; The fighter is dazed, He su ffers penalties but th Is state is onJy temporary,
or
GJ
• If a fighter isn't wounded yet and he suffers a Damage roll whose result indicates "Serious v:round," for example, then his Wound level directly becomes "Serious Weund." Similarly, if an already wounded fighter suffers a worse Wound, then hls state of health directly reaches the Levelof the new Wound,
Example: A .fighter with
(1
that Is less serious or just as serious as his current WOund level. then the Wound worsens by one degree.
®then®> then ® or
or or .. .. ,... Killed Outright
Atteritionl ojheauh, A result oj "Stunned"
all
is not considered
to be a
CHAPTER
2 • GENERAL
RULES
''(fOUND PENALTlES
Depending on his state of health, a fignte.r suffers penalties
that apply to the fi.naJ results of his Injtiative, Attack, Defence and Aim tests, as well as to the Dam<'lge rolls that he i.nflicts in hand-to-hand combat attacks. These p e nal tie s are as follows: • Light Wound: -1 • Serious Wo.und:-2 • Critical Wound: -3 The state of "Stunned" causes the same penalties as a Light Wou'nd. except that this state is temporary. The penalties caused by the state of"Stu!:med" tive with other Wound penalties. are not cumula-
more, no less. A group of four trees does not represent Its leaves really hide at the seale Pl the battlefield. man can therefore between the trunks. target a miniature
an
forest, Each tree only hides what its trun k and A marks-
Afighter with aUg/It Ui'owul w/w is Stunned does not suffer a ~2 but oHI)' a -1.
Example: Atte.n:ti.on! It is nevertheless
important
if"'" is wounded,
In
FIELD
or
VISION
covers an angleof 180' from the front
A figbter'sfieldofv.ision
'U small
WOUND
DURATION
until the end of effects allow
A fighter suffers the effects of his Wounds the game or until he is ehmlnated. Wounded
Yet certain
Stunned,
\
...
~-- __
--------_
1.<;'0
.....
~, ..
war machines
weapon
CHAPTER
2 • CE
ERAL RULES
LINE OF SIGHT
To deterrnine prevents
If an element
The source: The fighter attempting The obstacle: standing The target: The element The element between
in positions
another
that even if
make it tricky to place other miniatures it can be considered the two must be separated
into contact
with them,
is touching
the source is trying to see. Before any action that requires one must check if the target vision. charged. etc. in contact the of the direction the source's he is facing. field of vision, then one fighter to see the other, field of really is in the source's
by a few mllllmetres.
If this isn't the case, then. the target ca rrnot be aimed at,
A fighter always has a line of sight to an opponent with his base, regardless
These fighters are considered Depending maximum is Iimited. The tyrant of Vile-Ti$ is of a bigger Size than the marksman and the half-elf: the reaper of Alahan (left) does not see the latter symbolised
no way can the sum of the edge sizes with the same edge of another
(right).
o
If the obstacle is ofa smaller Size than the source or the target,
then the source can partially see the target,
lip to two illfalltry bases (size I + 1) or creature base (size 2) In contact with the same edge of a creature base (size 2). It is, /lOwever,forbid den to place (111 i"fa" try base lind a creature base (size l + 2) or two creauire bases (size 2 + 2) there.
'This restriction
It is therefore
fighter On an infantry base (1). When a fighter 15placed into contact with another one following a movement, then as much of his base as possible must be placed However, if a miniature is.
miniatures,
them. On the other hand, if an element of the scenery then the variety of shapes of these what can be seen and what can't,
placed into contact with a piece that is already in contact with other fighters, then they can be slightly moved to the side to allow the new assailant to be placed.
kinds of obstacles requires the playersto use their visien and their
24
CHAPTER
Attentionl This is (mly possible if the miniatures to 1)11 moved rcall)' are ill base-to-base contact witll the target, If IILe)'are 1101, theu they are considered to be obstacles lind cannot be moved. The expression "free of any opponents" designates fighters
2· CENERAl
RULES
'The players must pay all these costs during phase. It is also during abilities are made. this phase
(Regeneration/X,
Ephemeral/X,
Reinforcement,
Time out: This last phase marks the passage from one round to the next. No game actions (test, movement of counters phase. or miniatures, etc.) may be made during this intermediate
players must agree on a maximum that thei r a I'm les canInclude, follow the rules explained miniatures
Before starting the actual battle, the players must place their on the battlefield. phase, has precise rules described
A game of Confrontation
rounds. played. Once the deployment This number
number scenarios.
of
is predetermined
If
of rounds
to be
phase is done. the players begin the first into six phases. this first phase each player
round. Each WUDd is subdivided The strategic must determine (see Activation phase: Sequence, During
in advance
in wh lch order his fighters will act pp. 26-27). The players then make roll." The winner all along the round. (firing, ineantatton of of this roll
a Discipli ne test ca lied "Tactical benefits from certai n advantages The activation moving and carrying The combat certain
phase: During this phase the fighters take turns out varlous actions
spells and calling of miracles, etc.). phase: Hand-co-hand during combat actions are done in allow fighters to carry out spells this phase. Some rules nevertheless other actions and perforrrring The mysrical rebuild faithful's miracles certain faith, their mana recovery mlraeles, phase: Once thecornbatphase magicians' magic energy is over, the players reserves by making their and
rolls. At the same time they also calculate of temporary phase: (spending certain from faith (see P: 57). spells The effects of certain
new amount
rIg SCfJJirr .lre tlJC beirr o( tl" people o( IY._l tI,C pnt humJo cn,;it'fJtion to 6.1"1'( prorpered
on AJrklarh. rl'Ol~g" they arc dh,ided into countlm tribcf md srt oftcn referred to jJ being "barb.1riJnr;' tbe Scmirr r!JJrc J 1'Cry ricb cl,r/turJI beritJgc in wiJich hirtory lod myth .1YC mixed. There nomJdr, who clre proud of tbeir custom: .lnd their fr({dom~roam the pl.tinr of AllJgddu whilcwarrhipping DJnu, tl,( goddm of the cJrth. E~cry SmJirr if jbo~c JII J perce warrior. Not only Jo(r he h.lOW to bunt dJ.ngcrour
crcsiurc: to asurc thc el;n's JI.(nr.:JL I,e JIm h.u to pgl,t JgJli1it imudcrr trying to rtcJI bif gJmc ;lnd hif IJndf. To die while wielding ; we JPon in tbe nimc of the goJdcrr Jnd tbe elm if In ',ooour. Among tl,e Scrw'rJ, WJr ir In integral pJrt of life. 'T'bc Scfw:rr don't weJr Jrmour. for they don't fiar d(Jtb. Tbty throw thcmrcl"ur /JCJdlong Into bau/c, un/(.1rl, tlxir 'WJr (r-fry, JnJ let In J"rJ/Jnchc of dCJdly blows (til onto thcir
cncmta.
26
CHAPTER Every g)lme round begins '.I'fth the strategic' this phase the players proeeed certain order' phase, During in a
by
suffer the effects of rout. This and the fighters in rout have at the beginning of each
ACTIVATION SEQUENCE
During agame of Confrontation each fighter is represented by his referencecard. A single card can also represent several fighters with thesameprofile . At the beginning of the strategic phase each player makes a pile with all his reference cards by placing them in the order that he wishes. This that is defined
pile
sequence.
During
the actlv a tio n phase the ca rds are draw n .o ne Ily 0 ne in the order
in this way .. Certain game effects are able to
mo dify th is seq ue nee. Duriug the game, if all fighters represented by the same reference card are eliminated, then this card shbu Id no longer be
Included in the' activation sequence.
TACTICAL ROLL
Once each player has defined proceed fighter Tactical with
3
hisactfvation
sequence,
they-
Discipline
roll. for this roll his choice. This the army; and the (the presence of a
II
be rnodtfied commander's
musici an.,a speU 's effects~ etc.), but in no way can a figh te r us e DIS instead of his own fot the Tactical roll. of this test are felt all along the game round
'The consequences·
27
yet they J1'( incredibly numerous. TbCj ire impombly dirm;gJnif(d, yet empire strctcbc! in the north of AJrk/Jlh fl'rr since t!J( d.rwning of crctiiSJtiol1. They arc J whimricJI people Jnd Jre cJPJb/e of furpriring rtec whco it comes to .ic(CJtilg' their {Bernia. [n their !Jjndr t/]( mort common obiects Ixcom: dCJdly WCJpOl1J, und J simple pJrc/Jment CJn CJHS{ incredible dJm.tgc. The [irJkcn clJon if J growing pction wit/Jin gob/in society. The philoropl)j of thif new type of
W{.lt
t',or
gmcrJ/r f,JW piled: it lmiteI tbe gablinr to turn them into J powrrfo!/ ,u;d luting rtrike force. E .... dJY iff JJ(ptr ur marc numrrour, .U lrc ,cry tbc dJi-bJkanonoJ, fIx ogm of the irhnd of Zoukbo'i. TIJf goblin Jrmy is .t WJI'C thJf is r{JJy to cw/' onto the tougf)c)t of thdr appal/mfr. {( 'bt more,
m.lc{,inCI, JnJ
ncn
rorcery!
PHASE
During the activation phase the players take turns revealing their cards to activate their fighters. Every time a card is
revealed by a player, he announces the actions that the fighters bound to this card are carrying out. Actions that can lead to a combat are announced before the others. When an the actions of the figh~ers bound to the cards played nave been announced and carried out, then the player gives the lead to his opponent. They both proceed in this way In turns until their respective activation sequences have been completed.
• Play the top card of his activation sequence as well as one or several cards that he already has ill reserve, • Pass his turn if he is able to do so.
Attention! During his turn a player can play both tile top card of his pile and one
01'
THE
RESERVE
DRAWING CARDS
The activation phase is divided into turns. During a turn, one of the players activates the miniatures bound to one or several of his reference cards. At the very beginning-of the activation phase the winner ofthe Tactical roll decides which player's turn is first and is then said to have the lead. The player who has the lead must do one of the following actions, at his choke: • Play the top card of his activation sequence, • Place the top card of his activation sequence in reserve (see below). • Place the top card of his activation sequence in reserve and play one or several cards that he already has in reserve. • Play one or several cards that he already has in.reserve.
When a player has the lead, he can decide to place the top card of his pile in reserve to be. able to play it later on. The winner of the Tactical roll can thus place up to two cards in reserve per activation phase. The loser can place only noel n reserve per activation phase. Once this maximum has been reached. the player Can no longer place cards in reserve for the rest of the activation phase, not even after having played these cards, Example: The player who lost the Tactical roll has the lead. He places the first. card from his pile in ,'1]I;6rV8, which has thus reached iC$ maxim/III I limit. Wllell he gets the tend agail1. he has
four possibillties:
• PIUS
• Pta), the firs! card in his activation • Play hi« card held in reserve;
held. ill reserve. Yet lie cannot place another card in l'e.'Jerve. ellen if he plays the
one that he previously placed there.
29
CHAPTER
1 • THE ACTIVATION
PHASE
II:
player to simultaneously
Example; A player who lost. the Tactical roll still has three cards
ill his pile wttile his
0PI70/Ui.nt
no longer has
Cflil
all)'
left. He hasn't
In
rese/'v", and then pla)' It at tile sante time as the second one, but he ca/1/101pia)' the three «t the same time, for since he lost the
Tactical roll, he only has the right to one card held in reserve. Please note: If all the figiuers represented by the same reference card are eliminated during the activation phase before their card has been played; then it is IIOt removed from the activation sequence or from the reserve if it is stili in it. It must be played in the usual way.
TIle difference (in number of cards) between the player's activation sequence and that of his opponent indicates how often the player ca n pass his turn. When a player passes his tum, he doesn't play any cards and cannot place any in reserve, lind his opponent immediately gets the lead.
OF A CARD DRAW
\l(rhen a turn is over (meaning once the player whose turn it is has finished activating the rnlniaeures bound to the cards he has just played), then it is the opponent's turn to play. TIle players thus take turns having the lead (and playing) until all their cards have been played. If one of the players doesn't have any cards left in his activation sequence but still has some in reserve, then the players continue taking turns in the usual way. ITone ofthe players doesn't have i.ny cards left at all (neither in his pile nor in h is reserve), then it remains his opponent's turn until he has played all his cards.
This example only concerns the drawtng of cards. A Griflin player and a Scorpion player begin their first round of the game. TIle Griffin player has five reference cards and 11 miniatures. The Scorpion player only has four cards fOJ: seven miniatures. This difference gives him the possibility to pass his turn once. Each player prepares his activation sequence.
GIUFFIN SEQUENCE SCORPIO:-;J SEQUENCE
1. Griffin conscript 2. Tsmplar of the Inquisition 3. Abel the ill-tempered 4. Gdffin inquisitor 5. Griffin fusilier
TIle players then make the Tactical roil. H is won by the Griffin player, who decides to give the lead to his opponent. The numbers in parenthesesindicate the state of each player's reserve in the various steps of the drawing of cards. "112" means that one card is in reserve for a maximum of twa. The dash. means that the player has reached the authorised limitand call no longer place cards in reserve. L Scorpion tum: The Scorpion player passes his turn (011). 2. Griffin turn: The Griffin player plays the "Griffin conscript" card (0/2). 3. Soorpion turn: The Scorpion player places the "Tiger of Dlrz" card in reserve (1/-). 4. !3ri.ffin turn: The Griffin player places th.e "Ternplar of the lnquisiricn" card in reserve (1/2). 5. Scorpion turn: The Scorpion player plays the "Clone of Dirz" card (1/-). 6. Griffin turn: The Griffin player plays the "Abel the Illtempered" card (112).
30
CHAPTER
7, Scorpion turn; The Scorpion player plays both the "Tiger tions he can nevertheless himself.into allows him to be attacked being inllicted
~ • THE ACTIVATION
PHASE
that he places
of Dirz" card that he had ill reserve (since turn 3) and the "Keratis warrior"
8.
9,
card (01-). Griffin turn: 'The Griffin player places the "Griffin inquisitor" card in reserve (2/-). turn; The Scorpion. player plays the "Cypher of l.ukhan" card (QI-).
Scorpion
Cumulative
Walking: Running: prevents
actions
10. Griffin turn: The Griffin player plays both the "Ternplar the Inquisition" placed and "Gri ffio inquisitor" cards
The fighter
can
(wh ich he
the n to
ACTIVATION
When a player plays one or everal cards. then the corresponding miniatures are activated. These fighters can then act. \'Vhen a player wants to activate fighters represented sponding to playa to the fighters card, activate he wishes toactivate. the fighters represented
he can use j t. Mystic actions is a faithful, .If the fighter is a magician, to perform he can attempt cast one or several spells (see Incantation, he can attempt (see Divination, p. 72). If the 5.gh.te~
p. 98),
by differ-
ent cards in the same turn, he must first play all the cards corre-
It is forbidden
by it, and then
at the beginning
same turn. A fighter undertaking A Griffin plezyer wallts to (letil/ate three conscripts pltl)' Ihe ··Griffin conscript=and his five fighters "Griffill rules
do any other action du dug the activation and two [usiliers ill the Slime turn. To do so, ",hell he litis the lead, he must simultaneousiy [usllier" explained
actions lead to combat i n the next phase. In this case it is known as an assault. The term "assault" is used when speaking
a charge or a n engagement
(see further),
cards;
one by one
ill the order of his choice while respectirrg the activation ill the next chapter.
ANNOU NCEMENTS
Warrior-mages The actions that are possible are split into two groups: a fighter from carrying out any to combine several perform • Exclusive actions that prohibit • Cumulative different actions and Warrior,monks can cast a spell or mirause the same one or the call. the even. ami racle before an assault. Only oue spellor allows this, to be an engagement,
cle can thus be used. He can, however. several times if its Prequency Whatever the result of the incantation
other action during the activation phase. that allow a fighter actions durlng a same tum,
if the tighter was in a position to charge. In this case, if the magician (or the faithful) must make a
Exclusive actions
Moving • of beinghit Charging: sight
011
be made before under cover: To protect lire a fighter can move carefully. This lowers his chances but also reduces his movement potential. and has a line of cases this type of (see Conditions an opponent: that he is activated, If a lighter is free of any opponents a charge. In certain
faith points).
(I)
the moment
that he is activated
tions required
to charge an opponent,
-~
31
Movement potential: •If the fighter is free of any opponents .. then his movement
potential .atternpt is MOVx 2 (in em) . then he must fi rst able to engage (see p. 39). If is equal (induding from a . to interrupt the combat before be~g
potential
to MOV ern, He can then engage a new opponent example, allows. an outnumbered
one of those with whom he was in contact earlier on), This, for fighter to dislmgage fray Just to return and fight one of his opponents one-on-one
• ACTIONS OlfTSIDE OFTHE ACTIVATION I'IIASE. There are certain actions that cannot be done during the
activatton movements, phase (attacks certain in hand-to-hand action combat, pnrsulr spells and miracles). of an exclusive only forbids
The performance
the activation
phase.
if the fighter has the possibi llty to do actions during other phases, of the game, then he can do sa even if he has done an exclusive action during the activation phase of the same
round.
Example: A magklitJI cannot cost spells and caTr), (Jut tW (!s,~allit ill the same activation p!rM~, This does not prevent
him from casting' spells. during tile folJowing combat phase he has the possibility
If
to do
se,
Movement
potential:
The movement
potential
while under
up
RESOLUTION
OF CUMULATIVE
ACTIONS
cover is equal to half of the fighter's MOV .in em (rounded the higher integer). Effects: The di fficulty ofaflY enemy fire is increased modifiers, p. 40). A fighter moving undercoveris to be a n obstacle blacking
to
haven't acted yet are activated
Onceallexcluslve actions have been resolved, the fig.hters who one by one ill the. order chosen by
them.
(see Plring
not considered
he is him.
Charging
Conditions partially, of contact, Movement potential
(assault)
requited, To charge-an opponent, a fighter must
move, but he cannot move a pad of hla movement, fire, and then finish his movement, e-ven He must also be his opponent (see Concept Attention! Whe/l he is activated, afighter cannot \\I(1.1k(md fUll, 1'I1.Il twice in a row. or walk twice in 1I row.
be free of any opponents and be able to see his target, at the moment
thathe is activated.
p. 24).
potential: When a fighter charges, his movement is MOV x 2 (in ern),
Walking
Required conditions:
A figilter who is free of any epponents at least one enemy m iniature, th,.en
actually moving him is still
.Engaging
an. oppone.nt
(assault)
he
is in contactwlth
a fighter without
to be a walk,
try to
t
32
i • THE ACTIVATION
PHASE
• Before and after having moved. (A magician cast a spell. walk, and then cast another required mana.) ;
combat;
• Walk again;
• Run.
on Incantation
Running
Required conditienss A fighter can run only if be is free of at the moment that he is activated. When a fighter runs. his movement
potential:
is equal to MOV x 2 em, the same turn a.fighter cannot run and ...
• Call a miracle (unless he is a Warrior-monk). In no way can a lighter and not a run.) the end of a run. (To do so, he must announce
Piring
Required weapon condttions: Only fighters with A[M and a rang!!'
can fire. They must have a line of sight on their target or afterwalking;
[t is not possible to
and be free of any opponents, A fighter can lire before fire and run during the same activation.
then he
(see tiring.
p. 40):
A fighter can fire after having after having walked. In most eases a fighter
able to fire several times and to move during after having moved.
tion. then he can make all or some of his shots before and/or
33
CHAPTER
~ • THE ACTIVATION
PHASE
MOVEMENTS
There are various engagement). types of movement (walk, run, charge-and apply to them The following rules nevertheless
all
Movement measured potential. The distance Jt depends that a lighter can cover is
00 his Movement
in centimetres.
charac-
teristic, the 'type of movement chosen, and any maneeuvres that may have been made.
ACTION
WALK
this
ca,:;Jl.
the cyclops
call
RUN
ENGAGEl>Ul1'l'T CHAIIGE
edge of the fighter's base and edge of the target's The player. controlling move him ina straight that the fighter account really
base must be in
order to avoid an obstacle, for example. In tni s case the· distance ,taking into the detours, he takes. base, as long as his movement distance potential allows
The !i,ghter can then be placed into contact with any free edge of the target's
is too bigJor the lighter to come into must be placed at the it is potential In the target's direction.
contact with his target, then the miniature of its movement of the fighter's
At
the front
When targe.!ed by a charge, the target may suffer eerta in penalties depend ing a n the Size ()( the fighee rs (see p..36) .. The wayan assault unfolds can be influenced by the effects of fear (see p. 58).
6f situation
bases can do so. They can only do this must be perfectly Iined up next to
C(Ln
they are not lined up, then the player charging; one of them.
J-I
CHAPTER
This kind of situation
1 • THE ACTIVATION
PHASE
of cireumstanee
If other opponents
who just moved, then Lhey are considered to have been engaged by him, It must be made perfectly clear that that these fighters arc in contact with each other.
are engaged.
CHAPTER
PHASE
Miniatures
creature
al opponents
at a time.
Charge penalties if the tyrant of Vile· Tis charges the inquisitor arid the thallion, then the second thallion (to his right) is defacto engaged.
When a fighter is charged. combined greater than his. Reminder: Small
O~
penalties
if the
him is equal to or
A fighter's force is defined according Medium Size: Force 1 Force 3 Force 4 Force 5
to his Size.
Large Size, Force 2 Very Large Size + Enormous": Very Large SIze + Colossal": Very Large Slze
+ Gigantic·:
': see A"billties, p. 131. Examples: • A goblin (force 1) charges a guard of A lahan (force 1). Because the force of these fighters is the same. tile goblin's charge i"flicts penalties on tlte guard of A1111lall. • A guard oj Alaltau (jorce 1) cltnrges (I WOlfM (jiJrce2). Because the gutl:rd's force Is 10lVerthan the Wolfen S. lIe does not inf/lct. him wi!h lllty charge penalties. • Two Griffirr templars (force 1 x 2) charge a black troll (force 2). Because the combinedforce of till! templars is equal to 111«./, of tire troll. they i11flict him will! cilarge pe/l11 lties.
CHAPTER ~ • THE ACTlYAnONPHASE Only the fighters who are charging ate countedin the calculation of the force.
'fJ.
cyclops of Mid-Nor
the left) while two other goblins engage the same cyclops. The goblins engaging the opponent are not taken into account calculation any dUlrge penalties. of the total force. The cyclops therefore does Iwb suffer
If a fighter charges several opponents at a time, then their forte values are added together.
Example: A cyclop:; oj Miri·Nr)l" (force 2) clU1rges £rIIO Sessalrs warriors (force 1 x 2). Because the combined force oJ the. two Sessair. i. equal to that of the cyclops, they both suffer charge
penalties.
A fighter subjected to charge penalties suffers a =I ou the final result of his Initiative, Attack, Defence, and Aim tests. These penalties apply until the end of the mund, even if the fighter is no longer In contact with the opponent who charged. him.
37
• FLYING.
Three altitude levels are used to represent and in the air. touching the position of the • Moving at level MOV reduced by5. fighters on the battlefield Level 0: AU miniatures
level 0, even if they are on top of an obstacle of the scenery placed on the battlefield at level 0). Level 0 therefore table but rather The miniatures
isn't the surface of the gaming of all elements placed onto it. at Example: A player announces that a morbid angel located at le.vel2 is moving down to level J fit Us activation. Tile allgel's fi,g/lt MOV goes from 17.5 to J 2.5. So lire angel CaJ/ molte at level 2 and then go down to level 1. or vice versa. A fighter can change levels only once per round.
the
surface
tit
Ie
Landing
Landing at level 0 is a special case. The change of'levels reduc-
by a counter
011
(the counters
supplied
used Cor this). One must also mark an edge of the counter vruhollse the front of the miniature being represented .. rder to determine the fighter's field of vislen).
A
•
penalties
As long as the fighter remains ments are made using the counter
nevertheless ..
move around obstacles that are bigger than 15 em. ignore all obstacles (even other penalties
the all'
J;\'l0
bound to the various types.of ground, with the "Flight" ability have ues. The first one is their MOV on the ground
the ground. with a lew exceptions . • Onl)' the counter is moved. The size of the miniatures'
b not taken
bases
into account.
The counters
It is therefore possible to charge. engage, or make a movement equivalent to a walk or a run, Changing
levels
must be announced
38
PHASE
of 4 + 2
OBSTACLES
All miniatures.be they friend Of foe, as well as the elements of to be obstacles that may get in the movements.
test with
a difficulty
in base-to-base
contact
A fighter who wishes to disengage to do so by using his STR instead that he is of base contact
way of
the fighters'
an
In this case he must make a Strength equal to 4 + 2 per opponent For this roll of the die, the highest
in base-to-base
in his movement
RES among his opponents is subtracted. from his STR lfit becomes less than 0, then it is impossible for him to disengage by force.
No matter penalties result, If the fighter potential manages to disengage, then his movement dice phase
11
It is therefore
to measure space
which
type of disengagement
is. attempted.
the
the distances
causedby
The minimum
is MOV x 1 ern. If he fails, then all his combat placed in defence during • the combat
Ignoring
thepresence
of a friendly fighter
camp are also considered to be
in combats
that follow
ill. a fighters
ls placed next to
the miniature.
FIRING
the ground To be able to fire, a fighter must meet the fellowtngcondion the battlehave placed on tions : • He must have an AIM ofQor more.
o
Penalttes caused by
Some mlssions field. When the battlefield.
this is not so, then the players must agree "011 the
He must beequipped with a range weapon. He rn us t have b ee n activated. have charged tum. to cast a spell or call a miracle in or a Warri,oror engaged an .cpponent, nor
hili, etc.): in
(unless he is a Wan-iot-mage
FLYING.
over it (using. the "Leap" ability) or are fJyin.g. fire at a target located at.a level directly above between the marksftom the him) to the
Disengagement
Dtse n ga gemen t is a m ano e uvre rh at 0\11 tie attempted escape a.combar or to allowa fighte.t toengagea nent, To be permitted to attempt must meet the following ccndltiens: • He must nor have been charged activation opponents. There ale two ways to disengage: .agility
01;
On the ground,
representing
representing
it).
by two points. flying lighter, and a fighter on the
a disengagement,
fs increased
phase.
attempt
39
PHASE
1. CHOOSING
THE
TARGET
the fighter must designate the target
who is in base-to-base
ill his camp. He then. takes the risk of target a miniature of one's own
the fighter in his camp (see "Firing into a fray" box). to deliberately
THE DlSTANC
the distance between it and A reaper oJA!ahan has just walked and is about tv fire at a Wolfen within medium ral1ge (15 em). The shot's diffic~llty is calculated ill. tkefollowing way: 'J\ifedium range: diffiCUlty 7; • The reaper of Alahan. has moved; difficulty +1; • The Wolfen is cf l.arg» Size: difficulty-1; • The \'l/oljen is only partially visible: difficulty +J;
Once the target has been chosen, the marksman the maximum must be measured.
range of the weapon being used (in eentirnetres), fails. If not, then the player moves
3. CALCULATlNG
To determine player controlling that depends
THE DIFFICULTY
manages between to hit his target, the marksman the
if a marksman
on the distance
I111$shot's diffiCijlty
4. THE AIM TE T
the ran~e. is the medium Once proceeds the shot's difficult'! has been determined, passed, then the target equal to that
eml
the glll'1er
is hit and the weap-
AIM.
range, and the third one the long range. Example: A baw's ranges are noted as/allows: 20-40-60. This to
suffers a Damage roll with a Strength means that tip to a distance a/20 em the target Is considered and is lost without any further
of
it ls at medium range, and if II is at a dtsmnce between 41 and 60 em, It is at long range.. This also means that with this bow it is impossible to hit targets that are further than 60 em.
The Aim rest's difficulty is determined CIRCUMSTANCES
SHORT RANGE M:EnI:UM RANGE LONGRANG£
WA.LK OR REOIUENTATJON OF THE MARKSMAN
INTO
A FIlAY.
target is In in the fighters
ill the.following
way:
hits the wrong tanget. DIHICUI.TY 4 7 In this case the player who just made the AJm test rolls Id6. This is the distribution roll. On a r;::;], [;il or
--
[DJ the
target that
was aimed at is hit. On the other hand, on a fighter in the marksman's who is In base-to-base contact
8, GJ or [2] the
from
camp who is closest to him (and with the initial target) is hit. them chooses
to
+1
if two miniatures
the marksman,
which fighter is hit. This difficulty can, however. be modified bi' the following factors: -Jf the target has moved under cover during its previous activation: Difficulty +2 . Reminder: It is forbidden to fire at a fighter in one's own camp with the hope of hitting an enemy fighter.
+1.
40
CHAPTER
~ • THE ACTIVATIO
PHASE
~I
r/
For ccnb-rricr th( mystmour Cynwjll di'CS li.... 'cd concened from the world on tbe lofty fummitJ of tfJC mOlAntJinf of LnCi'cr. 'Thcrr tilCY fO~(LI " strong Jlli"nce with thc JrJgonr and explored Nocris, tb( per{Cct bJiJnc( betweC!1 boJy . tnd mind. In tbc .1cptbr of the forgotten rulo: rCJUcmi .11/ atcr tbeir JomJin tbey !,JV( JiJco~creJ surds tl]at br« turned tlxir &ItilTj Mpride down: .tnwng thue .1re tb( comtl'MctJ, JHtomJtonr dcrigneJ by Jfl extinct cnilir.ation. An.w- of DJrknm "JS befallen A.1rk!.1.IfJ, 'TI,e
tlx
power of the drJgonr to prcrcnt tf)c JatrMctiO!1 of AJrk/arh JflJ to prm1l'( t/;c 'UJOndrOUfscent: biJ.lcn bcn(Jth thcir temp/cs. rhe CyIlW.ill dWf JlwJ.jJ gh'C their enemirr J cl'J!1CCto rl.frrcnJcr bc{ore baUlc, But once tl" rigmi to cbrgr h.1I been gii'Cn, they don't rfJow tlx sligl]tcrt pity. 'Thdr combJt ftyle combineI spcrd .1nd cffickncy. rlxy usc the strcl'{gth of their mind to fJCigbtcn t';et'r m.1rtiJi CJpJcitics, .tnd tlJrir 'Il}(Jponr arc mJdf I-!ring ;1 fOr;gotITn
IiJ 12
Ictbnolqgy.
CHAPTER Once the actions of all fighters have been re olved, the activation phase is over. The combat of the clusters of fighters phase then starts. meaning contact During this phase the frays are resolved by combats, (in base-to-base other) forming them. Though various different moments game effects (such as the casting miracles) it unfolds in this phase, of certain at to the by segments with each
5 • THE COMBAT
PHASE
The term "combat" applies to a group of fighters who can fight each other in the same f~ay. A combat has two very strict rules: • A miniature • A combat can only fight with opponents can involve only one miniature against many. who are in baseagainst another to-base contact with it. or one miniature In no way can several
min iatu res fig h t ag;t inst severa I others, This is why frays must be split into separate determine who can attack who. ways. combats that help
FRAY SPLITTING
The winner the. miniatures of the Tactical [all must spl it the various frays. To how the combats do so, he determines
will
be organised
among
in base-to-base
I~
with the red base and the one witk the sand-coloured
one are
The
~d"
CHAPTER 5 • THE COMBAT PHASE The player who won the Tactical various clearly identified. • A miniature roll must therefore split the FLYING AND HAND-TO-HAND COMBAT
frays ill such a way that the cembats in each one are The following rules must be respected: can be involved in only one combat. In base-to-base
Hand-to-hand
must
• AU miniatures
Fighters located at level} or 2 are simulated off the battlefield on another table. This allows hand-to-hand be visualised without disturbing battlefield at level O. Two miniatures contact altitude level. can be considered to be in base-to-base with each other only if they are both at the same combat takes place at level "on the ground:
j
the miniatures
COMBAT RESOLUTION
Once the frays h ave been split, the players take turns selecting the combats Tactical to be resolved, beginning with the one who won the
If
hand-to-hand
roll, All combats are then resolved one after the other
fighters' flight MOV is used for pursuit movements. simulated using a counter change levels when making_a pursuit movement.
until they have all been. resolved. When a combat is selected, it is reccmmended place the cards corresponding for the combat capacities, etc.). to proceed that the players ill front needed special
A lighter cannot
Dive attack
A fighter located at level L or 2 can dive attack a n opponent located at the level directly below his. This attack follows the same rules as a regular charge. When a fighter does a dive attack he benefits from a +2 on the final results tests of his Initiative, combat. Attack and is in in hand-to-hand This bonus
COMBAT DICE
Each fighter involved in a combat has a certain number of
combat dice that he will need to attack or defend himself. J)'lS number is determined opponents Examples: • A myat guardsman
(,!
fray splitting.
A fighter has a number of combat dice equal to 1 + the number of involved in the same combat as him.
o] Alahan is involved in a combat against dawn warrior. Each /)jt.Jtese two opponents has two combat dice (1 + 1). gU(lJ'dsnul11 is Involved in a combat. agail1st two
.If
of his lighters
involved
in the same
combat,
this test. The roll's final result is then increased points equal to the number
• A praetorian
of miniatures
clones oj Din and a dawn warrior. Tilepraetorian guardsman has four combat dice (1 '" 3). The clOIlSS and the dawn wanior eadl have two combat dice (1 + 1).
involved in this combat in addition for this test (and who is not counted Examples:
To make keeping track of each fighter's dice easier, it is recommended cards. to place them directly on the corresponding reference
is involved in a combat against dawn warrior. The two players make their Initiative tests. the player ge:r~a ntuumt result
0]0,
INITIATIVE
To determine wh lch fighters are able to attack first, each player test. in the combat fighter.
when added to his iNl of3, gives a final remit 0]8. Tne dawn • A praetori(lll
• TIle player who only has one fighter involved makes the roll using lhe1Nlofthe concerned
warrior tlIel'tifore wins this Inltiatlve test, B to 7. guardsman is involved ill (/ combat agaillst tlVj} clolles of Dirz and (/ da IVII 1V1l1'I'io~ The two players make their Initiative tests. For the praetorian guardsman the plaYlfr gel$ a filial result 0]6, Because his opponent has threefighters involved ill this combat, he mast choose which line will be used for the Initiative !s$f. Since the dawn warrior has a better INI than the clones (3 Instead of 2)J he is naturally chosen. The player
CHAPTER
5 • THE COMBAT
gets a natural result of "2" to which the dawn warrior's INI of 3 is added as well as a +2 bonus due to the presence of the two
clones. This roll'sfina! result is therefore 2 + 3 + 2 = 7. The dawn
W/II
cards to organise
when resolving
attacks.
the Initiatlve
test. 7 to 6.
apply
below it is a good. way to avoid confusion. important to keep their dlce separated.
If several fighters of
then it is also
the same type are involved in the same combat, Certain penalties (such as \Voul/d penalties)
remit of initiative
tests. If a fighter
to melt a pel/ally
rolls,
the
dice, Each die must be placed either in attack or in defence. The player who lost the Initiative test must announce he is placing the dice.of each of his fighters. He can place all his dice in attack or in defence or place them as he likes.
Once this is done, it's the winner of the Initiative test's turn
to place his dice. Attention! Al this stage of the combat of the player
it is important
result-ed. 1I Is therefOr!! prudent: to place one 01' several dtae in defence when one has lost the Initiative Exemples: • A royal guardsman guardsman's oj Alahan is involved ill a combat against a
11101'1
the lnliiatlve
player decides to place one &1 attack and one in defence. Then it's his opponent's tum to plaoe the dawn warrior's He decides to plMe both of them in attack. • A praetorian (flld the clones guardsman
11'011
is involved in
{l
clones of Dirz. and a dawn warrior. Because th« dawn warrior the Inttiative lest. the pmetorian
guardsman's
[our combat dice must be placed fost. The player decides to place one ill defence and three ill attack. Then it's his opponent's tum to place the combat dice of his three figlacrs. For clone and one iii defence, aud filially he place dice ill attack;
fill.
1 he
places two dice ill attack, for clone I/O. 2 fie places one ill attack the dawn warrior's two
IMsjigilter
15
RESOLUTION OF EXCHANGES
Once the dice have been placed, the actual combat begins. A combat is divided into an undetermined An exchange as them. represents the time number of exchanges. to it takes for opponents
make an attack
The order in which the fighters attack only one per exchange. Camp wtth numericalinferiority:lfhe
by the player
has at least one attack each of his oppohim freely chooses attack
In each
exchange
the camp
that won
the Initiative
test
die, the fighter must make an attack agalnsr has opponents, then the player controlling
attacks first. DUring the first exchange the number of attacks attempted a fighter depends and on the number as him. on the. number of opponents by
nents if this is possible. LEthe lighter has less attack dice than he which enemy fighters will be attacked. A fighter cannot
Yet no matter
A Khor warrior dwarf isfighting goblin ashigaru and has nevertheless placed
a bUshi (middle card) and a lost the Initiative test The bash!
has placed Ids two dice incattack one in attack and one in defence. in the first exchange Khor:
In
If he survives,
each goblin must attempt to attack the the dwarf mils! then attempt to attack each the bushi
must: attempt
or the ashigeml
one
die in attack and one die in defence. The ore has placed both his
if he has
In the second exchange the ore will make his matter what happens.
to make in an exchange,
a new exchange
the clone won't have all)' attack dice left, the combat will end no
follow each other in this way until no more fighters have attack dice or until all the fighters in one of the camps have been ehminated. The unused defence dice are lost. Note: hi everYllelll exchange tllefighters don't necessarily halle
to (Attack in the same order. A fighter call be selected to attack first ill an exchange and be selected to attack last ill the followingoue.
5 • TH.E COMBAT
PHASE
0 is an
UNFOLDING OF AN ATTACK
The attacking player selects one of the fighter's opponents to be the target of his attack.
to pau)' the same auack, the attacking player CaJ1110t group together several dice to make a single Attack test '"lth the hope of get.ting a higher 'reslilt. Por characteristic tests a natural result of 0 is an automaticfallure. This is-also true for filial results o or less.
Reminder:
DEFENCE TESTS
DEFENCE ANNOUNCEMENT
IT the defender If the target has at least one die in defence, the player controlling him must decide lf he isgeing or Rot. If the target must announce has several to attempt defence to defend hlrnself dice, then the player makes a Defence assigned higher is parried, Whatever assigned exceptions has announced a parrying attempt, then he test with as many dice
as
he has previously
than the 'final FesU.]t of the Attack test, then the attack If not (or if no Defence test was attempted), the result to this rule:
parrying, arre mp t.
A player can use as mall)' defence. dice as he wishes to try to parr)' the same attack. These choices must be made before the Attack test is made.
atta ck hits its target. of the Defence tests, aJl defence dice
attempt am lost. 'Ihere.ars, however, two to a parrying
ATTACK TEST
The attacker the final result makes an Attack test (no difficulty of this roll Indicates
[Of this test):
the difficulty
that
the
SUStained defence
U a fighter has placed. at least as many dice tn defence attack defence. As soon as the player an nouaces last defence die to attempt defence." The difficulty higher than.the that he when placlng his combat as in
is using
is
1£ the De fen ce te s t is successfully passed, then the attack is parried and the figh,rer keeps his defence die. This-die can only
be used during defences additional this combat andonly to do other The difficulty sustained of each in the e)(;act same conditions.
Defence test is then two points higher than thefinal test, even for the very last attack
CHAPTER
5 • THE COMBAT
PHASE
his intention
thermo-priest's
two defence dice. The Goblin player makes does not lose his defence die.
Attention! defence
to sustained
fighter'S last one. It is therefore forbidden player has announced the end of the combat. announced, each attack.
10 an attack.
of attempting
longer counter-attack
If he has
the "Ambidextrous"
abIlIty. then
once a sustained
to defend hit1tselfagail1st
'Ihe player cannot decide not /0 assign defence dice The second ashigani Dwarf player announces readies his attack and, onee agaill, the only result ofl2l
which, wilen added to the ashigarCl'sATToj2, gives a.final result 0/5 .. TITe DVo,arfplayer makes his Defence test and gets a natural
result oJTI::;J. Thanks to his D£F 0/4, the tkermo-prtest diffi culty lVas 5. gets a fina! whose result ajB, which is more than enough to parry the attack,
asMganls.
two dice in defence and only Me in attack. places all the dice of his two fighters ill attack;
CHAPTER 5 • THE COMBAT PHASE Because the Dwarf player has used his only attack ashigaru die, the
goblins can carry out their last attacks. The Goblin player selects the unwounded attacker. So the Dwarf player announces sustained this rule die left. The Goblin player gets a natural which gives him a final difficulty because he has announced 2poiflts'and and gets a natural is parried result ofr;::;] his Attack on situation test, the restdi of 6. In a normal a sustained
Si1!Ce
to be the first a
defence with his last defence die. He can benefit from he didn't have more attack dice than defence dice his combat dice, and he has only DIre defence
after havilltplaced
of the Dwarf player'S Defence test would be only 6, but defence, it is increased by becomes 8. The Dwarf player makes his Defence test result of~ which, when added to his DEF of defence works: the attack keeps his defence die.
The second ashigara is about to attempt already done a sustained choice but to continue Now it's the thermo-priest's nothavingplaced q@ turn to attack. The Goblin pl(lyer attempt to parry. test and gets a natural result Damage roll The Gobitn player gets has a Critical a filial thermo-priest any dice in defence, hecannot
resui:
om
Oil
to his ATT of 2, gives a total of 7. However; because the goblin WOI~nd, this total is reduced is stili subiec: to the rules result q[4. Though t71is is the last attack
The attack therefore strikes true without tile Gobllnpla')'er to react. The targeted ashigarll slff!el's wlth a Critical WOlmq.
(l
to parry,
and is inflicted
11m threshold
from
011
4 to 6. He gets a natural
result o
to his DEF rljiJ., gives a final result: of 7, which is enough to pa.rry til isfina I attack.
DAMAGE
ROLLS
U the attack strikes true, then the attacking player makes a Damage roll against the opponent who was hit .. This fall's strength is equal to the SIR of the fighter who carried out the attack. If this Damage roll's result is "Killed Outright," then all of the eliminated miniature's remaining combat dice are immediately lost.
19
COMBAT EXAMPLE
result is hJ and
r;:;].
!;j , the
Wound is located on the arm . The roll's final result + the attacker's
+4
- 11
=- -3).
fore read at the Intersectlou but the praetorian of all his Initiative. end of the round.
of the "Arrns" colum n and the" Less suffers a -Ion the final result
Attack, Defence and Damage tests until the is placed next to the praetorian guards-
A "Stunned"
man's base.
counter
A praetorian guardsman
combat agalnsttwe player). The praetorian The Scorpion guardsman
(Griffin
player) is involved
in a
(Seorplon
combat test.
The Griffin player places one die in defence and three dice in attack for the praetorian in defence for done warrior. The Scorpion player placBecause clone no. 1has only one opponent cannot therefore attack. attempt wait until the next exchange in this combat, he more than one arrack per exchange, to attempt He must his second es two dice in attack fer done no. 1, one die in attack and one
FIRST EXCHANGE
Here, too, the Griffin player decides not to assign any player makes an Attack test for clone no. 2 and failure he can
dice to defend against this attack. The Scorpion gets a natural result of[::J. Such a result is an automatic and the attack has no effects. Clone no. 2 (like done no. 1) only having one opponent, attempt combat only one attack per exchange. die having been placed furthermore, in defence, his second
he can no longer
The Scorpion
test. he is the
guardsman's
that he will not attempt to defend himself player makes an Attack test for clone no. 1. He
result ofl2J which, when added to his ATT of 3, any dice to defend 'The Scorpion roll. (the clone player is getting ready to attack with his third and last fighter: the dawn warrior.
gives a final result of 6. Because the Griffi n player hasn't assigned against this attack, it stclkes true. The praetorian has a STR of 4). guardsman suffers a Damage
50
only defence die 10 try to parry the attack. player makes the dawn warrior's result of~ player then which, when added to his ATT of 3, makes the praetorla n guardsman's when added to
Because
r;:;J.
This is
gives a final result oEB. Defence test and gets a natural result of~wh1ch,
(5), but a
the guardsman
his DEF of 5 and after the penalty due to the effect ofUStuDned" has been applied (-1), gives a final result of 9. 'Ihis result being higher than the 8 gotten for the attaek, it is I'anied. player having made the attacks of his three The Scorpion player.
is 6 (the higher
+ the
state of "Stunned ": 6 + 8 - 7 - 1 = 6), The Damage IS read at the Intersection between
Damage tests until the end of the game (unless he is healed or Wound"
guardsman
has
three
attack
dice
and is an
attempt
attack against each of his opponents The Griffin player announces ag~.i nst clone no. 2. The Scorpion
player annou nces that he's using clone no, 2's result of[:::Joll his Attack test. And finally, the Griffin player attempts against clone no, 1 who doesn't makes the praetorian the penalty guardsman's his third and last attack have a defence die available. He Attack test and gets a natural ATT (5) and is applied. The final
defence die to paerv theatta.ck. The G.riffin player gets a natural This is an automatic guardsman failure and clone no. 2 keeps his defence diee during this exchange
die. It won't be of any use to him though, because the praetorian must use all his attack and, since he doesn't have the right to attack the same opponent mote than once during the same exchange, he can no longer attack clone no. 2 in this combat.
resu It ofGJ. This result is added to the guardsman'S due to the state of "Stunned" 6. result is therefore
The SCorpion player not having been able to assign a die to defend against this attack, it strikes true. The Damage roll's natural result is {;:;l and
[BJ. The
being!Bl means that the blow is located at the head. 1;Qe roll's final result is 7 (the h lgher natural attacker's is therefore miniature STR - the defender's 5 + B - 5 -1 read at the intersection is immediately removed having RES - the penalty
= 7). The Damage
state of "Stunned":
between the "Head" column I's from the battlefield and its the
and the "6/7" line, which gives: "Killed Outright." second attack die is lost. The praetorian exchange g-uardsman
51
The Scorpion player is the attacker again. Clone no. 1having been killed, only the dawn warrior still has an attack die aval lable, He is therefore automatically designated to be the attacker, Because the praetorian guardsman doesn't have any defence dice left, the Scorplen player proceeds with the dawn warrior's Attack test. He gets a natural result of[2J. The attack strikes true and the Scorpion player makes the Damage roU. The Damage roll's natural result is [;] and (;:;].The lower result is [;], meaning that the blow is located axthe chest. The roll's final result is -1 (the higher natural resul + the attacker's ATT - the defender's RES - the penalty due to the state of "Solrious Wound", 5 t 7 - 11- 2 = -1). The Damage roll's result is therefore read at the intersection between the ~ChestU column and the "Less than 0" line, which gives: "UgbtWound." Due to this Wound the praetorian guardsman suffers a penalty of -d on the final result of all his Initiative, Attack, Defence and Damage tests until the end of the game (unless he is healed or his Wound becomes worse). A "Light Wound" counter is placed next to the praetorlan guardsman's base. The "Stunned" counter also remains there, for though these two states are not €umutative, certain game effects only apply to one or the ether.
PURSUIT MOVEMENTS
At the end of a combat, if the fighter has killed all his opponents (meaning all the enemy mlniatures involved in the same combat as him), he can make a pursuit movement. There are then two possibilities;
1. Lf the lighter miniatures is already in contact with one or several
then there are h90 choices . • He can move half of his MOV (in cm and rounded up to the
disengagemen
test is
• He can remain where he is. He is then considered gaged the opponent or opponents
to have enwith.
due to a particular game effect. a pursuit movement does not cause any charge penalties.
guardsman versus morbid puppet / swordsman versus ghoul / guard of Alaha" versus zombie warrior and gravedigger of Sa la(J:el, The combat em the left between the Drune karnagn and the goblin spearman is resolvedfirst.
No longer having an opponent involved ill the same combat as hlni, he can make a pursuit movement. Being in contact with the ghoul and the zombie \v(Urior,he can either move 5 em or remain where he ts to continue fighting.
The karh.agh having eliminated the spearman, he can move halfofhisMOVand et/gage Me o/the bashis.
.')3
opPQllmtjoliowitlg
"'"
movement
if they
11a fighter comes Into contact end of a pursuit • Lfthis miniature to be resolved. ruovement,
• If the engaged miniature Is free of any opponents and hasn't fought yet, then a combat is immediately resolved between it
and the fighter who has just made a pursuit • If the engaged miniature hasn't been resolved movement. that and resolved is already involved in a combat movement
the fighter who just made the pursuit less suffers all the penalties
participates combats).
ntovetnent
This Fay
again and thB combat between the. slasher and the selsjm
nm.s-t
has the possibHity to do one is aheady several enemy m] niatures. the fighter is not pursuing.
WHO
CAN PURSUE?
Allfi.ghters of whom all opponentshave been el lmi nated at the end of a com bat can make PUcFSULt movements,
How OFTEN
The inquisitor's thallion pursuit movement brillg~ him to engage the b4>vee/J the latter and the round.
CAN A FIGHTER
PURSUE?
movement per
The same fighter can makeonly warrior of the Abyss. The combat allow this.limit to be raised.
one pursuit
ability,
this
is done immediately
and Ih ein« uis ito r takes part iii it. A pursuit Tactical movement cansomettmes involving cause the winnen of the In this the fighter who just made
roll to split the fray anew before the combat. that must be resolved immediately.
CHAPTER
In tbe decp(Jt pJrtJ of the Abyn li»: crC,lmr(J porrwcJ by the demonic will of tl]( Tmsur, the Defpot of the god Mii-N«. bfJd( inrenJitiw to pun, flxy inf/tr lte the citics of
Ligf,t to lbdue! their »ictim: /Jttrr srr drJ&grd to tbe innsr dr of the (lrth wheY( they ire tortured in j t/;ouIJnd wJYr, for PJin is .1// tl'Jl tbe rkinnrr-demom faJ on. r/)( Age of D.1rknm ringr like J bucom:ng cJ/ in tf,r ars of tbe porwrrd of Mid=Nor. The time for hiding is flwr: the demons Jre gatf,(ril{g JrounJ tlu DominJnts, fl:( mort
rb,
powerful Jmol{g them, In.1 !Urge from thc Abyn to conquer A.lrk/ Jsh. Soonrr or I Jtcr /:.hJ-Nor '~imrdf wi/! rdern Jmol(g bis kind to get rnc,!!! on the gods wl,o once rent him into exiir. .. The Jrmy of Mid-No. J'r nt.fmrrOUf, rtriking lnd (l.fl/ of rcsourca. Its w.1rriorr bJY( mJIIj rpeciJ/ powcr! tbJt mJkc themlblr to dell with the most extreme ritf,JJtiofJf in the gJtne. 'Tbe Porsmed do;' furt content tbcmrrlwr wit" being f"l'il: they h.z1'c IOJdr of ,wry trick!
hidden up t"cir
Ile("Hf.
CHAPTER 6.
3. ACTIVE BUITlES
The effects applied. bound to active abilities (see p. 131) are then
4. MISCELLANEOUS CALCULATJON
Each player begins amount p.99. of temporary
EFFECTS
of certain spells or
OF TEMPORARY
by calculating
FAITH
new on
All other effects, such as the maintenance miracles, are applied after the abillties.
fa lrh by following
the
rules explained
5.
RESURRECTIONS
AND REINFORCEMENTS
MANA
RECOVERY
has been calculated, the play-
during returning
the maintenance
last. the
fighters
TIME OUT
This last phase simply marks the passage soever. from one round to the next, The players can no longer carry out any actions what-
1. AOV£R
E EFFECTS
by effects that can
tion, then these effects are to be resolved before any others (even
mte round ICJ the nest by spending mana during the maintenance
IIIQI·sellby one degree in ever)' maintenance phase. 111i.~ magieia» Critical \'!701i/1ti. The effect that worsens his state oj
health is taken Care ajfirst. The l1l£lgiciall is therefore eliminated before having been able to spend the mana reqldred to prolong his spell, which is theref(lre then dissipated.
2. PASSIVE
Once
ABILITIES
effects have been applied, the effects
'The orcs WtrC ere 1trd by t/.,c JlclJCmirtr of In endle f gi"erril/J WJr. 77)( ora .lre nou: Oil'/{ to be their slr«: Jnd wlJirrr. Aft" only nUmQ'Ol~J cnOlW to form J tn« .1)'l1'!y. It f,ic/, J few yrJrJ flxy fr_trnrJ thdr hrrcMlc.m strength of the rJi/v.. the arc lordr will bc 'Wort!,y of {gJinst their mssars Jnd broke their c·hJin in i Decoming toe kJ!-rJik lnd /CJL{ hi ; caple on the bloody rno/t. Their {ligM soon tl"rnrJ into In PJth of tlic gl"CJt W,1r? c>coJr"J WwJrdr tI)e c.uryrmr of Br.1n-6-~\p", T'l{ ore .1a~nr.-l to W.{gL' WJr, bad Ol"{; sn JriL1 region fWffltrd by rbJ.mJnlstic fl-Iritr. df,{c to tbeir {;.:tr.lOrJin,ny trcr&tb, ~rh(Jsrc J1ckJ/, tIle go.1 of rtrc'l5fh, ruse Jnd tlwntfOj CJp.iJ/c of tTl1l1Jg extremely "rlO~'I1f b/O"UJ. g.n'c lJiJ blwirtf to the orcs, W!i{) became the It "ll more, tf)(}' bmr.pt r; on the bIeHl'Ll{ of tbe kccpn· of fl,if !Jcrcd I.md .tn.1 slo~u;/y pror- tot(m-~pf1'itr, 'who Jr( c.dlrJ by the myslrrlouf
58
CHAPTER
Be it due totheir Size, their reputation
Of
7 • THE INFLUENC.E:
Of FEAR
There are two families of fighters. Co urage Ol~S fig hrers who have the Cou rage c h aracte r istic; Fear-inducing fighters who have the Fear charaetecistic. Example: A Kelt. fionna (CDU 4) tries ttl charge q, skinner of Mid-Nor (FEAR 3). She must make (! Courage tesl,jor the skillner of Mid-Nor is a fear-iududng-fighter. Tlmfiamm'5 cau being higher tMn the skInner's FEAR, the test "'ill only fail 0/1 a [] • He has ~ FEAR that is lower than the highest FEAR amongall the oppcnentsinto whose contact bring him. theassault is supposed to
Attention! i"(hen 1I fear-inducing fighter is CO~ifTO!l!1Jd by a FEAR that is higher than his, he must make a Cour~ge test. His FEAR is t1I1Jn c.onsldered to be 11 Courage (CaU) value. of the Abyss (FEAR 4) is GOflfi'Ollledby a (FEAR 8),. then he must make a Courage test wh.tle.co,!sldel'ing tha; he has a COU equal to his FEAR
IWO/ff!,n predator ofhlood (meaning
Example:
If 11 warrior
cou 4).
Example: A ~flo/fe/J hunter (FEAR 4) is si»m'ltaneou5ZY oharg: ing a warrior of the Abyss (FEAR 4) (1I1d G prowler of the Abyss (FEAR 6), J--tt$ FEAR being 10!l'6f than the prowler's, he must make II- Courage test,
COURAGE TESTS
When designates targeted an assault involving the follewmg the miniatures at least one fear-inducing launching the assault. fighter is announced, rules apply. The term "assailant" The fighteJ:s
by the assault are called "defenders," A Kelt hunter (COU.5) is bei/TJrchar~d by a IWlrl'ior of Co!{,rage test, the AhY5s (FEAR 4). The hunter must makea
Reminder: The term "assault" applies to charges as well as engag,eme.nts, A/50, ill the rules the verb "to assault " means hoth "to cbarge" and "1'0 1lngage." WheJ! afighter engages an opponent after t! pursuit movement, lt is also an ass.ault.
• He has a FEAR that is lower that the highest FEAR among all the opponents Example: A lang that are about to come into contact with him.
warrior (FEAR S) is being charged by a cy(FEAR 8) and a scoarge bearer (FEAR 5). Vie
MEASURING
Outing; an assault the dlstance measured between
ASSAULT DISTANCES
a fighter must make a Courage
to reach
his rarget,
This is why
the assailant
or jf the assailant
OF FEAR
(FEAR 4) simultaneously
charges a morbid
of his Coumge test is therefore 6. • A GriffUl thalliou (COU 6) is charged &illlultaneOllsly by a wm .... rior of lire Abyss (FEAR 4), a scourge bearer (FEAR 5) and a prOly/er of tile Abyss (FEAR 6). The difficulty ojllis Courage test 41 therefore 6.
A sepa rate roll must be made for every fighter who has to make a Courage (artefacts. test. 'The COU used for thls test is the fighter's own. be modified by certain game effects etc.), The presence of commanders p. 64). spells, miracles,
NOTE FOR
• CONHWN'JA1'JON 2 Pl.AYERS •
cau or
FEAR
their values
tha n or equal to the [oU'S difficulty, just like for any test. tests must be made during the same by the player who Courage
other characteristic
1£ several Examples: turn,
then this Is done in the order chosen with the next Courage
• A ghoul of Acheron (MOV 10; FEAlI, 6) charges II Griffin COIJ~ script (COU 3). 'Ih« distance between them if; 0123 em, which means that the Griffin iii out of rang«, So the ghou! is moved bJI
20 em in th« conscript's to make
II
direction,
bUI the/alter
Courage test. • A soldier of the plains (MOV 7.5; C()U 4) launches a charge against a Kelt mlnoiaur (FEAR 8), 1116distance betweell them ill of 19 C11'l, meaning that the mlnotaur is outside ui£hedwarFs range, So the soldier of the plains is moved by 15 em ill tire minotaur~ direction. without hallillg to make a Courage test,
• A Wolfel! hunter (FEAR 4) launches a simultaneous assault
Co SEQUENCES
•If the assallanr's the
GOU rageous
Courage
test is successfully
passed,
then
test is failed,
against a spasm wlO'/'iol'{FEAR 6) and a Keltfia II 11 a (COU 4). The IX1oLJel'l's FEAR being lower than tllatofthe spasm wal'l'im; he must make-a Courage test, TIle \'{1()ifel'l layer jail!; his roll; p the hunter therefore cannot move, A.~a consequence he cannot reach the fianna who, because a/tltis. does not have to make a Courage test.
the turn being played. However, he is not in rout. test is successfully the fighter holds strong and awaits his opponent firmly planted on the ground, • If the defender's Courage test is failed, then the fighter been actiflees (see suffers the effects of rout (see Rout), If he hasn't vated yet in the actlvatlon any opponents, then he is in rout and immediately bound to rout. with his feet
RESOLUTION
A Courage test's difficulty is equal to the highest FEAR among who ace meant to be ill contact with the fight-
Fleeing). If this is not the case, then he remains suffers the penalties
611
CHAPTER
7 • THE INFLUENCE
OF FEAR
FIGHTER'S
When
IMMUNITY
Once a fighter has passed a Courage FEAR. he becomes game. He therefore is immune. Special case: if a figilftrs FEAR is increased by a (lime effect. tiIcllflll opponent5 til btuc-ta-base contact with him ",flO are not Immune to til's nelV FEAR must immediately make /I. Courage test with a difficult] equal to this value. Fighters who fail this Conrtlg,e test gil into a stil til ofrou t. Example: A Keilji(lIIl1a who is immune to (I. FEAR of615 ill COI1tact With (l morhid pttppet (fEAR 5). Dill! to the rif{ecl oJa spell the puppet's FEAR suddellly becomes 7. Thefianna must. immediately make a Courage tes! with a dijficility of ? by rISing her COllmge (COU 4-). immune automatically test in the face of
II' certain
miniature
to this value until the end of the passes all Courage tests with
s ra ndi n g before flee iIlg. It ,j sl rn p ortant to re rnern b er the d ista nee moved, by the fear-inducing: fighter. In this case the following this fighter. choices are given to the playercontrotlin_g using the rest af hls movement • His assaultcan usi.ngwha! situation be redirected potential tcwazds
Ii different
• He can chase his initial target and try m catch up with him by target by
is, left of his movement potential, Whatever ts, this new assault is an engagement.
potential
the
cannot end in contact with an opponent. • He can remain in his new position on the spot where his inislal
the Iig h ter is con sidered to ha ve even ifhedoes opponent, phase. he cannot perform any
carried out an exclusive action. As a consequence. not come into contact with
3'0
ROUT
A fighter in rout.Is subject til the followlng rules. • His DIS cannot be used for the Tactical roll. lfa!Lohn fi;ghte~s are in rout. then its Tactical roll automatically army's fails. then lie
The rules on the influenee of fear apply to all; types of assauits,eve~t t}Jose made outside oJ'tlre (1ctiPtritioll phase. tl fighter ClIN therefore be led to make a COHrage test ifhe is engaged followillg II pursuit: movement.
cnccuregeous)
then-he flees.
• He cannot use.counter-magic or censure. • If he is a magician, then he suffers a -2 en the final results of his mana recovery rolls,
• lf he is a faithful. • In hand-to-hand ling him from • He cannot then he subtracts it). this forbids the player controlor an optional aptitude that combat two T.F. points from his reserve (after having calculated than in defence ..Consequently, using an ability
would make him break this rule. make pursuit movements, and/or "Aurhortry" abilities. then • Ifhe has the "Leadership/X" the)' don't have an)' effect, • His active abilities
CHAPTER]
• THE INFLUENCE
OF FEAR
the highest FEAR (or COU if they are courageous opponents). according to
S pecia I case s:
• Concentration/X. centration/X mains in rout. • War fury: immediately
o
If a fighter
a/ConlIS
Lf several
of
these oppcnents have the same FEAR, then the the fleelng fighter chooses
if a fighter
end.
M uhlgenic/X: if a figMer has already used points oj lYIutagelliclX bejorego,illg into a state ofrotu; then he keeps the benefits of these points but cannot use others as long as he remains ill
rOllt.
FLEEING
~ A fighter in .rout can be brought tions. A fleeing fighter moves MOV X' 2 to .flee under certain condi,Scavenger of Ache ron his Courage test warrior that is The soldier of the plains (MOV 25) has fatted [acinga (FEAR 5) while he ham'); been activated ]lee 15 em in the oppos(tedirectlon iJnger is stanning. then he is-eliminated. Zombie warrior
Soldier of the-plains
em
Ina
direction
tJte5'caV-
AT ACTrVATION
at the moment
0 [the
that
ta b le,
If the fighterflees
from.
RALLYING
At thebeginning
their-camp. There are then two possibilities;
o
phase,
the players must make a raHying test for each 'fighter in rout in
Lf no fear-inducing
then the latter must make either a Courage ora Discipline test (at the choice of the player controlling this test is passed, the fighter is rallied. lf'not, he remains in rout.
Cypher Lukhan
The Jackal master ofrites facing Cypher Lukhanand position .. If several opponents <h, opposite direction
Passing such a test does not make fighters immune to feat . • If one or several fear-inducing opponents are in contact with the fighter, then the latter must make a Courage test with a
difficulty equal to the highest FEAR among the opponents in base-to-base contact with him. If this test is passed, then the
(MOV 10) has Jailed his Courage test hasn't beel! activated yet. He must
lighter is rallied and made immune to the Fear-that he has just resisted. if he fails the test, then the fighter remains where he ia a nd continues to suffer the effects of rout. Once he has been rallied, a fighter can act in the usual way during the round being played.
62
OF fEAR
Djr~ W.1S In Jicbcmirt, J min of scuna in the rm,jcc of tIx Akkyl Jnnjm god ]I" I crm,lVirbing to plcJJe tbe One marc tl)JR Jnytl}itg clf(~ be w4nted to crCJtc tlJC pcr{Cct bd4f, yet ended up sinking into Darknm. f /i.mted for hemy, lx found rrfUgr in the SyfJJrha/nJ Liercrt with hir pJrtifJflf .:lnd JifJPPCJmi... 'Tlxrc. hidden Jmoflg the JriJ Jr.mer,he cr{Jtri life JgJin Jnd built sn cmp.li'c destined to reign (1')1(1' of new 4,gC: the .Jchcmical {gr of the Scorpion empire, Thc J/chanicJI .w is .J.n W of D,lrknw. Armia of monstrous cloncr Jre pouringthroug/J
tbe gJtcr of tl c derert ;lnd src rowil{g terror ;]1 Oi'cr AJrk/zh, rl}[ time for the triumph of J!1 obscure science bJS come. rbc JlclxmicJI Jrmy ir one of the mort wrsJtdc onCf in tbe worM of Con{rontJficn. It deployr pghtCl'J of 1// tyPCJ, trom rrgulJr closa to the tcrrifyir{f DJryJtir, not to mention the fcrociOi"f tigers of DUf{: Itr wJrriorr brnept {rom the effects of l\ /'''tJgCn, J higb-p(r(ormJncr combJt drug thJt imprO),{f flxir comb.1t cJpJciticf by miking thcm f.uta; strOlgcr, or more mirtJot, Jnd romctimcr ;/1 threE Jt once,
CHI\PHR
Before getting into the details remem ber certain A commander commander's Musicians commanders definitions, ~ is a fighter with the "Leadershlp/X" ability. X is a value that indicates authority. the maximum range (in em) of the to be ability. equal to Musician of the Lion
011
8 • LEADERSHIP
of the Lion
leadership,
it is important
to
Standard-bearer
and srandard-bearers
Yet they transmit a bonus (see further) the X value bound to their ability. A wax-staff gathers a commander the musician's
bearer (or both). For a war-staff must be within leadership, aura of leadership,
for the war-staff to be at a whole. its aura of leadership aura of leadership covers all of all of
is formed,
bearer and in that oj the musician. V'lelatter two are both within Aiolln~ aura of leadership. l1m,ughthe standard-beater and the musician are not within each other's aura oj leadership, these three fighters form a war-staff that is at a whole.
be made member
of a new war-staff
during
TRANSMISSION OF LEADERSlflP
If a fighter is within leadership, a com mander's or a war-staff's aura cf
of his own for 3.1I hls Courage and Discipline of the war-staff Example: also benefit from this rule,
A guard
0/ Alatia»
clone (FEAR 8). He must therefore make a Courage test. He is within the aura of leadership
1I11d
(COU 6; Leadersllip/10)
can there/ore use his COLI [or this "est. tiffect a fighter's FEAR.
Attentionllll
as Courage, Example: predator tha» the leadership A voracious Devourer (FEAR 5) attempts to charge a
Devourer's.
of Kalyar
make
a Courag« roll
before charging.
He call therefore make this COIJrage test u s iIJg the commander's Cou (Calf = FEAR = 7for this test). A fear-inducing fighter can use a courageous commander's COu.
Example:
A Keratis warrior (FEAR 5) must mak« a Courag» test black 11"0/1 (FEAR 8). He is wiihin the (tum ofleadsrshtp Ka (COU 7) and cau therefore
jacltlga
rif7hysstm
I.se "
COI~,.agetest.
Similarly, fear-inducing a courageous commander. fighter can use the COU value of a
A fighter cannot benefit from leadership bonuses coming from fighters who are not efhts people. The "Leadership/X" standard-bearers ability of commanders, fighters musicians and only affects who are at the same
Example: Jacing
0
A warrior ClJblood (COU 4) must: make a Co IIragll test cye/ops of Mid-Nor (FEAR 8). He V, wlthin the aura of
COli
leadership
uj Kalyar
(FEAR 7) and
therefore use
II
value of7
WAR-STAFFS
Attention! War-staffs being built. A fighter can be the member of only one war-staff at a time. A war-staff cannot include clan or standard-bearer. A war- staff is represented commander's.If ing members longer considered the commander continue by a single reference card: the is elim inated, then the remainmore than one commander, musiare defined before the battle when the armies are of leadership induc:ingjightllr Afightl!l' within a commander's ollly IISes the commander's to avoid a Courage ten. or a
war-stalTs
aura
crease his chances oj passing his tests. This does not allow a fear-
to be represented
to form a war-staff.
66
8). Il10ugll
of to
AND MUSICIAN
STANDARD~BEARER BONUSES The presence of a sta nda rd-bearer or a muslcia n provides certain bonuses to a fighter when he has to make a Courage or Discipline test. These bonuses apply 110 matter the COU or DIS value used by t:he fighter (his own, that of the commander of the war-staff in which the standard-bearer and musician may be in, or that of any other commander). The standard-bearers and musicians also benefit from the bon uses tha t they provide to the rro 0 ps in their camp, All fighters within the aura of leadership of war-staff that includes a standard-bearer benefit from a +1 on the final results of their Courage tests.
a standard-bearer
OT a
have a FEAR of9 but just 0/5. He must. therefore make u COIO'age
Lest before being able to charge the tiger: On the other hand, he. does make-this test using a value 0/9.
Attention! erence
Only the values printed on the commander's refcard can be used b}' the fighters within his aura of leadership. Lfthese charactenstics have been modified (by a spell or a miracle. for example), then the values printed on the reference card are nevertheless used. Certain artefacts, spells, miracles and special capacities do, however, allow transmittable bonuses to be given. Such exceptions are mentioned on the concerned
cards.
Standard-bearers:
Musicians: AlL fighters within the aura of leadership of a or a war-staff that includes a musician benefit from a +1 on the final results of their Discipline tests.
musician War-staffat a whole: All lighters withi n the aura of leadership
11 a fighter is within the aura of leadership of several commanders or war-staffs, he can use the highest DIS and GOU values among thoSIl of the various commanders.
their Courage and Discipline tests. This bonus replaces those provided by the musician and the standard-bearer alone (+1),
No matter
in a fighter's range (be they 111 war-staff or not), the bonus he' a
67
CHAPTER
8 • LEADERSHIP
leaders/up
oj NIe/moth
(Le«dershfpIIO;
5 T 2 = 7.
This bonos can not bring II fighter's FEAR to be higher than the one printed on the lord of the dead's reference card. "Example: A Wlolfen zombie (FEAR 8) is with ill the. allm ofleadership of the Gorgon (Leadership/W; FEAR 9; rank category 2). a +2
ill
would. bring his FEAR to be 10, which is higher than the Gorgon's FEA It Tile IVOifl!1Izombie therefore ani)' benefits his FEA II is considered to be equal to S + 1 = 9.
t,.()/II
1 alld
AURA OF DARKNESS
Ail fighters with the "Living-dead." ability located Within the aura cfleadership of alordof the dead in their camp benefit from a bonus in FEAR equal to the lord ofthe dead's rank category. Example: At the moment that he launches an assault agains! all opponent, II morbid puppet (FEAR 5) is wttltin the aura of If a Living-dead fighter is within the aura of leadership of several lords of the dead, then he benefits from the highest bonus. The bonus in FEAR bound to the aura of Darkness does not apply when a Living-dead fighter has to make a Courage test (when facing a Hyperian, for example),
68
CHAPTER
8 • LEADERSHIP
-----,
LORDS
OF THE DEAD
AND LEADERSHIP
111e "Aura of Da rkness" rule is added to those on leader'ship; it does not replace them. A lor-dof the dead therefore also remains a commander in Iegard to the rules ..However, a Livingdead fighter carroaly benefirfrom the advantages bound to the "Leadership/X" ability provided by other Llvlrig-dead fighters (with some exceptions).
• The FEAR printed on his reference card must lower than or equal to the one printed on the WoUen chief's reference eard, A 'fighter can get only one such counter .per round.
• \'VOLFEN PARIAHS.
A Wolfen Pariah chief can only give a mark of savag;erl' to fighters who also have this abllltv, Similarly,a Pariah fighter cannot receive a mark of savagery from a.non-Pariah chief.
II Living-dead
the ghouls
Of Acherou
THE MARK
lord of the dead. ConseCll/!
OF SAVAGERY'S
EFFECTS
SarlatiJ
III)
is a lIo!J-Livh.g.dead
quel1tly,
Li ving-dead fig/tter
WOLFEN CHIEFS
All Wolfen (be they bound to Yllia or to Vlle-Trs) with the "Leadership/X" abiUtyprintedon therr reference card ate considered to be Wolfen dliefs and thus benefit from the "Mark of Savagery" rule. The Wolfen who have acquired the "Leadership/X" ability in any way whatsoever do not benefit fro III th is rule,
Afighter wlth a.matk ofsavager:y benefits from the "War fury" ability. If he already has this ability, then the mark of savagery has no sffec t. The mark of savagery's effects app)y until the end of the.round, eveni f the fighter leaves the aura of .leadership of the Wolfen chief who gave him the counter,
WOLFEN CHIEFS
AND LEADERSHIP
earn rnander•
• \X!OlHN DEVOURERS.
The term "Wolfen" is nor always.printed on, the reference cards ofthe Wolfen Devourers ofVil.e·-'ris.All these fighters are nevertheless WoUen.
THE hiLARK OF SAVAGERY In each round, every Walkn chief gets a "Mark of Savagery" titer that he cap use to in.crease the 'combat potential of another Wolfen. These counters must be attributed during every strategic phase, before the Tactical roll. Once this test has been made, no further counters can be attributed. It is not possible to keep these counters from one round to the next.
CO!l
• He must be a Wolfen who is neither a Character nor a Wol.fen chief. • He must be wrthin the Wolfen chief's aura of leadership. • He must be of a rank category that is lower than or equal to that of the Wolfen chief.
the .1ccurJcd barony, ff}c l.:tad of thoIC wf}o br« sold their JOul Jnd flxir fCIh to Darknm in (xch.,rngc {or immortJiL'ty .wd unlimited power. 'TIJe dccJdcnt lords of AcfJCron call on the nil of necromancy to rsisc undeJd
jf
Achcron
,iominution Jnd power, the AchcroniJI1f .lrc the chJmpionr of Dlrknm. AI sao» J1 they br« c(ur/}ed tbe Lions of .41;/J.111 .lnd tbeir allur of Light, they will go On tf: c conqucst of the worldf in tbe name of their ctern.rl empire. rhc legion; of Acbcrol1 .11'(; harder of craiurc: (rom hrl/: IkdcloTU, 1(ombi(! Jnd gbouls .lrc ioi!1(J the bJtt/c6r1dr by all sort: of bri4.fJ rpringing (I'om DJrkncrs. L(Jdl{fg them .m CrJnc wJrriorr, JiJbolicM fjit/Jp.r/ .lnd naromsnav; who row
On
inspiring J n.tmclcrr {elY in tl" bCdrtr of thcir enemies, The reign of the Obscure ir .Ibwb.ftc: the fiche lordr reduce kJngs into rlJ,\'cry, dmcy.s.tc rJnctr!{Jrics, Jnd pill.;gc tbe Jecrcts of the part to mJkc tbeir own strengtiJ grow, f /ungrring {or
taror Jmof{g
tb( /i-ving.
70
CHAPTER 9. In a game of Confrontation the magicians' to cast spells. A magician when the armies we a fighter is therefore protected
I' being
INCANTATION
main functlon
is
can only cast the spells he was given built. 'These spells are bound to an himself. Such be
MAGICIANS
All fighters with the Power charactertstlc there are two types of magicians. • 'Those known as "pure" devoted their magicians are individuals of the arcana who have of magic to lives to tile study of the maetlal are. above foes in combat. all, warriors. Yet they have a are can their for the occult arts. Their powers are magicians. Yet
A.P. value that is added to that of the magician usually a huge investment and played wisely. concernlng
that should
All restrictions
the attrfbution
disciplines.
Some nevertheless
remain formidable
predisposition
p os slble
MANA
Mana is the mystic energy used by magicians of their spells. Each magician reserve is represented Mana to fuel the effects has a mana reserve and he most use a part of it every time he tries to cast a spell. This mana
neighbouring
Realms. Each
one of these domains are six of these. The four primordial and Darkness.
Elements are Air, Fire, Water and Earth. These are Light
'The two other Elements are called Prineiples. Some of these Elements fi?:j. ... • are opposed
to each other.
Air is opposed
to Earth to Fire
o
mana.
Water is opposed
Light is opposed to Darkness powers of Darkness including are so strong Darkness itself. that it is
The corruptive
opposed to all the Elements, Another "neutral" Elements. mana symbol When
Gall
()
is sometimes
used to represent
it is required be replaced
GfCS
for a spell to be cast, use a form of magic practice doesn't call but rather on the
then neutral
gems
The shaman
of Bran-O-Kor
caned instinctive
en the energies
forces that come from Aarklash 'The mana of these magicians mana,
by gems of neutral
Every time a magician the actions reserve, of a different held in his reserve.
to cast a spell or to counter he uses some of the gems have any gems left in his actions that are bound he can repleni to hall
Once he doesn't
he can no longer
CASTING A SPELL
Most spells are to be cast during However. phases. card. some particular When the magician's
011
Non:
• CONf"lWNTA'J'JON
FOR 2 PLAYERS •
In COlljront.a.tiOll2 most spells were cast during the firing and magic phase. Because this phase has disappeared. all spells that don't specify when they are to be cast must be so whUe the magician is activated. Th is also applies for all The type of gems held in the initial reserve Elements mastered depends on the spells that are to be cast during of this phase. the movement phase, even
by the magician.
each Element among the gems held in the initial reserve. Example: A magician with fl. POW' of 3 who ma tel's Fire and Darkness can begIn the game with aile o!thejollowillg reserves: • Three gems of Fire. • Three gems of Darkness. • Two gems oj Fire and olle of Darkness. • One gel;1 of Fire and Iwo of Darkness. A magician's magician's mana reserve can become empty. but never nega-
How MANY
SPELLS CAN
as long as he has enough mana gems available, he can continue casting spells.
of the number of spells lhat call 011 the magiCialls rank that. applied in the previous version of Confrontation lI<7lY 1707 longer applie.l.
Attentionl restriction be used depending THE JNCANTATION When·a magician attempts incantation. consecutive steps. to cast a spell. he proceeds with an in several
The
Example!
0/
72
--l
PEQP!E Alchemists ofDiez .' ~~')
CHAPTER 9 • INCANTATION
TABLE OF ELEMENTAL
DOMAINS
,!'
x
'~
x
,~..." r~,
x
x x x
x
Unkiiown
Sclaris Unknown Sorcery
Dafkinee elves
Goblins, of No-Dan-Kar
x
x
Theurgy
x x x
"" x
x x
x
None:
II
'Necromancy Hermerisrn
Dwarves of Mid-Nor
Dwarves
Chthcnian
Telluric Instinctive WhIspers magic
ofTir-Nii-Bor
x x
x
x
.. : Domain oJ predilection
Sol;u:J.s
Typhonism
X:
Forbidden
domain
Choice of ta ~get 2. Calculation of the difficulty 3. Sacrifice of the gems required for the incantation .4. Improvement of mastery (if the player wisHes) 5. Annou ncement of counter-magic (if the opponent
6. Absorption (iftheopponent announced it) it)
1.
wishes)
announced
1. Choice of target
The player controllmgthe magician onto which the.magtcian He is not penuftted must therefore must designate a target the magi-
hasa line of sight. than the spell's range .. The player later on, it proves to be the reso
U rc es
to 0 fa r, the n the sp ell bas no effect, neverthe Ie ss lest. Casting a spell on an opponent
yet
in "base-to-base
contact
73
at the top of the spell's card. The for the incantation the inca nbe cast.
the magician's
tation Itself required
4. Improvement
Once the player has removed tation from the magician's the possibility, thus sacrificed test. increase don test by sacrificing
reserve,
his chances
can be of any type. Eor each gem used in this way d6 when rnakl ng the incantation
are described
7, Incantation test
The player controllmg the magician makes an incantation equal to the test,
whieb is a Power test with a difficulty culty. If he has spent additional Unlike when firing into a fray, a spell always affects the selected target. With some exceptions, the same spell sannot be successfully cast several tirnes onto the same target in the same rou nd, even gems for this purpose,
pall's diffi-
gems to increase
the rnagtclan's
If the test's final result is equal to or greater than the spell's difficulty, then it is SUCCJ~s!\fuJly cast, If not, then the incantation faj Is. Incantation in base-to-base the incantation suffers a -Ion in hand-to-hand combat: If a pure magician is contact with an enemy fighter when performing
to counter one, he
test. Wa>:cior-
Most spells have a set difficulty prtnted have a variable difficulty eters, such as the distance difficulty controlling between
mages are not subject to this rule. Step 8, which is bound to counter-magic, is described further an.
the magician and his target, It can even happen that the
is "Free." This then means that it is up to the player to determine It. when one depend-
• INCANTATION
A magician the magician the magician's
AND FLYING
•
between
can choose to target a lighter located at an altiand his target is measured base
(Of
tude level directly above er below his. The distance Unless an exception of a spell's parameters the moment account is mentioned in Its description, (difficulty, effects) is determined characteristics, the counter representing it).
representing a miniature
of the incantation
that is at a different
Oil
the final
result of his incantation Example: A magician is attempting to cast 1'1 spell with a difficulty equal to the target s A TT. The target has all ATT Qf 4 OIl its reference card, bllt is benefiting from an effect that increases this value by 2 points. The spell': difficaity is therefore 6 (4 t 2). fighter ground on the ground
hides another
7~
CHAPTER
9 • INCANTATION
ABSORBING
cast the distance between If it is greater than the This method is required;
A SPELL (STEP 6)
causes the spell to be cancelled his incantation. proceeding to use (meaning out before the just
magician has even performed the magician wasgoing attempt. has to spend the right amount
spell's range, then it has no effect a nd all the gems that "Were eq ual
its effects.
and the spell is nevertheless then it cannot out by an on its card. Absorption incantation.
considered
be cast again during the round being played). consists of spending exactly the same number
of gems opposed
COUNTER-MAGIC
A player can counteract counter-magic. magician the casting
Any gems used to improve the mastery must also be taken into account.
in his-camp who meets the following conditions: casting the spell. must be in range (even If he is not its target). then the magician
when absorbing
• He must be able to see the magician • He musrbe within thespeU's base-to-base If the spell's range is "Personal,"
If the spell's
if
to
cancel out the spell must choose one of the two folJowing methor absorbing. that he wishes to use counter-magic of mana gems that Example: A magician cast a spell using Jour gellis oj Light.
lnUSI sacrifice JOUI" gellls
oj
Darkness.
If the spell requires gems of several Elements
Elements to improve (or if the magihis mastery),
will be
used for this test has been announced. €ian used gems of ather Elements Example:
then the gems used for the absorption in the same prcporticns. A magicia» is about
of Air lind one Qf Waler. To absorb this spell his [apposed to 'Vater). He opposed
CllII
must
sacrifice two gems oj Earth (opposed to Air) and one g(JltI oj Fire also use gems of Darkness, which are
to all
A spell thai requires three gellls oj Dar/mess o] Wo;ter ami 0VO OJ£41"/J1.
can be
absorbed by onegel/l
CHAPTER
9 • INCANTATION
8)
that he is using this
MANA RECOVERY
During the mvsticphase the players make a mana recovery and then roll (wh ich is a Power test) for each of their magicians, refer to the Mana Recovery T-abte, UUs test is a true characteristle and test. A
consists of choking off the magic energies during When a player announces
method, he has to spend only one gem of any Element. The magician attempting the magician less lost. to cast the spell then does his Power failsand the gem spent by is neverthea counter test. [f he fails, then the incantation
aD, even
[!] can
be rolled again
failure. On
aD the
of
magician does not recover any gems at all. Depending on the total he gets and on his rank, the magia certain number of mana gems. The nature the player among however. cast, then the magician attempting cian recovers mastered
it does a Power test with. a single d6 (it is impossible This Loll's final result must be greater gotten by the spell's caster (and
by
by the magician,
Beware,
than or equal to the final result not to the spell's difficulty). are cancelled Attention! out.
cannot recover more mana gems than is allowed by the limit of hIS mana reserve (see p. 72). Example: All Adept with
IIUlIItl II
Oll/y one magician can attempt to cancel out the same spell, evell ifse verai othUs meet the required aonditious.
Having run or charged, or being inhand-to-harrd not prevent a magician from using counter-magic. contact with a n opponent being in base-to-base magician combat, does However, causes a -1
7'f!Cl)llery
Ids reserve wheu making the roll. His POW of 5 sets the maximum limit of his mana reserve at 10, so he Cl'm still recover up to JOLlr ge.ms thanks 10 thi roll, He gets a !8l 01/ IliS mana recovery roll. Added to his Po\r~ this gives him a totalofl0. Being.all Adept, this WOIJlti normally allow him to reGover six gems, yet he call only arid four to his reserve. The player canJreety choose these gems
111110118
76
___ J
ADEPT MASTER
D 3 4
CHAPTER
9· INCANTATION
VIRTUOSO 0
4
0
DAND1-3
D l 2
0
2, 3 4
5 6
7
4·6
7-9
3
4 5 6' 7 8
5
I;
5 6
7
7
8
8 9 10
Il
8
9 10
9
to U
12
other known paths that no one has found the way to counthis, no magician (not eVM of cancelling out their to cancel out a spell east by an
thfs, a 0 on an ore magteian's mana reccveryroll (Including after having re-rolled a [i]), is not considered to
automatic failure. The
[J Is
h is mana recovery roll, then he recovers one gem less. Warri:or·mage:s a lie not affected by thls penalty,
Example: A 11 Initiate (POIX'( 4) Is
ill
jighterwhelllllllldlig
'
gives him a final re.mft of8 and II; normally enemy miniature,
• HERMETISTS
Magicians
AND NECROMANCERS.
or of necro-
mancl' dan't suffer this penalty on their mana recovery tolls. when in base-to-base
ROUND
2: MYSTIC
PHASE
Velcvs's mana reserve: 2 Darkness I 2 Water At the end of the second round the two camps are ready for the assault. Each player must make a mana recovery roll for each one of his magicians. Sardar (POW 6) is aIL Adept of Light and of Earth. OIL his mana recovery roll the player gets a 0 which, when added to Ius POW; gives him it total of 9, meaning five gems. Because his mana. reserve's ILIll it is of 12 gems and he already has eight held in reserve, he can only gather four more. The player chooses three gems ofLlght and one of Earth. Sardar's reserve therefore reaches its maximum limit with. eight gems of Light and four of Earth. Velrys (POW 5) is an Adept of Darkness and of Water. On his mana recovery roll the player gets a ~ whieh, when added to his POW, gives him a total of ten, meaning six gems. The player chooses four gems of Darkness and two of Water. Velrys's reserve now holds six gems of Darkness and four ofWatel'.
INCANTATION EXAMPLE
ROUND
3: ACTIVATION
PHASE
Sardar's mana reserve: SLight /4 Earth Velrys's mana reserve: 6 Darkness I ~ Water Sardar Tlllus ~
~
Archer of Alahan
Guard of A lahan
m k:§J
[~]
Velrys
Flesh eater VoraciolLswarrior Announcing the incantation: Sardar is activated. The Lion player moves hls miniature so as to near. it to the guards 01 Alahan and then announces his: intention to cast the "Aura of Light" spell. Choice of target and verification of the eonditicns: The player designates the guard of Alahan in the middle to be the
In this example we have a group of warriors of Alahan led by the magician Sardar'Tillius. The LioHS are eonfronting Devourers accompanied by Velrys,,, half-eifmagiciall.
78
CHAPTER 9 • INCANTATION target, Sardar has a clear Line of sight onto this guard and can therefore target him with his spell calculation: Aura of Light has a set difficulty equal to 8. the: sacrifice therefore' of three frve of 8.
SUMMONED FIGHTERS
Some
tUTeS
Difficulty
spells
and
miracles
artefacts)
allow
the
summoning
of fighters,
These crea-
becomes
PLACENLENT
GJ to
When miniature
a fighter cannot
onto
the
his due be
contact
mana reserve
becomes five gems of Light and three of Earth. of counter-magic: that he'll attempt 1J,e player controlling
to cancel
was cast using three gems of Light and one (since Darkness is opposed the spell, a countering
of Earth, Velrys needs either three gems of Darkness of Air, or four gems of Darkness all Elements) gems of Darkness available to be able to absorb it. Though to absorb
tlOW applies to nil summoned fighters, spell's or' miracle's card specifies that the fl.ghter elm or' must be placed directly Into base-to-base contact with an opponent:
Attention!
111[S
even
if the summoning
rule
Power test: The Lion player having improved he rolls 2d6 and gets the difficulty
0 and
Sardar's mastery,
Fighters
placed
onto
the
battlefield
during cannot
GE;l'. He keeps the ,,:and conseofl8.l + 6 '" 11. This being higher than
is successful, player makes a Power test and
or resuscitated)
other action during this phase. They can. however, act in the in the combat phase after their appearance
which. is not enough to equal the final result of Sardar's tion roll (11). Measuremeut was successfully guard of Nahan of the distance: is measured. Because
represented
by their
summoner's
the incantation
test the
reference ca rd.
between
spell's range is "10 em' its effect can be applied. Application of the spell's effects: Velrys's attempt at counter-
magic. having failed, the spell's effects are applied. The targeted guard of Ala han gets +1 in STR, RES and COU until the end of the game. Alter this incantation Sardar still has five gems of Light and three gems of Earth left. This is more than enough
fat him to
is
this spell's
Frequency
before being able to cast It again. On tile other hand, If he has other spells, he can attempt allows him to do so. to east them II ~is mana reserve
CHAPTER 9 • I CANTATION
CO
SPELLBOOKS
The wells and miracles provided in the Spellbocks and of Litanies sets of cards can no longer be used with the rules of this th i rd edition. in Confrontation, Unless mined They are replaced not in Rag'Nt:frok. by those described on the
them. To
depends
in the
a fighter, the player must calculate the sum that are already under the
control. lithe summoning of the new fighter would limit to be passed, then it cannot be done.
mentioned otherwise
in its description,
depending on a characteristic
OT faithful.
of the incantation or call which is taken into account, modifiers. A magician is attempting to cast a spell with a an effect is
by a
including Example:
by the fighter's diffiCUlty that is equal to the. targeted fighter's A IT TIle latter
has an ATT O/~OIl his reference card, but benefits/rom that increases this value by two points.
T
if the summoner
Dilly modifiers
(Ire
to be taken
into account,
bonuses
Dr
that apply to tile results of die rolls. TI,e "Leadership/X" abiUty allows the.ftghl"el' to use values be used instead the difficulty of those of
control a total force 0/5. She has the "Morbid angel invocation" and "Summoning and an Elemental of Darkness. of Darkness" spells. A puppet
has" force of 1
the commander's
DIS or COLl for his rolls of the dice. However, or effect of a spell
such a spell has no effect on fighters who already benefit from the ability in question.
to represent
80
CHAPTER 9 • INCANTATION
PRIMAGIC
ARROW
2{)
+4
Intensity: 1
The target suffers a Dam age roll with a S'I'Requal cian's P(')W at the moment that he casts the spell,
MINonCURE
3®
A.P.: 16
zfJ
2C)
CHAINS
Range: 20 ern
of the strategic
phase.
then benefits
ts equal to 5,
3fj
Patlu Prirnagic Range: 15 em Duration: fighter Until end of round Frequency: 2 A.P,: \2 fighter b en !lei ts from a +10 nth e res ul tso f h Is rolls, This bonus does not apply to manarecovery Difficulty: '1 Duration: 7 1 Area of e ffec t: One fr iendl y.fIg h ter Intensity: 2
26
Range: 15 ern
Instantaneous Frequency: A.P.:16 2
rolls.
This spell can only be cast on a target that is free of 1l.Ilyopponents, The targeted fighter can immediately wall'c,el(en if he has already been. activated during the round being played. This exceptional movement does nOI count as 'an action, and the
targeted activated, fighter can thereforemovein the usual way When he is
done.
81
CHAPTER 9 • I CANTATION
I HERMETfSM
CHAST SEMENT OF LIGHT
WORD OE CO
2Q
FUSION
Path: Herrnerisrn Difficulty: Area of effect: Intensity: Range: 20.em Duration: Instantaneous frequency: Special 4 a maximum 1
I Clrcseus
DurationSpecial
Range: 40 em Instantaneous Frequency; 1 A.P.: 11 the enemy fighter whose DIS was
Target's DIS
XG)
roll. U this fighter was killed before the then the spell can be cast onto the enemy
A.P.:16
number of targets equal that he casts this spell. is of2 per desigsuffers a
DIS. If the highest 015 is shared by several figh ters, then thi s sp ell can b e cast 0 na ny of the m. fighter with the highest Once Word of
COIUUSIOIl
nated target. The Power test's difficulty is of7 + 1 per target. is successful, each target Damage roll (STR 5) ..
2Q
f Circaeus
Duration: One friendly fighter
Range: 20 ern
A.P.:13
lighter benefi ts from the "Assault fire' ability.
Intensity: 3
TIle number of gems required culty vary depending of health .. • Target with a Light Wound: 2 2 5 for the incantation
A.P. :15
The targeted and its diffion the desi red effect and the target's state
CROWN OP GLORY
3Q
is uninjured.
3.
Path: Hermetism Difficulty: 10 Special 3 is to be cast Duration: Area of effect: Intensity: This spell
Range:
20 cm
:1
Q /Difficulty
g IDiffioulty
IDifficulty IDifficulty
Light Wound.
10 .The target is uninjured. 10 : The target has a Serious Wound. 11 : The target has a Light Wound.
• Targetwith
2Q SQ
a Critical
with
the range
"Leadership/X" is increased
fighter's leadership
by 10 em. Moreover,
are also of his people benefit frorn 1'1 in SIR as long as they are within his aura ism).
of
leadership
TROUBLING AURA
2Q
Rangel
Personal
A.P.,7
All enemy fighters involved in the same combat as the magician suffer a -1 on the final result of their Attack and Defence
CHAPTER 9 • INCANTATION 1111S spell can only be cast onto fr.iendly fighters "Living-dead" ability. Once successfully Id6 and applies the efl'e.ct corresponding with the
GJ or {2]: No
DEVOTIO
10
OF THE DEAD
Range: 20 em DuratlonSpecial instantaneous Frequency: A.P,:6 on Ii' be cast ability. onto frlendly suffers recovers fighters a Damage with roll
6
1 can
Area of effect:
NECROMANCY
DIVERSlON OF THE SHADOWS
Path:
three gems of
20
I Circeeus
Duration:
Difficulty:
Target's ATT + 4
1.
D
Range: 10cm Duration: Un:til end of round Frequency: A.P,:8 friendly depends fighters on the with the target's 2
I Circaeus
Area of effecr : One-enemy fighter Intensity: 3 As long as the targeted which he is involved,
Difficulty: Intensity:
Area of effect: 1
Special
fighter is affected by this spell, he gets weuld.in every combat in This spell can only be cast ante "Living-dead' • Uninjured: • Stunned Range: 15 em Duration: Until end of eound Freq uene y : 2 A.P,l14 fighters benefits with the f.rom the abihty, 4 Its difficulty Wound level at the moment
that it is cast:
3.
I Llghr Wound: 5
If the incantation
not, suffer Wound in hand-to-hand "Stunned."
rolls he inflicts
This spell can only be cast onto friendly "Living-dead" "Concantration/z" ability. ablll j', TIle targeted ability (whose fighter
DEFIANC
and STR). This spell has no effect if the target already has this
1.
1.
OF DEATH
I Circaeus
Duration: Range: 30 em Until end of round frequency: A.P,:7 difficulty is equal to 4 + the target's force. If force 2
The incantation's
Area of effect:
oro.
CHAPTER
9 • INCANTA.T10N
I TECHNOMANCY
GENETIC RELIAB[LlTY
/ Biopsy Duration: Special Range: 15 em Until end of round frequency: 1 A.P.:6 fighter who have Path: Technornancy Difficulty: 7 Area of effect: lnten siry: 1 This spell can only be cast onto friendly been given a Mutagenic/X spell is successfully to be an automatic failure.
STARVING BLADE
Pat h; Tec!momaney Difficulty: 9 / Cabala Duration: Range: 15 em Until end of round frequency: 2
2.
A.P.: 10
GENETIC R£CONST
1• Path: Technornancy Diffi.culty: 8 Area of effect: Intensityi 2
IT UTJ ON
Range: 15 em Duration: lnstanraneous Frequency:
I Biopsy
A.P.: 11
TIl is spell can only be cast onto friendly fighters who have
been given a MutagenlclX die and have already rolled it.
IT the spell is cast successfully, then the targeted fighter can immediately sacrifice three of his Mutagenic{X points to heal.
himself by one Wound degree. It is not possible to spend more poin s to heal by additional round. Wound degrees during the same
GENETIC ALTERATION
1$
I Biopsy Duration:
Range:
l5 em 3
by this
spell,
the
maximum
number
of
Mutagenlc/X
by one point.
INTOXICATION OF DARKNESS
2 Patb: Technornancy Difficulty: lntensity: Special Special Duration: Area of effect: Range: 5cm Instantaneous frequency: 1 A.P.: 12 fighters with the
ASSIMfLATION SERUM
1ft
I Biopsy
Duration:
Range: 10cm Until end of round Frequency: A.P.:S fighters with the 2
Area of effect : Special This spell can only be cast onto friendly "Mutagenic/X" Intensity: .2 abiJity who have not been given a Mutagenic/ difficul.~y is difficulty gets a This spell ca n only be cast ontn friendly "Mutagenic/X" ability. As long as the spell remains rllrget~s ability is increased is successfully east, then the target die that can be used in the usual way. to the target's "Mutagenie/X"
active, the X value bound to the one point. This bonus does not die was already rolled before
by
If the spell
Mutagenic/X
CHAPIElI
9 • INCANTATION
SHAMANISM
BREASTPLATE OF EARTH
Path: Shamanism
2.
2.
Diffi=lty: 9 Du rati 0 n: Insta 0 ta ueous Area ·of effect: One friendly lighter Frequency : 1 Intensity: 2 A.P.: 13
Range: 15 em 'Ihis spellcan 1 nents. only be cast if the magician is free of any oppoa
I Druidism
Difficulty: Intensity:
7
2
point on the battlefield cian. The magician the ground. ed point. Thisexceptional contact
The' targecgers
The magician's
Earth to increase this bonus. +3 in RES (instead of +2). in RES provided by this spell be
movement
does not allow him to come into Euctherrnere, .it does not count as
with an opponent.
.2 additional
greater than +5.
2.
EXPOSURE
2.1.
Intensity: 2
OF THE MIND
Range: 40 em Duration: Instantaneous frequency: 1
Path: Shamanism
I Druidism
Duration:
A.P.: 14
the enemy miniature whose DlS been
has already
This does, not mean that he gains an additional that he can attack one mere time per exchange combat .dlee placed lnattack i[ the targeted ea 0. target available fighter Isconfronting cppenents,
be cast onto the enemy flghter with the highest lighters share this value, then ttcan them,
rna ke t hree
any
a ttacks p srexch an ge. 'The additiona I.attack can even one that the targeted dud r;g the same epaoge.
gets the lead again, he must play the last cannot use an "Authority" counter
in his
o.e his
BOGGING DOWN
Path: Shamanism Difficulty: Intensity: 8 2 fighter,suffers and the difficulry by two points. Area. of effect; l1Yphooism Du:ration: One enemy fighter Range: 25 em Until endof round 2 A.P.: 13 Frequency:
2_
ARDENT HEART
Path: Shaman ism I Druidism Difficulty: Intensity: 6 1 the targeted Duration: One friendly fighter Area of effect: Range: 10 em Until end of rou I1d Frequency: 2 A.P.: 8 fighter can re-roll once
2.
[l
each of thi.!; fight.er's Attack tests if the result does [lot suit him, the second result may be, it must be kept. The same time, even if the figh ter bene fits to be rolled again. effecf that allows.dice not be rolled a third
from a different
85
CHAPTER 9 • I CANTATION
SORCERY
POWERFUL BREEZE
2 Path: Sorcery Difficulty: Intensity: Target's ATT +5 Duration: A rea of effect: One friendly fighter Range: 15 em Until end of round Frequency: 2
2
fighter benefits from
ability. lf he already has this ability, then the X value bound to it by two points.
2
this spell. the player chooses
A.P.: 14
the number of
Before casting
gems devoted to the incantation. cast, then the targeted varies according • 1 gem: STR +1 • 2 gems: STR + 3 • 3 gems: STR + 4
THE ST.RA'I'EGlST'S
2 Path: Sorcery Difficulty: 8 Area. of effect:
WILL
Range: 25 on
Duration: Instantaneous
Frequency:
MUSCULAR ATROPHY
3
Path: Sorcery I Mutations Difficulty: Intensity: All Wounds combat attack Target's STR 2 inflicted by the targeted fighter are reduced Duration: Area of effect: Range: 1,5 em Until end of round
Intensity: :2
.A.P.: 11
This spell can only be cast on fighters who haven't been activated yet i.n the activation 'The targeted phase being played, activated as if his card had fighter is immediately
Freqnency : 1
A.P.: 14
just been played. When his card is played later on, he is not activated a second time.
In
a hand-to-hand is
ignored, a Serious one becomes Light, and a Critical one becomes Serious. "Srunned/and "Killed Outright"
FATAL APATHY
Path: Sorcery Diffieulty: 7
3"
I Mutations
Duratioru One enemy fighter
Area of effect: Intensity: Range: IS em Duration: Until end of round Frequency: The target's
1
force is reduced
A.P.:11
by one point. Furthermore,
Path: Sorcery I Mutations Difficulty: Intensity: Target's DEF + 1 2 "'" sustained One enemy fighter
if it
Area of effect:
by one point.
A.P.: 11 defence,
86
CHTHONIAN
DEMONIC \XflLL
DEMONIC REGENERATION
Path: Chthonian Di1Iiculty: Special Duration: Area of effect: Intensity: 2 Range: 15 em Special Range: 15 em 2
1.
CHAPTER 9 • INCA
TATION
2ft
Path: Chthonian
/ Corruption Special
Difficulty:
Target's STR +2
Area of effect:
This spell can on.ly be cast onto friendly Mid-Nor the "Possessed" Wound level: ability. difficulty varies according The incantation's • Uninjured: • Stunned
Intensi ty: 2
This spell can only be cast onto friendly "Possessed," "Mutagenic/X" or "Living-dead" The targeted fighter benefits
to the target's
5 I Light Wound: 6
fighter loses
the "Possessed"
ability until the end of the round, yet in return ability. This spell has no fighter already has Regeneratron/X.
TENTACULAR
2&
OUTGROWTH
Range: 15 em
Path: Chthonlan
Diffieu Lty: 8
Area. of effect: Intensity: 2 Special
Duration, Special
Freqnenoy :I
HARASSMENT
1$
Path: Chthonlan I Corruption Duration: One enemy fighter Range: 10 ern Until end of round Frequency: 2 A.P,: 10 fighter suffers a -2 in STR until the end of the Difficulty: Intensity: 7 2 Area of effect:
This spell can only be cast onto friendly with the "Possessed" ability. limb' The targeted from the "Additional maintained two maintained magician.can the required
abilities, This effect lasts until the end of the round, but it can be from one round to the next if the magiclan during the maintenance The targeted r-ound. phase. 1h15 spell can thus be
for an unlimited
mana available,
number
CURSE
3G
or THE
10 2
POSSESSED
1.
Area of effect:
Frequency: 2
A..P,: 7
A.P.:12
fighter's Irutlative, to be
II.
GJ is considered
G. In most
fighter benefits
a E] not to be an automatic
GJ is then
considered
0 and
is added
to the characteristic
being tested
to calculate
THEURGY
MARTIAL DEVOTION
2
Path: Theurgy Difficulty: intensity; Target's STR 1 fighter benefits from an additional Duration: Area of effect: One friendly fighter Range: 10 em Until end of round Frequency: 2
benefits
from
the "Warrior-mage"
number of spells he can have. However, all the other rules bound to this ability apply.This spell's effect can be maintained one round to the next. To do so, the magician during every maintenance phase.
FATAL PRECTPITATIO
A,P.: 15
attack die in
3C,)
Parh: Theurgy Range: 30 cm Duration: Special Special 1 Frequency: Di fficu lty: 8 Area of effect:
The targeted
rntensity:
BU1l.N OF 2
Path: Theurgy Difficulty: Area of effect:
3
the enemy miniature
A.P.:l1
whose DIS
EEL
This spell can only target was used for the Tactical Range: Duration: 15
roll. If this fighter: has already been activation, then this spell 'ean DIS, If several among of
I Redemption
One friendly fighter
ern
2
eliminated
Target's STR + 2
be cast onto the enemy fighter with the highest them. 1f the spell is successfully
Intensity: 2
For every Damage hand-to-hand combat be h,&lved (rounded roll inflicted
the player who just cast this spell gets back the lead, he must.play all his cards held in reserve, as well as the first one of his activation sequence .. He cannot counter during this turn. p-ass his turn or use an "Authority"
to
ELEMENTAL WARRIOR
2t)
Path: Theurgy
Difficulty:
+ 3 Duration;
Area of effect:
Personal
Intensity. 2
A.P,: 10
:2 A.P.:9
ability.
The targeted fighter benefits from the "W.ax fury" abUity.
MARK OF INFAMY
2 Path: Thaurgy I Exorcism Difficulty: 5 One enemyfighter Duration: Area of effect: Range: 50 ern Until end of round Frequency; 2
Intensity: 1
The targeted fighter is afflicted with the "Target/-l"
A.P.:8 ability.
INSTINCTIVE MAGIC
GIFT Of THE RHINoCERo
2()
Path:lnstincti.ve Range: 10 em Difficulty: Free Duration: Until end of round Area of effect: One friendly fighter Frequency: 2
Intensity. 2 A.P.: 14
Path: Instinctive Ra nge: 10 em Difficulty: 5 Duration: Until end of round Area of effect: One friendly fighter Frequency: 2 Intensity: 1 A.P.: 10 The targeted fighter benefits from +2 on the final results of his tests.
Initiative
The targeted fighter benefits from a bonus in RES equal to half of the difficulty (rounded down to the tower integer) set for the incantation roll.1he bonus in RES bound to this spell cannot be greater than +5.
MYSTIC SAP
:2
Range: 10 em Path: Instinctive Duration: Instantaneous Difficulty: 7 Frequency- 1 Area of effect: One C-rieodly fighter A.P.: 14 Intensity: 2 Once this spell has been successfully cast, the magician must spend additional neutral gems to heal his target. The targeted fightea can be healed by only one Wound degree per round thanks to this spel ~and the amount of gems to be spent depends on his Wound level: Light: 1
2t)
e
e
targeted fighter
Serious: Crltical:
2 3
ability.
2C)
Range: 10 em Duration: Until end of round Area of effect: One friendly fighter Frequency: 1 Intensity: 2 A.P.: 10
Path: In tlnctive Dtfficultj: 8 The- targeted
GI T OF 1()
PUESERVATTON
Range: Personal Duration: Until end of round Frequency: 1
A'-P.:7
ability.
The magician (as well as all friendly fighters wi thin 5 em or Jess ofhlm) benefits from the "Survival instinct" ahility.
an attack die every time 11e gets a result of "Critical the Wound level) through an attack in hand-to-hand
"Killed Outright" in the Wound Table (and not by increasing These additional attack dice are added to those he already has
and axe used in the usual way. Yet they can only be used during the combat in which they were gained.
MORTIFICA
2~ Path: Whispers Difficulty: Intensity: 5 1
TIOl I Lamentations
Duration: Range: 15 ern Instantaneous frequency: 1 A.P.:IO fighter is healed by one Wound degree. One d6 is' the spell's consequences on the magi.
The targeted
clan. These depend on the target's Wound level before the spell suffers a Light Wound on a E]. suffers a Light Wound on a El or G::)-
GJ orl2J.
WHlSPERS
INSTINCT OF THE \XfILD BeAST
Range: 15 em Duration: Until end of round frequency: :2
Path: WhIspers
Diffieulty: Intensity: 7 2 Area of effect: One friendly fighter
14j'
A.P.:7
This spell is to be cast at the beginning before the activation sequences ability. are made.
2.
Ii)
Difficulty: Intensity:
Target's INl 2
I Lamentations
Duration:
The targeted
BLOODTHIRSTY
Path: Whispers Difficulty: Intensity: 8 2
2.
EJ. 1n
GJ
RAGE
Range: 15 em Duration: Until end of round frequency: 1 A.P.: 14
failure.
Lf the attacker benefits from all effect that allows hin1 to considera[)not to be an a utomatlc failure, then it applies in the usual way. A GJ is then considered to be 1I [) and is added to the
characteristic being tested to calculate the roll's final result.
90
CHAPTER
9 • LNCANTATION
HOWLS
IN£VJTABLE DECLINE x~
Path:
CAL1.lNG OF BLOOD
Path: Howls /'Cabala Difficulty: Intensity: 7 2 Duration: A rea of effe c t: Spe cia J Range: lScm Duration: Speclal 1 A.P.: 15 this spell (gems of cast. then the The player c0005e511 card inhis activation been activated from the activation sequence. sequence that hasn't and removed Frequency: Range: Special Instantaneous Frequency: 1
3_
A.I'.:11
Torments
9 2
Difficulty: Intensity:
ye_t., It is lrumediatelyactivated
xt
n amage
roll inflic ted on the ta rge ted figh te r is don e with a of gems used x 3,
2.
1_
Frequency. 2
A.P.: 14
The targeted fighter benefits from the "Fine blade" abll ity.
IIs,
Range: 20cm
Until end of round Frequency: 2
lntensity:2
A.P.:9
The targeted fighter benefits from Irnplacable/L J1: he already by one point (Max.:
TRAP OF WOLVES
2~
Path: Howls Difficulty: 8 Duration: Area of effect: One enemy fighter Range: 20 em Until end of round Frequency: 1
Intensity: 2
111e targeted fighter suffers a Damage of hIs movements. number of em moved (rounded
A.P.: 13
(oil at the end of each
The Damage Toll's STR is equal to half of the up to tHe higher integer). is not considered this effect; a reecieutation
When resolving
to be
3
movement.
9]
CHAPTER 9·
INCANTATION
PRINCIl'LE OF INERTIA
Path: Telluric / Forge Difficulty: Target's RES 1 Duration: Range: 15 ern Until end of round Frequeneje 2 A.P.: 10 fighter benefit-s from the following bonuses:
2.
Porce-el.
The bonus in force only applies during the targeted fighter's movement when he ts activated. It Is not taken into account
The targeted
if
X is equal to the number of gems used for the sp ell 's incantation
(gems of mastery ability, than 4 and the spell has no effect if the target already has this
LATENT DEFECT 3
Path: Telluric DiJIiculty: Intensity: 7 3 Area of effect: Special Range: Special Duration: Special 1 A.P.: 11 frequency:
The player names two cards that have n't been pJayed yet (two of his own or two of his opponent's]. The chosen cards are Swapped for each other, even if one was placed in reserve.
I!both na rned
LAW OF \'('EAPONS
Path: Telluric 8 2 fighter benefits from the "Ambidextrous" Duration: Range: 10 em Until end of round Frequency: 2 A.[>.:13 ability.
2.
Difficulty: lntensity:
The targeted
If he can al ready do counter-attacks tha n ks to the "Counterattack" er "Ambidextrous" ability, then this spell bas no effect.
CRUEL \\llLL
Ie
Path: Telluric Range: 20c.m Duration: Until end of round Frequency: A.P.:IO The targeted 2 Difficulty: 5 7 2 spend.addltional'gerns efEarth
2.
Lithomancy Duration:
A.P.:9
his full MOV value when
after success-
making pursuit
movements.
fully casting this spell, Each additionalgem fighter's characteristics AIM. COU or DIS) to be increased
92
CHAPTER
9 .. INCANTATION
SOLARIS
PUOTECTION OF THE LIGHT
SOLAR STAR
2 (;:), Path: Solaris Difficulty: 10 Duratton: Area of effect: Special Intensity: 4 Range:' L5 em Range: 15 ern instantaneous Frequency:
3CQ
2 A.P.:20
Path: Solaris Difficulty: lntensit.y,2 Free One .fT.iendiy lighter Area of.effeet,
Duration: Special
Frequencyr I
Solar Star's SIR is equal to 5. Once the spell has been successfully cast, the magleian.can on how many additional sacrifice additional gems of Light to varies depend lng increase th is value. Solar Star's STR therefore gems are saorlficed1 gem: STR8
A.P.: 14
fight-
The fi nal result of the next Damage roll that the targeted chosen for this spell (Max.: 10). A fighter can benefit from .only one Protection. a time.
2. gems: STR 10
3 gems:. SIR 12
SOLAR FAVOUR
target, On a resu It of
Ii]or
2Q
DIfficulty:
Path: Solarls
Range: 15 em
Duration: Until end of round
integer).
Frequency: 2 A.P.:10
CURSE OF COWARDS
lQ
I Chronomam:y
Duration;
Range.
10 em
3(;)
intensity,
2 A.P.:6
Path: Solarls
Th e targeted
Intensity: 3
The magician (as well as all friendly or less of him) benefits fighters
GAME OF CHANCE
even partially ~
CD
within lQem
ability.
A.P.:J7
miniature whose DIS
be cast onto rhe enemy fighter with the highest fighters share this value, then it can becast +5 or FEAR -t- 5 is used instead,
them. If the tallgeted ~ghtel"s DIS is noted as "-'~ then his COU If the spell is successfully
targeted that haven't been activated cast, then the player controlling the
sequence
face down.
Once this has 'been done, the player is allowed to look at hIS new draw pile.
o
o
+ 1 .:
by 3.
3)
+ 2 ..
• +2 • •+2
fiii -and 2 •
VTGOUR
1
Of THE \Y/AVF.
Range: 10 em Duration: Until end of round Frequency: A.P.:6 2
TIle targeted
\XfEA KENlNG
2Qi
Range: 200m
Difficulty:
Duration: Untilheend
of round
FAYERY
DEADLY RESOLUTION
Path: Fayery Difficulty: Intensity: 9 Duration: Area of effect: One friendly fighter Range: 15 em Until end of round Frequency: 1
Frequency: A.P.:11
2.
by this spell, he
rolls he inflicts
CALMING FLOW
4~
2
fighter's
A.P.:12 DEf
Immediately becomes
TIle targeted
return,
O. In
his
his poi Ills of DEF are freely distributed 'can be increased by more than
between
1:\1'0
Once this spell has been successfully magician partially and for every friendly within 10 em
cast, Id6 is rolled for the fighter standing even the caster, On a result of
Daikinee around
ROOTS
1_
or less
I_;:;] or more the fighter is healed by one Wound degree. OE' WRATH
Range: 25 em
Path: Fayery
FORCE
Difficulty:7 lntenslry: 2
The targeted the incantation replaced fighter's
phase
I
Frequency:
2.
OF NATURE
Range: 10 Duration: tighter Frequeney,2 A.P.: 14 fighter charges while he is activated, then his
ell)
Difficulty: Intensity:
Area of effect: One friendly is finished, the magician can improve the spell's If the targeted STR is increased
cgems sacrificed:
effects by spending
additional gems, The spell's effects are then by those corresponding to the number and type of
94
CHAPTER 9 • INCANTATION
BLACK MAGIC
VOW OF TORMENT p~th: Black I Typhonism
Difficulty: 10 Duration: Area of effect'. One enemy fighter
DEGENERATION
20
I Cabala
Target's RES Duratien:
3&
Area of·effect: One enemyfighter Intensity: 2 Range: 15cm VotH end of round Frequency: 2 The targeted fighter isafflicted additional
A,P.: 20
with the "Ephemera.llS'" gems of Darkness: is is abil-
ity, Once this spell has been successfully improved. by spending .... 2 ,..: The : The targeted targeted fighter ability . fighter
Intensiry: 3
The Wound doubled, penalties suffered by the targeted
A.P.: 15
fighter are
a__fflicted with
affllcted with
the the
"Epherneralst' • ... 4 ..
if the targeted
CARMINE
xO
''X/AVE
Range: 20 em Duration: lnstanraneous Prequency: 2 A.P.: 17
"Regeneration/X"
Path; Black / Curses Difficulty: Intensity: 8 ,3 Area of e.ffect: One friendly fighter
CURSE
This spell is to be eastas soon as the target is Killed Outright. The magician cannot cast It onto himself when he is killed, The X value must be from I varies depending
Range: 15 em Duration: Until end of round Area of effect: One enemy fighter Frequency: 1 Difficulty: 6 In tens lty: 1 The targeted Initiative tests, fighter suffers a -2 on the final result A.P,.:7 of his
1&
OF THE SHADOWS
$ to 3
",
All opponents
standing
wlthln S em or less of the target suffer a Damage roll whose STR on the number of gems used for the incantation (the gems of mastery are not counted) .
EMBRACE
OF TH'E TARANTULA
2•
Path: Black Difficulty.
I Curses
7
Range'
Contact
SCREAMING
3&
DEATH
Range: 2Qcm. DUration:
Duration: Until. end of round Area of effect: One friemHy fighter Frequency: 1
Intensity: 1 A.P.: 14
tJ.1C
Instantaneous frequency: 1
A,P,: 19
"Toxic/O'
fighter suffers a Damage roll (SIR 9). If this roll then the spell ends. If the targeted t.hen the player Wouad or a "Killed Outright,"
controlllng the magician selects another enemy fighter within 5 em or less of the. fi.rst target. The magician does not need to' have a line. of sight onto the second targeted fighter, who also suffers a Damage roll (STR 6), This Damage roll has the same
effects as the first one, except the third Damage 3. ,)if hatever target. roll's STR is h ap.pen s, the spell ends afte r ha vi ng h it the third
entire (mpirc brgJn with ff}:1t of J ringle min, thc prop!)(t ArC1)·iJ"f, who wmt on J minion to comat AJrkl.1siJ to the cul! of f'.fcrin, the ol/egod.TIc f.mlcs of J n('UJ{jill, (Tlfl,d{cJ tl,r lJCJrtr of tf'0l.fUnL1f of bdiC'icrJ Jnd c.1Uud In empire of fdit/, pre Jnd stcd to be born. 7Od,ty, cOlmt/err dirciplcr wCJrjqg f/,il1)l met;/ srmot« .lfid armd WIth riper raim tlJ( rOJilf of pi/zrjmJgf. The Jrmy of redemption if on the m.lren. IVbilc I Jrkn{fJ ir tiJrc.ltcnir{f AJrk/Jrl" tlx: GrifPnr l'iJCC tl,cir Jiscif)/jTJ(d Jrmy Jml tixir iron CJnIJom in the urtlcc of Lji)t.
11/
Th{ crUJ.1dcof
The impcri.1/ rm)! the I nql'(jrition, Jnd the 'Temple IAlJitctileir (,ffortr to eN/r!J the heretic! JIJ 1 rJig bl~rning rtJkcs of pl~nJf"m(nt.Th ~(Jl ou: Ill.'. ntf of /.'.1rr in src sacrc, yet ri,g/:tcous! The (.matic susrrto: of the Gri{fr.n (oJlow orden ftrictly Jfid l7I.1kc their .1rmy .1 WJr mJcbinc in wbicl nrry gCJr if .1 dCJlily
inrtt'l.lmcri. In JdJitkm to Iff dircipll!1c of stal, tbe Jrm)' of tbe GrifPn mssto: the
secret of ,gunpowder: I isto/r, tiRes (X~ losr« dcwccr Jf1d csnnon JbOlmd Jm0'l5' its rJnkr.
10 • DIVINATION
provided by the faithful jn. a game of is their faculty to perform miracles, A faiththe miracles that he was given when. the are bound to. a value in himself Yet a faithof in one's byappJy-
TEMPORARY FAITH
'The faithful terms get the faith needed is symbolised to perform their miracles from the presence this energy of other fighters on the battlefield.
A.P ..which is added to that of the faithful them. One can include a faithful aemy, His role is then to neutralrse without
111 game
faith
to just any miracle or to any number any miracles the enemy faithful
by points of temporary
(T. F.) that are used to allow the faIthful to perform miracles.
The faithful's T.F. is calculated ln. ~aeh new round during the of
of miracles
to
mystic phase. It can. therefoee vary from one round to the next. It depends faithful's 'On the faithful's rank. his type, and the number card (in the abilities believers withln his aura of faith. The value associated cult on his reference indicates with the section)
are explained
covers the
THE FAITHFUL
~
~·aretwo
Yet there
• War:ciOl:-mon.ks are ardent defenders of their faith who have made the most of their fervour to become formidable fighters.
War.rior-rnQnks printed are identified by the "Wll1:.[ior-lTIonk" ability
the majority
and clerics of thevarious cults found on Aarklash.These faithful draw thelr strength from the presence of believers of their
people around them. • Inversely, divinities. seme faithful, known as iconoclasts, use the faith of their enemies to use i1 against therti and serve their obscure
T.F. Apart from exceptions bound to a game effect, the following fighters are never considered to
of a faithful's be believers: • fighters whose DIS is noted "-" (Living-dead and Constructs, for example).
• St:a~eless fighters,
• j:ilemental beings (EamWars and ElementaJs) .. All other fighters can be considered 'Onthe type of faithful concerned. • The orthodox be believers, • The iccnoclastlc believers. faithful faithful considerallfighters mercenaries of their people in their camp, including who are of their people, to to be to be beJievars depending
_ _j
CHAPTER 10 • DIVINATION
During each mystic phase the players calculate the T.E for each.of their faithful for the upcoming round. At the beginning of the phase each faithful's T.P. is brought down to 0, even if he has points left over from the previous round, The calculation is then made in the following way for each faithful. Depending on his type and rank, a faithful generates a certain amount of points thatare added to his T.F. Hand-to-hand combat penalty: if a pure faithful is in baseto-base contact with an enemy at the moment that his T.P. is calculated, he generates one T.P. point Ie 5 than he normally would for himself. TIlls restriction does not apply to Warriormonks.
In addition to these points, the believers located within the faithful's aura offaith also provide him with T.F. depending on their numbers and on the faithful's rank. • Devout: ! T.r. point for every even incomplete group of three
believers.
• Dean: 1 T.E. point for every believer, • Avatar: 1 T.E point for every believer, The faithful himself is not counted in this calculation. On the other hand, if he is within the aura of faith of another faithful, then he can be taken into account for the ealculation of the latter's T.P,
Example: Four believers They represent
(1/'1, tlVO
aura
• LOYAL/X •
Certain fighter profiles have the "Loyal/X" ability. These fighters do not generate T.P. like the other believers for the orthodox faithful in their "amp. If a Loyal fighter is within the aura of faith of an orthodox faithful in his camp, then he is not counted with the other believers. instead, he directly increases the faithful's T.F. by a number of points equal to X. If this type ofbe1iever is present within the au ra of faith of several faith ful, then Loyal/X applies to all of them. If a faithful 'himself has this ability, then the X value is not added to his T.E, but only to that of the orthodox. faithful in his camp in whose au.ra of faith he i.sstanding. For Iconoclasts, enemy fighters with the "Loyal/X' ability are considered to be normal believers (the calculation of their I.E does not tab this ability into account). Example: Sered is a Zealot,
are eight believers within Iflal'rior-monk, orthodox, and hil; 7:£ there
of faith.
pro IIide the faiihful with two addi tiona I 1:F. po in ts.
The faithful start the game with a T:F. equal to the sum of the Aspects printed on their reference card .. Creation ~
~. Destruction
Alteration Example: A magistrate oj the Griffill is a Devout WalTiormonk with the following Aspects: Crcation/L: A/t'eratiOlfJO: Destruction/L At the b~ginm'ngqfthega/Ue his T.E is 0/2,
Attention! Cel·taln artefacts, called "rel;cs/ alter the fartliful's
Aspects,
choice calculating
Ot!ly influence
into
tire faithfUl's
account when
PERFORMING A MIRACLE
Most miracles must be perfoemed while the faithful ls activated. However, cerrain particularm iraclesare to be performed during other phases. When this is the case, then it is mentioned on the miracle's card.
these believers is a Gr(fjill tlmllioll with the "Loyal/I" a:blIUy. Sered's TF. is calculated illl/leJallowing • Being
tI
Zealot
I,'(la,.riOI'-III01l/(, Sered
• TIle GriJfillllmllion
NOTE FOR
• CONFRONTATION 2 PLAYEUS •
grOllp of 2 believers within his aura of faith. The sel'CII other believers therefore generate 4 addit tonal T.r. points.
Su Sered has a T.F. Qf2 + 1 +.).=
~
to
of their
In Confrontation 2 most miracles were called during the divination phase. The latter having disappeared, the miracles thllt don't specify when they are to be used are now performed during the faithful's activation, This is also true far all mira des that are to be called during the movement phase (even if it is specified that the miracle is to be called tit the beginning of the movement phase).
98
CHAPTER 10 • orVINATlON
• T.F. GENERATED
~
t> REfAITHFUL
WARRIOR-MONK
DEVOUT 2 1 3 2
BY THE FAITHFUL.
DEAN
!j.
ZEALOT
AVATAR 7 6
To try to perform
a miracle,
the faithful
on proves to be too big, then the miracle resources used are nevertheless used up.
How
contact with fighters in the faithful's risk hitting Ielendly fighters. miracle-always
A FAITHFUL
tune a faithful calls a miracle, his T.E becomes lower. However, as long as he has enough T.E points available, try to call miracles. the faithful can
Attentionl successfully
of the difficulty.
have a set difficulty
SUcLl
printed
on their
card,
(difficulty,
is determined
characteristics,
• DIVINATION
AND FLYING.
A faithful can choose to target: a fighter located at an altitude level directly above or below his. The distance falthful and his target is measured faithful's When roll. A Hying figh.ter never hides another fighter ground on the ground flying fighter, and a fighter
Oil the
between him)
the
A faithful is attempting to call a miracle whose difficulty is equal to the target's ATT. The latter has all ATT of 4 printed all llis reference card, yet benefits from an effect that Increases this value by 2 points. 7Jle miracle's dijJiaulcy is t)rere/ore 6 (4 + 2).
Example:
base
targeted fighter's base (or the counter representing a faithful targets a miniature
3. Application
The miracle's faithful's
of the fervour.
Fervour
at a different altitude
level than his, he suffers a -1: on the final result of his divination
from the
4. Strengthening
To perform a miracle,
of the bond.
he faithful has to make a divination used by the faithOn his reference
if the miracle is coming from le:vell. test. For this roll, the FAlTH characteristic ful is equal tCl! the sum of the Aspects printed must select a target onto the card.
range. The
99