c4 starter setus web

Upload: erik-cooper

Post on 07-Apr-2018

231 views

Category:

Documents


0 download

TRANSCRIPT

  • 8/4/2019 C4 Starter SetUS Web

    1/81

    C04U

  • 8/4/2019 C4 Starter SetUS Web

    2/81

  • 8/4/2019 C4 Starter SetUS Web

    3/81

    INTRODUCTION

    2

    EDITORIAL DIRECTOR

    Jean Bey

    STUDIO DIRECTOR

    Philippe Chartier

    EDITORIAL MANAGER

    Sbastien Clerin

    DESIGNERS-WRITERS

    Arnaud Cuidet, Collin Kelly, Jean-Baptiste Lullien,Franck Plasse and Nicolas Raoult

    EDITION SECRETARY

    Hlne Henry

    GRAPHIC ARTISTS

    Matthias Haddad and Mathieu Harlaut

    ICONOGRAPHERS

    Gwendal Geoffroy and Pascal Petit

    ILLUSTRATORS

    Paul Bonner, douard Guiton, John Howe,

    Florent Maudoux and Paolo Parente.Front cover by Paul Bonner.

    SCULPTORS

    Benot Cosse, Yannick Fusier, Sbastien Labro, NicolasNGuyen, Stphane NGuyen Van Gioi, Elfried Perochon,Stphane Simon and Rafa Zelazo.

    MINIATURES PAINTERS

    Valentin Boucher, Vincent Fontaine, Xavier Giacomin,Arnaud Gironne and Martin Grandbarbe.

    TERRAIN AND SCENERY

    Vincent Fontaine

    PHOTOGRAPHER

    Jean-Baptiste Guiton

    TRANSLATOR

    Collin Kelly

    SPECIAL THANKS

    Jez Fairclough, Jon Finn, Grant Hilland Kenton Sheppard

    e miniatures have been created by RACKHAM. ey are issued from the universe of

    Confrontation: Te Age of the Ragnarok, a game published by RACKHAM. Confrontation:

    Te Age of the Ragnarok, CRY HAVOC and RACKHAM are RACKHAM trademarks.

    Copyright 1996-2007 RACKHAM. All rights reserved. All the illustrations, pictu-

    res, miniatures and miniatures names are exclusive creations owned by RACKHAM.

    RACKHAM miniatures are not toys. It is dangerous to put them in your mouth or to

    swallow them. RACKHAM miniatures are not suitable for children under 3 years old.

    Confrontation: Te Age of the Ragnarok miniatures are made in China.

    RACKHAM 44, rue de Lagny. 93100 MONTREUIL-SOUS-BOIS.

    Tel : + 33. (0) 1.55 86 89 20. Fa x : + 33. (0) 1.55 86 89 25

    www.rackham.fr

    www.confrontation.com

    www.rackham-store.com

    Copyright RACKHAM, 1996-2007. All rights reserved.

    COPYRIGHT REGISTRATION: september 2007 ISBN: 978-2-915556-76-6

    Confrontation: Te Age of the Ragnarok is published by Rackham S.A. with a capita l of

    321 589,20

    RCS Bobigny B 414 947 887

    44, rue de Lagny 93100 MONTREUIL-SOUS-BOIS

    Legal representative: Jean Bey

    Printed in China

    CREDITS

  • 8/4/2019 C4 Starter SetUS Web

    4/81

    PART I : UNIVERSE . . . . . . . . . . . . . . . . . . 06

    A WORLD AT WAR . . . . . . . . . . . . . . . . . . . . . . . . . . 08CREATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

    THE GRIFFIN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14

    THE WOLF. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

    PART II: THE RULES . . . . . . . . . . . . . . . . . 22

    GENERAL RULES . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

    Measuring a distance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24Moving miniatures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26Field of vision and line of sight . . . . . . . . . . . . . . . . . . . . . . . . . 27Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28Universal table of resolution . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30Playing a game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31Battle: Duel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31

    TACTICAL PHASE . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

    1/ Ordering the activation sequence . . . . . . . . . . . . . . . . . . . . 322/ Authority opposition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33Battle: In the wolf trap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34

    ACTIVATION PHASE . . . . . . . . . . . . . . . . . . . . . . . . 36

    Drawing the cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37Activating a unit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37Moving a unit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38Unit ranged attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42Battle: e beast is cornered! . . . . . . . . . . . . . . . . . . . . . . . . . . . 43

    CONTROL PHASE . . . . . . . . . . . . . . . . . . . . . . . . . . . 441/ Calculation of faith points and mana points . . . . . . . . . . 442/ Maintenance of effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 443/ Collection of Elixir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 444/ Time out . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44Battle: e seal of the dragon . . . . . . . . . . . . . . . . . . . . . . . . . . . 45

    MORALE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46

    Courage and Fear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46Courage test . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47War staffs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47Battle: Fear changes side . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48

    PART III: ADVANCED RULES . . . . . . . . 49

    UNIT CATEGORIES . . . . . . . . . . . . . . . . . . . . . . . . . 50Infantry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50Cavalry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50Creatures. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51War machines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51Titans. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51

    MYSTICS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52

    Faithf ul . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52Magicians . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54Special rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57

    INCARNATES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58A hero will never die . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58Incarnates and company building. . . . . . . . . . . . . . . . . . . . . . . 60Advantages of Incarnates. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61

    THE BATTLEFIELD . . . . . . . . . . . . . . . . . . . . . . . . . 64

    Crossing an obstacle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64Opening and moving terrain elements . . . . . . . . . . . . . . . . . . 64Destroying terrain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64Battle: In the name of the gods. . . . . . . . . . . . . . . . . . . . . . . . . . 65

    PART IV: READY TO PLAY? . . . . . . . . . . 66

    RAISING AN ARMY . . . . . . . . . . . . . . . . . . . . . . . . . 68

    Gathering the troops . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68Order of the banners . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70e Commander . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71Assault and reinforcement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71Troops review . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71

    LETS PLAY! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 721/ Selecting a batt le . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 722/ Army building . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 723/ Setting up the game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 724/ Play! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73Battles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 731 Pitched battle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 752 King of the hi ll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 753 Invasion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 764 Charge! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 765 Skirmish. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 776 Breakthrough . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77

    TABLE OF CONTENT

  • 8/4/2019 C4 Starter SetUS Web

    5/81

    INTRODUCTION

    4

    Welcome to Confrontation: Te Age of the Ragnarok.

    is game allows you to play breathtaking medieval-fantasy battles against a friend. Lead your men on thebattlefield and command fearsome armies in thrilling fastpaced games.

    Confrontation: Te Age of the Ragnarok is played usingminiatures representing your fighters. You will move themon the gaming table using the tape measure. e dice areused to determine if their actions are successful or not.

    A STARTER SET TO BEGIN

    e Starter Setis meant to help you get used to the rulesofConfrontation: Te Age of the Ragnarok.

    e Starter Set for Confrontation: Te Age of theRagnarokcontains all you need to play your first gamesofConfrontation: Te Age of the Ragnarok:

    is book contains the rules as well as a set of initia-tion battles. In the following pages, you will find allthe rules you will need to know before you play. Spreadacross the chapters, ready to play battles wil l allow you toprogressively master the rules you have just read.

    14 miniatures each representing a fighter on theAkkylannian side (Griffi n) or wolfen side (Wolf ).

    6 cards: Abel,

    Spearman, Serethis, Hunter, Universal table of resolution (Griffi n), Universal table of resolution (Wolf).

    Accessories needed to play: 6 dice, to resolve the fighters actions; a 2 m long tape measure, to measure movement distan-

    ces and range for shots. It is graded in cm and inches onone side. e other side, graded from 0 to 20, indicates therange.

    1 seal of the dragon terrain element:

    INTRODUCTION

    Te Akkylannians (Griffi n): Abel is the Griffi n commander.

    8 spearmen.

    Te wolfen (Wolf):

    Serethis is the Wolf commander, 4 hunters.

  • 8/4/2019 C4 Starter SetUS Web

    6/81

    GAMING MATERIAL

    Accessories

    To playConfrontation, you need: A tape measure; Some dice;

    A template; Terrain elements and/or a gaming poster;And enough Confrontation miniatures to build your

    company!

    Tokens used to mark various game situations are availa-ble to download from www.confrontation.fr.

    Te tape measure

    When playing Confrontation, distances are measuredwith a tape measure. is tape measure is marked in diffe-

    rent ways on both sides: Ranges are used to determine the diffi culty of ranged

    attack tests. e graduations mark out 10 cm long zones.From 0 to 10 cm, the range is 0; from 10 to 20, the range is1; and so on. When the edge of a base lies exactly betweentwo ranges, the miniature is considered to be in the lowerrange.

    e graduations in centimeters are used to measure allother distances.

    Te dice

    Most actions, such as shooting and combat, are simu-lated with dice rolls. A die that shows a result equal to orgreater than the score required is a success; a die showinga lower result is a failure.

    Example: A unit composed of four foot soldiers, each

    equipped with a single shot weapon, decides to shoot. Te

    player resolves the ranged attack test by rolling four dice.Each die represents one projectile. Te successes represent

    the projectiles that hit the target, the failures represent

    those that missed.

    e red dragon indicates the side.

    Te template

    is circular template is marked with concentric circlesevery 1 cm. It is mainly used to measure the effective rangefor areas of effect.

    Te battlefield

    e game takes place on a gaming surface that repre-sents a battlefield. Its size is not that important, but itslimits must be clearly defined. We recommend that youadd some terrain elements (ruins, hills, trees, and so on).ese terrain elements will provide cover to the fightersand allow for new strategies and gaming situations.

    It is possible to play on illustrated surfaces, such asgaming posters, that represent locations on Aarklash, theuniverse of Confrontation.

    THE MINIATURES

    Confrontation miniatures are sold in boxes specificallydesigned for a better handling of the game and its rules.ere are four kinds of boxes:

    Accessory Boxes contain terrain elements or gamingaccessories (dice, templates, etc.);

    Unit Boxes contain groups of foot soldiers, cavalry,war machines or creatures. ese groups are ready to playusing the game rules;

    Attachment boxes contain special fighters to add tothose from Unit Boxes;

    Hero Boxes contain the heroes of Aarklash, whoseactions determine the future of this universe of heroicfantasy.

    Fighters are split into five Categories: cavalry, infantry,creatures, war machines and titans. It is important todistinguish between them since some rules do not applyto all of them.

    HOW TO USE THIS BOOK

    Following this chapter, the book is divided into two largesections, followed by appendixes.

    e first section presents the history of Aarklash andthe armies at war in the Ragnarok.

    e second section details all of the game rules. Itgoes back over the principles mentioned in this chap-ter. A complete chapter is dedicated to each phaseof the game and all the important rules are gath-ered into themed chapters categories of troops,Incarnates, and so on. is second section also pres-ents some exclusive battles that can be played with allthe armies ofConfrontation.

  • 8/4/2019 C4 Starter SetUS Web

    7/81

    66

    UNIVERSE

  • 8/4/2019 C4 Starter SetUS Web

    8/81

    For years, the blood of the peoples

    of Aarklash has been spilled at the

    four corners of the continent. From

    the parched lands in the east to

    the great forests of the west, small

    armies put their rivals to test. But

    everyone knows that these skir-

    mishes are only a meaningless

    prelude to the events to come.

    For a long time now the warlords

    have been preparing for the final

    battle. Out of fear or impatience, all

    have been readying their weapons

    and have pledged their soul to the

    gods.

    How many false prophets and mis-

    taken oracles have announced this

    day in the past? How many rumorshave spread from sordid alleyways

    to the courts of kings and emper-

    ors? So many that some began to

    doubt the writs of old Perhaps

    they were to be spared the dark and

    ever-so-dreaded hours. Could the

    gods have given up on this world?

    Could the gods have lost interest in

    it? Hope is a cruel and vain feeling.

    Unfortunately for the hopeful,

    time has really come and no onecan escape the fate that has been

    foreseen since the dawn of time.

    Te Ragnarok has just begun!

    It is now up to you to write the next

    chapter in the lands history at the

    end of an age

  • 8/4/2019 C4 Starter SetUS Web

    9/81

    UNIVERSE

    88

    It was an age where time did not exist e Age of the Gods.e gods wandered through Creation unchallenged. eir

    empires knew no limit and extended over entire worlds bornfrom the magical energies of Creation.

    Discord arose and the gods waged war among themselves,seeking supremacy. e crumbling of dying worlds almostbrought about the collapse of Creation and the end of every-thing. Creation fought back. e gods were brutally thrown oftheir thrones and sent into exile to the most remote parts ofthe elemental worlds, or Realms.

    Time came, imposing its curse upon the vain immortals:if they dared to reappear on Aarklash, they would suffer itspunishment and would be forever forgotten. us, the Age ofthe Gods ended.

    However, one does not get rid of such terrible forces quiteso easily. After thousands of years in exile, the gods continueto wage war through their champions the Incarnates - andtheir most faithful allies.

    e equilibrium is once again under threat. e curse ofTime is fading. Darkness seizes the hearts of the brave and thegods are ready to lead their armies.

    e ultimate age has come.

    A CONTINENT LOST

    IN DARKNESS

    Not far from the heart of the Creation is a much desiredKingdom: Aarklash. From there, magical portals, or gates,can be opened to travel to all of the Realms, including thosewhere the gods are imprisoned. e future of Creation islinked to the fate of this one singular world.

    e history of the continent of Aarklash was written by thevictors of the great wars of the past. e glory and prestigeof the conquerors of eras past conceal many fratricidal warsand dreadful lies. e nations of Aarklash were built on pain,blood and treachery. Some nations did not resist the erosion

    of Time. From their ashes, larger, stronger and more youthfulempires arose; and yet they were just as eagerly drawn towardsthe warlike temptations of power. e desire for revenge ordomination thrives in the memory of the sovereigns of thisblood-soaked land.

    PEOPLES AT WAR

    Many and diverse are the cultures of the peoples ofAarklash. ose who shared a similar philosophy or commongoals forged alliances to face their enemies and to secure theirvictory. us the three great Alliances came to be.

    eWays of Light work to bring about an age of reasonand prosperity. ey unite the most prosperous civilizations.While the kingdom of Alahan and the empire of Akkylan-nie are both human nations, the Ways of Light also include ayoung elven nation, the Republic of Lanever, and the ancientdwarven civilization, the Republic of the gis. ese civiliza-tions strive to repel the forces of Darkness. ey respect thepeoples of Destiny, even when the latter refuse to assist them.

    A WORLD AT WAR

    THE ORIGINS OF MAN

    Having come from over the sea in times immemorial,the humans of Kel, or the Kelts, worship a pantheonof primitive divinities and immortal heroes: Danu, thegoddess of nature, and the Matrae, devoted to li fe, war,death and other aspects.War is entirely a part of these humans culture. ereis not a single people that the impetuous Kelts havenot confronted at least once, and Avagddu has neverknown lasting peace. e Kelts are a free and wildpeople in perpetual motion. Nothing can take theirpride or their incredible boldness from them.

  • 8/4/2019 C4 Starter SetUS Web

    10/81

    e Meanders of Darkness keep trying to satisfy theirthirst for power and do not hesitate to call upon the most ter-rifying and twisted powers. While the Living-dead of Ache-ron and the alchemists of Dirz are human powers that studythe lore of dark magic, they are also allied to fantastic crea-tures such as the devourers of Vile-Tis. ese wicked forcesare sharpening their weapons of destruction to forever silencethe Ways of Light. All that most of them see in the Paths ofDestiny are worthy opponents.

    e Paths of Destiny cherish their freedom andstaunchly refuse the future promised by the powers of Lightand Darkness. ey are the most ancient peoples of the con-tinent: the Dakinee elves, the goblins of No-Dan-Kar and thewolfen of Yllia. Just like the orcs of the Tree-Spirit, the peoples

    of Destiny refused to give in to the temptation of the split andto choose sides; a concept only lately introduced to Aarklashby humans.

    Besides these three formal alliances, many independentarmies take part in the Ragnarok. e free city of Cadwal-lon refuses to choose sides, but will lend a hand to its alliesin good time, though only out of sheer commercial opportu-nism. And whenever its independence is under threat, all itsheroes will raise their weapons. In the same way, mercenariestravel Aarklash seeking battles and someone ready to pay fortheir experience

    e warlords of Aarklash have cured the wounds inherit-ed from their fathers and gathered armies for the end of theworld. All are getting ready for the Ragnarok, the final warannounced by ancient prophecies, but whose real stakes mor-tals still ignore.

    INCARNATES AT WAR

    Incarnates are exceptional fighters who have been chosenby the gods. ey can achieve the impossible; they are the he-roes of the Ragnarok. ey have many powers. rough thepower of their Elixirs, these champions can fend off wholeregiments with daring counter attacks. eir master strikes,fed by divine ire, reap enemies no mortals hand could everscratch. eir heroic actions can rally companions in rout andhelp their people win legendary battles.

    CREATURES OF THE ABYSSS

    Long ago, the goblins used to be the slaves of the dwar-ves. When they rebelled, the lords of Tir-N-Bor sent fivepowerful warriors into the depths of the earth to extermi-nate the god Rat and his brotherhood who were respon-sible for the goblin uprising. e dwarven warriors failed

    in their mission, unable to find Rat. Only four of them re-turned to see the light of day: one of them, Mid-Nor, hadremained in the deepIt is whispered that the dwarven warriors came face-to-face with a monstrous nine-headed hydra. e terrifieddwarves broke their oath and fled. Except for one: Mid-Nor. He battled the nine-headed god. When the crea-ture was about to finish him off it offered him a pact.In exchange for his allegiance, the hydra would grant himthe power to get revenge on his cowardly brothers. usMid-Nor gained the power to create swarms of monstrouscreatures that still haunt the underground of Aarklash.

  • 8/4/2019 C4 Starter SetUS Web

    11/81

    UNIVERSE

    0

  • 8/4/2019 C4 Starter SetUS Web

    12/81

  • 8/4/2019 C4 Starter SetUS Web

    13/81

    UNIVERSE

    2

    e planet on which the continent of Aarklash is found or-bits a great yellow sun commonly known as Lahn. Two othermuch smaller solar bodies orbit Lahn: Ley, a tiny blue sun, andLyth, a blood-red star.

    Ley and Lyth dont appear every year. But when they do, itoften happens that these celestial twins cause various natu-ral phenomena: magnetic storms, climatic change, disastrousanimal migrations, unwanted magical side effects and spon-taneous appearances of gates leading to other worlds are onlythe most common events.

    One revolution of the world of Aarklash around Lahn takesfour hundred days of twenty-four hours each, counted fromone of Lahns rises to the next. Most of the continents peoples

    know four seasons: spring, summer, autumn and winter.According to the calendar used in most parts of Aarklash,

    there are ten months to a year. e name and duration of eachmonth varies slightly from one civilization to the next.

    Yllia is the name given to the great white moon with a paleblue gleam that orbits the world of Aarklash in twenty days.When Ley or Lyth are present, Yllia takes on a colorful hue:she can take on a deeper blue or a redder shade. Yllia has an in-fluence on the oceans of Aarklash, causing a tidal cycle as sherevolves around the planet. Strangely, Yllias orbit also influen-ces certain living beings: their biological or mental rhythmsvary according to the phases of this pale moon.

    Of the numerous stars that twinkle in the heavens eve-ry night, four are used by travellers to find their bearings.These cardinal stars, commonly known as Nerea (to thenorth), Sylhea (to the south), Elion (to the east) and Ol-him (to the west), are also part of the constellations usedby astrologists and augurs in their esoteric calculations.Their relative position to the other stars in the sky, theiralignment and Yllias aspects are used to determine justabout everything, including the gods moods, favorable orunfavorable conjunctions, the dates of certain celebrationsor the fate of individuals.

    The study of the rest of the universe is left entirely to asmall group of astronomers and enlightened theologians.

    Some claim that Lahn revolves around Aarklash and notthe opposite, as is popularly believed. Others think thatmagical gates are really thresholds to other planets. Isthe world of Aarklash flat, hollow or spherical? What liesbeyond the oceans?

    The most talented and eccentric of these individuals, thecosmologians, develop various magical or technologicalprocedures to try to observe the stars a little more closely.Glass lenses of incredible complexity have been designedby the Cynwll and the dwarves of Tir-N-Bor. The cosmo-logians who left to explore other worlds using spontaneousgates have still not returned.

    CREATION

  • 8/4/2019 C4 Starter SetUS Web

    14/81

  • 8/4/2019 C4 Starter SetUS Web

    15/81

    4

    THEWAYSOFLIGHT

    T he Empire of Akkylannie is aware

    of the imminence of the end of the

    world and is conscious of its duties

    towards mortals. It knows that the

    gods worshipped by most peoples

    are mere icons or wicked creatures

    abusing the gullibility of mortals.e soldiers of Akkylannie are fi-

    ghting a merciless war to save all

    the peoples of Aarklash and to she-

    pherd them into the light of their

    god, Merin. ey have chosen a

    symbol that suits their mission: the

    Griffi n, the determination of the

    Lion and the vigilance of the bird

    of prey.

  • 8/4/2019 C4 Starter SetUS Web

    16/81

    On the battlefield theGriffi n army is pro-bably the best or-ganized on all

    Aarklash. Disciplined and wellequipped, Akkylannians wagewar like no others on the con-tinent. ey never step downwhen faced with the enemyand, thanks to imperial cons-cription, they can send greatnumbers of fighters into battle.Furthermore, when numbersare not enough, the Akkylanniansbring out the big guns and call uponthe powers of Merin to accomplish theprophecy of the One God.

    No matter their army corps, Akkylanniansare united by the same fervor. ey are governed by wellestablished institutions with complex hierarchies. On thefrontline of the struggle against Darkness diffi cult choices so-metimes need to be made. To fight these dilemmas, some havemade a move towards Light, while others rely on the cleansingfire of the One God.

    e Griffi n of Light unites the four cardinal temples ofthe Order of the Temple. e soldiers of this religious ordertry as hard as possible to remain honorable and good in theirstruggle against Darkness.

    e Griffi n of Fire stops at nothing to destroy the ene-mies of the Empire and Light. Its soldiers, the brothers of Hodand the agents of the Inquisition, act with unfailing determi-nation.

    Akkylannians worship Merin. ey call him the One Godand address their prayers to the constellation of the Griffi n.

    HISTORY

    e Empire of Akkylannie was born from a mystic revela-tion. Arcavius de Sabran, a noble from Alahan, was visited byan angel of fire who bestowed upon him the prophecy of Me-rin: Creation was racing towards its destruction and Arcaviuswas to found a new nation to save it. Arcavius left his home-land, gathered his followers and founded the society on which

    the Empire of Akkylannie was to be built in the eastern partsof Alahan. Guided by Merin, he ordered the construction ofgreat modern cities and founded an advanced state.

    is nation almost collapsed when an imperial scientist,Dirz, defied the sacred laws delivered by Merin. e heretic wascondemned and forced to flee the Empire. is crisis led to thecreation of the Inquisition, an unyielding organization that ter-rorized the population of the Empire for a long time. is crisisalso triggered the First Crusade in an attempt to conquer theSyharhalna, where Dirz had taken refuge. Later, in an attempt

    to locate the tomb of Arcavius, the Second Crusadeleft for the canyons of Bran--Kor.

    e Empire of Akkylannie has foughtmany battles during the Ragnarok.e Order of the Temple was dee-

    ply shaken by the attacks fromthe Syharhalna and Akkylanniecame close to being invaded bythe devourers of Vile-Tis. eEmpire has survived, but notits leaders. Today, in the after-math of these battles, a newpope and a new emperor havebeen chosen by Merins hand. A

    new age dawns for the empire ofAkkylannie. United, the Empire

    prepares to conquer yet again.

    Chaplain

  • 8/4/2019 C4 Starter SetUS Web

    17/81

    6

    THEGR

    IFFIN

    RAGNAROK

    e Codex of Merin teaches the Akky-lannians that Creation is tainted byDarkness, that false gods have driven mor-tals away from the path of the One God,and that Aarklash is running towards itsdestruction. erefore, Merin has no otherchoice but to cleanse Creation in a great ce-lestial fire and to rebuild a new world, pureand radiant, upon the ashes of corrupt ci-vilizations.

    e revelation Merin brought to Arcaviusis a message of hope: all mortals who realizetheir mistakes and join Merin shall be savedfrom the flames of purification. ose shallbe welcomed into the new Creation. eempire of Akkylannies mission is to con-vert as many mortals as possible, in order tosave them. It must also fight against the ser-vants of Darkness to delay the inevitable aslong as possible. is task is both religious

    and military: the more you fight, the moreyou convert.

    Although driven by this sacred quest,Akkylannians are fighting to protect theirculture. ey are proud to be part of a nationthat is not ruled by birthright and where theweak are protected by law. eir technolo-gical breakthroughs, such as gunpowder,also give them an edge over many less deve-loped peoples. Akkylannians are aware ofhow fortunate they are and they are prepa-red to die to protect their homeland.

    DendaCartho

    Arcavia

    CarthagFero

    Luonercus

    Kyla

    THE EMPIRE OF AKKYLANNIE

    Totem: Griffi n.

    Country: Akkylannie.People: e Akkylannians.Nation: e Empire of Akkylannie.Language: Akkylannian.Capital: Arcavia.Alliance: e Ways of Light.Allies: Dragon, Lion, Boar andSphinx.Cult: Merin.Magicians primary element: Fire.

    Djaran

  • 8/4/2019 C4 Starter SetUS Web

    18/81

    eir faith tells them to respectthe authority of those governingthem. When the latter decide itis time to go to war, every Akky-lannian is ready for battle. In fact,young men owe five years of cons-cription to the Empire, a period du-ring which they are taught their du-

    ties as citizens as well as the tradeof arms.

    ARMY

    e Griffi n army owes its powerto its units of conscripts and fusi-liers. In addition to these, it manu-factures powerful war machines,such as cannons that sow deathamong its enemys ranks. e Grif-fin army despises hastiness and

    fanciful maneuvers; it would rather rely on brute force andunfailing resilience. However, it is not deprived of fine stra-tegists, who always know where to apply this force or how tomake the most of this resilience. Once the enemy has beendecimated by salvoes of rifles and after the foes assault hasbroken against the shields of the conscripts, all that is left todo is order the counter offensive to make the battle a victory.When the situation becomes tricky, it is always possible to callupon the exceptionally great powers of the faithful of Merin.Finally, the armys elite soldiers, protected with layers of platearmor, are each worth several men in combat.

    e fusilier is probably the troop most representative of theGriffi n army. e fusil iers are highly trained professional sol-diers who demonstrate the almightiness of the igneous godand the superiority of the rifle on the battlefield every day.eir rounds are so accurate, so powerful and so effi cient thatthey have no need for heavy armor or any cumbersome mleweapon: the enemy rarely makes it that close.

    e templars are famous throughout Aarklash. ey pro-tect the Akkylannian pilgrims at the four corners of the con-tinent. In combat, they are fuelled by divine anger that leavesno doubt concerning their fervor.

    Finally, demon hunters patrol the roads of the continentseeking out the most powerful servants of Darkness. Armedwith only a pistol, a blade and their faith, they are at war with

    the enemies of the Empire. No mercy should be expectedfrom them.

    CHRONOLOGY

    571 Revelation of Arcavius.573 Foundation of the empire of Akkylannie.676 Heresy of Dirz.677 First Crusade (Syharhalna).994 Second Crusade (Bran--Kor).1 003 Invasion of Akkylannie by the Devourers.1 004 Empire of Syharhalna offensive.1 005 Battle of Arcavia, death of Emperor

    Octavius IX.1 009 Battle of the Infernos, selection of the new

    imperial leaders.

  • 8/4/2019 C4 Starter SetUS Web

    19/81

    THE

    WOLF

    8

    For as long as the peoples of Aarklash can

    remember, the wolfen have always existed

    and have always worshipped Yllia the moon

    goddess.

    Whether roving the wild lands or defending

    their territories, these half-man half-wolf

    predators have always known how to instill

    fear into the heart of their enemy.

    e wolfen were born to counter the insane

    ambitions of the Craftsman, the god whosought to overthrow the order established by

    his peers. ey are the protectors of nature

    and the keepers of the balance of Creation.

  • 8/4/2019 C4 Starter SetUS Web

    20/81

    On the battlefield the wolfen are formidablefighters, guided only by their predatory ins-tincts. To them, there is no need for artifice:claws and fangs are already deadly weapons.

    Working in packs, they strike hard and fast, using their physi-cal power to compensate for their low numbers. However, con-fronted with the technology of other nations, they sometimesneed to use metal weapons. In the hands of such bloodthirsty

    colossuses, their great hunting blades are simply devastating.No matter if they are sedentary or nomadic, the wolfen live inpacks. eir instinct tells them to follow the alpha wolfen, theone who has proven he or she had the strength or wisdom tolead them. In times of war, male and female will fight side byside. Only the young and the elderly are kept away from thefight. Wolfen packs can be divided into two broad categories:the nomadic and the sedentary.

    Sedentary packs mark the territory they guard and willdefend it fiercely against any intruder. ey raise large stonecircles in honor of Yllia. Such locations harbor the barrowsof their ancestors and artifacts of great power.

    Nomadic packs trail the herds they feedon. ey carry on the original task of thewolfen; countering the Craftsmanand hunting down his servants.

    e wolfen worship the moongoddess, Yllia, and adore theconstellation of the Wolf.

    HISTORY

    e worgs, the immortal an-cestors of the wolfen, appeared

    during the age of the gods, beforetime even existed. Offspring of Yllia

    and Vile-Tis, the god of carnage, theywere the army of the gods who waged

    war against the Ishim Empire and science.After their incredible victory, the worgs scattered

    across Aarklash during the Winter of Battles.e worgs bred and gave birth to the wolfen. First gathered

    around their fathers, the wolfen soon formed packs and im-posed themselves as the greatest predators on the continent.Some packs established their territory on locations made

    sacred by their goddess and became sedentary; others, ur-ged on by a powerful instinct, followed their prey whereverit went and became nomadic. e worgs withdrew from theworld and slowly slipped into legend. Over the centuries, thesons and daughters of Yllia witnessed the inexorable rise ofnew civilizations comparable to the Ishim Empire. Despitethe power of their rage, it was not enough to prevent themfrom stealing the wild lands the wolfen were supposed toprotect.

    Today, Wolf sanctuaries are scarce and under siege fromall sides. e wolfen are perpetually at war and the worgs areback to guide their children to victory. is is the Ragnarok!

    Tracker

  • 8/4/2019 C4 Starter SetUS Web

    21/81

    THE

    WOLF

    0

    RAGNAROK

    e wolfen understand the Ragnarok as the endof one of natures cycles. e weak need to be eli-minated since only the strong are meant to sur-vive. e Wolf ought to leap into battle withoutlooking back. ose who follow the worgs arecertain of their victory and are positive about the

    return of the reign of nature.Pack leaders agree on the fact that each battle of

    the Ragnarok is yet another moment of truth: theenemies always reveal themselves and tear eachother apart. e hunt is over: it is time for the kill.Civilization shall fall!

    e wolfen are proud to leap into the Ragnarokin the name of Yllia. ey see an opportunity toprove their superiority in combat, to satisfy theirinstincts and to impose the rule of the strong. Be-sides, their cold-hearted and cruel goddess neverfed them false promises of paradise or redemp-

    tion, in contrast to the gods of other peoples.From their point of view, Aarklash is their huntingground and all the other peoples are their prey.Led by the worgs and the sibylline prophecies ofYllia, they wish to see nature impose its law onthe continent once again after the Ragnarok andthe wolfen will be Creations loyal guardians, astheyve always been.

    THE CHILDREN OF YLLIA

    Totem: Wolf.

    Country: Diisha and the island of Vargn.People: e Wolfen.Army: e children of Yllia.Language: Wolfen.Capital: Mrn, stone circle.Alliance: Paths of Destiny.Allies: Eagle, Rat, Scarab and Tree-SpiritCult: Yllia, the moon goddess.Magicians primary element: Water

  • 8/4/2019 C4 Starter SetUS Web

    22/81

    ARMY

    e children of Yllia are like wolf packs. Swift and excep-tionally powerful, the wolfen do not have the armor thatwould allow them to sustain prolonged combat. ey arehunters. ey seek the weakest preys, exterminate them andmove on before the enemy gets any chance to retaliate.

    e Wolf army essentially relies on speed and hand tohand combat. ey have few marksmen who are there to ha-rass the enemy while their brothers creep up on the enemyfrom behind cover.

    Once the pack leader howls the charge, there is no morehide and seek: the Wolf leaps, changes direction to catch itsvictim unaware and mercilessly digs its fangs deep into its

    prey. Surrounded and having lost his most precious unitsand special fighters, the opponents only option is to backaway or else suffer the law of the strong.

    e military hierarchy of the Wolf is identical to its socialhierarchy: the strongest will pull himself to the top of thefood chain. e hunters equipped with javelins and the fangwarriors are the most common troops of the Wolf. Abovethem are the great fangs, wielding sharp dual blades, and thesacred vestals of the goddess Yllia. e bloodthirsty preda-tors count among the most impressive fighters of the Wolf,both in size and power; only the worgs, legendary warriors,can claim to outclass them.

    CHRONOLOGY

    Age of the gods: Yllia gives birth to the worgs, ancestorsof the wolfen.2: e worgs found the stone circle of Mrn in the greatforest of Diisha.435: Battle of the wild beast of Dracynrn990: Killyox becomes a pack leader

    999: Return of Vile-Tis on Aarklash, fall of the roneof Stars1001: Battle of the Red Oak

    Wild Star Air Snake

    Nature Oblivion Fire Creature

    BirthDaySun

    Divine Earth Elf

    DeathNightMoon

    StellarBridge

    Water Devourer

  • 8/4/2019 C4 Starter SetUS Web

    23/81

    2

    GENERAL

    RULES

  • 8/4/2019 C4 Starter SetUS Web

    24/81

    GENERAL RULES

  • 8/4/2019 C4 Starter SetUS Web

    25/81

    GEENERAL

    RULES

    4

    is chapter presents the essential rules for a game ofConfrontation: how to resolve the various tests, how damageis managed and how a game proceeds.

    MEASURING A DISTANCE

    Distances (in cm and in range bands) are measured witha ruler. Any ruler will do, but the RACKHAM tape measurehas been designed for miniature games and makes measuringranges easy.

    e distances must be measured from the edge of one ele-ment to the edge of another. It can be either the edge of a minia-tures base or the edge of a terrain element.

    When one unit shoots at another, the only measurementtaken is from the edge of the leaders base to the edge of theenemy leaders base. Any terrain element or fighter that is onlypartiallywithin a certain distance is always considered to be inthe shorter of the two distances.

    Important! You are not allowed to measure any distancebefore declaring an action. e action is declared first and anymeasuring performed afterwards.

    UNITS

    All the fighters in Confrontation are part ofunits, groupsof one or more fighters sharing the same category (infantry,cavalry, creature, war machine or titan; see below). Each unitis represented by a card (see p. 28), which lists their main in-game characteristics. e combination of all a players units isknown as his company.

    Each unit includes a leader, indicated by the player at thebeginning of the game. is fighter is a standard fighter (seebelow); he has the same characteristics as the other membersof the unit. He is used as a reference point when measuringdistances.

    When the leader is eliminated, he is replaced by another fi-ghter in his unit. e player designates the standard fighter(see below) closest to the former leader to become the new

    GENERAL RULES

    NOTION OF CONTACT

    Two elements (miniature or terrain element) are in con-

    tact when any of their parts touch, including base, wea-pon, edge of a terrain element, etc.

  • 8/4/2019 C4 Starter SetUS Web

    26/81

    leader. If there are only special fighters left, the closest to theformer leader becomes the leader.

    Incarnates (see p. 58) are always the leaders of their unit.

    Unit formation

    Inside a unit, the positions of the miniatures obey strictrules. is is called the formation.

    Scattered formation: Each fighter has to be within 10cm of the unit leader and each fighter has to be within 2.5 cmof another fighter in the unit. is formation only needs to bechecked at the end of the units movement.

    Any fighter who is in contact with an opponent does notneed to stay in formation.

    Close formation: Each fighter has to be within 10 cm ofthe unit leader. e miniatures are supposed to be in contactand form ranks as equal a possible. e fighters must remainin formation during their whole movement.

    Scattered formation is the default formation. Some nationsteach their soldiers to take advantage of fighting in close for-mation, which allows them to benefit from additional tactics(see the respectiveArmy Book). Units composed of only onefighter are always in scattered formation.

    A unit in contact with an opponent does not need to stayin formation

    Category of troops

    ere are five troops Categories:Infantry includes all foot soldiers. Cavalry includes all mounted fighters, no matter

    their mount, and centaurs of all kinds.Creatures includes all the animals and monsters that

    occasionally join an army.

    War machines are all the engines of destruction andsiege weapons known for their terrifying power. Fortifica-tions are also included in this category.

    Titans are the most massive and powerful fighters,strong enough to crush entire armies on their own.

    Some Categories (infantry, cavalry and creatures) are alsosplit into three Ranks.

    Rank 1 fighters represent the majority of the troopsfighting on the battlefield. Enrolled from the population in themore organized nations or trained traditionally for combat inthe more warlike cultures, their strength lies as much in theirnumbers as in their combat skill.

    Rank 2 fighters are the most experienced anddangerous warriors among their people. eir better trainingand equipment means their intervention is often decisive.

    Rank 3 fighters are death embodied. eir na-mes are universally known across Aarklash. eir presence onthe battlefield warms the hearts of their allies and chills thesoul of their enemies.

    Type of troop

    e type of a unit is determined by the name of the stan-dard fighters that it is composed of.

    Example:A unit whose type is conscripts of the Griffi n ismostly composed of conscripts of the Griffi n standard figh-ters and conscripts of the Griffi n special fighters.

    POWER

    e Power of a unit is a measure of its ability to over-power its enemies, either during a charge or after a m-le. To calculate the Power of a unit, you need to total thePower of all its individual members.A fighter on an infantry base (3 cm) has a Power of 1.A fighter on any larger base has a Power of 2.

    CLOSE FORMATION

    leader

    2.5 cm

    10 cm

    SCATTERED FORMATION

  • 8/4/2019 C4 Starter SetUS Web

    27/81

    GEENERAL

    RULES

    6

    Special fightersand standard fighters

    Some fighters have specific roles (see Incarnates, Mysticsand Morale chapters). ey are called special fighters, asopposed to standard fighters.

    e term special fighters designates

    Incarnates: Every army has its heroes, famous characterswho inspire courage in the troops and sow panic in their ene-mies hearts. Most of the time they are strategic geniuses andexceptional fighters, chosen by the gods themselves to serve astheir champions. Death has no power over them!

    An Incarnate is identified by a personal name on his card(see pp. 58-63). Each company has to include at least oneIncarnate.

    Mystics: Magicians cast spells and faithful cancall upon the gods for miracles to support their comrades or

    smite the enemy. e presence of either in a companys ranksshows that excellence in combat can be combined with themastery of the mystic lore of Aarklash!

    Standard bearers and musicians: ese special figh-ters are in charge of fuelling the troops morale and fightingspirit. ey signify hope and victory to those in their ranks.

    e sight of a standard, the clear sound of a horn or the deepbeat of a drum are a way of reminding the soldiers that cou-rage is the first weapon of any army!

    Specialists: As their name suggests, specialists are figh-ters that have mastered a particular field. In game terms, theytrigger special effects.

    MOVING MINIATURES

    A unit can change formation at the beginning of its activation.A unit can move in any direction. e maximum distance it

    can travel depends on the fighters and the movement type se-lected (see Activation phase, pp. 36-43). A free unit can changeformation after any movement.

    Other fighters and impassable terrain elements constitute obs-tacles that need to be skirted around. Even a knight in heavy ar-mor cannot ride through a stone wall. When a fighter moves, hisbase must be able to pass between all the obstacles in his way.

    Infantry and cavalry units on the same side and in scatteredformation do not hinder each others movement and they do notneed to be skirted around. However, enemy units cannot movethrough them. If the unit does not have enough movement tomove entirely through another unit or an obstacle, the movingunit stops 1 cm in front of it.

    MOVING THROUGH A FRIENDLY UNIT

    Friendly units

    Enemy unit

  • 8/4/2019 C4 Starter SetUS Web

    28/81

    FIELD OF VISION

    AND LINE OF SIGHT

    All miniatures have a 360 field of vision. Soldiers are capa-ble of turning around when something threatens them frombehind or from the side a whole unit could hardly miss thesneaky approach of a group of enemy soldiers!

    A fighter has a line of sight on an element when he cansee it. Obstacles can prevent a unit from seeing enemies.

    When 2D terrainis used (a gaming

    poster for instance),a fighter has a line ofsight if it is possible totrace an imaginary linebetween the fightersbase and the base ofthe targeted element,without crossing anyobstacle.

    When 3D terrainis used (hedgerows,

    etc.), the player adoptsthe point of view of thefighter, by getting downto the miniatures leveland looking throughits eyes. If the minia-ture can see any partof the target the fighterhas a line of sight.

    CONFLICTING GAME EFFECTS

    Conflicting game effects may prevent the correct reso-lution of a situation. In this case, each player implicatedrolls a die. Whoever rolls the highest result can pay oneElixir point to choose the game effect that is applied. If hedoes not wish to spend this point, non of the game effectsare applied.

    SKIRTING AN OBSTACLE

    LINE OF SIGHT 1/2

    LINE OF SIGHT 2/2

  • 8/4/2019 C4 Starter SetUS Web

    29/81

    GEENERAL

    RULES

    8

    CARDS

    e cards supplied with Confrontation miniatures list thefighters characteristics and some useful information for re-solving their actions. Called reference profiles or just pro-files, they are also used to help identify the fighters and theirweapons.

    Moreover, fighters have abilities or special tactics listed in

    their corresponding Army Book.

    Notes:1. Courage can be replaced by Fear : Te higher the

    value the greater the chances are the fighters enemies will bestruck by fear.

    2. Health can be replaced by Structure : Number ofstructure points the war machine or fortification has.

    TotemSymbol of the people

    the fighter belongs to.

    MovementBase value used to

    calculate the distance(in cm) the fighter cancover when he moves.

    Defensee higher the value

    the harder it is to hit thefighter in combat.

    Resiliencee higher the value

    the harder it is towound the fighter.

    Courage 1

    e higher thevalue the lower thechances the fighterwill end up in rout.

    Hand to Hand combate values needed to

    resolve a mle combat.

    Rangee values needed to

    resolve ranged attacks.

    Attacke higher the value thegreater the chances thefighter will hit the enemywith a mle or rangedweapon.

    Dicee number of dicethe fighter has to at-tack (in hand to handcombat or from range,depending on the lineread).

    Strengthe higher the value theeasier it is for the fighterto wound his enemies.

    Type

    RankIndicates the fightersrank in his army. is va-lue is used when buildinga company.

    Category

    infantry

    cavalry

    creature

    war machine

    titan

    Health2Number of health points

    the fighter has.

  • 8/4/2019 C4 Starter SetUS Web

    30/81

    UNIVERSAL TABLE

    OF RESOLUTION

    When a Confrontation fighter undertakes an action theuniversal table of resolution is used to determine if he suc-ceeds or if he fails.

    To perform an action you need both its action value (ge-

    nerally a characteristic) and its diffi culty. e descriptionsof the various actions indicate which values you are going touse. e diffi culty is either a characteristic or a fixed value im-posed by the rules. In the second case, the fixed value appearsin parentheses.

    Example: Each player rolls a Courage test (8) means

    that the diffi culty for this test is 8. Te action value is theCourage characteristic of the unit concerned.

    You then do the simple calculation: action value diffi -culty. e result indicates the column to read in the universal

    table of resolution. is column gives you the minimum resultneeded on a die for the action to be successful

    : e action only succeeds on a and the total num-ber of successes is halved (rounded up).

    : e action succeeds on a and all and givebonus dice as if they were (see insert bonus dice and re-rolls).

    UNIVERSAL TABLE OF RESOLUTION

    /6 5/4 3/2 -1/0/+1 +2/+3 +4/+5 +6/

    Example: You want to perform an action whose actionvalue is 4 and diffi culty is 6 . Te subtraction gives 4 6= -2. You then read column -2 on the universal table of

    resolution. Tis column tells us that the result needed on a

    die is or more.

    e player then rolls a certain number of dice, dependingon the test:

    Courage test: One die for the unit; Attack test: All the dice used in a hand to hand or

    ranged attack; Strength test: As many dice as the number of hits obtai-

    ned. (See p. 42).Each die that shows a result equal to or greater than that

    indicated by the table is a success. e number of successes isthen totaled.

    For Courage tests, whenever a game effect al lows the rollingof several dice, only the one showing the best result is usedand all the others are discarded.

  • 8/4/2019 C4 Starter SetUS Web

    31/81

    GEENERAL

    RULES

    0

    DAMAGE

    Hitting a fighter is not always enough to knock him out: youneed to hit him hard enough.

    Each time a fighter is hit by a mle attack, a projectile orany other game effect that could potentially wound him, theplayers resolve a test on the universal table of resolution:

    e action value is equal to the Strength of the weapon

    used. e diffi culty of the test is equal to the Resilience of

    the target.Each success means one damage point is inflicted on the target.Each damage point takes away one health point from fighters

    or one structure point from war machines and fortifications.A fighter is eliminated when he has lost all of his health points.A war machine or a fortification is eliminated when it has lost allof its structure points.

    e eliminated piece is removed from the battlefield.

    PLAYING A GAMEA game of Confrontation always begins by selecting a

    battle (see Lets play!, p.72). Once this has been decided, eachplayer is allocated a certain number of army points (A.P.) tobuild a company(see p. 68) that he will take to battle. Bothplayers then set up the battlefield and deploy their miniatu-res.

    e first player plays his first unit, the second player thenplays his first unit, the first player then plays his second unit,and so on, until all their units have been played. ey are saidto activate their units.

    A game lasts a certain number of game rounds. is num-ber may be defined by the battle or by the players themselves.A game round is split into three phases. Each phase is detailedin its own chapter hereafter.

    1 Tactical phase (p. 32)e players determine the order in which they will activate

    their units and decide who goes first.

    2 Activation phase (p. 36)e players take turns to activate their units. e fighters

    move across the battlefield, cast spells and call miracles, shootat their enemies, engage them in hand to hand combat andresolve mles.

    3 Control phase (p. 44)e players assess the consequences of the preceding pha-

    ses: calculation of mana and faith points for the mystics, re-

    view of which objectives have been fulfilled. e round endswith this phase.

    BONUS DICE AND REROLLS

    Every or 6obtained on a test allows the player to rolla bonus die. Any further success is added to those of theinitial roll.Additionally, some abilities allow the player to re-rollfailures or, on the contrary, forces him to re-roll successes.e result obtained replaces the initial roll.ese two procedures are resolved in the followingorder: Re-roll failures or successes (if you must re-roll both

    failures and successes, these effects cancel each otherout).THEN Roll as many bonus dice as the number of that yourolled. If you obtain more , they give you even morebonus dice. is continues as long as you keep obtaininga .It should be noted that bonus dice can never be re-rol-led.In a Fear or Courage test, every earns the companyone Elixir point, but does not give any bonus dice.

    ACTIVE PLAYER, PASSIVE PLAYER

    e players take turns during a game ofConfrontation.e player whose turn it is to play is called the activeplayer. All other players are passive players. Once theactive player has finished his action, he hands the leadto the player to his left. He becomes passive and the nextplayer becomes the active player.

  • 8/4/2019 C4 Starter SetUS Web

    32/81

    Could it be a spell? Or an act of nature? Te water level hasrisen all of a sudden, turning the river into a roaring torrent

    even a wolfen would not dare to cross. Abel, separated from hismen, finds a bridge to get across. Unfortunately, Serethis wantsto cross the same bridge. Te duel begins!

    is game is played in Barbarian mode: no need for an acti-vation sequence.

    PLAYING THE GRIFFIN

    You begin the game with the miniature representing Abel.Your goal: You must eliminate Serethis.Abels health points:

    PLAYING THE WOLF

    You begin the game with the miniature representingSerethis.

    Your goal: You must eliminate Abel.Serethis health point:

    NEW RULES

    You need to have read the previous chapters before readingwhat follows.

    Each round, the Griffi n player moves Abel and, wheneverpossible, must make him attack.

    en the Wolf player does the same with Serethis. e play-ers go on like this until one of these heroes is eliminated!

    Movements

    When a fighter moves, he can cover as many centimeters asprinted in his Movement characteristic.

    Combats

    When the miniatures of a unit this also goes for singleminiatures touch those of an enemy unit at the end of theirmovement, they are considered engaged. In this case, combatstake place between them.

    It is also the case when an engaged miniature is activated,but does not move.

    Each combat is resolved by performing the following stepsin the order below:

    1/ Attack

    Hand to hand Attack tests are resolved for the miniatures inthe unit that is activated.

    e active player rolls as many combat dice as the attackershave printed on their card.

    e action value is the attackers Attack value.e diffi culty is the defenders Defense.Each success inflicts one hit. It is possible to get more hits

    than there were combat dice! (See General rules)

    2/ Damage

    e active player rolls one die per hit.

    e action value is the attackers Strength.e diffi culty is the defenders Resil ience.Each success inflicts one damage point to the defenders.It is possible to inflict more damage points than there were

    hits obtained!Take the health points besides for each damage point.When all of a fighters health points are ticked, he is

    eliminated.

    1 - THE DUEL

    Wild torrent:It is impossible

    to cross it.

    Abel begins thegame here.

    Serethis

    begins the gamehere.

    GAME SETUP

  • 8/4/2019 C4 Starter SetUS Web

    33/81

    TACTICALPHASE

    Each round begins with the tactical phase. During thisphase, the players plan their actions for the round that has justbegun. ey perform the following actions in the order givenbelow:

    1/ Ordering the activation sequence2/ Authority opposition3/ Rallying

    1/ ORDERINGTHE ACTIVATION SEQUENCE

    e activation sequence represents the order in which theunits will be played during the round. To constitute his acti-vation sequence, each player picks up the cards correspond-ing to each of the units in his company that are either on thebattlefield or about to enter the battlefield.

    Hereafter, you will find six game modes for ordering the ac-

    tivation sequence listed in increasing level of complexity. Ma-rauder is the default game mode. Choose the one that bestsuits your gaming style!

    e game modes offer many advantages: e players can choose a random strategic challenge by

    rolling a die and playing the mode corresponding to the re-sult.

    A beginner can choose an easier game mode to play againsta more experienced player to balance the game. Meanwhile anexperienced player can choose to make the game more chal-lenging by choosing an expert game mode.

    ese modes can simulate particular battle conditions.e enemy has a spy in your ranks? You will be playing mas-ter strategist until you find him!

    Once the activation sequence has been constructed it is notpossible to change its order until the following round.

    Some game modes are subject to particular rules (see Acti-vation phase pp. 36-43).

    Barbarian: No activation sequence is constructed. Tak-ing turns, the players reveal the card of their choice from theirdeck and activate the corresponding unit. Cards that havebeen revealed are put to one side to show which units havealready been activated.

    Marauder: e players shuffl e their cards face downinto a single deck. e first active player (see further) draws thefirst card and hands it to its owner, making him the new activeplayer. e unit represented by the card is activated. When all

    the actions of this unit have been performed, the player on theleft of the player who originally drew the card, draws the nextcard, thus activating the corresponding unit, etc.

    Warlord: Each player shuffl es his deck and, without loo-king at it, places it face down in front of him. e first playerreveals his first card and activates the corresponding unit; thenext player then does the same. Every player has a random ac-tivation sequence!

    General: Each player places his cards in front him, facedown, from left to right in the order they wish to play them.

    2

    TACTICAL PHASE

  • 8/4/2019 C4 Starter SetUS Web

    34/81

    Master strategist: Each playerprepares his activation sequence in se-cret. All the players place at the sametime their cards in front of them, faceup, from left to right in the order inwhich they wish to play them.

    Military genius: Each player pre-

    pares his activation sequence in secret.e players are divided into two sides.All the players place their cards in frontof them from left to right in the orderthey wish to play them. One of the twosides places its cards face up and theother side places them face down. eside that plays face up remains the samefor the whole game.

    2/ AUTHORITY OPPOSITION

    Each company is led by an Incarnate; the one with the high-est Authority value is the Commander of the company.

    e players perform an Authority opposition with theirrespective Commanders. ey each roll a die and add theirCommanders Authority to the result.

    If a player gets a on the die, he automatically loses theAuthority opposition.

    If all the players get a on the die, they all re-roll theAuthority opposition.

    If the die shows a , the player gets to choose if he wantsto re-roll the die and add the new result to the previous .However, if the re-rolled die shows , the Authority oppo-sition is lost! e die can continue to be re-rolled as long as

    it shows a . If a game effect allows a player to roll severaldice, only the best one is kept. If he chooses to re-roll a , anyother die that rolled a different result is discarded.

    If several players roll a , the player whose Commanderhas the lowest Authority re-rolls first.

    e player who obtains the highest final result wins theAuthority opposition. In case of a tie, the test is re-rolled.

    If the Commander has the Strategist ability, a bonus dieis rolled on the Authority opposition (only the best die is kept).

    If the Commander is part of a unit in rout, or if the

    company does not include any Incarnate with an Autho-rity value, the result of the Authority opposition is the resultof the die alone (modified by possible game effects).

    e winner of the Authority opposition chooses who thefirst active player will be. He may choose himself. e winnerof the Authority opposition gets other advantages during theround, so it is useful to remember who it is.

    ACTIVATING A UNIT

    When a card is revealed from the activation sequence oneunit of the type of troops it represents may be played. It isconsidered activated even if the unit does nothing.When all the actions of a unit have been resolved, anothercard is revealed.

    BATTLES INVOLVING MORE

    THAN TWO PLAYERS

    Some battles involve more than two sides. In this case,

    the winner of the Authority opposition chooses who goesfirst. e winner can choose himself. e players play inclockwise order starting with the first active player.

    INCARNATES, LEADERS AND COMMANDERS

    Incarnates play a crucial role in their companies and inthe strategy of their army. Without them, the troops mi-ght as well head straight for the slaughterhouse. A unitcan only have one Incarnate in its ranks. He is always theleader. If he is eliminated, the standard fighter of the unitclosest to the former leader becomes the leader. If there

    are only special fighters left in the unit, the closest to theformer leader becomes the leader. e Incarnate with the highest Authority value is theCommander (in case of a tie, the player chooses). It is theCommanders Authority that is used for the Authorityopposition. If the Commander is eliminated, the Incar-nate with the highest Authority value immediately takesover as Commander. If there is no replacement availablethe company remains without a Commander. In such ca-ses the Authority oppositions are rolled with a single dieand no Authority value is added to the result.

  • 8/4/2019 C4 Starter SetUS Web

    35/81

    TACTICALPHASE

    Worried by Abels absence, the soldiers of Akkylannie

    send a search party to find him. After a few hours walk,

    they discover a stone structure pulsing in gold light itcannot be anything but a sign from Merin, their god!

    As they approach it, a group of wolfen leap from cover.

    Tey all rush towards the shimmering stones. Who will

    reach the precious objective first?

    Activation sequence: Marauder.

    PLAYING THE GRIFFIN

    You begin the game with:

    1 unit of 4 spearmen, 1 unit containing only Abel whose troops perished before

    the game began.Because of the rush, none of the fighters can attack.Your goal: Once you have a miniature in contact with the

    seal of the dragon, the game ends and you win!

    PLAYING THE WOLF

    You begin the game with: 1 unit of 2 hunters, 1 unit containing only Serethis whose troops pe-

    rished before the game began.Because of the rush, none of the fighters can attack.Your goal: Once you have a miniature in contact with

    the seal of the dragon, the game ends and you win!

    NEW RULES

    Since all weapons are sheathed, the fighters are neverconsidered engaged.

    Do not hesitate to play this battle several times chan-ging the game mode, meaning the way the activationsequence is made: Barbarian, Marauder, Warlord,General, Master strategist or Military genius!

    4

    2 - IN THE WOLF TRAP!

    Wild torrent:

    It is impossible

    to cross it.

    Abel

    Serethis

    Hunters

    Spearmen

  • 8/4/2019 C4 Starter SetUS Web

    36/81

  • 8/4/2019 C4 Starter SetUS Web

    37/81

    ACTIVATIONPHASE

    During the activation phase players take turns toactivate their units. An activated unit can move, at-tack from range, use its mystical powers and engagein furious mles!

    Reminder: e active player is the player whoseturn it is to play.

    e winner of the Authority opposition decideswhich player goes first. e player whose turn it is toplay is called the active player

    e active player resolves the following steps in theorder below:

    1/ He draws, reveals or picks a card according tothe game mode selected;

    2/ e corresponding unit is activated and theplayer who controls it resolves its actions;

    3/ e active player hands the lead to the nextplayer, who becomes the active player.

    Important: In Marauder mode the active playerchanges whenever, during the first step, he draws thecard of a unit that is not his.

    6

    ACTIVATION PHASE

    UNIT SITUATION

    A units situation determines the actions it can undertake. ereare two situations:

    Free unit: A unit is free when none of its members are in con-tact with the enemy. A free unit may use all the actions describedin this chapter. is situation can be combined with Rout.

    Engaged unit: A unit is engaged when at least one of its mem-bers is in contact with an enemy.

    An engaged unit cannot attack from range. Its free members cancover a distance of up to as many cm as their Movement inorder to engage an enemy engaged in the same mle. To leave amle, an engaged unit first needs to disengage (see p. 39). issituation can be combined with Rout.

    Additionally, a unit may be in rout. In this case, it has lost hopeand it tries to leave the battlefield through the closest edge of thetable. Its actions are limited (see Morale, p. 47). Rout can be com-bined with one of the other unit situations (free or engaged).

  • 8/4/2019 C4 Starter SetUS Web

    38/81

    DRAWING THE CARDS

    e drawing of the cards is different depending on themode selected for the game (see 1/Ordering the activation se-quence). e next step is Activating the unit.

    Barbarian mode

    e active player picks one of his cards and goes on to the

    next step Activating a unit .

    Marauder mode

    e first active player draws the first card without revealingit to his opponent.

    If it is one of the opponents cards, he reveals it and handsit to him. e corresponding player becomes the active playerand goes on to the next step Activating a unit.

    If it is one of his cards, he has two options: He reveals the card and goes on to the next step Activa-

    ting a unit; He places the card in reserve. is can be done once per

    round and per player.e card is not revealed, it is put aside and the player pas-

    ses his turn. When his turn to draw a card comes again, theplayer can choose not to draw a card and play the one he has inreserve instead. If there are no more cards to draw, the playerplays his reserve card.

    Any other mode

    e active player chooses one of the following actions:

    He reveals the first card of his activation sequence. e corresponding unit is activated: the player goes on to thenext step Activating a unit;

    He chooses to put the first card of his activation se-

    quence in reserve. is can be done only once per round perplayer. e card is not revealed, it is put aside and the playerpasses;

    He plays his reserve card. is card is revealed insteadof the first card in his sequence. e corresponding unit is ac-tivated and the player goes on to the next step Activating aunit.

    ACTIVATING A UNIT

    When it is activated a unit can perform one of the following

    actions. e player must announce the action before measu-ring distances.

    Walk; Walk and/or ranged attack and/or mystic action (in any

    order chosen by the player); Run and/or mystic action (in any order chosen by the

    player) Assault and/or mystic action (in any order chosen by the

    player).It is possible to decide not to do anything. e unit is still

    considered activated.Once the action chosen has been resolved the first player

    hands the lead to the player to his left, who becomes the activeplayer. e activation phase ends once each player has revea-led his entire activation sequence.

    In Marauder mode, the active player is the player whosecard has just been revealed. e activation phase ends whenthe deck is empty and when all the reserve cards have beenplayed.

    DRAWING THE CARDS: SPECIAL CASES

    Identical cards: A player may have several identicalcards in his activation sequence. In this case, revealingone of them allows him to activate any of the units desi-gnated by this card.Card of an eliminated unit: When a player draws thecard of a unit that has already been eliminated, he passes

    his turn. e card is removed from the deck.

    RALLYING

    Some units might rout when they are con-fronted with a high number of enemies orwhen they face frightening opponents. (see

    Morale p. 47).Every routing unit tries to rally during itsactivation. e player resolves a Courage/Fear test against a diffi culty of 1. e Cour-age /Fear value used is the highest foundamong the units fighters. Units that suc-

    ceed this test are no longer in rout, thosethat fail the test remain in rout. Ralliedunits are not considered as having resistedthe Fear value that put them in rout.

  • 8/4/2019 C4 Starter SetUS Web

    39/81

    ACTIVATIONPHASE

    MOVING A UNIT

    A movement (walk, run or assault) depends on the actionchosen and the Movement value of the units fighters. Aunits Movement value is equal to that of its slowest

    member. Fighters take the most direct route when they move.e maximum distance (in cm) depends on the type of mo-vement chosen:

    Walk: e unit can move in any direction. e maximumdistance is equal to the units Movement . Walking doesnot allow the unit to engage an enemy unit.

    Run: Similar to Walk, but the maximum distance is equalto twice the units Movement .

    Assault: e unit moves towards the enemy unit designa-ted by the player. e maximum distance of this movement isequal to twice the unit s Movement . An assault allows theunit to engage a single enemy unit.

    Obstacles

    A unit skirts around obstacles when it moves; impassable

    terrain elements or units are obstacles. Infantry and cavalryunits on the same side and in scattered formation do not hin-der each others movement. However, they cannot finish theirmovement inside one anothers formation. A unit that doesnot have enough movement to move entirely through an obs-tacle stops 1 cm in front of it.

    If the unit is in close formation, all of its fighters muststay in base to base contact during the whole movement.However, the number of ranks and the position of each fightermay change during and after the units movement.

    Example: Griffi n conscripts (Movement 10) have beenissued orders to cross a narrow alley. Tey run in close for-mation for all of their movement: they adjust their ranks asthey go through the narrow gap. Each one of them can cover20 cm (2 x Movement cm). Left, right, left, right, left, right!

    If the unit is in scattered formation, it only needs to bein formation at the end of its movement.

    Example: A little later, fang warriors (Movement 15)start running down the same alley, looking for their ene-mies. Each one of them can run (30 cm maximum) as hewishes: their formation is only checked after they have mo-ved. Te beasts have been unleashed!

    Reminder: A fighter can pass between two obstacles aslong as his base fits through the gap. It is possible to climb

    terrain elements.

    8

    MOVING IN CLOSE FORMATION

    MOVING IN SCATTERED FORMATION

    FLIGHT

    Units with the Flight ability travel both on land and in

    the skies. When they move they ignore the obstacles in

    their way. Units with Flight are always in scattered for-

    mation. Fighters who do not have this ability cannot join

    their unit.

  • 8/4/2019 C4 Starter SetUS Web

    40/81

    Assault

    An assault is a movement that allows a unit to engage theenemy in mle.

    A free unit can assault an enemy unit; An engaged unit can assault an enemy unit it is in contact

    with. In this case only the free fighters of the unit can move toengage enemies, but all the fighters in contact after the move-

    ment can attack even those who have not moved!

    e player measures the distance (skirting round obs-tacles) separating the assaulting unit from the designatedenemy unit.

    If this distance is greater than twicethe units Movement, the assault fails. eunit moves as close as possible to the designa-ted unit and remains in formation.

    If the distance is less than or equal to

    twice the units Movement, the unit goesinto scattered formation. e assault succeedsand both units are engaged (see p. 42).

    All of the assaulting fighters are moved in theorder chosen by the player. If possible, each ofthem who has enough movement is placed incontact with an assaulted fighter, If their baseallows them to, and if the player wants to, hecan engage several fighters at once.

    e assaulting fighters out of reach are mo-ved in as close as possible, respecting the for-mation rules. is is war!

    Example: Te unit of Griffi n conscriptsled by Abel assaults the great fang unit ledby Onyx.

    Te Griffi n player decides to move cons-cripts 4, 5, and 6 first. Tey assault Onyx,one after the other;

    Te player then moves Abel and placeshim in contact with both fang warriors 2and 3;

    Ten its the turn of conscripts 2, 1 and 3who assault, one after the other, fang war-

    riors 2, 1 and 3;Conscript 7 is out of assault range. He

    stays behind his unit, ready jump into thefight.

    Tis placement gives two advantages tothe Griffi n player: he has assaulted all thefang warriors and he has surrounded Onyxwith the maximum number of fighters. Tefang champion is not in a good position! Ofcourse, the Griffi n player could have chosento move his fighters in a different order, if hehad another strategy in mind.

    Any assault involving at least one frightening unitrequires a Courage/Fear test (see Courage test, p. 46). e testis taken by the courageous unit or, in the case of two frighten-ing units, by the one with the lowest Fear value. If both unitshave the same Fear value, no test is required.

    ASSAULT 1/2

    ASSAULT 2/2

    DISENGAGEMENT

    When a unit leaves a mle, it disengages. e fighters in

    contact with the enemy are eliminated. e unit is free

    to act normally. However, it cannot declare an assault

    against the unit(s) it disengaged from.

    1

    2

    3

    1

    5

    7

    4

    6

    3

    2

    Onyx

    Abel

    1

    23

    5

    4

    6

    7

    2

    3

    Abel

    Onyx

    1

  • 8/4/2019 C4 Starter SetUS Web

    41/81

    ACTIVATIONPHASE

    If the unit succeeds at the test, the assault takes placenormally;

    If the unit fails the test and is the active unit, it is in routand its activation ends, but it remains where it is.

    If the unit fails the test and it is not the active unit, it is inrout and it is subjected to Morale rules.

    UNIT RANGED ATTACK

    A unit can attack from range if at least one of its fightersfulfills the following conditions:

    He has ranged combat characteristics; His unit is free.Ranged attacks are resolved either before or after the units

    movement. All the marksmen of the unit who have the sameprofile shoot at the same target simultaneously; marksmenwho have different profiles shoot in different salvos.

    Each salvo is resolved according to the following steps:

    1/ Choice of the target and the marksmen2/ Measuring the range3/ Ranged attack test4/ Strength test5/ Removal of the losses

    e player can choose in whichorder the salvos are resolved. It ispossible to decide not to shoot witha certain profile of marksman. Forexample, if a special fighter has aranged weapon that is different fromthat of the standard fighters accom-panying him, it is possible to choosenot to shoot with one of the profiles.

    1/ Choice of thetarget and themarksmen

    e active player designates an en-emy unit as the units target. It needsto be able to see at least one fighter ofthe unit it is shooting at. It is impos-sible to target an engaged unit.

    Only the marksmen who can seea fighter of the targeted unit canshoot.

    2/ Measuringthe range

    e distance between the twounits is measured from leader toleader using the range marked tapemeasure. e range is the diffi cultyfor the ranged attacks.

    0

    INTERFERENCE

    e marksmen can only hit the targets that at least one of them can see. e targetsthat cannot be seen by any marksman cannot be hit.If any kind of obstacle (terrain or miniature) stands between the unit of marksmenand the unit targeted, there is interference: the diffi culty of the ranged attack isincreased by two points.If there is any doubt, trace two imaginary lines connecting the left and right edgesof the shooting unit to the left and right edge of the unit targeted. If there is anyobstacle in the zone between them, there is interference.

    CHARGE!

    e assaulting unit is considered to have performed acharge if the following conditions are fulfilled: e assaulting unit was free at the time of its activation; e assault succeeded; Its Power is greater or equal to that of the assaultedunit.

    A charge gives an extra re-roll on attack tests against theassaulted unit, until the end of the round.A fighter in the assaulting unit can attack only the fightersof the assaulted unit.

    DAMAGE AND WOUNDS

    Some fighters can endure several wounds before beingeliminated. A fighter who takes a damage point that doesnot eliminate him receives a damage marker.

  • 8/4/2019 C4 Starter SetUS Web

    42/81

    AREA OF EFFECT WEAPONS

    Some ranged weapons can affect an area rather than a sin-gle target. Area of affect weapons are indicated in the ArmyBooks.

    Area of effect weapons can eliminate more enemies thanthere were marksmen. ey can also eliminate targets themarksmen cannot see. A single template is used per salvo,no matter the number of marksmen.Successful Ranged attack tests increase the Area of effect ofthe weapon; failures cause the ranged attack to deviate.To determine who is hit by the area of effect of a weapon,the player places the template over the fighter of his choiceamong those in the targeted unit that the marks-men can see. e fighters located even partiallyunder the template suffer the Strength test.If at least one failure is rolled on the ranged at-tack test the shot deviates. To resolve this, roll a

    die: the result shows the direction of the devia-tion (the template shows six numbered direc-tions). e template is then moved one centime-ter (one graduation) in this direction per failureon the Ranged attack test.If all the Ranged attack tests are successes, thetemplate stays where it is.Once the template is in position, the player de-

    termines the zone affected by the ranged attack.e Area of effect gives the graduation readon the template. All the fighters covered, even

    those only partially in the Area of effect, suffer a Strengthtest. e Area of effect is determined as follows: If the result of Ranged attack range is a challenge

    the shot misses completely and does not hit anything; If all the Ranged attack tests are failures, the Area of effectis that of the weapon used; If there is at least one successful Ranged attack test, theArea of effect is that of the weapon multiplied by the num-ber of successful Ranged attacks. If the result exceeds 10, theArea of effect is 10 and all the fighters affected suffer twoStrength tests instead of one.

    Example: e conscript unithas suffered heavy losses atthe beginning of the round.When it is activated, the Grif-fin player has two possibili-ties: Either he declares an assault.He then chooses on which

    unit, and therefore whichfighter is engaged by cons-cript n2: the fang or the hun-ter. If conscript n3 engagesthe fang, conscripts n1And n2 will only be able toattack the fangs. If conscriptn2 engages the hunter, cons-cripts n1 and n2 will only beable to attack the hunters Either he declares no move-ment at all. e conscripts donot move; conscript n1 canattack the fang while cons-cript n2 attacks the hunter,and vice versa. ey can alsoattack fighters who are part ofthe same unit.

    2

    Hunter

    Fang

    1 3

    Hunter

    Fang

    PERFORATING SHOTS

    Some ranged weapons are so powerful that they can eliminate several enemies in one go.ese are perforating shots.Perforating shots can eliminate more enemies than there were markmen.

  • 8/4/2019 C4 Starter SetUS Web

    43/81

    ACTIVATIONPHASE

    3/ Ranged attack test

    e player rolls the number of dice indicated by the profilesranged combat characteristic , multiplied bythe number of marksmen. e action value is their Rangedattack, the diffi culty is the range measured. Each success in-flicts a hit. Each failure is a miss.

    4/ Strength test

    e active player rolls one die per hit. e action value is theStrength of the ranged weapon used; the diffi culty is the Resi-lience of the fighters of the targeted unit. Each success inflictsone damage point on the targeted unit.

    5/ Removal of the losses

    Damage points are distributed to eliminate as many fightersas possible. e fighters closest to the leader of the unit ofmarksmen are eliminated first. Eliminated fighters are remo-

    ved from the battlefield.It is possible to cause more hits and more damage points

    than dice rolled (see General rules), but a salvo cannot elimi-nate more targets than there were weapons shot.

    COMBAT

    A combat is resolved when a unit is engaged with an enemyunit at the end of its movement or when an engaged unit choo-ses not to move when it is activated. e fighters on both sidesthen form a mle, where the active unit hacks its enemies tobits in hand to hand combat. e latter will only be allowed toretaliate during their next activation if they survive.

    A mle is split into a number ofcombats. Each combat op-poses two profiles of fighters: an attacker profile for the activeunit and a defender profile for the unit being assaulted.

    e active player chooses the order in which the fighters ofhis unit resolve their combats.

    A fighter can only fight against the enemies in contactwith his base or his miniature;

    A fighter can be involved in several successive combats ifhe is in contact with enemies with different profiles. In thiscase, his combat dice are split between the different combatshe takes part in.

    Each combat is resolved following the steps in the orderbelow:

    1/ Choice of weapon2/ Hand to hand attack test3/ Strength test4/ Removal of the losses

    1/ Choice of weapon

    The active player selects a combat: a profile f rom his ac-tive unit (the attackers) against a profile from the enemyunit (the defenders). The attackers corresponding to thisprofile strike the defenders with whom they are in contact.

    Important: Any special fighter (leader, standard bea-

    rer, musician, mystic, etc.) is grouped with the troops ofhis unit as long as he shares the same characteristics .

    Each attacker has a number of combat dice printed on hiscard. These dice are used for the whole mle and need tobe split between the different combats where applicable.

    If an attacker is going to be i nvolved in several successivecombats, the player chooses how many dice he attributes tothe current combat. He may decide to not to use any; in thiscase the attacker does not participate in this combat.

    2/ Hand to hand attack test

    The active player rolls the attackers combat dice. The ac-tion value is the Attack value of his fighters, the difficultyis the defenders Defense. Each success is a hit. With a littleluck, it is possible to score more hits than combat dice! (seeGeneral rules)

    3/ Strength test

    The active player rolls one die per hit. The action valueis the attackers Strength, the difficulty is the defendersResilience. Each success inflicts one damage point on thedefenders. It is possible to inflic t more damage points thanhits obtained!

    4/ Removal of the losses

    The active player attributes the damage points to thedefenders in contact with his attackers, eliminating asmany enemies as possible. The eliminated fighters are re-moved from the game.

    The combat is over. The active player then resolves thenext combat starting from step 1.

    The units activation is over.

    2

    TACTICS

    During their training the warriors of the Ragnarok are

    taught to execute deadly martial tactics. On the battle-

    field these feats are often decisive. In Con