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CONFRONTATION TOURNAMENT RULES OF THE CONF’FEDERATION DU DRAGON ROUGE

announcing the tournament. Anything is possible as long as all tables are of identical size and that the scenery doesn’t disadvantage the The Systems used by the Conf’federation du Dragon Rouge for opponents. tournaments is the Swiss System. At the end of the first Swiss Round an intermediary ranking is established. It is based on Scenario Points (S.P.) 2.2 Positioning and amount of scenery elements gained by the players during the first Round, with a Goal-Average (G.A.) used to decide between players in case of a tie. The organisation of the At least three scenery elements are placed on the tables exclusively by second Round is made using this intermediary ranking, and this is the referees. The players must not move them in any way unless repeated until the fourth Round, which ends with the Final Ranking of instructed to do so by the referees or the scenario. These elements the tournament. cannot measure more than 20 cm in their longest dimension. We will consecutively cover two aspects: - The Principles of Play, which explain the rules used in Tournaments of the Conf’federation du Dragon Rouge. 3. FORMAT - The Organisation of Tournaments, which mainly concerns future organisers. Players must use the Player’s Sheet (APPENDIX 5) to set up his Army List. This Army List is called the Main List. Before each game the player makes a new List from the Main List: this new List is called the Round A. The Principles of Play List.

In order for it to be counted in the French Championship, a tournament 3.1 MAIN LIST must include a minimum of 12 participants, with at least 1 member of the Conf’federation. The army’s Main List cannot be greater than 400 A.P. Every tournament must be made up of at least four Rounds with four Exceeding this limit is not allowed. different scenarios. These scenarios come from a selection of scenarios designed and tested especially for the chosen format and game length: 3.2 ROUND LIST they make up the Scenario Pack of the Conf’federation (APPENDIX 2). In addition to scenarios, this Pack includes reference cards and For every scenario one must choose 300 A.P. from the Principal List. explanatory cards. 3.2.1 Excess Any Game Themes (see section II. GAME THEMES), if any, selected for An excess of no more than 12 A.P. is tolerated; this excess can be at play and two scenarios from the Pack are chosen by the organisers most equal to half the value of the smallest figurine present in the before the tournament. These scenarios, the first ones of the day, are roster and strictly less than the value in A.P. of any card or value in the announced to all participants before they make their Army List. Round List. The two following scenarios are drawn at random from the Pack after the second Round (the two scenarios played previously are removed EXPLANATION: The authorised excess only allows a figurine to be from the pack beforehand). selected, and not an additional artefact, miracle, spell, virtue or associated value. I. SCENARIOS EXAMPLES: A Wolfen hunter of 24 A.P. can be added to a List of 288 Scenarios are made up of eight paragraphs, which are explained in A.P. if no spell or object in the List has a value less than or equal to 12 further detail below. Every scenario of the Conf’federation is therefore A.P. Also, if the List includes a Lonewolf with the Rapidity spell worth 16 subject to these general rules. However, each scenario may have A.P., then the authorised excess remains 12 A.P. and the player can add particular rules that are explained in detail in the concerned paragraph. a Hunter (authorised excess equal to half the value of the weakest figurine and strictly less than the A.P. value of any Artefact, Miracle or Spell). 1. DRAWING If, for example, the same List includes a Lonewolf with the Rite of the Bloody Fangs spell worth 4 A.P., then the excess cannot be greater than All scenarios can be either chosen by the organisers or randomly drawn. 3 A.P. Furthermore, since this spell causes one to mark figurines at a When this is not the case, the scenario will specify it. cost of 3 A.P., the excess becomes 2 A.P. or else the excess doesn’t allow the spell to be bought but 3 additional A.P. to be spent to let a EXPLANATION: The tournament Scenario Pack of the Conf’federation is figurine benefit from the Rite. available on the site. Scenarios that allow the player to optimise their Army List cannot be chosen by the tournament’s organisers. They can only be played if they are randomly drawn. This draw is to allow a 3.2.2. Abilities diversity in tournaments and help avoid giving an advantage to one “1 die for every 100 A.P.” army over another when choosing the scenarios. Seeing that the Round’s format is limited to 300 A.P. and this despite the allowance of a slight excess, the maximum number of dice a player may have for the abilities “1 die for every 100 A.P.” is limited to 3. 2. SCENERY EXAMPLES: An Army List of Dirz of 303 A.P of figurines with the The scenarios are designed to be played on a table that is 120 cm long Mutagenic ability has 3 dice at the beginning of the game and not 4. by 60 cm wide in size. The armies deploy on the 60 cm edges of the Another Army List of Dirz of 303 A.P. is made up of two tigers of Dirz table unless specified otherwise in the scenario. (102 A.P.) and of 201 A.P. of figurines with the Mutagenic ability. In this case the slight excess of 3 A.P. tolerated lets the player begin the game NB: If you use tables with a similar format with, for example, fixed with 3 Mutagenic dice (201 A.P. of Mutagenic troops). scenery already in place, then you just have to inform the players when 3.3 LIMITATIONS Leader cards published for RAG’NAROK can be played. Since these are characters, it is highly recommended that you convert a figurine and 3.3.1 Authorised material indicate it to your opponents. Only products released over a month ago may be used during a Tournament of the Conf’federation. 3.3.3.7 Leader EXPLANATION: The release date announced in the Rackham Newsletter The “Leader” is the character on the List being played with the highest and that of the Tournament are the ones taken into account. Discipline characteristic and/or the Leadership ability (as chosen by the player). 3.2.2 Number of Figurines The “Leader” cannot be a character with the Stateless ability. The only Each Round List must include between 6 and 16 different figurines exception to this rule is the Conf’federation figurine, Alyena, who can be within the limits established by the summarising table in APPENDIX 1. the “Leader” of any people.

EXPLANATION: Note that this Table is updated on a monthly basis. 3.3.4 Allies and Mercenaries It is highly recommended that the figurines used to play be painted. If Unlike the Stateless, Allies and Mercenaries are prohibited. The latter not, they must at least be assembled and attached to their base so as can only be played with their people of origin. to allow them to be moved easily. The Allied figurines in the Clan boxes are considered to be exclusively part of the Clan’s people and are permitted only if at least one of the EXPLANATION: Unlike the Round List, the Main List can include more Clan’s characters is included in the Round List. than 16 figurines.

Be it due to an Artefact, Ability, Miracle or Spell, no player may have 3.3.5 War Machines more than 20 figurines on the table at any time during the game. War Machines can be played within a limit of 30% of the value of the Round List being played, meaning a maximum of 90 A.P. No figurine in the Round List may have a Value greater than 140 A.P. unless the specified in a Game Theme currently in use. 3.3.6 Nexus EXPLANATION: A figurine’s Value is equal to its cost in A.P. plus the Nexuses (Nexi? -Xen) are prohibited. cost in A.P. of any Artefacts, Miracles, Spells or Virtues it may have.

3.3.3 Characters 3.3.7 Artefacts, Miracles and Spells The Principal List must include at least one Character. The summarising Table of Artefacts found in APPENDIX 1 sets the race Every Round List must include at least one Character from the Principal they are bound to and the maximum number of copies that can be List. played.

EXPLANATION: Note that the Table is updated on a monthly basis. 3.3.3.1 Information on Magicians and Warrior-Mages A is bound to a type of Warrior-Mage only if he has the Objects with a varying cost can be included in the Round List if they corresponding Path of magic and the Warrior-Mage ability. were paid for at a greater or equal cost on the Main List. They are then played with the characteristics depending on the price paid on the EXAMPLES: The second incarnation of Gidzzit is not a Psychomutant, Round List. Cairn isn’t an Inquisitor and the second incarnation of Akkadhalet isn’t a Puppeteer. However, Salias is a Biopsist, Kelen is a Druid and the EXAMPLES: A Nemesis Treatment paid 13 A.P. on the Main List can Quaestor Essaïs is a Quaestor. equip any character on the Round List with a Mutagenic value less than or equal to 1. This also applies to the Shields of the Baronies.

3.3.3.2 Forbidden characters There can be only one single copy of a same Miracle or Spell on an Figurines that become characters thanks to the “Incarnation” ability are Army List. prohibited. Characters with a rank higher than Adept, Elite or Zealot are prohibited. Characters and conversions with “Shadow” mentioned on their cards are prohibited. 3.3.7.1 Tournament revisions Except in the “Allied” Game Theme, the bearer of the CULLINAHN can only have fighters of his race materialise in base-to-base contact with 3.3.3.3 Blood Brothers him. If the “Allies” Game Theme is used, then only fighters of his people The reduction of the A.P. value of figurines concerned by the Blood or of Allied people following the same Path of Alliance can be Brother / X ability does not apply when making the Main List (the materialised in base-to-base contact with him. figurine’s true value is taken into account), but does only in the Round Lists being played. The six spells of the VALOUR OF ENDIMYON must be listed and numbered under the Artefact in the Principal List. The value used is then equal to the highest one of these spells plus the value of the 3.3.3.4 Adventurers Artefact. This List remains the same for the whole Tournament. Adventurers can be played as they appear on their reference card. The way the SUMMONING OF THE REAPERS is played is modified in the following way. It is no longer possible to Summon several Reapers at 3.3.3.5 Second incarnations the same time using this miracle. The Call’s Difficulty is set at 6. A player who wishes to play both incarnations of the same character However, it is now possible to Call this miracle several times during the must note and pay both their values in the Main List. same round. A Faithful can therefore try to summon Reapers as long as A Round List cannot include two incarnations of the same character. he has Temporary Faith points left.

The frequency of the PUTRESCENCE Spell is modified from Unlimited to 3.3.3.6 Leader cards 2.

4.1 The Preparatory Phase 3.3.8 Gesas, Virtues and Rites The exact name of the Gesas used must be noted next to the concerned This preparatory phase is left up to the players to make their Round figurine on the Round List. This is also true for figurines concerned by a List. This list can be prepared before the beginning of the Round if the Virtue or a Rite. players have enough time and know their opponent’s army. It’s impossible to take more than two of the same Gesa on a Round List, However, players must reveal their army’s race as soon as the no matter how many Druids there are. beginning of the Round is announced. A Virtue can be bound to a Warrior-Monk on a Round List if the extra cost was paid on the Main List. 4.2. Game Length The A.P. kept in order to have one or several figurines benefit from the effects of a Rite must be noted separately on the Main List and bound As soon as the beginning of the Round is announced and once the to a specific figurine on the Round List. Round Lists have been made, the players can start deploying their troops. No troops may be deployed before the signal. 3.3.9 Cards The first round begins immediately after deployment. The game ends as soon as the referees announce the end or at the end 3.3.9.1 Card Formats of the sixth round: the players put down their dice and no drawing of Only the original cards in “Confrontation II” format may be played as cards is allowed whatever the situation may be. well as certain cards that haven’t been re-edited and are available in the “Confrontation II” format on the Rackham website. EXPLANATION: It is very important to respect this length in all tournaments. With 5 minutes more or less the result can vary and the 3.3.9.2 Experience Cards gains or losses in A.P. can influence the ranking. Many players start Experience cards are prohibited. playing before the referees have announced the beginning of the Round. This is not fair, so all are asked to show fair play and wait for 3.3.9.3 Alternative Profiles the referees’ signal. Alternative profiles are permitted. Only one single figurine can be bound to this reference card. 5. DEPLOYMENT EXAMPLE: It is only possible to play a single Howling Vestal. 5.1 Preparation 3.3.9.4 Modular Profiles Modular profiles are permitted. Unlike the Main List, the Round List The army list used should not be seen by the opponent before the end must clearly mention the profile or profiles being played. of the game. Also, the figurines of the Main and/or Round List should not be seen by the opponent so as not to influence the deployment EXAMPLE: On the Main List only “Guard of Alahan” is noted. On the phase. Round List one must note the equipment chosen for each Guard of Artefacts, Gesas, Miracles, Spells and Virtues should not be announced Alahan, keeping in mind that only Guards of Alahan using the same to the opponent for as long as they aren’t used. Also, a player should equipment may depend on the same reference card. not reveal how many Artefacts, Gesas, Miracles or Spells a figurine he is deploying has. The deployed figurines must correspond to the reference card. In case 3.3.9.5 Number of cards of a conversion, let the opponent know during deployment. In order to reduce the number of cards and thus speed up the game, The Leader, characters and the figurines specified by the scenario must some cards are not placed in the deck: be presented to the opponent during deployment. The number of reference cards that can be used for an identical profile is limited to 1. It is, however, possible to take one single additional card 5.2 Types if the sum of the concerned figurines’ AP value is greater than 35 A.P. Each scenario has a deployment of its own, which can use the general EXAMPLES: 3 Kelt Warriors (1) with a total value of 27 A.P. (9 A.P. rules (see the “A New Approach” chapter in the Incarnation rule each) can only be represented by one card. booklet) or particular rules, which are then detailed. 3 Fiannas with a total value of 36 A.P. (12 A.P. each) can be represented by either 1 or 2 cards. The figurines’ bases then have to be “marked” so as to be able to tell to which card each one is bound. 6. OBJECTIVE

A War Staff of the same rank must be represented by 2 cards: that of A common objective shared by the two opponents is described in each the Champion and that of the Standard-Bearer. The latter also activates scenario. the Musician. EXPLANATION: The objective can be reached by either of the players, All Familiars as well as the War Toad are activated with the card or even after the objective has been reached by one of the two players, in cards of the magician or magicians they are bound to. order to have the game keep its interest until the end and to allow TIES.

4. LENGTH Generic rules called Special Capacities are used to manage to reach the objective. A Round lasts 1 1/2 hours, which includes a preparatory phase and the These Special Capacities are explained in detail in APPENDIX 3. game itself. If the end of the 6th game round is reached before this time limit is over, the game ends. The game also ends before the end of the 6th game round or before the 1 1/2 hour time limit is up if one of the armies is completely destroyed 7. CONDITIONS FOR VICTORY (see 7.1.1). The organisers announce the beginning and the end of the Round as VICTORY depends on the reaching of the objective. All scenarios are well as information on the time remaining. designed to allow both opponents to reach the objective. Three outcomes are possible in each game: REMINDER: A figurine’s value is equal to its cost in A.P. to which is 1. One player reaches the objective, the other doesn’t: VICTORY / added the cost in A.P. of any Artefacts, Miracles, Spells and Virtues it DEFEAT. may have. 2. Both opponents reach the objective: TIE / TIE. 3. Neither of the players reaches the objective: DEFEAT / DEFEAT. - The value of the figurines killed. - The value of the figurines benefiting from the Reinforcement ability and killed a second time. 7.1 Scenario Points - The cost of discarded Artefacts, Miracles and Spells (Cullinahn, Nymphe, Source of…) of figurines not killed. A VICTORY gives 3 Scenario Points (S.P.) - The value of fleeing figurines that left the gaming table. A TIE gives 2 S.P. - Half the value of fleeing figurines that are still on the gaming table at A DEFEAT gives 1 S.P. the end of the game (rounded down to the nearest integer). - The value of summoned or materialised creatures. Concerning the summoning of Elementals, the spell is no longer 7.1.1 Destruction of an Army available to the summoner as soon as he has summoned the Elemental. The game ends at the end of the round in which one of the armies is Several cases are possible: completely destroyed. The army that is totally destroyed keeps the - If the Elemental is killed, then this gives the number of points benefits of having reached the objective if it has done so before being printed on its card and the summoning spell immediately returns to destroyed. The player who destroyed the opposing army must still meet the summoner. If the summoner is killed after the Elemental he the conditions for victory in order to claim a TIE or VICTORY. summoned, the spell is counted in the point total. - If the summoner is killed while he has a summoned elemental on NB: Depending on the scenario being played, it is primordial to reach the game table, he no longer has the spell and thus it is not the objective before annihilating one’s opponent (see EXPLICATIONS counted. However, since the elemental disappears at the end of 7.2.2). the round, the points on his cards are counted.

EXPLANATION : The players must, in order to win a Round, and in 7.1.2 Quitting order of importance : A player who quits between two games and who leaves the tournament 1. Successfully complete the scenario’s objective (avoid is nevertheless ranked. He must inform a referee as quickly as possible. DEFEAT), His Scenario Point score and his Goal-average then remain unchanged 2. Keep the opponent from completing his (avoid TIE), from the moment he quit on. His score is taken into account for the 3. Inflict a maximum of losses to the enemy army (win as Tournament’s final ranking and for the National Ranking if the player is much A.P. as possible), concerned. 4. Minimize his own losses (avoid losing too much A.P.) The result therefore takes a SP/GA form (where GA = A.P. won – A.P. lost + Bonus) 7.1.3 Giving Up A player who gives up during a game is sanctioned with a Total Defeat: 8. BONUSES 1/-300. His opponent is then presented with a Total Victory: 3/+600. In additions, BONUSES in AP are given depending on the scenario: - These bonuses are independent of reaching the objective or not. 7.1.4 Non-legal Round List and Cheating - They are specified in each scenario. A player who plays or has played a non-legal Round List is sanctioned - The sum of these bonuses cannot be more than 300 AP per player. with a result of 0 Scenario Points and a Goal-average of –300 A.P. no matter his result. His opponent can then benefit from a Victory of 3 S.P. EXPLANATION: These bonuses are really secondary objects. They never with his real Goal-average or one of 0 if this is to his advantage. influence the result of a game and simply allow a player to win Any evident cheating is also sanctioned with a result of 0/-300. additional AP when the main Objective has been reached or has simply Any disagreement between two opponents after the intervention of a become unreachable. referee can be sanctioned with a double Defeat and a Goal-average of 0. EXAMPLE: Player 1 reaches the objective, destroys 50 AP and marks a 75 AP Bonus. 7.2 Goal-average Player 2 also reaches the objective, destroys 150 AP and doesn't get a Bonus. The Army Point Goal-average lets any ties be broken in the The results are noted as follows: tournament’s ranking. Player 1: TIE = 2 SP and GA = 50-150 + 75 = -25, meaning 2/-25. Player 2: TIE = 2 SP and GA = 150-50+0 = +100, meaning 2/+100.

7.2.1 Calculation EXPLANATION: No matter if army List is of 295 AP or of 312 AP, its total elimination always gives 300 AP, no more, no less. Also, +300 is the This Goal-average indicates the difference between the A.P. won and maximum bonus possible no matter what. the A.P. lost by the two players in each game. The sum of a game’s two The Goal-average is just an indication and helps give an idea of the opponents’ Goal-averages is always equal to 0 (not counting Bonuses in quality of a scenario's success or failure: A.P.). A total Victory, meaning reaching the Objective while destroying the The total of a player’s Goal-averages in each game indicates his overall whole enemy army without suffering the slightest loss and while Goal-average. reaching all the secondary objectives gives: 3 SP with a GA of +600 As such, at the end of each game, in addition to the VICTORY, TIE or (300 + 300), meaning 3/+600. DEFEAT indication, each player indicates the number of A.P. won and The opponent then notes 1 SP and a GA of –300, meaning 1/-300, lost (the latter being those won by the opponent). which is equal to a total Defeat. A TIE would give 2 SP and with a GA of 15O one notes 2/+150.

7.2.2 Losses The A.P. won take into account all losses caused an opponent: 9. FAIR PLAY

Fair play is a duty: respect for the spirit of the rules and for your opponent form its foundation. 10. GAINING TOURNAMENT POINTS EXAMPLE: At the end of a round your opponent forgets to make a mana recovery roll. At the start of the next round he realises this. Showing fair The system used to determine ranking is based on tournament points play is then allowing him to immediately make his recovery roll. (TP), which are gained by each member or non-member player for each participation in a tournament. It is impossible to list all examples of fair play. That is why: TP are given by the Conf’federation depending on the player’s - A referee can refuse to validate a “non-fair play” Main List. This List is performance (the tournament’s overall ranking) and on the number of then submitted to the entire Staff of the Conf’federation, which then players participating. decides to validate the List or not. A tournament’s winner can gain from 12 to 20 TP depending on the - Fair play is up to the players; they cannot ask the referees to impose number of participants. it. - The referees can punish obvious cheating during a game. EXPLANATION: The results (SP and GA) of a Tournament being played - An organiser / referee cannot take part in his own tournament except over more than four Rounds are always calculated in order to be if he has to “fill in” for a missing player. Whatever his results, they are proportional to one of four Rounds. not counted in the ranking.

10.1 FROM 12 TO 20 PLAYERS II. THE GAME THEMES The amount of tournament points one can gain is in relation to the The Game Themes are alternatives to the “classic” format. They let the number of players participating. game’s possibilities be enriched, spice up existing scenarios, and especially allow the Conf’federation’s Tournaments vary considerably. POINTS GAINED = (Number of participants + 1) – Player’s ranking

The Conf’federation’s Pack of Game Themes (APPENDIX 4) proposes The Scenario Points won and the Goal-average are also taken into various Themes that complement and take precedence over the rules account to settle any ties between players. listed in section I. SCENARIOS. 10.2 MORE THAN 20 PLAYERS They can therefore bring a new dimension to the game, offer new optional rules, remove certain limits or restrictions, impose specific In order to avoid having players who participate in large tournaments sceneries, or even increase or reduce the game’s format, etc. gain a too large amount of points, the maximum number of points one can gain remains 20 TP. These points are then given in a way that is The Game Themes can generally all be cumulated and adapted to the proportional to the number of participants: scenarios. When this is not so, then this is clearly noted. POINTS GAINED = (21 – (Player’s ranking x Tournament’s coefficient)) Only the organisers of a tournament can decide if one or several Game The total is rounded down to the nearest integer. Themes are used or not. These must be announced in the ads for the Tournament’s coefficient = 20 / Number of participants. Tournament at the same time as the two scenarios that have been selected. The Scenario Points won and the Goal-average are also taken into account to settle any ties between players. The chosen Game Themes apply to all of the Tournament’s Rounds except when specifically announced otherwise by the Organisers. Some Themes are imposed and/or optional and it is up to the Organisers to announce this with the additional information concerning 11. RANKINGS the description of the Theme. The ranking must reflect the quality of each player’s performance depending on the number of tournaments he has participated in, so as EXAMPLES: not to favour a player who participates in many tournaments and gets The “Traitors” Game Theme is optional and each player can decide to mediocre results compared to the one who participates in few use it or not during the game. A player who uses it always imposes its tournaments but gets good results. Also, new players who arrive in the rules on his opponent. middle or the end of the season should still be able to be ranked high The “Allies” Game Theme can be imposed and then the two players enough to qualify for the French Championship. must make a Principal List including Allies. This Theme can also be optional and some players may decide to use it while others decide not The following categories take into account the number of participations to take it into account. during the season: IRREGULAR (IRR): players who only play in one single tournament. The Game Themes are divided into paragraphs identical to those of the REGULAR (REG): players who participate in 2 or 3 tournaments. scenarios. Each Game Theme explains the additional rules in the VETERAN (VET): players who participate in 4 or 5 tournaments. concerned paragraph. SPECIAL (SP): players who participate in 6 or 7 tournaments. ELITE (EL): players who participate in 8 or 9 tournaments. CREATURE (CR): players who participate in 10 or 11 tournaments. LIVING LEGEND (LL): players who participate in 12 or 13 tournaments. III. THE NATIONAL RANKING MAJOR ALLY (MA): players who participate in 14 or more tournaments.

Tournaments fully using the Conf’federation’s system are taken into account in the National Ranking. 11.1 INTERMEDIARY RANKING The National Ranking lists the best players of the season and determines the qualifications for the French Confrontation The Intermediary Ranking takes into account the sum of the TP, SP and Championship. GA gained by each player in each category. The Ranking by Category and the National Ranking are determined At the end of the official gaming season, the National Intermediary using the Intermediate Ranking, which is regularly updated during the Ranking is frozen. season, Tournament after Tournament. 11.2 RANKING BY CATEGORY: QUALIFICATION FOR THE FINALS OF THE FRENCH CHAMPIONSHIP

In order to get a proportional ranking in each category, the TP, SP and GA gained by each player are then added by the rule of 3 to the minimum number of tournaments needed to enter the category. The first in each category are given the title of Champion / Category / 2004. These players keep this title until the following season.

The first 7 in each category (except IRREGULAR) are qualified for the Finals of the French Championship, depending on the available spaces. An additional category, created especially for this event, regroups the teams of partners who ask to be in it and who are not going after the Title. The winner of the French Championship is given the title of Confrontation Champion of France 2004.

11.3 NATIONAL RANKING

The National Ranking is established based on the Ranking in each Category following the principle of THE MOST POINTS IN THE LOWEST CATEGORY. The first in the National Ranking is given the title Champion of Champions 2004. APPENDIXES

1. LIMITATIONS symbols of white cards the letters of the Artefacts, Miracles, Spells or Virtues that he has decided to attribute to such and such a miniature for This Appendix, presented as a table, groups and classifies all of the this Round. And finally, the player notes the card’s total cost across miniatures and artefacts in the range of products. Updated monthly, this from it and fills in the total of the List being played. After the game, the table imposes the limitations used in competitions in regard to the “Results” section is filled in. This section is double-checked by the number of miniatures and artefacts which can be played. opponent, who then signs it to attest its conformity to the Army List played and to the results. The results can then be recorded by the referees and the organizers. These operations are repeated four times. 2. THE SCENARIO PACK

This Pack groups all of the material used in the Conf’federation du 6. THE RANKING SHEET Dragon Rouge’s Tournaments: scenarios, reference cards, etc. Only these scenarios may be played in a Tournament; they use a special This set of tables helps the organizers organize the tournament. It is format that is specific to the Conf’federation. New scenarios will be made up of 6 sections: the list of participants, the way Rounds 1 to 4 released over the year. are built up, and the intermediary and final rankings.

3. SPECIAL CAPACITIES 7. THE TOURNAMENT’S FAQ

These Special Capacities are all of the rules to be used to reach the This FAQ must give answers to special cases in the rules that may be Scenarios’ Objectives. met during a tournament of the Conf’federation. This FAQ also gives explanations that may be missing in the scenarios.

4. GAME THEMES

This Pack groups all the Game Themes that may be used in the Conf’federation’s Tournaments. New Themes will also be released over the year.

5. THE PLAYER’S REFERENCE SHEET

This sheet gathers all the information that is useful to the players and the organizers. Though it is simple, it needs to be studied a bit to understand how it works. It is a two-sided sheet with two main sections: - The Main List of 400 AP to be approved in order to participate in a tournament of the Conf’federation. - The Round Lists numbered 1 to 4 with the results.

Concerning the former, one just has to fill in the columns while taking care to correctly fill in the “Club, Town of Affiliation” space. This is to ensure that players don’t confront a familiar opponent in the first Round. The Main List of 400 AP is made of two parts: in the first one you must number each miniature, even if they are identical. This numbering has no influence on the number of cards that will represent the miniatures during the Rounds.

EXAMPLE: Three Fiannas, numbered 1 to 3, can perfectly well be played using a same card during Round 1 or using two cards in Round 2 depending on the scenario being played.

Also, all Artefacts, Miracles, Spells and Virtues are given a letter. A player using two identical Artefacts, Miracles or Spells gives each one a letter. Once this is done, the Principal List can be approved by a referee before the tournament. He must fill in the “Approval of the List” section.

The second section groups the various Army Lists for the tournament’s Rounds of the day. Depending on the scenario being played, the player establishes a List of 300 AP from the approved Main List. Because the player has little time to make his List, he just has to write down the numbers of the miniatures and the letters of the Artefacts, Miracles, Spells, Virtues and Other. Each player knows the restrictions as to the number of cards that can be played per item. He therefore must note the number or numbers of the miniatures represented by the same card on the symbols of grey cards. At the same time he must note on the APPENDIX 1. LIMITATIONS

Kayl Kartan (2nd Incarnation) 74 AD SI01 1

APPENDIX 1 refers to paragraph 3.2 LIMITATIONS of the Rules and sets Razheem the Insane 309 LL 1 0/1 the maximum number of miniatures and artefacts which can be played within a Round List. Salias Yesod 72 IN 1 1 The miniatures as well as the Artefacts are classified by the Paths and the Peoples they are bound to. Sasia Samaris 134 AD 1 1 Sïn Assyris 98 SP 1 1 3.3.2 Number of Miniatures Sykho Volesterus 27 DE 1 1 Each miniature is listed in the Characters or Troops column with its cost in AP and its Rank in the columns of the same name. Thissan Ka 110 EL 1 1

Vargas Metatron (1st Incarnation) 49 RG 1 1 Reminder: Miniatures with a value greater than 140 AP are prohibited (this is also valid for their cost), and so are Characters of a Rank higher Vargas Metatron (2nd Incarnation) 61 VE SI01 1 than Elite, Adept or Zealot. Ysis, the Viper of the Desert 70 SP 1 1 The Number column indicates the number of miniatures of this type that exist while the Max column sets the maximum number of miniatures Troops AP Rank Nbr Max that can be played of a same type. The number 0/1 in this specific Aberration 120 CR 1 1 column indicates that the miniature can only be played in a Game Theme that allows this. Dirz Crossbowmen 13 RG 3 3 This table therefore imposes playing with a diversity of miniatures while taking into account the miniature itself (its visual aspect) and its profile Dirz Biopsist (1) 31 IN 1 and while limiting the miniatures of the same type. 2 Dirz Biopsist (2) 31 IN 1

EXAMPLE: Belisarius Clones 22 VE 3 3 Up to 5 Morbid Puppets may be deployed. However, these 5 Puppets cannot be identical. The Number column indicates that it is possible to Dasyatis Clone (1) 89 CR 1 play up to 4 Puppets of the same type. The player can therefore play 4 1 Morbid Puppets (1) and the Morbid Puppet (mail-order) or 2 Puppets Dasyatis Clone (2) 89 CR 1 (1), 1 Puppet (2) and 2 Puppets (3). Clone of Dirz with Sword 11 RG 3 Based on the same principle, it is possible to play 4 Mutants while remembering that all 4 cannot be of the same type. Clone of Dirz with Scimitar 11 RG 4 4 The highlighted miniatures are the latest releases that have been added Clone of Dirz with Mace 11 RG 3 to the table. It is updated monthly. Clone of Dirz with Axe 11 RG 3 Reminder: Only items that have been released for over a month may be Dawn Warriors 17 VE 3 3 used in a Tournament of the Conf’federation. Keratis Warriors (1) 26 EL 2 LEGEND: 3 SI01: alternative card from the Pack of Second Incarnations. Keratis Warriors (2) 26 EL 2 VE01: alternative card from the Pack of Warriors of Rag’Narok. Skorize Warriors 32 SP 2 2 RAG: alternative card from the Rag’Narok box. CLAN: alternative card from a Clan box. Dirz Halberdiers 9 RG 3 3 Miniatures that can be used in a tournament as of: March 1st, 2004 – first New Releases of February 2004. Hybrid 20 SP 3 3 March 6th, 2004 – second New Releases of February 2004. Dirz Musician 15 RG 1 1

Scorpion Neuromancer 33 SP 1 1

Scorpion Oriflamme 26 LL 1 1

MEANDERS OF DARKNESS Pest of Flesh 12 CR 4 4

Scorpion Standard Bearer 14 RG VE01 1 THE ALCHEMISTS OF DIRZ Sentinels of Danakil 25 EL 4 3 Characters AP Rank Nbr Max Tiger of Dirz (1) 51 CR 1 Abhan Djamir, Dawn Warrior 51 VE RAG 1

Arkeon Sanath 89 VE 1 1 Tiger of Dirz (2) 51 CR 1 2

Cypher Lukhan 136 EL 1 1 Tiger of Dirz (3) 51 CR 1 Kayl Kartan (1st Incarnation) 56 IN 1 1 Vicar of Dirz (1) 29 DE 1 1 Melmoth, Crâne Warrior (2nd Incarnation) 106 EL SI01 1

Essaïs Quaestor 62 IN RAG 1 KELTS OF THE PLAINS OF AVAGDDU: Sephiroth the Reaper 130 EL 1 1 THE DRUNE CLAN Characters AP Rank Nbr Max Sophet Drahas, the King of Ashes 155 AD 1 0/1

Corwyn the Hunchback 46 IN 1 1 Troops AP Rank Nbr Max

Crôn the Undefeated 49 RG 1 1 Morbid Angels (1) 12 RG 2 3 Drac Mac Syrö 240 LL 1 0/1 Morbid Angels (2) 12 RG 2

Enoch the Elementalist 80 AD 1 1 Banshees of Acheron 27 SP 2 2

Feylhin the Savage 59 SP 1 1 Centaurs of Acheron (1) 27 EL 2 3 Gwahyr the Merciless 63 VE 1 1 Centaurs of Acheron (2) 27 EL 2

Kyran the Hunter (1st Incarnation) 39 IN 1 1 Centaur of Dräcyran 31 EL VE01 1

Kyran the Hunter (2nd Incarn.) 55 AD SI01 1 Heavy Centaur of Acheron (1) 35 EL 1

Morgwen the Bloody 66 SP 1 1 Heavy Centaur of Acheron (2) 35 EL 1 2

Troops AP Rank Nbr Max Heavy Centaur of Acheron (3) 35 EL 1

Kelt Warriors (1) 9 RG 3 Scavenger of Acheron (1) 33 EL 1

Kelt Warrior (mail-order) 9 RG 1 4 Scavenger of Acheron (2) 33 EL 1 2

Kelt Warriors (2) 9 RG 3 Scavenger of Acheron (3) 33 EL 1

Lanyfhs of the Black Woods (1) 18 SP 3 Emissary of Acheron (mail-order) 24 SP 1 1 4 Lanyfhs of the Black Woods (2) 19 SP 3 Gravedigger of Salaüel 31 DE 1 1 Ghouls of Acheron (1) 17 SP 3 Kelt Minotaur (1) 84 CR 1 1 4 Kelt Minotaur (2) 84 CR 1 Ghouls of Acheron (2) 17 SP 3

Minotaur of the Plains 73 CR VE01 1 Skeleton Warriors (1) 11 RG 3

Kelt Musician 13 RG 1 1 Skeleton Warriors (2) 12 RG 3 4

Drune Persecutors 18 VE 3 Skeleton Spearmen 9 RG 3 4 Drune Persecutor (mail-order) 18 VE 1 Dwarf Zombie 29 EL 3 3

Kelt Standard Bearer 13 RG 1 1 Morbid Puppets (1) 5 RG 4

Formor Fiends (1) 39 EL 2 Morbid Puppets (2) 6 RG 4 3 5 Formor Fiends (2) 39 EL 2 Morbid Puppets (3) 6 RG 4

Morbid Puppet (mail-order) 5 RG 1 THE LIVING-DEAD OF ACHERON Quaestor of Acheron (1) 25 IN 1 1 Characters AP Rank Nbr Max Quaestor of Acheron (2) 25 IN 1 1 Alderan 89 EL 1 1 Spectres of Acheron 59 SP 2 2 Azaël the Unfaithful. 38 IN 1 1 Wolfen Zombie (1) 51 CR 1 Chagall the Ever Hungry (1st Incarnation) 60 SP 1 1 Wolfen Zombie (2) 34 CR 1 2 Chagall the Ever Hungry (2nd 76 SP 1 1 Incarnation) Wolfen Zombie (3) 40 CR 1 Ejin de Vanth 75 ZE 1 1 Zombies of Acheron 19 RG 3 4 The Coryphaeus 108 AD 1 1 Zombies in Armour 21 RG 3

The Gorgon 97 AD 1 1 Cerberean Zombie 25 EL VE01 1

The Bogeyman 39 DE 1 1 Dislocated Zombie 6 RG 1 1

The Almighty Crâne 362 LL 1 0/1

Melmoth, Crâne Warrior (1st Incarnation) 75 RG 1 1

DWARVES OF MID-NOR Castle of Desolation 39 SP 1 1

Characters AP Rank Nbr Max

Akkadhalet (1st Incarnation) 48 IN 1 1 THE PATHS OF DESTINY Akkadhalet (2nd Incarnation) 55 AD SI01 1 Akaranseth 84 VE 1 1 THE DEVOURERS OF VILE-TIS

Araqsalil the Skinner 43 RG 1 1 Characters AP Rank Nbr Max

Azahir the Mad 45 RG 1 1 Bysra, the Black Shaman 70 IN 1 1

Esalyth, the Queen of the Damned 95 IN 1 1 Kalyar the Awakened 93 RG 1 1

Esikaïl, Scourge Bearer 51 VE RAG 1 Kassar the Fugitive 86 IR 1 1

Kanizhar the Cannibal 68 SP 1 1 Managarm the Traitoress 103 SP 1 1

Mahal the Enchanter 70 AD 1 1 Meyleen, Eclipsante 78 SP RAG 1

Neran the Scary 35 DE 1 1 Nekhar the Ecstatic 210 EL 1 0/1

Yh-Karas, King of the Abyss 115 EL 1 1 Nemetis the Sacrilegious 75 DV 1 1

Ysilthan, Bishop of Ymsur 56 DE 1 1 Zeïren 81 RG 1

Troops AP Rank nbr Max Troops AP Rank Nbr Max

Knight of Ruin 27 SP 1 1 Sylvan Animae 16 RG 3 3

Collector of Mid-Nor 25 DE 1 1 Flesh Eater (1) 57 EL 1 2 Fire-Spitter of Mid-Nor (1) 29 RG 1 Flesh Eater (2) 57 EL 1 2 Fire-Spitter of Mid-Nor (2) 29 RG 1 Head Hunter (1) 35 RG 1 2 Skinners of Mid-Nor (1) 10 IR 2 Head Hunter (2) 35 RG 1

Skinners of Mid-Nor (2) 10 IR 2 3 Hunter of Vile-Tis 44 RG VE01 1

Skinner of Mid-Nor (mail-order) 10 IR 2 Eclipsante (1) 41 SP 1 2 Warriors of Mid-Nor 8 RG 3 Eclipsante (2) 41 SP 1 4 Halberdiers of Mid-Nor 8 RG 3 Warriors of Blood 25 RG 3 3

Warriors of the Abyss with Sword 10 RG 3 The Korgan (only with Managarm) 30 SP 1 1 4 Warriors of the Abyss with War Pick 10 RG 3 Master of Carnage 60 IN 1 1

Incubuses of the Despot 25 SP 4 3 Tyrant of Vile-Tis 76 EL 1 1

Master of Puppets 24 IN 1 1 Voracious Warriors (1) 30 RG 2 3 Reapers of Mid-Nor (1) 13 IR 2 Voracious Warriors (2) 30 RG 2

Reapers of Mid-Nor (2) 13 IR 2 3

Reapers of Mid-Nor (3) 13 IR 2 THE DWARVES OF TIR-NA-BOR

Organist of Mid-Nor 12 RG 1 1 Characters AP Rank Nbr Max

Gallows Bearer of Mid-Nor 12 RG 1 1 Aegher the Brief 84 RG 1 1

Scourge Bearers of Mid-Nor (1) 18 VE 2 Bâl-Torg the Elder (1st Incarnation) 39 IN 1 1 3 Scourge Bearers of Mid-Nor (2) 18 VE 2 Bâl-Torg the Elder (2nd Incarnation) 52 AD SI01 1

Prowler of the Abyss (1) 31 VE 1 Bhor-Hok the Leader 84 RG 1 1

Prowler of the Abyss (2) 31 VE 1 2 Elghir the Resolute 30 DE 1 1

Prowler of the Abyss (3) 31 VE 1 Fenggar Iron Hand 46 IN 1 1

Sentinel of the Abyss 21 EL VE01 1 Hirh-Karn the Enraged 157 EL 1 0/1

Sentinels of Mid-Nor (1) 21 EL 3 Kaël the Irascible 124 EL 1 1

Sentinel of Mid-Nor (mail-order 1) 21 EL 1 4 Kahinir the Savage 48 RG 1 1

Sentinel of Mid-Nor (mail-order 2) 21 EL 1 Kal-Nur, Khor Warrior 60 EL RAG 1 Lor-Arkhon the Deranged 72 RG 1 1 Dwarf Standard Bearer 14 RG 1 1

Lothan, the Beast of Steel 107 EL 1 1 Provost of Uren 27 DE 1 1

Magnus the Mystical 68 AD 1 1 Soldiers of the Plains with Sword 11 RG 3 4 Nerak the Bold 67 RG 1 1 Soldiers of the Plains with Hammer 11 RG 3

Pillgrim the One-Eyed 46 RG 1 1 Thermo-Warriors 32 EL 2 3 Pilzenbhir (1st Incarnation) 90 EL SI01 1 Thermo-Warriors of Uren 32 EL 2

Pilzenbhir (2nd Incarnation) 105 EL 1 1 Thermo-Priest (1) 39 IN 1 2 Tan-Kaïr 250 LL 1 0/1 Thermo-Priest (2) 39 IN 1

Troops AP Rank Nbr Max Thermo-Priest of Uren 42 IN 1 1

Sylvan Animae 16 RG 3 3 Thermo-Priest on Razorback 65 IN 1 1

Dwarves with Crossbows 15 RG 3 3 THE OF BRAN-O-KOR

Dwarf Armourers 27 SP 2 2 Characters AP Rank Nbr Max

Dwarf Bombardier (1) 38 SP 1 Avangorok the Elusive 119 SP 1 1 2 Dwarf Bombardier (2) 38 SP 1 Carbone (with 1 Character from the Clan) 46 SP 1 1

Boor on Razorback (1) 16 RG 1 Dayak of a Hundred Lives 84 RG 1 1

Boor on Razorback (2) 16 RG 1 2 Ghorak the Wild Beast 129 EL 1 1

Boor on Razorback (3) 16 RG 1 Kal Shadar 99 EL 1 1

Boors with Axe 9 RG 3 Rajhak, Jackal Warrior 73 VE RAG 1

Boor with Axe (mail-order) 9 RG 1 Shaka-Umruk 39 DE 1 1 4 Boors with Hammers 9 RG 3 Tamaor the Vulture 54 IN 1 1

Boors with Pick Hammers 10 RG 3 Törk the Animal 72 AD 1 1

Dwarf Chariot with Cannon 190 SP 1 0/1 Umran Kal 159 EL 1 0/1

Dwarf Chariot with Ballista 170 SP 1 0/1 Vorak the Infallible (1st Incarnation) 59 RG 1 1

Mechanical Familiar 16 IR 1 1 Vorak the Infallible (2nd Incarnation) 79 VE SI01 1

Uren’s Son 69 CR 1 1 Troops AP Rank Nbr Max

Forge Guardians 14 RG 2 2 Sylvan Animae 16 RG 3 3 Khor Warriors with Two-handed Sword 21 EL 3 Orcs with Crossbows 18 RG 3 3 (1) Brutes with Scimitar 17 RG 3 Khor Warriors with Two-handed Sword 4 21 EL 3 4 (2) Orc Brutes with Axe 17 RG 3 Khor Warriors with Sword and Shield 21 EL 3 Brontops Riders (1) 54 EL 1 2 Young Dwarf on Razorback (1) 19 IR 1 Brontops Riders (2) 54 EL 1 Young Dwarf on Razorback (2) 19 IR 1 2 Orc Bruisers 21 VE 3 4 Young Dwarf on Razorback (3) 19 IR 1 Orc Bruisers (mail-order) 21 VE 1 Young Dwarf on Razorback (4) 19 IR 1 Tribal Bruiser 19 VE VE01 1 Khor on Razorback (1) 36 RG 1 Jackal Warriors with Sword 24 VE 2 Khor on Razorback (2) 36 RG 1 2 Jackal Warriors with Axe 25 VE 2 3 Khor on Razorback (3) 36 RG 1 Jackal Warriors with Mace 23 VE 2 Khor on Assault Razorback 39 EL VE01 1 Mystic Warrior (1) 25 IN 1 2 Lithomancer of Tir-Nâ-Bor 28 IN 1 1 Mystic Warrior (2) 25 IN 1 Khor Musician on Razorback 58 EL 1 1 Orc Warriors 15 RG 3 3 Dwarf Musician 14 RG 1 1 Jackal Master of Rites 32 DE 1 1 Khor Standard Bearer on Razorback 58 EL 1 1 Orc Totem Bearer 18 RG 1 1 Animistic Shaman on Brontops 80 IN 1 1 Ströhm Bodyguards 21 EL 2 2

Aurochs Horn Blower 18 RG 1 1 with Ball and Chain (1) 8 RG 3 4 Jackal Trackers 28 VE 2 2 Goblins with Ball and Chain (2) 8 RG 3

Orc Trackers 19 RE 2 2 Ströhm Warriors with Halberd 18 EL 2 3 Amok Slayers (1) 37 EL 2 Ströhm Warriors with Guisarme 18 EL 2 3 Amok Slayers (2) 37 EL 2 Goblin Javelinmen 7 RG 3 3

Goblin Spearmen 6 RG 3 3

The Argument 16 - 1 2

Marauders with Sword 4 RG 3 4 Marauders with Club 4 RG 3 THE RATS OF NO-DAN-KAR Goblin Sailors 5 RG 2 2 Characters AP Rank Nbr Max Klûne Militiamen with Sword 6 RG 3 Azzoth the Treacherous 29 RG 1 1 Klûne Militiamen with Spear 6 RG 3 4 Becbunzen 75 EL 1 1 Klûne Militiamen with Axe 6 RG 3 Captain Krill 70 SP 1 1 Goblin Musician 9 RG 1 1 Cyanhur, the Dagger of the God Rat 128 SP 1 1 Goblin Mutants (1) 14 SP 3 Deuterium, Goblin Mutant 40 SP RAG 1 Goblin Mutants (2) 14 SP 3 4 Gidzzit the Bell Ringer (1st Incarnation) 24 IN 1 1 Goblin Mutant (mail-order) 14 SP 1 Gidzzit the Bell Ringer (2nd Incarnation) 45 AD SI01 1 Noble Ströhm Knight 31 EL VE01 1 Golborak 225 LL 1 0/1 Goblin Standard Bearer 9 RG 1 1 Goreth the Massive 116 SP 1 1 No-Dan-Kar Fishbone Bearer 43 SP 1 1 Kerozen the Tentacular 34 IN 1 1 Goblin Prophet 18 DE 1 1 Kobalt the Caustic 44 RG 1 1 Goblin Psychomutant (1) 25 IN 1 The Babayagob 82 AD 1 1 2 Goblin Psychomutant (2) 25 IN 1 Mister Dhypter 39 SP 1 1 Goblin Diver 17 SP 1 1 Baron Ozöhn 100 EL 1 1 Goblin Gas-Blowers (1) 20 SP 2 Xherus the Visionary 21 DE 1 1 3 Goblin Gas-Blowers (2) 20 SP 2 Troops AP Rank Nbr Max Goblin Marksmen 22 SP 2 2 Sylvan Animae 16 RG 3 3 War Troll 69 CR 1 1 Goblin Archers 10 RG 3 4 Black Troll Pirate 80 CR 1 1 Goblin Archer (mail-order) 10 RG 1 Goblin Minelayers (only with the Mountain 14 SP 4 0/4 THE WOLFEN OF YLLIA Breaker) Characters AP Rank Nbr Max Baron Samedi 15 IR 1 1 Agyar 118 SP 1 1 Goblin Buccaneers 10 RG 2 3 Aphorys, Wolfen Repentant 69 IR RAG 1 Goblin Gunners 10 RG 2 Asgarh, Wolfen Pack Leader 205 EL 1 0/1 Goblin Mountain Breaker 84 SP 1 1 Ashan’Tyr 89 SP 1 1 Ströhm Knight (1) 27 EL 1 Irix the Fury (2nd Incarnation) 129 AD 1 1 Ströhm Knight (2) 27 EL 1 2 Irix the Sybil (1st Incarnation) 87 IN 1 1 Ströhm Knight (3) 27 EL 1 Kaëliss the Silent (with one Character 55 RG 1 1 Cyclops Gong Banger 26 RG 1 1 from the Clan) War Toad 15 IR 1 1 Kassar the Fugitive 86 IR 1 1

Goblin Filibusters 7 RG 2 2 Killyox, Pack Leader (1st Incarn.) 152 EL 1 0/1 Killyox the Exiled (2nd Incarnation) 129 EL SI01 1 Characters AP Rank Nbr Max

The Watcher 76 RG 1 1 Abel the Ill-Tempered (1st Incarnation) 51 RG 1 1

Lykaï the Freed 80 SP 1 1 Abel the Ill-Tempered (2nd Incarnation) 63 VE SI01 1

Onyx the Prowler (1st Incarnation) 73 RG 1 1 Arkhos, Templar Commander 120 EL 1 1

Onyx the Prowler (2nd Incarnation) 92 RG SI01 1 Caïrn the Apostle (1st Incarnation) 41 IN 1 1

Ophyr the Guardian 155 AD 1 0/1 Cairn the Apostle (2nd Incarnation) 56 AD SI01 1

Saphyr, Wolfen Lonewolf 98 IN 1 1 Deacon Tiberius 167 EL 1 0/1

Syriak the Intrepid 50 DE 1 1 Inquisitor Taëtrius 79 IN RAG 1

Troops AP Rank Nbr Max The Executioner 267 LL 1 0/1

Sylvan Animae 16 RG 3 3 Melkion the Flaming 78 AD 1 1

Wolfen with Crossbow (1) 34 RG 1 Mirà the Reckless (1st Incarnation) 70 EL 1 1

Wolfen with Crossbow (2) 34 RG 1 2 Misericord (2nd Incarnation of Mirà) 92 DE 1 1

Wolfen with Crossbow (3) 31 RG 1 Phidias de Basarac 62 EL 1 1

Wolfen Hunters (1) 24 RG 2 2 Priestess of Steel 43 DE 1 1

Wolfen Hunters (2) 24 RG 2 2 Saphon the Preacher 72 DE 1 1

Howling Hunter 28 RG CLAN 1 Sered, Templar Commander 151 ZE 1 0/1

Guardian of the Runes 53 DE 1 1 Shanys the Shadow 88 SP 1 1

Grave Guardian (1) 41 SP 1 Venerable Ambrosius 65 SP 1 1 2 Grave Guardian (2) 45 SP 1 Troops AP Rank Nbr Max

Wolfen Warriors (1) 25 RG 2 Darkness Hunter (1) 34 IN 1 3 2 Wolfen Warriors (2) 25 RG 2 Darkness Hunter (2) 34 IN 1

Wolfen Warriors (3) 32 RG 2 Griffin Conscripts with Bastard Sword 15 RG 4 3 Wolfen Warriors (4) 32 RG 2 Griffin Conscripts with Axe 15 RG 4 4 Predator with 2 Blades 55 EL 1 Griffin Conscripts with Spear 15 RG 4

Predator with Chain 50 EL 1 Griffin Conscripts with Mace 15 RG 4

Predator with Great Blade 55 EL 1 3/4 Griffin Duellists 19 VE 3 3

Predator with Blade 50 EL 1 Griffin Executioners 20 SP 2 2

Predators of Blood 58 EL 3 Executioner of the Inquisition 25 SP VE01 1

Howling Predator 60 EL CLAN 1 Griffin Exorcist 38 SP 1 1

Wolfen Repentant (1) 26 IR 1 Griffin Fusiliers (1) 19 RG 3 2 4 Wolfen Repentant (2) 26 IR 1 Griffin Fusiliers (2) 19 RG 3

Repentant of Morn 35 IR VE01 1 Praetorian Guardsmen 38 EL 4 3

Wolfen Lonewolf (1) 51 IN 1 Griffin Inquisitor (1) 32 IN 1 2 2 Wolfen Lonewolf (2) 40 IN 1 Griffin Inquisitor (2) 32 IN 1

Selenite Lonewolf 55 IN VE01 1 Griffin Spearmen (1) 13 RG 3 4 Wolfen Vestal 32 SP 1 Griffin Spearmen (2) 13 RG 3 2 Wolfen Sacred Vestal 38 SP 1 Magistrate of the Griffin 31 DE 1 1

Howling Vestal 39 SP CLAN 1 Griffin Musician 15 RG 1 1

Griffin Icon Bearer 16 RG 1 1 THE WAYS OF LIGHT Temple Purifier 23 EL 3 3

Templar of Hod Seneschal 42 EL 1 THE GRIFFINS OF AKKYLANNIE 2 Templar of Hod Seneschal (mail-order) 42 EL 1 Templars of the Inquisition 29 SP 2 2 Danu Warrior (2) 24 EL 1

Templars of Hod 22 EL 3 Danu Warrior (3) 24 EL 1

Griffin Templars (1) 22 EL 3 4 Fury Warriors 15 SP 3 3

Griffin Templars (2) 22 EL 3 Kelt Warriors (1) 9 RG 3

Griffin Thallions (1) 28 EL 2 Kelt Warrior (mail-order) 9 RG 1 4 3 Griffin Thallions (2) 28 EL 2 Kelt Warriors (2) 9 RG 3

Kelt Minotaur (1) 84 CR 1 THE KELTS OF THE PLAINS OF AVAGDDU: 1 Kelt Minotaur (2) 84 CR 1 THE SESSAIRS CLAN Characters AP Rank Nbr Max Minotaur of the Plains 73 CR VE01 1

Argaël, Kelt Centaur 86 EL RAG 1 Kelt Musician 13 RG 1 1

Baal the Conqueror 137 EL 1 1 Fianna Musician 17 VE 1 1

Bragh An Scathar 95 EL 1 1 Oracle of Danu 31 DE 1 1

Crôn the Undefeated 49 RG 1 1 Kelt Standard Bearer 13 RG 1 1

Drac Mac Syrö 240 LL 1 0/1 Fianna Totem Bearer 17 VE 1 1

Enoch the Elementalist 80 AD 1 1 THE LIONS OF ALAHAN Gwenlaen the Ever-Proud 66 VE 1 1 Characters AP Rank Nbr Max Hogarth the Colossus 70 RG 1 1 Agonn the Ardent (1st Incarnation) 42 RG 1 1 Kelen the Thirteenth Voice 96 AD 1 1 Agonn the Ardent (2nd Incarnation) 64 VE SI01 1 Koren the Chosen One 135 EL 1 1 Alahel the Messenger 67 RG 1 1 Kyran the Hunter (1st Incarnation) 39 IN 1 1

Kyran the Hunter (2nd Incarnation) 55 AD SI01 1 Arakan the Duellist 70 SP 1 1

Malek the Bloodthirsty (1st Incarnation) 60 SP 1 1 Dragan d’Orianthe 192 EL 1 0/1

st Malek the Bloodthirsty (2nd Incarnation) 82 EL SI01 1 The Red Lioness (1 Incarnation) 89 EL 1 1

Orhain the Erudite 24 DE 1 1 The Red Lioness (2nd Incarnation) 126 EL 1 1 Tanath the Young Horned One 98 EL 1 1 The Red Lioness on horseback (2nd Troops AP Rank Nbr Max 171 EL 1 0/1 Incarnation) Giant Barbarian with Sword (1) 32 EL 1 Meliador the Celestial 72 AD 1 1

Giant Barbarian with Sword (2) 32 EL 1 Migaïl the Selenite 44 IN 1 1 3 Giant Barbarian with Halberd (1) 32 EL 1 Misan the Clairvoyant 30 DE 1 1

Giant Barbarian with Halberd (2) 32 EL 1 Sardar the Pure 34 IN 1 1

Kelt Centaur (1) 30 EL 1 Telima de Manilia, Valkyrie 48 SP RAG 1

Kelt Centaur (2) 30 EL 1 2 Troops AP Rank Nbr Max

Kelt Centaur (3) 30 EL 1 Archers of Alahan 14 RG 3 3

Kelt Hunters (1) 32 EL 2 Bard of Alahan (1) 33 IN 1 3 2 Kelt Hunters (2) 32 EL 2 Bard of Alahan (2) 33 IN 1

Kelt Druid (1) 28 IN 1 Mounted Knight of the Lion (1) 64 EL 1 2 Kelt Druid (2) 28 IN 1 Mounted Knight of the Lion (2) 64 EL 1 2

Kelt Fiannas (1) 12 VE 3 Mounted Knight of the Lion (3) 64 EL 1

Kelt Fiannas (2) 12 VE 3 4 Reapers of Alahan (1) 20 SP 3 4 Kelt Fianna (mail-order) 12 VE 1 Reapers of Alahan (2) 20 SP 3

Guardians of the Moor 12 RG 3 3 Reaper of Doriman 25 SP VE01 1

Danu Warrior (1) 24 EL 1 2 Falconers of Alahan 22 SP 3 3 Guards of Alahan with Sword 12 RG 3 Kelt Standard Bearer 13 RG 1 1

Guards of Alahan with Spear 12 RG 3 4 Guards of Alahan with War Pick 12 RG 3 THE MILITIA OF CADWALLON Characters AP Rank Nbr Max Guards of Alahan with Mace 12 RG 4

Royal Guardsmen 40 EL 2 2 Aïnoa 60 SP 1 1 The Torturer of Cadwallon 68 IR 1 1 Swordsmen of Alahan 14 VE 3 3

Spearmen of Alahan 10 RG 3 3 Troops AP Rank Nbr Max Firebrand Ogre 90 CR 1 1 Musician of Alahan 14 RG 1 1

Mounted Musician of the Lion 72 EL 1 1 ELEMENTALS AND FAMILIARS Paladins of Alahan (1) 23 EL 3 4 Name AP Rank Nbr Max Paladins of Alahan (2) 23 EL 3 Fire Elemental 75 IR 1 1 Banner Bearer of Urland 19 LL 1 1 Elemental of Darkness 75 IR 1 1 Standard Bearer of the Lion 15 RG VE01 1 Earth Elemental 75 IR 1 1 Mounted Standard Bearer 74 EL 1 1 Familiars of Air 15 IR 3 3 Pythia of Azël 34 DE 1 1 Familiars of Water 15 IR 3 3 Valkyries of Alahan 15 SP 3 3 Familiars of Fire 15 IR 3 3

NON-AFFILIATED Familiars of Light 15 IR 3 3 Familiars of Darkness 15 IR 3 3 STATELESS FIGHTERS Familiars of Earth 15 IR 3 3

Characters AP Rank Nbr Max 3.3.7 ARTEFACTS Alyena 83 SP 1 1 The Artefacts are listed in the column of the same name with their cost The Crow 28 IR 1 1 in AP. The Reserved column indicates the limitations bound to the use of the Artefact concerned.

DOGS OF WAR (MERCENARIES) PLEASE NOTE: Some Artefacts are purposely limited in regard to their potential users and this table takes precedence over the rules explained Characters AP Rank Nbr Max on the Artefact’s card. Aïnoa 60 SP 1 1 Each Artefact can be taken as often as specified in the Max column. The Crôn the Undefeated 49 RG 1 1 numbers 0/1 in this column mean that the Artefact cannot be played (since it is reserved to a prohibited or limited character) except when Cyanhur, the Dagger of the God Rat 143 SP 1 0/1 playing a Game Theme that permits it. Drac Mac Syrö 240 LL 1 0/1 REMINDER: Miniatures with a value greater than 140 AP are prohibited. Kyran the Hunter (1st Incarn.) 39 IN 1 1 EXAMPLE: Baal the Conqueror worth 137 AP is permitted while the nd Kyran the Hunter (2 Incarn.) 55 AD SI01 1 Vorpal Axe worth 25 AP reserved to him indicates 0/1.

The Torturer of Cadwallon 68 IR 1 1 Highlighted Artefacts are the latest releases to be added to the table. It The Watcher 76 RG 1 1 is updated monthly.

Zeïren the Devourer 81 RG 1 1 LEGEND: *: means that the Artefact is not counted as such. Troops AP Rank Nbr Max Artefacts that can be used in a tournament as of March 1st, 2004 or th Kelt Warriors (1) 9 RG 3 March 6 , 2004.

Kelt Warrior (mail-order) 9 RG 1 4

Kelt Warriors (2) 9 RG 3 Minotaur (1) 84 CR 1 THE MEANDERS OF DARKNESS 1 Minotaur (2) 84 CR 1 GENERIC ARTEFACTS Minotaur of the Plains 73 CR VE01 1 Artefact Reserved to AP Max Kelt Musician 13 RG 1 1 Fighters following the Ring of Obscurity 30 1 THE LIVING-DEAD OF ACHERON Meanders of Darkness Faithful following the Artefact Reserved to AP Max Blade of Immolation 6 1 Meanders of Darkness Bitterness Alderan 20 1 Magicians following the Bag of Bones 14 1 Meanders of Darkness Agony Melmoth 10 1 Cults of the Meanders of Sepulchre Companion Azaël the Unfaithful 12 1 Vellum of the Obscure 15 1 Darkness Horns of Damnation Crâne Warriors of Acheron 17 0/1

THE ALCHEMISTS OF DIRZ Obsidian Skull Living-dead of Acheron 24 1

Artefact Reserved to AP Max Twilight The Almighty Crâne 58 0/1 Scorpion Characters with an Fang of Wisshard The Almighty Crâne 25 0/1 Hexalid Crossbow 20 1 Aim rate Cruel Sophet Drahas 32 0/1 Symbiotic Armour Razheem the Insane 15 0/1 Commanders or Leaders of Black Diamond 6 0 Cloak of Crawling Sasia Samaris * 0 1 Acheron

Alchemical Clyster Salias Yesod 16 1 Nightjar Acheron Characters 11 1 Acheron Characters with a Companion of Torments Faithful of Arh-Tolth 16 1 Black Spellbook 18 1 Power rate Skull of Souls Kayl Kartan. 17 1 Mizar Sephiroth the Reaper 15 0/1

Fang of Greed Sîn Assyris 16 1 Orpheon The Coryphaeus 16 1

Meriaghen’s Shield Thissan Ka 12 1 Gravedigger’s Ossuary The Bogeyman 12 1

Homunculus Salias Yesod 12 1 Doll of the Hungry Chagall, 2nd Incarnation 13 1 Oriflamme of Shamir Scorpion Oriflamme 25 1 Faithful Characters following Seal of the Corrupt 18 1 the Meanders of Darkness Insane’s Panache Razheem the Insane 25 0/1 Sceptre of Atrocities The Gorgon 20 1 Traitement Anthemis Figurines de Dirz Fighters 3 6 Treatment with the Mutagenic Ability Abyssal Stigmata Acheron Characters 15 1

Antiome Treatment Dasyatis Clones 8 1 Shroud of Evaël Sophet Drahas 33 0/1 All Dirz fighters, including Atlas Treatment 5 3 Talisman of Shadows Sophet Drahas 26 0/1 non-Characters* Dirz Characters equipped with Howling Cloak The Almighty Crâne 63 0/1 Djinn Treatment 14 0/1 a mount Endocrinal Treatment All Dirz troops 12 3 THE DWARVES OF MID-NOR Dirz Characters who are not Nemesis Treatment Sp 1 Artefact Reserved to AP Max Faithful or Magicians Acolyte of Devilry Characters of Mid-Nor 6 1 THE KELTS OF THE PLAINS OF AVAGDDU: Characters following the THE DRUNE CLAN Demonic Ring Meanders of Darkness with 14 1 the Possessed Ability Artefact Reserved to AP Max Amber of the Abyss Cult of Mid-Nor 14 1 Siobhan’s Belt Drac Mac Syrö 20 0/1 Scimitar of the Abyss Characters of Mid-Nor 8 1 Horns of Cernunnos Wyrds of the Drune Clan 12 1 Crown of Conquerors Yh-Karas 15 1 Fiann’s Sword Drac Mac Syrö 14 0/1 Crosier of Ymsur Ysilthan 12 1 Lance of Malachite Kelt Shamans 14 1 Staff of the Puppeteer Lictors or Faithful of Mid-Nor 15 1 Mask of Contemplation Kelt Shamans 25 1 Mirror of Betrayal Ezalyth 12 1 Mask of the Crow Feylhin and Morgwen 12 1 Pelisse of the Humble Nerân the Scary 7 1 Apparel of the Tiger Kelts 10 1 Gallows of Torment Gallows Bearer of Mid-Nor 11 1 Mask of the Owl Feylhin and Morgwen 7 1 Ensaïl’s Doll Azahir the Mad 10 1 Magic users in armies made Stone of Lightness 40 1 up entirely of Kelts Magicians of Mid-Nor who Doll of Escape 9 1 master Chthonian magic Neraidh’s Torque Drac Mac Syrö 18 0/1 Magicians of Mid-Nor who Doll of Servitude 20 1 master Chthonian magic

THE PATHS OF DESTINY Vulture’s Wings Tamaor the Vulture 11 1 Armour of Assurnam Dayak of a Hundred Lives 13 1

GENERIC ARTEFACTS Skull-Crusher Törk the Animal 11 1

Artefact Reserved to AP Max Hakem’s Scimitar Kal Shadar 21 1

Petrified Emblem Cults of the Paths of Destiny 10 1 Gorok’s Horn Kal Shadar 16 1 Fighters following the Paths Talisman of Impunity 30 1 Fangs of Jackal Faithful of the Cult of Jackal 9 1 of Destiny Combat Drugs Avangorok 4 1 Trackers, be they troops or THE DEVOURERS OF VILE-TIS Incendiary Jars 3 3 Characters Artefact Reserved to AP Max Orgho the Old Rumbler Umran Kal 19 1 Alviram Nekhar the Ecstatic 28 0/1 Vulture’s Talon Umran Kal 17 1 Arch des Torment Nekhar the Ecstatic* 38 0/1 Tamaor the Vulture or Dayak Vulture Totem 10 1 Asterion Zeïren 19 1 of a Hundred Lives *

Fang of the Stars Devourer Characters 26 1 THE RATS OF NO-DAN-KAR Dagger of Obsidian Kassar the Fugitive 11 1 Artefact Reserved to AP Max Remains of the Cults of Yllia and Vile-Tis 15 1 Bloodthirsty Chiming Armour Kobalt the Caustic 15 1

Mark of the Beast Bysra the Black Shaman 19 1 Arsenal of Demolition Golborak 37 0/1

Mark of the Predator Devourer Characters 19 1 Broom of Zoukhoï Babayagob 20 1

Mask of Savagery Nekhar the Ecstatic 19 0/1 Fuse Bombs Cyanhur 11 1

Five-Bladed Talisman Faithful Devourers 11 1 Cestode and Trematode Golborak 8 0/1

Y’Anrylh’s Snarl Managarm 14 1 Bell of the God Rat Goblin Magician or Faithful 20 1

Living Standard Goblin Standard Bearer 12 1 THE DWARVES OF TIR-NÂ-BOR Skull Splitter Captain Krill 24 1 Artefact Reserved to AP Max P.U.N.C.H. Golborak 28 0/1 Hunter’s Crossbow Nerak the Bold 15 1 Howling Gong Cyclops Gong Banger 8 1 Dwarf of Tir-Nâ-Bor Telluric Weapon 16 1 Characters Hands of Oxyde Babayagob 25 1 Banner of the Pacifier Aegher the Brief 8 1 Mask of Strycnius Cyanhur 10 1

B.R.U.T.E. Lor-Arkhon. 16 1 Mad Mace Becbunzen 5 1 Steam equipment with only 1 Caduceus 8 3 Stone of Survival Goblin Characters 1 Pressure die Sceptre of Communion Xherus the Visionary 13 1 Cauldron of Hyffaid Elghir the Resolute 21 1 Tattoo of Recklessness Non-Character Goblins 5 3 Scimitar of Alphax Major Alchemists of Tir-Nâ-Bor 30 1

Halcyon Compressor Lothan 28 1 THE WOLFEN OF YLLIA Excoriator Bhor-Hok the Leader 16 1 Artefact Reserved to AP Max Clairvoyant Familiar Magnus the Mystical 25 1 Sacred Arms of Yllia Asgarh 141 0/1 Glaive of Alphax Alchemists of Tir-Nâ-Bor 8 1 Astrolabe of Destiny Wolfen Magicians 13 1 Helmet of the Patriarch Tan-Kaïr 59 0/1 Whispering Ribbons Wolfen Shamans 14 1 Dwarf of Tir-Nâ-Bor Fusion Hammer 10 1 Characters Banner of Yllia Pack Leaders 13 0/1 Fusion Fist Tan-Kaïr 39 0/1 Horn of the Pack Pack Leaders 24 0/1 All Dwarves equipped with Pressure Regulator 10 3 Fang of the Stars Wolfen Characters 26 1 steam machines * Breastplate of Kernys Agyar the Unyielding 13 1 THE ORCS OF BRAN-Ô-KOR Dagger of Obsidian Kassar the Fugitive 11 1

Artefact Reserved to AP Max Remains of the Cults of Yllia and of Vile-Tis 15 1 Bloodthirsty Pillar of Severity Sered 11 0/1

Burden of Authority Faithful Wolfen Characters 14 1 Griffin fighters. Cannot be used by miniatures with the Non-Warrior-Mage Wolfen of Fist of Arcavius Assassin, Living-dead, 26 1 Lunar Fragment 25 1 Yllia Mutagenic, Possessed or Spirit of Darkness Abilities. Great Moon of Asgarh and pack leader Elhyr 32 0/1 Domination Seal of the Temple Templar Commanders 5 1 Lance of Neverending The Watcher 24 1 Sceptre of Submission Griffin Characters 20 1 Sleep

Mark of the Predator Wolfen Characters 19 1 THE KELTS OF THE PLAINS OF AVAGDDU: Musket of the Wolf Lykaï the Freed 8 1 THE SESSAIRS CLAN Asgarh and pack leader Artefact Reserved to AP Max Purple Eye of Yllia 17 0/1 Karnyrax Dragon’s Bow Hogarth the Colossus 20 1 Orfraie Saphyr * 6 1 Siobhan’s Belt Drac Mac Syrö 20 0/1 Asgarh and pack leader Shroud of the Condemned 14 0/1 Koren the Chosen One and Killyox Heart of Fury 10 1 Malek’s second incarnation * Amber Sabre Ashan’Tyr 17 1 Fighters of Small or Normal Clay Sword 30 1 Sceptre of Consonance Irix the Fury 19 0/1 Size Sceptre of Nocturnal Fiann’s Sword Drac Mac Syrö 14 0/1 Ophyr the Guardian 35 0/1 Sacrifice Gae Bolga Tanath 10 1 Arrows of Alabaster Kaëliss the Silent 4 6 Vorpal Axe Baal the Conqueror 25 0/1 THE WAYS OF LIGHT Koren the Chosen One and Idol of Danu the Second Incarnation of 14 1 Malek GENERIC ARTEFACTS Lance of Malachite Kelt Shamans 14 1 Artefacts Reserved to AP Max Martyr of Danu Kelts of the Sessairs Clan 12 1 Fighters following the Ways Ring of Clarity 30 1 of Light Mask of Contemplation Kelt Shamans 25 1 Cults of the Ways of Light Aegis of Lahn 13 1 Apparel of the Tiger Kelts 10 1 (Sessairs, Griffins, Lions) Magic users in armies made Stone of Lightness 40 1 entirely of Kelts THE GRIFFINS OF AKKYLANNIE Seal of the Chroniclers Kelen, the Thirteenth Voice 19 1 Artefact Reserved to AP Max Kelts who master the Path of Billhook of Thorns 15 1 Mortuary Alliance The Executioner 12 0/1 Druidism

Griffin Armour Griffin Characters 33 1 Neraidh’s Torque Drac Mac Syrö 18 0/1 Emperor Octave IX, Proteüs Totem of the Matrae Fiannas 19 1 Supreme Armour of the the Master of the Temple and 39 0/1 Griffin Deacon Tiberius Voulge of Ogmios Bragh An Scâthar 15 1

Ring of Redemption The Executioner 40 1

Kelgar’s Ashes Cult of Merin 13 1 THE LIONS OF ALAHAN

Emblem of Felicity Commander Sered 12 0/1 Artefact Reserved to AP Max

Sword of Alliance Deacon Tiberius 25 0/1 Armour of Allmoon Characters of Alahan 19 1

Standard of the Purified Saphon the Preacher 10 1 Banner of the Lion Banner Bearer of Urland 25 1

Venerable’s Rifle Venerable Ambrosius 13 1 Cape of Dissimulation Arakan the Duellist 25 1 Hauteclaire Mirà 12 1 The Red Lioness, 2nd Breastplate of Alliance 30 1 Incarnation Hauteclaire 2 Misericord 28 1 Deliverance Alahel the Messenger* 23 1 Ardent Icon Faithful Griffin Characters 19 1 The Red Lioness, 2nd Sword of Llyr 14 1 Blade of the Damned Shanys 16 1 Incarnation Mask of the Executioner The Executioner 10 0/1 Scripture of Revelations Misan the Clairvoyant 8 1

Phoenix Melkion the Flaming 20 1 Set of Crystalline Prisms Meliador the Celestial 40 1 Lance of the Heliaste Dragan d’Orianthe 21 0/1 Armies made up mostly of Lions of Alahan and including Vessel of the Winds 46 1 at least one Character of Alahan Magician Characters of Orb of Power 11 1 Alahan Characters of Alahan with a Shields of the Baronies Sp 1 RES rate of 7 or higher Magicians who master Celestial Robes 20 1 Hermetism Sacrament Alahel the Messenger 15 1

NON-AFFILIATED

Artefact Reserved to AP Max

Arcanum IV-The Emperor 17 1

Arcanum XV-The Devil 16 1 Characters and non-Character Minor Awakened Weapon 14 3 troops Characters and non-Character troops, except the Faithful Consecration 3 3 and miniatures with the Loyal Ability * Crown 25 1

Cullinahn See Tournament Revision 28 1

Steel 25 1 Faithful with the Iconoclast Claws of Torture 12 1 Ability Characters with a Strength Titan’s Claw 21 1 rate of 8 or higher Liturgical Instrument Faithful Characters 8 1

Eye of the Reaper 19 1

Offering of the Zephyr 15 1

Sceptre of the Arcana Magicians and Faithful 19 1

Sentence of Nûhl 22 1

Valour of Endimyon See Tournament Revisions 22 1

APPENDIX 2 THE SCENARIO PACK

can be Charged by an enemy who doesn’t see him at the beginning of his movement. 2.1 THE HILL In combat, the carrier must decide if he holds onto the fragment or not before making the Initiative test. He can keep the fragment if he places The night was falling and the Commanders were getting their plans more dice in defence than in attack. If he wishes to fight normally, then ready. On this plain only the hill that dominated the battlefield had any he places the fragment on an unoccupied side of his base so that it can strategic interest to them. The army that occupied this position at be picked up in the normal way. If no side of his base is free, then he daybreak would surely see the blood of its enemies redden the plain cannot let go of the fragment. below. They had to take it, quickly… and above all had to prevent the Furthermore, the fragments radiate an energy that must be channelled. enemy from taking a foothold on it. For the group that was leaving, the Any miniature that doesn’t have a POW rate or Aspects is considered to battle already began tonight… be STUNNED for as long as it carries a fragment. Victory conditions: at the end of the game the player holding 2 or more Scenery: a hill is placed at the centre of the game table. It must allow fragments can claim Victory. If his opponent can also do so, then the combats on most of its area, be accessible from all sides, and not be game is a Tie. Any other situation is a Defeat. larger than 20 cm at its widest point. Bonus: 100 AP for having KILLED OUTRIGHT the enemy Chief, 50 AP if Deployment: the troops are deployed on their half of the table and at he is Critically Wounded. Add 25 AP for each fragment in your least 20 cm from the median line of the battlefield. Scouts are deployed possession at the end of the game. according to the usual rules, but they cannot be positioned within less than their Movement distance from the hill. Objective: at the end of the game the player must Occupy (and not 2.3 PRISONERS Control) the hill with a Domination level of 100 AP in Strength and of 3 in Numbers. Few creatures can brag to have been through an interrogation and to Use the Special Capacity of Occupation. This level corresponds to the have remained silent. The methods vary depending on the peoples of minimum needed to claim Occupation or to prevent the opponent from Aarklash, yet torture has become an art and a much quicker and taking foothold on the hill. cheaper way of getting information than well-paid spies. A simple Only miniatures with their whole base on the hill are counted in the prisoner can become a threat, and many chiefs order their troops to calculation of the Strength and the Numbers. eliminate themselves rather than being captured. Victory Conditions: at the end of the game the player occupying the hill with the required conditions in Strength and Numbers can claim Victory. Deployment: Battle. If his opponent can also do so, then it is a Tie. Any other situation is a Objective: the player must capture at least one enemy fighter by the Defeat. end of the game. Use the Special Capacity of Capture. Bonus: 100 AP for having KILLED OUTRIGHT an enemy Chief, 50 AP if Victory conditions: at the end of the game a player who has captured he is Critically Wounded. Add to this the Strength in AP of your troops an enemy fighter can claim Victory. If both players meet this condition, that are occupying the hill. no matter how many fighters were captured, then the game is a Tie. Any other situation is a Defeat. All captured miniatures are counted as losses. 2.2 LUNAR FRAGMENTS Bonus: 100 AP for having captured an enemy Character. Add the value in AP of the captured enemy miniatures. When the moon is hidden, small meteorites sometimes cross the sky of Aarklash and crash on its surface, usually exploding into numerous fragments. These rocks are soaked with energy, and beyond beliefs, all 2.4 THE BATTLE OF THE CHIEFS peoples are looking for this power. Astronomers, shamans and priests of the occult; many are those who True chiefs get their legitimacy from their feats in combat, sometimes are on the lookout for these meteorites in the hope of making a bit of risking their lives uselessly at the front ranks. Some have an ego that is this otherworldly energy their own. Yet such phenomena rarely go so overblown or are simply rash enough that they defy their unnoticed and violent battles very often oppose these seekers of power counterparts in one-on-one combat, transcending their troops in a fight and fortune. to the death.

Scenery: four fragments are placed on the table. Two of them are Choosing: at random. placed on each side of the median line, 15 cm from each edge of the Scenery: a central area with a diameter of 20 cm must be free of any table. The opponents then each place a fragment on their opponent’s obstacles that have an influence on movement. side of the table at a maximum of 15 cm from the median line and more Deployment: two separate decks are made: one for the Chiefs, the than 5 cm from any other fragment (roll 1d6 to determine which player other for the troops and Scouts (the Scout Ability has no effect in this places his fragment first). scenario). First the Chiefs are deployed. A Chief’s card cannot be placed Deployment: the troops are deployed in their half of the table and at in reserve and he must be placed in the central zone with his back to least 20 cm from the median line. his deployment zone and in such a way as to allow combat. The second Scouts are deployed according to the usual rules, but no miniature, not Chief is placed facing and in base-to-base contact with the first one. even Scouts, can be deployed within less than its Movement distance of It is considered that the Chief is automatically immune to the Fear level a fragment, no matter which one. of the opposing Chief for the rest of the game or until round 1 if a Objective: the player must gather at least two fragments before the end capacity needs a new test to be made. In this case the Fear rate is the of the game. one printed on the Chief’s reference card. If the Chief is a Magician, Use the Special Capacity of Looting. then he starts the game with a reserve of Mana equal to half of his The carrier of a fragment can only move the distance of his Movement Power rate rounded up. rate and this only at altitude Level 0. He cannot use artefacts, Abilities, The other miniatures are then deployed in Defence at least 20 cm from miracles or spells that involve any kind of stealth or invisibility, and he their Chief. They can be deployed with an opponent within Charging distance. Each Chief can select a single Witness. This cannot be a Character or a Victory conditions: at the end of the game a player who has destroyed Creature and he must be placed at least 10 cm behind his Chief, aligned his opponent’s Idol can claim Victory. If his opponent can also do so, with the back of the latter’s base. then it is a Tie. Any other situation is a Defeat. Bonus: 20 AP for every Structure Point one’s Idol still has at the end of Objective: the player must KILL OUTRIGHT the enemy Chief. the game. 20 AP for every round that one’s Idol resisted destruction. Before round 1, and right after deployment, a single hand-to-hand combat phase is immediately played for the Chiefs. This hand-to-hand combat phase is not a game round. Therefore no miracle or spell can be 2.6 HARASSMENT cast during this phase and no artefact can be used. Furthermore, the Mutagenic and Toxic Abilities as well as any special equipment and In this time of conflict one can no longer keep track of all the skirmishes faculties are unusable. The combat stops automatically as soon as the between the various peoples. Yet one must expect even worse to first Wound is inflicted. Whatever the nature of this Wound (except come… We are in an observation phase, and the races are testing each STUNNED), the result that is applied is that of a Light Wound. other, determining the strengths and weaknesses of their opponents, For the first round the unwounded Chief automatically wins the but without engaging the majority of their troops, for now… Discipline test. As long as the Chiefs are in one-on-one combat, they cannot be Deployment: Battle. targeted by a miracle, spell or shot that is randomly distributed. Objective: to harass one’s opponent in such a way that half of his Victory conditions: at the end of the game a player can claim Victory if Numbers, as calculated during deployment, is at least Seriously the enemy Chief has been killed or has left the table. If this also true for Wounded during the game or at the end of the battle. Troops his opponent, then the game is a Tie. Any other situation is a Defeat. summoned during the game are not counted in the calculation of the Losses are counted in the usual way. Numbers. A miniature that leaves the battlefield while it is Seriously Bonus: 100 AP for the player whose Chief hasn’t been wounded. 50 AP Wounded or worse, is still counted. for having killed the enemy Witness. Add the value in AP of the enemy If, at the end of a round, half or more of a player’s Numbers is Seriously Chief who was KILLED OUTRIGHT. Wounded or worse, then his opponent has reached his Objective. When a player reaches this Objective before the end of the battle, then his Chief must order a retreat in order to avoid exposing his troops 2.5 THE IDOL uselessly to injury. This order is carried out immediately after having made the pile of cards The troops had been waiting impatiently at the border for several days at the beginning of the round following the one during which the and their weapons were beginning to rust. With various materials the Objective was reached. This order can only be given once per game and men built a sort of banner that they raised up high as if to defy the not once for each camp, unless both players reach the Objective at the enemy. During the night a similar structure appeared before the enemy end of the same round. Only the Chief can give this order; if he no lines. In the following weeks these structures were targeted and were longer is on the battlefield or if he is fleeing, then this order cannot be even the objects of nighttime sabotage. The structures were regularly given. strengthened and became true idols. The morale of the troops remained high until the day of the first confrontation. Effects of the retreating order: On the remainder of the game: Scenery: to build his Idol, each player has 20 Construction Points (CP) All miniatures of the camp concerned by the retreating order can to be divided freely among 3 characteristics (Size, Resilience, Structure) willingly leave the game table by one of the edges of their half of the and one optional Ability. table. These are not counted as losses. Special (optional): one single member of your troop whose cost is of 30 On the round in which it is given only: AP or less can give his all and exhaust himself with the Idol’s Fleeing troops are automatically rallied as soon as their card is construction. He then starts the game with a Critical Wound but gives a activated. bonus of 1 additional CP for every 10 even incomplete AP of his value. All troops in hand-to-hand combat must try to Disengage as soon as Cost in CP of the Idol’s characteristics: their card is activated. The difficulty is then 3 + 1 for every enemy in Size: 12 CP for an Infantry base (normal size) and 8 CP for a Creature base-to-base contact with him. Miniatures that were Charged or base (large size). Engaged in the same round must exceptionally attempt to Disengage, Resilience (between 1 and 8): 1 CP for every Resilience Point. but the difficulty of their INI test is 4 + 2 for every enemy in base-to- Structure (between 1 and 5): 2 CP for every Structure Point. base contact with them. All miniatures which succeed their Abilities (max. of 1 for 3 CP): Immunity / Exceptional Wounds, Disengagement must move a distance at least equal to their MOV rate Immunity / Miracles and Spells, or Immunity / missiles and projectiles towards the nearest edge of their half of the table. Miniatures moved with a STR of 6 or less. more than their MOV rate are turned facing the edge of the table. Each player must note his Idol’s characteristics in his Round List and Miniatures moved a distance equal to their MOV rate are turned facing specify the way the Construction Points were used. The Size is obvious any way they seem fit. Miracles, spells and shots are resolved in the due to the base being used, but its Resilience is only revealed once the usual way. first Wound has been inflicted on the Idol. Any immunity it may have is All other miniatures can move as they like, but they cannot Charge or only revealed when it is used and its Structure remains secret until the Engage an opponent. Idol is destroyed. Victory conditions: a player who has put at least half of his opponent’s Capacity of Idols: once per round a single fighter standing within an Numbers into a Seriously Wounded state or worse can claim Victory. If area 10 cm around his Idol can re-roll a failed COU test. The new result his opponent can also do so, then the game is a Tie. Any other situation must then be used. is a Defeat. Bonus: 50 AP for having at least Seriously Wounded the enemy Chief. Deployment: the two Idols are placed by the players during the 50 AP for the player who gave the retreating order. Add the value of the deployment of their first miniature at a distance of 20 cm from the enemy troops who are Seriously Wounded or worse at the end of the median line and at more than 15 cm from the table’s edges. Up to 100 game. AP of troops can be deployed within a radius of 10 cm around their Idol. The rest of the troops are deployed according to the Battle deployment. The Scout Ability has no effect in this scenario. 2.7 THE TRANSACTION Objective: the player must destroy the enemy’s Idol. Use the Special Capacity of Destruction. “Know to give in to your opponent’s demands, feign ignorance and The Idol is an element of the scenery and cannot be moved in any way appear to be a virtuous chief and a man of honour. When you have whatsoever. beguiled him and he begins to believe your every word and you have gotten what you wanted… then hit hard and without hesitating. He will Deployment: the Beast is placed in the middle of the dome and in no then learn to fear and respect you.” way can it leave it. The troops are deployed in their half of the table - Den Azhir, Duke of Cadwallon and at least 20 cm from the table’s median line. Miniatures can be deployed so as to be able to Charge the Beast. Scouts are deployed as In Cadwallon many humans sell their services as spies to the highest usual but cannot be placed within the dome. bidder. They are often reported and are then locked up while waiting Objective: the Beast splits in two when it is KILLED OUTRIGHT. The for the authorities to take a decision. It sometimes happens that some player must then eliminate one of the two Offspring thus created. of these hostages are exchanged. Yet such transactions rarely have a Victory conditions: a player who has finished off an Offspring can claim happy ending since some instructions are applied to the dot. Victory. If his opponent also can do so, then the game is a Tie. Any other situation is a Defeat. Scenery: a central zone with a 20 cm diameter must be completely Bonus: 100 AP for having given the final blow to the Beast. 50 AP for clear. having KILLED OUTRIGHT an Offspring. Deployment: before deployment the Hostages are placed in the middle of the table on the median line within 5 cm of each other. Each Hostage is turned facing towards his original army. The troops are deployed in 2.8.1 THE CREATURES (Explanatory Card) Defence. Scouts cannot be deployed using their Ability unless they are deployed while hidden. The creatures used in this scenario are of two different types: the Beast Objective: the player must inflict a KILLED OUTRIGHT on the enemy and its Offspring. Hostage. Activation: the Beast’s card is placed in the card pile from the first round In the first round the card pile is made as usual including the Hostage’s on, the one of the Offspring is added at the beginning of the round card. following the one in which the Beast was killed and divided in two. A The Hostages are represented by a single card. It is placed in the pile creature card is played by the player who drew it, but it cannot be and is played by the player who draws it but cannot be put in reserve. placed in reserve. When a creature is activated it Charges the nearest The player who draws it plays his Hostage and then the other player opponent inside the dome. The Beast’s field of vision is of 360°, the plays his. Offspring’s is of 180°. If no miniature is within range, then the creature During the first round a Hostage cannot take any offensive action and doesn’t move. In no way can a creature leave the dome. cannot be Charged or Engaged. The creatures in hand-to-hand combat: a creature never tries to Victory conditions: a player who has KILLED OUTRIGHT the enemy Disengage; it always places more dice in attack than in defence and Hostage can claim Victory. If his opponent can also do so, then the always opts for the minimum attack level. It makes the same number of game is a Tie. Any other situation is a Defeat. attacks on all miniatures in base-to-base contact with it. The remaining Bonus: 100 AP for having KILLED OUTRIGHT the enemy Chief. 100 AP if dice are placed in defence and are used to defend against the attacks one’s own Hostage is unharmed, 75 AP if he is Lightly Wounded, 50 AP with the lowest difficulty beginning with those with the highest if he is Seriously Wounded and 25 AP if he is Critically Wounded. Strength. The Beast uses the Authority Ability in such a way as to have at least one fighter of each camp in base-to-base contact with it.

2.7.1 THE HOSTAGE (Reference Card) The wail: at the end of each Magic phase the Beast lets out a loud wail. All miniatures – excepting the Beast – standing even partially within the M : 10 central zone suffer a Damage Roll of STR –1 without taking into account I : 2 their RES. Then roll 1d6: on a result of 4 or more the Beast suffers a A / F : 1 / 3 Light Wound. D / R : 3 / 4 The division: if the Beast is KILLED OUTRIGHT, then all miniatures T : - located under the dome suffer a Damage Roll of a STR equal to the one Cou : 6 that finished the Beast off –1 for every centimetre between the Dis : * miniature and the Beast. If this STR is less than 1, then the Wound is “This is going to be a close call…” cancelled. If the Beast is KILLED OUTRIGHT because of its wail or an effect that doesn’t have a STR, then only the miniatures in base-to-base Equipment: Dagger. Rags. contact with the Beast suffer a Damage Roll of STR 0. The Beast then Abilities: Bravery. Survival instinct. Mercenary. * : Highest DIS rate of divides into two Offspring. These are placed by the players anywhere the Troop –1. within the central zone, beginning with the player who gave the Beast Rank: Independent Regular. the final blow, or by the one who won the Tactical Roll if the Beast was Size: Normal size. finished off by its wail. The Offspring cannot be placed in base-to-base Cost: - contact with a miniature and are represented by a single card that is placed into the card pile in the following round. When a creature is KILLED OUTRIGHT, only the miniature that gave it 2.8 CREATURES the coup de grace has the right to make a Pursuit Movement.

“I have seen it all ever since I heard the call. You see, there really is darkness in this world. I have seen things that would make the 2.8.2 THE BEAST (Reference Card) strongest of men go mad. I have seen them, twisting in the heart of the night… They announce a new age, an age of blood… Polish your M : 10 weapons and hunt them down, for I’m telling you, those who will have I : 4 purified their soul facing these monstrosities will be the only heroes of A / F : 6 / 10 the Rag’Narok.” D / R : 4 / 6 - Ramblings by a mad agitator in Cadwallon. T : - Cou : - Scenery: an area with a 20 cm diameter and clear of obstacles is made Dis : - at the centre of the table. This is a dome that becomes opaque and I announce a new age… blocks all lines of sight as soon as a miniature enters it. Any miniature that tries to enter this zone, even the first one to do so, must get a 3 or Equipment: - more on 1d6 as soon as it has reached the outer limit of the dome. If it Abilities: Authority. Fencer. Immunity / Bane / Magic. Born killer. fails, then it stays outside but can make another test during the next Vivacity. round. A War-staff is only complete if all its members are either within Special Capacities: Wail. Division. or outside the dome. Rank: Creature. Size: Large size. having harassed the enemy to test his resistance they try to open a Cost: - breach in the frontlines…

2.8.3 THE OFFSPRING (Reference Card) Scenery: the game table is divided into four sectors defined by the median lines. M : 10 I : 5 Deployment: Battle. A / F : 3 / 6 Objective: the player must control two sectors of which at least one D / R : 4 / 4 must be in the opponent’s deployment zone in order to represent the T : - breakthrough. Use the Special Capacity of Control. In this scenario a Cou : - miniature is not counted for Control during the round in which it was Dis : - summoned. … an age of blood and of battles… Victory conditions: the player who controls at least two of the required Equipment: - sectors can claim Victory. If his opponent can also do so, then the game Abilities: Fencer. Immunity / Bane. Born killer. Vivacity. is a Tie. Any other situation is a Defeat. Rank: Creature. Size: Normal size. Bonus: 50 AP for every sector one controls. Add the value of the troops Cost: - controlling the sector in the opponent’s deployment zone.

2.9 THE CALL OF THE GODS

Some whisper that a few temples have survived the cataclysm that 2.11 INFILTRATION chased away the gods and that ancient relics have been lying there ever since this Age. Some also speak of harmless and forgotten structures that are the The hours before the battle are often crucial… The Commanders’ object of all desires. strategic choices require a maximum of information on the opponent. Some even exclaim that the gods of Aarklash have returned from their When no spies are available, only scouts can gather this critical exile… intelligence. But any army worthy to be called such doesn’t advance without sending forward several fighters to flush them out. Scenery: a temple is represented by four columns (Creature bases). The For the scouts the battle begins earlier, and rare are those who live to first two are placed on the median line, 15 cm to each side from the see its end. centre. The other two are placed one after the other by the players within their half of the table and at least 15 cm from another column. Deployment: Battle. No miniature can be placed within Charging distance of a column. Scouts are deployed in the usual way. Format: before making the Round List the players can buy the Scout Objective: at the end of the game the player must control two columns. Ability and give it to one or several reference cards. Only non-Character Each column has a control perimeter of 5 cm from its base. Use the fighters of Regular Rank (except War-staff) or Veteran Rank can get this Special Capacity of Control. In this scenario a miniature is not counted Ability at an additional cost of 4 AP per figurine or 7 AP if they have an for the Control during the round in which it was summoned. Even when Aim stat. All miniatures represented by a same card must have this destroyed a column can still be controlled. Ability. The columns are 12 cm high and as wide as a Creature base. They can A maximum of 5 miniatures in each camp can have the Scout Ability, be be climbed in order to reach their top (altitude Level 1). At the it bought or included in their initial profile. beginning of each round calculate the Weight each column must support and test their Resilience. If the result is greater than or equal to Deployment: Battle. the Weight, then the column withstands, if not then it crumbles and all miniatures on it or climbing it must make an Initiative Roll of a difficulty of 6. The ones that fail this test fall and suffer a Damage Roll of STR 12. Objective: the player must gather information on the enemy army from All miniatures in base-to-base contact with the column must also make an imaginary objective zone located within the opponent’s half of the an INI Roll of a difficulty of 6. Those that fail suffer a Damage Roll of table. This zone begins 20 cm behind the median line and ends at the STR 0. table’s edge. The columns have a RES of 9 and a Structure of 2. Each crumbling costs them 1 Structure point. When a column is destroyed, then each Any Scout within this zone at altitude Level 0 at the beginning of a miniature within the control perimeter suffers 1d6 Damage Rolls of STR round and still there at the end of the round can potentially have 1. A miniature that is at the top of the column when it is destroyed must gathered information on the enemy army. first test its INI so as not to fall. Whatever this roll’s result, it then The intelligence collected by this fighter, who is known as an Observer, suffers 1d6 Damage Rolls of STR 1. is represented by 1d6 placed next to his base: the intelligence die. Victory conditions: at the end of the game a player who controls at least two columns can claim Victory. If his opponent can also do so, then the Roll 1d6 for every Observer at the end of each round. The result game is a Tie. Any other situation is a Defeat. indicates the quality of the information gathered. Nevertheless, the Bonus: 50 AP for every column one controls. quality of the information can be altered depending on the actions taken by the Observer. Apply the following modifiers (these can be accumulated): 2.10 BREAKTHROUGH - Shooting; Movement of a distance less than or equal to his MOV rate: -1 The Rag’Narok is nigh and massive armies are positioning themselves - Movement of a distance greater than his MOV rate; hand-to-hand with difficulty. Soon the clash of weapons will echo over the land and combat; Incantation Roll; Divination Roll; victim of a Damage Roll: -2 each one will seek its place on this chessboard. Small groups of courageous fighters can change the course of future battles. After The results for a same Observer can be accumulated from one round to the next, but their sum cannot be greater than 6. If a Scout with an intelligence die is removed from the game, then so is his die. Victory conditions: at the end of the game the player with a fighter with an intelligence die with a value of 6 can claim Victory. If his opponent can also do so, then the game is a Tie. Any other situation is a Defeat. Bonus: 10 AP for each enemy scout killed who had an intelligence die. 10 AP for each scout of one’s camp who has an intelligence die and who is free of any opponent. Add the sum of all the intelligence dice of the same camp multiplied by 5. APPENDIX 3 SPECIAL CAPACITIES

An objective is only controlled by a camp if its Strength and its Numbers 3.1 GENERALITIES in the zone are greater than those of the enemy camp. Any other situation is a tie for the concerned objective. 3.1.1 Calculating the Numbers

The Numbers is equal to the number of a armies miniatures on the 3.3 LOOTING game table or in an objective zone at a given moment. The value given to fighters to determine the Numbers varies according Other scenarios involve the presence of counters on the battlefield, to their size: which the players must grab hold of and carry. - Small or Normal Size: 1 - Large Size: 2 3.3.1 Picking up a counter - Very Large Size: 3 Certain Abilities also act as modifiers: A miniature can only carry one counter at a time. - Colossal: +1 To pick up a counter a fighter must finish his movement (Movement or - Gigantic: +2 Pursuit Movement) on it, and it is then immediately picked up and placed on the miniature’s base. Unless specified otherwise in the scenario: A fighter who is flying cannot be placed above a counter. - fleeing miniatures and flying miniatures (Levels 1 and 2) are not A counter alone cannot be moved by magic. counted when determining the Numbers. - summoned miniatures are counted when determining the Numbers. 3.3.2 Transporting a counter

A fighter cannot continue his movement after having picked u pa counter. He can, however, make a Pursuit Movement. 3.1.2 CALCULATING STRENGTH If a counter’s bearer is removed from the battlefield, if he is knocked out or if he is captured at the end of the game, then he loses his The Strength is equal to the sum of the individual Values in AP of a counter, which falls to the ground at the exact spot where its bearer armies fighters on the game table or in an objective zone at a given was standing. moment. Unless specified otherwise, the individual Value includes A bearer who flees drops his counter before making his fleeing Artefacts, Miracles and Spells. movement. A bearer can also willingly drop a counter when he wants to during his Unless specified otherwise in a scenario: movement. A dropped counter can be picked up again in the same way - fleeing and flying (Levels 1 and 2) miniatures are not counted when as described above. calculating Strength. A bearer can be willingly or unwillingly moved by magic. However, if a - summoned miniatures are taken into account when calculating magic effect makes the bearer leave the game surface and not return Strength. before the end of the round, then the counter does not move.

3.1.3 CALCULATING WEIGHT

The Weight is equal to the miniature’s RES plus: 3.4 CAPTURE - for miniatures of Small size: +1 - for miniatures of Normal size: +2 3.4.1 Knocking out a fighter - for miniatures of Large size: +4 - for Enormous miniatures: +8 A fighter can try to give a Knockout Blow for every two dice he has - for Colossal miniatures: +15 placed in Attack. He then makes only one Attack Roll for the two dice, - for Gigantic miniatures: +20 the second die being lost. If the Attack is not defended against, then the Attacker’s Strength is halved (and rounded up to the higher integer) for the Damage Roll that 3.2 OCCUPATION AND CONTROL follows. The special effects bound to the Attacker’s equipment, such a sword-axes and scared weapons, do not work in this case. Some scenarios need one or several objectives to be occupied and/or controlled. These can be counters or elements of the scenery that can The Damage Roll’s result is applied in the usual way. However, the be bound to a control perimeter, or sectors of the game table. target is knocked out if: - the result is directly a KILLED OUTRIGHT, A miniature therefore cannot be on two objectives at the same time and - the result is a KILLED OUTRIGHT after a worsening of the wound must be clearly placed. level. When a fighter is knocked out, do not remove his miniature from the At the end of the game, each camp must calculate its domination factor battlefield or his card from the pile. He is then an obstacle to movement while taking into account two parameters: Numbers and Strength. but doesn’t block lines of sight. He can no longer be targeted by any game effect, whichever it may be. The Fierce Ability is however taken 3.2.1 Occupation into account. A knocked out fighter is considered to be in the state in which he was An objective is occupied by a camp if its Strength and its Numbers in before being knocked out. the zone are greater than or equal to the indicated levels. Two camps can very well occupy a same objective. Knockout Blow can be combined with a Master Strike. In this specific case all the Attacker's attack dice are lost. The Attacker's Strength is 3.2.2 Control also halved before adding the chosen difficulty to the result of the Damage Roll that follows. - Resilience: the Resilience to be taken into account when making Damage Rolls against this element. - Structure Points (SP): the element's entirety. 3.4.2 Gathering one's senses The results one gets in the Wound Table are applied as follows: A knocked out fighter can attempt to gather his senses when his card is STUNNED: no effect. activated if no enemy fighter is in base-to-base contact with him. Light Wound: -1 SP Roll 1d6. Depending on the state he was in before being knocked out, Serious Wound: -2 SP the result he must get is: Critical Wound: -3 SP - 5 or more if he is lightly wounded or less. KILLED OUTRIGHT: -4 SP - 6 if he is seriously or critically wounded The fighter then gathers his senses and returns to the state he was in Exceptional Wounds apply as usual. A double 6 is considered as KILLED before being knocked out. If he wasn't wounded before being knocked OUTRIGHT and causes the element to lose 4 SP. out, then he is considered to be STUNNED. When an element is the target of an Attack in Hand-to-hand Combat then there is no way to defend against it unless noted otherwise. The 3.4.3 Transporting a Knocked Out Fighter attacker must still make his Attack Rolls, a 1 remaining an automatic failure. A Knocked Out fighter can be carried by fighters of his or his enemy's An element is not considered a fighter. As such it doesn't give any camp. To do so, the "Carriers" must be in base-to-base contact with the Initiative bonus to its camp when in a fray and it doesn't allow an unconscious fighter while not being in contact with any enemy fighters. opponent to gain an additional combat die. Yet an opponent who is However, the body's Weight slows the Carriers down. The Weight engaged against an element without being in base-to-base contact with indicates the penalty applied to the lowest Movement rate printed on an enemy fighter has two combat dice. the various Carriers' reference cards when transporting the body. This When an element is hit by an attack, a shot or any other effect that penalty is reduced by 2 points for every additional Carrier after the first might cause damage, then make a regular Damage Roll. one who helps move the Knocked Out fighter. An element that is reduced to 0 SP or less is DESTROYED. Do not If the card of a miniature that is in a position to carry a Knocked Out remove it from the terrain: it is then considered to be a neutral element fighter is drawn by the enemy player, then the player controlling this of the scenery. miniature can delay its movement. It is then moved at the same time as the last Carrier to be activated. It absolutely must participate in the carrying of the body, except if it is Charged, Engaged or under the influence of Fear. Unless noted otherwise, a Knocked Out fighter can only be carried at altitude Level 0.

Surrounding a Fighter

If at the end of a game a miniature is engaged against the maximum number of miniatures that can be placed in contact with its base, then it is considered to be surrounded. A miniature is not surrounded as long as a fighter of its camp is in base-to-base contact with one of the enemies trying to surround it.

Capturing a Fighter

At the end of a battle a surrounded miniature can be captured if the total Strength of the fighters of its camp who are left on the battlefield (including the surrounded one) is inferior to that of the enemy camp. The surrounded fighter is then captured if the total of the Strength rates of the fighters surrounding him is at least three times greater than his own. In this case the Strength rate printed on the reference cards and any modifiers (Immolation, Mutagenic, Claw of the Titan, Abnegation, etc.) are counted, but the special Strength gotten when Charging is not counted.

At the end of a battle a Knocked Out fighter can be captured if at least one enemy fighter is in base-to-base contact with him. A Knocked Out fighter cannot be captured as long as a fighter of his camp is in base-to- base contact with him or with one of the fighters attempting to capture him.

Destruction

Some scenarios need one or several elements of the scenery to be destroyed. These can be buildings, natural obstacles, etc. Each of these elements is characterised by several parameters: - Name - Base: the element's surface area in cm. - Size: size to be taken into account when resolving shots. APPENDIX 4 GAME THEMES

TRAITORS Imposed / optional Game Theme The Wolfen Pack tracked the gang of renegades all night before finally catching up with them. Onyx moved forward, ready for combat when he Format: ignore paragraph 3.3.4 Allies and Mercenaries suddenly felt a sharp tip pierce his chest. Howling with pain he angrily The following rules and limitations apply: tore out the spear and saw one of his brethren, a young hunter, rushing The Main List cannot be made up of more than 30% in AP of Allies and at him while the Devourers howled. The Beast was dangerous and its Mercenaries. power was growing… The Round List also cannot be made up of more than 30% in AP of Allies and Mercenaries. No passing of this limit is allowed and it is the List's real value that is OPTIONAL GAME THEME taken into account when calculating the 30%. Stateless fighters are not counted in the quota of Allies / Mercenaries Format: The player may set aside up to 60 AP of cards of the 300 AP he and cannot choose an Ability of the latter. disposes of. These cards are not part of the pile and are placed aside. All Allies must come from the same People and all Mercenaries are The concerned figurines are not deployed. These reference, artefact, considered to be of the same People: that of the Dogs of War. Each spell or miracle cards must allow the player to try to "pay off" one or Guild of Cadwallon is considered to be a People in its own right. several traitors in the enemy army. In case he sets aside 1 or 2 The allowed Alliances are listed for each People on pages 69 and 70 of miniatures in a group of 3, the player must set aside 1 or 2 additional the Confrontation Rule booklet (December 2002 edition) as well as on cards. the explanatory card of the Guilds of Cadwallon. The card pile is made in the usual way using the remaining cards. The Numbers of the Allies must be strictly less than that of the People To reveal a traitor one must draw one of the opponent's cards during played in the two lists (Remember: the base's size influences the rounds 1 or 2 and immediately "pay" at least the value in AP indicated calculation of the Numbers). on the card, which may be modified by the DIS value, using one or No Allied Character may be of a rank higher than the highest ranking several of the cards set aside (the value printed on a card cannot be Character on the Round List. An Allied Character cannot be the "Chief." divided). Bonus: alliances are fragile and for each scenario add half the value of If the drawn card corresponds to several miniatures, then the player the opponent's losses of Allies and Mercenaries with a maximum limit of can pay individually for the number of miniatures he wishes within the 300 AP. limits of the number of miniatures represented by the card.

A Righteous or summoned fighter cannot betray.

A fighter with the Leadership and/or Fanaticism ability adds his DIS rate to the AP when calculating the “amount” needed to be paid, and a HEROES Stateless, Mercenary or Pariah fighter subtracts his DIS rate. The opposing player can immediately counter this taking of control by Some believe that Heroes seal their Fate in the din of weapons clashing investing one or several cards with a value strictly greater to the on vast battlefields… opponent's payment per miniature. The miniature or miniatures Yet this is far from the truth… concerned then become immune to the system of betrayal and all cards It happens that such individuals, surrounded by a few of their faithful, used are discarded. disappear forever at a bend in the road. If the opposing player doesn't counter, then the player who paid discards the used cards and takes control of the miniature or miniatures Imposed Game Theme for the remainder of game. At the beginning of round 3 all set aside but unused cards are Format: the whole of the Main List is deployed in each scenario discarded. (meaning 400 AP without any passing allowed if no other Game Theme A traitor is played immediately in the round in which he is revealed. He modifies the format). comes under the opponent's control with all his equipment, artefacts, All limitations imposed in paragraph 3.2 Round List are applied to the spells or miracles: he is now considered an Ally. If the traitor's miniature Main List except the following paragraphs, which are ignored: is part of a group of miniatures represented by the same card, then he 3.2.1 Overtaking is played first or last depending on the player who draws the card (a 3.2.2 "1 die for every 100 AP" Ability card representing several fighters among which the traitor cannot be 3.3.3.3 Blood Brothers put into reserve). Furthermore, the following rules take precedence over the Rules: A miniature engaged in hand-to-hand combat and "paid off" as a traitor The Hero: automatically disengages if it no longer is in base-to-base contact with The Principal List must include at least one Character with a value of an opponent. 100 AP or more. (Reminder: A miniature's value is equal to its cost in AP The cards set aside, be they used or not, are counted as losses. The plus the cost in AP of any Artefacts, Spells or Miracles it may have.) value of a traitor to his camp is also counted as a loss. The Character with the highest value in the Round List is designated to Bonus: 50 AP for having KILLED OUTRIGHT a traitor to one's people. be "Chief." His Cost and his Rank are not limited. The Followers: ALLIES! If the Chief is of Special or Elite Rank (Initiate and Devout are assimilated to that of Special, and Adept and Zealot to that of Elite), The Messenger couldn't believe his eyes… then the number of miniatures of the same Rank and of the same Surrounded from all sides, he could finally make out his hunters: a troop People is not limited. from Acheron deployed in the North while a detachment of the Lion Victory conditions and Bonus: for reasons of equality between accompanied by several men from the Goldsmiths' Guild blocked his Tournaments, the maximum amount of AP won, of AP lost and of Bonus way towards the South. What luck, these archenemies will slaughter is limited to 300 AP. each other and he would take advantage of this to slip away… Any shimmer of hope vanished when the cloak of a grim Acheron horseman was blown open, revealing a blazon… that of the powerful Goldsmiths' Guild of Cadwallon. TOURNAMENT OF THE CONF’FÉDÉRATION DU DRAGON ROUGE Player's Sheet LAST NAME : FIRST NAME : PHONE. / E-MAIL : MEMBERSHIP NUMBER : CITY : REGION : CLUB OR AFFILIATION : ARMY PLAYED : Main List MINIATURES A.P. ARTEFACTS, MIRACLES, SPELLS AND OTHER A.P 1. A. 2. B. 3. C. 4. D. 5. E. 6. F. 7. G. 8. H. 9. I. 10. J. 11. K. 12. L. 13. M. 14. N. 15. O. 16. P. 17. Q. 18. R. 19. S. 20. T. 21. U. 22. V. 23. W. 24. X. 25. Y. 26. Z. 27. AA. 28. AB. 29. AC. 30. AD.

Total Total TOTAL VALUE OF THE MAIN LIST: A.P.

Approval of the Main ListPlace of the Tournament : DATE : REFEREE OF THE CONF’FEDERATION : Round List 1 Round list 2 Round list 3 Round list 4

A.P. A.P. A.P. A.P.

A.P. A.P. A.P. A.P. A.P. A.P. A.P. A.P.

A.P. A.P. A.P. A.P.

A.P. A.P. A.P. A.P. A.P. A.P. A.P. A.P.

A.P. A.P. A.P. A.P. A.P. A.P. A.P. A.P.

A.P. A.P. A.P. A.P. A.P. A.P. A.P. A.P.

A.P. A.P. A.P. A.P. A.P. A.P. A.P. A.P.

A.P. A.P. A.P. A.P. A.P. A.P. A.P. A.P.

A.P. A.P. A.P. A.P. A.P. A.P. A.P. A.P. Value of the Round list Value of the Round list Value of the Round list Value of the Round list Results Results Results Results SCENARIO PLAYED : SCENARIO PLAYED : SCENARIO PLAYED : SCENARIO PLAYED : ARMY ENCOUNTERED : ARMY ENCOUNTERED : ARMY ENCOUNTERED : ARMY ENCOUNTERED : OPPONENT'S NAME : OPPONENT'S NAME : OPPONENT'S NAME : OPPONENT'S NAME :

3 S.P. / VICTORY (Only you have reached the Objective) 3 S.P. / VICTORY (Only you have reached the Objective) 3 S.P. / VICTORY (Only you have reached the Objective) 3 S.P. / VICTORY (Only you have reached the Objective)

2 S.P. / TIE (Both players have reached the Objective) 2 S.P. / TIE (Both players have reached the Objective) 2 S.P. / TIE (Both players have reached the Objective) 2 S.P. / TIE (Both players have reached the Objective)

1 S.P. / DEFEAT (You haven't reached the Objective) 1 S.P. / DEFEAT (You haven't reached the Objective) 1 S.P. / DEFEAT (You haven't reached the Objective) 1 S.P. / DEFEAT (You haven't reached the Objective)

A.P. WON (A.P. Lost by opponent- 300 max.) A.P. WON (A.P. Lost by opponent- 300 max.) A.P. WON (A.P. Lost by opponent- 300 max.) A.P. WON (A.P. Lost by opponent- 300 max.)

A.P. LOST (A.P. Won by opponent- 300 max.) A.P. LOST (A.P. Won by opponent- 300 max.) A.P. LOST (A.P. Won by opponent- 300 max.) A.P. LOST (A.P. Won by opponent- 300 max.)

BONUS (300 max.) BONUS (300 max.) BONUS (300 max.) BONUS (300 max.) Score of round 1 Score of round 2 Score of round 3 Score of round 4 (Noted as S.P. / Goal-average) (Noted as S.P. / Goal-average) (Noted as S.P. / Goal-average) (Noted as S.P. / goal-average) / / / / Score of round Sum Sum Sum (Noted as S.P. /Goal-average) (Score Round 1 + Score Round 2) (Scores R. 1 + R. 2 + R. 3) (Scores R. 1 + R. 2 + R. 3 + R. 4) / / / /