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INTRODUCTION EDITORIAL DIRECTOR EDITORIAL SCULPTORS ILLUSTRATORS ICONOGRAPHERS ARTISTS GRAPHIC SECRETARY EDITION DESIGNERS-WRITERS MANAGER EDITORIAL DIRECTOR STUDIO Stéphane Simon and Rafa Zelazo. Rafa Simon and Stéphane N’Guyen, NGuyen Perochon, Stéphane Van Gioi, Elfried Fusier, Yannick Benoît Labro, Nicolas Cosse, Sébastien Front cover Bonner. by Paul Florent Paolo Maudouxand Parente. Howe, Bonner, Guiton,John Paul Édouard Gwendal Geoff Petit roy Pascal and Harlaut Haddad Mathieu and Matthias Hélène Henry Raoult Nicolas and Plasse Franck Kelly, Lullien, Jean-Baptiste Collin Cuidet, Arnaud Célerin Sébastien Chartier Philippe Bey Jean CREDITS C R E D swallow them. RACKHAM® miniatures are not suitable for children under 3 years old. old. years 3 under to children or for mouth suitable your not in Th are Rag’narok them the RACKHAM®. of Age e put Confrontation: by miniatures to owned dangerous RACKHAM® pictu- is them. creations It toys. swallow illustrations, exclusive not the are are All names miniatures reserved. RACKHAM® miniatures rights and All miniatures RACKHAM®. res, 1996-2007 © Copyright Rag’narok the of of Th Age e universe the from Rag’narok issued the Th are of Age e ey Th Confrontation: RACKHAM®. by created been have Th miniatures e THANKS SPECIAL TRANSLATOR PHOTOGRAPHER SCENERY AND TERRAIN PAINTERS MINIATURES and Kentonand Sheppard Hill Grant Jon Finn, Jez Fairclough, Kelly Collin Guiton Jean-Baptiste Vincent Fontaine Grandbarbe. Martin and Gironne Arnaud Valentin Boucher, Giacomin, Xavier Vincent Fontaine, Confrontation: ThRag’narok the of Age e Confrontation: I COPYRIGHT REGISTRATION: september 2007 – ISBN: –ISBN: 2007 september REGISTRATION: COPYRIGHT T R ACKHAM 44, rue de Lagny. 93100 MONTREUIL-SOUS-BOIS. 93100 Lagny. de rue 44, ACKHAM © Copyright RACKHAM®, 1996-2007. All rights reserved. rights All 1996-2007. RACKHAM®, © Copyright Tel : + 33. (0) 1.55 86 89 20. Fax : + 33. (0) 1.55 86 89 25 89 86 1.55 (0) :+33. Fax 20. 89 86 1.55 (0) Tel :+33. 44, rue de Lagny – 93100 MONTREUIL-SOUS-BOIS –93100 Lagny de rue 44, S ®, CRY HAVOC® and RACKHAM® are RACKHAM® trademarks. trademarks. RACKHAM® are RACKHAM® and HAVOC® CRY ®, Legal representative: Jean Bey Jean representative: Legal RCS Bobigny B 414 947 887 B414 947 Bobigny RCS www.rackham-store.com www.confrontation.com www.rackham.fr Printed in China in Printed ® miniatures are made in China. in made are ® miniatures 321 589,20 321 ®, a game published by RACKHAM®. RACKHAM®. by published game a ®, ® is published by Rackham S.A. with a capital of of acapital with S.A. Rackham by published ® is € 978-2-915556-76-6 Confrontation: Confrontation: 3

TABLETABLE OFOF CCONTENTONTENT PART I : UNIVERSE ...... 0606 PARTPART IIII:II: ADVANCEDADVANCED RULESRULES ...... 49

A WORLD AT WAR ...... 08 UNIT CATEGORIES ...... 50 CREATION ...... 12 Infantry ...... 50 THE GRIFFIN ...... 14 Cavalry ...... 50 THE WOLF...... 18 Creatures...... 51 War machines ...... 51 Titans...... 51

MYSTICS ...... 52 2 Faithful ...... 52 TABLE OF CONTENT Magicians ...... 54 Special rules...... 57 3 PART II: THE RULES ...... 22 INCARNATES ...... 58 GENERAL RULES ...... 24 A hero will never die ...... 58 Measuring a distance ...... 24 Incarnates and company building...... 60 Units...... 24 Advantages of Incarnates...... 61 Moving miniatures ...... 26 Field of vision and line of sight ...... 27 THE BATTLEFIELD ...... 64 Cards ...... 28 Crossing an obstacle ...... 64 Universal table of resolution ...... 29 Opening and moving terrain elements ...... 64 Damage ...... 30 Destroying terrain ...... 64 Playing a game...... 31 Battle: In the name of the gods...... 65 Battle: Duel...... 31

TACTICAL PHASE ...... 32 1/ Ordering the activation sequence ...... 32 2/ Authority opposition ...... 33 Battle: In the wolf trap ...... 34 PART IV: READY TO PLAY? ...... 66

ACTIVATION PHASE ...... 36 RAISING AN ARMY ...... 68 Drawing the cards ...... 37 Gathering the troops ...... 68 Activating a unit...... 37 Order of the banners...... 69 Moving a unit ...... 38 Units...... 70 Unit ranged attack ...... 40 Th e Commander ...... 71 Combat ...... 42 Assault and reinforcement ...... 71 Battle: Th e beast is cornered! ...... 43 Troops review ...... 71

CONTROL PHASE...... 44 LET’S PLAY! ...... 72 1/ Calculation of faith points and mana points ...... 44 1/ Selecting a battle ...... 72 2/ Maintenance of eff ects ...... 44 2/ Army building ...... 72 3/ Collection of Elixir ...... 44 3/ Setting up the game ...... 72 4/ Time out ...... 44 4/ Play! ...... 73 Battle: Th e seal of the dragon ...... 45 Battles ...... 73 1 – Pitched battle ...... 75 MORALE ...... 46 2 – King of the hill ...... 75 Courage and Fear...... 46 3 – Invasion ...... 76 Courage test...... 47 4 – Charge!...... 76 War staff s ...... 47 5 – Skirmish...... 77 Battle: Fear changes side ...... 48 6 – Breakthrough...... 77 4

INTRODUCTION of of Rag’narok of SET TOA STARTER BEGIN or not. successful are actions their if determine to used Th measure. tape are the dice e using table gaming the on representing your miniatures fi ghters. You movewill them games. paced the on men your fast battlefi Lead thrilling in armies eldfearsome and command friend. a against battles Akkylannian side (Griffi side (Wolf). side wolfen or n) Akkylannian read. just have you rules the master progressively you to all allow fiwill to ready play battles chapters, the nd across Spread play. will you before you know to need pages, will you rules following the the In battles. tion • • • Th e Th e Rag’narok Ththe of e Age Confrontation: medieval- breathtaking to play you allows game Th is Welcome to Confrontation: Th Rag’narok the of Age e Confrontation: Th Rag’narok the of Age e Confrontation: 14 miniatures each representing a fi ghter on the the on fi ghter a representing each miniatures 14 initia- of set a as well as rules the Thcontains book is – 4hunters. Wolf the is commander, – Serethis Th e wolfen (Wolf): Starter Set Starter Starter Set Set Starter contains all you need to play your fi your games play rst to need you all contains Confrontation: ThConfrontation: Rag’narok the e of Age is meant to help you get used to the rules to is meant help you to rules get the used INTRODUCTIONI for for N Confrontation: Th e Age of the the of Age Th e Confrontation: T R is played using using played is . : O D . U range. one side. Th otheron e graded fromside, the 20, to0 inches indicates and cm in graded is It shots. for range and ces – Universal table of (Wolf). resolution table – Universal of (Griffi resolution table – Universal n), – Hunter, – Serethis, – Spearman, – Abel, • 6cards: c • 1 “seal of the dragon” terrain element: dragon” terrain of the • 1“seal – a 2 m long tape measure, to measure movement distan- fi the resolve to – 6dice, actions; ghters’ • Accessories needed to play: to needed Accessories A c c a C e r d s s s o : r i e T s n e e d I e d t O o p l a y – 8 spearmen. – Abel is the Griffin commander. Th eAkkylannians (Griffi n): : N 5

GAMING MATERIAL Th e battlefi eld

Th e game takes place on a gaming surface that repre- Accessories sents a battlefi eld. Its size is not that important, but its limits must be clearly defi ned. We recommend that you To play Confrontation, you need: add some terrain elements (ruins, hills, trees, and so on). • A tape measure; Th ese terrain elements will provide cover to the fi ghters • Some dice; and allow for new strategies and gaming situations. • A template; It is possible to play on illustrated surfaces, such as • Terrain elements and/or a gaming poster; gaming posters, that represent locations on Aarklash, the And enough Confrontation miniatures to build your universe of Confrontation. company!

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

4 INTRODUCTION Th e tape measure 5 When playing Confrontation, distances are measured with a tape measure. Th is tape measure is marked in diff e- THE MINIATURES rent ways on both sides: • Ranges are used to determine the diffi culty of ranged Confrontation miniatures are sold in boxes specifi cally attack tests. Th e graduations mark out 10 cm long zones. designed for a better handling of the game and its rules. From 0 to 10 cm, the range is 0; from 10 to 20, the range is Th ere are four kinds of boxes: 1; and so on. When the edge of a base lies exactly between • Accessory Boxes contain terrain elements or gaming two ranges, the miniature is considered to be in the lower accessories (dice, templates, etc.); range. • Unit Boxes contain groups of foot soldiers, cavalry, • Th e graduations in centimeters are used to measure all war machines or creatures. Th ese groups are ready to play other distances. using the game rules; • Attachment boxes contain special fi ghters to add to those from Unit Boxes; • Hero Boxes contain the heroes of Aarklash, whose actions determine the future of this universe of heroic fantasy.

Fighters are split into fi ve Categories: cavalry, infantry, Th e dice creatures, war machines and titans. It is important to distinguish between them since some rules do not apply Most actions, such as shooting and combat, are simu- to all of them. lated with dice rolls. A die that shows a result equal to or greater than the score required is a success; a die showing a lower result is a failure. HOW TO USE THIS BOOK

Example: A unit composed of four foot soldiers, each Following this chapter, the book is divided into two large equipped with a single shot weapon, decides to shoot. Th e sections, followed by appendixes. player resolves the ranged attack test by rolling four dice. Each die represents one projectile. Th e successes represent • Th e fi rst section presents the history of Aarklash and the projectiles that hit the target, the failures represent the armies at war in the Rag’narok. those that missed. • Th e second section details all of the game rules. It Th e red dragon indicates the side. goes back over the principles mentioned in this chap- ter. A complete chapter is dedicated to each phase Th e template of the game and all the important rules are gath- ered into themed chapters – categories of troops, Th is circular template is marked with concentric circles Incarnates, and so on. Th is second section also pres- every 1 cm. It is mainly used to measure the eff ective range ents some exclusive battles that can be played with all for areas of eff ect. the armies of Confrontation. 6 7 UNIVERSE For years, the blood of the peoples of Aarklash has been spilled at the four corners of the continent. From the parched lands in the east to the great forests of the west, small armies put their rivals to test. But everyone knows that these skir- mishes are only a meaningless prelude to the events to come. For a long time now the warlords have been preparing for the final battle. Out of fear or impatience, all have been readying their weapons and have pledged their soul to the

6 gods. UNIVERSE How many false prophets and mis- 7 taken oracles have announced this day in the past? How many rumors have spread from sordid alleyways to the courts of kings and emper- ors? So many that some began to doubt the writs of old… Perhaps they were to be spared the dark and ever-so-dreaded hours. Could the gods have given up on this world? Could the gods have lost interest in it? Hope is a cruel and vain feeling. Unfortunately for the hopeful, time has really come and no one can escape the fate that has been foreseen since the dawn of time. The Rag’narok has just begun! It is now up to you to write the next chapter in the land’s history at the end of an age… 8 8

UNIVERSE gods are ready to lead their armies. ready to lead are their gods g of the seizes the Time hearts brave Darkness is fading. and the allies. faithful most their and - Incarnates the – champions their through war wage to continue gods the exile, in years of thousands After easily. so ended. Gods the forever Thbe forgotten. would and punishment Age of the suff us, its would er they Aarklash, on reappear to dared they if worlds, elemental orthe of parts remote most the to exile into sent and thrones their Creation foughtthing. back. Ththrown of egods werebrutally every- of end the and Creation of collapse the about almost brought worlds dying of Th crumbling e supremacy. seeking energies of Creation. magical the from born worlds overentire extended and limit no knew empires o Thhas come. age ultimate e curse of e Th threat. under again is once Th equilibrium e quite forces terrible such of rid get not does However,one immortals: vain the upon curse its imposing came, Time themselves, among war waged gods the and arose Discord Th through wandered egods ItI was an age where time did not exist… Th e Age ofthe Gods. d t

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G o d D s . Kingdom: Kingdom: DARKNESS IN LOST A CONTINENT C empires arose; empires and arose; yet they were just as eagerly drawn towards moreyouthful larger,and stronger ashes, FromTime.their of erosion the resist not did nations Some treachery. and blood pain, on Th built lies. were Aarklash of dreadful e nations and wars fratricidal many conceal past eras of conquerors the of prestige and Th glory e past. the of wars great the of victors is of Creation world. one singular fate of to the this linked future The imprisoned. are gods the where those including Realms, the of all to travel to opened be can peoples of Destiny, even when the latter refuse to assist them. to assist ofpeoples Destiny,p even refuse when latter the Ththe Darkness. respect of ey forces the repel to strive tions t Th Ægis. Republic ofthe the civilization, civiliza- ese dwarven d ancient the and Lanever, of Republic the nation, elven young y a include also WaysLight ofthe nations, Akkylan- human both of are nie n empire the and Alahan of kingdom the While W civilizations. prosperous Th prosperity.most the and a unite ey Thvictory. v great three the us to face enemies their forgedtheir and togoals g secure alliances ThAarklash. A or common philosophy a similar who ose shared PEOPLESP AT WAR land. blood-soaked this of sovereigns the of memory the in thrives domination or revenge for Thpower.edesire of temptations warlike the i o o n i w e i o a c e T h e history of the continent of Aarklash was written by the by written Thwas Aarklash the continent of of history e desired much a is Creation the of heart the from far Not • Th• e of peoples the of cultures the are diverse and Many M E u a

o d h n r t a l n p Th a o k i s s r p a l O A r r l g

l v e e f n pride or their incredible boldness from them. from boldness incredible pridep or their their take can Nothing motion. perpetual wild in and people p free a are The Kelts peace. lasting known k never Avagdduhas and once, least at confronted notn have Kelts impetuous the that people single a not is i Th culture. humans’ these of ere part a entirely WarW is otheraspects. and death d goddessg of nature, and the Matrae, devoted to life, war, heroes: Danu, the and immortal ofo divinities primitive pantheon a worship Kelts, the or Kel, of humans the t immemorial, times in sea over the from come Having H a s r e y o e s e h O o t s o o s e f n y e r . Th e o t n b r r a h e i s l h a a n d P p o Ways of Light WaysW of o t i g d v v o p v . t r c

e d p r o f D w a e h e c e o i N h a t Th e e i L i n n e a d t l u i n Aarklash h o u m T v r e n k s

s g y d t s t n i i a m a e i r t s o t n E h o e l n i s i n T f c i s l l y t n n o s u a s a z l d o r h a i t . g o d r o i h e i v o t t f a s i S A m n a e t e d Th n m I i n i i p f e e t t n n o w v n p r s o

g i i y i t e N a e

L t e d n a o n e r i c e h h m , e l h e r e o n l t r e n e l g i i , THE ORIGINS OF MAN ORIGINS THE y r p e y f d u o v s f g W n s e r t , v t r a n e e p T W i E Fo tee mgcl otl, r gates, or portals, magical there, From . a r o h p o h K h u c e g t e s n t a t e, a e h o f h m e r e e n w n p t t u e i t s a o e N e work to bring about an age of reason reason of age an about bring to work t a a i l a a A a i p f l r R f r i o , p d t c e a r e o n o r e l R e e e n e o l e e l i a c t s h a r v e d a b c e m p . d T L r s e s c t t e o a e h t l p t t , h A u t e t e b Th s r n t h t Alliances t n o f a a h u h t e A s b . h h o

e h t d t t n e s b a l n e e i h h R o e m o i e i h o t l i M i m c c e e i f a m c l r K e l n c O W d K o t e, s n u o D s e h i . a e e s n m o e l e d a f n l t e l a t a N a a t e l f a t h t r S e t L y u r R o n r s p t s t a t i s u o m i s e k , a h r r s f m h p d e, r T n t m r e t n w n o a o e came to be. came h e

h i a s p A r d e t e r e s f i a o l i Æ o i e e e p e s l s e v n m v L n h o r f o m m t s t e v e a g a s u ig g s e u . s a f r o r e h n g o ’ p r s i , Th o o s c t h s d c o d i e t f p i a t h e p u

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: t c l K m o u o t s D s o h p e i t r . a a p f o e e r v s s r h e a a l e n a e k s l c e i i e A s n s t e m c i l f . i n e d u o n s p i e, s o c t Th z n k u a p t r o h c e t i m h a

w e k w , e n v h l l c r e t e u a t v h e y i i c t t e i o i m a h s a l v d o e r h l l e i i i n d r a t e e e e l z r r n e m e o , , h n n o a i s n e a r - - t f . . 9

Th e warlords of Aarklash have cured the wounds inherit- ed from their fathers and gathered armies for the end of the world. All are getting ready for the Rag’narok, the fi nal war announced by ancient prophecies, but whose real stakes mor- tals still ignore.

INCARNATES AT WAR

Incarnates are exceptional fi ghters who have been chosen by the gods. Th ey can achieve the impossible; they are the he- roes of the Rag’narok. Th ey have many powers. Th rough the power of their Elixirs, these champions can fend off whole regiments with daring counter attacks. Th eir master strikes, fed by divine ire, reap enemies no mortal’s hand could ever scratch. Th eir heroic actions can rally companions in rout and 8 help their people win legendary battles. UN MONDE EN GUERRE 9

CREATURES OF THE ABYSSS

• Th e Meanders of Darkness keep trying to satisfy their thirst for power and do not hesitate to call upon the most ter- rifying and twisted powers. While the Living-dead of Ache- ron and the alchemists of Dirz are human powers that study the lore of dark magic, they are also allied to fantastic crea- tures such as the devourers of Vile-Tis. Th ese wicked forces are sharpening their weapons of destruction to forever silence the Ways of Light. All that most of them see in the Paths of Destiny are worthy opponents. Long ago, the used to be the slaves of the dwar- • Th e Paths of Destiny cherish their freedom and ves. When they rebelled, the lords of Tir-Nâ-Bor sent fi ve staunchly refuse the future promised by the powers of Light powerful warriors into the depths of the earth to extermi- and Darkness. Th ey are the most ancient peoples of the con- nate the god Rat and his brotherhood who were respon- tinent: the Daïkinee elves, the goblins of No-Dan-Kar and the sible for the uprising. Th e dwarven warriors failed wolfen of Yllia. Just like the of the Tree-Spirit, the peoples in their mission, unable to fi nd Rat. Only four of them re- of Destiny refused to give in to the temptation of the split and turned to see the light of day: one of them, Mid-Nor, had to choose sides; a concept only lately introduced to Aarklash remained in the deep… by humans. It is whispered that the dwarven warriors came face-to- face with a monstrous nine-headed hydra. Th e terrifi ed • Besides these three formal alliances, many independent dwarves broke their oath and fl ed. Except for one: Mid- take part in the Rag’narok. Th e free city of Cadwal- armies Nor. He battled the nine-headed god. When the crea- lon refuses to choose sides, but will lend a hand to its allies ture was about to fi nish him off it off ered him a pact. in good time, though only out of sheer commercial opportu- In exchange for his allegiance, the hydra would grant him nism. And whenever its independence is under threat, all its the power to get revenge on his cowardly brothers. Th us heroes will raise their weapons. In the same way, mercenaries Mid-Nor gained the power to create swarms of monstrous travel Aarklash seeking battles and someone ready to pay for creatures that still haunt the underground of Aarklash. their experience… 10

UNIVERSE 11

10 MAP 11 12

UNIVERSE vary according to the phases of this pale moon. moon. pale of this phases to the according vary rhythms mental or biological their beings: living certain ces revolves the around Strangely,planet. Yllia’s orbit inflalso uen- she as cycle tidal fla causing Aarklash, of oceans uencethe on she can take on a deeper blue hue: or a redder colorful shade. has a an Yllia in- on takes Yllia present, are Lyth or Ley When days. twenty in Aarklash of world the orbits that gleam blue next. to the one from civilization slightly month varies there are ten months to a year. Thname andduration e of each winter. and summer, autumn spring, seasons: four know one of Lahn’s to rises the Mostnext. of the continent’s peoples from counted each, hours twenty-four of days hundred four common most events. the only worldsother to are ofgates leading appearances taneous effspon- side and magical ects unwanted migrations, animal disastrous change, climatic storms, phenomena:magnetic ral natu- various cause twins celestial these that happens often Lyth much solar smaller bodies orbit Lahn: as known commonly yellow sun great a bits Yllia Aarklash, of parts most in used calendar the to According takes Lahn One revolution around of world the of Aarklash it do, they when But year. every appear don’t Lyth and Ley or- found is ThAarklash of continent the which on eplanet , ablood-red star. is the name given to the great white moon with a pale a pale moon given with white togreat the name the is CREATIONC Ley , a tiny blue sun, and R Lahn . Two. other E A T These cardinal stars, commonly known as as known commonly stars, bearings. their cardinal find to These travellers by used are four night, ry gates have still not returned. not still have gates spontaneous using worlds other explore to left who logians cosmo- The Tir-Nâ-Bor. of designed dwarves been the and have Cynwäll the by complexity incredible of closely. lenses more little Glass a technological stars the or observe to try to magical procedures various develop cosmologians, Is lies What planets. oceans? spherical? the other or beyond hollow to flat, thresholds Aarklash of that world the really think are Others gates believed. magical popularly not is and as Aarklash opposite, around the revolves Lahn that theologians. claim enlightened Some and astronomers of group small individuals. of fate the or celebrations certain of dates the or favorable conjunctions, just moods, unfavorable gods’ the determine to including used everything, are about their aspects sky, Yllia’s the in and stars alignment other calculations. the to esoteric position their relative in Their augurs and astrologists by him north), The most talented and eccentric of these individuals, the the individuals, these of eccentric and talented most The a to entirely left is universe the of rest the of study The eve- heavens the in twinkle that stars numerous the Of I (to the west), are also part of the constellations used used constellations the of part also are west), the (to Sylhea O (to the south), south), the (to N Elion (to the east) and and east) the (to Nerea (to the the (to Ol- 13

12 CREATION 13 T he Empire of Akkylannie is aware of the imminence of the end of the world and is conscious of its duties towards mortals. It knows that the gods worshipped by most peoples are mere icons or wicked creatures abusing the gullibility of mortals. Th e soldiers of Akkylannie are fi - ghting a merciless war to save all the peoples of Aarklash and to she- pherd them into the light of their god, Merin. Th ey have chosen a symbol that suits their mission: the 14 Griffi n, the determination of the Lion and the vigilance of the bird of prey. 15 THE WAYS OF LIGHTTHE WAYS Chaplain HISTORY

Th e Empire of Akkylannie was born from a mystic revela- tion. Arcavius de Sabran, a noble from Alahan, was visited by an angel of fi re who bestowed upon him the prophecy of Me- rin: Creation was racing towards its destruction and Arcavius was to found a new nation to save it. Arcavius left his home- land, gathered his followers and founded the society on which the Empire of Akkylannie was to be built in the eastern parts of Alahan. Guided by Merin, he ordered the construction of great modern cities and founded an advanced state. Th is nation almost collapsed when an imperial scientist, Dirz, defi ed the sacred laws delivered by Merin. Th e heretic was condemned and forced to fl ee the Empire. Th is crisis led to the creation of the Inquisition, an unyielding organization that ter- rorized the population of the Empire for a long time. Th is crisis 14 also triggered the First Crusade in an attempt to conquer the THE GRIFFIN Syharhalna, where Dirz had taken refuge. Later, in an attempt toto llocateocate thethe tombtomb ofof Arcavius,Arcavius, thethe SecondSecond CrusadeCrusade 15 leftleft forfor thethe canyonscanyons ofof Bran-Ô-Kor.Bran-Ô-Kor. Th e eE m Empirepire o f of A k Akkylanniekylannie h a hass f o foughtught n thethe battlefibattlefi eldeld thethe manymany battlesbattles duringduring thethe Rag’narok.Rag’narok. GriffiGriffi n armyarmy isis pro-pro- Th e eO Orderrder o off t thehe T Templeemple w wasas d dee-ee- bablybably thethe bestbest or-or- plyply s shakenhaken b byy thethe attacksattacks fromfrom ganized on all thethe S Syharhalnayharhalna andand AkkylannieAkkylannie Aarklash.O Disciplined and well came close to being invaded by equipped, Akkylannians wage the devourers of Vile-Tis. Th e war like no others on the con- Empire has survived, but not tinent. Th ey never step down its leaders. Today, in the after- when faced with the enemy math of these battles, a new and, thanks to imperial cons- pope and a new emperor have cription, they can send great been chosen by Merin’s hand. A numbers of fi ghters into battle. new age dawns for the empire of Furthermore,Furthermore, w whenhen n numbersumbers Akkylannie.Akkylannie. United,United, thethe EmpireEmpire areare nnotot eenough,nough, tthehe AAkkylannianskkylannians preparesprepares ttoo conquerconquer yetyet again.again. bringbring ooutut thethe bigbig gunsguns andand callcall uponupon thethe ppowersowers ooff MMerinerin ttoo aaccomplishccomplish tthehe prophecy of the One God. NoNo m matteratter theirtheir armyarmy corps,corps, AkkylanniansAkkylannians are united by the same fervor. Th ey are governed by well established institutions with complex hierarchies. On the frontline of the struggle against Darkness diffi cult choices so- metimes need to be made. To fi ght these dilemmas, some have made a move towards Light, while others rely on the cleansing fi re of the One God. • Th e Griffi n of Light unites the four cardinal temples of the Order of the Temple. Th e soldiers of this religious order try as hard as possible to remain honorable and good in their struggle against Darkness. • Th e Griffi n of Fire stops at nothing to destroy the ene- mies of the Empire and Light. Its soldiers, the brothers of Hod and the agents of the Inquisition, act with unfailing determi- nation. Akkylannians worship Merin. Th ey call him the One God and address their prayers to the constellation of the Griffi n. 16 17

THE GRIFFIN RAG’NAROK

Th e Codex of Merin teaches the Akky- lannians that Creation is tainted by Djaran Darkness, that false gods have driven mor- tals away from the path of the One God, Denda and that Aarklash is running towards its Cartho Carthag destruction. Th erefore, Merin has no other Fero choice but to cleanse Creation in a great ce- lestial fi re and to rebuild a new world, pure and radiant, upon the ashes of corrupt ci- vilizations. Th e revelation Merin brought to Arcavius is a message of hope: all mortals who realize Arcavia their mistakes and join Merin shall be saved from the fl ames of purifi cation. Th ose shall be welcomed into the new Creation. Th e empire of Akkylannie’s mission is to con- vert as many mortals as possible, in order to save them. It must also fi ght against the ser- THE EMPIRE OF AKKYLANNIE vants of Darkness to delay the inevitable as Luonercus long as possible. Th is task is both religious Totem: Griffi n. and military: the more you fi ght, the more Country: Akkylannie. Kylaë you convert. People: Th e Akkylannians. Although driven by this sacred quest, Nation: Th e Empire of Akkylannie. Akkylannians are fi ghting to protect their Language: Akkylannian. culture. Th ey are proud to be part of a nation Capital: Arcavia. that is not ruled by birthright and where the Alliance: Th e Ways of Light. weak are protected by law. Th eir technolo- Allies: Dragon, Lion, Boar and gical breakthroughs, such as gunpowder, Sphinx. also give them an edge over many less deve- Cult: Merin. loped peoples. Akkylannians are aware of Magicians’ primary element: Fire. how fortunate they are and they are prepa- red to die to protect their homeland. Th eir faith tells them to respect the authority of those governing them. When the latter decide it is time to go to war, every Akky- lannian is ready for battle. In fact, young men owe fi ve years of cons- cription to the Empire, a period du- ring which they are taught their du- ties as citizens as well as the trade of arms. ARMY

Th e Griffi n army owes its power to its units of conscripts and fusi- liers. In addition to these, it manu- 16 factures powerful war machines, THE GRIFFIN such as cannons that sow death among its enemy’s ranks. Th e Grif- 17 fi n army despises hastiness and fanciful maneuvers; it would rather rely on brute force and unfailing resilience. However, it is not deprived of fi ne stra- tegists, who always know where to apply this force or how to make the most of this resilience. Once the enemy has been decimated by salvoes of rifl es and after the foe’s assault has broken against the shields of the conscripts, all that is left to do is order the counter off ensive to make the battle a victory. When the situation becomes tricky, it is always possible to call upon the exceptionally great powers of the faithful of Merin. Finally, the army’s elite soldiers, protected with layers of plate armor, are each worth several men in combat. Th e fusilier is probably the troop most representative of the Griffi n army. Th e fusiliers are highly trained professional sol- diers who demonstrate the almightiness of the igneous god and the superiority of the rifl e on the battlefi eld every day. CHRONOLOGY Th eir rounds are so accurate, so powerful and so effi cient that 571 Revelation of Arcavius. they have no need for heavy armor or any cumbersome mêlée 573 Foundation of the empire of Akkylannie. weapon: the enemy rarely makes it that close. 676 Heresy of Dirz. Th e templars are famous throughout Aarklash. Th ey pro- 677 First Crusade (Syharhalna). tect the Akkylannian pilgrims at the four corners of the con- 994 Second Crusade (Bran-Ô-Kor). tinent. In combat, they are fuelled by divine anger that leaves 1 003 Invasion of Akkylannie by the Devourers. no doubt concerning their fervor. 1 004 Empire of Syharhalna off ensive. Finally, demon hunters patrol the roads of the continent 1 005 Battle of Arcavia, death of Emperor seeking out the most powerful servants of Darkness. Armed Octavius IX. with only a pistol, a blade and their faith, they are at war with 1 009 Battle of the Infernos, selection of the new the enemies of the Empire. No mercy should be expected imperial leaders. from them.

A B C D E F G H I J K L M a b c d e f g h i j k l m

N O P Q R S T U V W X Y Z n o p q r s t u v w x y z 18

THE WOLF remember, the wolfen have always existed existed always have wolfen the remember, can Aarklash of peoples the as long as For and the keepersand of Creation. of the balance nature of protectors Ththe peers. are his ey who sought to overthrow god the order established by the Craftsman, the of ambitions insane Th the counter to born e were wolfen ofenemy. their intofear the heart instill to how known always half-wolf havepredators half-man these territories, their defendingor lands wild the roving Whether goddess. moon the worshippedYllia havealways and 19

n the battlefi eld the wolfen are formidable Tracker fi ghters, guided only by their predatory ins- tincts. To them, there is no need for artifi ce: claws and fangs are already deadly weapons. WorkingO in packs, they strike hard and fast, using their physi- cal power to compensate for their low numbers. However, con- fronted with the technology of other nations, they sometimes need to use metal weapons. In the hands of such bloodthirsty colossuses, their great hunting blades are simply devastating. No matter if they are sedentary or nomadic, the wolfen live in packs. Th eir instinct tells them to follow the alpha wolfen, the one who has proven he or she had the strength or wisdom to lead them. In times of war, male and female will fi ght side by side. Only the young and the elderly are kept away from the fi ght. Wolfen packs can be divided into two broad categories: the nomadic and the sedentary. 18 • Sedentary packs mark the territory they guard and will THE WOLF defend it fi ercely against any intruder. Th ey raise large stone circles in honor of Yllia. Such locations harbor the barrows 19 ofof ttheirheir aancestorsncestors aandnd aartifactsrtifacts ooff ggreatreat ppower.ower. • NomadicNomadic ppacksacks ttrailrail tthehe hherdserds ttheyhey ffeedeed on.on. Th e yey c acarryrry o non t hthee o roriginaliginal ttaskask ooff t thehe wolfen;wolfen; counteringcountering thethe CraftsmanCraftsman and hunting down his servants. Th e ew o wolfenlfen w worshiporship t thehe m moonoon goddess, Yllia, and adore the constellation of the Wolf.

HISTORY

Th e worgs, the immortal an- cestors of the wolfen, appeared duringduring tthehe aagege ooff tthehe ggods,ods, bbeforeefore timetime eevenven eexisted.xisted. OOffff sspringpring ofof YYlliallia andand Vile-Tis,Vile-Tis, thethe godgod ofof carnage,carnage, theythey werewere thethe armyarmy ofof thethe godsgods whowho wagedwaged warwar againstagainst tthehe IIshimshim EmpireEmpire aandnd sscience.cience. After their incredible victory, the worgs scattered across Aarklash during the Winter of Battles. Th e worgs bred and gave birth to the wolfen. First gathered around their fathers, the wolfen soon formed packs and im- posed themselves as the greatest predators on the continent. Some packs established their territory on locations made sacred by their goddess and became sedentary; others, ur- ged on by a powerful instinct, followed their prey wherever it went and became nomadic. Th e worgs withdrew from the world and slowly slipped into legend. Over the centuries, the sons and daughters of Yllia witnessed the inexorable rise of new civilizations comparable to the Ishim Empire. Despite the power of their rage, it was not enough to prevent them from stealing the wild lands the wolfen were supposed to protect. Today, Wolf sanctuaries are scarce and under siege from all sides. Th e wolfen are perpetually at war and the worgs are back to guide their children to victory. Th is is the Rag’narok! 20

THE WOLF the wolfen will be Creation’s loyal guardians, as as guardians, loyal Creation’s be will wolfen the and Rag’narok the after again on once continent law the its impose nature see to wish they Yllia, of prophecies sibylline the and worgs the by prey. Led their are peoples other the all and ground peoples. other of gods From their point of view, is the their hunting Aarklash to contrast in tion, redemp- or paradise of promises false them fed never goddess cruel and cold-hearted their sides, Be- strong. of the rule the to impose and instincts their satisfy to combat, in superiority their prove to opportunity Than see Yllia. ey of name the in fall! shall Civilization Th apart. other kill. time the is hunt for e is over: it each tear and themselves reveal always enemies the moment truth: ofyetanother Rag’narokis the of nature. reign of the return the about positive are and are victory their of worgs certain the follow who Th ose back. looking without battle into leap to Thought e vive. Wolf sur- to meant are strong the only since minated Theli- cycles. be nature’s of to one of need eweak RAG’NAROK they’ve always been. they’ve been. always Th Rag’narok areethe proudinto leap to wolfen Pack leaders on agree the that fact each of battle Th e wolfenthe understand Rag’narok as the end Magicians’ primary element: primary Magicians’ Cult: Allies: Alliance: Capital: Language: Army: People: Country: Totem: Yllia, the moon goddess. the Yllia, Eagle, Rat, Scarab and Tree-Spirit and Rat,Scarab Eagle, ThYllia. of children e Wolf. Th e Wolfen. THE CHILDREN OF YLLIA CHILDREN THE Môrn, stone circle. Diisha and the island of Vargn. island the and Diisha Paths of Destiny. Paths Wolfen. Water 21

CHRONOLOGY Age of the gods: Yllia gives birth to the worgs, ancestors of the wolfen. Wild Star Air Snake 2: Th e worgs found the stone circle of Môrn in the great forest of Diisha. 435: Battle of the wild beast of Dracynrän 990: Killyox becomes a pack leader 999: Return of Vile-Tis on Aarklash, fall of the Th rone of Stars Nature Oblivion Fire Creature 1001: Battle of the Red Oak

Th e Wolf army essentially relies on speed and hand to hand combat. Th ey have few marksmen who are there to ha- Birth Divine Earth Day rass the enemy while their brothers creep up on the enemy THE WOLF 20 Sun from behind cover. Once the pack leader howls the charge, there is no more hide and seek: the Wolf leaps, changes direction to catch its 21 victim unaware and mercilessly digs its fangs deep into its prey. Surrounded and having lost his most precious units Death Stellar Water Devourer and special fi ghters, the opponent’s only option is to back Night Bridge Moon away or else suff er the law of the strong. Th e military hierarchy of the Wolf is identical to its social hierarchy: the strongest will pull himself to the top of the ARMY food chain. Th e hunters equipped with javelins and the fang warriors are the most common troops of the Wolf. Above Th e children of Yllia are like wolf packs. Swift and excep- them are the great fangs, wielding sharp dual blades, and the tionally powerful, the wolfen do not have the armor that sacred vestals of the goddess Yllia. Th e bloodthirsty preda- would allow them to sustain prolonged combat. Th ey are tors count among the most impressive fi ghters of the Wolf, hunters. Th ey seek the weakest preys, exterminate them and both in size and power; only the worgs, legendary warriors, move on before the enemy gets any chance to retaliate. can claim to outclass them. 22 GENERAL RULES GENERAL RULES

23

GENERAL RULES 24

GEENERAL RULES Confrontation measuring performed afterwards. performed measuring Thaction. an before declaring action isedeclared rst and fi any the shorter of the two distances. partially enemyleader’s elementterrainbase.Any orfithe of edge ghteronlythat isthe to leader’sbase the of edge the from is taken ture’s base or the edge of a terrain element. ment to the edge of another. It can be either the edge of a minia- ranges easy. measuring makes and games designed miniature forbeen has measure tape RACKHAM the but do, will ruler Any ruler. a ADISTANCE MEASURING how proceeds. and agame managed is Important the another, at shoots unit one When ele- one of edge the from measured Th be must distances e with measured are bands) range in and cm (in Distances of game a for rules essential the presents chapter Th is within a certain distance is always considered to be in ! You are not allowed to measure any distance distance any measure to allowed not Youare : how to resolve the various tests, how damage tests, howvarious : resolvetothe GENERAL RULES GENERAL G E N only E measurement R A L R UNITS (see below) closest to the former leader to become the new the become to leader former the to closest below) (see Th unit. the his eplayer designates in ghter distances. measuring when point reference a as used is He unit. the of members other the as characteristics same the below); has he of the game. Thbeginning is ghteris a fi his as known Th characteristics. game all aplayer’s is units e of combination in- main their lists which 28), p. (see card a by represented is unit below). Each see titan; or machine war creature, cavalry, (infantry, category same the fi more sharing or ghters one of All the fi the All in ghters When the leader is eliminated, he is replaced by another fi another byreplaced is he eliminated, - is leader the When a includes unit Each pon, edge of a terrain element, etc. pon, edge of aterrain wea- base, including touch, parts their of any when tact con- in element)are terrain or Two(miniature elements company U NOTION OF CONTACT Confrontation . leader L E , indicated by the player at the the at player the by indicated , are part of part are S standard fistandard ghter standard fi standard ghter units , groups groups , (see 25

leader. If there are only special fi ghters left, the closest to the Category of troops former leader becomes the leader. Incarnates (see p. 58) are always the leaders of their unit. Th ere are fi ve troops Categories: • Infantry includes all foot soldiers. Unit formation • Cavalry includes all mounted fi ghters, no matter their mount, and centaurs of all kinds. Inside a unit, the positions of the miniatures obey strict • Creatures includes all the animals and monsters that rules. Th is is called the formation. occasionally join an army. • War machines are all the engines of destruction and • Scattered formation: Each fi ghter has to be within 10 siege weapons known for their terrifying power. Fortifi ca- cm of the unit leader and each fi ghter has to be within 2.5 cm tions are also included in this category. of another fi ghter in the unit. Th is formation only needs to be • Titans are the most massive and powerful fi ghters, checked at the end of the unit’s movement. strong enough to crush entire armies on their own. Any fi ghter who is in contact with an opponent does not Some Categories (infantry, cavalry and creatures) are also need to stay in formation. splitsplit iintonto tthreehree RRanks.anks. • Rank 1 fi ghters represent the majority of the troops 24 SCATTERED FORMATION fi ghting on the battlefi eld. Enrolled from the population in the GENERAL RULES leader more organized nations or trained traditionally for combat in the more warlike cultures, their strength lies as much in their 25 numbers as in their combat skill. • Rank 2 fi ghters are the most experienced and dangerous warriors among their people. Th eir better training andand eequipmentquipment meansmeans ttheirheir iinterventionntervention iiss ooftenften ddecisive.ecisive. • Rank 3 fi ghters are death embodied. Th eir na- mes are universally known across Aarklash. Th eir presence on the battlefi eld warms the hearts of their allies and chills the soul of their enemies. ≤ 2.5 cm ≤ 10 cm

• Close formation: Each fi ghter has to be within 10 cm of the unit leader. Th e miniatures are supposed to be in contact and form ranks as equal a possible. Th e fi ghters must remain in formation during their whole movement.

CLOSE FORMATION

Type of troop

Th e type of a unit is determined by the name of the stan- dard fi ghters that it is composed of. Example: A unit whose type is “conscripts of the Griffi n” is mostly composed of conscripts of the Griffi n standard fi gh- ters and conscripts of the Griffi n special fi ghters.

Scattered formation is the default formation. Some nations POWER teach their soldiers to take advantage of fi ghting in close for- Th e of a unit is a measure of its ability to over- mation, which allows them to benefi t from additional tactics Power power its enemies, either during a charge or after a mê- (see the respective Army Book). Units composed of only one lée. To calculate the Power of a unit, you need to total the fi ghter are always in scattered formation. Power of all its individual members. A fi ghter on an infantry base (3 cm) has a Power of 1. A unit in contact with an opponent does not need to stay A fi ghter on any larger base has a Power of 2. in formation 26

GEENERAL RULES spirit. Th ey signify hope and victory to those in their ranks. ranks. their in those to victory and hope Th spirit. signify ey fi and morale ghting troops’ the fuelling of charge in are ters lore mystic of the of Aarklash! mastery the with combined be can combat in excellence that shows enemy. the smite Th ranks a company’s in either of e presence or comrades their support to miracles for gods the upon call Incarnate. pp.(see no power has Death over champions. them! their exceptional fi ghters, chosen by the gods themselves to serve as and geniuses strategic are they time the of Most hearts. mies’ ene- their in sow panic and troops the in courage who inspire to opposed Thcalled chapters). are “Morale” ey and fi standard and ghters fiSpecial ghters • Standard bearers and musicians: musicians: and bearers • Standard • Mystics: card his on name personal identifia is by ed Incarnate An • Incarnates: Th e term“special ghters”fi designates… Some fi ghters have specific roles (see “Incarnates”, “Mystics” 58-63 standard fistandard ghters ). Magicians Magicians Each company has to include at least one least at include to has company Each Every army has its heroes, famous characters Every its has army heroes, characters famous cast spells and faithful faithful and spells cast . Friendly units special fi special ghters T h ese special Th special gh- fi ese can can , as as , rage is the fi the is rage weaponrst army! of any cou- that soldiers the reminding of way a are drum a of beat deep the or a horn of sound clear Th the standard, a of e sight formation do not hinder each other’s movement and they do not base must be able to pass between all the obstacles in his way. mor cannot ride through a stone wall. When a fighter moves,tacles his that need to beskirted around. Even aknight heavyin ar- formation after any movement. lected(seeActivation phase, pp. fitravelthedependscanon movementse- theghters and type MOVING MINIATURES eff special trigger ects. fi they particular a haveterms, that tersgame mastered In eld. unit stops 1 cm in front of it. moveentirelyobstacle, throughananother movingortheunit doesnothaveunittheenough them. through”If movement to needtobe skirted around. However, enemy unitscannot “move • Specialists: • Specialists: Infantry and cavalry units on the same side and in scatteredinside sameandthe on units cavalry and Infantry Other fighters and impassable terrain elements constitute obs- movedirection.anycanunit inTh A distance maximum it e A unit can change formation at the beginning of its activation. As their name suggests, specialists are fi are gh- specialists suggests, name their As MOVING THROUGH A FRIENDLY UNIT AFRIENDLY THROUGH MOVING

36-43 ). A free unit can changefreecanunit).A Enemy unit 27

SKIRTING AN OBSTACLE CONFLICTING GAME EFFECTS Confl icting game eff ects may prevent the correct reso- lution of a situation. In this case, each player implicated rolls a die. Whoever rolls the highest result can pay one Elixir point to choose the game eff ect that is applied. If he does not wish to spend this point, non of the game eff ects are applied.

LINE OF SIGHT 1/2

26 GENERAL RULES 27

FIELD OF VISION AND LINE OF SIGHT

All miniatures have a 360° fi eld of vision. Soldiers are capa- ble of turning around when something threatens them from behind or from the side – a whole unit could hardly miss the “sneaky” approach of a group of enemy soldiers! A fi ghter has a line of sight on an element when he can see it. Obstacles can prevent a unit from seeing enemies. When 2D terrain is used (a gaming LINE OF SIGHT 2/2 poster for instance), a fi ghter has a line of sight if it is possible to trace an imaginary line between the fi ghter’s base and the base of the targeted element, without crossing any obstacle. When 3D terrain is used (hedgerows, etc.), the player adopts the point of view of the fi ghter, by getting down to the miniature’s level and “looking through its eyes”. If the minia- ture can see any part of the target the fi ghter has a line of sight. 28

GEENERAL RULES solving their actions. Called Called actions. their solving re- for information useful some and ficharacteristics ghters’ CARDS their corresponding Army Book. Army corresponding their weapons. files Hand to Hand combat Hand to Hand the harder it is to hit the the to hit it harder is the Th with supplied cards e Moreover, fi ghters have abilities or special tactics listed in in listed tactics special or Moreover,fi abilities have ghters resolve amêlée combat. resolve ranged attacks. resolve ranged (in cm) fi the can ghter cover when he moves. calculate the distance distance the calculate the fithe belongsto.ghter , they are also used to help identify the fi the identify helptheir to and used ghters also are they , Symbol of the people people ofSymbol the Thvalues to needed e Thvalues to needed e Thvalue the higher e Thvalue the higher e will end up in rout. end up in will chances the fi the chances ghter value the lower the value the Base value used to used value Base wound the fiwound the ghter. fi combat. in ghter the harder it is to it harder is the Th the higher e Movement Resilience Courage Courage Defense Totem Range 1 Confrontation reference profireference les miniatures list the the list miniatures read). line the on depending combat or from range, hand to hand (in tack at- to fi has the ghter dice of number e Th Dice or just just or pro- Notes: structure points the war machine or fortifi war the machine points structure has. cation fear. by struck be will fi enemies the ghter’s are chances the greater the value 1. 2. Health Health 2. with a mêlée or ranged ranged or weapon. mêlée a with enemy the the hit fi will chances ghter the greater the value the higher e Th Attack

Courage can be replaced by by replaced be can can be replaced by by replaced be can Structure to wound his enemies. to wound his fi the for ghter is it easier the value the Th higher e Strength Fear a company. whenlue building used is fighter’s army. his Th in rank va- is the Indicates Ran Type the fithe has. ghter points health of Number Health Category

titan machine war creature cavalry infantry

k 2

: Th e higher the Thehigher : : Number of of Number :

29

UNIVERSAL TABLE OF RESOLUTION

When a Confrontation fi ghter undertakes an action the universal table of resolution is used to determine if he suc- ceeds or if he fails. To perform an action you need both its action value (ge- nerally a characteristic) and its diffi culty. Th e descriptions of the various actions indicate which values you are going to use. Th e diffi culty is either a characteristic or a fi xed value im- posed by the rules. In the second case, the fi xed value appears in parentheses.

Example: “Each player rolls a Courage test (8)” means that the diffi culty for this test is 8. Th e action value is the 28 Courage characteristic of the unit concerned. Example: You want to perform an action whose action GENERAL RULES value is 4 and diffi culty is 6. Th e subtraction gives 4 – 6 29 You then do the simple calculation: action value – diffi - = -2. You then read column “-2” on the universal table of culty. Th e result indicates the column to read in the universal resolution. Th is column tells us that the result needed on a table of resolution. Th is column gives you the minimum result die is or more. needed on a die for the action to be successful Th e player then rolls a certain number of dice, depending : Th e action only succeeds on a and the total num- on the test: ber of successes is halved (rounded up). • Courage test: One die for the unit; • Attack test: All the dice used in a hand to hand or : Th e action succeeds on a and all and give ranged attack; bonus dice as if they were (see insert “bonus dice and re- • Strength test: As many dice as the number of hits obtai- rolls”). ned. (See p. 42).

UNIVERSAL TABLE OF RESOLUTION Each die that shows a result equal to or greater than that indicated by the table is a success. Th e number of successes is …/-6 -5/-4 -3/-2 -1/0/+1 +2/+3 +4/+5 +6/… then totaled. For Courage tests, whenever a game eff ect allows the rolling of several dice, only the one showing the best result is used and all the others are discarded. 30

GEENERAL RULES players then set up the battlefi eld and deploy their miniatu- their deploybattlefi and the eld up set then players company a build (A.P.)to points army of number certain a allocated is player battle AGAME PLAYING of its structure points. A war machine or a fortification is eliminated when it has lostfiA all ghtereliminated is healthwhenofhispoints.lost he hasall fortifi and machines cations. war from point structure one or the target. used. of resolution: table players resolveuniversal on the atest the him, wound potentially eff could game that other any ect enough. hard him to hit need DAMAGE to haveplayed. Thbeen units their all said are on, until ey so and unit, second fi fihis the plays his then playerplaysunit, rst rst res. one Elixir point, but does not give any bonus dice. but bonus not does any give point, one Elixir every test, Courage or Fear a In led. It should be noted that a obtaining keep you Thas dice. long bonus as continues is more obtain you If rolled. • THEN other each out). cancel eff ects these successes, and failures • following the in resolved order: are procedures two Th ese Th roll. initial the replaces obtained eresult re-roll to player or,failures on the the contrary, forces tohim re-roll successes. allow abilities some Additionally, roll. initial the of those to added is success further Any die. bonus a Every then player second the unit, Thhis rst fi eplays player rst fi of game A Th e eliminated piece is removedfrom the battlefi eld. Eachdamage point takesaway one health point fromfi ghters Each success means one damage point is inflicted on the target. Th• e • Th e or projectile a attack, mêlée a by fi hit a is time ghter Each a fiHitting ghter is not always enough to out: him knock you activate their their activate Roll as many bonus dice as the number of of number the as dice bonus many as Roll both re-roll must you (if successes or failures Re-roll (see Let’s play!, p.

action value

. difficulty

or “6” BONUS DICE AND RE-ROLLS DICE AND BONUS Confrontation

units. obtained on a the obtained playertest allows to roll of the test is equal to theequaltothetestofis (see p. (see is equal to the

72). has been Once decided, this each bonus dice can never bonus can be dice re-rol- 68 ) that he will take to battle. Both Both battle. to take will he that ) las eis by begins always

, they give you even more even you give they , Strength

earns the company the earns Resilience of the weapon eetn a selecting

that you that of with this phase. this with fulfiTh been havelled. ends e objectives round which of view re- mystics, the for points faith and mana of calculation ses: resolve mêlées. and combat hand to hand in them engage enemies, their at move across the battlefi shoot miracles, call and eld,spells cast decide who goes fi and units their rst. in its own chapter own its hereafter. in A game round is Each split phases. into is phase detailed three defi be may playersber themselves. the by or battle the by ned T h e players assess the consequences of the preceding pha- preceding the of consequences Th the assess eplayers phase 3 –Control units. Th their fi ghters e activate to turns Thtake eplayers phase 2 –Activation activate will Th they which in order the eplayers determine T h e players take turns during a game of game a during turns Thtake eplayers phase 1 –Tactical Th rounds. game num- of is number certain a lasts game A player player. active the becomes next the and passive becomes He left. playerhis to the to he action, fi his has player nished active the player called is to play is it turn whose The player . All other players are are players other All . ACTIVE PLAYER, PASSIVE PLAYER PLAYER, ACTIVE (p. (p. (p. 44 32 ) ) 36 ) passive players passive hands the lead the hands Confrontation . Once the the Once . active active .

31

1 - THE DUEL

CouldCould itit bebe a spell?spell? OrOr anan actact ofof nature?nature? Th ee wwaterater llevelevel hhasas NEWNEW RRULESULES risen all of a sudden, turning the river into a roaring torrent even a wolfen would not dare to cross. Abel, separated from his You need to have read the previous chapters before reading men, fi nds a bridge to get across. Unfortunately, Serethis wants what follows. to cross the same bridge. Th e duel begins! Each round, the Griffi n player moves Abel and, whenever possible, must make him attack. Th en the Wolf player does the same with Serethis. Th e play- GAME SETUP Wild torrent: ers go on like this until one of these heroes is eliminated! It is impossible to cross it. Movements 30 GENERAL RULES When a fi ghter moves, he can cover as many centimeters as printed in his Movement characteristic. 31 Serethis begins the game Combats here. When the miniatures of a unit – this also goes for single miniatures – touch those of an enemy unit at the end of their movement, they are considered engaged. In this case, combats take place between them. It is also the case when an engaged miniature is activated, but does not move. Each combat is resolved by performing the following steps in the order below: 1/ Attack

Hand to hand Attack tests are resolved for the miniatures in the unit that is activated. Th e active player rolls as many combat dice as the attackers Abel begins the have printed on their card. game here. Th e action value is the attackers’ Attack value. Th e diffi culty is the defenders’ Defense. Each success infl icts one hit. It is possible to get more hits Th is game is played in Barbarian mode: no need for an acti- than there were combat dice! (See General rules) vation sequence. 2/ Damage PLAYING THE GRIFFIN Th e active player rolls one die per hit. You begin the game with the miniature representing Abel. Th e action value is the attackers’ Strength. Your goal: You must eliminate Serethis. Th e diffi culty is the defenders’ Resilience. Abel’s health points: Each success infl icts one damage point to the defenders. It is possible to infl ict more damage points than there were hits obtained! PLAYING THE WOLF Take the health points besides for each damage point. When all of a fi ghter’s health points are ticked, he is You begin the game with the miniature representing eliminated. Serethis. Your goal: You must eliminate Abel. Serethis’ health point: 32

TACTICAL PHASE lenging by choosing an expert game mode. game expert an by choosing lenging chal- more game the make to choose can player experienced a more experienced player to the balance game. an Meanwhile sult. re- the to corresponding mode the playing and die a rolling style! gaming your suits best that one the Choose mode. game default the is rauder” tivation sequence levelin increasing listed of complexity. “Ma- battlefield or about to enter battlefi the eld. the on either are that company his in units the of each to ing correspond- cards the up picks player each sequence, vation acti- his Toconstitute round. the during played be will units ACTIVATIONTHE SEQUENCE ORDERING 1/ below: given order the in Th actions begun. following the perform ey the phase, players foractions plan their the round that has just • A can beginner choose an easier game mode to play against by challenge strategic random a choose can Th eplayers • Thgamemodes e many advantages: er off fiHereafter, you will modes game fornd six ac-the ordering Th e 3/ Rallying opposition 2/ Authority sequence 1/ activation the Ordering this During phase. tactical the with begins round Each activation sequence activation TACTICALT PHASE A represents the order in which the C T I C A L P down sequence! tivation playernext Every player then same. does the ac-a random has fi the his reveals unit; corresponding the activates and card rst it places it, at king etc. unit, corresponding the activating thus card, next the draws card, the drew player of the left who originally have unit the of actions this been performed, the player on the player. Thall When unitactivated. iscard represented e the by fi rst card and ithands to its owner, the him new making active into a single deck. Th erst fi active player further)(see draws the activated. been already have units which show to side one to have put that are revealed Cards been unit. corresponding the activate and deck the players reveal turns, the ofing card choicetheir from their vation phase pp.vation phase 36-43). round. following the order its topossible change until you fi until ter strategist” nd him! “mas- playing be Thwill ranks? You in your a spy has e enemy Some game modes are subject to particular rules (see Acti- (see rules particular to subject are modes game Some it notis Once sequence been constructed the has activation conditions. battle particular simulate can Th modes • ese

Warlord: Barbarian: Barbarian: General: General: Marauder: Marauder: , from left to right in the order they wish to play them. order the wish they in to right left , from H Each player places his cards in front him, front him, in Each player cards places his Each Each player shuffl es his deck and, without loo- No activation sequence is constructed. No Tak-activation sequence is constructed. face down face Th shuffleplayers cards their e A in front of him. Th him. of front in e player rst fi S E face down face face face

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it shows a a shows it as long as re-rolled be to continue can Th lost! die e is sition shows die re-rolled However, the if is rolled on the Authority opposition (only the best die is kept). re-rolled. is test the of atie, case In opposition. Authority lowest re-rolls the fi Authority has rst. adiff rolled that other die discarded. erent is result dice, only the best one is kept. If he chooses to re-roll a to re-roll the die and add the new result to the previous previous the to result new the add and die the re-roll to opposition. Authority opposition. Authority Commander’s Authority their add and die a roll Theach Commanders. ey respective Authority est OPPOSITION AUTHORITY 2/ for whole the game. side that playsthe same face up remains them places side other cards its places sides two the of One them. play to wish they order the in right to left from them of front in cards players their the place All sides. two into divided are Theplayers secret. in sequence activation his pares to play them. wish they which up them, of front in cards their time same the at place players the All cret. se- in sequence activation his prepares If the Commander has the “Strategist” ability the wins result nal highest fi the obtains who The player a players roll several If •

• If the die showsthe die • If a a get players the all • If a player a gets • If their with opposition an Authority perform e players Th Each company is the led one by the high- with Incarnate; an card is revealed. is card When the all actions of a haveunit been resolved, another nothing. does unit the evenconsidered if activated ofit troops represents may played.be of It type the is unit When a card is revealed from the activation sequence one , from left to right in the order in in order the in right to left from ,

Military genius: genius: Military Master strategist: strategist: Master

. If a game eff ect allows a player to roll several several roll effto player a game a allows If ect . value is the Commander of the company. of the Commander the is value ACTIVATING AUNIT ae up face

face down face on the die, he automatically loses the the loses automatically he die, the on Each Each player pre-

, the player gets tohe choose if wants ah player Each

, the player whose Commander Commander player whose the , to the result. to the on the die, they all re-roll the the re-roll all they die, the on and the the and . Th. e face face

, the Authority oppo- Authority the , , a bonus die , any

. rity value rity company does not include any with an Incarnate Autho- round, so it is useful to remember who it is. useful it is so round, the during advantages other gets opposition Authority the of Th fihimself. Hemay be. choose winner player active will rst e (modifi alone die of the eff byed game possible ects). and no Authority value is added result. to is the value no Authority and die single a with rolled are oppositions Authority the ses such a ca-Commander. without In company remains the available replacementno is there If Commander. as over takes immediately value Authority highest the with nate Incar- the eliminated, is Commander the If opposition. Authority the for used is that Authority Commander’s Commander • former leader leader. the becomes the to closest the fi unit, the special in only are left ghters there If leader. the becomes leader former the to closest fi standard the unit eliminated, the of leader. is ghter he If the always Heis ranks. its in have oneIncarnate only can unit A slaughterhouse. the for straight head well as ght mi- troops the them, Withoutarmy. their of strategy the • If the Commander is part of a unit in rout, or if the the if or rout, in unit a of part is Commander the If clockwise order starting with the fi the with order starting player. active rst clockwise in himself. fi e play players choose Th Thcan rst. winner e ofcase, the oppositionthe Authority winner chooses who goes this In sides. two than more involve battles Some the who chooses opposition Authority the of Thwinner e INCARNATES, LEADERS AND COMMANDERS AND LEADERS INCARNATES, T h e Incarnate with the highest Authority value is the is value Authority highest the with Th Incarnate e in and companies their in role crucial a play Incarnates , the result of the Authority opposition is the result result the is opposition Authority the of result the , BATTLES INVOLVING MORE (in ofcase a tie, the player chooses). It is the THAN TWO PLAYERS THAN 33 TACTICAL PHASE

34

TACTICAL PHASE seal of the dragon, the game ends and you endsand win! game the dragon, of the seal began. game the GRIFFIN THE PLAYING will fi objective Who precious the reach rst? stones. shimmering the towards rush Th all ey it – light god! their Merin, from gold asign but anything be cannot in pulsing structure stone a discover walk, they hours few a After fi him. to nd party search a send Yourgoal: none fi of the rush, of the Because attack. can ghters before perished troops whose Abel only containing unit • 1 of 4spearmen, • 1unit You with: game the begin sequence: Activation cover. from leap wolfen of group a it, approach they As Akkylannie of soldiers the absence, Abel’s by Worried W Spearmen o r r i e d b Hunters y Once you have a miniature in contact with the the with contact in miniature havea you Once A b e l ’ s a b 2 - IN THE WOLF THE TRAP! 2 -IN s Marauder. e Abel n Serethis Serethis c e , It is impossible impossible It is t h Wild torrent: torrent: Wild e s to cross it. cross to o l d i e r s o f A k k yl a n n i e rished before the game began. before game the rished WOLF THE PLAYING eune s ae Brain Mrue, Warlord, Marauder, genius! Barbarian, or Military strategist Master General, made: is sequence activation the way the meaning mode, game the ging considered engaged. RULES NEW you endsand win! game the dragon, of the seal the Your goal none fi of the rush, of the Because attack. can ghters pe- troops whose Serethis only containing unit • 1 of 2hunters, • 1unit You with: game the begin Do not hesitate to play this battle several times chan- times several battle playtothis hesitatenot Do fi the sheathed, are weapons all Since never are ghters : Once you have a in contact miniature with 35

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35 TACTICAL PHASE

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ACTIVATION PHASE card of a unit that is not his. is that of aunit card the draws he fistep, the rst during whenever, changes player. active the becomes who player, actions; its resolves it controls who player selected; mode game the below: order “ the called is play to is it turn fi Th goes whose player rst. player e which to play. it is turn mêlées! furious engage in and powers mystical its use at- range, move, from can tack unit activated An units. their activate Important: Important: next the to lead the hands player active Th e 3/ the and activated is unit corresponding Th e 2/ to according card a picks or reveals draws, He 1/ the in steps following the Thresolves player active e decides opposition Authority the of winner Th e Reminder: to turns take players phase activation the During ACTIVATIONA PHASE

h atv pae i te lyr whose the player is player active e Th n aadr oe h atv player active the mode Marauder In C active player active T I ” V A T I bined with one of the other unit situations (free or (free engaged). situations one otherunit of the with bined (see table. Morale, p. Its are limited actions 47). Rout be com-can leaveto battlefi the ittries and edgeofthe closest the eldthrough Additionally, a unit may be in in be may unit a Additionally, Rout. with combined be can situation Th39). p. (see is disengage fito unit needs engaged rst an mêlée, Tomélée. same leavea the enemyin engaged an engageorder to cover a distance of up to as many cm as their Movement their as cm many as to up of distance covera members can free Its range. from attack cannot engaged unit An enemy. an with contact in is bers unit: • Engaged chapter. Th this in with Rout. be combined can is situation the with enemy.tact A the maydescribed actions unit free all use • Free unit: • Free situations: two are Th undertake. can it actions the ere determines situation unit’s A O N P A unit is free when none of its members are in con- in are memberswhen none its of free is unit A A unit is engaged is when oneatA unit ofleast mem-its UNIT SITUATIONUNIT H rout . In this case, it has lost hope lost has it case, this In . A S E

in in 37

36

plays his reserve card. card. reserve plays his playerdraw,to the morecards no are there If instead. reserve player can choose not the to draw a again, card and comesplay the card one a he has in draw to turn his When turn. his ses player. per and round aunit”; ting “Activating step goes on next to the and aunit”. Th ittohim. playerplayeractive the becomes e corresponding opponent. it to his mode Marauder “Activating step next aunit’. mode Barbarian quence). Thunit. the isActivating step e next for (see se- 1/Orderingmodegame the selected activation the CARDS THE DRAWING h daig f h crs s i rn dpnig on the is depending diff erent cards the of drawing The Th turn. his is card removed deck. thefrom e passes he eliminated, been already has that unit a of card unit eliminated an of Card card. by this gnated desi- units the of any activate to him allows revealing them of one case, this In sequence. activation his in cards T h e card is not revealed, it is put aside and the player pas- player the and aside put is it revealed, not Th is card e per once done Thbe reserve. can in is card the places He • “Activa- step next the to on goes and card the reveals He • options: two he has cards, one it of is his If hands and it reveals he cards, opponents’ the of one is it If Th eactiveplayerrst draws fi the withoutcard revealing rst fi the to on goes and cards his of Th one picks player active e dnia cards Identical DRAWING THE CARDS: SPECIAL CASES SPECIAL CARDS: DRAWING THE : A player may have several identical identical several have may player A : : When a player draws the the draws player a When : ring distances. distances. ring measu- before action the Thannounce actions. must eplayer ACTIVATING AUNIT unit”. a “Activating step next the to on goes player the and tivated of fi the sequence. Th his in card rst is unit ac- e corresponding passes; player the and aside put is it revealed, not player.Th is card e quence in reserve. “Activating step next aunit’; the to on player goes the Thactivated: is unit e corresponding mode other Any played. been have cards reserve the all when and empty is deck the when ends Thphase revealed. activation e been just has card sequence. activation entire his led revea- has player each player. once Th ends phase activation e the hands lead to the player to who left, his becomes the active considered activated. player). player) order chosen by player); the When When itperform one a can is activated unit of the following card. reserve his plays • He • sequence. activation his fiof the card reveals rst • He Thactiveactions: player e theone of chooses following In Marauder mode Marauder In fiplayer the rst resolved been has chosen action the Once still Th is unit e anything. do to not decide to possible is It the by chosen order any (in action mystic and/or • Assault the by chosen order any (in action mystic and/or • Run any (in action mystic and/or attack ranged and/or • Walk • Walk;

He chooses to put the fi rst card of his activation se- fiactivation the put his to of chooses card He rst the Fear value that put them in rout. put that in them value Fear the resisted Rallied having as considered not are rout. units in remain test the fail that those rout, in longer no are test this ceed suc- that fi Units unit’s ghters. the among found highest the is used value /Fear age a diffi against test Fear of 1. Thculty Cour- e Courage/ a Thresolves eplayer activation. its during rally to tries unit routing Every Morale (see opponents. frightening face they when or enemies of number high a with fronted con- are they when rout might units Some Th is becan done only onceper roundper , the active player is the player whose whose player the is player active the , p. 47). RALLYING T h is card is revealed instead instead Th revealed is card is

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ACTIVATION PHASE MOVING AUNIT chosen and the Movement value value Movement the and chosen may change during and after the unit’s movement. unit’s the after and may during change movement. whole the during However, contact the and the number position of of ranks each fi base ghter to base in stay front of it. in 1cm stops tacle obs- nothavean movement enough movetothrough entirely does that unit A formation. another’s one inside movement dereachother’s movement. However, fi cannot they their nish formationnothin- do scattered in sideand same the on units cavalry and Infantry obstacles. are units or elements terrain Obstacles enemy to engage unit. asingle unit the to unit’s Movementtwice equal byted player. the Th this movement of is distance maximum e Movement unit’s the to twice enemy to engage an unit. unit the not allow Movement unit’s the to equal is distance vement chosen: mo- of type the on depends cm) (in distance Thmaximum e slowest its of that member to equal is value Movement unit’s A movement (walk, run or assault) depends on the action action the on depends assault) or run (walk, movement A • If the unit is in close formation close in is unit the • If impassable moves; it when obstacles around skirts unit A • Assault: • Run: • Walk: Similar to Walk, but the maximum distance is equal tois equal Walk, distance butSimilar the maximum . Fighters take the most route direct when they move. Thunitcan e move in direction.any maximum Th e Thunit e moves thetowards enemyunit designa- .

of the unit’s fi unit’s the ghters. of , all of its fi its of all , must ghters . An assault allows the allows . assault An . Walking does does Walking . A in formation at endin the movement. of its right! left, right, left, right, Left, (2 cm xMovement cm). 20 they go through the narrow gap. Each one of them can cover for mation all of they adjust their ranks movement: as Th alley. a narrow cross to orders issued for- close run in ey long as his base fi ts through the gap. It is possible to climb climb elements.to terrain possible is It gap. the fi through base ts his as long Thved. unleashed! been have beasts e have mo- they onlyafter is checked formation their wishes: he as maximum) cm (30 run can them of one Each mies. ene- their for looking alley, same the down running start their unit. their join cannot ability havethis not do who Fighters mation. for- scattered in always are Flight with Units way. their in obstacles the ignore they move they When skies. the in and land on both travel ability “Flight” the with Units Example: • If • If the is formation unit in scattered Reminder: Reminder: Example: Griffi n (Movement conscripts A later, little fang (Movement warriors A fi ghter can pass between two obstacles as as obstacles two between pass fi can A ghter MOVING IN SCATTERED FORMATION SCATTERED IN MOVING FLIGHT MOVING IN CLOSE FORMATION CLOSE IN MOVING , it only needs to be

10) have been

15) 39

38 had another strategy in mind. in strategy another had fi his move diffto a in he if ghters order, erent Griffi the chosen have course, could player n Of position! good a in not is champion fang fiTh of ghters. e number maximum the with Onyx surrounded has he and warriors fang the all assaulted has Griffi he the player: n the fi into jump ght. ready unit, his behind stays 3; and 1 2, riors war- fang other, the after one assault, who 2 warriors fang 3; and both with contact in him other; the after one Onyx, fiThassault 6 ey rst. and 5, 4, cripts Onyx. by led unit fang great the assaults Abel by led Th war! is rules. is mation for- the respecting possible, as close as in ved fi once. several at engage ghters can he to, wants player the if and to, them allows base fi their If assaulted ghter, an with contact in placed is movement enough has who them of each possible, player. If the by chosen order 42). p. (see engaged are units both and Thsucceeds formation. assault e scattered into Movement unit’s the twice formation. in remains and unit ted designa- the to possible as close as moves unit Movement unit’s the designated the from unit. enemy unit assaulting the separating tacles) –even who have those attack ment not moved! can fi the engagebut all enemies, move- the after contact in ghters fithe free only case this In with. move ghters ofcan the unit to mêlée. in enemy • obs- round (skirting distance the measures player Th e • • the engage to unit a allows that movement a is assault An Assault T h is placement gives two advantages to to advantages two gives placement Th is He range. assault of out is 7 Conscript 3 and 1 2, conscripts of turn Ththe it’s en places and Abel moves then player Th e cons- move to ThGriffi decides e player n Example: mo- are reach of Thout ghters assaulting fi e fiof All the assaulting ghters are moved in the • An An A If the distance is less than or equal to to equal or than less is distance the If twice than greater is distance this If free engaged unit can assault an enemy unit; enemy an assault can unit Th e unit of Griffi n conscripts Griffi conscripts of n unit Th e unit can assault an unit can assault enemy unit it is in contact , the assault fails. Th e fails. assault the , , the unit goes goes unit the , 4 6 6 7 4 have the same Fear value, no test is required. is no test value, Fear have same the units both If value. Fear lowest the with one the by units, ing or, of unit frighten- two by taken the case is the courageous in test a (see p.test, Courage/Fear Courage requires 46). Th test e Onyx to act normally. However, it cannot declare an assault assault from. unit(s) it the disengaged against an declare cannot it However, normally. act to free is Thunit e eliminated. are enemy the with contact Th disengages. it mêlée, leavesa eunit a When in ghters fi Any assault involving at least one frightening unit unit frightening one least at involving assault Any 7 5 5 Onyx 1 Abel 1 DISENGAGEMENT 1 2 2 2 1 3 2 Abel 3 ASSAULT 2/2 ASSAULT 1/2 3 3

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ACTIVATION PHASE of the shooting unit to the left and right edge of the unit targeted. If there is any any is there If interference. them,there is zone between the targeted. in obstacle unit the of edge right and left the to unit shooting the of edges right and left the connecting lines imaginary two trace doubt, any is there If is attack points. by two increased ranged diffi the the of interference: culty is there targeted, unit the and ofmarksmen unit the between stands orminiature) (terrain ofobstacle kind any If hit. be cannot by marksman seen any be cannot that Ththat targets hit only the atcan least onemarksmen see.can of them e targets e Th marker. receives a“damage” him not eliminate fiA eliminated. does that point damage a takes who ghter being before wounds several endure fi can Some ghters unit. assaulted of the A fi ghter in unit can attack the only the assaulting fi ghters end the round. of the until unit, assaulted the against tests attack on re-roll extra an gives charge A assaulted the of that unit. to equal or greater is Power Its • • Th succeeded; assault e • Thactivation; timeits of the free at was unit assaulting e a fulfi are conditions following the lled: performed if charge to have considered is unit Th assaulting e DAMAGE AND WOUNDS DAMAGE AND CHARGE! INTERFERENCE who have diff marksmen erent profi simultaneously; diffles shoot in target erent salvos. same the at profi shoot le same the have who unit the of marksmen the movement.All fulfi conditions: following the lls ATTACK RANGED UNIT rules. to Morale subjected rout it is and where it is. but ends, it remains activation its and normally; 1/ Choice of the target and the marksmen the and 1/ target Choice of the steps: following to the resolved according is salvo Each unit’s the after orbefore either resolved are attacks Ranged free. is unit • His combat characteristics; ranged • He has fi its ghters of one least at if range from attack can unit A in is it unit, active the not is it and test the fails unit the If • rout in is it unit, active the is and test the fails unit the If • place takes assault the test, the at succeeds unit the If • for the ranged attacks. for ranged the diffi the is Th range culty e measure. tape to marked range the leader using leader from measured is units range the Measuring 2/ can unit shoot. targeted the of fi ghter a engaged unit. an sible to target impos- is It at. shooting is it unit the to be able to see at least one fi ghter of It needs target. the emyunit’s as unit marksmen the and target Choice of the 1/ one profi ofnot the to shoot with les. choose to possible is it him, panying fi standard accom- the ghters of that a weapon ranged diffthat is has fierent from ghter special a if example, For marksman. profi of le certain a with shoot to not is decide to possible It resolved. are salvos the order 2/ Measuring the range the 2/ Measuring T h e distance between the two the between distance e Th see can who marksmen the Only Thactive playere an designates en- which in choose can e player Th 5/ Removal losses of the test 4/ Strength test attack 3/ Ranged 41

40 on the template. All the fieven the covered, ghters All template. the on read graduation the gives of ect eff Area e Th the termines zone aff byected the attack. ranged player de-the position, in templateis the Once template where stays it is. the successes, are tests attack Ranged the all If test. attack Ranged on the failure per direction ter (one this graduation) in tions). Th e template is then direc- moved one numbered centime- six shows template (the tion devia- the of direction the shows result the die: To a shotroll deviates. the test tack resolve this, at- ranged the on rolled is failure one least at If template the under suff test. Strength er the Th see. can men e partially even located ghters fi among those in the targeted unit that the marks- fichoice the over template his the of places player ghter the weapon, effa of of area ect the by hit is who Todetermine to deviate. attack ranged the cause weapon; failures the of eff Area the increase tests attack Ranged of ect Successful of marksmen. number the no matter salvo, per used is template single A see. cannot marksmen the targets eliminate also Th can marksmen. were ey there than enemies more eliminate can eff weapons of ect Area Books. of aff Area target. gle Army the in indicated weapons are ect sin- a than rather aff area can an weapons ect ranged Some there were more markmen. enemiesthan eliminate can shots Perforating Th shots. perforating are ese one go. enemiesin several eliminate can they that powerful so are weapons Some ranged Hunter 1 Fang PERFORATING SHOTSPERFORATING AREA OF EFFECT WEAPONS OF EFFECT AREA Hunter 2 Strength tests instead of one. instead tests Strength fi the affsuff ghters two all ected er and 10eff ofis Area ect ber Ranged If of attacks. the result successful exceeds 10, the num- the by the multiplied weaponeff ofthe of test, Area that is attack ect Ranged successful one least at is there If • weapon of the that used; is of eff Area the failures, are tests attack Ranged the ect all • If anything; completely not does hit and shotthe misses challenge a is range” – attack “Ranged of result the If • Thtest. Area of e as follows: isdetermined ect eff eff of suffStrength Area a ect, the er in partially only those 3 Fang tak h fn wie cons- while fang the attack can n°1 conscript move; not Th mentatall. do e conscripts move-no declares he Either • hunters the able to attack be only n°1 cripts n°2 will and cons- hunter, the engages n°2 conscript If fangs. the attack to able be only will n°2 And n°1 conscripts fang, the engages n°3 conscript If ter. hun- orthe fang the n°2: cript cons- by which engaged therefore is fi ghter and which unit, on chooses then He • Either he declares an assault. ties: possibili- two has player fin Grif- the When it activated, is round. the of beginning the at losses heavy suffered has Example: the same unit. same the attack fi ghters who of are part Thalso versa. can vice ey and hunter, the attacks n°2 cript Thunit e conscript

41 ACTIVATION PHASE

42

ACTIVATION PHASE nate more targets than there were shot. weapons than nate more targets elimi- cannot salvo a but rules), General (see rolled dice than battlefi the ved from eld. fifi eliminated remo-Eliminated unit of are are rst. ghters marksmen the of the leader to The closest possible. ghters fi as losses of the Removal 5/ unit. targeted on the point one damage fi oflience the infl success Each unit. targeted ofghters the icts diffi the weapon used; ranged of the Strength Resi- the is culty test Strength 4/ fl amiss. is failure Each ahit. icts in- success Each measured. diffi range the Ranged the attack, is their culty is value Thaction e marksmen. of number the characteristic combat ranged test attack Ranged 3/ below: in. part he takes diff the between split combats erent are dice combat his case, diff this profi with erent In enemies les. with contact in is he miniature; or his base his with combats. resolve their unit his a and unit poses two profiles of fi ghters: an survive. they if activation… next their during retaliate bits tohand in combat.hand Thallowed only be to will e latter form a then ses not to move when itTh is activated. e ghtersfi on both sides unit at the end of its movement or when an engaged unit choo- COMBAT 4/ Removal losses of the test 3/ Strength test attack to hand 2/ Hand 1/ Choice of weapon order the in steps the following resolved is combat Each • • Ththewhich in order the player of active chooses ghters efi A mêlée is split into a number of enemy an A engagedcombat is resolvedwith whenis a unit points damage more and hits more cause to possible is It to as Damage points many are distributed eliminate fi ghters Th activee player onerolls die per hit.Thaction value e the is Th eplayer thenumber dice indicated of by therolls profile’s A fi ghter can be involved in several successive combats if if combats successive several fi A in involved be can ghter contact in enemies the fi against only ght fi can A ghter defender mêlée , where the active unit hacks its enemies toenemies its hacks unit whereactive , the profi assaulted. being le for unit the

attacker combats profile for the active . Each combat op- mlile by multiplied , 2/ Hand to hand attack test attack hand to Hand 2/ combat. this in participate not does attacker the case this in any; use to not to decide may He combat. current the to attributes he dice many how chooses player the combats, applicable. where combats different the to between need split and be mêlée whole the for used are dice These card. characteristics. same the shares he of as long as troops unit the his with grouped is etc.) mystic, musician, rer, contact. in are they whom this with to defenders the strike corresponding profile attackers enemy the The from defenders). (the profile a unit against attackers) (the unit tive Choice of weapon 1/ defenders defenders losses the of Removal 4/ obtained! than hits points damage more the on inflict to point possible is It defenders’ damage defenders. one the is inflicts success Each difficulty the Resilience. Strength, attackers’ the is test Strength 3/ rules) General (see dice! combat than hits more score to possible is it luck, little a With hit. a is success Each difficulty the Defense. defenders’ the fighters, is his of value Attack the is value tion next combat starting from step 1. step from starting combat next re- are game. the fighters from moved eliminated The possible. as enemies many The active player rolls the attackers’ combat dice. The ac- The dice. combat attackers’ the rolls player active The successive several in involved be to going is attacker an If his on printed dice combat of a number has attacker Each Important: ac- his from profile a combat: a selects player active The the potential of their units. units. of their potential the increasing choices, tactical make playersto the allow tics tac- Confrontation, In decisive. fi often are feats these eld battle- the On tactics. martial deadly execute to taught are Rag’narok the of warriors the training their During the to points damage the attributes player active The value action The hit. per die one rolls player active The The unit’s activation is over. is activation unit’s The the resolves then player active The over. is combat The in contact with his attackers, his with contact in Any special fighter (leader, standard bea- standard (leader, fighter special Any TACTICS eliminating as as eliminating 43

42

tion indicated on the map. on the indicated tion loca- the on appears spearmen three of unit a eliminated, are GRIFFIN THE PLAYING him! spearmen block to attempts of group A them. meet to runs He men. Abel’s Your goal: Reinforcements: of 5spearmen. • 1unit You with: game the begin sequence: Activation begins! A confrontation with the heard howls battling of brothers his has Serethis begin the game game the begin Th spearmen e here If you manage to eliminate Serethis, you win. Serethis, youto eliminate If manage 3 - THE BEAST IS CORNERED! IS BEAST 3 -THE spearmen enter enter spearmen Reinforcement Reinforcement At the end of a the round, spearmen if all through here. through Barbarian. Serethis begins begins Serethis the game here game the Th Movement eir halved. is gon, the fi on the map. indicated the stairways ghters use must what follows. RULES NEW edge poster, of any the you win. through WOLF THE PLAYING T h e seal of the dragon: Th the of seal e beforechaptersYoureading previous have to the read need point health Serethis’ goal: Your Reinforcements: • Serethis. You with: game the begin You manage to get Serethis off the battlefioff the eldSerethis get to manage You It is impossible to cross it. cross to impossible It is None. Serethis is on his own. on his is None. Serethis Wild torrent: torrent: Wild : To get across the seal of the dra- the of seal the Toacross get

43 ACTIVATION PHASE

44

CONTROL PHASE pools (see Mystics pools POINTS MANA AND POINTS OF FAITH CALCULATION 1/ fi controlentire phase rst. orderthe below: in actions following the performs He Incarnates. his for sable indispen- Elixir the collects and controls he objectives which battlefi the on company Thhis eld. of tion eplayer determines mana points to last from one round to the next. lowing order: fol- the in phase,control effthe these duringmanage ers ects theofwithwinner the Authority Starting opposition, theplay- OF EFFECTS MAINTENANCE 2/ • Costs: next. the to round one from last eff may game ects Some energy mystic their reconstitute magicians and Faithful the resolves opposition Authority Th the won who eplayer 4/ Time out of Elixir 3/ Collection of eff2/ Maintenance ects points mana and points of faith 1/ Calculation situa- the evaluates player each phase, control the During D u r i n g t h Some eff requireects the spending of faith points or e c o n CONTROLC PHASE t , r pp. o l p 52-57 h a O s e, ). e a c h N p l a y e r e v T a l u a t e R s t h e s i O t u a - to the next one. next to the OUT TIME 4/ game. the wins he council, war the by indicated battle. the win to and powers Incarnates’ the to spark used are points Elixir The council). war the by indicated are numbers (these control they objectives the to sponding anymore. fulfilled not are condi- tions control the when even phase, control next the control until under remains objective An objective. the controls one no in tie, a of case Fighters In total. cm. this 10 towards count not within do rout 25) p. (see Power total greatest the of collection controls. he the objectives the determines During player each Elixir, battlefield. the on present supernatural wield to fate. their them achieve to tying and powers allowing soul god, their of their to fragments them Elixir, their collect to heroes who fight These gods. the by Incarnates guided The are battle routes. into them lead strategic or cities of control enter (reinforcements), (reinforcements), enter to or (resurrection), to on fi back come to ghter a allow that eff the ects reinforcements: to abilities; linked eff ects the eliminate fighters; to threaten or handicapeff that ects the resolve players Th e 3/ COLLECTION OF ELIXIR COLLECTION 3/ battlefi the eld. L P Th is step simplythemarks end ofthe roundand the passage points Elixir of number the reached has player a Once corre- points Elixir of number the obtains player Each the has who player the by controlled is objective An of battle Each T h e players resolve resolve players Th e and • Resurrection resolve players Th e Abilities: • effects: • Negative In In

N Confrontation, e g a t i v e

H e ff

e Confrontation c t companies do not fight just to take take to just fight not do companies s :

A S details the objectives objectives the details E 45

4 - THE SEAL OF THE DRAGON

Th ee l legendsegends w wereere t true:rue: Th The es t stoneone c a carvedrved dr dragonagon e m emitsits great power. Th e energy radiating from it is so powerful it has attracted Abel and Serethis. Th e heroes are ready to sacrifi ce all to get hold of it!

Activation sequence: Marauder PLAYING THE GRIFFON

You begin the game with: 44 • 1 unit of 8 spearmen, CONTROL PHASE • 1 unit containing only Abel whose troops perished be- fore the game began. 45 Reinforcements: If at the end of the control phase, all the spearmen have been eliminated you get a unit of 4 spearmen. Th is new unit appears through the location indicated on the map. Your goal: If you have collected 15 Elixir points at the end of a control phase, you win. Abel’s health point: Griffi n reinforcements enter through here. PLAYING THE WOLF Th e spearmen You begin the game with: • 1 unit of 4 hunters, Abel • 1 unit containing only Serethis whose troops perished before the game began. Reinforcements: If at the end of the control phase, all the hunters have been eliminated you get a unit of 2 hunters. Th is new unit appears through the location indicated on the map. Your goal: If you have collected 15 Elixir points at the end of a control phase, you win. enter through here. through enter Serethis’ health point: reinforcements Wolf

NEW RULES

You need to have read the previous chapters before reading what follows. Th e seal of the dragon: To climb on top Wild Torrent: of the seal of the dragon, the fi ghters can use It is impossible to crosss it. one of two stairways. Th eir Movement is then Serethis halved. Elixir: Controlling the seal of the dragon will earn you 5 Elixir points during the con- Th e hunters trol phase. 46

MORALE fi are ghters crucial. also are away enemy the scaring of chances their fior the ghters also terrorize their opponentsrout and them. their terrorize also fiHowever,Fear. to apply frightening also Courage can ghters to apply that rules the All make. to have may they tests rage to be said are card their to be said are card on their outcomethe of mêlées. and combats of aff maycourse the warriors suchect of sence Thopponents. e pre- their frighten fi some can ghters aspect, FEAR AND COURAGE battle. the throughout valiant units the staff war Th and s. keep to helps Incarnates presence clude eir changes. how when state and aunit’s termine de- tests Fear and tests Courage hills. the for run to tend and A unit’s morale is defi ned by one of two states: by default, default, by states: two defiof one is by morale ned unit’s A Th battle. a win to of enough bravery enot is alone Strategy S Frightening fiFrightening ghters toFear value their use resolve any Cou- supernatural their or reputation their size, their of Because in- can company each combat, in soldiers its support To t r a T h is icon indicates Fear. Fighters with this symbol on symbol this with Fighters Fear. indicates Th icon is symbol this with Fighters Courage. Thindicates icon is t e g y a valiant l o n e i s n . When things turn sour, they are in in are they sour, turn things When . o t e frightening n o u courageous g h t o w i n . a MORALE M . b a t t l e . Th

O e b r a v e rout r y R o f

following circumstances: following test Courage C ficulty is equal to the highest Fear value in the frightening unit. factors: Th unit. aggravating diffi a e two of by increased be may culty members are familiars and Incarnates 1. is test fi the of culty dif- the case, this In with. started it members of number the thout mercy! enemy Th unit. are intercepted ande slaughtered deserters wi- one edges; of its units. friendly and terrain around skirting line, straight a in moves and formation tered the nearest edge of the battlefield. It is considered to be in scat- enemyany fi eliminated. are ghter Fleeing rout. in placedthem that value Fear the ted resis- having as considered not are units Rallied state. valiant value. action the as unit the in value Courage/Fear highest (1) test players aCourage/Fear roll .Ththe with madeis is test Rallying tests. ception of rallying rolled. is test Courage no a tie, it is If test. Courage the lowest the rolls one Fear with A • is unit A forced valiant to take a Courage test in either of the During an assault involving two frightening units, only the the only units, frightening two involving assault an During • + 2 if the unit is engaged with a frightening unit. + 2 if the unit is engaged with units with a greater Power; • Its fl eeing movement brings the unit in contact with an an with contact in unit the fl brings movement Its eeing • battlefi through fithe eld leaves its ghters of one least At • A fl if: eliminated is unit eeing Movement its twice movesfl A unit eeing with contact fifl its in of unit are a that all When ghters ees their test regains this passes A in routunit that successfully unit. afrightening engaged with is unit the + 2if Power; greater with aunit engaged with is unit the + 2if Thdiffi e by: increased be can test this of culty the rout, in is unit the if activation, its of beginning the At ex- the with tests, Courage take routtonever need in Units rout. in it is test Courage its fails aunit When Th Courage. highest the value is action e o During its activation: its During During an assault involving a frightening unit: u r L a g e t E e s t If the unit has fallen to below half to below half fallen has unit the If cm towards towards cm Th edif- 47

WAR STAFFS

A war staff is composed of an Incarnate accompanied by a standard bearer and/or a musician. Th e standard bearer and the mu- sician are identifi ed thanks to their equip- ment (standard or musical instrument). A unit can include only one standard bearer and one musician. A war staff including an Incarnate, a mu- sician and a standard bearer is considered complete. Effects of a war staff

Units in the same company gain advan- 46 tages in presence of a war staff : MORALE • War staff including a standard bea- 47 rer: Th e units that can see the standard can use the Courage, Fear and Authority values of a war staff to resolve their own Courage or Authority tests; • War staff including a musician: Th e units that are within 30 cm of the musician can use his tactic; • Complete war staff : Both eff ects are cumulated.

A unit can only benefi t from the eff ects MORALE STATES of a single war staff . If a unit is in a position where it could use more than one war staff , the player chooses which one to use. Th e values shared by the war staff are those the Incarnate Valiant unit would use if he had to take the test himself – even if these va- lues are those from the Incarnate of yet another war staff ! A valiant unit is ready for battle and acts normally. It is de- Some complete war staff s also give specifi c tactical bonuses termined to defeat the enemy, even if it means putting their to their unit; these are described in the relevant Army Books. own lives in jeopardy. War staff s that are in rout no longer share Courage, Fear and Authority values, and none of their possible tactical bo- Unit in rout nuses can be used.

A unit in rout no longer believes victory is possible. Commander It tries to leave the battlefi eld as quickly as it can. A unit in rout is subject to the following eff ects: Th e companies of the Rag’narok are not led by some chaotic bunch of Incarnates. Th ey all obey the orders of one indivi- • Th e Authority and Attack of its members are equal to 0; dual: the Commander. He is the Incarnate with the greatest • When the unit is activated it fl ees. It disengages if necessary; Authority in the whole company. If there are several possible • It cannot use any tactics. Commanders the player may choose which one is the Com- • It cannot shoot or use any mystic eff ects. mander. However, it recovers its mystic resources as usual. Th e Commander gains a special privilege: his unit rolls two • It does not count towards the control of objectives. dice to resolve Courage tests. Th e Authority opposition of the tactical phase is always re- Immune to Fear solved using the Authority of the Commander. If his unit is in rout, his Authority is equal to 0. During an assault a unit automatically succeeds any Cou- When the Commander of a company is eliminated, the rage test whose diffi culty is lower than or equal to a Fear player immediately designates a new Commander (selected in value it has already resisted. the same way as the previous one). 48

MORALE as the hunters leap into battle! into leap hunters the as the strong ever. as as is battle, dragon of the of seal heat the from the In radiating energy uncertain. still is frontation Activation sequence: sequence: Activation Aarklash of heavens the to rise wolfen the of howls The con- the of outcome the fighting, of hours several After A f t e r

s e v e r a l

h o u r s

o 5 - FEAR CHANGES SIDE CHANGES 5 -FEAR 2 hunters and Serethis and 2 hunters Wolf 2: unit f

Marauder. f i g h t i n g ,

t h e Griffi 1: n unit

o 4 spearmen u t c o m e

o f

t h e

c o n - Elixir points, the game ends and you endsand win! game the points, Elixir Once points. youyouearn control 5 reachphase, will Elixir 20 GRIFFIN THE PLAYING P Abel’s health point: point: health Abel’s Your goal: Reinforcements: Abel. and of 4spearmen composed • 1unit of 4spearmen, • 1unit You with: game the begin L A Abyss: It is impos- It is Abyss: sible to cross it. cross sible to Y I Griffi 2: n unit N Wolf 1: unit 4 spearmen Controlling the seal of the seal the dragon Controlling at the end the 2 hunters and Abel Abel and G T None. H

E G

WOLF THE PLAYING n o to tiwy. ThMovement halved. then is eir stairways. two of one use can fi ghters the dragon, the of seal the of topon climb what follows. ding rea- before chapters previous RULES NEW the points, you endsand win! game Elixir 20 reach you Once points. Elixir 5 you earn will dragon, the of seal Serethis. ters and R

Th seal e of thedragon: the read have to need You point: health Serethis’ goal: Your Reinforcements: of composed 2 hun- • 1 unit of 2hunters, • 1unit You with: game the begin I

F F

I

N

Controlling the the Controlling None. To NP

NP

D A CD RULESADVANCED 49 ADVANCED RULES

50

UNIT CATEGORIES Thrules. have units special no erefore,infantry of the in rules category standard the is Infantry beings. gigantic or beasts machines, war not are who and means own their by around move who excel! they which rolesthe in these of Each defi categories disadvantages, its own and has advantages strategy. ning his form to units titan and creature machine, war cavalry, infantry, from choose to gets mander Infantry includes all the ordinary fi ghters, meaning those those fi meaning ordinary ghters, the all includes Infantry Com- Each same. the are units all not that say to safe is ItI t INFANTRY i s s a f e t o UNIT CATEGORIES UNIT s a y t h a t n Confrontation: the Age of Rag’narok Confrontation: o t a l l u n i t s a r e t h e s a m e . E a c h C o m - . obstacles shorter than him without any penalties. any without him than shorter obstacles tests. to resolve Strength Strength to his Attack he adds his whented he disengages. notelimina- engagedfi is An ability. ability this has who ghter the assaulted. enemy unit of Power the of regardless 40), p. (see charge a perform but considerablymore agile. protected by thick armor,by protected thick and effi its boost - to speed combat. in ciency its uses and quick is Cavalry kinds. • cavalry Light • cavalry Heavy • • benefi units cavalry effAll following the t from ects: A distinction needs to be made between between made be to needs distinction A all of centaurs fi and mounted ghters all includes Cavalry CAVALRY Leap: A light cavalry fi ghter can jump over or on top of top on or over jump fi can cavalry ghter light A Leap: fi cavalry charges heavy ghter a When strength: Charging War fi mount: cavalry All ghters have the “Disengagement” to free be to needs only unit cavalry A charge: Cavalry units benefi units eff following the t from ect: units benefi units eff following the t from ects: light cavalry light , more vulnerable , more vulnerable ev cavalry heavy , 51

50 trolling it passes his turn. his passes it trolling con- player the played is card its when pilot or activated; be crewmember cannot one least at without machine war A machine. war the of description the in indicated is crew this in needed of Thghters crew. fi number a e by manned be to Th points. of health eyneed instead points have nes structure machi- War science. occult of results or technology vancing activation. its of beginning the at a test Courage roll not fi does of ghters number original its of half below falls that unit Creature A falls. them of one last the fi till ght fi normal than ghters! violent more much them making ties, abili- unique some show creatures number, in Few army. an War machines are engines of destruction, products of ad- of products destruction, of engines are machines War will ey war. for Th trained specially are Th monsters ese join occasionally that monsters and animals are Creatures WAR MACHINES CREATURES weapons when they have one or with the war machine. war the with or one have they when weapons ranged own their with shoot can servants the activation, its no advantageous eff ect or ability can ever alter the result result the alter attacker. the by ever needed can ability or eff ect advantageous no and dice bonus any generates never a titan against rolled test that eff Strength ects a Moreover, ability aff titans. can ect and tests infl Strength mystic ict those only attacks, from Apart normal way. its throws Creation that force any almost it. representing of despite cards number the unit single considereda is titan A activated). been may have card already (this titan his ofthe cancel result test against a rolled Strength revealed. is card corresponding the when played are actions and powers sequence. activation the in placed are cards. cards ability titanic are others the proficard; le their is them of One body. gigantic their of part each for one disengages. he when eliminated not is ability this with ter them. ground or them own. their on army small a worth T h e machine and its servants form a single unit. During During unit. single a form servants its and Thmachine e A titan is an extraordinarily tough fitough ghter. It withstand can extraordinarily is an A titan to card ability titanic a defi sacrifi can Th nitely ce e player cards: by are represented they several are so massive Titans fi engaged an gh- ability: “Disengagement” the gets titan A move effcan game ect No diffi terrain. ignore cult Titans already are they that big so fi ghters, colossal are Titans TITANS Th titan’s e All these these All 51

UNIT CATEGORIES 52

MYSTICS have therefore kept the name of the primitive practice of the of practice primitive the of name the keptthereforehave Th miracles. rites through e Aarklash on directly intervene to gods the implorecould they that discover they did later Only commandments. their to hear contentment order and their guarantee in gods, their with communicate to faith their use tice that earned its name from the prac-fia divination, rst fewwho use wouldfaithful, Faithful faith. their of object the with faith that they can channel it and communicate to some extent ofdestiny. his to overcomethe faithful the suff ering that fate puts in the path Th from him. thing is convictionis sourcea of allows felicity; it some- expecting or diffi him those protecting moments, cult are ves watching that during thehim Immortals him certainty gi- faith his time, same the At limit. the to himself push him helps that paragon a creates he beings superior these in faith his putting By him. grants faith his that forceformidable the feels only Thfaithful beliefs. the their erefore promoting and ghtless toas them bearing the means pleasing faithful the gods effbe can However,burdenswei- ectivelythese himself. upon imposes he constraints the greater and stricter the faith, his greater the - gods his reflofthat obligations ideals self the ect uponhim- imposes faithful the burden because A action. and elements! of the might magicians while gods, the powerof the upon eff invokeloreto supernatural faithful the occult ects: T h e more zealous faithful develop such a great amount of amount great a such develop faithful Thzealous more e horriblea both burdenis formidable a and Faith force oflife Mystics are the esoteric fi ghters of FAITHFUL Confrontation MYSTICSM unleash the the unleash Y . Th ey use call call S T faithful call upon. upon. call faithful werepower created. cults that that to it keep maintain is and and powergreat faithful, to the turn, in who gods, the of the faith the strengthen believers. Th upon is circle mystic confers call to faithful the by used then be can Th faith is increases. faith their devotion, their ble the muchto brings the fi fineeded rain wind nally elds… Ththe when child, believerse dou- healthy a to birth gives gnancy pre- ill-omened when an toImmortals, won is thanks battle a early faithful. them. Miracles are considered to be answers to these calls. to these considered answers to be are Miracles them. upon called havewho faithful their through or own, their on either Aarklash, of people the of lives the in meddling be to other Realms. in Aarklash, outside reside Th now egods survivors… the of retreat mana, of disappearance the following exodus being, higher a from punishment myths: the on diff depending ers one another. Thfaced gods the which in blewar explanation e of stories horri- the about in hinted are departure that behind Th fl exile. ereasons to in had but ee Aarklash, of surface the have they sent. been signs the and gods of their name the in clash often Th tolerance. of Aarklash sign a of races e rarely is However, and each venerates own divinities. ofthat state his mind gods, other of presence the deny can faithful No them. • Open polytheism. polytheism. Open • the which pantheons or gods the on depending vary Cults When miracles. by strengthened is Thfaithful the of faith e • • • Exiled gods. gods. Exiled T h e existence of faithful, faithful, of Th existence e agbe cin o te gods. the of actions Tangible I C S In the dawn of time gods used to walk on walk to used gods time of dawn the In Thmany of are there and exist egods go-betweens for the divine divine the for go-betweens Th e gods are believed believed are The gods 53

and the mortals. Th e term faithful perfectly describes the es- sence of these messengers of divine will: they show unbreaka- ble loyalty to one or several gods. Th ese days, the word “belie- ver” has evolved and some cultures use other synonyms. • A hierarchy of faithful. In most cults, the faithful are or- ganized in a pyramidal structure. Th is hierarchy diff ers from one culture to the next, but the deans are always the most res- pected as they are the most experienced and powerful faithful on Aarklash. Th ey direct, guide and organize the life of their people according to their cult, culture and belief. • Miracles are meant to alter, create and destroy. Just like the saying stating that faith can move mountains, faithful are able to alter Creation and pull off incredible feats. Th ey also have the power to create, drawing inspiration from divine Calling a communion grace. Finally, in their hands faith is a powerful weapon that can send anyone back to the Void. Miracles are classifi ed ac- Communions are tremendously powerful miracles, ca- 52 cording to the aspect of faith they are related to. pable of affecting whole units or even an entire battlefield. MYSTICS They require great quantities of faith points, so it is not un- Th ese fragments are part of a framework common to al- common to see several faithful gather in a unit to help an 53 most all races of Aarklash, a general religious culture and the Incarnate faithful call a communion. Moreover, commu- foundations of liturgic traditions. According to common be- nions require a Fervor test to prove the Incarnate’s faith. liefs this universal cult comes into play in the more signifi cant moments of life: birth, ascending into adulthood, death… To Communions are defined by the following parameters: this common ground, faithful add myths and rites specifi c to • Name their cultures and beliefs. • Cult: This is the cult linked to a people. Only members Faithful are messengers of higher divine powers. Th ey have of this people can call the communion. “Universal” means an additional characteristic, Fervor . Th ey use faith points that all peoples have access to it. Some communions are to call miracles. Communions are a type of miracle so power- reserved to a particular Incarnate faithful. In this case, the ful that they often require several faithful to call them. Unlike name of the Incarnate faithful replaces the cult. miracles, communions are not always successful. • Aspect: Alteration, creation or destruction. Only the Every faithful masters one or more aspects of divination (al- Incarnate faithful who calls the communion needs to mas- teration, creation or destruction). ter this aspect. “Universal” means that all Incarnates faith- Only Incarnate faithful (see p. 58) can be given commu- ful have access to it. nions during company building. • Value: The value of a communion represents its power. The higher the value, the more spectacular the effects. An Faith pool Incarnate faithful can be given as many communions as the player wishes during company building. The total of Communions and miracles are called by spending faith their value is added to that of the Incarnate’s other attri- points. Th ese points are channeled from the fervor of the fi - butes (see Attributes p. 61). ghters in the company. • Faith: The number of faith points required to make Each unit has its own faith pool. Th e size of the faith pool is the call. calculated at the beginning of the game and then during each • Difficulty: Communions require a Fervor test to suc- control phase. A unit has as many faith points as the total Fer- ceed. The difficulty for this test is indicated here. vor of every faithful in the unit, added to the number of mem- • Target: Possible targets. bers in the unit. • Duration: The period of time the communion is active: Unless mentioned otherwise, communions and miracles instantaneous, until the end of a particular phase, until the can be called several times per round. end of the round, until the end of the game, and so on. Any faith points not used by the end of the activation phase • Effects: The effects that are applied if the call suc- are lost. ceeds.

Calling a miracle A communion is called according to the following steps: 1/ Designation of the Incarnate faithful, the communion Miracles are individual divine eff ects. Each faithful has his and the target own miracles (detailed in the Army Book of his army) and can 2/ Expenditure of faith points and exaltation call them simply by spending faith points from his unit’s faith 3/ Censure pool. Miracles cannot be censured. 4/ Fervor test 5/ Resolution of effects 54

MYSTICS 3/ Censure one (stepmore Fervor on test the 4). die rolls player the exaltation in spent point faith every For success. of chances its increase to communion the “exalt” to effects. their fuel to points faith additional quire re- also Some communions communion. the of cost the to equal points of number exaltation 2/ of Expenditure points faith and target. the able to be to see needs to Th the and target. wishes call faithful Incarnate e he communion the faithful, target the and communion the faithful, Incarnate the of Designation 1/ spent. modifi the to equal value. ed diffi the is eff then game culty ect a modifiby is ed char- acteristic the If used. is that unit targeted the in value acteristic choice. his of the result the keeps He during exaltation. spent point faith per die more one plus die, one diffithe thful; Th of communion. that the is culty e player rolls test Fervor4/ test communion. the calling unit the as points communion. the calling unit to the sight of line havea to needs faithful censuring Th the communion. of a unit of e calling Mystical eff ects (miracles and spells) have unlimited unlimited required. is that all have ofis sight Line range. spells) and (miracles eff ects Mystical are points faith the test, this of outcome the of Regardless If the diffi then it char- is the highest is a characteristic culty communion. a call to needed is that all is success single A Fervor a player rolls the censured, not is communion the If Th arelost. units spent both by points faith e Thhas no then e communion ect. eff faith many as spends unit the communion a censure To the cancel to faithful a allows Censure points faith extra spend can Thunit e a spends unit faithful’s Th Incarnate e Incarnate the designates e player Th . Th e action value is the Fervor of the Incarnate fai- Incarnate the of Fervor the is value Th . action e FEAR MY POWERS! MY FEAR T h ere are 6 Elements, and the four four the and Elements, Creation. 6 of are Th ere manifestations magical the also but living of creatures, behavior the only not infl uence forces these bind call scholars applied. 5/ Resolution of effects of a great power or a foolish , the result is always always irreversible. is consequences the and result the disastrous magician, foolish a or power great infl a uence the of under happen does it When others. the over supremacy have to supposed is none but another, one repel or attract of them All world. material the in or manifestation day. every visible are manifestations eir Aarklash. on Th present naturally Thare ey Principals or Elements, principal two the from distinguished be should All life on Aarklash is bound by cosmic energies that that energies cosmic by bound is Aarklash on life All If the Fervor test the succeeds eff of ects the are communion Primordial Elements are intimately linked to each action action each to linked intimately are Elements Primordial • • MAGICIANS Light Light Water and and , Air . Elements Darkness , Earth Earth and and . Th e fl uctuations and balances that that balances Thand . e uctuations fl subtly infl uence the Elements. infl Elements. subtly the uence Fire Fire are the primordial Elements. Elements. primordial the are rmril Elements primordial

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Each Element has an opposite Element with which it is in enced Voyagers have trouble distinguishing the stones, vulgar constant struggle. Th ese elemental oppositions guarantee or precious, which are found throughout Creation. Aarklash’s balance. Th e Voyagers bringgems back from the elemental Realms, although the magical gateways they use generally appear for only a few days. However, legends and rumors suggest that permanent portals leading to specifi c Realms exist. Th e rarity of portals is refl ected in the number of gems available on Aarklash. Th e battles of the Rag’narok force the magicians who are more and more numerous on the battle- fi elds, to fi nd immortal gems.

Magicians bend the elements to their will. Th ey have an additional characteristic, Energy . Th ey usemana points to cast spells. Rituals are more potent but also more un- reliable spells, whose casting often requires the presence of other magicians. 54 MYSTICS Each magician is connected to one or more elements (Air, 55 Water is unpredictable, cannot be held captive and is of- Earth, Fire, Water, Light or Darkness). ten excessive. It opposes Fire, destructive, insatiable but purifying. Only Incarnate magicians (see p. 58) can be given rituals during company building. Earth, principle of fertility is un- changing yet malleable. It opposes Air, quick and intangible. ELEMENTAL REALMS Worlds other than Aarklash exist in Darkness Elementals, ira tenebrae, Light, symbol of purity and harmony Creation: the Realms. Th eir nature is morbid puppets, etc. is benevolent. It opposes Darkness, often a source of confusion among the pernicious and underhanded, yet at- profane. Many types of Realms exist, Aarklash distinguishes itself from tractive. Mysterious, Light opposes only and collectively scholars refer to them the other Realms in many ways. It is Darkness. Th e latter Principle’s corrupt- as Creation. the world of origin of beings made of ing nature means that it opposes all Th e more common Realms in the uni- fl esh and blood, and even though the other Elements, including itself. Th us, verse are of elemental nature, they are commoner has no clue about this, ma- Darkness can annihilate the magic it intimately bound to the elements. Th e gicians are aware of this singularity. generates, while Fire can only counter primordial Realms are therefore lin- Th eir understanding of it grows as they the infl uence of Water. ked to Air, Water, Fire and Earth. Th ere ponder Creation, practice their art and Light is the principal governing also exists principal Realms linked meet inhabitants of other “planes of evolution while Darkness reigns on to Light and Darkness. Th e former are existence”. entropy. Th ey both infl uence the four called celestial and the latter abyssal. primordial Elements. Th ey bestow Aarklash is one of the rare worlds Good and Evil, values inherent to all Each elemental Realm is divided into a where all Elements are in perfect ba- self-aware beings. Th ey have a con- multitude of locations that have their lance. If one of them were to prevail on science which, fragmented as it may own physical, moral and biological the others, the consequences would be be, tries to survive and to expand its laws. Each of these “universes” has a disastrous. It is therefore with a certain infl uence on primordial Elements. unique and autonomous existence, just anxiety that the elemental lords, the like Aarklash. Sihirs, watch the recent emergence of Mana is the source of all magic. Darkness. Drawn from divine essence, it crystal- All are populated by diff erent species lizes in the shape of precious stones that live together despite their evolu- In a rare quirk of Creation, Elementals gorged with elemental energy: the tionary diff erences and according to cannot manifest on Aarklash without gems. Th ese no longer exist in their the nature of their environment. having been invited to. Th is and the natural state on Aarklash. Th ey are Th ese outsiders are not all made of fl esh long absence of mana in its natural brought back from other worlds by and bone. Indeed, the domain that in- state has convinced the Voyagers to highly skilled mages, the , Voyagers fl uences a Realm has a strong impact make Aarklash the most important who journey from world to world on the aspect of its inhabitants. Th us, trading ground for gems in the entire through mysterious gates. Gems are Realms of Darkness are inhabited by Creation. therefore rare and costly. Even experi- 56

MYSTICS trol oftrol elements test. to the con- magician’s the put to test Energy an require also Rituals mana. of gems their share to units in gather magicians see to uncommon not is it that mana of quantities great such quire battlefi the on cast be to ThRag’narok. signed the of elds re- ey aritual Casting pool. mana unit’s his from points mana spending (see spells own aspell Casting pool. its in points mana 30 more than have However, next. cannot the to oneround unit from a ned round. per times several gains. magicians. unit’s the one die; itIf doesn’t, results. their he two and dice totals rolls rolls only then and game each control phase. the during of beginning the at calculated is points gems of precious mana. magicians’ the in contained Mana pool Mana iul ae xrml ptn bt ey ope sel, de- spells, complex very but potent extremely are Rituals countered. be cannot Spells his has magician eff Each magic ects. individual are Spells retai- are points mana unused points, faith to contrast In cast be can spells and ritual otherwise, mentioned Unless unit the points mana of number the is The total 3/ nal fi 2/ Th isis result added tothe sum ofthe Energy player the magician, Incarnate an contains unit the If 1/ one magician: at least including For each unit own its has unit Each Rituals and spells are cast by spending the the spending by cast are spells and Rituals ry Book Army aa pool mana ad a cs te sml by simply them cast can and ) T e ubr f mana of Th number e . mana points mana values of

Incarnate magician replaces path. the magician Incarnate the of name the case, this In magician. Incarnate particular a to reserved are rituals Some it. to have access peoples all that means “Universal” ritual. the cast can people members of this the Incarnate’s other attributes (see otherattributes Incarnate’s the of that to added is value Th their of building. company e total be can given gician as the as playermany rituals during wishes eff the ma- Incarnate moreAn spectacular the value, ects. the have to access it. magicians Incarnate all that means “Universal” element. this master to needs ritual the casts who magician Incarnate the • Name defi are Rituals parameters: byned following the • Element: • Path: • Mana: • Value: T h is is the path of magic linked to a people. Only Only people. a to linked magic of path the This is Number of points mana torequired the cast ritual. Th value e of rituala representsits power.Thhigher e ritual and the target the and ritual steps: succeeds. casting on. so the and end game, of the until round, the of end the until phase, lar particu- a endof the until instantaneous, active: here. indicated is Thdiffi test succeed. e this for culty Air, Earth, Fire, Water, Air, Only Earth, or Darkness. Light 5/ Resolution of effects test 4/ Energy 3/ Counter-magic exaltation and points of mana 2/ Expenditure the magician, Incarnate the of Designation 1/ following the to according cast is ritual A • Effects: • Duration: • Target: • Difficulty Possible targets. T h e eff ects that are applied if the if applied are Th that e ects eff : Rituals require an Energy test to test Energy an require Rituals : T h e period of time the ritual is ritual the time of Th period e Attributes p. 61). 57

1/ Designation of the Incarnate magician, the ritu- If the difficulty is a characteristic then it is the highest characteristic in the targeted unit that is used. If the cha- al and the target racteristic is modified by a game effect then the difficulty is equal to the modified value. The player designates the Incarnate magician, the ritual Regardless of the outcome of this test, the mana points are he wishes to call and the target. The Incarnate magician spent. needs to have a line of sight to the target. 5/ Resolution of eff ects 2/ Expenditure of mana points and exaltation If the Energy test succeeds the eff ects of the ritual are The Incarnate magician’s unit spends a number of mana applied. points equal to the cost of the ritual. Some rituals also re- quire additional mana points to fuel their effects. SPECIAL RULES The unit can spend extra mana points to “exalt” the rit- ual to increase its chances of success. For every mana point 56 spent this way, the player rolls one more die on the Energy Summoning fi ghters MYSTICS test (step 4). Fighters can be summoned to form new units that are pla- 57 3/ Counter-magic ced on the battlefi eld, as long as they respect the following rules: Counter-magic allows a magician to cancel the casting • Th e number of fi ghters in the unit must be greater than of a ritual. The unit of the magician using counter-magic or equal to the troop’s standard number of fi ghters per unit needs to have a line of sight to the unit casting the ritual. as defi ned in its Army Book; To counter a ritual the unit spends as many mana points • Th e summoned unit may appear anywhere the mystic as the unit casting the ritual. can see it; The ritual then has no effect. • Th e summoned unit is placed out of contact with the The mana points spent by both units are lost. enemy; • Th e summoned unit is placed so that no fi ghters or ter- 4/ Energy test rain elements have to be moved.

If the ritual is not countered, the player rolls an Energy Th e unit is not activated during the round when it has test . The action value is the Energy of the Incarnate ma- been summoned. Its profi le card will be added to the activa- gician; the difficulty is that of the ritual. The player rolls tion sequence for future rounds. one die, plus one more die per mana point spent during the A magician can summon as many units as he wants over exaltation. He keeps the result of his choice. the course of a game. However the maximum number of A single success is all that is needed to cast a ritual. units summoned by this magician and present on the battle- fi eld at the same time is equal to his Rank. Th e magician cannot summon anymore units as long as this limit is reached. Familiars

Each Incarnate magician can be accompanied byby a numbernumber ofof familiarsfamiliars equalequal toto oror lowerlower toto hishis Rank ( , or ). When the mana points are calculated the player rolls one bonus die per familiar associated to the magician. A familiar must remain within 3 cm of his ma- gician and in formation. A familiar cannot do anything other than move. It is immediately eli- minated whenever it is in contact with an enemy or whenever it suff ers a Strength test. Familiars are considered to be both attributes and fi ghters. However, just like Incarnates, they do not count towards the unit’s number of fi ghters. 58

INCARNATES incarnate an individual, the gods tear away part of his psy- his of part away tear gods the individual, an they incarnate when cost: a has Immortality incarnation. an perience to ex- One has Incarnate. an fewa not exceptions,one born is for forged and worse. is for Save relationship better for special watch people they over. the from this Alas individuals always, not prefer,though often and want they whenever want, they Th numbers. orthe distance the nomatter whoever choose ey INCARNATION the power.Harmony,reach ultimate the to Elixirs their gather to urged are and Rag’narok the Thin hands. gods the their of agents are longerin no ey is oweonly powers their fate to ignore and that their themselves throughout dispersed been have time. space and Elixirs, the soul, their of fragments counterpart, a As powers. incredible with them by DIE NEVER A HERO WILL details. the are here assets, several have Incarnates card. reference their on mentioned not are that options and Th advantages get ey tic Th egods incarnate mortals who have captured their interest, believe many ofthey unaware Incarnates Often their status, invested was who gods, the of champion a is Incarnate An A fi heif ghter is has Incarnate the an characteris- Authority . Incarnates are exceptional fi ghters gifted by the gods. gods. fi the exceptional by are gifted Incarnates ghters . INCARNATES I N C A R N What King would fear defeat with these divine champions champions armies? his leading divine these with defeat fear would King What fiwar. and sets them faith of braziers within the to re burning Th serve. to chosen have they e gods the of ame messiah fl the mastered. have they intuitively spells devastating to the feed to serve and their draw will mana from deep inside themselves battles. legendary win people their help and rout in companions rally can actions Th heroic eir ire, byreap enemies divine hand could noever mortal scratch. Th attacks. counter daring fed with strikes, giments master eir fend off can champions these powerElixirs, oftheir whole re- powers. Th the Rag’narok. many have rough the ey of roes Th stuff right The fate. his of control took who god the by designed path long the lows fol- and fi to himself nd quest insane an into soul, and body himself, casts He Essence. his restore to Elixirs recoverhis to ofyet and it, unaware hemission often seeks a divine ted with faith. and mana diff are from erentIncarnate, specifi each to c Elixirs, the and Th Elixirs. Essence Incarnate’s e the are gods the by dispersed Th fragments e Essence. called is trial terrible this after soul (See Realms infithe of nity the throughout fragments these spread and it fragment che, By their side, the faithful who have been incarnated are are incarnated been have who faithful the side, their By true masters of magic, bendcan magicians, Incarnate magic Th the are he- they impossible; the manage can Incarnates e Now new forIncarnate. inves- this then begins life Another A T E Mystics S p. 55). What is left of the the of left is What 55).p. 59

58 cation that the Incarnate must must Incarnate the that cation lo- a or secret a delivered; and found be must that knowledge tute- of piece lost the a plane, god’s lary in place great a in held artifact an be can It time. in even anywhere, and thing any- An be can Elixirs mission. Incarnate’s dangerous a is of power.it anew burst ces a new and Incarnation, with a signifi he experien- Elixir cant where notable, matter he is. comfor- feeling ever from nate Incar- the prevents need ritual Th dream… eventa or an spi- is location, a object, an by sessed ob- unfi nished, feels Th often ereforehe Elixirs. his thered ga- has he until incomplete is Elixirs The presence. their in called be not cannot work some and miracles will some spells fi or Incarnates: nd recognize to it use can property singular as as it may be, surprising byTh magic itself. and, gods e few who knowthis other by recognized is feature Th distinctive is champions. attention the of and anger their their drawing means gods the of secrets the knowing because knowledge their conceal tand unders- Th do who magicians. ose and fifaithful the of is eld which sensitivity, great requires understanding Such career. their of height the at often and few are gods the by designed who ofhave a great that plan part cosmic they are understood Th gift. given god a not and experience own ose their of result the are aptitudes their that little believe Many powers. very their about grasp Most immortality. their of aware are nates Incar- of handful a than Less age. old of die cannot they that understand to enough long live not do Incarnates Most god. forhis victory important an scores winner the his and champion designates god Each plots. their unfold to or arguments Incar- another of nate. It one is way, hand their for others, many among to gods settle the by die will Incarnate an tances, warped. wheelof time the gathered and never is gods aff the ofTh ashes ected. the altered, are witnesses will the e of memories the wind, the by scattered and red char- maimed, is Incarnate the if even sacrifi And timate ce. ul- an as trajectory the into stepped who soldier anonymous of champion the fi a fl a medallion, hits nally or someask brave for heart the heading arrow the death: from save Incarnate an T h ere is only one exception to this rule: in certain circums- Th certain in rule: one exception is this only ere to always will fate of twist swift A immortal. are Incarnates Tooff set fito ndone’s Elixirs fi Incarnate an time Each nds Incarnate an Th of Essence e god. a by branded being means Incarnate an being Finally, his personal aspirations; sometimes it doesn’t. sometimes aspirations; personal his follows fate his Sometimes him. chosen has who god the by infl strongly is uenced Incarnate epic an Thodyssey. of an existence e into thrown being and explanation further without Incarnate an as Living unique. is Th deepof inside him. slumbering was e fate of each Incarnate reveal toof that Elixir the part his Incarnate will of something event, fulfi the understanding or the of quest a lling particular of Aarklash. history the through duels legendary many of source the are they Shadows and led cal- are Thrivals war. at ese world a of mastery fi the for to ght them urging Incarnate, another to Incarnate an of Elixirs potential. champion’s their in interested only are they because ran- domly, them spread Others route. precise a on Incarnates the reach at a key and toguide moment.try Many gods Elixirs use Incarnates are slowly revealing themselves to the rest of the of rest the to themselves revealing slowly are Incarnates themselves to a cause. But since the great has begun,battle the Some to oftried ignore fate the call by dedicating Elixirs. their followers by wentfor they quest the as on adventures inspired by were accompanied Incarnates Rag’narok, many of the ning is a Elixirs quest for identity but also for power. Before the daw- for quest the last; the than more powerful is incarnation Each Incarnation. next his and Elixir next his reach to it, of aware Being an Incarnate means losing control over ones destiny destiny ones overcontrol losing means Incarnate an Being be a location space precise in A also time. and can Elixir An the give sometimes gods warlike or perverse e most Th An Incarnate is on a quest; he is trying, often without being being without often on he is trying, a is quest; Incarnate An 59 INCARNATES

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INCARNATES and and champions of the Rag’narok. powersagents higher ofdueposition as their into step viduals world through their accomplishments. Th ese exceptionalindi- their research and obtained a greater part of the truth, some truth, the of part greater a obtained and research their gher entity looming over fate. his Among those who furthered powers strange he possesses orfelt realized hi- Hea has truth. or toexpertise their luck. have.they Th their capacitiesthey believe own these owe to ey horizons. from all Th exiles the of refuge Cadwallon, them to leads road often eir wandering champions tormented and by contradictory aspirations. orphans voluntary become free-will own Thfree-will. ose who choosetheir own his or destiny his followheroes: legendary of choice true only the choice, a make to has then He interests. higher of stake the is he realizes and abilities new his of ture na- supernatural the understands himself deeper intoAarklash the Rag’narok. wake, their sending in rise Armies migods. here and there to worship Incarnates as de- beginning and rumors on feeding pering, whis- is crowd anonymous the whereas power, incredible this harness to how on hypothesis a building are be might Elixirs the what of clue a have who people wiser four Th or success. three of e degrees fivarying to why, with outtry nd and extraordinary are truly And And one Incarnate out of ten merely knows a fragment of the Nine out of ten Incarnates ignore their nature and the powers Incarnate an that happens sometimes It people these that understand to starting are scholars Some and the faithful grow to be the avatars and the god.offaithful their tutelary of the people they allies fi ghtfor, become virtuosos, magicians major the become warriors these history: in place their carve and cause their to faithful Finally,othersremain wish. they as powers fabulous their use to free loners, become some them Among creatures. otherthe with prefer remain Otherslity. to fata- coming weighthetoon Creationthemergetry and with to away fade to choose Incarnates Some flgods. the of uence in- the from himself frees moment and a Creationfor of laws harmony. Having overcome hethe transcends trials the divine the apotheosis: his lives heEssence, restorehis and Elixirs his consciousness of level this achieved have who few Th very e die. never will he knows and powers his of extent the knows thattask givenwas to them, adding greatto their glory name. fi and the god nish their of cause the embrace Others Elixirs. their to them leads always road their condition, success: much their without against rebel and toy gods’ the be to refuse One Incarnate out of a hundred knows the whole truth. He wholetruth. the knows hundred a ofout Incarnate One one leading him to the next step on his trip. his on step next the to him leading one successiveeach caughtin incarnations, be might he Essence his signifiof a part cant once he was before Incarnation. his When he fi mortal nds the to revert never will regained Harmony rible consequences. have told no one about it for fear of the ter- When an Incarnate manages to gather to manages Incarnate an When Incarnate an happens, what matter No 61

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ubr niae i te nant’ dsrpin (see description Incarnate’s the in indicated number the to equal or than lower be must rituals and artifacts, communions these of values the of company sum the However, during building. freely chosen are attributes Th ese nions. Attributes company. a in included profibe these can of les one only Incarnate, an of ofnumber the Regardless possible profiincarnations. les for fior as cavalry ghters. Itwhenthe case is they also have several soldiers foot as either played be can they when case the tably diffa with associated is which ofeach erentprofi le.Th is no- is acompany. in each Incarnate building. BUILDING COMPANY AND INCARNATES ghters in the unit. Even fi these the unit. ghters if in completelyghters are hidden fiother are there as long- as tests Strength or Attack any fers blows on. so never and target, ther to land, seem fi always arrows them, tend tomiss bullets natethem: ndano- diffi elimi- very to it cult makes Th protection champions. is distribution Damage ghters. fi standard the - as characteristics same the shares he if even unit; of his rest diffa choose the can than He salvo. erenttarget separate own independently: act can Incarnate the but formation, its respects and unit the as time same the unit his and Incarnate An specifi of these composed units c troops. join only can they ficase, the is standard of this When ghters. type particular a of champions are Incarnates Some unit. the mum number of fi ghters, but cost his in A.P. is added to that of each unit. may in included be Incarnate aunit Joining book Some Incarnates have more than one miniature available, available, miniature one than more have Incarnates Some fi unique a is Incarnate Each ghter.Th one be of only can ere company during attention particular require Incarnates n nant cn e ie atfcs rtas n commu- and rituals artifacts, given be can Incarnate An When a unit as a whole is targeted, its Incarnate never suf- never Incarnate its targeted, is whole a as unit a When their them made who gods the favorof have the Incarnates combat, separate own his has Incarnate the mêlée, a • In his in shoots Incarnate the range, from attacking • When at moves He unit. his in role special a has Incarnate Each unit. leader the of always his is Incarnate An maxi- or standard unit’s a in counted not is Incarnate An An joins Incarnate a unit in the same army as Only him. one ). Army Army ELIXIR of each round. ning begin- the at opposition Authority the by required roll the to sents the influence these heroes have on the troops. It is added otherfi the than army. ofghters their dice more and points health more have they Notably, Books. ADVANTAGES OF INCARNATES normally. eliminated be he apply can and rules dinary fi last the he is nated if unit. the in ghter Incarnate. of the instead tests suffStrength and the er hits the receive they reach, of out or pool to be increased. to be pool effinitial game or this allow company.artifacts ects the Some in Incarnates of number the to equal is reserve this game, the offi(either counters of beginning the At dice). or markers cial pool Elixir powers. extraordinary obtain to energy this use and channel can they help them achieveeventually Harmony. deliverance will Until this which of completion the Elixir, their collect to struggle and quests on out set Incarnates Elixir. into turned are soul their of fragments Th missing soul. e is their of this part of loss for the pay they Th price e mortals. than smarter faster, Incarnates have a touch of divine grace. Th stronger, grace. are divine ey of touch a have Incarnates repre- It Authority. characteristic: extra an Thhave also ey Army the in detailed own their of roles have Incarnates or- all specifi targeted, is Incarnate cally However, an when elimi- be only can Incarnate its targeted, is unit a when So, Each company has an Elixir pool, represented by tokens or tokens by represented pool, Elixir an has company Each 61

INCARNATES 62

INCARNATES (see council war the by indicated is earned points of number fulfiittivecontrols. orTh lls e objec- battle each for points resurrected. be cannot Incarnate another by eliminated Incarnate. Incarnate An eliminated the of profile the on indicated value Elixir the earns pany com- his another, minates while rolling a test Courage a passes its units of one time each point cumstances. cir- following the in points Elixir Earning happen at any time in the round, exceptcan andduring “time immediateout”. is points Elixir of loss or gain Any nates. Incar- the of actions the ondepending decreases or increases controlledfulfitivesareor company.theby lled Th also pool is • A company earns Elixir Elixir earns company • A eli- Incarnate one • When Elixir 1company• A earns Elixir earns company A theDuring game pool the increasesElixir when battle objec- Let’s play! p. 73). . tivation, including that of an enemy of an that unit. including tivation, it. needs carnate In- the whenever activated be can feat Each feats. perform to Spending Elixir Each feat can only be performed once per Incarnate per ac- per Incarnate once per performed be only feat Each can pool Elixir the into tap can company’s the of Incarnates All 63

62 can re-roll all of his failures for 1 Elixir point. Elixir 1 for failures his of all re-roll can point. Elixir 1 for die more one get can game. per Incarnate per once faith only 15 done be Th can recovers is points. mana 15 immediately and points unit his of pool mystic the game. the of end the until die Attack ranged more points. health his all recovers He points. Elixir artifact. the with described are Th cost spent. their eff be and ese ects Elixir 1 for at shoots point. he unit the of fi ghter which choose T h is is not a bonus die, so it can be re-rolled. Additionally, Additionally, re-rolled. be can it so die, Thbonus a not is is one and die Attack hand to hand more one gets also He of a for god 15 avatar the become can 3 Incarnate A Rank • to points Elixir require effthat have ects artifacts Some • can marksman Incarnate an attack, ranged a During • • When an Incarnate rolls a characteristic test, the player player the test, characteristic a rolls Incarnate an When • player the test, characteristic a rolls Incarnate an Before • immune to the Fear that caused the test. the caused that Fear the to immune point. Elixir 1 one for success a automatically is test the test, either. feat this use cannot he Incarnate another by ted elimina- was Incarnate the If feat. this use cannot any- he more, exist not does unit his If nonetheless. spent are points Elixir the – happen not does resurrection the miniature, the place to room enough not is there If opponent. an with tact con- in placed be cannot He respected). are rules formation Fervor. Incarnate’s the to equal points faith of number a a and gets Energy to Incarnate’s the unit equal points of mana His number attributes. his and points health his all with (see description his in at a detailed out phase cost time the before resurrected point. Elixir 1 for ses succes- his of all re-roll to opponent his force can player the When this is the case, the success does not make the unit unit the make not does success the case, the is this When Fear or Courage a roll to has unit Incarnate’s an When • as long (as more once unit his in placed is ThIncarnate e be can he round, the during eliminated is Incarnate an If • Incarnate, an against taken is test characteristic a When • Army Books Army ). He comes back into the game game the into back comes He ). 63 INCARNATES

64

THE BATTLEFIELD its its depth: stretches of water, and so crevices, on. In these cases fi unit’s of the est ghters. height. considering without measured traveled is tance dis- the case, either In obstacle. the on movement their end fi the obstacle the ofside other the reach to them ghters allow fi ghters can only move of half their Movement. does If this not (see 38 p. unit walking A destination. its reach effto extra ort an to needs sheathe weapons its make a and unit cases certain In OBSTACLE AN CROSSING triumph. positive into victory uncertain turn can that advantages small those provide will it properly used however,when handicap; a into it turn to way best the is terrain Ignoring allies. precious become also can they but rer and that its evacuation gives Elixir points. points. Elixir gives evacuation its that and rer bea- kept by the is item the that state may councils war some Note, fileft. the ghter which battlefithrough eld the of edge base. carrier’s the with contact in player the by placed then is item Th movement. his of e end the at or beginning the at item an drop voluntarily can carrier A stood. carrier the where spot exact at the ground the to fall items the eliminated, is carrier fi the single If a ghter. by carried be can items these of many how on details 73) p. (see Th placed base. council war e then miniature’s the is Th item it. e on movement his end must fi a items fi by these of To one ghter up carried pick be ghters. it. inside fi stand unit’s can the ghters all if element terrain a or building a enter can unit A door. the or chest the opens the that Th ghter it. declares fi with simply player e contact in ELEMENTS TERRAIN MOVING OPENING AND of it. front in right stops unit the and crossed be cannot obstacle stacle. If the fighters’ movement is not enough to get ob- across the the onmovement his fiend unit’s can the ghters of none If the carrier leaves the battlefi eld, the item is placed at the the at placed battlefi is the item leaves the eld, carrier the If can battle, the of presentation the in detailed items, Some fi a door a be or must chest a ghter like Tosomething open obstacles. cross War cannot machines the problemSometimes notis the height of butthe obstacle short-the than taller is that obstacle an cross cannot A unit impossible. is element terrain a through moving default By times, at problematic be can bulwark a or river a grove, A g

r Moving a unit) can cross an obstacle. In this case, its its case, this In obstacle. an cross can unit) a Moving o v e, a r THE BATTLEFIELD THE T i v e r o r H a b u l w a r E B k c a n b e p r o b l e A m a t i c a T t t i m e s T , damaged when it is caught in an area of eff area an in when caught it is damaged ect. even so, the unless obstacle is specifiBut targeted it apart. cally be cannot fall to waiting much pretty are that elements rain whenonly Thit bystated is clearly council. the war are ese ter- DESTROYINGD TERRAIN battlefia on eld. found frequently most elements terrain the of teristics eliminated. immediately either it on are it or inside attacks. of ranged purposes the for mêlée a in being as Th considered engaged. not are ey bat. However, the fi ghters in contact itwith are not considered Tent wall Low house Stone house Timber Shed Altar L Some terrain elements can be destroyed, but this is possible is destroyed,be elements but can this Some terrain Th 0. to equal always is element terrain ofa Defense e Th charac- the indicates table elements” e “Common terrain fi located the ghters destroyed is element terrain a When com- hand to hand in attacked be can element terrain A E S COMMON TERRAIN ELEMENTS TERRAIN COMMON T E R O F Y I N I G T E Resilience E 0 8 8 6 4 8 L R R D A I N Structure Structure points 10 10 4 4 8 4 65

64

into their champion before the fi the before champion their into again. up picks ghting and Yllia Merin gods’ breathe their attention! divine power tely points. 3win Elixir points. began. before game the perished troops WOLF THE PLAYING points. began. game the GRIFFON THE PLAYING T h e struggle opposing Abel and Serethis has caught the caught has Serethis and Abel opposing Thstruggle e Points de vie de Serethis : If Abel eliminates Serethis, you immedia- Yourgoal: Reinforcements: whose Serethis only containing unit • 1 of 4hunters. • 1unit You with: game the begin points: Abel’s health Elixir 4 win immediately you Serethis, eliminates Abel If Your goal: Reinforcements: before perished troops whose Abel only containing unit • 1 of 8spearmen, • 1unit You with: game the begin sequence: Activation

e s t r u 6 - IN THE NAME OF THE GODS! OF THE NAME THE 6 -IN g g l You need to collect 20 Elixir Elixir 20You collectto need You need to collect 20 Elixir points. You Elixir 20 to collect need e o p p o None. s None. i n g

A Marauder. b

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h i s h a s c a u g h t t h Serethis e ment halved. then is dragon, the fi ghters use onecan Th of two stairways. eir Move- control the phase. during points Incarnate. to his point back to give one point health Elixir battle! the to win forces extra Incarnates their award gods the – points Elixir 3 what follows. RULES NEW N Thdragon: the of seal e Elixir 5 you earn will dragon the of seal the Controlling 1 to up spend can player a Incarnate, his activating Upon wins company each phase, control the of end the At Elixir: beforechaptersYoureading previous have to the read need E W R Hunters U L E Abel S To climb on top of the seal of the the of seal the Toof top on climb Spearmen It is impossible impossible It is Wild torrent: Wild to cross it. cross to 65 THE BATTLEFIELD

66

RAISINGREADY AN TO ARMYPLAY? 67

66

READY TO PLAY? 67 READY TO PLAY?

68

RAISING AN ARMY fi on by players. the or agreed council eithered by war the speci- amount the lowerthan or to equal be to has company the of value A.P. Thcompany. e total his of units the of A.P. in cost the totals player Each players. the all by upon agreed or council war the by detailed either is Thcompany.value is of troops. mix balanced a presents banners the of order the why This rules. is game covered situations battle the by the notall be ablewith to deal diffi particularly be would available play,to would it since cult However, a company composed exclusively of the best soldiers effi ofhis indicator refore,good a itis battlefi onthe ciency eld. (A.P.) cost of a fi Thpoints ghter and army equipment; them. represents the- e skills his equip to weapons many as and men TROOPS THE GATHERING company (see Appendixes). sheet the on Th recorded people. are army’s choices chosen ese the of fi methods the ghting with comply that banners assemble to units his chooses player each phase preparation this ring medieval army, a company is composed of several smaller smaller called several groups of composed is company a army, medieval sentbe to battle. the train army, troops them an and to divide a into build units company that can raise to need tyrants powerful most the Raising an army requires signifi cant resources: many able many signifiresources: requires cant army an Raising Each player is given a certain number of A.P. to build his his build to A.P. of number certain a given is player Each During a game each playera each controls game a During Even blue. the battlefiof on out appear elds not do Armies RAISING AN ARMY AN RAISING R banners A , themselves divided into into divided themselves , I S I company N . Like a real real a Like . units G A Du- . wage war. Th is structure is called the wage war. Th“orderthecalled banners”. is of structure is ding on the people it comes from and how these people tend to BANNERS OF THE ORDER Each army is built according to a precise hierarchy depen- hierarchy precise a to according built is army Each (see description Incarnate’s the in cated to to orhas tributes be equal lower the number indi- than At- these of value total However, the building. company during freely chosen are Th or communions. Attributes rituals ese as well as artifacts given be can Incarnate An says otherwise. description ofjoin any can unit the company, Incarnate An his unless Commander. the one is which value Authority same the have Commander Authority greatest the has Th who Incarnate e chaos. it wouldbe otherwise lead of each group soldiers, unit A battle? into lead army your to gods the bychosen someone than better who it: mand company A pany. of a com- parts essential are a Incarnates soul. its loses unit them Without battle. into troops the lead Incarnates N A may include only one Incarnate: a single mind to mind single a Incarnate: one only include may must include at least one Incarnate to com- to Incarnate one least at include must of the company. When several Incarnates Incarnates several When company. the of INCARNATES R M

the player chooses chooses player the Y Army Book Army is the the is ).. 69

68

Each slot is optional, except for the one marked with a “ a with marked one the forexcept optional, is slot Each thesis. thesis. res (infantry Category Incarnate’s the or unit’s the slot. Each slot indicates a compulsory is which clude the priority slot fi rst: Grant will have to pick a Rank Rank fia slot pick to priority have will the Grant clude c rst: a allowed banner.to start second Thwill have latter toe in- Thchoice are ey one. asecond build to allowed being before war machines, units. infantry any other allow not do slots maining fi his since to not able be Th not complete. is banner rst re- e banners: of order inthe slots two following f Th unit. is the templar lls a Griffifi a and unit conscript n picks power.He striking hand to hand his boost to decides (infantry fusiliers of unit a TempleT (Griffi fi the n) includes slots: ve following completed. been A new only be can banner created if the previous ones have fi be only slot can once banner. per lled o l e u l Th e order of isbanners the presented aslist ofa fi ve slots. Once Grant has chosen a war machine unit, he will be be will he unit, machine war a chosen has Grant Once cavalry his as unit rider templar a take to decides HeH fi this and complete cavalry must Grantwith banner, rst If he wished to include a third infantry unit, Grant would • • selects he off slot: fistarts by GrantG compulsory the lling • • • • • Example: A company can include number an of unlimited banners. fifi Each are all slots when lled. vecomplete is banner A m l

War unit machine unit Cavalry unit Infantry unit Infantry unit Infantry d

UnitU 3:Templar unit( Griffi UnitU 2: unit( n conscript o r e w p e a n n l d n i t , war machines machines war , e ( n i i h e unit. t t 3 t 2 g t c e G s i t p d : : G r w a T r e i r e i o s ffi s T h e order of the banners of the order of the of order the Th of banners the of e order o

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a a v i o r n ) as his fi rst unit. He then then He fi unit. his rst as ) t ( ); ) c e f

f b ; / t o r ) m o i w a d l ) and Rank, in paren- in Rank, and ) i l p n , cavalry cavalry , e l o / ); u l r n w h l e u s i r a n o n s v r g s : i e y t t l ) s a o o l s o t p s t h : : i , creatu- , ) c i h s k e c a s a e R v ! l a ”, e a l c n r t k y s UNITS his cost is added to that of his unit. added of to is his that cost his a unit included in is Incarnate an When units. ers to standard fi extra of cost adding the as well as unit, ght- a maximum and Incarnates). ing of fi number maximum the have (not can includ- unit a ghters sent battlefi to the eld. Th e is it when include must fi unit of a number ghters minimum Th fi e ofghters. ber of fiNumber ghters of fi number the mines units. composition of those and ghters Once a hetoplayer take then deter- chosen units has which Th e num- maximum and standard associated an has unit Each Army Books Army indicate the cost in A.P. of a standard unit A.P. in cost the unit indicate of a standard tnad ubr f fighters of number standard maximum number of fi number maximum ghters is the the is is is 69 RAISING AN ARMY

70

RAISING AN ARMY own. unit, the of member a as tests Courage fornotably and control the of objectives counts Incarnate the started, of fi number aunit’s towards ghters! of fi number unit’s the towards ghters. count on) so and warrior-monks, warrior-mages, musicians, fi of special number the and ture for each allowed unit. ghters Thfi26). p. special (see e ghters fi standard and both includeghters can However,unit a type. Composition An Incarnate cannot be chosen to constitute a unit on his his on unit a constitute to chosen be cannot Incarnate An has game the and constituted is unit the once However, Important: Books. Army the in Thdetailed are mystics. of in units units ese to grouped be can warrior-monks and Warrior-mages bearers, (standard fi ghters special and fi ghters Standard troop fi the same the havefrom comeAll to unit a in ghters

Remember that an Incarnate does not count count not does Incarnate an that Remember UNITS OF MYSTICS UNITS Army Books Army indicate the na- the indicate standard equipment of each unit is detailed in its its in the equipment detailed ofis each unit standard default, By musicians. and bearers standard Incarnates, items that have special eff ects (artifacts, potions, and so on). thority oppositions (see p. oppositions 33). thority Au-for used be will that Authority his is it Commander: the Th e Commander ThA.P.unit’s the in included is equipment is cost. ners and finers and joined. it has banner the aslot in lls to. Th isunitthe mustallied respect company’s orderis ofthe army ban- his peoples the of one from unit a banner So when hearmy, his builds the player includecan in each extent. to acertain other each support armies the alliance, same the Within Darkness. of meanders the and Destiny of paths the ght, Li- of ways the share: they values the symbolizing liance, al- of ways three into split are Aarklash of Thpeoples e All the fi ghters in a unit have the same equipment, except equipment, same the have unit fia the in All ghters Equipment includes weapons and armor in addition to all the Equipment T h e Incarnate with the highest Authority in his company is Thhis company in Authority highest the with Incarnate e ALLIANCES Army Book Army . 71

70

assault units and reinforcement units depends on the battle. battle. the on depends units reinforcement and units assault the conditions described by the war council are fulfilled. red by the war council. Th eseunits will jointhe battle only once mentcompanyon his units sheet, depending onwhat requi- is havetions fulfi been lled. battle; groups: two fi into eldedthe player at case, units once. split must his this In REINFORCEMENT AND ASSAULT Th (A.P.) points on spend army ofeach eplayercan number companyOnceaformed, is each player reinforce- his marks • Reinforcement units units • Assault always not are company a of units the all battles some In are available from the beginning of the the of beginning the from available are join join the condi- whenbattle certain nates. Once the troops have been reviewed, the battle can can battle the begin! reviewed, been have troops the Incar- Once nates. required the includes company the if and respected adjustments. some make to time still is there high, too is total the If A.P.value. its check to it review to mended TROOPS REVIEW battlefi the enters eld. nate Incar- an until anymore, Commander a have doesn’t ments reinforce- still are Incarnates remaining whose company A banners. the of order the with comply reinforcement must and units) units (assault whole a as Th company e It is also time to check if the order of the banners has been been has banners the of order the if check to time also is It recom- strongly is it company his built has player a Once reinforcements. the of part be cannot Th Commander e 71 RAISING AN ARMY

72

LET’S PLAY! indicated by the die roll. by die the indicated battle the out reads and die a rolls player youngest the case, this In numbered). are book this in battles six (the die a ling rol- by made play.Thbe to going can choice are is they battle A BATTLE SELECTING 1/ to games. fun to add greater moredepth and rules position, etc.) special and have specifi narios a bridge,holding a (controlling objectives c notably publications, Rackham fi However, enemy ghters. all nating play to sible a play of game to hours two to hour an half takes It play! to time it’s Before anything else, the players need to agree on which which on agree to need players the else, anything Before pos- is It battles. diffplay tosix ready presents erent also It 4/ Play! game up the 3/ Setting building 2/ Army abattle 1/ Selecting Th howbattle: a to prepare is chapter explains Th rules been haveread; the arethe out of box, miniatures e Cry Cry Havoc Confrontation. Confrontation

, contain ready to play Thscenarios. ese sce-

with the sole objective of elimi- of objective sole the with LET’S PLAY!LET’S L E T ’ S P lefield. Once the elementsall are placed, each player rolls a die: Thyoungest. elementand placethe batt- it on ey pick a terrain battlefield: of type the on depending placed are elements Th terrain ese elements used. terrain ofthe nature and amount onthe agree to Thneed players. then are eplayers there as zones many as into divided battlefi the is map,eld no is there When ments. ele- terrain the of nature and Thposition the indicates map is battlefi the of a map eld. gives Th generally council this. war e represent to used be can elementsTerrain advance. their der of sorts obstacles are there to offer cover to fi ghters and to hin- GAME THE UP SETTING 3/ council. war the of instructions the respect they longas oneas on agree to ofA.P. number a army). If not an specifi is players the ed, need Raising (see companies their build can they information, this haveplayers the all Once rules. special possible any presents (A.P.) number ofpoints army eachIt company allowed. also is ARMY AN BUILDING 2/ • Borderland: All ground. open completely on place take rarely Battles the indicates section council” “war the battle, each For L A Th e players take turns, starting with the with starting turns, take The players Y ! 73

whoever obtains the highest result gets to pick his zone fi rst and then, in clockwise order, the other players choose their zone.

• Pacifi ed region: Th ese battles require an attacker and a defender. Th e players determine their role fi rst and their zone afterwards. Th e defender chooses half of the terrain elements and places them in his zone of the battlefi eld. Th e attacker does the same with the remaining elements

• War of positions: Each player’s zone is determined ran- domly. Each player then chooses a terrain element and places it in his zone, starting with the youngest. Once all the elements have been placed, the battle can begin.

72 4/ PLAY! LET’S PLAY! BATTLES Th e players know what their battle objectives are and they 73 have understood the battle rules. Th ey have built their compa- From a mortal’s point of view, the Rag’narok is pure mad- nies and chosen a battlefi eld. Th e game itself can now begin. ness. Yet, in the war rooms and in the kings’ courts, the war of Th e players mark out the deployment zones, as indicated by the gods is being carefully planned. It is organized into cam- the war council. paigns and battles; each company has a role to play in the fi nal Th ey then roll a fi rst Authority opposition (see Tactical victory. phase p. 33). Th e winner chooses the player who starts de- A campaign is a group of battles, taking place on the same ploying fi rst. Th is player places his fi rst unit inside his deploy- battlefront or organized around a single strategic objective. ment zone, wherever he wants. Th e player to his left then de- On the other hand, a battle is fought on a limited battlefi eld ploys his fi rst unit, and so on. Th e players take turns to place and is organized around a local or tactical objective. their units one after the other. Th e companies are getting Each game is a battle. All these battles include general rules, ready for battle! presented hereafter. However, each battle is unique; its pa- Once all the units have been placed, the players build their rameters are described in the presentation of the battle: the activation sequence, (see Tactical phase p. 32)..Th ey roll a new war council. Authority opposition; the winner chooses who plays fi rst. One after the other the units advance on the battlefi eld, To randomly select a battle, roll one die: leaving only death and despair in their wake. Dreadful mêlées take place, some units try to fi nd shelter, while others rush : Pitched battle towards the battle objectives. High above them the gods con- tinue to plot and enjoy themselves. : King of the hill Th is is the Rag’narok! : Invasion

: Charge!

: Skirmish

: Breakthrough

Forces available

Most battles indicate the number of army points (A.P.) al- lowed for each company. Sometimes this value may diff er be- tween the companies joined in battle in order to refl ect the particular circumstances of a battle. Some missions do not specify the number of A.P. allowed; the players agree on a number and build their companies ac- cording to that. 74

LET’S PLAY! mation rules (see p. (see for- rules mation respect must Units game. the of beginning the at units his places player the where area de- a the Th is in zone. is them ployment deploying means this time the of Most play. Approach phase following: the wins. endthe game of the at most the has who player or points the Elixir of number set a points: has who victory as used also are they but powers, special Incarnates’ the trigger to spent be points Elixir can these only Not points. Elixir generate to company the allows game. the win and vantages Objectives battle- the enter. can of fiunits edge(s) these eld which through indicates council war Th fi e activation. their rst battlefiduring eld, the of from edge the directly battlefi eld the enter units the Instead, battle. line. this from away cm 15 begins zone deployment player’s Each halves. in equal two into deployed Thwidth the down battlefi are e split is eld companies the is case, this the not When companies. various the of zones deployment zone. deployment fi the must unit within the t in ers • • • are they often, diverse. ThMost is objectives the of e nature objectives these Fulfi lling objectives. with comes battle A ad- tactical obtain to tries company each battle, a During the before deployed be not will a company battles, some In the shows which map a with comes council war the Often into Th brought are defi eapproach miniatures the how nes Evacuating units from the battlefi the from units Evacuating eld. enemy units; certain Eliminating (see element terrain a or zone a Controlling p. 44); DEPLOYMENT ZONE

25) when they are placed,. All the fi the ght-All placed,. are they when 25) ate lines battle Control Control . . Special rules Special and how Elixir points are counted to determine the winner. the to determine counted are points howand Elixir Truce etc.) (weather lighting, conditions, circumstances objective, but simulate particular they also can battle a or element terrain a to related often are Thrules ese 15 CM T h is section indicates the circumstances that end the game thethat game end Thcircumstances the indicates section is Th rules. the battle’s special details ofthe council iswar part DEPLOYMENT ZONE 75

1 – PITCHED BATTLE

Forces available

Each player has the same number of A.P. to build his com- pany. Approach

Borderland. Battle lines. Objectives

• Eliminating a Rank 1 unit: 2 Elixir points. 74 • Eliminating a Rank 2 unit: 4 Elixir points. LET’S PLAY! • Eliminating a Rank 3 unit: 6 Elixir points. 75 Special rules

Eliminating a unit: A company earns the Elixir points indicated when an enemy unit is eliminated, no matter the circumstances. Truce

Th e battle ends after the sixth round. Th e player who has the most Elixir points wins. If both players have the same amount, the game is a tie. 2 – KING OF THE HILL

Forces available

Each player has the same number of A.P. to build his com- pany. Approach

Borderland, with the following modifi cation: a hill (or any similar terrain element) is placed at the center of the table. Th is element is called “the hill”. Battle lines. Objectives

• Controlling the hill: 5 Elixir points. Special rules

None. Truce

Th e battle ends once a player reaches 20 Elixir points in the control phase. Th is player wins. 76

LET’S PLAY! the most Elixir points wins. If both players have the same same the have players atie. both is game the number If wins. points Elixir most the Truce rules Special points. points. Objectives Approach pany. Forces available 3 –INVASION T h e battle ends after the sixth round. Th e player who has who round. e player Th sixth the after Th ends e battle None. • • lines. Battle Borderland. com- his build A.P.to of number same the has player Each For each unit in the opponent’s deployment zone: 5 Elixir opponent’sElixir the 5 deployment zone: in unit Foreach Elixir 2 zone: deployment any of outside unit each For Special rules Special come objectives. be- elements terrain four All elements. terrain two designate Objectives Approach A.P. many opponent. as his as twice allowed is Forces available 4 –CHARGE! control phase. Thcontrol phase. is player wins. Truce • defender, the with starting players, both deploying, Before lines. Battle Pacifi region. ed Tha defender. and attacker an requires e battle attacker Th e Th the in points Elixir aplayer once ends 20 reaches e battle None. Controlling an objective: 5 Elixir points. 5Elixir objective: an Controlling 77

5 – SKIRMISH 6 – BREAKTHROUGH

Forces available Forces available

Each player has the same number of A.P. to build his com- Th e battle requires an attacker and a defender. Th e attacker pany. is allowed twice as many A.P. as his opponent. Approach Approach

Pacifi ed region. Battle lines. Objectives

During this battle, each player earns Elixir points for diff er- 76 ent reasons: LET’S PLAY! Th e defender(each round): 77 • All the attacker’s units are still in their own deployment zone: 5 Elixir points. • All the attacker’s units are inside of the defender’s deploy- ment zone: 0 Elixir points. • Any other case: 2 Elixir points. - Player A ’s deployment zone Th e attacker: - Player B’s deployment zone • For each unit evacuated: 5 Elixir points. Special rules Borderland. At the beginning of the battle the companies are not de- Evacuating a unit: To evacuate a unit, the attacker must ployed as usual. Th e battlefi eld is split in to eight equally sized make it leave the battlefi eld through the edge opposite his de- sections. Each of these sections is a deployment zone for one ployment zone. A unit is evacuated when its leader manages of the armies, as indicated on the map. Th e units are deployed to get beyond the limits of the battlefi eld. as usual in these zones; however, each player must deploy his company in as many zones as possible. Truce

Objectives Th e battle ends once a player reaches 20 Elixir points in the control phase. Th is player wins. • Eliminating a Rank 1 unit: 2 Elixir points. • Eliminating a Rank 2 unit: 4 Elixir points. • Eliminating a Rank 3 unit: 6 Elixir points. Special rules

None. Truce

Th e battle ends after the sixth round. Th e player who has the most Elixir points wins. If both players have the same number the game is a tie. 78

APPENDIXES Elixir point, but will not generate die. abonus but will point, Elixir more none eff game of point, the spend this applied.) are ects to choose the game eff ect that is applied. If he does not to wish a die. Whoever rolls the result paycan highest point one Elixir rolls confleff counter game implicated player each icting ects, roll. initial die. bonus ob- replace previous. the tained The results successes. re-roll to him force contrary the OF RESOLUTION TABLE UNIVERSAL …/-6 On On a Courage or a Fear test, a were there as dice bonus many as Roll 2/ you (If en- when necessary. successes and 1/Re-roll failures So, once you have dice: the rolled on the added be obtain to those will success additional Any every For or,on efffailures re-roll playergame to Some the allow ects UNIVERSAL TABLE OF RESOLUTION TABLE UNIVERSAL

are obtained, more bonus dice are generated. are more dice bonus obtained, are -5/-4 Bonus dice are never re-rolled. are dice Bonus

obtained on the test the player will roll one roll will player the test the on obtained -3/-2 -1/0/+1 APPENDIXES A

will earn the earn company will one +2/+3 P P +4/+5

E obtained. If If obtained. +6/… N D order below: to play.it is player plays fi Thrst. e “ mêlées! powers furious engages in and mystical its uses range, from attacks moves, unit activated An turn. in normally. act can and once again valiant it is rage/Fear value found in the If unit. the test, unit succeeds this rage/Fear (1) test. Th teste may be with therolled highest Cou- 2 –ACTIVATION PHASE Ththe orderin below: actions the following ey accomplish phase, this the players plan their actions for the coming round. 1 –TACTICAL PHASE chapter. own its in A game round is Each split phases. into is phase detailed three defi be may playersber themselves. the by or battle the by ned AGAME PLAYING T h e active player goes through the following steps in the in steps following the through goes player Th active e which chooses opposition the Authority of winner e Th units their players the activate phase, activation the During the player Whenever activated, is a a Cou-unit rolls routing 1-2/ opposition Authority 1-1/ sequence action the Constituting During 32). (p. phase tactical the with begins round Each Th rounds. game num- of is number certain a lasts game A I X E Active playerActive S ” is ” the is player whose turn 79

2-1/ He draws, fl ips over or indicates a card, depen- ding on the game mode; 2-2/ Th e corresponding unit is activated and its ac- tions are resolved by the player controlling it; 2-3/ Th e active player hands the lead to the player to his left who becomes the active player.

Important: In Marauder mode, the active player may change during the second step if he draws a card that is not his.

Assault

Assault is a movement that allows a unit to engage an enemy unit in mêlée. • Free units may assault an enemy unit (except if 78 they have disengaged in the same activation); APPENDIXES • Engaged units may assault one of the enemy units it is in contact with. Only fi ghters free of any 79 opponent can engage enemies. But only the fi ghters in contact with fi ghters belonging to the assaulted unit can attack – including fi ghters who have not moved!

Ranged attack MORALE STATES An engaged unit cannot attack from range. Each salvo is resolved following the steps in the order A valiant unit is ready for battle and acts normally. Its below: fi ghters are determined to defeat the enemy, even if it means 1/ Choice of the target and the marksmen putting their own lives in jeopardy. Th e unit is subjected to a 2/ Measuring the range Courage test in the following circumstances: 3/ Ranged attack test 4/ Strength test 5/ Removal of the losses INSERTS TABLE

Hand to hand attack Activating a unit ...... 33 Active player, passive player ...... 30 Each combat is resolved following the steps in the order Alliances ...... 70 below: Area of eff ect shots ...... 41 1/ Choice of weapon Battle involving more than two players ...... 33 2/ Hand to hand attack test Charge! ...... 40 3/ Strength test Contact ...... 24 4/ Removal of the losses To leave a mêlée, an engaged unit has to disengage fi rst. Damage and wounds ...... 40 Th is situation can be combined with Rout. Drawing cards: special cases ...... 37 Elemental realms ...... 55 3 – CONTROL PHASE Fear my powers! ...... 54 Flight ...... 38 During the control phase, each player evaluates the situa- Incarnates ...... 68 tion of his company on the battlefi eld. Th e player determines Incarnates, leaders and Commanders ...... 33 which objectives he controls and collects the Elixir indispen- Interference ...... 40 sable for his Incarnates. He performs the following actions in Power ...... 25 the order below: Re-roll and bonus dice ...... 30 1/ Calculation of faith points and mana points Tactic ...... 42 2/ Maintenance of eff ects Units of mystics ...... 70 3/ Collection of Elixir Unit situation ...... 36 4/ Time out 80

APPENDIXES a war staffa war : thout mercy! enemy Th unit. are intercepted ande slaughtered deserters wi- one edges; of its resisted. already it has value a Fear diffi whose test Courage any ceeds to equal or inferior is culty rolled. is test Courage the no a tie, it is If only test. Courage the lowest the rolls one Fear with units, frightening two involving assault an During unit. the frightening in value Fear to the highest equal is culty factors: aggravating two by Thdiffi1. increased e is be test diffi may the culty of culty the case this In fiwith. of number started the it of ghters half perform a charge (see p. 40), regardless of the Power of the the assaulted. enemy unit of Power the of regardless 40), p. (see charge a perform CATEGORIES UNIT rout. put that in them Fear the resisted have units rallied mean not does However,this usual. as recovers resources mystic its necessary; to leave battlefi the it can. as quickly eld as tactic; his use can musician of cm the 30 thin tests; values of a war staff to resolve their own Courage or Authority Authority Fear and the Courage, use can see the standard can • Cavalry Infantry again. once valiant is test its succeeds that rout in unit A control the • It of not objectives. towards does count it However, eff mystic ects. any use or shoot cannot It • if disengages It tactics. any use fl• It cannot ees. it activated is unit the When • • Th 0; to equal are its ofmembers Attack and e Authority eff following to the rout subject is in A unit ects: A • • • of presence in advantages gain company same the in Units an with contact in unit the fl brings movement Its eeing • battlefi through fithe eld leaves its ghters of one least At • A Important! Th diffi unit: e frightening a involving - assault an During • unit. afrightening engaged with is unit the + 2if Power; agreater with units engaged with is unit the + 2if • Cvly hre A aar ui ol nes o e re to free be to needs only unit cavalry A charge: Cavalry Complete war staff war Complete : War staff including a standard bearer: bearer: standard staffWara including War staff including a musician: staffWara including During the unit’s activation, if the unit has fallen below fallen has unit the if activation, unit’s the During unit in rout in unit fl unit eeing benefi eff following the from ts ects: has no special rules. no special has uig n sal, ui atmtcly suc- automatically unit a assault, an During is eliminated if: eliminated is no longer believes victory is possible. Itis tries no longer victory believes Both eff Both cumulated. are ects T h e units that are wi- Th are that units e Ththat units e ability. An engaged fi ghter who has this ability is not elimi- not is ability this fihas engagedwho ghter An ability. nated when he disengages. nated when he disengages. by attacker. the needed result effthe everalter advantageous can ability or ect no and dice bonus any generates never titan a against rolled flaff can Moreover,tests test Strength ict titans. Strength a ect effin- that ability ects and mystic those from only attacks, Apart normal way. its throws Creation that force any almost it. representing of despite cards number the unit single considereda is titan A activated). been may have card already (this titan his ofthe cancel result test against a rolled Strength revealed. is card played are when corresponding the actions Thsequence. and activation powers titan’s e the in placed are profi these cards All lecards. the card; others ability are titanic their is them of One body. gigantic their of part each for one engages. dis- he when eliminated not is titan A them. ground or them • Titans machine. war the with or one have they when weapons ranged own their with shoot can servants the activation, its During unit. single Th it turn. his passes trolling and formits e a machine servants con- player the played, is card its when activated; be cannot • activation. its of beginning the at test fiCourage of a roll not does ghters • A penalties. any without him than shorter obstacles tests. to resolve Strength Strength to his Attack he adds his A • • A titan is an extraordinarily tough fi tough withstand extraordinarily ghter.can Itan is titan A to card ability titanic a defi sacrifi can Th nitely ce e player cards: represented by several are they massive so are Titans • War fi mount: cavalry All ghters have the “Disengagement” Charging strength: When a strength: Charging Leap: A Leap: Creature war machine war goe i cl tran N gm e c cn move eff can game ect No diffi ignore terrain. cult light cavalry light unit that falls below half of its original number number original its of half below falls that unit without at least one crewmember or pilot pilot or crewmember one least at without fi ghter can jump over or on top of top on or over fi jump can ghter heavy cavalry heavy fi ghter charges NP