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Confrontation EVO Rulebook - Demo December 18 th 2016 v:1.1 This document belongs to the Confrontation EVO game. This document follows the same copyright of the Confrontation EVO rulebook: cbna. Download the free Confrontation EVO rulebook and material at: http://confrontationpills.altervista.org/. This rulebook only presents the DEMO version of the rules. Many of the complete rules do not appear in this document. Some aspects of the games are described in more detail in the complete rules. Index Credits 1 Game Rules 2 Tools for Playing 2 The Battlefield 2 Fighters Profiles 2 Building the Army 2 Characters ...................... 2 Game Structure 2 Deployment Phase ................. 2 Activation Sequence ............. 2 Tactical Roll ................. 3 The Deployment ............... 3 The Activation Phase ................ 3 Exclusive Actions ............... 3 Cumulative Actions .............. 3 Combat Phase .................... 4 Combat .................... 4 Structure of Combat ............. 4 Resolution of Exchanges ........... 4 Combat against Scenery ........... 5 General Rules 5 Dice Rules ...................... 5 The Notion of Contact ............... 5 Line of Sight .................... 5 Fear ......................... 5 War-staffs ...................... 6 Precise blow ..................... 6 Deadly blow ..................... 6 Sword-Axe ...................... 6 Sacred Weapon and Sacred Armour ........ 6 Hidden Fighters ................... 6 Appendices 7 Appendix: Abilities 7 Starting with A ................... 7 Starting with D ................... 8 Starting with H ................... 9 Starting with M ................... 10 Starting with R ................... 11 Starting with T ................... 12 Appendix: Wound Table 13 Appendix: List of DEMO Material 13 Expansions 14 Expansion: Affiliations 14 Expansion: Mystics 14 Loss of Focus .................... 14 Summoned and Resurrected Fighters ........ 14 Expansion: Incantation ............... 15 The Mana Reserve .............. 15 Mana Recovery ................ 15 Spells ..................... 15 Casting a Spell ................ 15 Expansion: Divination ................ 16 Temporary Faith, Believers and Aura of Faith 16 Recovering Faith ............... 16 Miracles .................... 16 Calling a Miracle ............... 16 Expansion: Special Shots 17 Credits Confrontation EVO Project Managers • Flavio “Felian” Damasco (Quality assurance) • Tomaso “The King of Squid” Fiumara (Game design) • Marco “Squera” Patrignani (Translation director and typesetting) • Marco “Inquisitore XX” Suzzi (Graphic design and testing director) Confrontation EVO: Testers • Stefano “Stenobm” Bellaria • Alessandro “Archaon” Brunacci • Diego “Wamoo82” Carrubba • Andrea “Carcharoth” Dalle Vedove • Andrea “Ema” Emanuelli • Simone “Nydarr” Faedi • Mattia “3D” di Giacomo • Tomaso “The King of Squid” Fiumara • Stefano “Spa” Spaderi • Marco “Inquisitore XX” Suzzi • Walter “Evendur” Venoso Translation by: • Federico “Thanatos” Boschetto • Alessandro “Archaon” Brunacci • Andrea “Carcharoth” Dalle Vedove • Flavio “Felian” Damasco • Andrea “Ciccio75” Fait • Paolo “Locke Cole” di Fonzio • Giuliano “Poltigliator” Longo • Marco “Squera” Patrignani • Gabriele “Kerthan” Plutino Special Thanks • Valerio “Otacon” Arena • Daniele “Abel” Mariani • Chris Pastore • Michele “Pills” Pella • Sebastièn “Butters” and more to come … A final, big thank to all those who will play, keep playing and work on this project after us! 1
Transcript

Confrontation EVORulebook - Demo

December 18th 2016 v:1.1

This document belongs to the Confrontation EVO game. This document follows the same copyright of the Confrontation EVO rulebook: cbna.Download the free Confrontation EVO rulebook and material at: http://confrontationpills.altervista.org/.

This rulebook only presents the DEMO version of the rules.Many of the complete rules do not appear in this document.

Some aspects of the games are described in more detail in the complete rules.

IndexCredits 1� Game Rules � 2Tools for Playing 2The Battlefield 2Fighters Profiles 2Building the Army 2

Characters . . . . . . . . . . . . . . . . . . . . . . 2Game Structure 2

Deployment Phase . . . . . . . . . . . . . . . . . 2Activation Sequence . . . . . . . . . . . . . 2Tactical Roll . . . . . . . . . . . . . . . . . 3The Deployment . . . . . . . . . . . . . . . 3

The Activation Phase . . . . . . . . . . . . . . . . 3Exclusive Actions . . . . . . . . . . . . . . . 3Cumulative Actions . . . . . . . . . . . . . . 3

Combat Phase . . . . . . . . . . . . . . . . . . . . 4Combat . . . . . . . . . . . . . . . . . . . . 4Structure of Combat . . . . . . . . . . . . . 4Resolution of Exchanges . . . . . . . . . . . 4Combat against Scenery . . . . . . . . . . . 5

General Rules 5Dice Rules . . . . . . . . . . . . . . . . . . . . . . 5The Notion of Contact . . . . . . . . . . . . . . . 5Line of Sight . . . . . . . . . . . . . . . . . . . . 5Fear . . . . . . . . . . . . . . . . . . . . . . . . . 5War-staffs . . . . . . . . . . . . . . . . . . . . . . 6Precise blow . . . . . . . . . . . . . . . . . . . . . 6Deadly blow . . . . . . . . . . . . . . . . . . . . . 6Sword-Axe . . . . . . . . . . . . . . . . . . . . . . 6Sacred Weapon and Sacred Armour . . . . . . . . 6Hidden Fighters . . . . . . . . . . . . . . . . . . . 6� Appendices � 7

Appendix: Abilities 7Starting with A . . . . . . . . . . . . . . . . . . . 7Starting with D . . . . . . . . . . . . . . . . . . . 8Starting with H . . . . . . . . . . . . . . . . . . . 9Starting with M . . . . . . . . . . . . . . . . . . . 10Starting with R . . . . . . . . . . . . . . . . . . . 11Starting with T . . . . . . . . . . . . . . . . . . . 12

Appendix: Wound Table 13Appendix: List of DEMO Material 13� Expansions � 14Expansion: Affiliations 14Expansion: Mystics 14

Loss of Focus . . . . . . . . . . . . . . . . . . . . 14Summoned and Resurrected Fighters . . . . . . . . 14Expansion: Incantation . . . . . . . . . . . . . . . 15

The Mana Reserve . . . . . . . . . . . . . . 15Mana Recovery . . . . . . . . . . . . . . . . 15Spells . . . . . . . . . . . . . . . . . . . . . 15Casting a Spell . . . . . . . . . . . . . . . . 15

Expansion: Divination . . . . . . . . . . . . . . . . 16Temporary Faith, Believers and Aura of Faith 16Recovering Faith . . . . . . . . . . . . . . . 16Miracles . . . . . . . . . . . . . . . . . . . . 16Calling a Miracle . . . . . . . . . . . . . . . 16

Expansion: Special Shots 17

Credits

Confrontation EVO Project Managers• Flavio “Felian” Damasco

(Quality assurance)• Tomaso “The King of Squid” Fiumara

(Game design)• Marco “Squera” Patrignani

(Translation director and typesetting)• Marco “Inquisitore XX” Suzzi

(Graphic design and testing director)

Confrontation EVO: Testers• Stefano “Stenobm” Bellaria• Alessandro “Archaon” Brunacci• Diego “Wamoo82” Carrubba• Andrea “Carcharoth” Dalle Vedove• Andrea “Ema” Emanuelli• Simone “Nydarr” Faedi• Mattia “3D” di Giacomo• Tomaso “The King of Squid” Fiumara• Stefano “Spa” Spaderi• Marco “Inquisitore XX” Suzzi• Walter “Evendur” Venoso

Translation by:• Federico “Thanatos” Boschetto• Alessandro “Archaon” Brunacci• Andrea “Carcharoth” Dalle Vedove• Flavio “Felian” Damasco• Andrea “Ciccio75” Fait• Paolo “Locke Cole” di Fonzio• Giuliano “Poltigliator” Longo• Marco “Squera” Patrignani• Gabriele “Kerthan” Plutino

Special Thanks• Valerio “Otacon” Arena• Daniele “Abel” Mariani• Chris Pastore• Michele “Pills” Pella• Sebastièn “Butters”• and more to come …

A final, big thank to all those who will play, keep playing andwork on this project after us!

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Tools for Playing

In order to play Confrontation EVODemo you need:

• the Army Book of the people youwill guide in battle;

• a meter in centimeters;• some six-sided dice, called d6, like

the ones below.

The Battlefield

This game is played on a table of

60× 60 cm

with Scenic Elements such as ruins,houses and trees on top. Agree on thesize of each element with your opponent.Some of the Missions to be played havetheir own specific Scenic elements, de-scribed in the Missions rulebook.

Fighters Profiles

The fighters are defined by a series ofparameters that are usually printed ontheir reference cards and summed up inthe Army Book.

MOV

INI

ATT-STR

DEF-RES

AIM

COU/FEARDIS

The fighters’ Size regulates the base andthe height of a fighter.Each fighter has a health state and aForce value.The fighter’s state of health is repre-sented by the amount of Hit Points (HP)

unds he can suffer before being elimi-nated. The fighter’s Force determinesthe skill of the fighter in holding hisground or to make other fighers loseground.

SIZE BASE HEIGHT

Null N 2,5×2,5 cm 1 cm

Small S 2,5×2,5 cm 2 cm

Medium M 2,5×2,5 cm 3 cm

Large -animal

A 2,5×5 cm 3 cm

Large -cavalry

C 2,5×5 cm 5 cm

Large -wolfen

W 3,75×3,75 cmor 4×4 cm 5 cm

Large L 5×5 cm 6 cm

SIZEHIT

POINTS FORCE

Null 3 0

Small orMedium

4 1

Large - (any) 5 2

Wound Penalties Depending on hisstate of health, a fighter can sufferpenalties on his INI, ATT, STR, DEFand AIM tests. This penalty is calledwound penalty and it is equal to the HPlost by the fighter, with a maximum of-3.

Stunned Certain blows are not hardenough to damage a fighter, but theycan Stun him. The state of Stunned arelike wound penalties of -1, though thisstate is temporary (until the end of theround) and it cannot be applied to fight-ers that are already wounded. Stunneddoes not cumulate with wound penaltiesand it is not a wound.

Building the Army

For a game of Confrontation EVO Demo,the army has a maximum cost of200 a.p., each Army Book provides sug-gestions of these armies.Each army must include at least 1 Char-acter: the Army General. If it includesmore than one Character, then the Char-acter whose cost is the higher is theArmy General.

An army must include at least 3 and atmost 10 fighters.Fighters included in an army are boundto their reference card. Each card canhave one or more fighters bound to it.The profile of each fighter at the endof the Army Book indicates how manyfighters of that kind can be bound toa single card. An army can include thesame card only once.

Characters

Characters are exceptional fighters whohave received the blessing of the gods.These fighters have the following abili-ties, even if they are not printed on theirreference card: Sequence/2; Masterstrike/0; Counterattack; Divine blood.This version of the game uses only PureWarrior fighters, see the appendices forother kinds of Characters.

Game Structure

A game of Confrontation EVO is playedover 6 rounds. Before playing a game,agree with the opponent – or randomlychoose – on a mission.The game follows this structure:

• Deployment: each player deployshis fighters on the battlefield;

• 6 Rounds: each round has thisstructure:

– Activation of the fighters;– Combat;– Mystic Phase (only used in

the Mystics expansions);– Maintenance phase (used by

some abilities).

Deployment Phase

In order to deploy fighters, players:1. make an Activation Sequence;2. make a Tactical roll;3. proceed with the Deployment.

These concepts are described now.

Activation Sequence

Each round, each player makes a pilewith all his reference cards face downby placing them in the order that hewishes. This pile is called the activationsequence. During the deployment andthe activation phase the cards are drawnone by one.If all fighters represented by the samereference card are eliminated, do not in-clude it in the Activation Sequence. If

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these fighters are eliminated during theActivation Phase, then their card re-mains in the Activation Sequence but nofighter will be activated with it.

Tactical Roll

Once each player has defined his Activa-tion Sequence, they proceed with a Dis-cipline test (DIS): the Tactical Roll. TheTactical Roll is made using the DIS ofthe Army General.The winner of the Tactical Roll choosesone of these two, what he does notchoose is obtained by the opponent:

1. go first and have 1 reserve card;2. go second and have 2 reserve

cards.

The Deployment

Players take turns revealing their cardsfrom their Activation Sequence to deploytheir fighters. A player can:

• Play the top card of his ActivationSequence.

• Place the top card of his Activa-tion Sequence in reserve.

• Place the top card of his Activa-tion Sequence in reserve and playone or several cards that he alreadyhas in reserve.

• Play one or several cards that healready has in reserve.

• Play the top card of his ActivationSequence as well as one or sev-eral cards that he already has inreserve.

• Pass his turn if he is able to do so.

Reserves A player can place the topcard of his Activation Sequence in re-serve to be able to play it later on. Re-serve cards are placed face down, hid-den from the opponent. Once the max-imum has been reached, the player canno longer place cards in reserve for therest of the activation phase, not even af-ter having played these cards.

Passing The player compares thenumber of cards that he still has to playwith the cards his opponents has to play.This number is given from the sum of thecards still in his Sequence plus the cardsin his reserve. If the opponent has morecards to play than him, then he can Pass.

The Activation Phase

The activation phase has the followingstructure:

1. routing fighters are rallied;

2. players make an Activation Se-quence (as described before);

3. players make a Tactical Roll (asdescribed before);

4. players activate their fighters fol-lowing the same structure of theDeployment (as described before).Instead of just deploying fighters,this time they declare actions foreach fighters.

A fighter can perform two kinds of ac-tions:Exclusive actions forbid a fighter fromcarrying out any other action during hisactivation.Cumulative actions allow a fighter tocombine several different actions duringa same turn.A second distinction for actions exists:

• Movement actions let a fightermove on the field;

• Assault actions lead to combat;• Generic actions let a fighter to do

other things on the field.

ACT. KIND TYPE ALLOWSOTHER

Run Exclusive Mov. No

Moveundercover

Exclusive Mov. No

Charge Exclusive Assault No

Engage Exclusive Assault No

Walk Cumulative Mov. Yes, noMov.

Fire(orshoot)

Cumulative Generic Yes,

Disen-gage

Cumulative Generic Yes

Exclusive Actions

Exclusive actions must be announcedand resolved before the cumulative ac-tions for all the fighters activated duringthe same turn.

Charging (assault) To charge anopponent, a fighter must be free of anyopponents and have a Line of Sight onhis target, even a partial one, at the mo-ment that he is activated. The fighteris moved for a distance smaller or equalto his MOV× 2 (in cm) and he enters incontact with the target. This movementmust be done following the shortest pathbetween the assailant and the assailed.When successfully targeted by a charge,the target may suffer a -1 on his INI,

ATT, DEF, and AIM tests until the endof the round. These apply if the sum ofthe Force of the assailants that chargeduring the same declaration round isgreater than or equal to that of the as-sailed. The Force of assailants charginga fighter in different declaration roundsis thus not counted together to deter-mine these penalties.

Engaging an opponent (assault)A fighter must be free of any oppo-nent to declare an engagement. So, ifa fighter cannot see the opponent hewishes to reach when he is activated,he can nevertheless try to engage himin combat. The fighter is moved for adistance smaller or equal to his MOV×2 (in cm) and he enters in contact withthe target.

Running A fighter can run only ifhe is free of any opponents at the mo-ment that he is activated. The fighteris moved for a distance smaller or equalto his MOV× 2 cm, without coming incontact with an opponent. Then he canbe reoriented freely.

Moving under cover A fighter canmove uncer cover only if he is free of anyopponents at the moment that he is ac-tivated. The fighter can move up to hisMOV (in cm). The difficulty of all shotsmade against such a target is increasedby 2 until the fighter’s next activation.Before the Tactical Roll it is possibleto designate fighters that satisfy the re-quirements for this action to declare theytake this action. They immediately ben-efit from the effects of this action andwhen they are activated, they will be ableto move only if they are not engaged.Towards the cumulation of actions, thesefighters are considered to have movedunder cover.

Cumulative Actions

Once all exclusive actions have been re-solved, the fighters who haven’t actedyet are activated one by one in the orderchosen by the player controlling them.

Walking A fighter can walk only ifhe is free of any opponents at the mo-ment that he is activated. The fighteris moved for a distance smaller or equalto his MOV, without coming in contactwith an opponent. Then he can be re-oriented freely.

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Disengage A fighter can disengage ifhe is in combat, he has not been assailedduring this round, and at least a side ofhis base is free. This action can be triedonly once per round by the same fighter.The fighter must pass an INI test with adifficulty of 4 + 2 per opponent in base-to-base contact with him.If he succeeds, the fighter is moved for adistance smaller or equal to his MOV. Hecan then declare cumulative actions orthe exclusive action “Engaging an oppo-nent”, but moving up to his MOV only.If he fails, all his combat dice are au-tomatically placed in defence during thefirst Fray of the round.

Firing Only fighters with AIM and arange weapon can fire, these fighters arealso called marksmen. They must have aLine of Sight on their target and be freeof any opponents.A fighter can fire before or after walkingbut it is not possible to fire and run dur-ing the same activation. The fighter triesto hit the target with his ranged weaponas follows:

1. choose the target;2. measure the distance;3. calculate the difficulty;4. make the AIM test using the

marksman’s AIM.

The Difficulty The AIM test’s diffi-culty is determined in the following way:

RANGE DIFFICULTY

Close 4

Medium 7

Long 10

The AIM Test If the test is success-ful, then the target is hit and suffers aDamage Roll (see combat) with a STRequal to that of the weapon being used.If it is failed, nothing happens. This testis influenced by these modifiers:

TARGET MOD.

Small size target -1

Large size fighter (Aor W)

+1

Large size fighter (Lor more)

+2

Covered -1

If the target is in contact with one orseveral fighters in the marksman’s army,

there is a chance that the projectile hitsthe wrong target. In this case the marks-man rolls 1d6: on a or more, the tar-get that was aimed at is hit, otherwisethe fighter in the marksman’s camp whois closest to him (and who is in base-to-base contact with the initial target)is hit. This roll is affected by the sizemodifiers above.

Combat Phase

The Combat Phase has the followingstructure:

1. attribution of the Dominion;2. combat against fighters;3. combat against scenery.

Dominion Attributing Dominion de-pends on the Army General:

• Pure Warriors have Dominion overany Mystic;

• Warrior-Mystic have Dominionover Pure Mystics.

Among Generals of the same kind, usethe following criteria to sort out possibledraws. The General which satisfies thiscondition (in order!) has the Dominion:

• the one that costs at least 10 a.p.more than the enemy;

• the one with the higher rank;• the one with the higher

COU/FEAR;• the one with the higher DIS;• randomly determine by rolling 1d6

every round.

Combat

The player with Dominion chooses aFray and splits it into Combats. A Com-bat can involve only one fighter againstanother or one fighter against many.In no way can several miniatures fightagainst several others.Once the Fray is split, the player whosplit it chooses a Combat among thoseof the Fray and that combat is resolved.Once the Combat is resolved, and oncepossible pursuit movements are also re-solved, the other player can choose oneof these two options:

1. designate a new Fray, split it andchoose a Combat among those re-sulting from that Fray;

2. designate a Combat in an alreadysplit Fray and resolve it.

The players alternate in this way, split-ting all Frays and resolving all combatsuntil all are resolved.

Structure of Combat

A combat consists of the followingphases:

1. usage of game effects to be de-clared before the INI test;

2. calculation of the amount of com-bat dice for each fighter;

3. INI test;4. assignment of the combat dice:

attack or defence;5. choice of the attacker and resolu-

tion of Exchanges.

Amount of Combat Dice Afighter has a number of combat diceequal to 1 + the number of opponentsinvolved in the same combat as him.

INI Test A player who has multiplefighters involved in the combat makes aroll choosing the INI between the INIs ofthe involved fighters. The final result ofthis test is increased by the amount offighters of his army involved in the com-bat -1.

Resolution of Exchanges

Exchanges constitute the core of theCombat and follow this structure

1. usage of game effects to be de-clared before an exchange;

2. the attacker announces the attack;3. the defende announces whether he

will defend;4. the attacker makes an ATT test:

1d6 + his ATT value;5. if the defender announced the de-

fence, he makes a DEF test: 1d6+ his DEF value. If this is at leastequal to the ATT test, the ATTis parried. Otherwise, the attackstrikes.

6. if the attack strikes, the attackermakes a Damage roll.

7. if the conditions to make anotherexchange are met, then return topoint 2, otherwise conclude thecombat.

Attacks In combat with one fighteragainst another fighter, they alternateattacking (and defending).In a combat with one fighter againstmultiple ones, when the single fighterattacks, he can attack all of his ene-mies. If he has at least one attack die,the fighter must make an attack againsteach of his opponents if this is possible.If the fighter has less attack dice thanhe has opponents, then the player con-trolling him freely chooses which enemy

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fighters will be attacked. A fighter can-not attack the same enemy fighter twiceduring an exchange.

Damage Roll Roll 2d6 and consultsthe Wound Table (page 13). Each die isread independently:

• The lower result indicates the col-umn to be read.

• Add the attacker’s STR to thehigher result and subtract the de-fender’s RES to determine the rowto be read.

The intersection between the row andcolumn indicates the result of the Dam-age Roll: that is the amount of HP thetarget loses.If a Damage Roll natural result is a dou-ble (i.e. - , - , - etc.), then it iscalled Exceptional Wound.

Sustained Defence If a fighter isnot routing and has placed at least asmany dice in defence as in attack whenplacing his combat dice, he can use sus-tained defence. As soon as the playerannounces that he is using this fighter’slast defence die to attempt a defence,he can announce a “sustained defence”.The DEF test suffers a -2 penalty thatcumulates with others. If the DEF testis successfully passed, then the attack isparried and the fighter keeps his defencedie. This die can only be used during thiscombat and only to do other sustaineddefences in the exact same conditions.

Pursuit If the fighter has killed allthe enemy fighters involved in the samecombat as him, he can make a pursuitmovement. There he can move half ofhis MOV (in cm and rounded up to thehigher integer). This can bring him toengage an enemy miniature. If he is al-ready in contact with other enemy fight-ers not from his combat, he can engagethem too.If a fighter comes into contact with anenemy miniature at the end of a pursuitmovement, then:

• If this miniature has already foughtduring the current Combat Phase,nothing happens.

• Otherwise, the combat is resolvedimmediately.

Combat against Scenery

Certain Missions require fighters to de-stroy Scenic Elements such as Altars etc.Whenever a Scenic Element is involvedin a combat, use the rules of this section.

Scenic Elements are not taken into ac-count when splitting a Fray, they do nothave combat dice. If fighters from differ-ent armies are in contact with the sameelement (but not with each other), thenconsider it to be a single Fray.Combats only between fighters of thesame army and a Scenic Element mustbe resolved after all other combats andpursuit movements. They are chosenone by one like normal Frays.Combats between fighters from multiplearmies and a Scenic Element must be re-solved during the Combat Phase, roll theINI test normally to decide who attacksfirst. If possible, the fighter must alwaysattack the Scenic Element (so if he has asingle combat die he attacks the elementinstead of possible enemies).

General Rules

Dice Rules

When rolling a die for a test (i.e., not aDamage roll), the following applies:

• : the die can be positivelyopened;

• : The die must be negativelyopened.

Positive Opening In this case, rollanother die and add its natural result tothat of the die that was opened. Thesecond die can also be itself opened (andso forth).

Negative Opening In this case, rollanother die:

• if it shows a or a , then thetest is an automatic failure with atotal result of 0.

• otherwise, subtract the result ob-tained to calculate the result of thetest, a final result below 0 is a fail-ure;

• a obtained after a cancels theand must be negatively opened.

The Notion of Contact

A miniature is in contact with anotherone if at least half of one side of its baseis touching the base of the other minia-ture. Contact with a corner is alwaysprohibited.

Free or Engaged The expression“free of any opponents” or “unengaged”designates a fighter who is not in contactwith any enemy fighter. The expression

“engaged” designates a fighter who is incontact with at least one enemy fighter.

Line of Sight

A fighter can see a target if the latter isin the fighter’s front without obstacles inthe way.The front of a fighter is a contiguous halfof the perimeter his base, including thefront side and spanning two half sides ineach of the lateral sides of the fighter’sbase. This means the light-gray area inthe image below.

An obstacle blocks Line of Sight if itsheight is greater than the observer’s orthan the target’s, otherwise it can be ig-nored.An observer has Line of Sight on a tar-get if it is possible to draw a straightline from the center of his base throughhis front to any point of the base of thetarget. The Line of Sight is partial ifit is possible to draw a Line of Sightwith blocking obstacles on it. Targetson which an observer has a partial Lineof Sight are considered to be Covered.

Fear

An fighter must make a COU test if hecharges or is charged by fighters with aFEAR rate. Specifically, if he has COUand the assault should bring him intocontact with a FEAR-inducing fighter orif he has a FEAR that is lower than thehighest FEAR among all the opponentsinto whose contact the assault is sup-posed to bring him.Measure the distance of the assault be-fore making the COU test, if this dis-tance is too big or if the assailant cannotreach him for any reason, the defenderdoes not have to make a COU test.COU tests must be made for pursuitmovements too.

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Resolution A COU test’s difficultyis equal to the highest FEAR among allthe opponents who are in contact withthe fighter at the end of the assault.

• If the assailant’s COU test is suc-cessfully passed, then resolve hisassault in the usual way;

• If the assailant’s COU test isfailed, then the assailant doesn’tmove. He cannot do any other ac-tions during the turn being played.However, he is not in rout;

• If the defender’s COU test is suc-cessfully passed, then resolve hisassault in the usual way;

• If the defender’s COU test is failed,then the fighter suffers the effectsof rout (see below).

Once a fighter has passed a COU testin the face of a certain FEAR, he be-comes immune to this value until the endof the game. He therefore automaticallypasses all COU tests with a difficulty thatis lower than or equal to the FEAR towhich he is immune.

Rout A fighter in rout is subject tothe following rules.He cannot fire, cast spells or call mira-

cles or make simple actions.In combat he cannot place more dice in

attack than in defence. He cannotuse effects that would make himbreak this rule.

He cannot use active abilities, hestill has them but cannot activatethem.

If he is free of any opponents when heis activated, then he flees.

If he is assaulted by an opponent(fear-inducing or courageous) be-fore having been activated, thenhe flees.

If he is in combat with at least one fear-inducing fighter when he is acti-vated, then he must try to disen-gage and, if this is a success, heflees.

If at the end of a combat he could pur-sue, he flees.

When a fear-inducing fighter causes hisopponent to flee, he can redirect his as-sault following the rules of assaults andreducing his MOV by the amount thathe travelled already.

Fleeing A fleeing fighter movesMOV×2 cm in the opposite directionof where the source of fear is comingfrom. If a fighter in rout is free of anyopponents at the moment that he isactivated, he flees towards the nearestedge of the table.

War-staffs

A war-staff gathers a Character withthe Leadership ability as well as a mu-sician and a standard-bearer. A war-staff is said to be “at a whole” if theCommander is both in a musician’s andin a standard-bearer’s range of Leader-ship, and the latter two are also in thecommander’s aura of Leadership. Thestandard-bearer and the musician don’thave to be in each other’s range of Lead-ership for the war-staff to be at a whole.War-staffs are defined before the battle,when the armies are built, as well as dur-ing the game. As soon as it is formed,a war-staff is represented by a single ref-erence card: the Character’s. If the Car-acter is eliminated during the activation,then the remaining members continue tobe represented by this card but are nolonger considered to form a war-staff.All fighters within the range of Leader-ship of any member of a War-staff ata whole benefit from a +2 on the fi-nal results of their COU and DIS tests.Additionally, they can use the Charac-ter’s COU and DIS in place of their own.Thus a fighter that benefits from the ef-fects of a War-staff can use his COU/DISwith a +2 bonus or use the COU/DIS ofthe Character in the War-staff with a +2bonus.

Precise blow

A precise blow is a Damage Roll wherethe higher die indicates the location andthe lower one is added to the STR ofthe figher to determine the row to readin the table.

Deadly blow

A deadly blow is a Damage Roll madewith 3d6 keeping the two results thatbest suit the fighter. The two results

kept this way follow the rules of normalDamage Rolls. This effect can affectDamage Rolls made by: attack, shots,spells, miracles and capacities. Damagerolls affected this way are always speci-fied to be deadly blows.

Sword-Axe

When a fighter equipped with thisweapon causes 3 or more HP in a singlehand-to-hand combat attack, then thetarget will lose one additional HP. Thisapplies after the effects of a - .

Sacred Weapon and SacredArmour

When a fighter inflicts an ExceptionalWound while using a Sacred Weapon,then the target will lose 2 HP more.When a fighter suffers an ExceptionalWound while using a Sacred Armour,then he will lose 2 HP less (minimum:0). These apply after the effects of a- .

Hidden Fighters

A hidden fighter is considered to be ofnull size, so he does not affect Line ofSight of other fighters. He cannot be tar-geted by any action but he suffers areaeffects normally; additionally he bene-fits from Leadership of other fighters andother fighters benefit from his Leader-ship. When a fighter has the opportu-nity to become hidden, control that noenemy fighter is within 10 cm of him, ifthis is true then he becomes hidden. Afighter is no longer hidden if:

• an enemy starts or ends his acti-vation or pursue within 10 cm ofhim;

• the fighter ends his movementwithin 10 cm of an enemy;

• the fighter makes an engagementor any other action that is not amovement;

• an ally of the fighter targets himwith an action.

A fighter that reveals a hidden fighterduring his own activation cannot targethim directly, nor can the fighters acti-vated during the same declaration.

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Appendix: Abilities

Abilities marked with a * in this list areincluded or excluded by certain game ef-fects.Abilities are active and passive. The“passive” ones automatically apply,meaning that the player is not requiredto announce that he is using it. Forthe “active” ones, their use must be an-nounced by the player and they cannotbe used by a fighter in rout.

Additional limb (active): A fighter us-ing Additional limb swaps his ATT andDEF for the duration of the combat be-ing played.If there are opponents endowed with Ad-ditional limb involved in this same com-bat, then the loser of the INI roll is thefirst one to announce which of his fight-ers will be using this ability.

Ambidextrous (passive): When afighter with this ability succeeds in aDEF test, then the attack is parried andhe gains an additional attack die. He canuse this die as a normal attack die. If theattacker’s ATT test fails, then the playercontrolling the Ambidextrous fighter hasthe following choice:

• Either he keeps his defence die;• Or he loses that die and gains an

attack die instead.

Assassin (passive): When an Assassincharges during the activation phase, thefirst Damage Roll he causes in the firstcombat he is involved is a Deadly blow.This bonus is acquired even if the fighteris separated from the target of his chargeafter Fray splitting and even if he hasn’tinflicted a charge penalty.

Assault fire (active): A fighter with thisability can make an assault fire (see spe-cial firing rules, page 17). If he couldalready do it, the difficulty becomes 4.

Bane/X (passive): X indicates a Char-acter, a type of fighter. a people, anability, a Rank, a certain status, etc.(Examples: Bane/Acheron; Bane/Eliteor Bane/Faithful). When a fighter withthis ability makes a Damage Roll againstan opponent designated by Bane, thenthe damage is read one line lower in theWound Table (page 13). It is not pos-sible to go lower than the last line inthis way. If the targeted fighter is Hard-boiled, then the effects of these two abil-ities on the Damage Roll cancel eachother out. If the target satisfies more

than one requirements in X, this abilitydoes not change.

Blood brother/X (passive, *): X indi-cates the names of one or more Charac-ters to whom the fighter is bound. Whenat least two of these fighters are part ofthe same army, then their a.p. values (asprinted on their reference cards) are re-duced by an amount Y. Y is equal to10% of the fighter’s a.p. cost, roundedup to the higher integer. This reductiondoes not affect the cost of any individ-ual artefacts and optional special capaci-ties. Moreover, during the battle, as longas the these fighters are within 10 cmor less of each other, they both benefitfrom Survival instinct. If one of the twoalready has this ability, then he adds 1point to the final result of his Survival in-stinct rolls as long as he is within 10 cmor less of his blood brother.

Born killer (passive): In hand-to-handcombat the fighters with this ability ben-efit from a combat die in addition to theone they normally have the right to. Fur-thermore. a fighter with this ability au-tomatically succeeds all COU tests witha difficulty that is less than or equal tothe COU he is using, even if it is trans-mitted to him by a commander.

Bravery (passive): For a fighter withthis ability, a in COU tests must notbe negatively opened and a in COUtests can be opened as if it were a .

Brutal (passive): For a fighter with thisability, a in ATT tests can be openedas if it were a . The Force of a fighterwith this ability is considered 1 pointhigher for determining if he can Push andif he gives charge penalties.

Brutish charge (passive): When afighter with this ability charges duringthe activation phase, he gets an addi-tional attack die for the first combat heis involved in during this round. This dieis acquired even if the fighter

• is separated from the target of hischarge after Fray splitting;

• he hasn’t caused him a chargepenalty;

• redirected his charge.

Bull’s eye (active, *): The fighter canmake aimed shots (see page 17) with anyweapon he has. If he could already makethem, then he considers them a cumula-tive action.

Charging strength/X (passive, *):When a fighter with this ability charges,then his STR is replaced by X until theend of the first combat he takes part in,even if the fighter is separated from thetarget of his charge at the end of Fraysplitting. This counts as a generic modi-fier, so other effects that rely on his STRstill use the value on the card. A fighterwho benefits from this capacity cannotmake a Master strike.

Concentration/X (active): Thefighter has X points that the player candistribute in each round among the Char-acteristic that this ability is bound to(These Characteristics of fighters en-dowed with this ability are printed in boldtype on their reference card.). Thesebonuses can be given at any time andnot necessarily all at the same time, yetwhile taking into account the followingrestrictions:

• The increase of a Characteristiccan never modify a test that hasalready been made.

• A fighter’s DEF and ATT can beincreased at the beginning of anexchange but not during one.

• POW and FAI can never be in-creased.

These bonuses remain valid until the endof the round.

Consciousness/X (passive): When Xis not given, it is 20 cm. A fighterwith this ability has clear Line of Sighton fighters/scenery/points on the fieldwithin a radius of X cm or less aroundhim. This holds alse when he is engaged.Thus he can:

• declare actions that require Line ofSight on the targets in range;

• fire at a fighter that he cannot seeif as long as no obstacle (wall, tree,miniature. etc.) is blocking hisprojectiles trajectory;

• cast a spell or call a miracle oruse a capacity onto a target thathe cannot see. In this case hedoes not take obstacles into ac-count, even if the effect takes onthe shape of a projectile.

• use counter-magic or censure with-out seeing the fighter casting thespell (or miracle) that he is coun-tering. He must nevertheless sat-isfy the other conditions.

Any Scout that is hidden and withinX cm of a fighter with Consciousness arerevealed. Check this distance at the endof the deployment, after possible move-ments from any fighter (e.g., due to In-filtration).

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Construct (passive, *): Constructshave Structure points (SP) instead ofHP (so they cannot benefit from Re-generation nor Ephemeral), as well asthe Immunity/Fear and Immunity/Toxicabilities. Furthermore, when a DlS test isto be made, then the value of this Char-acteristic is considered to be 0. Con-structs cannot benefit from the advan-tages provided by the Leadership ability,nor are they affected by e.g., Regenera-tion.

Counterattack (active): When afighter with this ability succeeds in aDEF test and the DEF test is at least2 higher that the ATT test, then theattack is parried and he gains an ad-ditional attack die. A Character or aWarrior-Mystic that has this ability onhis reference card or that gets this abilitya second time needs to surpass the ATTtest by 1 only for this ability to function.He can use this die as a normal attackdie. If the attacker’s ATT test fails, thenthe player controlling the fighter has thefollowing choice:

• Either he keeps his defence die;• Or he loses that die and gains an

attack die instead.Although it is an active ability, it is notnecessary to declare the usage of coun-terattack.

Cure/X (active, *): Once per roundas a simple action, or during the main-tenance phase, a fighter with this abilitycan cure a friendly fighter in base—to-base contact with him (he can also curehimself). One d6 is rolled. The targetedfighter is cured by one LP if the resulton the die is equal to or greater than X.If this ability is used as a simple action,then the fighter gets a +1 bonus to thisroll. This ability cannot be used on atarget with SP.

Divine blood (passive): A fighter withthis ability has 1 additional HP thanwhat his size dictates.

Dreadful (passive, *): When a fighterhas to make a COU test facing a Dread-ful opponent or facing a group of oppo-nents in which one fighter has this abil-ity, then the COU test must be made us-ing 2d6. Only the lower natural result isthen used. If the fighter benefits from aneffect that allows him to roll several d6for his COU test and use the best result,then the two effects cancel each otherout and the roll is made in the usual waywith just 1d6. This ability does not ap-ply if the fighter has a COU rate, but if

he gets a FEAR rate (e.g., via War cry)then it applies.

Enlightened (passive): For a fighterwith this ability, a in FAI tests can beopened as if it were a . These fight-ers does not lose focus when successfullycensured by an enemy.

Ephemeral/X (passive, *): This abil-ity only functions for fighters with LP.During every maintenance phase 1d6 isrolled for every fighter with Ephemer-al/X. On a result of X or more the fightersuffers 1 LP. If the first test causes 1 LPloss, then the fighter immediately suf-fers another test in the same conditions.However, whatever the result of this sec-ond test, a third one does not follow. Inno way can a fighter with this ability ben-efit from Regeneration.

Ethereal (passive, *): Fighters en-dowed with this ability benefit from thefollowing advantages:

• They have the Immunity/Stunnedand Immunity/Encumberedground ability.

• All HP they lose with are reducedby one (this effect applies last).

• They have Steadfast.• They automatically succeed all

their disengagement rolls (pro-vided that they could disengage).

• They have Force 0 for their move-ment actions.

• They can pass through all obsta-cles, be they an element of thescenery or a miniature. Yet theycannot stop “in” an obstacle.

• If a fear-inducing Ethereal fightermoves through an enemy fighter,then the latter must make a COUroll if he is not immune to theEthereal fighter’s FEAR.

• Their RES cannot be altered byany generic bonus or penalty.

As long as he carries a mission-relatedtoken, a fighter with this ability cannotmove through obstacles, scenery or otherfighters.

Fanaticism (passive): When a fighterwith this ability has to flee or leave thefield due to routing, the player control-ling him must make a DIS test of thesame difficulty as the failed COU (or ral-lying) test. If this test is also failed. thenthe fighter flees. On the other hand, ifthis test is successfully passed, then thefighter suffers the other effects of rout,but does not flee (so he does not leavethe field). A fighter with fanaticism re-duces by 1 his wound penalties to STR,this does not cumulate with Possessed.

Feint (active): When a fighter with thisability succeeds an attack in hand-to-hand combat and it is not parried, thenthe player controlling him can choose todo a feint instead of a normal attack. Inthis case, instead of making a DamageRoll, the fighter causes his opponent tolose one defence or attack die (he can-not designate a die obtained via Fencerto be lost).

Fencer (passive): When a Fencer’scombat dice are being placed before acombat, one of them can be held in re-serve by the player controlling him. Thisdie can be placed in attack or defenceduring any of the combat’s exchanges:

• if it is placed in attack, then anydefence against this attack doesnot benefit from Counterattacknor Ambidextrous;

• if it is used for a sustained defence,then the fighter does not sufferfrom the usual penalties for sus-tained defence.

Ferocious (passive): Results of”Stunned” (after applying modifiers)on Damage Rolls in hand-to-hand com-bat inflicted by fighters endowed withthis ability are considered to be resultsof “1 Wound”.

Fierce (active): When a Fierce fighterloses all his HP, he can activate this abil-ity. If he does, he is subject to the fol-lowing rules:

• he gets 2 additional HP (LP or SPdepending on what they normallyhave) to what normally indicatedby his size and abilities. When heloses these additional HP, he is im-mediately killed and removed fromplay. He cannot use these HP topay costs for Nexus, spells, mira-cles etc;

• he cannot be cured by any means(unless noted otherwise);

• he loses and cannot get Frenetic;• he reduced his pursuit movement

potential to 2,5 cm×his Force (ifit were higher);

• if he is still standing thanks tothis ability at the beginning of theMaintenance phase, then he is im-mediately removed.

A fighter with Fierce is considered killedonly when he is removed from play. Thefighter that made him lose the last HPbefore using this ability is considered tohave killed him.

Fine blade (passive): For a fighter withthis ability, a in ATT tests must notbe negatively opened. A fighter with this

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ability reduces by 1 wound penalties toATT (this does not cumulate with Pos-sessed).

Focus (passive): For a fighter with thisability, a in POW tests can be openedas if it were a . Additionally, one suchfighter does not lose focus when success-fully subjected to counter-magic.

Frenetic (passive): A fighter with thisability can pursue using his whole MOVrate.

Hard-boiled (passive): When a fighterwith this ability suffers a Damage Roll,read the result one line higher in theWounds table (page 13). It is not possi-ble to go further than the first line in thetable. The Force of this fighter is con-sidered to be 1 point higher to determineif he suffers charge penalties or if he canbe pushed.

Harassment (active): A fighter withthis ability can:

• consider running a cumulative ac-tion, as long as it is the last actionhe makes during his activation;

• walk twice per activation (if hedid not disengage), as long as thesecond walk is the last action hemakes during his activation.

In either case the fighter suffers a -1penalty to his AIM, POW and FAI rollswhich cumulates with that of losing thefocus for Mystics.

Hyperian (passive, *): All fightersfrom peoples of the The Meanders ofDarkness (even the Living-dead), as wellas Elementals and Immortals of Dark-ness, consider Hyperians to be fear-inducing opponents, even if their FEARis greater than the Hyperian’s COU.When facing a Hyperian, a fear-inducingfighter considers his FEAR to be COUand the Hyperian’s COU to be FEAR.The rules on fear then apply in the usualway.

Iconoclast (passive, *): These Faith-ful consider enemy fighters as followersinstead of friendly ones. They also bene-fit from Loyal. When recovering T.F., ifthere are no enemy fighters in the Faith-ful Aura of Faith, the latter recovers 1T.F. more.

Immersion (passive): A fighter withthis ability considers water as encum-bered ground, so he can cross and staywithin it. He treats any encumbered

ground due to Water as normal ter-rain and his MOV cannot be affected byWater-related game effects (spells, ca-pacities etc.).

Immunity/X (passive, *): Immunitiesare magical or natural properties thatprotect certain fighters depending on X:

• an element: the fighter cannot beaffected by spells composed evenpartially of that element, as wellas by capacities that activate dueto that element. The fighter is alsoimmune to special capacities of El-ementals of that element and toDamage Rolls caused by them;

• a location: the fighter does notsuffer the effects of Wounds lo-cated in the X;

• exceptional wounds: the fighterignores the effects of a DamageRoll that indicates an exceptionalwound, even before any othergame effects are applied;

• a kind of terrain: the fighter con-siders that kind of terrain as unen-cumbered ground;

• magic/faith: the fighter ignores ef-fects of and cannot be targeted byspells/miracles;

• fear: the fighter is immune to allforms of FEAR, he can never routand never has to make any COUtest;

• an ability: the fighter is immuneto the effects of that ability. Forexample, Immunity/Toxic makesa fighter immune to the Dam-age Roll caused by Toxic, whileImmunity/Master strike preventsan enemy fighter from getting thebonuses to a Damage Roll whenusing a Master strike.

• firing: the fighter is immune toranged shots and to certain kindsof firing.

Some fighters have Immunity/Assassin,they are considered to have Immu-nity/deadly blow.

Implacable/X (active): A fighter withthis ability can make X additional pursuitmovements in addition to what he nor-mally can do during a Combat Phase.

Infiltration/X (passive): This abilityactivates at the end of the deploymentphase, after all fighters have been de-ployed on the field. The fighter can bemoved a maximum distance of X cm.This movement is made at altitude level0 and in any direction. lt does not allowan opponent to be engaged, but it canlead the fighter to leave his deployment

zone and even to enter that of the en-emy. If both players have fighters withthis ability, the loser of the Tactical Rollmust use it first.

Insensitive/X (passive, *): When afighter with this ability is targeted by anenemy spell, miracle or Mystic capacity(or when he is within its area of effect),the player controlling him can choose toroll 1d6. On a result of X or more thefighter does not suffer its effects. Thisdoes not mean that the spell’s or mir-acle’s effects are cancelled, but simplythat the fighter is insensitive to them.After successfully using this ability once,the fighter cannot use it again during thesame declaration round.

Instinctive firing (passive): A fighterwith this ability does not suffer thepenalties due to Harassment nor due tocover. Moreover, when such a fightermakes a distribution test when firinginto a Fray, he gets a +1 bonus to theroll, which cumulates with other even-tual bonuses.

Leadership/X (passive, *): Fighterswithin X cm of a fighter with this abilitycan use his COU and DIS for their rollsin those Characteristics. Unless notedotherwise, only the values as written onthe card can be used, without bonuses.If the fighter is fear-inducing, then hisFEAR rate can be used as COU by theother fighters in his Leadership range(i.e., X cm). A fighter can never receivea FEAR rate due to this ability, unlessnoted otherwise. A fighter cannot bene-fit from this ability if the fighter who hasit belongs to a different people.

Leap (active): A fighter endowedwith this ability can make up to twoleaps per round. Leap cannot be usedwhen moving under cover. Leaps thatare done must be declared alongside theother movements. When making a leap,a fighter can fully ignore the presenceof certain obstacles (elements of thescenery or other fighters) and move overthem without any penalties, dependingon his Size:Clearable height: a fighter who moves

up to his MOV rate can leap overfighters and scenery of height upto his Size. A fighter who movesup to his MOV×2 can leap overfighters and scenery of up to twicehis height.

Clearable distance: the distance to becleared by the leap over the ob-stacle must be shorter than the

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MOV of the fighter who is leap-ing (MOV/2 when making a pur-suit movement). The fighter mustreach the other side of the obstaclewith his full base.

Limitations: leaping over an obstaclemust never bring the fighter toexceed his movement potential.If this should happen. then hismovement ends in front of the ob-stacle and the fighter does notleap.

Living-dead (passive, *): The Living-dead benefit from the Immunity/Toxicand Immunity/Fear abilities, yet they areaffected by the FEAR caused by an Hy-perian. Moreover, all fighters considerthe Living-dead to be fear-inspiring op-ponents, if they have a higher FEAR.The rules on fear then apply in the usualway. When a test using a Living-deadfighters DIS has to be made. then thisvalue is considered to be equal to zero(DIS 0).

Loyal/X (passive): A fighter withthis ability who is not in the Aura ofFaith of an enemy Iconoclast Faithful isnot counted among the other believersfor the calculation of T.F. Instead, theFaithful gets X additional T.F. when re-covering T.F. If this fighter is in the Auraof Faith of multiple Faithful, all of thembenefit from this bonus. A Faithful withthis ability adds X to the T.F. that hegenerates every round.Certain game effects let an Iconoclastconsider fighters of his own people forthe calculation of T.F., in this case theybenefit from the Loyal ability of thesefighters.

Luck (active): The use of this abil-ity can be announced once per round,right after an INI, ATT, DEF, AIM,COU, DIS, POW, FAI, Abilities, Capac-ities, Steam or Naphtha test made bythe fighter who has it. The test is thencancelled and rolled again. All modifiersthat affected the first roll also apply tothe second one (number of dice rolled.bonuses. penalties, etc.). It cannot berolled again in any way, no matter thenew result.

Master Archer (passive): See Mastermarksman.

Master Crossbowman (passive): SeeMaster marksman.

Master marksman (passive): Afighter with this ability can declare the

cumulative firing action twice duringtheir activation. If he can make specialshots as cumulative actions, he can usea different shot for each time he fires.

Master strike/X (active): A fighterwith this ability can, when he attacks,use two of his attack dice to make asingle attack, called the Master strike,against a single target. This counts asa single attack, as far as exchanges areconcerned. If the attack is not defended,the STR of the blow:

• does not suffer wound penalties;• increases by X and by the ATT of

the fighter as written on his card.This is a generic bonus that applies tothe Damage Roll.

Mutagenic/X (active): This abilitylets fighters assign bonuses to Charac-teristics.

1. Number and attribution of Muta-genic dice. During the assignmentphase, the army receives 1 Muta-genic die for every even incomplete100 a.p. fraction of friendly fight-ers that are still alive and who havethis ability (include the additionalcosts of fighters for this calcula-tion). These dice are immediatelyrolled and attributed to figherswith Mutagenic/X, the natural ofthe dice is then altered by X (soit cannot go above nor be-low ). Dice that showed aare not altered by X. The samefighter can only have 1 die (un-less noted otherwise) and fight-ers with Mutagenic/- cannot haveany. The final result on the dierepresents the amount of Muta-genic points the fighter has.

2. Attributing Mutagenic Points Mu-tagenic points can be used to in-crease MOV, INI, ATT, STR, DEFor RES of the fighter. The maxi-mum amount of points that can beadded to the same Characteristicis equal to the rank of the fighter+ 2. These points can be used atany time, they are in reserve un-til used. The following restrictionsapply:• The increase of a Character-

istic can never modify a testthat has already been made.

• A fighter’s DEF and ATT canbe increased at the beginningof an exchange but not dur-ing one.

• These modifications are con-sidered general bonuses, notwritten on the fighter card.

These modifications last until theend of the round. At the end ofthe round, unused Mutagenic diceand unused Mutagenic points arelost.A fighter with a Mutagenic diecan receive additional Mutagenicpoints throughout the round butno additional Mutagenic dice.

Example At the beginning of the thirdround, the player has 250 a.p. of fight-ers with Mutagenic on the field. He thusgets 3 Mutagenic dice. He assigns one toa Keratis warrior, who has Mutagenic/1.During the activation, an enemy fighterfires at the Keratis and hits him. Be-fore the Damage Roll, the player rollsthe Mutagenic die of the Keratis: it isa so the Keratis gets 5 points. Hegives all he can to his RES, so 3 points,and the RES goes from 8 to 11 until theend of the round. The Keratis still has 2Mutagenic points to assign elsewhere.

Negation (passive, *): A fighter withthis ability has the following benefits:

• if he is a Magician, he can absorbor seal spells cast by Magicians onwhich he has no Line of Sight;

• if he is a Magician, he can coun-terspell spells that are cast by Ma-gicians on which he has no Line ofSight but that are in counterspellrange;

• if he is a Faithful, he can censureFaithful he cannot see but that arein his own Aura of Faith.

Pariah (passive, *): If the Army Gen-eral (or his replacement) has this abilitybut not all fighters in the army do, thenall Tactical Rolls are made with two diceand the lowest is kept. This effect re-places the normal roll the General couldotherwise make.

Personal enemy/X (passive, *): X isthe name of a fighter. A fighter withthis ability has Bane/X and, when X isremoved from play, he gets one among:

• Fierce;• Rallying cry;• Implacable/1;• Survival instinct;

Additionally if he is the one killing X, herecovers 2 HP.

Possessed (passive): A fighter withthis ability reduces by one level thewound penalties he suffers. This abilitydoes not affect Stunned: a fighter withthis ability that also lost 1 HP suffers nowound penalties but he suffers the penal-ties for being Stunned.

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Precision (passive): For a fighter withthis ability, a in AIM tests can beopened as if it were a . The difficultyof shooting at medium and long rangesdecrease by 1 for such a fighter.

Rallying cry (active): This ability canbe used as a simple action once per gameby a fighter who has it. Its usage mustbe announced at the beginning of anystrategic phase. All friendly fighters:

• are immediately rallied if they werein rout;

• get a +1 bonus to the natural re-sult of their COU tests until theend of the round.

Rapidity (active): A fighter withthis ability has a movement potential ofMOV x 3 when he charges, runs or flees.This ability can be used by a fighter whenrouting, but its usage is subject to theopponent’s choice.

Rapid reloading (active): A fighterwith this ability can make the exclu-sive action of rapid reloading firing (seepage 17) no matter what his weapon is.A fighter who can already do it considersis a cumulative action.

Recovery/X (passive, *): During theMystic phase, after the mana recoveryroll, the Magician recovers X additionalGems of a single element he dominates,within his reserve limit.

Reflexes (passive): For a fighter withthis ability, a in INI tests can beopened as if it were a . If he ties on anINI test, then the fighter with this abilitywins (if both fighters have it, repeat thetest as normal).

Regeneration/X (passive): Onlyfighters with LP (not SP) can benefitfrom this ability. During the Mainte-nance phase, roll 1d6 for each fighterwith this ability. On a result of X ormore, the fighter heals 1 LP. If the firsttest heals 1 LP, then the fighter imme-diately makes another test in the sameconditions. However, whatever the re-sult of this second test, a third one doesnot follow. A fighter who was killed can-not benefit from this ability, even if somegame effects still let him be on the fiels(e.g., Fierce). This ability cancels outEphemeral.

Reinforcement (passive, *): This abil-ity works only as long as a fighter with itis in the area of losses and has not been

removed from play. During the main-tenance phase, if there is at least onefighter with this ability in the area of thelosses, roll 1d6. The result affects thefighter whose a.p. cost on the card is thelowest (ignore additional costs):

• , : the player can choose to re-move that fighter from play;

• , : no effect;• , : the fighter comes back

to the field. He must be placedwithin 10 cm of a friendly fighter,following the rules for resurrectedfighters (see page 14).

Resolute/X (active): This ability canbe used once per round right before anyINI, ATT, DEF or COU test made by thefighter. For that test, the Characteristicis increased by X which counts as writtenon the card.

Righteous (passive): These fightershave Immunity/Fear and they can neverbe controlled by the opponent.

Rigour (passive): For a fighter withthis ability, a in DIS tests must not benegatively opened.

Robustness (passive): Fighters withthis ability ignore penalties due toStunned and due to Light wounds.These effects are applied before Pos-sessed, so they do not affect SeriousWounds becoming Light due to Pos-sessed.

Ruthless (passive, *): A fighter withthis ability always inflicts charge penal-ties to his enemies, even when making anengagement or after pursuit movements.Additionally, he is considered to be onesize larger for determining pushes (if heis of size M he is considered to be W, ifhe is W or K he is considered to be L).This ability has no effect against fighterswith Steadfast.

Scout (passive): When a fighter withthis ability is deployed, he can choose touse it or not. If he does, he can deployedanywhere on the field, not just in hisarmy’s deployment zone, as long as heis not within 10 cm of an enemy fighter(subsequently, a fighter can however bedeployed within 10 cm of a scout). Ifat the end of the deployment the scoutis further than 10 cm from any enemyfighter, then he is considered Hidden.There cannot be more than 3 fighterswith this ability for every even incom-plete fraction of 150 a.p. of the gamingformat. The cost of all fighters with this

ability that an army can include is 70%of its total a.p. cost.

Sequence/X (active): A fighter withthis ability can acquire up to X additionalcombat dice in every combat he takespart, and only for that combat. Thisability activates before the INI test. Eachadditional die obtained in this way gen-erates a -1 ATT and DEF penalty for thefighter that count as written on his card.If this penalty would bring either of theCharacteristics below 0, then it cannotbe applied and the die is not obtained.Modifications due to this ability only lastfor the combat it is used in.Example Malek has ATT 6 and DEF 3,he also suffers Serious wound penalties,so his ATT is 4 and DEF is 1. He hasSequence/2. He can take one die, goingto ATT 3, DEF 0, but he cannot takethe second one as that would bring hisDEF to -1.

Sharp shooter (passive): For a fighterwith this ability, a in AIM tests mustnot be negatively opened. A fighter withthis ability reduces by 1 wound penal-ties to AIM (this does not cumulate withPossessed).

Spirit of X (passive, *): X is one ofthe six elements of magic. This abilitycan be used X times per round where Xis the Rank of the Magician, after a Ma-gician made a POW test to cast a spellmade entirely of X (mastery Gems canbelong to any element). If X is multipleelements, the spell must be made in anycombination of them. For a fighter withthis ability, a in POW tests must notbe negatively opened.

Steadfast (passive, *): A fighter withthis ability never suffers charge penal-ties (not even those given by a Ruthlessfighter) and he cannot be targeted by aPush. A fighter who gets this ability re-moves possible charge penalties that af-fected him.

Strategist (passive): For a fighter withthis ability, a in DIS tests can beopened as if it were a .

Summoner/X (passive, *): A fighterwith this ability can control X more Forceof fighters than normally. The amountof fighters that can be bound to his cardfor summoning purpose is 4 + his rank.

Survival instinct (passive): Before anyDamage Roll to be suffered by a fighterwith this ability, that fighter rolls 1d6

11

(this roll is called Instinct roll); on a re-sult of or more, the Damage Roll iscancelled. Unless noted otherwise, ef-fects that grant bonuses to the instinctroll cannot let that roll succeed with a re-sult less than . A fighter who success-fully uses this ability during an exchangecannot use it anymore for the durationof the exchange.

Target/X (passive, *): X is bound toa + or a -. If a fighter with this abilityis targeted by an enemy marksman, thendifficulty of his AIM test is modified by X(according to its sign). This does not cu-mulate with moving under cover (whenthey’re both bonuses, they of course cu-mulate when this is a penalty).

Thaumaturgist (passive, *): TheAura of Faith of a wounded Faithful withthis ability increases by 2,5 cm for everyHP lost by him. If the Faithful is healed,his Aura of Faith varies accordingly.

Toxic/X (passive): These fighters canreceive at most 1 Toxic die per round.

1. Number and Attribution of Toxicdice. During the assignmentphase, the army receives 1 Toxicdie for every even incomplete100 a.p. fraction of friendly fight-ers that are still alive and who havethis ability (include the additionalcosts of fighters for this calcula-tion). These Toxic dice are imme-diately given to fighters with thisability. Fighters with Toxic/- can-not have any.

2. Effects and Usage of a Toxic dice.A fighter with a Toxic die canmake one of his shots or attacksToxic. Before making the relatedtest (ATT or AIM) he must declareto assign the Toxic die to that test.If the test fails, if the attack is par-ried or if the related Damage Rolldoes wound the target, then thedie is lost. Otherwise, if the re-lated Damage Roll wounds the tar-get (Stunned is not a wound), thenthe target suffers another DamageRoll with STR X and for which hisRES is considered 0.

3. Limitations and Duration. TheDamage Roll caused by Toxic doesnot benefit from Bane, Assassin,STR bonuses or possibilities to bererolled, unless noted otherwise.Fighters with Living-dead or SPare immune to the effect of thisability. Immortals read the woundscaused by Toxic one line higher inthe Wound table (page 13). At the

end of the round, all unused Toxicdice are lost.

Unbowed (passive): A Mystic withthis ability cannot lose his focus. A Mys-tic that gets this ability while having losthis focus regains his focus.

Vivacity (passive): For a fighter withthis ability, a in INI tests must not benegatively opened. A fighter with thisability reduces by 1 wound penalties toINI (this does not cumulate with Pos-sessed).

Vulnerable (passive, *): The total ofHP lost by a fighter with this ability byDamage Rolls after eventual modifiersincreases by 1, so 1 HP becomes 2). Thisability has no effect on Stunned.

War cry/X (active): When a fighterwith this ability charges an enemy, hecan choose that his COU is replaced bya FEAR rate of X until the end of hisactivation. The rules of fear are appliedwith these consequences:

• if the fighter must make a COUtest, he can use his FEAR rate ofX for it;

• if the charged fighter has a FEARrate lower or equal to X, thenthe charger is immunized to FEARrates up to X as if he successfullypassed the related COU test.

War fury (active): This ability can beused in every combat before the INI test.When using this ability the fighter getsan additional combat die placed in at-tack for that combat. Additionally, thefollowing lasts until the end of the round:

• he must place more dice in attackthan in defence;

• he suffers a -1 to the natural resultof his DEF.

War-horse (passive, *): A fighter withthis ability gets one additional combatdie in all his combat of the round unlesshe declared a Charge or a Push duringthat round.

Warrior-mage (passive, *): thisfighter has the following bonuses:

• he gets Counterattack, whichcounts as written on his referencecard;

• he can shoot even if he made Mys-tic actions and vice-versa (he issubject to the normal limitation forspecial shots);

• he can cumulate Mystic actionswith exclusive move actions;

• when he has no spells, he getsNegation.

Warrior-monk (passive, *): SeeWarrior-mage, replacing spells with mir-acles.

12

Appendix: Wound Table

Total(d6 + STR - RES) (Legs) (Arms) (Belly) (Chest)

/(Head)

Total

≤-2 None Stunned Stunned 1 1 ≤-2-1/0 Stunned Stunned 1 1 1 -1/01/2 Stunned 1 1 1 2 1/23/4 Stunned 1 1 2 3 3/45/6 1 1 2 3 3 5/67/8 1 2 2 3 4 7/89/10 2 2 3 4 4 9/1011/12 2 3 3 4 5 11/1213/14 2 3 4 5 5 13/1415/16 3 4 4 5 6 15/16≥17 3 4 5 6 6 ≥17

Appendix: List of DEMO Material

• Manual: http://confrontationpills.altervista.org/regolamento-demo-confrontation-evo/?lang=en• Missions: http://confrontationpills.altervista.org/demo-missioni-confrontation-evo/?lang=en• All ABs: http://confrontationpills.altervista.org/demo-army-books-confrontation-evo/?lang=en

13

Expansion: Affilia-tions

Affiliations are ways to improve the per-formance of the fighters, by paying addi-tional costs. It is not mandatory them,but if this is done, all fighters in the armymust be bound to it.An affiliation has a name a bonus and aSolo.Name: Each affiliation has anameChief (this title varies betweenarmies): this is the founder ofthe affiliation. This fighter doesnot pay affiliation costsAffiliation/name of the affiliation(cost of the affiliation a.p.): This textdescribes the bonuses and limitations im-posed by the affiliation. An affiliationcan have multiple entries like this one;all fighters in the army must pay all costs(in a.p.) for all these entries. Nexus andWar Machines are not fighters and donot pay this cost.Solo/Name of the Solo (cost of theSolo a.p.): Each affiliation has a list ofSolos that can be done to specific fight-ers by paying the a.p. cost for each ofthem. All fighters bound to the samecard must have the same solos (unlessthey are bound to the same card bymeans of special rules such as forminga War-staff).

::::::::::: :::::::::::

Expansion: Mystics

Mystics are those fighters that cancast Spells (Magicians) or call Miracles(Faithful). Each of them has a separateappendix for their related rules.

Loss of Focus

Any Mystic requires focus to use his abil-ities. These fighters can, under certaincircumstances, lose focus, thus getting -1 to his POW and FAI rolls. There isa difference between what can make apure Mystic or a warrior Mystic lose hisfocus, as reported below:

EVENT: theMystic is

PUREMYSTIC

WARRIORMYSTIC

in contactwith an enemy

yes no

stunned orwith chargepenalties

yes no

woundedduring thisround

yes no

successfullytargeted witha counterspell(if Magician)

yes yes

been censuredand failed tocall themiracle (ifFaithful)

yes yes

in rout yes yes

The loss of focus lasts until the end ofthe maintenance phase of the currentround.

Summoned and ResurrectedFighters

Some spells and miracles allow the sum-moning of fighters or the resurrection ofthe killed ones, who then join the bat-tle. These creatures are subject to thefollowing rules.

Placement When a fighter is sum-moned or resurrected onto the battle-field his miniature cannot be placed di-rectly into base-to-base contact with anenemy. Such a fighter must be placedwith his base completely within the rageof the effect used to summon/resurrect

him. If this rule cannot be respected dueto the battlefields configuration, thenthe fighter cannot be summoned/resur-rected.

Resurrected fighters These fightersare brought back healty, without anyGem/T.F. in their reserve, but with allartefacts, spells, miracles etc. that theyhad before being killed. Any effect theywere subject to when they were killed isdissipated.

Activation Fighters placed onto thebattlefield during the activation phase(be they summoned or resurrected) can-not perform any other action during thisphase. They can, however, act in theusual way starting in the Combat Phaseafter their appearance on the battlefield.

Summoned fighters and referencecards Summoned fighters are boundto and activated with the card of thesummoner. If when a fighter is sum-moned there are 4 or more fightersbound to the summoner card (includingthe summoner), then they are bound toa new card that is added to the activa-tion pile from the following round.

Controlling Summoned FightersWhen summoning a fighter, the playermust calculate the sum of the Force val-ues of the miniatures that are already un-der the summoner’s control. If the sum-moning of the new fighter would causethe authorised limit to he passed, then itcannot be done.The total of the Force values of the crea-tures summoned by a summoner cannotpass a certain limit determined by thesummoner’s rank:

MYSTIC RANK

SUM OF THEFORCE OFSUMMONEDFIGHTERS

Initiate/Devout 2

Adept/Zealot 4

Pure MysticCharacters

+1 to therank-relatedamount

A summoner already controlling themaximum Force of fighters he can con-trol cannot summon other fighters.

Death of the summoner Summonedfighters remain in play even if the fighterwho summoned them is eliminated. Ifthis happens, then the latter’s referencecard continues to represent them.

14

Expansion: Incantation

This appendix describes how to play withMagicians.Magicians have the Power/POW Char-acteristic, which is found in the lowerright-hand corner of their reference card.

The higher the POW, the easier it is forthe Magician to cast spells.

Mana Mana is the Mystic energyused by Magicians to fuel the effects oftheir spells. Each Magician has a manareserve and he must use a part of it everytime he tries to cast a spell. This manareserve is represented by counters calledgems.There are six Mana Elements.

• The four primordial Elements are

Air , Fire , Water andEarth .

• The two other Elements are calledPrinciples. These are Light

and Darkness .Some of these Elements are opposed toeach other.

• Air is opposed to Earth;• Water is opposed to Fire;• Light is opposed to Darkness;• The corruptive powers of Darkness

are so strong that it is opposedto all the Elements, includingDarkness itself.

The Mana Reserve

Each Magician has a mana reserve thatfluctuates throughout the game. At thestart of a game, a Magician has a num-ber of mana Gems equal to his POWdistributed among the elements he dom-inates. A Magicians’ mana reserve canbecome empty, but never negative. Atmost, no matter how many game effectsadd Gems to it, it can hold a numberof Gems equal to twice the MagiciansPOW, never more.

Mana Recovery

During the Mystic phase the playersmake a mana recovery roll (which is aPOW test) for each of their Magicians,and then refer to the Mana Recovery Ta-ble. This test is a POW test with nothreshold, the player must get the high-est possible result. Depending on the

total he gets and and his rank. the Ma-gician recovers a certain number of managems chosen among the Elements mas-tered by the Magician. A Magician can-not recover more mana Gems than is al-lowed by the limit of his mana reserve.

POW + d6 Initiate Adept0 or less 0 11/2 1 23/4 2 35/6 3 47/8 4 59/10 5 611/14 6 715/17 7 818/21 8 9

22 or more 9 10

Spells

A Magician only knows a certain amountof spells and he can use only them dur-ing a game, The Spells that a Magicianknows are indicated and described in theArmy book. When more than a Ma-gician is bound to the same card, theyshare the Spells.A spell has the following structure:Every spell has a namePower: this parameter indicates howcomplex the spell is to learn.Gems: this indicates the cost and typeof Gems for casting the spellDifficulty: this is the difficulty value ofthe incantation test (see below)Area of effect: this indicates the kindof fighter who can be targeted by thespell.Range: this indicates the distancewithin which the spell can affect tar-gets.Duration: this indicates how long thespell lasts.Frequency: This indicates how manytimes can the spell be successfully castduring the same round. If a spell failsto be cast, that counts towards its fre-quency.

Casting a Spell

Most spells are to be cast during the Ma-gician’s activation. However, some par-ticular spells are to be cast during otherphases. When this is so, then it is men-tioned on the spell description. A Magi-cian can only cast a spell on a target onwhich he has a Line of Sight. When incombat, a Magician’s LoS is reduced tohimself and fighters in contact with him.

The number of spells that a Magiciancan cast in a round is only limited byhis mana reserve and the Frequency ofhis spells. In the same round a Magiciancannot cast the same spell more oftenthan the Frequency indicated in its de-scription. On the other hand, as long ashe has enough mana Gems available, hecan continue casting spells.

1. Choice of target;2. Calculation of the difficulty;3. Announce counter-magic (if the

opponent so desires);4. Sacrifice of the Gems required for

the incantation indicated in theSpell from the reserve of the Ma-gician;

5. Absorption (if it was announced,see below);

6. Improvement of mastery (if theplayer wishes, see below);

7. Verification of the distance;8. Incantation test: a POW test with

a difficulty equal to the spell’s dif-ficulty.;

9. Countering test (if the opponentannounced it, see below);

10. Application of the spell effects asstated in the Spell description.

Mastery Once the player has re-moved the Gems required for the incan-tation from the Magician’s reserve, hecan, if he wishes and has the possibility,increase his chances of success on the in-cantation test by sacrificing X additionalgems. The Gems thus sacrificed can beof any type. For each Gem used in thisway the player rolls one additional d6when making the incantation test. X isequal to the Magician’s rank +1 and thisrecudes if the Magician receives Masterydice from other sources (e.g., artefacts).

Absorbing a spell Absorption con-sists of spending exactly the same num-ber of Gems indicated in a spell descrip-tion but of an element opposing thoseGems.

Counterspelling a spell If thespell is successfully cast, then the Ma-gician attempting to counterspell does aPOW test with a single d6 (it is impos-sible to improve the mastery of counter-spells). The difficulty of the counterspellis equal to 1+ the highest between thespell’s difficulty and the POW of the Ma-gician casting the spell.

15

Expansion: Divination

This appendix describes how to play withFaithful.The Faithful are the only fighters withAspects of faith, which are placed in aspiral in the lower right hand corner oftheir reference cards. There are three ofthem, Counter-Clockwise starting fromthe Top: Creation, Alteration and De-struction. The sum of the three aspectsis called Faith (FAI). Below is an imageof how the FAI rate looks like, Creationis 0, Alteration is 2 and Destruction is 1.

In the Army Books, they are reported ina line: Creation/Alteration/Destruction,so the above is reported as 0/2/1.The Faithful can be of two differenttypes.

• The orthodox Faithful draw theirstrength from the presence ofbelievers of their people aroundthem.

• Conversely, some Faithful, knownas iconoclasts, use the faith oftheir enemies to use it againstthem and serve their obscure di-vinities. These fighters have theIconoclast ability.

Temporary Faith, Believersand Aura of Faith

Among the abilities of a Faithful is thename of the divinity that he worships.Right after this name is a numeric valuethat indicates how many cm the Aura ofFaith of the Faithful extends from thesides of his base.Faith points (T.F.) are used by Faithfulto call miracles. A Faithful starts a gamewith an amount of T.F. equal to his FAIrate. The Faithful’s T.F. is calculated ineach new round during the Mystic phase.The term “believer” designates all fight-ers taken into account in the calculationof a Faithful’s T.F..

• The orthodox Faithful consider allfriendly fighters to be believers.

• The Iconoclast Faithful considerall enemy fighters to be believers.

Recovering Faith

During each Mystic phase the playerscalculate the T.F. for each of their Faith-ful for the upcoming round as follows.At the beginning of the Mystic phaseeach Faithful’s T.F. is brought down to

0, even if he has points left over fromthe previous round.Depending on his type and rank, a Faith-ful generates a certain amount of pointsthat are added to his T.F. reserve:

• a fixed amount of T.F. is grantedto each Faithful, this is

– equal to his rank +2 for PureFaithful;

– his rank +1 for Warrior-monk.

• a variable amount of T.F. isgranted to each Faithful based onhow many believers are in his Auraof Faith. 1 T.F. is generated byevery even incomplete fraction ofX believers, and X varies based onthe Faithful’s rank:Devout: X=3;Zealot: X=2;

A Faithful is not counted for his ownvariable amount of T.F., but he can becounted for other Faithful’s. A believeris counted in all Auras of Faith he is in.

Miracles

A Faithful knows Miracles which he cancall during the round. The Miracles thata Faithful knows are indicated and de-scribed in the Army book. When morethan a Faithful is bound to the samecard, they share the Miracles.Miracles have the following structure:Every miracle has a name.Aspects: this indicates which of thethree aspects the miracle refers to.Fervour: this indicates the cost in T.F.to call the miracle.Difficulty: this is the value that theFaithful has to reach for the miracle tobe successfully called.Area of effect: this indicates the kind offighter who can be targeted by the mir-acle. For certain miracles this parameteris “special”, in which case this is definedin the miracle description.Range: this indicates the distancewithin which the miracle can affect tar-gets. For certain miracles this parameteris “special”, in which case this is definedin the miracle description.Duration: this indicates how long themiracle lasts.

Unlike spells, Miracles have no fre-quency, because that value is fixed to1 for all Miracles, unless specified other-wise in the description of the Miracle.

Calling a Miracle

A Faithful can call the same miracle onlyonce per round. Every time a Faith-

ful calls a miracle, his T.F. is reduced.However, as long as he has enough T.F.available, the Faithful can try to call mir-acles.

1. Choice of the target.2. Calculation of the difficulty.3. Application of the fervour by re-

moving the required amount ofT.F. from the Faithful’s reserve.

4. Strengthening of the bond (if theplayer wishes, see below).

5. Verification of the distance.6. Application of censure (if the op-

ponent wishes, see below).7. Divination test, which is a FAI test

whose difficulty is equal to that ofthe miracle.

8. Application of the miracle’s ef-fects.

Strengthening of the bond. Forthis the player can spend X points of theFaithful’s T.F. to be able to roll X ad-ditional d6 to make this test. He cansacrifice as many T.F. in this way as hewishes, within the limits of the Faithful’sreserve. X is equal to the Faithful’s rank+1.

Application of censure. When aFaithful attempts to call a miracle, theopponent can select one (and only one)of his Faithful to censure the one makingthe call. The Faithful chosen to applycensure must meet the following condi-tions:

• He must be able to see the Faithfulto be censured.

• He must be within the miracle’srange (even if he is not its tar-get). If the miracle’s range is “per-sonal”, then he must be in base-to-base contact with the enemyFaithful. If the miracle’s rangeis variable, then the Faithful canapply censure if he is potentiallywithin range at the moment thatthe call is made.

If these conditions are met, then theFaithful can sacrifice X T.F. points tolower his opponent’s result by X. X canbe equal to maximum the rank the Faith-ful applying censure.

16

Expansion: SpecialShots

Marksman can make different kinds ofspecial shots that are described below.These shots grant bonuses but alter thekind of action that firing is. These kindsof shots cannot be cumulated.

Indirect shotKind of action: this is an exclusive ac-

tion.Bonus: the fighter can fire at targets

that he cannot have valid Line ofSight on, even if there are obsta-cles between them.

Penalty: it is only possible to fire atmedium and long ranges and allnormal penalties apply. All otherpenalties are normally considered(including cover, unless the marks-man has Consciousness).

Rapid reloadingKind of action: this is an exclusive ac-

tion.Bonus: the fighter makes two AIM

tests against the designated tar-get, which suffers a Damage Rollper test that is a success.

Penalty: the difficulty of these shots in-creases by 2 at close range and by1 at medium one.

Aimed shotKind of action: this is an exclusive ac-

tion.Bonus: the fighter:

1. adds half his AIM rate aswritten on his card to theSTR of the ranged weapon(round up);

2. adds 1 to his repartition rolls.Penalty: none.

Assault firing

Kind of action: this is a cumulative ac-tion that can be made only if thefighter declared an assault on avisible target. This action cannotbe made after a fighter has disen-gaged.

Bonus: the fighter can fire at his target,the difficulty is 7 and the standardmodifiers apply (except for cover).If the target is hit and he was al-ready in combat, the repartitionroll gets a +1.

Penalty: none.Clarification: it is possible to declare

only 1 assault firing per assault. Ifthe target of the assault is killed bythe assault firing of one or more as-sailants, and some other assailantsstill had to shoot, then these onesare considered to have shot al-ready. All these fighters can nev-ertheless redirect their assault.

Reaction firingKind of action: this is a cumulative ac-

tion that can only be declaredwhen an enemy fighter declares anengagement on a marksman that isnot yet activated. Thus, when themarksman is activated he cannotperform exclusive actions and hewill be considered to have alreadymade a cumulative firing action. Amarksman that is fleeing or rout-ing cannot make this action.

Bonus: the fighter can fire at one of hisassailants, as long as he could seehim when the action was declared.The difficulty is 7 and the standardmodifiers apply (except for cover).

Penalty: none.

Mixing Assault and Reaction FiringAn assailant can declare an assault fir-ing and the assailed can declare a reac-tion firing (after possible COU tests aremade). In this case, the assault fire isresolved first, then is the reaction onemade.

Special Kinds of Firing and SpecialEffects All the shots described aboveare different actions and their effectscannot be used simultaneously.However, there are abilities that let afighter declare multiple firing actionsduring his activation. In this case, re-member that certain of these actions areexclusive and they prevent other actionsto be made.If certain capacities turn an exclusiveaction shot into a cumulative one, themarksman can use that kind of shot allthe times he shoots.

Marksmen and special shotsMarksmen can make special shots de-pending on their weapons:

• any weapon can make a reactionfiring;

• any weapon can be used to makeaimed shots;

• assault weapons (see below) allowassault firing to be made;

• parabolic weapons (see below) al-low indirect shots to be made;

• all non-Pure Mystic Charactershave Rapid reloading.

Assault Weapons These weapons letthe bearer make assault firing. Thisgroup includes: breaths, guns, pistols,crossbows, javelins, axes, daggers, darts,spears, harpoons, arsenals, chackram,stars, pilum and elemental projections

Parabolic Weapons These weaponslet the bearer make indirect shots. Thisgroup includes: slings, granades, bowsand vials.

Other Ranged Weapons Theseweapons only allow shots that anyranged weapon can make. This in-cludes: rifles, spingardes, muskets, can-nons, bombards, rocket launchers andother weapons not found in the listsabove.

17


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