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== Measuring Distance == Distances (in cm and in range bands) are measured with a ruler. Any ruler will do, but the RACKHAM tape measure has been designed for miniature games and makes measuring ranges easy. Th e distances must be measured from the edge of one element to the edge of another. It can be either the edge of a miniature’s base or the edge of a terrain element. When one unit shoots at another, the only measurement taken is from the edge of the leader’s base to the edge of the enemy leader’s base. Any terrain element or fi ghter that is only partially within a certain distance is always considered to be in the shorter of the two distances. Important! You are not allowed to measure any distance before declaring an action. Th e action is declared fi rst and any measuring performed afterwards. == Units == All the fi ghters in Confrontation are part of units, groups of one or more fi ghters sharing the same category (infantry, cavalry, creature, war machine or titan; see below). Each unit is represented by a card (see p. 84), which lists their main ingame characteristics. Th e combination of all a player’s units is known as his company. Each unit includes a leader, indicated by the player at the beginning of the game. Th is fi ghter is a standard fi ghter (see below); he has the same characteristics as the other members of the unit. He is used as a reference point when measuring distances. When the leader is eliminated, he is replaced by another fi ghter in his unit. Th e player designates the standard fi ghter (see below) closest to the former leader to become the new leader. If there are only special fi ghters left, the closest to the former leader becomes the leader. Incarnates (see p. 112) are always the leaders of their unit. '''Unit formation''' Inside a unit, the positions of the miniatures obey strict rules. Th is is called the formation. • Scattered formation: Each fi ghter has to be within 10 cm of the unit leader and each fi ghter has to be within 2.5 cm of another fi ghter in the unit. Th is formation only needs to be checked at the end of the unit’s movement. Any fi ghter who is in contact with an opponent does not need to stay in formation. *Close formation Each fighter 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. '''Category of troops''' There are five troops Categories: *Infantry includes all foot soldiers. *Cavalry includes all mounted fi ghters, no matter their mount, and centaurs of all kinds. *Creatures includes all the animals and monsters that occasionally join an army. *War machines are all the engines of destruction and siege weapons known for their terrifying power. Fortifi cations are also included in this category. *Titans are the most massive and powerful fi ghters, strong enough to crush entire armies on their own.Some Categories (infantry, cavalry and creatures) are also split into three Ranks. *Rank 1 fighters represent the majority of the troops fi ghting on the battlefi eld. Enrolled from the population in the more organized nations or trained traditionally for combat in the more warlike cultures, their strength lies as much in their numbers as in their combat skill. *Rank 2 fighters are the most experienced and dangerous warriors among their people. Th eir better training and equipment means their intervention is often decisive. *Rank 3 fighters are death embodied. Their names 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. '''Type of troop''' Th e type of a unit is determined by the name of the standard 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 ghters and conscripts of the Griffi n special fi ghters. '''Special fighters and standard fighters''' Some fi ghters have specifi c roles (see “Incarnates”, “Mystics” and “Morale” chapters). They are called special fi ghters, as opposed to standard fighters. The term “special fighters” designates… *Incarnates: Every army has its heroes, famous characters who inspire courage in the troops and sow panic in their enemies’hearts. Most of the time they are strategic geniuses and exceptional fi ghters, chosen by the gods themselves to serve as their champions. Death has no power over them! An Incarnate is identified by a personal name on his card. Each company has to include at least one Incarnate. *Mystics: Magicians cast spells and faithful can call upon the gods for miracles to support their comrades or smite the enemy. Th e presence of either in a company’s ranks shows that excellence in combat can be combined with the mastery of the mystic lore of Aarklash! *Standard bearers and musicians: These special fi ghters are in charge of fuelling the troops’ morale and fi ghting spirit. Th ey signify hope and victory to those in their ranks. The sight of a standard, the clear sound of a horn or the deep beat of a drum are a way of reminding the soldiers that courage is the fi rst weapon of any army! *Specialists: As their name suggests, specialists are fi ghters that have mastered a particular fi eld. In game terms, they trigger special eff ects. == Moving Miniatures == A unit can change formation at the beginning of its activation. A unit can move in any direction. Th e maximum distance it can travel depends on the fi ghters and the movement type selected (see Activation phase, pp. 90-97). A free unit can change formation after any movement. Other fi ghters and impassable terrain elements constitute obstacles that need to be skirted around. Even a knight in heavy armor cannot ride through a stone wall. When a fi ghter moves, his base must be able to pass between all the obstacles in his way. Infantry and cavalry units on the same side and in scattered formation do not hinder each other’s movement and they do not need to be skirted around. However, enemy units cannot “move through” them. If the unit does not have enough movement to move entirely through another unit or an obstacle, the moving unit stops 1 cm in front of it. == Field of vision and line of sigth == All miniatures have a 360° field of vision. Soldiers are capable 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 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 miniature can see any part of the target the fi ghter has a line of sight. == Cards == Th e cards supplied with Confrontation miniatures list the fi ghters’ characteristics and some useful information for resolving their actions. Called reference profi les or just profi les, they are also used to help identify the fi ghters and their weapons. Moreover, fi ghters have abilities or special tactics listed in their corresponding Army Book. ''Notes: 1. Courage can be replaced by Fear : Th e higher the value the greater the chances are the fi ghter’s enemies will be struck by fear. 2. Health can be replaced by Structure : Number of structure points the war machine or fortifi cation has.'' == Universal table of resolution == When a Confrontation fi ghter undertakes an action the universal table of resolution is used to determine if he succeeds or if he fails. To perform an action you need both its action value (generally 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 imposed 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 Courage characteristic of the unit concerned. '' You then do the simple calculation: '''action value – diffi - culty'''. The result indicates the column to read in the universal table of resolution. Th is column gives you the minimum result needed on a die for the action to be successful The player then rolls a certain number of dice, depending on the test: *Courage test: One die for the unit; *Attack test: All the dice used in a hand to hand or ranged attack; *Strength test: As many dice as the number of hits obtained. 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 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. == Damage == Hitting a fi ghter is not always enough to knock him out: you need to hit him hard enough. Each time a fi ghter is hit by a mêlée attack, a projectile or any other game eff ect that could potentially wound him, the players resolve a test on the universal table of resolution: *The action value is equal to the Strength of the weapon used. *The difficulty of the test is equal to the Resilience of the target. Each success means one damage point is infl icted on the target. Each damage point takes away one health point from fi ghters or one structure point from war machines and fortifi cations. A fi ghter is eliminated when he has lost all of his health points. A war machine or a fortifi cation is eliminated when it has lost all of its structure points. The eliminated piece is removed from the battlefi eld. == Playing a game == A game of Confrontation always begins by selecting a battle. Once this has been decided, each player is allocated a certain number of army points (A.P.) to build a company (see p. 126) that he will take to battle. Both players then set up the battlefi eld and deploy their miniatures. The first player plays his first unit, the second player then plays his fi rst unit, the first player then plays his second unit, and so on, until all their units have been played. Th ey are said to activate their units. A game lasts a certain number of game rounds. Th is number may be defi ned by the battle or by the players themselves. A game round is split into three phases. Each phase is detailed in its own chapter hereafter. *1 – Tactical phase Th e players determine the order in which they will activate their units and decide who goes fi rst. *2 – Activation phase Th e players take turns to activate their units. Th e fi ghters move across the battlefield, cast spells and call miracles, shoot at their enemies, engage them in hand to hand combat and resolve mêlées. *3 – Control phase The players assess the consequences of the preceding phases: calculation of mana and faith points for the mystics, review of which objectives have been fulfi lled. Th e round ends with this phase. === Tactical Phase === == Ordering the activation sequence == Th e activation sequence represents the order in which the units will be played during the round. To constitute his activation sequence, each player picks up the cards corresponding to each of the units in his company that are either on the battlefi eld or about to enter the battlefi eld. Hereafter, you will fi nd six game modes for ordering the activation sequence listed in increasing level of complexity. “Marauder” is the default game mode. Choose the one that best suits your gaming style! The game modes off er many advantages: *The players can choose a random strategic challenge by rolling a die and playing the mode corresponding to the result. *A beginner can choose an easier game mode to play against a more experienced player to balance the game. Meanwhile an experienced player can choose to make the game more challenging by choosing an expert game mode. *These modes can simulate particular battle conditions. The enemy has a spy in your ranks? You will be playing “master strategist” until you fi nd him! Once the activation sequence has been constructed it is not possible to change its order until the following round. Some game modes are subject to particular rules
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